hide results

    Akira by RGantela

    Version: 1.01 | Updated: 09/18/96 | Search Guide | Bookmark Guide

    [============------------------------------------------===================]
    |             Virtua Fighter 2: Akira FAQ v1.01                           |
    |             Sega Saturn Version                                         |
    |                                                                         |
    |  [modifications/editting/layout for Sega Saturn - by rg]                |
    |  [internal saturn version 0.50, date - 9.18.96         ]                |
    |                                                                         |
    |  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!             |
    |  < all references to frames may differ for saturn version >             |
    |  < check alternate tables for correct move frame rates    >             |
    |  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!             |
    |                                                                         |
    |  !!!!!!!!!!!!!!!!!!!!!!!!!!                                             |
    |  < damage may differ also >                                             |
    |  !!!!!!!!!!!!!!!!!!!!!!!!!!                                             |
    |=============-----------------------------------------===================|
    |by Joji Suzuki                                                           |
    |joji.g@channel1.com                                                      |
    |us003263@pop3.interramp.com                                              |
    |Please send any comments, corrections, and additions to the above        |
    |addresses.                                                               |
    [============------------------------------------------===================]
    
    [-------------------------------------------------------------------------]
    |       +=================+                                               |
    |       |Table of contents|                                               |
    |       +=================+                                               |
    |Introduction                                                             |
    |-------------------------------------------------------------------------|
    |Part I: The moves                                                        |
    |     1)Move list                                                         |
    |     2)Move analysis                                                     |
    |          a)Basic moves                                                  |
    |          b)Special moves                                                |
    |          c)Throws                                                       |
    |          d)Break stances                                                |
    |          e)Reversals                                                    |
    |     3)Multiple attacks                                                  |
    |     4)Rising attacks                                                    |
    |-------------------------------------------------------------------------|
    |Part II: Putting it together                                             |
    |     1)Stuff you need to know                                            |
    |          a)Escape from throws                                           |
    |          b)Crouching dash                                               |
    |          c)Stances                                                      |
    |          d)The use of the Guard button                                  |
    |          e)Counters                                                     |
    |     2)Strategy                                                          |
    \-------------------------------------------------------------------------|
    |Part III: How to fight this guy/gal??                                    |
    |     1) Moves you can and can't counter                                  |
    |     2) Moves you can and can't reverse                                  |
    |     3) Strategy                                                         |
    |-------------------------------------------------------------------------|
    |Part IV: For your information                                            |
    |     1) Character profile, history, fighting style                       |
    |     2) CPU Guide                                                        |
    |     3) Misc stuff                                                       |
    |-------------------------------------------------------------------------|
    |Acknowledgments                                                          |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +============================+                                    |
    |       |      Part I: The moves     |                                    |
    |       +============================+                                    |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Contents:                                                                |
    |1)Move list                                                              |
    |2)Move analysis                                                          |
    |     a)Basic moves                                                       |
    |     b)Special moves                                                     |
    |     c)Throws                                                            |
    |     d)Break stances                                                     |
    |     e)Reversals                                                         |
    |3)Multiple attacks                                                       |
    |4)Rising attacks                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +============+                                                    |
    |       |1) MOVE LIST|                                                    |
    |       +============+                                                    |
    |                                                                         |
    |Complete list of Akira's moves, including the Japanese names for the     |
    |techniques. It shows the motion, hit level, and damage.  The damage is   |
    |given in life bar points which differs on the level setting, and for vs. |
    |play.  It is NOT the percentage of the life bar, but an actual numerical |
    |value.  It is also standardized to Wolf's Giant Swing (twirl 'n' hirl)   |
    |being 100 points. Refer to Part IV: Damage section for more detail.      |
    |-------------------------------------------------------------------------|
    |G,P,K refer to the Guard, Punch, Kick buttons respectively.              |
    |                                                                         |
    |  IMPORTANT NOTE:                                                        |
    |  !!!!!!!!!!!!!!!                                                        |
    |(A,B,C) are the default saturn mappings.                    Saturn       |
    |                                                            ------       |
    |f,b,u,d refer to forward,back,up,down, respectively.         same        |
    |F,B,U,D refer to holding the joystick in that position.      same        |
    |H refers to attacks that hit standing non-defenders.         same        |
    |M refers to attacks that hit crouching opponents.            same        |
    |L refers to attacks that hit standing opponents.             same        |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Move                                  Motion         Hit   Dmg    Note   |
    |-------------------------------------------------------------------------|
    |Basic moves                                                              |
    |-------------------------------------------------------------------------|
    |Jab (Chusui)                       |  P            | H   | 10   |P,K,A   |
    |                                   |  (B)          |     |      |        |
    |-------------------------------------------------------------------------|
    |Low jab (Hosui)                    |  d+P          | L   | 10   |A       |
    |                                   |  (d+B)        |     |      |        |
    |-------------------------------------------------------------------------|
    |High kick (Shotai)                 |  K            | H   | 30   |P,A     |
    |                                   |  (C)          |     |      |        |
    |-------------------------------------------------------------------------|
    |Low kick (Yosentai)                |  d+K          | L   | 10   |A       |
    |                                   |  (d+C)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Side kick (Sokutai)                |  d/f+K        | M   | 23   |P,W,A   |
    |                                   |  (d/f+C)      |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Small jump moves (tap up or u/f or u/b)                                  |
    |-------------------------------------------------------------------------|
    |Hopping punch I (Rakuhososui)      |  +P           | M   | 30   |        |
    |                                   |  (+B)         |     |      |        |
    |-------------------------------------------------------------------------|
    |Hopping punch II (Rakuhosui)       |  P(asc)       | M   | 30   |        |
    |                                   |  (B asc)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Hopping kick I (Choshitai)         |  K(asc)       | M   | 30   |        |
    |                                   |  (C asc)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Hopping kick II (Shitai)           |  K(desc)      | M   | 20   |  P     |
    |                                   |  (C asc)      |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Large jump moves (hold up or u/f or u/b)                                 |
    |-------------------------------------------------------------------------|
    |Jumping Hammer (Rakugekisosui)     |  f+P(asc)     | M   | 30   |        |
    |                                   |  (f+B asc)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Take off kick (Tokyaku)            |  +K           | M   | 30   |        |
    |                                   |  (+C)         |     |      |        |
    |-------------------------------------------------------------------------|
    |Jumping drop kick (Hidantai)       |  f+K(asc)     | M   | 40   |        |
    |                                   |  (f+C asc)    |     |      |        |
    |-------------------------------------------------------------------------|
    |In air kick (Rakuhosui)            |  K(asc)       | M   | 30   |        |
    |                                   |  (C asc)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Landing kick (Fujintai)            |  K(desc)      | M   | 30   |        |
    |                                   |  (C asc)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Back drop kick (Humontokai)        |  b+K(asc)     | M   | 40   |        |
    |                                   |  (b+C asc)    |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Turning around moves (opponent behind you)                               |
    |-------------------------------------------------------------------------|
    |Turning punch (Kenhaisui)          |  P            | H   | 12   |P,K,A   |
    |                                   |  (B)          |     |      |        |
    |-------------------------------------------------------------------------|
    |Turning overhead hook (Hairakuheki)|  d+P          | M   | 14   |        |
    |                                   |  (d+B)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Turning punch(crouching)(Kenhaisui)|  D+P          | H   | 12   |        |
    |                                   |  (D+B)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Turning high kick (Haitai)         |  K            | H   | 30   |P,A     |
    |                                   |  (C)          |     |      |        |
    |-------------------------------------------------------------------------|
    |Turning knee bash (Hashitsutai)    |  d+K          | L   | 10   |A       |
    |                                   |  (d+C)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Turning low sweep (Chisentai)      |  D+K          | L   | 30   |A       |
    |                                   |  (D+C)        |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Pounce (opponent down)                                                   |
    |-------------------------------------------------------------------------|
    |Jumping stomach punch (Gekihosui)  |  u+P          | n/a | 20   |        |
    |                                   |  (u+B)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Ground punch (Sokaho)              |  d/f+P        | n/a | 12   |        |
    |                                   |  (d/f+B)      |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Special Moves                                                            |
