[============------------------------------------------===================] | Virtua Fighter 2: Akira FAQ v1.01 | | Sega Saturn Version | | | | [modifications/editting/layout for Sega Saturn - by rg] | | [internal saturn version 0.50, date - 9.18.96 ] | | | | !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | | < all references to frames may differ for saturn version > | | < check alternate tables for correct move frame rates > | | !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | | | | !!!!!!!!!!!!!!!!!!!!!!!!!! | | < damage may differ also > | | !!!!!!!!!!!!!!!!!!!!!!!!!! | |=============-----------------------------------------===================| |by Joji Suzuki | |joji.g@channel1.com | |us003263@pop3.interramp.com | |Please send any comments, corrections, and additions to the above | |addresses. | [============------------------------------------------===================] [-------------------------------------------------------------------------] | +=================+ | | |Table of contents| | | +=================+ | |Introduction | |-------------------------------------------------------------------------| |Part I: The moves | | 1)Move list | | 2)Move analysis | | a)Basic moves | | b)Special moves | | c)Throws | | d)Break stances | | e)Reversals | | 3)Multiple attacks | | 4)Rising attacks | |-------------------------------------------------------------------------| |Part II: Putting it together | | 1)Stuff you need to know | | a)Escape from throws | | b)Crouching dash | | c)Stances | | d)The use of the Guard button | | e)Counters | | 2)Strategy | \-------------------------------------------------------------------------| |Part III: How to fight this guy/gal?? | | 1) Moves you can and can't counter | | 2) Moves you can and can't reverse | | 3) Strategy | |-------------------------------------------------------------------------| |Part IV: For your information | | 1) Character profile, history, fighting style | | 2) CPU Guide | | 3) Misc stuff | |-------------------------------------------------------------------------| |Acknowledgments | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] | +============================+ | | | Part I: The moves | | | +============================+ | | | |-------------------------------------------------------------------------| |Contents: | |1)Move list | |2)Move analysis | | a)Basic moves | | b)Special moves | | c)Throws | | d)Break stances | | e)Reversals | |3)Multiple attacks | |4)Rising attacks | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] | +============+ | | |1) MOVE LIST| | | +============+ | | | |Complete list of Akira's moves, including the Japanese names for the | |techniques. It shows the motion, hit level, and damage. The damage is | |given in life bar points which differs on the level setting, and for vs. | |play. It is NOT the percentage of the life bar, but an actual numerical | |value. It is also standardized to Wolf's Giant Swing (twirl 'n' hirl) | |being 100 points. Refer to Part IV: Damage section for more detail. | |-------------------------------------------------------------------------| |G,P,K refer to the Guard, Punch, Kick buttons respectively. | | | | IMPORTANT NOTE: | | !!!!!!!!!!!!!!! | |(A,B,C) are the default saturn mappings. Saturn | | ------ | |f,b,u,d refer to forward,back,up,down, respectively. same | |F,B,U,D refer to holding the joystick in that position. same | |H refers to attacks that hit standing non-defenders. same | |M refers to attacks that hit crouching opponents. same | |L refers to attacks that hit standing opponents. same | |-------------------------------------------------------------------------| | | |-------------------------------------------------------------------------| |Move Motion Hit Dmg Note | |-------------------------------------------------------------------------| |Basic moves | |-------------------------------------------------------------------------| |Jab (Chusui) | P | H | 10 |P,K,A | | | (B) | | | | |-------------------------------------------------------------------------| |Low jab (Hosui) | d+P | L | 10 |A | | | (d+B) | | | | |-------------------------------------------------------------------------| |High kick (Shotai) | K | H | 30 |P,A | | | (C) | | | | |-------------------------------------------------------------------------| |Low kick (Yosentai) | d+K | L | 10 |A | | | (d+C) | | | | |-------------------------------------------------------------------------| |Side kick (Sokutai) | d/f+K | M | 23 |P,W,A | | | (d/f+C) | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Small jump moves (tap up or u/f or u/b) | |-------------------------------------------------------------------------| |Hopping punch I (Rakuhososui) | +P | M | 30 | | | | (+B) | | | | |-------------------------------------------------------------------------| |Hopping punch II (Rakuhosui) | P(asc) | M | 30 | | | | (B asc) | | | | |-------------------------------------------------------------------------| |Hopping kick I (Choshitai) | K(asc) | M | 30 | | | | (C asc) | | | | |-------------------------------------------------------------------------| |Hopping kick II (Shitai) | K(desc) | M | 20 | P | | | (C asc) | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Large jump moves (hold up