Akira by SQuinlan

Updated: 10/22/97 | Printable Version


1. Introduction
1.1 Introduction
1.2 Glossary of Terms and Abbreviations

2. The Moves
2.1 Complete Movelist
2.2 Move Analysis
2.2.1 General Description and use of each
2.2.2 Analysis of Moves with Special/Specific Uses
2.3 Reversals
2.3.1 List of All Reversible Moves

3. Special Techniques
3.1 SPoD
3.1.1 Tips for Executing the SPoD
3.2 DLC
3.2.1 Tips for Executing the DLC
3.3 Knee
3.3.1 Tips for executing the Knee

4. Movement
4.1 Individual Forms of Movement
4.1.1 Walking
4.1.2 Dashing
4.1.3 Crouch Dashing
4.1.4 Escaping Using "E" to Move Normal Escapes "Angular Changes" Resulting From Evasion. Diagonal Escapes The "Dodgelet"
4.1.5 Crouch Walking
4.1.6 Hopping

4.2 Korean Step
4.2.1 Basic Concept
4.2.2 "Sample" KS
4.2.3 General Uses for the Korean Step

5. Attacking
5.1 Basic Attack Sequence
5.2 Advanced Attack Sequence -1
5.2.1 Floating and Juggling Major and Minor Counters
5.2.2 Attacks During Floats
5.3 Conditioning
5.3.1 Basic Concept
5.3.2 Basic Conditioning
5.4 Advanced Attack Sequence -2
5.4.1 Inclusion of Korean Step
5.4.2 Advanced Conditioning Conditioning During KS

6. Okizeme
6.1 Pouncing
6.1.1 When and When Not to Pounce
6.2 Blocking Rising Attacks
6.2.1 Against Rising High Attacks
6.2.2 Against Rising Low Attacks
6.2.3 Using Reversals as Okizeme
6.3 Slip-Dodging
6.3.1 Against Rising High Attacks
6.3.2 Against Rising Low Attacks
6.4 Dealing With "Rollers"
6.4.1 Forward/Backward Rolls
6.4.2 Sideways Rolls
6.5 Hoppy-zeme

7. Throwing
7.1 When to use throws
7.2 Escaping Throws
7.3 Advanced Throwing ĖMajor Counter Setups
7.4 Why Use One Throw Over Another?

8. Appendix

Appendix A - Slipdodging
Appendix B - Internet/Newsgroup addresses

9. Legal Stuff

1.1 Introduction

This FAQ has been written in an attempt to make an as complete as possible Akira players guide. It 
contains, in our opinions, all of the most important information needed to become a competent player.

This FAQ is divided into many chapters and subsections, maybe to an extreme. This is done for a 
reason. We divided it up in order to explain the many areas of VF play in some sort of logical order. The 
order in which things occur, we feel, should be the order in which a player ought to be exposed to them. 

Many of the discussions are based on personal experience and observations as well as 
"documented" facts, thus everyone may not agree with some of the points we make. You are welcome to 
send any comments or complaints you might have.

We hope you enjoy this FAQ as much as we did in creating it. 

Steve Quinlan Jack Ponikvar (KJ) 
Quinlan@ug.cs.dal.ca James-P@msn.com


Command inputs for some moves are given beside their names and abbreviations in order to 
simplify discussions involving move abbreviations. Any term in this FAQ which is in BOLD , Italics, and 
Contained in quotes, ' ', appears in this glossary. Most of the more important terms have an in-depth 
description in its appropriate section, as well as a supplementary description here in the glossary. Both 
should be read to be sure you fully understand what is being talked about.

Virtua Fighter Motions and Move Abbreviations

P Punch
K Kick
G Guard
E Escape
f,b,d,u, Tap forward, backward, downward, upward, respectively
d/f,d/b,u/b,u/f Tap down-forward, down-back, up-back, up-forward respectively
FC or D From crouch; subsequent commands may only be entered once character is crouched 
, Denotes two separate commands.
+ Denotes two simultaneous commands.
Caps (i.e. D vs d)Means to hold direction indicated.

DE Dashing Elbow (f,f+P)
SDE Super Dashing Elbow (f,f,f+P)
SgPm Single Palm (D,f+P)
DbPM Double Palm (D,b,f+P)
StPm Standing Palm (b,f+P)
BC Body Check (b,f,f+P+K)
eBC Evading Body Check (b,f+P+K+E)
PG Guard-canceled Punch
PKG Senbon Punch
BS Break Stance (d+P+G)
BG Break Guard (f+P+G)
DLC Dragon Lance Combo
SPoD Stun Palm oí Doom
SJK Single Jump Kick (f,f+K)
DJK Double Jump Kick (f,f+K,K)
DFS Double Fist Strike (b,f+P+K)
LBF Low BackFist (d/f+P+K)
SRM Shoulder Ram (D,f+P+K) 
SE Surprise Exchange (d/b+P+G)
ST Stumble Throw (b,d+P+G)
RBC Reverse Body Check (b,d/f+P+G)
KS Korean Stepping. A complete description of this is in sections 4 and 5.
CD Crouch Dash
eCD Evading Crouch Dash 

Virtua Fighter Terms

[TT] Turn Towards or Turn Around

Buffer: Place command inputs for your next move in a series of moves into CPU 
memory, while the animation for the previous move is still showing. The 
new commands are entered into memory so that by the time the previous
moves animation is done, all commands are just finishing being entered
and the new move comes out immediately after the old one.

Frames : A unit of time in VF. The game "runs" at 60 frames/second, so 10 frames would equal 1/6 of 
a second.

Croucher : A person who is crouched.

Knock Over : When an opponent is knocked over the will "float" in the air long enough for you to begin a 
float combo.

Knock Down: When an opponent is knocked down, they will have "fallen" too fast or the move you used 
will recover too slowly for you to initiate a float combo. 
Note: Some Knock Down moves, when used in a float combo will allow you to continue attacking. See the 
Combo Section.

Catch Throw: A Catch Throw is a throw that has some sort of "Animation" that must be carried out before 
the throw connects. These types of throws are VERY SLOW to come out, but are UN-escapable if they 
connect. Example: Wolf's "Frankensteiner". The "animation" for this throw is that Wolf must "jump up" 
before his throw can connect.

Conditioning: Forcing your opponent to make a mistake by making them thinks a specific
type of attack is coming, when in fact another kind will be used.

Major Counter ('MC'): Connecting a move on your opponent just before their move is executed.

Minor Counter ('mC'): Connecting a move on your opponent just after their move has been executed, 
during the retraction of their move.

Stance (Stance Dependence): There are two different forms of "Standing" which a character can take. 
This is known as their Stance.

i) Closed Stance: The two opposing characters Leading Legs are the same (both use their Right or 
Left leg to lead with), and appear to "overlap" each other.

O O Char.2 (Top down view of Chars. Feet) 
Char.1 O O O = Characters Feet

ii) Open Stance: The two opposing characters use the Same leg to lead with (One character uses 
their Left Leg, the other uses their Right Leg), this gives the appearance that their leading legs are 

O O (Top down view of Chars. Feet)
Char.1 O O Char.2 O = Characters Feet

When characters are "Closed Stance", they can physically get closer to one another than if they were in 
"Open Stance". If a move is "Stance Dependent", it refers to the fact that you usually have to be "Closed 
Stance" in order for it to connect.

Push: This refers to how far a move will actually physically move an opponent away from you when you 
hit them with it. A move that doesn't Push a lot will leave the opponent close to you after it hits whereas a 
move with a lot of Push will knock them away from you. Moves with Small amounts of Push are desired for 
Float combos.

Attack Level: There are three different levels at which moves will be executed.

i) High - Blocked while standing, or Ducked under by Crouching
ii) Mid - Blocked while standing, Not by Crouching
iii) Low - Blocked while Crouching

Float : Knock an opponent into the Air

Struggle: Reducing the amount of time spent "Staggering" or recovering from a move by hitting the 
buttons and moving the stick back and forth. A successful Struggle will allow you to recover from 
something (i.e. a ST) in the minimum amount of time.

Counter : Retaliate against opponentsí attacks with one of your own immediately after you block the 
opponents. Note: Some attacks are "Un-Counterable"

Whiff (animation): The animation a character will go through if a throw or reversal is missed. This usually 
looks like the character is "grabbing at thin air".

E Canceling: Canceling an Evasion (similar to a G-cancel) by performing an E-canceling move. The "E" 
will end and the E-canceling move will initiate immediately.

'Stagger' ('Staggering'): When a character is "'Staggered'", they do just that, 'Stagger'. During this 
time, they are open to attacks and throws as they are not able to move or block. "Struggling" can help reduce 
"'Stagger'" time.

Block Stun : The amount of time spent by a character recovering from the impact of a blocked move. No 
damage is dealt when a move is blocked, even if you receive "Block Stun"

Terrain : The sloping and shaping of the arena in which two characters fight is known as "Terrain"

Okizeme: Applying 'pressure' to a rising opponent in an attempt to keep them on the ground.

Yomi: An abbreviation for a word meaning 'Mind Ė Reading'

2. Moves and Move Analysis

In this section, we provide a complete movelist for Akira. It was taken directly from ThoVF at:
HTTP://WWW.VFHOME.COM. All credit for it goes directly to them. After the movelist, an analysis of each 
move will be given depicting its various uses, advantages, and disadvantages. Then, a section denoted as 
"Specific Analysis" will demonstrate the "special" properties of certain moves and their use.

2.1 Complete Move List

Motion Damage Level Exe-Ht-Rec Reverse Comment

P 12 H 9-2-12 HP 
P+E 12 H 9-2-12 HP 
D+P 9 L 10-1-14 LP 
K 25 H 14-2-23 HK 
K+E 25 H 14-2-23 HK 
d/f+K 24 M 14-2-27 MK G-Half 
d/f+K+E 23 M 14-1-42 MK 
D+K 10 L 14-1-22 LK 
d/f+P 12 G 17-2-47 Ground P 
u+P 20 G 42-3-24 Pounce 

[TT] K 25 H 14-3-26 HK 
[TT] d+K 10 L 17-2-20 LK 
[TT] P 12 H 15-1-21 HP 
[TT] d+P 14 M 15-4-20 HP 
[TT] D+P 12 H 15-1-21 HP 
[TT] D+K 30 L 15-3-33 LK

PP 12+12 HM 10-1-21 HP 
PK 12+20 HH 12-2-25 HK 
f+P 19 M 11-1-28 Elb G Half 
ff+P 20~40 M 10-2-24 Elb G Half 
fff+P 20~40 M 10-2-24(35) Elb G Half 
d/f,d/f+P 36 M 17-3-29 HP(!) YoHo 
D,f+P 20~65 M 11-2-26(28) HP G Full 
D,b.f+P 30~70 M 11-6-33 
b,f,f+P+K 20~80 M 11-1-45 G Full 
b,f+P 20~65 H 12-1-24 HP G Full,-2DP 
D,f+P+K 30 M 14-1-31 
b,f+P+K 55 M 27-2-31 
b,f+P+K+E 32 M 17-2-37 
d/f+P+K 25 L 25-2-24 LP 
f,f+K 20(30) M 13-3-32 HK 30pts after any BG
f,f+K,K 20(30)+40 M,M 11-3-41 HK 
K+G,rel G 30 M 15-2-30 Knee 
d+P+G 12 M 16-2-17 HP G Full 
f+P+G 12 H 12-1-18 HP Break Grd 
d/f+K+G, 19 M 15-2-32 MK ) 
f+P, 20 M 20-1-32 Elb DLC ) 
b,f,f+P+K 20~80 M 11-1-45 G Full ) 
P+K+G, 18 M 19-2-30 HP } 
b,d/f+P+K, 26 COMBO SPoD }
D,(f or b)+P 42 COMBO } 

Throw Damage Level Position Comments

P+G 10+20+10 st front 
b,f+P+G 20+15+25 st front 
b,d+P+G 10 st front 
d/b,f+P+G 65 st front 
b,d/f+P+G 40 st front 
d/f+P+G 20+30 st front 
d/b+P+G 0 st front 
P+G 40 st side 
P+G 55 st back 
d/f+P+G 80 st wall at back 

Reversal Damage Level Type Comments 
b+P+K 30 High Punch Close Stnc 
b+P+K 30 High Punch Open Stnc 
b+P+K 30 High Kick 
d/b+P+K 30 Mid Elbow 
d/b+P+K 30 Mid Kick Close Stnc 
d/b+P+K 30 Mid Kick Open Stnc 
d/b+P+K 30 Mid Knee 
u/b+P+K 30 FlipKick Infinite Rng 
d+P+K 30 Low Punch 
d+P+K 30 Low Kick 

2.2 Moves Analysis

In this section, each of Akiraís moves that appear in the movelist will be described. The benefits, 
disadvantages, and uses of each will also be discussed. In the following section, a 'specific' analysis 
Will be given for those moves that have special or important properties. A more in-depth discussion
will be done for those.

2.2.1 Basic Moves 

1) P: A standard Punch. This move is used very little on its own, or in an "unaltered" State. Usually if a 
Punch is needed, as in a combo, a PG or PKG is used instead. However, there is no such thing as a useless 
move! If you need a quick, simple form of attack it doesn't get much simpler than this. A good use for this 
move is for knocking a "charging" opponent out of their dash or as a mix-up move during "Conditioning". 
When combined with a K, as in P,K, you have a versatile and deadly weapon.

2) P+E: A standard Punch during an Evade. This move has many of the same qualities as a Standard Punch, 
but it is preceded by an Evade. Thus the Punch is somewhat disguised compared to the standard.

3) D+P: Punching From a Crouched Position. This move has many uses, although it may not seem like it. 
First of all itís quick. Secondly, it hits low, and thirdly itís a Great move to use in "Conditioning". But this 
move has some other useful quirks. One is that by doing a low punch, one can descend into a crouched 
position from standing, faster than by pulling down alone. This is VERY helpful in avoiding high attacks or 
throws that you know are coming. The other point is that it is a perfect move to use to "Buffer" in another 
one. The next section on "Special Uses" will describe this better.

4) K: Standard Kick. Similar to the Punch, except slower. It does however do more damage and has a longer 

5) K+E: A Standard Kick During an Evade. See P+E.

6) d/f+K: Mid-Kick. This is a useful move due to its speed and range. Mid attacks will also hit "Crouched" 
opponents even if they are blocking. Use this to put pressure on an opponent who likes to crouch a lot. This 
will keep them from crouching, and in turn keep them from being in a comfortable position causing them to 
make mistakes.

