VF5 Akira Thread

Discussion in 'Akira' started by nobody, Jun 4, 2006.

  1. ukiraros

    ukiraros Active Member

    Combo
    13. [4][6][P]+[G] [6_][P] [4][3][P] [2_][4][6][P]

    Is this combo even a combo anymore? In up0231 at http://kakomubi.dtdns.net/sn/all.html, although Akira uses [3][3][P] instead of [4][6][P]+[G], at 45 seconds Akira did this move [4][3][P] to Lei-Fei and Lei-Fei did a side-roll recovery to avoid [2_][4][6][P].
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Was up0231 taken down from kakomubi?
     
  3. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah

    like up0229.wmv :\
     
  4. Makatiel

    Makatiel Well-Known Member

    i saw that combo used various times last weekend. but it's possible that the victim simply didnt properly side roll.

    it does insane damage for how easy it is though. akira is a pig.
     
  5. nobody

    nobody Well-Known Member

    It's possible that the spikes can be teched in Ver. A, or the [4][3]+[P] wasn't timed correctly. I saw the movie, though, and there didn't seem to be a problem timing-wise.
     
  6. noodalls

    noodalls Well-Known Member Bronze Supporter

    If you want to see 231 or 229 I could probably upload them to megaupload or similar.
     
  7. nobody

    nobody Well-Known Member

    FN_01499, Mukki techs combo 13.
     
  8. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    in the new Mukki vs Joe vid from the Arice tourney:

    [4][3]+[P]+[G], [2_][4][6]+[P], Joe hits Wall for new wall stun, [4][3]+[P], [2_][4][6]+[P]
     
  9. supergolden

    supergolden Well-Known Member Content Mgr El Blaze

    [ QUOTE ]
    nobody said:

    FN_01499, Mukki techs combo 13.

    [/ QUOTE ]

    His opponent messed up the combo... The [P] before the [4][3][P] came out too slow...

    -Alex
     
  10. vf4akira

    vf4akira Well-Known Member

    Possible useful setups...
    1. Akira's back against wall... stumble throw -> DbPm (wall splat) -> fukko -> DbPm

    2. Akira sideways to wall with the foot that's further away from the wall forward (does that make sense?). b, f P+K+G (wall splat) -> fukko -> DbPm.

    For #2, the wall splat actually depends more on how close the opponent is to the wall rather than you. Of course Akira's stance is important since you could hit the opponent away from the wall otherwise. Probably best when you have the opponent in the corner. Fighting along the walls doesn't seem to last very long.
     
  11. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - Arcadia
    Author - Ohsu Akira
    Source - Myke
    Translation - Noodalls

    #75

    Akira's basic attacking
    Akira lacks strong low moves or strings. Because of this, he predominantly takes his damage by mixups between single hitting mids and throws.
    Amongst them, the main mid move is *fffP - fast hitting, giving various combos on counter hit. To be able to rely on this move for taking the initiative and retaliating against opponent's moves, takes a lot of time in training to be able to execute it quickly.
    With the attacks, the throw moves, amongst which *bfP+G allows you to follow up with big damage attacks while they're in the air.
    But, it certainly is your main throw, so it can be easy for the opponent to become aware of it. You should go for throws involving other escape directions as well.

    Useful strings
    Amongst Akira's plentiful mid hitting moves, *FCfP (hit or guard) P is powerful and is one of his superior mids.
    Because you can only execute it from crouch, use a crouch dash to get close to your opponent and mixup with a throw. The difference on block is small, so you can use it extensively.
    A new move in this version, *P+K is great in that you can execute a mid move with one command. The canned follow-up are numerous making it easy to use.

    - In any situation *P+K is a mid move that can be easily thown out, and you can attack with the *P+KfP or throw follow-ups.

    / The old move *b,dP+G no longer has any guaranteed follow-up hits, so you should dash in and mixup to attack.

