==========================================
VIRTUA FIGHTER 2.0
AKIRA FIGHTING GUIDE
by Wojciech Dworak <glc@virtuafighter.com>
version 0.09
==========================================


DISCLAIMER
----------
This FAQ is for private and personal use only. It can only be reproduced or
placed on a web page or site as long as it is unaltered, with this disclaimer
and the copyright notice appearing in full, and with permission granted by the
author. Any information used from this document, quoted or no, should have this
author's name somewhere clearly as acknowledgement. With the above in mind,
feel free to distribute between members of VF community, but this FAQ is not to
be used for profitable or promotional purposes; this includes being used by
publishers of magazines, guides, books, etc. or being incorporated into
magazines, etc. in any way.

Movelist statistics Copyright Sega 1994, Gamest 1995; all rights reserved.
Translation copyright Wojciech Dworak, 1999; all rights reserved.

To view this document, use a fixed-width font (like Courier), otherwise it
will look crappy.




  0. Introduction

  I. System Guide
     a) movelist notation
     b) other notation
     c) general movement
     d) executing moves
     e) throwing
     f) the round

 II. Move Description
     a) punch / senbon (PKG)
     b) low punch
     c) dashing elbow / super dashing elbow
     d) double palm / modified double palm

III. Strategy & Tactics

 IV. Versus Section
     a) lightweights
        * vs. Pai Chan
        * vs. Sarah Bryant
        * vs. Lion Rafale
        * vs. Shun-Di
     b) middleweights
        * vs. Kage-Maru
        * vs. Lau Chan
        * vs. Jacky Bryant
        * vs. Akira Yuki
     c) heavyweights
        * vs. Wolf Hawkfield
        * vs. Jeffry McWild

  V. Appendices
     a) movelist
     b) counter list




0. INTRODUCTION
===============

THIS GUIDE IS INCOMPLETE! I MAY FINISH IT IF I HAVE THE TIME.

I'm writing this mostly for myself and a couple of good people that still love
VF2. I'm fully aware of the fact that almost no one plays ot any more (they
should though!). It's also an attempt to show certain people on the net how
a REAL character-oriented guide should look like. By the way, if you think the
above sentence is arrogant, wrong etc. - bite me.

This guide may seem very "technical". Well, that's the way I play, and believe
Virtua Fighter 2 should be played. There's not much room for errors - it's
pretty much "screw up and die" type of game. So, there's nothing wrong with
memorizing a few frames if it can save your ass.

There will be no 'vs. CPU' section. If you can't beat it, take up ballet
instead of playing this game.

One more note: for practical purposes, I will be referring to opponent as 'him'
- it's not like I'm purposely disrespecting the ladies.





I. SYSTEM GUIDE
===============
Most of this has been taken from my VF2 General FAQ, with a fair amount of
modifications.


First things first, here are the abbreviations and acronyms used in this guide.
Don't worry about meaning of those, everything will be explained later on. The
notation table is in the beginning to make referring to it easier.



a) Movelist Notation
=-=-=-=-=-=-=-=-=-=-
Note: most of the notation here is also used in other places in the FAQ. The
movelist template looks like this:

Move Name                       Motion
Hit Level     Damage            Ex-Co-Re      Advantage      Notes
Motion Delay


Move Name
---------
Pretty self-explanatory; names mostly created by players. >s seperate different
moves/combinations. In case of rising attacks, there are a few more:

FU/HA - character lying face up, head away from opponent
FU/HT - face up, head towards
FD/HA - face down, head away
FD/HT - face down, head towards


Motion
------
All motions must be executed in accordance to your position, not opponent's!
f,b,d,u   joystick motions (forward, back, down, up); hold if capitalized
db...     diagonals (db,df,uf,ub); again, hold if capitalized
P,K,G     press punch, kick or guard buttons, respectively
/         alternate motions, according to the Gamest's list; there may be more
          in some cases
+         buttons must be pressed together
,         move separator
FC        execute from crouching position
FS        execute from standing position
n         return joystick to neutral


Hit Level
---------
H,M,L,G   attack levels; low, mid, high and ground respectively
Ht,Lt     throw levels; high and low respectively
Bt        back-throw (except for Wolf's P+K+G and Jacky's P+G they grab both
          crouchers and standing opponents)


Damage
------
Given in points, standardized to Wolf's giant swing throw being 100 points. Not
the percentage of the lifebar.


Ex-Co-Re
--------
Move's execution-coverage-recovery, respectively, in frames. There are 60 in
a second. No execution and coverage times are given for throws and reversals.
All the escapable throws have 3 recovery times: 1st - your recovery if the
throw connects; 2nd and 3rd - yours and opponent's recovery if the throw is
broken. All the tsukame (stumble) throw have 2 recovery times, yours and your
opponent's.
"D" denotes a ground recovery.


Advantage
---------
In frames.


Notes
-----
AKPW      move can be reversed by Akira, Kage, Pai or Wolf, respectively
S         denotes the stance change after executing a move
!         move always knocks down, despite its damage being under 30 points
escape    the throw can be escaped by P+G (plus b+P+G for Jeffry's body press)
[]        time in frames allowed between motions; if motions are in ()s, it
          means they have to be executed in the given number of frames


Motion Delay
------------
Time allowed between motion presses, in frames.


Other Notes
-----------
* If a hopping/jumping move has "f+x" in its motion, it can also be done with
  "df+x" and "uf+x". Same with "b+x" motion (..."db+x" & "ub+x").
* ~s denote stat range.



b) Other notation
=-=-=-=-=-=-=-=-=
DbPm - double palm (Akira's special move - FC,b,f+P)
DE - dashing elbow (Akira's special move - f,f+P)
PG - punch-cancel or G-cancelled punch (P,G)
PKG - senbon punch (P,K,G - all characters except Lau, Lion, Pai & Shun)
SDE - super dashing elbow (Akira's special move - f,f,f+P)
SgPm - single palm (Akira special move - FC,f+P)
SPoD - stun palm of doom (Akira's multi throw - P+K+G,b,df+P+K,b+P)



c) General Movement
=-=-=-=-=-=-=-=-=-=

Facing the opponent
-------------------
to inch: F / B
to dash: f,f / b,b
to crouch dash (CD): df,d,DF or df,d,DF (forward) / db,DB or db,d,DB (backward)
to run: f,F
regular hop: u / uf / ub
regular jump: U / UF / UB

Back facing the opponent:
inch away from opponent                      F
run away from opponent                       f,F
back-turned dash (away from opponent)        f,f
back-turned dash (towards opponent)          hold G, b,b, release G
back-turned crouch dash                      hold G, db,DB, release G
turn-towards, standing recovery              b
turn-towards, crouching recovery             db


Stance:
In other words, characters' feet alignment. There are two types of stance:

    closed stance:            open stance:

  Player 1    Player 2     Player 1    Player 2
  --------    --------     --------    --------
  left        right        left           right
     right       left         right    left

When a character gets knocked down, he/she retains the stance from before being
knocked down.

