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    Akira by JojiSuzuki

    Version: 1.01 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    Virtua Fighter 2: Akira FAQ v1.01
    =================================
    by Joji Suzuki
    joji.g@channel1.com 
    us003263@pop3.interramp.com
    Please send any comments, corrections, and additions to the above addresses.
    This FAQ is also available by FTP, courtesy of GamePro magazine's Andy Eddy. 
    Just FTP to ftp.netcom.com and cd /pub/vi/vidgames/faqs.
    
    +=================+
    |Table of contents|
    +=================+
    Introduction
    Part I: The moves
         1)Move list
         2)Move analysis
              a)Basic moves
              b)Special moves
              c)Throws
              d)Break stances
              e)Reversals
         3)Multiple attacks 
         4)Rising attacks
    Part II: Putting it together
         1)Stuff you need to know
              a)Escape from throws
              b)Crouching dash
              c)Stances 
              d)The use of the Guard button
              e)Counters
         2)Strategy
    Part III: How to fight this guy/gal??
         1) Moves you can and can't counter
         2) Moves you can and can't reverse
         3) Strategy
    Part IV: For your information
         1) Character profile, history, fighting style
         2) CPU Guide
         3) Misc stuff
    Acknowledgments
     
    +============+
    |Introduction|
    +============+
         As many of you may already know, Sega had wanted Akira to be the hero in 
    Virtua Fighter 1, however, in Japan, that title went to Lau (I guess Jacky 
    for the American players).  I think it was a result of Akira being just too 
    damn hard to play.  Now, in Virtua Fighter 2, Akira has become much more 
    powerful, but he remains the toughest character to master.  Most people 
    realize his true potential, but have basically given up on him since he's 
    still too hard to play.
         Are there any players out there who have truly mastered Akira??  I think 
    there may be a few(literally), but the majority of the players who try to use 
    Akira end up only frustrated, unable to use him like Sega intended us to.
         My mission, as an avid VF fan, has become to master this awesome 
    character.  And I'm sure there are many players out there that share my 
    opinion.  Therefore, I have decided to write this FAQ, dedicated to inform 
    the Akira players on how to use him.  However, many of the fighting 
    techniques can be used for other characters as well.
         (One note, however, is that Akira is not a cheap character.  I include 
    this because someone mentioned to me he thought Akira was cheap.  He is not. 
     His moves are tough to learn, tough to get good at, and tough to play 
    against good players.  How many players have gone back to their original 
    favorite character (I'm assuming most of you started out with another 
    character), after being beaten over and over again using Akira.  We all share 
    that frustration.  And calling Akira cheap is like calling Kage in VF1 cheap. 
     So, Akira players out there, don't be afraid.  Practice, practice, practice, 
    and one day, you will see what I have seen Akira can do to your opponents.  
    But that only comes after many visits to your local arcade.)
     
    ------------------------------
    +============================+
    |      Part I: The moves     |
    +============================+
    ------------------------------
    Contents:
    1)Move list
    2)Move analysis
         a)Basic moves
         b)Special moves
         c)Throws
         d)Break stances
         e)Reversals
    3)Multiple attacks
    4)Rising attacks
     
    +============+
    |1) MOVE LIST|
    +============+
     
    Complete list of Akira's moves, including the Japanese names for the 
    techniques. It shows the motion, hit level, and damage.  The damage is given 
    in life bar points which differs on the level setting, and for vs. play.  It 
    is NOT the percentage of the life bar, but an actual numerical value.  It is 
    also standardized to Wolf's Giant Swing (twirl 'n' hirl) being 100 points.  
    Refer to Part IV: Damage section for more detail.
     
    G,P,K refer to the Guard, Punch, Kick buttons respectively.  
    f,b,u,d refer to forward,back,up,down, respectively.
    F,B,U,D refer to holding the joystick in that position.  
    H refers to attacks that hit standing non-defenders.
    M refers to attacks that hit crouching opponents.
    L refers to attacks that hit standing opponents.
     
    Move                                  Motion         Hit   Dmg    Note
    ====                                  ======         ===   ===    ====
    Basic moves
    -----------
    Jab (Chusui)                          P              H     10    P,K,A
    Low jab (Hosui)                       d+P            L     10    A
    High kick (Shotai)                    K              H     30    P,A
    Low kick (Yosentai)                   d+K            L     10    A
    Side kick (Sokutai)                   d/f+K          M     23    P,W,A
     
    Small jump moves (tap up or u/f or u/b)
    ---------------------------------------
    Hopping punch I (Rakuhososui)         +P             M     30
    Hopping punch II (Rakuhosui)          P(asc)         M     30
    Hopping kick I (Choshitai)            K(asc)         M     30
    Hopping kick II (Shitai)              K(desc)        M     20      P
     
    Large jump moves (hold up or u/f or u/b)
    ----------------------------------------
    Jumping Hammer (Rakugekisosui)        f+P(asc)       M     30
    Take off kick (Tokyaku)               +K             M     30
    Jumping drop kick (Hidantai)          f+K(asc)       M     40
    In air kick (Rakuhosui)               K(asc)         M     30
    Landing kick (Fujintai)               K(desc)        M     30
    Back drop kick (Humontokai)           b+K(asc)       M     40
     
    Turning around moves (opponent behind you)
    ------------------------------------------
    Turning punch (Kenhaisui)             P              H     12    P,K,A
    Turning overhead hook (Hairakuheki)   d+P            M     14
    Turning punch(crouching)(Kenhaisui)   D+P            H     12
    Turning high kick (Haitai)            K              H     30    P,A
    Turning knee bash (Hashitsutai)       d+K            L     10    A
    Turning low sweep (Chisentai)         D+K            L     30    A
     
    Pounce (opponent down)
    ----------------------
    Jumping stomach punch (Gekihosui)     u+P                  20
    Ground punch (Sokaho)                 d/f+P                12
     
    Special Moves
    -------------
    Dounble punch (Hachimonkaida)         P,P            H,M   10,12 P,K
    Punch-kick (Kansuitai)                P,K            H     10,30 P,A
    Elbow strike (Johochochu)             f+P            M     19    P,A
    Knee kick (Doppochoshitsu)            K+G(tap G)     M     30    +
    Jumping kick (Migitankyaku)           f,f+K          M     30
    Jumping double kick (Renkantai)       f,f+K,K        M     30,30
    Dashing elbow (Rimonchochu)           f,f+P          M   20-40 P,A,@,#
    Super dashing elbow (Yakuhochochu)    f,f,f+P        M   20-40 P,A,@,#
    Single palm (Mokokohasan)             crouch,f+P     M 20-65 P,K,A,@,#
    Body check (Tetsuzanko)               b,f,f+P+K      M     20-80 !,*,@
    Uppercut (Yoho)                       d/f,d/f+P      M     50
    Double palm (Byakososhoda)            crouch,b,f+P   M     30-70 !,@
     
    Throws
    ------
    Reaping throw and punches (Toshinsotai) P+D           H     40
    Head butt (Shin'iha)or pull-in push-out b/d,f+P       H     60
    Reverse body check (Yoshisensrin)      b,d/f+P+K      H     35
    Close in ram (Daidenhosui)             f,b,f+P+K      H     60
    Stun palm (Boken)                      P+K+G          H     15
    Stun palm combo (Hogekiunshinsokosho)  P+K+G then b,d/f+P+K then d(or
                                           d/b or d/f), b(or f)+P
                                                          H     15,40,50
                                                             (total 105)
     
    Break stances
    -------------
    Break guard (Kaiko)                    f+P+G          H
    Trip I (Honko)                         b+P+G          H
    Trip II (Gekihohonko)                  d+P+G          H
    Surprise exchange (Shimporiko)         b/d+P+G        H
    Stumbling trip (Jumpohonko)            b,d+P+G        H     10
     
    Reversals
    --------
    High reversal                          tap G,b+P      H     50
    Mid reversal                           tap G,b/d+P    M     50
    Low reversal                           tap G,d+P      L     50
     
    Notes
    -----
    P=Pai can reverse it (either high section punch/kick, or elbows)
    W=Wolf can reverse the side kick
    K=Kage can reverse the punch
    A=Akira can reverse it, high/mid/low
    @=Damage depends on the distance between you and the opponent.
    #=Opponent is knock down if it hits while standing, and staggers them if they 
    are crouching, defending or non-defending.
    !=If it hits, the opponent will always go down.
    +=the way to do this is very tricky.  You tap both K+G simultaneously, but 
    you must release the G immediately (it's actually 1 frame time worth. More on 
    this later).
     
    +================+
    |2) Move analysis|
    +================+
     
         Here I will go into more detail on how each moves can be used.  It may 
    seem like there's too much detail, but this was necessary to truly describe 
    this character.
     
    a) Basic moves
    ==============
     
         This includes the simple jab to the pounce attacks listed above. I will 
    only go into detail for some of the techniques.  Note also that mastering 
    these basic techniques is really the difference between the good and the best 
    players.  Just like in chess, anyone can learn how the pieces move (i.e. 
    execute the basic techniques), but it takes a lot of practice to know how 
    they work to defeat your opponent.
     
    Low punch (d+P)
    --------- 
         Very quick and useful technique to bring the attacker to crouch.  Also, 
    this is something that needs to be emphasized.  Many people use the low punch 
    in order to avoid a throw, and keep the opponent away, and set up for an 
    attack.  A good reason for why this is a good method of avoiding a throw is 
    because of this--when you simply crouch, without punching, it takes 20 frames 
    (remember, VF2 is 60 frames per second) to achieve it.  In this case, the 
    first 10 frames is still considered to be standing, while the second 10 
    frames is considered to be crouching.  So there is that 1/6 of a second when 
    the opponent can still grab you.  However, when you crouch with a punch, you 
    immediately go into a crouch.  This may not seem like a big deal, but when an 
    opponent hits you with something and goes for a throw, that extra 10 frames 
    makes a difference.  Also, the low punch can be connected to the single and 
    double palm.  
         In addition, a low punch can be doubled as a low reversal just by 
    tapping the guard button before hand.  This becomes effective in many 
    occasions when the opponent is doing a low attack to avoid a throw.  More on 
    this strategy in the reversal section.
         On a side note, in VF1, using the low punch against an opponent with 
    their backs against you, allowed you to combo into a throw.  However, this is 
    no longer the case with VF2.  It doesn't matter anyway for Akira because he 
    has no back throw.
     
    Side kick (d/f+K)
    ---------
         Another wonderful technique that must be used effectively.  When it hits 
    a croucher, they will always stagger, allowing you to nail them with a 
    dashing elbow.  In addition, a punch-kick will nail them too (Much more on 
    this punch-kick in it's section--You MUST read that section).  It's always 
    good to remember this because a staggered opponent is vulnerable to these 
    attack all the time.  
         What's more wonderful about this side kick is that it cannot be 
    countered (Not Akira, Pai, Wolf's 'counter'[I call them 'reversals' to avoid 
    confusion] but a counter attack....  That's confusing, I know.  Read the 
    "Counter" section--another MUST read.)  This means that if the side kick is 
    blocked (it has to hit, not miss completely, which is simply a miss), they 
    can only try a low attack or rush in for a throw.  But the throw is much 
    harder, and besides, you have plenty of time to do a throw yourself.  What's 
    good about these techniques that cannot be countered is that most people will 
    try to counter attack anyway, which you can easily block just by keeping the 
    hand on the guard button.
     
    Hopping attacks ( refer to the move list for stick motion)
    ---------------
         Although not that useful it itself, these techniques need to be 
    remembered as well.  A very good, and obvious, way to use them is to jump 
    over a low attack, but probably most people won't try it because of it's slow 
    jumping motion.  However, if they are blocked, it has a quick recovery that 
    cannot be countered.  I good way to use them, however, are when the opponents 
    are facing away from you.  Most people use a low attack when you rush in to 
    nail them, notably Sarah and Jacky.  When you rush in, do these attacks, and 
    you'll be surprised at how well they work.  After a few of these, they won't 
    try those sweeps... maybe.
     
    Large jumping moves ( refer to the move list for stick motion )
    -------------------
         I realize most advanced players don't use these, but don't look too 
    lightly at these moves.  They give good damage, and it's good to use these 
    when someone rushes into you. They have tremendous range, and use it when you 
    block your opponents jumping attack and they are airborne.  Quickly run 
    underneath and do a takeoff kick when they start to descend.  Just like how 
    the computer opponents do it.  Works nicely, and they won't try I it 
    themselves too often.  This is good because Akira doesn't really have good 
    attacks that hit safely, like the kickflip. 
         However, there is another way to use this technique with surprising 
    effectiveness.  It is against Kage players who like to step back and try to 
    confuse you with the f,f+K+G, and the f,f+P+K+G moves.  When you see them 
    step back, and you hear them tap the joystick twice (or if you see them 
    starting the motion), just do a takeoff kick.  You'll be surprised how well 
    it works, and how long the range for this kick is.  It works beautifully, and 
    the Kage player will not try these cheap tricks on you anymore.
         In addition, it can be used to follow up some of the break stance moves, 
    which will be explained later.
     
    Turning attacks ( refer to the move list for stick motion )
    ---------------
         The turning overhead hook is the probably one of the best moves since it 
    is a mid level attack and it comes out fast.  Also, it cannot be caught by a 
    reversal.  Other than that, the turning low sweep is another one of the very 
    few sweeps Akira has.  Its got long reach and does good damage.  But it can 
    be reversed by Akira's low counter, so beware.
     
    Pounce (U+P and d/f+P)
    ------
         His pounce has been a major irritation for many since its not that 
    effective, and very slow (remember those VF1 days?)  Much better in VF2, but 
    many times, he strikes right in between the legs, which does not hit. 
    Basically, you can either use the ground punch or the pounce, and use the 
    pounce only when you're sure it's going to connect.  This will save you from 
    unnecessarily giving an opening to your opponent.  After awhile, you will get 
    a sense of how much damage the opponent needs to take in order for them to 
    stay on the ground long enough for your pounce to hit.  One thing to 
    remember, however, is that if you miss either of these, the ground punch 
    actually has more opening for your opponent to counter.  So be careful and 
    don't get too greedy.
         But if you want to play safe, just don't pounce at all.  This is 
    especially true if the opponent knows how to effectively execute a rising 
    attack and nail you when you miss.
     
    b) Special moves
    ================
     
         Here's the special moves.  Of these, please make sure you read the 
    punch-kick and the dashing elbow, for these are two of the more crucial 
    techniques for him (the punch-kick is actually crucial for all the 
    characters).
     