    |-------------------------------------------------------------------------|
    |Double  punch (Hachimonkaida)      |  P,P          | H,M | 10,12| P,K    |
    |                                   |  (B,B)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Punch-kick (Kansuitai)             |  P,K          | H   | 10,30| P,A    |
    |                                   |  (b,C)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Elbow strike (Johochochu)          |  f+P          | M   | 19   | P,A    |
    |                                   |  (f+B)        |     |      |        |
    |-------------------------------------------------------------------------|
    |Knee kick (Doppochoshitsu)         |  K+G(tap G)   | M   | 30   | +      |
    |                                   |  (C,A){tap A} |     |      |        |
    |-------------------------------------------------------------------------|
    |Jumping kick (Migitankyaku)        |  f,f+K        | M   | 30   |        |
    |                                   |  (f,f+B)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Jumping double kick (Renkantai)    |  f,f+K,K      | M   | 30,30|        |
    |                                   |  (f,f+B,B)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Dashing elbow (Rimonchochu)        |  f,f+P        | M   | 20-40| P,A,@,#|
    |                                   |  (f,f+B)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Super dashing elbow (Yakuhochochu) |  f,f,f+P      | M   | 20-40| P,A,@,#|
    |                                   |  (f,f,f+B)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Single palm (Mokokohasan)          |  crouch,f+P   | M   | 20-65| P,K,A,@|
    |                                   |  (crouch,f+B) |     |      |        |
    |-------------------------------------------------------------------------|                                                                 | #
    |Body check (Tetsuzanko)            |  b,f,f+P+K    | M   | 20-80| !,*,@  |
    |                                   |  (b,f,f+B+C)  |     |      |        |
    |-------------------------------------------------------------------------|
    |Uppercut (Yoho)                    |  d/f,d/f+P    | M   | 50   |        |
    |                                   |  (d/f,d/f+B)  |     |      |        |
    |-------------------------------------------------------------------------|
    |Double palm (Byakososhoda)         |  crouch,b,f+P | M   | 30-70| !,@    |
    |                                   | (crouch,b,f+B)|     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Throws                                                                   |
    |-------------------------------------------------------------------------|
    |Reaping throw and punches (Toshinsotai)|P+D        | H   | 40   |        |
    |                                       |(B+A)      |     |      |        |
    |-------------------------------------------------------------------------|
    |Head butt (Shin'iha)or pull-in push-out|b/d,f+P    | H   | 60   |        |
    |                                       |(b/d,f+B)  |     |      |        |
    |-------------------------------------------------------------------------|
    |Reverse body check (Yoshisensrin)      |b,d/f+P+K  | H   | 35   |        |
    |                                       |(b,d/f+B+C)|     |      |        |
    |-------------------------------------------------------------------------|
    |Close in ram (Daidenhosui)             |f,b,f+P+K  | H   | 60   |        |
    |                                       |(f,b,f+B+C)|     |      |        |
    |-------------------------------------------------------------------------|
    |Stun palm (Boken)                      |P+K+G      | H   | 15   |        |
    |                                       |(B+C+A)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Stun palm combo (Hogekiunshinsokosho)  |P+K+G then |     |      |        |
    |                                       |b,d/f+P+K  |     |      |        |
    |                                       |then d(or  |     |      |        |
    |                                       |d/b or d/f)|     |      |        |
    |                                       |b(or f)+P  |     |      |        |
    |                                       |           | H   | 15,40|        |
    |                                       |           |     | 50   |        |
    |                                       |           |     | (105)|        |
    |                                       |(B+C+A)    |     |      |        |
    |                                       |then       |     |      |        |
    |                                       |b,d/f+B+C  |     |      |        |
    |                                       |then  d(or |     |      |        |
    |                                       |d/b or d/f)|     |      |        |
    |                                       |b (or f)+B |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Break stances                                                            |
    |-------------------------------------------------------------------------|
    |Break guard (Kaiko)                    |f+P+G      | H   |      |        |
    |                                       |(f+B+A)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Trip I (Honko)                         |b+P+G      | H   |      |        |
    |                                       |(b+B+A)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Trip II (Gekihohonko)                  |d+P+G      | H   |      |        |
    |                                       |(d+B+A)    |     |      |        |
    |-------------------------------------------------------------------------|
    |Surprise exchange (Shimporiko)         |b/d+P+G    | H   |      |        |
    |                                       |(b/d+B+A)  |     |      |        |
    |-------------------------------------------------------------------------|
    |Stumbling trip (Jumpohonko)            |b,d+P+G    | H   | 10   |        |
    |                                       |(b,d+B+A)  |     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Reversals                                                                |
    |-------------------------------------------------------------------------|
    |High reversal                          |tap G,b+P  | H   | 50   |        |
    |                                       |(tap A,b+B)|     |      |        |
    |-------------------------------------------------------------------------|
    |Mid reversal                           |tap G,b/d+P| M   | 50   |        |
    |                                       |tap A,b/d+B|     |      |        |
    |-------------------------------------------------------------------------|
    |Low reversal                           |tap G,d+P  | L   | 50   |        |
    |                                       |(tap A,d+B)|     |      |        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Notes                                                                    |
    |-------------------------------------------------------------------------|
    |P=Pai can reverse it (either high section punch/kick, or elbows)         |
    |W=Wolf can reverse the side kick                                         |
    |K=Kage can reverse the punch                                             |
    |A=Akira can reverse it, high/mid/low                                     |
    |@=Damage depends on the distance between you and the opponent.           |
    |#=Opponent is knock down if it hits while standing, and staggers them if |
    |  they are crouching, defending or non-defending.                        |
    |!=If it hits, the opponent will always go down.                          |
    |+=the way to do this is very tricky.  You tap both K+G simultaneously,but|
    |                                                  (C+A)                  |
    |you must release the G (A) immediately (it's actually 1 frame time worth.|
    |More on this later).                                                     |
    [-------------------------------------------------------------------------]
    
    
    [-------------------------------------------------------------------------]
    |       +================+                                                |
    |       |2) Move analysis|                                                |
    |       +================+                                                |
    |                                                                         |
    |    Here I will go into more detail on how each moves can be used.  It   |
    |may seem like there's too much detail,but this was necessary to truly    |
    |describe this character.                                                 |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |a) Basic moves                                                           |
    |==============                                                           |
    |                                                                         |
    |    This includes the simple jab to the pounce attacks listed above. I   |
    |will only go into detail for some of the techniques.  Note also that     |
    |mastering these basic techniques is really the difference between the    |
    |good and the best players.  Just like in chess, anyone can learn how the |
    |pieces move (i.e. execute the basic techniques), but it takes a lot of   |
    |practice to know how they work to defeat your opponent.                  |
    |-------------------------------------------------------------------------|
    |Low punch (d+P) {d+B}                                                    |
    |---------                                                                |
    |    Very quick and useful technique to bring the attacker to crouch.     |
    |Also, this is something that needs to be emphasized.  Many people use the|
    |low punch in order to avoid a throw, and keep the opponent away, and set |
    |up for an attack.  A good reason for why this is a good method of        |
    |avoiding a throw is because of this--when you simply crouch, without     |
    |punching, it takes 20 frames (remember, VF2 is 60 frames per second) to  |
    |achieve it.  In this case, the first 10 frames is still considered to be |
    |standing, while the second 10 frames is considered to be crouching.  So  |
    |there is that 1/6 of a second when the opponent can still grab you.      |
    |However, when you crouch with a punch, you immediately go into a crouch. |
    |This may not seem like a big deal, but when an opponent hits you with    |
    |something and goes for a throw, that extra 10 frames makes a difference. |
    |Also, the low punch can be connected to the single and double palm.      |
    |                                                                         |
    |    In addition, a low punch can be doubled as a low reversal just by    |
    |tapping the guard button before hand.  This becomes effective in many    |
    |occasions when the opponent is doing a low attack to avoid a throw.      |
    |More on this strategy in the reversal section.                           |
    |                                                                         |
    |    On a side note, in VF1, using the low punch against an opponent with |
    |their backs against you, allowed you to combo into a throw.  However,    |
    |this is no longer the case with VF2.  It doesn't matter anyway for Akira |
    |because he has no back throw.                                            |
    |-------------------------------------------------------------------------|
    |Side kick (d/f+K) (d/f+C)                                                |
    |---------                                                                |
    |     Another wonderful technique that must be used effectively.  When it |
    |hits a croucher, they will always stagger, allowing you to nail them     |
    |with a dashing elbow.  In addition, a punch-kick will nail them too (Much|
    |more on this punch-kick in it's section--You MUST read that section).    |
    |It's always good to remember this because a staggered opponent is        |
    |vulnerable to these attack all the time.                                 |
    |                                                                         |
    |     What's more wonderful about this side kick is that it cannot be     |
    |countered (Not Akira, Pai, Wolf's 'counter'[I call them 'reversals' to   |
    |avoid confusion] but a counter attack....  That's confusing, I know.     |
    |Read the "Counter" section--another MUST read.)  This means that if the  |
    |side kick is blocked (it has to hit, not miss completely, which is       |
    |simply a miss), they can only try a low attack or rush in for a throw.   |
    |But the throw is much harder, and besides, you have plenty of time to do |
    |a throw yourself.  What's good about these techniques that cannot be     |
    |countered is that most people will try to counter attack anyway, which   |