Tidbits:
--------
* Character is considered a standing non-defender during dashes and special
  dodges (Lion's and Shun's), and crouching non-defender during crouch dashes.
* Dashes, crouch dashes or running can be cancelled by any button inputs.
* When a move requires the character to be standing, while crouching do
  f,f (or b,b) then input the move - everything as one motion. This results
  in so-called instant stand and you execute the move like you would normally.



d) Executing Moves
=-=-=-=-=-=-=-=-=-
Try to chain your moves into one flow, mixing them up with dashes, evades and,
most importantly, throws! Easier said than done, especially for VF-newbies, but
as you progress with your play, it will eventually become a habit. There are
some documents available on the net, discussing so-called move flowcharts. I'm
not a big fan of them but you can check them to see what the "chaining" is all
about.

You cannot execute moves while holding guard, but you can buffer the motions.
The move is then executed after releasing the G button. There are some rules
and exceptions to buffering:

* You can only buffer one-hit moves, therefore you cannot buffer multi-hit
  sequences like PPK etc.
* You can buffer moves with complex motions by leaving the last motion out,
  for instance: press G, b,f, release G, f+P+K for Akira's body check.


Damage:
It's usually applied in the moment of move's collision detection but in case of
some throws, damage isn't dealt until character's body hits the ground (eg.
Akira's pull-in push-out throw: db,f+P or Wolf's giant swing: HCF+P).


Hit levels:
There are 4 hit levels in the game, high, mid, low and ground (H/M/L/G). You
cannot execute pounce-type moves if your opponent isn't on the ground. There
are some exceptions to this - for example, opponent stumbling or executing
a sacrifice move like Shun's db+K,G. Character's behaviour:

* Standing: H/M/L moves hit normally.
* Crouching: H moves miss, M moves connect, L moves hit, subject to low
  throws.
* Standing guard: blocks H/M moves, L moves hit, subject to high throws.
* Crouching guard: H moves miss, M moves connect, blocks L moves, subject to
  low throws.
* Lying on the ground: H/M/L moves miss, G moves hit.
* Bouncing on the ground: any move may hit, it largely depends on move's
  properties, bouncing height plus other circumstances like angulation etc.


If you are hit while backfacing the opponent:

* You can crouch under H moves normally, M and L moves hit.
* In case of sequences, like PK/PPP etc., it's possible that first hit pushes
  you forward, making the rest of normally guaranteed combo escapable.
* Some moves just knock down or float.


Priority hits:
When two moves hit at the same time, which move wins?
1. Rising Attacks always has first priority
2. The attack with the greater damage wins
3. The move with the quicker detection, then execution time hits.
4. If it's still a tie, then both players get knocked down.


If you hit your opponent with mid-level move and it doesn't knock them down,
the character enters the stagger animation (be warned though, as not all the
mid-hitting moves stagger!) You can struggle out of stagger by wiggling the
stick and pressing buttons as fast as possible. Tidbits:
* You cannot be thrown during staggers (but check out the throwing section for
  broader explanation).
* You cannot buffer any moves, all joystick/button inputs count towards
  shortening stagger time.
* All attacks hit normally, although stagger is a special case, the character
  is considered standing non-defender.


Countering is either:

* Hitting the opponent while he's executing a move, that is, in his execution
  phase (major counter - MC), move damage increases by 50%. You cannot throw
  as MC.
* Hitting the opponent while he's still in his move's recovery phase (minor
  counter - mC), move's damage increases by 25%. You can throw as mC.


Reversals are techniques that come into action when opponent is executing
a move. As the result, you block the opponent's move with technique of your
own, directly damaging him. Tidbits:

* There are three levels of reversals.
* Moves that hit with two limbs, may that be arms or legs, cannot be reversed.
* No rising attacks can be reversed.
* Executing a reversals without your opponent executing an appropriate attack
  will result in a different move (which can be used to your advantage, check
  the appropriate appendix for details).



e) Throwing
=-=-=-=-=-=
All characters have a regular throw done by inputting P+G and complex throws
that require additional joystick motions. Normally throws are instantaneous,
meaning they have no execution time (but you have to be in range for a throw).
If you enter the throw motion while throwing isn't possible, it results in
other move animation (eg. for P+G, it's a punch). Throwing is usually easier
in closed stance.

Types of throws:

* High throw (Ht): requires opponent to be standing.
* Low throw (Lt): requires opponent to be crouching.
* Back throw (Bt): requires opponent back-facing you; can be either high or
  low (exception: Jacky's back throw does not grab crouching characters).


You cannot throw when:

* Opponent is floated (juggled).
* Opponent is executing a move.
* Opponent is hopping/jumping.
* Opponent is staggered (although after stagger animation ends, there's a small
  window when your throw is guaranteed).
* Opponent stumbles (including falling out of the ring).
* Generally, you cannot throw within a string - but there's a 1-2 frame window
  within strings like PPPK, usually not worth the risk.


Escaping throws:

* P+G regular throw: input P+G.
* Jeffry's b+P+G: input b+P+G.
You cannot escape anything else. Throw escape must be entered within 10 frames
after opponent's throw motion input. The situation after a throw escapes
differs, usually the escaper has the advantage - nothing is guaranteed though.



f) Getting Up
=-=-=-=-=-=-=
Getting up fast is a very important thing in VF2. Since there are no tech rolls
of any kind, you have to learn to get up almost instantly.

* If you just wait on the ground, you will get up in place - but you will be
  subject to pounces. Mashing on P button will make you get up faster.
* To twist into the screen, pound on G and d (d,d,d... and G,G,G... executed
  simultaneously). G and u (u,u,u...|G,G,G...) will make you twist out of the
  screen.
* To roll away from your opponent, mash on b (b,b,b...).

