Date: Sun, 13 Jul 1997 00:27:13 -0700
From: The UWIN Server <[email protected]>


  Akira Yuki
  Top Level Character
  Average player = 3; Expert player = 10; Overallscore = 6.5


      Akira Yuki, when played properly, is arguably the strongest
  character in the game. His learning curve, however, is also
  undoubtedly the highest. The reason for this is simple: the difficulty
  in performing his SPoD and DLC, his two most powerful moves.
      The techniques within this page have been largely from the
  observations of Ting Akira, one of the strongest Akira I've ever
  played in Singapore. Although the flow chart options are common
  knowledge to all, it is the execution of these flow charts that count
  the most.
    * First of all, a quick rundown on Akira's most useful moves:

  Stun palm of doom (SPoD) = P+K+G; b,d/f+P+K; b+P


                                         (Lifted from Kyasao's homepage)

  This move is very difficult to do, but it kicks MAJOR ASS.  The good
  news (or bad, depending on who you are) though, is that in version D
  Akira is now able to use the SPOD as a counter.  Plus, the move is now
  considered a middle hit, can be used as an evade attack weapon, and
  takes away half your life. That means, the only way you can escape a
  SPoD is by...blocking up. :~(  Which means...DBG, SJK, and then DLC
  which ALSO takes away half your life.  Powerful stuff, but I have
  found the ultimate SPoD weakness!  Escape to Akira's open side and the
  SPoD won't follow you!!! But if you escape to Akira's closed side the
  SPoD will still connect. For more details on the SPoD and how it's
  done, check out KJJ's SPoD insert.

  Dragon lance combo (DLC) = d/f+K+G; f+P; b,f,f+P+K
  This little baby is also quite hard to do, though in my honest opinion
  not as difficult as the SPoD. The only time you could attempt to use
  this move on the ground is when your opponent is stumbling.  In this
  case, chances are high (if he doesn't recover) that all three
  components of the DLC will connect. Otherwise, use this only as an air
  combo.

  Rimon-chyouchu or dashing elbow (DE) = f,f+P
  This move is a bitch for all Akira opponents and a huge boon for all
  Akira players. This move has the fastest frame rate (10) besides the
  normal punch, hits middle, has good range, and staggers crouching
  opponents. Moreover, the move is virtually uncounterable if blocked.
  What more could you want?

  Down break guard (DBG) = d+P+G
  Arguably one of the best move in this whole game. If blocked high,
  Akira will be able to break the opponent's guard, causing the opponent
  to stumble. Followed by a single jump kick (F, F, K), the opponent
  will float giving Akira a chance to inflict heavy damage with the
  DLC.  And if you block low?  You still get hit.  Yep, the down guard
  break is ALSO a middle hit.  Thus, if your opponent has just a teensy
  bit of life left, doing this move will guarantee a K.O. unless he
  escapes as you can't really safely block a DBG.  Plus, this move has
  an excellent recovery time.  One more thing: if you DBG an opponent
  against the wall, a SPoD (if done properly) is guaranteed.

  Low fist = d/f+P+K
  The low fist is probably the only useful low level attack for Akira.
  Although a bit slow in execution, this move is uncounterable once
  blocked. Furthermore, major counters of this move will cause the
  opponent to float, and a DLC is possible from then.

  Evade blow = b,f+P+K+E
  This move is mainly useful as an evade attack. Use this when your
  opponent goes berzerker and attacks you relentlessly.

  Shoulder = D,f+P+K
  This move is vital to Akira's strategy. Usually, a good Akira player
  will only use this move after crouch dashing to the opponent. If the
  shoulder hits, then the opponent will float allowing for a DLC
  opportunity. This move is also throw-uncounterable. Meaning, if you
  miss the shoulder and if your opponent tries to throw you afterwards,
  Akira has the upper hand -- hence, Akira can throw the opponent first.

  Dashing palm -- D,f+P
  Akira's dashing palm is an excellent long distance and middle attack.
  Moreover, you can chain this after crouch dashing, giving this move
  extra range. Done at a distance, this move is virtually uncounterable
  even when blocked. It can also take major portions of damage as a
  counter, and it's also very fast and has high priority. A dashing palm
  after blocking a low attack will almost always connect.
    * Basic flowchart

  There are essentially one main rush attack pattern that you'll need to
  know for Akira. Customize to your opponent.

  A lead in attack (low fist or DE) -->
      - DE again if you think your opponent will be recovering to a
  crouch
      - SDE (f,f,f+P) if the opponent is struggling like crazy (a SDE
  will cause the opponent to float allowing a DLC)
      - DBG, single jump kick, then DLC
      - Throw (you should only use two throws -- see below)
      - Crouch dash shoulder and then DLC if you think your opponent
  will attempt a double escape
      - SPOD if you suspect your opponent is crouching low or if your
  opponent is going for a double escape. Remember, a SPOD hits low and
  is considered a blow not a throw, therefore if an opponent whiffs his
  throw then you can SPoD your opponent.
      - Escape and do another lead in attack.