or u/f or u/b) | |-------------------------------------------------------------------------| |Jumping Hammer (Rakugekisosui) | f+P(asc) | M | 30 | | | | (f+B asc) | | | | |-------------------------------------------------------------------------| |Take off kick (Tokyaku) | +K | M | 30 | | | | (+C) | | | | |-------------------------------------------------------------------------| |Jumping drop kick (Hidantai) | f+K(asc) | M | 40 | | | | (f+C asc) | | | | |-------------------------------------------------------------------------| |In air kick (Rakuhosui) | K(asc) | M | 30 | | | | (C asc) | | | | |-------------------------------------------------------------------------| |Landing kick (Fujintai) | K(desc) | M | 30 | | | | (C asc) | | | | |-------------------------------------------------------------------------| |Back drop kick (Humontokai) | b+K(asc) | M | 40 | | | | (b+C asc) | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Turning around moves (opponent behind you) | |-------------------------------------------------------------------------| |Turning punch (Kenhaisui) | P | H | 12 |P,K,A | | | (B) | | | | |-------------------------------------------------------------------------| |Turning overhead hook (Hairakuheki)| d+P | M | 14 | | | | (d+B) | | | | |-------------------------------------------------------------------------| |Turning punch(crouching)(Kenhaisui)| D+P | H | 12 | | | | (D+B) | | | | |-------------------------------------------------------------------------| |Turning high kick (Haitai) | K | H | 30 |P,A | | | (C) | | | | |-------------------------------------------------------------------------| |Turning knee bash (Hashitsutai) | d+K | L | 10 |A | | | (d+C) | | | | |-------------------------------------------------------------------------| |Turning low sweep (Chisentai) | D+K | L | 30 |A | | | (D+C) | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Pounce (opponent down) | |-------------------------------------------------------------------------| |Jumping stomach punch (Gekihosui) | u+P | n/a | 20 | | | | (u+B) | | | | |-------------------------------------------------------------------------| |Ground punch (Sokaho) | d/f+P | n/a | 12 | | | | (d/f+B) | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Special Moves | |-------------------------------------------------------------------------| |Double punch (Hachimonkaida) | P,P | H,M | 10,12| P,K | | | (B,B) | | | | |-------------------------------------------------------------------------| |Punch-kick (Kansuitai) | P,K | H | 10,30| P,A | | | (b,C) | | | | |-------------------------------------------------------------------------| |Elbow strike (Johochochu) | f+P | M | 19 | P,A | | | (f+B) | | | | |-------------------------------------------------------------------------| |Knee kick (Doppochoshitsu) | K+G(tap G) | M | 30 | + | | | (C,A){tap A} | | | | |-------------------------------------------------------------------------| |Jumping kick (Migitankyaku) | f,f+K | M | 30 | | | | (f,f+B) | | | | |-------------------------------------------------------------------------| |Jumping double kick (Renkantai) | f,f+K,K | M | 30,30| | | | (f,f+B,B) | | | | |-------------------------------------------------------------------------| |Dashing elbow (Rimonchochu) | f,f+P | M | 20-40| P,A,@,#| | | (f,f+B) | | | | |-------------------------------------------------------------------------| |Super dashing elbow (Yakuhochochu) | f,f,f+P | M | 20-40| P,A,@,#| | | (f,f,f+B) | | | | |-------------------------------------------------------------------------| |Single palm (Mokokohasan) | crouch,f+P | M | 20-65| P,K,A,@| | | (crouch,f+B) | | | | |-------------------------------------------------------------------------| | # |Body check (Tetsuzanko) | b,f,f+P+K | M | 20-80| !,*,@ | | | (b,f,f+B+C) | | | | |-------------------------------------------------------------------------| |Uppercut (Yoho) | d/f,d/f+P | M | 50 | | | | (d/f,d/f+B) | | | | |-------------------------------------------------------------------------| |Double palm (Byakososhoda) | crouch,b,f+P | M | 30-70| !,@ | | | (crouch,b,f+B)| | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Throws | |-------------------------------------------------------------------------| |Reaping throw and punches (Toshinsotai)|P+D | H | 40 | | | |(B+A) | | | | |-------------------------------------------------------------------------| |Head butt (Shin'iha)or pull-in push-out|b/d,f+P | H | 60 | | | |(b/d,f+B) | | | | |-------------------------------------------------------------------------| |Reverse body check (Yoshisensrin) |b,d/f+P+K | H | 35 | | | |(b,d/f+B+C)| | | | |-------------------------------------------------------------------------| |Close in ram (Daidenhosui) |f,b,f+P+K | H | 60 | | | |(f,b,f+B+C)| | | | |-------------------------------------------------------------------------| |Stun palm (Boken) |P+K+G | H | 15 | | | |(B+C+A) | | | | |-------------------------------------------------------------------------| |Stun palm combo (Hogekiunshinsokosho) |P+K+G then | | | | | |b,d/f+P+K | | | | | |then d(or | | | | | |d/b or d/f)| | | | | |b(or f)+P | | | | | | | H | 15,40| | | | | | 50 | | | | | | (105)| | | |(B+C+A) | | | | | |then | | | | | |b,d/f+B+C | | | | | |then d(or | | | | | |d/b or d/f)| | | | | |b (or f)+B | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Break stances | |-------------------------------------------------------------------------| |Break guard (Kaiko) |f+P+G | H | | | | |(f+B+A) | | | | |-------------------------------------------------------------------------| |Trip I (Honko) |b+P+G | H | | | | |(b+B+A) | | | | |-------------------------------------------------------------------------| |Trip II (Gekihohonko) |d+P+G | H | | | | |(d+B+A) | | | | |-------------------------------------------------------------------------| |Surprise exchange (Shimporiko) |b/d+P+G | H | | | | |(b/d+B+A) | | | | |-------------------------------------------------------------------------| |Stumbling trip (Jumpohonko) |b,d+P+G | H | 10 | | | |(b,d+B+A) | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Reversals | |-------------------------------------------------------------------------| |High reversal |tap G,b+P | H | 50 | | | |(tap A,b+B)| | | | |-------------------------------------------------------------------------| |Mid reversal |tap G,b/d+P| M | 50 | | | |tap A,b/d+B| | | | |-------------------------------------------------------------------------| |Low reversal |tap G,d+P | L | 50 | | | |(tap A,d+B)| | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |Notes | |-------------------------------------------------------------------------| |P=Pai can reverse it (either high section punch/kick, or elbows) | |W=Wolf can reverse the side kick | |K=Kage can reverse the punch | |A=Akira can reverse it, high/mid/low | |@=Damage depends on the distance between you and the opponent. | |#=Opponent is knock down if it hits while standing, and staggers them if | | they are crouching, defending or non-defending. | |!=If it hits, the opponent will always go down. | |+=the way to do this is very tricky. You tap both K+G simultaneously,but| | (C+A) | |you must release the G (A) immediately (it's actually 1 frame time worth.| |More on this later). | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] | +================+ | | |2) Move analysis| | | +================+ | | | | Here I will go into more detail on how each moves can be used. It | |may seem like there's too much detail,but this was necessary to truly | |describe this character. | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |a) Basic moves | |============== | | | | This includes the simple jab to the pounce attacks listed above. I | |will only go into detail for some of the techniques. Note also that | |mastering these basic techniques is really the difference between the | |good and the best players. Just like in chess, anyone can learn how the | |pieces move (i.e. execute the basic techniques), but it takes a lot of | |practice to know how they work to defeat your opponent. | |-------------------------------------------------------------------------| |Low punch (d+P) {d+B} | |--------- | | Very quick and useful technique to bring the attacker to crouch. | |Also, this is something that needs to be emphasized. Many people use the| |low punch in order to avoid a throw, and keep the opponent away, and set | |up for an attack. A good reason for why this is a good method of | |avoiding a throw is because of this--when you simply crouch, without | |punching, it takes 20 frames (remember, VF2 is 60 frames per second) to | |achieve it. In this case, the first 10 frames is still considered to be | |standing, while the second 10 frames is considered to be crouching. So | |there is that 1/6 of a second when the opponent can still grab you. | |However, when you crouch with a punch, you immediately go into a crouch. | |This may not seem like a big deal, but when an opponent hits you with | |something and goes for a throw, that extra 10 frames makes a difference. | |Also, the low punch can be connected to the single and double palm. | | | | In addition, a low punch can be doubled as a low reversal just by | |tapping the guard button before hand. This becomes effective in many | |occasions when the opponent is doing a low attack to avoid a throw. | |More on this strategy in the reversal section. | | | | On a side note, in VF1, using the low punch against an opponent with | |their backs against you, allowed you to combo into a throw. However, | |this is no longer the case with VF2. It doesn't matter anyway for Akira | |because he has no back throw. | |-------------------------------------------------------------------------| |Side kick (d/f+K) (d/f+C) | |--------- | | Another wonderful technique that must be used effectively. When it | |hits a croucher, they will always stagger, allowing you to nail them | |with a dashing elbow. In addition, a punch-kick will nail them too (Much| |more on this punch-kick in it's section--You MUST read that section). | |It's always good to remember this because a staggered opponent is | |vulnerable to these attack all the time. | | | | What's more wonderful about this side kick is that it cannot be | |countered (Not Akira, Pai, Wolf's 'counter'[I call them 'reversals' to | |avoid confusion] but a counter attack.... That's confusing, I know. | |Read the "Counter" section--another MUST read.) This means that if the | |side kick is blocked (it has to hit, not miss completely, which