    Double punch (P,P)
    ------------
         A basic one-two punch.  The first is a jab, and the second is a stomach 
    punch. He will switch his feet position after this move.
         A very basic move, yet surprisingly effective.  Why? Because the second 
    punch is a mid-level attack.  Wolf, Jeffry, and Shun can do a mid-level 
    attack on their third punch, but only Akira can do it on the second, making 
    it quite useful.  Akira's first punch has tremendous reach and the second 
    body punch catches quite a lot of crouchers.
         Use it occasionally, but mostly stick to using only the jab.  When they 
    start worrying about throws and crouch (but not long enough for you to do a 
    dashing elbow) this double punch works nicely.  There are quite a few ways to 
    use this effectively, but its up to you to decide. 
         This, incidentally, can be used repeatedly to beat CPU Jeffry and Wolf. 
     
     
    Punch-kick (P,K)
    ----------
         The basic punch and rear leg roundhouse kick combo.  
         One of the most crucial techniques one MUST learn is this (this goes for 
    all the characters).  The biggest strength is in using this as a counter 
    (refer to counter section).  For most attacks you block (high attacks for 
    this example), a simple punch-kick will knock them down.  The damage is very 
    high, and you can get a pounce in many times.  But the ground punch after a 
    dash forward is the safest to do.  Now, whenever you stagger an opponent, the 
    punch-kick will connect all the time.  So if you hit a dashing elbow to a 
    crouching defender, this will make it an instant 3-hit combo, plus a pounce 
    or a ground punch. The same thing if you stagger them with a side kick.  
    Also, after a break guard (for+P+G), although the P,K buttons must be entered 
    before the move is over, or else its too late. This last one will always 
    connect EXCEPT FOR SARAH.  
         So don't think this is a silly technique.  Use it!  In addition, holding 
    the joystick forward BEFORE you do a punch will allow you to punch much 
    further.  Try it sometime and you will see.  Using this, the double punch and 
    the punch-kick will go in "deeper", making your attack more effective.  To 
    use it as a counter, while you are blocking a side kick, for example, keep 
    your joystick forward and when you release the guard, keep holding forward 
    and do the punch-kick.  Also, after floating the opponent with a dashing 
    elbow, this will connect some of the time against light opponents.  It takes 
    getting used to, but once you remember to use it, you'll be glad you took 
    your time to use this not-so-spectacular technique.
     
    Elbow strike (f+P)
    ------------
         A good technique, but one thing to remember is that when your feet 
    position is in open stance (read this on the "Stances" section), this will 
    actually miss a crouching opponent.  Kind of sucks, but if you like using 
    this, use the dashing elbow instead.
    Knee kick (K+G, release G immediately)
    ---------
         This is a knee strike (f+K) just like Jacky, Sarah, Wolf and Jeffry.  
    The feet position will change after this move.
         You may be wondering what the heck this is.  You're right.  It is 
    difficult to execute.  The G button has to be tapped for only 1 frame worth. 
     That's 1/60 of a second.  I get this to work like this: tap G+K using your 
    index finger and ring finger, respectively, but sort of 'scrape' the guard 
    button with your index finger.  Kind of like a flick.  Keep holding the kick 
    button.  You need to get used to it, but it actually works well with this 
    method. If after trying this you still can't do it, just forget it.  It's not 
    going to affect your game play too much.  If, however, you manage to perfect 
    this move, you can combo it with a body check or a dashing elbow/palm if the 
    opponent floats. But the best follow up is a double jumping kick.  The 
    opponent will cry out you are cheating.  It takes off a lot of energy, and 
    better than the body check.  Even another knee kick will connect, followed by 
    a body check or dashing elbow/palm, but don't do it unless you are sure of 
    the knee kick and only against light opponents (i.e. Pai).  
         A good way to use it is to come in as if to throw, get the opponent to 
    crouch or do a low punch, and throw the knee.  Or dash forward and knee.  
    (Also you can hold the guard button for the first forward, and release the 
    guard, and do f+K+G, release G.  Gets complicated but it's not that bad). 
         One more thing, Akira's knee kick comes out faster than any other 
    character's knee kick, but the recovery is the pretty much the same as the 
    Bryants'. Something to note because once you master the motion, it's 
    definitely a move to use to be considered a good Akira player.
     
    Jumping kick, double kick (f,f+K [,K])
    -------------------------
         Akira does a rear leg jumping roundhouse, and follows up with the lead 
    leg for the double kick.  The single kick will change his feet position.
         Not as useful as you may think it is because of its long recovery time. 
     However, there are several sure ways to use it.  And it's NOT after the 
    break stances (the various P+G moves).  After these break stances, it does 
    not connect too easily unless you opponent tries to do anything but guard.  
    It's not even that effective after a surprise exchange because experienced 
    players will just dash forward and get away completely (I know a Shun player 
    who does a u/f+P move to spin forward quickly).
         One way to use it is after your opponent stumbles on their butt after a 
    dashing palm.  Run forward and double kick. Another way is when you hit an 
    opponent with a dashing elbow or a knee kick and it floats them, you can hit 
    them with a double kick.  Probably two of the most powerful combos.  However, 
    floating the opponent only occurs when you hit them while in the motion of an 
    attack.  But just remember to do it if it happens.  
         On using the single or the double kick, remember that the single kick 
    has a shorter recovery time, and will give less chance for the opponent to 
    counter.  This may be a better choice since you can continue to follow up on 
    the single kick, unlike the double kick.  Also, using a single kick after a 
    break stance move floats the opponent really high, allowing you to connect 
    with many things, but a body check is probably the best againsty heavy 
    opponents who fly almost straight upwards (the lighter opponents go a little 
    more forward, I think). Since using the single kick will give you the chance 
    to follow up, yet still maintain a decent guard if they block it, its up to 
    you make the decision of whether to go single or double.
         Another thing is to remember that you can enter the first forward motion 
    while still holding the guard button. So you can press forward, release the 
    guard, and do a f+K[,K], and get the jumping kick(s).  Good to do if you use 
    it as a counter because of the less time it takes to execute the technique.  
    Why?  Because you can enter the first motion while you are blocking the move. 
     This applies to the dashing elbow as well.
     
    Dashing elbow (f,f+P)
    -------------
         Akira does a rush and executes a upward elbow strike from a low 
    position.  
         This is probably the most feared technique Akira has, and also the 
    technique you'll use the most.  It is very quick and the recovery is fast 
    enough to not receive any counters.  The opponent will stagger if they are 
    crouching, and you can combo it with a punch-kick.  However, try also a 
    dashing elbow-dashing elbow, but this is not that safe if they are quick 
    characters (esp. Pai).  Another one is dashing elbow-body check.  If the 
    elbow knocks them down, the body check will hit a little bit some of the 
    time.  But it works best when the opponent blocks the elbow, and tries some 
    slow attack to try and counter your elbow.  See what they do early in the 
    match without following it up with anything and if they always try a slow 
    move, go for this, and they will be shocked at the fact that half of their 
    energy just disappeared.  They'll swear it was a glitch or something.  
         As mentioned in the previous section of the jumping kick, the first 
    forward motion can be entered while holding the guard, making it extremely 
    useful.  Since you can stand there with a guard, and immediately execute the 
    dashing elbow with only a f+P.  This can catch a lot of opponents coming in, 
    because they usually are aware of the elbow and won't crouch at close range 
    that easily.  So get them coming in a few times, and they will suddenly turn 
    defensive.  Then just go for the throw or continue with the elbow if they 
    crouch.  
         Anyway, more on dashing elbow in the strategy section.
     
    Super dashing elbow
    -------------------
         Just like the regular one, except he dashes first, and changes his feet 
    position.
         It's exactly the same as the previous, but the only difference is that 
    Akira steps forward much more.  In addition, he changes his feet position.  
    Works very well against players who like to stay away a bit knowing the 
    dangers of being too close.  This move will close that gap pretty quickly, 
    forcing them to fight a close distance match, as well as catching them off 
    guard.  
         In addition, just like the regular dashing elbow, you can enter the 
    first two forward motions while holding guard, and execute the long range 
    dashing elbow with a single f+P.  This is little harder to get people because 
    it's kind of obvious you're up to something, and besides, it's better for 
    opponents who are thinking they're out of range by staying a little further 
    away.  
         This also will be discussed more later in the strategy section.
     
    Dashing palm (crouch, f+P)
    ------------
         Akira steps low and winds the lead hand to execute a powerful palm 
    strike.  
         Another powerful technique, but don't overuse it.  And don't use it 
    thinking this is more useful than the dashing elbow.  It's because if they 
    block it, which they usually do because they see you low punching, they have 
    ample time to counter (i.e., punch-kick).  One thing to remember, though, is 
    that Wolf and Jeffry cannot counter, so mix it more in your repertoire 
    against them.  
         A good thing to remember, however, is that this moves takes off more 
    damage than the dashing elbow if you nail this to an opponent who is closer 
    to you.  As the move list noted, this move changes its damage according to 
    the distance between the two players (dashing elbow too), but this takes off 
    quite a bit more at its maximum.  In addition, it can be combined with a low 
    punch.  Note that the move list describes the motion as crouch, f+P.  This is 
    because you can do this from a crouching punch as well as from a simple 
    crouch.  
         This idea of using a low punch before hand brings up a very nice motion 
    which is to tap guard before hand, and double as a low reversal (see reversal 
    section for more detail).
         If this technique hits a non-defending croucher, they land on their 
    butt, giving you a free throw or a free hit.  Works wonder against such 
    techniques as Lion's low double kicks, and the Bryant's low kick (d+K+G: low 
    side kick).  As you get used to it, you will see that the opponent will land 
    on their butt as you are doing the technique, so get ready!  If you're ready 
    to do some serious damage, and also piss your opponent off, connect a 
    close-in ram.  Good RO possibilities too.
     
    Body check (b,f,f+P+K)
    ----------
         A move that basically represents the coolness of Akira.  He slides down 
    low to turn his body and slides into the opponents defense, and uses the area 
    in the back called the "ko" (the area from the shoulder to your back) to slam 
    into the opponent giving tremendous damage in close range.  The real name, 
    "Tetsuzanko" means "Tetsu"=metal/steel, "zan"=mountain, "ko"=back/shoulder 
    blade, therefore "back/shoulder blade made of steel mountain" would be an 
    appropriate translation.  This will be repeated in the translation section, 
    but I included in here because there has been some different translations and 
    I wanted to set it straight (yes, I read Japanese...my last name Suzuki 
    should be a hint...)
         This move must be mastered if you ever want to be a good Akira player.  
    The motion may seem complicated at first, but once you get used to it, it's 
    no problem. In addition, just like the dashing elbow and the jumping kicks, 
    the first two motion, i.e. the back and forward, can be entered while holding 
    guard, and execute the body check by a single f+P+K.  Also, you can combine a 
    b+P (just a jab) and two forward taps to execute it.  There are quite a few 
    moves that do this, and will explained later in more detail.  You can even 
    tap guard before the punch to double as a high reversal (see reversal section 
    for more detail on this).  
         The body check can be used as a counter, but try to master the motion 
    until you go crazy trying a body check counter.  You should be able to do it 
    without thinking what a long stick motion it is.  It should be almost 
    instantaneous, literally.  When you are able to do so, start working on how 
    to effectively get this move to hit as a counter.  THAT is really the key 
    because you can't use this move like a dashing elbow, obviously.  The biggest 
    task as an Akira player is to know when you can get this move to hit your 
    opponent.
         One note to make.  I think many of you may remember a strange phenomenon 
    with the body check.  That is if Akira does a body check no matter where, if 
    the opponent does a throw move, Akira will be thrown.  Very annoying because 
    many times the opponent doesn't even realize they nearly got nailed and saved 
    their own ass by this rather ridiculous phenomenon. 
    
    Uppercut (d/f,d/f+P)
    --------
         Akira steps low, and stands up violently with an uppercut.
         Kind of useless, actually.  One way I have been able to use it is to use 
    it once every 3 or 4 days.  Seriously.  Very slow and most opponents can jam 
    it with a low punch or just stay back and counter.  Unless, of course, you 
    are playing against a player who thinks Akira sucks and hasn't seen a good 
    Akira player.  For these people, make sure you nail them once with this (in 
    addition to the reversals and break stance moves that humiliate them--once I 
    was playing Akira.  Nobody was playing VF2 and I was enjoying the calmness, 
    when a guy walks in, looks at Akira, tells his friend he's going to show him 
    how good he his, and proceeds to play Lau.  The first round, I won using ONLY 
    reversals, and didn't take a single hit.  The second round I used most of the 
    break stance moves just to confuse him and beat him using body checks and the 
    reverse body check. The only thing I didn't get was the 3-hit super combo, 
    which will be described later.  The guy obviously left, claiming to his 
    friend that the joystick was broken.....  But I digress).  If you float them, 
    maybe this will connect, but if you have that much time to do this, do a body 
    check instead.
         Also, it can be used after the surprise exchange.  Explained in the 
    multiple attack section.
     
    Double palm (crouch,b,f+P)
    -----------
         He steps low, and starting the hands from the waist, he pushes 
    vigorously forward with both palms. 
         The difference with this and the single palm is that the crouching 
    defenders (and not just non-defenders like the single palm) are vulnerable as 
    well.  Also it does more damage.  The biggest use for this move probably is 
    to use it after the break stances, especially the surprise exchange and the 
    trip against experienced players.  
         The recovery is very slow, so try to connect (hit or blocked), and 
    definitely don't just hit thin airs since it leaves you pretty open.  Also, 
    this move can be started out by doing a low punch, just like in the single 
    palm, as well as tapping the guard button before hand to double as a 
    reversal.  Another thing is that Pai, Kage, and even Akira cannot grab this 
    attack, which incidentally is because it is a double handed technique.
     
    c) Throws
    =========
     
    Reaping throw and punches (P+G)
    -------------------------
         This is Akira's regular P+G throw. He grabs the opponents arm, and trips 
    the opponent using a technique called "kosoto gari", or 'minor outer reaping 
    throw'.  Then follows up with three punches to the stomach.
         The throw for Akira, although difficult to execute at first, becomes 
    deadly once you master the motions.  This simple P+G is a good one to master 
    (I mean by how to use it), because it requires very little effort and will 
    override the opponents throw if he/she tries a command throw (i.e. back+P+G) 
    if done simultaneously.  However, this move can be escaped as with all the 
    P+G throws, so beware of the experienced players who expect a throw coming. 
    In these cases, stick to the other throws Akira possess.
         One frustration with this throw is that he jumps back very far from the 
    opponent.  If your back is against the edge of the ring, don't use it.  
    Nothing more frustrating than doing RO, when you have full life bar and the 
    opponent is nearly dead.  Just remember to do a surprise exchange or another 
    break stance throws.
     
