[============------------------------------------------===================]
| Virtua Fighter 2: Akira FAQ v1.01 |
| Sega Saturn Version |
| |
| [modifications/editting/layout for Sega Saturn - by rg] |
| [internal saturn version 0.50, date - 9.18.96 ] |
| |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| < all references to frames may differ for saturn version > |
| < check alternate tables for correct move frame rates > |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| |
| !!!!!!!!!!!!!!!!!!!!!!!!!! |
| < damage may differ also > |
| !!!!!!!!!!!!!!!!!!!!!!!!!! |
|=============-----------------------------------------===================|
|by Joji Suzuki |
|
[email protected] |
|
[email protected] |
|Please send any comments, corrections, and additions to the above |
|addresses. |
[============------------------------------------------===================]
[-------------------------------------------------------------------------]
| +=================+ |
| |Table of contents| |
| +=================+ |
|Introduction |
|-------------------------------------------------------------------------|
|Part I: The moves |
| 1)Move list |
| 2)Move analysis |
| a)Basic moves |
| b)Special moves |
| c)Throws |
| d)Break stances |
| e)Reversals |
| 3)Multiple attacks |
| 4)Rising attacks |
|-------------------------------------------------------------------------|
|Part II: Putting it together |
| 1)Stuff you need to know |
| a)Escape from throws |
| b)Crouching dash |
| c)Stances |
| d)The use of the Guard button |
| e)Counters |
| 2)Strategy |
\-------------------------------------------------------------------------|
|Part III: How to fight this guy/gal?? |
| 1) Moves you can and can't counter |
| 2) Moves you can and can't reverse |
| 3) Strategy |
|-------------------------------------------------------------------------|
|Part IV: For your information |
| 1) Character profile, history, fighting style |
| 2) CPU Guide |
| 3) Misc stuff |
|-------------------------------------------------------------------------|
|Acknowledgments |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +============================+ |
| | Part I: The moves | |
| +============================+ |
| |
|-------------------------------------------------------------------------|
|Contents: |
|1)Move list |
|2)Move analysis |
| a)Basic moves |
| b)Special moves |
| c)Throws |
| d)Break stances |
| e)Reversals |
|3)Multiple attacks |
|4)Rising attacks |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +============+ |
| |1) MOVE LIST| |
| +============+ |
| |
|Complete list of Akira's moves, including the Japanese names for the |
|techniques. It shows the motion, hit level, and damage. The damage is |
|given in life bar points which differs on the level setting, and for vs. |
|play. It is NOT the percentage of the life bar, but an actual numerical |
|value. It is also standardized to Wolf's Giant Swing (twirl 'n' hirl) |
|being 100 points. Refer to Part IV: Damage section for more detail. |
|-------------------------------------------------------------------------|
|G,P,K refer to the Guard, Punch, Kick buttons respectively. |
| |
| IMPORTANT NOTE: |
| !!!!!!!!!!!!!!! |
|(A,B,C) are the default saturn mappings. Saturn |
| ------ |
|f,b,u,d refer to forward,back,up,down, respectively. same |
|F,B,U,D refer to holding the joystick in that position. same |
|H refers to attacks that hit standing non-defenders. same |
|M refers to attacks that hit crouching opponents. same |
|L refers to attacks that hit standing opponents. same |
|-------------------------------------------------------------------------|
| |
|-------------------------------------------------------------------------|
|Move Motion Hit Dmg Note |
|-------------------------------------------------------------------------|
|Basic moves |
|-------------------------------------------------------------------------|
|Jab (Chusui) | P | H | 10 |P,K,A |
| | (B) | | | |
|-------------------------------------------------------------------------|
|Low jab (Hosui) | d+P | L | 10 |A |
| | (d+B) | | | |
|-------------------------------------------------------------------------|
|High kick (Shotai) | K | H | 30 |P,A |
| | (C) | | | |
|-------------------------------------------------------------------------|
|Low kick (Yosentai) | d+K | L | 10 |A |
| | (d+C) | | | |
|-------------------------------------------------------------------------|
|Side kick (Sokutai) | d/f+K | M | 23 |P,W,A |
| | (d/f+C) | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Small jump moves (tap up or u/f or u/b) |
|-------------------------------------------------------------------------|
|Hopping punch I (Rakuhososui) | +P | M | 30 | |
| | (+B) | | | |
|-------------------------------------------------------------------------|
|Hopping punch II (Rakuhosui) | P(asc) | M | 30 | |
| | (B asc) | | | |
|-------------------------------------------------------------------------|
|Hopping kick I (Choshitai) | K(asc) | M | 30 | |
| | (C asc) | | | |
|-------------------------------------------------------------------------|
|Hopping kick II (Shitai) | K(desc) | M | 20 | P |
| | (C asc) | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Large jump moves (hold up or u/f or u/b) |
|-------------------------------------------------------------------------|
|Jumping Hammer (Rakugekisosui) | f+P(asc) | M | 30 | |
| | (f+B asc) | | | |
|-------------------------------------------------------------------------|
|Take off kick (Tokyaku) | +K | M | 30 | |
| | (+C) | | | |
|-------------------------------------------------------------------------|
|Jumping drop kick (Hidantai) | f+K(asc) | M | 40 | |
| | (f+C asc) | | | |
|-------------------------------------------------------------------------|
|In air kick (Rakuhosui) | K(asc) | M | 30 | |
| | (C asc) | | | |
|-------------------------------------------------------------------------|
|Landing kick (Fujintai) | K(desc) | M | 30 | |
| | (C asc) | | | |
|-------------------------------------------------------------------------|
|Back drop kick (Humontokai) | b+K(asc) | M | 40 | |
| | (b+C asc) | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Turning around moves (opponent behind you) |
|-------------------------------------------------------------------------|
|Turning punch (Kenhaisui) | P | H | 12 |P,K,A |
| | (B) | | | |
|-------------------------------------------------------------------------|
|Turning overhead hook (Hairakuheki)| d+P | M | 14 | |
| | (d+B) | | | |
|-------------------------------------------------------------------------|
|Turning punch(crouching)(Kenhaisui)| D+P | H | 12 | |
| | (D+B) | | | |
|-------------------------------------------------------------------------|
|Turning high kick (Haitai) | K | H | 30 |P,A |
| | (C) | | | |
|-------------------------------------------------------------------------|
|Turning knee bash (Hashitsutai) | d+K | L | 10 |A |
| | (d+C) | | | |
|-------------------------------------------------------------------------|
|Turning low sweep (Chisentai) | D+K | L | 30 |A |
| | (D+C) | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Pounce (opponent down) |
|-------------------------------------------------------------------------|
|Jumping stomach punch (Gekihosui) | u+P | n/a | 20 | |
| | (u+B) | | | |
|-------------------------------------------------------------------------|
|Ground punch (Sokaho) | d/f+P | n/a | 12 | |
| | (d/f+B) | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Special Moves |
|-------------------------------------------------------------------------|
|Double punch (Hachimonkaida) | P,P | H,M | 10,12| P,K |
| | (B,B) | | | |
|-------------------------------------------------------------------------|
|Punch-kick (Kansuitai) | P,K | H | 10,30| P,A |
| | (b,C) | | | |
|-------------------------------------------------------------------------|
|Elbow strike (Johochochu) | f+P | M | 19 | P,A |
| | (f+B) | | | |
|-------------------------------------------------------------------------|
|Knee kick (Doppochoshitsu) | K+G(tap G) | M | 30 | + |
| | (C,A){tap A} | | | |
|-------------------------------------------------------------------------|
|Jumping kick (Migitankyaku) | f,f+K | M | 30 | |
| | (f,f+B) | | | |
|-------------------------------------------------------------------------|
|Jumping double kick (Renkantai) | f,f+K,K | M | 30,30| |
| | (f,f+B,B) | | | |
|-------------------------------------------------------------------------|
|Dashing elbow (Rimonchochu) | f,f+P | M | 20-40| P,A,@,#|
| | (f,f+B) | | | |
|-------------------------------------------------------------------------|
|Super dashing elbow (Yakuhochochu) | f,f,f+P | M | 20-40| P,A,@,#|
| | (f,f,f+B) | | | |
|-------------------------------------------------------------------------|
|Single palm (Mokokohasan) | crouch,f+P | M | 20-65| P,K,A,@|
| | (crouch,f+B) | | | |
|-------------------------------------------------------------------------| | #
|Body check (Tetsuzanko) | b,f,f+P+K | M | 20-80| !,*,@ |
| | (b,f,f+B+C) | | | |
|-------------------------------------------------------------------------|
|Uppercut (Yoho) | d/f,d/f+P | M | 50 | |
| | (d/f,d/f+B) | | | |
|-------------------------------------------------------------------------|
|Double palm (Byakososhoda) | crouch,b,f+P | M | 30-70| !,@ |
| | (crouch,b,f+B)| | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Throws |
|-------------------------------------------------------------------------|
|Reaping throw and punches (Toshinsotai)|P+D | H | 40 | |
| |(B+A) | | | |
|-------------------------------------------------------------------------|
|Head butt (Shin'iha)or pull-in push-out|b/d,f+P | H | 60 | |
| |(b/d,f+B) | | | |
|-------------------------------------------------------------------------|
|Reverse body check (Yoshisensrin) |b,d/f+P+K | H | 35 | |
| |(b,d/f+B+C)| | | |
|-------------------------------------------------------------------------|
|Close in ram (Daidenhosui) |f,b,f+P+K | H | 60 | |
| |(f,b,f+B+C)| | | |
|-------------------------------------------------------------------------|
|Stun palm (Boken) |P+K+G | H | 15 | |
| |(B+C+A) | | | |
|-------------------------------------------------------------------------|
|Stun palm combo (Hogekiunshinsokosho) |P+K+G then | | | |
| |b,d/f+P+K | | | |
| |then d(or | | | |
| |d/b or d/f)| | | |
| |b(or f)+P | | | |
| | | H | 15,40| |
| | | | 50 | |
| | | | (105)| |
| |(B+C+A) | | | |
| |then | | | |
| |b,d/f+B+C | | | |
| |then d(or | | | |
| |d/b or d/f)| | | |
| |b (or f)+B | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Break stances |
|-------------------------------------------------------------------------|
|Break guard (Kaiko) |f+P+G | H | | |
| |(f+B+A) | | | |
|-------------------------------------------------------------------------|
|Trip I (Honko) |b+P+G | H | | |
| |(b+B+A) | | | |
|-------------------------------------------------------------------------|
|Trip II (Gekihohonko) |d+P+G | H | | |
| |(d+B+A) | | | |
|-------------------------------------------------------------------------|
|Surprise exchange (Shimporiko) |b/d+P+G | H | | |
| |(b/d+B+A) | | | |
|-------------------------------------------------------------------------|
|Stumbling trip (Jumpohonko) |b,d+P+G | H | 10 | |
| |(b,d+B+A) | | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Reversals |
|-------------------------------------------------------------------------|
|High reversal |tap G,b+P | H | 50 | |
| |(tap A,b+B)| | | |
|-------------------------------------------------------------------------|
|Mid reversal |tap G,b/d+P| M | 50 | |
| |tap A,b/d+B| | | |
|-------------------------------------------------------------------------|
|Low reversal |tap G,d+P | L | 50 | |
| |(tap A,d+B)| | | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Notes |
|-------------------------------------------------------------------------|
|P=Pai can reverse it (either high section punch/kick, or elbows) |
|W=Wolf can reverse the side kick |
|K=Kage can reverse the punch |
|A=Akira can reverse it, high/mid/low |
|@=Damage depends on the distance between you and the opponent. |
|#=Opponent is knock down if it hits while standing, and staggers them if |
| they are crouching, defending or non-defending. |
|!=If it hits, the opponent will always go down. |
|+=the way to do this is very tricky. You tap both K+G simultaneously,but|
| (C+A) |
|you must release the G (A) immediately (it's actually 1 frame time worth.|
|More on this later). |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +================+ |
| |2) Move analysis| |
| +================+ |
| |
| Here I will go into more detail on how each moves can be used. It |
|may seem like there's too much detail,but this was necessary to truly |
|describe this character. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|a) Basic moves |
|============== |
| |
| This includes the simple jab to the pounce attacks listed above. I |
|will only go into detail for some of the techniques. Note also that |
|mastering these basic techniques is really the difference between the |
|good and the best players. Just like in chess, anyone can learn how the |
|pieces move (i.e. execute the basic techniques), but it takes a lot of |
|practice to know how they work to defeat your opponent. |
|-------------------------------------------------------------------------|
|Low punch (d+P) {d+B} |
|--------- |
| Very quick and useful technique to bring the attacker to crouch. |
|Also, this is something that needs to be emphasized. Many people use the|
|low punch in order to avoid a throw, and keep the opponent away, and set |
|up for an attack. A good reason for why this is a good method of |
|avoiding a throw is because of this--when you simply crouch, without |
|punching, it takes 20 frames (remember, VF2 is 60 frames per second) to |
|achieve it. In this case, the first 10 frames is still considered to be |
|standing, while the second 10 frames is considered to be crouching. So |
|there is that 1/6 of a second when the opponent can still grab you. |
|However, when you crouch with a punch, you immediately go into a crouch. |
|This may not seem like a big deal, but when an opponent hits you with |
|something and goes for a throw, that extra 10 frames makes a difference. |
|Also, the low punch can be connected to the single and double palm. |
| |
| In addition, a low punch can be doubled as a low reversal just by |
|tapping the guard button before hand. This becomes effective in many |
|occasions when the opponent is doing a low attack to avoid a throw. |
|More on this strategy in the reversal section. |
| |
| On a side note, in VF1, using the low punch against an opponent with |
|their backs against you, allowed you to combo into a throw. However, |
|this is no longer the case with VF2. It doesn't matter anyway for Akira |
|because he has no back throw. |
|-------------------------------------------------------------------------|
|Side kick (d/f+K) (d/f+C) |
|--------- |
| Another wonderful technique that must be used effectively. When it |
|hits a croucher, they will always stagger, allowing you to nail them |
|with a dashing elbow. In addition, a punch-kick will nail them too (Much|
|more on this punch-kick in it's section--You MUST read that section). |
|It's always good to remember this because a staggered opponent is |
|vulnerable to these attack all the time. |
| |
| What's more wonderful about this side kick is that it cannot be |
|countered (Not Akira, Pai, Wolf's 'counter'[I call them 'reversals' to |
|avoid confusion] but a counter attack.... That's confusing, I know. |
|Read the "Counter" section--another MUST read.) This means that if the |
|side kick is blocked (it has to hit, not miss completely, which is |
|simply a miss), they can only try a low attack or rush in for a throw. |
|But the throw is much harder, and besides, you have plenty of time to do |
|a throw yourself. What's good about these techniques that cannot be |
|countered is that most people will try to counter attack anyway, which |
|you can easily block just by keeping the hand on the guard button. |
|-------------------------------------------------------------------------|
|Hopping attacks ( refer to the move list for stick motion) |
|--------------- |
| Although not that useful it itself, these techniques need to be |
|remembered as well. A very good, and obvious, way to use them is to jump|
|over a low attack, but probably most people won't try it because of it's |
|slow jumping motion. However, if they are blocked, it has a quick |
|recovery that cannot be countered. I good way to use them, however, are |
|when the opponents are facing away from you. Most people use a low |
|attack when you rush in to nail them, notably Sarah and Jacky. When you |
|rush in, do these attacks, and you'll be surprised at how well they work.|
|After a few of these, they won't try those sweeps... maybe. |
|-------------------------------------------------------------------------|
|Large jumping moves ( refer to the move list for stick motion ) |
|------------------- |
| I realize most advanced players don't use these, but don't look too |
|lightly at these moves. They give good damage,and it's good to use these|
|when someone rushes into you. They have tremendous range, and use it when|
|you block your opponents jumping attack and they are airborne. Quickly |
|run underneath and do a takeoff kick when they start to descend. Just |
|like how the computer opponents do it. Works nicely, and they won't try |
|I it themselves too often. This is good because Akira doesn't really |
|have good attacks that hit safely, like the kickflip. |
| |
| However, there is another way to use this technique with surprising |
|effectiveness. It is against Kage players who like to step back and try |
|to confuse you with the f,f+K+G, and the f,f+P+K+G moves. When you see |
|them step back, and you hear them tap the joystick twice (or if you see |
|them starting the motion), just do a takeoff kick. You'll be surprised |
|how well it works, and how long the range for this kick is. It works |
|beautifully, and the Kage player will not try these cheap tricks on you |
|anymore. |
| |
| In addition, it can be used to follow up some of the break stance |
|moves, which will be explained later. |
|-------------------------------------------------------------------------|
|Turning attacks ( refer to the move list for stick motion ) |
|--------------- |
| The turning overhead hook is the probably one of the best moves |
|since it is a mid level attack and it comes out fast. Also, it cannot be|
|caught by a reversal. Other than that, the turning low sweep is another |
|one of the very few sweeps Akira has. Its got long reach and does |
|good damage. But it can be reversed by Akira's low counter, so beware. |
|-------------------------------------------------------------------------|
|Pounce (U+P and d/f+P) {U+B and d/f+B) |
|------ |
| His pounce has been a major irritation for many since its not that |
|effective, and very slow (remember those VF1 days?) Much better in VF2, |