    |you can easily block just by keeping the hand on the guard button.       |
    |-------------------------------------------------------------------------|
    |Hopping attacks ( refer to the move list for stick motion)               |
    |---------------                                                          |
    |     Although not that useful it itself, these techniques need to be     |
    |remembered as well.  A very good, and obvious, way to use them is to jump|
    |over a low attack, but probably most people won't try it because of it's |
    |slow jumping motion.  However, if they are blocked, it has a quick       |
    |recovery that cannot be countered.  I good way to use them, however, are |
    |when the opponents are facing away from you.  Most people use a low      |
    |attack when you rush in to nail them, notably Sarah and Jacky.  When you |
    |rush in, do these attacks, and you'll be surprised at how well they work.|
    |After a few of these, they won't try those sweeps... maybe.              |
    |-------------------------------------------------------------------------|
    |Large jumping moves ( refer to the move list for stick motion )          |
    |-------------------                                                      |
    |     I realize most advanced players don't use these, but don't look too |
    |lightly at these moves.  They give good damage,and it's good to use these|
    |when someone rushes into you. They have tremendous range, and use it when|
    |you block your opponents jumping attack and they are airborne.  Quickly  |
    |run underneath and do a takeoff kick when they start to descend.  Just   |
    |like how the computer opponents do it.  Works nicely, and they won't try |
    |I it themselves too often.  This is good because Akira doesn't really    |
    |have good attacks that hit safely, like the kickflip.                    |
    |                                                                         |
    |     However, there is another way to use this technique with surprising |
    |effectiveness.  It is against Kage players who like to step back and try |
    |to confuse you with the f,f+K+G, and the f,f+P+K+G moves.  When you see  |
    |them step back, and you hear them tap the joystick twice (or if you see  |
    |them starting the motion), just do a takeoff kick.  You'll be surprised  |
    |how well it works, and how long the range for this kick is.  It works    |
    |beautifully, and the Kage player will not try these cheap tricks on you  |
    |anymore.                                                                 |
    |                                                                         |
    |     In addition, it can be used to follow up some of the break stance   |
    |moves, which will be explained later.                                    |
    |-------------------------------------------------------------------------|
    |Turning attacks ( refer to the move list for stick motion )              |
    |---------------                                                          |
    |     The turning overhead hook is the probably one of the best moves     |
    |since it is a mid level attack and it comes out fast.  Also, it cannot be|
    |caught by a reversal.  Other than that, the turning low sweep is another |
    |one of the very few sweeps Akira has.  Its got long reach and does       |
    |good damage.  But it can be reversed by Akira's low counter, so beware.  |
    |-------------------------------------------------------------------------|
    |Pounce (U+P and d/f+P)   {U+B and d/f+B)                                 |
    |------                                                                   |
    |     His pounce has been a major irritation for many since its not that  |
    |effective, and very slow (remember those VF1 days?)  Much better in VF2, |
    |but many times, he strikes right in between the legs, which does not hit.|
    |Basically, you can either use the ground punch or the pounce, and use the|
    |pounce only when you're sure it's going to connect.  This will save you  |
    |from unnecessarily giving an opening to your opponent.  After awhile, you|
    |will get a sense of how much damage the opponent needs to take in order  |
    |for them to stay on the ground long enough for your pounce to hit.  One  |
    |thing to remember, however, is that if you miss either of these, the     |
    |ground punch actually has more opening for your opponent to counter.     |
    |So be careful and don't get too greedy.                                  |
    |                                                                         |
    |     But if you want to play safe, just don't pounce at all.  This is    |
    |especially true if the opponent knows how to effectively execute a rising|
    |attack and nail you when you miss.                                       |
    [-------------------------------------------------------------------------]
    
    
    [-------------------------------------------------------------------------]
    |b) Special moves                                                         |
    |================                                                         |
    |                                                                         |
    |     Here's the special moves.  Of these, please make sure you read the  |
    |punch-kick and the dashing elbow, for these are two of the more crucial  |
    |techniques for him (the punch-kick is actually crucial for all the       |
    |characters).                                                             |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Double punch (P,P)  {B,B}                                                |
    |------------                                                             |
    |     A basic one-two punch.  The first is a jab, and the second is a     |
    |stomach punch. He will switch his feet position after this move.         |
    |                                                                         |
    |     A very basic move, yet surprisingly effective.  Why? Because the    |
    |second punch is a mid-level attack.  Wolf, Jeffry, and Shun can do a     |
    |mid-level attack on their third punch, but only Akira can do it on the   |
    |second, making it quite useful.  Akira's first punch has tremendous      |
    |reach and the second body punch catches quite a lot of crouchers.        |
    |                                                                         |
    |     Use it occasionally, but mostly stick to using only the jab.  When  |
    |they start worrying about throws and crouch (but not long enough for you |
    |to do a dashing elbow) this double punch works nicely.  There are quite  |
    |a few ways to use this effectively, but its up to you to decide.         |
    |                                                                         |
    |    This, incidentally, can be used repeatedly to beat CPU Jeffry and    |
    |Wolf.                                                                    |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Punch-kick (P,K)  {B,C}                                                  |
    |----------                                                               |
    |    The basic punch and rear leg roundhouse kick combo.                  |
    |                                                                         |
    |    One of the most crucial techniques one MUST learn is this (this goes |
    |for all the characters).  The biggest strength is in using this as a     |
    |counter (refer to counter section).  For most attacks you block (high    |
    |attacks for this example), a simple punch-kick will knock them down.     |
    |The damage is very high, and you can get a pounce in many times.  But the|
    |ground punch after a dash forward is the safest to do.  Now, whenever    |
    |you stagger an opponent, the punch-kick will connect all the time.  So if|
    |you hit a dashing elbow to a crouching defender, this will make it an    |
    |instant 3-hit combo, plus a pounce or a ground punch. The same thing if  |
    |you stagger them with a side kick. Also, after a break guard (for+P+G),  |
    |although the P,K buttons must be entered before the move is over, or else|
    |its too late. This last one will always connect EXCEPT FOR SARAH.        |
    |                                                                         |
    |    So don't think this is a silly technique.  Use it!  In addition,     |
    |holding the joystick forward BEFORE you do a punch will allow you to     |
    |punch much further.  Try it sometime and you will see.  Using this, the  |
    |double punch and the punch-kick will go in "deeper", making your attack  |
    |more effective.  To use it as a counter, while you are blocking a side   |
    |kick, for example, keep your joystick forward and when you release the   |
    |guard, keep holding forward and do the punch-kick.  Also, after floating |
    |the opponent with a dashing elbow, this will connect some of the time    |
    |against light opponents.  It takes getting used to, but once you remember|
    |to use it, you'll be glad you took your time to use this                 |
    |not-so-spectacular technique.                                            |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Elbow strike (f+P)  {f+B}                                                |
    |------------                                                             |
    |    A good technique, but one thing to remember is that when your feet   |
    |position is in open stance (read this on the "Stances" section), this    |
    |will actually miss a crouching opponent.  Kind of sucks, but if you like |
    |using this, use the dashing elbow instead.                               |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Knee kick (K+G, release G immediately)  {C+A release A immeadiately}     |
    |---------                                                                |
    |     This is a knee strike (f+K) just like Jacky, Sarah, Wolf and Jeffry.|
    |The feet position will change after this move.                           |
    |                                                                         |
    |    You may be wondering what the heck this is.  You're right.  It is    |
    |difficult to execute.  The G button has to be tapped for only 1 frame    |
    |worth. That's 1/60 of a second.  I get this to work like this: tap G+K   |
    |using your index finger and ring finger, respectively, but sort of       |
    |'scrape' the guard button with your index finger.  Kind of like a flick. |
    |Keep holding the kick button.  You need to get used to it, but it        |
    |actually works well with this method. If after trying this you still     |
    |can't do it, just forget it.  It's not going to affect your game play    |
    |too much.  If, however, you manage to perfect this move, you can combo   |
    |it with a body check or a dashing elbow/palm if the opponent floats.     |
    |But the best follow up is a double jumping kick.  The opponent will cry  |
    |out you are cheating.  It takes off a lot of energy, and better than     |
    |the body check.  Even another knee kick will connect, followed by a body |
    |check or dashing elbow/palm, but don't do it unless you are sure of      |
    |the knee kick and only against light opponents (i.e. Pai).               |
    |                                                                         |
    |    A good way to use it is to come in as if to throw, get the opponent  |
    |to crouch or do a low punch, and throw the knee.  Or dash forward and    |
    |knee. (Also you can hold the guard button for the first forward, and     |
    |release the guard, and do f+K+G, release G.  Gets complicated but it's   |
    |                         (f+C+A, release A)                              |
    |not that bad).                                                           |
    |                                                                         |
    |    One more thing, Akira's knee kick comes out faster than any other    |
    |character's knee kick, but the recovery is the pretty much the same as   |
    |the Bryants'. Something to note because once you master the motion, it's |
    |definitely a move to use to be considered a good Akira player.           |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Jumping kick, double kick (f,f+K [,K]) {f,f+C [,C]}                      |
    |-------------------------                                                |
    |    Akira does a rear leg jumping roundhouse, and follows up with the    |
    |lead leg for the double kick.  The single kick will change his feet      |
    |position.                                                                |
    |                                                                         |
    |    Not as useful as you may think it is because of its long recovery    |
    |time. However, there are several sure ways to use it.  And it's NOT after|
    |the break stances (the various P+G moves).  After these break stances,   |