    Head butt (a.k.a. pull-in push-out) (b/d,f+P)
    --------------------------------
         Akira grabs the opponent's wrist, pulls him/her in, and executes a head 
    butt, sending the opponent flying.  
         Akira players are quite happy with this throw becoming very easy to 
    execute compared to VF1, where it was really difficult.  It does more damage 
    than the regular P+G, but honestly, if you have the chance to do this throw, 
    you should be going for the reverse body check or the surprise exchange, or 
    even the close in ram.  It's very cool, however, to finish the fight with 
    this.
         If you still think this is a better throw, by all means use it.  There's 
    nothing wrong with using it.  For those that do use it, here's a good way to 
    use it.  Execute to motion close to the opponent.  If the opponent is 
    standing, you get the throw.  If the opponent is crouching you get an elbow 
    which will stagger the opponent.  Follow up with a punch-kick or something. 
    Pretty cool huh?  But there is a draw back.  First you have to be really 
    close.  Second, if you're open stance (refer to the stances section), the 
    elbow will miss. Therefore not that reliable since a missed elbow is not 
    good.
     
    Reverse body check (b,d/f+P+K)
    ------------------
         Akira pulls the opponent towards him, and slides behind the opponent.  
    Once behind, he slams his back against his opponents back, staggering the 
    opponent.  
         One of Akira's coolest throws, which requires quite a bit of practice to 
    use consistently and effectively.  The best times to use it is when the 
    opponent misses an attack (well darn, that's true for ANY throw).  But a side 
    kick after the move will combo, making it practically the most powerful throw 
    he's got.  And if the side kick just stumbles or floats the opponent high in 
    the air, connect with a super dashing elbow (enter it while the side kick is 
    being executed).  Or just simply another side kick.  Very powerful, and makes 
    your opponent wary of the throws.  
     
    Close in ram (f,b,f+P+K)
    ------------
         Akira grabs the opponents arm, and slides under him while pulling on the 
    arm.  He firsts slams the shoulder into the groin area (ouch, that hurts) and 
    violently stands up to send him flying in the air.  
         One of Akira's new throws which does very nice damage.  However, it has 
    an awkward joystick motion that needs plenty of practice to incorporate in 
    your repertoire.  The only time you should always try to nail this is after 
    the dashing palm hits a crouching non-defender, sending the opponent on their 
    butt.  Dash forward immediately and execute this throw.  Good RO 
    possibilities and pisses the opponent of big time if it does.
     
    Stun palm (P+K+G)
    ---------
         Akira rushes in, extends both arms straight outwards and strikes the 
    body of the opponent with the palm of one hand.  
         This throw in itself doesn't do much damage at all, and very difficult 
    to connect another move after it if the opponent knows to stay still and 
    press the guard button.  However, this move is the beginning motion of a the 
    famous 3-hit combo that Akira possesses.  As of now, this is the only real 
    way you can use this move. The 3-hit combo will be described later.
         So use this move if your opponent has very little life left, so that it 
    knocks them down with this move.  You can then watch the replay in slow 
    motion to see how Akira extends both arm outwards.  Kind of neat, but if 
    you're not going for the 3-hit combo, just stick to the other throws.
     
    d) Break stances
    ================
     
         The break stances have received some bad comments on the net.  Probably 
    because you can't really connect anything reliably after the moves....well, 
    that's not true.  Read on.
     
    Break guard (f+P+G)
    -----------
         Akira rushes in low and strikes the opponent's arms upwards into the 
    air, causing the opponent to be open to attacks for a short period of time.
         Probably the easiest and most useful(and effective) break stance he's 
    got.  IMO, it's better than the surprise exchange against experienced 
    players.  After you do the move, the punch-kick will combo.  The dashing 
    elbow will NOT be a combo, but will hit depending on the opponent.  So just 
    forget about the elbow and stick to the punch-kick which always hit.  
    However, it won't hit Sarah.  I know, it sucks.  But against Sarah, if you do 
    this, she can dodge the kick and kill you, so just remember--don't do it 
    against Sarah players.  Do a different break stance all together.  That, 
    however, doesn't make this move any more inferior.
         Now, the trick in doing the punch-kick afterwards is to enter it while 
    the break guard is still being shown.  If not, the punch-kick will not combo, 
    and will only hit against opponents who are confused as to what the hell is 
    going on.  For all the break stance moves, the commands can be entered while 
    the graphics is still showing, and that move will come out immediately after 
    the break stance is over.  This becomes the difference between connecting the 
    move or not, since it comes down to a difference of a few frames.  
         A good follow up that catches your opponent off guard is to follow up 
    with another throw.  It works against opponents who are used to the break 
    stances, and keep holding the guard button, knowing the dangers of trying to 
    counter.  After the break guard, a quick dash forward and a P+G will do.  
    However, you can go crazy and basically do any throw you wish as long as your 
    opponent is caught off guard.  Just don't do it repeatedly, or else you'll 
    pay for being too greedy.  
         In addition, since the break stances are a P+G move, they allow you to 
    escape the opponents' P+G throw, which is VERY useful.  
     
    Trip I (b+P+G)
    ------
         Akira grabs the opponent's arm, and goes for a minor outer reaping throw 
    (as in the regular P+G) but doesn't follow up on it allows the opponent to 
    just trip backwards flailing helplessly for a second.
         Many of us have done this and thought the opponent just escaped the 
    throw.  This move gives you quite a bit of time to follow up, although 
    probably the most consistent might be the dashing palms (single or double).  
    A dashing elbow and body check works also, as well as a takeoff kick (hold 
    joystick forward, not straight up--u/f+K).  A single kick or a double kick is 
    good too but can get blocked very easily.  If the single connects, a body 
    check or any thing else you wish can connect.  This is because after trip 
    move, the single kick floats them especially high (the GamestMook descirbes 
    this as a sepcial case). The punch-kick is too far, and by the time the kick 
    comes out, the opponent is able to block it.
         Just as I mentioned before, you can enter the commands while the move is 
    being executed, so if you get used to it, take your time and enter the double 
    palm.  This, however is not a combo and can be blocked sometimes.  But it's 
    up to the player to decide how you to use this.  Again, just as in the break 
    guard, you can follow up with a throw, but do it only occasionally.  
     
    Trip II (d+P+G)
    -------
         Identical to the Trip I in motion, but the difference is that the 
    opponent freezes 1 frame less than Trip I (12 frames for Trip I, 11 frames 
    for Trip II).  This difference in 1 frame makes it nearly impossible to 
    connect with a body check, but the dashing palms or the dashing elbow will be 
    the safest bet, although it's not guaranteed to connect.
     
    Surprise exchange (d/b+P+G)
    -----------------
         Akira grabs the opponents wrist, and pulls him vigorously forward.  He 
    then swiftly steps out of the way, and ends up behind the opponent.
         At first, a move that probably freaks out the opponent.  If they try to 
    do a turning around move, they usually get nailed.  If they are experienced, 
    they will simply dash forward, giving them a good chance to avoid the 
    attacks.  The best way to follow up on this move (listed in order of most 
    useful, not most damaging), is with the 1)double palm, 2)body check, and the 
    3)double kick, all of them doing very nice damage.  However, if you're not 
    comfortable with them (i.e. too complicated, especially for double palm), go 
    for a simple dashing elbow or a sidekick.  The dashing elbow can be repeated, 
    and the side kick can be followed up with a dashing elbow. The punch-kick 
    will only connect the kick part, but it will miss completely if the opponent 
    crouches, and a lot of people do that to try a sweep when the surprise 
    exchange happens, so stick to the other moves.  (If you want some heavy 
    damage, however, try a dashing knee and a double kick--brutal! Or if you ever 
    pull this off, try a dashing knee, single kick, body check!  Anyone try 
    this?).
         A trick in getting the double palm is this.  When you press d/b+P+G, 
    just move your joystick in a half circle until you get to f, and then press 
    b+P.  The back+P is actually towards the opponent, but I think you understand 
    what I mean.  Don't bother trying to "charge" it by holding it down.  Doing 
    the motion as above works quite well.    
         In addition, if you press b/d+P right after the b/d+P+G to execute it, 
    you get the uppercut.  Good damage, but you can do better with the other 
    attacks, so it's up to you on how to follow it up.  The best method is 
    probably what works best for you.  At first, the double kick will be good.  
    If you're more experienced, go for the double palm or the body check.
     
    Stumbling trip (b,d+P+G)
    --------------
         Akira steps to the side of the opponent, hits the back of the opponent 
    with both hands while kicking out the front leg of the opponent.  The 
    opponent falls straight on their face and stumbles up confused.  Also gives 
    some damage unlike other break stance moves.
         A difficult motion to execute, but if done, you have at least half a 
    second to follow up.  Seems like the dashing elbow/palm moves hit the best.  
     However, this move is hard to get out properly and its much easier to do the 
    other throws (i.e. reverse body check) compared to this, that its probably 
    not a move that you want to try to use that often.  But if you do get it, 
    follow up with a dashing elbow/palm.  Or dash forward and body check. This 
    move usually ends up coming out as the Trip I,II, so be ready to follow up 
    regardless.
     
    e) Reversals
    ============
     
         This is the move that is commonly referred to as Akira's counter.  At 
    first, it seems like an impossible task to use them, but once you master the 
    motions, you'll be surprised at its effectiveness. It's crucial to study what 
    moves you can reverse, and what moves you cannot.  Timing is very important 
    as well.  But if done properly, these reversals become deadly.  So master 
    them and make Akira scary.
         On using them, the guard button must be tapped, then the appropriate 
    direction plus the punch button has to be entered.  The time between pressing 
    the guard button and the punch button is short (20 frames maximum--i.e. 1/3 
    sec), so get in the habit of pressing the guard button right before a low 
    punch.  
         In addition, refer to the later section on the strategy of when to use 
    them and which moves Akira can reverse.
     
    High attack reversal (tap G, b+P)
    -------------------- 
         Against a right high punch: Akira blocks the punch and executes a 
    dashing elbow.(Gaimonchochu)
         Against a left high punch: Akira blocks the punch and does an 
    uppercut.(Yoho)
         Against a high kick:  Akira blocks the kick and does an elbow.  Similar 
    to the stun palm, but his hitting arm is bent into an elbow 
    strike.(Tanyokucho)
         The high reversal is probably the easiest to learn in the beginning, 
    since the opponent usually is coming in towards you, and it becomes a matter 
    of timing.  But against good players, not easy at all.  Works well against 
    opponents who come in with punches, as well as against Wolf and Jeffry's 
    uppercuts.  The key with any reversals is to anticipate the move. Easier said 
    than done, however, many opponents have many moves they mix up constantly.  
    Don't stress if you can't get them out.  Just keep working on it and one day 
    they'll become part of your arsenal.
         The moves you should be anticipating are the pppk type moves, especially 
    after your dashing elbow or a side kick, and the uppercuts by Wolf and 
    Jeffry.  If your opponent comes in with a flurry of jabs, it shouldn't be 
    too hard. When you catch Jacky's beatknuckle, which is not too hard since
     many people over use it, you'll feel like a million bucks, so keep 
    working on it!
     
    Mid attack reversal (tap G, b/d+P)
    -------------------
         Against a mid level kick, closed stance: Akira blocks the kick, spins 
    around outward and executes an elbow to the body.(Haihorichu)
         Against a mid level kick, open stance: Akira blocks the kick, and 
    smashes into the opponent with the shoulder.(Johoshoko)
         Against an elbow strike: Akira steps into the elbow, blocks (grabs?) the 
    arm to open up the body, and executes a dashing elbow.(Gaimonchochu)
         The mid level reversals are probably the most difficult. The side kicks 
    are hard to time, and the elbow reversal is a matter of anticipating a 
    situation well (i.e. the Bryant's elbow-knee/heel kick).  However, many 
    players will go for a side kick against a croucher so keep that in mind and 
    try to read the opponent's game plan by looking at how they react against you 
    crouching.  
     
    Low attack reversal (tap G, d+P)
    -------------------
         Against a low punch: Akira grabs the punch, and pulls the opponents 
    forward, then swings his arm straight up and brings to hammerfist straight 
    back down onto the opponents back.(Honshintanda)
         Against a low kick: Akira blocks the kick, and rushes in with a dashing 
    double palm.(Sohakushu)
         The low reversals are the easiest and the most useful.  Its because many 
    players will low punch or kick to avoid a throw, or to counter a blocked 
    attack, especially the dashing elbow.  Some moves you see coming such as 
    Lions double low kick.  However, other than the low punch and low kick, you 
    can't reverse many of the ones you would like to (i.e. Lau and Pai's spinning 
    low sweep).
         After dashing in with an elbow, or dashing in for a throw, the opponent 
    will crouch punch or kick to avoid you.  Tap G and low punch.  You'll be 
    surprised at how many low punches you catch.  If they stand up, throw.  If 
    they crouch, dashing elbow.  Probably the latter case is the more common.
     
    +===================+
    |3) Multiple attacks|
    +===================+
     
         This section summarizes some of Akira's combos and attacks that can be 
    done consecutively depending on the opponents.  Obviously lighter characters 
    float better allowing for more variety and opportunity of combos.  In 
    addition, hitting the opponent while they are in the process of executing an 
    attack floats them higher.
     