    #76

    Crouching tiger to seven star walk. (Now you see why I refer to moves by their notation don't you!)
    The execution is slow, but on guard *b d/fP is even, and on hit *PK is guaranteed. If you shift, *b d/fPd or u PP is also guaranteed.

    ffP+K shifts
    While easily able to avoid highs, because *ffP+K has the *ffP+KP mid hitting string available, you can easily shift into 7 stance without being predictable. Particularly if you often use *ffP+K without continuing it will be difficult to read.
    After shifting to 7, you change your actions according to whether *ffP+K hit successfully or not. On hit the follow-up attack elbow or throw mixups are useful. On guard you will be disadvantaged, so try taking evasive options like ETEG or fuzzy guarding.
    - *ffP+K has powerful attacking strength which can be used, and if you shift into 7stance you can also avoid wake up attacks.

    Revision1 changes
    As a very suitable staple attack, *fP into *fPbP or *fPbPP is now guaranteed on counter hit. It's very easy to hit opponents who try to chase you after *fPb so you can attack further by continuing into *fPbPP

    / When using 7stance to avoid side roll wakeup attack, push the joystick in the same direction as their wakeup attack! If you can evade early on, you can get a guaranteed *dfdfP during their recovery.

    #77
    Using *ffP
    Compared to the main move *fffP, *ffP is not as imposing, but gives a small opening on guard or evade, so its use is recommended. It no longer knocks down on counter hit, but on the other hand it now is easy to hit confirm. In this game the speedy *ffP is useful. A special topic is the plentiful options after guard. In addition to using *bfP to beat out throws, standing *P will beat out elbow class moves or you can duck to avoid throws.

    Even when you get throw escaped, it's your chance!
    In VF5, after *d/bfP+G or *b d/fP+G get throw escaped you are at a neutral situation. Particularly for Akira, a nuetral situation leaves him with many good moves, so if you can take advantage of this situation you will improve.
    *bfP has elbow class execution, but because it is very powerful it is useful to use at this situation to beat out the opponent's elbow. Against opponent's who use *P or *dP to sound you out, the punch sabaki'ing *d/fP+K+G or *bP+K+G,fP will let you go for big damage.
     
  12. nobody

    nobody Well-Known Member

    Thanks, updated the head.

    [ QUOTE ]
    noodalls said:
    The execution is slow, but on guard *b d/fP is even, and on hit *PK is guaranteed. If you shift, *b d/fPd or u PP is also guaranteed.

    [/ QUOTE ]

    Is P,K guaranteed on normal hit?
     
  13. GLC

    GLC Well-Known Member

    Just a short question - does anybody know if [2_][6][P]+[K] floats at all in VF5? It's said that it staggers on normal hit and stuns on side hit... What about the counters?
     
  14. Jeneric

    Jeneric Well-Known Member

    [ QUOTE ]
    GLC said:

    Just a short question - does anybody know if [2_][6][P]+[K] floats at all in VF5? It's said that it staggers on normal hit and stuns on side hit... What about the counters?

    [/ QUOTE ]It floats on counter hit...I'm not sure if it's on all forms of counterhit though.
     
  15. nobody

    nobody Well-Known Member

    I don't think I've seen it float at all.
     
  16. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    doesn't float at all in VF5, neither does the DE. probably measures to balance the improvements made to the SDE and bfP+G

    bryan
     
  17. GLC

    GLC Well-Known Member

    The shrm float thing, does anyone know for sure? I'm getting mixed answers from people that are supposed to be knowledgeable. /versus/images/graemlins/wink.gif
     
  18. Jeneric

    Jeneric Well-Known Member

    Well, I only read this, so Akiralove's info is probably more up to date/accurate.
     
  19. GLC

    GLC Well-Known Member

    Well, you're not one of the people who are supposed to be knowledgeable. /versus/images/graemlins/wink.gif But for instance Srider said it does float on MC... Although he might've been on crack, so I'm asking here for confirmation and getting none. Come on, somebody actually playing the game, answer! "I've never seen it float" is not enough, give me a "yes, it floats on counter" or a "no, it doesn't float on counter".
     
  20. maddy

    maddy Well-Known Member

    It doesn't float on block. I know that for sure.
     

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