    |it does not connect too easily unless you opponent tries to do anything  |
    |but guard. It's not even that effective after a surprise exchange because|
    |experienced players will just dash forward and get away completely (I    |
    |know a Shun player who does a u/f+P move to spin forward quickly).       |
    |                                                                         |
    |    One way to use it is after your opponent stumbles on their butt      |
    |after a dashing palm.  Run forward and double kick. Another way is when  |
    |you hit an opponent with a dashing elbow or a knee kick and it floats    |
    |them, you can hit them with a double kick.  Probably two of the most     |
    |powerful combos.  However, floating the opponent only occurs when you    |
    |hit them while in the motion of an attack.  But just remember to do it   |
    |if it happens.                                                           |
    |                                                                         |
    |    On using the single or the double kick, remember that the single kick|
    |has a shorter recovery time, and will give less chance for the opponent  |
    |to counter.  This may be a better choice since you can continue to       |
    |follow up on the single kick, unlike the double kick.  Also, using a     |
    |single kick after a break stance move floats the opponent really high,   |
    |allowing you to connect with many things, but a body check is probably   |
    |the best against heavy opponents who fly almost straight upwards (the    |
    |lighter opponents go a little more forward, I think). Since using the    |
    |single kick will give you the chance to follow up, yet still maintain a  |
    |decent guard if they block it, its up to you make the decision of whether|
    |to go single or double.                                                  |
    |                                                                         |
    |    Another thing is to remember that you can enter the first forward    |
    |motion while still holding the guard button. So you can press forward,   |
    |release the guard, and do a f+K[,K], and get the jumping kick(s).  Good  |
    |                           (f+C[,C])                                     |
    |to do if you use it as a counter because of the less time it takes to    |
    |execute the technique. Why?  Because you can enter the first motion while|
    |you are blocking the move. This applies to the dashing elbow as well.    |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Dashing elbow (f,f+P)  {f,f+B}                                           |
    |-------------                                                            |
    |    Akira does a rush and executes a upward elbow strike from a low      |
    |position.                                                                |
    |                                                                         |
    |    This is probably the most feared technique Akira has, and also the   |
    |technique you'll use the most.  It is very quick and the recovery is     |
    |fast enough to not receive any counters.  The opponent will stagger if   |
    |they are crouching, and you can combo it with a punch-kick.  However,    |
    |try also a dashing elbow-dashing elbow, but this is not that safe if     |
    |they are quick characters (esp. Pai).  Another one is dashing            |
    |elbow-body check.  If the elbow knocks them down, the body check will    |
    |hit a little bit some of the time.  But it works best when the opponent  |
    |blocks the elbow, and tries some slow attack to try and counter your     |
    |elbow. See what they do early in the match without following it up with  |
    |anything and if they always try a slow move, go for this, and they will  |
    |be shocked at the fact that half of their energy just disappeared.       |
    |They'll swear it was a glitch or something.                              |
    |                                                                         |
    |    As mentioned in the previous section of the jumping kick, the first  |
    |forward motion can be entered while holding the guard, making it         |
    |extremely useful.  Since you can stand there with a guard, and           |
    |immediately execute the dashing elbow with only a f+P.  This can         |
    |                                                 (f+B)                   |
    |catch a lot of opponents coming in, because they usually are aware of    |
    |the elbow and won't crouch at close range that easily.  So get them      |
    |coming in a few times, and they will suddenly turn defensive.  Then      |
    |just go for the throw or continue with the elbow if they crouch.         |
    |                                                                         |
    |    Anyway, more on dashing elbow in the strategy section.               |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Super dashing elbow  (f,f,f+B)                                           |
    |-------------------                                                      |
    |    Just like the regular one, except he dashes first, and changes his   |
    |feet position.                                                           |
    |                                                                         |
    |    It's exactly the same as the previous, but the only difference is    |
    |that Akira steps forward much more.  In addition, he changes his feet    |
    |position. Works very well against players who like to stay away a bit    |
    |knowing the dangers of being too close.  This move will close that gap   |
    |pretty quickly, forcing them to fight a close distance match, as well as |
    |catching them off guard.                                                 |
    |                                                                         |
    |    In addition, just like the regular dashing elbow, you can enter the  |
    |first two forward motions while holding guard, and execute the long range|
    |dashing elbow with a single f+P.  This is little harder to get people    |
    |                           (f+B)                                         |
    |because it's kind of obvious you're up to something, and besides, it's   |
    |better for opponents who are thinking they're out of range by staying a  |
    |little further away.                                                     |
    |                                                                         |
    |    This also will be discussed more later in the strategy section.      |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Dashing palm (crouch, f+P)    {crouch, f+B}                              |
    |------------                                                             |
    |    Akira steps low and winds the lead hand to execute a powerful palm   |
    |strike.                                                                  |
    |                                                                         |
    |    Another powerful technique, but don't overuse it.  And don't use it  |
    |thinking this is more useful than the dashing elbow.  It's because if    |
    |they block it, which they usually do because they see you low punching,  |
    |they have ample time to counter (i.e., punch-kick).  One thing to        |
    |remember, though, is that Wolf and Jeffry cannot counter, so mix it more |
    |in your repertoire against them.                                         |
    |                                                                         |
    |    A good thing to remember, however, is that this moves takes off more |
    |damage than the dashing elbow if you nail this to an opponent who is     |
    |closer to you.  As the move list noted, this move changes its damage     |
    |according to the distance between the two players (dashing elbow too),   |
    |but this takes off quite a bit more at its maximum.  In addition, it can |
    |be combined with a low punch.  Note that the move list describes the     |
    |motion as crouch, f+P.  This is because you can do this from a crouching |
    |         {crouch, f+B}                                                   |
    |punch as well as from a simple crouch.                                   |
    |                                                                         |
    |    This idea of using a low punch before hand brings up a very nice     |
    |motion which is to tap guard before hand, and double as a low reversal   |
    |(see reversal section for more detail).                                  |
    |                                                                         |
    |    If this technique hits a non-defending croucher, they land on their  |
    |butt, giving you a free throw or a free hit.  Works wonder against such  |
    |techniques as Lion's low double kicks, and the Bryant's low kick (d+K+G: |
    |low side kick).  As you get used to it, you will see that the opponent   |
    |will land on their butt as you are doing the technique, so get ready!    |
    |If you're ready to do some serious damage, and also piss your opponent   |
    |off, connect a close-in ram.  Good RO possibilities too.                 |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Body check (b,f,f+P+K)  {b,f,f+B+C}                                      |
    |----------                                                               |
    |     A move that basically represents the coolness of Akira.  He slides  |
    |down low to turn his body and slides into the opponents defense, and     |
    |uses the area in the back called the "ko" (the area from the shoulder    |
    |to your back) to slam into the opponent giving tremendous damage in      |
    |close range.  The real name, "Tetsuzanko" means "Tetsu"=metal/steel,     |
    |"zan"=mountain, "ko"=back/shoulder blade, therefore "back/shoulder blade |
    |made of steel mountain" would be an appropriate translation.  This will  |
    |be repeated in the translation section, but I included in here because   |
    |there has been some different translations and I wanted to set it        |
    |straight (yes, I read Japanese...my last name Suzuki should be a hint...)|
    |                                                                         |
    |    This move must be mastered if you ever want to be a good Akira       |
    |player. The motion may seem complicated at first, but once you get used  |
    |to it, it's no problem. In addition, just like the dashing elbow and the |
    |jumping kicks, the first two motion, i.e. the back and forward, can be   |
    |entered while holding guard, and execute the body check by a single      |
    |f+P+K.  Also, you can combine a b+P (just a jab) and two forward taps    |
    (f+B+C)                         (b+B)                                     |
    |to execute it.  There are quite a few moves that do this, and will       |
    |explained later in more detail.  You can even tap guard before the punch |
    |to double as a high reversal (see reversal section for more detail       |
    |on this).                                                                |
    |                                                                         |
    |    The body check can be used as a counter, but try to master the       |
    | motion until you go crazy trying a body check counter.  You should be   |
    | able to do it without thinking what a long stick motion it is.  It      |
    | should be almost instantaneous, literally.  When you are able to do so, |
    | start working on how to effectively get this move to hit as a counter.  |
    | THAT is really the key because you can't use this move like a dashing   |
    | elbow, obviously.  The biggest task as an Akira player is to know when  |
    | you can get this move to hit your opponent.                             |
    |                                                                         |
    |    One note to make.  I think many of you may remember a strange        |
    | phenomenon with the body check.  That is if Akira does a body check     |
    | no matter where, if the opponent does a throw move, Akira will be thrown|
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Uppercut (d/f,d/f+P)   {d/f,d/f+B}                                       |
    |--------                                                                 |
    |    Akira steps low, and stands up violently with an uppercut.           |
    |                                                                         |
    |    Kind of useless, actually.  One way I have been able to use it is to |
    |use it once every 3 or 4 days.  Seriously.  Very slow and most opponents |
    |can jam it with a low punch or just stay back and counter.               |
    |                                                                         |
    |    Also, it can be used after the surprise exchange.  Explained in the  |
    |multiple attack section.                                                 |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Double palm (crouch,b,f+P)   {crouch,b,f+B}                              |
