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VF5FS Akira Move Analysis

Apr 23, 2018
VF5FS Akira Move Analysis

  • Top-10 Moves(top)

    1. [6][6][P] - I know what you're thinking... Why isn't SDE number 1? While I feel that SDE is among the top 3 moves in the game, DE is one of Akira's best moves, and a crucial weapon in Akira's repertoire. The best elbow in the game. Great range, fast start up if buffered correctly, one of about 3-4 elbows in the game that is positive on NH(+4), and is a nasty +8 on CH. Bes Elbow.

    2. [6][6][6][P] - The CH launcher that rules over all. This move is top 3 in the game no question (the only other move I feel is stronger than SDE is Jean's [6][6][P].) Starts up in 15fr if buffered correctly, knocks down on NH (great for oki, as you can beat [2][G] and abare with the same move, is -5 on block (lololol) and yields great damage for combos, with Akira averaging about 82 pts.

    3. [6][P]+[K]+[G] - The Alpha and the Omega. The reason why "Akira MUST DIE!", and the move that practically solidifies his spot in the Top Tier limelight. 13fr high that breaks guard, +15 if this connects. [4][6][P] and [2_][4][6][P] are guaranteed. Great damage, great wall carrying ability, and makes for strong wall pressure. OP goodness.

    4. [4][6][P] - A 14fr high launcher that's +1 on block... Yes, you read properly. This move is so good, you can literally throw this out as a poke, and not have to worry about it. Also, this move is great for punishing unsafe moves that are -14 and worse.

    5. [3][P]+[K] - A 26fr low that is +7 on NH. Far too much for a low, if you ask me. Instant nitaku on hit, so follow up with throw or [6][6][6][P] for a great mixup. Also, this move launches on CH, and makes for some crazy damage for a CH low. However, this low is linear, and is launch punishable on evade. Lastly, players with good reactions can react to this low. Use it wisely!

    6. [4][6][P]+[K] - A 19fr double-handed mid half circular that beats evades to Akira's stomach. Knocks down on hit, -5 on block, and beats some sabaki and reversal attempts due to it being double handed. Great for meaty oki, as this mid has about 5 active frames. Make them respect the mid on oki, then hit em' with the AMD! (Akira MUST DIE!, See [6][P]+[K]+[G].)

    7. [2_][3][P]+[K] - 16fr mid shoulder. Will beat most, if not all sabaki attempts, and I think the only character that can reverse shoulders is Aoi. Goes under a lot of highs, mids that animate high, Some Ex Highs (i.e. Brad and Vannessa's [6_][K], and can even beat [2][P] sometimes. Will beat most characters elbow class move at -5 or better, in closed stance. Test it, and see what you can find.

    8. [2_][6][P] on hit [P] - 16fr mid string. 2nd hit will only initiate if the 1st one connected. This move knocks down on hit, leaves your opponent in that air "suspended " animation, and allows for wall followups if close enough. Both the first and second hits are -6 on block, and the second hit is both evadable and reverse-able.

    9. [4][6][P]+[K]+[G] - 19fr half circular mid, that beats evades to Akira's back. Single handed, so if you're opponent mashes reversals like how most people play DOA, then I wouldn't go this move. However, this move does leave your opponent side turned, and if this move hits CH, [2][P] is guaranteed. Overall, a great move to keep your opponent honest in his/her evades.

    10. GBoD (Guard Break of Doom, please refer to "Toryƫ Tenshin Hazankai" in Akira's command list, as this command is too damn long :D) - A 17fr high that breaks guard. However, this does not give you advantage, but is part of a 4 command sequence, that yields 70 pts of damage. Great for use on Heavyweights (Jeffry,Wolf), to Taka-Arashi's weight class, as [4][6][P] combo damage is heavily mitigated against them. While is does give poor oki, I feel that this move shines after [P][K]. Sometimes, Akira is close enough to beat fuzzy guard after [P][K], so GBoD works perfectly.



    1. Command
      Description
    2. [P]
      Standard high jab, plus frames on block and advantange on hit. Can be used as poke to set up bigger moves or throws.

      Leads to [P][K] (high-high string), advantage on hit but primarily used as a punishment tool and [P][P] (high-mid string) which has limited use in pressuring Akira's opponent.
    3. [2][P]
      Standard low punch, plus frames on normal and counter hit. A universal tool but one that can be important to Akira's game. Fast execution speed means it's great as a poke and can interrupt the opponent if you're careful with it's use.

    4. Attacks(top)


      P(top)


      K(top)


      P+K(top)


      K+G(top)


      P+K+G(top)


      Stances(top)


      Throws(top)

ExzetyXat1 likes this.
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