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Akira Combos

Discussion in 'Akira' started by DeFiNiTiOn, Dec 29, 2002.

  1. FOB

    FOB Member

    Thanks for all those combos.

    The shoulder ram combos that have a standing P after them can only be done in closed stance correct (or do I have my stances mixed up)?

    When in open stance, I just do the shrm, d+P, dblpm...since a standing P doesn't seem to hit. When in closed, I am doing shrm, P, shrm (finally got it to near perfect consistency). Haven't done the dblpm after the 2nd shrm yet (as creed suggested...all about baby steps /versus/images/graemlins/wink.gif )

    One thing I noticed was that shrm,P,shrm gave me differing damage numbers. I've done both 63 and 69 dmg with it. I'm guessing the 69 is probably the one that is TRable.
     
  2. CreeD

    CreeD Well-Known Member

    shrm, P should not be stance dependent. One trick to make the punch hit reliably (and this applies to any character who wants to do a float --> jab --> XXXX combo) is to hold forward on the stick while you do the jab. You can't do f+P (akira's elbow/bodyblow)... you want to start holding forward as soon as they are floated, then tap punch to get a long range jab.

    Strangely, this can also cause differences in damage: I've got a jacky combo where the damage changes slightly because you don't hold forward during the jab. No real explanation for it.

    PS: If you can do DLC... shrm, d+P, DLC seems to be the weapon of choice for japanese players in evo (where shrm floats suck but DLC damage is a little better). For beginners I violently recommend ending combos in [6][6][K][K]. Skip the punch if it causes your combos to fail.
    In evo, [K]+[G], [P] is a reliable way to get chunky damage from a small float.
     
  3. LM_Akira

    LM_Akira Well-Known Member

    No problem about the combos I'll write some more down soon .In the mean time try these few ones a was messing about with over the weekend:
    [2_][6][P]+[K],[P],[2][P],[2_][4][6][P] ( looks quite flashy )
    [2_][6][P]+[K],[P],[2][P],[2_][6][P]
    [2_][6][P]+[K],[P],[2][P],[2_][6][P]+[K]
    [3][3][P],[3][3][6][P]+[K],[3][3][6][P]+[K] ( a little tricky )
    [2_][6][P]+[K],[4][6][P],[6][6][P] ( this does 70 damage and is alot easier than SPoD , for a beginner )
    Against a wall:
    [2_][6][P],[2][1][4][P],[3][3][P],[4][6][6][P]+[K] ( this ones a sick 114 + damage combo ie range dependent )
    [2_][6][P] ( stumbles ) SPoD ( this does about 97 damage I think if your quick enough you can get a DBC in for 100+)
    By the way I'm wtiting these combos using [6],[P],[G]....as I think it looks nicer to read than using abreviations.Have fun.
     
  4. LM_Akira

    LM_Akira Well-Known Member

    Err yeah I think [2_][6][P]+[K],[P] is definately stance dependent as if you're in the wrong stance the [P] will miss and all subsequent attacks will miss also , even the double palm ( this has big range ).If you're not sure what I mean check it out in training mode.If you can't gat the [P] in use the dragon lance ( [3][K]+[G] ) to get you in the right stance and the combo will be sure to come out....the trick to combos is to sit down and experiment.
     

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