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New to Akira

Discussion in 'Akira' started by Tails1210, May 2, 2004.

  1. LM_Akira

    LM_Akira Well-Known Member

    How do you mean delay the dbpm?

    The timing in the combo is quite tight so I definately wouldn't reccomend delaying the dbpm. The trick is to get the first two parts down nice and tight. I''d highly recomend doing the last two parts as

    [1][2][1][6][P]+[K] > [1][2][1][4][6][P]

    as its far more fluid and easier to pull of consistently than using a forward CD to mod moves (since you don;t have to worry about going back through neutral all the time).
     
  2. EUROTRASH

    EUROTRASH Well-Known Member

    Yeah modding backwards is much easier that's how I did all the dblplms in Tactics Advice. I do [4][1][2][1][4][6][P] hehe. I know the first [4] is totally unnecessary but it feels so damn good. This way of modding might look crazy and whatever but It's really easy when you get the hang of it, two small quarter circles are just so smooth compared to the violent tapping [1][4][6][P] or [3][3][4][6][P] way of modding /versus/images/graemlins/cool.gif

    btw I do the two half circles for all modding from standing position, not just the dblpalm. But I usually do it forwards of course, just backwards in dblpalm because of the [4][6] at the end. =)
     
  3. Mysterio

    Mysterio Well-Known Member

    well.. when I was trying to get it, I always did the byakko as fast as I could and the [3][3] didn't got registered. But, when I delayed the byakko to when akira has risen abit from his shldrm, it worked just fine. Maybe I'm fast at modding it, I don't know /versus/images/graemlins/smile.gif
     
  4. LM_Akira

    LM_Akira Well-Known Member

    Ok just to double check, the combo is

    knee > [P] > [2_][6][P]+[K] > [2_][4][6][P]

    yeah? Its essentially one of Akiras staple Yoho combos but beginning with a knee. Its so useful to be able to do well as it'll work on all but HWs and scores 75 on normal hit 90 on counter. The trick of getting sick damage in float combos with Akira is to mod moves well. When done correctly there should be no crouching animation at all.

    As I mentioned before the knee > P part is quite tight and sometime I hold the joystick forward a little after the knee [6_] but I don't think this is really necessary (it can be in some variant combos though).

    As you see the punch connect you should be doing

    [1][2][1][6][P]+[K]

    or something like that. It feels like your shaking the stick away from your opponent at first and the shrm should come out with no crouching animation at all. Then when you see the shrm come out you should mod the dbpm as

    [1][2][1][4][6][P]

    or something like that and it should feel like a baclwards shake into a stpm if you will. This should also come out of nowhere with no crouching animation at all.

    If you ever have trouble modding stuff in combos just practise things like shrm > shrm > shrm > .... etc in free training. Then switch to dbpms or something. It depends on how good the stick (pad?) is your using but eventually it'll become second nature.

    Actually I'm not even sure of your a pad player or not, apologies but playing Akira definately favours a good stick.
     
  5. Vith_Dos

    Vith_Dos Well-Known Member

    [ QUOTE ]
    LM_Akira said:

    If you ever have trouble modding stuff in combos just practise things like shrm > shrm > shrm > .... etc in free training. Then switch to dbpms or something. It depends on how good the stick (pad?) is your using but eventually it'll become second nature.

    Actually I'm not even sure of your a pad player or not, apologies but playing Akira definately favours a good stick.

    [/ QUOTE ]

    LM_Akira makes three good points for Akira players

    1) Lots of Practice repeating Akira's staple moves are needed. I tend to foward modify my shoulder ram [3][2][3][6]+[P]+[K] it seems easier than backwards modding on a pad.

    2) Break in your controller if you're using a pad. I find it impossible to play on new or other peoples PS2 controllers. I don't know how it is for the stickies but using once my pad was really broken in there really wasnt much struggling to be done when modding moves.

    3) If you use pad, switch to stick now before you get addicted, but let's face it, all those who use a stick have pad envy!
     
  6. LM_Akira

    LM_Akira Well-Known Member

    Back in the day (2 years ago or so) I did play Akira with a pad and I have to say point 2 is must! I simply couldn't play on other pads than my own as I'd had it and played on it for ages.

    I should have pointed out that I didn't mean to imply all mods should be done with [1][2][1] motion but it is my favoured method. All players have their own preffered ways of doing mod moves. As an exception, I always do sgpm like

    [3][3][6][P]

    for no other reason as that its the way I'm most comfortable with it (plus doing [1][2][1][6][P] too quickly will result in a dbpm if your're not careful).

    For those new to Akira reading it, then yes, it takes a lot of practise to maintain good command input with him. It'll be frustrating for a while and you may want to drop him but when you're finally beginning to get stuff down with him consistently, all the hard work pays off.
     
  7. Valdimiar

    Valdimiar Well-Known Member

    Thanks, I done that combo now in 1 minute.
    I personally perfer to buffer byakko [3][3][4][6][P]
    I have no idea what to do on this combo though
    [3][3][P] [6_][P] [6_][K] [2_][4][6][P]
    do I holds the stick forward from yoho to doing the kick, do I do [6_][P][G][K] or [6_][P][G][6_][K] or what? /versus/images/graemlins/confused.gif
     
  8. LM_Akira

    LM_Akira Well-Known Member

    Ahaa see this is where backwards CD moding comes into its own as its far quicker and far more fluent than other forms of modding and you can get m-dbpms out in a good speed.

    To do the combo do...

    yoho > [6_][P][G] > [6_][K] > [2_][4][6][P]

    This can be tricky too. The guard cancel must be really quick as you don't want to bog yourself down with [G] in the middle of a combo. Actually the whole [P][G] > [K] part must be fairly quick and then you'll need to get the dbpm out really quick in order for it to connect properly. Holding the stick [6_] as soon as you've done the yoho and letting go just before doing the dbpm is what I find best to do the combo with. For practice try

    yoho > [P][K] > [2_][4][6][P]

    to get the right feel for the dbpm after a kick. When you're happy with this then go onto the actual combo you having trouble with.

    If you trying to do tactics advice, you could always position yourself so that Aoi gets hit into the wall half way through the combo to give you a bit more time for the dbpm but it IS worth learning correctly and knowing who you can use it against.
     
  9. Valdimiar

    Valdimiar Well-Known Member

    I see now, done that
    I've started to play akira in quest mode and [6][6][6][P] on counter is an amazingly good combo starter
    the combo [2_][6][P]+[K] [P] [6][6][K][K] is usefull when near a wall because if they hit the wall after the last hit you can follow up with [4][6][6][P]+[K] or Knee.
    [4][6][P]+[G] is probably the best combo starter when near a wall, just doing punch then knee will get 83 damage, Knee then byakko should do alot too
    DLCV isn't very hard any more, If you take your time over the commands and do them accuratly it seems to work in time with the animation
     
  10. Valdimiar

    Valdimiar Well-Known Member

    At lasty, I have completed tatics advice with akira and got the yuki dojo sign
    Oddly enough I was stuck on combo 2 [2_][6][P]+[K]DLC and I tried it with my Pad instead of stick and did it first time
     
  11. GY_Beta

    GY_Beta Member

    How about try to do [4][6][6][P]+[K] faster frist . than do DLC will be no problem
     
  12. LM_Akira

    LM_Akira Well-Known Member

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