You can always execute rising attacks when getting up but they cannot be
delayed. A single K tap is enough, in any time during a twist or roll. To avoid
confusion though, rising attack motions are listed as either (K,K,K...) for
mid-level attack or (D+K,K,K...) for low-level one.



g) The Round
=-=-=-=-=-=-
Means of winning the round:

* Opponent's vitality bar reaches 0.
* Opponent's character falls out of the stage's playing area (if both fall out
  at the same time, the first one that touches the ground loses).
* If time runs out, the character with more vitality wins.
* If there's a draw for any reason, both opponents are awarded a round - if
  they're tied at the end of the match, it becomes sudden death (fast, 10
  second round on a smaller ring).





II. MOVE DESCRIPTION
====================


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
punch (P / P,G / P+G outside throw range)
senbon punch (P,K,G) - "PKG" / "senbon"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
buffer:        n/a
hit level:     H
damage:        10
ex-co-re:      9-2-13
               9-2-1 (special)
advantage:     P: -1 if blocked
               PKG: +9 if blocked (special, throw not guaranteed due to
               distance)
motion delay:  n/a
notes:         can be reversed by Akira, Kage & Pai


Your major weapon will be PKG - it's superior to P (and P,G) in every way
imaginable:

* Recovery is next to nil. What does that mean?
* If you miss it due to long distance, it will be rather hard to throw you
  except for those with silicon reflexes.
* If PKG interrupts (MCs) your opponent's attack, you have a good chance of
  throwing him

There are a few downfalls too:

* Like every move that hits high, if PKG goes over opponent's head you will
  probably be thrown; nothing really can be done to prevent this. Of course,
  any rolled string continuation like PKG, SDE, or low punch will stop the
  throw is opponent is slow to react.

In other words: never use just P. You COULD use it eg. when going to delayed
P,P string but, as 2nd P doesn't stagger, it's probably not worth it.

If your PKG is ducked under you still have a few quite viable options:

* Continue with another PKG; you cannot be thrown while executing a move. His
  throw attempt will probably come out as either punch or low punch - usually
  it's better to be interrupted than thrown. And although a d+P counter means
  a guaranteed throw anyway, your opponent may be thrown off balance by not
  scoring it the first time.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
low punch (d+P / db+P / df+P)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
buffer:        n/a
hit level:     L
damage:        10
ex-co-re:      10-2-8
advantage:     +4 if blocked
motion delay:  d [6] P, same for other motion variants
notes:         can be reversed by Akira and Pai, SDE changes stance


A low punch will stuff kickflips in the very first 1-3 frames of kickflips'
execution. It's also possible to interrupt sidekicks if you're close, although
it's harder against some characters (eg. Lion).




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
dashing elbow (f,f+P) - "DE"
super dashing elbow (f,f,f+P) - "SDE"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
buffer:        G[f],f+P
               G[f,f],f+P
hit level:     M
damage:        20~40 (more damage if executed closer to opponent)
ex-co-re:      10-2-23
advantage:     -4 if blocked near, -1 if far
motion delay:  f [16] f [6] P
               f [16] f [10] f [6] P
notes:         can be reversed by Akira and Pai, SDE changes stance


Super dashing elbow has much longer range but is more susceptible to high kick
(K) major counters than its shorter counterpart. Also, SDE attempt will not
make you change stance if you're interrupted in the first few frames of its
execution.

If you hit opponent's back with SDE from too far away, they will not float;
instead, the will be stunned in standing position - DE/SDE is guaranteed.
If you float a turned-away opponent, the next hit during the float will make
them switch position in the air; I would recommend doing a m-DbPm or c-DbPm
right away as 2nd hit. For instance, a PKG will send them flying so far away
it'll likely be impossible to score more hits save the ground punch (df+P). If
they're floating very high, you can opt for c-SgPm or c-DbPm but they're not
worth it, as they very rarely hit.




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
double palm (FC,b,f+P) - "DbPm"
modified double palm (motions vary) - "m-DbPm"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
buffer:        G[FC,b],f+P
hit level:     M
damage:        30~70 (more damage if executed closer to opponent)
ex-co-re:      11-5-32
advantage:     -10 if blocked
motion delay:  (FC,b,f+P) [20]
               [6] is allowed between 'f' and 'P'
notes:         cannot be reversed, throw counterable


The move is dangerous if done by its own so don't do it, unless you want to end
the float or counter a blocked, low recovering move (see the counters list at
the end of this document for reference). The main, and pretty much the only use
for double palm is ending a float. It makes a such nice finisher since:

- it hits very low in terms of float height,
- does decent damage (30 points),
- pushes the opponent forward a lot;

Since nothing is perfect, there are also some downfalls:
- it's not easy to do, especially after some quick recovering moves,
- if you mock up the motions, a regular elbow (f+P) is very likely to come out,
  and it almost never hits in a float,
- if it misses, opponent may have just enough time to recover from a knockdown
  and punish you;

Note: the double palm will push the opponent forward a bit even if he or she is
just laying on the ground! It will be milimetres but still might be enough to
push them off the ring.

Double palm may seem hard to use in a float at first; since it requires
crouching position, we'll need a way to accomplish it faster than common
pushing the stick down. That's where the modified double palm (m-DbPm) comes
in. In the beginning, you WILL fail it. Here are the most popular mistakes
while attempting it - "double palm does not come out and..."


... results in elbow (normally f+P)
-----------------------------------
By far the most common situation - you're entering the motions too slow. There
is no universal cure for that, other than trying to be faster :) Alternate
methods may work better for you, make sure you try them all (look above for
guidelines).


... results in single palm (normally FC,f+P)
--------------------------------------------
You haven't pressed back at all, or did it too carelessly. If you're using
df,df,b motions, try smacking the stick to back HARD. For db,db,b, try rolling
the stick to extreme b or even ub - if you switch to f quickly enough, Akira
won't hop and the double palm will come out.


... results in punch (normally P)
---------------------------------
Although this situation is rather rare, it does occur. There can be a few
causes:
- pressing punch button too fast, before the stick goes forward; there's no way
  you will ever do the DbPm in this manner. Remember you can press P after you
  push the stick forward, there's a 6-frame window to do that. It's better to
  enter the punch later than sooner; in the former case there exists a margin
  for error - in the latter, it does not.
- double-tapping P (so-called tremble press); you're too nervous and/or want
  to play with style (especially if people are watching YOUR HANDS). Resist the
  urge of doing that, be cool.
- messing up the whole motion. What can I say? Try practicing it slower but in
more accurate way - then speed it up. Of course if you pressed the punch by
mistake, eg. by touching the button without even knowing, be more careful next
time.


