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VF4FT Akira Arcadia Issue 58
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Article - Akira
Writer - Ohsu
Source - Arcadia 58
Translation - Noodalls
No matter what the situation, go for the option that will net you the most damage.
Increasing the usefulness of the 666P
Akira's main mid attack, in closed stance on counter hit leads to the well known combo as the most reliable follow-up, but the damage isn't really that much more that what other characters would get off their elbow strings on a counter hit. If the opponent fails to tech you get the follow up ground attack for reasonable damage, but, if they miss the tech-roll and then go for the fastest possible rising attack (except for akira and shun) they will avoid the ground attack and connect with their rising attack. Also, if you guess that they will use their rising attack and guard, they executed it without delay so there is no guaranteed retaliation.
In this instance you can keep attacking to setup a guaranteed hit. Use ~or. This will put you largely off axis from the opponent and back turned, allowing you to dodge their rising attack and attack their back.
The method for doing this is to connect the and then to judge whether or not the opponent has succeeded in tech-rolling. If they fail, in the instant you see that, you need to input in the direction of their back (the side which has their knee slightly lifted) asap. If you succeed, you will cleanly avoid their rising attack and dodge to their back. You can connect a during their recovery. You can get on all characters for large damage.
Captions
- In the instant you judge them to have missed their tech roll, input ~or!
- If you succeed it will be like this (photo). Buffer in a to pound them!
Using the 2_6PP more effectively
The number of players who are avoiding the second hit and retaliating, or using atemi are increasing, and it feels like the risk of using has increased. So, try stopping after the first hit. Especially against higher level opponents, this will be more and more useful.
Firstly, against opponents who evade, close the gap and pressure with a mid-throw nitaku. Against opponents who try to atemi, have the first hit guarded and then go for during the recovery of their atemi motion. It is especially useful against characters who use a lot of atemi, like Pai and Aoi. From there, (release) as a combo against light weights will work to greatly diminish the risk in using and getting it snatched by atemi, and will do great psychological damage.
Captions
- Against opponents who go for atemi on the second hit
- Mix it up by stopping after the first hit, and turn the tables by attacking their counterstrategy.
Tidbit
When you stuff the opponent's rising attack with sometimes you will cross them up. In this instance, you can go for BT dash . This combo looks brilliant.
Posted by noodalls on 03/03/2005 Edited by Myke on 03/04/2005
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