    |-----------                                                              |
    |     He steps low, and starting the hands from the waist, he pushes      |
    |vigorously forward with both palms.                                      |
    |                                                                         |
    |    The difference with this and the single palm is that the crouching   |
    |defenders (and not just non-defenders like the single palm) are          |
    |vulnerable as well.  Also it does more damage.  The biggest use for this |
    |move probably is to use it after the break stances, especially the       |
    |surprise exchange and the trip against experienced players.              |
    |                                                                         |
    |    The recovery is very slow, so try to connect (hit or blocked), and   |
    |definitely don't just hit thin airs since it leaves you pretty open.     |
    |Also, this move can be started out by doing a low punch, just like in    |
    |the single palm, as well as tapping the guard button before hand to      |
    |double as areversal.  Another thing is that Pai, Kage, and even Akira    |
    |cannot grab this attack, which incidentally is because it is a double    |
    |handed technique.                                                        |
    |                                                                         |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |c) Throws                                                                |
    |=========                                                                |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Reaping throw and punches (P+G)  {B+A}                                   |
    |-------------------------                                                |
    |    This is Akira's regular P+G throw. He grabs the opponents arm, and   |
    |trips the opponent using a technique called "kosoto gari", or 'minor     |
    |outer reaping throw'.  Then follows up with three punches to the stomach.|
    |                                                                         |
    |    The throw for Akira, although difficult to execute at first, becomes |
    |deadly once you master the motions.  This simple P+G is a good one to    |
    |master (I mean by how to use it), because it requires very little        |
    |effort and will override the opponents throw if he/she tries a command   |
    |throw (i.e. back+P+G) if done simultaneously.  However, this move can be |
    |           (back+B+A)                                                    |
    |escaped as with all the P+G throws, so beware of the experienced players |
    |who expect a throw coming. In these cases, stick to the other throws     |
    |Akira possess.                                                           |
    |                                                                         |
    |    One frustration with this throw is that he jumps back very far from  |
    |the opponent.  If your back is against the edge of the ring, don't       |
    |use it. Nothing more frustrating than doing RO, when you have full life  |
    |bar and the opponent is nearly dead.  Just remember to do a surprise     |
    |exchange or another break stance throws.                                 |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Head butt (a.k.a. pull-in push-out) (b/d,f+P) {b/d,f+B}                  |
    |--------------------------------                                         |
    |    Akira grabs the opponent's wrist, pulls him/her in, and executes a   |
    | head butt, sending the opponent flying.                                 |
    |                                                                         |
    |    Akira players are quite happy with this throw becoming very easy to  |
    |execute compared to VF1, where it was really difficult.  It does more    |
    |damage than the regular P+G, but honestly, if you have the chance to do  |
    |this throw, you should be going for the reverse body check or the        |
    |surprise exchange, or even the close in ram.  It's very cool, however,   |
    |to finish the fight with this.                                           |
    |                                                                         |
    |    If you still think this is a better throw, by all means use it.      |
    |There's nothing wrong with using it.  For those that do use it, here's   |
    |a good way to use it.  Execute to motion close to the opponent.  If the  |
    |opponent is standing, you get the throw.  If the opponent is crouching   |
    |you get an elbow which will stagger the opponent.  Follow up with a      |
    |punch-kick or something. Pretty cool huh?  But there is a draw back.     |
    |First you have to be really close.  Second, if you're open stance        |
    |(refer to the stances section), the elbow will miss. Therefore not       |
    |that reliable since a missed elbow is not good.                          |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Reverse body check (b,d/f+P+K)  {b,d/f+B+C}                              |
    |------------------                                                       |
    |    Akira pulls the opponent towards him, and slides behind the opponent.|
    |Once behind, he slams his back against his opponents back, staggering the|
    |opponent.                                                                |
    |                                                                         |
    |    One of Akira's coolest throws, which requires quite a bit of practice|
    |to use consistently and effectively.  The best times to use it is when   |
    |the opponent misses an attack (well darn, that's true for ANY throw).    |
    |But a side kick after the move will combo, making it practically the     |
    |most powerful throw he's got.  And if the side kick just stumbles or     |
    |floats the opponent high in the air, connect with a super dashing elbow  |
    |(enter it while the side kick is being executed).  Or just simply another|
    |side kick.  Very powerful, and makes your opponent wary of the throws.   |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Close in ram (f,b,f+P+K)   {f,b,f+B+C}                                   |
    |------------                                                             |
    |    Akira grabs the opponents arm, and slides under him while pulling on |
    |the arm.  He firsts slams the shoulder into the groin area (ouch, that   |
    |hurts) and violently stands up to send him flying in the air.            |
    |                                                                         |
    |    One of Akira's new throws which does very nice damage.  However, it  |
    |has an awkward joystick motion that needs plenty of practice to          |
    |incorporate in your repertoire.  The only time you should always try to  |
    |nail this is after the dashing palm hits a crouching non-defender,       |
    |sending the opponent on their butt.  Dash forward immediately and        |
    |execute this throw.  Good RO possibilities and pisses the opponent of    |
    |big time if it does.                                                     |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Stun palm (P+K+G)  {B+C+A}                                               |
    |---------                                                                |
    |    Akira rushes in, extends both arms straight outwards and strikes the |
    |body of the opponent with the palm of one hand.                          |
    |                                                                         |
    |    This throw in itself doesn't do much damage at all, and very         |
    |difficult to connect another move after it if the opponent knows to stay |
    |still and press the guard button.  However, this move is the beginning   |
    |motion of a the famous 3-hit combo that Akira possesses.  As of now,     |
    |this is the only real way you can use this move. The 3-hit combo will be |
    |described later.                                                         |
    |                                                                         |
    |    So use this move if your opponent has very little life left, so that |
    |it knocks them down with this move.  You can then watch the replay in    |
    |slow motion to see how Akira extends both arm outwards.  Kind of neat,   |
    |but if you're not going for the 3-hit combo, just stick to the other     |
    |throws.                                                                  |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |d) Break stances                                                         |
    |================                                                         |
    |                                                                         |
    |    The break stances have received some bad comments on the net.        |
    |Probably because you can't really connect anything reliably after the    |
    |moves....well, that's not true.  Read on.                                |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Break guard (f+P+G)  {f+B+A}                                             |
    |-----------                                                              |
    |     Akira rushes in low and strikes the opponent's arms upwards into    |
    |the air, causing the opponent to be open to attacks for a short period of|
    |time.                                                                    |
    |                                                                         |
    |    Probably the easiest and most useful(and effective) break stance he's|
    |got.  IMO, it's better than the surprise exchange against experienced    |
    |players.  After you do the move, the punch-kick will combo.  The dashing |
    |elbow will NOT be a combo, but will hit depending on the opponent.  So   |
    |just forget about the elbow and stick to the punch-kick which always     |
    |hit. However, it won't hit Sarah.  I know, it sucks.  But against Sarah, |
    |if you do this, she can dodge the kick and kill you, so just remember--  |
    |don't do it against Sarah players.  Do a different break stance all      |
    |together.  That, however, doesn't make this move any more inferior.      |
    |                                                                         |
    |    Now, the trick in doing the punch-kick afterwards is to enter it     |
    | while the break guard is still being shown.  If not, the punch-kick     |
    | will not combo, and will only hit against opponents who are confused    |
    | as to what the hell is going on.  For all the break stance moves,       |
    | the commands can be entered while the graphics is still showing, and    |
    | that move will come out immediately after the break stance is over.     |
    | This becomes the difference between connecting the move or not, since   |
    | it comes down to a difference of a few frames.                          |
    |                                                                         |
    |    A good follow up that catches your opponent off guard is to follow   |
    | up with another throw.  It works against opponents who are used to      |
    | the break stances, and keep holding the guard button, knowing the       |
    | dangers of trying to counter.  After the break guard, a quick dash      |
    | forward and a P+G will do. However, you can go crazy and basically      |
    | do any throw you wish as long as your opponent is caught off guard.     |
    | Just don't do it repeatedly, or else you'll pay for being too greedy.   |
    |                                                                         |
    |    In addition, since the break stances are a P+G move, they allow      |
    |                                              (B+A)                      |
    | you to escape the opponents' P+G throw, which is VERY useful.           |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Trip I (b+P+G)  {b+B+A}                                                  |
    |------                                                                   |
    |    Akira grabs the opponent's arm, and goes for a minor outer reaping   |
    |throw (as in the regular P+G) but doesn't follow up on it allows the     |
    |                        (B+A)                                            |
    |opponent to just trip backwards flailing helplessly for a second.        |
    |                                                                         |
    |    Many of us have done this and thought the opponent just escaped      |
    |the throw.  This move gives you quite a bit of time to follow up,        |
    |although probably the most consistent might be the dashing palms         |
    |(single or double). A dashing elbow and body check works also, as well   |
    |as a takeoff kick (hold joystick forward, not straight up--u/f+K).       |
    |                                                          (u/f+C)        |
    |A single kick or a double kick is good too but can get blocked very      |