    Summary
    =======
    If opponent staggers or floats after the dashing elbow (f,f+P):
         Punch kick                   P,K
         Dashing elbow                f,f+P
         Body check                   b,f,f+P+K
         Double kick                  f,f+K,K
     
    If opponent staggers or floats after the side kick(d/f+K):
         Punch-kick                   P,K
         Dashing elbow                f,f+P
     
    If opponent floats after a knee kick(K+G, release G):
         Dashing elbow                f,f+P
         Body check                   b,f,f+P+K
         Double kick                  f,f+K,K 
         Knee, any of above           repeat knee, any of above
     
    If opponent lands on their butt after a dashing palm(crouch,f+P):
         Dashing palm                 dash, d,f+P
         Dashing elbow                dash, f,f+P
         Double kick                  dash, f,f+K,K
         Any throw                    dash, throw
         But try the Close in ram     dash, f,b,f+P+K for coolness points
     
    After the reverse body check(b,d/f+P+K)
         Side kick                    d/f+K (forward meaning towards your
                                      opponent)
         Side kick, dashing elbow     d/f+K, f,f+P
     
    After the break guard(f+P+G):
         Punch-kick                   P,K
         Dashing elbow                f,f+P
     
    After the Trip I,II(b+P+G or d+P+G) [Only selected follow ups]:
         Double palm                  D,b,f+P
         Body check                   b,f,f+P+K
         Takeoff kick(forward)        U/F+K
         Single kick, anything        f,f+K, anything(try body check)
     
    After the Surprise exchange(b/d+P+G):
         Any move, basically.
         Safest to do doublepalm      d,b,f+P (facing opponent)
     
    After the stumbling trip(b,d+P+G):
         Any dashing move and body check.
     
    Stun palm combo:
         Stun palm, reverse body check, double palm
         P+K+G, then b,d/f+P+K, then d(or d/f or d/b), f(or b)+P
     
    Dashing elbow, punch-kick 
    -------------------------
         If the dashing elbow hits a crouching defender, he/she will stagger, 
    allowing for a free punch-kick.  Making this a very important combo to 
    master. Make good use of the super dashing elbow for a long range attack. 
    Against light opponents, if the dashing elbow floats them,  the punch-kick 
    can still connect, which is better than another dashing elbow.
         The beauty of the dashing elbow is the if it is blocked, the opponent 
    cannot counter (read the counter section for more detail).  This makes the 
    dashing elbow pretty safe to do if you are in close range.  If the opponent 
    is used to this and knows they cannot counter, they will either step back or 
    attack low.  If they seem to attack low often, the low attack reversal comes 
    out like a charm.  More on this in the strategy section.
         By the way, the super dashing elbow can be substituted for the regular 
    one as well.
     
    Dashing elbow, dashing elbow
    ----------------------------
         Not a real safe one to do, but works quite well none the less.  Don't 
    use too often, and especially not against lighter opponents who can step back 
    quickly, or against Pai who can grab it.  It may be good if you want to piss 
    your opponent off by continuously repeating the elbows, but I don't recommend 
    it.  You'd never want anyone accusing Akira as cheap, now do we?
         However, better players will know that a simple punch, or a low punch,  
    will usually block this type of repeated dashing elbow.  So see how they 
    react, and use the appropriate reversals to discourage your opponent to try 
    countering this combination attack.
     
    Dashing elbow, body check
    -------------------------
         The two moves can be done immediately after the other, so master the 
    motion of the body check.  What's good about this is that the body check 
    comes out unexpectedly quick.  If the opponent is knocked down by the elbow, 
    the body check can still hit the floated opponent (their ankles! Well it does 
    some damage.).  
         The way to use this is to mix up the different follow ups.  This works 
    well if the opponent tries to counter your dashing elbow with some slow move. 
     Nails them in the middle of the motion and their life bar just disappeared. 
     
     
    Dashing elbow, jumping double kick
    ----------------------------------
         Works against light opponents and you catch in the middle of their 
    attack.  Enter the f,f+K,K immediately, and you should see your opponent fly. 
     Does tremendous damage--probably half the life bar. 
     
    Side kick, punch-kick
    ---------------------
         If the side kick hits a crouching defender, it will stagger them.  At 
    this point, a punch-kick will combo nicely, just like the dashing elbow, 
    punch-kick combo.  However, as I mentioned earlier, you need to keep the 
    joystick forward for the punch to gain some reach, making the combo connect 
    with more certainty.  What's nice about this, just like the dashing elbow, is 
    that a blocked side kick cannot be countered.  So don't be afraid to throw 
    that side kick, making sure it will hit or be blocked.
         Also, just like the dashing elbow, if it is blocked, the opponent 
    usually comes back with a low attack or backs off (that's if they know they 
    can't counter), making it easy to reverse.  If they come back with a 
    technique you can counter or reverse (especially a slow side kick such as 
    Wolf or Jeffry, or Jacky and Sarah's elbow knee/heel kick), they will be 
    confused why only your attacks hit and not his.
     
    Side kick, dashing elbow
    ------------------------
         If the side kick hits, this is just like the above, and you get an 
    instant combo with the dashing elbow.  The key is to enter the dashing elbow 
    while the side kick is still going, causing the dashing elbow to come out 
    immediately after the kick.  You'll probably end up getting the super dashing 
    elbow, but it's the same as long as you connect.
     
    Knee kick, dashing elbow/body check/knee kick/jumping double kick
    -----------------------------------------------------------------
         The knee kick is hard to master, but once you hit an opponent (if in the 
    middle of their attack) you can easily connect a body check.  If you're 
    feeling lucky, do two knee kicks in a row, and do the body check.  When you 
    connect it, it feels like you're cheating... But the body check doesn't go 
    deep enough to cause major damage. 
         The best follow up, however, is the jumping double kick.  Try it even if 
    you think its too late since it hits even an opponent that's floating at mid 
    section level.
     
    Dashing palm, dashing palm/elbow/doublekick/any throw
    -----------------------------------------------------
         If you hit a crouching non-defender with the palm, they stumble to the 
    floor.  Immediately follow up with the dashing palm, dashing elbow, double 
    kick, or any other throw after dashing forward.  The key with the stumbled 
    opponent is to dash forward immediately.  This combo will push the opponent 
    back quite far with an attack or the close in ram.
         As I mentioned in the dashing palm section, don't use the dashing palm 
    too much because it can be countered quite easily.  However, in certain 
    cases, it must be used.  These cases are: 1) Jacky and Sarah's low side kick. 
     If you block it, do a dashing palm and they will land on their butt.  Go for 
    the close in ram.  2) Lion's double low kick.  Same as above.
         The key is to see it coming.  Dash forward immediately and execute the 
    attack.  If you hesitate even a bit, its too late.
     
    Reverse body check, side kick
    -----------------------------
         This combo will always hit, so if you get the reverse body check to 
    work, put in the side kick no matter what.  You can also try to connect a 
    dashing elbow after this.  Someone mentioned of getting another low punch and 
    double palm in, but it will most likely connect only when the opponent tried 
    to turn around, causing them to float high.  Regardless, it won't hurt to 
    try.  The key is to remember the side kick.  The body check and the side kick 
    should be thought of as one move.  
         Also, after the first side kick, another side kick isn't bad either.
     
    Break guard, punch-kick
    -----------------------
         This has been described before, but I'll repeat emphasizing the 
    usefulness of this.  Use this instead of the regular P+G to prevent the 
    opponent escaping, and press P,K even while the graphics of the move is 
    showing.  If fighting against Sarah, however, don't use this since it will 
    not work against good players.  Use another throw all together.
         If you want, the dashing elbow will most likely hit, but the punch-kick 
    is more damaging, so why bother.  
     
    Trip, dashing elbow/dashing palm(s)/takeoff kick/body check
    -----------------------------------------------------------
         After executing the trip, even while the graphics is showing, enter the 
    dashing palm (single or double), but the double palm is probably the most 
    consistent.  The dashing elbow and takeoff kick are pretty good, and the body 
    check too.  But these aren't as consistent, and the body check doesn't do as 
    much damage as you would like.  The punch kick won't connect because the 
    opponent is too far away.
         The thing to remember is to enter the dashing palm during the graphics 
    is being shown.  Take your time and it will come out nicely.  If you meant to 
    do a surprise exchange and you get this (which happens quite often in the 
    heat of a battle), and you didn't enter the dashing palm, do a dashing elbow 
    or a takeoff kick.  
     
    Surprise exchange, body check/double kick
    --------------------------------------------------
         After the surprise exchange, a body check and the double kick are 
    probably
    the easiest and good against players who don't know or didn't dash forward to 
    escape the attacks.  This move incidentally is used to beat the CPU quite 
    easily.
         The bottom line is, however, that you can follow up with close to 
    anything you want.  Not that they all have the same effectiveness, but you'll 
    probably hit them with anything you try (not everything, of course).  Try a 
    dashing palm.  Try a side kick-dashing elbow.  Try a dashing elbow-dashing 
    elbow.  Try a dashing knee with a double kick or a body check.  Try whatever 
    you wish!  But the body check and the double kicks are more safe to do and 
    consistent.  
         One thing I noticed is that sometimes after the surprise exchange, the 
    screen decides to switch.  This means that you started out on the left side, 
    did a surprise exchange, and ended up on the left side again!  Becomes 
    confusing to enter the commands, but not to worry, as long as you entered the 
    commands RIGHT AWAY, it will work. So doing the double kick (f,f+K,K) towards 
    your opponent, but if the screen switches, just do it towards where they 
    should be if the screen didn't change. (??) In other words, don't worry.
     
    Surprise exchange, double palm/super dashing elbow
    --------------------------------------------------
         If you are playing against an opponent who knows how to beat Akira 
    (including other Akira players), they often dash forward to avoid the 
    attacks.  In these cases, a double palm works nicely since it has a nice 
    reach, as well as the super dashing elbow. The latter does less damage, but 
    more easy to enter. Use these against more advanced players who don't freak 
    out and can react appropriately.
     
    Surprise exchange, uppercut
    ---------------------------
         A multiple attack that's actually nice.  The commands are mixed together 
    so that the two moves are done with one motion.  Tap the d/b twice pretty 
    rapidly (with the appropriate buttons, of course) to get the uppercut to come 
    out
         I am not sure yet whether the opponent can run away or not.  If they 
    can't, this may be better than the double palm since the command is so 
    simple.
     
    Stumbling trip, dashing elbow/dashing palm/body check
    -----------------------------------------------------
         Although many of you probably won't use this except by accident, just 
    follow up with a dashing technique (i.e. elbow, single/double palm), or dash 
    forward a bit and do a body check.  The trick is to wait a split second 
    before the techniques because the opponent takes some time to get up.  Not a 
    technique that's required to learn since it's tough to do and much better to 
    do something else such as the close-in ram or the reverse body check.  But 
    for the times when you just HAVE to humiliate your opponent, this is a 
    technique that will do that job.  Especially the part where the opponent 
    lands straight on their face with a loud thud.
    
    Surprise exchange, double palm/super dashing elbow
    --------------------------------------------------
         If you are playing against an opponent who knows how to beat Akira 
    (including other Akira players), they often dash forward to avoid the 
    attacks.  In these cases, a double palm works nicely since it has a nice 
    reach, as well as the super dashing elbow. The latter does less damage, but 
    more easy to enter. Use these against more advanced players who don't freak 
    out and can react appropriately.
     
    Surprise exchange, uppercut
    ---------------------------
         A multiple attack that's actually nice.  The commands are mixed together 
    so that the two moves are done with one motion.  Tap the d/b twice pretty 
    rapidly (with the appropriate buttons, of course) to get the uppercut to come 
    out
         However, the opponent has plenty of time to run away, so use it only 
    against
    players who tend to freak out with the surprise exchange.
    
    Stumbling trip, dashing elbow/dashing palm/body check
    -----------------------------------------------------
         Although many of you probably won't use this except by accident, just 
    follow up with a dashing technique (i.e. elbow, single/double palm), or dash 
    forward a bit and do a body check.  The trick is to wait a split second 
    before the techniques because the opponent takes some time to get up.  Not a 
    technique that's required to learn since it's tough to do and much better to 
    do something else such as the close-in ram or the reverse body check.  But 
    for the times when you just HAVE to humiliate your opponent, this is a 
    technique that will do that job.  Especially the part where the opponent 
    lands straight on their face with a loud thud.
     
    Stun palm, reverse body check, double palm 
    ------------------------------------------
         The notorious stun palm 'o doom, or whatever you please to call it.  A 
    damn difficult move to do, but getting it to work is like heaven.  The 
    opponent just stands there with there mouth wide open, as they watch at least 
    half their life bar disappear.
         First of all, although this is listed in the multiple attack section, 
    this is actually a single move (or a single move plus a special double palm). 
     You may notice that when you execute this, the reverse body check comes out 
    right after the stun palm hits (before he retracts his hands). Similarly, the 
    double palm comes out without any pause after the body check.
         The trick is to enter the commands precisely, which is the first thing 
    you need to work on if you ever want to get this to work.  Make sure the 
    reverse body check's move is at least consistent.  Now, when you press P+K+G, 
    you have to enter the reverse body check immediately.  The reverse body 
    check's commands are entered pretty much BEFORE the graphics of the stun palm 
    is shown (yes, you read that correctly).  Actually, the reverse body check 
    needs to be entered faster than the regular one (14 frames instead of 20).  
    And the maximum time between the stun palm and the reverse body check is only 
    14 frames.  Compared to the regular pppk moves (i.e. Sarah, Lau, etc.), the 
    pppk is SLOW (Sarah requires 19,21,26 frames respectively between the punches 
    and the last kick).  So if you thought you were entering it fast enough, go 
    try again.  Now, after the reverse body check is entered, you have 17 frames 
    to start entering the double palm. This move can be done by pressing any 
    'down' direction (i.e. d/b, d, d/f) and then pressing forwards or backwards, 
    hence the confusing notation.  And this must be done within 16 frames. Notice 
    that the maximum allowable time (frames) elapsed from the time you pressed 
    P+K+G is only 61 frames (14 frames to start the reverse body check, 14 frames 
    to complete the motion, 17 frames to start the double palm, 16 frames to 
    complete the motion).  Or basically one second for the whole thing to be 
    completed, but that's the maximum time allowed. In practice, it seems as 
    though you need to enter it in half a second :(  But basically, if you are 
    sure that the motion you are doing is correct, yet you are not getting it, it 
    is most definitely your lack of speed.  Do it as fast as you can, yet 
    maintaining the stick accuracy, and you'll get it.  Or at least you'll get 
    the reverse body check, but please try for all three,  especially because the 
    damage given by the double palm is a 50 points.
         A good way to practice this, I have found, is to practice on Dural.  The 
    time passes by slower during that stage, and so does the command entering.  
    You'll have plenty more time to enter the motion correctly.  So keep 
    practicing!
         As a final note, although you may be doing it at the right speed, 
    correct stick motion, yet still can't get it to come out consistently, I have 
    found that there is a subtle timing of hitting the buttons.  I don't know.  
    It's just that there seems to be a certain way to time the buttons even 
    within that short period of time.
         If you have mastered this, you will gain the respect of every player in 
    the VF world.  Good luck.
     