|but many times, he strikes right in between the legs, which does not hit.|
|Basically, you can either use the ground punch or the pounce, and use the|
|pounce only when you're sure it's going to connect. This will save you |
|from unnecessarily giving an opening to your opponent. After awhile, you|
|will get a sense of how much damage the opponent needs to take in order |
|for them to stay on the ground long enough for your pounce to hit. One |
|thing to remember, however, is that if you miss either of these, the |
|ground punch actually has more opening for your opponent to counter. |
|So be careful and don't get too greedy. |
| |
| But if you want to play safe, just don't pounce at all. This is |
|especially true if the opponent knows how to effectively execute a rising|
|attack and nail you when you miss. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|b) Special moves |
|================ |
| |
| Here's the special moves. Of these, please make sure you read the |
|punch-kick and the dashing elbow, for these are two of the more crucial |
|techniques for him (the punch-kick is actually crucial for all the |
|characters). |
| |
|-------------------------------------------------------------------------|
|Double punch (P,P) {B,B} |
|------------ |
| A basic one-two punch. The first is a jab, and the second is a |
|stomach punch. He will switch his feet position after this move. |
| |
| A very basic move, yet surprisingly effective. Why? Because the |
|second punch is a mid-level attack. Wolf, Jeffry, and Shun can do a |
|mid-level attack on their third punch, but only Akira can do it on the |
|second, making it quite useful. Akira's first punch has tremendous |
|reach and the second body punch catches quite a lot of crouchers. |
| |
| Use it occasionally, but mostly stick to using only the jab. When |
|they start worrying about throws and crouch (but not long enough for you |
|to do a dashing elbow) this double punch works nicely. There are quite |
|a few ways to use this effectively, but its up to you to decide. |
| |
| This, incidentally, can be used repeatedly to beat CPU Jeffry and |
|Wolf. |
| |
|-------------------------------------------------------------------------|
|Punch-kick (P,K) {B,C} |
|---------- |
| The basic punch and rear leg roundhouse kick combo. |
| |
| One of the most crucial techniques one MUST learn is this (this goes |
|for all the characters). The biggest strength is in using this as a |
|counter (refer to counter section). For most attacks you block (high |
|attacks for this example), a simple punch-kick will knock them down. |
|The damage is very high, and you can get a pounce in many times. But the|
|ground punch after a dash forward is the safest to do. Now, whenever |
|you stagger an opponent, the punch-kick will connect all the time. So if|
|you hit a dashing elbow to a crouching defender, this will make it an |
|instant 3-hit combo, plus a pounce or a ground punch. The same thing if |
|you stagger them with a side kick. Also, after a break guard (for+P+G), |
|although the P,K buttons must be entered before the move is over, or else|
|its too late. This last one will always connect EXCEPT FOR SARAH. |
| |
| So don't think this is a silly technique. Use it! In addition, |
|holding the joystick forward BEFORE you do a punch will allow you to |
|punch much further. Try it sometime and you will see. Using this, the |
|double punch and the punch-kick will go in "deeper", making your attack |
|more effective. To use it as a counter, while you are blocking a side |
|kick, for example, keep your joystick forward and when you release the |
|guard, keep holding forward and do the punch-kick. Also, after floating |
|the opponent with a dashing elbow, this will connect some of the time |
|against light opponents. It takes getting used to, but once you remember|
|to use it, you'll be glad you took your time to use this |
|not-so-spectacular technique. |
| |
|-------------------------------------------------------------------------|
|Elbow strike (f+P) {f+B} |
|------------ |
| A good technique, but one thing to remember is that when your feet |
|position is in open stance (read this on the "Stances" section), this |
|will actually miss a crouching opponent. Kind of sucks, but if you like |
|using this, use the dashing elbow instead. |
| |
|-------------------------------------------------------------------------|
|Knee kick (K+G, release G immediately) {C+A release A immeadiately} |
|--------- |
| This is a knee strike (f+K) just like Jacky, Sarah, Wolf and Jeffry.|
|The feet position will change after this move. |
| |
| You may be wondering what the heck this is. You're right. It is |
|difficult to execute. The G button has to be tapped for only 1 frame |
|worth. That's 1/60 of a second. I get this to work like this: tap G+K |
|using your index finger and ring finger, respectively, but sort of |
|'scrape' the guard button with your index finger. Kind of like a flick. |
|Keep holding the kick button. You need to get used to it, but it |
|actually works well with this method. If after trying this you still |
|can't do it, just forget it. It's not going to affect your game play |
|too much. If, however, you manage to perfect this move, you can combo |
|it with a body check or a dashing elbow/palm if the opponent floats. |
|But the best follow up is a double jumping kick. The opponent will cry |
|out you are cheating. It takes off a lot of energy, and better than |
|the body check. Even another knee kick will connect, followed by a body |
|check or dashing elbow/palm, but don't do it unless you are sure of |
|the knee kick and only against light opponents (i.e. Pai). |
| |
| A good way to use it is to come in as if to throw, get the opponent |
|to crouch or do a low punch, and throw the knee. Or dash forward and |
|knee. (Also you can hold the guard button for the first forward, and |
|release the guard, and do f+K+G, release G. Gets complicated but it's |
| (f+C+A, release A) |
|not that bad). |
| |
| One more thing, Akira's knee kick comes out faster than any other |
|character's knee kick, but the recovery is the pretty much the same as |
|the Bryants'. Something to note because once you master the motion, it's |
|definitely a move to use to be considered a good Akira player. |
| |
|-------------------------------------------------------------------------|
|Jumping kick, double kick (f,f+K [,K]) {f,f+C [,C]} |
|------------------------- |
| Akira does a rear leg jumping roundhouse, and follows up with the |
|lead leg for the double kick. The single kick will change his feet |
|position. |
| |
| Not as useful as you may think it is because of its long recovery |
|time. However, there are several sure ways to use it. And it's NOT after|
|the break stances (the various P+G moves). After these break stances, |
|it does not connect too easily unless you opponent tries to do anything |
|but guard. It's not even that effective after a surprise exchange because|
|experienced players will just dash forward and get away completely (I |
|know a Shun player who does a u/f+P move to spin forward quickly). |
| |
| One way to use it is after your opponent stumbles on their butt |
|after a dashing palm. Run forward and double kick. Another way is when |
|you hit an opponent with a dashing elbow or a knee kick and it floats |
|them, you can hit them with a double kick. Probably two of the most |
|powerful combos. However, floating the opponent only occurs when you |
|hit them while in the motion of an attack. But just remember to do it |
|if it happens. |
| |
| On using the single or the double kick, remember that the single kick|
|has a shorter recovery time, and will give less chance for the opponent |
|to counter. This may be a better choice since you can continue to |
|follow up on the single kick, unlike the double kick. Also, using a |
|single kick after a break stance move floats the opponent really high, |
|allowing you to connect with many things, but a body check is probably |
|the best against heavy opponents who fly almost straight upwards (the |
|lighter opponents go a little more forward, I think). Since using the |
|single kick will give you the chance to follow up, yet still maintain a |
|decent guard if they block it, its up to you make the decision of whether|
|to go single or double. |
| |
| Another thing is to remember that you can enter the first forward |
|motion while still holding the guard button. So you can press forward, |
|release the guard, and do a f+K[,K], and get the jumping kick(s). Good |
| (f+C[,C]) |
|to do if you use it as a counter because of the less time it takes to |
|execute the technique. Why? Because you can enter the first motion while|
|you are blocking the move. This applies to the dashing elbow as well. |
| |
|-------------------------------------------------------------------------|
|Dashing elbow (f,f+P) {f,f+B} |
|------------- |
| Akira does a rush and executes a upward elbow strike from a low |
|position. |
| |
| This is probably the most feared technique Akira has, and also the |
|technique you'll use the most. It is very quick and the recovery is |
|fast enough to not receive any counters. The opponent will stagger if |
|they are crouching, and you can combo it with a punch-kick. However, |
|try also a dashing elbow-dashing elbow, but this is not that safe if |
|they are quick characters (esp. Pai). Another one is dashing |
|elbow-body check. If the elbow knocks them down, the body check will |
|hit a little bit some of the time. But it works best when the opponent |
|blocks the elbow, and tries some slow attack to try and counter your |
|elbow. See what they do early in the match without following it up with |
|anything and if they always try a slow move, go for this, and they will |
|be shocked at the fact that half of their energy just disappeared. |
|They'll swear it was a glitch or something. |
| |
| As mentioned in the previous section of the jumping kick, the first |
|forward motion can be entered while holding the guard, making it |
|extremely useful. Since you can stand there with a guard, and |
|immediately execute the dashing elbow with only a f+P. This can |
| (f+B) |
|catch a lot of opponents coming in, because they usually are aware of |
|the elbow and won't crouch at close range that easily. So get them |
|coming in a few times, and they will suddenly turn defensive. Then |
|just go for the throw or continue with the elbow if they crouch. |
| |
| Anyway, more on dashing elbow in the strategy section. |
| |
|-------------------------------------------------------------------------|
|Super dashing elbow (f,f,f+B) |
|------------------- |
| Just like the regular one, except he dashes first, and changes his |
|feet position. |
| |
| It's exactly the same as the previous, but the only difference is |
|that Akira steps forward much more. In addition, he changes his feet |
|position. Works very well against players who like to stay away a bit |
|knowing the dangers of being too close. This move will close that gap |
|pretty quickly, forcing them to fight a close distance match, as well as |
|catching them off guard. |
| |
| In addition, just like the regular dashing elbow, you can enter the |
|first two forward motions while holding guard, and execute the long range|
|dashing elbow with a single f+P. This is little harder to get people |
| (f+B) |
|because it's kind of obvious you're up to something, and besides, it's |
|better for opponents who are thinking they're out of range by staying a |
|little further away. |
| |
| This also will be discussed more later in the strategy section. |
| |
|-------------------------------------------------------------------------|
|Dashing palm (crouch, f+P) {crouch, f+B} |
|------------ |
| Akira steps low and winds the lead hand to execute a powerful palm |
|strike. |
| |
| Another powerful technique, but don't overuse it. And don't use it |
|thinking this is more useful than the dashing elbow. It's because if |
|they block it, which they usually do because they see you low punching, |
|they have ample time to counter (i.e., punch-kick). One thing to |
|remember, though, is that Wolf and Jeffry cannot counter, so mix it more |
|in your repertoire against them. |
| |
| A good thing to remember, however, is that this moves takes off more |
|damage than the dashing elbow if you nail this to an opponent who is |
|closer to you. As the move list noted, this move changes its damage |
|according to the distance between the two players (dashing elbow too), |
|but this takes off quite a bit more at its maximum. In addition, it can |
|be combined with a low punch. Note that the move list describes the |
|motion as crouch, f+P. This is because you can do this from a crouching |
| {crouch, f+B} |
|punch as well as from a simple crouch. |
| |
| This idea of using a low punch before hand brings up a very nice |
|motion which is to tap guard before hand, and double as a low reversal |
|(see reversal section for more detail). |
| |
| If this technique hits a non-defending croucher, they land on their |
|butt, giving you a free throw or a free hit. Works wonder against such |
|techniques as Lion's low double kicks, and the Bryant's low kick (d+K+G: |
|low side kick). As you get used to it, you will see that the opponent |
|will land on their butt as you are doing the technique, so get ready! |
|If you're ready to do some serious damage, and also piss your opponent |
|off, connect a close-in ram. Good RO possibilities too. |
| |
|-------------------------------------------------------------------------|
|Body check (b,f,f+P+K) {b,f,f+B+C} |
|---------- |
| A move that basically represents the coolness of Akira. He slides |
|down low to turn his body and slides into the opponents defense, and |
|uses the area in the back called the "ko" (the area from the shoulder |
|to your back) to slam into the opponent giving tremendous damage in |
|close range. The real name, "Tetsuzanko" means "Tetsu"=metal/steel, |
|"zan"=mountain, "ko"=back/shoulder blade, therefore "back/shoulder blade |
|made of steel mountain" would be an appropriate translation. This will |
|be repeated in the translation section, but I included in here because |
|there has been some different translations and I wanted to set it |
|straight (yes, I read Japanese...my last name Suzuki should be a hint...)|
| |
| This move must be mastered if you ever want to be a good Akira |
|player. The motion may seem complicated at first, but once you get used |
|to it, it's no problem. In addition, just like the dashing elbow and the |
|jumping kicks, the first two motion, i.e. the back and forward, can be |
|entered while holding guard, and execute the body check by a single |
|f+P+K. Also, you can combine a b+P (just a jab) and two forward taps |
(f+B+C) (b+B) |
|to execute it. There are quite a few moves that do this, and will |
|explained later in more detail. You can even tap guard before the punch |
|to double as a high reversal (see reversal section for more detail |
|on this). |
| |
| The body check can be used as a counter, but try to master the |
| motion until you go crazy trying a body check counter. You should be |
| able to do it without thinking what a long stick motion it is. It |
| should be almost instantaneous, literally. When you are able to do so, |
| start working on how to effectively get this move to hit as a counter. |
| THAT is really the key because you can't use this move like a dashing |
| elbow, obviously. The biggest task as an Akira player is to know when |
| you can get this move to hit your opponent. |
| |
| One note to make. I think many of you may remember a strange |
| phenomenon with the body check. That is if Akira does a body check |
| no matter where, if the opponent does a throw move, Akira will be thrown|
| |
|-------------------------------------------------------------------------|
|Uppercut (d/f,d/f+P) {d/f,d/f+B} |
|-------- |
| Akira steps low, and stands up violently with an uppercut. |
| |
| Kind of useless, actually. One way I have been able to use it is to |
|use it once every 3 or 4 days. Seriously. Very slow and most opponents |
|can jam it with a low punch or just stay back and counter. |
| |
| Also, it can be used after the surprise exchange. Explained in the |
|multiple attack section. |
| |
|-------------------------------------------------------------------------|
|Double palm (crouch,b,f+P) {crouch,b,f+B} |
|----------- |
| He steps low, and starting the hands from the waist, he pushes |
|vigorously forward with both palms. |
| |
| The difference with this and the single palm is that the crouching |
|defenders (and not just non-defenders like the single palm) are |
|vulnerable as well. Also it does more damage. The biggest use for this |
|move probably is to use it after the break stances, especially the |
|surprise exchange and the trip against experienced players. |
| |
| The recovery is very slow, so try to connect (hit or blocked), and |
|definitely don't just hit thin airs since it leaves you pretty open. |
|Also, this move can be started out by doing a low punch, just like in |
|the single palm, as well as tapping the guard button before hand to |
|double as areversal. Another thing is that Pai, Kage, and even Akira |
|cannot grab this attack, which incidentally is because it is a double |
|handed technique. |
| |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|c) Throws |
|========= |
| |
|-------------------------------------------------------------------------|
|Reaping throw and punches (P+G) {B+A} |
|------------------------- |
| This is Akira's regular P+G throw. He grabs the opponents arm, and |
|trips the opponent using a technique called "kosoto gari", or 'minor |
|outer reaping throw'. Then follows up with three punches to the stomach.|
| |
| The throw for Akira, although difficult to execute at first, becomes |
|deadly once you master the motions. This simple P+G is a good one to |
|master (I mean by how to use it), because it requires very little |
|effort and will override the opponents throw if he/she tries a command |
|throw (i.e. back+P+G) if done simultaneously. However, this move can be |
| (back+B+A) |
|escaped as with all the P+G throws, so beware of the experienced players |
|who expect a throw coming. In these cases, stick to the other throws |
|Akira possess. |
| |
| One frustration with this throw is that he jumps back very far from |
|the opponent. If your back is against the edge of the ring, don't |
|use it. Nothing more frustrating than doing RO, when you have full life |
|bar and the opponent is nearly dead. Just remember to do a surprise |
|exchange or another break stance throws. |
| |
|-------------------------------------------------------------------------|
|Head butt (a.k.a. pull-in push-out) (b/d,f+P) {b/d,f+B} |
|-------------------------------- |
| Akira grabs the opponent's wrist, pulls him/her in, and executes a |
| head butt, sending the opponent flying. |
| |
| Akira players are quite happy with this throw becoming very easy to |