7) d/f+K+E: Evading Mid-Kick. This may seem like a useless move at first, but itís far from it. This Kick 
WILL NOT HIT the opponent unless they themselves are dodging as well. Thus, use this to "Counter" your 
opponentís dodges.

8) D+K: Shin Kick. This is quite similar to the D+P, except that it is a little slower. (By about 12 "Frames"). 
The Shin Kick is great for "Conditioning" as well as for "Buffering" certain moves. Used properly, it can 
also GUARANTEE you a throw. These points will be explained in the next section.

9) d/f+P: Ground Punch. Hit your opponent whenever and as frequently as possible; this includes when they 
are on the ground! This is Akira's most reliable form of ground attack out of the two possible attacks. It is 
almost guaranteed after most knock-downs.

10) u+P: Ground Pounce. This is less reliable than the ground punch, but does much more damage.

11) [TT] Attacks: Most of Akira's [TT] attacks are quite slow, and are used very infrequently, as Akira has 
no "Turn Around" move. An analysis will not be given.

12) PP: High Punch, Mid Punch. Although it doesn't seem like a powerful or useful move, it is quite the 
opposite. This move is very fast to execute (a total of 32 Frames) as well as having the ability of attacking at 
two different "Attack Levels". The first punch hits High, while the other hits Mid; perfect for hitting in close 

13) PK: High Punch, High Kick. One of Akira's most useful and powerful basic moves. This move MUST 
be learned to the point of being a reflex. At an astonishing 39 "Frames", and 32pts of damage you can see 
why. The PK has many special uses which will be covered in the next section, but for now if a quick attack 
is needed this is it. The PK can also be used in almost ANY 'Float' combo or after a successful BG or BS. 
The PK combo will also interrupt an opponent causing them to 'Stagger' if it connects. This allows for a 
quick dash-in and follow up.

14) f+P: Elbow. This is the weakest in the series of three elbows that make up a good percentage of Akira's 
main offense. Its range is small, as well as damage, but if it connects the opponent will "'Stagger'" enabling 
you to retaliate with something bigger. It is also useful in "Conditioning". The f+P is "Stance" dependent, so 
take note of your stance before using it.

15) f,f+P: Dashing Elbow. The Dashing elbow is probably the move that is most often used, second only to 
the SDE or SgPm. It is fast, with good damage, and will ''Stagger'' opponents as well. Its range is long 
enough that it can be used in "combo's", but not many. This is mostly used for opening up opportunities for 
bigger attacks.

16) f,f,f+P: Super Dashing Elbow. The SDE is one of Akira's most important offensive tools. Its range is 
long enough that it will allow you to stay out of your opponentís attack and throw ranges, while you yourself 
may still attack them. This is another move that MUST be learned to the point of reflex. If the SDE 
connects, your opponent will knocked over allowing you to begin a float combo. The SDE can itself be used 
in 'float' combos as well.

17) d/f,d/f+P: Yoho uppercut. This bizarre looking "salute" like uppercut is a useful move in the proper 
situation. Not used frequently as a straight out offensive weapon, it is usually "Buffered" during something 
else and used as a surprise. Its range is short, but it does a lot of damage and will hit "Crouchers". Your 
opponent will be knocked down if the Yoho connects.

18) D,f+P: Single Palm. This is also one of Akira's main offensive weapons. It is fast, has good range, and 
has the ability to do a lot of damage if it "MC's" your opponent. It will either "'Stagger'" or completely 
knocks down your opponent depending on how close you are to your opponent when it connects. This move 
can be used in concert with the various Break Guards, which will be explained in the next section.

19) D,b,f+P: Double Palm. Although not as useful as the SgPm, this is still a very powerful move, and 
should be learned. It is much slower than the SgPm, but it does more damage , has better range and will 
knock your opponent down if it hits. It can be used in combos and has some special uses that will be 

20) b,f,f+P+K: The Body Check. This is by far one of Akira's deadliest (and coolest) moves, and 
ABSOLUTELY MUST BE LEARNED AS A REFLEX! Rarely is the BC used alone as an offensive tool 
due to its slow speed, but if you are confident enough about the situation, the BC can do up to 50% damage 
if you "MC" with it... OUCH! Mostly the BC is "Buffered" during other moves or used in combos. If it 
connects, the opponent will be knocked down. The BC is almost always a part of a 'float' combo, usually 
the last move done.

21) b,f+P: Standing Palm. Somewhat of a variation on the SgPm, the StPm is done from a standing position. 
It is extremely fast, and has quite a good range. In fact, the StPm can be treated almost like an Elbow in its 
"safety" of use. This move has the potential to do a lot of damage, as with the SgPm, if you "MC" with it. 
The StPm has special ability; it will cause Shun to become sober! The StPm will "knock down" the 
opponent if it connects. The StPm is executed at the "High Attack Level" so it can be ducked.

22) D,f+P+K: Shoulder Ram. This is a powerful 'Float' tool at Akira's disposal. The range is short, and it is 
somewhat slow, but its damage and float potential are well worth these side effects. It can be used in float 
combos, but not very frequently. This is used quite often with "Korean Stepping" and "Crouch Dashing", 
and is usually used as an attack AFTER "Conditioning". The SRM will knock an opponent over if it 

23) b,f+P+K: Double Fist Strike. One of Akira's most slowly moving moves, it is quite powerful if it 
connects. This move is used most often as an Okizeme tool, and rarely if at all in 'Float' combo's. This 
move has an interesting quirk in that it will cause Akira to Dodge SLIGHTLY, enabling you to evade attacks 
DURING your attack. This will be discussed further in the "Evasion" section. The range of this move is very 
long, the damage is high, and it WILL HIT CROUCHERS. It can also be used AFTER "Conditioning", and 
during 'KS'.

24) b,f+P+K+E: Evading Body Check. Another one of Akira's Major offensive tools, the eBC MUST BE 
LEARNED TO THE POINT OF REFLEX. The damage is fairly good, the range is quite long, and its speed 
is high as well. The most important quality about this move is that it causes Akira to dodge by about 45 deg 
when done. This is where the true power of this move comes from, you can evade and attack at the same 
time. This move can also be combined with 'KS' quite effectively, and will be discussed later. The eBC will 
knock the opponent down if it connects.

25) d/f+P+K: Low Back Fist. Another important move in Akira's arsenal, it can be used for and after 
"Conditioning", and during 'KS'. It is also a very good move to "Buffer" others from (discussed in the next 
section). If the LBF "MC's", it will knock the opponent over, slightly. 'Terrain' must be taken into account, 
as well as opponent mass if a 'Float' combo is desired. 

26) f,f+K: Single Jump Kick. This move is a powerful 'Float' tool, and it can also be used in combo's itself. 
The SJK can also be used in concert with any of the Break Guards, which will be discussed in the next 
section. It has quite a good range, medium recovery time, and the damage is quite good as well. The SJK 
will knock an opponent over if it connects.

27) f,f+K,K: Double Jump Kick. Another one of Akira's high damage moves, it can be used on its own, or 
during combos. The damage is very high, doing at least 25% of an opponentís life bar if the second kick 
connects, not accounting for the "bonus" damage brought on by a "MC"!

28) K+G, rel G: Knee. One of Akira's Special moves. We have given it its own section a little later on. A 
rather difficult move to do, it is well worth the effort. See the section on "SPECIAL TECHNIQUES" for 
more details.

29) d+P+G: Break Stance. This is one of the two moves known collectively as the "Break Guards". They, 
quite possibly, form the most powerful combo initiators in Akira's arsenal. When an opponent is blocking, a 
successful BG will temporarily "disrupt" their block, allowing you to initiate an attack. The BS is slower to 
be executed, but recovers a little quicker. It will also hit a "Croucher".

30) f+P+G: Break Guard. This is the second version of the Break Guards. It is executed slightly faster than 
the BS, but Akira recovers more slowly. This works on standing opponents only. If any of the BG's are used 
and the opponent is NOT blocking, they are considered a "punch" and can thus be "reversed". The BG's will 
also be discussed in the next section.

31) d/f+K+G, f+P b,f,f+P+K: Dragon Lance Combo. The first of two 3-hit combos' that Akira has at his 
disposal. The DLC is covered in more detail in the "SPECIAL TECHNIQUES" section.

32) P+K+G, b,d/f+P+K, D,(b or f)+P: The Stun Palm 'o Doom. This is BY FAR the most difficult move in 
the game to get off, but also one of the most powerful. It to is covered in more detail in the "SPECIAL 
TECHNIQUES" section.


1) P+G: Trip with Punches. This is Akira's most basic throw, but also the easiest to escape from. It can be 
used quite well with 'KS', or just to mix things up.

2) b,f+P+G: Close in Ram. A high damage throw, as well as having the ability of "tossing" your opponent a 
long way; Good Ring-Out potential.

3) b,d+P+G: Stumbling Throw. Not much of a damaging throw, it is used as an attack initiator. The throw 
simply "trips" your opponent for a moment, and as they "stumble" to their feet you have a prime opportunity 
to attack. Be careful though, as the ST can be "Struggled" out of by the opponent, so don't expect a "FREE" 
follow-up attack.

4) d/b,f+P+G: Spirit Grab. Essentially the same type of throw as the Close in Ram, it has very good Ring 
Out potential. It does slightly more damage than the Close in Ram, but at the cost of being slightly more 
difficult to do.

5) b,d/f+P+G: Reverse Body Check. One of Akira's most useful throws, it does mediocre damage, but it sets 
you up for combo initiation as it puts you behind the opponent.

6) d/f+P+G: Shoulder Toss. A very powerful and quick throw, it is used quite often. This throw also has an 
advantage over other throws as the CPU gives it "Priority" over other throw commands, except for P+G 
throws. What this means is that if Akira and an opponent attempt to throw each other simultaneously, the 
Shoulder Toss will be executed since it has "Priority". Only regular P+G throws have "Priority" over the 
Shoulder Toss.

7) d/b+P+G: Surprise Exchange. A useful move for confusing your opponent and initiating combo's. The SE 
is easily done, but is also easily escaped. There are two methods for "escaping" the SE.
i) Entering the proper escape command. (discussed later)
ii) Using the "E" button after the throw has been executed.
The "E" button will "turn" the opponent around in time for them to block any oncoming attacks. This throw 
should be used sparingly. This throw will be discussed more in the next section.

8) P+G (side): Side Throw. A useful throw, it may only be executed when you are facing your opponents 
side. This throw will be discussed further in the "Evasion" section.

9) P+G (back): "Big Finish". Possibly the least used move in the game, itís ALMOST impossible to get an 
opportunity to use it. To make matters worse, itís a "Catch Throw". This throw will be discussed further in 
the next section.

10) d/f+P+G: Wall Smash. Akira's most damaging throw, it is almost as hard to get as the "Big Finish". 
Akira's back must be to a wall with an opponent directly in front of him in order to execute it.


Reversals will not be analyzed other than saying that they all do equal damage. If you know that a certain 
attack is coming, try a reversal. See the section on "Reversals" for more details.

2.2.2 -Moves with Specific or Special Uses

1) P: Punch. This simple move has one other VERY important use, and that is when it is used together with 
the "G" button. This is symbolized as "PG", a "G-cancelled Punch". What this does specifically is a 
standard punch is thrown at the opponent, then "G-Cancelled" mid way through its execution. This causes 
the Punch to be retracted immediately, in essence decreasing the recovery of the punch significantly. This 
has a very specific purpose.

i) With a smaller recovery time, more Punches can be thrown in a given amount of time. This 
implies that Punches can be used more effectively in a Combo situation, as they won't "eat-up' the 
opponentsí "Float" time with unwanted recovery times.

2) PK: Punch Kick Combo. This move has a similar ability to the P; it can be "G-Cancelled". More 
specifically, the K of the PK is "G-Cancelled". This is known as a "Senbon Punch", and is symbolized by a 
PKG. The "Senbon Punch" has the same ability as the PG, but it also has one more application with respect 
to throwing.

i) The CPU will only allow one character to connect a throw only if the Target character is not 
attacking. In simpler terms, if I am attempting to hit you, you can't throw me. This is where the importance 
of the PKG comes into play. If you believe your opponent is going to attempt a throw on you, do a PKG. 
This results in two situations:

a) PKG connects with opponent. This is the more basic outcome. With the quick "Senbon Punch" 
connecting with the opponent, you will most likely interrupt their throw attempt, and have time to try one of 
your own.
b) PKG does not connect. This is, surprisingly, the more desirable situation to have occur. To 
explain this point, the mechanics of the PKG must be known first.

Step1: Punch, Kick. The frame rates listed for these moves are:


Step2: "G-Cancel" of the K. The PKG will only work if the "K" is "G-cancelled" by the 13th frame, 
otherwise the "K" won't actually even happen. If the timing is correct, the "P" will occur as normal. Then 
the "K" will be INITIATED, but since you are "G-Canceling" it, you will only observe a slight "twitch" in 
Akira's leg. Since the "K" is cancelled, you don't have to wait for it to recover before you can attack. This 
results in a Punch with little to no recovery time, that leaves you "recovered" for another immediate attack.

But how does this help you with respect to throws? Well, remember from above, that the CPU will not allow 
you to be thrown if you are attacking. Your "G-cancelled" Kick is still considered an attack by the CPU 
because you allowed it to be initiated! So any throw attempts done during the time when you are in the 
"EXE" phase of your Kick, will all miss. Your opponent will be going through their regular "Whiff" 
animation, while you are standing there, completely free to attack. This is somewhat hard to pull off, as 
timing is CRUCIAL. If a throw attempt is done AFTER the "EXE" phase of the "K" (i.e. its "REC" phase), 
you can be thrown.

The PKG is best used during "Float" combos. The PKG will actually advance Akira forward slightly, 
bringing him closer to his opponent. The rule of thumb is this:
If you do a punch, and you are going to follow it with another punch, then first punch should be a PG. If 
you are going to follow a punch with anything besides a punch, a PKG should be used. 

3) SgPm: Single Palm. This move has three special circumstances from which it can be Executed. These 
Special situations cause the SgPm to come out a little faster than normal.

i) After a Break Guard. If a successful BG is done, simply tap d,f+P and an immediate SgPm will be 
done; The FC is not required in this situation.

ii) After a successful Surprise Exchange. If a successful surprise exchange is done, immediately tap 
d,f+P DURING the animation of the SE. An immediate SgPm will be done; the FC is not required in this 

iii) During a Crouch Dash. If you are Crouch Dashing you can do an immediate SgPm just by hitting 
f+P. The CPU considers you in a Crouched position even though you are moving.