    |easily.  If the single connects, a body check or any thing else you      |
    |wish can connect.  This is because after trip move, the single kick      |
    |floats them especially high (the GamestMook descirbes this as a          |
    |special case). The punch-kick is too far, and by the time the kick       |
    |comes out, the opponent is able to block it.                             |
    |                                                                         |
    |    Just as I mentioned before, you can enter the commands while the     |
    |move is being executed, so if you get used to it, take your time and     |
    |enter the double palm.  This, however is not a combo and can be blocked  |
    |sometimes.  But it's up to the player to decide how you to use this.     |
    |Again, just as in the break guard, you can follow up with a throw,       |
    |but do it only occasionally.                                             |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Trip II (d+P+G) {d+B+A}                                                  |
    |-------                                                                  |
    |    Identical to the Trip I in motion, but the difference is that the    |
    |opponent freezes 1 frame less than Trip I (12 frames for Trip I, 11      |
    |frames for Trip II).  This difference in 1 frame makes it nearly         |
    |impossible to connect with a body check, but the dashing palms or the    |
    |dashing elbow will be the safest bet, although it's not guaranteed to    |
    |connect.                                                                 |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Surprise exchange (d/b+P+G)  {d/b+B+A}                                   |
    |-----------------                                                        |
    |     Akira grabs the opponents wrist, and pulls him vigorously forward.  |
    |He then swiftly steps out of the way, and ends up behind the opponent.   |
    |                                                                         |
    |    At first, a move that probably freaks out the opponent.  If they     |
    |try to do a turning around move, they usually get nailed.  If they are   |
    |experienced, they will simply dash forward, giving them a good chance    |
    |to avoid the attacks.  The best way to follow up on this move            |
    |(listed in order of most useful, not most damaging), is with the         |
    |                                                                         |
    |1)double palm,                                                           |
    |2)body check, and the                                                    |
    |3)double kick,                                                           |
    |                                                                         |
    |all of them doing very nice damage.  However, if you're not comfortable  |
    |with them (i.e. too complicated, especially for double palm), go for a   |
    |simple dashing elbow or a sidekick.  The dashing elbow can be            |
    |repeated,and the side kick can be followed up with a dashing elbow.      |
    |The punch-kick will only connect the kick part, but it will miss         |
    |completely if the opponent crouches, and a lot of people do that to try  |
    |a sweep when the surprise exchange happens, so stick to the other moves. |
    |(If you want some heavy damage, however, try a dashing knee and a        |
    |double kick--brutal! Or if you ever pull this off, try a dashing knee,   |
    |single kick, body check!  Anyone try this?).                             |
    |                                                                         |
    |    A trick in getting the double palm is this.  When you press          |
    | d/b+P+G, just move your joystick in a half circle until you get to      |
    |(d/b+B+A)                                                                |
    | f,and then press b+P.  The back+P is actually towards the opponent,     |
    |                 (b+B)                                                   |
    | but I think you understand what I mean.  Don't bother trying to         |
    | "charge" it by holding it down.  Doing the motion as above works        |
    | quite well.                                                             |
    |                                                                         |
    |    In addition, if you press b/d+P right after the b/d+P+G to           |
    |                             (b/d+B)               (b/d+B+A)             |
    | execute it, you get the uppercut.  Good damage, but you can do better   |
    | with the other attacks, so it's up to you on how to follow it up.  The  |
    | best method is probably what works best for you.  At first, the double  |
    | kick will be good. If you're more experienced, go for the double palm   |
    | or the body check.                                                      |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Stumbling trip (b,d+P+G)  {b,d+B+A}                                      |
    |--------------                                                           |
    |    Akira steps to the side of the opponent, hits the back of the        |
    |opponent with both hands while kicking out the front leg of the opponent.|
    |The opponent falls straight on their face and stumbles up confused.      |
    |Also gives some damage unlike other break stance moves.                  |
    |                                                                         |
    |    A difficult motion to execute, but if done, you have at least half a |
    |second to follow up.  Seems like the dashing elbow/palm moves hit the    |
    |best.                                                                    |
    |                                                                         |
    |   However, this move is hard to get out properly and its much easier to |
    |do the other throws (i.e. reverse body check) compared to this, that its |
    |probably not a move that you want to try to use that often.  But if you  |
    |do get it, follow up with a dashing elbow/palm.  Or dash forward and body|
    |check. This move usually ends up coming out as the Trip I,II, so be ready|
    |to follow up regardless.                                                 |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |e) Reversals                                                             |
    |============                                                             |
    |                                                                         |
    |    This is the move that is commonly referred to as Akira's counter.    |
    | At first, it seems like an impossible task to use them, but once you    |
    | master the motions, you'll be surprised at its effectiveness. It's      |
    | crucial to study what moves you can reverse, and what moves you cannot. |
    | Timing is very important as well.  But if done properly, these reversals|
    | become deadly.  So master them and make Akira scary.                    |
    |                                                                         |
    |    On using them, the guard button must be tapped, then the appropriate |
    |direction plus the punch button has to be entered.  The time between     |
    |pressing the guard button and the punch button is short (20 frames       |
    |maximum--i.e. 1/3 sec), so get in the habit of pressing the guard button |
    |right before a low punch.                                                |
    |                                                                         |
    |    In addition, refer to the later section on the strategy of when to   |
    |use them and which moves Akira can reverse.                              |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |High attack reversal (tap G, b+P)  {tap A, b+B}                          |
    |--------------------                                                     |
    |    Against a right high punch: Akira blocks the punch and executes a    |
    |dashing elbow.(Gaimonchochu)                                             |
    |                                                                         |
    |    Against a left high punch: Akira blocks the punch and does an        |
    |uppercut.(Yoho)                                                          |
    |                                                                         |
    |    Against a high kick:  Akira blocks the kick and does an elbow.       |
    |Similar to the stun palm, but his hitting arm is bent into an elbow      |
    |strike.(Tanyokucho)                                                      |
    |                                                                         |
    |    The high reversal is probably the easiest to learn in the beginning, |
    |since the opponent usually is coming in towards you, and it becomes a    |
    |matter of timing.  But against good players, not easy at all.  Works     |
    |well against opponents who come in with punches, as well as against Wolf |
    |and Jeffry's uppercuts.  The key with any reversals is to anticipate     |
    |the move. Easier said than done, however, many opponents have many moves |
    |they mix up constantly. Don't stress if you can't get them out.  Just kee|
    |working on it and one day they'll become part of your arsenal.           |
    |                                                                         |
    |    The moves you should be anticipating are the pppk type moves,        |
    |                                                (BBBC)                   |
    |especially after your dashing elbow or a side kick, and the uppercuts    |
    |by Wolf and Jeffry.  If your opponent comes in with a flurry of jabs,    |
    |it shouldn't be too hard. When you catch Jacky's beatknuckle, which is   |
    |not too hard since many people over use it, you'll feel like a million   |
    |bucks, so keep working on it!                                            |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Mid attack reversal (tap G, b/d+P)  {tap A, b/d+B}                       |
    |-------------------                                                      |
    |    Against a mid level kick, closed stance: Akira blocks the kick, spins|
    |around outward and executes an elbow to the body.(Haihorichu)            |
    |                                                                         |
    |    Against a mid level kick, open stance: Akira blocks the kick, and    |
    |smashes into the opponent with the shoulder.(Johoshoko)                  |
    |                                                                         |
    |    Against an elbow strike: Akira steps into the elbow, blocks (grabs?) |
    |the arm to open up the body, and executes a dashing elbow.(Gaimonchochu) |
    |                                                                         |
    |    The mid level reversals are probably the most difficult. The side    |
    |kicks are hard to time, and the elbow reversal is a matter of            |
    |anticipating a situation well (i.e. the Bryant's elbow-knee/heel kick).  |
    |However, many players will go for a side kick against a croucher so keep |
    |that in mind and try to read the opponent's game plan by looking at how  |
    |they react against you crouching.                                        |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Low attack reversal (tap G, d+P)   {tap A, d+B}                          |
    |-------------------                                                      |
    |    Against a low punch: Akira grabs the punch, and pulls the opponents  |
    |forward, then swings his arm straight up and brings to hammerfist        |
    |straight back down onto the opponents back.(Honshintanda)                |
    |                                                                         |
    |    Against a low kick: Akira blocks the kick, and rushes in with a      |
    |dashing double palm.(Sohakushu)                                          |
    |                                                                         |
    |    The low reversals are the easiest and the most useful.  Its because  |
    |many players will low punch or kick to avoid a throw, or to counter a    |
    |blocked attack, especially the dashing elbow.  Some moves you see coming |
    |such as Lions double low kick.  However, other than the low punch and    |
    |low kick, you can't reverse many of the ones you would like to           |
    |(i.e. Lau and Pai's spinning low sweep).                                 |
    |                                                                         |
    |    After dashing in with an elbow, or dashing in for a throw, the       |
    |opponent will crouch punch or kick to avoid you.  Tap G and low punch.   |
    |You'll be surprised at how many low punches you catch.  If they stand    |
    |up, throw.  If they crouch, dashing elbow.  Probably the latter case is  |