|execute compared to VF1, where it was really difficult. It does more |
|damage than the regular P+G, but honestly, if you have the chance to do |
|this throw, you should be going for the reverse body check or the |
|surprise exchange, or even the close in ram. It's very cool, however, |
|to finish the fight with this. |
| |
| If you still think this is a better throw, by all means use it. |
|There's nothing wrong with using it. For those that do use it, here's |
|a good way to use it. Execute to motion close to the opponent. If the |
|opponent is standing, you get the throw. If the opponent is crouching |
|you get an elbow which will stagger the opponent. Follow up with a |
|punch-kick or something. Pretty cool huh? But there is a draw back. |
|First you have to be really close. Second, if you're open stance |
|(refer to the stances section), the elbow will miss. Therefore not |
|that reliable since a missed elbow is not good. |
| |
|-------------------------------------------------------------------------|
|Reverse body check (b,d/f+P+K) {b,d/f+B+C} |
|------------------ |
| Akira pulls the opponent towards him, and slides behind the opponent.|
|Once behind, he slams his back against his opponents back, staggering the|
|opponent. |
| |
| One of Akira's coolest throws, which requires quite a bit of practice|
|to use consistently and effectively. The best times to use it is when |
|the opponent misses an attack (well darn, that's true for ANY throw). |
|But a side kick after the move will combo, making it practically the |
|most powerful throw he's got. And if the side kick just stumbles or |
|floats the opponent high in the air, connect with a super dashing elbow |
|(enter it while the side kick is being executed). Or just simply another|
|side kick. Very powerful, and makes your opponent wary of the throws. |
| |
|-------------------------------------------------------------------------|
|Close in ram (f,b,f+P+K) {f,b,f+B+C} |
|------------ |
| Akira grabs the opponents arm, and slides under him while pulling on |
|the arm. He firsts slams the shoulder into the groin area (ouch, that |
|hurts) and violently stands up to send him flying in the air. |
| |
| One of Akira's new throws which does very nice damage. However, it |
|has an awkward joystick motion that needs plenty of practice to |
|incorporate in your repertoire. The only time you should always try to |
|nail this is after the dashing palm hits a crouching non-defender, |
|sending the opponent on their butt. Dash forward immediately and |
|execute this throw. Good RO possibilities and pisses the opponent of |
|big time if it does. |
| |
|-------------------------------------------------------------------------|
|Stun palm (P+K+G) {B+C+A} |
|--------- |
| Akira rushes in, extends both arms straight outwards and strikes the |
|body of the opponent with the palm of one hand. |
| |
| This throw in itself doesn't do much damage at all, and very |
|difficult to connect another move after it if the opponent knows to stay |
|still and press the guard button. However, this move is the beginning |
|motion of a the famous 3-hit combo that Akira possesses. As of now, |
|this is the only real way you can use this move. The 3-hit combo will be |
|described later. |
| |
| So use this move if your opponent has very little life left, so that |
|it knocks them down with this move. You can then watch the replay in |
|slow motion to see how Akira extends both arm outwards. Kind of neat, |
|but if you're not going for the 3-hit combo, just stick to the other |
|throws. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|d) Break stances |
|================ |
| |
| The break stances have received some bad comments on the net. |
|Probably because you can't really connect anything reliably after the |
|moves....well, that's not true. Read on. |
| |
|-------------------------------------------------------------------------|
|Break guard (f+P+G) {f+B+A} |
|----------- |
| Akira rushes in low and strikes the opponent's arms upwards into |
|the air, causing the opponent to be open to attacks for a short period of|
|time. |
| |
| Probably the easiest and most useful(and effective) break stance he's|
|got. IMO, it's better than the surprise exchange against experienced |
|players. After you do the move, the punch-kick will combo. The dashing |
|elbow will NOT be a combo, but will hit depending on the opponent. So |
|just forget about the elbow and stick to the punch-kick which always |
|hit. However, it won't hit Sarah. I know, it sucks. But against Sarah, |
|if you do this, she can dodge the kick and kill you, so just remember-- |
|don't do it against Sarah players. Do a different break stance all |
|together. That, however, doesn't make this move any more inferior. |
| |
| Now, the trick in doing the punch-kick afterwards is to enter it |
| while the break guard is still being shown. If not, the punch-kick |
| will not combo, and will only hit against opponents who are confused |
| as to what the hell is going on. For all the break stance moves, |
| the commands can be entered while the graphics is still showing, and |
| that move will come out immediately after the break stance is over. |
| This becomes the difference between connecting the move or not, since |
| it comes down to a difference of a few frames. |
| |
| A good follow up that catches your opponent off guard is to follow |
| up with another throw. It works against opponents who are used to |
| the break stances, and keep holding the guard button, knowing the |
| dangers of trying to counter. After the break guard, a quick dash |
| forward and a P+G will do. However, you can go crazy and basically |
| do any throw you wish as long as your opponent is caught off guard. |
| Just don't do it repeatedly, or else you'll pay for being too greedy. |
| |
| In addition, since the break stances are a P+G move, they allow |
| (B+A) |
| you to escape the opponents' P+G throw, which is VERY useful. |
| |
|-------------------------------------------------------------------------|
|Trip I (b+P+G) {b+B+A} |
|------ |
| Akira grabs the opponent's arm, and goes for a minor outer reaping |
|throw (as in the regular P+G) but doesn't follow up on it allows the |
| (B+A) |
|opponent to just trip backwards flailing helplessly for a second. |
| |
| Many of us have done this and thought the opponent just escaped |
|the throw. This move gives you quite a bit of time to follow up, |
|although probably the most consistent might be the dashing palms |
|(single or double). A dashing elbow and body check works also, as well |
|as a takeoff kick (hold joystick forward, not straight up--u/f+K). |
| (u/f+C) |
|A single kick or a double kick is good too but can get blocked very |
|easily. If the single connects, a body check or any thing else you |
|wish can connect. This is because after trip move, the single kick |
|floats them especially high (the GamestMook descirbes this as a |
|special case). The punch-kick is too far, and by the time the kick |
|comes out, the opponent is able to block it. |
| |
| Just as I mentioned before, you can enter the commands while the |
|move is being executed, so if you get used to it, take your time and |
|enter the double palm. This, however is not a combo and can be blocked |
|sometimes. But it's up to the player to decide how you to use this. |
|Again, just as in the break guard, you can follow up with a throw, |
|but do it only occasionally. |
| |
|-------------------------------------------------------------------------|
|Trip II (d+P+G) {d+B+A} |
|------- |
| Identical to the Trip I in motion, but the difference is that the |
|opponent freezes 1 frame less than Trip I (12 frames for Trip I, 11 |
|frames for Trip II). This difference in 1 frame makes it nearly |
|impossible to connect with a body check, but the dashing palms or the |
|dashing elbow will be the safest bet, although it's not guaranteed to |
|connect. |
| |
|-------------------------------------------------------------------------|
|Surprise exchange (d/b+P+G) {d/b+B+A} |
|----------------- |
| Akira grabs the opponents wrist, and pulls him vigorously forward. |
|He then swiftly steps out of the way, and ends up behind the opponent. |
| |
| At first, a move that probably freaks out the opponent. If they |
|try to do a turning around move, they usually get nailed. If they are |
|experienced, they will simply dash forward, giving them a good chance |
|to avoid the attacks. The best way to follow up on this move |
|(listed in order of most useful, not most damaging), is with the |
| |
|1)double palm, |
|2)body check, and the |
|3)double kick, |
| |
|all of them doing very nice damage. However, if you're not comfortable |
|with them (i.e. too complicated, especially for double palm), go for a |
|simple dashing elbow or a sidekick. The dashing elbow can be |
|repeated,and the side kick can be followed up with a dashing elbow. |
|The punch-kick will only connect the kick part, but it will miss |
|completely if the opponent crouches, and a lot of people do that to try |
|a sweep when the surprise exchange happens, so stick to the other moves. |
|(If you want some heavy damage, however, try a dashing knee and a |
|double kick--brutal! Or if you ever pull this off, try a dashing knee, |
|single kick, body check! Anyone try this?). |
| |
| A trick in getting the double palm is this. When you press |
| d/b+P+G, just move your joystick in a half circle until you get to |
|(d/b+B+A) |
| f,and then press b+P. The back+P is actually towards the opponent, |
| (b+B) |
| but I think you understand what I mean. Don't bother trying to |
| "charge" it by holding it down. Doing the motion as above works |
| quite well. |
| |
| In addition, if you press b/d+P right after the b/d+P+G to |
| (b/d+B) (b/d+B+A) |
| execute it, you get the uppercut. Good damage, but you can do better |
| with the other attacks, so it's up to you on how to follow it up. The |
| best method is probably what works best for you. At first, the double |
| kick will be good. If you're more experienced, go for the double palm |
| or the body check. |
| |
|-------------------------------------------------------------------------|
|Stumbling trip (b,d+P+G) {b,d+B+A} |
|-------------- |
| Akira steps to the side of the opponent, hits the back of the |
|opponent with both hands while kicking out the front leg of the opponent.|
|The opponent falls straight on their face and stumbles up confused. |
|Also gives some damage unlike other break stance moves. |
| |
| A difficult motion to execute, but if done, you have at least half a |
|second to follow up. Seems like the dashing elbow/palm moves hit the |
|best. |
| |
| However, this move is hard to get out properly and its much easier to |
|do the other throws (i.e. reverse body check) compared to this, that its |
|probably not a move that you want to try to use that often. But if you |
|do get it, follow up with a dashing elbow/palm. Or dash forward and body|
|check. This move usually ends up coming out as the Trip I,II, so be ready|
|to follow up regardless. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|e) Reversals |
|============ |
| |
| This is the move that is commonly referred to as Akira's counter. |
| At first, it seems like an impossible task to use them, but once you |
| master the motions, you'll be surprised at its effectiveness. It's |
| crucial to study what moves you can reverse, and what moves you cannot. |
| Timing is very important as well. But if done properly, these reversals|
| become deadly. So master them and make Akira scary. |
| |
| On using them, the guard button must be tapped, then the appropriate |
|direction plus the punch button has to be entered. The time between |
|pressing the guard button and the punch button is short (20 frames |
|maximum--i.e. 1/3 sec), so get in the habit of pressing the guard button |
|right before a low punch. |
| |
| In addition, refer to the later section on the strategy of when to |
|use them and which moves Akira can reverse. |
| |
|-------------------------------------------------------------------------|
|High attack reversal (tap G, b+P) {tap A, b+B} |
|-------------------- |
| Against a right high punch: Akira blocks the punch and executes a |
|dashing elbow.(Gaimonchochu) |
| |
| Against a left high punch: Akira blocks the punch and does an |
|uppercut.(Yoho) |
| |
| Against a high kick: Akira blocks the kick and does an elbow. |
|Similar to the stun palm, but his hitting arm is bent into an elbow |
|strike.(Tanyokucho) |
| |
| The high reversal is probably the easiest to learn in the beginning, |
|since the opponent usually is coming in towards you, and it becomes a |
|matter of timing. But against good players, not easy at all. Works |
|well against opponents who come in with punches, as well as against Wolf |
|and Jeffry's uppercuts. The key with any reversals is to anticipate |
|the move. Easier said than done, however, many opponents have many moves |
|they mix up constantly. Don't stress if you can't get them out. Just kee|
|working on it and one day they'll become part of your arsenal. |
| |
| The moves you should be anticipating are the pppk type moves, |
| (BBBC) |
|especially after your dashing elbow or a side kick, and the uppercuts |
|by Wolf and Jeffry. If your opponent comes in with a flurry of jabs, |
|it shouldn't be too hard. When you catch Jacky's beatknuckle, which is |
|not too hard since many people over use it, you'll feel like a million |
|bucks, so keep working on it! |
| |
|-------------------------------------------------------------------------|
|Mid attack reversal (tap G, b/d+P) {tap A, b/d+B} |
|------------------- |
| Against a mid level kick, closed stance: Akira blocks the kick, spins|
|around outward and executes an elbow to the body.(Haihorichu) |
| |
| Against a mid level kick, open stance: Akira blocks the kick, and |
|smashes into the opponent with the shoulder.(Johoshoko) |
| |
| Against an elbow strike: Akira steps into the elbow, blocks (grabs?) |
|the arm to open up the body, and executes a dashing elbow.(Gaimonchochu) |
| |
| The mid level reversals are probably the most difficult. The side |
|kicks are hard to time, and the elbow reversal is a matter of |
|anticipating a situation well (i.e. the Bryant's elbow-knee/heel kick). |
|However, many players will go for a side kick against a croucher so keep |
|that in mind and try to read the opponent's game plan by looking at how |
|they react against you crouching. |
| |
|-------------------------------------------------------------------------|
|Low attack reversal (tap G, d+P) {tap A, d+B} |
|------------------- |
| Against a low punch: Akira grabs the punch, and pulls the opponents |
|forward, then swings his arm straight up and brings to hammerfist |
|straight back down onto the opponents back.(Honshintanda) |
| |
| Against a low kick: Akira blocks the kick, and rushes in with a |
|dashing double palm.(Sohakushu) |
| |
| The low reversals are the easiest and the most useful. Its because |
|many players will low punch or kick to avoid a throw, or to counter a |
|blocked attack, especially the dashing elbow. Some moves you see coming |
|such as Lions double low kick. However, other than the low punch and |
|low kick, you can't reverse many of the ones you would like to |
|(i.e. Lau and Pai's spinning low sweep). |
| |
| After dashing in with an elbow, or dashing in for a throw, the |
|opponent will crouch punch or kick to avoid you. Tap G and low punch. |
|You'll be surprised at how many low punches you catch. If they stand |
|up, throw. If they crouch, dashing elbow. Probably the latter case is |
|the more common. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +===================+ |
| |3) Multiple attacks| |
| +===================+ |
| |
| This section summarizes some of Akira's combos and attacks that can |
|be done consecutively depending on the opponents. Obviously lighter |
|characters float better allowing for more variety and opportunity of |
|combos. In addition, hitting the opponent while they are in the process |
|of executing an attack floats them higher. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Summary |
[-------------------------------------------------------------------------]
|If opponent staggers or floats after the dashing elbow (f,f+P): |
| {f,f+B} |
|-------------------------------------------------------------------------|
| Punch kick | P,K | (B,C) |
| Dashing elbow | f,f+P | (f,f+B) |
| Body check | b,f,f+P+K | (b,f,f+B+C) |
| Double kick | f,f+K,K | (f,f+C,C) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|If opponent staggers or floats after the side kick(d/f+K): |
| (d/f+C) |
|-------------------------------------------------------------------------|
| Punch-kick | P,K | (B,C) |
| Dashing elbow | f,f+P | (f,f+B) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|If opponent floats after a knee kick(K+G, release G): |
| {C+A, release A) |
|-------------------------------------------------------------------------|
| Dashing elbow | f,f+P | (f,f+B) |
| Body check | b,f,f+P+K | (b,f,f+B+C) |
| Double kick | f,f+K,K | (f,f+C,C) |
| Knee, any of above | repeat knee,| |
| | any of above| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|If opponent lands on their butt after a dashing palm(crouch,f+P): |
| {crouch,f+B} |
|-------------------------------------------------------------------------|
| Dashing palm | dash, d,f+P | (d,f+B) |
| Dashing elbow | dash, f,f+P | (f,f+B) |
| Double kick | dash, f,f+K,K | (f,f+C,C) |
| Any throw | dash, throw | |
| But try the Close in ram | dash, f,b,f+P+K| (f,b,f+B+C) |
| | (for coolness | |
| | points) | |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|After the reverse body check(b,d/f+P+K) |
| {b,d/f+B+C} |
|-------------------------------------------------------------------------|
| Side kick | d/f+K | (d/f+C) |
| | (forward meaning towards your opponent) |
| Side kick, dashing elbow | d/f+K, f,f+P | (d/f+C,f,f+P) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|After the break guard(f+P+G): |
| {f+B+A} |
|-------------------------------------------------------------------------|
| Punch-kick | P,K | (B,C) |
| Dashing elbow | f,f+P | (f,f+B) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|After the Trip I,II(b+P+G or d+P+G) [Only selected follow ups]: |
| {b+B+A or d+B+A) |
|-------------------------------------------------------------------------|
| Double palm | D,b,f+P | (D,b,f+B) |
| Body check | b,f,f+P+K | (b,f,f+B+C) |
| Takeoff kick(forward) | U/F+K | (U/F+C) |
| Single kick, anything | f,f+K, | (f,f+C) |
| | anything(try body check)| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|After the Surprise exchange(b/d+P+G): |
| {b/d+B+A} |
|-------------------------------------------------------------------------|
| Any move, basically. | |
| Safest to do doublepalm d,b,f+P (facing opponent) | {d,b,f+B) |
[-------------------------------------------------------------------------]
|After the stumbling trip(b,d+P+G): |
| {b,d+B+A} |
| |