... results in ground punch (normally df+P)
-------------------------------------------
Stick is pushed to down-forward instead of forward; you're probably too slow,
also your judgement might be wrong - remember that opponent must be close to
the ground in order for the ground punch to come out at all! If he's on the
ground, the m-DbPm probably wouldn't have hit anyway, except for special OTB
situations. As for the solution to this problem, try pushing the stick higher;
at first it may seem to you that you're entering up-forward. Don't worry, it's
a normal feeling. Besides, as long as DbPm comes out, it's all good right?


... results in hopping punch (normally ub|u|uf+P)
-------------------------------------------------
There we go, you did overdo on the stick press after all. Oh well, try lowering
it a but next time. If the hopping punch comes out it's not a disaster - it
hits more than you'd expect it to. If you're in closed stance, go for uf+P ->
df+K OTB -> df+P follow-up (a slight dash is required before the ground punch).
Of course, you can uf+P -> m-DbPm or uf+P -> m-SgPm, which work in both
stances.


... results in dashing elbow (normally f,f+P)
---------------------------------------------
You've pressed f twice :) Don't. You're probably too slow either.


... nothing comes out
---------------------
This one's also popular. There are several causes:
- did you press G by mistake? It cancels the whole motion, although the punch
  SHOULD come out (if it doesn't, you might have pressed G more than once or
  twitched on the G button).
- very often people THINK they entered the whole motion flawlessly but in
  reality they messed everything up. Slow it down a little.

If you have poor results attempting the m-DbPm, I can't give any other advice
than PRACTICE MORE. Remember that accuracy goes first; speed is secondary, it
will come with time. The modified double palm is ESSENTIAL if you would like to
pose any threat to your opponents.





III. STRATEGY & TACTICS
=======================
With Akira, you HAVE TO keep the initiative to win. I CAN'T STRESS THIS ENOUGH!
There's no such thing as "machi Akira" - if anyone chooses that style, they
will likely suck ;) Now seriously, if you're forced to play defensively, your
options are very limited. Still, it's not a catastrophy - you still have your
PKG/low punch option select, and you can always SPoD hunt for any missed moves.
But fun factor surely goes down the drain :)

I believe that in VF2 you should rather go for guaranteed damage than gamble
for more damage. Set-ups are fun and often rewarding but why risk and waste
time?


How to start the round?
-----------------------
I recommend crouch dashing forward. Each and every time. There are obvious
advantages of starting the round like that:

* It's always faster to stand up in order to guard a mid-level move, than
  crouch to block low. Simply letting go the stick with G pressed will make
  you block mid-hitting moves.
* You can SPoD from crouching.

But what if you're fighting against characters with low throws? Well, it's
still not a bad way to start the match:

* The trick is to stop just before your opponent's low throw range point. Most
  Wolf/Jeffry experts are aware of this technique though; it's also common for
  them to start with PKG or F+PKG -> low throw attempt (this moves them
  forward, making it much harder for Akira to anticipate the correct crouch
  dash range).

* Neither of the heavies has any really fast mid-hitting moves; they only have
  slower ones. Learn to spot things like Jeffry's f,f+P or Wolf's f+P - it's
  possible to correctly pronounce the move in the first few frames of its
  execution.

You might ask: "if PKG's that good, why not just start a round with that?" Well
PKG IS good but if you were to start the fight using it, there are a few
downfalls too, namely:

* If opponent ducks (autoducks) your PKG, you can be in trouble, depending on
  what he does next - if it's eg. a low punch, you lose inititive. Check out
  respective PKG section for details on what to do next.
* If opponent backdashes away, he can throw after your missed PKG (yes, good
  opponents can, and will, do that).
* Akira's PKG isn't exactly the fastest one... it loses to Sarah's and Kage's
  senbon punches. If your PKG is interrupted, again - you lose initiative.
* PKG loses to all kinds of sweep-like moves if they're executed right away as
  round starts, eg. common d+K+G sweeps, shin slicers, Lion's df+P+G
* PKG will usually lose to another Akira's body check, too :>

All these disadvantages but where are the advantages? There sure are some:

* If your PKG hits, you gain initiative. If it MCs, that's even better - going
  for a throw might be a good gamble.
* If it's blocked, it's still a good flowchart starter, and it pushes opponent
  backwards.

So, when to use PKG as round starter? If you INSIST, you can use it:

* If fighting against heavies but be careful about MC d+P throws! If they go
  for PKG though, they're yours (for the first 2 seconds, at least ;)





IV. VERSUS SECTION
==================


a) lightweights
===============


vs. Pai Chan
------------

Various Pai tidbits:
* Her df+P will mostly eat your low punches unless you're far ahead in d+P
  execution.



vs. Sarah Bryant
----------------

Various Sarah tidbits:
* The punt kick (d+K) will eat Akira's dashing elbow moves (both DE/SDE).



vs. Lion Rafale
---------------

Various Lion tidbits:
* It's very hard to interrupt his sidekick with d+P, even if you're very close.



vs. Shun-Di
-----------

Various Shun tidbits:
* You can high reverse the uppercut in his P,P,P if the 2nd punch is blocked.
* If he gets hit by a low punch while sitting on the ground, double palm is
  guaranteed (d+P -> b,f+P within one fluid motion).



b) middleweights
=-=-=-=-=-=-=-=-


vs. Kage-Maru
-------------

Various Kage tidbits:
* You can high reverse the last hit in his P,P,P,K if the 3rd punch is blocked.



vs. Lau Chan
------------
A good Lau will use his P/m-UpKn/d+P rushes. Due to reversability of his major
moves, against Akira he's likely to use throws too, especially after low punch
interrupts - and he will get a lot of those, believe me. There's no universal
remedy for this - in fact, fighting a good Lau is very painful. I consider it
a very tough fight, on par with fights against another Akira, Kage and Jacky.

The modified upknife (FC,df+P) hits mid but is reversed high. However, I'd ease
on high reversal attempts against Lau. You now could say "What? With all those
high-level moves, this should be a breeze!" Well believe me, it's not. Imagine
you try a high reversal and miss - as we know, it comes out as high punch; if
he did a d+P, he now has a guaranteed throw, and can continue his flowchart.
If you predict a UpKn follow-up and reverse, that's nice. But what if he does
another low punch? A simple PG? Or even elbow? There's nothing more humiliating
than Akira attempting reversals throughout all round and scoring none. I'd say
stick to YOUR flowcharts. Do a couple of d+Ps, DEs, throw in a few PKGs when
he's up. Play your game, not his. If you go on with the latter, you're sushi.
Keeping the initiative against Lau is way more important than against other
characters.