    +=================+
    |4) Rising attacks|
    +=================+
     
         You may be wondering, "A whole section for rising attacks?"  Well, yes. 
     They are an important part of this game.  Unlike VF1 where you had a limited 
    number of ways to get up (also turning around attack), VF2 has a multitude of 
    ways of getting up.  And knowing how to do these becomes crucial.
         When playing against good players (or watching them) you may notice they 
    don't execute much rising attacks, if at all. That's because it opens you up 
    to counters (however, rising attacks cannot be reversed--i.e. Pai cannot grab 
    your kick), and good players will make you pay for making that opening.  
         A good tactic may be to come in close when they are down, and tease them 
    to throw a rising attack.  If you know how to block them or dodge them 
    (better yet, make them hit thin air), you can, a lot of times, get a free 
    attack.  This brings me to stress the fact that you need to be familiar with 
    the different types of attacks by your opponents.  This is difficult because 
    in VF2, the rising attacks look deceiving and can be executed from many 
    different positions.
     
    Akira's rising attacks
    ----------------------
         First, a review of the rising attacks. There are four ways you can get 
    knocked down. They are as follows:
    1)Facing up, feet towards opponent.
    2)Facing up, head towards opponent.
    3)Facing down, feet towards opponent.
    4)Facing down, head towards opponent.
         In addition, when you are knocked down, there are four ways to get up. 
    They are as follows: 
    1)In place:  Tap the punch button repeatedly to get up faster. 
    2)Roll side ways: Tap the guard button repeatedly to get up faster.
    3)Roll backwards: Tap away from your opponent.
    4)Head spring: Tap up.
         For every rising attack, you can attack either mid level or low level.  
    Each rising attack has a damage of 20.
     
         The rising attacks will differ with the situations listed above.  Since 
    you have 3 ways to attack while getting up, and 4 ways of starting the 
    motion, and 2 levels of attack, you have 24 rising attacks to choose from!  
    Get to know them, and use them effectively.  The list will have the mid level 
    attack listed first, then the low level attack.  To get the different levels, 
    just press kick for mid level attacks, and hold down and kick for low level 
    attacks.
     
    Move
    ====
    In place, facing up, feet towards opponent
              Side kick (Zensentai)
              Sliding kick(Ochogeri)              *
         Facing up, head towards opponent
              Side kick (Haisentai)
              Long range sliding kick (Chisokyaku)*
         Facing down, feet towards opponent
              Side kick (Kosentai)
              Sliding kick (Kosokyaku)            *
         Facing down, head towards opponent
              Side kick (Koshoutai)
              Double footed kick into back spin   -
    Rolling, facing up, feet towards opponent
              Side kick (Kosentai)
              Low spinning kick (Katsumensotai)
         Facing up, head towards opponent
              Side kick (Haisentai)
              Low spinning kick (Katsumensotai)
         Facing down, feet towards opponent
              Side kick (Kosentai)
              Low spinning kick (Katsumensotai)
         Facing down, head towards opponent
              Side kick (Koshoutai)
              Low spinning kick (Katsumensotai)
    Backwards, facing up, feet towards opponent
              Low roundhouse kick (Katsumensentai)
              Low spinning kick (Katsumensotai)
         Facing up, head towards opponent
              Double high mule kick (Sokikyaku)   -
              Double low mule kick (Sokisokyaku)  -
         Facing down, feet towards opponent
              Double high mule kick (Sokikyaku)   -
              Double low mule kick (Sokisokyaku)  -
         Facing down, head towards opponent
              Low roundhouse kick (Katsumensentai)
              Low spinning kick (Katsumensotai) 
     
         Well, the list doesn't really describe what's effective.  So I'll pick 
    out the ones that are useful. The sliding kicks are very useful because of 
    its deceptive long range.  These are marked with an asterix(*).  And the side 
    kicks are all useful (see second next paragraph).  The ones you DON'T want to 
    use too often are the double mule kicks and the infamous double footed kick 
    into back spin.  They all have very short range and the mule kicks allow for 
    severe counters if you miss all together.  These are marked with a negative 
    sign(-). In addition, the low roundhouse kick and the low spinning kick all 
    have a motion that is easy to be anticipated by your opponent.  Don't use 
    them too often.
         Akira's low rising attacks, however, can be countered quite easily if 
    blocked.  The most notorious is Sarah's triple kick after blocking a low 
    rising attack.  So the best bet is to only use them once in a while, and 
    stick to getting up without an attack. This is true only for playing against 
    more advanced players since they are the ones who can exploit the weaknesses 
    of the different rising attacks (as well as know what to avoid). I know its 
    tempting to attack, but believe it or not, you are invincible while you are 
    getting up (NOT getting up with an attack, but getting up WITHOUT an attack). 
     Well....invincible to a degree.  Its just that there is so little room for 
    your opponent to counter.  Their attack will actually go through you if they 
    attempt one, but remember it is still possible to time the attack as you are 
    getting up (without an attack), but that's real tough.
         Akira's side kicks from rising is very unique from all other characters' 
    because he kicks straight out. What this means is that even if the character 
    tries to dodge the kick at the tip of your foot, it'll hit.  I'm sure you 
    have noticed that other characters have side kicks that go slightly upwards, 
    allowing the opponent to stay in closer without being hit.  If you see your 
    opponents doing this, nail them with the side kick.
         Also, there are times when you land off-line from your opponent.  This 
    means that you are not going to hit your opponent with you rising attack.  
    The classical example is after Jeffry's P+G throw (backflip), where you land 
    perpendicular to Jeffry.  In these and many other cases, don't try any rising 
    attacks because you'll be wide open for them to attack.
         There is actually one very good use for the headspring.  This is true 
    for all characters playing against Lau.  If you get knocked down fighting 
    against Lau, opponents will usually try for the double stomp.  When this 
    happens, just tap Punch repeatedly and hold up.  You will escape the second 
    stomp 95% of the time.  
         When your opponent is rising, don't get too greedy and aim for a free 
    shot, although be aware of it.  If they do a high spinning kick, just knock 
    them down with a dashing palm.  Same with a low spin. The trick is to stay 
    right out of range so that you don't block it.  Also, watch out for Wolf and 
    Kage's rolling attacks if they roll backwards.  Don't follow into it.  In 
    addition, Lion and Shun both have some weird rising attacks, so don't stay 
    too close if they know how to use them effectively. In addition, all rising 
    attacks cannot be reversed.
     
    ------------------------------------
    +==================================+
    |   Part II: Putting it together   |
    +==================================+
    ------------------------------------
    Contents:
    1)Stuff you need to know
         a)Escape from throws
         b)Crouching dash
         c)Stances 
         d)The use of the Guard button
         e)Counters
    2)Strategy
     
    +======================+
    |Stuff you need to know|
    +======================+
     
         In this section, I want to describe some of Akira and non-Akira specific 
    tricks of the VF2 operation you need to know in order to play even better.
     
    Escape from throws
    ------------------
         This is something you need to learn in order to be successful at this 
    game.  All it is to press P+G when your opponent grabs you.  But its too late 
    when you see the graphics being shown, so calmly admit that you've been 
    thrown.  Its actually within 10 frames of your opponent pressing the P+G.  
    (Note, it's back+P+G for Jeffry's body press).
         The way to effectively use this is to know when people go for a throw. 
    It is obvious at some times, such as when you block a knee kick.  At these 
    times, always enter P+G in case.  If they hadn't entered P+G, you'll get the 
    throw anyway.
         This makes Akira is very good at escaping throws since all of his break 
    stance moves are P+G, you are protected against another P+G throw, yet they 
    cannot escape yours.  
     
    Crouching dash 
    --------------
         As you all should know, you can dash forward by tapping forward twice, 
    and run if you hold the forward direction.  What advanced operation am I 
    going to tell you?  That's crouching dash.  You can actually dash forward or 
    backwards while still maintaining the crouch position (more like a 'hop').  
    Although you can't go as fast, it seems like you can go the same distance.  
    This is very useful to back off an attack while avoiding any high attacks.  
         However, the motion is kind of tricky.  You have to remain crouching and 
    tap forward (or backwards) twice.  Don't tap forward, but forward/down (or 
    back/down).  It will definitely take awhile to figure out, but learn it since 
    its useful.
     
    Stances
    -------
         A feature that most people, I'm sure, are confused or wondering what it 
    really means.  I'll describe it best I can.
         There are two stances.  1)Closed stance and 2)open stance.  The stances 
    are shown below.
     
                    Player A    Player B             Player A     Player B
    Feet positions:  X         X                     X                   X
                            X         X                     X     X
                    Closed Stance                   Open Stance
     
         Closed stance is the standard stance, and the open stance occurs when 
    you do a move (i.e. knee kick, double punch) it will change into open stance. 
     However, the open stance will switch back to closed stance if you walk a 
    bit, but the dash forward or backwards keeps the stance as it is (so you can 
    maintain your open stance).
         As you may notice, when you are in closed stance, you and your opponent 
    are closer together than you are in open stance, because your feet position 
    can overlap.  This is why the throws become difficult in open stance since 
    you need to be very close to your opponent to execute a throw (probably you 
    need to be in close as you can).  This is true for throws that require you to 
    press back at the end, causing you to go backwards a little bit.  This gives 
    Wolf and Jeffry an advantage because their throws have a slightly longer 
    range (1.5 meters instead of 1.4 meters).  In addition, some moves won't hit 
    in open stance such as Akira's elbow.
         This becomes important when you want to counter (refer to counter 
    section for more detail), since some counters will not hit unless you are in 
    either open or closed stance.
         It is a good thing to always keep the stances in mind.  If you want to 
    switch stances, dash back and use your double punch.
     
    Use of the guard button
    -----------------------
         There are some neat ways to use the guard button.  First, you can enter 
    a command while holding the guard button and execute the technique 
    immediately after releasing the guard with the last stick motion and the 
    buttons required.  The second way is to use the guard button to cancel your 
    attack, or a sequence of attack.
     
         1) I will list the moves that allow you to enter the commands while 
    holding guard.  The motion in the brackets are while holding the guard, and 
    the motion outside the brackets are after releasing the guard button. These 
    are:
         Dashing elbow:        (f),f+P
         Super dashing elbow:  (f,f),f+P
         Dashing palm:         (D),f+P
         Double palm:          (D,b),f+P
         Jumping kick(s):      (f),f+K[,K]
         Body check:           (b,f),f+P+K
         Dashing knee kick:    (f),f+K+G, release G
     
         Of these, the super dashing elbow is very useful since you can go quite 
    a distance.  Also, the body check can be executed immediately after you block 
    a technique, making it quite useful (in contrast to entering the whole 
    thing).
     
         2)A good way to use the guard button to cancel your technique is after a 
    kick.  Press the kick button, press the guard button to cancel, and go an 
    attack or a throw.  A little difficult, but the opponent will think you're 
    going to kick, so they will stand up against a side kick or a normal kick, 
    and maybe try to crouch against a high kick.  For the first case, dash in and 
    throw, and for the second case, do a dashing elbow.  
         Also, were there times when you wanted to do a ground punch after a dash 
    on a knocked down opponent, but got a dashing elbow or a normal elbow 
    instead?  In that case, tap the guard button, and do the ground punch.  This 
    works well when you don't have much time to hit the opponent.  So the motion 
    becomes: f,f,G,d/f+P.  You can do the ground punch real quickly.
         Another way to use the guard button is to achieve more sophisticated 
    distance control.  How?  Press the guard button in the middle of a dash.  You 
    get a shorter distance.  This allows for a more precise distance management, 
    and allows you to dash backwards just enough to escape a side kick, for 
    example.  If you did a normal dash you'd be way out of range, which is good, 
    but won't allow for you to go back in for an attack that well.   
     
    Counters
    --------
         This is where I describe what this is.  Refer to Part IV for counters to 
    specific characters.
         What is a counter?  It is commonly referred to as the moves I call the 
    reversals.  However, what I mean by counters is different.  It is when your 
    opponent attacks, and you BLOCK it, for many attacks, you have a free hit or 
    a free throw on your opponent. Notice, however, you HAVE to block it.  If 
    your opponent misses it, you actually are in a better position, but that's 
    something everyone tries to avoid, and people use it to draw you in for 
    another attack (ie kickflip when you go in for a throw, etc).  
         There are two counters.  1) attack and 2) throw.  For example, when you 
    block Jacky's elbow-heel kick (f+P,K), you can counter with a dashing elbow 
    ALL the time.  Surprised?  When you block Sarah's toe kick-side kick (d+K,K), 
    you can ALWAYS go in for a punch-kick or even a throw.  The throw counters 
    are much more difficult, but, if done properly, the opponent CANNOT even low 
    punch to avoid your attack!  The way to do that is to dash in immediately 
    after you can move.  Much harder than the attack counters, but if you can do 
    it, and use throws that cannot be escaped, you can throw them every time.  
    But remember, it's mutch harder to get the exact timing.
         However, not all attacks can be countered, and not all counterable 
    attacks can be countered with any moves.  Refer to Part IV for which moves to 
    counter with what.  But I have mentioned that Akira's dashing elbow and side 
    kick cannot be countered, this is what I meant by it.  So if you go in for a 
    dashing elbow, no attack (of course not for low attacks) or a throw will be a 
    free hit.  It essentially is "safe" to throw those attack, provided you make 
    them BLOCK it.  That's the key point.  Make them block it.
     