| Any dashing move and body check. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Stun palm combo: |
| |
|-------------------------------------------------------------------------|
| Stun palm, reverse body check, double palm |
| P+K+G, then b,d/f+P+K, then d(or d/f or d/b), f(or b)+P |
| (B+C+A, then b,d/f+B+C, then d(or d/f or d/b), f(or b)+B) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Dashing elbow, punch-kick (f,f+B,B,C) |
|------------------------- |
| If the dashing elbow hits a crouching defender, he/she will stagger, |
|allowing for a free punch-kick. Making this a very important combo to |
|master. Make good use of the super dashing elbow for a long range attack.|
|Against light opponents, if the dashing elbow floats them, the punch- |
|kick can still connect, which is better than another dashing elbow. |
| |
| The beauty of the dashing elbow is the if it is blocked, the |
|opponent cannot counter (read the counter section for more detail). |
|This makes the dashing elbow pretty safe to do if you are in close range.|
|If the opponent is used to this and knows they cannot counter, they will |
|either step back or attack low. If they seem to attack low often, the |
|low attack reversal comes out like a charm. More on this in the |
|strategy section. |
| |
| By the way, the super dashing elbow can be substituted for the |
|regular one as well. |
|-------------------------------------------------------------------------|
| |
|Dashing elbow, dashing elbow (f,f+B,f,f+B) |
|---------------------------- |
| Not a real safe one to do, but works quite well none the less. Don't|
|use too often, and especially not against lighter opponents who can step |
|back quickly, or against Pai who can grab it. It may be good if you want|
|to piss your opponent off by continuously repeating the elbows, but I |
|don't recommend it. You'd never want anyone accusing Akira as cheap, |
|now do we? |
| |
| However, better players will know that a simple punch, or a low |
|punch, will usually block this type of repeated dashing elbow. So see |
|how they react, and use the appropriate reversals to discourage your |
|opponent to try countering this combination attack. |
| |
|-------------------------------------------------------------------------|
|Dashing elbow, body check (f,f+B,b,f,f+B) |
|------------------------- |
| The two moves can be done immediately after the other, so master the |
|motion of the body check. What's good about this is that the body check |
|comes out unexpectedly quick. If the opponent is knocked down by the |
|elbow, the body check can still hit the floated opponent (their ankles! |
|Well it does some damage.). |
| |
| The way to use this is to mix up the different follow ups. This |
|works well if the opponent tries to counter your dashing elbow with some |
|slow move. Nails them in the middle of the motion and their life bar |
|just disappeared. |
| |
|-------------------------------------------------------------------------|
|Dashing elbow, jumping double kick (f,f+B,f+C,C) |
|---------------------------------- |
| Works against light opponents and you catch in the middle of their |
|attack. Enter the f,f+K,K immediately, and you should see your opponent |
|fly. Does tremendous damage--probably half the life bar. |
| |
|-------------------------------------------------------------------------|
|Side kick, punch-kick (d/f+C,B,C) |
|--------------------- |
| If the side kick hits a crouching defender, it will stagger them. |
|At this point, a punch-kick will combo nicely, just like the dashing |
|elbow, punch-kick combo. However, as I mentioned earlier, you need to |
|keep the joystick forward for the punch to gain some reach, making the |
|combo connect with more certainty. What's nice about this, just like |
|the dashing elbow, is that a blocked side kick cannot be countered. |
|So don't be afraid to throw that side kick, making sure it will hit or |
|be blocked. |
| |
| Also, just like the dashing elbow, if it is blocked, the opponent |
|usually comes back with a low attack or backs off (that's if they know |
|they can't counter), making it easy to reverse. If they come back with |
|a technique you can counter or reverse (especially a slow side kick such |
|as Wolf or Jeffry, or Jacky and Sarah's elbow knee/heel kick), they will |
|be confused why only your attacks hit and not his. |
| |
|-------------------------------------------------------------------------|
|Side kick, dashing elbow (d/f+C,f,f+B) |
|------------------------ |
| If the side kick hits, this is just like the above, and you get an |
|instant combo with the dashing elbow. The key is to enter the dashing |
|elbow while the side kick is still going, causing the dashing elbow to |
|come out immediately after the kick. You'll probably end up getting |
|the super dashing elbow, but it's the same as long as you connect. |
| |
|-------------------------------------------------------------------------|
|Knee kick, dashing elbow/body check/knee kick/jumping double kick |
|(C+A,tap A , f,f+B/b,f,f+B/C+A tap A/f,f+C,C/ |
|----------------------------------------------------------------- |
| The knee kick is hard to master, but once you hit an opponent (if in |
| the middle of their attack) you can easily connect a body check. If |
| you're feeling lucky, do two knee kicks in a row, and do the body check.|
| When you connect it, it feels like you're cheating... But the body check|
| doesn't go deep enough to cause major damage. |
| |
| The best follow up, however, is the jumping double kick. Try it |
| even if you think its too late since it hits even an opponent that's |
| floating at mid section level. |
| |
|-------------------------------------------------------------------------|
|Dashing palm, dashing palm/elbow/doublekick/any throw |
|(crouch ,f+B, crouch,f+B/f+B/f,f+C,C/throw) |
|----------------------------------------------------- |
| If you hit a crouching non-defender with the palm, they stumble to |
|the floor. Immediately follow up with the dashing palm, dashing elbow, |
|double kick, or any other throw after dashing forward. The key with the |
|stumbled opponent is to dash forward immediately. This combo will push |
|the opponent back quite far with an attack or the close in ram. |
| |
| As I mentioned in the dashing palm section, don't use the dashing |
|palm too much because it can be countered quite easily. However, in |
|certain cases, it must be used. These cases are: |
| |
| 1) Jacky and Sarah's low side kick. |
| |
|If you block it, do a dashing palm and they will land on their butt. |
|Go for the close in ram. |
| |
| 2) Lion's double low kick. Same as above. |
| |
| The key is to see it coming. Dash forward immediately and execute |
|the attack. If you hesitate even a bit, its too late. |
| |
|-------------------------------------------------------------------------|
|Reverse body check, side kick (b,d/f+B+C,d/f+C) |
|----------------------------- |
| This combo will always hit, so if you get the reverse body check to |
|work, put in the side kick no matter what. You can also try to connect |
|a dashing elbow after this. Someone mentioned of getting another low |
|punch and double palm in, but it will most likely connect only when the |
|opponent tried to turn around, causing them to float high. Regardless, |
|it won't hurt to try. The key is to remember the side kick. The body |
|check and the side kick should be thought of as one move. |
| |
| Also, after the first side kick, another side kick isn't bad either. |
| |
|-------------------------------------------------------------------------|
|Break guard, punch-kick (f+B+A,B,C) |
|----------------------- |
| This has been described before, but I'll repeat emphasizing the |
|usefulness of this. Use this instead of the regular P+G to prevent the |
|opponent escaping, and press P,K even while the graphics of the move is |
|showing. If fighting against Sarah, however, don't use this since it |
|will not work against good players. Use another throw all together. |
| |
| If you want, the dashing elbow will most likely hit, but the |
|punch-kick is more damaging, so why bother. |
| |
|-------------------------------------------------------------------------|
|Trip, dashing elbow/dashing palm(s)/takeoff kick/body check |
|(b+B+C,or d+B+C, f,f+B/crouch ,f+B/takeoff kick/b,f,f+B+C) |
|----------------------------------------------------------- |
| After executing the trip, even while the graphics is showing, enter |
|the dashing palm (single or double), but the double palm is probably the |
|most consistent. The dashing elbow and takeoff kick are pretty good, |
|and the body check too. But these aren't as consistent, and the body |
|check doesn't do as much damage as you would like. The punch kick won't |
|connect because the opponent is too far away. |
| |
| The thing to remember is to enter the dashing palm during the |
|graphics is being shown. Take your time and it will come out nicely. |
|If you meant to do a surprise exchange and you get this (which happens |
|quite often in the heat of a battle), and you didn't enter the dashing |
|palm, do a dashing elbow or a takeoff kick. |
| |
|-------------------------------------------------------------------------|
|Surprise exchange, body check/double kick |
|(b/d+B+A, b,f,f+B+C/f,f+C,C) |
|-------------------------------------------------- |
| After the surprise exchange, a body check and the double kick are |
|probably the easiest and good against players who don't know or didn't |
|dash forward to escape the attacks. This move incidentally is used to |
|beat the CPU quite easily. |
| |
| The bottom line is, however, that you can follow up with close to |
|anything you want. Not that they all have the same effectiveness, but |
|you'll probably hit them with anything you try (not everything, of course|.
|Try a dashing palm. Try a side kick-dashing elbow. Try a dashing |
|elbow-dashing elbow. Try a dashing knee with a double kick or a body |
|check. Try whatever you wish! But the body check and the double kicks |
|are more safe to do and consistent. |
| |
| One thing I noticed is that sometimes after the surprise exchange, |
|the screen decides to switch. This means that you started out on the |
|left side, did a surprise exchange, and ended up on the left side again! |
|Becomes confusing to enter the commands, but not to worry, as long as |
|you entered the commands RIGHT AWAY, it will work. So doing the double |
|kick (f,f+K,K) towards your opponent, but if the screen switches, just do|
| {f,f+C,C} |
|it towards where they should be if the screen didn't change. (??) In |
|other words, don't worry. |
|-------------------------------------------------------------------------|
|Surprise exchange, double palm/super dashing elbow |
|(b/d+B+A, crouch,b,f+B/ f,f,f+B) |
|-------------------------------------------------- |
| If you are playing against an opponent who knows how to beat Akira |
|(including other Akira players), they often dash forward to avoid the |
|attacks. In these cases, a double palm works nicely since it has a nice |
|reach, as well as the super dashing elbow. The latter does less damage, |
|but more easy to enter. Use these against more advanced players who |
|don't freak out and can react appropriately. |
| |
|-------------------------------------------------------------------------|
|Surprise exchange, uppercut |
|(b/d+B+A, d/f,d/f+B) |
| |
| [NOTE : YOU ONLY HAVE TO DO ONE d/f+B, for the uppercut to come out!] |
| [ SINCE THE FIRST b/d is 'buffered' into the move.............] |
|--------------------------- |
| A multiple attack that's actually nice. The commands are mixed |
|together so that the two moves are done with one motion. Tap the d/b |
|twice pretty rapidly (with the appropriate buttons, of course) to get the|
|uppercut to come out |
| |
| However, the opponent has plenty of time to run away, so use it only |
|against players who tend to freak out with the surprise exchange. |
| |
|-------------------------------------------------------------------------|
|Stumbling trip, dashing elbow/dashing palm/body check |
|(b,d+B f,f+B/crouch ,f+B/b,f,f+B+C) |
|----------------------------------------------------- |
| Although many of you probably won't use this except by accident, |
|just follow up with a dashing technique (i.e. elbow, single/double palm),|
|or dash forward a bit and do a body check. The trick is to wait a split |
|second before the techniques because the opponent takes some time to |
|get up. Not a technique that's required to learn since it's tough to |
|do and much better to do something else such as the close-in ram or the |
|reverse body check. But for the times when you just HAVE to humiliate |
|your opponent, this is a technique that will do that job. Especially |
|the part where the opponent lands straight on their face with a loud thud|
| |
|-------------------------------------------------------------------------|
|Stun palm, reverse body check, double palm |
|(B+C+A, then b,d/f+B+C, then d(or d/f or d/b), f(or b)+B) |
|------------------------------------------ |
| The notorious stun palm 'o doom, or whatever you please to call it. |
|A damn difficult move to do, but getting it to work is like heaven. |
|The opponent just stands there with there mouth wide open, as they watch |
|at least half their life bar disappear. |
| |
| First of all, although this is listed in the multiple attack section,|
|this is actually a single move (or a single move plus a special |
|double palm). |
| |
| You may notice that when you execute this, the reverse body check comes |
|out right after the stun palm hits (before he retracts his hands). |
|Similarly, the double palm comes out without any pause after the body |
|check. |
| |
| [ NOTE : FRAME REFERENCE NUMBERS ARE DIFFERENT FOR VF2.1 AND ] |
| [ VF KIDS, kids is %20 faster than vf2.1, and vf2.1 is] |
| [ approximately ~%10 faster than arcade version ] |
| |
| The trick is to enter the commands precisely, which is the first |
|thing you need to work on if you ever want to get this to work. Make |
|sure the reverse body check's move is at least consistent. Now, when |
|you press P+K+G, you have to enter the reverse body check immediately. |
|The reverse body check's commands are entered pretty much BEFORE the |
|graphics of the stun palm is shown (yes, you read that correctly). |
|Actually, the reverse body check needs to be entered faster than the |
|regular one (14 frames instead of 20). And the maximum time between |
|the stun palm and the reverse body check is only 14 frames. Compared |
|to the regular pppk moves (i.e. Sarah, Lau, etc.), the pppk is SLOW |
|(Sarah requires 19,21,26 frames respectively between the punches |
|and the last kick). So if you thought you were entering it fast |
|enough, go try again. Now, after the reverse body check is entered, |
|you have 17 frames to start entering the double palm. This move can |
|be done by pressing any 'down' direction (i.e. d/b, d, d/f) and then |
|pressing forwards or backwards, hence the confusing notation. And |
|this must be done within 16 frames. Notice that the maximum allowable |
|time (frames) elapsed from the time you pressed P+K+G is only 61 |
|frames (14 frames to start the reverse body check, 14 frames |
|to complete the motion, 17 frames to start the double palm, 16 frames |
|to complete the motion). Or basically one second for the whole thing |
|to be completed, but that's the maximum time allowed. In practice, |
|it seems as though you need to enter it in half a second |
|But basically, if you are sure that the motion you are doing is correct, |
|yet you are not getting it, it is most definitely your lack of speed. |
|Do it as fast as you can, yet maintaining the stick accuracy, and you'll |
|get it. Or at least you'll get the reverse body check, but please try |
|for all three, especially because the damage given by the double palm |
|is a 50 points. |
| |
| A good way to practice this, I have found, is to practice on Dural. |
|The time passes by slower during that stage, and so does the command |
|entering. You'll have plenty more time to enter the motion correctly. |
|So keep practicing! |
| |
| As a final note, although you may be doing it at the right speed, |
|correct stick motion, yet still can't get it to come out consistently, |
|I have found that there is a subtle timing of hitting the buttons. |
|I don't know. It's just that there seems to be a certain way to time |
|the buttons even within that short period of time. |
| |
| If you have mastered this, you will gain the respect of every |
|player in the VF world. Good luck. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +=================+ |
| |4) Rising attacks| |
| +=================+ |
| |
| You may be wondering, "A whole section for rising attacks?" Well, |
|yes. They are an important part of this game. Unlike VF1 where you had |
|a limited number of ways to get up (also turning around attack), VF2 has |
|a multitude of ways of getting up. And knowing how to do these becomes |
|crucial. |
| |
| When playing against good players (or watching them) you may notice |
|they don't execute much rising attacks, if at all. That's because it |
|opens you up to counters (however, rising attacks cannot be reversed-- |
|i.e. Pai cannot grab your kick), and good players will make you pay for |
|making that opening. |
| |
| A good tactic may be to come in close when they are down, and tease |
|them to throw a rising attack. If you know how to block them or dodge |
|them (better yet, make them hit thin air), you can, a lot of times, get |
|a free attack. This brings me to stress the fact that you need to be |
|familiar with the different types of attacks by your opponents. This is |
|difficult because in VF2, the rising attacks look deceiving and can be |
|executed from many different positions. |
|-------------------------------------------------------------------------|
|Akira's rising attacks |
|---------------------- |
| First, a review of the rising attacks. There are four ways you can |
|get knocked down. They are as follows: |
| |
|1)Facing up, feet towards opponent. |
|2)Facing up, head towards opponent. |
|3)Facing down, feet towards opponent. |
|4)Facing down, head towards opponent. |
| |
|-------------------------------------------------------------------------|
| In addition, when you are knocked down, there are four ways to get up. |
|They are as follows: |
| |
|1)In place: Tap the punch button repeatedly to get up faster. |
|2)Roll side ways: Tap the guard button repeatedly to get up faster. |
|3)Roll backwards: Tap away from your opponent. |
|4)Head spring: Tap up. |
|-------------------------------------------------------------------------|
| For every rising attack, you can attack either mid level or low level|
|Each rising attack has a damage of 20. |
| |
| The rising attacks will differ with the situations listed above. |
|Since you have 3 ways to attack while getting up, and 4 ways of starting |
|the motion, and 2 levels of attack, you have 24 rising attacks to choose |
|from! Get to know them, and use them effectively. The list will have |