Various Lau tidbits:
* His f,d+K goes under sidekicks; also under DE/SDE at long range, although it
  loses to body checks, single/double palms and normal elbows.
* He has guaranteed stomp pounces (df+K) after rising attacks knockdowns. But
  if he goes for eg. d+K in rising attack float, pounce isn't guaranteed any
  more and you can struggle out of it.
* Lau's df+K pounce has very long range, it will even hit ends of your ankles.
  Many Lau players do their pounces from long range and sometimes miss. A quick
  DE or SDE is likely to hit when they're recovering from the stomp.
* To avoid his u+P and U+P jumping pounces, kip up.



vs. Jacky Bryant
----------------

Various Jacky tidbits:
* He's got guaranteed pounces after every of his rising attacks except when
  knocked down (hehe).
* You can block the sweep even if punch in P,d+K MCs.
* Kickflip mC will not hit after he blocks most of Akira's rising sweeps.
* The punt kick (f,f+K) will eat Akira's dashing elbow moves (both DE/SDE).



vs. Akira Yuki
--------------
I'm not going to say how to beat Akira. If you read the FAQ throughly, you
should know this anyway.



c) heavyweights
=-=-=-=-=-=-=-=
This section is perhaps most justified, since many factors of fighting Wolf
and Jeffry are the same. There are plenty of differences of course, hence
their respective sections ;)

Since only the outcome matters, not the motions used, a low punch is always
a low punch, therefore heavies' db+P+K+G, df+P+K+G or d+P+G option select low
punches can be reversed normally. If you miss the reversal due to range, you're
likely to be low thrown, so use it with caution.



vs. Jeffry McWild
-----------------
If he low punches repeatedly, resist the urge to low punch back! His d+Ps push
you back, and if you attempt to do one of yours, it will miss - which means
a free powerbomb -> stomp for Jeffry. Do a low reversal instead, it has special
range and therefore you'll score it.

Various Jeffry tidbits:
* You can counter his missed P+K+G (butt slam) by ground punch (df+P)
* Missed frontal backbreaker throw (b,f,f+P+K+G) comes out as flying butt slam
  (normally P+K+G). If Jeffry is interrupted in the first few frames of it, he
  end up stunned and turned away; you can SDE -> m-DbPm freely. Body check or
  c-SgPm are risky since running, dashing or crouch dashing forward escapes
  them easily.
* You can high reverse the uppercut in P,P,P if 2nd punch is blocked.



vs. Wolf Hawkfield
------------------

Various Wolf tidbits:
* Both f,f+P and b,f+P moves can be interrupted with AKira's either PKG or d+P.
  But in case of d+P MC, stun is longer compared to other MC low punches.
* Like with Jeffry, you can high reverse the uppercut in P,P,P if 2nd punch is
  blocked.





V. APPENDICES
=============


=-=-=-=-=-=
a) Movelist
=-=-=-=-=-=
The movelist has been taken from my General VF2 FAQ, and is included here as
referring source.


BASIC MOVES:

> punch                                         P
  H             10                9-2-13        -1             AKP
  Motion Delay: n/a

> low punch                                     db+P / d+P / df+P
  L             10                10-2-8        +4             A
  Motion Delay: db [6] P / d [6] P / df [6] P

> roundhouse                                    K
  H             30                12-4-22       0              AP
  Motion Delay: n/a

> low kick                                      db+K / d+K
  L             10                14-2-22       -10            A
  Motion Delay: db [6] K / d [6] K

> sidekick                                      df+K
  M             23                14-3-25       -4             APW
  Motion Delay: df [6] K


HOPPING MOVES:

> hopping hammer                                ub+P / u+P / uf+P
  M             30                44-4-27       -              -
  Motion Delay: ub [6] P / u [6] P / uf [6] P

> hopping punch                                 ub,P asc. / u,P asc. / uf,P
asc.
  M             30                53-3-21       -              -
  Motion Delay: n/a

> hopkick                                       ub,K asc. / u,K asc. / uf,K
asc.
  M             30                33-4-22       -              -
  Motion Delay: n/a

> landing sidekick                              ub,K desc. / u,K desc. / uf,K
desc.
  M             20                52-4-24       -              P
  Motion Delay: n/a


JUMPING MOVES:

> jumping hammer                                UB,f+P / U,f+P / UF,f+P
  M             30                83-2-41       -              -
  Motion Delay: n/a

> take-off kick                                 UB+K / U+K / UF+K
  M             30                17-20-60      -              -
  Motion Delay: n/a

> jumping dropkick                              UB,f+K / U,f+K / UF,f+K
  M             40                77-7-53       -              -
  Motion Delay: n/a

> in-air kick                                   UB,K asc. / U,K asc. / UF,K
asc.
  M             30                10-4-n/a      -              -
  Motion Delay: n/a

> landing kick                                  UB,K desc. / U,K desc. / UF,K
desc.
  M             30                77-4-10       -              -
  Motion Delay: n/a

> backward dropkick                             UB,b+K / U,b+K / UF,b+K
  M             40                81-4-43       -              -
  Motion Delay: n/a


TURN-TOWARDS MOVES:

> TT high punch                                 [BT] P
  H             12                12-2-18       -              AKP,S
  Motion Delay: n/a

> TT hammer                                     [BT] d+P
  L             14                15-4-19       -              -
  Motion Delay: d [6] P

> TT punch from crouch                          [BT] db+P / D+P / df+P
  H             12                14-5-21       -              S
  Motion Delay: db [6] P / n/a / df [6] P

> TT roundhouse                                 [BT] K
  H             30                16-2-24       -              AP
  Motion Delay: n/a

> TT low kick                                   [BT] d+K
  L             10                16-3-21       -              A,S
  Motion Delay: d [6] K

> TT sweep                                      [BT] db+K / D+K / df+K
  L             30                14-3-33       -              A
  Motion Delay: db [6] K / n/a / df [6] K

> TT punch-kick                                 [BT] P,K
  HH            12+30             12-4-22       0              AP
  Motion Delay: P [20] K

> TT punch-body blow                            [BT] P,P
  HM            12+12             10-2-18       -4             P,S
  Motion Delay: P [20] P


SPECIAL MOVES:

> punch-body blow                               P,P
  HM            10+12             10-2-18       -4             P,S
  Motion Delay: P [20] P

> punch-kick                                    P,K
  HH            10+30             12-4-22       0              AP
  Motion Delay: P [20] K

