1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Akira: Final Tuned

Discussion in 'Akira' started by Myke, Aug 14, 2004.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    Llanfair said:

    re [3][3]+[P]+[K]. No. The float is far away and too low. You can do virtually nothing. *Maybe* a low kick will hit. Maybe. But otherwise, it's a novelty move that will not be used on a regular basis.


    [/ QUOTE ]

    even too low for the AS3?
     
  2. Llanfair

    Llanfair Well-Known Member

    I'd have to go and test. But from memory, the distance would be a factor here and prevent the AS3 from connecting...

    <font color="yellow">.cheers.</font>
     
  3. mall

    mall Active Member

    how about off of a wall?
     
  4. KiwE

    KiwE Well-Known Member

    Re: Can it be evaded on gaurd?

    [ QUOTE ]
    You should be able to evade it. palm-DE is faster and you can evade the 2nd hit on block.

    [/ QUOTE ]

    Yah Dandy but the real key to what I wrote was "setup a better situation for yourself". If you evade Palm-De you have nothing garanteed, not even a punch (probably why nobody evades it). I want to know if you get anything garanteed if you evade the second part of the [6][6][P]+[K],[P]. Bloody should since it's a semicircular move. It also seems to have a bigger recovery then palm-DE so could someone check if you have a garanteed elbow (or even punch) if you evade the second part after gaurding the first?

    /KiwE
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: Can it be evaded on guard?

    [ QUOTE ]
    KiwE said:

    [ QUOTE ]
    You should be able to evade it. palm-DE is faster and you can evade the 2nd hit on block.

    [/ QUOTE ]

    Yah Dandy but the real key to what I wrote was "setup a better situation for yourself".

    [/ QUOTE ]

    Evading it, rather than guarding it, is still creating "a better situation for yourself."

    [ QUOTE ]
    If you evade Palm-De you have nothing garanteed, not even a punch (probably why nobody evades it).

    [/ QUOTE ]

    I would think the reason why we don't see people evading it regularly is because either (a) there's a risk of getting a failed evade should the DE not come, or (b) not used to evading it. Again, evading it is certainly better than guarding it so I'm sure the reason why nobody (usually) evades it isn't because of a lack of guaranteed counter hit.

    [ QUOTE ]
    I want to know if you get anything garanteed if you evade the second part of the [6][6][P]+[K],[P]. Bloody should since it's a semicircular move. It also seems to have a bigger recovery then palm-DE so could someone check if you have a garanteed elbow (or even punch) if you evade the second part after gaurding the first?

    [/ QUOTE ]

    It's not like people here have the luxury of popping the FT disc in their PS2 and testing out all these little things for you /versus/images/graemlins/smile.gif Maybe the TO guys will honour your request.
     
  6. vf4akira

    vf4akira Well-Known Member

    Re: Can it be evaded on guard?

    It's possible to add dbpm after [3][3][P]+[K] on certain characters. I feel that this move isn't very useful in general. However, probably the best time to use it is when it'll make the opponent hit the wall. After that, you could do stuff like [P] [P] B1 knee, or [P] dbpm, or [P] B2 knee, etc. But distance from the wall is the key. The move is -4 on block and comes out rather quickly, so it doesn't seem to bad.

    I don't think anything is guaranteed if you evade the 2nd move of [6][6][P]+[K]->[P]. I don't know for sure though. The second move can be dodged in either direction but people tend to block after the 1st move connects. I'll try to find out if there is anything guaranteed.

    Some info:
    1st part is -12 on block, -2 on normal hit and +1 on any kind of counter; while the 2nd is -6 on block, +4 on normal hit, and +6 on any counter.

    Source of frame data from this book:
    Unfortunately it doesn't list attack frame data, just guard and hit frames.

    http://store.sbpnet.jp/bm_detail.asp?sku=4797328177
     
  7. J6Commander

    J6Commander Well-Known Member

    Re: Can it be evaded on guard?

    Chances are you will have more advantage from blocking it than evade it. IMO
    But however, if you can evade the first hit, you can pretty much do anything since Akira reovers very slowly. I got my back thrown from GE once for doing it too much. /versus/images/graemlins/tongue.gif

    [3][3][P]+[K] near wall sounds good. thx /versus/images/graemlins/cool.gif
     
  8. GodEater

    GodEater Well-Known Member

    Re: Can it be evaded on guard?

    TESTED

    [3][3][P]+[K] can be followed by dblpalm and AS3. AS3 only hits in closed stance and it seems like a middle weight combo. Light weights are pushed to far and heavies fall to fast. I didn't test for a long time though so this could be wrong.

    [K]+[G][P] You can charge the [P] like has been said. on counter it floats and you can follow (barely) with [P], doublepalm. on guard or normal hit it just seems to stagger them *slightly*. I don't know if it offers up any real advantage.

    so there you go. If I have any time over the week I can test more stuff.

    GE
     
  9. LM_Akira

    LM_Akira Well-Known Member

    Re: Can it be evaded on guard?