|the mid level attack listed first, then the low level attack. To get |
|the different levels, just press kick for mid level attacks, and hold |
|down and kick for low level attacks. |
| |
|-------------------------------------------------------------------------|
|Move |
|==== |
|In place, facing up, feet towards opponent |
| Side kick (Zensentai) |
| Sliding kick(Ochogeri) * |
| Facing up, head towards opponent |
| Side kick (Haisentai) |
| Long range sliding kick (Chisokyaku)* |
| Facing down, feet towards opponent |
| Side kick (Kosentai) |
| Sliding kick (Kosokyaku) * |
| Facing down, head towards opponent |
| Side kick (Koshoutai) |
| Double footed kick into back spin - |
|-------------------------------------------------------------------------|
|Rolling, facing up, feet towards opponent |
| Side kick (Kosentai) |
| Low spinning kick (Katsumensotai) |
| Facing up, head towards opponent |
| Side kick (Haisentai) |
| Low spinning kick (Katsumensotai) |
| Facing down, feet towards opponent |
| Side kick (Kosentai) |
| Low spinning kick (Katsumensotai) |
| Facing down, head towards opponent |
| Side kick (Koshoutai) |
| Low spinning kick (Katsumensotai) |
|-------------------------------------------------------------------------|
|Backwards, facing up, feet towards opponent |
| Low roundhouse kick (Katsumensentai) |
| Low spinning kick (Katsumensotai) |
| Facing up, head towards opponent |
| Double high mule kick (Sokikyaku) - |
| Double low mule kick (Sokisokyaku) - |
| Facing down, feet towards opponent |
| Double high mule kick (Sokikyaku) - |
| Double low mule kick (Sokisokyaku) - |
| Facing down, head towards opponent |
| Low roundhouse kick (Katsumensentai) |
| Low spinning kick (Katsumensotai) |
|-------------------------------------------------------------------------|
| Well, the list doesn't really describe what's effective. So I'll |
|pick out the ones that are useful. The sliding kicks are very useful |
|because of its deceptive long range. These are marked with an asterix(*).|
|And the side kicks are all useful (see second next paragraph). The ones |
|you DON'T want to use too often are the double mule kicks and the |
|infamous double footed kick into back spin. They all have very short |
|range and the mule kicks allow for severe counters if you miss all |
|together. These are marked with a negative sign(-). In addition, the |
|low roundhouse kick and the low spinning kick all have a motion that is |
|easy to be anticipated by your opponent. Don't use them too often. |
| |
| Akira's low rising attacks, however, can be countered quite easily if|
|blocked. The most notorious is Sarah's triple kick after blocking a low |
|rising attack. So the best bet is to only use them once in a while, and |
|stick to getting up without an attack. This is true only for playing |
|against more advanced players since they are the ones who can exploit |
|the weaknesses of the different rising attacks (as well as know what |
|to avoid). I know its tempting to attack, but believe it or not, you are |
|invincible while you are getting up (NOT getting up with an attack, but |
|getting up WITHOUT an attack). Well....invincible to a degree. Its just |
|that there is so little room for your opponent to counter. Their attack |
|will actually go through you if they attempt one, but remember it is |
|still possible to time the attack as you are getting up (without an |
|attack), but that's real tough. |
| |
| Akira's side kicks from rising is very unique from all other |
|characters' because he kicks straight out. What this means is that even |
|if the character tries to dodge the kick at the tip of your foot, it'll |
|hit. I'm sure you have noticed that other characters have side kicks |
|that go slightly upwards, allowing the opponent to stay in closer |
|without being hit. If you see your opponents doing this, nail them |
|with the side kick. |
| |
| Also, there are times when you land off-line from your opponent. |
|This means that you are not going to hit your opponent with you rising |
|attack.The classical example is after Jeffry's P+G throw (backflip), |
|where you land perpendicular to Jeffry. In these and many other cases, |
|don't try any rising attacks because you'll be wide open for them to |
|attack. |
| |
| There is actually one very good use for the headspring. This is |
|true for all characters playing against Lau. If you get knocked down |
|fighting against Lau, opponents will usually try for the double stomp. |
|When this happens, just tap Punch repeatedly and hold up. You will |
|escape the second stomp 95% of the time. |
| |
| When your opponent is rising, don't get too greedy and aim for a |
|free shot, although be aware of it. If they do a high spinning kick, |
|just knock them down with a dashing palm. Same with a low spin. The |
|trick is to stay right out of range so that you don't block it. Also, |
|watch out for Wolf and Kage's rolling attacks if they roll backwards. |
|Don't follow into it. In addition, Lion and Shun both have some |
|weird rising attacks, so don't stay too close if they know how to use |
|them effectively. In addition, all rising attacks cannot be reversed. |
|Yeah, I know, but THAT would be cheap. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +==================================+ |
| | Part II: Putting it together | |
| +==================================+ |
| |
|Contents: |
|1)Stuff you need to know |
| a)Escape from throws |
| b)Crouching dash |
| c)Stances |
| d)The use of the Guard button |
| e)Counters |
|2)Strategy |
| |
|-------------------------------------------------------------------------|
| +======================+ |
| |Stuff you need to know| |
| +======================+ |
| |
| In this section, I want to describe some of Akira and non-Akira |
|specific tricks of the VF2 operation you need to know in order to play |
|even better. |
|-------------------------------------------------------------------------|
| |
|Escape from throws |
|------------------ |
| This is something you need to learn in order to be successful at |
|this game. All it is to press P+G when your opponent grabs you. But its|
| (B+A) |
|too late when you see the graphics being shown, so calmly admit that |
|you've been thrown. Its actually within 10 frames of your opponent |
|pressing the P+G. (Note, it's back+P+G for Jeffry's body press). |
| (B+A) (back+B+A) |
| |
| The way to effectively use this is to know when people go for a |
|throw. It is obvious at some times, such as when you block a knee kick. |
|At these times, always enter P+G in case. If they hadn't entered P+G, |
|you'll get the throw anyway. |
| |
| This makes Akira is very good at escaping throws since all of his |
|break stance moves are P+G, you are protected against another P+G throw, |
|yet they cannot escape yours. |
|-------------------------------------------------------------------------|
|Crouching dash |
|-------------- |
| As you all should know, you can dash forward by tapping forward |
|twice, and run if you hold the forward direction. What advanced |
|operation am I going to tell you? That's crouching dash. You can |
|actually dash forward or backwards while still maintaining the crouch |
|position (more like a 'hop'). Although you can't go as fast, it seems |
|like you can go the same distance. This is very useful to back off an |
|attack while avoiding any high attacks. |
| |
| However, the motion is kind of tricky. You have to remain |
| crouching and tap forward (or backwards) twice. Don't tap forward, |
| but forward/down (or back/down). It will definitely take awhile to |
| figure out, but learn it since its useful. |
| |
|-------------------------------------------------------------------------|
|Stances |
|------- |
| A feature that most people, I'm sure, are confused or wondering what |
|it really means. I'll describe it best I can. |
| |
| There are two stances. 1)Closed stance and 2)open stance. The |
|stances are shown below. |
| |
| Player A Player B Player A Player B |
|Feet positions: X X X X |
| X X X X |
| Closed Stance Open Stance |
| |
| Closed stance is the standard stance, and the open stance occurs |
|when you do a move (i.e. knee kick, double punch) it will change into |
|open stance. However, the open stance will switch back to closed stance |
|if you walk a bit, but the dash forward or backwards keeps the stance as |
|it is (so you can maintain your open stance). |
| |
| As you may notice, when you are in closed stance, you and your |
|opponent are closer together than you are in open stance, because your |
|feet position can overlap. This is why the throws become difficult in |
|open stance since you need to be very close to your opponent to execute a|
|throw (probably you need to be in close as you can). This is true for |
|throws that require you to press back at the end, causing you to go |
|backwards a little bit. This gives Wolf and Jeffry an advantage because |
|their throws have a slightly longer range (1.5 meters instead of |
|1.4 meters). In addition, some moves won't hit in open stance such as |
|Akira's elbow. |
| |
| This becomes important when you want to counter (refer to counter |
|section for more detail), since some counters will not hit unless you |
|are in either open or closed stance. |
| |
| It is a good thing to always keep the stances in mind. If you want |
|to switch stances, dash back and use your double punch. |
| |
|-------------------------------------------------------------------------|
|Use of the guard button |
|----------------------- |
| There are some neat ways to use the guard button. First, you can |
|enter a command while holding the guard button and execute the technique |
|immediately after releasing the guard with the last stick motion and the |
|buttons required. The second way is to use the guard button to cancel |
|your attack, or a sequence of attack. |
|-------------------------------------------------------------------------|
| 1) I will list the moves that allow you to enter the commands while |
|holding guard. The motion in the brackets are while holding the guard, |
|and the motion outside the brackets are after releasing the guard button.|
|These are: |
| |
|-------------------------------------------------------------------------|
| Dashing elbow: (f),f+P | (f),f+B |
| Super dashing elbow: (f,f),f+P | (f,f),f+B |
| Dashing palm: (D),f+P | (D),f+B |
| Double palm: (D,b),f+P | (D,b),f+B |
| Jumping kick(s): (f),f+K[,K] | (f),f+C[,C] |
| Body check: (b,f),f+P+K | (b,f),f+B+C |
| Dashing knee kick: (f),f+K+G, release G | (f),f+C+A,release A |
|-------------------------------------------------------------------------|
| |
| Of these, the super dashing elbow is very useful since you can go |
|quite a distance. Also, the body check can be executed immediately after|
|you block a technique, making it quite useful (in contrast to entering |
|the whole thing). |
| |
|-------------------------------------------------------------------------|
| 2)A good way to use the guard button to cancel your technique is |
|after a kick. Press the kick button, press the guard button to cancel, |
|and go an attack or a throw. A little difficult, but the opponent will |
|think you're going to kick, so they will stand up against a side kick or |
|a normal kick, and maybe try to crouch against a high kick. For the |
|first case, dash in and throw, and for the second case, do a dashing |
|elbow. |
| |
| Also, were there times when you wanted to do a ground punch after a |
|dash on a knocked down opponent, but got a dashing elbow or a normal |
|elbow instead? In that case, tap the guard button, and do the ground |
|punch. This works well when you don't have much time to hit the opponent|
|So the motion becomes: f,f,G,d/f+P. You can do the ground punch real |
| (f,f,A,d/f+B) |
|quickly. |
| |
| Another way to use the guard button is to achieve more |
|sophisticated distance control. How? Press the guard button in the |
|middle of a dash. You get a shorter distance. This allows for a more |
|precise distance management, and allows you to dash backwards just enough|
|to escape a side kick, for example. If you did a normal dash you'd be wa|
|out of range, which is good, but won't allow for you to go back in for |
|an attack that well. |
| |
|-------------------------------------------------------------------------|
| |
|Counters |
|-------- |
| This is where I describe what this is. Refer to Part IV for counters|
|to specific characters. |
| |
| What is a counter? It is commonly referred to as the moves I call |
|the reversals. However, what I mean by counters is different. It is |
|when your opponent attacks, and you BLOCK it, for many attacks, you have |
|a free hit or a free throw on your opponent. Notice, however, you HAVE |
|to block it. If your opponent misses it, you actually are in a better |
|position, but that's something everyone tries to avoid, and people use |
|it to draw you in for another attack (ie kickflip when you go in for a |
|throw, etc). |
| |
| There are two counters. 1) attack and 2) throw. For example, when |
|you block Jacky's elbow-heel kick (f+P,K), you can counter with a |
| (f+B,C) |
|dashing elbow ALL the time. Surprised? When you block Sarah's toe |
|Kick-side kick (d+K,K), you can ALWAYS go in for a punch-kick or even |
| (d+C,C) |
|a throw. The throw counters are much more difficult, but, if done |
|properly, the opponent CANNOT even low punch to avoid your attack! The |
|way to do that is to dash in immediately after you can move. Much |
|harder than the attack counters, but if you can do it, and use throws |
|that cannot be escaped, you can throw them every time. But remember, |
|it's mutch harder to get the exact timing. |
| |
| However, not all attacks can be countered, and not all counterable |
|attacks can be countered with any moves. Refer to Part IV for which |
|moves to counter with what. But I have mentioned that Akira's dashing |
|elbow and side kick cannot be countered, this is what I meant by it. |
|So if you go in for a dashing elbow, no attack (of course not for low |
|attacks) or a throw will be a free hit. It essentially is "safe" to |
|throw those attack, provided you make them BLOCK it. That's the key |
|point. Make them block it. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +========+ |
| |Strategy| |
| +========+ |
| |
| Now, after all that came before this, finally the strategy for |
|playing Akira. Although there's a lot to know for him, his strategy is |
|quite simple, and yet effective. His two most crucial arsenals are the |
|dashing elbow and his throws. |
| |
| The way to think about it is this. If the opponent is standing, |
| throw. If the opponent is crouching, elbow (or side kick). But that's |
| a little too simplified. The important thing is the distance between |
| you and your opponent. Try to maintain a distance where your super |
| dashing elbow willjust hit. That doesn't mean, however, to stand there |
| still and wait for your opponent. It's just a distance that you should |
| feel "comfortable" with. You shouldn't crouch and wait, however, at |
| this distance, for obvious reasons. Remain standing, dashing forward |
| or backwards a little using the guard button. Throw some occasional |
| punch and see the reaction of your opponent. |
| |
| Now, when your opponent is crouching, immediately do a dashing |
| elbow. Using the guard button to enter the super dashing elbow |
| beforehand works well. If he staggers, punch-kick combo. If he floats,|
| try another dashing elbow, body check or a double kick. If he manages |
| to block it, don't worry, he can't counter. Many times, they will |
| attack anyway. Just hold block and you're okay. If they block it, |
| watch out for a low attack. But bingo, that's perfect for your low |
| reversal. Therefore, dashing elbow, tap G, low punch. This will |
| prevent you from being thrown, and it will counter his low attack. |
| |
| A thing to remember is, however, that no matter how terrific the |
| dashing elbow and the side kicks are, if you hit thin air, you are wide |
| open. The key is to make them block it, forcing them to try and counter|
| or crouch to avoid a throw. |
| |
| If the opponent is aware of your dashing elbow and won't crouch, |
| dash in for a throw. At this point, many people will try to time |
| that entry with an attack, or go to a low attack. Watch out for this. |
| The best way to not get caught coming in is to vary your movement. |
| Instead of a dashing elbow, use a sidekick, which cannot be countered |
| as well. Don't dash in only to do a throw. Dash in and hit with a |
| low attack and force him to crouch. Just don't make it obvious you are |
| waiting for an opportunity to throw. Throw some punches in front of |
| them to see how they react. If they crouch, dashing elbow. If they |
| stay standing, move around a little, and make them come to you. Or else,|
| do a low punch and kick your opponent to force them to crouch. |
| If you block their move, counter. If they become predictably, |
| reversals become easier. |
| |
| Now, many opponents will try to stay outside your "comfortable" zone,|
|knowing the dangers of being elbowed. For these opponents, they will |
|usually try to make you miss your attacks and counter. So the key is |
|to somehow reach them and make them block your side kick or your dashing |
|elbow, which cannot be countered. So utilize your super dashing elbow |
|to gain that extra distance. If they come at you with attacks, either |
|stop their attack with a dashing elbow or dashing palm (works well |
|against pppk attacks). If not, just block it or step back and counter. |
|Make them pay for missing these attacks. This probably will force |
|them to play defensive, making it easier to nail a throw, and if they |
|become worried about throws and crouch, dashing elbow. |
| |
| By the way, whenever I mention a dashing elbow, follow up with a |
|punch-kick, since they will stagger(crouching defender). If they |
|float, dashing elbow/body check/double kick. |
| |
| Another thing. If you are close to the edge of the ring, a |
|surprise exchange will do the trick. Since they won't dash forward |
|to escape you(they'll ring out), just double kick/body check/double |
|palm your opponent to oblivion. If they try to avoid it, dashing |
|elbow, punch-kick. |
| |
| See how it works?? Dashing elbow and throws. Remember that and |
|you're on your way to getting better with Akira. |
| |
| Now, the way to incorporate the reversals into your arsenal is |
|another crucial aspect of Akira playing. First of all, get into the |
|habit of tapping G before the low punch. Especially after the dashing |
|elbow. Other ways to use it is to combine some of the motions together. |
|They will become clearer if I list them for you. |
|-------------------------------------------------------------------------|
| Tap G, d+P, f+P: Low reversal, dashing palm. | tap A,d+B,f+B |
| Tap G, d+P, b,f+P: Low reversal, double palm. | tap A,d+B,b,f+B |
| Tap G, b+P, f,f+P: High reversal, body check. | tap A,b+B,f,f+B |