is | |simply a miss), they can only try a low attack or rush in for a throw. | |But the throw is much harder, and besides, you have plenty of time to do | |a throw yourself. What's good about these techniques that cannot be | |countered is that most people will try to counter attack anyway, which | |you can easily block just by keeping the hand on the guard button. | |-------------------------------------------------------------------------| |Hopping attacks ( refer to the move list for stick motion) | |--------------- | | Although not that useful it itself, these techniques need to be | |remembered as well. A very good, and obvious, way to use them is to jump| |over a low attack, but probably most people won't try it because of it's | |slow jumping motion. However, if they are blocked, it has a quick | |recovery that cannot be countered. I good way to use them, however, are | |when the opponents are facing away from you. Most people use a low | |attack when you rush in to nail them, notably Sarah and Jacky. When you | |rush in, do these attacks, and you'll be surprised at how well they work.| |After a few of these, they won't try those sweeps... maybe. | |-------------------------------------------------------------------------| |Large jumping moves ( refer to the move list for stick motion ) | |------------------- | | I realize most advanced players don't use these, but don't look too | |lightly at these moves. They give good damage,and it's good to use these| |when someone rushes into you. They have tremendous range, and use it when| |you block your opponents jumping attack and they are airborne. Quickly | |run underneath and do a takeoff kick when they start to descend. Just | |like how the computer opponents do it. Works nicely, and they won't try | |I it themselves too often. This is good because Akira doesn't really | |have good attacks that hit safely, like the kickflip. | | | | However, there is another way to use this technique with surprising | |effectiveness. It is against Kage players who like to step back and try | |to confuse you with the f,f+K+G, and the f,f+P+K+G moves. When you see | |them step back, and you hear them tap the joystick twice (or if you see | |them starting the motion), just do a takeoff kick. You'll be surprised | |how well it works, and how long the range for this kick is. It works | |beautifully, and the Kage player will not try these cheap tricks on you | |anymore. | | | | In addition, it can be used to follow up some of the break stance | |moves, which will be explained later. | |-------------------------------------------------------------------------| |Turning attacks ( refer to the move list for stick motion ) | |--------------- | | The turning overhead hook is the probably one of the best moves | |since it is a mid level attack and it comes out fast. Also, it cannot be| |caught by a reversal. Other than that, the turning low sweep is another | |one of the very few sweeps Akira has. Its got long reach and does | |good damage. But it can be reversed by Akira's low counter, so beware. | |-------------------------------------------------------------------------| |Pounce (U+P and d/f+P) {U+B and d/f+B) | |------ | | His pounce has been a major irritation for many since its not that | |effective, and very slow (remember those VF1 days?) Much better in VF2, | |but many times, he strikes right in between the legs, which does not hit.| |Basically, you can either use the ground punch or the pounce, and use the| |pounce only when you're sure it's going to connect. This will save you | |from unnecessarily giving an opening to your opponent. After awhile, you| |will get a sense of how much damage the opponent needs to take in order | |for them to stay on the ground long enough for your pounce to hit. One | |thing to remember, however, is that if you miss either of these, the | |ground punch actually has more opening for your opponent to counter. | |So be careful and don't get too greedy. | | | | But if you want to play safe, just don't pounce at all. This is | |especially true if the opponent knows how to effectively execute a rising| |attack and nail you when you miss. | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |b) Special moves | |================ | | | | Here's the special moves. Of these, please make sure you read the | |punch-kick and the dashing elbow, for these are two of the more crucial | |techniques for him (the punch-kick is actually crucial for all the | |characters). | | | |-------------------------------------------------------------------------| |Double punch (P,P) {B,B} | |------------ | | A basic one-two punch. The first is a jab, and the second is a | |stomach punch. He will switch his feet position after this move. | | | | A very basic move, yet surprisingly effective. Why? Because the | |second punch is a mid-level attack. Wolf, Jeffry, and Shun can do a | |mid-level attack on their third punch, but only Akira can do it on the | |second, making it quite useful. Akira's first punch has tremendous | |reach and the second body punch catches quite a lot of crouchers. | | | | Use it occasionally, but mostly stick to using only the jab. When | |they start worrying about throws and crouch (but not long enough for you | |to do a