4) DbPM: Double Palm. The DbPM can be Executed from three Specific situations:

i) After a SE. If you connect a successful SE, you can enter the commands for a DbPM DURING 
the SE animation. To do this, hit d/b+P+G for the SE. DO NOT let go of d/b. Roll the stick from d/b -> d -
>d/f ->f, then immediately hit b+P. Since the SE makes you face the opposite direction when done, the b+P 
will actually be f+P relative to where Akira is facing. This is a powerful move, which is almost inescapable 
if the SE is successful.

ii) After a D+P or D+K. If you do a D+P or a D+K you can enter simply b,f+P to get a DbPM. (Or 
you can simply hit f+P to get a SgPm).

iii) After any successful BG. 

5) f,f+K: SJK. 
i) If an SJK is Executed after ANY successful Break Guard, its damage is increased by an additional 
10 pts. The SJK is "Stance" dependent after a BG.

ii) If an SJK is Executed after a successful SE, it will "Float" the opponent EXTREMELY high. 
This is a Special Float situation open only to Akira. This move can be easily escaped if the opponent Runs 
after a SE.

6) D+K: Shin Kick. If the Shin Kick "MC's" the opponent, you are guaranteed a throw afterwards. 

7) P+G (behind): "Big Finnish". This move is extremely difficult to get off. Not because it is hard to 
execute, but because itís virtually impossible to get an opportunity to use it, and to make matters worse itís a 
"Catch" throw. But there is a little "Trick" that can be used to GREATLY improve your chances to land this 
55pt throw. This is combining it with the SE, and "E" movement.

i) SE: Surprise Exchange. If a Successful SE is connected, it places you directly behind the 
opponent, exactly where you need to be to land it.

ii) "E" motion. You can make your character Run by simply holding f+E. See the section on 
"Movement" for more details.

The "trick" is this; If you land a successful SE, immediately hit f+E to dash forward towards the opponent. 
During your dash, hit P+G BEFORE YOU REACH THE OPPONENT. Doing this "seems" to reduce the 
amount of "Catch" animation the throw has to go through. The CPU appears to use the Dash animation for 
some of the "Catch" animation. Although this throw is FAR from guaranteed, at least now you have a 

-Specials for Buffering-

As with most of Akira's Power moves, he needs to be in a Crouched position. The following moves 
are perfect for "Buffering" in these moves as they place Akira in a Crouched position.

1) D+P (or D+K): Low Punch (or Shin Kick). Both of these moves place Akira in a temporary Crouch, thus 
they are perfect for buffering in his moves which require you to be Crouched.

Move Buffer Commands

i) DbPM b,f+P
ii) SgPm f+P
iii) SRM f+P+K

2) d/f+P+K: LBF. The LBF also places Akira in a temporary Crouch, so the above moves can also be 
buffered from it. If the LBF "MC's" or "mC's", the opponent will be Knocked Over, allowing the above 
moves to get an automatic hit.

3) d/f, D/F: Crouch Dash. This form of movement is also considered "Crouching" even though you are in 
motion. This allows for buffering in of the following moves, as well as to "increase" their range. (Due to 
your motion)

Move Buffer Command

i) DbPM b,f+P
ii) SgPm f+P
iii) SRM f+P+K
iv) Yoho P

2.3 Reversals

Reversals are a rather important part of Akiraís overall strategy and should not be overlooked. They 
frustrate the opponent, can give you some 'breathing room' against berserkers. Best of all, they turn an 
opponentís attack into an attack of your own. In this section, the use and implementation of reversals will be 
discussed with some common reversal situations listed. However, a list of reversible moves will not be 
provided, as this would require enormous amounts of space and time. As a general rule, any attack, which 
directly involves both arms, both legs, and the torso, cannot be reversed.

Using reversals successfully can be very rewarding and damaging, but requires good yomi skills and 
knowledge of your opponentís tendencies. There are some pretty obvious places to insert reversals into 
oneís game plan, and by doing so; you will take advantage of an opponentís habits while causing decent 
damage. Common reversal opportunities include canned combos, certain 'common tactics,' and any portion 
of an opponentís flowchart that you are able to recognize and predict. The middle opportunity may seem 
confusing, but all it is a common tactic, such as Jackyís D+K, K, then flipkick. You could grab the second 
low kick, but itís easier just to reverse the flipkick. Another possibility is Kageís low kick - elbow. Many 
Kageís try to elbow-'Stagger' frequently, and this is a rather effective method to entice the opponent to 
block low. When you see a low kick come, be ready to reverse the elbow. For more examples of reversal 
opportunities, see the list below.

-Any PPP canned combo
-Lauís elbow-palm
-Lauís quadruple low kick (go for the second or third)
-Jacky/Sarah D+K, K - Flipkick
-Lionís low swipe kicks (go for the second kick)
-Lions axe kick (go for the second hit)
-Jackyís BackFist after an elbow or smash hook
-Either of Kageís two-hit chops (go for the second chop)
-Any of Jackyís lightning kicks
-Jackyís K, K or d/f+K, K
-Any of Takaís PPP variations
-Takaís knee and b+K
-Kageís u/f+K+G after you do a low attack
-Jeffreyís KKP (go for the toe-kick)
-Wolfís low kick (they just love low kicks)
-The DLC (reverse the elbow)
-Sarahís Shadow Kicks and variants

These are just a few of the common situations where a reversal is possible. There are *many* more. 
Those, however, will come from an evaluation of your opponentís tendencies and an examination of his 
attack patterns.

Note: You can still reverse a move, like a PPP, even if the first couple of Punches has HIT you.

In addition, Akira has several Un-Counterable moves that may be used to 'provoke' a response 
from the opponent. But since they are Un-Counterable, a reversal is easily slipped in to deal with any 
reprisal. Below is a short list of moves that may be followed with a reversal. Just be wary of throws.

-DE -StPm -Shin Kick (D+K)
-LBF -SgPm 

3. Special Techniques

Unlike most of the other characters in VF3, Akiraís greatest potential rests in two three-part moves 
which are, to say the least, challenging to execute and to use. When playing Akira, most players notice 
almost immediately the rather difficult command inputs for Akiraís SPoD, DLC, and knee. Upon learning 
how to execute the moves, players are then frustrated by the difficulty in actually implementing these 
powerful attacks into their strategy. So why bother? Well, without an SPoD and DLC, Akira is simply an 
average fighter (although you can be a rather vicious Akira without a knee). The fact is, most of Akiraís 
moves are fast and do decent damage, which is good, but not great. But when Akira uses a full complement 
of SPoDs and DLC-floats, he becomes arguably the strongest character in the game. Akira can never reach 
his full potential without these moves, hence, they must be learned. This section will hopefully alleviate 
some of the common problems in executing and using these vicious moves, as well as offer some personal 
commentary from Stephen and I. 

3.1 The SPoD 

The SPoD is a cornerstone in Akiraís arsenal and must be learned if you ever plan on being a 
competitive Akira. To begin with, here are some stats for the SPoD, with the 'pros' listed first and the 
'cons' coming second.

1) The SPoD has a base damage of 86 points. Thatís just slightly more than Jeffreyís Crucifix 
Piledriver. If the palm portion is an 'mC' or 'MC', the damage will increase even more.
2) The stun palm portion is considered a mid-level attack, and thus cannot be ducked. Any 
Croucher, blocking or not, is SPoD material.
3) Against a forward, backward, or sideways roller, the SPoD will connect fully. See the Okizeme 
section for more on the SPoD and its uses against rollers.
4) Despite appearances, the stun palm has excellent range. Catch opponent dashing or CDing in 
with the SPoD from maximum range to take them by surprise.
5) If the stun palm is blocked, Akira has throw priority. Jam in P+G or d/f+P+G if you think the 
opponent will throw.
6) If the opponent attempts to dodge the SPoD by escaping to Akiraís rear quarter, the SPoD will 
still fully connect.
7) If a throw is attempted at the same time as an SPoD, the SPoD will win every time. This is due 
to the fact that the SPoD is not a throw, but rather a strike, and thus has an initial execution time. And in 
turn, if a throw is attempted during the execution phase of a move, it will 'whiff'. 

1) The stun palm takes 19 frames to execute. This is rather slow by VF3 standards, and thus 
prevents the SPoD from being used as a counter to many moves.
2) The palm portion is an attack and thus may be reversed (as a HP) like any other strike. Kage, 
Akira, Pai, and Aoi can reverse it. Pai and Aoi can also use an inashi waza reversal against the palm.
3) If the opponent escapes to Akiraís front quarter, then they will completely dodge the palm.
4) Depending on how the stun palm hit the opponent, the speed at which the SPoD must be 
executed can vary. Below is a chart to illustrate this phenomenon.

Fast=The maximum time allowed to input the SPoD commands
Fast 2=The average time allowed to input the SPoD commands, with the extremes being the 
maximum and minimum time allowed.
Fast 3=The minimum amount of time to input the SPoD commands

Stun Palm Hits As... Input Time Allowed 

Regular Fast 

'mC' Fast 2 

'MC' Fast 3

Note: This is a rough estimate based on personal observation.

Now that the SPoDís properties have been examined, it is time to discuss its actual execution and 
implementation, respectively. The former will be examined first. There are three parts to the SPoD, but 
only the first two are truly difficult to master. Below are a few simple guidelines to follow while practicing 
this move. Pay special attention to each guideline, as your understanding and acceptance of these 'rules' 
will determine your success in SPoDing. 

? Each input must be its own, free of other commands or buffered-in joystick movements. You 
cannot begin inputting the RBC motion until you have fully released the P+K+G command. This is 
important, as most would-be SPoDers suffer from this common problem.

? Speed is of the essence. But so is accuracy. Strive to complete the motions as quickly as 
possible, but *never* sacrifice the accuracy of your command inputs. Slow but accurate commands are 
infinitely better than fast and sloppy inputs.

As promised, in this portion of the SPoD section the actual implementation of the SPoD will be 
discussed. Keep in mind, however, that this is just a basic, generic list of potential SPoD opportunities. 
Strategic applications for the SPoD will be discussed in the 'Korean Step', 'Okizeme', and Vs. Character 

? If the opponent whiffs a throw or reversal attempt, a SPoD is easily connected. Using CDs aids 
in opening up this type of SPoD opportunity, but that tactic will be discussed in the 'KS' section.

? In the event that the opponent favors constant Eing (but not 'KS'), use the SPoD just as the 
dodge animation is completing. You can also throw E-ing opponents, but the SPoD is the most damaging 
option available. In addition, the SPoD will track an E-ing opponent if he dodges to Akiraís rear quarter.

? Upon connecting with a rising kick, the most common follow-up is a throw. This is a good 
tactic, but the opponent may be ready with a throw escape. To counter this, use the SPoD. As previously 
explained the SPoD takes precedence over any throw, and is thus an ideal way to combat throw escapers. 

? If the reverse is true, and it is Akira who has been struck with a rising kick, it is possible to 
struggle out of the 'Stagger' in time to SPoD an incoming thrower. This tactic, however, requires fast 
reflexes and some serious guts.

? A very common and effective way of getting a SPoD is to dodge an attack, then SPoD the 
opponent during recovery. This is very easy and will reap the reward of many successful SPoDs. 

3.1.1 Personal Commentary

In this sub-section, Stephen and I will offer our own thoughts and ideas on the SPoD. While you 
read this, keep in mind that the subsequent thoughts and ideas are those of two fellow VFers. These are just 
our opinions and experiences, and are not to be considered absolute fact. In other words, take it with a grain 
(or two, or three...) of salt.

KJ: For my Akira, the SPoD is a *major* part of my arsenal. I tend to go for a lot of them, 
and youíd probably be surprised at just how many I attempt in one round alone. It has an unerring capacity 
for hitting opponents due to the slight hesitation between input and hit-detection, which I use quite 
frequently to my advantage. I am a total KS maniac, and thus will try to dodge and dash around until you 
miss an attack, then I typically go for a SPoD. All I can really say is...I love to SPoD!

As for actually doing the move, well, thatís a different matter. Above all, remain calm. 
Thatís the most important thing you can remember. Donít let the pace of the fight rush your SPoD motion 
in any way, just let your hands do the work and think about something else besides SPoDing. 
And if you really want your SPoD to become deadly, you must learn to SPoD on 'mC's" at the least, if not 
'MC's". To do this, the motion must be fluid and extremely quick; almost to the point where your brain 
says 'SPoD' and it just happens. To give you an idea of how fast you need to be on an 'MC', you must be 
completely done with the command inputs *before* the RBC animation starts. Yup, that fast. Itís difficult, 
but well worth the effort if you can master it.

Stephen: The SPoD is one of Akira's truly POWERFUL moves, however I have found that 
when people fight Akira, they are expecting an attempt. This is BAD news for you. So, I don't use it as much 
as I would like to. I more or less wait until I see a mistake made, rather than actively searching for an 
opportunity. But, I don't just ignore it! It should be a reflex to attempt it after a successful "E" of a move, or 
if your opponent is or will be crouching. 

The best time to go for it is during your opponents throw "whiff" animation. During that time, 
THERE IS NO POSSIBLE CHANCE OF ESCAPE. They MUST finish they're animation first. With most 
of the other "opportunities" there is a chance of escape, and if that happens, Akira is left WIDE open.
If you do want to "Force" a SPoD on your opponent, as every Akira player wants to, then you need to use 
techniques like KS, Conditioning, etc... If you are going to learn the SPoD, you must learn these as well if 
you want to use it to its full potential.

As for execution, stay CALM. The biggest problems people have in execution of the SPoD, is 
command overlap. Do each move separate, accurately, and calmly; don't rush it! You can actually do it a lot 
slower than you think.


Being the most powerful and useful addition to Akiraís arsenal, the DLC is of equal importance and 
must be mastered to reach Akiraís potential. The beauty of the DLC is that it is a superb floating tool that 
does considerable damage to any airborne victim (except Taka). With a reliable DLC, Akiraís floats can 
rival that of Lauís, who is renowned for his ability to keep opponents in the air for long periods of time. To 
the delight of Akira players (and the dread of everyone else), the DLC is substantially less difficult to 
execute, and its use, in general, is fairly simple. To start with, a list of DLC characteristics is listed below.

? All three parts of the DLC are mid-level hits. Thus, people ducking or trying to block the DLC 
while crouching will receive all three hits.

? If the first portion interrupts the opponentís attack, the second hit is guaranteed. The third hit, 
however, is NOT. Hence, it is unwise and risky to attempt a DLC outside of a 'float' combo (barring 
certain exceptions).

? The full DLC does 60 points of damage, although the BC itself can do up to 80 points if timed to 
interrupt an opponentís attacks.

? A DLC may be tacked on to virtually any float, making it the supreme floating weapon. In 
addition, the DLC must be started when the opponent is at a low altitude, thus several additional hits can be 
added in on a 'float' combo before the DLC. 

To follow, here are some tips and information on executing the DLC. It is easier to do than the 
SPoD, but still requires some practice.

? As with the SPoD, each motion for the DLC must be done separately. Remember to return the 
joystick to neutral between the d/f+K+G and f+P portions.

? Again, speed is important. Do not wait to see the actual animation of the first move before you 
input the second. If you do, you are entering the commands too slowly. Each command should be entered 
as the previous move is actually connecting.

Now for some DLC opportunities. This will be pretty short, as the number of different situations 
which warrant a DLC are few.

? In general, any type of float may be followed with a DLC. To make your Akira deadly and 
efficient, follow every float with a DLC. 

? As an exception, you can use a DLC if the opponent is near the edge of the ring. The DLC 
'pushes' the opponent back quite far, and thus is an excellent RO weapon. 

3.2.1 Personal Commentary

Stephen: The DLC is best used during floats. It is MUCH easier to get good at than a SPoD, 
and can be just as deadly. It can be used on the ground, but it is dangerous to do so. The BC portion of the 
DLC CAN BE BLOCKED. This would leave Akira WIDE open to any attack. However, the rarely used 2/3 
DLC is somewhat of a replacement for the DLC when on the ground. Using a throw instead of the BC can 
be a deadly little combo.

Execution is pretty easy. The hardest part is the timing between the d/f+G+K, and the f+P. You MUST 
allow the stick to go neutral, before entering f+P otherwise you won't get it. As you see the animation for the 
elbow begin, enter the BC... and there you go, DLC!

3.3 Knee

Akira's knee is one of the most difficult moves to get used to. Its execution is deceptively difficult. 
This is due to the INSANE speed at which the buttons must be pressed and released. The Knee takes a lot of 
time and practice to be able to get consistently, but it is worth the effort to learn it.

1) It is a fast move that does good damage. 30pts, at 15-2-30 frames.

2) It "Floats" opponents quite well. The Knee hits more "Up" than "Over".

3) Itís easily used in "Float" combos. See #2

4) It doesn't "Push" the opponent very far. See #2

5) It will hit "Crouchers". The Knee is considered a "Mid-Attack".

To execute the Knee, you must hit "K+G", then release "G" in 1 "Frame". (1/60th of a second) By 
the sounds of it, it almost seems impossible. But itís not. A lot of people have asked me "How do you do it"? 
... Practice. Plain and simple. You can't just be taught how to do the move, itís not as simple as that. You 
have to come up with your own technique for doing it. The best anyone can do for you, which is what I will 
do here, is to give you advice on how to do it, and tell you the technique that I use.

First of all, I'll start out by saying the same thing I always say when asked about the Knee: 
NOBODY'S FINGERS CAN MOVE AT 1/60 th OF A SECOND! Itís impossible! So, how do you get the 
Knee? The Knee requires you to hit a button for only 1/60th of a second, shouldn't it be physically 
impossible? NO! You don't actually move your fingers at 1/60th of a second, you fool the CPU into 
believing you are. 

Each button on an arcade machine has to be pushed a certain distance down before the CPU will 
register an input. I call this distance the "Null-Input' region. Once you pass this region, the CPU will 
register an input from the button. You must use this region to your advantage while trying to do a Knee, and 
this is how. Lets say you can move your fingers at 2/60th of a second minimum, meaning that if any move 
requires you to make an input faster than 2/60th you can't physically do it. Now, lets say you want to do a 
move that requires you to make the input for only 1/60th of a second (the Knee). This is where the "Null-
Input" region comes into play. Simply make sure that 1/60th of a second is spent here, and the other 1/60th 
of a second is spent actually MAKING the input. As far as the CPU is concerned, you hit the button in 
1/60th of a second, when in actual life you were hitting the button for 2/60th. This is where practice and 
development of your own personal technique is crucial. Nobody can explain the "Feel" of how far to push 
the buttons, you have to find that yourself.

3.3.1 - Personal Commentary

Stephen: This is the technique that I use to get the Knee and should be a good starting point for the 
development of your own. I place my index finger on the "G" button and my ring finger on the "K" button. 
Bending my wrist down, I hit the buttons. Then with a quick "flick", I move my wrist up and to the right. 
This serves to pull my index finger off of the button before my ring finger is moved.

Uses: The Knee is "easily" incorporated into floats, due to its small "Push" and as well as being 
useful after "Conditioning" and during 'KS'.


One of the biggest and most obvious changes between VF2 and VF3 is the addition of an accessible 
third dimension. This new feature, when combined with a revised set of VF2 movement forms, creates an 
extensive movement system that offers numerous variations in style and technique. This section will focus 
on movement in general with respect to Akira, and will include discussion on basic forms of movement as 
well as some 'special' forms of movement essential to advanced play. This section is very important, and 
will lay the foundation for section 5, which will discuss advanced strategies and techniques of movement.

KJ: I know this section may seem somewhat mundane, but it really is important. One of my personal beliefs 
is that a mobile opponent is much harder to defeat than one that is relatively stationary, and thus your ability 
to move is essential. In general, I try to stay active as much as I can, especially with Akira. Doing so causes 
mistakes and opens up plenty of opportunities to punish an opponent, which is essential for advanced Akira 
play. There are certainly other ways of playing Akira, but I find that an 'in-motion' Akira is a very scary 
thing for the opponent.

Steve: I fully agree as well. Most of Akira's most powerful attacks are very linear and of "High 
Commitment". This is a serious drawback when attacking. As we will be discussing later, it is essential to 
make Akira as mobile as possible to lessen this effect.

4.1 Individual Movement Components

The first step in examining Akiraís movement options and potential is to study the most basic forms 
of movement. Combining these rather simple techniques will enable you to form complex and useful 
movement patterns, but this can only be achieved if the basics are mastered. What follows is a semi-lengthy 
description of each movement technique which includes general uses, but not tactical implementations for 
Akira (that comes later:)

4.1.1 Walking

Simply holding the joystick forward or backward will cause your character to move, rather slowly, 
in the respective direction. Since opportunities for capitalizing on opponentsí mistakes come and go, 
quicker movements are usually more successful, and required. The simple fact of the matter is that walking 
is too slow to be truly useful, especially in tight combat situations, and thus should not be used much.

4.1.2 Dashing

The dash is a very important part of VF3 movement, and is something you should be well 
acquainted with. A forward dash enables you to apply pressure or capitalize on mistakes very quickly, while 
a backdash enables you to avoid attacks and gives you some 'breathing room.' I think pretty much 
everyone that has played VF2 or 3 knows how important dashing is. 

4.1.3 Crouch Dashing

The crouch dash ('CD' hereafter) looks like a little hop from a crouched position. This is extremely 
useful, especially for Akira. The advantages of using a 'CD' are numerous, but its true beauty lies in the 
'multi-fold' use it has for Akira. First, the 'CD' avoids all high attacks while advancing you toward your 
opponent. CDing underneath high strikes is an excellent way to get free throws/strikes. In fact, with the 
help of a slope, a 'CD' will go under a lot of mid-level attacks without much worry. 

However, the 'CD' has a two-fold purpose; its ability to duck high attacks and throws, and 
it also enables many of Akiraís more useful and potentially deadly moves to be quickly incorporated. His 
SRM, SgPm, and DbPM all become instantly available for use while 'CDing'. Just imagine: 'CD' under 
Kageís TFT attempt then do a SRM - DLC float to suck away 40% of his life. Or 'CD' in and surprise the 
opponent with a sudden DbPM for some decent damage.

And if that wasnít enough, the 'CD' is an integral part of 'Korean Stepping (KS)', and 
enables Akira to move quickly while avoiding various anti-escape attacks. The particulars of 'CDing' 
within KS will be discussed in the next section.

4.1.4 Escaping

The Escape button ("E") has many varying uses, most of them vital to becoming not only a 
competent Akira player, but a VF3 player in general. The more basic uses will be described in the following 
sections, then its advanced uses will be described later. Using "E" to Move

As stated above, Dashing is very important part of playing VF in general. Simply put: You 
MUST use it. The normal input for a dash is f,F, or b,B. However, there is an even easier way to accomplish 
this. To do it, push and hold the desired direction (F, or B) and hold "E" at the same time. Voila, 
instantaneous dashing. There are two subtle benefits to this method. The first is that the dash can be done 
faster by using the "E" than by hitting f,F or b,B. Even if this only saves you a few "Frames", those few 
"Frames" can be all the difference between landing the final attack or not. The second is that you can 
perform a "Normal Escape" (section at ANY time during your dash ONLY IF the dash was done by 
the direction + "E" method. Otherwise you must stop running first. Normal "Escapes"

The primary use, as well as the most basic, of the "E" button is that of Escaping or Dodging 
opponents attacks. The mechanism of this is quite simple, the timing is what takes getting used to. To dodge 
an attack, simply hit "E" at the appropriate time. Easier said than done. The "appropriate" time changes from 
move to move, depending on how fast it is. You must dodge a move only a few moments before it is about 
to connect with you. For example, your opponent is going to perform a simple kick. When the kick is 
VISIBLY in motion (you see it "leaving" the opponents body), hit "E". If you evade too early, the move will 
"Track" you and connect. If you evade too late, well, you just get hit.

There are two possible directions that you can evade to. The first is "outwards" or towards the 
screen, the second is "inwards" or away from the screen. These are done by hitting "d+E" and "E" 
respectively. The benefits of these two dodges will be described more in the sections on "Slipdodging", and 
"KS". "Angular Changes" Resulting From Evasion

This section is not mandatory reading for Akira play, but it helps in understanding and visualizing 
General Evasion, Korean Stepping, and attacking from the sides. First of all we need to setup a reference 
situation to refer back to. I will use a "compass" notation.

N 90
W c E 180 c 0 or 360
S 270 

Player 1 starts at W (180 deg) and Player 2 starts at E (0 deg). I will use degree notation from now 
on, beginning at the Player 2 position. When a player performs a simple Dodge, they move about 45 deg 
from their original position. By default, a character will always align themselves to have the front of their 
bodies facing the center of the compass, even during an evade. Some moves or techniques will cause the 
character to deviate from this standard, but only momentarily. Certain moves will also cause Akira to evade 
by a certain amount as well.

i) eBC - This move will cause Akira to "evade" approximately 35-40 degrees.
ii) DFS - This move causes Akira to "evade" approximately 10 degrees.

These values are additive to any previous angular changes.

Some moves can also "Cancel" an Evasion, much like you can "G-cancel" an attack. What this 
means is that you can dodge as far as you wish, between ~10 and 44 deg, stop evading, and immediately 
proceed into the "E-Canceling" move. These are listed below.

i) eBC - b,f+P+K+E
ii) DFS - b,f+P+K
iii) 'CD' - d/f, D/F
iv) eCD - d/f, D/F+E

Thus, if an "E" is canceled by one of the above moves, the angular change made can be somewhat be 

All attacks listed as coming from the side, such as Akira's side throw, can only occur if you are at a 
45-90 angle relative to your opponent. This section will have more relevance in visualizing 'KSing' which 
will be described in a later section. Diagonal Escapes

The "E" button can also be used to perform a variant of the 'CD': the "Diagonal 'CD'" or eCD. 
This is performed by hitting d/f, D/F+E, much like a standard 'CD'. The eCD has all of the properties of a 
standard 'CD' (see its description for details) except that it will make the character dash off to the side 
slightly. To explain this more clearly, here is an example.

Akira is at 0 deg, and faces an opponent at 180 deg. Akira performs an eCD towards the opponent. 
When finished, instead of having their bodies perfectly aligned as they were initially, Akira's RIGHT LEG 
now is touching the opponents RIGHT LEG.

0 0 Initial positions
0 0 (Closed Stance)

0 = Characters Feet
0 Positions after an eCD
0 ('Displaced' Closed Stance)
0 The 'Dodgelet'

This is a smaller version of a regular dodge (E or d+E). Though the distance covered by a Dodgelet 
is somewhat less than that of the regular dodge, it is more controllable (you move in smaller increments, and 
thus, are able to exact dodges with more precise measurement), and can be repeated rather rapidly (the 
recovery time for a Dodgelet is MUCH shorter than that of a normal dodge). In fact, the rate at which you 
dodge using this technique seems only limited by the speed with which you enter the commands for it. 

A Dodgelet can be used to avoid attacks just as a regular dodge can, but requires 
slightly better timing and precision to do so. However, the main purpose of the Dodgelet (as far as I can tell) 
is not to avoid attacks (though it can be), but rather to move about the opponent at an accelerated rate 
without the 'lag time' of a regular dodge. Continuous Dodgelets can be chained together to form circular 
movement, and can be readily added to 'KS' sequences for interesting results.

Though it is stated above that the Dodgeletís main purpose is not to avoid attacks, 
there are a few instances where a Dodgelet + attack can be very rewarding and more appropriate than a 
normal dodge. Many times Akira players dodge an attack and attempt an SPoD or another 'power move' 
only to find that the opponent recovered in time to block their efforts; enter the Dodgelet. A quick dodge 
coupled with a SPoD more readily connects because the lag time is greatly reduced. This tactic is useful, but 
good 'yomi' skills and quick reaction time are needed to make it work.

4.1.5 Crouch Walking

Crouch walking is similar in its applications as regular walking; its not used much if at all. A crouch 
walk is simply moving forward or backward (slowly) while crouching. Simply hold D/F or D/B to move in 
this manner.

4.1.6 Hopping

Hopping is an interesting and underused (IMHO) technique which deals with low attacks, circular 
and straight alike. Hopping will be examined with respect to Okizeme later on, but for now hopping will be 
discussed in the context of general fighting.

The problem with low attacks is their difficulty in being avoided. They can be blocked, which is 
good, but prevents Akira from taking full advantage of a potentially profitable situation. Dodging low 
attacks is also possible, but many low kicks are of a circular nature, and thus can be difficult to avoid. But 
the one sure-fire way on avoiding a low attack is hop over it. Not only does this completely evade the 
attack, but it also skips the stun of blocking a low attack and leaves the opponent in a lengthy recovery 
process. In this situation an SPoD will connect rather easily, as will a Knee - DLC combo. However, 
hopping over low attacks on sight is both difficult and risky, and thus this tactic should be used in a set-up to 
increase the chance of success.

Below is a short list of places where a low attack (usually a sweep) is a probable response.

-Akira does a RBC, opponent does TT sweep
-Akira does an SE, opponent does TT sweep
-Akira does PGPG, opponent counters with a low kick
-Sarah starts the round with d/f+K+G, Akira hops over it
-Lau does his quadruple sweeps (hop over the last sweep)
-Jacky does his K+G, d+K+G (hop over the d+K+G)
-Jacky does P, d+K (requires excellent reaction)
-Lau, Pai, Aoi does PPPd+K (risky; better to reverse the punches)
-Jacky does Ppd+K (risky; better to reverse the punches)
-Taka does d+P+K, P+K (requires good reaction time)
-Kage does a f,f+K (easy to read)
-Wolf or Jeff do a pickup, then go for a low kick 'MC' (must have knowledge of opponentís 
-Lion does D+K+G (requires excellent reaction time)
-Jacky does LBF - delay - Sweep
-Lau does P,b+P - E - f,d+K (pretty common)

As with the reversal list, this is just a part listing which includes a few instances where a hop 
might be beneficial. Your own personal yomi skills and reaction time will determine any further success 
you have with hopping.

KJ: As a quick note to this particular portion of the Movement Section, I would like to say that 
blocking is indeed the more common and safer way of dealing with low attacks. Hopping is not. If you 
misread an opponentís intentions, or do not time the hop properly, you can get KILLED with big-hit moves 
and some nasty floaters. I personally recall one time while I was playing a Pai and she hopped, either 
accidentally or thought I would attack low, only to eat a Yoho - DLC float combo. Good players will not 
hesitate to murder you in mid-air, so be careful.

Steve: This will be discussed later in the Okizeme section, but sometimes the best thing to do if your 
hopping is to hit the "K" button. If hit in the "air", a small "Aerial" Shin Kick will be the result. If "K" is hit 
just before landing a long Mid Kick will result. The Shin Kick will hit an opponent, knocking them down 
before you land, while the Mid Kick will simply "'Stagger'" them.

4.2 Korean Stepping

This section is an attempt on explaining the phenomenon of 'Korean Stepping'. The goal is to 
further explore evasion and movement tactics, with special notes regarding evasion techniques specific to 
Akira. A lot of discussions have taken place in order to decide just exactly what 'KSing' is and how to do 
it. We hope this will help to clear things up. 

4.2.1 Basic Concept of Korean Stepping

My own personal interpretation of Korean Stepping has changed considerably 
since I first heard of its existence, and all the ideas and theories in the following section 
are based on personal experience. I can only list and attempt to justify my claims, and 
hope that any errors or misinterpretations will be brought to my attention.

Korean Stepping is a rather controversial issue in the U.S., due in part to 
the fact that its implementation is rather scarce among U.S. VFers (at least 
it is in my town). I believe a general consensus, however, has been reached 
upon its actual definition, which states that Korean Stepping is a particular 
style of movement that incorporates a variety of elements. Like any "martial 
art form," Korean Stepping is a system, which is open to personal 
interpretation and specialized implementation, and consequently, has a variety 
of branches. To describe Korean Stepping is difficult, but one such account 
could be: a series or quick, continuous movements with little or no pause 
between direction changes. It has been described as "snake-like movement" and 
"very confusing." Keep in mind that Korean Stepping (KS) is open to MUCH 
interpretation and personalization, and that there is virtually no "right" way 
to do it. 

KS Components: 

Below, for your perusal, is a list of POSSIBLE movements which may or 
may not be considered parts of 'KS'. These movements, or elements, are (to me) the 
basic components with which 'KS' sequences may be developed.

Forward/Backward Dash: Performed by f, f / b, b or f+E / b+E.

Although these are rather basic VF movements, they do fit into the category of "accelerated movement," and 
thus are at least possible elements within 'KS'.

Crouch Dash (CD): Performed by d/f, D/F.

The 'CD' is undeniably one of the more useful movement tools in VF3. This being the case, a 'CD' would 
seem to be an important component of KS (I use the 'CD' *frequently* in my versions of 'KS'). 

Escape (E): Performed by E or d+E. 

Also referred to as a dodge. Escaping is a method of attaining lateral, or sideways, movement, enabling the 
escaper to avoid most linear attacks altogether. Dodging would fit more into the category of "evasive 
maneuvers" as opposed to "accelerated movement," but still offers interesting results in a 'KS' sequence.

Diagonal/Slant Escape: Performed by d/f, d/b, u/b, or u/f+E.

These commands produce a straight dodge, but at a diagonal angle. The angle varies slightly depending 
upon the distance between combatants, but still remains a rather shallow angle 
(Less than 45 degrees in most cases). Since this type of dash resembles a normal dash, and the angle is so 
subtle; it would seem a plausible conclusion to say that this maneuver could serve as an excellent component 
in 'KS'. 

Escaping Crouch Dash (eCD): Performed by d/f, D/F+E.

Essentially, this is a 'CD' which takes on the directional properties of a Diagonal Escape. Combining these 
two elusive movements theoretically would produce a doubly effective maneuver. In my experience, I have 
found this specific move an effective alternative to normal 'CD's', as the eCD places you in a position 
*beside* your opponent instead of directly in front of him. This subtle positioning is often confusing to the 
opponent; thus, eCD could be an effective element in 'KS' as well.

The Dodgelet: Performed by d,d /f+E. 

This is a smaller version of a regular dodge (E or d+E). Though the distance covered by a Dodgelet is 
somewhat less than that of the regular dodge, it is more controllable (you move in smaller increments, and 
thus, are able to exact dodges with more precise measurement), and can be repeated rather rapidly (the 
recovery time for a Dodgelet is MUCH shorter than that of a normal dodge). In fact, the rate at which you 
dodge using this technique seems only limited by the speed with which you enter the commands for it.

Escape - CD cancel: Performed by E, or d+E, then d/f, D/F. 

Not to be confused with an eCD, this is actually two techniques combined together, where the 'CD' is 
inputted before the escape process is completed. By doing this, you are able to dodge to the side while avoid 
high circular attacks (such as Lau's K+G), as well as control the length of the dodge. In addition, a 'CD' 
may be canceled into an Escape, but I use this particular sequence rather infrequently. Note: I mentioned 
previously that I would only discuss possible individual elements in 'KS', which would dictate that I omit 
this entry and save it for the section on combining these movements. However, this sequence is possessed 
of such usefulness that it qualified (at least in my books) as an individual move. Regardless of how other 
VFers view this opinion, I use this tactic liberally and feel it is important to all characters, not just Akira.

KS Sequence Rules:

It is possible to cancel certain movements into others in a similar fashion to the Escape - CD 
Canceling technique aforementioned. However, there are a few "rules" which limit cancellation options, 
however, and they are listed below. There may be some exceptions to the rules, but I have found them to be 
constants in the 'KS' system.

1) An Escape may be cancelled only by a 'CD' or a Dodgelet, the former being 
the more common option. An Escape may not be cancelled by another Escape, nor can a standard forward 
or backward dash, or a Diagonal Escape cancel it.

2) A 'CD' may only be cancelled by an Escape, a standard dash, a Diagonal 
Escape, or a Dodgelet. Another 'CD' is possible, but a forward/backward dash 
must be buffered in to produce an immediate standing position.

3) Although a Dodgelet can seemingly cancel any movement, I am unsure as to 
the exact moves that may cancel a Dodgelet, except another Dodgelet.

Assuredly there are more specific rules than these, but for the below list of 'KS'
sequences, these will be the main factors in shaping the structure of the movement patterns.

4.2.2 Sample KS Sequences:

With the components known and the rules (as far as are understood) examined, it is now possible to create 
'KS' sequences. Below is a *brief* list of sample sequences which I have planned and executed. MANY 
more variations are possible.

i) Escape - Escaping CD - Forward Dash (d+E, d/f,D/F+E, f+E):

A rather generic sequence that is easy to do, but has a simple pattern of movement.

ii) Escape - CD - Escape (E, d/f,D/F, E): 

Again, a simple pattern. However, the timing of the 'CD' and second Escape can be varied, producing 
'KS' sequences with different appearances and distinct movements.

iii) Escape - CD - Escape - Dodgelet (E, d/f,D/F, E, d,d/f+E):

The same sequence as above, but with the addition of the Dodgelet. The Dodgelet can 
be repeated as many times as desired.

iv) CD - Escape - CD - Backward Dash - Escape - eCD (d/f, D/F, E, d/f, D/F, b+E, 
E, d/f, D/F+E):

If executed properly, this sequence is lengthy enough to provide an adequate example of what I consider 
'KS'. This would theoretically appear as a chain of quick dodges and dashes, thus producing a very active 
and potentially confusing pattern of movement.

Note: In all sample 'KS' , a "d+E" can be substituted for an "E". This substitution is best used if a CD 
cancel is planned, since there is a little glitch in that only D/F is needed to input a 'CD' after a "d+E". I am 
not sure if this trick works in all versions of VF3.

4.2.3 General KS Uses: 

This is a highly subjective topic, and, like 'KS' itself, is open to a good deal of personal interpretation. My 
own personal findings are presented here, and are in no way the be-all and end-all of 'KS' implementation. 
In order to present more than one view on the subject, I will use paraphrased versions of other VFers 
opinions on 'KS' and its actual effectiveness. They will, of 
course, be given full credit for their comments, and, like myself, have expressed *opinions* on the subject, 
not absolute fact.

Personally, I find that 'KS' is more of a distractionary tool, as opposed to a 
deliberate offensive/defensive set of maneuvers. If you ask the question 
"Which is harder to hit: a stationary target or a moving target?", my answer 
is "A moving target." Simple dashes and dodges are effective and are the 
basis of VF3 movement, but they are more of a reactionary/initiating type of 
movement which can telegraph your intentions to the opponent. When I see a 
'CD', I generally believe the opponent to be preparing for an attack, or trying 
to bait me into throwing an ill-advised attack of my own. If not, then why 
else attempt to close the distance? Though options are adequate from this 
point (a 'CD'), they become predictable, especially if you can determine the 
nature of your opponent (i.e. aggressive, passive, etc.). This is where 'KS'
comes in. A series of rapid, confusing dashes and dodges occurring without 
hesitation or delay. Some may seem aggressive, while others may seem evasive. 
One second you're dashing in for an attack, and the next you're dodging and 
retreating, only to dodge and dash forward again. This mixture of movements 
can often confuse the opponent, as they have NO idea where an attack could 
come from, and chances of them actually landing a blow are greatly reduced. 
Throws? No, too many direction changes coupled with constant ducking and 
standing could lure a missed throw animation. There are numerous other 
outcomes when 'KS' is involved, but the general idea (for me) is to add 
confusion to my opponent's mindset.

An e-mail correspondent of mine, Jeff-Maru, has stated a few different 
purposes for 'KS'. He believes that 'KS' should be used as an offensive attack 
tool, rather than a defensive evasion technique. I agree with this to a degree, as KS does open up more 
attack opportunities, but I believe that that is only one half of 'KS's' effect. Jeff-Maru has also stated that 
certain throw escapes can leave you turned or facing away for your opponent. To deal with this 
vulnerability, he recommends using 'KS' to quickly avoid any attacks and 
regain normal fighting orientation. I have experimented with 'KS' in that fashion, and have found it to be a 
reliable method of escaping harm's way.

5. Attacking

The most important aspect about playing VF3 in general is that of attacking your opponent. This 
section is divided up such that we start with the basics of attacking, and move on to the more advanced 
topics later. The basics must be learned before the "Advanced" should even be considered.

5.1 Basic Attack sequence

This is somewhat of a useless discussion, but it is fundamental in learning how to play not only 
Akira, but also any character in VF3. The object of VF3 is to KO your opponent in the allotted amount of 
time. This is done (obviously) by attacking your opponent and doing damage to them. I will quickly describe 
the basics of general attacks, then move on.

Each character has an array of moves in his/her arsenal, which they may use against their opponent. 
Each of these moves has a "Frames" listing in the movelist provided at the beginning of this FAQ.

Exe - Execution Time - This is how much time is spent in executing the actual move. A 
move is being executed from the moment it leaves characters body, up until it connects with the opponent.

Hit - Hit Detection Time - This is how long the move actually spends connecting with the 

Rec - Recovery Time - This is how long it takes for a move to be fully retracted back to the 
characters body.

These terms become more important later on in the "Advanced" sections. 

There are only a few situations in which a character cannot attack another character.

i) While Blocking
ii) While being "Floated"
iii) While being "'Staggered'"
iv) While in another moves "Rec" phase
v) During your own missed throw/reversals "Whiff" animation
vi) During "Block Stun"
vii) While Evading - Except for certain attacks described in the previous chapter.

One of the most important aspects of "Basic Attacks" is that of "Countering" your opponentsí 
attacks. What this is an immediate retaliation to an opponents BLOCKED attack with one of your own. The 
opponent, who is in the "Rec" phase of their move, is a prime target for a throw or another attack. You must 
learn to "Counter" whenever possible, in order to capitalize on your opponents, hopefully lengthy, "Rec" 

5.2 Advanced Attack Sequence -1

Now for some more "Advanced" fighting tactics. The ones that are first presented are quite simple 
compared to others, so we have broken this section into two parts: "Advanced Attack Sequence -1" and 
"Advanced Attack Sequence -2". A list of "Float" combo's will be presented here as well.

5.2.1 Floating 

Floating is one of the most important basics of attacking in VF3. A "Float" is when you knock your 
opponent up into the air after hitting them with some sort of move that gives a "Knock over". You can 
"Float" your opponent different heights depending on the move used and the damage done. The height an 
opponent is "Floated" as well as "Terrain" affects how long an opponent will stay airborne. "Floats" are an 
important part of combo's, which are discussed later. 
Here is a list of good "Float" moves at Akira's Disposal.

i) SDE
ii) Knee
iii) SJK
iv) SRM
v) Yoho
vi) LBF -must "MC" or "mC"

Many of Akira's Float combo's are started from one of these moves, either on their own or preceded by 
something else.

5.2.2 Major and Minor Counters

Landing a move that either "MC's" or "mC's" will serve two purposes. One, it will increase the amount of 
damage your attack does as compared to its "regular" damage. Secondly, a "MC" or "mC" will "Float" your 
opponent MUCH higher than normal.

A "MC" is done by connecting a move (your move in "Ht" phase) on your opponent while theirs is in the 
"Exe" phase.