|-------------------------------------------------------------------------|
| I'm sure many of you have seen this before. But don't rely on these |
|to do the job. There are times when you see attacks coming. Don't be |
|afraid and go for the reversals. Of course you need excellent reaction |
|time, but the reversal motion can be done in a split second. Make the |
|tapping G motion and the direction+punch a single, quick motion. Above |
|all, get to know your opponent. This is probably the hardest task since |
|it can only be achieved after hours of income draining play. But don't |
|overly aim for nailing the counters. Such as standing back, and waiting |
|for them to attack. That's ridiculous against good players (not against |
|beginning players, where you just want to practice your reversals). |
|But since everyone uses the low punch and kick, that's what you can |
|really try to nail. For those pppk moves as well, if they use it a lot, |
|the high counter will work quite nicely, but you'll pay for not |
|catching it. A good way to tease your opponent into a midlevel reversal |
|is to crouch. See what they do. If they prefer a side kick, time it |
|right or else you'll pay hard for missing. For the most part, |
|concentrate more on the low reversals. The mid level is very difficult, |
|and the high level is bit more easier if they are predictable. |
| |
| Okay. So that's his strategy. Anywhere you have a chance for |
| his throws (especially as counters), try to use a throw other than |
| the regular P+G. Against most characters, f+P+G is fine, followed |
| (B+A) (f+B+A) |
| up with a punch-kick. |
| |
| If you're up to it, go for the 3-hit stun palm combo. If not, |
|do a backwards bodycheck. It's up to you. But when playing Akira, |
|you have to realize that he's got awesome moves, but he requires |
|the player to not get too cocky. When you start looking to nail |
|that 3-hit combo, you'll lose. When you can go for the break |
|guard-punch-kick, go for it. If you are THAT good, that you would |
|prefer going for the 3-hit combo, you have no need for this FAQ. |
| |
| So remember folks. Stay in close range to mid range fighting. |
|Dashing elbow and throws. Mix in many side kicks. Make them block |
|it, as well as the dashing elbow. Get them worried about crouching. |
|Throw them when they stand. That should give you enough material |
|to win against even the good players at your local arcade. |
|Good luck!! |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +==========================================+ |
| | Part III: How to fight this guy/gal? | |
| +==========================================+ |
[-------------------------------------------------------------------------]
|Contents: |
|1) Moves you can and can't counter |
|2) Moves you can and can't reverse |
|3) Strategy |
|-------------------------------------------------------------------------|
| |
|Note to readers: |
| 1) Remember this about the counters. You have to block it. This |
|guarantees you a counter. If not, you can be in better or worse |
|position--its hard to say for many of the attacks. A lot of moves like |
|the rising attacks and power attacks (ie pppk) will give you ample |
|opening to attack if they completely miss. But everyone will try to |
|avoid that anyway. People actually use your "desire" to rush in and |
|attack to nail you (miss an attack and kickflip is a good example). |
|The point is that even if it seems like you have no time to counter |
|because you become immobile for a while as well, you have moves that |
|will always hit them. Also note that there are moves that you CANNOT |
|counter (like Akira's dashing elbow and side kick). But in these cases, |
|you should try to NOT block them, allowing for you to go in while they |
|are retracting their attack. So try and make them miss it by a few |
|inches, or just don't counter. Refer to each character for more detail. |
|-------------------------------------------------------------------------|
| 2) The list for the counters is not in anyway a full list. Most of |
|them were taken from the GamestMook. Find for yourself what works |
|and what doesn't! |
|-------------------------------------------------------------------------|
| 3) All high punches, high kick are reversed by a high reverse. All |
|side kicks with a midlevel reverse. All low punch and low kick are with |
|a low reverse. |
|-------------------------------------------------------------------------|
| 4) Only a very few spinning kicks can be reversed (Sarah's d,b+K,K, |
| (d,b+C,C) |
|Pai and Lau's d,neutral+K, etc). All double handed techniques, toekicks |
| (d,neutral+C) |
|(except Sarah's which is her punt kick), kickflips, knee kicks, rising |
|attacks, attacks from a large jump, and hopping attacks(except for some |
|hopping midlevel kicks-but none of the low level hopping kicks and |
|hopping punches) cannot be reversed. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +=================================+ |
| |1)Moves you can and can't counter| |
| +=================================+ |
|-------------------------------------------------------------------------|
|Move Counter Note |
|-------------------------------------------------------------------------|
|vs. Jacky | | |
|-------------------------------------------------------------------------|
|Side kick(d/f+K) | punch-kick | |
| {d/f+C} | (B,C) | |
|-------------------------------------------------------------------------|
|Punt kick(f,f+K) | punch-kick | |
| {f,f+C} | (B,C) | |
| |--------------------------------------------|
| | super dashing elbow| Only closed stance |
| | (f,f,f+B) | |
| |--------------------------------------------|
| | any throw | |
|-------------------------------------------------------------------------|
|Elbow-heel kick(f+P,K) | double kick | |
| (f+B,C) | (f,f+C,C) | |
| |--------------------------------------------|
| | body check | |
| | (b,f,f+B+C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
| |--------------------------------------------|
| | any throw | |
|-------------------------------------------------------------------------|
|Beatknuckle(P+K) | double kick | Only closed stance |
| (B+C) | (f,f+C,C) | |
| |--------------------------------------------|
| | body check | Only closed stance |
| | (b,f,f+B+C) | |
| |--------------------------------------------|
| | punch-kick | Only open stance |
| | (B,C) | |
| |--------------------------------------------|
| | any throw | |
|-------------------------------------------------------------------------|
|Knee kick(f+K) | punch-kick | |
| (f+C) | (B,C) | |
|-------------------------------------------------------------------------|
|Low side kick(D+K+G) | dashing elbow- | |
| (D+C+A) | punch-kick | |
| | (f,f+B,B,C) | |
| |--------------------------------------------|
| | dashing palm | |
| | (crouch,f+B) | |
| | (dash in for a | |
| | close ram if they | |
| | land on butt) | |
|-------------------------------------------------------------------------|
|Kickflip(u/b+K) | dashing elbow | |
| (u/b+C) | (f,f+B) | |
| |--------------------------------------------|
| | dash forward | |
| | punch-kick | |
| | (f,f,B,C) | |
| |--------------------------------------------|
| | dash forward throw | |
| | (f,f,throw) | |
|-------------------------------------------------------------------------|
|moves you can't |
|-------------------------------------------------------------------------|
|side hook kick(b+K) {b+C} |
|low backfist(b/d+P) {b/d+B} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Sarah |
|-------------------------------------------------------------------------|
|Side kick(d/f+K) | punch-kick | |
| (d/f+C) | (B,C) | |
|-------------------------------------------------------------------------|
|Toekick-sidekick(d+K,K) | punch-kick | |
| (d+C,C) | (B,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|Triple kick(d/f+K,K,K) | punch-kick | |
| (d/f+C,C,C) | (B,C) | |
|-------------------------------------------------------------------------|
|Elbow-knee(f+P,K) | punch-kick | |
| (f+B,C) | (B,C) | |
|-------------------------------------------------------------------------|
|Kickflip(u/b+K) | dash punch-kick | |
| (u/b+C) | (f,f,B,C) | |
| |--------------------------------------------|
| | dash throw | |
| | (f,f,throw) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
|-------------------------------------------------------------------------|
|Low sidekick(D+K+G) | dashing palm | |
| (D+C+A) | (crouch, f+B) | |
| | (dash in for a | |
| | close in ram if | |
| | they land on butt!!)| |
| |--------------------------------------------|
| | dashing | |
| | elbow-punch-kick | |
| | (f,f+B,B,C) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|side hook kick(b/d+K+G) {b/d+C+A) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Lau |
|-------------------------------------------------------------------------|
|backwards kickflip(u/b+K) | hold forward, | |
| (u/b+C) | punch-kick | |
| | (hold f,B,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|ppp,low sweep(p,p,p,d+K) | dashing elbow | |
|(BBB), (B,B,B,d+C) | (f,f+B) | |
| |--------------------------------------------|
| | dashing palm | |
| | (crouch, f+B) | |
|-------------------------------------------------------------------------|
|Heel kick(d,neutral+K) | dashing elbow | |
| (d,neutral+C) | (f,f+B) | |
| |--------------------------------------------|
| | body check | |
| | (b,f,f+B+C) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|side kick(d/f+K) (d/f+C) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Pai |
|-------------------------------------------------------------------------|
|backwards kickflip(u/b+K) | dashing elbow | |
| (u/b+C) | (f,f+B) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|ppp, low sweep(p,p,p,d+K) | dashing elbow | |
|(BBB, B,B,B,d+C) | (f,f+B) | |
| |--------------------------------------------|
| | dashing palm | |
| | (crouch,f+B) | |
|-------------------------------------------------------------------------|
|Swallow kick(u/f+K,K) | throw(go for the | |
| (u/f+C,C) | best you've got) | |
|-------------------------------------------------------------------------|
|High snap kick(K) | punch-kick | |
| (C) | (B,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
|-------------------------------------------------------------------------|
|Heel kick(d,neutral+K) | punch-kick | |
| (d,neutral+C) | (B,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|side kick(d/f+K) (d/f+C) |
|downward chop(d/f+P) (d/f+B) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Wolf |
|-------------------------------------------------------------------------|
|Knee kick(f+K) | punch-kick | |
| (f+C) | (B,C) | |
|----------------------------|--------------------------------------------|
|Body blow(f+P) | punch-kick | |
| (f+B) | (B,C) | |
|----------------------------|--------------------------------------------|
|Side kick(d/f+K) | punch-kick | |
| (d/f+C) | (B,C) | |
|----------------------------|--------------------------------------------|
|Low double kick(f,d+K) | dashing palm | |
| (f,d+C) | (crouch, f+B) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|punch,punch,uppercut(ppp) {BBB} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Jeffry |
|-------------------------------------------------------------------------|
|Axe kick(f,d+K) | punch-kick | |
| (f,d+C) | (B,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
|-------------------------------------------------------------------------|
|Knee kick(f+K) | punch-kick | |
| (f+C) | (B,C) | |
|-------------------------------------------------------------------------|
|Elbow(f+P) | punch-kick | |
| (f+B) | (B,C) | |
|-------------------------------------------------------------------------|
|Side kick(d/f+K) | punch-kick | |
| (d/f+C) | (B,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
| |--------------------------------------------|
| | body check | |
| | (b,f,f+B+C) | |
|-------------------------------------------------------------------------|
|Uppercut(d/f+P) | punch-kick | |
| (d/f+B) | (B,C) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|dashing elbow(f,f+P) {f,f+B} |
|double uppercut(d/f+P,P) {d/f+B,B} |
|head butt(f+P+K) {f+B+C} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Kage |
|-------------------------------------------------------------------------|
|Heel kick(d+K+G) | punch-kick | |
| (d+C+A) | (B,C) | |
|-------------------------------------------------------------------------|
|pppk | dashing elbow | |
|(BBBC) | (f,f+B) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|flying drill kick(f,f+K+G) | Body check | |
| (f,f+C+A) | (b,f,f+B+C) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|Low sweep(b,b/d+K) | dashing palm | |
| (b,b/d+C) | (crouch,f+B) | |
|-------------------------------------------------------------------------|
|Low turning kick(b,b+K+G) | dashing palm | |
| (b,b+C+A) | (crouch,f+B) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|backthrust kick(b+K+G) {b+C+A} |
|downward chop(d+P+K) {d+B+C} |
|side kick {d/f+C} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Shun |
|-------------------------------------------------------------------------|
|Cartwheel kick(f,f+K) | body check | |
| (f,f+C) | (b,f,f+B+C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
| |--------------------------------------------|
| | knee | |
| | (C+A, tap A) | |
|-------------------------------------------------------------------------|
|Jumping spinning kick(K+G) | hold forward, | Only closed stance |
| (C+A) | punch-kick | |
| | (hold f,B,C) | |
|-------------------------------------------------------------------------|
|Uppercut(d/f+P) | punch-kick | |
| (d/f+B) | (B,C) | |
|-------------------------------------------------------------------------|
|Running punches(f+P) | dash throw | |
| (f+B) | (f,f,throw) | |
| |--------------------------------------------|
| | body check | |
| | (b,f,f+B+C) | |
| |--------------------------------------------|
| |Anything else you | |
| |please | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|side kick {d/f+C} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Lion |
|-------------------------------------------------------------------------|
|Double low kick(D+K,K) | Side kick | |
| (D+C,C) | (d/f+C) | |
| |--------------------------------------------|
| | Dashing palm (land | |
| | on butt) | |
| | (crouch, f+B) | |
|-------------------------------------------------------------------------|
|punch-kick | dashing elbow | |
|(B,C) | (f,f+B) | |
| |--------------------------------------------|
| | punch-kick | |
| | (B,C) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|Low sweep(D+K+G) | double kick | |
| (D+C+A) | (f,f+C,C) | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|side kick {d/f+C} |
|long range fist(f,f+P) {f,f+B} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Akira |
|-------------------------------------------------------------------------|
|dashing palm(d,f+P) | punch-kick |except Wolf and Jeffry|
| (crouch,f+B) | (B,C) | |
|-------------------------------------------------------------------------|
|double palm(d,b,f+P) | dashing elbow | |
| (d,b,f+B) | (f,f+B) | |
| |--------------------------------------------|
| | double kick | |
| | (f,f+C,C) | |
| |--------------------------------------------|
| | body check | |
| | (b,f,f+B+C) | |
| |--------------------------------------------|
| | punch-kick | |
| | (B,C) | |
| |--------------------------------------------|
| | throw | |
|-------------------------------------------------------------------------|
|body check(b,f,f+P) | punch-kick | |
| (b,f,f+B) | (B,C) | |
| |--------------------------------------------|
| | throw | |
| |--------------------------------------------|
| | dashing elbow | |
| | (f,f+B) | |
| |--------------------------------------------|
| | double kick | |
| | (f,f+C,C) | |
| |--------------------------------------------|
| | body check | |
| | (b,f,f+B) | |
|-------------------------------------------------------------------------|
|moves you can't |
|--------------- |
|you should know these by now! |
|dashing elbow {f,f+B} |
|side kick {d/f+C} |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +==================================+ |
| |2) Moves you can and can't reverse| |
| +==================================+ |
| |
|Move Level Note |
|-------------------------------------------------------------------------|
|Common to all characters |
| |
|-------------------------------------------------------------------------|
|Any high punches | H |(Including turning punches) |
|-------------------------------------------------------------------------|
|High roundhouse kicks | H |(Including turning around high |
| | | kicks, and kicks from PK |
| | | and PPK combos, excluding |
| | | Jacky's punch-spinkick which |
| | | is PK) |
|-------------------------------------------------------------------------|
|Side kicks | M | |
|-------------------------------------------------------------------------|
|Elbow strikes | M | |
|-------------------------------------------------------------------------|
|Low kicks | L | |
|-------------------------------------------------------------------------|
|Low punches | L | |
|-------------------------------------------------------------------------|
| |
|-------------------------------------------------------------------------|
|vs. Jacky |
|-------------------------------------------------------------------------|
|Smash hook(d/f+P) | H | |
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|High backfist(b+P) | H | |
| (b+B) | | |
|-------------------------------------------------------------------------|
|Low backfist(d/b+P) | L | ?(or can you) |
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|Beatknuckle(P+K) | H | |
| (B+C) | | |
|-------------------------------------------------------------------------|
|Side hook kick(b+K) | H | |
| (b+C) | | |
|-------------------------------------------------------------------------|
|Punt kick(f,f+K) | H | |
| (f,f+C) | | |
|-------------------------------------------------------------------------|
|Lighting kicks(d+P+K,K...) | L | ?(or other level) |
| (d+B+C,C...) | | |
|-------------------------------------------------------------------------|
|Low side kick(d+K+G) | L | |
| (d+C+A) | | |
|-------------------------------------------------------------------------|
| |
|vs. Sarah |
|-------------------------------------------------------------------------|
|Roundhouse kick(u or u/f+K) | M | |
| (u or u/f+C) | | |
|-------------------------------------------------------------------------|
|Toekick(d+K) | H | |
| (d+C) | | |
|-------------------------------------------------------------------------|
|Doublekick(b+K) | H | |
| (b+C) | | |
|-------------------------------------------------------------------------|
|Spinning kick(d,b+K) | H | |
| (d,b+C) | | |
|-------------------------------------------------------------------------|
|2nd spinning kick(d,b+K,K) | H | |
| (d,b+C,C) | | |
|-------------------------------------------------------------------------|