    +========+
    |Strategy|
    +========+
     
         Now, after all that came before this, finally the strategy for playing 
    Akira.  Although there's a lot to know for him, his strategy is quite simple, 
    and yet effective.  His two most crucial arsenals are the dashing elbow and 
    his throws.
         The way to think about it is this.  If the opponent is standing, throw. 
     If the opponent is crouching, elbow (or side kick).  But that's a little too 
    simplified.  The important thing is the distance between you and your 
    opponent.  Try to maintain a distance where your super dashing elbow will 
    just hit.  That doesn't mean, however, to stand there still and wait for your 
    opponent.  It's just a distance that you should feel "comfortable" with.  You 
    shouldn't crouch and wait, however, at this distance, for obvious reasons.  
    Remain standing, dashing forward or backwards a little using the guard 
    button.  Throw some occasional punch and see the reaction of your opponent.  
         Now, when your opponent is crouching, immediately do a dashing elbow.  
    Using the guard button to enter the super dashing elbow beforehand works 
    well.  If he staggers, punch-kick combo.  If he floats, try another dashing 
    elbow, body check or a double kick.  If he manages to block it, don't worry, 
    he can't counter.  Many times, they will attack anyway.  Just hold block and 
    you're okay.  If they block it, watch out for a low attack.  But bingo, 
    that's perfect for your low reversal.  Therefore, dashing elbow, tap G, low 
    punch.  This will prevent you from being thrown, and it will counter his low 
    attack.  
         A thing to remember is, however, that no matter how terrific the dashing 
    elbow and the side kicks are, if you hit thin air, you are wide open.  The 
    key is to make them block it, forcing them to try and counter or crouch to 
    avoid a throw.
         If the opponent is aware of your dashing elbow and won't crouch, dash in 
    for a throw.   At this point, many people will try to time that entry with an 
    attack, or go to a low attack.  Watch out for this.  The best way to not get 
    caught coming in is to vary your movement.  Instead of a dashing elbow, use a 
    sidekick, which cannot be countered as well.  Don't dash in only to do a 
    throw.  Dash in and hit with a low attack and force him to crouch.  Just 
    don't make it obvious you are waiting for an opportunity to throw. Throw some 
    punches in front of them to see how they react.  If they crouch, dashing 
    elbow.  If they stay standing, move around a little, and make them come to 
    you. Or else, do a low punch and kick your opponent to force them to crouch. 
    If you block their move, counter.  If they become predictably, reversals 
    become easier.  
         Now, many opponents will try to stay outside your "comfortable" zone, 
    knowing the dangers of being elbowed.  For these opponents, they will usually 
    try to make you miss your attacks and counter.  So the key is to somehow 
    reach them and make them block your side kick or your dashing elbow, which 
    cannot be countered.  So utilize your super dashing elbow to gain that extra 
    distance.  If they come at you with attacks, either stop their attack with a 
    dashing elbow or dashing palm (works well against pppk attacks).  If not, 
    just block it or step back and counter.  Make them pay for missing these 
    attacks.  This probably will force them to play defensive, making it easier 
    to nail a throw, and if they become worried about throws and crouch, dashing 
    elbow. 
         By the way, whenever I mention a dashing elbow, follow up with a 
    punch-kick, since they will stagger(crouching defender).  If they float, 
    dashing elbow/body check/double kick.
         Another thing.  If you are close to the edge of the ring, a surprise 
    exchange will do the trick.  Since they won't dash forward to escape 
    you(they'll ring out), just double kick/body check/double palm your opponent 
    to oblivion.  If they try to avoid it, dashing elbow, punch-kick. 
         See how it works?? Dashing elbow and throws.  Remember that and you're 
    on your way to getting better with Akira.
         Now, the way to incorporate the reversals into your arsenal is another 
    crucial aspect of Akira playing.  First of all, get into the habit of tapping 
    G before the low punch.  Especially after the dashing elbow. Other ways to 
    use it is to combine some of the motions together. They will become clearer 
    if I list them for you.
         Tap G, d+P, f+P: Low reversal, dashing palm.
         Tap G, d+P, b,f+P: Low reversal, double palm.
         Tap G, b+P, f,f+P: High reversal, body check.
         I'm sure many of you have seen this before.  But don't rely on these to 
    do the job.  There are times when you see attacks coming.  Don't be afraid 
    and go for the reversals.  Of course you need excellent reaction time, but 
    the reversal motion can be done in a split second.  Make the tapping G motion 
    and the direction+punch a single, quick motion.  Above all, get to know your 
    opponent.  This is probably the hardest task since it can only be achieved 
    after hours of income draining play.  But don't overly aim for nailing the 
    counters. Such as standing back, and waiting for them to attack.  That's 
    ridiculous against good players (not against beginning players, where you 
    just want to practice your reversals).  But since everyone uses the low punch 
    and kick, that's what you can really try to nail.  For those pppk moves as 
    well, if they use it a lot, the high counter will work quite nicely, but 
    you'll pay for not catching it.  A good way to tease your opponent into a 
    midlevel reversal is to crouch.  See what they do.  If they prefer a side 
    kick, time it right or else you'll pay hard for missing.  For the most part, 
    concentrate more on the low reversals.  The mid level is very difficult, and 
    the high level is bit more easier if they are predictable.
         Okay.  So that's his strategy.  Anywhere you have a chance for his 
    throws (especially as counters), try to use a throw other than the regular 
    P+G.  Against most characters, f+P+G is fine, followed up with a punch-kick. 
     If you're up to it, go for the 3-hit stun palm combo.  If not, do a 
    backwards bodycheck.  It's up to you.  But when playing Akira, you have to 
    realize that he's got awesome moves, but he requires the player to not get 
    too cocky.  When you start looking to nail that 3-hit combo, you'll lose.  
    When you can go for the break guard-punch-kick, go for it. If you are THAT 
    good, that you would prefer going for the 3-hit combo, you have no need for 
    this FAQ.
         So remember folks.  Stay in close range to mid range fighting.  Dashing 
    elbow and throws.  Mix in many side kicks.  Make them block it, as well as 
    the dashing elbow.  Get them worried about crouching.  Throw them when they 
    stand.  That should give you enough material to win against even the good 
    players at your local arcade.  Good luck!!
     
    --------------------------------------------
    +==========================================+
    |   Part III: How to fight this guy/gal?   |
    +==========================================+
    --------------------------------------------
    Contents:
    1) Moves you can and can't counter
    2) Moves you can and can't reverse
    3) Strategy
     
     
    Note to readers:
         1) Remember this about the counters.  You have to block it. This 
    guarantees you a counter.  If not, you can be in better or worse 
    position--its hard to say for many of the attacks.  A lot of moves like the 
    rising attacks and power attacks (ie pppk) will give you ample opening to 
    attack if they completely miss. But everyone will try to avoid that anyway.  
    People actually use your "desire" to rush in and attack to nail you (miss an 
    attack and kickflip is a good example).  The point is that even if it seems 
    like you have no time to counter because you become immobile for a while as 
    well, you have moves that will always hit them. Also note that there are 
    moves that you CANNOT counter (like Akira's dashing elbow and side kick).  
    But in these cases, you should try to NOT block them, allowing for you to go 
    in while they are retracting their attack.  So try and make them miss it by a 
    few inches, or just don't counter.  Refer to each character for more detail.
         2) The list for the counters is not in anyway a full list.  Most of them 
    were taken from the GamestMook.  Find for yourself what works and what 
    doesn't!
         3) All high punches, high kick are reversed by a high reverse.  All side 
    kicks with a midlevel reverse.  All low punch and low kick are with a low 
    reverse.  
         4) Only a very few spinning kicks can be reversed (Sarah's d,b+K,K, Pai 
    and Lau's d,neutral+K, etc).  All double handed techniques, toekicks(except 
    Sarah's which is her punt kick), kickflips, knee kicks, rising attacks, 
    attacks from a large jump, and hopping attacks(except for some hopping 
    midlevel kicks-but none of the low level hopping kicks and hopping punches) 
    cannot be reversed.
     
    +=================================+
    |1)Moves you can and can't counter|
    +=================================+
     
    Move                           Counter             Note
    ====                           =======             ====
    vs. Jacky 
    ---------
    Side kick(d/f+K)               punch-kick
    Punt kick(f,f+K)               punch-kick
                                   super dashing elbow  Only closed stance
                                   any throw
    Elbow-heel kick(f+P,K)         double kick
                                   body check
                                   dashing elbow
                                   any throw
    Beatknuckle(P+K)               double kick          Only closed stance
                                   body check           Only closed stance
                                   punch-kick           Only open stance
                                   any throw
    Knee kick(f+K)                 punch-kick
    Low side kick(D+K+G)           dashing elbow-punch-kick
                                   dashing palm
                         (dash in for a close in ram if they land on butt)
    Kickflip(u/b+K)                dashing elbow
                                   dash forward punch-kick
                                   dash forward throw
    moves you can't
    ---------------
    side hook kick(b+K)
    low backfist(b/d+P)
     
    vs. Sarah
    ---------
    Side kick(d/f+K)               punch-kick
    Toekick-sidekick(d+K,K)        punch-kick
                                   dashing elbow
                                   throw
    Triple kick(d/f+K,K,K)         punch-kick
    Elbow-knee(f+P,K)              punch-kick
    Kickflip(u/b+K)                dash punch-kick
                                   dash throw
                                   dashing elbow
    Low sidekick(D+K+G)            dashing palm
                     (dash in for a close in ram if they land on butt!!)
                                   dashing elbow-punch-kick
    moves you can't
    ---------------
    side hook kick(b/d+K+G)
     
    vs. Lau
    -------
    backwards kickflip(u/b+K)      hold forward,punch-kick
                                   dashing elbow
                                   throw
    ppp,low sweep(p,p,p,d+K)       dashing elbow
                                   dashing palm
    Heel kick(d,neutral+K)         dashing elbow
                                   body check
    moves you can't
    ---------------
    side kick(d/f+K) 
     
    vs. Pai
    -------
    backwards kickflip(u/b+K)      dashing elbow
                                   throw
    ppp, low sweep(p,p,p,d+K)      dashing elbow
                                   dashing palm
    Swallow kick(u/f+K,K)          throw(go for the best you've got)
    High snap kick(K)              punch-kick
                                   dashing elbow 
    Heel kick(d,neutral+K)         punch-kick
                                   dashing elbow
    moves you can't
    ---------------
    side kick(d/f+K)
    downward chop(d/f+P)
     
    vs. Wolf
    --------
    Knee kick(f+K)                 punch-kick
    Body blow(f+P)                 punch-kick
    Side kick(d/f+K)               punch-kick
    Low double kick(f,d+K)         dashing palm
     
    moves you can't
    ---------------
    punch,punch,uppercut(ppp)
     
    vs. Jeffry
    ----------
    Axe kick(f,d+K)                punch-kick
                                   dashing elbow
    Knee kick(f+K)                 punch-kick
    Elbow(f+P)                     punch-kick
    Side kick(d/f+K)               punch-kick
                                   dashing elbow
                                   body check
    Uppercut(d/f+P)                punch-kick
     
    moves you can't
    ---------------
    dashing elbow(f,f+P)
    double uppercut(d/f+P,P)
    head butt(f+P+K) 
     
    vs. Kage
    --------
    Heel kick(d+K+G)               punch-kick
    pppk                           dashing elbow
                                   throw
    flying drill kick(f,f+K+G)     Body check
                                   throw
    Low sweep(b,b/d+K)             dashing palm
    Low turning kick(b,b+K+G)      dashing palm
     
    moves you can't
    ---------------
    backthrust kick(b+K+G)
    downward chop(d+P+K)
    side kick
     
    vs. Shun
    --------
    Cartwheel kick(f,f+K)          body check
                                   dashing elbow
                                   knee
    Jumping spinning kick(K+G)     hold forward, punch-kick
                                                      Only closed stance
    Uppercut(d/f+P)                punch-kick
    Running punches(f+P)           dash throw
                                   body check
                                   Anything else you please
    moves you can't
    ---------------
    side kick
     
    vs. Lion
    --------
    Double low kick(D+K,K)         Side kick
                                   Dashing palm (land on butt)
    punch-kick                     dashing elbow
                                   punch-kick
                                   throw
    Low sweep(D+K+G)               double kick
                                   dashing elbow
    moves you can't
    ---------------
    side kick
    long range fist(f,f+P)
     
    vs. Akira
    ---------
    dashing palm(d,f+P)            punch-kick       except Wolf and Jeffry
    double palm(d,b,f+P)           dashing elbow
                                   double kick
                                   body check
                                   punch-kick
                                   throw
    body check(b,f,f+P)            punch-kick
                                   throw
                                   dashing elbow
                                   double kick
                                   body check
    moves you can't
    ---------------
    you should know these by now!
    dashing elbow
    side kick
     
    +==================================+
    |2) Moves you can and can't reverse|
    +==================================+
     
    Move                             Level
    ====                             =====
    Common to all characters
    -------------------------
    Any high punches                 H
    (Including turning around punches)
    High roundhouse kicks            H
    (Including turning around high kicks, and kicks from PK and PPK combos, 
    excluding Jacky's punch-spinkick which is PK)
    Side kicks                       M
    Elbow strikes                    M
    Low kicks                        L
    Low punches                      L
     
    vs. Jacky
    ---------
    Smash hook(d/f+P)                H
    High backfist(b+P)               H
    Low backfist(d/b+P)              L ?(or can you)
    Beatknuckle(P+K)                 H
    Side hook kick(b+K)              H
    Punt kick(f,f+K)                 H
    Lighting kicks(d+P+K,K...)       L ?(or other level)
    Low side kick(d+K+G)             L
     
    vs. Sarah
    ---------
    Roundhouse kick(u or u/f+K)      M
    Toekick(d+K)                     H
    Doublekick(b+K)                  H
    Spinning kick(d,b+K)             H
    2nd spinning kick(d,b+K,K)       H
    Side hook kick(d/b+K+G)          H
    Low side kick(d+K+G)             L
    Backfist(d/f+P)                  H
     
    vs. Lau
    -------
    knife hand(d/f+P)                H
    dashing knife(d/f,d/f+P)         H
    heel kick(d,neutral+K)           H
    low sweep(f,d+K)                 L
    backfist(d/b+P)                  H
     
    vs. Pai
    -------
    downward chop(d/f+P)             M ?(or H)
    lunging leg thrust(f,f+K)        H
    reverse crescent kick(b+K+G)     H
    heel kick(d,neutral+K)           H
     
    vs. Wolf
    --------
    uppercuts(d/f+P)                 H
    (Also the uppercut from the PPP)
    chop(b+P)                        H
     
    vs. Jeffry
    ----------
    uppercuts(d/f+P)                 H
    (Also the uppercut from the PPP)
    dash elbow(f,f+P)                M
    thrusting kick(f,f+K)            M
     
    vs. Kage
    --------
    low sweep(d,d/b+K)               L
    downward chop(d+P+K)             H
    (and the second P+K from that move in high level)
     
    vs. Shun
    --------
    uppercut(d/f+P)                  H
    "old man's dashing palm"(D,f+P)  H
    back hook fist(b+P)              H
    turning twist kick(b/d+K)        L
         2nd kick(b/d+K,K)           H
     
    vs. Lion
    --------
    low kicks(d+K,K)                 L
    spinning fist strike I(P+G)      L
    spinning fist strike II(d/f+P+G) L
    lunging fist(f,f+P)              H
     
    vs. Akira
    ---------
    dashing elbow                    M
    dashing palm                     H
     
    Moves you cannot reverse for all characters
    -------------------------------------------
    Almost everything else.
     
