VF4FT Akira Arcadia Issue 52
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Source: Arcadia Issue 52
Translated by: noodalls
A previous main move, theeffectiveness has been reduced, and so you can't simple rely on this. To take damage, the use of big damage moves through knowing the recoveries of moves is the key.
The changes in powering down the old moves(top)
Overall, Akira can be seen to have have been made more vulnerable in many places. The most important example of this is. It can be retaliated against with a middle kick (-16), and so you can't throw it out carelessly anymore. The
which could be used without caring about distance, is unchanged on guard, but there is a increase in the recovery on whiff. In other changes, the
is now elbow counterable on guard (-14), but it was mainly a move used in reverse nitaku anyway, so it won't affect fights too much. Other than that there aren't any major changes to the recovery of his main moves, and you can use them as you have up until now.
FT style(top)
Used as an attack while advantage up until now,can be used to some extent, but depending on how they are hit the returns can be quite poor. In that case you should use the
, which has easy to follow combos no matter what kind of counter, and even if avoided recovers quickly. If you apply combos carefully depending on foot stance, with
in closed stance and
in open stance, you can expect good damage, and the recovery on guard is small, so you can evade easier than with the
. The
should only be used when you read a big attack from your opponent or where you're aiming for a stomach crumple. So, use the
as the base, but if you use it every time then your return will be poor. Also, after stuffing a big attack with a
, the
and the knee should be used in reverse ni-taku.
About Change Moves(top)
The A1 change movehas had it's reach increased, execution increased and is easier to use. The A2
is essentially the same as other character's elbows, which can be used as a retaliatory attack.
The B changed moves are the two knees. Both moves launch height and recovery (mid-weight punch, -12) are the same. The B1 knee can be used to hit opponents on the ground, while the B2 knee can be used to avoid, so each have value attached to them.
Captions
- The
, used in evo with just about no recovery, in FT it feels quite different.
- If the
(A2) is blocked it's large disadvantage, on CH it's medium advantage. While plain, it's good for matches.
- The nostalgic knee. If you know the frames where it avoids low punches it's looks to be a move that will be strong when used.
Footnotes(top)
Combos afterand
(release
) (either version) - the combo against lightweights in open stance on normal hit
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-
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doesn't hit anymore. Instead follow up with
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-
. On CH it's the same as before. Following either knee, there aren't any real changes. Akira's weight has been reduced. This might be the most important thing. The strange heaviness that he had up until now is gone.
Posted by noodalls on 15/08/2004
Edited by Myke on 03/04/2005 - The
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© Jason Axelrod from 8WAYRUN.COM