|Side hook kick(d/b+K+G) | H | |
| (d/b+C+A) | | |
|-------------------------------------------------------------------------|
|Low side kick(d+K+G) | L | |
| (d+C+A) | | |
|-------------------------------------------------------------------------|
|Backfist(d/f+P) | H | |
| (d/f+B) | | |
|-------------------------------------------------------------------------|
| |
|vs. Lau |
|-------------------------------------------------------------------------|
|knife hand(d/f+P) | H | |
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|dashing knife(d/f,d/f+P) | H | |
| (d/f,d/f+B) | | |
|-------------------------------------------------------------------------|
|heel kick(d,neutral+K) | H | |
| (d,neutral+C) | | |
|-------------------------------------------------------------------------|
|low sweep(f,d+K) | L | |
| (f,d+C) | | |
|-------------------------------------------------------------------------|
|backfist(d/b+P) | H | |
| (d/b+B) | | |
|-------------------------------------------------------------------------|
| |
|vs. Pai |
|-------------------------------------------------------------------------|
|downward chop(d/f+P) | M?(or H)| |
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|lunging leg thrust(f,f+K) | H | |
| (f,f+C) | | |
|-------------------------------------------------------------------------|
|reverse crescent kick(b+K+G) | H | |
| (b+C+A) | | |
|-------------------------------------------------------------------------|
|heel kick(d,neutral+K) | H | |
| (d.neutral+C) | | |
|-------------------------------------------------------------------------|
| |
|vs. Wolf |
|-------------------------------------------------------------------------|
|uppercuts(d/f+P) | H | Also the uppercut from the PPP|
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|chop(b+P) | H | |
| (b+B) | | |
|-------------------------------------------------------------------------|
| |
|vs. Jeffry |
|-------------------------------------------------------------------------|
|uppercuts(d/f+P) | | Also the uppercut from the PPP|
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|dash elbow(f,f+P) | M | |
| (f,f+B) | | |
|-------------------------------------------------------------------------|
|thrusting kick(f,f+K) | M | |
| (f,f+C) | | |
|-------------------------------------------------------------------------|
| |
|vs. Kage |
|-------------------------------------------------------------------------|
|low sweep(d,d/b+K) | L | |
| (d,d/b+C) | | |
|-------------------------------------------------------------------------|
|downward chop(d+P+K) | H |(and the second P+K from that |
| (d+B+C) | | move in high level) {B+C} |
|-------------------------------------------------------------------------|
| |
|vs. Shun |
|-------------------------------------------------------------------------|
|uppercut(d/f+P) | H | |
| (d/f+B) | | |
|-------------------------------------------------------------------------|
|"old man's dashing palm"(D,f+P)| H | |
| (D,f+B)| | |
|-------------------------------------------------------------------------|
|back hook fist(b+P) | H | |
| (b+B) | | |
|-------------------------------------------------------------------------|
|turning twist kick(b/d+K) | L | |
| (b/d+C) | | |
|-------------------------------------------------------------------------|
| 2nd kick(b/d+K,K) | H | |
| (b/d+C,C) | | |
|-------------------------------------------------------------------------|
| |
|vs. Lion |
|-------------------------------------------------------------------------|
|low kicks(d+K,K) | L | |
| (d+C,C) | | |
|-------------------------------------------------------------------------|
|spinning fist strike I(P+G) | L | |
| (B+A) | | |
|-------------------------------------------------------------------------|
|spinning fist strike II(d/f+P+G| L | |
| (d/f+B+A) | | |
|-------------------------------------------------------------------------|
|lunging fist(f,f+P) | H | |
| (f,f+B) | | |
|-------------------------------------------------------------------------|
| |
|vs. Akira |
|-------------------------------------------------------------------------|
|dashing elbow f,f+P | M | |
| (f,f+B) | | |
|-------------------------------------------------------------------------|
|dashing palm crouch,f+P | H | |
| (crouch,f+B) | | |
|-------------------------------------------------------------------------|
| |
|Moves you cannot reverse for all characters |
|------------------------------------------- |
|Almost everything else. |
|-------------------------------------------------------------------------|
|Note: I haven't listed precisely which moves you can reverse for turning |
|around moves, as well as moves done from when the opponent is facing away|
|from you. These get very tricky and character specific. Since most |
|people do not know the different attacks from the latter position, I |
|have skipped it. Just remember that the high punches(a simple P) and |
|kicks(a simple K) are always reversible even from an opponent facing |
|away from you. |
| |
| Some hopping kicks can be reversed, but they are character specific |
|and I won't get into it. But you cannot reverse the punches or the |
|hopping kicks that hit low level (ie Shun, Kage, Lau, etc). |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +===========+ |
| |3) Strategy| |
| +===========+ |
| |
| Some pointers to remember fighting each character. Although |
|following the strategy section is your "game plan". Stick to it and |
|you shouldn't have to worry too much. Study the moves you can and can't |
|counter (and reverse) and fight accordingly. |
| |
| But overall, each character has their strengths and weaknesses. |
|Exploit the weaknesses. Strengthen your defense to not get hit by |
|their strong techniques. This is achieved by studying carefully your |
|opponents. Get to know their moves, and the timing to counter. Learn |
|the distance each of their moves. See your opponents habits. Get them |
|worried about crouching. Get them worried about being thrown. And at |
|times, let them come to you. Let your opponent know that the ring |
|belongs to you, Akira. |
| |
| Also, the following is just a simple guide against the characters. |
|Not to be considered an exhaustive strategy. In fact, that is simply |
|impossible since different players use different styles of play. |
|As an assistant instructor in Taekwondo myself, been in many |
|tournaments, the main thing to remember in a fight is NOT to worry |
|about what your opponent can do to you, but to remember what YOU can |
|do to them. That is the distinguishing factor of the good player who |
|can adapt to any opponent and their multitude of fighting styles by |
|knowing what you can do. That said, you can only achieve that by |
|fighting different opponents and researching different attacks, |
|counters, timings, and style of fighting. So be creative, be |
|aggressive at times, be passive at times. Be unpredictable and play |
|a psychological game. |
| |
| In real marital arts, around 70% of the fight is determined by |
|the mindset of the fighter. This is very true when the competition |
|becomes tough, and the difference in the players' skill is minimal. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| So read the followings only as a general guide. |
|-------------------------------------------------------------------------|
|vs. Jacky and Sarah |
|------------------- |
| Study the moves you counter and you will see that most of their main |
|attacks you can counter as long as you block it. Don't worry about the |
|low side kick. Just don't get caught with it while you are attacking or |
|else you'll land on your face. Hit them with a side kick even if it |
|hits you. If you block it, remember to do a dashing palm to land them |
|on their butts for a close-in ram. |
| |
| If they try to counter your dashing elbow with the same move(ie toe |
|kick-side kick or elbow-heel kick), try a reversal. But don't try too |
|hard, since, as you know already, it won't hit you any way. |
| |
| Let them attack you. Keep a tight defense. Crouch only to taunt |
|them to attack. And after Jacky's low backfist, don't stay crouching, |
|except when you see him go into the low sweep. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Lau and Pai |
|--------------- |
| Notice you can't do anything if you block their side kicks. Don't |
|try to counter, or else you'll get nailed. Watch for their sweeps, but |
|let them know if they miss, their in trouble. Try to stay right outside |
|their range. Use your guard button efficiently to dash just out of range,|
|and hit them with a dashing elbow. |
| |
| For Lau, you can aggressively go for a high reversal. Don't stay |
| too close since the low sweep (the f,d+K) has a nice range, and if you |
| (f,d+C) |
| float with it, you're a dead man. Also remember to tap up and punch |
| (hand spring) when you're knocked down to avoid his second stomp. |
| Lau's love to get you to crouch with his low punch, and follow it up |
| with the knife hand and punches, so either dash out a bit and dashing |
| elbow, or side kick. |
| |
| For Pai, don't try to counter after her downward chop. If she uses |
| it a lot, try to reverse, but mainly, dash back and let her miss it |
| completely. Also, she is very light, giving you a very good |
| opportunity to float her with your dashing elbow, and then hit with a |
| double kick or a body check. Try it when she rushed in with a pppk. |
| (BBBC) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Wolf and Jeffry |
|------------------- |
| Don't try too hard to reverse their side kicks. Mostly rely on |
|blocking it and countering with a punch-kick. It's just not worth losing|
|almost half your energy because you wanted to counter those damn side |
|kicks. Also, the biggest problem with these guys are their throws that |
|have a longer range. Don't stay close too long. After an attack, stay |
|close to hit a low punch forcing them to crouch, or dash out quickly and |
|dashing back in with an elbow. |
| |
| Don't try too many low rising attacks since they can grab you if |
|they block it. Try to use your speed as much as possible since that |
|is your greatest advantage over these guys. |
| |
| If they use a lot of the uppercuts, they're not too hard to |
|reverse. When in close, don't stand still long. Better yet, don't stand |
|still at all After they hit you with an uppercut or Wolf's body blow, |
|you're very vulnerable to a throw. So exploit the slowness of those |
|punches and force them stay out of throwing range. Don't run in too |
|much, since they are always looking to throw you. It's better to try |
|the dash in throws only when they miss an attack (especially the side |
|kick). Rely mostly on countering and keeping them away from you. When |
|they get defensive, use your throws more effectively using dash-in and |
|dash-out to avoid obvious attempts to come in for a throw. |
| |
| Against Wolf, watch out using too many sidekicks since he can catch |
|it quite easily. Also, don't worry too much about the different K+G |
| (C+A) |
|techniques he's got. They only work well against rushing in opponents, |
|but you're too quick (hopefully) to get nailed by them. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Kage |
|-------- |
| Sorry, you can't reverse his heel kick. But you can counter them |
|every time, so don't be afraid and counter away. Watch out for his low |
|kicks, since they are fast and deceptive. It only comes with knowing |
|what they look like. But the beauty is that if you block it, he is |
|wide open. |
| |
| If he steps back and tries those flying kicks, just do a takeoff |
|kick when he executes the kick. The worse thing that will happen is |
|that you misscompletely, and you land behind him. And you're both back |
|in the same situation. If, however, you can easily block them, body |
|check his living days light out. |
| |
| When he has the edge of the ring, he'll be trying the 10-foot toss. |
| In these cases, dashing elbows do a great job. Knowing they can't |
| throw you as a counter, it usually comes out as a punch. Time to |
| perfect your reversals. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Shun |
|-------- |
| The dashing elbow and palms miss him easily after his sweeps, so wait|
|a bit for him to rise after you block them. Body check him after that |
|cartwheel kick which doesn't hit anymore (remember when VF2 first came |
|out? This move worked all the time, but it hardly ever does now). Watch |
|out for his side steps, but you change your direction automatically |
|when he does this, but only when you're done with the attack in progress.|
|Step back and let him miss his attacks. |
| |
| His attacks have short range, so he's going to try to stay close and |
|block, or try to time your entry. Use your side kick and the super |
|dashing elbow to keep him away, and force him to try and come to you. |
| |
| Also, being a light character, try to nail him with the dashing |
|elbow when he's rushing in, and follow up with the double kick, |
|punch-kick, dashing elbow, or a body check. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Lion |
|-------- |
| He'll most likely play the long distance fight, utilizing his speed |
|to dash in quickly for a throw. The reason is because his attacks are |
|mainly single attacks, difficult to connect multiple attacks in a row. |
|So stay close and smother him with the dashing elbow. |
| |
| If he tries those low punches and kicks, go crazy and reverse them. |
|Especially his double low kick (d+K,K). If not, a palm will land him |
|on his butt after the low double kick (follow up with close-in ram). |
| |
| Watch out for his side kick, since you can't counter afterwards. |
|The best thing after his side kick is to see what he does next. Try to |
|see his game plan, and use the reversals effectively. He's mainly a |
|low attacker, mixing it up with the side kicks and throws, so keep |
|that in mind. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|vs. Akira |
|--------- |
| When fighting against a good Akira player, remember that becoming |
|predictable is most dangerous thing to do. Knowing you'll use a lot of |
|the dashing elbow, he will try to stay out of range for it, making you |
|miss completely. Also, after a blocked dashing elbow, don't do a low |
|punch too often since it is the easiest reversal to nail. Mix it up |
|with dashing back and side kick or staying close for a double punch. |
|Even the normal elbow is good. |
| |
| Just don't become predictable. Make him miss the dashing elbows. |
|Make him do attacks that become predictable (if he uses the dashing |
|palm more often, which is not a good thing to do, do a high reversal |
|or counter with a punch-kick). Try to move in and out quickly, hiding |
|your intentions of throwing or elbowing. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +=============================+ |
| |Part IV: For your information| |
| +=============================+ |
|Contents: |
|1)Character information |
|2)CPU Guide |
|3)Misc. information |
|-------------------------------------------------------------------------|
| |
| +========================+ |
| |1) Character information| |
| +========================+ |
| |
|Character History |
|----------------- |
| Akira was born in Japan into the Yuki-Bukan, a noted family |
|training hall since the Meiji era. His father taught him many |
|different forms of martial arts, including karate, aikido, and jujitsu. |
| |
| When he was 17, his father started to teach him a form of martial |
|arts he had never seen before. |
| |
| After training this for five years, he masters this mysterious art |
|completely. This form of martial art, as he finds out, roots its |
|origin in the Chinese Eight-poles fist. However, the form he was |
|learning was an adaptation of this Chinese Eight-poles fist, founded by |
|Akira's grandfather. His father was the successor of this art. |
| |
| Finding out the truth, Akira promises himself to improve this art |
|into an unbeatable form of art, as well as improving himself to become |
|the strongest martial artist, by going onto a journey of hard training. |
| |
| After traveling throughout the world, training feircfully, he |
|hears of a tournament that will invite the most feared martial artists |
|from around the globe. He decides to enter. In the tournament, he |
|fights against many different styles, and realizes his immature |
|fighting skills. |
| |
| Returning to his training hall, he wastes no time to go on to yet |
|another trip to train hard. |
| |
| One year has past, he hears of the second tournament. To test his |
|improvement over the last year of training, he has determined to enter |
|once again. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Fighting Style |
|-------------- |
| As noted above, the style, Eight-poles Fist, was originated in |
|China. This is known as Pa Kua Ch'uan. The Pa Kua Ch'uan evolved |
|through obscure Taoist origins emerging in the nineteenth century as a |
|highly effective "soft" system of Chinese boxing. Pa Kua literally |
|means "eight trigrams." |
| |
| One of the early fabled emperors of China, Fu Hsia (2953-2838 B.C.), |
|has been credited through legend with inventing the eight symbolic |
|trigrams after pondering the scarred markings on the back of a tortoise |
|shell. The trigrams later were incorporated into the I Ching, the |
|classic book devoted to interpreting the significance of the symbols. |
|The Pa Kua are usually depicted in a circular diagram composed of eight |
|trigrams (eight poles). Each trigram consists of three broken or unbroken|
|lines. The continuous line denotes the Yang, or male element; the divide|
|line marks the Yin, or the female complement. The eight trigrams, |
|figuratively expressing the evolution of nature and its cyclical changes,|
|represent heaven, earth, metal, wood, water, fire, soil and humans. |
|Each trigram has a specifically designated position within the diagram, |
|although each possess a distinctive quality by itself. By squaring |
|the eight trilinear kua, sixty-four different circumstances may be |
|produced which cover the full circle of the ever-changing human |
|conditions. These I Ching conditions became naturally realzied |
|self-defense expressions of Pa Kua Ch'uan. The how to live and let |
|live movements of propitious action reflect perfectly the |
|all-encompassing range of the hexagrams. |
| |
| Pa Kua Ch'uan, by emphasizing circular evasion and palm attack, |
|epitomizes the I Ching adage that "Man may remove all obstacles |
|through quiet perseverence. Unseen power can move heavy loads." The Pa |
|Kua adept attains mastery of this art through a series of eight postures.|
|These postures are based on an ingenious inspiration of applying various |
|animal forms to the eight trigrams. The main motions are named for and |
|demonstrate the key revolving and rotating actions of the dragon, tiger, |
|horse, ox, elephant, lion, bear, and ape. Each of these animals |