dashing elbow) this double punch works nicely. There are quite | |a few ways to use this effectively, but its up to you to decide. | | | | This, incidentally, can be used repeatedly to beat CPU Jeffry and | |Wolf. | | | |-------------------------------------------------------------------------| |Punch-kick (P,K) {B,C} | |---------- | | The basic punch and rear leg roundhouse kick combo. | | | | One of the most crucial techniques one MUST learn is this (this goes | |for all the characters). The biggest strength is in using this as a | |counter (refer to counter section). For most attacks you block (high | |attacks for this example), a simple punch-kick will knock them down. | |The damage is very high, and you can get a pounce in many times. But the| |ground punch after a dash forward is the safest to do. Now, whenever | |you stagger an opponent, the punch-kick will connect all the time. So if| |you hit a dashing elbow to a crouching defender, this will make it an | |instant 3-hit combo, plus a pounce or a ground punch. The same thing if | |you stagger them with a side kick. Also, after a break guard (for+P+G), | |although the P,K buttons must be entered before the move is over, or else| |its too late. This last one will always connect EXCEPT FOR SARAH. | | | | So don't think this is a silly technique. Use it! In addition, | |holding the joystick forward BEFORE you do a punch will allow you to | |punch much further. Try it sometime and you will see. Using this, the | |double punch and the punch-kick will go in "deeper", making your attack | |more effective. To use it as a counter, while you are blocking a side | |kick, for example, keep your joystick forward and when you release the | |guard, keep holding forward and do the punch-kick. Also, after floating | |the opponent with a dashing elbow, this will connect some of the time | |against light opponents. It takes getting used to, but once you remember| |to use it, you'll be glad you took your time to use this | |not-so-spectacular technique. | | | |-------------------------------------------------------------------------| |Elbow strike (f+P) {f+B} | |------------ | | A good technique, but one thing to remember is that when your feet | |position is in open stance (read this on the "Stances" section), this | |will actually miss a crouching opponent. Kind of sucks, but if you like | |using this, use the dashing elbow instead. | | | |-------------------------------------------------------------------------| |Knee kick (K+G, release G immediately) {C+A release A immeadiately} | |--------- | | This is a knee strike (f+K) just like Jacky, Sarah, Wolf and Jeffry.| |The feet position will change after this move. | | | | You may be wondering what the heck this is. You're right. It is | |difficult to execute. The G button has to be tapped for only 1 frame | |worth. That's 1/60 of a second. I get this to work like this: tap G+K | |using your index finger and ring finger, respectively, but sort of | |'scrape' the guard button with your index finger. Kind of like a flick. | |Keep holding the kick button. You need to get used to it, but it | |actually works well with this method. If after trying this you still | |can't do it, just forget it. It's not going to affect your game play | |too much. If, however, you manage to perfect this move, you can combo | |it with a body check or a dashing elbow/palm if the opponent floats. | |But the best follow up is a double jumping kick. The opponent will cry | |out you are cheating. It takes off a lot of energy, and better than | |the body check. Even another knee kick will connect, followed by a body | |check or dashing elbow/palm, but don't do it unless you are sure of | |the knee kick and only against light opponents (i.e. Pai). | | | | A good way to use it is to come in as if to throw, get the opponent | |to crouch or do a low punch, and throw the knee. Or dash forward and | |knee. (Also you can hold the guard button for the first forward, and | |release the guard, and do f+K+G, release G. Gets complicated but it's | | (f+C+A, release A) | |not that bad). | | | | One more thing, Akira's knee kick comes out faster than any other | |character's knee kick, but the recovery is the pretty much the same as | |the Bryants'. Something to note because once you master the motion, it's | |definitely a move to use to be considered a good Akira player. | | | |-------------------------------------------------------------------------| |Jumping kick, double kick (f,f+K [,K]) {f,f+C [,C]} | |------------------------- | | Akira does a rear leg jumping roundhouse, and follows up with the | |lead leg for the double kick. The single kick will change his feet | |position. | | | | Not as useful as you may think it is because of its long recovery | |time. However, there are several sure ways to use it. And it's NOT after| |the break stances (the various P+G moves). After these break stances, | |it does not connect too easily unless you opponent tries to do anything | |but guard. It's not even that effective after a surprise exchange because| |experienced players will just dash forward and get away completely (I | |know a Shun player who does a u/f+P move to spin forward quickly). | | | | One way to use it is after your opponent stumbles