> elbow                                         f+P
  M             10                12-2-25       -7             AP
  Motion Delay: f [6] P

> knee                                          K+G,G
  M             30                15-2-29       -3             S
  Motion Delay: K+G [1] G

> single jumping kick                           f,f+K
  M             30                13-3-31       -7             -
  Motion Delay: f [16] f [6] K

> double jumping kick                           f,f+K,K
  MM            30+30             11-5-38       -16            -
  Motion Delay: f [16] f [6] K [15] K

> dashing elbow                                 f,f+P
  M             20~40             10-2-23       -4 (near)      AP
                                                -1 (far)
  Motion Delay: f [16] f [6] P

> super dashing elbow                           f,f,f+P
  M             20~40             10-2-23       -4 (near)      AP,S
                                                -1 (far)
  Motion Delay: f [16] f [10] f [6] P

> single palm                                   FC,f+P
  M             20~65             11-3-26       -7 (near)      AKP
                                                -4 (far)
  Motion Delay: FC,f [6] P

> body check                                    b,f,f+P+K
  M             20~80             11-3-42       -23 (near)     !
                                                -20 (far)
  Motion Delay: [ (b,f,f+P+K) 28]

> uppercut                                      df,df+P
  M             50                18-6-24       -2             -
  Motion Delay: [ (df,df+P) 28]

> double palm                                   FC,b,f+P
  M             30~70             11-5-32       -10            -
  Motion Delay: [ (FC,b,f+P) 20]


THROWS:

> reaping throw & punches         P+G
  Ht            20+10+10+10       113;46,46     -              escape
  Motion Delay: n/a
  If escaped, the distance between you and your opponent is 1.13m

> pull-in push-out                              db,f+P
  Ht            60                108           -              -
  Motion Delay: [ (db,f+P) 15]

> reverse body check                            b,df+P+K
  Ht            40                73            -              -
  Motion Delay: [ (b,df+P+K) 20]

> close-in ram                                  f,b,f+P+K
  Ht            20+15+25          100           -              S
  Motion Delay: [ (f,b,f+P+K) 30]

> stun palm                                     P+K+G
  Ht            15                45            -              -
  Motion Delay: n/a

> 2/3 stun palm of doom                         P+K+G,b,df+P+K
  Ht            15+35             64            -              -
  Motion Delay: P+K+G [14] b,df+P+K

> stun palm of doom                             P+K+G,b,df+P+K,b+P
  Ht            15+35+50          52            -              -
  Motion Delay: P+K+G [14] b,df+P+K [17] b+P

> break guard                                   FS,f+P+G
  Ht            0                 32,42         -              -
  Motion Delay: FS,f [6] P+G

> trip I                                        FS,b+P+G
  Ht            0                 43,55         -              -
  Motion Delay: FS,b [6] P+G

> trip II                                       FS,d+P+G
  Ht            0                 43,54         -              -
  Motion Delay: FS,d [6] P+G

> surprise exchange                             FS,db+P+G
  Ht            0                 34,43         -              -
  Motion Delay: FS,db [6] P+G

> stumbling trip                                FS,b,d+P+G
  Ht            10                69,112        -              -
  Motion Delay: [ (FS,b,d+P+G) 16]

POUNCES:

> jumping punch (hit)                           u+P
  G             20                42-3-57       -              -
  Motion Delay: u [6] P

> jumping punch (missed)                        u+P
  G             -                 42-3-23       -              -
  Motion Delay: u [6] P

> ground punch                                  df+P
  G             12                16-4-35       -              -
  Motion Delay: df [6] P


REVERSALS:

> high punch reversal                           G,b+P (closed stance)
  H             50                65            -              S
  Motion Delay: G [6] b [6] P

> high punch reversal                           G,b+P (open stance)
  H             50                49            -              S
  Motion Delay: G [6] b [6] P

> high kick reversal                            G,b+P
  H             50                51            -              S
  Motion Delay: G [6] b [6] P

> mid punch reversal                            G,db+P
  M             50                50            -              S
  Motion Delay: G [6] db [6] P

> mid kick reversal                             G,db+P (closed stance)
  M             50                51            -              S
  Motion Delay: G [6] db [6] P

> mid kick reversal                             G,db+P (open stance)
  M             50                84            -              S
  Motion Delay: G [6] db [6] P

> low punch reversal                            G,d+P
  L             50                55            -              S
  Motion Delay: G [6] d [6] P

> low kick reversal                             G,d+P
  L             50                52            -              S
  Motion Delay: G [6] d [6] P


RISING ATTACKS - IN PLACE:

> face up, feet towards                         K,K,K...
  M             20                34-5-21       -              -

> face up, feet towards                         D+K,K,K...
  L             20                33-6-31       -              -

> face up, head towards                         K,K,K...
  M             20                34-4-20       -              -

> face up, head towards                         D+K,K,K...
  L             20                33-16-21      -              -

> face down, feet towards                       K,K,K...
  M             20                28-6-26       -              -

> face down, feet towards                       D+K,K,K...
  L             20                30-6-22       -              -

> face down, head towards                       K,K,K...
  M             20                34-4-22       -              -

> face down, head towards                       D+K,K,K...
  L             20                30-6-34       -              -


RISING ATTACKS - TWIST AWAY (G,G,G):

> face up, feet towards                         K,K,K...
  M             20                20-16-24      -              -

> face up, feet towards                         D+K,K,K...
  L             20                15-6-31       -              -

> face up, head towards                         K,K,K...
  M             20                25-13-22      -              -

> face up, head towards                         D+K,K,K...
  L             20                15-10-15      -              -

> face down, feet towards                       K,K,K...
  M             20                22-14-24      -              -

> face down, feet towards                       D+K,K,K...
  L             20                15-10-15      -              -

> face down, head towards                       K,K,K...
  M             20                27-11-27      -              -

> face down, head towards                       D+K,K,K...
  L             20                15-6-31       -              -


RISING ATTACKS - ROLL AWAY (b,b,b):

> face up, feet towards                         K,K,K...
  M             20                17-8-26       -              -

> face up, feet towards                         D+K,K,K...
  L             20                17-8-25       -              -

> face up, head towards                         K,K,K...
  M             20                19-5-31       -              -

> face up, head towards                         D+K,K,K...
  L             20                19-4-32       -              -

> face down, feet towards                       K,K,K...
  M             20                17-5-33       -              -

> face down, feet towards                       D+K,K,K...
  L             20                17-4-32       -              -

> face down, head towards                       K,K,K...
  M             20                17-8-25       -              -

> face down, head towards                       D+K,K,K...
  L             20                17-7-25       -              -



=-=-=-=-=-=-=-=
b) Counter List
=-=-=-=-=-=-=-=
So you have blocked your opponent's move. You have to react perfectly everytime
hence this section was written. Memorize and use it for your advantage! VF2 is
a game of "win/lose with one combo/screw up", remember that.