  DE stagger -->
  --> Dash and d/f+P+G (this throw is guaranteed unless opponent escapes
  with appropriate command).
  --> Crouch dash shoulder and DLC
  --> DBG, SJK, DLC
  --> SPoD

  For this flow chart, an expert Akira will use primarily two moves
  after a lead in attack: DBG for blocking characters standing up and
  SPoD for crouching characters and characters trying to double escape.
  Both moves take away half the opponent's life. Good defensive players
  will also try escaping a lot, Akiras should respond with throws.
    * Akira's throws

      A smart Akira player will use mainly two of Akira's throwsthey are
  the bodycheck throw (b,d/f+P+G) and the stumble throw (b,d+P+G).
      After performing a bodycheck throw, you have mainly two options:
  SDE or another throw. SDE will cause the opponent to float, allowing
  you a DLC. If the opponent crouches or recovers in time, resulting in
  a hit opponent but one still crouching, then do another SDE and this
  is usually enough to send the opponent floating.However, if you
  suspect your opponent is attempting to escape your SDE (and he can if
  he recovers), then you should run up and do another throw.

  The stumble throw is similar in concept. After executing this throw,
  Akira can go for a single jump kick (f,f,f+K)and then DLC.  However,
  expert players are sometimes fast enough to recover from this, so to
  anticipate these breed of players, just run up and throw them after
  they recover.  If they learn from this, and crouch low, SPoD.
      Essentially, due to the "recycling" nature of these throws, you
  can keep on throwing forever if your opponent keeps trying to escape.
    * Combos

  Here are all the combos you'll ever need:

  - If D,f+P+K, d/f+P+K, d/f,d/f+P, f,f,f+P, K+G(G) hits as a MC, then


                        (If you can't DLC, then just do another f,f,f+P)

  - d/f+P+K, MC, --> D,f+P+K --> f,f,f+P
  - d+P+G (breaks guard) --> f,f,f+K --> [P(G) (optional)] --> DLC
  - d+P+G (breaks guard) --> f,f,f+K --> P(G) --> b,f+P+K
  - b,d+P+G --> f,f,f+K --> DLC (not guaranteed if the opponent recovers
      too quickly)
  - b,d/f+P+G --> f,f,f+P --> DLC (not a guaranteed combo)
  - b,d+P+G --> f,f,f+P --> d+P --> b,f,f+P+K
  - b,d+P+G --> f,f,f+P --> f,f+K --> Insult combo!!!

  There are tons of combos you can do with Akira, but those are the
  essential ones.

  The ACPC has found an Akira death combo!!! Click this link to view!
    * Strategies