    Cheers for this GE and Llanfair.

    btw GE, when you can add any more about FT Akira it'd be much appreciated.
     
  10. KiwE

    KiwE Well-Known Member

    [ QUOTE ]
    ust to let everyone know, his new sabaki QCB+P+K is useless. The move is super slow and the window for the sabaki seems to be very late in the execution. Probably why we don't see it being used in any clips.

    [/ QUOTE ]

    Used quite nicely here @01.00 : http://www.popy.tv/movie/vfr7-12.wmv

    /KiwE
     
  11. KiwE

    KiwE Well-Known Member

    It can be punished from evading.

    [ QUOTE ]
    I don't think anything is guaranteed if you evade the 2nd move of [6][6][P]+[K],[P]. I don't know for sure though. The second move can be dodged in either direction but people tend to block after the 1st move connects. I'll try to find out if there is anything guaranteed.

    [/ QUOTE ]

    There seems to be (so maybe my theorypr0n wasn't completly off?). Check out this recent clip http://www.popy.tv/movie/vfr7-13.wmv .

    @06.53 the Lion player evades the second hit and punishes with a [K][K]. Nice to know and will certainly hurt those who try to abuse the move.

    /KiwE
     
  12. Pai_Garu

    Pai_Garu Well-Known Member

    <font color="white"> Akira Yuki </font>

    -----------------------------------------------------------------------------------------------------

    <font color="white">Overview</font>

    Many people have the impression that Akira is a difficult character to use, and those who can use him have tremendous damage potential. It is correct to believe that Akira requires precise command input skills and quick hit checking. However, with regards to having a good offensive game with Akira, you only need to have a very basic understanding of nitaku and reverse nitaku to be effective. Akira remains this way in Final Tuned. Some of the moves Akira used to use as a pillar to his attacks have had their damage potential decreased, so Akira must use his new moves to fill in the gap. Some of those moves are now better at opposing the opponent’s attacks, so using those new moves in your offense is expected.
    -----------------------------------------------------------------------------------------------------

    <font color="white">Change moves</font>

    A1 Syousui ~ Tanheitou

    [6][P] ~ [4]
    Middle kick class speed attack, on normal hit leaves Akira at +3. The recovery is small after the attack, so a [2][P] after the attack is guarded can beat a middle kick class attack. The second part of the attack pulls Akira away from the opponent.

    A2 Jyouhochyochyuu

    [6][P]
    A short reaching elbow attack from VF4 that is 14 frames now as opposed to before. Even though the recovery is large on guard, it is still possible to include this move in Akira’s key offensive attacks. Because of the simple command, the existence of this attack in Akira’s arsenal is important because he lacks a fast mid attack that can be easily executed in a sudden fashion.

    B1 Teishitsudantai

    [K]+[G] (Release [G] in 1 frame)
    A knee class speed floater move. This move will float the opponent rather high even on normal hit. The changes from Evo is that the damage have been lowered, and on guard it is middle [P] counterable.

    B2 Dobbochyoushitsu

    [K]+[G] (Release [G] in 1 frame)
    The execution speed, basic property, and the recovery on guard is the same as B1. The difference is that this version does not have a low hit check property. This means that you can not use this move to hit opponents off the ground after a wall hit. The advantage of this move is that since it is counted as an air attack, in small advantaged situations, you can beat an opponent’s [2][P].

    -----------------------------------------------------------------------------------------------------

    <font color="white">New Moves and Key Changes</font>

    [P][K] – The motion of the kick has been changed. You can easily hit the opponent off the ground now. (The kick is still high, contrary to previous observations.)

    [6][6][6][P] – This move now floats on LC, so you can not get big damage off of the LC hit. MC and above will cause the stomach crumple as before.

    [2][1][4][P] – The recovery on guard has been decreased. Even though the recovery is still rather large, but Akira can no longer be thrown if the move is guarded.

    [2_][4][6][P] – The recovery on guard has been increased slightly, attacks like Wolf’s [4][P] is now guaranteed on guard. Furthermore, the damage for hitting a crouching opponent has also been decreased. The window to input the command has been shortened as well.

    [3][3][P] – The move is now elbow counterable on guard. Damage has also been decreased.

    [K] – As said before, since the motion has been changed, you can now hit opponent’s off the ground. The damage has been decreased.

    [6][6][P]+[K] (on hit) [P] – The first move can avoid high attacks, and it is also half circular. The second hit can be executed if the first hit makes contact with the opponent, and it is uncounterable, and leaves Akira in advantage on hit.

    [4][6][P]+[K] – The execution speed is now 20 frames, and -3 on guard.

    [2][1][4][P]+[K] – This move can sabaki mid level [P] or elbow attacks. This move knocks down on normal hit, and causes a stomach crumple on counter hit or successful sabaki. On guard, it is middle [P] counterable.

    [3][3][P]+[K] – This move have a rather long reach, the recovery is small on guard, and it leaves Akira crouching after the execution. On hit it knocks down.