PKGx : most of Akira's fast hitting moves have execution of 11 frames. In many
       cases you only have up to 10 frames, which enables only punches or elbow
       moves to hit. But if you mC with PKG, you gain two frames, since the PKG
       stuns for 12 frames with only 1 frame of own recovery. Performing the
       follow-up move perfectly allows combos off the mC PKG. The most
       advantageous follow-up is the iaigeri, which floats the opponent for
       further punishiment. Of course if your opponent's low on energy, don't
       hesitate to go for punch-kick instead for guaranteed no-brainer damage.

PKGx variants
-------------
You should take advantage of opponent's weight. Remember that for some players
it's easier to do iaigeri -> PKG -> m-DbPm than iaigeri -> m-DbPm; try it, and
see what works better for you.

* vs. Pai, Sarah, Shun^, Lion^: PKG -> iaigeri -> PKG x3 -> m-DbPm
* vs. Kage, Lau: PKG -> iaigeri -> PKG x2 -> m-DbPm
* vs. Jacky, Akira: PKG -> iaigeri -> PKG -> m-DbPm
* vs. Jeffry, Wolf: PKG -> iaigeri -> m-DbPm

^: PKG x3 is risky against those characters, you might want to limit your combo
   to PKG x2.

More inside PKG hits are possible but those are the safest options for Akira.
If you're not fully comfortable with iaigeri, PKG -> SDE is also guaranteed on
minor counter. You may even manage a small float vs. lightweights.


SPoD : use it when a move is throw counterable. Don't use others throws, why
       bother? The only situation you should worry about are those spot-on
       throw-counterable moves like some rising attacks and such. If you're not
       sure and/or confortable with SPoD, use PKGx in those cases.

DbPm : use when you block low, and your opponent's move recovers in crouch. Pay
       attention to sweep type moves, since most actually recover in standing
       position! For convenience, they're all listed under "SPoD" or "PKG"
       counters

SDE :  sometimes it's the only possible counter move.



Now, on to the counter list.


vs. Akira Yuki
--------------
PKGx:   knee (K+G,G)
        single palm (FC,f+P)
        double palm (FC,b,f+P)
        roll FD/HT (K,K,K...)

SPoD:   single jumping kick (f,f+K)
        double jumping kick (f,f+K,K)
        body check (b,f,f+P+K)
        in place FD/HA (K,K,K...)
        twist FU/HA (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)

DbPm:   low kick (d+K)
        TT sweep ([BT] D+K)
        in place FU/HA (D+K,K,K...)
        in place FD/HA (D+K,K,K...)
        in place FU/HT (D+K,K,K...)
        twist FU/HA (D+K,K,K)
        twist FD/HA (D+K,K,K)
        twist FU/HT (D+K,K,K)
        twist FD/HT (D+K,K,K)
        roll FU/HA (D+K,K,K)
        roll FD/HA (D+K,K,K)
        roll FU/HT (D+K,K,K)
        roll FD/HT (D+K,K,K)



vs. Jacky Bryant
----------------

PKGx:   double punch-backfist (P,P,b+P)
        knee (f+K)
        TA kick (b,b+K)
        TT punch from crouch ([BT] D+P)
        landing sidekick (hop,K desc.)

SPoD:   double punch-elbow-heelkick (P,P,f+P,K)
        elbow-heelkick (f+P,K)
        backfist-crescent (b+P,K)
        beatknuckle (P+K)
        roundhouse-heelkick (K,K)
        punt kick (f,f+K)
        low crescent (b,f+K+G)
        1 lightning kick (d+P+K)
        2 lightning kicks (d+P+K,K)
        3 lightning kicks (d+P+K,K,K)
        4 lightning kicks (d+P+K,K,K,K)
        5 lightning kicks (d+P+K,K,K,K,K)
        kickflip (ub+K)
        sidekick (df+K)
        in place FD/HA (K,K,K...)
        in place FU/HT (K,K,K...)
        in place FU/HT (D+K,K,K...)
        in place FD/HT (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)
        roll FD/HT (K,K,K...)

DbPm:   punch-sweep (P,d+K)
        backfist-sweep (b+P,d+K)
        low backfist-sweep (db+P,K)
        crescent-sweep (K+G,d+K+G)
        shin slicer (d+K+G)
        low kick (D+K)
        in place FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (D+K,K,K...)



vs. Jeffry McWild
-----------------

PKGx:   dashing elbow-uppercut (f,f+P,P)
        knee (f+K)
        elbow-hammer (f+P,b+P)
        twist FU/HA (K,K,K...)

SPoD:   toekick-hammer (d+K,P)
        elbow drop (b,f+P)
        starfleet (b,df+P)
        heel axe (f,d+K)
        stomach crash (db,f+P+K)
        sidekick (df+K)
        in place FD/HA (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (K,K,K...)

DbPm:   low kick (D+K)
        in place FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FD/HT (D+K,K,K...)



vs. Kage-Maru
-------------

PKGx:   heelkick (d+K+G)

SPoD:   triple punch-heelkick (P,P,P,K)
        triple punch-backflip (P,P,P,b+K)
        rising knee (FC,f+K)
        kickflip (ub+K+G)
        backheel sweep (f,f+K)
        catapult kick (f,f+P+K+G)
        sliding tackle (b,db,d+K)
        corkscrew kick (f,f+K+G)
        chopping shuto (FC,f+P+K)
        chopping-horizontal shuto (FC,f+P+K,P+K)
        slash shuto (b,f+P+K)
        slash-horizontal shuto (b,f+P+K,P+K)
        slash-back shikan-ken (d+P+K,P+K)
        TT slide ([BT] d+K)
        2.5 roll & slam (UF+K far)
        in place FD/HA (K,K,K...)
        in place FD/HT (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FD/HA (K,K,K)
        roll FU/HT (K,K,K)
        roll FD/HT (K,K,K)

DbPm:   roll forward-sweep (b,db,d,df,f+K)
        roll backward-sweep (f,df,d,db,b+K)
        low kick (d+K)
        TA slide (b,b+K+G)
        in place FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)

SDE:    TA slap (b,b+P)
        TA upward slap (b,b+P+G)



vs. Lau Chan
------------

PKGx:   TT punch from crouch (D+P)

SPoD:   punch-heelkick (P,K)
        triple punch-crescent (P,P,P,K)
        triple punch-sweep (P,P,P,d+K)
        triple punch-backflip (P,P,P,b+K)
        downknife-double punch-crescent (df+P,P,P,K)
        downknife-double punch-sweep (df+P,P,P,d+K)
        downknife-double punch-backflip (df+P,P,P,b+K)
        heelkick (D,n,K)
        backflip (ub+K)
        landing sweep (hop,K desc.)
        TT kick from crouch ([BT] D+K)
        in place FD/HA (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)
        roll FD/HT (K,K,K...)