  - If you know your opponent is going to do a rising low kick, then
  f,f+K,K. This will cause the low rising sweep to completely miss
  Akira, and Akira will hit the opponent with the second K. This
  strategy is doubly useful because the double kick will hit a rolling
  opponent as well.
  - If you're good and if you know your opponent is going to do a low
  rising kick, then do a little hop so Akira jumps over the sweep and
  then SPoD.
  - Use your reversals when your opponent does canned combos.
  - Why bother reversing low attacks? Hop over it and SPoD.
  - The b,f+P+K looks like a slow, useless move, but actually it's got
  an excellent recovery time. Hence opponents will always try to hit you
  after doing this move. Thus, after b,f+P+K immediately do a b,f+P+K+E
  and you'll hit the opponent instead. Once your opponent has been
  conditioned to this and merely blocks after you do a b,f+P+K+E, then
  simply run up and throw him.
  - Remember that the second punch in P,P is a middle blow.
  - This usually connects: P,P and then b,f+P+K+E.
  - Use b,f+P+K+E on "berzerker" opponents. A very effective tactic is
  to escape first and then b,f+P+K+E.
  - Use P(G) instead of PK cancel for Akira. The main reason is because
  the PKG has a much worse recovery time, and the opponent has the
  advantage. If you P(G), then your DE will most likely connect before
  the opponent can react.
  - Akira's best stage is Taka's stage. Two reasons: no angulation so
  DLCs will always connect, and you can RO an enemy easily as the DLC
  practically transports your opponent halfway across the stage.
  - If your opponent escapes your D/F+P+G throw, the recovery time is
  equal and if your opponent is slow, you can throw him again.
  - Akira's d/f+K if done from a distance cannot be countered. A good
  okizeme tool is to side-kick an opponent who is just about to get up.
  A lot of Akira opponents will try to down kick counter Akira...a d/f+K
  will essentially hit the enemy first.
  - To defend against okizeme, use these moves as soon as you get up:
  D,f+P+K, b,f+P+K+E, DE, SPoD. Otherwise, delay your rising attacks.
  Akira's best okizeme defense, however, is his b,f,f+P+K if you suspect
  your opponent is going to attempt escaping your rising attack.
  - If you do a low rising attack, most opponents will try to counter
  you with a middle hit like an elbow. Anticipate this and reverse.
  Another technique you can do instead is to do a D,b,f+P or a D,f+P
  after the low rising sweep, as this usually hits the enemy.
  - Remember Akira has a down kick counter as well.
  - This is quite effective: DBG (but doesn't break guard) and then DE.
  For some reason I always get hit with this.
  - If your opponent has been conditioned to blocking after the DBG in
  anticipation of a DE afterwards, run up and throw them or do another
  DBG.
  - Always do a DE not SDE. A SDE can be countered. Only use a SDE when
  your opponent is "berzerkering" 'cause if the SDE hits as a MC, then
  you can DLC.
  - Never forget how useful the DE is...ten frames only! To see how
  effective this move is, do the DE twice.
  - Crouch dash --> D,f+P+K is a very powerful move...don't forget that
  when you crouch dash all high blows (most significantly, the P(G) and
  PK cancel and throws miss. Moreover, the D,f+P+K, when hits will float
  the opponent enough for Akira to DLC. The only time this doesn't seem
  to work is when the opponent is crouching, as the shoulder doesn't
  seem to send the opponent in the air enough. In this case, instead of
  DLCing, do a down punch --> b,f,f+P+K combo.
  - DBG is an excellent okizeme tool. The opponent will still get hit
  blocking low and blocking up will get their guard broken. The DBG has
  an excellent recovery time: do another DBG or a DE if you hit a
  crouching opponent with a DBG.
  - This move has tremendous range and is an excellent surprise attack:
  crouch dash D,f+P (you don't have to press D due to the crouch dash
  command). It's also very difficult to counter if done at a distance.
  - Remember that a D,f+P+K can't be countered with a throw! If you
  suspect your opponent is gonna try to throw you after you did the
  D,f+P+K, input b,f+P+G (this seems to have a good range) and you'll
  end up throwing him instead!
  - If your Akira is on the higher angulation, and if you do a normal DE
  and your opponent falls, you can connect with a DLC!
  - If your opponent escapes Akira's d/f+P+G, you will both recover at
  the same time and still within throwing distance of each other. Hence,
  throw your opponent again immediately.
  - Akira's back throw is actually a catch throw and hence rather slow.
  Instead of doing a back throw, go for a SDE which will most likely
  cause your opponent to float, allowing for a DLC opporunity.
  - Akira's P,K is another extremely useful tool that many
  underestimate. Somehow, for Akira, the P,K either stuns the opponent
  more or Akira recovers faster but when it interrupts an opponent's
  attack, Akira can follow up with a throw or a DE.
  - Usually, Akira can immediately connect with his D,f+P+K after
  blocking a close range low attack like the down kick.

  Use these techniques and I'm sure you're win rate will be improved.
    * VS Akira

  These are general (not really character specific -- look in War Room
  for that) strategies that you can use against good Akira players. For
  all you Akira players, knowing these weaknesses will definitely
  improve your defense.
  - Remember that Akira's will attempt a "lead" in move before starting
  the rush. Hence, escaping a lot is useful as most of Akira's moves are
  not circular. Thus, use a lot of evade attacks.
  - Akira's only glaring weakness are his lousy rising attacks. Because
  his rising sweep isn't circular, always escape to your characters left
  and if the timing is right then you should be able to escape it. After
  Akira gets used to the idea that you can escape his rising attacks and
  just blocks, then put pressure on him with low blows or middle blows
  as soon as Akira gets up.
  - Down kick counter a lot since Akiras always attack.
  - If you have a high punch reversal, then you're lucky. Akira's SPoD,
  DBG can be reversed (b+P+K). This, however, is risky. Do this only
  when you think Akira will DBG or SPoD, cause an upper reversal won't
  stop his DE.
  - If your punch is less than ten frames, P(G) a lot to stop Akira's
  rush.
  - Down punches are also quite effective in stopping the Akira rush.
  - If you can pick the stage, pick a stage with lots of angulation like
  Lion's stage as Akiras on the lower level won't be able to connect all
  three hits of the DLC. Wolf's stage is a prett good choice, this way
  Akiras can't easily ring you out either.
  - The second most important Akira tactic against the Akira expert:
  escape to Akira's open side as this will avoid the SDE, the D/F+P+K
  and best of all, the SPoD...heh heh heh heh...=) Any escape will evade
  the DE as that move is essentially a straight attack.
  - If you can manage to escape Akira's B,F+P+G, a back throw after
  running up to him is guaranteed!
  You can immediately throw Akira when he is doing the b,f,f+P+K, even
  right in the middle of the animation!