on their butt | |after a dashing palm. Run forward and double kick. Another way is when | |you hit an opponent with a dashing elbow or a knee kick and it floats | |them, you can hit them with a double kick. Probably two of the most | |powerful combos. However, floating the opponent only occurs when you | |hit them while in the motion of an attack. But just remember to do it | |if it happens. | | | | On using the single or the double kick, remember that the single kick| |has a shorter recovery time, and will give less chance for the opponent | |to counter. This may be a better choice since you can continue to | |follow up on the single kick, unlike the double kick. Also, using a | |single kick after a break stance move floats the opponent really high, | |allowing you to connect with many things, but a body check is probably | |the best against heavy opponents who fly almost straight upwards (the | |lighter opponents go a little more forward, I think). Since using the | |single kick will give you the chance to follow up, yet still maintain a | |decent guard if they block it, its up to you make the decision of whether| |to go single or double. | | | | Another thing is to remember that you can enter the first forward | |motion while still holding the guard button. So you can press forward, | |release the guard, and do a f+K[,K], and get the jumping kick(s). Good | | (f+C[,C]) | |to do if you use it as a counter because of the less time it takes to | |execute the technique. Why? Because you can enter the first motion while| |you are blocking the move. This applies to the dashing elbow as well. | | | |-------------------------------------------------------------------------| |Dashing elbow (f,f+P) {f,f+B} | |------------- | | Akira does a rush and executes a upward elbow strike from a low | |position. | | | | This is probably the most feared technique Akira has, and also the | |technique you'll use the most. It is very quick and the recovery is | |fast enough to not receive any counters. The opponent will stagger if | |they are crouching, and you can combo it with a punch-kick. However, | |try also a dashing elbow-dashing elbow, but this is not that safe if | |they are quick characters (esp. Pai). Another one is dashing | |elbow-body check. If the elbow knocks them down, the body check will | |hit a little bit some of the time. But it works best when the opponent | |blocks the elbow, and tries some slow attack to try and counter your | |elbow. See what they do early in the match without following it up with | |anything and if they always try a slow move, go for this, and they will | |be shocked at the fact that half of their energy just disappeared. | |They'll swear it was a glitch or something. | | | | As mentioned in the previous section of the jumping kick, the first | |forward motion can be entered while holding the guard, making it | |extremely useful. Since you can stand there with a guard, and | |immediately execute the dashing elbow with only a f+P. This can | | (f+B) | |catch a lot of opponents coming in, because they usually are aware of | |the elbow and won't crouch at close range that easily. So get them | |coming in a few times, and they will suddenly turn defensive. Then | |just go for the throw or continue with the elbow if they crouch. | | | | Anyway, more on dashing elbow in the strategy section. | | | |-------------------------------------------------------------------------| |Super dashing elbow (f,f,f+B) | |------------------- | | Just like the regular one, except he dashes first, and changes his | |feet position. | | | | It's exactly the same as the previous, but the only difference is | |that Akira steps forward much more. In addition, he changes his feet | |position. Works very well against players who like to stay away a bit | |knowing the dangers of being too close. This move will close that gap | |pretty quickly, forcing them to fight a close distance match, as well as | |catching them off guard. | | | | In addition, just like the regular dashing elbow, you can enter the | |first two forward motions while holding guard, and execute the long range| |dashing elbow with a single f+P. This is little harder to get people | | (f+B) | |because it's kind of obvious you're up to something, and besides, it's | |better for opponents who are thinking they're out of range by staying a | |little further away. | | | | This also will be discussed more later in the strategy section. | | | |-------------------------------------------------------------------------| |Dashing palm (crouch, f+P) {crouch, f+B} | |------------ | | Akira steps low and winds the lead hand to execute a powerful palm | |strike. | | | | Another powerful technique, but don't overuse it. And don't use it | |thinking this is more useful than the dashing elbow. It's because if | |they block it, which they usually do because they see you low punching, | |they have ample time to counter (i.e., punch-kick). One thing to | |remember, though, is that Wolf and Jeffry cannot counter, so mix it more | |in your repertoire against them. | | | | A good thing to remember, however, is that this moves takes off more | |damage than the dashing elbow if you nail this to an opponent who is | |closer to you. As the move list