    [K]+[G][P] – You can now charge this move. When it is fully charged, it leaves Akira advantaged on guard, or floats on hit. When not charged, it behaves the same as in the previous version.

    [4][P]+[K]+[G] – The advantage after a low [P] sabaki has been decreased, so it’s hard to hit a yohou combo after the sabaki. It’s recommended to use [4][6][P] instead.

    [1][P]+[K]+[G] (delay) [P] – The move is the same as Akira’s A1 [6][P], and you can also input [4] afterwards, but instead, he will go into the [1][P]+[K]+[G] movement again instead of the small backward hop.

    [1][P]+[K]+[G][K] (on counter hit) [P]+[G] – Low kick attack that can be followed with a hit throw on counter hit. The recovery is large on guard, and can be countered with knee class attacks.

    (face away from opponent) [P]+[K]+[G] – Basically spod can be executed when you are backturned now. All the properties are the same.

    Other Notes: [4][6][P] on guard remains the same at +1, however, the recovery for whiffing the attack has been increased. [2_][6][P]+[K] has it’s damage decreased, and it floats lower, so you must use different combos. Lastly, it is now easier to struggle his [4][2][P]+[G] throw.

    -----------------------------------------------------------------------------------------------------

    <font color="white">Execution Frames for Key Moves</font>

    [P] 12
    [2_][4][6][P] 12
    [6][P] (A2) 14
    [4][6][P] 14
    [6][6][P] 14
    [6][6][6][P] 14
    [2_][6][P] 16
    [2_][6][P]+[K] 16
    [K]+[G] (Release [G] in one frame) (B1) 17
    [K]+[G] (Release [G] in one frame) (B2) 17
    [3][3][P] 18
    [3][3][P]+[K] 19
    [6][6][P]+[K] 20
    [4][6][P]+[K] 20
    [P]+[K]+[G] 20

    -----------------------------------------------------------------------------------------------------

    <font color="white">Counter Table</font>

    [P][K] -12 (Can only hit standing opponent)
    [2_][4][6][P] -12
    [4][6][P] -14 (Can only hit standing opponent)
    [2_][6][P]+[K] -16
    [K]+[G] (Release [G] in one frame) (B1) -17
    [K]+[G] (Release [G] in one frame) (B2) -17
    [3][3][P] -18


    Source: Virtua Fighter 4 Final Tuned Master Guide
     
  13. Llanfair

    Llanfair Well-Known Member

    [ QUOTE ]
    Srider said:
    [2_][4][6][P]+[K] has it’s damage decreased, and it floats lower, so you must use different combos.

    [/ QUOTE ]

    Thanks for the update Srider. I'm assuming you mean [2_][6][P]+[K] and that the above is a minor typo?

    <font color="yellow">.cheers.</font>
     
  14. kungfusmurf

    kungfusmurf Well-Known Member

    See, FT Akira is GAY. He's too strong everyone is going to get PWNED!_! /versus/images/graemlins/mad.gif
     
  15. Pai_Garu

    Pai_Garu Well-Known Member

    Yes, you are right, it has been corrected.
     
  16. kungfusmurf

    kungfusmurf Well-Known Member

    [6][P]~[4] and the [6][P] are options that you chose before the game right. These 2 moves aren't usable at the same time?
     
  17. nobody

    nobody Well-Known Member

    If you choose the A2 [6][P], you'll still get the A1-style [6][P] after [1][P]+[K]+[G], right? So the Evo elbow is completely gone?
     
  18. kimheng

    kimheng Well-Known Member

    [ QUOTE ]
    Srider said:

    <font color="white">Counter Table</font>

    [P][K] -12 (Can only hit standing opponent)
    [2_][4][6][P] -12
    [4][6][P] -14 (Can only hit standing opponent)
    [2_][6][P]+[K] -16
    [K]+[G] (Release [G] in one frame) (B1) -17
    [K]+[G] (Release [G] in one frame) (B2) -17
    [3][3][P] -18


    [/ QUOTE ]

    Woow.........it seems that Akira is very very punishable when one of his move is blocked............. /versus/images/graemlins/shocked.gif

    [2_][6][P]+[K] -16 on block???
    So Pai's [K] are still garanteed,like Aoi and sarah' s stand kick
    However,he is still powerfull........
     
  19. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    You're reading the table incorrectly.

    It's a counter table for Akira, not against Akira.

    So at -16 when Akira is crouched, the [2_][6][P]+[K] is guaranteed.
     
  20. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: Akira: Final Tuned Ver.A

    Some important Version A changes:

    [6][6][6][P] recovery after guard increased from -6 to -8. Yes, the SDE is throw counterable, but only just!

    [6][6][P]+[K] ability to avoid high attacks reduced. During execution frames 1-9 it's considered standing, and 10-19 it's considered crouching (i.e. high moves will miss Akira after the 9th frame). Previously, he was considered crouching after the 4th frame (between frames 5-19!)

    As previously posted, damage for this move reduced from 20 to 18 points.
    And, [6][6][P]+[K][P] damage reduced from 20 to 18 points.


    Source: 1/60sec
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice