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    Akira by ReCharredSigh

    Version: 2.1 | Updated: 07/10/02 | Printable Version | Search Guide | Bookmark Guide

                               Virtua Fighter 4 version B/C^
        AAAA**AAAA*    KKKK* KKKK*      *IIII***    RRRR**RRRR*    AAAA**AAAA*
        AAAA* AAAA*    KKKKKKKKK*        IIII*      RRRR* RRRR*    AAAA* AAAA*
        AAAA**AAAA*    KKKK**KKKK        IIII*      RRRR**RRRR*    AAAA**AAAA*
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    ^sidenote: I wrote this FAQ for both versions of the game.  most of the VF4's
     in the US arcades right now is the version B type, but the one released onto
     the PS2 is the version C type.  I tried to point out differences between the
     2 whenever possible, but if I don't catch them all, I'm only human
    written by ReCharredSigh
    e-mail me at peesigh@hotmail.com
    (title all your messages as "VF4 Akira FAQ comments", or i'll ignore them; if you
     give me an email and don't get one back by 3 weeks(i usually reply before then),
     that means that your email got bounced; try sending your email w/a different
    version 2.1  307 KBs  Beginners, don't be discouraged, what you need to look at is
                 summarized in the "what's the reasons to read this FAQ" section.
    July 7, 2002
    Copyright 2002 ReCharredSigh
    First of all, lemme sum the legal mumbo jumbo regarding this FAQ in the simplest
    terms, please don't be like those snobby lawyers that twist every word to their
    own benefit, it's really degrading of you:
    1. I am not responsible for harm to you due to something in this FAQ, whether it
    was in the computer sense(i.e. your computer crashed while you tried to save this
    FAQ) or in the arcade playing sense(lost/won and got beat up due to some technique
    in this FAQ).
    2. This FAQ is free.  Plain and simple.  That means trying to make money off of
    this FAQ is wrong, and that this FAQ can't be included in any publications in any
    way for money profit.  You can find it free at the websites I listed.
    3. For you people who do write free publications(most likely on the web) and want
    to use this FAQ for aid in some way, give me credit if you want to use anything
    from this FAQ, you don't need to quote me on everything, just give me credit at
    the beginning/end of your work, and I will have no beefs against you.  If you want
    to post this FAQ on your website, please e-mail me first asking permission, else I
    will be pissed off.
    4. And lastly, if you don't want to obey the above, please just ignore this FAQ,
    and read some other.
    5. What characters Sega has created, is of their entire copyright.  I have in no
    effort tried to take one of their works as my own.
    6. You can find this FAQ at the following sites:
    Gamefaqs.com, http://www.gameadvice.com, http://www.neoseeker.com
    There is also a small chance that this will appear on CreeD's FTP server site;
    he did ask me for the FAQ ;)
    If you didn't find it there, chances are it isn't in the latest version.
    note: since I wrote such a long FAQ, it helps to navigate around if you use the
          "find" feature(CTRL+F, then type in the subcategory JUST AS IT APPEARS in
          this table, i.e. A.General Strategy)
       A.Storyline of Akira
       B.Why choose Akira
       C.What's the reasons to read this FAQ
       A.General Move Commands
       B.Move Command Summary
       C.Akira's Normal Attacks
       D.Akira's Hopping Attacks
       E.Akira's Turn-Toward Attacks
       F.Akira's Special Attacks
       G.Akira's Reversals
       H.Akira's Throws
       I.Akira's Ground Attacks
       A.General Strategy
         a.Beginner Player's Section
         b.Advanced Player's Section
         c.Initiative Frames
         d.Option Select(Defense)
         e.Okizeme(Punishing QR/TRers)
            Damage scaling system
            Guard cancelling
            Crouch dashing
            Wall dynamics
            Crumble stuns
            K.O. Hits
            Fuzzy guard
            CD cancel
            Rising attacks
       B.Character specific strategies
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     Sega(www.sega.com) and its AM2 department
     -Yu Suzuki, you have always made the best 3D fighting games that I have seen.
     Keep it up; you're doing a good job making VF more popular around the US, maybe
     if you keep it up, we'll find VFers abundant in US arcades someday.
     -For being such a great site for VFers.  I got a LOT of stuff from this site.
     All of you deserve a huge thanks for helping me make this FAQ happen.  Here
     goes the list of people on the site to thank(sorry if I forgot some names):
       CreeD:for some technical info such as best followups after the BG, if a
             SPoD is guarenteed after an inashi, best followups after a ST
       Mr. Bungle:for the excellant FAQs he had online; the revision B counterability
                  FAQ, the combos FAQ, and the VF3tb Kage FAQ(for writing the option
                  select and fuzzy guard specifics); all these helped to write stuff
                  about their respective sections
       FeixaQ:for helping answer some of my questions about Akira, such as what
              was guarenteed after a BG
       Nutlog:for providing the excellant backstagger combo with Akira, as well as
              his damage scaling FAQ, which I used to write the damage scaling
              section; it's an excellant FAQ BTW, check it out if you have time
       ken:for his Lei dojo which most definitely helped to write anti-Lei strategies,
           and for starting the anti-rising attacks forum which helped to write
           some okizeme specifics
       ice-9:for his excellant Jeffry, Lion, Pai, and Sarah dojos, all which helped
             to write their respective strategies against them.  and if you're a
             beginner, you can read those dojos if you want to get good at the
             respective characters; just beware, they're strictly for revision B only
       uk-guy:for the excellant Kage FAQ, which some snippets were used to write the
              anti-Kage section, as well for some of the combos that he posted online,
              and a few little things here and there.  he also helped me INCREDIBLY,
              giving me hints on fighting Kage, as well as new thoughts on Akira's
       SummErs:for writing the excellant throw escape article(or translating it anyhow),
               helping to determine the best thing to do after certain escaped throws;
               this definitely helped me write the situations about Akira's throws as
               well as the situations to do after the opponent's escaped throws.  in
               addition, it is a very great article; check it out if you have time.
               and for helping edit my anti-Jacky tactics for me.  oh yeah, he helped
               me revise my anti-Pai strats, and I also give him credit for the VF4
               storyline, which i cut and pasted
       GLC:for writing the revision B movelist which helped to get down Akira's moves,
           as well as some of the specifics of the game(newbies, if you're confused
           about the dynamics of the game, reading his FAQ would help).  sorry I didn't
           ask you for permission to use your FAQs beforehand, but it's all good; all
           is forgiven, no?  ;)
       MisterWhite:directly gave me advice on Akira.  Thanks man, and yes, I will try
                   to help give you advice on your Wolf flowchart FAQ
       Myke:last, but not least, for the site, and the excellant version B and C
            movelists, as well as all the excellant articles he wrote; sabakis,
            evading, and the break falling articles.  all these helped to write certain
            aspects of Akira such as moves that the opponent can evade, or what attacks
            Akira can evade, as well as touch on the concept of break falling; all of
            them are excellant articles, and I strongly suggest that if you have time,
            you go and check them out; they would tremendously help your knowledge of
            the game.  in addition, he has written some seriously good posts in the
            forums, which i used to help write this FAQ.
     -Another good VF website to check out.  I got how to walk in 8 directions from
     this site.
     -For providing a place to put this FAQ.
     Joji Suzuki(joji.g@channel1.com, us003263@pop3.interramp.com)
     -THE man, because like many VF players he got me started on how to use Akira
     through his VF2 Akira FAQ.  I will forever thank him.
     Weili Huang(whuang@pandemicstudios.com.au)
     -For giving me an excellant email detailing the specs on Hakkyoku-ken.
     -For giving me a rundown of Akira's martial art style.
     Silent J(silent_j_@hotmail.com)
     -My online game chatting buddy.  I wrote this FAQ for people who are still
     hooked on VF like him.
     -For the air I breathe, the ability to live and everything I've got.  Oh yeah, and
     putting up with all those losers in the world like me.
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     A.Storyline                                                                *******
     ===========                                                               *I.INTRO
     VF1 Storyline:
     Hakkyoku-ken is one of the foremost Chinese martial arts.  During the Second World
     War, the Japanese army developed their own Hakkyoku-ken techniques to improve
     their infantry's fighting ability.  Akira Yuki is the son of the man who developed
     these techniques.  He serves as the assistant instructor at Yuki Budokan.
     Hot-blooded and impulsive by nature, he also can be naive and intemperate.  After
     completing his training under his father's tutelage at the age of 23, he went on a
     quest to test his abilities.  When he got word of the 1st World Fighting
     Tournament, he decided to enter.
     VF2 Storyline:
     The only person to whom the ultimate martial art of Hakkyoku-ken is handed down.
     Realizing that the last time he lacked experience; Akira is now testing the results
     of last year's training and practice.  During the last Tournament, Akira was a bit
     too "enthusiastic" and his attitude was met with much disapproval.  He was
     humiliated by Kage and bears a grudge against him.
     VF3 Storyline:
     Realizing that he lacked experience from his failure to win the First World
     Fighting Tournament, Akira went through rigorous training to prepare himself for
     the Second World Fighting Tournament.  Akira returned home, with the second
     tournament trophy.  Yet as he was about to proclaim his victory, his grand-father
     told him, "Don't flatter yourself.  You haven't mastered anything yet."  In order
     to answer the question, "What is true strength," Akira resolved to fight in the
     tournament once more.  On the eve of the Third Tournament, Akira is about to
     demonstrate his prowess.  Are we ready to see what deadly powers Akira will
     VF4 Storyline:
     After Akira failed to win the tournament, he went back to Japan and told his
     grandfather about the disappointing results.  With further encouragement from
     his grandfather, Akira decides to continue his training in the mountains.  This
     time, Akira trained harder than ever, while trying to understand exactly what
     "true power" really is.  However while training, Akira received an invitation
     for the 4th world tournament.  Akira decides to join the tournament to test out
     the new skills he has learned and try to find the "real" power within him.
     Short analysis of Hakkyoku-ken:
     Ok, I made a BIG mistake in writing my analysis of Hakkyoku-ken.  Weili Huang,
     a Hakkyoku-ken student for 5 years sent me an excellant email describing in
     detail the specifics of Hakkyoku-ken, so I'd thought I would just paraphrase
     what he said:
     The japanese have no influence in Hakkyoku-ken, but still think this is the most
     powerful chinese martial art.  The chinese however disagree because they've never
     believed in invincibility.  According to a japanese friend of Huang, the japanese
     never saw this martial art, so they go to Huang's instructor to ask him to teach
     them.  However, Huang himself states that he learns Hakkyoku-ken to practice
     its "one-hit" techinique and to beef up a martial art that he is learning.  Also
     in point is that japanese probably got influenced by a japanese manga known as
     "Kenji;" the story deals w/chinese martial arts and the author believes that
     Hakkyoku-ken is the most powerful of them.  Some of the sensei in Japan will
     teach their students this art based upon the manga.  Akira's Grasping Mind throw
     actually belongs to the Shaolin Art, but since it came from the comic book, this
     is why you see the move.  95% of Akira's Hakkyoku-ken is genuine though, according
     to Huang.
     The chinese word for Hakkyoku-ken is BaJiQuan, or Eight-Extremity Fist.  It is a
     Northern chinese style of martial art that stresses knocking down the opponent
     in a single blow.  The practioner has a philosophy of "never afraid of a thousand
     techniques, but do afraid of one."  The art stresses "Bear Step, Tiger Form" style
     of attacking; break the opponent's defense like a bear, then give a short quick
     blow like a tiger.  It uses eight parts of the body to attack; hands, elbows,
     shoulders, knees, feet, head, hips, and buttocks.  Releasing of internal strength
     is also common practice in Hakkyoku-ken; practitioners will stomp their feet in
     order to add power to their strikes.
     Huang also states that going to
     http://www.sega.com/games/post_gamegame.jhtml?PRODID=827 and clicking on the
     Official Game Site link will lead to accurate information about Akira's martial
     Another person replied to me; actarus(actaruseufor@hotmail.com) showed me how
     the style of Akira could come from the martial art Xingyiquan, which has 3
     internal martial art styles(Baguazhang, Taijiquan, and Xingyiquan); he pointed
     me to the site below and stated that parts 2 and 3 would explain it.
     B.Why Choose Akira                                                         *******
     ==================                                                        *I.INTRO
     Akira is obviously the main character of Virtua Fighter.  He is one of the best
     characters in the game, in fact, I think he is THE character in the game!  The
     biggest reason is his power; 99% of what he does either inhales life by itself or
     used properly in combos.  Akira is also versatile; he has no really useless move.
     His option select is also one of the best because he is in the possession of many
     reversal-type moves.  It's even arguable that he has some of the coolest attacks
     in the game.
     There are a couple of weaknesses with Akira though; many of his attacks are
     linear and he doesn't have many attacks that hit low.
     In addition, he is the most un-button masher friendly character in the game.
     While it doesn't take much to know how to play Akira properly, the actual commands
     for many of his key moves(knee, shoulder ram, double palm, SPoD to name a few)
     either require precision & speed or require knowledge of the crouch dash to use
     But all in all, his damage potential more than makes up for it.  Akira's play has
     also been improved upon once again, making it easier to use him than in the past
     games.  If you can learn to get past the technical control needed to play Akira
     well, you'll find he's quite easy to pick up on and you'll LOVE the way he deals
     out damage and just plain kicks @$$.
     I just want to comment on something; Akira is not cheap; he is not broken to the
     point where his most effective tactics are uncounterable.  In fact, no character
     in VF4 is cheap, and no tactic is cheap; if you think something is cheap, most
     likely it's because you don't know how to counter it.  Main point, if you become
     predictable with a tactic, you die.  This is the basic rule of VF.
     SPEED-Many of Akira's attacks come out very quickly and recover quickly, making
     them perfect for poking at the opponent.  The downside is often his pokes outside
     of the PG and StPm when blocked give the opponents more than 3 frames of
     initiative, so your Akira can't be 100% aggressive.  Some of his insanely
     damaging attacks take a very long time to recover, but then, this is VF, where
     you'll expect that big damage=big risk.  Akira still doesn't have many quick
     AND safe low attacks.  BTW, Akira's regular movement is decently quick(still not
     insanely fast though).
     POWER-Akira is POWERFUL; he is arguably the most powerful character in the game.
     It shouldn't take you more than 3 properly executed knockdowns to kill your
     opponent.  His combos can take off near 50%, and his bodycheck can take out 60%
     damage by itself.  And that's talking about his non-wall combos; Akira's combos
     involving a wall will take off at least 50% life, and can go up to around 75% if
     done properly.  Akira's throws aren't very powerful, but the staple ones do good
     damage at around 60 pts, and some of the throws also start his wall combos.
     OFFENSE-Akira has his share of great pokes, semi-circular attacks, combo starters,
     mid attacks, and throws.  Excellant okizeme potential and plays best at midrange
     up to close range.  All in all a good offensive character, however he can't play
     as aggressively as Lau or Jacky, because of some strikes' recoveries, many of his
     attacks being linear, and having only 1 good low attack(it starts up slowly).
     He plays best using the mid-level strike/throw guessing game, instead of
     characters who can use multi-level throw guessing games, or multi-level strike
     guessing games.
     DEFENSE-Akira has many good tools to prevent an opponent from attacking him;
     besides reversals/inashis/sabakis(used properly in option select) and his quick
     pokes, he also has many moves which can duck or sidestep or backstep moves during
     their execution.  An excellant character to play machi style with.
     RANGE-Akira can play at mid range to close range.  He has his share of short
     ranged moves making him suitable for fighting up close dictating the pace of the
     match.  Or he can play machi style with his long ranged moves, wait for your
     opponent to make a mistake, and then unloading on them with a power combo.  Keep
     in mind though that Akira doesn't have a fast, long ranged AND circular attack.
     WEIGHT-Akira is a somewhere between heavy and midweight.  Thus it's a bit harder
     to create powerful combos on him compared to other characters, meaning you'll
     suffer less damage in the air.
     EASE OF USE-Akira is contrary to beginner belief, NOT a hard character to use;
     true, using him requires being able to master the crouch dash to make your FC
     moves come out faster, as well as being able to do some of the harder to do
     moves in the game like the stun palm of doom, but in general, you don't need
     to mix up as many attacks with Akira as with other characters.  True, he is
     the most un-button masher friendly character in the game, but once you get past
     the technical side of Akira, he's VERY easy to use, his play style was improved
     so much in this game that you don't even NEED to use his 3-hit strings to play
     him properly!  You'll have slightly harder time picking up on him at the
     beginning compared to other characters because of the technical aspect, but once
     you get past that, he becomes one of the easiest characters to use.
     C.What's the reasons to read this FAQ                                      *******
     =====================================                                     *I.INTRO
     I think the reasons are simple enough;
     -Simply put, to learn how to play Akira well.  This is the main focus of this
     FAQ; to educate you the reader about close to everything I think is necessary
     for you to get good at Akira; that includes the basic stuff, as well as the
     more advanced tactics that are found.  If you are curious about the game system
     (I don't exactly cover everything there), try the general FAQ written by GLC.
     -Take a look at the main FAQ hosting sites, and you'll find a fairly sorry list
     of FAQs for VF4; a lot of the FAQs written are basically glorified movelists with
     4 line long strategies and the best part of the FAQ is the covering of the items
     each character gets(and even then, the item FAQ does way better on this part).
     For a casual gamer who doesn't have time to kill on the forums at VF.com, this
     makes it extremely hard getting into VF4 without doing something wrong.  This is
     why I wrote this FAQ(and I also congratulate Robyrt, UKGuy, Nutlog, GLC, and Hyun
     amongst the few for having attempted to correct this problem with their great FAQs
     as well).  It's also helpful for those who aren't used to the VF4 style of play
     just yet.
     -Beginners, to help you find what's most helpful to you, I listed what you should
     look at in order of getting you best acquainted with the game:
     1)beginner's player section
     2)general move commands
     3)move command summary(and maybe the analysis on key moves)
     5)initiative frames
     From there, just look up whatever else interests you; the misc section might
     shed some light on some of the dynamics of VF4(GLC's general FAQ also touches on
     the dynamics of VF4 and does a better job than me)
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     Here's a quick legend to help orient you with what means what
     f: Tap the joystick towards the opponent once
     b: Tap the joystick away from the opponent once
     d: Tap the joystick towards yourself once
     u: Tap the joystick away from yourself once
     G: Tap the button that is labeled "Guard" once
     P: Tap the button that is labeled "Punch" once
     K: Tap the button that is labeled "Kick" once
     +: And(i.e. for+P means "tap forward and punch together")
     []: Items in brackets can be "charged," or held down to increase damage
     F: Tap and hold the joystick towards the opponent briefly
     B: Tap and hold the joystick away from the opponent briefly
     D: Tap and hold the joystick towards yourself briefly
     U: Tap and hold the joystick away from yourself briefly
     N: Let the joystick go into the neutral position
     /: diagonal direction(i.e. up/for means tap the diagonal up-forward)
     HCB: half-circle back(f,d/f,d,d/b,b)
     HCF: half-circle forward(b,d/b,d,d/f,f)
     QCB: quarter-circle back(d,d/b,b)
     QCF: quarter-circle forward(d,d/f,f)
      H: attack can only hit standing people, and must be blocked^ high
      M: attack can hit both standing and crouching people, and must be blocked^ high
      L: attack can hit both standing and crouching people, and must be blocked^ low
     sL: attack can hit both standing and crouching people, and may be blocked^ at any
      G: attack can only hit a person knocked down and on the ground
     Ht: denotes a high throw
     St: denotes a side throw
     Bt: denotes a back throw
     Ct: denotes a catch throw
     Lt: denotes a low throw
     Gt: denotes a ground throw
      *: note the description
     FS: move requires to stand first(if you are crouching, you can just do a dash
         to immediately stand)
     FC: move requires a crouch first(this is NOT the same as D, as there are numerous
         ways to crouch)
    [BT] character must have their back to opponent; short for "back-turned"
     O: no effect on opponent
     Note in the above legend,
     ^ means that it only pertains to strikes.  throws and reversals can't be blocked.
       reversals with a certain hit level can only reverse attacks at that hit level.
     In section B.Move Command Summary, damage is based upon the standard lifebar
     setting set to 200 pts.
     In section C. through I. the frame speed(execution and initiative frames) are
     based upon the engine running at 60 frames per second.  Also, here's the format
     of the move analysis(I thought it'd be best to explain it right at the beginning
     to make things a bit easier this time around):
     Name of move                                                        (move command)
     (possible abbreviation of the move)
     reversability level: (if the attack can be reversed, then as what type of attack)
     execution speed: (how fast the move takes to execute before it hits)
     initiative frames: (advantage when blocked) / (advantage when normally hit) /
     (advantage when the attack MCs, or interrupts)
     PROS: (what are the advantages of this attack?)
     CONS: (what are the disadvantages of this attack?)
     NOTABLE FLOWCHARTS: (only pertains to strikes: some recommended options after the
     move; note that I can't list all good options; it is essentially an infinite list
     and depends highly on how good your opponent is as well as what he/she does)
     HOW TO DO IT: (only pertains to "difficult" moves: basically tips on getting the
     move out)
     IF ESCAPED: (only pertains to throws and describes the situation that occurs to
     you when they are escaped)
     TIPS: (last words on using this move; should you abuse it, should you not, how
     to use it better, etc)
     REVISION C CHANGES: (if there are any differences between the move from rev B
     to rev C, I note that here)
     final notes: the execution speeds and initiative framestats were based ON THE
     REVISION C VF4; in revision B some framestats were different.  if something
     recovers in -8, it is throw counterable.  look at the "initiative frames" section
     to get a good idea of whose PG can counter others at what initiative.
     A.General Move Commands                                           ****************
     =======================                                          *II.MOVE COMMANDS
     Standing Dash/Instant Stand
     f, f or b, b
     Dashes can be guard-cancelled.  They are also useful to make your character
     instantly stand; to do any attacks that need to be started from the "FS"
     position from a "FC" position, simply buffer in the dash right before doing the
     command.  Dashes can be cancelled with anything.
     Crouch Dash
     (abbreviated CD)
     d/f, d, D/F or d/b, d, D/B(the "d" part is optional; d/f, N, D/F or d/b, N, D/B
     also works)
     A dash where the character is considered crouching and ends crouching.  3 major
     pluses to CDing in VF4 are that backwards CDing is possible, CDs can now be done
     in the crouching position, and that CDing is much easier; you don't need to hold
     the 2nd diagonal input to get a CD; 2 directional taps will be fine.  Learning
     to execute your "FC" moves by first doing a CD and then immediately buffering the
     move enables you to execute the moves faster than actually holding down to
     fully crouch; crucial for Akira, since he has excellant FC moves.  In addition,
     CDing can be useful for ducking high attacks while advancing/retreating.  CDs
     can be cancelling into almost anything(much like the dash).
     f, F
     If you are farther than 3/4 of a dash, holding the 2nd forward will cause your
     character to run until you let go of the F, or press guard.  No more running away
     anymore in VF4.
     8-Way Walk
     (abbreviated ARM for All Range Movement)
     B/F, then hold joystick in any direction
     If you hold back/forward, your character will begin to inch forward/backward.
     If you hold the joystick in any direction, your character will walk in that
     direction, so now it is possible to walk in/out of the screen for positioning;
     possible mind games can result from this, and then MC dodging their attack.
     Escaping Throws
     To escape a standing frontal throw:
     tap (last directional input of opponent's throw)+P+G in no more than 10 frames
     after the throw connects
     To escape a low frontal/side throw:
     tap (last directional input of opponent's throw)+P+K+G in no more than 10 frames
     after the throw connects
     To escape a standing side throw:
     tap (left/right, depending on which side the opponent is throwing you)+P+G in
     no more than 10 frames after the throw connects
     Learn option select to make escaping throws much easier, especially since in
     VF4 it is much easier to counter with a throw now.
     Guard Canceling
     G during move initiation
     Why you should use this is best taught by example; you want to do a punch, then
     an elbow; if you tried P,f+P, the computer would think you were going for the
     PP combo as Akira.  So you'd have to delay some time before doing the elbow, which
     could cost you.  But now, you can do P,G,f+P all in one smooth motion and you
     won't have to worry about this anymore.
     Guard Buffering
     Hold G while inputting commands, release G for the last command
     Another example why to use this; you want to do Akira's super dashing elbow,
     however you know the command is f,f,f+P; anyone who's looking carefully will see
     Akira twitch forward, and be ready for this.  By holding G, tapping f,f, releasing
     G, then doing f+P, the opponent will only see you guard, then come right out with
     a super dashing elbow, thus, your moves are harder to read.
     u,hold P or u,hold K (the up direction can be any up direction)
     There is no more high jumping in VF.  Hopping is still risky though, so don't go
     for it a lot.
     (abbreviated E for evade, MC E for an evade done during an attack, or MC dodge)
     u(or d),N (any up or down direction will be fine)
     No more Korean Step maneuvers, the normal dodge's distance, execution, speed,
     and recovery are all toned down, plus the opponent tracks you during the E.
     Useful for positioning though(with discretion).  The dodge is still useful
     though; by executing it like a reversal(right when an attack's about to hit) ie
     MC dodge, you'll get the VF3 dodge with a special sound effect, which has much
     better speed and distance(and then you'll get a good chance to punish your
     opponent while he/she is recovering from their attack).  Dodges can be cancelled
     into forward CDs and some attacks.  However opponents can be thrown out of a
     Getting up
     Once knocked down,
     -tap P to stand up faster
     -tap u to kip up
     -tap u+G to side-roll into the screen
     -tap d+G to side-roll out of the screen
     -tap b+G to back-roll
     -tap K or d+K repeatedly during any of that to execute a rising kick or sweep
     Rollers are vulnerable to low/mid attacks during the roll.
     Kippers are slightly vulnerable to anything that would hit a standing opponent
     just as they are almost fully recovered.
     Both are vulnerable to ground attacks, given that the attack has enough hit
     detection and is in the proper range to tag the rising opponent.
     If an attack does more than 20 pts and hits at the exact same time as the
     rising attack, it can beat it out.
     If you're more interested about Akira's rising attacks, look up GLC's general
     To get up just when you touch the ground
     -tap P+K+G just as you touch the ground to immediately kip(abbreviated QR as a
      quick rise)
     -tap d+P+K+G just as you touch the ground to immediately side-roll out of the
      screen(abbreviated TR as a tech roll)
     -tap u+P+K+G just as you touch the ground to immediately side-roll into the
      screen(abbreviated TR as a tech roll)
     QR/TR reduces damage that can be dealt in combos and throws.  Throws that give
     out some of their damage when the opponent touches the ground can be QR/TR'd
     to reduce damage.  Attacks that hit OTB(on the bounce) can be QR/TR'd to avoid
     getting hit by them.
     QR/TRing every knockdown isn't the end-all solution though; some attacks are
     circular middle/low levelled attacks that can hit opponents who QR/TR when their
     opponents recover too soon.  In addition, sometimes those middle attacks can
     cause backstaggers or back-turned crumbles.
     uk-guy's notes on QR/TRing:
     "It is possible to TR/QR and take damage or no damage depending on timing.  Some
     moves (usally certain grabs) will allow you to QR/TR but to do the 'just break
     fall' you have to time a TR/QR just as you hit the ground to take NO FURTHER
     damage.  If you do not time QR/TR on the exact frame of ground hit you will still
     QR/TR, but you may still take a little damage."
     B.Move Command Summary                                            ****************
     ======================                                           *II.MOVE COMMANDS
     Damage points are given based on Wolf's Giant Swing(80 pts), and not the lifebar.
     It usually takes about 200 points to kill someone.
     If I'm uncertain about a piece of information I'll put a "?" in place of it.
     Note: the damage and hit levels listed here are based on the revision B game,
     whereas the execution speed and initiative frames in the move analysis are based
     ON THE REVISION C game; if there are any differences from revision B to
     revision C, I point them out in the move descriptions.  I DO NOT cover Akira's
     rising attack options; if you want them, GLC's excellant version C general FAQ
     does nicely.
     ***Normal Attacks***
     Description       |Command       |Level   |Damage   |Notes
     Punch             |P             |H       |12       |
     Low punch         |d+P or D+P    |sL      |9        |
     Roundhouse kick   |K             |H       |25       |G-cancel possible
     Low kick          |d+K           |L       |10       |G-cancel possible
     Side kick         |d/f+K         |M       |24       |crouch-stagger
     ***Hopping Attacks***
     Description       |Command       |Level   |Damage   |Notes
     Hopping smash     |u+P,release P |M       |25       |
     Hopping punch     |u+P,P         |M       |25       |
     Hopping kick      |u+K,release K |M       |25       |
     Landing side kick |u+K,K         |M       |20       |
     ***Turn-Toward Attacks***
     Description       |Command       |Level   |Damage   |Notes
     Turning punch     |[BT]P         |H       |12       |continues into P sequences
     Turning smash     |[BT]d+P       |M       |14       |
     T. roundhouse     |[BT]K         |H       |30       |
     T. shin kick      |[BT]d+K       |L       |10       |
     Turning sweep     |[BT]D+K       |L       |30       |
     ***Special Attacks/Combos***
     Description       |Command       |Level   |Damage   |Notes
     Punch-kick combo  |P,K           |HH      |12+20    |G-cancel possible
     Punch-body blow   |P,P           |HM      |12+12    |
     Elbow             |FS,f+P        |M       |19       |crouch-stagger
     Dashing elbow     |f,f+P         |M       |20       |crouch-stagger,MC-float
     S. dashing elbow  |f,f,f+P       |M       |20       |crouch-stagger,normal-float,MC-crumble
     Single palm       |FC,f+P        |M       |20-35    |
     Standing palm     |FS,b,f+P      |H       |25       |flop,-2 DP
     Double palm       |FC,b,f+P      |M       |20-55    |
     S. double palm    |QCB+P         |M       |30       |normal-crumble
     Low backfist      |FS,d/f+P+K    |L       |22       |MC-crumble
     S. jumping kick   |f,f+K         |M       |20       |normal-float
     D. jumping kick   |f,f+K,K       |MM      |20+30    |
     Shoulder ram      |FC,f+P+K      |M       |30       |normal-float
     Standing shoulder |d/f+P+K+G     |M       |15       |sabakis HP/HE/LP
     Standing shoulder,|d/f+P+K+G,    |M       |15+      |MC-crumble
     power elbow       |P             |M       |20       |
     Body check        |b,f,f+P+K     |M       |20-80    |
     E. body check     |d(or u),P+K+G |M       |20       |dodges
     2-fisted strike   |b,f+[P+K]     |M       |25-45    |standing guard-stagger on max power
     Power fist        |b,f+P+K+G     |M       |28       |backsteps
     Overhead smash    |b,d/f+P       |M       |25       |force crouch,-1 DP
     Yoho              |d/f,d/f+P     |M       |35       |normal-float
     F. break guard    |FS,f+P+G      |H       |5        |standing guard-stagger
     D. break guard    |FS,d+P+G      |M       |5        |standing guard-stagger
     Wall climbing     |f+P+K+G       |wall,M  |20       |standing guard-stagger,normal-crumble,
     jump kick         |              |        |         |MC-crumble, can't be dodged
     Knee              |K+G,release G |M       |30       |normal-float, see move analysis
     Stun palm of doom |P+K+G,        |M       |18+      |RBC can't be escaped
                       |b,d/f+P+G,    |Ht      |22+      |
                       |b(or d,f)+P   |M       |30       |
     Dragon lance combo|d/f+K+G,      |M       |19+      |
                       |f+P,          |M       |20+      |
                       |b,f,f+P+K     |M       |30       |
     Akira special #3  |FS,d+K+G,     |sL      |10+      |Overhead smash:
                       |f+K,          |M       |10+      |force crouch,-1 DP,
                       |b,f+P         |M       |15       |slam on float
     Description       |Command       |Level   |Damage   |Notes
     High reversal     |b+P+K         |H       |30       |reverses HP/HE/HK
     Middle reversal   |d/b+P+K       |M       |30       |reverses MP/ME/MK/SK/KN/KF
     Low reversal      |d+P+K         |L       |30       |reverses LP/LK
     Parry             |b+P+K+G       |H or L  |0        |inashis HP/HK/LP,stumble
     Parry,            |b+P+K+G,      |H or L  |30       |-2 DP
     standing palm     |f+P           |        |         |
     ***Throws/Up-Close Attacks***
     Description       |Command       |Level   |Damage   |Notes
     R.T. and punches  |P+G           |Ht      |40       |
     Elbow rush        |P+G           |St      |40       |QR/TR possible
     Big finish        |P+G           |Bt,Ct   |55       |
     Pull-in throw     |f,b+P+G       |Ht,Ct   |0        |force crouch
     "",dodge          |f,b+P+G,u or d|Ht,Ct   |0        |
     "",               |f,b+P+G,      |Ht,Ct,  |25       |opponent must guard with
     reverse body check|u(or d)+P+K   |M       |         |u(or d)+G, respectively
     "",               |f,b+P+G,      |Ht,Ct,  |20       |-1 DP, opponent must guard
     shoulder smash    |P+K           |M       |         |with f+G
     Stumble throw     |FS,b,d+P+G    |Ht      |10       |stumbles
     Surprise exchange |d/b+P+G       |Ht      |0        |turns opponent around
     Reverse body check|b,d/f+P+G     |Ht      |25       |turns opponent around
     Close-in ram      |b,f+P+G       |Ht      |50       |QR/TR possible
     Grasping mind     |d/b,f+P+G     |Ht      |60       |-1 DP,QR/TR possible
     Inverted bodycheck|d/f+P+G       |Ht      |50       |
     Wall bodycheck    |d/f+P+G       |wall,Ht |65       |
     ***Ground Attacks***
     Description       |Command       |Level   |Damage   |Notes
     Ground punch      |d/f+P         |G       |12       |
     Jumping punch     |u+P           |G       |25       |
     C.Akira's Normal Attacks                                          ****************
     ========================                                         *II.MOVE COMMANDS
     Don't ever forget the basic normal attacks, especially the punch and low punch,
     both are extremely useful for poking at the opponent and setting them up.
     Punch                                                                            P
     (PG for punch-guard)
     reversability level: high punch
     execution speed: 12
     initiative frames: +2 / +5 / +10
     PROS: It is your fastest attack, gives you initiative as long as it touches the
     opponent, and has a very high chance of interrupting MANY attacks, sometimes even
     when you've lost initiative.  It also makes one of your best flowchart starters.
     It also has the best initiative afterward compared to other 12-frame punches.
     CONS: Weak, little range, hits high, doesn't track dodgers.
     NOTABLE FLOWCHARTS: In all cases, an elbow is interruptable(best used after a
     blocked PG), however, if the opponent wises up to this, mix between various
     strikes and a throw.  If you're going for the virtually guarenteed throw after a
     MC, delay the throw command slightly, or Akira's throw will whiff, since throws
     can't grab people out of hit stun.
     TIPS: If you aren't going for the punch-kick combo or the punch-body blow(which
     is very likely to happen), always press guard afterward(hence the abbreviation
     of PG).  When using the PG or PKG in combos, hold forward to gain a bit more range.
     USE THIS MOVE!  Alone PGs won't do the damage for you, but they'll set the
     opponent up for more damaging attacks.
     Low punch                                                               d+P or D+P
     (abbreviated LP)
     reversability level: low punch
     execution speed: 12
     initiative frames: -4 / +3 / +5
     PROS: It is your fastest attack(it's back to VF2!), ducks low immediately(those
     2 facts already mean you can interrupt MANY attacks, even with lost initiative at
     times), and uncounterable.  It is fairly safe to mix the LP in with your game.
     A great flowchart starter, since it gives you initiative if it hits.
     CONS: Weak, little range, no longer hits low(now hits special low), doesn't track
     dodgers, Akira loses initiative if it's blocked.
     NOTABLE FLOWCHARTS: Akira is put right into a "FC" situation afterward, so doing
     your "FC" moves can be a considered option(mixing between your double palm or your
     shoulder ram and a throw if the LP hits is an easy simple option).  Mixing between
     SDE and throw if the LP hits is a good option too.  ECD(see option select) can
     be a good option after blocked LPs, but you of course need to see what your
     opponent favors.
     TIPS: Don't LP to condition the opponent to block low; it should be used to
     INTERRUPT attacks(especially high attacks).  USE THIS MOVE!  Like the PG it won't
     do damage, but it will turn the tables and allow you to set the opponent up
     for more damaging attacks.
     Roundhouse kick                                                                  K
     reversability level: high kick
     execution speed: 14(16 if done while holding F)
     initiative frames: -1 / - / -
     PROS: Good damage, tracks those who dodge to Akira's front, better priority than
     in previous games, and possible combo followup if it MCs.  Cancelling the kick with
     guard can be used to draw attacks or move in closer for a throw.  Uncounterable if
     CONS: Hits high, good luck if it's ducked.
     TIPS: Don't use it unless if you're showing off.
     Low kick                                                                       d+K
     (abbreviated LK)
     reversability level: low kick
     execution speed: 14
     initiative frames: -15 / -6 / 0
     PROS: Akira's fastest true low-level attack(good speed), has better range than the
     LP, can track those who dodge to Akira's front, switches him stance, and in rev B,
     if it MCs, the double palm is guarenteed afterwards.  Hits OTB, making it a good
     ender for juggle combos, yet still enables Akira to recover quickly enough that he
     can punish those who QR/TR.  Can be cancelled, which can be used as a bait move,
     or to safely change stance(enables some evil guessing games with DFS and SPoD
     during a QR/TR).
     CONS: Akira loses initiative if it hits normally, and if blocked he's toast; in
     short, the framestats suck.  It's also weak.
     TIPS: An easy way to finish opponents off when they get down to about 10-20 pts
     of life is to discreetly use this move.  Or use the cancelled version to change
     stance or bait; other than that, not really useful.
     REVISION C CHANGES: The LK is a linear attack.  But then, it's not like you use
     the LK as your primary way to hit dodgers anyhow.  I also believe LK(MC),DblPm
     is no longer a combo in revision C.
     Side kick                                                                    d/f+K
     reversability level: side kick
     execution speed: 16
     initiative frames: -5 / 0 / +8
     PROS: Good range, decent speed, can stagger opponents if it hits crouchers, and
     gives Akira HUGE initiative if it MCs.  Because it changes stance, it has slightly
     better tracking properties than other sidekicks.  Can be used to backstagger
     CONS: Akira loses initiative if it's blocked.
     TIPS: If it staggers the opponents or MCs them, force a strike/throw guessing
     game.  Also use it for backstaggering(see okizeme under misc).  In general though,
     Akira has better mid-level attacks.
     D.Akira's Hopping Attacks                                         ****************
     =========================                                        *II.MOVE COMMANDS
     Hopping attacks are risky as ever, only use them in rare occasions.  Just keep
     in mind that they can't be reversed.
     Hopping smash                                                        u+P,release P
     reversability level: -
     execution speed: 35
     initiative frames: -11 / - / -
     PROS: Knocks down the opponent.
     CONS: Slow in execution, slow in recovery.
     TIPS: Only use against the scrubs.
     Hopping punch                                                                u+P,P
     reversability level: -
     execution speed: 26
     initiative frames: -9 / -1 / -
     PROS: Knocks down the opponent on MC
     CONS: Slow on execution and recovery; doesn't even knock down on normal hit!
     TIPS: You shouldn't be using hopping attacks.
     Hopping kick                                                         u+K,release K
     reversability level: -
     execution speed: 10
     initiative frames: -5 / - / -
     PROS: Startup is insanely quick, and uncounterable!
     CONS: Huge initiative loss when blocked
     TIPS: It's your best hopping attack; when you are desperate to interrupt your
     opponent's attacks, you can try this.  Still, try to refrain from using hopping
     attacks frequently.
     Landing side kick                                                            u+K,K
     reversability level: -
     execution speed: 10
     initiative frames: -11 / -7 / -
     PROS: Insanely quick startup
     CONS: The initiative frames just blow, they speak for themselves
     TIPS: Don't bother with.
     E.Akira's Turn-Toward Attacks                                     ****************
     =============================                                    *II.MOVE COMMANDS
     Due to an absence of turn-away attacks, Akira's turn-toward attacks don't play
     a large role in his game.  But sometimes, an escaped throw may place you with
     the back to the opponent.  Keep in mind unlike the past, you can't do many
     back-turned maneuvers anymore; almost any tap of the G button or the directional
     joystick places you back around.
     Turning punch                                                                [BT]P
     reversability level: high punch
     execution speed: 11
     initiative frames: -7 / -4 / +1
     PROS: Can continue into the canned PP or PK options.  Does slightly more damage
     at the cost of slightly slower speed compared to the regular punch.
     CONS: Leaves you with a massive disadvantage if blocked.
     TIPS: ALWAYS do the move as PKG to lessen the crap recovery.  It's still fairly
     useless using this to turn around, as d+G is probably much safer.
     Turning smash                                                              [BT]d+P
     reversability level: high punch
     execution speed: 17
     initiative frames: -8 / +1 / +1
     PROS: Hits mid level, and gives Akira initiative when it hits.
     CONS: Akira is barely throw counterable when blocked, and the attack is slow.
     TIPS: There are better options to turning around.
     REVISION C CHANGES: this attack is a linear attack in this version of the game,
     which means you won't be able to use it to nail dodgers.  Doesn't really
     matter, cause Akira doesn't rely on turning attacks anyhow.
     Turning roundhouse                                                           [BT]K
     reversability level: high kick
     execution speed: 14
     initiative frames: -2 / - / -
     PROS: Uncounterable, good speed, knocks down on a hit.
     CONS: Hits high, and can't be cancelled unlike the regular kick.
     TIPS: No need to use this.
     REVISION C CHANGES: the turning roundhouse can hit those who try to dodge
     to Akira's back
     Turning shin kick                                                          [BT]d+K
     reversability level: low kick
     execution speed: 17
     initiative frames: -9 / -4 / -1
     PROS: Hits low.
     CONS: Slow execution, slow recovery; doesn't even give you initiative in any
     TIPS: Not very useful... starting to see a trend with Akira's back-turned
     attacks? ;)
     Turning sweep                                                              [BT]D+K
     reversability level: low kick
     execution speed: 15
     initiative frames: -17 / - / -
     PROS: Knocks down on a hit, hits low, decent speed.  Hits those who dodge to
     Akira's back.
     CONS: Bad recovery.
     TIPS: Don't use it.
     F.Akira's Special Attacks                                         ****************
     =========================                                        *II.MOVE COMMANDS
     Akira has the least number of special attacks but the most number of useful moves
     in the game; many of his strikes are excellant moves.
     Punch-kick combo                                                               P,K
     (PK for the punch-kick combo, PKG stands for the senbon punch)
     reversability level: high punch, high kick
     execution speed: 12, 12
     initiative frames: -2 / +2 / -
     PROS: If the punch connects, the kick is virtually guarenteed as long as it
     wasn't delayed for a fast, good damage attack.
     CONS: Not as many things are PK-counterable in VF4.
     NOTABLE FLOWCHARTS: Upon normal hit, an elbow is uninterruptable.
     TIPS: If you cancel the PK, you get the PKG, which is essentially the PG, except
     it moves Akira slightly closer at the cost of less initiative(useful for combos
     and sometimes flowcharts).  Use the PK when the opponent has little life for an
     easy way to finish them off.
     Punch-body blow                                                                P,P
     (abbreviated PP)
     reversability level: high punch, middle punch
     execution speed: 12, 10
     initiative frames: -8 / -7 / -1
     PROS: Body blow virtually guarenteed after high punch, and hits mid-level in
     the cases that the opponent ducks the punch.
     CONS: Throw counterable if blocked, HUGE loss of initiative if blocked, slight
     loss of initiative if MC'd, weak damage.
     Elbow                                                                       FS,f+P
     reversability level: middle elbow
     execution speed: 13
     initiative frames: -6 / -2 / +5
     PROS: The fastest elbow(and best by that fact) in the game, uncounterable, can
     stagger crouchers, and gives Akira huge initiative if it MCs; it's an excellant
     CONS: Huge loss of initiative if blocked; slight loss upon normal hit.  Somewhat
     small range.
     NOTABLE FLOWCHARTS: If it staggers or MCs, force a strike/throw guessing game.
     TIPS: Virtually uninterruptable in +2 scenarios(and sometimes in +1 scenarios).
     Learn to use it; it's not that shoddy elbow that Akira had in the previous
     VF incarnations, this elbow is GOOD.
     Dashing elbow                                                                f,f+P
     (DE for dashing elbow)
     reversability level: middle elbow
     execution speed: 14
     initiative frames: -3 / +2 / -
     Akira rushes forward then strikes with an upward elbow strike.
     PROS: Fast execution, uncounterable, +2 if normally hits, juggles if it MCs,
     and staggers crouchers.  Decent range and moves Akira in for up-close games.
     It's excellant for flowcharting.  One of the best moves in the game.
     CONS: Very linear.  Slight loss of initiative if blocked.
     NOTABLE FLOWCHARTS: An elbow is uninterruptable on normal hit, when the attack
     staggers, force a strike/throw guessing game.  Of course, combo if it MCs(see
     combos section).  When blocked, if you dodge and your opponent attacks
     immediately, you have a very high chance of evading nearly anything he/she
     dishes out.
     TIPS: This DE gives better initiative than the SDE; while the SDE is more of
     a combo starter, this one is more like a flowchart starter.  Choose well.
     REVISION C CHANGES: The DE's speed is now as slow as the SJK's startup.  Still a
     safe attack if blocked though.  However, all in all, the SDE is still better than
     the DE, because the results afterward are much more favorable when using the SDE.
     Super dashing elbow                                                        f,f,f+P
     (SDE for super dashing elbow)
     reversability level: middle elbow
     execution speed: 14
     initiative frames: -6 / - / -
     Basically, same thing as the dashing elbow, but with a farther linear reach,
     and switches stance.
     PROS: Fast execution, uncounterable, juggles on normal hit, puts the opponent
     into a stomach crumble stun on MC, staggers crouchers, HUGE range and moves Akira
     in for a up-close game.  Changes Akira's stance, giving it slight tracking
     abilities.  It is Akira's lynchpin move, and it is arguably THE best move in
     the game.
     CONS: Very linear.  Loss of initiative if blocked.
     NOTABLE FLOWCHARTS: When blocked, try to read your opponent; in rev B the
     initiative Akira lost was equivalent to the DE so an immediate E worked extremely
     well afterward, but in rev C, you're going to have to try to be very cautious.
     TIPS: It is the best guard bufferable move in the game; hold G and keep tapping
     forward; if you see the opponent flinch, let go of G and tap P to do the SDE.
     Learn your combo followups; they can hurt upon MC.  USE THIS MOVE!
     REVISION C CHANGES: the SDE's speed has been tinkered with.  The recovery is still
     fast enough to make it uncounterable, but the opponent will suffer less blockstun,
     making Akira lose a bit more initiative when blocked; be extremely careful.  The
     startup has also been tinkered with; the speed is now comparable to the SJK.
     However, the SDE will still play a big role in your game(the damage potential and
     staggering mind games are still there).  Just that you can't abuse it as much since
     it doesn't come out/recover as quickly.
     Single palm                                                                 FC,f+P
     (abbreviated SgPm, m-SgPm for a SgPm done right after a CD)
     reversability level: middle punch
     execution speed: 16(15 if done up-close)
     initiative frames: -7~-3(up-close) / +2~+6(up-close) / +6~+8(up-close)
     Akira crouches slightly then rushes forward and thrusts his palm forward at the
     PROS: Decent speed, good range, uncounterable, gives initiative upon a hit, pushes
     the opponent back very far giving you breathing room.  Will cause a strong wall
     stagger when the opponent is near a wall, enabling for some guarenteed combo
     followups(see combos).  Also does good damage.  Can cause a back-turned crumble
     stun(use it in backstagger situations).  Guarenteed after a stumble throw or
     forward break guard(in these cases, you can key in the SgPm as QCF+P or d,f+P,
     which are known as autopalms).
     CONS: Disadvantage if blocked(although because you're out of range, it's hard
     for the opponent to force a guessing game), linear attack.
     NOTABLE FLOWCHARTS: Doing a backwards CD into a double palm or a low backfist
     after this move are excellant tactics.
     TIPS: You get better initiative if you connect this move up-close.  You must learn
     to buffer these out of a CD to make them especially useful.  Useful for pushing
     an opponent out of a ring or towards a wall or simply putting breathing room
     between you and the opponent.  It's also your best backstagger tool, and your
     best wall stagger tool; nailing it gives you STRONG combos.
     REVISION C CHANGES: the SgPm is a special mid level attack in this game, in
     other words, it will not give out its damage when the opponent is crouching and
     blocking; doesn't matter, Akira usually uses other mid-level attacks to hit his
     crouching opponent, like the shoulder ram.
     Standing palm                                                             FS,b,f+P
     (abbreviated StPm)
     reversability level: high punch
     execution speed: 14
     initiative frames: +1 / - / -
     Akira steps forward then thrusts his palm forward at head level.
     PROS: Uncounterable, good speed, gives initiative if blocked, causes a flop if
     it hits(enables free combo followups), takes drunken points from Shun.  Damage
     no longer range dependent; in general the move's been improved.
     CONS: Hits high, doesn't have as far a reach as its cousin the SgPm(just slightly
     further than the PG), and not as fast as the PG.  It's also linear.
     NOTABLE FLOWCHARTS: The elbow, PG, and LP are uninterruptable when blocked.
     TIPS: Treat it like it was a slow high punch; don't use it to beat quick attacks,
     but mix it in with your pokes.  One of Akira's best followups after an MC dodge,
     and less riskier than a BC done after a dodge.
     Double palm                                                               FC,b,f+P
     (abbreviated DblPm, m-DblPm for a DblPm done right after a CD)
     reversability level: -
     execution speed: 12
     initiative frames: -12 / - / -
     Akira crouches slightly, rushes forward then pushes the opponent with both hands.
     PROS: Speed is now as fast as your PG(!).  Damage is VERY good.  Recovery has been
     improved.  Good range.  Knocks down.  Arguably the best FC move in the game.
     CONS: Throw and 12-frame punch counterable if blocked.
     TIPS: Excellant mC tool against low opponents in -12 situations, and an excellant
     juggle combo ender.  You must be able to do this move buffered from a CD if you
     want your Akira to be considered dangerous.  If you are doing the m-DblPm as a
     standalone move; try doing it after a backwards CD; it makes the move 10x harder
     to interrupt, especially at midrange, making it a sick move.  After a LP, a DblPm
     works wonders, because of its speed and damage, sometimes even when the LP is
     blocked you'd beat a lot of attacks.  Also one of Akira's best attacks right after
     he QR/TRs.
     REVISION C CHANGES: the damage has been tinkered with; the DblPm will now do 45 pts
     max damage as opposed to the 55 in revision B, but the DblPm is still very useful;
     don't take the reduced damage as a sign to use the DblPm even less; you should
     still use the move in your game.
     Standing double palm                                                         QCB+P
     (abbreviated StDblPm)
     reversability level: -
     execution speed: 24
     initiative frames: -10 / - / -
     Akira rears back with both fists above him, then punches forward at the midsection
     with both palms.
     PROS: Uncounterable if blocked(in rev B), causes a head crumble on normal hit, can
     potentially dodge some high/mid attacks during the startup because Akira rears back.
     StDblPm,DBC does more than 100 pts of damage in rev B, making this one of the
     deadliest yet simplest combos in the game(see combos section).  This is arguably
     one of Akira's best new moves.
     CONS: It has a SLOW startup(it will get beat out if you keep doing it up-close).
     TIPS: Try doing this move at close-mid range, or as a round opener; it has a good
     chance of beating attacks during then, and less likely to be beat out at that range.
     Avoid throwing this move out every second due to its slow startup; set it up.
     REVISION C CHANGES: the StDblPm will now do 23 pts as opposed to the 30 pts in
     rev B.  Akira is throw counterable if the attack is blocked.  It will slam an
     airborne opponent.  All in all, with the reduced damage that the DBC does, the
     StDblPm is fairly useless in rev C; the max damage you can do with a StDblPm-->DBC
     combo is about 75 pts, hardly compared to the 100+ pts you could do in rev B.
     Definitely not as abusable as it was in rev B.
     Low backfist                                                            FS,d/f+P+K
     (abbreviated LBF)
     reversability level: low punch
     execution speed: 25
     initiative frames: -4 / +3 / -
     Akira rears back, then lunges forward hitting low with a backfist.
     PROS: Uncounterable if blocked, gives slight initiative on normal hit, causes a
     leg crumble upon a MC, hits low, ducks very low(it sometimes seems to beat out
     LPs and many high/mid moves once you get past that slow startup), tracks dodgers
     very well, and has great range.  Also leaves Akira in an FC position afterward,
     giving him access to FC moves.  It's been beefed from VF3, and still one of the
     best low-level attacks in the game.
     CONS: SLOW startup(you will get beat if you use it up-close), loss of initiative
     if blocked.
     NOTABLE FLOWCHARTS: Very similar to that of your LP; SDE, and DblPm will be
     uninterruptable when the attack normally hits; mix between one of these and a
     throw for an easy rewarding guessing game at an intermediate level, and sometimes
     an expert level once in a while.  Mixing between ShRm and throw or a break guard
     is also a good option too.  ECD can be useful if blocked(like your LP), but it
     depends on your opponent.
     TIPS: Use it at midrange where it'll be harder to interrupt.  Learn your combo
     followups when it MCs; they hurt.
     Single jumping kick                                                          f,f+K
     (abbreviated SJK)
     reversability level: middle kick
     execution speed: 14(13 if done after a successful guard break)
     initiative frames: -14 / - / -
     Akira hops up and does a punt kick in midair.
     PROS: Fast startup, low hit detection for OTB combos.
     CONS: Counterable if blocked.  Also not nearly as effective as in VF3, because
     a SJK after a break guard or stumble throw doesn't fling the opponent sky high.
     Double jumping kick                                                        f,f+K,K
     (abbreviated DJK)
     reversability level: middle kick
     execution speed: 14(13 if done after a successful guard break), 11
     initiative frames: -25 / - / -
     Akira does his SJK, then follows with his other foot doing another punt kick.
     PROS: The DJK is a true combo in most cases.  Does HUGE damage, has a fast
     startup.  An excellant combo ender, for juggle combos, wall combos, and crumble
     combos; it can enable you to really pile on the damage if you do.  Difficult
     to dodge for those who try a TR into a dodge.  The DJK can be used to beat
     low rising attackers.
     CONS: Recovery REEKS, enough to warrant that you DON'T use this move as a
     standalone attack very often.  If you tag this to end a wall combo, there is a
     small chance that the opponent can TR and throw or PG you before you recover, so
     beware of that(key in your option select).
     TIPS: If you want to combo a crumble stun into this, it's recommended that you
     key in the DJK as soon as possible; the 2nd kick of the DJK doesn't hit as low
     as the 1st kick, so there's a chance that the 1st kick hits, and the 2nd kick
     whiffs if you waited too long.  The DJK's uninterruptable after a normal hit of
     a LP or LBF.  In +14 situations the DJK is guarenteed as a mC tool, and makes
     it one of the strongest mC weapons in the game at that.
     Shoulder ram                                                              FC,f+P+K
     (abbreviated ShRm, m-ShRm for a ShRm pulled out immediately from a CD)
     reversability level: -
     execution speed: 16
     initiative frames: -13 / - / -
     Akira quickly stands while lunging forward to hit the opponent with his
     PROS: Knocks the opponent into the air on normal hit or MC for juggle combos,
     and arguably the move which has the highest damage potential for Akira.  Decent
     speed.  Can't be reversed.  Initial animation makes Akira duck, giving it good
     priority against high attacks, and makes it much more useful than other juggle
     starters.  Tracks those who dodge to Akira's back.  In open stance, it has a
     higher chance of beating attacks, such as Kage's d+K+G in 50/50 situations.
     CONS: Throw and 11-frame punch counterable if blocked.  Limited horizontal range.
     TIPS: You MUST buffer this out of a CD if you want to be able to play a good
     Akira.  To connect this move it's helpful to CD under a high attack then hit
     f+P+K to ShRm them.  Easiest guessing game for Akira is to get into a crouch(LP,
     CD, or LBF), then ShRm if the opponent tries to hit back/duck, or throw/break
     guard if they stand block.  LEARN YOUR COMBO FOLLOWUPS AFTER THIS MOVE!
     REVISION C CHANGES: the ShRm is a linear attack, making it much easier to dodge
     now.  The recovery's also been toned down; it is supposedly strike counterable
     by everyone.
     Standing shoulder                                                        d/f+P+K+G
     reversability level: middle punch
     execution speed: 19
     initiative frames: -6 / 0 / +3
     Akira basically does a slow overhead smash with his fist.
     PROS: Sabakis, or deflects anything that can be reversed as a high elbow, high
     punch, and low punch during the animation(huge priority against these moves).
     CONS: Counterable if blocked in rev B.  Slow startup(shouldn't matter though; the
     intention of you doing this move is to beat high elbows, high punches, and low
     TIPS: Timing of the sabaki is early to mid-early in the shoulder animation; do
     the move just when the opponent's attack is close to hitting you.
     REVISION C CHANGES: the standing shoulder's recovery has been improved; Akira
     is not throw counterable if the attack is blocked, making it much easier to use
     this attack more often, but you still lose initiative; beware of that.  uk-guy
     suggested the parry after a blocked standing shoulder since many people go for
     a LP afterward.  Doing multiple standing shoulders in a row according to uk-guy
     is also a powerful tactic.
     -->power elbow                                                         d/f+P+K+G,P
     reversability level: middle elbow
     execution speed: 19, 20
     initiative frames: -14 / - / -
     Akira follows up his standing shoulder with a dashing elbow that looks a lot like
     the stun palm.
     PROS: Power elbow usually connects after the standing shoulder connects.  It
     knocks down and enables some followups.  It causes a stomach crumble upon MC.
     It can be delayed after the standing shoulder to catch aggressive opponents.
     CONS: Counterable if blocked.
     TIPS: Use the delay option to your advantage.
     Body check                                                               b,f,f+P+K
     (abbreviated BC, DBC for a deep BC(b,f,F+P+K))
     reversability level: -
     execution speed: 13
     initiative frames: -27~-24(up-close) / - / -
     Akira rushes forward low then stands and turns his body to hit the opponent with
     his back.
     PROS: Fast startup, knocks down, can potentially dodge high attacks during the
     rush animation.  Is THE most powerful strike in the entire game up-close; 80 points
     on NORMAL hit!  An excellant and powerful crumble combo and wall combo ender.
     Has a very low hit detection, making it easy to hit OTB with this.  Damage-wise
     it can also be used to beat rising attacks, as long as you connect this move at
     the exact same time that the opponent's rising attack connects.  You WILL use
     this move because it's SOOOO powerful, connecting 1 DBC up-close as an MC will
     make your opponent cry.
     CONS: Recovery REEKS.  Only do this move when you're sure that it'll connect.
     Damage is sooo range dependent, that if you do the move slightly out, the damage
     will go very far down to 20 pts.  When you connect the DBC near a wall or in
     a wall combo and the opponent TRs, the opponent may have a guarenteed throw or
     PG counter like the DJK; key in the option selects just in case.
     TIPS: Helps incredibly to do the DBC command more than the BC command; the CPU
     will read the forward taps as the beginning of a dash before the BC command gets
     registered, giving a higher chance that you nail the move at max damage slightly
     out.  It works great against moves with slow startups(think charge moves) or slow
     recoveries, or after an MC dodge.  Other than that, it's main purpose is as a
     combo ender.
     REVISION C CHANGES: the BC will do a damage range of 20-65 pts.  This is a HUGE
     change to Akira, because he used to be able to do up to 80 pts of damage for the
     BC up close.  Akira can't do absolutely horrendous damage anymore(granted, 65
     pts is still a very broken number, but Akira used to be able to win just by
     connecting a MC up-close DBC).  You'll still use this move though cause it hurts.
     Evading body check                                                   d(or u),P+K+G
     (abbreviated eBC)
     reversability level: middle punch
     execution speed: 19
     initiative frames: -15 / - / -
     Akira dodges then spreads his arms out to hit his opponent with his back and arms.
     PROS: Slightly more versatile in this game, because Akira can control which way
     he dodges, and the eBC command can be delayed slightly.  Very good priority against
     linear attacks because Akira must dodge first.  Knocks opponents down for a
     guarenteed ground pounch.  Opponent needs to evade away from Akira(opposite the
     direction he dodged) in order to MC dodge the attack.
     CONS: Bad recovery(blocked or whiffed), and slow startup.  Unlike the normal BC,
     this BC CAN BE REVERSED as a middle punch.  Only decent damage.
     TIPS: Can still play a good role in your offensive games; get the opponent to hit
     back after a poke, then do the eBC.
     2-fisted strike                                                          b,f+[P+K]
     (abbreviated DFS for Double Fisted Strike)
     reversability level: -
     execution speed: 18(49 if fully charged)
     initiative frames: -3 / - / -
     Akira rears back then does a lunging strike where he hits the opponent with
     both of his fists.  Hard to describe exactly how it looks, you'll know when
     you see it.
     PROS: Faster execution compared to VF3(just slightly faster than the SPoD).
     Only -3 if blocked(usually opponents are fooled into thinking the recovery's
     more, so they go for big-risk moves).  Tracks those who dodge to Akira's front
     (great against dodgers, rollers, and people who TR/QR(mix between SPoD and DFS
     for a killer tactic)).  Can start some combos.  Unreversible.  The fully charged
     version of the move not only does great damage, but when blocked causes a stagger
     making the StPm combos unblockable.  Has HUGE range, making it great against
     backdashers or backward CDers.
     CONS: Fully-charged DFS has LOONG execution, and an opponent Eing correctly RIGHT
     at the beginning will make the move miss.  Non-charged DFS does fairly weak
     damage; 25 pts(damage increases closer Akira is to his opponent though).  Slow
     startup(better used at midrange).
     NOTABLE FLOWCHARTS: After a blocked DFS, use a standing shoulder against people
     who like poking w/PGs, mid reversal/parry against LPs or mid-level attacks, SPoD
     against throws, or dodge--> StPm; remember, it's only -3, and definitely not
     counterable as some may think.
     TIPS: VERY useful for beating TR attempts if the opponent TRs towards Akira's
     front; mix up SPoD and DFS with some low kick-cancels here and there for a
     powerful tactic.  Due to its huge range, a backdash into a DFS is an extremely
     powerful tactic; you can even combine the 2 commands; only need to hit f+P+K
     during a backdash to get the DFS.
     Power fist                                                               b,f+P+K+G
     reversability level: -
     execution speed: 23
     initiative frames: -16 / - / -
     Akira steps back then lunges forward to hit with his fist at the midsection.
     PROS: Backsteps at the beginning, so that you can avoid some attacks during the
     beginning.  A LK will hit OTB, and if the opponent TRs, you can backstagger
     them.  Tracks those who dodge towards Akira's front.
     CONS: SLOW startup, bad recovery.
     TIPS: Most useful at close-mid to midrange situations(like after a SgPm).  Also
     good against aggressive opponents or rising attacks.  However, this is for the
     most part, a style move; only useful if you want to try for a backstagger
     oppurtunity and show off.  Also can be used with a slight delay after a dodge
     for some trickiness.  When in doubt, DON'T USE THIS MOVE; Akira has much
     better options.
     Overhead smash                                                             b,d/f+P
     reversability level: middle punch
     execution speed: 24
     initiative frames: 0 / +2 / +11
     Akira raises his hand then comes down with an overhead fist strike.
     PROS: Forces the opponent to a crouch, leaves Akira at a crouching position
     afterward, takes off drinking points from Shun, uncounterable if blocked, can
     give some wicked initiative upon an MC!  Also will give a strong wall stagger
     when done near a wall, much like the SgPm.
     CONS: SLOOOW startup.
     NOTABLE FLOWCHARTS: Not really necessary since it's so rare that you'll use
     this move, but you're neutral when blocked; fast pokes should work fine; on
     normal hit, PG, elbow, and LP are all uninterruptable, and upon MC you should
     just force a strike/throw game.
     TIPS: DON'T USE THIS MOVE; you have much faster and safe attacks to use on
     your opponent; only use it if you're fooling around.
     Yoho                                                                     d/f,d/f+P
     reversability level: high punch
     execution speed: 17
     initiative frames: -13 / - / -
     Akira steps forward low then stands up and does a 2-handed upward strike.
     PROS: During the startup Akira has some potential to dodge some high attacks.
     Does good damage by itself, upon MC the damage goes upward of 50 pts, or
     basically throw damage.  Is Akira's most powerful juggle starter.  Makes a
     good followup to some specific combos(Akira's most powerful non-SPoD followup
     to a strong wall stagger involves this move), see the combos section for more
     info.  Guarenteed after a parry or forward break guard for some powerful
     CONS: Counterable if blocked.  Slow startup.
     TIPS: Is useful, but NOT AS A STANDALONE ATTACK, usually best in combos.  Only
     do it if you're trying to showboat or are desperate(although I don't think this
     is the best of Akira's desperation moves).
     Forward break guard                                                       FS,f+P+G
     (abbreviated fBG)
     reversability level: high punch
     execution speed: 12
     initiative frames: - / -10 / -9
     Akira does a small uppercut.
     PROS: FAST startup.  Staggers standing opponents who block(they will get their
     arms knocked upwards), making the autopalm(d,f+P or QCF+P) or the StPm guarenteed
     for some combos.  Look at the combos section for followups.  It gives +17
     minimum, so the knee, yoho, and SJK(amongst the recommended followups) are also
     CONS: Akira is throw counterable if the attack hits.  Hits high.  Weak damage
     when it does hit at all.  The SJK is no longer a good option after the fBG
     because it doesn't fling the opponent sky high anymore.
     TIPS: Try this after a weak wall stagger, since Akira has nothing guarenteed
     afterward there(incentive for the opponent to block right into this move) or in
     the pull-in throw mixups.
     Downward break guard                                                      FS,d+P+G
     (abbreviated dBG)
     reversability level: middle punch
     execution speed: 16
     initiative frames: - / -12 / -12
     Akira does a small upward elbow strike.
     PROS: See fBG, except it hits middle, and comes out at a decent speed.
     CONS: Akira is counterable if the attacks hits, and it does weak damage.
     Aside from a perfectly buffered m-DblPm, nothing's guarenteed(it gives a
     minimum of +12 when it connects on a guarding opponent).
     TIPS: Arguably Akira's most useless move because it's easily overshadowed by the
     fBG; nothing huge is guarenteed after the dBG.  (although if you're near a wall
     you can still try for the SgPm--> SPoD combo)
     Wall climbing jump kick                                                    f+P+K+G
     reversability level: -
     execution speed: 43
     initiative frames: - / - / -
     PROS: Can't be evaded, can't be reversed, causes a stagger when guarded, and
     a head crumble on normal or MC hit.
     CONS: Startup REEKS.  Also, Akira needs to face a wall up-close to do this move,
     so it's hard for him to use often(since he has no turn-away attacks).
     TIPS: Not many people use wall attacks in VF4; neither should you.  However,
     uk-guy noted that you can try using this on grounded opponents; do an inverted
     bodycheck so the opponent ends up close to the wall, m-SgPm up-close to cross
     over their body, then execute the wall climbing jump kick and it should beat
     out their rising attack; flashy and effective.
     Knee                                                                 K+G,release G
     reversability level: knee kick
     execution speed: 17
     initiative frames: -9 / - / -
     Akira hops forward to hit the opponent with his knee.
     PROS: It is only barely throw counterable when blocked, making it have the
     best recovery of all the knees in the game, and making it the best knee in
     the game.  Can hit those who dodge to Akira's back.  Juggles just as well
     as the m-ShRm(is an abuse move against people who can't reverse knees).  Ok
     startup as well.  It is one of Akira's best juggle combo starters.  Changes
     Akira's stance(which may or may not be a good thing).
     CONS: It is HARD to do.  Don't worry if you can't do it consistently, not
     many can.  It's only really useful if you can consistently do it, otherwise,
     it's just a show off move, since you'll be whiffing high kicks all the time.
     HOW TO DO IT: You're supposed to tap K+G, but let go of G before 1 frame has
     passed(that's 1/60th of a second).  Press K w/your middle finger and G w/your
     thumb, then pull off the thumb like you're flicking.  But try to graze the
     guard button instead of jamming it down and pulling your thumb off; on arcade
     joysticks, you don't need to press a button all the way down to register it,
     and using this to your advantage will help you do this move(hence why you need
     to graze the G button, not jam it down).
     TIPS: If you can't do this move, it doesn't matter, because the m-ShRm is
     a good substitute, and you're running the risk of whiffing a standing kick
     everytime you do a knee attempt.  If you can do it consistently, it can make
     for a very good show off move.
     Stun palm of doom                                      P+K+G,b,d/f+P+G,b(or d,f)+P
     (abbreviated SPoD)
     reversability level: middle punch, - , -
     execution speed: 20
     initiative frames: -15 / -11 / -4  ,  - / -6 / -  ,  - / - / -
     Akira steps forward and spreads his arms to hit the opponent in the midsection
     with a palm, immediately does his reverse body check, then turns around and
     does a double palm.
     PROS: The SPoD is a true combo once again; the RBC can't be escaped(which
     strangely has changed to the b,d/f+P+G input).  It is POWERFUL; doing 70 pts
     of damage on normal hit.  It will track those who dodge/TR/roll towards Akira's
     back; mixing between this and the DFS during TRers can be a powerful tactic;
     they must guess which way to correctly dodge.  Unlike your DBC, the SPoD isn't
     range-dependent on damage.  Also has great range; can hit those who are midrange
     to close-mid.  And let's not forget that it hits middle.  Beginners also tend
     to think this move is the shnit.
     CONS: The SPoD starts slowly, and is counterable in ALL cases unless if it
     MCs(which is rare).  The RBC leaves you with a disadvantage if you just stop
     there.  It's all in all best to do the entire 3-hit string instead of stopping
     short.  Also, if you like nitpicking, the total damage is now 10 pts less than
     that of VF3(still won't really matter now that the string is a true combo).
     Beginners may also find it hard to do this 3-hit string, due to the motions.
     HOW TO DO IT: In order to do the combo, it's actually not hard; just remember
     to be fast, but precise.  Make sure you don't start tapping back for the RBC
     command until you let go of the P+K+G command.  Complete the RBC before the stun
     palm actually hits, and tap b+P for the DblPm as soon as you finish the RBC
     command(preferably before the animations start showing it).  Just remember;
     though speed is stressed, it's much better that you input the commands
     correctly.  Try doing the commands slowly, then speed up your timing.
     TIPS: It can be an excellant counter to throws; the throw will whiff, but this
     will connect.  Mixing between this and the DFS to punish TRers should be a
     constant.  This move is SOOO easy to connect in this game, you don't need to
     connect it as a standalone attack!  It's virtually guarenteed after a parry,
     a SgPm near a wall, and a SgPm on a back-turned opponent, making for some HUGE
     damage!  The SPoD is still not necessary for Akira to play well in VF4, but
     it's his best 3-hit string, because of its damage and the fact that it's(like
     I said) SOOO easy to connect!  Expect 100+ everytime you stick this in combos!
     Dragon lance combo                                           d/f+K+G,f+P,b,f,f+P+K
     (abbreviated DLC)
     reversability level: middle kick, middle elbow, -
     execution speed: 16, 20, 13
     initiative frames: -16 / -12 / -12  ,  -15 / -13 / -  ,  -17 / - / -
     Akira steps forward and does a modified side kick(the dragon lance), immediately
     goes into a dashing elbow(although it looks a lot like the power elbow after the
     standing shoulder), then immediately goes into a body check.
     PROS: This makes for Akira's most reliable juggle combo ender.  It also makes
     a good way of pushing opponents out of the ring when near a ring edge as a
     standalone move, since a DLC can push the opponent very far back.  It's also
     Akira's best juggle combo ender FOR DISTANCE; great for open stages.
     CONS: The DLC isn't a true combo, and the recovery after any of the attacks in
     ANY situation leaves Akira counterable.  It's best whenever you use it to do
     ALL 3 attacks; otherwise you'll be worse off.  The damage potential of this
     move was tinkered from VF3 so that this move stuck in combos will only do
     mediocre damage, not the ludicrously high 81+ damage points you got in VF3.
     Beginners will have a hard time doing this string due to the complex motions.
     HOW TO DO IT: Much like the SPoD, when you do the move, speed AND precision are
     the key.  Make sure the joystick goes through the center and that you let go of
     the K+G command before you tap f+P for the dashing elbow.  Let go of the P, then
     make sure you tap back and 2 forward taps for the bodycheck(common mistake is
     to not tap back far enough, or tapping forward too quickly, registering as a
     long forward tap instead of 2 distinct forward taps).  And again, don't wait
     for the animations to show to do the commands; do it before the animations even
     show(finish the DE before the dragon lance comes out, and be finished with
     the bodycheck before the DE comes close to hitting).  Don't let the pace of
     the game ruin your DLC attempt; also it helps to do the dragon lance and
     dashing elbow as close to each other as possible so you get more time to do
     the BC.
     TIPS: The DLC is Akira's most useless 3-hit string; that's because in almost
     all cases you could do a DLC as a combo ender, you can get away with more
     powerful combo enders(or easier to do combo followups for that matter).  It's
     only really useful for the ring-out distance.  Beginners never really seem to
     realize this, but it's true; when in doubt, don't finish your combos with the
     DLC; it's not necessary for you to play a good Akira.
     Akira special #3                                                FS,d+K+G,f+K,b,f+P
     (abbreviated AS3)
     reversability level: low kick, knee kick, middle punch
     execution speed: 16, 21, 14
     initiative frames: -17 / -13 / -9    -17 / -17 / -14    -17 / -2 / -1
     Akira does a standing low kick called the axe blade(looks a lot like his head
     down,feet away rising sweep, except with only 1 leg), follows that with a shot
     knee, then follows that up with his overhead smash.
     PROS: Next to the DLC as the most reliable juggle combo ender.  The 1st hit
     hits extremely low to the ground.  This gives you the ability to add more
     combo fillers to your combo compared to the DLC(or makes it great for extremely
     low floats).  The AS3 when done as a combo ender will slam the opponent giving
     you a good chance of connecting a ground punch afterward, since the opponent
     can't tech roll.  The 3rd hit can force the opponent to a crouch and take off
     some drinking points from Shun.
     CONS: The entire string isn't a guarenteed combo, and doing it outside of a
     juggle combo is very risky, as the opponent has a HUGE ability to counter Akira,
     the framestats speak for themselves.  It's best to once again, go for all 3
     attacks should you want to bother with this move at all, by the framestats.
     And finally, when done in juggle combos, the AS3 is WEAK.  You can make up for
     this by learning how to add as many fillers to your juggle combo before
     connecting the AS3 though.
     HOW TO DO IT: Good news; the AS3 is Akira's easiest to do 3-hit string.  Same
     concepts apply though; be quick on the commands, but precise.  Let go of the
     buttons and let the joystick go through neutral before doing the shot knee(
     finish the command before the axe blade fully comes out), then make sure to
     tap back, forward and punch(make sure that you let go of the K and that the
     joystick goes through neutral before tapping the overhead smash) before the
     shot knee starts coming out.  Like the DLC, try to get the 1st 2 hits out
     as soon as possible, which gives you more time to do the 3rd hit of the AS3.
     TIPS: AS3 is useful, but do use your discretion when you tag it into combos;
     it does less than 50% of the damage that the DLC does, so when you do use
     it, make sure to wring out every single combo filler that you can before you
     do the AS3; this will make the overall combo damage high.  It's probably most
     useful in cases that you get a low juggle(such as knocking down a heavyweight
     with the SDE), since most other attacks won't be guarenteed.
     G.Akira's Reversals                                               ****************
     ===================                                              *II.MOVE COMMANDS
     The new reversal system makes it that you need to match the reversal's hit level
     with the attacks' hit level; in previous VF games you could reverse Sarah's
     punt kick with the high reversal, but here since it hits mid level, you now
     need to reverse it with the mid reversal.
     Akira has an excellant variety of reversals; his mid reversal is powerful, and
     his other reversals have their uses; he even has a new inashi.
     Reversals are excellant when you have lost initiative; they are ideal against
     fast uncounterable attacks or repetitive attacks.
     Remember the general rule for reversable attacks; only attacks that are on the
     ground and use only 1 limb can be reversed.
     All the reversals have 1 frame of execution, whereas the parry has 0 frames of
     High reversal                                                                b+P+K
     Whenever Akira reverses a high attack, he'll usually do either a yoho, or
     dashing elbow after parrying the opponent's attack.
     PROS: In pretty much all cases, the opponent is knocked down, enabling you
     to pressure them as they get up.  If they hit a wall going backward, you
     can add more damage to the sequence.
     CONS: The high reversal doesn't reverse EVERY high attack; crescents can't
     be reversed(that is a Aoi-specific attribute).
     TIPS: The high reversal is really good for stopping pesky PGers.  Best
     used when you lost initiative.
     Middle reversal                                                            d/b+P+K
     Should Akira reverse a mid attack, he will either parry and execute a dashing
     elbow or a shoulder ram.
     PROS: In most cases the opponent is knocked down flying backward.  This gives
     you a chance to pressure them when they rise.  If they hit a wall going
     backward, you can combo them.  Also, the mid reversal is insanely versatile
     in VF4 and probably your best reversal; basically he can reverse anything
     classified as a reversible mid-level attack(and it's pretty much a constant
     that everyone has a good share of mid-level attacks in their game).
     CONS: It won't reverse circular attacks or rising attacks.
     TIPS: When in doubt about which reversal to plug in, jam in this, or the parry.
     Also best used when you lost initiative.
     Low reversal                                                                 d+P+K
     Should Akira reverse a low attack, he'll either grab the incoming punch and
     deliver an overhead into the opponent's back(ugh), or parry and counter with
     a double palm.
     PROS: The punch reversal knocks the opponent down right next to you; try to
     pressure them as they get up.  The kick reversal will knock down the opponent
     far away, and you can pressure them as they get up.  If they hit a wall going
     backward, you can combo them as they fall off.  Due to a comeback of the LP's
     power, the low reversal's threat has returned.
     CONS: Will not reverse sweeps; again an Aoi privilege.
     TIPS: Exceptionally great option after a blocked DE if the opponent is
     conditioned in LPing to avoiding a possible attempted throw.
     Parry                                                                      b+P+K+G
     initiative frames: +14~+26 against HP, +22~+34 against HK, +25~+37 against LP
     Akira puts his hands together at the midsection height then spreads them apart
     vertically.  If it deflects the opponent's move, the opponent will go stumbling
     on their ass to a nice "whhkkksshht" sound.
     PROS: Parries at 2 different hit levels; the move will deflect high punches
     and kicks, as well as the powerful low punch.  An SPoD followup is virtually
     guarenteed after your parry!  It's only not guarenteed after a HP if the
     opponent is struggling like mad, but in that case, you can either go for the
     guarenteed SDE and followup, or try to throw the opponent or break their guard
     as they come out blocking.
     CONS: Will not deflect low kicks; thus it is NOT a high AND low reversal, more
     like a high reversal and LP reversal.  Also, the opponent can struggle to
     reduce the amount of initiative that Akira gets; the SPoD won't be guarenteed
     after an inashi'd HP.
     TIPS: Make it a habit to ALWAYS key in the SPoD after a successful parry!  It's
     your best followup to this reversal, because think, you're essentially reversing
     for huge throw damage(at 70 points)!  The only exception of course is the HP,
     in which you could SDE them instead or throw them/break guard them as they
     come out blocking.  Also, you might want to consider yoho combos in place of
     the SPoD if you're feeling creative!  Mix between this and your mid reversal
     when it comes to reversals.
     -->standing palm                                                       b+P+K+G,f+P
     execution speed: 23
     Akira follows up his parry with a StPm.
     PROS: Takes off drinking points from Shun, does good damage.
     CONS: Well, the SPoD is pretty much guarenteed after a parry, so why go for
     this move?  It doesn't even produce the flop that the normal StPm does!
     TIPS: It's useless doing this canned followup.  Even if you can't do the SPoD,
     SDE or DBC are still guarenteed and still can do more damage than the standing
     palm followup.
     H.Akira's Throws                                                  ****************
     ================                                                 *II.MOVE COMMANDS
     Akira has a good variety of throws.  They aren't insanely damaging, but they give
     good damage(he has 2 staple throws that give out guarenteed 60+ points of damage)
     so they shouldn't be overlooked.  Plus, he has a lot of throws ending in different
     throw escapes to fall back on should those 2 fail.  2-3 of Akira's throws have
     potential to do very powerful damage when they are done near a wall.
     Throws now have have an execution time, but they are still the fastest attacks in
     the game(8 frames).  However, if you're a beginner to the VF series, it's
     important to note that normal throws have 0 priority; they will only connect when
     the opponent is not attacking; don't try interrupting attacks with throws(except
     for the catch throws).  In addition, the range that one needs to be in to throw
     has been increased; a LOT more things are throw counterable, but not punch
     counterable; even Sarah, who has the game's fastest PG, doesn't have as many
     counters as with her PG as with her throws.
     Reaping throw and punches                                                      P+G
     execution speed: 8
     initiative frames: -6 if escaped
     Akira trips the opponent then crouch punches them 3 times.
     PROS: Will have higher priority over other throws if both are executed at
     the exact same time.  Places the downed opponent right next to Akira for a good
     chance of okizeme afterward.
     CONS: MEDIOCRE DAMAGE.  No ground punch guarenteed afterward.
     IF ESCAPED: The opponent is up-close and is in position to force a strike/throw
     guessing game; be careful.
     TIPS: Should only be used if all your other throws are being escaped.
     Elbow rush                                                                     P+G
     execution speed: 8
     initiative frames: -6 if escaped
     Akira will rush into the side of the opponent with an elbow, knocking them down.
     PROS: In order to successfully reverse this throw, the opponent needs to key in
     P+G and tap left or right to escape it, the direction depending on which side
     you were on(it's a side throw); for instance if you dodge to their left and
     throw, they need to escape with left+P+G.
     CONS: Damage is mediocre by itself, but even worse, it can be QR/TR'd(unless
     if near a wall).
     TIPS: It's generally much better to try hitting with a DBC or m-ShRm.
     Big finish                                                                     P+G
     execution speed: 11
     initiative frames: -
     Akira will rear back then punch forward with both fists knocking the opponent
     PROS: Can't be escaped.
     CONS: Slow startup for a back throw.  Why oh why does it ALSO have to be a 
     catch throw?  Does mediocre damage.
     TIPS: If you're going for damage, best advice is to avoid it all together; go
     for a m-ShRm or DBC.  Definitely the worst throw in the entire game.
     Pull-in throw                                                              f,b+P+G
     (abbreviated PIT)
     execution speed: 19
     initiative frames: - / +5 / -
     Akira will grab the opponent's arm and drag them forward to a crouch.
     PROS: Leaves the opponent in a crouching position afterward, and gives Akira
     initiative.  The throw can't be escaped, making it excellant for dodgers.
     Can interrupt standing attacks in their execution phase.  Excellant in cases
     where you have a large amount of initiative to work with.  PIT now works like
     a multi-throw, as Akira has various canned options he can take afterward which
     the opponent must guess to escape.  PIT is now a catch throw(not always a good
     thing, but sometimes it is).
     CONS: SDE no longer guarenteed afterward.  Longer execution(due to it now being
     a catch throw).  Can be interrupted by normal throws during its execution(to
     make up for it being able to interrupt standing attacks during THEIR execution).
     Also, can't interrupt attacks that crouch under this throw.  Works poorly in
     situations where you have few initiative frames to work with.  The opponent can
     option select to avoid all canned followups; holding forward, tapping G until
     Akira dodges, then tapping u or d depending on which way Akira dodged and tapping
     G will avoid ALL followups.
     TIPS: It's rare that you just do the PIT and stop there, but if you do, you have
     some intiative to work with; go for a strike/throw guessing game.
     -->dodge                                                            f,b+P+G,u or d
     (abbreviated PIT-E)
     initiative frames: - / +5 / -
     Akira will follow up his PIT with a dodge either into the screen or out depending
     on which way you inputted the command.
     PROS: Leaves Akira with initiative over his opponent.  Interesting guessing games
     can result from doing this if your opponent knows how to option select to avoid
     all canned followups to the PIT(see PIT section's CONS); do a PIT-E, what'll
     happen is they'll end up blocking, and then you can do a fBG, staggering them
     and giving you a free combo.
     CONS: Nothing's guarenteed.
     TIPS: Some other mindgames submitted by MisterWhite include PIT-E,fBG,SPoD.
     Another one is to place Akira's back directly to the wall, then PIT-E,PIT-RBC
     (you should be facing a passive opponent who's holding guard afraid of the RBC
     followup to have the PIT connect again, then fearful of being thrown so he tries
     to throw himself), which should bring the opponent into the wall, then do SDE-->
     wall hit--> DBC for over 80 pts.  You can also try PIT-E x2 into something else,
     like fBG,SPOD or fBG,throw.  Experiment.
     -->reverse body check                                          f,b+P+G,u(or d)+P+K
     (abbreviated PIT-RBC)
     initiative frames: -13 / +20 / -
     Akira follows up his PIT with a RBC.
     PROS: An SDE followup is almost guarenteed, enabling you to do DLC or AS3,ground
     punch afterward for great damage.  Reverses ring.
     CONS: Note that if the opponent keys in the correct directional escape, Akira
     can be countered.  So mix up which way you do the RBC, or whether you do the
     RBC at all.
     REVISION C CHANGES: the advantage Akira gets after the RBC has been up'd a bit;
     now it is much easier to tag on your combos after the RBC, making them much
     harder to escape.  SDE will be much easier to connect than before.  You can also
     risk a m-SgPm for a back-turned crumble oppurtunity.
     -->shoulder smash                                                      f,b+P+G,P+K
     initiative frames: -10 / - / -
     Akira follows the PIT with a hit with the shoulder.
     PROS: A perfectly timed m-DblPm will combo after the shoulder smash for a decent
     50 pts of damage.
     CONS: Should the opponent key in the escape, Akira can be countered.  So mix it
     up with the RBC.  If the opponent hits the wall going backward from the shoulder
     smash, they suffer a weak wall stagger; nothing's guarenteed.
     TIPS: After the wall hit, try going for a SgPm or fBG--> SgPm.
     Stumble throw                                                           FS,b,d+P+G
     (abbreviated ST)
     execution speed: 8
     initiative frames: -7 if escaped
     Akira will stick out his leg and knock the opponent down over it, then they
     slowly get to their feet.
     PROS: Opponent stumbles so they can be hit with a free combo.  The autopalm
     (d,f+P or QCF+P) is guarenteed afterward.  Furthermore, the autopalm gives
     Akira a +12 initiative, making a perfectly buffered m-DblPm guarenteed for
     a total 60 pts of damage, this makes the ST Akira's 2nd best throw.  Reverses
     ring position, and does good distance as well.
     CONS: The throw itself does very little damage.  If the autopalm hits the opponent
     into a wall, they will suffer a weak wall stagger; nothing's guarenteed, so you'll
     have to force a guessing game.  The SJK is no longer a good followup because it
     doesn't knock the opponent sky-high.  ST,SgPm,m-DblPm is HARD to do; only
     practice will enable you to connect it reliably.
     IF ESCAPED: Akira will end up with his back to the opponent, but out of throw
     range; nothing's guarenteed.  Opponent has a slight advantage.
     TIPS: After the wall stagger from the autopalm, try fBG combos or another SgPm.
     Make use of this throw whenever you can; it's one of Akira's better throws.
     Surprise exchange                                                          d/b+P+G
     (abbreviated SE)
     execution speed: 8
     initiative frames: -6 if escaped, +7 if connected
     Akira will push the opponent behind him as he runs behind and turns around.
     PROS: DblPm is guarenteed(compared to VF3 where this throw had nothing
     guarenteed); immediately roll the joystick from d/b to f then tap b+P to get it.
     Reverses ring.
     CONS: SE,DblPm is very weak damage; around 30 pts.
     IF ESCAPED: Opponent faces Akira's back, and he is counterable.
     TIPS: More useful if you SE them into a wall; SE,DblPm,pounce with Akira's back
     to a wall does 60 pts.  If they never try to turn around after the SE, do the
     m-SgPm for a back-turned crumble, then combo in a SPoD.  Only use this throw
     when you find the opponent escaping all your other throws, or when you want to
     risk for a backstagger(if they don't turn around, SE,DblPm forces the opponent
     onto their stomach, so if they QR, you can backstagger them).  Akira's worst throw,
     even the P+G throw's better.
     Reverse body check                                                       b,d/f+P+G
     (abbreviated RBC)
     execution speed: 8
     initiative frames: -6 if escaped, +11 if connected
     Akira will walk behind the opponent, then do a BC at their back, staggering
     them forward.
     PROS: Does decent damage, gives Akira initiative, reverses the ring and leaves
     the opponent with his/her back to Akira at a distance.  If you can knock down
     the opponent before they turn around(like with a m-DblPm), you can set up for
     a backstagger combo if they QR.  If you RBC the opponent into the wall, you
     have potential to do huge damage if they can't struggle out quickly.
     CONS: The opponent can turn around to escape all followups.  A RBC right into
     a wall actually enables the opponent to struggle very quickly, making nothing
     IF ESCAPED: The opponent is up-close and can push a strike/throw guessing
     game.  Try to read and react.
     REVISION C CHANGES: the initiative frames after the RBC were tweaked so that
     the RBC is truly now a setup throw; the SDE is guarenteed afterward, making
     DLC or AS3 guarenteed provided the opponent doesn't turn around in a crouched
     position(more on the combos in the combos section); also, should the opponent try
     to attack you, you can go for the MC SDE--> DJK combo for HUGE damage!  Damage
     from a RBC into the wall still isn't guarenteed if the opponent struggles though,
     although depending on the stagger they suffer when they hit the wall, you could
     end up nailing with up to a SDE--> DBC for huge damage.  In addition, the RBC can
     be used for swapping sides and ringing the opponent out.
     Close-in ram                                                               b,f+P+G
     (abbreviated CIR)
     execution speed: 8
     initiative frames: -25 if escaped
     Akira grabs the opponent's arm, lifts it up, ducks underneath then rams the
     opponent in the crotch and then stands up to knock them away.
     PROS: Does good damage, knocks the opponent far away.  If they don't QR/TR,
     you can dash up and get a free guarenteed ground punch.  If they do, you can
     still run up and pressure them.  Damage unavoidable when the opponent hits a
     wall, and can enable some POWERFUL combo followups(see combos)!
     CONS: Part of the throw damage given out only occurs when the opponent touches
     the ground; the opponent can QR/TR here to reduce damage.  Damage potential
     from a CIR done near a wall dependent on how high on the wall the opponent hit;
     remember though at the very least you can get a DBC.  Remember that if you
     connect a DBC or DJK as a wall hit, the opponent can TR and might get a
     guarenteed throw or PG counter, so key in the option selects.
     IF ESCAPED: Akira swaps sides with his opponent and gets pushed very far forward;
     also, he is CLEARLY COUNTERABLE by long-range attacks!  Avoid getting too
     predictable with the CIR near a ring edge or wall, or YOU could be the one who
     eats massive combo damage or gets rung out!
     TIPS: Best used near a ring edge for ring outs or wall combos.  Do beware that
     many know Akira's CIR gets very powerful close to the edge/wall, but also very
     risky when escaped, so beware of that, otherwise, this is Akira's 3rd best throw.
     Grasping mind                                                            d/b,f+P+G
     execution speed: 8
     initiative frames: -8 if escaped
     Akira grabs the opponent's arm, drags them to a crouch, then rams them with
     a headbutt.
     PROS: Akira's strongest normal throw at 60 pts if the opponent DOESN'T QR/TR.
     Also pushes the opponent far back.  Gives out all its damage if the opponent
     hits a wall going backward, and you can even try for a ground punch for around
     70 pts.
     CONS: QR/TRable.  It will give out all its damage when the opponent touches
     a wall, but in that case, a CIR would do so much more damage.
     IF ESCAPED: Akira is throw counterable.  Key in the option selects.
     TIPS: Best used in open stages(CIR would be useless as the grasping mind does
     about the same distance, but much less risk), or to push an opponent to a ring
     edge, or in a closed stage, to push them closer to a wall so Akira can
     attempt his sick SgPm and CIR wall combos.  In wall stages, the CIR is a
     better option, although the grasping mind is still much more safer.  If your
     opponent doesn't know how to QR/TR, this is one of Akira's best throws.
     Inverted bodycheck                                                         d/f+P+G
     (abbreviated IBC)
     execution speed: 8
     initiative frames: -6 if escaped
     Akira does an upward elbow on the opponent near their stomach so they flip over
     his shoulder and fall down.
     PROS: Does 62 pts with the guarenteed ground punch for good damage.  Reverses the
     ring and places the opponent next to you for okizeme games as he/she is trying to
     get up.  Is in general Akira's best throw.
     CONS: Since it is Akira's best throw, most people try to escape this throw the
     IF ESCAPED: The opponent is up-close and can push for a strike/throw guessing
     game.  Note that a LP done immediately by your opponent during an escaped IBC
     will whiff, giving you a free SPoD.
     TIPS: This is your best throw, but learn to mix up your throws, or you'll keep
     getting this throw escaped.
     Wall bodycheck                                                             d/f+P+G
     execution speed: 8
     initiative frames: -6 if escaped
     Akira will flip the opponent over his head so the opponent is sandwiched between
     the wall and him, then he will bodycheck at close range.
     PROS: This is the IBC done with Akira's back to a wall; gives out close to 80 pts
     with the guarenteed ground punch for big damage.  Akira's best throw when he is
     UP-CLOSE w/his back to a wall.
     CONS: Same as IBC.
     IF ESCAPED: Same as IBC.
     TIPS: Same as IBC.
     I.Akira's Ground Attacks                                          ****************
     ========================                                         *II.MOVE COMMANDS
     Due to the QR/TR system, ground attacks don't play such a big role in games
     anymore; however, in the case that you cause an un-QR/TRable knockdown, you can
     try for the pounces.
     Ground punch                                                                 d/f+P
     execution speed: 17
     Akira crouches and punches the opponent.
     PROS: Faster than your pounce, and in general very reliable.
     CONS: Slower recovery than your pounce.
     TIPS: Good after a AS3, your eBC, and your IBC.  Anytime you knock the opponent
     down right next to you and they can get up quickly, do this.
     Jumping punch                                                                  u+P
     (commonly known as "pounce")
     execution speed: 42
     Akira jumps and crouch-punches the opponent.
     PROS: More damage and faster recovery than your ground punch.  It is guarenteed
     after wall hits, and some other rare specific moves.
     CONS: Slow execution; only do it when you are SURE the opponent can't get up in
     time to counter you.
     TIPS: Best done after wall combos; also good in some other specific combos.
     |333333   CCC   OOO  MM MM BBB   OOO   SSS |
     |   33   C   C O   O M M M B  B O   O SS  S|
     |  33    C     O   O M M M BBB  O   O   SS |
     |33  33  C   C O   O M M M B  B O   O S  SS|
     | 3333 o  CCC   OOO  M M M BBB   OOO   SSS |
     Now here's the fun part; Akira's combos are POWERFUL.  The ones that you'll use
     in your games take off a TON of power.  He has a lot of potential in his combos,
     as he has MANY combo starters, and many types of combos you can try.  Often times
     you can just sit back, wait for your opponent to make a mistake, then unload on
     Keep in mind that stance, what type of hit you did, what level you hit at, what
     your opponent's weight, height and width are, the damage scaling system and
     whether you are close to a wall(as well as other factors) will all determine what
     combos you can perform on your opponents.  I cover most of these factors in the
     misc section.
     Here's the typical format for a combo:
     #) xx--> xx--> xx| xx| xx
     blah, blah, blah
     anyways, the xx will basically be a move, and the --> will separate each move.
     the | translates to basically "or," the followups are up to you given the options.
     the R will show if there is any restriction(specific weight class needed, closed/
     open stance, MC, etc) the blah(if there is any) will basically be any thoughts on
     the combo
     the majority of the combos were either taken from Mr. Bungle's transcribed misc.
     combos FAQ, or various posts from ppl on Virtuafighter.com(specially, from
     CreeD, UKguy, FeixaQ, Spotlite, Shang, Iron Monkey Fist and a couple of others)
     staple combos that I THINK should be learned if you are going specifically for
     damage with as much reliability as possible have a * next to the combo number
     Standing palm combos:
    *1) StPm--> PG--> m-DblPm
     R: none?
     This is the staple StPm combo; get used to doing this a lot.  It might work on
     all characters, this is probably the best StPm combo; does around 55 to 67 pts
     of damage; not too bad.
    *2) StPm--> DLC| AS3| DJK
     R: open stance for DJK, middleweights for DLC
     All the combos do roughly 65 points.  The DJK ender should be a staple IF YOU
     ARE IN OPEN STANCE; if they hit the wall going backward, add on a DBC for up to
     96 pts of damage!
     3) StPm--> LP--> DblPm
     R: none
     This should be a staple combo that you should get used to if you're a
     beginner, because it will work on all characters.  MisterWhite suggested to me
     that he usually needs an MC to do this on rev B arcades, but he stated that he
     wasn't sure.  Neither am I, but this is still Akira's most reliable followup to
     the StPm; go for it whenever you are facing heavyweight characters.
     4) StPm--> DBC
     R: none
     5) StPm--> Knee--> m-DblPm
     R: I don't think this will work on heavyweight characters, but I'm not too sure
        if it will work on middleweights as well.
     6) StPm--> DE--> DBC
     R: MC, lightweights
     A combo submitted from MisterWhite.
     Dashing elbow combos:
    *1) DE--> m-DblPm
     R: MC
     This is your best DE combo; get used to holding D/F right after doing the DE
     so that if it floats, you can immediately key in d/f,b,f+P for the m-DblPm.
     This also happens to be your best normal hit SDE combo.
    *2) DE--> DBC
     R: MC
     The combo should do roughly 80 points in rev B.
     3) DE--> LP--> DblPm
     R: MC
     4) DE-->DE| SDE| SJK
     R: MC
     all of the combos do roughly 50 points
     5) DE--> m-ShRm--> DblPm
     R: MC
     Super dashing elbow combos:
    *1) SDE--> DE| SDE| DBC| m-DblPm
     R: none
     The m-DblPm followup should be a staple normal hit SDE combo, the DBC is also
     a good followup if you aren't used to doing the m-DblPm yet.  See DE combo #1
     for the way to connecting the m-DblPm right after the SDE.
    *2) SDE--> DJK| DBC| DLC| AS3
     R: MC
     All the combos do roughly 80 points or less; go with the DJK or DBC for damage,
     or do the DLC for flashiness.  SDE--> DJK| DBC are THE staple followups to your
     MC SDE, unless if you are against a lightweight.  The DBC has potential to do
     more damage than the DJK, but it needs to be a near-perfect point blank DBC;
     the DJK is always consistent in damage.
    *3) SDE--> m-ShRm--> AS3--> Ground punch
     R: MC on lightweight characters
     The combo does roughly 90 points; it is THE staple MC SDE combo on lightweights;
     whenever you get the chance, do this combo!  If you want to risk it, you can stop
     at the m-ShRm and hopefully try to attack an opponent who TRs to try to get a
     4) SDE--> DLC| AS3
     R: normal hit
     If you haven't mastered SDE--> m-DblPm, you can go for AS3--> ground punch as
     a substitute; should work on all characters; don't even bother with the DLC.
     5) SDE--> Knee--> DBC
     R: MC, DBC can be QR/TR'd, unless if the knee hit the opponent onto the wall,
        causing a wall hit
     This can cause over 100 pts of damage.  Highly restrictive to people who haven't
     learned to QR/TR yet or wall combos.
     6) SDE--> LP--> DblPm| SJK| Knee
     R: MC
     All the combos do roughly 80 points; screw around with the knee if you can get
     it out, otherwise, the DblPm is the easiest followup.
     7) SDE--> m-ShRm--> DLC| Knee
     R: MC, middleweights for knee
     A flashy, good damaging combo.
     8) SDE--> Yoho--> DLC| AS3
     R: MC
     You can add a ground punch after the AS3; if you want, you can stop at the yoho
     and try to get a backstagger if the opponent TRs.
     Low backfist combos:
    *1) LBF--> DBC| DJK| DLC| AS3
     R: MC
     Your staple LBF combo, just be quick on the followups; the DJK works
     exceptionally well, and does a lot of damage.
     2) LBF--> SJK
     R: MC
     You can use this combo to pressure opponents who try to QR/TR after the combo.
     Standing double palm combos:
    *1) StDblPm--> DLC| AS3| DBC
     R: normal hit
     The DBC followup does more than 100 points in revision B; it one of the sickest
     combos you can do in rev B.  To get it to hit more than 100 points, you need
     to dodge towards the opponent's back foot before doing the DBC.  However, even
     if you don't, you can simply wait til the opponent completely falls to the
     ground(thus they will be closer to you) before doing the DBC.  For its
     simplicity and damage I will say that this is THE combo of VF4 revision B.  If
     they don't QR/TR the DBC then you have a guarenteed ground punch.
     2) StDblPm--> Knee--> DBC
     R: DBC can be QR/TR'd, or knee needs to hit a person into a wall for this to
        be a guarenteed combo
     Surprise, you can still get close to 100 pts of damage from the StDblPm in rev C!
     Too bad it's highly dependant on you being close to a wall, or playing against
     a scrub who doesn't know how to TR.  But at least it's damage.  You can sub
     the m-ShRm for the knee if you're going for the wall version of the combo.
     Shoulder ram combos:
    *1) ShRm--> SDE| DJK| DLC| AS3
     R: none
     The DJK ender is a staple ender to the ShRm; you can go for the DLC if you want
     style over damage.  Anyways, although the 2 enders will work all the time, there's
     really only one place you want to use this; against heavyweight characters IN
     OPEN STANCE; otherwise, it's better to do ShRm--> PG--> DLC| DJK; it will connect
     on normal hit in all other circumstances.
    *2) ShRm--> PG--> SDE| DJK| DLC| AS3
     R: none
     Should be your staple normal hit ShRm combo; go for the DJK for damage, the DLC
     if you want variety; very good against heavyweights, as it is very consistent to
     hit.  However, it should mainly be used for heavyweight characters(normal hit,
     closed stance) and maybe some heavy-mid characters(normal hit); in all other
     cases, you should learn to squeeze multiple m-ShRm's and m-DblPm's into your ShRm
     combos for HUGE damage.
    *3) ShRm--> PG--> m-ShRm--> LK
     R: normal/MC on middleweights/lightweights, MC on heavyweights
     This is one of your staple combos to use against heavyweights(and for normal hits
     on midweights), and does a lot of damage(around 80 points on an MC, around 70 on
     a normal hit).  It's weaker than combo #4(which is your best ShRm combo), but it's
     easier for beginners to do this combo, and gives you an oppurtunity to punish
     people who try to QR/TR afterward.
    *4) ShRm--> PG--> m-ShRm--> m-DblPm
     R: normal/MC on lightweights, and MC on midweights
     The combo does roughly 100 points; it is your flashiest and one of the best
     staple combos against lightweights(although it also works on midweights).  Anytime
     you have the oppurtunity to do this combo, go for it!  Your most powerful and
     desired ShRm combo to nail by far; it is tough, but becomes easy with practice.
     One helpful hint to getting the m-DblPm in there is to try doing it like you were
     doing the SDE,m-DblPm combo, since the height will be about the same.
    *5) ShRm--> m-SgPm--> DJK
     R: closed stance
     I believe that this combo needs to be done in closed stance to work; it's pretty
     much the same as ShRm,PG,DJK, except it does even more damage and has a stance
     requirement.  It's stance specific, but while I'm not 100% sure it's closed or
     open, PG also uses the frontal arm, and that combo works better in CS.  Mukky
     the best japanese Akira always uses his LK-cancel so that he can stay in a
     specific stance and go for this combo over ShRm,PG,DJK.
     6) ShRm--> LP--> SgPm--> AS3--> Ground punch
     R: MC, closed stance
     This does 94 pts; pretty amazing damage, and looks very flashy; if you like doing
     something other than multiple m-ShRms in your ShRm combos, try this.  Just watch
     your stance.
     7) ShRm--> PG--> m-ShRm--> DBC
     R: MC, middleweights or heavier(heavyweights can QR/TR the DBC)
     Before you are able to do ShRm combo #4 consistently, you should aim to practice
     to do this to mastery; the DBC is much easier to do than the m-DblPm.  A staple
     combo, but it does do less damage compared to combo #4(and leaves you with less
     initiative, especially near a wall).  Once you master ShRm,PG,ShRm,DblPm, you
     shouldn't use this combo anymore.  Thanks to MisterWhite for this combo.
     8) ShRm--> LP--> DblPm
     R: middleweights(or heavier?)
     One of the most staple normal hit ShRm combos for heavyweight and midweight
     characters; well, at least the jap experts use this the most(or was it PG-->
     9) ShRm--> PG--> LP--> DblPm
     R: middleweights
     10) ShRm--> PG--> StPm--> SDE
     R: middleweights
     11) ShRm--> PG--> StPm--> m-DblPm
     R: MC, lightweights
     12) ShRm--> PG--> StPm--> DFS
     R: TR/QR may avoid the DFS
     13) ShRm--> PG--> DFS
     R: middleweights
     14) ShRm--> StPm--> DFS| DJK
     R: none
     15) ShRm--> StPm--> m-DblPm
     R: MC, lightweights
     The combo does roughly 80 points
     16) ShRm--> StPm--> AS3
     R: MC, closed stance
     Pretty reliable and does around 80 points of damage.
     17) ShRm--> m-ShRm--> m-DblPm
     R: MC, middleweights
     18) ShRm--> PG--> PG--> PG--> m-DblPm
     R: I'm assuming that you need to MC a lightweight to midweight character to
        do this
     Supposedly, not much damage, but flashy, and requires precise timing; do it
     if you're bored.
     19) ShRm--> PG--> m-ShRm--> DFS
     R: not too sure; maybe MC, and only on mid to light weights?
     20) ShRm--> m-ShRm--> m-ShRm--> m-ShRm--> m-ShRm--> LK--> Ground punch
     R: heavyweight, all the m-ShRm's can be QR/TR'd if the opponent was crouching
        and the ShRm hit for normal hit; if it didn't, then only 3 of the m-ShRm's
        can be QR/TR'd
     Too bad nothing after the 1st ShRm is really guarenteed.  But it looks VERY
     stylish and does a ton of damage, I think 50%.  Great for humiliating
     Knee combos:
     1) Knee--> PG--> Standing shoulder,power elbow
     R: not too sure about the restrictions as of now; probably works better if
        it MCs, and if the opponent is a certain weight(probably mid to light)
     2) Knee--> PG--> m-ShRm--> DJK| DLC
     R: MC, Pai/Aoi, closed stance
     Very powerful combo.
     -Look up the ShRm combos; most of the knee combos have the same possibilities
     and restrictions.  Keep in mind the knee switches your stance.
     Yoho combos:
     1) Yoho--> PG--> m-ShRm--> DJK| DLC
     R: MC, Pai/Aoi, open stance
     Very powerful combo.
     2) Yoho--> PG--> m-ShRm--> PG--> m-DblPm
     R: MC, lightweights, closed stance
     Very powerful combo.
     -Look up the ShRm combos; most of the yoho combos have the same possibilities
     and restrictions.  You might have stance issues(yoho,PG,DJK requires you to be
     in open stance).
     Single palm combos:
     these combos are assuming that you're doing the SgPm as a standalone move with
     the opponent next to a wall so that they suffer the strong wall stagger; all
     of these combos can have the beginning SgPm substituted with fBG--> m-SgPm or
     the overhead smash
    *1) SgPm--> Wall stagger--> SPoD
     R: none
     The #1 wall stagger combo in the game; just make sure they touch the SgPm, and
     you're set; and if they hit a wall going backward from the SPoD, combo in a DBC
     for a massively huge 135+ pts of damage!
    *2) SgPm--> Wall stagger--> StDblPm--> Yoho--> Wall hit--> DBC
     R: none
     This is the other staple wall combo that Hong Kong players go for a lot; it
     will take 75% of a lifebar, and looks flashy as heck.  It essentially does the
     same damage as the SgPm,SPoD,DBC combo, except you only need 1 wall and it's
     easier for beginners to do, the problem is that if the opponent TRs, there is
     a good chance that they can throw you or PG counter you before you recover.
     3) SgPm--> Wall stagger--> m-DblPm--> Wall hit--> DBC| DJK
     R: none
     This is 10x easier than the ST counterpart combo; because the opponent suffers
     a strong wall stagger, you have a lot of time to key in the m-DblPm; this is
     an easy, yet powerful combo.
     4) SgPm--> Wall stagger--> m-ShRm| Knee--> Wall hit--> DBC
     R: none
     Another easy, flashy, powerful SgPm combo.
     5) SgPm--> Wall stagger--> LBF--> DJK
     R: none
     This is a sick wall combo; it will take off more than 1/2 of an opponent's
     life bar.
     6) SgPm--> Wall stagger--> Yoho--> DBC
     R: none
     The combo should do roughly from 70 to 90 points, depending on how well you
     connect the DBC.
     7) SgPm--> Wall stagger--> m-DblPm--> Wall hit--> AS3
     R: none
     The combo should do roughly 70 points if you can add a ground punch.
     8) SgPm--> Wall stagger--> StPm--> d+K+G--> AS3
     R: The opponent can TR/QR to avoid the AS3
     If you add a ground punch, the damage should be roughly 70 points.
     9) SgPm--> Wall stagger--> StPm--> LP--> d+K+G,f+K--> DBC
     R: Possible TR/QR before the DBC?
     Forward guard break combos:
     general restriction of the fBG combos are that the opponent must block the fBG;
     that's it
    *1)fBG--> StPm--> PG--> m-DblPm
     R: none
     This is the best fBG combo, and the one the japanese experts use the most;
     you should too; very reliable, does good damage.
    *2)fBG--> m-SgPm--> m-DblPm
     R: none
     This will work as long as you are quick.  The SgPm can be done with d,f+P
     or QCF+P.  Essentially the same as the bread-and-butter ST combo; read that
     if you want specifics.  It gets very easy when done next to a wall though; the
     m-SgPm will cause a strong wall stagger, making it VERY easy to combo into the
     m-DblPm, and after they slump against the wall, you can add the DBC for huge
    *3)fBG--> StPm--> DJK
     R: open stance?
     Staple combo if you are in open stance; don't forget the DBC followup if the
     opponent hits a wall going backward.
    *4)fBG--> SJK--> PG--> DJK
     R: closed stance, possible weight class restriction?
     Go for this if you are in closed stance, there might be a weight restriction.
    *5)fBG--> m-SgPm--> Wall stagger--> SPoD
     R: Opponent must hit wall after the m-SgPm
     Staple wall combo; remember that if the opponent hits another wall going back
     from the SPoD, you can DBC them.
    *6)fBG--> m-SgPm--> Wall stagger--> StDblPm--> Yoho--> Wall hit--> DBC
     R: Opponent must hit wall after the m-SgPm
     This is the other staple wall combo that Hong Kong players go for a lot; it
     will take 75% of a lifebar, and looks flashy as heck.  It essentially does the
     same damage as the SgPm,SPoD,DBC combo, except you only need 1 wall and it's
     easier for beginners to do, the problem is that if the opponent TRs, there is
     a good chance that they can throw you or PG counter you before you recover.
     7)fBG--> StPm--> AS3--> Ground punch
     R: none
     This is a staple fBG combo; get used to using it.
     8)fBG--> m-SgPm--> PK
     R: none
     Just remember to hold forward after doing the m-SgPm to give the PK a good chance
     of connecting.
     9)fBG--> m-SgPm--> ST--> m-SgPm--> m-DblPm
     R: opponent must not key in the ST throw escape
     This is more of a setup; you have to hope that the opponent believes that you
     will goof up the m-SgPm followup, and so blocks the ST followup, and the SgPm
     can be done with either d,f+P or QCF+P.
     10)fBG--> m-SgPm--> Wall stagger--> LBF--> DJK
     R: Akira must have cornered the opponent
     This is a sick wall combo; it will take off more than 1/2 of an opponent's
     life bar; just have the knowledge to do it.  You can actually do the m-SgPm
     specially in this case by doing d,f+P, or QCF+P.
     11) fBG--> m-SgPm--> Wall stagger--> Yoho--> DBC
     R: Akira should have cornered the opponent
     The combo should do roughly from 70 to 90 points, depending on how well you
     connect the DBC.
     12) fBG--> m-SgPm--> m-DblPm--> Wall hit--> AS3
     R: Akira should have cornered the opponent
     The combo should do roughly 70 points if you can add a ground punch.
     13) fBG--> m-SgPm--> Wall stagger--> StPm--> d+K+G--> AS3
     R: Akira should have cornered the opponent, the opponent can TR/QR to avoid the
     If you add a ground punch, the damage should be roughly 70 points.
     14) fBG--> m-SgPm--> Wall stagger--> StPm--> LP--> d+K+G,f+K--> DBC
     R: Akira should have cornered the opponent, possible TR/QR before the DBC?
     15)fBG--> Knee--> ?
     R: knee must be perfectly timed
     I haven't figured out the best followup, but a lotta potential lies after the
     16)fBG--> Yoho--> ?
     R: yoho must be perfectly timed
     I haven't figured out the best followup, but a lotta potential lies after the
     Stumble throw combos:
    *1) ST--> m-SgPm--> m-DblPm--> Wall hit--> DBC| DJK
     R: Akira's back to wall
     It should be noted that if you aren't near a wall, doing the entire combo up to
     the m-DblPm is still considered a true combo, and in fact one of Akira's staple
     ST combos; at about 60 points, this makes it a good throw.  If you are near a
     wall, you can add the DBC or DJK for huge damage.  As for specifics to doing the
     combo, it's actually tricky; all inputs for the m-DblPm must happen within 2 frames
     after the SgPm hits; inputs done during the SgPm won't register.  The way to do
     this properly is to hold D/F after the SgPm comes out, and once you see it
     connect, immediately tap d/f,b,f+P very quickly.  It's hard, but this is really
     Akira's most reliable ST combo, and the entire thing is guarenteed to connect;
     just master the timing.
     2) ST--> m-DblPm
     R: none
     This is a good combo for beginners; you can do the m-DblPm by doing QCB,f+P here,
     and if they try to TR afterward, you can try to go for a stagger.
     3) ST--> m-SgPm--> PIT
     R: none
     This is not really a true combo, but a setup to get the opponent to be thrown
     with the PIT; very hard to avoid, as long as the opponent doesn't try
     4) ST--> m-SgPm--> Wall stagger--> m-SgPm--> Wall stagger--> SPoD
     R: Akira's back to wall
     After I discovered that the SgPm after a ST into a wall causes a WEAK wall stagger,
     I modified this combo to become more of a setup; instead of going for the SPoD
     right after(which can be blocked), you can try to go for another m-SgPm, and hope
     that the opponent doesn't dodge or reverse, which if they do, gives you the true
     5) ST--> SDE--> DLC
     R: On lightweights
     Close-in ram combos:
    *1) CIR--> Wall hit--> DBC
     R: Akira must have cornered the opponent
     This is hands down Akira's easiest and staple CIR wall combo.  Very easy to do
     and does a lot of damage, just remember the DBC followup.
    *2) CIR--> Wall hit--> PK--> DBC
     R: Akira must have cornered the opponent, needs a high wall hit
     The combo is fairly simple to do.  Does a HUGE amount of damage, around 116 pts!
    *3) CIR--> Wall hit--> PG--> DJK
     R: Akira must have cornered the opponent, needs a high wall hit
     Insane damage; 99 pts
    *4) CIR--> Wall hit--> PK--> Pounce
     R: Akira must have cornered the opponent
     For your risk vs reward, this is a powerful combo; 100 pts, and the opponent can't
     TR to punish you(compared to the DJK or DBC enders).
     5) CIR--> Wall hit--> PG--> DE--> DBC
     R: Akira must have cornered the opponent, needs a high wall hit
     The combo can do up to a maximum of 113 pts, according to CreeD.  Very flashy
     and very powerful.
     6) CIR--> Wall hit--> PG--> StPm--> AS3
     R: Akira must have cornered the opponent, needs a high wall hit
     Not that damaging, but flashy.  It's fairly hard because it requires good
     7) CIR--> Wall hit--> DJK--> Ground punch
     R: Akira must have cornered the opponent
     Very easy to do, very damaging.
     Pull-in throw combos:
    *1) PIT-RBC--> SDE--> DLC
     R: none
     A staple PIT combo
    *2) PIT--> shoulder smash--> m-DblPm
     R: none
     The other staple PIT combo
     3) PIT-RBC--> SDE--> m-DblPm| DBC
     R: none
     MisterWhite suggested that for mindgames you could also try stopping at the RBC,
     running in and throwing the opponent.
     Reverse body check combos:
     remember; all RBC combos are only guarenteed in revision C PROVIDED THE OPPONENT
     DOESN'T CROUCH(or followups after the 1st hit after the RBC will miss)
    *1) RBC--> SDE--> AS3--> Ground punch
     R: opponent can't crouch
     The damage of this combo is huge; 79 pts, and pushes the opponent far back.
    *2) RBC--> SDE--> DLC
     R: opponent can't crouch
     The damage of this combo is huge; 80 pts, and pushes the opponent far back.
    *3) RBC--> SDE--> m-DblPm
     R: opponent can't crouch
     Basically, perform the m-DblPm the same way as the SDE,m-DblPm combo; good
     damage, a good staple combo.
     4) RBC--> SDE--> PG--> m-ShRm--> m-DblPm
     R: Against Pai, Pai can't crouch
     Always try for this against Pai(and possibly other lightweights).  The damage is
     amazing; 105 pts!  It's fairly easy to avoid though; most people would crouch
     after an RBC to make followups not guarenteed.  Still, very flashy, and very
     5) RBC--> m-DblPm
     R: none
     If the opponent forgets to turn around and tries to QR, you can backstagger them.
     6) RBC--> Wall stagger--> SDE--> Wall hit--> DBC
     R: opponent can't struggle too hard, Akira's back has to be a 45 degree angle to
        the wall behind him
     This will only work if the RBC is done at near point blank range; that way the
     opponent will suffer a STRONG wall stagger; they can still block the SDE if they
     struggle hard though.
     7) RBC--> Wall stagger--> m-SgPm--> SPoD
     R: Akira's back has to be a 45 degree angle to the wall behind him
     If you constantly find your RBC,SDE combo attempts next to the wall being foiled,
     try this; sure, they may struggle out in time to avoid the m-SgPm, but then
     they'll still hit the wall and suffer wall stagger, enabling the SPoD to combo!
     And if they don't, then they'll suffer a back-turned crumble stun, and the SPoD
     will still combo!  Against Aoi, it becomes more of a 2-way guessing game, since
     she can reverse your SgPm with her back turned, so mix up RBC,SDE and RBC,m-SgPm
     against her.
     Surprise exchange combos:
    *1) SE--> m-DblPm
     R: none
     The canned DblPm is unavoidable for 33 pts of damage.  Do the canned m-DblPm
     by doing d/b,QCF,f,b+P after the SE.  While it's really measly damage, always
     look for someone who QRs, cause then you can back-crumble them with a m-SgPm
     and add more than 100 pts of damage, turning this into a huge damage sequence.
     If the m-DblPm hits them into a wall, you can add a guarenteed pounce to make
     the damage more respectable at around 60 pts minimum(there's a possibility that
     you can add more than just a pounce).
    *2) SE--> m-SgPm--> SPoD
     R: Akira's back to wall
     While SE,m-SgPm isn't guarenteed in non-wall circumstances, when Akira does
     it with his back to a wall, the opponent will either remain back-turned and
     suffer a back-turned crumble stun, by which the SPoD will combo, or they will
     turn around in time to block the m-SgPm, but it will push them against the
     wall causing a strong wall stagger, making the SPoD inescapable(or you can go
     for SgPm combo #2 for well over 70% damage)!  Just beware of this against Aoi;
     she can reverse your SgPm, back-turned or facing you.
     Parry combos:
     general restriction of the parry combos is that the parry must actually inashi
     an attack(duh)
    *1) Parry--> SPoD
     R: none
     Just to be thorough ;).  The "combo" will work on anyone provided the parry
     was successful and you keyed in the commands as soon as you heard the whiffing
     sound.  A staple followup to the parry.  It might not be guarenteed if you
     inashi'd a HP and the opponent struggled like mad; however anything faster than
     or equal to 14 frames is still guarenteed.
     2) Parry--> Yoho--> PG--> DJK
     R: Open stance, against Kage?
     I dunno too much about the specs of this combo, but uk-guy gave me this combo
     against Kage, so supposedly similar restrictions(i.e. midweights).
     3) Parry--> Yoho--> PG--> m-ShRm--> m-DblPm
     R: Open stance, lightweights
     Sick damage, try this combo against lightweights instead of the stereotypical
     SPoD followup; it'll hurt.
     Low kick combos:
    *1) LK--> DblPm
     R: Revision B only, LK must MC
     Pretty straightforward(and from uk-guy), just remember it and have the knowledge
     to quickly tap b,f+P for the followup power hit.  It may be possible to MC LK
     into a guarenteed throw.
     Standing shoulder combos:
    *1) Standing shoulder,power elbow--> m-ShRm--> AS3
     R: none
     Should be a staple followup to your standing shoulder.
    *2) Standing shoulder,power elbow--> DBC| DJK
     R: power elbow needs to MC
     If you can delay the power elbow to bait your opponents into attacking you, then
     you can combo off of the stomach crumble stun for huge damage.
     Double fisted strike combos:
    *1) DFS--> StPm--> DLC
     R: none
    *2) DFS--> StPm--> PG--> m-DblPm
     R: the DFS must be charged to maximum power, and the opponent must block the
        DFS; it will break their guard enabling the rest of the combo to connect
     3) DFS--> Yoho--> DLC
     R: none
     Power fist combos:
    *1) Power fist--> Pounce| LK
     R: none
     The LK is much more preferable to the pounce; it is unavoidable, and if the
     opponent TRs after it, then you can backstagger them and light them up.  If
     they don't, you still have a good chance at connecting a ground punch.
     Backstagger combos:
     backstagger combos are basically combos that start with a backstagger(read the
     misc. section for more info on this); they aren't guarenteed in that the opponent
     can choose not to QR/TR and risk getting hit to lose about 80% of their life.
     I won't list setups for backstaggers(you should know how in the misc section), but
     here I instead list followups that you can perform AFTER you backstagger them;
     the 1st hit of each combo here is the one which produces the backstagger
    *1) m-SgPm--> SPoD(--> Wall hit--> DBC)
     This combo is very formidable(BTW thanks Nutlog for the combo!); the total damage
     with the DBC amounts to 71% of damage(plus whatever knockdown setup you used to
     get that oppurtunity to backstagger).  And even if you aren't near a wall, without
     the DBC the entire combo does 55% of damage; not bad.  Considering how in rev C
     the StDblPm--> DBC combo was toned down, instead you could opt to try for a
     StDblPm setup into this combo and take off close to all of the opponent's life.
    *2) sidekick--> SDE--> DLC
     Take this as your bread-and-butter backstagger combo; very reliable, and does
     quite some damage; if you want, you can even do sidekick,SDE,m-DblPm instead.
    *3) sidekick--> m-DblPm
     The other staple backstagger combo, since it comes out faster.
     4) m-SgPm--> m-ShRm--> DLC
     According to Nutlog, the m-SgPm when done as a backstagger will crumble the
     opponent, thus I created this combo.  Follow with a DLC; not too sure if this
     combo works as I haven't tried it out, but it looks ok to me; perhaps you can sub
     the DLC with a m-DblPm?
     |  4    SSS  TTT RRR   AAA  TTT  SSS |
     | 44   SS  S  T  R  R A   A  T  SS  S|
     |4 4     SS   T  RRR  AAAAA  T    SS |
     |4444  S  SS  T  R  R A   A  T  S  SS|
     |  4 o  SSS   T  R  R A   A  T   SSS |
     A.General Strategy                                                       *********
     ==================                                                      *IV.STRATS
     Here's the good part; even though Akira relies on attacks that have complex
     commands to perform, his actual fighting style isn't that hard.  He doesn't have
     any stances to worry about, and you can actually use very few moves to win with
     him unlike Shun.  I'll try to write down the "core" moves to use with Akira for
     you beginners, then add "variety" moves to mix up the game for you more advanced
     players.  Akira falls into the category of characters who do best by constant
     aggressive poking to set up attacks.  There are 3 main types of attacks to win:
     pokes, counterhits, and throws.  Those are what I tackle in each section.  Also
     keep in mind that between each move you make, you can dodge, crouch dash,
     backwards crouch dash, dash, backdash, guard, as well as do various option
     selects by itself or during your dodges and the like.
     *a.Beginner Player's Section*                                            *********
     *****************************                                           *IV.STRATS
     This section tackles the minimum tools you need to play Akira effectively.
     Remember that I don't explain anything, just suggest the moves; best to look up
     the move analysis section for a more thorough review of moves.
     Pokes are generally attacks that have fast startups and recovery and can be
     thrown out to keep the momentum going.  In general, they won't do the most damage,
     but they will keep the gameflow in your favor.  What you followup your pokes
     depends on what your opponent does afterward.  Your opponent may try to throw/
     throw escape, they may try to duck, to stand block, dodge, or counterattack.  Keep
     these things in mind for your followups.
     2)SDE(Super dashing elbow)
     3)LP(Low punch)
     Power Hits:
     These are attacks that have huge damage potential and should only be thrown out
     when you know they will hit or to punish slow recovering attacks that either
     whiffed or were blocked.  These attacks are typically set up from wise poking.
       (best used after a MC E)
     2)eBC(Evading bodycheck)
       (very easy to do for beginners compared to MC E-->StPm or DBC)
     3)ShRm(Shoulder ram)
       (as a beginner, it's easier to get into a crouch by the LP rather than CD,
        although you should practice doing the m-ShRm)
     I placed throws in here kinda loosely; these attacks are best used against a
     standing opponent who is guarding or against an opponent who is recovering from
     an attack.  Due to the increase in throw range it has become increasingly
     important to know how to counter recovering attacks with throws.  Throws are
     also very good at catching people who try to dodge; the throw attempt will
     track the dodging opponent.  Dodging after a TR is especially useful once in a
     while, and this can lead into a throw as well.
     1)IBC(Inverted bodycheck)
     2)ST(Stumble throw)
     3)fBG(Forward break guard)
     *b.Advanced Player's Section*                                            *********
     *****************************                                           *IV.STRATS
     In this section I tackle some of the attacks you can add to add variety to Akira's
     game; note that while I don't list the moves I put in the beginner's section,
     those moves are still staple moves, and you should still use them, it's just that
     I don't want to repeat myself.
     Remember that I don't cover everything about each move here; best to look up
     the move analysis section for a more thorough explaination of moves.
     Pokes are generally attacks that have fast startups and recovery and can be
     thrown out to keep the momentum going.  In general, they won't do the most damage,
     but they will keep the gameflow in your favor.  What you followup your pokes
     depends on what your opponent does afterward.  Your opponent may try to throw/
     throw escape, they may try to duck, to stand block, dodge, or counterattack.  Keep
     these things in mind for your followups.
       (Better in revision C, since the DE and SDE's startup speed were toned down)
     2)DE(Dashing elbow)
     3)m-SgPm(Single palm)
     4)LBF(Low backfist)
       (Slow startup, so watch the distance)
     5)StPm(Standing palm)
     6)DFS(2-fisted strike)
       (Semi-slow startup)
     7)LK(Low kick)
       (Counterable if blocked)
     Power Hits:
     These are attacks that have huge damage potential and should only be thrown out
     when you know they will hit or to punish slow recovering attacks that either
     whiffed or were blocked.  These attacks are typically set up from wise poking.
     1)StDblPm(Standing double palm)
     3)SPoD(Stun palm of doom)
     4)Standing shoulder
       (throw in the occasional power elbow if it connects, or occasionally delay
        it if the shoulder gets blocked)
       (usually you'll only need the mid reversal, but there are times when you'll
        need the high or low reversal; it's rare though, since in those instances
        the parry usually works better)
     7)m-DblPm(Double palm)
     8)Power fist
     I placed throws in here kinda loosely; these attacks are best used against a
     standing opponent who is guarding or against an opponent who is recovering from
     an attack.  Due to the increase in throw range it has become increasingly
     important to know how to counter recovering attacks with throws.  Throws are
     also very good at catching people who try to dodge; the throw attempt will
     track the dodging opponent.  Dodging after a TR is especially useful once in a
     while, and this can lead into a throw as well.
     1)PIT(Pull-in throw)
       (mix in your basic multi-throw mixups)
     2)CIR(Close-in ram)
     3)Grasping mind
     4)RBC(Reverse bodycheck)
       (a more viable option in revision C)
     5)Reaping throw and punches
     6)SE(Surprise Exchange)
       (You should never have to fall back on this unless if all your other throws
        are being escaped or want to be flashy)
     *c.Initiative Frames*                                                    *********
     *********************                                                   *IV.STRATS
     The numbers next to this term in the movelists determine who recovers first and
     by how much advantage.  A positive number indicated that you have initiative,
     a negative number indicates the opponent has initiative.  The higher the number,
     the higher the degree of advantage you have over your opponent.  Format of this
     was covered at the beginning of the movelist section.  In general,
     -8  = throw counterable by everyone
     -11 = throw and PG counterable by Aoi/Pai/Sarah
     -12 = throw and PG counterable by above and Akira/Jacky/Kage/Lau/Lei/Lion/Shun;
           also -12 is LP counterable by everyone; Akira can also counter with his
     -13 = throw and PG counterable by above and Jeffry/Vanessa/Wolf; some people have
           13 frame moves and can counter with those here
     -14 = pretty much everyone can now counter with something other than PG,LP and
     So what do you do when initiative is between +1 and +8 for you?  Here's a handy
     guide, based upon VF.com Myke's post:
      advantage is in:
       1 frame - 1 frame advantage is honestly nothing; in general cases, even if you
                 attempt an elbow of some type, the opponent's LP will still beat you.
                 If you do a m-DblPm and anyone who has an 11-frame punch PG's, your
                 attack will take higher priority, but cases like that are rare.
       2 frames- Elbows that execute in 13 frames will beat the opponent's LP.  In
                 revision B, do Akira's SDE.  In revision C, do his elbow.  Although
                 13-frame moves are uninterruptable at this point, do beware defensive
       3 frames- Any elbow at this point will beat the opponent's LP and PG.  Of
                 course, the elbow's still open to defensive maneuvers, such as
                 sabakis, reversals, and inashis.  Basically 14-frame moves are
       4 frames- Same as 3 frames.
       5 frames- At this point, force a 50/50 guessing game and go offensive.  Most
                 knees will beat any LP attempts here(if your knee comes out in 17
                 frames or quicker, they will win out).  The opponent in this case
                 will start using advanced defense option selects, such as E-GTE.
                 For Akira, you can try either m-ShRm or throw.
       6 frames- Same as 5 frames.
       7 frames- Same as 5 frames.
       8 frames- Anything that gives you 8 frames or more in initiative and recovers
                 high is throw counterable provided it's in range.  If it recovers
                 low it is throw counterable by anyone possessing low throws.  The
                 throw is of course escapable if the opponent keys in the escape.  In
                 the case that you are the one that's throw counterable, you should key
                 in the escape before you recover.
     *d.Option Select(Defense)*                                               *********
     **************************                                              *IV.STRATS
     Here is where the majority of the depth from VF games comes from; some Tekken
     players complain how VF has less depth; it's because they've never seen the deep
     games that come from someone losing initiative or being counterable.
     Option select is being able to enter multiple commands at once and get the desired
     options that you want.  It separates a good player from an average player; w/o it,
     you are going to fall for many throws that grab you when you are recovering, or
     you may fall to 50/50 guessing games all the time.  VF is notorious for having a
     very hard to guess throw system; are you going to implement f+P+G to escape his
     f+P+G throw?  What if he does d/b+P+G?  Or attacks?
     Ideal situations to use option select are when you have a disadvantage by at least
     5 frames(see initiative frames section in the misc section).
     Theory behind it is that you can implement a throw escape in 10 frames after the
     opponent keys in the throw and still escape it, and the VF system enables you to
     buffer throw escapes or whatever move command you want to do while you're
     recovering from an attack, which is where the concept of this strategy comes in.
     Anyways, here's the specifics.
     GTE- this stands for guard throw escape.  one of the biggest weaknesses of doing
          a throw escape during the recovery of a move is that if the opponent did
          not try to implement a throw, you end up whiffing a throw.  however, if you
          remember how to do akira's knee, and do a throw escape in the same way, (tap
          the direction+P+G,release P very quickly and keep holding G, or if you're
          escaping a low throw, tap the direction+P+K+G, etc), you will do the escape,
          but still be blocking when you come out of recovery.  it's actually not as
          hard as Akira's knee, the timing isn't as strict, just be sure you implement
          a throw escape during the recovery.  of course, it will protect you from the
          inputed throws as well as any strikes that would be done after you come out
          of recovery, but it won't protect you from attacks done WHILE you are
          recovering.  and keep in mind GTE is useless when you are staggered.
          this is(usually) your best option when things leave you throw counterable.
          however, it's still not that bad to use this in cases where you have a
          disadvantage, but aren't throw counterable(RTE won't stop EVERYTHING, y'kno).
     ATE- this is an attack throw escape.  or basically, doing an attack then buffering
          a throw escape in.  granted, if the opponent blocks an attack which is
          clearly throw counterable, and goes for a throw, the attack won't come out
          regardless.  but if he tried to attack you instead, then you'll get a chance
          if you shoot out some quick fast strike like a DE or PG, or LP.  you can even
          try a sabaki or the eBC if you want, but typically, you want to try a fast
          attack, otherwise, you'll just get beat out.  ATE tends to work best when you
          run at a disadvantage, but aren't throw counterable.
     HtTE- high throw-throw escape.  or basically, inputting a high throw, and then
           your throw escape.  maybe say you are against Jeffry or Wolf who possess
           low throws, and say you're stuck in recovery in a crouching position.  buffer
           in a high throw, and then immediately tag on a low throw escape.  it's of
           course best when the opponent can low throw and so you're put in a scenario
           much similar to this one.  of course, if Jeffry/Wolf decides to knee you,
           that's a totally different story.  i don't need to get into low throw-throw
           escape(LtTE) simply because Akira doesn't possess low throws not to mention
           that the principles are about the same, but if you are a Wolf/Jeffry player
           or anyone who possess low throws, you can try this option if you are
           recovering high and the opponent is crouching.
     RTE- this stands for reversal throw escape.  if you whiff a reveral, you are
          vulnerable to a throw.  by inputting the throw escape during the recovery,
          you can escape the throw if it was done.  this makes your reversal a lot
          more powerful.  RTE is especially useful when you can reverse a very large
          arsenal with the reversal command you choose; RTE is one of Akira's most
          powerful tools.  this is especially useful when you are at a disadvantage(
          but not throw counterable in most cases, except for maybe Shun), for instance,
          against Jeffry, if you key in d/b+P+K,d/f+P+G, this stops his knee/crucifix
          piledriver game.
     ETE- evade throw escape.  this is basically entering a dodge, then a throw escape
          during the evade.  this tends to work best when you have a disadvantage
          by at least 5 frames but no more than 7; ETE is an especially great option
          after a blocked SDE, because either you will evade an attack(evading after a
          SDE has a very good chance of avoiding many attacks), which you can cancel
          into a CD to DBC or m-ShRm them, or they will try to throw you out
          of the evade, which results(in most cases) with an escaped throw.
     DTE- this stands for double throw escape.  remember how i said as long as you
          keyed in the throw no longer than 10 frames after execution, you'd escape
          it?  that's what this is for.  say for instance, you're facing Jacky, who
          often goes for either the Trip & Hammer or the Sadistic Hanging Knee throws.
          the former can be escaped with b+P+G, and the latter w/d/f+P+G.  So suppose
          you get your ShRm blocked.  enter b+P+G,d/f+P+G quickly together and you'll
          escape both.  or if you wanted to escape his normal P+G throw and the
          Trip and Hammer, you'd enter P+G,b+P+G quickly.  a BIG difference between
          VF4 and VF3(ob and tb) is that DTE in VF4 enables you to escape 2 command
          throws at one time, instead of only the default throw and 1 command throw; you
          need to use this to your advantage, or you'll get thrown all over the place.
     TTE- now we're getting tougher.  the triple throw escape is much harder to enter
          than the DTE, and in most cases, very difficult.  however, against people
          who have very limited throw options(Shun), this can severely dent their
          throw counterability game.  it follows the same principles as the DTE,
          except you add another escape command alongside.  however, most people stick
          with the DTE because it is much easier to implement, but if you can do this,
          go for it; it nearly protects you well.
     now you can do things like combine the 1st 5 option selects alongside the last
     2 to produce some very formidable defense; for instance, a R-DTE will reverse
     attacks and escape 2 throws if it whiffs; a G-TTE done during a move's
     recovery will ensure that you escape 3 throws, but given that you do the 3rd
     throw escape just as you are close to recovering, will ensure you come out
     holding G.  and so on; the TE option select is very important if you ever wish
     to become very competitive; it limits the opponent's options in countering
     you.  at very high levels of competition, if you don't have good option
     select techniques, you're basically handing the opponent free throw
     oppurtunities.  this is again why the depth of VF is so great; what if he does
     a catch throw instead of a normal throw?  or what about if he tries to do a
     nonreversible attack?  or the idea that he may do a throw that your throw escape
     didn't cover?  but that's the fun of VF4, and only practice will determine how
     well you are at reading these mind games.
     there is also a new, special option select available in VF4, that doesn't involve
     throw escapes, but can be used to escape ALL throws.  Myke of VF.com explained
     this new option select that came from the Arcadia magazine.  if you'd like more
     on this, go to VF.com, to "versus city" and search for "Escape- Crouch Dash
     defensive technique."
     ECD- this stands for escape- crouch dash.  or dodging once, and then inputting
          a forward crouch dash during the execution of the escape.  it of course, is
          useful for setting yourself up to punish whiffed moves, but it will also
          work wonders as an option select.  it works best when you have a 3-4 frame
          disadvantage, since all evades can be cancelled into a crouch dash.
          essentially, you have a 4-5 frame window to quickly punch in the ECD option
          select; too slow, and if the opponent tried a throw, you'd be thrown.  the
          beauty of the ECD over an E-GTE is that you won't worry having to escape
          the right throw; you'll simply go under the opponent's throw attempt.  but
          you must key in the commands quickly.  you'll know if you did this
          technique correctly, because if your opponent tried an attack, you'd MC
          dodge the attack, and if they tried to throw, you'd do a slow dodge, but
          it'd be cancelled into a crouch dash right under their throw attempt.  but
          like all option selects, ECD has its weaknesses; don't forget that circular
          attacks can't be dodged, and if the attack is delayed, you wouldn't
          necessarily be able to crouch dash under it.
     *e.Okizeme(Punishing QR/TRers)*                                          *********
     *******************************                                         *IV.STRATS
     Okizeme is the ability to pressure your opponent as they get up.  While not as
     broken as Tekken's okizeme, VF's okizeme can also be powerful, and good news,
     Akira has some of the best QR/TR punishing tactics in VF4!
     Basically, when your opponent gets knocked down, they can execute rising attacks;
     if your attack does over 20 pts and hits AT THE EXACT SAME FRAME THE RISING KICK
     HITS, you will beat them out.  Akira's DBC is an excellant choice, of course,
     the StDblPm, m-DblPm, knee, and m-ShRm are all good choices as well.  Tips are
     that the attack executes at 16-24 frames, and that you enter it when the opponent
     is starting to rise.  In addition, if you have moves that have built-in dodges,
     you can use those to "beat out" the rising attacks(power fist is a good example).
     You can also learn to successfully dodge the rising attack(see Hyun's FAQ on
     this), or simply learn to correctly block it; see the framestats to see if blocked
     rising kicks simply give you initiative or are counterable.
     The best way to okizeme though is to hit the opponent AS they are getting up,
     not beat out their attacks.
     Against kippers or QRers; they go through 3 phases:
     1)grounded; ground attacks will hit them
     2)crouching opponent standing up; mid/low attacks or low throws can hit them
     3)opponent can move
     Good mid attacks to beat your opponent out of the 2nd phase are the m-SgPm,
     sidekick, m-DblPm, DBC, StDblPm, SPoD.
     Against siderollers or TRers; they go through 3 phases:
     1)grounded; ground attacks will hit them
     2)crouching opponent near roll's end; mid/low attacks or low throws can hit them
     3)opponent can move
     Good mid attacks to beat your opponent out of the 2nd phase are the m-SgPm,
     sidekick, m-DblPm, DBC, StDblPm, SPoD and DFS.  Interestingly enough, if you just
     mix between DFS and SPoD with low kick-cancels, you can beat TRing opponents all
     over the place.  Finally, just make note that if your opponent holds G during the
     roll, your attacks track them.
     Against forward/backward rollers, they can be punished much like those who side
     roll, except they are ALSO vulnerable to low and mid attacks during the roll itself;
     best to try hitting them just as they begin to roll; if they roll forward, DBC is
     EXCELLANT; if they roll backward, SPoD is also EXCELLANT.
     Special scenario: if you hit an opponent with a sidekick in the 2nd phase as they
     1)QRing when they have their head AWAY FROM you, and their FACE DOWN, or
     2)TRing when they have their head TOWARD you, and their FACE DOWN,
     you'll notice how they'll fall on their knees with their backs towards you, giving
     you a free combo oppurtunity; of course they can struggle.  this is known as a
     backstagger; a stagger with an opponent's back to you.  it is a potent technique,
     and used properly you can get your share of extra damage.  in addition, Akira can
     do his m-SgPm in place of the sidekick, which causes a back-turned crumble stun,
     making followups inescapable!  Now, how do you set up for this?  Head and stomach
     crumbles set up for a backstagger if the opponent TRs a quick-recovering followup;
     setup throws often set up for a backstagger if the opponent QRs after a
     quick-recovering followup.  To defend against backstaggers, never TR when you
     have your stomach down and your face forward, and never QR when you have your
     stomach down and your face away(still be aware of your opponent QR/TR punishing
     you).  Or just get up regularly(hopefully w/o rolling/kipping); you'll risk
     OTB hits and pounces though.  Keep in mind how far your opponent is from you
     and how quick they'll recover before you QR/TR, and you should be fine.
     *f.Misc*                                                                 *********
     ********                                                                *IV.STRATS
     Here are some explaination of terms or some unorthodox techniques covered here.
     Remains an important concept in VF(think of foot stance w/Hwaorang for you TKers)
     Basically, if you can see both backs of the opponents or both fronts, then you
     are in open stance(OS).  If you can see only 1 back and 1 front, then it's closed
     stance(CS).  In most cases, stance isn't that necessary to pay attention to, but
     when you get to ranges and stuff, some things obviously get better in a certain
     stance, as well as specific combos.  Basically, anything that uses the frontal
     arm/leg will work better in open stance, and anything that uses the back arm/leg
     will work better in closed stance.  General examples: throws are better in CS,
     and elbows better in OS.
     Basically, there's the major counter(MC) and then the minor counter(mC).  Major
     countering is hitting an opponent out of the execution phase of WHATEVER THEY DO(
     this is important; you don't need to hit an opponent out of an attack to get it
     to count as an MC; hitting whiffed throws/reversals or dodges also count).  The
     sound effect should change(higher and louder), and maybe the hit color will be
     different.  Opponents get stunned longer or knocked higher during MCs; which can
     be important for your combos and flowcharts.  MC also does up to 50% more damage
     than it would normally do.  Minor countering is hitting the opponent out of the
     recovery of their attack.  mCing is very important, not only does it reward you
     25% extra damage for strike counters, but will give you free damage.
     Since the way you hit the opponent with a juggle starter also determines how high
     they will fly, here's a handy chart I got from Myke that shows this situation:
     | Highest Float                                Lowest Float |
     |   MC    |  MC     |Normal/mC|  mC     | Normal  | Guard   |
     |opponent |opponent |opponent |opponent |opponent |opponent |
     |standing |crouching|standing |crouching|crouching|crouching|
     Here's how these factors can affect your game:
     weight: the lighter the opponent, the farther they get hit as well as the higher
     and slower they float in the air during a juggle; light characters SUFFER during
     juggles more than heavy characters
     height: the shorter the opponent, the more likely certain attacks are to whiff
     against them(against Aoi, for instance, your elbow has a very high chance of
     whiffing when she crouches, even though the elbow's classified as a mid
     width: kinda determines how well you can hit OTB against the character; wider
     characters are more susceptible to this
                Weight  Height  Width(B/W/H)
                ------  ------  ------------
     Jeffry       1st     1st    121/93/97
     Wolf         2nd     3rd    123/93/98
     Akira        3rd     4th    115/90/94
     Lau          4th     9th     99/90/93
     Jacky        5th     2nd    110/87/92
     Kage         6th     5th    101/89/90
     Shun         7th    12th     88/86/89
     Lei          7th     6th     98/85/83
     Lion         7th    10th     90/84/88
     Sarah       10th     8th     90/57/90
     Vanessa     10th     6th     93/57/93
     Pai         12th    11th     85/54/88
     Aoi         13th    13th     83/53/86
     There seems to be some stuff wrong with the offical SEGA data though; a recent post
     by Myke showed the tiering of weight class(this is the revision C weight class,
     in revision B Vanessa was tiered alongside Aoi):
     1st tier: Jeffry Wolf
     2nd tier: Akira Jacky
     3rd tier: Lau Kage
     4th tier: Shun Lion Lei-Fei
     5th tier: Vanessa Sarah
     6th tier: Pai Aoi
     Damage scaling system:
     The damage scaling system of VF4 has a simple principle; the more hits you add to
     a combo, the less damage the later hits will do.  The intention of this is to
     prevent combo damage from going into overkill most of the time.
     Here's the general formula(you can use it to calculate the damage potential from
     each combo I posted), and remember that if a wall hit is involved, the followup
     hits after the wall collision also result in reduced damage(thanks to Nutlog for
     the damage scaling FAQ).  BTW...
     OTB means on the bounce, a good example would be Kage's SE,DP,DP combo; the 2nd
     DP hits the opponent just as they touch the ground, so it hits OTB.
     the 1st hit will obviously do 100% damage, then it's
     |2nd hit|3rd hit|4th hit|5th hit|6th hit|7th hit|8th hit|9th hit|OTB hit|
     |  80%  |  80%  |  60%  |  50%  |  40%  |  30%  |  25%  |  * %  |  50%  |
     * Nutlog stated that he wasn't too sure about the exact damage for the 9th hit;
     it was either 20% or 25%; the numbers were too small.
     finally, damage scaling DOES NOT start if the opponent hasn't been knocked down;
     performing combos that use wall staggers, stumbles, and crumble stuns is the
     way to doing insanely powerful combos in VF4.  Example; Kage's sidekick reversal,
     jumonji sidekick,inverted kickflip combo; because the opponent never gets
     knocked down until the end of the combo(and since each hit does over 30 pts),
     this combo easily does over 100 pts of life(setting it up is a different story).
     Guard cancelling:
     Guard cancelling is quite useful in VF; I already explained it partially in
     the general moves section, using the punch,elbow flowchart as an example; you
     don't want to accidently do PP, but you still want to do the 2 moves as quickly
     as possible, hence you can cancel the canned PP option from the punch and
     immediately go for an elbow.  However, some techniques can be cancelled in
     mid-animation with the G button as well, such as the LK(for Akira/Lau), the
     dashes and the CDs; these are useful for baiting and control in their own ways.
     Crouch dashing:
     CD's purpose and use is multifold; high attacks and standing throws will miss
     you as you are CDing.  Low attacks, mid attacks and low throws will hit you
     though.  This makes the CD useful for both going in for the attack and retreating.
     The other use is to bring your character into a FC position so your FC moves can
     be executed(think of the possibilities if you can execute your ShRm and DblPm
     instantly from a standing position).  CDing is even better in VF4, because it's
     made even easier to CD, you DON'T need to be standing to CD, you don't have to
     hold the 2nd command(thus a lot more m-whatever moves can be squeezed into
     juggle combos) and you can backwards CD once again.  On a side note, since you
     can cancel CDs and that CDs can be started from a crouch, you can keep doing CDs
     over and over(see CD cancelling).  All in all, a versatile technique.
     See general moves; anyways, you already know that the dodge was made useless
     except in cases where you do a MC E.  Furthermore, E's can STILL be cancelled
     into CDs, so MC E--> CD should be a constant for punished whiffed attacks.
     There's no extensive Korean Stepping in this game though, so for those of you
     who still dream on, give it up.  In order to MC E successfully though, you need
     to know which attacks are semi-circular(thus you need to know which side to
     correctly E), which ones are fully circular, and which ones are linear.  Also,
     you need to know which ones have better tracking properties.  The dodge is still
     powerful, but in a more defensive way now.  You can't E throws though, so to
     beat constant E attempts, simply do a catch throw.
     Last note: attacks that can be charged can be MC E'd RIGHT WHEN THE OPPONENT
     BEGINS TO CHARGE in the correct direction.  You don't need to wait til they
     attack.  Not to mention, most charge attacks are linear anyhow except for Akira.
     Read the notes I made in the general moves section.  Anyways, proper use of the
     QR/TR will ensure that your opponent misses extra damage in combos and reduces
     the damage they perform with throws; improper(over) use of it will lead to you
     getting hit by backstaggers and mid-level circular attacks.  In any case where
     you hit the ground "normally", you can QR/TR.  There are situations where you
     can't QR/TR though, just look for "abnormal" knockdowns.  Pounces can connect
     easier when you QR than when you TR, but there's more chances to be backstaggered
     if you TR.  If you TR and hold G, the opponent's actions will track you(in other
     words, don't do it).  When you recover from a QR/TR, you recover in a FC position.
     In most cases, it's safest to TR whenever you get the chance, but when you think
     you can get punished by circular mid moves or backstaggered, then you mix it up
     with the QR and getting up the old fashioned way.
     Throws have been tweaked in VF4; they now have an 8-frame execution, and have
     increased range.  Much more things are throw counterable, but not punch
     counterable(decreased PG speed).  They still have the slow whiffing animation
     if you miss though.  You can escape normal standing, low and side throws, but
     not catch throws, or back throws.  Hit throws(except for Jeff's) can't be
     escaped.  Side throws require a special escape.  You must learn to counter with
     throws and mix up your throws if you ever want to be a good player.  In turn,
     learning how to escape your opponent's throws is a must to be a good player.
     Wall dynamics:
     Introduced in VF3 and refined here.  VF4 wall dynamics are FUN.  Basically, if
     you hit the opponent with an attack that doesn't push them back hard and they
     hit the wall, they suffer a weak wall stagger.  Nothing's guarenteed here, but
     you massive initiative to work with.  If you hit the opponent with an attack that
     pushes them back hard and they hit the wall, they suffer a strong wall stagger;
     almost anything you dish out will combo!  If you knock your opponent down and
     they hit the wall hard, they'll bounce off, giving you a huge oppurtunity to add
     damage.  Oh yeah, whatever damage in VF4 wall combos occurs, occurs; no
     tech-rolling like in Tekken.  You should already know what to do with Akira when
     you get the opponent near a wall; Akira simply destroys his opponents when he can
     use a wall.  Walls have varying lengths, so some characters can ring others over
     the walls(like Kage).  Others are breakable; panels of the wall can be broken off
     and result in a hole that opponents can be rung out from if the opponent hits the
     wall HARD.
     New change to VF is that reversals now only reverse attacks that match its
     hit level.  People who have mid reversals have a HUGE advantage; no need to
     explain why.  Whiffing reversals causes your character to grab at air; it's
     shorter than the recovery time of whiffing throws, but you still don't want
     to do it.  Reversals should be mixed into your game, and IMO really only used
     to reset the momentum of the game if you find yourself losing initiative and
     find your opponent predictable.
     A sabaki is an attack that has the potential to override other attacks by knocking
     them away with a sound effect while connecting with its own.  When dealing/using
     sabakis, it's necessary to note what attacks can/can't be knocked away, and during
     when of that attack will the sabaki be effection.
     This is a japanese term for a parry; it won't do damage, but gives the character
     initiative; usually enough for a guarenteed retaliation of some sort.  Again,
     like reversals, it's important to note who has them, when they can be used(a lot
     of people has inashis during their stances), and against what are they effective.
     Crumble stuns:
     If you loved Tekken's double over stun combos, you'll love this, plus, they're
     inescapable.  Akira has his share of crumbles and big damage combos involving
     them.  3 specific crumbles in the game:
     head crumble: opponent gets their head whipped back then falls forward; longest
     crumble, biggest potential for combo damage(think up-close DBC)
     stomach crumble: opponent holds their gut and falls forward; moderate crumble,
     but can combo into a low throw for those who have them; still good combo
     potential though
     foot(leg) crumble: opponent quickly falls backward ending up head forward,
     feet back, face in the ground; quickest crumble, but still good combo
     potential if the recovery of your attack is good
     Staggers look like the opponent is about to slip and fall over; stumbles look
     like the opponent fell down and is struggling to get up.  But in general, you'll
     recognize these scenarios by the wiggling joystick on the side.  Most of the
     time, you'll get a stagger if you connect an elbow or sidekick on a crouching
     opponent; in this scenario, nothing's guarenteed, but you can use the advantage
     to push a strike/throw guessing game.  It's helpful that you dash up first, to
     make yourself more threatening.  Then throw if they block, or hit them with a
     big damage move if they throw escape.  In cases of staggers/stumbles outside of
     the elbow/sidekick, you'll usually have guarenteed combo followups though.
     As for dealing with staggers/stumbles?  Well, like the wiggling joystick
     suggests, roll the joystick repeatedly, hold G and tap P and K rapidly; this
     ensures that you'll reduce the advantage time the opponent has on you and
     that you'll escape as soon as possible.  You can't go for any option selects
     during your stagger/stumble though, so don't bother with them(at least, not
     until you can move again).
     K.O. Hits:
     This is fun; sometimes when you KO your opponent they will waver slightly, then
     slowly fall down; during this time, they are slightly lighter.  What's even
     better though is that they can be thrown; interesting KOs can result.
     Experiment; it's fun; for instance I did LK(KO),LK(OTB),LK(OTB),LK(OTB) before,
     another time I did DBC(KO),CIR.
     Flowchart is the VF term for custom string, only the concept's slightly
     different.  This is partially due to the fact that often you lose initiative
     whenever you get your pokes blocked in VF.  Thus, it's more like a "tree;"
     branching areas with different routes to take based upon what your opponent
     does, instead of a long chain of pokes like in Tekken.  Hope that explained
     the term in the move analysis.
     Here's some brief SDE flowcharts(in other words, incomplete; find more
     options for your game) to give a good example of what to do when what
      SDE blocked:
      ->1)ETE     | Good option against aggressive people; StPm or DBC after a MC E
                    are good options
      ->2)backdash| Another good option; much better in rev C since you lose more
                    initiative as the SDE is blocked
      ->3)back CD | Good against high attacks
      ->4)GTE     | Useful since opponents will force the strike/throw game
      ->5)RTE     | Especially useful with the mid reversal or parry
      ->6)LP      | Great against high attacks
      ->7)SPoD    | Against possible throw attempts; risky, but high reward
      SDE staggers:
      ->1)throw   | Buffer in a dash first; useful against those who block, and
                    make sure you grab them AFTER they recover; also consider the
                    PIT, since it'll be very hard to E it and escape
      ->2)fBG     | Buffer in a dash first; great for beating out those who
                    block coming out of the stagger
      ->3)SDE     | Beats those who try a throw escape
      ->4)m-ShRm  | Also a good option against those who try to throw escape
      ->5)LBF     | Insanely useful against those w/o low reversals
      ->6)CD/dash | To keep the pressure on
      SDE hits:
      ->1)combo   | Self explainatory
     Furthermore, each of those branched options lead to new options, much like
     custom strings do; I hope this clarified a few things.
     Fuzzy guard:
     Fuzzy guard is the ability to middle and low attacks as well as being able to
     avoid high and low throws.  There's a certain point when you are rising from
     a crouch that the above situations will occur when you block; it's a very tiny
     bit, but it's there.  Easiest way to perfect this is to CD a rising opponent
     then block when you expect the attack.  If you've consistently blocked the
     attack, maybe you have fuzzy guard down.  However, it's not invincible; as
     the attacker, delay your throw/attack attempt slightly, and the invincibility
     will most likely be gone.  Plus, with VF4's longer throw detection, it's much
     harder to fuzzy guard throws.
     Machi is total defensive play, letting the opponent attack first, then reacting
     appropriately; if you want to see machi play at its best, I highly recommend
     you watch tourney clips of Napoleon, who plays an excellant machi-style Jacky.
     Attacks that are appropriate for machi play include long ranged fast attacks,
     reversals, basically defensive attacks.  Good throws are also good(for
     counterability oppurtunities).  Machi is active turtling; it's not setting down
     and blocking everything.  Don't stay still; it helps to play at long range as
     well.  Some characters have it easier with machi(like Sarah with her fast long
     ranged kicks).
     Yomi, which literally is mind-reading, while physically impossible, involves
     conditioning the opponent to do something you want.  Important stuff for landing
     reversals and power strikes.  The key to it are your pokes to set the opponent
     up.  Make the opponent think you're going to do action "B" after action "A", but
     instead do action "C" to beat whatever he wanted to do, fair enough?  Good
     yomi skills are necessary for you to beat the opponent.
     CD cancel:
     This is the ability to cancel your crouch dash into another crouch dash of the
     same direction.  This is useful in its own respects; to get out faster while
     in a crouched position, or to move in quicker from a distance when your opponent
     whiffs a high attack.  You'll notice how similar this is compared to the Mishima
     wavedash seen in Tekken.  Learning when and where to use it can make your character
     flashy and harder to read.  Here's the best way to do it(modified from Myke's post):
     What you do is this:
     1)do d/b,D/B
     2)tap G and release it; keep holding the D/B input from step 1
     3)enter D/B
     4)repeat step 2 as much as you like
     If you want more info on this, take a look at my Movement System FAQ.
     Rising attacks:
     When you try to get up the old fashioned way, any input you make into the
     joystick or the buttons contributes to making yourself get up faster.  If you
     want to get up old fashioned, roll the joystick and tap P and G, but not K unless
     if you intentionally want to do a rising attack.  Usually when you do a rising
     attack, you can choose to either do a rising middle kick(mash K), or rising
     sweep(mash d+K).  In addition, you can delay the rising attack during your roll,
     by not tapping the K(or d+K) command until you're beginning some of the roll.
     Rising attacks are usually only useful if the opponent isn't trying to apply
     okizeme(ie lazy) or whiffing their ground attacks.  You can't do rising attacks
     if you QR/TR.
     General rule of thumb about initiative after rising attacks: there is none,
     seriously.  Even when you hit sometimes, sometimes you gain initiative, sometimes
     you don't, other times you get the leg crumble(combo in a pounce), other times
     nothing.  And when you get the attack blocked, it's pretty random at times too;
     sometimes you lose initiative, other times you are counterable; it's best looking
     up GLC's general FAQ if you want rising attack info.
     Last note: All of Akira's rising attacks ARE NOT fully circular!  That means
     ALL of them can be evaded; beware.
     B.Character specific strategies                                          *********
     ===============================                                         *IV.STRATS
     Granted, I am not an expert at VF(although I am a definite avid fan).  So don't
     expect me to be able to tell you everything you need to do well; in addition,
     no matter how much I tell you, that won't make you good unless if you go out
     and practice hard yourself.
     General format of each character section is:
     OVERVIEW: I give a quick intro of the character; what his/her strengths are,
     whether they are considered top-tier, what are some of their weaknesses, etc.
     GENERAL STRATEGY: What the basic idea behind how the person playing the
     character will be, what should be his/her weakness, and how you should apply that
     to win out.  Also, I include a subtopic called "Some tips" and hint about some
     of the things you'll see.  I in most cases, used the available online dojos,
     my knowledge of the character, and framestat specifics all in an attempt to write
     this section.
     STANCES: If the character has any stances, I cover this next, with the title
     being their respective stance's name.  I point out some tidbits here and there,
     and kinda hope you get the basic idea.
     CIRCULAR ATTACKS: What attacks of theirs are circular, and which way to dodge
     them; I used Myke's excellant evading article for this; check it out.
     SABAKIS: Any sabakis that they have, and some stuff about them.  The sabaki
     article by Myke helped here.
     REVERSALS: Any reversals the character has, as well as what they can reverse.
     The various movelists that I listed in the credits helped here.
     THROWS: Ok, the format of this section is that first I list what I consider
     to be the character's best frontal standing throws that can be escaped, and
     follow this up with some descriptions, such as the initiative you have
     afterward.  Next, I list the other frontal standing throws, and also the
     intiative you get afterward.  Finally, I delve into other throws, such as
     low throws or catch throws.  This was a huge section, and I used SummErs'
     throw escape article for this entire section, as well as the movelists available.
     And of course, the resources I listed were extremely helpful; it'd be helpful
     if you looked them up yourself.
     REV B COUNTERABILITY LIST: I used Mr. Bungle's counterability FAQ for this; I
     simply cut and pasted the moves that are counterable if blocked IN REVISION B;
     this is important because if you play the PS2 version, some moves will have
     different counterability possibilities, which is why it's best to look up a
     movelist with framestats; I simply listed these if you're playing at an
     (note how I completely got rid of a possible computer strategies FAQ; the best
     way to play against the computer is to pretend the computer is a human opponent
     as this will help you learn more and teach you to not be predictable, so that
     when you do face a good opponent you won't be killed because you repeated some
     pattern that would've killed the CPU.  otherwise, the computer tends to do
     repeatable patterns that leave them open to throws, and its "combos" are nothing
     more than juggle starter-->pounce, although it starts getting tougher the more
     opponents you beat)
     The cool part is given Akira's damage potential, that NO SINGLE MATCH IS HOPELESS
     for you; even if it gets down to 10% vs. 90%, one StDblPm and it's down to 10% vs.
     40%.  And unlike Jeffry, Akira actually is decently quick, which means it isn't
     hard to regain initiative compared to the slow characters.
     It's strange, really, the way Lion is analyzed.  Technically, he has nothing
     going for him, and yet, he has everything going for him.  His attack speed is
     rather slow, his damage potential is much lower compared to the other characters,
     and yet, he's still considered a very good character if played effectively.
     Because Lion is so small and many of his attacks start out looking the same,
     this compensates for his slow speed and weak power, as he can force some
     very annoying guessing games.  Plus, his agility and movement are rather
     quick.  Most of the time, Lion can stay rather offensive and poke away due to
     his ability to force simple 50/50 guessing games that are hard as heck to
     predict.  And given his small height, some of your middle attacks have to be
     treated like they were high level attacks.  The match isn't hopeless though;
     many of Lion's attacks recover slowly, and Lion himself is considered to be
     a middle-light character, which in the hands of a very powerful combo-based
     character such as Akira, spells disaster for him.  Don't be discouraged when
     Lion is pecking at you like crazy, because if he makes 1 mistake, the game will
     be half won for you.
     What to say; Lion will basically try to poke you to death and throw if you
     stay still too much; he really can't combo you.  Because he is an excellant
     long range fighter, with great agility, you may find him dipping in and out with
     his unique backward and forward dodges(which are much better than the reg. dodges),
     poking long range then switching to up close range.  But here's something to note;
     unlike other characters, his basic framework for poking doesn't involve the PG,
     elbow, and LP as much; his PG and LP are both slower than most, so it isn't that
     useful(still useful, but like I said...).  Instead, he will use all sorts of
     attacks to poke you to death, that I'm not too sure I even want to bother listing
     them(it's of course best if you learn best by experience and what others tell you
     too).  Keep in mind many of Lion's attacks(usually 2 for each scenario) look similar
     in startup, but end up hitting low or middle.  Do beware that the lower the skill
     level, the more likely the Lion player is going to use his double low kicks.
     Also beware his okizeme potential; Lion has it really well.  Because Lion is
     rather an offensive pecking freak, it actually might play to your advantage to
     be defensive, and be on the consistent look for openings.  Since he's also rather
     small, learn what middle attacks will whiff against him.  Learn what's counterable
     and what's not; try a counterability FAQ or find some framestats.  Overall, don't
     get impatient; Akira has the tools to handle Lion; if you hit Lion with any
     of your power attacks at all, then the battle's half won.
     Some tips:
     Lion is one of the better characters who can "blindfight," or fight using
     TT attacks; watch to see if Lion turns away, and then try to guess between his
     50/50 middle/low guessing game.
     Lion's elbow-poke string has some delay between the elbow and the poke; if
     you block the elbow and sense the poke, give Lion a nice DBC for some major
     damage.  This is one of your biggest oppurtunities to hand Lion his behind for
     doing the wrong thing; don't forget it!
     Many of Lion's attacks duck low at the beginning; this is important to know;
     learn what mid attacks will hit him for this reason.
     Lion is a master at okizeme and ura(term for getting behind the opponent as
     they rise; a subtopic of okizeme); beware of funky stuff that he does as you
     are rising or QR/TRing.  As you are falling from combos, his b,f+K+G,d+K will
     connect if you don't QR/TR, but even if you do, the timing can be quite difficult,
     and his pounce is difficult to avoid.  Then you have to beware what he tries
     when you get up, not limited to strikes(expect some dodges too).
     Lion's lunging poke is not counterable, but gives you a ton of initiative.  His
     low lunging poke is counterable.  And both attacks are annoying, because both
     start low and either hit middle or low(the lunging poke mid, the low lunging
     poke low).  They are also some of Lion's best far range attacks, but they are
     slow and can be dodged easily.
     Lion's dodge attack sucks, period.  Even Chibita doesn't use it a lot.
     Either I'm nearsighted or something, but according to VP.com's rev C framestats,
     Lion is throw counterable if his PK hits OR is blocked(!)
     Lion's b,f+P+K is probably one of his best moves; it will come out as quick
     as your PG, and only gives him -1 initiative if blocked.  All the canned followups
     can be blocked high though, and are highly throw counterable if so.  The b,f+P+K
     by itself hits high.
     Lion will also use his TA kick; by itself it is uncounterable, and if it hits/MCs,
     he can turn back around with the P+K followup and combo you.  However, he does
     have his back to you; try a m-DblPm.  If you block the P+K, well, you know what
     to do.  Both can be ducked because they hit high.
     Lion's u+K,K is used to beat low attacks.  Look for delayed attempts.
     Lion's attacks that he will use to regain initiative are the d/b+K and u+P+K; both
     are very much counterable if blocked; be on the lookout for these moves when you
     are pressing the attack; the d/b+K ducks and rears back as well as hits low, the
     u+P+K is also fast like the d/b+K and dodges and it will hit middle.
     Lion's d/f+P+K and d/b+P+K look insanely similar; if you aren't paying attention
     to which way Lion is moving(into or out of the screen) before hitting, you won't
     know whether to counter; both hit low, but the d/b+P+K recovers high and Lion can
     be thrown, whereas the d/f+P+K recovers low and probably only counterable with
     mid attacks up to the SDE(or an LP) if you act quickly.
     I guess I put too many tips down, but basically, a lot of Lion's key attacks are
     throw counterable if blocked; however, there are a few that aren't; it's helpful
     to look up a framestats list, but some of the ones that aren't counterable are
     his elbow, lunging punch, TA kick, b,f+P+K and his d/f+P.  Both hits of his
     u+K,K are both uncounterable.  Study which moves are similar, and the scenarios
     afterward, then make him pay.
     Helix [b+P]
     - evade towards front
     Low kick [d+K]
     - evade towards back
     Hopping kick [u+K]
     - evade towards back
     Sidekick [d/f+K]
     - evade towards back
     Sweeping hand [d+P+K]
     - evade towards back
     Double poke [f+P+K]
     - evade towards front
     Wind-up swipe [d/f+P+K]
     - evade towards front
     A ton of Lion's attacks are circular or hit dodgers, but these should be the
     ones you can MC dodge as long as you dodge in the right direction.
     Meteor punch [qcb+P(P)]
     - sabakis HP/HE/HK/MK/KN
     Arguably one of the best sabakis of the game, Lion's sabaki will not only defeat
     all high attacks, but also anything classified as a middle kick, knee or
     sidekick.  In addition, when it does hit, the opponent will go into a stomach
     crumble for guarenteed combos.  Not to mention Lion can do this sabaki on
     reaction, because it is most effective during the beginning of the animation.  Of
     course, notice how it will not sabaki your middle punches and elbows; keep this
     in mind and press the attack with those as well as LPs.  Just don't be predictable.
     If you do block the meteor punch, it is throw counterable.  Lion can followup with
     the 2nd P if the 1st punch is blocked, and if it MCs, it will also MCs.  However,
     it too is counterable if blocked.
     Kickflip throw[FC,f+P+G] Frontal face grab[HCB+P+G] SE[d/f+P+G]
     Lion has a very good throw arsenal to mix up, which makes life even more hell
     for you.  Starting off, the kickflip throw(f+P+G) should be the one escape
     you go for the most; while the damage by itself is mediocre, Lion can combo
     afterward, and set up some okizeme no matter whether you QR/TR or not.  If
     escaped the situation is close to neutral.  His frontal face grab(b+P+G) does
     great damage and leaves him safe if escaped; if you don't struggle hard
     enough, the pounce afterward is hard to avoid.  Finally, his SE throw leaves
     some guessing games he can try; PPP or u+P+K are guarenteed; d/f+P,P then pounce
     does better damage but can be escaped(dash forward after the 1st d/f+P then press
     G to block the 2nd P then throw as a counter), but then Lion can do d/f+P then
     throw as an alternative.
     From there, you have your P+G escape(disadvantage for Lion if escaped I think),
     another b+P+G escape(Lion's at a disadvantage if escaped), a u/f+P+G escape
     (beware of this, it's not often someone gets a normal throw with this, so don't
     be caught off guard), 2 more f+P+G throws which both do 50 pts(one of them when
     escaped leaves Lion at a disadvantage).  Finally, Lion's mantis catch[f,d/b+P+G]
     is his catch throw(slow but inescapable); observe which way he dodges then tap
     the respective direction(up or down) and P+G to escape that respective throw,
     but beware of him stopping at the dodge and throwing you again.  To clarify on
     Lion's catch throw followups, the flying takedown followup is escaped by d+P+G,
     the bulldog by u+P+G.
     rising uppercut [FC,f+P]
     - high throw
     uppercut, swipe [df+P,P]
     - high throw
     overhead poke [u+P+K]
     - high throw
     standing palm, meteor hand, low swipe [b,f+P+K,P,P]
     - high throw
     TA half-moon kick, sweeping hands [b,f+K+G,d+P]
     - high throw
     elbow, poke [f+P,P]
     - high throw / P
     TA double handed peck, TT kick [f+P+K,K]
     - high throw / P
     TA half-moon kick-low slide [b,f+K+G,d+K]
     - back throw / FC,b,f+P
     lunging low poke [b,df+P]
     - FC,b,f+P
     sweep [d+K+G]
     - FC,f+P+K
     handstand kicks [db+K]
     - d+P / QCB+P
     Lei is the newest character to feed on the "WTF" factor.  He seems to play
     like Shun, in that he needs to constantly switch his stances and stay about
     at midrange.  He is the game's most masher friendly character, so you may
     find newbies picking him a lot.  But anyways, what his real strengths are
     are that he has a lot of moves that have dodging properties, he has a number
     of excellant strikes(such as some of the best crumble attacks), and is the
     most sabaki-dependent character.  And his best throw gives him free combos.
     But Lei is strictly that; a midrange opponent; his up-close game is hindered
     greatly, and he has a throw arsenal that is fairly easy to break out of
     (comparable to Sarah's, except no catch throws).
     Er, how do I start... Lei doesn't rely on the atypical strategy much like
     Shun, but this is what I do know; Lei relies on constantly switching between
     stances, attacking from midrange, and trying to get sabaki oppurtunities.
     To be honest, I don't know how to play as Lei or how to play against Lei, but
     I will say that Lei has a lot of weaknesses, although he has many great
     strengths.  Although he has a number of good anti-dodging attacks, the vast
     majority of his attacks are linear.  In addition, Lei has a rather slow speed
     for the vast majority of his attacks, either in recovery or startup.  And
     his throw variety is generally limited.  The way to defeating Lei is to get
     up close and apply pressure, but not get predictable so that you fall vulnerable
     to his sabakis.  There's a lot of rules to remember against a Lei, but it gets
     simple once you get up close and personal.
     Some tips:
     Lei has the best sabaki and crumble attacks in the game; not only that, sometimes
     the attacks are considered to be BOTH.  QCF+P+K, b,f+P+K, [DM]P+K(MC or fully
     charged), [TG]P(MC), P+K,P, P+K,P,P, [EV]P+K,P(MC), [EV]P+K,P,P(MC).  Watch out
     for the QCF+P+K, b,f+P+K, [DM]P+K, [TG]P especially; these are all head crumble
     attacks, and can actually set up a possible 80% backstagger combo if you QR/TR
     during the wrong sequence; look up ken's Lei Dojo for the actual combo.  For the
     most part though, Lei's crumble attacks are fairly high risk/high reward moves;
     if you block any of the head crumble attacks, he is fairly throw counterable.
     Lei's [DM]P,P+K is evil; this is the fastest punch in the game running at
     10 frames, the P+K has huge range and can float on MC; in addition, the initiative
     given Lei after the P+K is evil; according to VP.com, he's given +7 if the move
     is blocked, and +10 on normal or +21 on MC(yikes); look for this move during
     the defeat miss stance as it is arguably the best move of Lei; ken rated it 6/5.
     The good thing is that the P+K component can be reversed/sabaki'd as a middle
     Unlike some characters, Lei naturally flows from one stance to another.
     Lei has a very good okizeme potential; he has some moves that can sabaki/duck/
     beat out mid rising kicks; look for them.
     Framestats help; look up some at VP.com.
     For the most part, I don't know too much about Lei's stances, so instead, I'm
     going to cut and paste the pros and cons of Lei's respective stances from ken's
     Lei dojo and leave the rest up to you.
     This is going to be used when Lei has the initiative, also gives him the
     most options:
     -mid, low, throw variations(look out for the d+K, very fast in startup/recovery
     and allows for combo followups)
     -auto reversal ANY punch attack(in rev C, it won't reverse LPs though, so keep
     that in mind; hit your LP and put the pressure on, or your LBF and the followup
     -zero mobility
     -auto-reversal only when fully in stance
     -MC on any successful hit on Lei Fei(that is, any attack you do will count
     as an MC; go for a SDE immediately when you get the chance)
     -close to instantaneous stance execution.  Most of the DM moves can be done at
     any instant or stance.
     -fast jab "PP+K"
     -fast/charged long range mid attack
     -semi-decent float midattack
     -certain high attacks are ducked due to his pose
     -anti throws to some extent due to stance/feet placement
     -vulnerability to the d+P at close range
     -sabaki(all high/mid) with Head Crumble
     -low Attack into MD,IN
     -hopping attack into EV
     -guard cancel for back-turned
     -need to execute certain offensive moves to enter stance
     -limited exit stance options... though with the sabaki options Lei doesn't need them
     -usually the Lei player will look for oppurtunities to enter TG rather than not
     exit it
     -it evades, back dodges ie "db+P+K+G"
     -high/mid sabaki into IN or N
     -high/mid sabaki into IN or N or Stomach crumble on MC
     -hopping high attack into TG stance
     -fast low sweep
     -slow execution ie "db+P+K+G"
     -vulnerability to d+P
     -stylish and unpredictable from EV and TG stances
     -8 way walk will avoid many attacks, because chances are you(Akira) might be
     too aggressive when Lei has his back turned(avoid this mentality!)
     -can't block(duh), just be sure you don't push too hard; the good Lei player
     knows you are going to jump seeing how Lei is presenting his back to you
     usually it's either d+K or K(middle level) when backturned, as well as the K+G
     or the forward crouch dash
     High kick [K]
     - evade towards back
     Vertical chop [f+P+K]
     - evade towards front
     High crescent [K+G]
     - evade towards front
     Double leg crescent [f+K+G]
     - evade towards front
     Inverted kickflip [u+K+G]
     - evade towards front
     Hammer(evade stance) [P]
     - evade towards front
     Although the list seems to suggest that Lei has a lot of circular attacks,
     remember that his total number of moves are way more than these; he is a
     strictly linear character; this should be kept in mind; careful evading will
     avoid the majority of his key attacks.
     Double palm [QCF+P+K]
     - sabakis HP/HE/MP/ME
     Hammer(evade stance) [P]
     - sabakis HP/HE/HK/MP/ME/MK
     Backfist(evade stance) [P+K]
     - sabakis HP/HE/HK/MP/ME/MK
     Hammer punch(tiger stance) [P]
     - sabakis HP/HE/HK/MP/ME/MK/KN
     Upward kick(revision C only, tiger stance) [K]
     - sabakis LP/LK/LC
     TT double palm(back turned, tiger stance) [P]
     - sabakis LP/LK/SW
     Lei is obviously the game's best sabaki-dependent character; he has the most
     variety of sabakis, and all of them are capable or reversing a very large
     variety of attacks; you should beware of sabaki oppurtunities that are presentable
     to Lei and not to present yourself as sabaki bait; the good part is that the
     majority of Lei's sabakis will not be able to reverse your low attacks, but then,
     there's his auto-reversal from IN stance(in rev B), and the TT double palm from
     tiger stance(in rev B).
     auto reversal(independent stance) [n]
     - reverses HP/MP/LP(in rev B)
     Lei has the best auto reversal, because it will reverse ALL punches.  Beware not
     to present yourself as able to be reversed in independent stance.  In revision
     C he can't reverse LPs, so push for the low attacks when this occurs.
     Reaping throw[d/f+P+G]
     In order to balance Lei's great strikes, his throw options are extremely
     limited; this is his best throw; it does mediocre damage, but causes a flop
     which will give him a free combo oppurtunity.  Always key this in as your
     1st throw escape.  Then watch for the okizeme game afterward.  If escaped
     nothing's guarenteed, but Akira has initiative.
     After that, Lei's throw options are very limited; P+G, b+P+G, and f+P+G are
     the remainder of the throw escapes you need to know; only the P+G when escaped
     leaves you 2 even; the others give Akira initiative to push.  Lei's throws
     are all rather weak and very limited, so it is imperative that you have a good
     option select against Lei; if you look at it, this strengthens Akira's up-close
     game even more against Lei; he sucks at close range, is slow, is linear, AND
     if you have good option select, then Lei will not be able to counter the
     majority of your power moves, and since you're right on top of him it'll
     be hard for him to switch into other stances where his sabaki potential lies
     w/o getting hit.
     single palm [FC,f+P]
     - high throw
     double leg hopkick [uf+K+G]
     - high throw
     knuckle, punch [b+P,P]
     - high throw
     [tiger stance] hammer punch [[TG] P]
     - high throw
     [independent system] crescent [[IN] K+G]
     - high throw
     double palm [d,df,f+P+K]
     - high throw / P
     evading crescent, backfist [u|d+P+K+G,P]
     - high throw / P
     [independent system] punt kick [[IN] K]
     - high throw / P
     knifehand, upward strike [df,df+P,P]
     - high throw / P / FC,b,f+P
     [independent system] sweep [[IN] d+K]
     - high throw / P / FC,b,f+P
     dodging backfist, TA backcheck [uf|df+P+K,P]
     - back throw / FC,b,f+P
     double leg sweep [d+K+G]
     - d+P / FC,b,f+P
     Pai is considered by many to be one of the easiest characters to LEARN
     in the game; however, the higher up the experience ladder the game gets,
     the harder it is for Pai to win.  This is because Pai needs to use yomi,
     conditioning, and to do evil setups.  This should force opponents to try
     to evade to eat circular attacks or attack Pai into sabakis forcing her to
     dictate the game.  She's got a multiple array of reversals and inashis, a
     good selection of throws, and on top of her plain annoying speed as well
     as her PG, sidekick, and LBF.  Pai is often played mechanically, and if
     played correctly can be so damn annoying.  However, this match is entirely
     in Akira's favor; Pai is light, and that factor alone should be enough;
     Akira is already a damage monster, and when you consider the weight of Pai,
     for every damage point Pai does to you, hitting her back would give you
     about 3x the amount.  Just don't underestimate her.
     Pai's general strategy is simple; while people will mix up more stuff
     than said, she will rely mainly on her PG and its strings, her sidekick,
     her LBF-P, which will continue into her Px strings, throws, and LPs.
     From there, expect a couple of things to be thrown in here and there,
     like her reversals and inashis, her faster sweep, and her retreating chop
     (d/b+P).  And maybe expect to see a heelkick here and there at midrange.  Her
     swipe(f+P) is often added too.  It is extremely important for Pai to poke,
     but Pai tends to wait for Akira.  Good Pais aren't afraid of Akira's staple
     moves, just the followups after them.  Pais will try to dictate the game by
     inviting Akira to attack first, guarding correctly then putting the pressure
     on.  In other words, Pai tries to lock down Akira's mobility.  Your LP works
     extremely great against the PGs, and in up-close games as long as you know
     you won't staggered.  At midrange, try to find a good move to hit her that she
     can't hit you with; like a sidekick or SDE.  The key to fighting Pai is to stop
     her rushes and to keep her from stopping your mobility, and then find those
     damage oppurtunities; the difference between Pai and Lau is while Lau does more
     damage than Pai, Pai is much more suited on defense, so don't think you'll
     get off just by putting Pai on the defensive.
     Some tips:
     Most prominently, Pai's LBF is slow to startup and slow to recover; easily
     counterable.  It is essentially a slow LP, except it has the potential to
     actually dodge really low attacks like your LP.  Most of the time Pais won't
     use it alone, they tend to continue onto the P, and then see what you do.  It's
     usually best to block low after the LBF and remain low then quickly do a ShRm.
     BTW, the LBF-P-uppercut string will never be guarenteed, even if the LBF MCs.
     Don't worry about Pai's combo starters, they are in general pretty pathetic;
     the 2-handed upper(D,f+P) and retreating chop(d/b+P) both need an MC to float,
     and are both counterable if blocked(but be quick).  The K will always lift the
     opponent, but is counterable, the followup K will be middle, but if blocked
     also is counterable.  Just beware of the K continuing into the canned LBF;
     it should be easy to read and see coming due to the slow startup, just don't
     be braindead at the moment.
     Expect to see the swallow kicks once in a while too, the 1st kick comes out
     quickly and is hard to counter; the 2nd kick is very much counterable.  Pai
     may use these against LPs because she has no low reversal.  Try to be on the
     defense after the 1st kicks, as SummErs states how it is one of Pai's best
     offense and defense tools.  It will enable Pai to play a 2-way guessing
     game of throws, sweeps, or what not.  Learn what your opponent favors, and how
     to defend against it.
     Beware of Pai trying to set you up to eat her fully charged K.  SummErs gave an
     example; Pai has Akira near a wall, and she floats him, pushing him into the
     wall, but lets him QR/TR, however, when Akira does, the charged K is released
     and Akira can't evade it.  This is an example of Pai's evil setups.  Beware of
     always QR/TRing at the 1st possible moment; Pai might have been trying to set
     you up to eat moves like this.
     Against scrubs, the low kick and its followup hits all can either be ducked or
     blocked low.
     From this stance, the majority of Pai's attacks are either low, or middle.
     For the record, she has only 1 standalone low level attack(a sweep) from this
     stance, and it's highly counterable if blocked, not to mention slow to startup.
     However, her punches from this stance are particularity good in initiative,
     although they start up pretty slow.  Her punches will carry her into circular
     evade stance.  Nothing to truly worry too much about in this stance.  Pai can
     do b+P+K+G to get into sway step, but it's not that fast, so be ready to hit
     Much like ths sway step, the majority of Pai's low attacks come out slowly and
     are highly counterable if blocked.  Other than that, you will find the majority
     of her high/middle attacks are faster than her low ones.  Her punch from this
     stance tends to be good at interrupting.  Keep in mind Pai bends kinda low
     during this stance.  Her double strike(P+K) will juggle opponents, but it is
     strictly up-close.  Not that much to worry about.
     The majority of Pai's attacks that are circular tend to be full 360 motions,
     so they are impossible to dodge, but if blocked, Pai tends to be in deep shee-at.
     However, it is good to learn to MC dodge Pai's LBF at the very last second; while
     it's slow, the slow speed makes it easier to track opponents.
     Lunging palm [f,b+P]
     - sabakis HP/HE/HK/MP/ME/MK
     Pai has a particularly good sabaki; it has very fast execution and good reach,
     not to mention she can add a canned P for another palm, to keep the initiative.
     However, it's interesting to note that it will still not sabaki any of your low
     attacks; use this to your advantage.  Just learn how to deal with this move;
     most likely you'll see it used quite some.
     High reversal [b+P+K]
     - reverses HP/HE/HK
     Mid reversal [d/b+P+K]
     - reverses MP/ME/MK/SK/KN
     High inashi [f+P+K]
     - inashis HP/HE/HK
     Mid inashi [d/f+P+K]
     - inashis MP/ME/MK/KN
     Trip [d/u+P+K]
     - reverses TRs, side rolls, forward rolls, circular rising kicks
     Pai is definitely a character loaded with reversals; don't get abusive.  Granted,
     the reversals themselves do particularly little damage, although you might want
     to beware the elbow reversal because it does push you quite far back.  However,
     one thing to note is that she can't reverse anything that hits at the low level
     and of course, as long as you mix up your hit levels, there's nothing Pai can
     really do; if she looks to land that reversal/inashi, you will win.  What is
     worthy to note is that she has a reversal specifically built for okizeme; it
     will reverse TRs, side rolls, forward rolls, and circular rising kicks.  You
     can only QR, do a straight rising kick/rise w/o kicking, or roll backwards,
     keep this in mind.  But overall, the general rule is that as long as you aren't
     consistently doing the same hit level over and over and mixing in unreversable
     attacks in your offense, you should be hard to reverse.
     Flipover throw[FC,f+P+G] ST[b,d+P+G] Trip & Fling [270+P+G]
     Pai surprisingly is a pretty good thrower; she has many throws, all do roughly
     60 points of damage, and she has at least 1 throw for every direction, but I
     think these are the 3 best throws of hers; the flipover is her best throw(f+P+G),
     but remember that you can QR/TR to reduce damage; just beware of her followup
     trip reversal.  Concerning her stumble throw, if she goes for anything else
     other than the crane kick (f,f+K), chances are it won't be guarenteed.  After
     the crane kick connects, struggle and be ready for guessing games; often a
     puncture fist-jumping kick (f,f+P,K) will connect afterward if you are slow.
     To point back to the ST, while the crane kick is the only really guarenteed
     followup, you shouldn't underestimate it; Pai can force a guessing game of either
     a low sweep or sidekick, while you must quickly struggle and try to read and
     react; simple guarding is not a good idea; learn to block correctly.  The trip
     & fling is all in all better than her DDT and serves the same purpose and escaped
     the same way(b+P+G); it won't leave Pai at a disadvantage if escaped.
     Other than that, besides P+G, you have the d/f+P+G to escape her SE; she can
     only do the DSK for guarenteed damage.  She also has 3 more f+P+G escaped throws
     (all do very good damage and chances are they will be mixed in place of the
     flipover here and then, plus they reverse the ring often), and 1 more b+P+G
     escaped throw.  Finally her low throw is escaped by f+P+K+G, which leads to
     another bad situation for Akira, since Akira doesn't fair too well when his
     back is turned.  Try to avoid this situation as much as you can.  Finally, her
     back throw; again, nothing's really guarenteed(cept for the K+G followup), but
     you're still in an uncomfortable situation; be ready for guessing games; struggle
     hard and try to read and react.
     double palm [FC,f+P]
     - high throw
     low blue fist, punch, uppercut [df+P,P,f+P]
     - high throw
     retreating chop [db+P]
     - high throw
     heelkick [FC,n+K]
     - high throw
     kick, kick [K,K]
     - high throw
     kick [K]
     - high throw
     low blue fist, crescent [df+P,K]
     - high throw
     pounce [u+K+G]
     - high throw
     reverse crescent [b+K+G]
     - high throw
     double moon kick [f+K+G]
     - high throw
     [sway step ] crescent, lunging punch, sweep [[SW] K+G,P,K]
     - high throw / P
     evading crescent [u|d,P+K+G]
     - high throw / P / b,f+P
     double sparrow kick [uf+K,K]
     - high throw / P / b,f,f+P+K
     triple punch, kickflip [P,P,P,b+K]
     - high throw / P / f,f,f+P / b,f+P
     triple punch, sweep [P,P,P,d+K]
     - d+P / FC,f+P+K
     sweep [d+K+G]
     - d+P / FC,b,f+P
     quick sweep [db+K+G]
     - d+P / FC,f+P+K
     It's too bad that Kage got toned down so much in the transition to VF4; I agree
     his ability to set up throws, his throw damage, and his ability to play near
     at every distance besides being overall very quick all added up to a very
     broken character, but the fact that they toned down almost all of the said
     things above makes him only a good middle-tier character in the hands of a
     good player.  That said, Kage is still one really good opponent being generally
     quick, being able to attack at any distance, and possessing some of the game's
     best throws.  His main strategy obviously centers around getting throw
     oppurtunities and using them.  Compared to VF3 Kage gained some ability to
     do juggle combos outside of throw combos now, so you'll have to beware of that,
     but overall the reduction of his quick pokes means this game is more in your
     hands than that of Kage; you'll in most cases only lose because you didn't
     Kage basically will try to set up throw attempts.  That's the basic goal of
     any Kage player.  His basic flowchart starters are PG, LP, and PPb+P.  Then
     either the elbow or sidekick to try to stagger you(good thing the elbow's speed
     is slower).  And from there, Kage will tend to mix in heelkicks at midrange,
     his TA sweep, his Van Halen kick for interrupting(its speed was actually toned
     down a bit), his d/f+P, FC,d/f+P, and d+P+K to MC you in the hopes of a juggle
     combo.  Kage was toned down so that he can't exclusively go for throw attempts
     and simply try to peck you to death in the hopes of setting that up by becoming
     slower, so expect him to try to MC you with some float tools every once in a while.
     Basic strategy?  I dunno...Kage is very well rounded, however, he was definitely
     toned down in every aspect.  So basically follow the principle of not giving
     Kage the oppurtunity to throw; a note is that he seems somewhat slower than the
     previous VF incarnations, so use your speed to your advantage; pressure him and
     keep the initiative away from him.
     Some tips:
     uk-guy wrote, "If you get hit by f,f+P+K+G then TR doublepalm is guaranteed.  If
     you TR and are near Kage then b,f+P combos and f,f+KK are good options too.
     However doublepalm is always guaranteed so if in doubt always do this."
     uk-guy wrote, "If Kage whiffs df+P you can stagger him with an elbow or sidekick."
     uk-guy wrote, "You can duck the b+P in a blocked PPb+P for a guaranteed doublepalm
     or throw opportunity."
     After a TR, a really good bet for Akira against Kage is his DblPm, due to its
     speed and damage it will take priority over MANY of Kage's attacks.
     For the most part, Kage's reliable OTB weapons(backheel sweep and running slide)
     are pretty much worthless IF you know how to TR/QR reliably, but do beware TR
     stagger oppurtunities.  Kage can also cancel his backheel sweep into a TA
     position, so beware that.
     Should you get staggered by the dragon punch-drop kick, a VERY GOOD struggle
     attempt will result in Akira recovering BEFORE Kage.
     uk-guy's notes on rev C Kage: "Kage has been improved a bit in version C.  His
     Jumonji Stance has become a bit stronger thanks to the P+K and K+G crumble
     properties.  His side and back SE throw now gives +14 frames advantage meaning
     (db+)PPb+P and some other attacks are guaranteed now, although a throw attempt will
     whiff.  The Jumonji reverses now lead to some strong guaranteed combos too.  One
     big tone down is the b,b+K+G which now only crumbles on MC.  Because of the improved
     [JM] Kage may try to force a guessing game after his elbow connects or is blocked.
     You will need to guess well and attack with stuff like Shrm, df+P+K, d/u P+K+G or
     throw to battle his [JM] options."
     uk-guy stated, "If Kage likes to do d+P alot, say after PPb+P then do your inashi
     for a possible SPoD or even yoho - P - f,f+KK in Open Stance!"
     uk-guy wrote, "If Kage goes in [JM] after his elbow be careful.  It is not wise to
     counter with jabs and elbows because you could get crumbled by the P+K sabaki.
     Stick to attacks like ShRm or b,f+P+K.  Your dodge move(eBC) can also work well."
     uk-guy's notes on Kage's Jumonji reversals,
     "Be wary of doing rising kicks on Kage when he is in the [JM].  If you get [JM]
     rising kick reversed you can say goodbye to 1/2 bar thanks to the [JM] reversal -
     G cancel - uf+K+G - d+P - DP combo!  If you get [JM] neutral P reversed Kage gets a
     guaranteed DPK before you can recover!"
     uk-guy wrote, "Backheel sweep (f,f+K) is Kage's main fully circular attack.  Kage
     may use it to hit your dodges attempts from a TR.  If you block f,f+K remember it
     recovers high so you get a throw, or other possible counters like b,f+P - P -
     uk-guy wrote, "A blocked DPK recovers low so cannot be high thrown.  However you
     do get SPoD or qcb+P or yoho combos!"
     uk-guy wrote, "If Kage favors attacking your TR with d+K+G or df+P then RTE can
     beat his attacks and throw guessing games."
     uk-guy wrote, "A blocked b,b+K+G leads to DblPm, but if it connects in mC Kage has
     a couple of frames advantage.  If Kage favors attacking with a back-turned attack
     in this situation then dodge, crouch dash, ShRm is very effective."
     uk-guy wrote, "Some attacks like d+K+G are only throw-counterable.  In this
     situation Kage may favor the GTE so as not to eat a b,f+P+K or SPOD ETE hit.  SO
     use your f+P+G into b,f+P!"
     uk-guy wrote, "Blocking Kage's d+K gives you a guaranteed doublepalm.  Useful near
     the end of a match when both fighters are low on energy and a low hit is needed
     to win."
     uk-guy wrote, "After blocking Kage's uf+K+G attack b+P+K+G-TE works well because
     Kage's usually favor doing d+P in this situation."
     uk-guy wrote, "Akira's df+P+K can crouch under a lot of Kage's moves if timed right
     including low jabs and elbows sometimes!"
     If Kage tries a TFT--> rising knee--> combo and ends up doing the QCF+K in place
     of the rising knee, you can TR for no damage, then SPoD him.
     uk-guy's list on mC counters in revision C against Kage using Akira:
     Rev C counters
     (more damage may be possible, these are just some off top of my head)
     PPP (mC or blocked) = HT
     b+PK = HT
     PPb+PK = HT / b,f+P
     FC,f+K = HT / b,f+P
     b+KKK = HT / DbPm
     d+P+KK = BT
     u+P+K = HT / SPOD
     f+K+G = HT / b,f+P
     DP = HT / SPOD
     DPK = df+K stagger / SPOD
     db+K = HT / SPOD
     d/u P+K+G = HT / PK
     Kage's Jumonji stance contains some useful tidbits that Kage can use, but in
     general, not too many things he'll use.  His sideways roll and stance dodge are
     particularily useful, as his knee, and his sweep.  He also has some reversals/
     sabakis that he can use from Jumonji stance.  But that's about it.  Kage's Jumonji
     isn't that useful that you'll find Kage constantly going for it.  Amongst the most
     useful ways for Kage to go into Jumonji include after an elbow or helix.
     Downward float chop [d/f+P]
     - evade towards back
     Dodging tackle [d/b+K]
     - evade towards back
     Shuto chop [f+P+K]
     - evade towards front
     Heelkick [d+K+G]
     - evade towards front
     In general, the main ones are to beware of the downward float chop, and the
     heelkick.  Those are main attacks that Kage WILL go for in a game, so especially
     learn how to dodge those.
     TA mid crescent [b+K]
     - sabakis HP/HE/HK/MP/ME/MK
     Circular kick [f,b+K]
     - sabakis LP/LK/SW
     Clap [P+K]
     - sabakis HP/HK
     Advancing kick(Jumonji stance) [P+K]
     - sabakis HP/HE/HK/MP/ME
     Do beware the TA mid crescent and advancing kick; look at the number of things
     that they can sabaki.  Keep in mind Kage takes so long to go into the 2nd kick
     after the f,b+K that it's easy to interrupt him if they do go for the 2nd kick.
     The clap has slow execution.  Keep in mind Kage has some advantage if the
     advancing kick connects.  Well, that's about it, just learn what the sabakis
     look like and learn how to beat them; Kage has a large arsenal, but if you
     know what they are, you shouldn't have problems beating Kage and avoid these.
     High punch reversal [b+P+K]
     - reverses HP
     Mid punch reversal [d/b+P+K]
     - reverses MP
     Jumonji punch reversal [n]
     - reverses HP/MP
     Jumonji sidekick reversal [P+K+G]
     - reverses MK
     I think Kage was toned down reversal-wise.  He now needs to know which level
     the opponent is going for reversals in order to reverse them instead of the
     past where he could just key in b+P+K.  If the jumonji punch reversal occurs,
     little damage is done, but Kage has initiative.  If the sidekick reversal
     occurs, Kage can actually combo into it IF he stance dodges towards Akira's
     backfoot and does a dragon punch-drop kick combo.  But then, who really sidekicks
     Kage when he's in Jumonji?  Not to mention Akira doesn't use his sidekick except
     for TR staggers.  But it will reverse rising kicks so don't go for that when
     Kage is in Jumonji.  And of course, don't punch/palm Kage when he's neutral in
     Jumonji; either LP or throw, or DFS, you get the idea.
     Ten foot toss[b+P+G] Turnover throw[d/f+P+G] Flipover shoulder throw[b,d+P+G]
     Arguably Kage's best asset, Kage is known for possessing some of the best throws.
     These are Kage's best throws, and the ones you should look out for.  Of course,
     the highest priority escape should ALWAYS be the TFT(b+P+G).  Kage was hurt
     because his damage potential AND RO potential were both hurt; now he not only
     needs to choose which one he wants to go for, but both potentials were toned
     down greatly.  It is still his best weapon though so if you can reliably escape
     this throw you are limiting Kage's offense for sure.  Anyways, if Kage fails his
     TFT attempt you can QR/TR to avoid the 40 pts damage.  If he goes for the knee
     he's going for damage, and if he goes for the d+P+K he's trying to ring you out.
     In any case, once you get close to the ground, QR/TR(to nullify any chance of the
     running slide hitting), but do beware if he's trying to get a TR stagger on you.
     The damage and RO potential with the TFT combos are sorta outta your hands, the
     only thing you can do is not give Kage the chance to throw you and try to escape
     if you think you will get thrown.  The turnover throw is the next highest throw
     escape priority; the ground kick is guarenteed and gives out good damage.  Press
     the offense when you escape it.  And finally, the flipover shoulder throw(d+P+G).
     It's a fairly powerful throw but the ground stomp isn't guarenteed; however you
     are in a poor rising situation, so don't try kicking as you get up, and do beware
     any attempts to end up behind you.  BTW, when all of the said throws are escaped,
     Kage has a huge disadvantage; press the attack.
     Now because Akira's option select is so good(R-DTE using the mid reversal,
     TFT and Flipover shoulder throw already kills his counterability game so
     much), expect Kage to actually mix in other throws as well; you have your
     typical P+G escape, Kage also has 3 catch throws; one from normal stance, one
     from Jumonji, and one with his back turned; all are fairly slow and easy to see
     IF you are attacking.  And he has some other throws that can be escaped with
     f+P+G(some are throw counterable, the SE is not).  Speaking of the SE, it's not
     a worry for Akira; immediately press d+G when you get thrown by it, and you'll
     avoid the kick in the DPK combo and the low back throw.  Kage can try elbow
     backstagger combos, but they aren't guarenteed after the SE and you can always
     struggle outta them.
     helix, mid-kick [b+P,K]
     - high throw
     heelkick [d+K+G]
     - high throw
     dodging sweep [db+K]
     - high throw
     triple punch, mid-kick [P,P,P,K]
     - high throw / P
     dodging chop [u|d+P+K+G]
     - high throw / P
     double punch, helix, kick [P,P,b+P,K]
     - high throw / P / b,f+P
     TT chop, kick [BT] P+K,K]
     - high throw / P / b,f+P
     TA kickflip [df+K+G]
     - back throw
     low kick
     - d+P / FC,b,f+P
     TA low kick [b,b+K+G]
     - d+P / FC,f+P+K
     TT low kick [[BT] d+K]
     - d+P / FC,f+P+K
     dragon punch, drop kick [f,d,df+P,K]
     - d+P / QCB+P
     Jeffry tends to be a character who is overlooked by the average player, most
     people simply think Jeffry is a punching bag.  Of course, Jeffry's main
     strength is in his power, but also in his variety of throws and strikes.
     Almost no one else has a more painful strike/throw guessing game than him;
     either you eat a knee and lose close to 50% life(especially if you get hit by
     the KKP as a combo ender), or you eat a XPD and lose, well close to 50% life.
     He seemed to be a bit toned down from VF3 though; he can't take off 50% life
     as reliably now, but he still can.  Jeffry basically wants to try to find the
     advantage, and when he does, he'll start mixing up stuff.  However, faster
     characters than Jeffry always have some advantage over slower characters such
     as Jeffry, and this you'll need to exploit.
     The general strategy of Jeffry is that he'll poke with his PG, DE(expect
     the occasional delayed uppercut to catch you, as well as the entire DEU whenever
     the DE hits normally or when you are crouching), and LP and sometimes his
     regular elbow, and his throws.  When he gets things going, expect float
     starters like the knee and kenka upper to be added in, as well as attacks that
     produce crumble stuns such as the hell stab(f+P+K), d+K+G, and others.  But
     in general, Jeffry is a character who basically sticks to finding the
     advantage, then mixes it up(don't I sound redundant).  The best way to beat
     Jeffry is to keep the pressure up close, out-poke him and to master your option
     selects; once momentum builds for Akira, it will become hard for Jeffry to
     recover(especially since Jeffry must rely on traditional defense like Lau, but
     is also very slow), so careful poking is a must.
     Some tips:
     Jeffry's shot knee is insanely good; it is one of his best counterhits, and
     will tend to beat almost anything you try; look for it during your rushes; it
     is throw counterable if blocked; beware of the canned elbow(it can be delayed
     slightly), but if blocked, it too is counterable.
     The double hammer combo can be delayed; it is slow to start out, but just keep
     that in mind.
     Jeffry's b,d/f+P+K,(b or d)+P+G hit throw sequences are the only ones in the
     game that can be escaped.
     His TKoD is now guarenteed(I think); still, it's a good idea to crouch dash,
     so that if he mucks up the command, you'll get a free reaming oppurtunity.  He
     can also go into the TKoD from the K,K,P combo, provided he hit with the 2nd
     kick and not the 1st.
     Jeffry's hell stab causes a stomach crumble on MC; usually I won't delve into
     crumble stuns, since the damage afterward is guarenteed save for oppurtunities
     where you can QR/TR(that doesn't mean you shouldn't watch out for Jeffry's
     d+K+G on MC or any of his other moves that cause crumble stuns), but I will
     here because when Jeffry gets a stomach crumble, he can combo into a low
     throw; it is important that you start doing your low throw option selects
     here, because you've got a fighting chance, and you're stuck in a crumble
     stun; you can't block, so you might as well try it.
     Jeffry's d+P+K on MC gives him a near guarenteed low throw(+6 frames).
     Look for Jeffry's triple body blows(d/f+P+K,P,P); he can try throwing after
     the 2nd or 3rd attacks hit, the downside is that the 1st body blow comes
     out slowly.
     I think there's one combo of Jeffry's that I want to touch on; knee(MC), PG,
     headbutt, pounce.  It will take off more than 50%, but the pounce is avoidable;
     make sure you struggle hard and roll to the side.
     Given how Jeffry has slow speed and larger throwing range than most, expect
     to be mC'd the most with his throws, rather than his strikes.  And considering
     how he can throw from all angles, including low throws, you might want to
     beware which attacks leave you at a -8 disadvantage when you recover low.
     R-DTE is especially useful against Jeffry; mid reversal,d/f+P+G,f+P+G kills his
     best mC tools.
     That's really about it; of course, also beware the headbutt(b,f+P+K) and b,f+P;
     both allow for combo oppurtunities if they hit.  But in general, a lot of
     Jeffry's attacks are very much throw counterable if blocked; look up some
     framestats to find out more.
     Jeffry has a new stance, but it fairly simple; he can only do a threat stance
     P or K.  The K will enable a stomach crumble(beware low throws), and hits
     middle.  It is a fairly useful move(speed/recovery are good, range good, etc).
     And his P; well it hits high and knocks down, but if it doesn't, he can
     do a hit throw(timing's sorta strict though), and follow up with the ducking
     low kick into the butt pounce for 50% life.  But that's about it; just learn
     how your opponent uses threat stance, then adapt.  Jeffry can only get into
     threat stance as a standalone move, not as part of a canned string.
     Ankle kick [d/f+K+G]
     - evade towards back
     Low kick [D+K]
     - evade towards back
     Single hell stab [P+K]
     - evade towards front
     Hell stab [f+P+K]
     - evade towards back
     Body blow [d/f+P+K]
     - evade towards back
     Backfist [b+P+K]
     - evade towards front
     Knee [f+K]
     - evade towards front
     Amongst the circular attacks you should know to evade are the hell stab and
     backfist the most; also, his knee is good to know how to evade.
     Crucifix piledriver[d/f,d/f+P+G] Backbreaker[b,f,f+P+G] Military Press[b+P+G]
     Jeffry really has a very powerful throw arsenal(and arguably it's the best
     in the game; not even Wolf has this many command throws with all different
     directions), which is why a good option select is so critical to defeating
     Jeffry; the good thing is Jeffry still doesn't have a catch throw, and that
     outside of the XPD and backbreaker, Jeffry doesn't have many insanely
     damaging throws.  Anyways, the XPD is still Jeffry's most powerful throw
     (escaped w/d/f+P+G); extra range due to the crouch dash motion, and if
     escaped, both characters are even(both backs to each other); should definitely
     be your more used escape.  Then, the(frontal) backbreaker(escaped with f+P+G)
     also has good range and does huge damage(maybe even moreso than the XPD due
     to the pounce), but if escaped, Akira can push for a throw/strike guessing game.
     From there, the military press is also a very powerful throw; while you can
     TR/QR to avoid 20 points of damage, if you QR, Jeffry can low pounce, and if
     you TR, he can do his shot knee-elbow combo, which still makes the damage
     worth close to 60 pts(but it's still not a bad idea to try).  When done near
     a wall, Jeffry can combo off of the throw, making it a powerful throw.  If
     escaped, you have a guarenteed throw.  Finally, the SE; the drop elbow is near
     guarenteed, and then he can follow up with a pickup throw and do some more
     stuff such as the knee or triple body blow, so while the damage isn't that
     much, it will push you very far back.  And of course, if he does it near
     a wall, he can do a very sick wall combo taking off 50% life; if escaped, press
     the advantage.
     Of course, any good Jeffry player will not just rely on those throws, but
     also his other ones; expect the d+P+G in rare occasions.  He can do his d/f+P+G
     Fireman's carry throw as a wall throw.  What else, he has additional f+P+G
     throws; one leaves the both of you downed, the 2nd(the headbutt multithrow
     which you either escape with b+P+G or f+P+G) leaves you with advantage.  The
     multipunch one isn't used much.  His b,d/f+P+G throw can be done as a wall
     throw, so beware of that.
     Finally, you have his low throws; the d/f+P+K+G should be keyed in the most
     (press the initiative if escaped), then the f+P+K+G(for its damage, but it is
     slightly slower to do compared to the powerbomb, and if escaped, you get a free
     throw), and then the d+P+K+G, which does ok damage, but is even when escaped.
     But Jeffry basically has throws for every angle(high, low, front, side, back),
     and all have at least 2 different commands(that's right, Jeffry has more than
     1 default P+G side and back throw).  And since he has a slightly longer throwing
     range than most, expect to be mC'd the most with his throws; it is imperative
     that you learn how to option select, or it'll be game over in 3 throws.
     Finally, his ground throw guarentees him nothing(unless if you get pushed into
     a wall, in that case Jeffry has a guarenteed throw), but he obviously has the
     advantage and it pushes you back for RO distancing; struggle then try to read
     and react.  And whenever you touch the ground, try to QR/TR or struggle hard
     and get up quickly in order to avoid the ground throw.
     dashing elbow, uppercut [f,f+P,P]
     - high throw
     elbow drop [b+P]
     - high throw
     side kick [df+K]
     - high throw
     elbow, hammer [f+P,b+P]
     - high throw / P
     knee [f+K]
     - high throw / P
     shot knee, hammer [b+K,P]
     - high throw / P
     hell stab [f+P+K]
     - high throw / P
     headbutt [b,f+P+K]
     - high throw / P / b,f+P
     ducking low kick [d+K+G]
     - d+P / FC,b,f+P
     low kick [db+K]
     - d+P / FC,b,f+P
     Vanessa is the 2nd new character to VF4.  She deviates from the stereotypical
     female character; she doesn't aim to poke the opponent to death and find some
     combo oppurtunities; she actually aims to poke with her special strings and
     find oppurtunities to throw; she is also aimed at using both of her fighting
     stances to her advantage.  By switching around, she can find offense when
     she needs it most and power when she needs it.  The big downside to Vanessa
     is that she doesn't have many power combos, and that she is light.  These,
     as well as a good option select and a knowledge of how to play each stance
     will help you come out on top of Vanessa.
     Vanessa's basic strategy is of course to poke.  Of course, she relies on the
     stereotypical PG, f+P LP as well as her canned strings, sticking in delays here
     and there when doing them and sometimes cancelling the followups altogether.
     What stance she is in will depend on what she centers on after that.  In
     defensive stance(DS for short, MT for Muai Thai), Vanessa will center on
     utilizing her sabaki/reversal ability and her vast variety of throws.  In MT,
     she will try to utilize her speed to go offensive and poke you to death.  Seeing
     how I don't have experience on Vanessa I instead had to look up other people's
     posts, then try to generalize it.  In DS, your goal should be to outpoke Vanessa
     because she is slower in that fighting style; don't give her an oppurtunity to
     sabaki/reverse you, and make sure you perfect your option selects against
     Vanessa.  And don't give her the oppurtunity to connect her dodge attacks.  In MT,
     your goal is simply to outpoke her; once you remove her greatest asset in this
     mode(her speed), you can just pressure her to death.
     Some tips:
     Whenever Vanessa puts you into a stomach crumble, start entering your low throw
     option selects; because Vanessa has a large arsenal of low throws, and because
     you can't block, this should be very important; she can't juggle you as well
     as others, so you might as well and save yourself from losing close to 50% life.
     Speaking of things that cause stomach crumble stuns, her dodging hook is one of
     the better dodge attacks in the game; be on the lookout for it as it can easily
     link into a low throw on MC.  And it dodges a LOT of attacks.
     Vanessa's b,b+K+G is a good move for her; it can be guard-cancelled, it is
     uncounterable, on full charge it will stagger.  She does recover with her
     back-turned though, so pressure her.
     I guess Vanessa is mainly a character who relies on delaying her strings and
     playing with them; it'd be helpful to look up a movelist and see the framestats
     of certain blocked moves.
     Elbow smash(DS) [f+P]
     - evade towards front
     Dashing body blow(DS) [f,f+P]
     - evade towards back
     Back kick(DS) [FC,n+K]
     - evade towards front
     Low kick(DS) [D+K]
     - evade towards back
     Heavy roundhouse(DS) [b,f+K]
     - evade towards back
     Dashing elbow(DS) [P+K]
     - evade towards back
     Super dashing elbow(DS) [d/f+P+K]
     - evade towards back
     Low crescent(DS) [f,f+K+G]
     - evade towards front
     Back kick(MT) [FC,n+K]
     - evade towards front
     Low kick(MT) [D+K]
     - evade towards back
     Side kick(MT) [d/f+K]
     - evade towards back
     Dashing body blow(MT) [P+K]
     - evade towards back
     Dashing elbow(MT) [f,f+P+K]
     - evade towards front
     According to Myke's post (DS)f+P, (DS)FC,n+K, (DS)D+K, (DS)b,f+K, (DS)P+K,
     (DS)f,f+K+G and (MT)FC,n+K are especially good to know.
     Heavy roundhouse(DS) [b,f+K]
     - sabakis HP/HE/HK/MP/ME
     Vertical elbow(DS) [d/b+P]
     - sabakis LP/LK/SW
     Low blow(MT) [d+P]
     - sabakis LP/LK/SW
     The heavy roundhouse is especially insidious because besides being able to
     sabaki a large variety of your attacks(make sure you mix in LPs and unreversible
     attacks), the followup P leaves Vanessa with initiative IN ANY CASE.  Luckily
     both hits are aimed high.  The other 2 sabakis execute a bit faster, but they
     can only reverse your low attacks; long story short, mix it up.  If Vanessa
     is in MT, you can abuse your SDEs a lot more.
     Auto-reversal [n]
     - reverses HP/MP
     High reversal [b+P+K]
     - reverses HP/HK
     Mid reversal [d/b+P+K]
     - reverses MP/MK/KN/KF
     I think the reversals are pretty straightforward and you should know how
     to deal with them already, but it's the auto-reversal that needs explaination;
     when you are caught with this, you can struggle(notice the joystick?), but
     then you can escape her followups; escape with either G(against the K), d+G
     (against the d+K) or the P+G(against the P+G throw).  I dunno, try to read
     and react; possible option select might work.
     Flip & leg lock[f,d+P+G] Sacrifice arm lock[d/f,d/f+P+G] Elbow & palm[HCF+P+G]
     Spinning takedown[270+P+G]
     Surprisingly, Vanessa's throw options are comparable to Jeffry's, and they
     are still formidable; they tend to do at least 50 pts of damage, some reaching
     the 70s.  And save for the f,f+P+G,f+P+G wall throw and the HCF+P+G throw,
     when escaped, most of her throws present her with a -6 disadvantage, but in
     general aren't counterable.  Some even recover with an even initiative, and
     some even give her the initiative!  Anyways, the flip & arm lock is her best
     throw; escaped with d+P+G, does the most damage(actually, her 270+P+G throw
     that is escaped with f+P+G does 70 pts, but 270s are never easy to do in
     general games), and leaves both characters at an even initiative.  Next, the
     sacrifice arm lock is also a very good throw because it has a buffered crouch
     dash and does decent damage; press the attack if you key in the d/f+P+G
     escape.  The elbow & palm is probably her next best throw; escaped with f+P+G
     and does 60 pts.  If escaped, you can actually throw her.  While her spinning
     takedown is escaped the same way as the elbow & palm and takes slightly longer
     to do, it has the virtue of doing a massive 70 pts of damage and being
     uncounterable, leaving her with a disadvantage instead.
     From there, Vanessa has some other DS throws(you know most of her throwing
     ability comes from DS, not MT, right?).  Her SE(escaped w/d/b+P+G) leaves
     her with a disadvantage.  It can be done from DS or MT.  She has another f+P+G
     throw which escaped is neutral.  The wall throw(also escaped w/f+P+G) leaves
     her at a disadvantage.  When you escape her other 270+P+G throw w/b+P+G, she
     is at a disadvantage.  In MT stance, her best throws are in order from best
     to worst; d/f+P+G,f+P+G,and d/b+P+G(interestingly, besides her P+G throw,
     those are all her options from MT throw-wise, much easier to figure out her
     Vanessa has only 2 low throws; d+P+K+G and d/f+P+K+G.  Both are insidious,
     although both do decent throw damage at best(50 and 55, respectively), but
     the d+P+K+G is even more insidious; if escaped, Vanessa has a 2 frame
     advantage; it's not much, but it's enough to keep you from LPing immediately.
     I'm guessing you can do low throw option select, so key in both, and you'll
     be able to avoid both throws.  Especially useful after stomach crumble stuns.
     triple punch, kick [P,P,P,K]
     - high throw
     punch, elbow smash [P,df+P]
     - high throw
     elbow smash, punt kick [f+P,df+K]
     - high throw
     slap, body blow [df+P,P]
     - high throw
     dashing body blow [f,f+P]
     - high throw
     evading hook #1 [G,u+P]
     - high throw
     evading hook #2 [G,d+P]
     - high throw
     elbow smash, roundhouse [f+P,K]
     - high throw / P
     elbow smash, roundhouse, sidekick [f+P,K,K]
     - high throw / P
     double punch, low kick [P,P,K]
     - high throw / P
     lightning combination [b,f+P+K+G]
     - high throw / P
     low kick [d+K]
     - high throw / P/ FC,b,f+P
     low kick, punch [d+K,P]
     - high throw / P
     heel seed [f+K+G]
     - high throw / P
     evading big boot [u|d,P+K+G]
     - high throw / P / b,f+P
     sweep [d+K+G]
     - d+P
     slide kick [D+K]
     - d+P / FC,b,f+P
     [muay thai stance] double body blow [[MT] f+P,P]
     - high throw
     [muay thai stance] dashing uppercut, knee [[MT] df+P,K]
     - high throw
     [muay thai stance] dashing elbow, double punch [[MT] f,f+P+K,P,P]
     - high throw / P / b,f+P
     [muay thai stance] double knee, uppercut [[MT] f+K,K,P]
     - high throw / P / b,f+P
     Lau is one of the game's top tier characters.  Nevermind the fact that
     he has no sabaki/reversal/inashi of any type, or that he can't play
     defensively to win; his damage potential and ability to rush the opponent
     down alone gives him the tools to kick ass.  The variety of attacks that
     he uses is fairly minimal, but the pressure he can put on all characters,
     as well as the damage that he can take off is incredible.  The guessing
     games as to whether he will hit high, middle, low, or throw are all very
     hard, fast, and unpredictable, and if you guess wrong, obviously you can
     pay with a lot of damage, not to mention if you try to reverse something
     that can't be reversed, you could be eating some painful damage.
     In general, Lau will try to keep the pressure on, and stay very close to
     you, trying his best to keep the pressure on.  He typically will stick
     to PG(or Upward knife hand-PG), his elbow-palm, his low punch, to poke and
     confuse, and then mix in a throw here and there.  Once he gets the momentum
     going, he will start mixing in stuff like the TA lifting palm, heelkick, and
     lunging sweep.  It is safe to say if you play Lau like he was in VF3tb, you
     will get fairly similar results; there's nothing really that huge that he
     gained.  Don't crouch too long, and don't get brain-frozen too long.  Lau's
     looking for that oppurtunity to MC you with his FC,d/f+P,P or variants so he
     can connect a triple punch-sweep combo and end the round.  Obviously, your
     best bet is to turn the tables and attack him as soon as possible; keep him
     from rushing you down.  The good side is once you put Lau on the defensive,
     he has a hard time regaining initiative; he has no sabaki, or inashi, or
     reversal of any type.  And he is definitely not the midrange fighter that he
     appears to be of some extent.  Figure out his pattern(if any), counterattack,
     then keep the pressure on.  If you can, try to play a distance game with him,
     staying about somewhere between close-mid to midrange.  Keep alert and be
     ready for any oppurtunity Lau throws you; there won't be many big
     oppurtunities for you to punish a good Lau, so when you detect one, be ready
     to mC him at once.
     Some tips:
     The palm in Lau's elbow-palm hits high, as well as the palm done by itself
     or in the d/f+K,P,P string; be ready to crouch dash and punish Lau.  Unlike
     the VF3 incarnations of the move though, the palm in the elbow-palm is
     guarenteed if the elbow hits or staggers.  If it is blocked though, crouch
     dash and punish Lau.  This is one of your biggest oppurtunities to hand
     Lau his ass; don't forget it.
     Lau's single palm is one of the best attacks in the game; it comes out
     in 13 frames, recovers with only a frame or two of lost initiative, and gives
     a flop; remember the hit level of it(see above)!
     DO NOT reverse Lau's TA Lifting Palm; the reason is obvious; not only is it
     unreversible due to being a TA attack; on normal or MC hit it will float
     you, and then Lau can finish with a b,b+Pd+PPPd+K combo.
     And on the topic of Lau's TA Lifting Palm, this is one of your biggest
     oppurtunities to put the hurt on him when you block it; especially when he
     continues into the TT Downward Palm; the overall execution between the 2
     moves is really slow, so Lau's basically handing you a free MC with your
     DBC or m-ShRm.
     On the case of Lau's juggle combos, they are powerful, but aren't as nearly
     reliable as in the past incarnations; in some cases the sweep in his PPPd+K
     string or variants in a combo will hit OTB; when it does, you can TR and
     recover BEFORE Lau does, giving you a free hit.
     What else concerning Lau's combos; oh yeah, beware when you get too near walls;
     like you, Lau is a master of sick wall combos.
     Beware of what PPPK variant Lau is trying.  If he uses PPP(K+G) and variants
     instead, these AREN'T COUNTERABLE.  This is important to know, although he
     is left at a disadvantage.  However, these variants also start 2 frames
     slower.  It shouldn't be that hard to figure out, because Lau won't be
     yelling "OYEAH!" or anything like that(I think).
     In revision B, Lau's FC,d/f+P hits HIGH.  That's right, you didn't read
     a typo.  His d/f+P in revision C hits special mid, and if the followup P is
     blocked, he is throw counterable; if d/f+PPP connects normal or blocked, he
     is also throw counterable.  His TA Lifting Palm hits sM in revision C; I'm
     sure there's other quirks; look up some framestats and movelists.
     Body blow[b+P]
     - evade towards front
     - evade towards front
     Lunging sweep[f,d+K]
     - evade towards front
     Low kick[D+K]
     - evade towards back
     While Lau has a lot of circular attacks that can't really be evaded(crescents,
     sweeps, etc), the above are the ones that can be evaded, and the ones you
     should pay most attention to.
     Shoulder whip[d/f,d/f+P+G] ST[b,d+P+G] Face grab[b,f+P+G]
     It is safe to say that d/f+P+G should be your top priority throw escape; this
     is Lau's best throw; the damage is very high, especially with the additional
     stomp(expect close to 80 pts worth of damage).  And if escaped, both you and
     Lau recover very close to each other, and he has a disadvantage, so force the
     50/50 guessing game.  If the ST(escaped w/d+P+G) is keyed in, the palm is pretty
     much guarenteed, but Lau needs to time it in based on how much you mash.  Beware
     re-throw attempts.  If escaped, Lau has a disadvantage, but is slightly out of
     range, pressure him.  His face grab with the guarenteed stomp will do about 60
     pts of damage; if escaped w/f+P+G, it leaves him with a massive disadvantage
     and up close; press the attack.
     From there, Lau doesn't really use any other throws.  The default P+G throw
     when escaped enables you to pressure him(it will be used to switch sides).  The
     f+P+G throw when escaped is throw counterable(but beware its ability to link
     into combos when your back is to a wall, as well as it becoming a wall throw when
     Lau is cornered).  When the b+P+G throw is escaped(he'll use it to switch sides),
     it also leaves him with a massive disadvantage; press the attack.
     double palm (uncharged) [P+K]
     - high throw
     heelkick [FC,n+K]
     - high throw
     overhead smash [d+P+K]
     - high throw
     body blow, kick [b+P,K]
     - high throw
     uppercut [b+P+K]
     - high throw
     uppercut, overhead elbow [b+P+K,P]
     - high throw
     punch, TA knife, TT palm [P,b+P,P]
     - high throw
     hopkick [uf+K]
     - high throw
     triple punch [P,P,P]
     - high throw
     TA palm, TT mid-crescent [b,b+P,K+G]
     - high throw
     special crescent [f+K+G]
     - high throw
     evading attack [u|d,P+K+G]
     - high throw / P
     triple punch, kickflip [P,P,P,b+K]
     - high throw / P / b,f+P
     punch, TA knife, TT palm [P,b+P,P]
     - high throw / P / b,f+P
     superknife [df+P+K]
     - high throw / P / b,f+P
     upknife, superknife [FC,df+P,df+P+K]
     - high throw / P / b,f+P
     TA crescent [b+K+G]
     - back throw
     one leg sweep [f,d+K]
     - d+P / FC,f+P+K
     triple punch, sweep [P,P,P,d+K]
     - d+P / FC,f+P+K
     low kick [d+K]
     - d+P / FC,b,f+P / FC,f+P+K
     double low kick [d+K,K]
     - d+P / FC,b,f+P / FC,f+P+K
     Jacky is simply put, the master of mixing hit levels.  If you don't think
     he's a top tier, you have been playing too much the Jacky scrub who only
     does KK as his main strategy.  It will take all the skill in the world to
     beat a good Jacky player, and since he's so easy to pick up on, sometimes
     even a moderate Jacky player will give you headaches.  Like Lau, Jackys
     will stick to only maybe 5 moves at maximum, and then mix them up so well
     and rush you down with a bunch of jabs and elbows to overwhelm you.  DO
     NOT treat Jacky as a scrub character; beating a good Jacky is the mark
     that you are very proficient with your character.
     Jacky basically sticks to poking and rushing you down.  He will use only
     PG, LP, elbow, and 2 different throws as his flowcharts.  It is fairly
     simple to defeat Jacky, the biggest part is not getting overwhelmed by
     his rushes.  For his combos, he will use beat knuckle-backfist or his
     knee to start them off.  Try not to crouch too long; Jacky can stagger
     you with elbow(or beat knuckle in revision C), then follow up with the
     canned heelkick for an easy combo.  Or, he can use his 2 power attacks
     (beat knuckle or knee) to set up free combos when you crouch too long.  Like
     Lau, Jacky plays best up close.  Play mid-range to close-mid for best
     results, and try to take the initiative away from him, then force it onto
     him.  Like Lau, once Jacky starts losing initiative, it'll be hard for him
     to recover.  You also have to watch out for midrange/machi Jackys; due to
     versatile combo starters and damaging combos, Jacky ranks right up there in
     VF4 according to GajinPunch as one of the best who can be played waiting for
     mistakes and then unloading; best thing to do in this case is try to play
     just as passive and hope to out-damage him in combos.  And be ready for any
     mC or MC oppurtunities; good Jackys don't hand you a lot of chances at
     these, because they'll be poking you to death.  Also watch for his PG; he has
     a ton of followups that he can go for after it, including the canned ones,
     always be ready for his followups, since they are so simple and easy to
     Some tips:
     Almost ALL of Jacky's attacks if blocked leave him vulnerable.  This is
     an important note to make of.  If you block heelkick, knee or LBF, do not
     hesitate on putting the hurt on him.  The only ones besides the basic
     PG and LP that can't be countered is the elbow.  In revision C the uppercut
     isn't counterable, so beware of that.  Maybe looking up some framestats
     could be helpful.
     Jacky got improved in revision C; for instance his auto-inashi now gives
     him a free throw, and his punt kick now stumbles on normal hit.  I'm sure
     there's more improvements, these are just the ones off the top of my head.
     Jacky can continue the beat knuckle into the backfist even if it is blocked.
     This stops throw attempts and leaves Jacky safe, but the backfist is slow,
     and most importantly, hits high.  This is one of the biggest oppurtunities
     you have to punish Jacky; if you can't train yourself to DBC a blocked
     beat knuckle or crouch dash and ShRm, you will lose to Jacky, period.
     If you can't teach yourself to crouch dash after a blocked elbow, you will
     also lose to a good Jacky.  While you aren't guarenteed a free hit, if
     Jacky does either the backfist or heelkick followup, they will whiff.  This
     also applies to the elbow done after PP; the heelkick will go high.  A
     crouch dash into ShRm works extremely well; just beware of Jacky G-cancelling
     and doing another elbow or LP or PG to stop you.
     Jacky may occasionally switch his stance to open stance so that his elbow's
     range may increase.
     Jacky's d/f+P,P+K move can cause a crumble, but the P+K needs to be charged
     to maximum power to do so; if blocked, it will stagger you.
     Expert Jackys may toy around with the b,f+K+G move(fast,hits dodgers,good
     damage), and some of his lightning kicks for poking.  The b,f+K+G attack is
     especially good for catching QR/TRers due to its circular motion and it being
     a mid-level attack.  Unless if I(or anyone else) has figured out a way to
     successfully MC dodge this attack, when you get knocked down and Jacky has
     recovered before you hit the ground, don't QR/TR if you know Jacky will do this
     move, or you'll get nailed with some free damage.
     Jacky's backstagger combo hurts; it takes off 68% damage all by itself(without
     counting the setup knockdown combo); beware of attacks of his that cause
     crumble stuns.  If you see him turning away during your TR attempt, he may
     be prepping to hit you with the TT P+K beat knuckle that starts the combo.
     Unfortunately, it's out of your hands; the TT P+K causes a back-crumble, not a
     backstagger, so whatever damage happens, happens.  The best you can do is to see
     if Jacky goes for crumble stuns a lot, and then to just get up normally or QR.
     Jacky's new stance, it actually doesn't benefit Jacky that much that he will
     depend on it that much, to be honest, he has some very good stuff from it, but
     because all of his attacks are already so good, he doesn't even need to use
     the shuffle step stuff.  However, to say that his shuffle step is worthless is
     wrong, because he has a good option select in the stance.  He can do an iaigeri
     with the mid-level K from that stance, but it's hard, I believe.  Just like VF2,
     if he can do the iaigeri consistently, he can use it to draw attacks or to do
     powerful combos.  The iaigeri will hit high far away, but middle up close.  Jacky
     will usually either go for the iaigeri that or the mid-level punch when he is in
     shuffle step.  The punch is counterable in revision B, but in revision C, it
     leaves Jacky safe.  You should watch out for this move; upon an MC, it will
     cause you to crumble, giving Jacky the oppurtunity to either deal some powerful
     damage or lead into his powerful backstagger combo.  Most of the other things
     Jacky can do in shuffle step aren't that useful; the low kick can be blocked
     and countered, and the followup kick will hit high.  Last notes, Jacky can do a
     special crouch dash forward from this stance.  Most of the time, Jacky's
     safest way to go into shuffle step is by doing it as a standalone move; most of
     the canned strings that end in the shuffle step are rather risky to do.
     Backfist [b+P]
     - evade towards front
     Low backfist [d/b+P]
     - evade towards front
     Beat knuckle [P+K]
     - evade towards front
     Stepping body blow [f+P+K]
     - evade towards back
     Low kick [FC,d+K]
     - evade towards back
     Sweep [d+K+G]
     - evade towards back
     Knee [f+K]
     - evade towards front
     Amongst the circular attacks that CAN be evaded, the ones you should know
     especially are the LBF, Knee and Beat knuckle.
     Auto-inashi [n in normal stance]
     - parries HP/MP
     Jacky got slightly beefed in the transition to VF4; he can now parry
     high and middle punches.  He is actually given about 10 frames of initiative
     if he parries your high/middle punches, so beware of any throw attempts.
     This is why you don't PG or m-SgPm a neutral Jacky.  However, the common
     sense is if you do see a motionless Jacky, you don't PG or m-SgPm him of
     all ways to punish him; throw him or m-ShRm or StDblPm him!
     Sadistic hanging knee[d/f,d/f+P+G] Trip and hammer[f,b+P+G]
     The above 2 throws are the ones that Jacky will go for; the damage after
     both are very powerful and Jacky can even add a ground kick or a low pounce
     after the sadistic hanging knee throw to take off even more life.  The good
     part is that the knee's damage can be TR/QR so that you reduce damage, but
     whatever damage that occurs with the trip and hammer, happens.  So all in
     all, your best throw escapes are d/f+P+G and b+P+G.  When both are escaped
     you should press the initiative.
     The only other throw escapes you might need to know besides the standard
     P+G is f+P+G to escape Jacky's jumping clothesline and his wall throw variant.
     Situation is neutral for all three in most cases, except the P+G, where you
     have initiative.
     uppercut [FC,df+P]
     - high throw
     punt kick [f,f+K]
     - high throw
     sidekick [df+K]
     - high throw
     knee [f+K]
     - high throw / P
     stepping body blow combo [f+P+K,P]
     - high throw / P
     TT beatknuckle [[BT] P+K]
     - high throw / P
     double sidekick [df+K,K]
     - high throw / P / FC,f+P+K
     spinning mid-kick [b,f+K+G]
     - high throw / P / b,f+P
     dodging sidekick [u|d+P+K+G]
     - high throw / P / b,f+P
     elbow, kick [f+P,K]
     - high throw / P / SPoD
     double punch, low kick [P,P,d+K]
     - FC,b,f+P
     low kick [FC,d+K]
     - FC,b,f+P
     elbow, backfist, low kick [f+P,P,d+K]
     - FC,b,f+P / FC,f+P+K
     crescent, sweep [K+G,d+K+G]
     - d+P / FC,f+P+K
     low backfist, sweep [db+P,K]
     - d+P / FC,f+P+K
     Aoi is weak, somewhat slow(her attacks, not her mobility), and light.  Those
     following elements tend to make people overlook her as being one of the weaker
     characters, and in a way, she is.  However, to say she doesn't have potential
     isn't true; she is the smallest character in the game, and when her size is
     utilized so that some of your middle attacks consistently whiff against her,
     that spells trouble.  Sega was somewhat nicer to her in this game, still has
     the best reversal potential, but now can do some decent combo damage, and her
     mobility is still great.  And of course, her variety of throws are large enough
     that she can throw instead of striking for the majority of her attacks.  The
     good Aoi player will bait you with guessing games as well as her unique G-cancels.
     But no one will argue that this game is in Akira's hands; ShRm,PG,m-ShRm,m-DblPm
     works the easiest against her.
     The general way Aoi plays is to poke with PG, her elbow(and sometimes its canned
     strings), and her LP, as well as the throws.  From there, Aoi tends to mix in
     things like her sweep, lifting palm(d/f+P), her sabakis/inashis/reversals, and
     more strikes such as b,b+P+K(can be guard-cancelled, and is a TA attack which
     causes a head crumble), f+K+G,P(which causes a stomach crumble), and the double
     stop which will cause a stomach crumble on MC.  But that's basically it; the
     main way Aoi wants to attack you is using her defensive maneuvers as well as
     her throws, and sometimes her combos.  Use the speed of your attacks to your
     advantage, don't keep throwing out moves that are reversible or at the same
     level, and try to stay on her.  Remember; make sure the pressure is on Aoi
     so that she can't lure you into being thrown or reversed.
     Some tips:
     Aoi may play with her G-cancels to fool you, but just remember that whenever
     Aoi cancels her attacks, she is vulnerable to throws and strikes for a brief
     period of time(unlike "normal" G-cancels such as the senbon punch).
     In version C, a large majority of Aoi's attacks are considered special mid,
     but the more notable ones are the double stop and the PPPK.  Because of this,
     it's overall harder for Aoi to force high/low guessing games in rev C, which
     you should use to your advantage; block low whenever Aoi goes for the PPP then
     K or d+K guessing game.
     The f+P+K,P will still be counterable even if it normally hits.
     Keep in mind Aoi does have low throws; why is this fact important?  Some of
     Aoi's moves place the opponent into a stomach crumble; learn to key in the
     d+P+K+G,d/b+P+K+G DTE everytime this occurs.  You might as well too, since
     you can't block for the moment.
     The majority of Aoi's attacks are throw counterable if blocked; look up a
     framestats list for more info.
     Aoi's yin-yang stance can be done as a standalone move, or after certain
     strings, such as the lifting palm and sweep.  The whole purpose of Aoi's
     yin-yang stance is to inashi attacks; as long as the player is holding
     down P+K+G, Aoi will stay in the stance.  She can also dodge up or down
     during the stance, but if that occurs, you can always throw Aoi.  In fact,
     throwing's the best way to beating yin-yang stance.  As for the attacks that
     she can inashi while in the stance, it's HP/MP/HK/MK/SK/KN, which is a lot,
     but like I said, she can't do anything else in stance, so don't attack her,
     just throw her right out.
     Spinning elbow [f,f+P]
     - evade towards front
     Low smash [d/b+P]
     - evade towards back
     Low kick [d+K]
     - evade towards back
     Side chop [P+K]
     - evade towards front
     Spinning strike [f+P+K]
     - evade towards back
     Helix [f,f+P+K]
     - evade towards back
     Slow double strike [b,f+P+K]
     - evade towards front
     Spinning roundhouse [f+K+G]
     - evade towards back
     Amongst the circular attacks which you should beware the most, I believe
     the spinning strike is the one, since it can be delayed into canned strings.
     Dodging chop [b+P]
     - sabakis HP/HE/HK/MP/ME/MK/SK
     Chin slap [f,b+P]
     - sabakis HP/HE/HK/MP/ME/MK/SK
     TA punt kick [b+K+G]
     - sabakis HP/HE/HK/MP/ME/MK/SK
     Aoi is in the possession of some of the more versatile and useful sabakis.
     The chip slap hits high but is neutral when blocked and advantageous to Aoi
     when it hits.  Close to the same thing with the dodging chop.  The TA punt
     kick leaves Aoi's back exposed, hits middle and is counterable.  All of these
     sabakis reverse the exact same thing, the only thing they can't reverse that
     Akira has are low attacks.  What's more the timing for the sabaki for all of
     the attacks are fairly lenient; it can be done early OR late.  So don't throw
     out too many sabaki-able attacks at a time.
     High reversal [b+P+K]
     - reverses HP/HK/HC
     Mid reversal [d/b+P+K]
     - reverses MP/MK/MC/ME/SK/KN/KF
     Low reversal [d+P+K]
     - reverses LP/LK/LC
     Ground reversal [P+K]
     - reverses G, assuming they aren't the jumping type
     TT high reversal [b+P+K]
     - reverses HP/HK
     TT mid reversal [d/b+P+K]
     - reverses MP/MK
     Aoi is hands-down the best reversal-based character in the game(Akira comes
     in a close 2nd because he can't reverse crescent based attacks).  In fact,
     she can reverse rising kicks and sweeps, a big shock if you aren't used to
     this fact.  And she can also reverse Akira's ground punch, which is another
     huge surprise if you aren't prepared for this.  The good side is that most of
     Aoi's reversals are fairly weak.  Do beware that she can add on ground throws
     for some of the reversals, so be prepared to struggle and get up.  As long
     as you aren't getting predictable doing the same attacks over and over, you
     shouldn't have a big problem handling Aoi's reversal arsenal.
     Aiki throw[FC,f+P+G] Shiho nage[270+P+G] 2nd control throw[d/f+P+G]
     In general, Aoi has a very good variety of throws, but they are still weak.
     However, the fact that she has so many means that it will be very hard to
     decide which one she's doing, which Aoi can obviously use to her advantage,
     considering how her strikes aren't exactly that quick.  1st of all, her
     aiki throw can combo into a ground throw, but on top of being able to escape
     it, you can QR/TR it.  When escaped, push for a throw/strike guessing game.
     The shiho nage throw is escaped with b+P+G; it does 60 pts of damage, but
     when escaped, enables you to push for the throw/strike guessing game.  Finally,
     the 2nd control throw does ok damage, but when escaped, the situation is
     Aoi can also mix up other throws too; her d/b+P+G throw is weak, but is also
     a wall throw, and when escaped, Akira has a guarenteed throw.  Her HCB+P+G
     throw sets up a throw combo, but as long as you mash d+P+G to escape the followup,
     Aoi won't be able to do the 3rd part of the multi-throw; even if she does
     the b,u+P+G part, she won't be able to continue into the 3rd throw; just mash
     and get up.  If escaped(w/b+P+G) the situation is even.  She has another 270+P+G
     throw which is escaped by f+P+G; when escaped, press the throw/strike guessing
     game.  Also another f+P+G escape is the HCF+P+G throw which leaves Aoi even if
     escaped.  Finally, all the other throws I haven't discussed that can be escaped
     with f+P+G enable Akira to push the throw/strike guessing game.  She also has
     a mini-TFT throw to switch sides; when escaped with b+P+G, you can push for
     a throw/strike guessing game.
     As for her low throws, they're fairly simple to figure out; d+P+K+G,d/b+P+K+G
     DTE will escape ALL her low throws.  Both throws when escaped enable you to
     push for a throw/strike game.  Of course, you still have to beware her side
     low throw(escaped w/d+P+K+G).
     Aoi also has a ground throw which actually does damage(although it's rather
     pitiful, about the damage of the average character's pounce).  Whenever you
     touch the ground from a non-QR/TRable knockdown, struggle hard and get up
     double punch, chop, elbow [P,P,f+P,P]
     - high throw
     elbow, chop [f+P,P]
     - high throw
     double stop [b,df+P]
     - high throw
     kick, mid kick [K,K]
     - high throw
     knee, kick [f+K,K]
     - high throw
     dashing elbow [FC,df+P]
     - high throw
     evading attack [u|d,P+K+G]
     - high throw / P
     retreating chop [b,b+P+K]
     - high throw / P
     chop, elbow [f+P+K,P]
     - high throw / P
     triple punch, knee [P,P,P,K]
     - high throw / P
     pounce [u+K+G]
     - high throw / P / b,f+P / b,f,f+P+K
     low kick [d+K]
     - d+P / FC,b,f+P
     triple punch, sweep [P,P,P,d+K]
     - d+P / FC,b,f+P
     sweep [d+K+G]
     - d+P / FC,b,f+P / FC,f+P+K
     Granted, from a far point of view, it appears that Shun has close to nothing;
     very slow, very weak, and his throw variety is among the worst in the game.
     However, Shun is a very good opponent; his slow speed is compensated by his
     ability to move around the ring better than anyone else and that many of his
     attacks can be cancelled into him falling down or doing weird stuff.  His
     strength actually varies depending on how drunk he is at the moment, and has
     very good combobility.  His throws are rather simple to figure out, but his
     throws themselves are actually very formidable.  There is one thing I'd like
     to clear up; Shun isn't as unpredictable as he seems; he is unpredictable in
     the sense that he has a lot of moves and all of them have very funky animations,
     but he is not unpredictable in the sense that some of his moves start out
     looking the same but end up hitting at different levels or present different
     situations when they connect/are blocked(Lion comes to mind).  Shun is one
     of the characters who got beefed the most from VF3tb to VF4, alongside Sarah
     and Akira, so some of his more worthless moves are more usable, and he has
     new tricks he can do on you.  Remember to take his short height into account,
     as it will cause some of your mid-level attacks to whiff entirely when he
     crouches.  Your most important aspects to master against a good Shun player
     are your option select and your yomi.
     I simply can't tell you exactly what Shun does in general; unlike the other
     characters, he relies on mixing it up as much as possible; predictability
     is simply not an option for Shun.  But the basic idea for any Shun player is
     to dance around the ring with his various dodges and movements, occasionally
     moving in to poke(amongst all things with PG, LP, low kick, f+P, sidekick and
     a few other things), then to retreat and continue.  Because of the nature of
     Shun's attacks(they tend to evade right before hitting), Shun tends to play
     defensively offensive, using his moves to counter your moves.  And of course,
     when Shun gets the chance, he will either throw or use his chowan uppercut
     (or other combo starters such as FC,d/f+P, which causes stomach crumble on
     MC).  Early in a match, Shun will actually try to ignore combo oppurtunities
     for drinking oppurtunities.  It is important for Shun to get these
     oppurtunities; when drunk, Shun gains more moves, his already available
     moves get beefed up in some way, and his strength increases.  What to say;
     remember to use Akira's speed to your advantage; you want to bring this match
     up close where Akira is naturally faster than Shun and where you can do your
     work; don't let Shun control the match moving all around, and don't let
     yourself get brain frozen by all his funky movements.  A good option select
     is a must for beating Shun; it will eliminate the majority of his mC'ing
     Some tips:
     Shun has one of the better low kicks in the game; huge range and decently
     quick.  It suits his purpose well too; as a good spacing tool and to force
     opponents to block low into a chowan or other mid attacks that he possesses.
     If you block it, buffer in a DblPm or ShRm.
     Beware of Shun's standing low kick(d/b+K); deceptive as he is standing.  On
     a side note, once Shun gets drunk enough(I don't know the exact number, maybe
     more than 25 DPs?), PPd+KK will be guarenteed as a true combo.  Look for him
     to cancel into the falldown option during the standing low kick and/or after
     the canned high kick.
     When Shun goes for his fall down cancel, he can be thrown or even struck as
     he is falling; all contingent on how quickly you act of course.
     In revision C, Shun's chowan uppercut was toned down.  It hits special mid.
     In fact, it's arguable that Shun is the worst character in VF4 rev C because
     so many of his bread-and-butter mid moves hit special mid, anyways...
     The chowan by itself is one of the game's best juggle starters; relatively
     quick, relatively quick in recovery, and hits middle.  Look for it to be
     used in up-close situations.  Remember that you can reverse it as a middle
     punch.  In revision C the canned backfist hits high, but in rev B, the
     backfist hits middle.  Look up a framestats list, because there are a couple
     of more things that hit special mid in rev C.
     Many of Shun's key moves are either slow in startup or slow in recovery if
     blocked; look up some framestats.
     Against a good Shun player, when he gets drunk, it's sorta outta your hands;
     look for him to either drink after connecting a combo starting attack that
     either floats you or puts you into a crumble stun(you might be at a slight
     advantage if you QR/TR), or after the end of a round.  If you find him
     drinking when you're right in front of him, act quickly and do as you wish;
     his sit-down drink option is rather slow to recover; you might have harder
     success if he's doing the standing drink option.  Of course, the best way for
     Shun to drink is to throw you; look for that.
     R-DTE is important to beating Shun's ability to mC you; keying in d/b+P+K,
     P+G,d/f+P+G pretty much kills the possibility of him connecting his SE, his
     dances w/punches, or his chowan.  Of course, the good Shun player will also
     fall back on irreversible attacks, but then you could always do G-DTE.
     Short list of things that Akira can use to sober Shun if you feel he's too
     Overhead smash [b,d/f+P]: -1 DP
     StPm [FS,b,f+P]: -2 DP
     AS3 [d+K+G,f+K,b,f+P]: -1 DP
     Parry, standing palm [b+P+K+G,f+P]: -2 DP
     PIT, shoulder smash [f,b+P+G,f+P+K]: -1 DP
     Grasping mind [d/b,f+P+G]: -1 DP
     I feel it's unecessary to delve in Shun's options from his various stances;
     they are fairly easy to figure out(not too many either), and with practice
     you can predict what he's going to do(and I really don't consider his "stances"
     to be stances, if you know what I mean).  And you can always try to hit him
     out of his stances; he can't block y'kno.
     Knuckle [f+P]
     - evade towards front
     Backpush [d/b+P]
     - evade towards back
     Spinning low kick [d/b+K]
     - evade towards back
     Thrust punch [P+K]
     - evade towards back
     Low kick [D+K]
     - evade towards back
     Hopping spin kick [K+G]
     - evade towards front
     Handstand kicks(Handstand) [K]
     - evade towards front
     Thrust kick(Lying down) [K]
     - evade towards back
     Sweep(Lying down) [d+K]
     - evade towards back
     I find it especially useful to know the low kick, the spinning low kick, and the
     various lying down kicks; those are used quite often.
     SE[d/f+P+G] Dances w/Punches[P+G]
     This is why a good option select is so vital to beating Shun; his options for
     his throws are so limited; DTE already kills BOTH of his most-used throws; TTE
     as hard as it is eliminates ALL his throw options.  Anyways, for his actual
     throws, the SE is one of Shun's best options; his chowan is guarenteed afterward
     giving him a chance to do a lot of damage from 1 throw, and even if he can't
     connect the triple sweeps as often as before OTB due to the QR/TR, he can use
     the SE to set up a free backstagger oppurtunity for even more damage; be on
     the lookout for any sidekicks after you QR/TR.  Shun may also use the SE to
     setup his back P+G throw which also enables him to get drunk.  I believe it
     may still be guarenteed; just try to read and react; turn around quickly!  For
     his dances w/punches, this is Shun's main way to build his DPs(his safest way).
     And as for your options after escaping his throws, they tend to all be even;
     he is not at a disadvantage in any way.
     While it is rare that Shun will use other throws, considering how small his
     throw options are, he might; b,d/f+P+G requires some DPs to do; there is
     nothing guarenteed afterward(I think).  He may use the throws of his that
     require a b+P+G to escape; b+P+G does decent damage, and 270+P+G does good
     damage and builds Shun's drunken points, but requires at least 10 DPs to do.
     Of course, he has his 3 catch throws that you need to beware of, but all are
     fairly easy to see coming and hard to connect.
     handstand kick [[HS] K]
     - P
     mule kick [u+K]
     - high throw
     double kick, low backfist, toekick [+16 DP, K,K,d+P,K]
     - high throw
     triple punch [P,P,P]
     - high throw
     uppercut, thrust punch [df+P,P]
     - high throw / P
     dodging cartwheel [u|d,P+K+G]
     - high throw / P
     cartwheel kick [f,f+K]
     - high throw / P
     spin kick [f+K]
     - high throw / P
     lunging uppercut [b,df+P]
     - high throw / P
     low kick, high kick [db+K,K]
     - high throw / P / FC,f+P+K
     old man palm [FC,df+P]
     - high throw / P
     triple drunken sweeps [+7 DP, d+K+G,K,K]
     - d+P / FC,f+P+K
     low kick [d+K]
     - FC,f+P+K
     Wolf is in many ways similar to Jeffry; his combos and throws are painful, and
     he can mix up his throws very well.  However, he is slightly better than Jeffry
     because he has more low level attacks, and a better midrange arsenal.  Also
     seems to be slightly faster.  The tradeoff is that he doesn't have as many
     attacks that cause crumble stuns.  However, he still plays the same way as
     Jeffry; find the advantage, then mix it up.  A good poking game and option
     select is a must against Wolf.
     Wolf basically sticks with the atypical PG, comet hook(he doesn't have an
     elbow, but this is his best stagger tool), LP and his throws.  From there,
     he adds float starters like the short shoulder and knee.  In addition, he
     can add his long range tools like f,d+K(which leads to a leg crumble), or
     moves that have good priority.  But of course, it'd be a waste of my time to
     list every scenario and move that Wolf has and will use(there are quite a
     couple).  The main point is that Wolf needs to find the advantage before
     he starts mixing up stuff, and your best advantage going for you is your
     speed.  Keep the pressure up close, keep out-poking him, and master your
     option selects.  Once momentum starts building for you, Wolf will find it
     hard to recover.
     Some tips:
     Wolf's short shoulder could be one of the highest priority attacks in the
     game; though not that fast and throw counterable if blocked, he ducks really
     low during the initial animation, enabling him to interrupt so many attacks.
     Beware of Wolf's pulling this one out as you are poking him.
     Speaking of high priority moves, also beware his b+P; very fast, as well
     as a couple others from the midrange space.
     Wolf has a low hit throw sequence; PPf+Pd/b+P+K+G; luckily you can escape
     Wolf has a lot more hit throws that he can use; beware of the b+K+G-diamond
     cutter sequence, and a few others.
     Wolf's f,f+P clothesline is unblockable high, but can be ducked; not likely
     that many will use this, but against a newbie, you may find this being used
     a couple of times.
     His run,P+K+G is unblockable high.
     A large number of Wolf's attacks(specially his midrange arsenal of kicks)
     leave him on the ground, so be ready with some ground attacks if he doesn't
     move quickly(or just okizeme).
     Wolf can do a shoulder ram feint; beware of this.
     His dodge attack is crap, right up there with Lion's; it is a slow catch
     throw, easily interruptable, and TR/QRable.
     The majority of the time, Wolf will mC with his throws; he has a longer
     throwing range than most, his strikes are rather slow, and his throws are
     quite powerful, which all the more encourages him to throw.
     Although I should be putting this in the throws section, this is useful to
     know; Wolf's new 270+P+G throw can be TR'd, and on top of that, when you
     do, you will recover BEFORE he does, giving you a huge chance to ream him.
     Look up some framestats; it is helpful knowing which attacks leave Wolf
     throw counterable or on the ground.
     Screw shot [HCB+P]
     - evade towards front
     Sidekick [d/f+K]
     - evade towards back
     Grizzly Lariat [d/f+P+K]
     - evade towards front
     Ballet kick [f+K+G]
     - evade towards back
     Knee [f+K]
     - evade towards front
     I believe you can occasionally see the ballet kick and grizzly lariat used
     the most of these attacks.  The knee is also seen a lot.
     High kick reversal [b+P+K]
     - reverses HK
     Mid kick reversal [d/b+P+K]
     - reverses MK/SK
     Low punch reversal [d+P+K]
     - reverses LP
     I find that typically you don't have to worry about Wolf's reversals;
     Akira almost NEVER uses any kicks, and he only uses the sidekick when he
     wants to backstagger.  The LP reversal though, you might want to beware; since
     Akira uses the LP for poking, if you get too predictable, you could find yourself
     eating a lot more of these than you expect, and when it does come out, it will
     leave your back to Wolf; bad idea.  However, just place emphasis on other
     irreversible moves and mix it well.
     Giant swing[HCF+P+G] Wrist lock swing[HCB+P+G] Screwdriver[d/f,d/f+P+G]
     Wolf really has it made when it comes to throwing; while the options aren't
     as numerous as Jeffry's, it is much more painful making the wrong choice, as
     he has at least 3 throws all with different command inputs and all do at least
     70 points of damage(without possible QR/TRs of course).  Of course, the top
     priority throw escape is f+P+G; the giant swing is still the most powerful
     throw in the game and rings you out far back big-time, but it's not hopeless
     even if you can't escape; you can reduce the damage to about 60 pts if you
     QR/TR.  2nd of all the wrist lock swing is also just as powerful, but throws
     you forward a great distance.  If you start getting thrown, immediately key in
     P+G to repeatedly escape a possible followup P+G.  You can also QR/TR either
     of the two throws reduce damage.  It is escaped with b+P+G, and when you do,
     you can push for a throw/strike guessing game.  Finally, the screwdriver also
     does as much damage as the wrist lock swing, and can cancel into the
     jackhammer(although you can escape it with P+G).  If you do escape it, you
     can counter with LP.
     From there, Wolf doesn't really have any other standing throws with different
     command inputs; he can do a b+P+G throw, but if escaped you can counter with LP.
     He can do his body slam with d/f+P+G(and it's also a wall throw), but if escaped
     he will end up down.  He also has a 270+P+G throw(escaped with f+P+G), which does
     as much damage as the giant swing, but it too is TRable(and gives you a free
     hit), and when escaped situation is neutral.
     His catch throws b,b+P+G and f+P+G both lead to a guessing game of either escaping
     the followups with P+G, d/f+P+G, d/b+P+G, b+P+G, or f+P+G(whew!).  If escaped you
     pretty much don't have that much of an advantage or disadvantage; situation is
     neutral.  For the throw-combos that place you with a slight disadvantage to Wolf
     (he'll push you away), I believe nothing's guarenteed, but you can never be too
     sure; struggle hard and try to read and react.  It's best to look up a FAQ and see
     what throws I mean.  He still has his frankensteiner, but you can easily duck it.
     Finally, he has a last catch throw; f,f+P+G.
     Now his low throws; d/f+P+K+G does the most damage(70 pts) and when escaped push
     for a guessing game.  If he adds another d/f the range gets larger but the damage
     gets smaller; same situation if escaped.  Next, the d/b+P+K+G also does good
     damage, and situation is even if escaped.  Finally, the d+P+K+G does ok damage,
     and when escaped, push for a throw/strike guessing game.
     Like Jeffry, Wolf has a throw at every angle(high, low, standing, crouching,
     side, back); it is simply impossible to list all the possible throws he can
     do(although I will say if you escape any of Wolf's standing side throws, he
     is throw counterable).  Learn when he will use his throws, and how to escape
     them, as well as the situations you gain after you escape them; try a movelist.
     To end, you should beware his ground throw; nothing's guarenteed(unless if you're
     against the wall, giving Wolf a guarenteed throw oppurtunity), but obviously
     he has the advantage; struggle hard when you are on the ground to avoid it(even
     if no damage is caused, you are pushed back for RO distance), and when you do
     get thrown by it, struggle hard to reduce the initiative time, then try to
     read and react.
     double punch, uppercut [P,P,P]
     - high throw
     body blow [f+P]
     - high throw
     body blow, slam [f+P,P]
     - high throw / P / b,f+P
     knee [f+K]
     - high throw / P
     sidekick [df+K]
     - high throw / P
     short shoulder [b,f+P+K]
     - high throw / P
     toe kick [b+K+G]
     - high throw / P / FC,b,f+P
     flying knee [f,f+K+G]
     - high throw / P
     leg drop [f,d+K]
     - FC,f+P+K / SPoD
     grizzly lariat [df+P+K]
     - d+P/ FC,f+P+K / SPoD
     Sarah remains a fairly flat character in VF.  She was definitely beefed from
     the transition to VF4(as a Sarah user, that's something I like), but in general,
     she is fairly simple to figure out.  As usual, she is fast, and possess good
     combobility, but what I think her greatest asset comes from is the ability to
     play at nearly any distance the best compared to others; she has one of the
     best midrange games in VF.  Add to that her new Flamingo stance which gives her
     access to almost a move for every situation, and you have to agree, she is
     better now.  But all in all, Sarah still remains a rather low-mid tiered
     character because of a couple reasons; she doesn't have a good low level
     arsenal, she is somewhat weak(compensated by her combobility), her throws don't
     do too much damage(compensated by the fact that almost none can be QR/TR'd),
     she is very predictable(although she has very good variety), and most importantly,
     she is so friggin light.  And it's not just that fact that she's light, it's the
     fact that she is also much taller compared to most of the female characters as
     well as being somewhat big-footed(see ukguy's TFT combos in his Kage FAQ if you
     want to know why) which leads her to be so easy to combo.
     In close range, Sarah sticks to the atypical PG, elbow, and LP poking game as
     well as mixing in throws and juggle starters(knee and DC, both which are
     highly counterable).  When Sarah does her elbow, beware of her delaying a
     knee or doing the followup chop to keep initiative.  When she gets to midrange(
     she is probably best at playing machi IMO), expect to see punt kicks, toe
     kicks, and a variety of other kicks thrown in here and there; don't try to
     reverse too much or you'll eat the full spin dive and a followup combo.  Although
     she has a lotta tools to use, she's rather easy to figure out like I've said.
     Because her Flamingo stance is so good, expect Sarah to try to use the moves to
     go into Flamingo a lot.  To be good against Sarah, try to keep her from getting
     into Flamingo.  Also, because she can be quite predictable, if it gets to that,
     you have your reversals/sabaki/parry, so use those.  Just remember not to crouch
     too long; she has an excellant mid-level arsenal.  There's not much to learn about
     Sarah; just know what's counterable and what's not.  Get her into the air and
     combo her; m-ShRm, PG, m-ShRm, m-DblPm rapes lightweights like her.
     Some tips:
     Like I've said before, Sarah can delay a couple of her canned strings; they
     include the elbow-chop, elbow-knee, punt kick-side kick, and toe kick-punt kick.
     Beware of pushing the initiative too hard after the 1st hit of all these attacks.
     Her moonsault is slow; just beware of Sarah carefully mixing it in to get you
     at times.
     If you block the chop, the followup kick can be crouch dashed under.  The chop
     can be ducked.
     Sarah has the fastest punch in the game; expect to be countered the most with
     punches with her more than anyone else.  If you ever block her triple punches,
     you can throw her.  She has the best punching strings in the game, so expect
     to see a lot of mixing up here; look for the punch-sidekick if you crouch under
     the punch too much.
     Although she has no low reversal, her u+K+G can make a decent substitute; beware
     of the said move if you LP too much.
     The majority of Sarah's moves, including the key ones are very much counterable;
     just beware of max-ranged toe kicks and punt kicks; hard to counter.
     Like I've said, Sarah has the best stance in the game; she can do everything
     from this stance, except sidestep.  Amongst the things to expect, her triple
     high kick flowcharts should be taken note of the most.  And her low kick-hit
     throw.  She can also inashi LPs from this stance, so beware of that.  Her
     sidekick from Flamingo is also very good, as her kickflip.  What else, her
     dodging roundhouse.  And oh yeah, she can still do her moonsault.  Finally,
     she has 2 catch throws to beware of.  It's really impossible for me to list
     everything Sarah can do from Flamingo; she pretty much can do everything save
     for a reliable juggle combo starter; best to look up a Sarah guide to see
     what Sarah can do from Flamingo.  And oh yeah, most of Sarah's moves that bring
     her into Flamingo tend to leave her with the initiative, making it hard to hit
     her out once she tries to get into Flamingo.  Again, I repeat; study and learn.
     Chop [d/f+P]
     - evade towards back
     Low kick[D+K]
     - evade towards back
     Hopping crescent [u+K+G]
     - evade towards back
     Hopping spin kick [f+K+G]
     - evade towards back
     Tornado kick [u/f+K+G]
     - evade towards back
     Crash tornado [FC,K+G]
     - evade towards front
     Flamingo kick(Flamingo stance) [K]
     - evade towards front
     Knee [f+K]
     - evade towards front
     Most noteworthy to learn to evade are the hopping crescent, the flamingo kick,
     and the knee.  It's possible that the DC could catch you as you dodge since
     it's slow on startup.  The crescent could catch you as you dodge, but it's
     slow on recovery if blocked.
     Inside crescent [P+K]
     - sabakis HP/HE/HK/MP/ME/MK
     Sarah has a fairly great sabaki; it will sabaki all high and mid attacks
     except for knees and kickflips(both of which Akira either doesn't have or
     doesn't rely on).  However, the timing to do the sabaki is somewhat strict and
     much like a reversal where you need to anticipate and do the attack early
     (the timing needs to be done rather early against the said attacks), so if
     the Sarah player doesn't have the timing down right, then just go berzerk.  Try
     not to get too predictable; either mix in LPs or non-reversible attacks to keep
     Sarah from being able to use her sabaki.  Keep in mind that even if blocked,
     Sarah has an initiative and even worse, this brings her into Flamingo stance, so
     be ready to defend against her Flamingo followups.
     Low inashi(Flamingo) [P+K]
     - inashis LP
     While Sarah doesn't have the ability to guard low from Flamingo, she can parry
     any LP attempts you do, then follow up with free combos.  So don't LP too much
     when Sarah's in Flamingo; just enough to keep her honest.  Or mix up your low
     Jumping suplex[f,d/b+P+G] Leg hold takedown[b,f+P+G] Triple knee bash[b+P+G]
     These are Sarah's best throws; although most of them are fairly weak, they are
     made up by the fact that all of throw damage is un-QR/TR-able.  The jumping
     suplex(d/b+P+G) is Sarah's best throw; with the guarenteed ground kick, it gets
     her around 60 points, reverses the ring, and if escaped, Sarah is safe(but you
     can press the attack).  Her next best throw would be the leg hold takedown; it
     does good damage too(55 pts) and reverses the ring.  However, if escaped, Sarah
     leaves her side open to Akira.  Her triple knee bash does decent damage, pushes
     the opponent slightly back, if escaped Sarah is at a disadvantage(press the
     attack), and when done as a wall throw, gets HUGE amounts of damage.
     From there, Sarah doesn't really have any other throws to worry about.  The only
     other command throw that can be escaped besides the P+G is the jumping clothesline,
     which is escaped much like the leg hold takedown.  However, Sarah has 3 catch
     throws to worry about; her neckbreaker[u/f+P+G] is slow, but tracks decently and
     does good damage, also seems to have good range.  Then she has 2 catch throws
     from Flamingo; the P+G you don't have to worry about, but the kick tornado[270+P+G]
     will do huge damage; 60 pts, has good range although it starts up slowly, plus it
     looks demoralizing to get hit by that.
     triple punch #1 [P,P,P]
     - high throw
     triple punch #2 [P,P,b+P]
     - high throw
     triple punch #3 [P,P,u+P]
     - high throw
     dashing knee [f,f+K]
     - high throw
     punt kick [d+K]
     - high throw
     double rising knee [FC,f+K,K]
     - high throw / P / b,f+P
     punt kick, sidekick [d+K,K]
     - high throw / P
     knee [f+K]
     - high throw / P
     evading side kick [u|d,P+K+G]
     - high throw / P / b,f+P
     dragon cannon [db+K]
     - high throw / P / b,f+P
     elbow, knee [f+P,K]
     - high throw / P / SPoD
     shin slicer [d+K+G]
     - FC,b,f+P
     sweep [df+K+G]
     - FC,f+P+K
     In short, it is pretty redundant to point out everything that has been
     said; you know how Akira plays, what moves can be dodged, what reversals
     and sabakis he possesses, and the throws he will go for.  Given how Akira
     is basically a powerhouse, I can only list the counterable things below
     and wish you luck; it's powerhouse vs. powerhouse, and these types of
     matches tend to test who is a better player.
     double punch [P,P]
     - high throw
     single jump kick [f,f+K]
     - high throw
     double jump kick [f,f+K,K]
     - high throw
     knee [K+G]
     - high throw
     shoulder ram [FC,f+P+K]
     - high throw
     double palm [FC,b,f+P]
     - high throw / P
     standing shoulder [df+P+K+G]
     - high throw
     standing shoulder, power elbow [df+P+K+G,P]
     - high throw / P / b,f+P
     bodycheck [b,f,f+P+K]
     - high throw / P / QCB+P
     evading bodycheck [u|d,P+K+G]
     - high throw / P / b,f+P
     power fist [b,f+P+K+G]
     - high throw / P / b,f+P
     break guard (on hit, not stagger) [f+P+G]
     - high throw
     break stance (on hit, not stagger) [d+P+G]
     - high throw
     yoho [df,df+P]
     - high throw / P
     stun palm [P+K+G]
     - high throw / P / b,f+P
     pull-in throw, shoulder [f,b+P+G,P+K]
     - high throw
     pull-in throw, reverse body check #1 [f,b+P+G,u+P+K]
     - high throw
     pull-in throw, reverse body check #2 [f,b+P+G,d+P+K]
     - high throw
     Eh, can't really say anything here, nobody put any framestats out for Dural or
     any general strats with her; obviously you know she's a canned string freak.
     Concentrate on landing attacks that cause crumble stuns instead of juggling her
     directly; she's heavy.  That's all I have to say.
     |5555  RRR   EEE  V     V III  SSS  III  OOO   N  N  SSS |
     |5     R  R  E    V     V  I  SS  S  I  O   O  NN N SS  S|
     |555   RRR   EEE   V   V   I    SS   I  O   O  N NN  SSS |
     |   5  R  R  E      V V    I  S  SS  I  O   O  N  N S  SS|
     |555 o R  R  EEE     V    III  SSS  III  OOO   N  N  SSS |
     Version 0.1 January 17, 2002.
     Started writing this FAQ.
     Version 0.2 January 18, 2002.
     Added movelist, storyline, why choose Akira.
     Version 0.3 January 20, 2002.
     Added general moves.
     Version 0.4 January 24, 2002.
     Began the long analysis of Akira's moves.
     Version 0.5 January 28, 2002.
     Continued the analysis of Akira's moves.
     Version 0.6 February 4, 2002.
     Finished the analysis of Akira's moves.  Started on the general strategy section.
     Version 0.7 February 6, 2002.
     Continued the general strategy section.
     Version 0.8 February 15, 2002.
     Continued the general strategy section.
     Version 0.9 February 18, 2002.
     Finished the general strategy section.
     Version 1.0 February 20, 2002.
     Added some combos, will continue to add more.
     Version 1.1 February 24, 2002.
     Started on the character specific strategies.
     Version 1.2 April 1, 2002.
     Finished all the character specific strategies(no, it ain't no April Fools Joke).
     Version 1.3 April 4, 2002.
     More revisions, from advice from VF.com forum member MisterWhite.
     Version 1.4 April 12, 2002.
     Moved the option select section to a section all its own, due to the idea that
     it is VERY important in VF4 to becoming competent.  Also gave a LOT more people
     in the credits part well, credits for what they helped to contribute.
     Version 1.5 April 17, 2002.
     After Weili Huang corrected me on Hakkyoku-ken's history, I decided to paraphrase
     his post and to stick it in, thanks man.
     Version 1.6 April 23, 2002.
     SummErs helped edit a couple of anti-Jacky snippets for me this time around.
     In addition, I added/edited some of the existing stuff around the FAQ.  Plus,
     Version 1.7 May 2, 2002.
     Tiny little correction that I did; some of the ascii art titles were incorrect.
     Also, *smack* I can't believe I forgot to credit uk-guy, because I did use his
     Kage FAQ to write the anti-Kage section.  A couple of his posts helped me to add
     some new stuff here: new low kick tidbit, and some additions to Lau's and Wolf's
     anti-character strategies.  What else, changed the ShinZ step section to be called
     the CD cancel section.  Added more on Akira's martial art.
     Version 1.8 May 13, 2002.
     Lesse, I learned a new option select from Myke, which I have put down in the
     option select section.  SummErs also critiqued my anti-Pai strats, and this is
     reflected in the new strats.
     Version 1.9 May 17, 2002.
     BIG update; uk-guy gave me advice on fighting Kage, and gave me pretty much new
     advice on almost ALL of Akira's attacks.  SummErs gave me hints on fighting Pai,
     and you can see the revised section as well.
     Version 2.0 June 24, 2002.
     Another update; uk-guy never fails to aid me in improving my FAQ.  When he sent
     me a rough of his vs Kage guide, it helped me to revise a couple of sections of
     my FAQ.  First of all, some of the move descriptions have been revised here and
     there.  I have also reorganized the combo section; I pushed the staple combos to
     the front, as well as added some new combos.  There were also tiny revisions to
     the general strategies section, and elsewhere in the FAQ(too minute to remember).
     Version 2.1 July 7, 2002.
     BIG update; taking GLC's advice, I tried to weed out the crap and make my FAQ a
     bit easier to read; you'll find in places a lot of the text has been modified(
     the FAQ's still long, but it's a lot more organized).  Also added some more combos
     and moved the okizeme and initiative frames sections to sections all their own.
     | 666   III N  N    CCC  L    OOO   SSS  III N  N  GGG |
     |6       I  NN N   C   C L   O   O SS  S  I  NN N G    |
     |6666    I  N NN   C     L   O   O   SS   I  N NN G  GG|
     |6   6   I  N  N   C   C L   O   O S  SS  I  N  N G   G|
     | 666 o III N  N    CCC  LLL  OOO   SSS  III N  N  GGG |
     Well, that ended my 1st VF4 FAQ; a lot of the info came from the sources on VF.com
     and VP.com.  Hoped it helped those of you who read this FAQ.  Hey, it might even
     encourage people to pick up VF4 a lot more in the US.  Then we might actually see
     some good VF competition more abundant in arcades!(I can dream)
     If you want to know, this is my opinion of the tiering for VF4:
     Version B:
     1st tier: Akira
     2nd tier: Jacky Lau
     3rd tier: Shun Wolf Jeffry
     4th tier: Kage Sarah Lion Lei Vanessa
     5th tier: Aoi
     6th tier: Pai
     Version C:
     1st tier: Akira Jacky
     2nd tier: Lau
     3rd tier: Kage Wolf Jeffry
     4th tier: Sarah Lion Lei Vanessa
     5th tier: Aoi Pai
     6th tier: Shun
     Whether I write any more character FAQs for VF4 is beyond me; I guarentee
     nothing, if I get motivated enough though, I might.  If I do, I'll aim for
     a Jacky FAQ.
     To beginners who have just begun VF4, I'd like to say, it's an awesome game,
     and for right now, arguably the best fighting game right now.  VF4 was made
     to be a competitive arcade fighting game with joysticks, so if you own the PS2
     version, get a joystick and some friends to compete against; Kumite mode is
     fun, but the real fun of the game comes from competing and getting good.
     To the FAQ writers of VF4(ones who write 4-line long strategies and cut-and-
     pasted movelists): please do a better job.  Seriously; anyone can get a
     movelist off the internet, and it doesn't even have to come from Gamefaqs.com
     (see credits).  And the strategies in some of those FAQs are vague, other
     times just wrong.  You want to take a look at good VF4 guides, try UKguy's,
     Hyun's, Robyrt's, GLC's, Nutlog's, and if you venture to VF.com, take a look
     at ice-9's, ken's and GajinPunch's character guides.
     To those Tekkeners who just have started VF4, and think that it sucks.  If you
     go into VF4 thinking that it's a copy of Tekken and play it that way, it's not
     going to satisfy your requirements; start over with a fresh slate.  VF4 is
     designed that you need to balance your offense and defense due to the
     frequent loss of initiative.  You don't poke the opponent to death; it's not
     an all-out offense fest, like Tekken.  And don't think that you can master the
     game in 2 weeks; it takes a ton of time to master the game.  VF4 is also not
     more masher friendly!  Due to the throw counterability of moves, mashing is
     almost unexistant in VF4.  If you don't like the game, you haven't given it
     enough thought.
     Is anything really cheap?  I bring up this topic because scrubs always are
     quick to label something they can't beat as being cheap.  Only 1% of fighting
     game tactics are truly cheap.  Something isn't cheap if it has a counter to it
     or a way to prevent it.  And throws are most definitely not cheap; it takes just
     as much skill to escape a throw as it is to connect one.  So think before you
     call anything cheap.  Don't be like some of the scrubs who rant "throwing is
     cheap!" or "Jacky is so cheap, he's so brainless to play!"  Scrubs would rather
     label something as being cheap rather than learn how to counter it.
     To those of you who want to e-mail me.
     -I need feedback, plain and simple!  Please do that!  Anything's helpful, from
     criticisms(if you're polite about it) to tips, I'll accept it!  I try to give
     credit where it's due as well, so don't worry about me throwing something in and
     not giving you credit for it.
     Peter: Hey look Brian I won a free Audi!
     Brian: No, no, Peter, that's a "T"; it says audit
     Peter: No, no, it's a foreign language; the "T" is silent!
     Ah, gotta love Family Guy; brings a nice dose of stupidity to life, and what would
     life be without a little comedy?