    Note: I haven't listed precisely which moves you can reverse for turning 
    around moves, as well as moves done from when the opponent is facing away 
    from you.  These get very tricky and character specific.  Since most people 
    do not know the different attacks from the latter position, I have skipped 
    it.  Just remember that the high punches(a simple P) and kicks(a simple K) 
    are always reversible even from an opponent facing away from you.  
         Some hopping kicks can be reversed, but they are character specific and 
    I won't get into it.  But you cannot reverse the punches or the hopping kicks 
    that hit low level (ie Shun, Kage, Lau, etc).
     
    +===========+
    |3) Strategy|
    +===========+
     
         Some pointers to remember fighting each character.  Although following 
    the strategy section is your "game plan".  Stick to it and you shouldn't have 
    to worry too much.  Study the moves you can and can't counter (and reverse) 
    and fight accordingly.
         But overall, each character has their strengths and weaknesses.  Exploit 
    the weaknesses.  Strengthen your defense to not get hit by their strong 
    techniques.  This is achieved by studying carefully your opponents.  Get to 
    know their moves, and the timing to counter.  Learn the distance each of 
    their moves.  See your opponents habits.  Get them worried about crouching.  
    Get them worried about being thrown.  And at times, let them come to you. Let 
    your opponent know that the ring belongs to you, Akira.
         Also, the following is just a simple guide against the characters.  Not 
    to be considered an exhaustive strategy.  In fact, that is simply impossible 
    since different players use different styles of play.  As an assistant 
    instructor in Taekwondo myself, been in many tournaments, the main thing to 
    remember in a fight is NOT to worry about what your opponent can do to you, 
    but to remember what YOU can do to them.  That is the distinguishing factor 
    of the good player who can adapt to any opponent and their multitude of 
    fighting styles by knowing what you can do.  That said, you can only achieve 
    that by fighting different opponents and researching different attacks, 
    counters, timings, and style of fighting.  So be creative, be aggressive at 
    times, be passive at times.  Be unpredictable and play a psychological game. 
     In real marital arts, around 70% of the fight is determined by the mindset 
    of the fighter.  This is very true when the competition becomes tough, and 
    the difference in the players' skill is minimal. 
         So read the followings only as a general guide.   
     
    vs. Jacky and Sarah
    -------------------
         Study the moves you counter and you will see that most of their main 
    attacks you can counter as long as you block it.  Don't worry about the low 
    side kick.  Just don't get caught with it while you are attacking or else 
    you'll land on your face.  Hit them with a side kick even if it hits you.  If 
    you block it, remember to do a dashing palm to land them on their butts for a 
    close-in ram.
         If they try to counter your dashing elbow with the same move(ie toe 
    kick-side kick or elbow-heel kick), try a reversal.  But don't try too hard, 
    since, as you know already, it won't hit you any way.  
         Let them attack you.  Keep a tight defense.  Crouch only to taunt them 
    to attack.  And after Jacky's low backfist, don't stay crouching, except when 
    you see him go into the low sweep.  
     
    vs. Lau and Pai
    ---------------
         Notice you can't do anything if you block their side kicks.  Don't try 
    to counter, or else you'll get nailed.  Watch for their sweeps, but let them 
    know if they miss, their in trouble.  Try to stay right outside their range. 
     Use your guard button efficiently to dash just out of range, and hit them 
    with a dashing elbow.  
         For Lau, you can aggressively go for a high reversal.  Don't stay too 
    close since the low sweep (the f,d+K) has a nice range, and if you float with 
    it, you're a dead man.  Also remember to tap up and punch(hand spring) when 
    you're knocked down to avoid his second stomp.  Lau's love to get you to 
    crouch with his low punch, and follow it up with the knife hand and punches, 
    so either dash out a bit and dashing elbow, or side kick.
         For Pai, don't try to counter after her downward chop.  If she uses it a 
    lot, try to reverse, but mainly, dash back and let her miss it completely.  
    Also, she is very light, giving you a very good opportunity to float her with 
    your dashing elbow, and then hit with a double kick or a body check.  Try it 
    when she rushed in with a pppk.  
     
    vs. Wolf and Jeffry
    -------------------
         Don't try too hard to reverse their side kicks.  Mostly rely on blocking 
    it and countering with a punch-kick.  It's just not worth losing almost half 
    your energy because you wanted to counter those damn side kicks.  Also, the 
    biggest problem with these guys are their throws that have a longer range.  
    Don't stay close too long.  After an attack, stay close to hit a low punch 
    forcing them to crouch, or dash out quickly and dashing back in with an 
    elbow.
         Don't try too many low rising attacks since they can grab you if they 
    block it.  Try to use your speed as much as possible since that is your 
    greatest advantage over these guys.  
         If they use a lot of the uppercuts, they're not too hard to reverse.  
    When in close, don't stand still long.  Better yet, don't stand still at all. 
     After they hit you with an uppercut or Wolf's body blow, you're very 
    vulnerable to a throw.  So exploit the slowness of those punches and force 
    them stay out of throwing range.  Don't run in too much, since they are 
    always looking to throw you.  It's better to try the dash in throws only when 
    they miss an attack (especially the side kick).  Rely mostly on countering 
    and keeping them away from you.  When they get defensive, use your throws 
    more effectively using dash-in and dash-out to avoid obvious attempts to come 
    in for a throw.
         Against Wolf, watch out using too many sidekicks since he can catch it 
    quite easily.  Also, don't worry too much about the different K+G techniques 
    he's got.  They only work well against rushing in opponents, but you're too 
    quick (hopefully) to get nailed by them.
     
    vs. Kage
    --------
         Sorry, you can't reverse his heel kick.  But you can counter them every 
    time, so don't be afraid and counter away.  Watch out for his low kicks, 
    since they are fast and deceptive.  It only comes with knowing what they look 
    like.  But the beauty is that if you block it, he is wide open.
         If he steps back and tries those flying kicks, just do a takeoff kick 
    when he executes the kick.  The worse thing that will happen is that you miss 
    completely, and you land behind him.  And you're both back in the same 
    situation.  If, however, you can easily block them, body check his living 
    days light out.  
         When he has the edge of the ring, he'll be trying the 10-foot toss.  In 
    these cases, dashing elbows do a great job.  Knowing they can't throw you as 
    a counter, it usually comes out as a punch.  Time to perfect your reversals.
     
    vs. Shun
    --------
         The dashing elbow and palms miss him easily after his sweeps, so wait a 
    bit for him to rise after you block them.  Body check him after that 
    cartwheel kick which doesn't hit anymore (remember when VF2 first came out?  
    This move worked all the time, but it hardly ever does now).  Watch out for 
    his side steps, but you change your direction automatically when he does 
    this, but only when you're done with the attack in progress.  Step back and 
    let him miss his attacks.
         His attacks have short range, so he's going to try to stay close and 
    block, or try to time your entry.  Use your side kick and the super dashing 
    elbow to keep him away, and force him to try and come to you.  
         Also, being a light character, try to nail him with the dashing elbow 
    when he's rushing in, and follow up with the double kick, punch-kick, dashing 
    elbow, or a body check.  
     
    vs. Lion
    --------
         He'll most likely play the long distance fight, utilizing his speed to 
    dash in quickly for a throw.  The reason is because his attacks are mainly 
    single attacks, difficult to connect multiple attacks in a row.  So stay 
    close and smother him with the dashing elbow.  
         If he tries those low punches and kicks, go crazy and reverse them.  
    Especially his double low kick (d+K,K).  If not, a palm will land him on his 
    butt after the low double kick (follow up with close-in ram).  
         Watch out for his side kick, since you can't counter afterwards.  The 
    best thing after his side kick is to see what he does next.  Try to see his 
    game plan, and use the reversals effectively.  He's mainly a low attacker, 
    mixing it up with the side kicks and throws, so keep that in mind.  
     
    vs. Akira
    ---------
         When fighting against a good Akira player, remember that becoming 
    predictable is most dangerous thing to do.  Knowing you'll use a lot of the 
    dashing elbow, he will try to stay out of range for it, making you miss 
    completely.  Also, after a blocked dashing elbow, don't do a low punch too 
    often since it is the easiest reversal to nail.  Mix it up with dashing back 
    and side kick or staying close for a double punch.  Even the normal elbow is 
    good.  
         Just don't become predictable.  Make him miss the dashing elbows.  Make 
    him do attacks that become predictable (if he uses the dashing palm more 
    often, which is not a good thing to do, do a high reversal or counter with a 
    punch-kick).  Try to move in and out quickly, hiding your intentions of 
    throwing or elbowing.
     
    -------------------------------
    +=============================+
    |Part IV: For your information|
    +=============================+
    -------------------------------
    Contents:
    1)Character information
    2)CPU Guide
    3)Misc. information
     
    +========================+
    |1) Character information|
    +========================+
     
    Character History
    -----------------
         Akira was born in Japan into the Yuki-Bukan, a noted family training 
    hall since the Meiji era.  His father taught him many different forms of 
    martial arts, including karate, aikido, and jujitsu.
         When he was 17, his father started to teach him a form of martial arts 
    he had never seen before.
         After training this for five years, he masters this mysterious art 
    completely.  This form of martial art, as he finds out, roots its origin in 
    the Chinese Eight-poles fist.  However, the form he was learning was an 
    adaptation of this Chinese Eight-poles fist, founded by Akira's grandfather. 
     His father was the successor of this art.
         Finding out the truth, Akira promises himself to improve this art into 
    an unbeatable form of art, as well as improving himself to become the 
    strongest martial artist, by going onto a journey of hard training.
         After traveling throughout the world, training feircfully, he hears of a 
    tournament that will invite the most feared martial artists from around the 
    globe.  He decides to enter.  In the tournament, he fights against many 
    different styles, and realizes his immature fighting skills.
         Returning to his training hall, he wastes no time to go on to yet 
    another trip to train hard.
        One year has past, he hears of the second tournament.  To test his 
    improvement over the last year of training, he has determined to enter once 
    again.
     
    Fighting Style
    --------------
         As noted above, the style, Eight-poles Fist, was originated in China.  
    This is known as Pa Kua Ch'uan.  The Pa Kua Ch'uan evolved through obscure 
    Taoist origins emerging in the nineteenth century as a highly effective 
    "soft" system of Chinese boxing.  Pa Kua literally means "eight trigrams."  
         One of the early fabled emperors of China, Fu Hsia (2953-2838 B.C.), has 
    been credited through legend with inventing the eight symbolic trigrams after 
    pondering the scarred markings on the back of a tortoise shell.  The trigrams 
    later were incorporated into the I Ching, the classic book devoted to 
    interpreting the significance of the symbols.  The Pa Kua are usually 
    depicted in a circular diagram composed of eight trigrams (eight poles).  
    Each trigram consists of three broken or unbroken lines.  The continuous line 
    denotes the Yang, or male element; the divided line marks the Yin, or the 
    female complement.  The eight trigrams, figuratively expressing the evolution 
    of nature and its cyclical changes, represent heaven, earth, metal, wood, 
    water, fire, soil and humans.  Each trigram has a specifically designated 
    position within the diagram, although each possess a distinctive quality by 
    itself.  By squaring the eight trilinear kua, sixty-four different 
    circumstances may be produced which cover the full circle of the 
    ever-changing human conditions. These I Ching conditions became naturally 
    realzied self-defense expressions of Pa Kua Ch'uan.  The how to live and let 
    live movements of propitious action reflect perfectly the all-encompassing 
    range of the hexagrams.
         Pa Kua Ch'uan, by emphasizing circular evasion and palm attack, 
    epitomizes the I Ching adage that "Man may remove all obstacles through quiet 
    perseverence.  Unseen power can move heavy loads."  The Pa Kua adept attains 
    mastery of this art through a series of eight postures.  These postures are 
    based on an ingenious inspiration of applying various animal forms to the 
    eight trigrams.  The main motions are named for and demonstrate the key 
    revolving and rotating actions of the dragon, tiger, horse, ox, elephant, 
    lion, bear, and ape.  Each of these animals possesses a quality similar to 
    the particular trigram with which it is identified.  Just as all of life's 
    expressions are found in the interactions of the eight trigrams, Pa Kua sifu 
    assert that literally all possible body movements are found within the 
    gradations of these postures.  These are practiced in what is called "walking 
    the circle," the principal exercise leading to the perfection of Pa Kua 
    Ch'uan.  Internal power, the primary essence of "walking the circle," is 
    never achieved through fierce or intense practice with tight muscles.
         The unusual aspect of this "martial art" is that it does not contain 
    specific "fighting" techniques as most other styles do.  There are no 
    emphatically directed methods of kicking or fist striking.  Instead, Pa Kua 
    Ch'uan is a marvelous system of defense created to avoid intended aggression 
    through the elusive beauty of unseen movement.  The master may perform 
    baffling circular girations causing him to vanish before the opponent's eyes. 
     Whereas he actually has circled behind his attacker for a fraction of 
    asecond, sufficient time to incapacitate him with an open (or closed) palm 
    blow.  Featuring focused internal strength, the palm strike will provide more 
    than enough power to discourage the antagonist.  This is all that the Pa Kua 
    practicioner needs--circular avoidance movements followed by palm strikes.  
    All basic, to the point, but quick and effective.
         After being adapted to the Japanese style, Pa Kua, probably underwent 
    some modifications to suite the fighting styles of the Japanese martial arts 
    such as karate and jujutsu.  This is probably when the destructive elbow 
    strikes of the karate practicioners were incorporated into the arsenal of the 
    Pa Kua fighter.  The elusive movements combined with the powerful elbow 
    strikes and the palm strikes, eight poles fist is one of the most feared form 
    of fighting.
     
