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Evolution Akira Impressions

Discussion in 'Akira' started by akiralove, Oct 8, 2002.

  1. imf

    imf Well-Known Member

    Re: Akira's evade followup

    You want to break throws while dodging after anything that results in -2 or more. DE is somewhere around -3 to -4 and your options after it's blocked are pretty much the same as SDE.

    I haven't gotten to play very much Evo, but to me it seems that the f+p, b is just good if you don't want to flow chart after f+p -6 (ver c). Akira doesn't have great options after eblow stagger, so if the jump back will get you out of throw on block then you give up just a little bit when it staggers and a lot when it MC's, but still Akira, may be in a good position to rush in from there. The big thing is if it avoids throw after block. Anybody know?
     
  2. BMF

    BMF Well-Known Member

    Re: Akira's evade followup

    The thing is that not many people will risk going for a throw after blocking a DE(obviously not same +3f as after hitting an opponent with a LP), so that's why it could be a good idea to evade into attack once in a while. At -4f or more I think it starts to become too risky, and EDTEG is a better option. There are also certain circumstances where evade>attack is safe like after dodging rising attacks(especially Akira's). Recently, I started practicing evade>knee against Akira's rising attacks, getting mC's with the knee(meaning after evading rising attacks the knee is guaranteed???).

    Anyways, I haven't done any hardcore testing but it seemed to me that Akira is throwable if f+P gets blocked and he tries the backstep(can anyone confirm). I guess I'll test it out this weekend. The thing that sucks is that you can't really delay the backstep command. I think I've only seen this move once in a video, it seems like Akira players are ignoring it.

    On the other hand, I really like his new d/b+P+K+G move. Anybody(Spotlite?) know what P+K can sabaki?
     
  3. CreeD

    CreeD Well-Known Member

    Re: Akira's evade followup

    Once again yoho is now only medium punch counterable.

    I think you misunderstood my post.

    Medium punch counterable means -14 on block. Sure, you could counter with a 'medium punch' (elbow) for a tiny chunk of damage. But my point was -14 is actually a very bad place to be in, it doesn't mean akira's safe now. f,f+K,K for akira comes out in 13. Lau's b,f+P does too. Pai's high kick as well. "Medium punch counterable" = "you will eat a combo for 1/4th to 1/3rd of your life".
     
  4. imf

    imf Well-Known Member

    Re: Akira's evade followup

    Following DE you must either attack, dodge, or guard. Throw beats 2 of your 3 options. LBF will not beat out elbow, and you cannot crouch under throw. Attacking is the only option you have to beat throw, and it is not wise to attack everytime after DE is guarded. Dodging here and not breaking throws isn't much better than after SDE.
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: Akira's evade followup

    </font><blockquote><font class="small">In reply to:</font><hr />
    I think you misunderstood my post.

    Medium punch counterable means -14 on block. Sure, you could counter with a 'medium punch' (elbow) for a tiny chunk of damage. But my point was -14 is actually a very bad place to be in, it doesn't mean akira's safe now. f,f+K,K for akira comes out in 13. Lau's b,f+P does too. Pai's high kick as well. "Medium punch counterable" = "you will eat a combo for 1/4th to 1/3rd of your life".


    [/ QUOTE ]

    Alright stop... collaborate and lissen..

    When something is Medium Punch counterable, the "Medium" is referring to the punch's speed. Typically, this is at 12 frames disadvantage. This is not the same as being Elbow Counterable (-14). Most character's standing P is classed as Medium Punch (speed), the girls (except Vanessa) have Fast Punches (11 fr) and the Heavies have Slow Punches (13 fr). Vanessa's (DS) P is as slow as an Elbow (14fr) though she does have other faster Punch attacks.

    Evo Counter Attack Tables has this information, and much more.
     
  6. BMF

    BMF Well-Known Member

    Re: Akira's evade followup

    I thought medium punch meant a midweight's punch ie. -12f after block, which is what I meant to say. Sorry for the confusion. All in all, knee is Akira's best floater.

    If you do DE(block)~evade~attack once in a while i'm pretty sure you get favorable results. Personally, I do EDTEG pretty much everytime I lose more than 2f of initiative, but the main thing I really have trouble with is reacting and doing option select after getting hit by a low punch.
     
  7. CreeD

    CreeD Well-Known Member

    Re: Akira's evade followup

    oops, all this time I had that fucked up.
    Thanks uncle myke.
     
  8. FokFu

    FokFu Active Member

    Yoho

    Spotlite, thanks for your reply regarding my question about Evading into Yoho.