A "mC" is done by connecting a move (your move is in "Ht" phase) on your opponent while theirs is in the 
"Rec" phase.

5.2.2 Attacks During Floats

When an opponent is being "Floated" by one of your attacks, they are defenseless. This is the 
perfect time to attack by launching a "Float" combo. This is a series of moves "Strung" together in series, 
with as many as possible hitting your opponent. This is where most of the damage you'll dish out will occur. 
"Float" height and "Terrain" all affect how many hits you can get. Here is a list of Akira "Float" combos. It 
is by no means complete, as the number of combo's is almost infinite, but this list should give a good 
representation of what can be done.

M-KICK ('Stagger'), f, P, K, d-KNEE, BC M-Kick = Mid Kick 
M-KICK ('Stagger'), f, P, K, d-KNEE, DJK L -Kick = Low Kick
L-KICK ('MC'), P, K, d-KNEE, DJK d-Knee = Dashing Knee, regular or 'CD'.
L-KICK ('MC'), d-KNEE, SDE c-Knee = Knee FC
L-KICK ('MC'), P, K, d-KNEE, P, K 

Note: If an M-Kick hits as a "MC", it will "Float" the opponent allowing for a DLC to connect. 

RBC, SDE, StPm, Low Punch, DbPM
RBC, SDE, BC/DJK (SJK for lighter players)


f+P+G, d-KNEE, P,K 
f+P+G, d-KNEE, DJK 
f+P+G, d-KNEE, SDE 
f+P+G, P,K, d-KNEE, BC 

b,d+P+G, d-KNEE, BC 
b,d+P+G, d-KNEE, SJK 
b,d+P+G, d-KNEE, P,K 
b,d+P+G, d-KNEE, DJK 

c-KNEE ('MC'), SDE 
c-KNEE ('MC'), BC 
c-KNEE ('MC'), DJK 
c-KNEE ('MC'), P,K 
L-PUNCH ('MC'), c-KNEE, P,K 

LBF, SRM, BC - Some of these combos require a "MC" LBF.
LBF, knee, BC
LBF, SRM, low punch, DbPM
LBF, knee, DJK
LBF, SRM, DLC (SRM must be a 'MC')
LBF, knee, SDE
LBF, knee, 2/3 DLC
LBF, Yoho, DLC (Yoho buffered as Akira is starting to stand)
LBF, Yoho, knee

SE, Yoho, DLC - SE combos are easily escaped by the opponent. Use them sparingly.
SE, knee, DJK
SE, knee, BC
SE, low kick, knee, BC
SE, low kick, SJK

ST, d-knee, BC The ST can be "Struggled" out of, so be careful.
ST, d-knee, SJK
ST, d-knee, P,K
ST, d-knee, DJK
ST, d-knee, knee
ST, "Half - Dash", SJK, Yoho, (PG optional), DLC
ST, "Half - Dash", SJK, SJK, DLC

Again, this list is by no means complete. It is only meant to give a good representation of what can be done.

KJ: Let me just say that a good list of combos has been presented here, but 
really only a few of these are worth doing in actual combat. If you want to 
show off your skill and be impressive, then these combos are certainly built 
to that end. But in real fights, where "Float" opportunities come once per 
match, you MUST exploit the situation as much as possible. Hence, the DLC is 
the one true "Floating" device. Not only does it do incredible damage, but it 
can catch opponents fully even when they are at a low altitude. Trust me on 
this one. If you're in a tournament or competing against your best rival at 
the arcade, you'll want to DLC everything that "Floats". But, for the record, 
there are some non-DLC combos that provide good damage nonetheless:

SDE - PKG - PKG - Yoho
ST - d-knee - DJK
LBF - SRM - low punch - DbPM

These are just a few to mention. But in all reality, DLC after "Floats". When 
you're a master of Akira and can afford to show such mercy, *then* you can 
start to do the various non-DLC combos.

Steve: I have to disagree with KJ on this point. Akira has the ability to be a very "Flashy" character while 
still dealing out some pretty heavy damage. This fact should be exploited when fighting. Now granted, 
attempting these combos will, more often than not, get you into some trouble. Why, well if there is a 
category known as "Advanced Combo's", these fall right into it. But, when I personally play Akira I 
ALWAYS go for "Flashy" combos over those that I know I can more easily get. This doesn't mean that I 
don't use the "basic" DLC follow-up, it just means that I probably won't use it anymore than once per match. 
Style is EVERYTHING, even if it puts some ugly blemishes on my win/loss records. 

5.3 Conditioning

As we get closer to understanding more advanced tactics, another important topic arises. This topic 
is that of "Conditioning". We have again broken this topic into two components, "Basic Conditioning" and 
"Advanced Conditioning". "Advanced Conditioning" deals with "Conditioning" during KS, which itself 
(KS) was discussed in chapter 4 and will be discussed again later in this chapter. "Conditionings" use, 
concept, and implementation are described below.

5.3.1 Basic Concept of Conditioning

"Conditioning" is a term used to describe a technique, which if used properly will "entice" 
your opponent to make a mistake that YOU wish to occur. The importance of this is obvious; your opponent 
makes a mistake that you desire, like a throw, then you take advantage of the situation.

To "Condition" an opponent, you must first be familiar to they're style of play. You should ask 
yourself these questions before attempting it:

i) What are my opponentsí most Natural reactions to a given attack? In other words, if you throw a 
Low Kick at your opponent, how do they react to it?

ii) Is my opponent in an Offensive posture or a Defensive posture? Is your opponent constantly 
attacking, trying to force openings for moves or do they wait for a mistake on your part?

Note: Granted, ALL players switch between Offense and Defense, but which state are they in MOST of the 
time? This state is their "natural" state, the one they are most comfortable with and will revert to it on reflex 
if the situation requires a quick judgement.

iii) What types of moves does your opponent "automatically" react to? Will your opponent ignore an 
occasional Low Kick and wait for a better opportunity, or will they react immediately to it, ignoring any 
previous plans they had in store?

With these answered, you can begin "Conditioning" your opponent! But how exactly does one "Condition"? 
Well, you have to make your opponent believe that a certain type of attack is coming, in an attempt to have 
them to retaliate against that type of attack. But in actual fact you do a different one, one that is geared to 
"Counter" your opponentsí response to the "Conditioning". This is accomplished by repeating certain types 
of attacks over and over again. Not the same attack, but the same type. For example a Low Kick and an LBF 
are the same type of attack, they are both "Low" and fairly quick.

5.3.2 Basic conditioning

The best way to properly explain "Basic Conditioning" is through examples.

Desired move: SPoD
Opponent: Player 2 (0deg)
Akira: Player 1 (180deg)

In order to connect a SPoD at minimum risk of escape is to do it while an opponent is crouching, or during 
their "Whiff" animation. In this example, I wish to make my opponent Crouch.

i) Questions: The opponent I am playing's "natural" state is a Defensive posture. They will ignore 
many "weak" attacks as they don't do much damage and don't leave much of an opening.

1) Low Kick. I perform a Low Kick on the opponent. It connects with them doing little damage, and 
they ignore it as expected. The Low Kick has a total frames of 37(14-1-22) and a damage of 10pts.

ii) Opponent still in Defensive posture.

2) Evade. Next I evade into the screen, leaving me at ~135deg, opponent still at 0deg. This is mostly 
just to confuse the opponent, make them wonder what I will do next. Since my opponent is wondering what 
I will be doing next, they do not react to my "E".

iii) Opponent still in Defensive posture.

3) Low Kick again. A second Low Kick is done. The damage total is now up to 20 pts. Since I have 
connected two attacks in a row, my opponent now becomes "concerned" about my actions and will watch 
me more closely. 

iv) Opponent changes posture from pure Defense to a Defensive/Offensive posture. They are 
looking for an opening or mistake more readily and will attack if one is seen.

4) LBF. Another Low attack is done. The LBF is chosen for a few reasons.

a) It is "Un-Counterable"
b) It is a move from which Akira's more powerful moves can be buffered 
c) Its Damage is a little more than double that of the Low Kick.
The opponent has now taken a total of 45pts of damage, a substantial amount of damage for not 
reacting to the initial Low Kick. The opponent is now ready to attack! What do you think they think is 

v) Opponent has changed posture to an Offensive one. So far they have been hit with three Low 
attacks, all of high speed. Right now the opponent "hopefully" feels that you think they will fall for another 
Low attack again, and thus will attempt an attack that is geared towards this. The most common retaliation 
would be a Mid Kick, or possibly a Low throw.

5) d+E, SPoD ('mC'). A d+E is performed to evade the coming attack. This places me back at 
180deg, while the opponent has remained at 0deg. The opponent has been conditioned to think another Low 
attack is on its way, and thus will react accordingly. (We'll say a Mid Kick) We know that this attack is 
coming, so we evade it. During the Evade, a SPoD is done during the "Recovery" of the opponents missed 

This example gives a very good idea to the tactics of conditioning. As you can imagine, the number of 
possible "Conditionings" is probably infinite. Use the example above to come up with your own.

5.4 Advanced Attack Sequence -2

In this section we will simply add more techniques and strategies to the previous Attack Sequence section. 
Once you are comfortable with all techniques from both, you should work on combining them together. For 
example, 'KS-condition' your opponent to set them up for a powerful 'Float' combo or an attempted Ring-
Out. Although this is difficult to do, its well worth the effort when you see your opponent lying on the 
ground with half or more of their life bar gone just because you 'somehow evaded' their sure-thing attack

5.4.1 Inclusion of Korean Step:

So what exactly does 'KS' specifically have to do with Akira? Well, there are numerous 
applications for 'KS' with virtually any character, but Akira gains some interesting advantages by using this 
strange form of movement. First off, I think by know most Akira players understand the importance of the 
'CD'. It's quick, evades throws and high attacks, and enables Akira to use some of his better moves 
instantaneously. 'KS', or at least my version of it, incorporates numerous 'CDs', which would make 'KS' 
ideal for Akira. Another advantage to KS-Akira use is the "disguise" element caused by the quick, odd 
movements of the 'KSer'. Most of Akira's attacks are straight, and advance him forward. He has no true 
circular moves, thus he is vulnerable to well-timed Escapes. To prevent such effective evasion on the part of 
the opponent, Akira must disguise his intentions, and unleash his attack when they least expect it. With 
'KS', multiple opportunities are created for Akira to strike. And since Akira is constantly snapping back 
and forth between standing and crouching positions, the opponent has little or no idea of which type of 
attack to expect. Will it be a DE, a SgPm, a Shoulder Ram, a SPoD...? With all these attacks possible, the 
opponent has less chance of correctly guessing your intentions, and Akira would definitely have some 

Steve: 'KSing' involves a lot of evading and 'CDing', all of which change the "angle" you face your 
opponent if used properly. (See the appropriate part of this FAQ to read about how I explained "angular 
movement") Thus, it is a perfect lead in to using (a buffered) "evade-attack" like eBC or "double fist".

Akira-Specific KS Sequences:

'KS' obviously shows some potential effectiveness with Akira, so let's look at some specific sequences that 
might benefit Mr. Yuki. Again, MANY more sequences are possible; these are just *some* of the ones I use 

i) DE - Escape - Low kick - Escape - CD - Shoulder Ram:
With Akira, I have found that portions of 'KS', when combined with certain attacks, produces an 
annoying and effective offensive pattern. The movements are designed to evade retaliation from the 
opponent, then another attack follows. In this particular sequence, there are two main possibilities for attack 
here: the low kick and the Shoulder Ram. If the low kick 'MCed', a throw would be guaranteed, negating 
the need to continue the sequence. If the Shoulder Ram connected, it could very well float high enough for a 

ii) Escape - CD - SgPm - Escape - SPoD:

I personally use this as a way of opening up opportunities for the SPoD. The SgPm, when blocked at a 
medium distance, or when it hits, can either do excellent damage, or is Un-Counterable. Many opponents 
will try to counter though, which is perfect 
for an Escape - SPoD chain.

Steve: You must be careful in watching your range in this string. A SgPm, even one that connects, at "long" 
range WILL NOT KNOCK DOWN YOUR OPPONENT. Thus you could very easily be countered.

Steve: "Escape - SPoD" is a very useful way of creating opportunities to use the SPoD, however you must 
remember that it is still VERY SLOW relatively speaking (19 frames to initiate.) Therefore, attempt a SPoD 
ONLY if you "E" an attack which has somewhat long of a recovery time, and especially if a LOW retaliation 
is used.

5.4.2 Advanced Conditioning

Now that basic 'conditioning' has been covered, we can move on to what I refer to as Advanced 
Conditioning. More specifically, how to use 'conditioning' in such a way that your intentions will be even 
less obvious to your opponent. To accomplish this, one must learn to 'condition' during maneuvers such as 
'Korean Stepping'. The end result will be a much smoother attack/deception pattern, which will be virtually 
free of predictability, keeping you ahead of your opponent. Conditioning During KS

'Conditioning' during 'KS' is actually quite similar to regular 'conditioning', and just as simple to carry 
out. You just have a few new rules to play by. Firstly, if you are 'KSing' quite a bit your opponent will 
recognize it quite quickly. Once recognized, the opponent will more than likely become quite defensive in 
anticipation of some sort of sneak-attack (hyper-defensive). This greatly reduces the usefulness of 'KS', and 
is thus undesirable. To prevent this, 'conditioning' must be used.

'Conditioning' in this context is more of a 'KS' protector than an opportunity maker. If done correctly it 
keeps the opponent out of their hyper-defensive posture mentioned above, and in a somewhat offensive 

posture where they will still attempt throws, counters, etc... against you. Remember, the effectiveness of 
'KS' almost completely depends on its ability to confuse the opponent, and ESCAPE ATTACKS in an 
attempt for you to counter the opponent. Dancing around a constant blocker will do neither of these, and the 
most you can hope to achieve is a throw of some sort.

So, how does one include 'conditioning' within 'KS'? Well, if you understand basic conditioning you 
should already be able to answer this. Simply use standard 'conditioning' tactics in between every couple of 
'KS' components. This has two effects:

i) It keeps your 'KS' technique looking very random or jumbled. This helps keep your 
opponent from being able to recognize your favorite 'KS' string and 'counter' it.

ii) By using 'conditioning' tactics to protect your 'KS' strings, you are also accomplishing 
'basic conditioning' simultaneously. Thus, you can use 'KS' and 'condition' your 
opponent for a SPoD (see 5.3.2 ex#1) all in one go.

So, in essence, 'advanced conditioning' is just 'basic conditioning' used to accomplish two purposes. A 
sample of 'advanced conditioning' will be given below. 


Escape , eCD, LBF, b+E, Dodgelet, d+K, d+E, CD, d+P, b+E, SPoD

The 'KS' string normally would have been:

E, eCD, b+E, Dodgelet, d+E, CD, b+E

And the 'basic conditioning' sequence would have been:

LBF, d+K, d+P, SPoD Ė Which is similar to the example referenced to above.
'Advanced conditioning' successfully combines both of them into one technique. Many more of these 
examples exist, but only this one will be shown here... EXPERIMENT!


One of the most crucial elements and more profitable opportunities in VF3 warfare is the art of 
Okizeme (Oki). An interesting concept, Oki is the application of pressure tactics to a rising opponent that 
works on the belief that, if knowledgeable and skilled enough, one can gain a superior advantage over his 
opponent. Certain aspects of rising attacks (such as the 'Stagger' feature, increased delayability, and 
priority over a majority of incoming attacks) have made Oki a more risky venture, but the potential rewards 
for successful pressure tactics eventually out-weigh any risk. This section of the Akira FAQ will deal with 
Oki specifically suited to Akiraís abilities.

KJ: You know, the more I play VF3, the more I get it into my head that Oki is truly a great weapon. 
Pouncing and ground attacks are all good and fine, but advanced Oki really lets you capitalize on opponentís 
mistakes and score big damage. If you do it right, you can basically get a free throw or power hit, which can 
otherwise be hard to come by. Obviously advanced players know the power of Oki, but anyone learning this 
game must become acquainted and at least competent with Oki tactics.

6.1 Pouncing/Ground Attacks

For some of the VF fighters, pouncing and ground attacks are very important and often used 
components of their Oki. Jeffry gets a lot of free pounces now, and both he and Wolf can use the pickup to 
continue their pressure. For characters like Pai and Aoi, damage can be hard to come by, and thus pouncing 
becomes as much a necessity as a luxury. But for Akira, itís a little different.

As far as pouncing goes, Akira gets them few and far between. His 'leaping ground punch' is quite 
slow, and has a small hit detection area (unlike Jackyís or Sarahís). Rollers easily avoid his incoming fist, 
and even kippers can evade the punch without many problems. There are a few situations where a pounce is 
more or less guaranteed, but for the damage a pounce gets Akira, it usually isnít worth it. In any case, 
pouncing attempts should be left to the individual; if you think itís worth it, then go for it. Just donít be 
surprised when you eat a healthy dose of rising kicks.

Akiraís other option in terms of a ground-specific attack is the ground punch. Itís fast and a quick 
dash in usually guarantees it to connect after most knockdowns. And at 12 points of damage, it makes a nice 
little follow-up to most floaters and throws, and still leaves you in a position to apply solid Oki. If youíve 
eaten enough rising kicks after trying a full pounce, why not opt for a quick dash plus a ground punch? 

6.2 Blocking Rising Attacks

Of all the changes between VF2 and 3, the mechanics of a blocked rising kick or sweep must be 
considered paramount. Any blocked rising attack, high or low, offers the blocker a guaranteed throw 
(provided that, when blocking sweeps, your character has a low throw). This fact alone makes Oki a very 
enticing and potentially profitable situation, as throws can be difficult to connect against savvy opponents. 
The following sections will discuss specific responses to blocked rising attacks with respect to Akira.

6.2.1 High Rising Attacks

Akiraís throws have the potential to do a great deal of damage, and blocking a high rising kick is a 
very easy way of getting a throw. Of course, throw reversals can threaten the process, but Akira has enough 
throws to keep his opponent guessing.

Upon blocking a high rising kick, Akira has three useful options. First, he can use one of 
his setup throws (RBC, SE, and ST) in the hopes of doing more damage to his opponent. Second, he can use 
of his immediate damage throws, such as the Close-in Ram or Grasping Mind throw. This choice is 
preferable if the opponent has only a small portion of life left and the intent is to 'finish him off.' And 
thirdly, Akira can SPoD. This, however, should only be used if you believe your opponent is trying to 
escape one of your throws, thus may only be appropriate after some form of "conditioning".

6.2.2 Low Rising Attacks

A blocked low rising attack is not as easily punishable as a high rising attack. Akira lacks a low 
throw, and the SPoD is too slow to be guaranteed. So what is one to do? Well, there are a couple of options 
that can be quite beneficial if good "yomi" (yomi: Term used for "Mind-reading") skills are applied to the 
situation and to the opponent. Letís take a look.

[Brief pause - D+K ('MC') - Throw]

The opponent may be worried that youíll attack and try to counter after you block the sweep. This 
is a good opportunity to try a Low Kick interrupt, which would guarantee you a throw. Once the opponent 
stops attacking immediately after the sweep, the next few options will become available.

Steve: Remember that if you "MC" with a Low Kick, YOU ARE GUARANTEED a throw.

[DE ('Stagger') - Throw/SPoD]

If your opponent just remains blocking low after a rising sweep (and itís a good bet he will), use a 
DE to 'Stagger' and get a throw. If he struggles out and ducks, then just SPoD him. In fact, depending on 
the situation and your skill with the SPoD, you can just skip the DE part and SPoD the poor Croucher. 
Either way, though, youíve got yourself a pretty good deal.

By mixing up these two tactics, you should be able to keep opponents on their toes when 
they throw out sweeps. For more on dealing with sweeps, see the 'Hoppy-Zeme' section later on.

6.3 Slip-dodging Rising Attacks

The technique called 'Slip-dodging' is a carefully executed dodge that completely evades a rising 
attack. Just as any normal attack may be avoided with the proper dodging, so can a rising attack. By doing 
a Slip-dodge, you essentially get a free side throw or front throw (depending on your speed and intentions), 
or you can squeeze in a quick knock-down blow (a BC or eBC). However, the actual mechanics of Slip-
dodging are rather intricate, and have a number of distinct exceptions and variations to an otherwise simple 
rule. For a complete rundown on how to Slip-Dodge, please see Kris Amicoís VF3 Miscellany Site. As for 
this section, only the possible follow-ups to a successful Slip-dodge will be discussed.

KJ: At first, I thought this was really only worth it when playing Jeffry and Wolf. I soon 
discovered, however, that Slip-dodging is extremely useful for Akira. Not only does it increase your Okiís 
effectiveness, but also it gives you a guaranteed opportunity to SPoD the poor attacker. Read on to find out 

Steve: A "Slip-dodge" is one of the best "SPoD" opportunity makers. You will have to do the SPoD 
a little faster than normal, as it will be hitting as a "Counter". Aside from this, you should be able to land it 
somewhat more easily as the opponent will be recovering from a missed rising attack.

6.3.1 After Slip-Dodging a High Rising Attack

Akira has a number of options following a Slip-Dodge against a high rising attack. The first, and 
perhaps most common follow-up is a side throw, but in Akiraís case, this can be a downfall. Akiraís side 
throw is quite weak in terms of damage inflicted and is definitely not the best choice when the chips are 
down and the pressure is on. The side throw has the one bonus of being inescapable, however, so if your 
opponent has only a tiny amount of life left, then this is a good sure-fire way to finish him off.

But if your intention is throw, then pause slightly and use a normal front throw. Though 
escapable, Akiraís front throws are both useful and numerous (numerous enough to keep the opponent 
guessing), and should be the preferred choice in this case. 

KJ: Keep in mind here to pick the throw that best suits the situation. If your opponent is 
low on life, use the d/f+P+G throw and follow it with a ground punch to end the match. Or, if you need to 
score more damage, use one of his setup throws and go into a flowchart. And in the event that the opponent 
is near the edge of the ring, why not use the Close-in Ram or Grasping Mind throw for the easy RO? My 
point is, pay attention to the situation and make the best of what you have got. Youíre not playing Wolf 
here, and choice is not as simple as 'Giant Swing or Armlock Twirl?'

Steve: Don't be afraid to go for RO's either. Akira's frontal throws have high "Push" 
distances for a reason; USE IT.

Another option here is the use of the SPoD after a successful Slip-Dodge. At 86 points of 
damage, thatís Akiraís most damaging single attack. And whatís better is the SPoD is completely 
inescapable; itís not a throw. This is also an excellent opportunity to attempt a SPoD; such opportunities can 
be rare when playing against savvy opponents.

KJ: Personally, I think this is Akiraís best option. Some may disagree, but go try it and a 
big olí grin will spread across your face as the opponentís mouth drops to the floor (mainly because he lost 
half his lifebar for throwing out one lousy kick:). Besides, you canít escape it and it looks very cool. What 
more could you ask for?

Steve: 'Nuff said.

If your taste does not lie with throwing and your SPoD isnít reliable, then you may want to 
use an attack. You can either go for the simple knockdown and re-apply pressure from there, or you may 
want to go for a floater. The latter is obviously the more damaging choice, and in most cases is the best. 
Some good floating tools are the knee, Yoho, SJK, or SRM, although youíd have to cancel your dodge into a 
CD for the SRM to be fast enough. As usual, tack on a DLC, or go for the more flashy combos if thatís your 
preference. Hereís a quick list of just knockdown moves that you can use too, if you want.

-DbPM (have to use E - CD)

Steve: If youíre sticking to the basics, and will use one of the attacks above, I recommend 
using the BC. Most likely, it will hit as a "mC" doing some great damage. Then, tack on a ground punch.

6.3.2 After Slip-Dodging a Low Rising Attack

The main difference between this situation and a Slip-Dodge after a high rising kick is that the 
possibility of throws is pretty much eliminated. In addition, an SRM wonít float high enough for a DLC, 
and SJKís sometimes wonít connect. However, because the opponent is crouched, a DE ('Stagger') is 
possible, which can easily lead into a throw. But the main option is, again, the SPoD. Since itís a middle 
blow, the SPoD will fully connect.

KJ: You could argue about the best follow-up to dodged high rising attack, but in this 
situation, there simply is no doubt that an SPoD is the best choice (IMHO). Elbow 'Staggers" are NOT 
guaranteed to give you a throw; the opponent can struggle big time. But a SPoD is completely inescapable, 
and the only way it isnít going to work is if you mess it up. Sorry folks, but I have to go with the SPoD on 
this one all the way...Steve?

Steve: I agree completely. The best times to go for a SPoD is during opponents recovery 
time, whiff animation, and while they are crouching. In this situation, two of these situations are fulfilled: 
recovery, and crouching. If this isn't a SPoD opportunity, I don't know what is!

6.4 Dealing With Rollers

One of the ways a fallen opponent can rise is to roll first, then attack. Rolling can be useful in 
certain situations (namely to avoid pounces), but in all truth, if you are a skilled Akira player, you can KILL 
a roller. To Akira playersí delight (and everyone elseísí horror), Akira has some very strong ways of 
punishing those who choose to roll. Read on to find out more.

6.4.1 Forward/Backward Rollers

Akira has a number of weapons at his disposal, all of which punish forward/backward 
rollers very nicely. Hereís a list of the possible attacks along with some additional commentary.

DE/SDE - A DE will 'Stagger' the opponent, thus a throw is possible. See the 'Akira 
Flowchart' section for more on what to do after a 'Stagger'. 
SJK - Connects fairly well.
BC - Not only is this a fast attack, but it also does a nice chunk of damage.
Low kick/Side kick - These will hit a roller, but donít knockdown and donít setup the 
opponent like the DE does.
SPoD - Nice chunk of damage and connects quite solidly.
DJK - Use this technique if you think the opponent will go for a sweep at the end of his roll. 
Either the first jump kick will hit him as heís rolling, or the second will connect against the sweep.

It should be noted that you can DLC a roller, but he will recover fast enough to block the 
BC; hence, itís not a good idea to try it. Against forward rollers, it is fairly easy to connect any of the above. 
But for backward rollers, it gets a little tricky. The SDE will catch them, but if you want to land an SPoD or 
BC, you pretty much have to assume the opponent will roll backward and begin the commands as soon as he 
begins to rise. In addition, these attacks must hit *while* the opponent is rolling; if you wait too long, youíll 
get nailed by a rising attack (which has priority over all other moves if executed simultaneously).

KJ: Well, I think you know by now that my choice would be the SPoD, but do whatever 
works for you. Once the opponent stops rolling, then your Oki becomes that much easier.

Steve: I actually like the Knee/ Knee Combo's in this situation a little more than the SPoD.

6.4.2 Sideways Rollers

Basically, the same options that were available to you against a forward roller are available to you 
against sideways rollers. The only real difference is the timing involved in connecting these moves. The 
BC will connect solidly, as will the DJK.

KJ: Obviously, I SPoD sideways rollers too. The timing for it is tricky though; you have to 
land the SPoD just before the roll cycle completes and a rising kick input is possible. If youíre too early, the 
SPoD will miss, and if youíre too slow, well, you know...

6.5 Hoppy-Zeme (Oki-Hop)

More often than not, rising sweeps from the Face-Up/Feet-Toward position are quite fast and very 
difficult to Slip-Dodge. Some sweeps (from a Head-Toward/Face-Up position, etc.) are more easily dodged, 
but for the most part, sweeps are just too dangerous to mess with. 

Well, one sure-fire way of defeating a sweep, no matter how fast it executes, is to hop over it (d,u/f 
or d,u depending on distance). If you time it right, the sweep will be executing as youíre just reaching the 
apex of the hop, and will land with time to spare. And SPoD or DE - 'Stagger' are common follow-ups, 
but any anti-Croucher tactic will work fine.

KJ: I started using this little trick against a local Sarah player who had a tendency to start the round 
with d/f+K+G, and boy did I make him pay. After a couple successful hop - SPoDs, she changed her tactics 
real quick. Keep in mind that this is a good tactic for anyone to use. Jeff, Wolf, and Aoi can hop over low 
attacks and low throw the opponent, while Kage, Sarah, and Jacky can use any one of their many anti-
Croucher techniques.

7. Throwing

In this section, Akiraís various throws will be re-visited. Specifically, we need to discuss how to better set 
up a throw opportunity, which throw to use, and why. Throws are VERY powerful weapons, to any VF 
character, and if you can use them properly youíll have an advantage over any other character in almost any 

7.1 When to Use Throws

Just as certain moves, when well timed, can interrupt ('mC') an opponents move so can a well placed 
throw. This is usually seen after a missed p,p,p,k combo, or an equivalently slow recovery move. A throw 
can also be slipped in between components of such moves.

For example, Lau can delay the K in his p,p,p,k combo. A well timed throw can connect on Lau before his K 
is executed.

Shun is another character who can be victim to many a throw. His various attacks which end in 'The Butt' 
can be delayed quite a bit. If you see such a delay, or anticipate one, throw.

However, the most basic time to execute a throw is after blocking a flurry of attacks which end up with the 
attacker 'frozen' in recovery time. For example, p,p,p,kís, Jackyís 'Lightning Kick', a missed 'Flip Kick', 
missed Body Check, or even the 'whiff' animation of another characters 'catch' throws, reversals, or 
'whiff' animation for regular throws.

7.2 Escaping Throws

Throws, although damaging and powerful, are not guaranteed... not in the least! ALL throws can be escaped 
from. The commands for it make it seem deceptively simple, but to become consistent with it, you need to 
be one heck of a 'yomi' player.

The commands for a throw escape is this:

i) Regular P+G throw: P+G

ii) Non-SemiCircle throw: Last joystick input in the commands for the throw + P+G

iii) SemiCircle throw: First + last command input + P+G

iv) Low throws: Same as above, but with P+K+G instead of P+G

The commands for the throw escape must be entered within 10 'frames' of the start of the throw, or it will 
not work.

A few examples will help clarify this.

1) Akira v.s. Wolf: Wolf is connecting with a 'Giant Swing'. The commands for a Giant Swing are: B, 
D/B, D, D/F, F+P+G (HCF+P+G). This is a SemiCircle throw, so we refer to iii) above:

First+Last command input+P+G = B, F+P+G

If the escape command is entered within 10 'frames' of the throw initiation, Akira will escape.

Akira v.s. Akira: Akira #1 is connecting with an RBC. The commands for an RBC are: 
B, D/F +P+G. This is a Non-SemiCircle throw, so we refer to ii) above:

Last command input + P+G = D/F+P+G

If the escape command is entered in 10 'frames', Akira #2 will escape.

As you can see, this can lead to quite an involved guessing game, and only experience can help you here.

7.3 Advanced Throwing Ė Major Counter Setups

There is one special trick that can be used to help you get more throws connecting on your opponent. This is 
the use of a Major Counter as a setup. More specifically, a Low Kick that 'MCís'.

If you land a Low Kick that 'MCís' your opponent, you have an almost guaranteed throw opportunity. This 
technique combines beautifully with 'Conditioning', 'Advanced Conditioning', and 'KS' alike. Here is a 
simple example:

1) E, CD, LBF, b+E, d+E, Dodgelet, Low Kick ('MC'), Spirit Grab (d/b, f+P+G)

This example is a little oversimplified perhaps, but it shows the point Iím trying to make.
You can recognize an 'MC' by the amount of 'stagger' it will give an opponent, as well as the different hit 
noise it makes. 

This tactic ought to used sparingly, as people will catch on to it.

7.4 Why use one Throw Over Another?

The use of certain throws is obvious; you can attempt a combo from them. These include:

1) RBC
2) ST (stumbling throw)
3) SE (surprise exchange)
But why use, say, a Close in Ram (b, f+P+G) or a Spirit Grab (d/b, f+P+G) over something else? Well, thats 
simple; to keep your opponent guessing, and to take advantage of each throws throwing distance.

As discussed above in the previous section, throws can be escaped. If you continuously use the same throw 
over and over again, your opponent will catch on and begin to escape them. If you constantly rotate the 
throws you use, you lower the chances of your opponent escaping your throws.

Secondly, the Close in Ram and Spirit Grab have different throw distances associated with them. This 
meaning youíll toss your opponent at different angles/ heights depending on which throw you use. Knowing 
these characteristics, and the 'terrain' your on, you can better judge where your opponent will land, if 
youíll get a R.O., if you can setup for a R.O., place them on 'terrain' which will allow you to get a specific 
'float' combo off, or just to give yourself some breathing space.

Here are some characteristics of these throws which may be helpful:

1) Spirit Grab: Low Angle, Long distance. 

The Spirit Grab is Akiraís distance throw. (relative to the Close in Ram) Use it for easy R.O.ís on small 
stages, or to toss your opponent away from you, perhaps in an attempt to keep yourself from being R.O.

2) Close in Ram: High Angle, Short Distance.

The Close in Ram is a smaller ranged throw than the Spirit Grab, but it tosses the opponent at a much 
steeper angle. Use it to 'lob' opponents up onto slopes use it for accurate 'terrain' placement.

The third reason to pick one throw over another is that depending on what moves you use prior to it, it just 
feels more natural to do one over another. For example:

1) f,f+P (blocked), RBC or ST or Close in Ram.

After doing a DE, it (personally) feels more natural to hit the b direction first over something like d/b.

2) d/f+P+K (hit, non 'mC' or 'MC'), Spirit Grab.

In this instance, it feels more natural to move from d/f to d/b than to b, thus a Spirit Grab is my first choice.

But what about Akiraís Shoulder throw? (d/f +P+G) Well, this is probably one of his most often used 
throws, due to its ease, ability to become a wall throw, and interesting priorities.

1) When your back is against a wall, go for this throw above all else. The wall throw does a LOT of damage 
and looks trés cool to!

2) Its input is second only to a standard P+G throw for simplicity, with a command input of d/f+P+G. 
Thus it cannot be simply P+G escaped.
3) It has an interesting priority during throw escapes. If it is escaped, enter the commands for it again. In 
this situation, the shoulder throw has priority over any other throw (except P+G). So, if the opponent 
tries any thing other than a P+G throw, youíll land the shoulder throw.

8. Appendix

Appendix A

In Appendix A I have pasted in the 'Slipdodging' section directly off of Kris Amicoís VF3 Miscellany web 
site. He is the owner and author of this material and is being used by his permission. All credit for the 
material in Appendix A goes directly to him. His page is located at:
VF3 Miscellany 
Slipping Past Rising Kicks for Okizeme 

Author: Kris (kris@kwaltd.com)

Sliding past a rising kick and working a riser is very gratifying. For so long, it has seemed too hard. I tried to find ways 
to predict the rising kicks based on stance... I studied video footage and stared at fighters' feet when they were knocked 
down and slowed the frames while they rose, stepping through each one, analyzing. What a dolt. Turns out, I was 
studying the wrong footage and writing down the wrong stuff! Stance matters not when dealing in matters of Okizeme. 
All you have to do is remember a solid rule of thumb and learn the exceptions. Here's how it's done: 

The Rule
If you have access to a videotape of matches, plug it in and take note of the paths that the feet of rising kickers take (do 
NOT watch Akira - you'll find out why later), while paying attention to the sides. If the riser is on the left side (relative 
to the attacker), the foot almost always circles OUT of the screen, whether the rising attack is high or low. Conversely, 
if the riser is on the right side (relative to the attacker), the foot will swing INTO the screen. It's uncanny. I really felt 
stupid for not noticing it after watching hours of video and playing the game for months. This rule of thumb has very 
few (considering the average number of occurrences during play) exceptions that are fairly easy to remember during a 

Most of the falls you will take in VF3 will leave you face-up, foot-towards. The OUT-IN Rule applies to nearly all 
rising attacks from this position (even after rolling) and many kicks from other laying positions. We will get into the 
exceptions later. Just remember the rule and you will know which path most rising kicks will take... Or, more 
importantly, which path they WON'T take. Having an idea of where the foot will not go when the kick comes will 
allow you to dodge to the weak side of the riser and punish him. Read on past the slipdodge section if you want to see 
exact details and learn the exceptions to the rule.

The Slipdodge
Now that you know where the foot is going to go, you can get to the side of the attacker, remaining right next to him 
while his kick whiffs by you. To do this, you make use of a tool I will call a slipdodge. This type of dodge is used to 
slip to the side of a rising kicker and is dependent upon direction. If you look at the diagram above and fill in the voids, 
you should come up with the following: 
? If the rising kicker is to your left (on the screen), use u/f+E to perform a slipdodge.

? If the rising kicker is to your right (on the screen), use d/f+E to perform a slipdodge. 

This dodge will work for a large variety of rising attacks, when used at the proper time, which is the real trick. 
Basically, you have to react to the first frames of the rising kick. If you E too soon, the kick will track you for a 
dangerous hit that can put you at a disadvantage. Eing too late will get you smacked with the kick while you are in the 
middle of the dodge. Neither of these is good, so pay attention and dodge right when that kick comes.

Another key to the slipdodge is making sure that you have closed all possible distance between you and your opponent 
before the kick. This may involve repetitively dashing forward to keep it tight if he is rolling. If you are close, the 
dodge will leave you right next to your target, which is the whole point. Hopefully, by now (if I have not totally 
confused you - I feel sorry for the saps that will have to read my Master's Thesis), you have the basic skills required to 
pass by perhaps more than 65% of the rising kicks you will encounter. Your clues will be your victim's orientation in 
relation to your own, and what position he laid in on the ground before he began his ascent. But what about the other 
35% or so? Here are the details: 

The Details
After a very exhaustive period of data collection and some playtesting, I have assembled a couple of helpful tables that 
will tell you, based on the rising fighter's orientation (left or right of you) and his position on the ground before he gets 
up, what path the rising kick is going to take so you can pass it with a slipdodge.

Firstly: Never at any time does stance when the victim falls appear to have any affect on the values listed. Regardless 
of stance, the riser always seems to kick the predicted way, even though he ends up in the stance he was in when he fell 
(unless his kick is blocked, which will change his stance).

Secondly: Never at any time did the direction of roll appear to affect the predicted results, though there could be 
exceptions lurking somewhere. Whether you roll forward, backward, in, or out, you will kick the same way. Like I say, 
though, I could be wrong about some uncommon situations. Only go for the slipdodge if you are comfortable. Don't 
press a weird situation you are not familiar with.

Thirdly: Akira is COMPLETELY backwards. All of the path values for his kicks are the complete opposites of the 
data in the tables. Lion switches in some situations too. I will indicate where. 

The Tables

Face Up / Feet Towards

Rising to your left
Rising to your right
High Kicks Swing Outward
High Kicks Swing Inward
Low Kicks Swing Outward
Low Kicks Swing Inward

Face Up / Head Towards

Rising to your left
Rising to your right
High Kicks Swing Inward
High Kicks Swing Outward
Low Kicks Swing Outward
Low Kicks Swing Inward

Face Down / Feet Towards

Rising to your left
Rising to your right
High Kicks Swing Inward
High Kicks Swing Outward
Low Kicks Swing Outward
Low Kicks Swing Inward
Lion's and Pai's low kicks reverse in this position 

Face Down / Head Towards

Rising to your left
Rising to your right
High Kicks Swing Outward
High Kicks Swing Inward
Low Kicks Swing Outward
Low Kicks Swing Inward

Akira's kicks are reversed in all situations! 

How the Tables Break Down
As you can see, the OUT-IN Rule of Thumb I proposed earlier covers the following situations:

- Victim was Face Up / Feet Towards AND is not Akira
- Victim was Face Down / Head Towards AND is not Akira
- Victim is Lion or Akira AND was Face Up / Head Towards AND a High Kick is Used
- Victim is Lion or Akira AND was Face Down / Feet Towards AND a High Kick is Used
- Victim was Face Up / Head Towards AND is not Akira or Lion AND a Low Kick is Used
- Victim was Face Down / Feet Towards AND is not Akira or Lion AND a Low Kick is Used

In the above situations (which comprise a majority of the scenarios you will encounter), a slipdodge would be 
performed as follows:



The following are the situations that remain:

- Victim was Face Up / Feet Towards AND is Akira
- Victim was Face Down / Head Towards AND is Akira
- Victim is Lion or Akira AND was Face Up / Head Towards AND a Low Kick is Used
- Victim is Lion or Akira AND was Face Down / Feet Towards AND a Low Kick is Used
- Victim was Face Up / Head Towards AND is not Akira or Lion AND a High Kick is Used
- Victim was Face Down / Feet Towards AND is not Akira or Lion AND a High Kick is Used

In the situations listed above (they will comprise a minority of the scenarios you will encounter), the slipdodge would 
be reversed, and performed as follows:



Making It Work
So much can go wrong when you are trying this. It requires quick thinking, good reactions, and precise timing. I get 
killed trying it at times. You just have to practice it over and over. At this stage, I am just trying to keep a few simple 
things in mind while I try it. Maybe these things will help you too: 
? Most of the time, you dodge into the screen for a rising kick to your left and out of the screen for one to 
your right. You will probably not have time to think about which way the kick will go, so either back off or 
try a regular slipdodge if you are not sure which way to go. When you get good at doing that, work on the 

? Close any distance between you and your rising opponent before the Okizeme. This is crucial. 

? Get in the habit of watching how everyone in the match falls. Even you. You need to do this. 

? Sometimes, just E (into the screen) and d+E (out of the screen) will do the job for you. I have done this many 
times. It might be that you don't need any diagonals at all. If you are close enough, it seems to work without 
the diagonals.

? Use the slipdodge just as you perceive the kick. With a sweep, you may have to anticipate it and go a little 
sooner. In fact, getting around sweeps may be too difficult for you to get around to be worth anything at all to 
you. You decide.

? In the beginning, try not to mess with anyone who has fallen either (Face Down / Feet Towards) or (Face Up / 
Head Towards), the reason being that the sweeps and high kicks have different paths in most cases. If you do 
not know which is coming, you could dodge in the wrong direction and get nailed. 

? Another way I like to think of the slipdodge is sort of mathematical. Each variable is a negative or positive, 
like so:

Face Up +
Face Down -
Feet Towards +
Head Towards -
Victim is Akira -

I multiply all the signs. If the result is positive, I do a normal slipdodge. If the result is negative, the slipdodge 
must be reversed. For some reason, this seems intuitive to me. If I see someone Face Up and Head Towards, 
the result is negative, and I know to dodge the other way. If he's Akira, the result is positive again and I use a 
normal slipdodge instead. Until I started doing this, I had a serious problem getting anyone who fell Face 
Down / Head Towards.

I wish you the best of luck. If you have any questions, comments, or errors to report (I'm sure there are some), please 
mail me. I hope this makes your game more fun. =)

Appendix B

Here is a list of Internet/ Newsgroup addresses which were used during the production of this FAQ.

News:// rec.games.video.arcade - A great place for discussions of all types.

http:// www.vfhome.com - The home of Virtua fighter.

http:// www.kwaldt.com - Kris Amico's VF miscellany

9. Legal Stuff

Virtua Fighter, VF, and all VF character names are copyrighted by SEGA. This FAQ is free to use and to 
distribute, and in no manner whatsoever can money be made or charged for it.



"What's this? Do you dare taste Fujisawa's Fists of Justice again?" 

- Masamichi Fujisawa

Stephen Quinlan