    Character profile
    -----------------
              Name: Akira Yuki
               Sex: Male
               Age: 26
         Birthdate: September 23, 1968
        Blood type: O
            Height: 180cm
            Weight: 79kg
    Fighting style: Hakkyoku-ken
               Job: Kung fu teacher
             Hobby: Kung-fu
     
    +===========+
    |2)CPU Guide|
    +===========+
         There is a very easy way to beat the CPU everytime(with some practice) 
    with any character basically.  Do the following: dash back a little, wait for 
    the opponent to run towards you.  Time that entry with a dash forward and a 
    throw.  
         The surprise exchange-double kick is all you need to win.  You can dash 
    back close to the edge of the ring, surprise exchnage-double kick will RO the 
    opponent.  Works even with Dural.  If the Trip move comes out, either do a 
    dashing elbow or a takeoff kick. For Jeffry and Wolf, just repeat pressing 
    punch.  For Jeffry, once he starts doing the low punch, he will do it every 
    fourth double punch you try.  So you can always nail a low reversal by doing 
    three double punches, and then a low counter.  But only after he starts low 
    punching. For Wolf, dash back every five double punches or so since he will 
    do a jumping kick.  You'll most likely win anyway, but just in case.
         For those who want a little more challenge, here's quick guide.  
    However, I have problems with characters after Jacky without the throws..... 
    so I'll keep practicing too.
         Lau: Anything works.  Practice your stun palm o' doom, and other 
    difficult moves.
         Sarah: Again, anything works.  Practice the difficult stuff.
         Shun: Dashing elbows, and counter punch-kick.  Also, you can beat him 
    using only high reversals and low reversals--wait for him to run in with 
    punches, and reverse--if he's close, low reverse.  Works well most of the 
    time.
         Pai: Dashing palms and elbows, but mainly as a counter since she can 
    grab them.  Use the double palm as an attack.  Don't counter against the side 
    kicks, but try a mid level reversal for those side kicks.  Block high for her 
    punches, and she'll go for a low sweep for the kick.  Block, dashing palm, or 
    any throw for that matter.  Practice your stun palm o'doom.  
         Lion: It gets tougher from here.  Dashing elbow, and low reversals.  
    This alone can get you far against Lion. Mix in side kicks, and try to stay 
    just out of range for his side kicks.  If you crouch, do it only for a split 
    second to make him side kick you which you can get the hang of reversing.  
         Jeffry: Same as Lion, however, when close in, don't miss a punch over 
    his head.  If you do, and you didn't do a double punch, he'll kill you.  So 
    utilize your double punch effectively (knowing of course that that alone will 
    finish him off).  But side kicks into a super dashing elbow, then a low punch 
    and dashing palm, is a nice one to try.  As long as the palm is blocked, he's 
    too slow to counter.  Follow up with a low reversal or a dashing elbow.  
         Kage:  Now it's getting real tough.  He'll block most of your attacks.  
    Rely on counters!  Know which ones you can and can't.  As in all the 
    opponents after Pai, don't just stand there because they can throw you like 
    magic.  Mid level reversals hit nicely since he uses a lot of the elbow and 
    side kicks.  Here's an easy way.  Make him block your dasing elbow, and if he 
    does an elbow strike.  Repeat the same thing and do a mid level reversal.  
    Works most of the time.  Also, you can easily win by using the knee kick, but 
    since most people don't use it, see what happens for yourself.
         Jacky: Okay, remember all those counters?  Well, that's all you need to 
    remember.  Just don't rush in too much or he'll get you with that damn 
    kickflip.  Try to stay in the "comfortable zone" where he's just in range for 
    a super dashing elbow.  He's acutally not that bad as long as you remember 
    the counters.  The reversals get a little tough since he mixes it up.  
    However, try reversing the punt kick when you crouch a split second.  
         Wolf: I have problems with this guy.  There is one thing, however, that 
    he does with good predictability.  That is if you do a kick(just K) to open 
    yourself up as the fight begins, he'll try a suplex.  So punch in the escape, 
    and when you're I behind, if you want to be safe, do a dashing elbow.  If you 
    want extra coolness points and a chance to practice reversals, do a high 
    reversal.  Wolf will either kick or punch high, and I have managed, so far, 
    to ALWAYS nail a reversal.  Try to end the match with it so that you can 
    watch it at the ending (Thanks goes to Colin Leong for that suggestion!).  
    Half the times, however, he'll do the pile driver type suplex (d/f,d/f+P+K), 
    so beware.  He also likes the low kick, so try the reversals on them, but 
    don't stay crouching for more than a half a second since he'll grab you right 
    away.  Don't stay close standing either.  Also, remember to counter his side 
    kicks.  Don't get fancy, just do a punch kick.  If you're tough, go for the 
    stun palm combo.
         Akira: This is tough.  I don't have any sure strategy against him 
    without throws.  One thing however, is that a low reversal works with a fair 
    amount of consistency after your dashing elbow.  Other than that, mix it up, 
    keep a tight defense, and throw if you start to lose :) 
         Dural: One tough fight without throws.  Since you can see many of 
    attacks coming, practice using your reversals when you see her start to 
    attack.  A good way to harness your reaction skills.  Also, practice your 
    stun palm o' doom since the timer is slowed down, making it much, much easier 
    to practice that combo.  Other than that, if you can beat her without throws, 
    you're one hell of an Akira player. 
      
    +===================+
    |3) Misc information|
    +===================+
         This section inculdes random stuff.
     
    Translations
    ------------
         This is what some of the Japanese names in the 'moves list' mean.
    Dashing elbow (Rimon-chochu)--Elbow strike received from the inside gate.
    Double kick (Renkantai)--Repeated kick in a circular motion.
    Dashing palm (Moko-kohazan)--Fierce tiger climbs a mountain with its steel 
    claws.
    Double palm (Byako-soshoda)--A white tiger strikes with both palms.
    Body check (Tetsuzanko)--Shoulder blade made of steel mountain.
    Reverse body check (Yoshi-senrin)--A young bird makes its way through a 
    forest.
    Stun palm (Bo-ken)--The fist that destroys.
    Head butt, aka pull in push out (Shin'i ha)--The grasping mind.
    Break guard (Kaiko)--Opening up the waist.
    Trip I (Honko)--Flutter the waist.
     
    What he says after he wins or loses
    -----------------------------------
    Win:
    1) G Button:"Motto tsuyoi yatsu to tatakaitai"--I want to fight someone more 
    skilled.
    2) P Button:"Jyunen hayaindayo"--You're ten years early.  Basically means, 
    "You need ten more years of training to compete with me."
    3) K Button:"Ora ora ora"--Hey, hey, hey.  A common form of taunting someone 
    in a negative way.
    4) Excellent win:"Oshaa"--Alright! 
     
    Lose:
    1) "Motto kuhu o tsumanakutewa"--I need to train to build more "kuhu".
    2) "Jyunen hayakattaka"--I was ten years early.  As in the winning comment, 
    he means to say that he needs ten more years of training.
     
    Stats of some general stuff
    ---------------------------
     Longest throw range: Wolf, Jeffry--1.5 meters (all others 1.4 meters)
          Longest pounce: Kage--4.0 meters 
         Shortest pounce: Wolf, Jeffry--2.5 meters (all others 3.0 meters)
            Highest jump: Kage--2.7 meters (all others 1.8 meters)
     Quickest dash(time): Lion--Pai, Kage, Sarah, Lion--32 frames
      Longest dash(time): Wolf, Jeffry--39 frames (all others 36 frames)
    Longest dash(distance): Lion--1.2 meters
    Shortest dash(distance): Wolf and Jeffry--0.8 meters (all others 1.1 
                             meters)
     
    Damage
    ------
         When I gave you the damage ratings in the move list, the damages are in 
    reference to Wolf's Giant Swing (twirl 'n' hirl) as being 100 points.  The 
    total amount of life points vary according to your level of play and changes 
    from 1P to vs. play, but I don't have that information.
         In addition, giving a damage greater than 30 results in a knock down, 
    except for Jeffry's toe kick (yeah, so that he can get the crucifix).
         When you hit an opponent, different damages are given depending on how 
    it hits. Broadly, there are three ways.
    1) Guard half 
         In Guard half, some moves only give half the damage rating when you you 
    hit the opponent while they are still pressing the guard button.  For most 
    characters, an example is the side kick and the elbow strike.  If you hit a 
    crouching defender, you only give half the damage rating.  Another example is 
    Wolf's clothesline.  It's half damage when the opponent is a standing 
    defender.
    2) Guard 3/4
         Same as the situation above, but for other moves, where the damage is 
    75% of the damage rating.
    3) Counter
         In this case, instead of the damage decreasing, its how it increases.  
    There are four different counter damages.
         a) Major counter--When you hit an opponent before or after they are in 
    the motion of an attack, you give 50% more damage.  For example, if you hit 
    an opponent in the middle of their side kick, you'll give more damage.  This 
    is not, however, how it is for the counters I described in Part three and 
    four.  That is a different counter damage as explained below as a minor 
    counter.
         b) Vital area--If you hit a vital area of the opponent (i.e. the torso, 
    and not the limbs), the damage is 25% more.  However, for pounces, NOT 
    hitting the limbs results in minus 25% damage.  
         c) Air--If you hit an opponent, not in the process of being floated 
    (i.e. hitting them mulitple times in the air), but in the process of jumping 
    in the air, you give 25% more damage.  For example, if they come at you with 
    a hopping attack, and you hit them before they execute the attack.
         d) Minor counter--This is the damage rating when you hit an opponent as 
    described in the previous sections as a counter.  This is when you hit them 
    while they are still recovering from their attacks.  In this case, they 
    receive 12.5% more damage plus 1 damage rating.  For example, if you counter 
    a move with a side kick, which has a damage rating of 23, add 12.5 % (2.875 
    or 3), and add 1, you get a total of 27.
     
         However, you can't add up different qualifications. So hitting the vital 
    area as well as doing a major counter doesn't make it 50% more and also 25% 
    more.
         Also, there is an increase in damage with a counter throw!  If you throw 
    your opponent as a counter (i.e. when you crouch to avoid a high kick, and 
    you immediately throw while they are still trying to recover; or as a counter 
    throw described in the counter section in Part III), the damage is 25% more! 
     That's why sometimes the pounce after certain throws tends to be a dillema, 
    since sometimes it hits, and sometimes it doesn't.  Well, this is why.  As 
    you play, keep that in mind and when you nail a throw, pounce if it was a 
    counter throw.  If not, go for a ground punch.
     
    Floating
    --------
         When you get knocked down, there are rules on how you float.  It is 
    summarized below.
                    Down          Counter       Air           Air counter
                    Angle Power   Anlge Power   Angle Power   Angle Power
    Normal          45    1.0     64    1.2     33    1.0     53    1.2
    Upper           67    1.5     75    1.8     50    1.2     70    1.4
    Single kick I   63    2.0     67    2.1     50    1.2     61    1.4
    Single kick II  80    2.5     80    2.5     80    2.5     80    2.5
     
         Down refers to a regular knock down.  Counter refers to a counter as 
    described above.  Air refers to a counter as described above.  Air counter is 
    when you execute a major counter in air.
         Angle refers to the angle at which the opponent goes flying.  The power 
    refers to the horizontal distance the opponent travels.  It is determined by 
    the opponents weight and the actual damage in combination with this power 
    rating.  
         Normal is a normal attack such as a punch.  Upper refers to an attack 
    that raises the opponent, such as uppercuts, knee kicks, Lau's various knife 
    hands, some toe kicks, etc.  Single kick I is Akira's single kick (f,f+K), 
    and the Single kick II refers to a single after a trip I (b+P+G).  This, 
    however, is not a combo so it's only to illustrate a point that the trip move 
    creates an opening.
         As you can see, it gets quite complex, but it's not important to know 
    any of this.  Just for you to see the actual numbers.
     
    Getting up
    ----------
         When you're on the floor, you know that hitting the buttons quickly gets 
    you up faster.  Well, this is how it works.
         1) You're down.  Set b = 0
         2) Set a = (actual damage received / 2) - 7
         3) Set b = b=b+4 if there is a stick motion or a button input for
            each frame,.
         4) If b>a then you'll get up! If not, you'll stay down until a
            certain time passes, at which point you get up automatically.
     
    Ranking mode
    ------------
         At my aracade I don't get ranking mode, but I'll report on what I have 
    gathered so far from the GamestMook.  But they are probably only about half 
    of the general criteria for earning higher scores.  You earn higher ranks by 
    the followings if you:
         1) clear more stage.
         2) float your opponent and making multiple hits while they float.
         3) nail a special move at least once every stage.
         4) receive less damage.
         5) hit the opponents more in the vital areas than in the non-vital
            areas (as described above).
         6) clear the stages faster.
     
    Tricks
    ------
         Some tricks to have fun with.
    1) As you know, you can select the winning poses by pressing the different 
    buttons.  You can see the the 'excellent' pose only if you win without 
    damage, and press not buttons.
    2) You can select the VF1 Jacky and Sarah's theme songs by pressing the 1P or 
    2P button respectively until the song begins to play.
    3) Bring out the hawk in Jacky's stage by pressing 1P and 2P's P+K+G and 
    start buttons simultaneuosly.
    4) Slow motion replay.  Press P+K+G before the replay.  Works only once.  
    Depending on the version, you get extra slo-mo replays every 4 consecutive 
    wins.
    5) The credits in the demo.  Just press the start button in the demo before 
    the game.
    6) Manipulating the replay of scenes during the final credits.  Pressing the 
    1P Guard button decreases the multiple images, while pressing the 2P Guard 
    button increases them.  Pressing the 1P or 2P sticks up or down manipulats 
    the images too, but the machine at my arcade won't do anything so you can 
    play with them :)
    7) Kage reveals his face after 20 consecutive wins.  His face mask will come 
    off if he gets knocked down.  After this is accomplished, it seems to stay 
    that way until the machine is turned off.
    8) Lau's hair lengthens/shortens.  While playing Lau vs Lau in vs. mode over 
    and over again, the winners hair gets longer and longer while the losers hair 
    gets shorter and shorter.
    9) Oh, yeah, and you can select different colors by pressing up while the 
    character select, and you get the expert mode by pressing 
    up,up,down,down,left,left,right,right during the select screen.
     
                          +===============+
                          |Acknowledgments|
                          +===============+
                  Sega  Thanks for the great game
    GamestMook writers  You guys deserve much credit for this FAQ. Thanks.
           Colin Leong  For helpful comments and advice.
          Douglas Cole  For some helpful pointers also.
     
    People on the rec.games.video.arcade who gave me support for this.  This FAQ 
    is for you guys.  Now go kick some booty with Akira!
    
    ---------------------------
    Joji Suzuki
    Email to:
    joji.g@channel1.com
    or
    us003263@pop3.interramp.com
    ---------------------------