|possesses a quality similar to the particular trigram with which it is |
|identified. Just as all of life's expressions are found in the |
|interactions of the eight trigrams, Pa Kua sifu assert that literally |
|all possible body movements are found within the gradations of these |
|postures. These are practiced in what is called "walking the circle," |
|the principal exercise leading to the perfection of Pa Kua Ch'uan. |
|Internal power, the primary essence of "walking the circle," is never |
|achieved through fierce or intense practice with tight muscles. |
| |
| The unusual aspect of this "martial art" is that it does not |
|contain specific "fighting" techniques as most other styles do. There |
|are no emphatically directed methods of kicking or fist striking. |
|Instead, Pa Kua Ch'uan is a marvelous system of defense created to avoid |
|intended aggression through the elusive beauty of unseen movement. |
|The master may perform baffling circular girations causing him to |
|vanish before the opponent's eyes. Whereas he actually has circled behind|
|his attacker for a fraction of a second, sufficient time to incapacitate |
|him with an open (or closed) palm blow. Featuring focused internal |
|strength, the palm strike will provide more than enough power to |
|discourage the antagonist. This is all that the Pa Kua practicioner |
|needs--circular avoidance movements followed by palm strikes. |
|All basic, to the point, but quick and effective. |
| |
| After being adapted to the Japanese style, Pa Kua, probably |
|underwent some modifications to suite the fighting styles of the Japanese|
|martial arts such as karate and jujutsu. This is probably when the |
|destructive elbow strikes of the karate practicioners were incorporated |
|into the arsenal of the Pa Kua fighter. The elusive movements combined |
|with the powerful elbow strikes and the palm strikes, eight poles fist is|
|one of the most feared form of fighting. |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Character profile |
|----------------- |
| Name: Akira Yuki |
| Sex: Male |
| Age: 26 |
| Birthdate: September 23, 1968 |
| Blood type: O |
| Height: 180cm |
| Weight: 79kg |
|Fighting style: Hakkyoku-ken |
| Job: Kung fu teacher |
| Hobby: Kung-fu |
| |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +===========+ |
| |2)CPU Guide| |
| +===========+ |
| There is a very easy way to beat the CPU everytime(with some |
|practice) with any character basically. Do the following: dash back a |
|little, wait for the opponent to run towards you. Time that entry with |
|a dash forward and a throw. |
| |
| The surprise exchange-double kick is all you need to win. You can |
|dash back close to the edge of the ring, surprise exchnage-double kick |
|will RO the opponent. Works even with Dural. If the Trip move comes |
|out, either do a dashing elbow or a takeoff kick. For Jeffry and Wolf, |
|just repeat pressing punch. For Jeffry, once he starts doing the low |
|punch, he will do it every fourth double punch you try. So you can |
|always nail a low reversal by doing three double punches, and then a |
|low counter. But only after he starts low punching. For Wolf, dash back |
|every five double punches or so since he will do a jumping kick. You'll |
|most likely win anyway, but just in case. |
| |
| For those who want a little more challenge, here's quick guide. |
|However, I have problems with characters after Jacky without the throws..|
|so I'll keep practicing too. |
|-------------------------------------------------------------------------|
| Lau: Anything works. Practice your stun palm o' doom, and other |
|difficult moves. |
|-------------------------------------------------------------------------|
| Sarah: Again, anything works. Practice the difficult stuff. |
|-------------------------------------------------------------------------|
| Shun: Dashing elbows, and counter punch-kick. Also, you can beat |
|him using only high reversals and low reversals--wait for him to run in |
|with punches, and reverse--if he's close, low reverse. Works well most |
|of the time. |
|-------------------------------------------------------------------------|
| Pai: Dashing palms and elbows, but mainly as a counter since she can |
|grab them. Use the double palm as an attack. Don't counter against the |
|side kicks, but try a mid level reversal for those side kicks. Block |
|high for her punches, and she'll go for a low sweep for the kick. |
|Block, dashing palm. |
|-------------------------------------------------------------------------|
| Lion: It gets tougher from here. Dashing elbow, and low reversals. |
|This alone can get you far against Lion. Mix in side kicks, and try to |
|stay just out of range for his side kicks. If you crouch, do it only for|
|a split second to make him side kick you which you can get the hang of |
|reversing. |
|-------------------------------------------------------------------------|
| Jeffry: Same as Lion, however, when close in, don't miss a punch over|
|his head. If you do, and you didn't do a double punch, he'll kill you. |
|So utilize your double punch effectively (knowing of course that that |
|alone will finish him off). But side kicks into a dashing elbow, then |
|a low punch and dashing palm, is a nice one to try. As long as the palm |
|is blocked, he's too slow to counter. Follow up with a low reversal or |
|a dashing elbow. |
|-------------------------------------------------------------------------|
| Kage: Now it's getting real tough. He'll block most of your |
|attacks. Rely on counters! Know which ones you can and can't. As in |
|all the opponents after Pai, don't just stand there because they can |
|throw you like magic. Mid level reversals hit nicely since he uses a |
|lot of the elbow and side kicks. But mainly keep a tight defense. |
|-------------------------------------------------------------------------|
| Jacky: Okay, remember all those counters? Well, that's all you need |
|to remember. Just don't rush in too much or he'll get you with that damn|
|kickflip. Try to stay in the "comfortable zone" where he's just in range|
|for a super dashing elbow. He's acutally not that bad as long as you |
|remember the counters. The reversals get a little tough since he mixes |
|it up. However, try reversing the punt kick when you crouch a split |
|second. |
|-------------------------------------------------------------------------|
| Wolf: I have problems with this guy. There is one thing, however, |
|that he does with good predictability. That is if you do a kick(just K) |
|to open yourself up, he'll try a suplex. So punch in the escape, and |
|when you're I behind, if you want to be safe, do a dashing elbow. If |
|you want extra coolness points and a chance to practice reversals, do |
|a high reversal. Wolf will either kick or punch high, and I have |
|managed, so far, to ALWAYS nail a reversal. Try to end the match with |
|it so that you can watch it at the ending (Thanks goes to Colin Leong |
|for that suggestion!). Half the times, however, he'll do the pile |
|driver type suplex (d/f,d/f+P+K), so beware. He also likes the low kick,|
| (d/f,d/f+B+C) |
|so try the reversals on them, but don't stay crouching for more than a |
|half a second since he'll grab you right away. Don't stay close standing |
|either. Also, remember to counter his side kicks. Don't get fancy, just |
|do a punch kick. If you're tough, go for the stun palm combo. |
|-------------------------------------------------------------------------|
| Akira: This is tough. I don't have any sure strategy against him |
|without throws. One thing however, is that a low reversal works with a |
|fair amount of consistency after your dashing elbow. Other than that, |
|mix it up, keep a tight defense, and throw if you start to lose |
|-------------------------------------------------------------------------|
| Dural: One tough fight. Since you can see many of attacks coming, |
|practice using your reversals when you see her start to attack. A good |
|way to harness your reaction skills. Also, practice your stun palm |
|o' doom since the timer is slowed down, making it much, much easier to |
|practice that combo. Other than that, if you can beat her without throws,|
|you're one hell of an Akira player. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +===================+ |
| |3) Misc information| |
| +===================+ |
| |
| This section includes random stuff. |
| |
|-------------------------------------------------------------------------|
| |
|Translations |
|------------ |
| |
| This is what some of the Japanese names in the 'moves list' mean. |
| |
|-------------------------------------------------------------------------|
|Dashing elbow (Rimon-chochu) (f,f+B) |
| Elbow strike received from the inside gate. |
|-------------------------------------------------------------------------|
|Double kick (Renkantai) (f,f+C,C) |
| Repeated kick in a circular motion. |
|-------------------------------------------------------------------------|
|Dashing palm (Moko-kohazan) (crouch,f+B) |
| Fierce tiger climbs a mountain with its steel claws. |
|-------------------------------------------------------------------------|
|Double palm (Byako-soshoda) (d,b,f+B) |
| A white tiger strikes with both palms. |
|-------------------------------------------------------------------------|
|Body check (Tetsuzanko) (b,f,f+B+C) |
| Shoulder blade made of steel mountain. |
|-------------------------------------------------------------------------|
|Reverse body check (Yoshi-senrin) (b,d/f+B+C) |
| A young bird makes its way through a forest. |
|-------------------------------------------------------------------------|
|Stun palm (Bo-ken) (B+C+A) |
| The fist that destroys. |
|-------------------------------------------------------------------------|
|Head butt, aka pull in push out (Shin'i ha) (d/b,f+B) |
| The grasping mind. |
|-------------------------------------------------------------------------|
|Break guard (Kaiko) (f+B+A) |
| Opening up the waist. |
|-------------------------------------------------------------------------|
|Trip I (Honko) (b+B+A) |
| Flutter the waist. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|What he says after he wins or loses |
|----------------------------------- |
|Win: |
|-------------------------------------------------------------------------|
|1)G (A)Button:"Motto tsuyoi yatsu to tatakaitai"-I want to fight someone |
|more skilled. |
|-------------------------------------------------------------------------|
|2)P (B)Button:"Jyunen hayaindayo"-You're ten years early.Basically means,|
|"You need ten more years of training to compete with me." |
|-------------------------------------------------------------------------|
|3)K (C)Button:"Ora ora ora"--Hey, hey, hey. A common form of taunting |
|someone in a negative way. |
|-------------------------------------------------------------------------|
|4) Excellent win:"Oshaa"--Alright! |
| |
|-------------------------------------------------------------------------|
| |
|Lose: |
|-------------------------------------------------------------------------|
|1) "Motto kuhu o tsumanakutewa"--I need to train to build more "kuhu". |
|-------------------------------------------------------------------------|
|2) "Jyunen hayakattaka"--I was ten years early. As in the winning |
|comment, he means to say that he needs ten more years of training. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| |
|Stats of some general stuff |
|--------------------------- |
|Longest throw range : Wolf, Jeffry--1.5 meters(all others 1.4 meters)|
|-------------------------------------------------------------------------|
| Longest pounce : Kage--4.0 meters |
| Shortest pounce : Wolf, Jeffry--2.5 meters(all others 3.0 meters)|
|-------------------------------------------------------------------------|
| Highest jump : Kage--2.7 meters (all others 1.8 meters) |
|-------------------------------------------------------------------------|
|Quickest dash(time) : Lion--Pai, Kage, Sarah, Lion--32 frames |
| Longest dash(time) : Wolf, Jeffry--39 frames (all others 36 frames) |
|Longest dash(distance) : Lion--1.2 meters |
|Shortest dash(distance) : Wolf and Jeffry--0.8 meters (all others 1.1 |
| meters) |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Damage |
|------ |
| When I gave you the damage ratings in the move list, the damages are |
|in reference to Wolf's Giant Swing (twirl 'n' hirl) as being 100 points. |
|The total amount of life points vary according to your level of play and |
|changes from 1P to vs. play, but I don't have that information. |
| |
| In addition, giving a damage greater than 30 results in a knock |
|down,except for Jeffry's toe kick (yeah, so that he can get the crucifix)|
| |
| When you hit an opponent, different damages are given depending on |
|how it hits. Broadly, there are three ways. |
|-------------------------------------------------------------------------|
|1) Guard half |
| In Guard half, some moves only give half the damage rating when you |
| you hit the opponent while they are still pressing the guard button. |
| For most characters, an example is the side kick and the elbow strike. |
| If you hit a crouching defender, you only give half the damage rating. |
| Another example is Wolf's clothesline. It's half damage when the |
| opponent is a standing defender. |
|-------------------------------------------------------------------------|
|2) Guard 3/4 |
| Same as the situation above, but for other moves, where the damage is|
|75% of the damage rating. |
|-------------------------------------------------------------------------|
|3) Counter |
| In this case, instead of the damage decreasing, its how it increases.|
|There are four different counter damages. |
|-------------------------------------------------------------------------|
| a) Major counter |
| When you hit an opponent before or after they are in the |
| motion of an attack, you give 50% more damage. For example, |
| if you hit an opponent in the middle of their side kick, |
| you'll give more damage. This is not, however, how it is for |
| the counters I described in Part three and four. That is a |
| different counter damage as explained below as a minor |
| counter. |
|-------------------------------------------------------------------------|
| b) Vital area |
| If you hit a vital area of the opponent (i.e. the torso, and |
| not the limbs), the damage is 25% more. However, for |
| pounces, NOT hitting the limbs results in minus 25% damage. |
|-------------------------------------------------------------------------|
| c) Air |
| If you hit an opponent, not in the process of being floated |
| (i.e. hitting them mulitple times in the air), but in the |
| process of jumping in the air, you give 25% more damage. For |
| example, if they come at you with a hopping attack, and you |
| hit them before they execute the attack. |
|-------------------------------------------------------------------------|
| d) Minor counter |
| This is the damage rating when you hit an opponent as |
| described in the previous sections as a counter. This is |
| when you hit them while they are still recovering from their |
| attacks. In this case, they receive 12.5% more damage plus 1 |
| damage rating. For example, if you counter a move with a |
| side kick, which has a damage rating of 23, add 12.5 % (2.875 |
| or 3), and add 1, you get a total of 27. |
|-------------------------------------------------------------------------|
| |
| However, you can't add up different qualifications. So hitting the |
| vital area as well as doing a major counter doesn't make it 50% more |
| and also 25% more. |
| |
| Also, there is an increase in damage with a counter throw! If you |
|throw your opponent as a counter (i.e. when you crouch to avoid a high |
|kick, and you immediately throw while they are still trying to recover; |
|or as a counter throw described in the counter section in Part III), the |
|damage is 25% more! |
| |
| That's why sometimes the pounce after certain throws tends to be a |
|dilemma, since sometimes it hits, and sometimes it doesn't. Well, this |
|is why. As you play, keep that in mind and when you nail a throw, pounce|
|if it was a counter throw. If not, go for a ground punch. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Floating |
|-------- |
| When you get knocked down, there are rules on how you float. It is |
|summarized below. |
|-------------------------------------------------------------------------|
| Down Counter Air Air counter |
| Angle Power Anlge Power Angle Power Angle Power |
|-------------------------------------------------------------------------|
|Normal 45 1.0 64 1.2 33 1.0 53 1.2 |
|Upper 67 1.5 75 1.8 50 1.2 70 1.4 |
|Single kick I 63 2.0 67 2.1 50 1.2 61 1.4 |
|Single kick II 80 2.5 80 2.5 80 2.5 80 2.5 |
|-------------------------------------------------------------------------|
| |
| Down refers to a regular knock down. Counter refers to a counter as |
|described above. Air refers to a counter as described above. Air |
|counter is when you execute a major counter in air. |
| |
| Angle refers to the angle at which the opponent goes flying. The |
|Power refers to the horizontal distance the opponent travels. It is |
|determined by the opponents weight and the actual damage in combination |
|with this power rating. |
| |
| Normal is a normal attack such as a punch. Upper refers to an |
|attack that raises the opponent, such as uppercuts, knee kicks, Lau's |
|various knife hands, some toe kicks, etc. Single kick I is Akira's single|
|kick (f,f+K), and the Single kick II refers to a single after a |
| (f,f+C) |
|trip I (b+P+G). This, however, is not a combo so it's only to illustrate|
| (b+B+A) |
|a point that the trip move creates an opening. |
| |
| As you can see, it gets quite complex, but it's not important to |
|know any of this. Just for you to see the actual numbers. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
|Getting up |
|---------- |
| When you're on the floor, you know that hitting the buttons quickly |
| gets you up faster. Well, this is how it works. |
|-------------------------------------------------------------------------|
| 1) You're down. Set b = 0 |
| 2) Set a = (actual damage received / 2) - 7 |
| 3) Set b = b=b+4 if there is a stick motion or a button input for |
| each frame,. |
| 4) If b>a then you'll get up! If not, you'll stay down until a |
| certain time passes, at which point you get up automatically. |
[-------------------------------------------------------------------------]
[-------------------------------------------------------------------------]
| +===============+ |
| |Acknowledgments| |
| +===============+ |
|Sega Thanks for the great game |
|GamestMook writers You guys deserve much credit for this FAQ. Thanks. |
|Colin Leong and Douglas William Cole for some helpful pointers. |
|People on the rec.games.video.arcade who gave me support for this. |
|This FAQ is for you guys. |
[-------------------------------------------------------------------------]