noted, this move changes its damage | |according to the distance between the two players (dashing elbow too), | |but this takes off quite a bit more at its maximum. In addition, it can | |be combined with a low punch. Note that the move list describes the | |motion as crouch, f+P. This is because you can do this from a crouching | | {crouch, f+B} | |punch as well as from a simple crouch. | | | | This idea of using a low punch before hand brings up a very nice | |motion which is to tap guard before hand, and double as a low reversal | |(see reversal section for more detail). | | | | If this technique hits a non-defending croucher, they land on their | |butt, giving you a free throw or a free hit. Works wonder against such | |techniques as Lion's low double kicks, and the Bryant's low kick (d+K+G: | |low side kick). As you get used to it, you will see that the opponent | |will land on their butt as you are doing the technique, so get ready! | |If you're ready to do some serious damage, and also piss your opponent | |off, connect a close-in ram. Good RO possibilities too. | | | |-------------------------------------------------------------------------| |Body check (b,f,f+P+K) {b,f,f+B+C} | |---------- | | A move that basically represents the coolness of Akira. He slides | |down low to turn his body and slides into the opponents defense, and | |uses the area in the back called the "ko" (the area from the shoulder | |to your back) to slam into the opponent giving tremendous damage in | |close range. The real name, "Tetsuzanko" means "Tetsu"=metal/steel, | |"zan"=mountain, "ko"=back/shoulder blade, therefore "back/shoulder blade | |made of steel mountain" would be an appropriate translation. This will | |be repeated in the translation section, but I included in here because | |there has been some different translations and I wanted to set it | |straight (yes, I read Japanese...my last name Suzuki should be a hint...)| | | | This move must be mastered if you ever want to be a good Akira | |player. The motion may seem complicated at first, but once you get used | |to it, it's no problem. In addition, just like the dashing elbow and the | |jumping kicks, the first two motion, i.e. the back and forward, can be | |entered while holding guard, and execute the body check by a single | |f+P+K. Also, you can combine a b+P (just a jab) and two forward taps | (f+B+C) (b+B) | |to execute it. There are quite a few moves that do this, and will | |explained later in more detail. You can even tap guard before the punch | |to double as a high reversal (see reversal section for more detail | |on this). | | | | The body check can be used as a counter, but try to master the | | motion until you go crazy trying a body check counter. You should be | | able to do it without thinking what a long stick motion it is. It | | should be almost instantaneous, literally. When you are able to do so, | | start working on how to effectively get this move to hit as a counter. | | THAT is really the key because you can't use this move like a dashing | | elbow, obviously. The biggest task as an Akira player is to know when | | you can get this move to hit your opponent. | | | | One note to make. I think many of you may remember a strange | | phenomenon with the body check. That is if Akira does a body check | | no matter where, if the opponent does a throw move, Akira will be thrown| | | |-------------------------------------------------------------------------| |Uppercut (d/f,d/f+P) {d/f,d/f+B} | |-------- | | Akira steps low, and stands up violently with an uppercut. | | | | Kind of useless, actually. One way I have been able to use it is to | |use it once every 3 or 4 days. Seriously. Very slow and most opponents | |can jam it with a low punch or just stay back and counter. | | | | Also, it can be used after the surprise exchange. Explained in the | |multiple attack section. | | | |-------------------------------------------------------------------------| |Double palm (crouch,b,f+P) {crouch,b,f+B} | |----------- | | He steps low, and starting the hands from the waist, he pushes | |vigorously forward with both palms. | | | | The difference with this and the single palm is that the crouching | |defenders (and not just non-defenders like the single palm) are | |vulnerable as well. Also it does more damage. The biggest use for this | |move probably is to use it after the break stances, especially the | |surprise exchange and the trip against experienced players. | | | | The recovery is very slow, so try to connect (hit or blocked), and | |definitely don't just hit thin airs since it leaves you pretty open. | |Also, this move can be started out by doing a low punch, just like in | |the single palm, as well as tapping the guard button before hand to | |double as areversal. Another thing is that Pai, Kage, and even Akira | |cannot grab this attack, which incidentally is because it is a double | |handed technique. | | | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |c) Throws | |========= | | | |-------------------------------------------------------------------------| |Reaping throw and punches (P+G) {B+A} | |------------------------- | | This is Akira's regular P+G throw. He grabs the opponents arm, and | |trips the opponent using a technique called "kosoto gari", or 'minor | |outer reaping throw'. Then follows up with three punches to the stomach.