    I have another question about Yoho: Would ([6_]+[P]+[K]+[G]) guard break, Yoho work? I mean, would my opponent be able to struggle out of the guard break and block/couch the Yoho followup?

    Thanks.

    FokFu
     
  9. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Re: Yoho

    While you can struggle out of it, most people won't. I think you can even struggle out of PK, but I think DblPm and b, f+P are guaranteed.

    Spotlite
     
  10. GaijinPunch

    GaijinPunch Well-Known Member

    Re: Akira's evade followup

    Just to throw my 2 yen in here. While the Yoho has some stupid ugly recovery times, it's DAMN strong, in that it deson't require a counter to float your ass to the ceiling. I guess you could rank it w/ Jeff's knee. Do this:
    Dodge anything that takes more than 2 frames to recover. Yoho, then unload. Repeat once, and they're dead.

    It's not quite that bad, but pretty close. The float-ability of the yoho I'd say makes up for the bad frame recovery. Seems to have high priority as well.
     
  11. BMF

    BMF Well-Known Member

    Re: Akira's evade followup

    After playing EVO today it seems that Akira can't be thrown after f+P(block),b. But don't quote me on this as I'm not 100% sure, mainly because we only tried it a few times when we got to the arcade. Overall, I'd say it a pretty good move, letting you avoid some strikes and throws.

    His D,f+P~P has very strict timing, doing knee is a piece of cake compared to this. I was finally able to get it maybe about 25% of the time near the end of the day. I found that after blocking D,f+P a lot of people will eat the dashing elbow follow up.

    I was wondering if anyone knows if characters with mid reversals can reverse the dashing elbow follow up if they block the single palm?
     
  12. DRE

    DRE Well-Known Member

    Re: Akira's evade followup

    Aoi, Akira, Pai and Lei-Fei's independent stance can reverse it.
     
  13. BMF

    BMF Well-Known Member

    Re: Akira's evade followup

    That kinda sucks, I thought it was along the lines of Lau's PPP where if you block the first punch you can't reverse the third.
     
  14. FokFu

    FokFu Active Member

    Air combo against heavy weight

    Did some testing with BMF today....found an interesting combo that might work with against heavey weight? (still not sure - need some verifiication).

    Yoho ~ [P] ~ ShRam ~ Body Check.

    Spotlite pointed out that Yoho ~ [P] ~ ShRam ~M-DlbPlm is a combo against Heavy weight characters. Since Body Check executes only one frame slower than Double Palm, the above combo might work? Also, the Body check requires one less tap with the joystick than the Double Palm.

    Do we need a counter hit for the above two combos? Anyone know?

    Thanks.
    FokFu
     
  15. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    Re: Air combo against heavy weight

    i would've thought SDE or DE would be preferable, cos it can hit lower, and are only a couple frames slower, and do more damage in most float situations, though i've never played EVO so i don't know.
     
  16. BMF

    BMF Well-Known Member

    Re: Air combo against heavy weight

    Just wanted to mention that Stun Palm is not knee class counterable, as it's listed in the EVO counter attack table. 1/60 had it listed at -15f and I tested it out yesterday to make sure.
     
  17. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Re: Air combo against heavy weight

    thanks for mentioning it, I had noticed the difference between the counter tables from Dorimaga, the Perfect Guide and the Green Book, but have yet to go through and update/compare everything (kind of a big job).

    Spotlite
     
  18. BMF

    BMF Well-Known Member

    Re: Air combo against heavy weight

    No problem. Translating the frame data for Akira from the 1/60 website took a fair bit of time, so I can only imagine how much time you've spent on all this. I really appreciate all the info you've provided regarding EVO, especially about Akira. /versus/images/icons/laugh.gif
     
  19. uk-guy

    uk-guy Well-Known Member

    Re: Air combo against heavy weight

    hi, sorry but where is the counter table in the green book?
     
  20. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Re: Air combo against heavy weight

    In the back of the book, in the character command lists. Next to the damage etc., there are columns for the situation after guard, hit, and counter hit (actually, I think the green book may have left out the counter hit stuff, I'll have to check when I have it in front of me). They are expressed in the same terms as the Dorimaga counter tables, except that they call E+ "upper class", they have a class between upper and Knee called "middle kick class", and Knee and Knee+ are made into one class, I think.

    I'll have to check it all out later, and you'll need to be able to read some Kanji to read that stuff. Here again, I actually prefer the PG's info, it's bigger, easier to read, and more complete.

    Spotlite
     

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