DbPm:   punch-sweep (P,d+K+G)
        sliding tackle (f,d+K)
        low kick (d+K)
        in place FD/HA (D+K,K,K...)
        in place FD/HT (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll face up, head towards (D+K,K,K...)
        roll face down, head towards (D+K,K,K...)

SDE:    sweep (d+K+G)



vs. Lion Rafale
---------------

PKGx:   elbow (f+P)
        double hopping roundhouse (u+K,K)

SPoD:   punch-heelkick (P,K)
        double punch-swipe (P,P,P)
        uppercut-swipe (df+P,P)
        spinning punch (u+P)
        knee (f+K)
        sweep (d+K+G)
        lunging sweep (df+K+G)
        lunging crescent (f,f+K+G)
        handstand kicks (d,d+K)
        dodging swipe (G,f+P)
        dodging trip (G,df+P)
        hopping jab (hop,P asc.)
        cartwheel kick (uf+K)
        TT kick ([BT] K)
        in place FD/HA (K,K,K...)
        in place FD/HT (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)
        roll FD/HT (K,K,K...)

DbPm:   creeping peck (FC,df+P)
        double creeping peck (FC,df+P,P)
        long trip (df+P+G)
        double low kick (d+K,K)
        low kick (d+K)
        landing sweep (hop,K desc.)
        TT low swipe ([BT] d+P)
        in place FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (D+K,K,K...)

SDE:    TA punch (b,b+P)


vs. Pai Chan
------------

SPoD:   punch-heelkick (P,K)
        triple punch-crescent (P,P,P,K)
        triple punch-sweep (P,P,P,d+K)
        triple punch-backflip (P,P,P,b+K)
        crane kick (f,f+K)
        jabbing footwork (b,b+P)
        reverse crescent (b+K+G)
        heelkick (D,n,K)
        backflip (ub+K)
        high kick (K)
        double swallow kick (uf+K,K)
        in place FD/HA (K,K,K)
        twist FD/HA (K,K,K)
        twist FU/HT (K,K,K)
        twist FD/HT (K,K,K)
        roll FU/HA (K,K,K)
        roll FD/HA (K,K,K)
        roll FU/HT (K,K,K)
        roll FD/HT (K,K,K)

DbPm:   punch-sweep (P,d+K+G)
        low kick (d+K)
        in place FD/HA (D+K,K,K...)
        in place FD/HT (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (D+K,K,K...)

SDE:    sweep (d+K+G)



vs. Sarah Bryant
----------------

PKGx:   elbow-knee (f+P,K)
        knee (f+K)
        crescent (K+G)

SPoD:   triple punch-rising knee (P,P,P,K)
        triple punch-kickflip (P,P,P,b+K)
        triple punch-upkick (P,P,P,u+K)
        knee-rising knee (f+K,df+K)
        rising knee (FC,f+K)
        lunging knee (f,f+K)
        toekick (d+K)
        toekick-sidekick (d+K,K)
        illusion kicks (df+K,K)
        mirage kicks (df+K,K,K)
        double roundhouse (b+K)
        kickflip (ub+K)
        sidekick (df+K)
        tornado kick (uf+K+G)
        in place FD/HA (K,K,K...)
        in place FU/HT (K,K,K...)
        in place FU/HT (D+K,K,K...)
        in place FD/HT (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)
        roll FD/HT (K,K,K...)

DbPm:   shin slicer (d+K+G)
        low kick (D+K)
        in place FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (D+K,K,K...)

SDE:    TA spin kick (FC,b+K)



vs. Shun-Di
-----------

PKGx:   spin kick (K+G)
        backward dodge-strike (db+G,P+K)
        backward hopping kicks (b+K+G)
        TT punch from crouch (D+P)

SPoD:   double punch (P,P)
        double punch-uppercut (P,P,P)
        rushing punches (f+P)
        shin kick-high kick (db+K,K)
        cartwheel (f,f+K)
        scorpion kick (d+K+G)
        sit down-kick (d,d,K)
        handstand-kicks (f,df,d,db,b,K)
        corkscrew punch (uf+P)
        mule kick (u+K)
        landing sweep (hop,K desc.)
        in place FU/HA (K,K,K...)
        in place FD/HA (K,K,K...)
        in place FD/HT (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FU/HT (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FU/HA (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FD/HT (K,K,K...)

DbPm:   shin kick (db+K)
        sweep (D+K+G)
        double drunken sweep (d+P+K,K)
        triple drunken sweep (d+P+K,K,K)
        low kick (d+K)
        in place FU/HA (D+K,K,K...)
        in place FU/HA (df+K,K,K...)
        in place FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (D+K,K,K...)



vs. Wolf Hawkfield
------------------

PKGx:   body blow (f+P)
        knee (f+K)
        TT punch from crouch (D+P)
        in place FU/HA (K,K,K...)

SPoD:   double punch-elbow (P,P,f+P)
        backhand slap (b+P)
        upward lift (FC,f+P)
        flying knee (f,f+K+G)
        low dropkick (f,d+K)
        shoulder ram (b,f+P)
        sidekick (df+K)
        in place FD/HA (K,K,K...)
        in place FD/HT (K,K,K...)
        twist FD/HA (K,K,K...)
        twist FD/HT (K,K,K...)
        roll FD/HA (K,K,K...)
        roll FU/HT (K,K,K...)

DbPm:   low kick (d+K)
        TT low dropkick ([BT] d+K)
        in place FD/HA (D+K,K,K...)
        in place FD/HT (D+K,K,K...)
        twist FD/HA (D+K,K,K...)
        roll FU/HA (D+K,K,K...)
        roll FD/HA (D+K,K,K...)
        roll FU/HT (D+K,K,K...)
        roll FD/HT (D+K,K,K...)





[end of file, (c) GLC]