| | | | The throw for Akira, although difficult to execute at first, becomes | |deadly once you master the motions. This simple P+G is a good one to | |master (I mean by how to use it), because it requires very little | |effort and will override the opponents throw if he/she tries a command | |throw (i.e. back+P+G) if done simultaneously. However, this move can be | | (back+B+A) | |escaped as with all the P+G throws, so beware of the experienced players | |who expect a throw coming. In these cases, stick to the other throws | |Akira possess. | | | | One frustration with this throw is that he jumps back very far from | |the opponent. If your back is against the edge of the ring, don't | |use it. Nothing more frustrating than doing RO, when you have full life | |bar and the opponent is nearly dead. Just remember to do a surprise | |exchange or another break stance throws. | | | |-------------------------------------------------------------------------| |Head butt (a.k.a. pull-in push-out) (b/d,f+P) {b/d,f+B} | |-------------------------------- | | Akira grabs the opponent's wrist, pulls him/her in, and executes a | | head butt, sending the opponent flying. | | | | Akira players are quite happy with this throw becoming very easy to | |execute compared to VF1, where it was really difficult. It does more | |damage than the regular P+G, but honestly, if you have the chance to do | |this throw, you should be going for the reverse body check or the | |surprise exchange, or even the close in ram. It's very cool, however, | |to finish the fight with this. | | | | If you still think this is a better throw, by all means use it. | |There's nothing wrong with using it. For those that do use it, here's | |a good way to use it. Execute to motion close to the opponent. If the | |opponent is standing, you get the throw. If the opponent is crouching | |you get an elbow which will stagger the opponent. Follow up with a | |punch-kick or something. Pretty cool huh? But there is a draw back. | |First you have to be really close. Second, if you're open stance | |(refer to the stances section), the elbow will miss. Therefore not | |that reliable since a missed elbow is not good. | | | |-------------------------------------------------------------------------| |Reverse body check (b,d/f+P+K) {b,d/f+B+C} | |------------------ | | Akira pulls the opponent towards him, and slides behind the opponent.| |Once behind, he slams his back against his opponents back, staggering the| |opponent. | | | | One of Akira's coolest throws, which requires quite a bit of practice| |to use consistently and effectively. The best times to use it is when | |the opponent misses an attack (well darn, that's true for ANY throw). | |But a side kick after the move will combo, making it practically the | |most powerful throw he's got. And if the side kick just stumbles or | |floats the opponent high in the air, connect with a super dashing elbow | |(enter it while the side kick is being executed). Or just simply another| |side kick. Very powerful, and makes your opponent wary of the throws. | | | |-------------------------------------------------------------------------| |Close in ram (f,b,f+P+K) {f,b,f+B+C} | |------------ | | Akira grabs the opponents arm, and slides under him while pulling on | |the arm. He firsts slams the shoulder into the groin area (ouch, that | |hurts) and violently stands up to send him flying in the air. | | | | One of Akira's new throws which does very nice damage. However, it | |has an awkward joystick motion that needs plenty of practice to | |incorporate in your repertoire. The only time you should always try to | |nail this is after the dashing palm hits a crouching non-defender, | |sending the opponent on their butt. Dash forward immediately and | |execute this throw. Good RO possibilities and pisses the opponent of | |big time if it does. | | | |-------------------------------------------------------------------------| |Stun palm (P+K+G) {B+C+A} | |--------- | | Akira rushes in, extends both arms straight outwards and strikes the | |body of the opponent with the palm of one hand. | | | | This throw in itself doesn't do much damage at all, and very | |difficult to connect another move after it if the opponent knows to stay | |still and press the guard button. However, this move is the beginning | |motion of a the famous 3-hit combo that Akira possesses. As of now, | |this is the only real way you can use this move. The 3-hit combo will be | |described later. | | | | So use this move if your opponent has very little life left, so that | |it knocks them down with this move. You can then watch the replay in | |slow motion to see how Akira extends both arm outwards. Kind of neat, | |but if you're not going for the 3-hit combo, just stick to the other | |throws. | | | [-------------------------------------------------------------------------] [-------------------------------------------------------------------------] |d) Break stances | |================ | | | | The break stances have received some bad comments on the net. | |Probably because you can't really connect anything reliably after the