    |the more common.                                                         |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +===================+                                             |
    |       |3) Multiple attacks|                                             |
    |       +===================+                                             |
    |                                                                         |
    |    This section summarizes some of Akira's combos and attacks that can  |
    |be done consecutively depending on the opponents.  Obviously lighter     |
    |characters float better allowing for more variety and opportunity of     |
    |combos.  In addition, hitting the opponent while they are in the process |
    |of executing an attack floats them higher.                               |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Summary                                                                  |
    [-------------------------------------------------------------------------]
    |If opponent staggers or floats after the dashing elbow (f,f+P):          |
    |                                                       {f,f+B}           |
    |-------------------------------------------------------------------------|
    |    Punch kick               |   P,K       | (B,C)                       |
    |    Dashing elbow            |   f,f+P     | (f,f+B)                     |
    |    Body check               |   b,f,f+P+K | (b,f,f+B+C)                 |
    |    Double kick              |   f,f+K,K   | (f,f+C,C)                   |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |If opponent staggers or floats after the side kick(d/f+K):               |
    |                                                  (d/f+C)                |
    |-------------------------------------------------------------------------|
    |    Punch-kick               |   P,K       | (B,C)                       |
    |    Dashing elbow            |   f,f+P     | (f,f+B)                     |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |If opponent floats after a knee kick(K+G, release G):                    |
    |                                    {C+A, release A)                     |
    |-------------------------------------------------------------------------|
    |    Dashing elbow            |   f,f+P       | (f,f+B)                   |
    |    Body check               |   b,f,f+P+K   | (b,f,f+B+C)               |
    |    Double kick              |   f,f+K,K     | (f,f+C,C)                 |
    |    Knee, any of above       |   repeat knee,|                           |
    |                             |   any of above|                           |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |If opponent lands on their butt after a dashing palm(crouch,f+P):        |
    |                                                    {crouch,f+B}         |
    |-------------------------------------------------------------------------|
    |    Dashing palm             |   dash, d,f+P    | (d,f+B)                |
    |    Dashing elbow            |   dash, f,f+P    | (f,f+B)                |
    |    Double kick              |   dash, f,f+K,K  | (f,f+C,C)              |
    |    Any throw                |   dash, throw    |                        |
    |    But try the Close in ram |   dash, f,b,f+P+K| (f,b,f+B+C)            |
    |                             |  (for coolness   |                        |
    |                             |   points)        |                        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |After the reverse body check(b,d/f+P+K)                                  |
    |                            {b,d/f+B+C}                                  |
    |-------------------------------------------------------------------------|
    |    Side kick                |   d/f+K          |  (d/f+C)               |
    |                             |   (forward meaning towards your opponent) |
    |    Side kick, dashing elbow |   d/f+K, f,f+P   |   (d/f+C,f,f+P)        |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |After the break guard(f+P+G):                                            |
    |                     {f+B+A}                                             |
    |-------------------------------------------------------------------------|
    |    Punch-kick               |   P,K            |  (B,C)                 |
    |    Dashing elbow            |   f,f+P          |  (f,f+B)               |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |After the Trip I,II(b+P+G or d+P+G) [Only selected follow ups]:          |
    |                   {b+B+A or d+B+A)                                      |
    |-------------------------------------------------------------------------|
    |    Double palm              |   D,b,f+P                 | (D,b,f+B)     |
    |    Body check               |   b,f,f+P+K               | (b,f,f+B+C)   |
    |    Takeoff kick(forward)    |   U/F+K                   | (U/F+C)       |
    |    Single kick, anything    |   f,f+K,                  | (f,f+C)       |
    |                             |   anything(try body check)|               |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |After the Surprise exchange(b/d+P+G):                                    |
    |                           {b/d+B+A}                                     |
    |-------------------------------------------------------------------------|
    |    Any move, basically.                                    |            |
    |    Safest to do doublepalm      d,b,f+P (facing opponent)  | {d,b,f+B)  |
    [-------------------------------------------------------------------------]
    |After the stumbling trip(b,d+P+G):                                       |
    |                        {b,d+B+A}                                        |
    |                                                                         |
    |    Any dashing move and body check.                                     |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Stun palm combo:                                                         |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |    Stun palm, reverse body check, double palm                           |
    |    P+K+G, then b,d/f+P+K, then d(or d/f or d/b), f(or b)+P              |
    |   (B+C+A, then b,d/f+B+C, then d(or d/f or d/b), f(or b)+B)             |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Dashing elbow, punch-kick  (f,f+B,B,C)                                   |
    |-------------------------                                                |
    |    If the dashing elbow hits a crouching defender, he/she will stagger, |
    |allowing for a free punch-kick.  Making this a very important combo to   |
    |master. Make good use of the super dashing elbow for a long range attack.|
    |Against light opponents, if the dashing elbow floats them,  the punch-   |
    |kick can still connect, which is better than another dashing elbow.      |
    |                                                                         |
    |    The beauty of the dashing elbow is the if it is blocked, the         |
    |opponent cannot counter (read the counter section for more detail).      |
    |This makes the dashing elbow pretty safe to do if you are in close range.|
    |If the opponent is used to this and knows they cannot counter, they will |
    |either step back or attack low.  If they seem to attack low often, the   |
    |low attack reversal comes out like a charm.  More on this in the         |
    |strategy section.                                                        |
    |                                                                         |
    |    By the way, the super dashing elbow can be substituted for the       |
    |regular one as well.                                                     |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Dashing elbow, dashing elbow   (f,f+B,f,f+B)                             |
    |----------------------------                                             |
    |    Not a real safe one to do, but works quite well none the less.  Don't|
    |use too often, and especially not against lighter opponents who can step |
    |back quickly, or against Pai who can grab it.  It may be good if you want|
    |to piss your opponent off by continuously repeating the elbows, but I    |
    |don't recommend it.  You'd never want anyone accusing Akira as cheap,    |
    |now do we?                                                               |
    |                                                                         |
    |    However, better players will know that a simple punch, or a low      |
    |punch, will usually block this type of repeated dashing elbow.  So see   |
    |how they react, and use the appropriate reversals to discourage your     |
    |opponent to try countering this combination attack.                      |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Dashing elbow, body check    (f,f+B,b,f,f+B)                             |
    |-------------------------                                                |
    |    The two moves can be done immediately after the other, so master the |
    |motion of the body check.  What's good about this is that the body check |
    |comes out unexpectedly quick.  If the opponent is knocked down by the    |
    |elbow, the body check can still hit the floated opponent (their ankles!  |
    |Well it does some damage.).                                              |
    |                                                                         |
    |    The way to use this is to mix up the different follow ups.  This     |
    |works well if the opponent tries to counter your dashing elbow with some |
    |slow move. Nails them in the middle of the motion and their life bar     |
    |just disappeared.                                                        |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Dashing elbow, jumping double kick  (f,f+B,f+C,C)                        |
    |----------------------------------                                       |
    |    Works against light opponents and you catch in the middle of their   |
    |attack.  Enter the f,f+K,K immediately, and you should see your opponent |
    |fly. Does tremendous damage--probably half the life bar.                 |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Side kick, punch-kick             (d/f+C,B,C)                            |
    |---------------------                                                    |
    |    If the side kick hits a crouching defender, it will stagger them.    |
    |At this point, a punch-kick will combo nicely, just like the dashing     |
    |elbow, punch-kick combo.  However, as I mentioned earlier, you need to   |
    |keep the joystick forward for the punch to gain some reach, making the   |
    |combo connect with more certainty.  What's nice about this, just like    |
    |the dashing elbow, is that a blocked side kick cannot be countered.      |
    |So don't be afraid to throw that side kick, making sure it will hit or   |
    |be blocked.                                                              |
    |                                                                         |
    |    Also, just like the dashing elbow, if it is blocked, the opponent    |
    |usually comes back with a low attack or backs off (that's if they know   |
    |they can't counter), making it easy to reverse.  If they come back with  |
    |a technique you can counter or reverse (especially a slow side kick such |
    |as Wolf or Jeffry, or Jacky and Sarah's elbow knee/heel kick), they will |
    |be confused why only your attacks hit and not his.                       |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Side kick, dashing elbow        (d/f+C,f,f+B)                            |
    |------------------------                                                 |
    |    If the side kick hits, this is just like the above, and you get an   |
    |instant combo with the dashing elbow.  The key is to enter the dashing   |
    |elbow while the side kick is still going, causing the dashing elbow to   |
    |come out immediately after the kick.  You'll probably end up getting     |
    |the super dashing elbow, but it's the same as long as you connect.       |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Knee kick, dashing elbow/body check/knee kick/jumping double kick        |
    |(C+A,tap A , f,f+B/b,f,f+B/C+A tap A/f,f+C,C/                            |
    |-----------------------------------------------------------------        |
    |    The knee kick is hard to master, but once you hit an opponent (if in |
    | the middle of their attack) you can easily connect a body check.  If    |
    | you're feeling lucky, do two knee kicks in a row, and do the body check.|
    | When you connect it, it feels like you're cheating... But the body check|
    | doesn't go deep enough to cause major damage.                           |
    |                                                                         |
    |    The best follow up, however, is the jumping double kick.  Try it     |
    | even if you think its too late since it hits even an opponent that's    |
    | floating at mid section level.                                          |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Dashing palm, dashing palm/elbow/doublekick/any throw                    |
    |(crouch ,f+B,  crouch,f+B/f+B/f,f+C,C/throw)                             |
    |-----------------------------------------------------                    |
    |    If you hit a crouching non-defender with the palm, they stumble to   |
    |the floor.  Immediately follow up with the dashing palm, dashing elbow,  |
    |double kick, or any other throw after dashing forward.  The key with the |
    |stumbled opponent is to dash forward immediately.  This combo will push  |
    |the opponent back quite far with an attack or the close in ram.          |
    |                                                                         |
    |    As I mentioned in the dashing palm section, don't use the dashing    |
    |palm too much because it can be countered quite easily.  However, in     |
    |certain cases, it must be used.  These cases are:                        |
    |                                                                         |
    |     1) Jacky and Sarah's low side kick.                                 |
    |                                                                         |
    |If you block it, do a dashing palm and they will land on their butt.     |
    |Go for the close in ram.                                                 |
    |                                                                         |
    |      2) Lion's double low kick.  Same as above.                         |
    |                                                                         |
    |    The key is to see it coming.  Dash forward immediately and execute   |
    |the attack.  If you hesitate even a bit, its too late.                   |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Reverse body check, side kick  (b,d/f+B+C,d/f+C)                         |
    |-----------------------------                                            |
    |    This combo will always hit, so if you get the reverse body check to  |
    |work, put in the side kick no matter what.  You can also try to connect  |
    |a dashing elbow after this.  Someone mentioned of getting another low    |
    |punch and double palm in, but it will most likely connect only when the  |
    |opponent tried to turn around, causing them to float high.  Regardless,  |
    |it won't hurt to try.  The key is to remember the side kick.  The body   |
    |check and the side kick should be thought of as one move.                |
    |                                                                         |
    |    Also, after the first side kick, another side kick isn't bad either. |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Break guard, punch-kick   (f+B+A,B,C)                                    |
    |-----------------------                                                  |
    |    This has been described before, but I'll repeat emphasizing the      |
    |usefulness of this.  Use this instead of the regular P+G to prevent the  |
    |opponent escaping, and press P,K even while the graphics of the move is  |
    |showing.  If fighting against Sarah, however, don't use this since it    |
    |will not work against good players.  Use another throw all together.     |
    |                                                                         |
    |    If you want, the dashing elbow will most likely hit, but the         |
    |punch-kick is more damaging, so why bother.                              |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Trip, dashing elbow/dashing palm(s)/takeoff kick/body check              |
    |(b+B+C,or d+B+C,  f,f+B/crouch ,f+B/takeoff kick/b,f,f+B+C)              |
    |-----------------------------------------------------------              |
    |    After executing the trip, even while the graphics is showing, enter  |
    |the dashing palm (single or double), but the double palm is probably the |
    |most consistent.  The dashing elbow and takeoff kick are pretty good,    |
    |and the body check too.  But these aren't as consistent, and the body    |
    |check doesn't do as much damage as you would like.  The punch kick won't |
    |connect because the opponent is too far away.                            |
    |                                                                         |
    |    The thing to remember is to enter the dashing palm during the        |
    |graphics is being shown.  Take your time and it will come out nicely.    |
    |If you meant to do a surprise exchange and you get this (which happens   |
    |quite often in the heat of a battle), and you didn't enter the dashing   |
    |palm, do a dashing elbow or a takeoff kick.                              |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Surprise exchange, body check/double kick                                |
    |(b/d+B+A,          b,f,f+B+C/f,f+C,C)                                    |
    |--------------------------------------------------                       |
    |    After the surprise exchange, a body check and the double kick are    |
    |probably the easiest and good against players who don't know or didn't   |
    |dash forward to escape the attacks.  This move incidentally is used to   |
    |beat the CPU quite easily.                                               |
    |                                                                         |
    |    The bottom line is, however, that you can follow up with close to    |
    |anything you want.  Not that they all have the same effectiveness, but   |
    |you'll probably hit them with anything you try (not everything, of course|.
    |Try a dashing palm.  Try a side kick-dashing elbow.  Try a dashing       |
    |elbow-dashing elbow.  Try a dashing knee with a double kick or a body    |
    |check.  Try whatever you wish!  But the body check and the double kicks  |
    |are more safe to do and consistent.                                      |
    |                                                                         |
    |    One thing I noticed is that sometimes after the surprise exchange,   |
    |the screen decides to switch.  This means that you started out on the    |
    |left side, did a surprise exchange, and ended up on the left side again! |
    |Becomes confusing to enter the commands, but not to worry, as long as    |
    |you entered the commands RIGHT AWAY, it will work. So doing the double   |
    |kick (f,f+K,K) towards your opponent, but if the screen switches, just do|
    |     {f,f+C,C}                                                           |
    |it towards where they should be if the screen didn't change. (??) In     |
    |other words, don't worry.                                                |
    |-------------------------------------------------------------------------|
    |Surprise exchange, double palm/super dashing elbow                       |
    |(b/d+B+A,          crouch,b,f+B/ f,f,f+B)                                |
    |--------------------------------------------------                       |
    |    If you are playing against an opponent who knows how to beat Akira   |
    |(including other Akira players), they often dash forward to avoid the    |
    |attacks.  In these cases, a double palm works nicely since it has a nice |
    |reach, as well as the super dashing elbow. The latter does less damage,  |
    |but more easy to enter. Use these against more advanced players who      |
    |don't freak out and can react appropriately.                             |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Surprise exchange, uppercut                                              |
    |(b/d+B+A,          d/f,d/f+B)                                            |
    |                                                                         |
    | [NOTE : YOU ONLY HAVE TO DO ONE d/f+B, for the uppercut to come out!]   |
    | [       SINCE THE FIRST b/d is 'buffered' into the move.............]   |
    |---------------------------                                              |
    |    A multiple attack that's actually nice.  The commands are mixed      |
    |together so that the two moves are done with one motion.  Tap the d/b    |
    |twice pretty rapidly (with the appropriate buttons, of course) to get the|
    |uppercut to come out                                                     |
    |                                                                         |
    |    However, the opponent has plenty of time to run away, so use it only |
    |against players who tend to freak out with the surprise exchange.        |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Stumbling trip, dashing elbow/dashing palm/body check                    |
    |(b,d+B           f,f+B/crouch ,f+B/b,f,f+B+C)                            |
    |-----------------------------------------------------                    |
    |    Although many of you probably won't use this except by accident,     |
    |just follow up with a dashing technique (i.e. elbow, single/double palm),|
    |or dash forward a bit and do a body check.  The trick is to wait a split |
    |second before the techniques because the opponent takes some time to     |
    |get up.  Not a technique that's required to learn since it's tough to    |
    |do and much better to do something else such as the close-in ram or the  |
    |reverse body check.  But for the times when you just HAVE to humiliate   |
    |your opponent, this is a technique that will do that job.  Especially    |
    |the part where the opponent lands straight on their face with a loud thud|
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Stun palm, reverse body check, double palm                               |
    |(B+C+A, then b,d/f+B+C, then d(or d/f or d/b), f(or b)+B)                |
    |------------------------------------------                               |
    |    The notorious stun palm 'o doom, or whatever you please to call it.  |
    |A damn difficult move to do, but getting it to work is like heaven.      |
    |The opponent just stands there with there mouth wide open, as they watch |
    |at least half their life bar disappear.                                  |
    |                                                                         |
    |    First of all, although this is listed in the multiple attack section,|
    |this is actually a single move (or a single move plus a special          |
    |double palm).                                                            |
    |                                                                         |
    | You may notice that when you execute this, the reverse body check comes |
    |out right after the stun palm hits (before he retracts his hands).       |
    |Similarly, the double palm comes out without any pause after the body    |
    |check.                                                                   |
    |                                                                         |
    |  [ NOTE : FRAME REFERENCE NUMBERS ARE DIFFERENT FOR VF2.1 AND ]         |
    |  [        VF KIDS, kids is %20 faster than vf2.1, and vf2.1 is]         |
    |  [        approximately ~%10 faster than arcade version       ]         |
    |                                                                         |
    |    The trick is to enter the commands precisely, which is the first     |
    |thing you need to work on if you ever want to get this to work.  Make    |
    |sure the reverse body check's move is at least consistent.  Now, when    |
    |you press P+K+G, you have to enter the reverse body check immediately.   |
    |The reverse body check's commands are entered pretty much BEFORE the     |
    |graphics of the stun palm is shown (yes, you read that correctly).       |
    |Actually, the reverse body check needs to be entered faster than the     |
    |regular one (14 frames instead of 20). And the maximum time between      |
    |the stun palm and the reverse body check is only 14 frames.  Compared    |
    |to the regular pppk moves (i.e. Sarah, Lau, etc.), the pppk is SLOW      |
    |(Sarah requires 19,21,26 frames respectively between the punches         |
    |and the last kick).  So if you thought you were entering it fast         |
    |enough, go try again.  Now, after the reverse body check is entered,     |
    |you have 17 frames to start entering the double palm. This move can      |
    |be done by pressing any 'down' direction (i.e. d/b, d, d/f) and then     |
    |pressing forwards or backwards, hence the confusing notation.  And       |
    |this must be done within 16 frames. Notice that the maximum allowable    |
    |time (frames) elapsed from the time you pressed P+K+G is only 61         |
    |frames (14 frames to start the reverse body check, 14 frames             |
    |to complete the motion, 17 frames to start the double palm, 16 frames    |
    |to complete the motion).  Or basically one second for the whole thing    |
    |to be completed, but that's the maximum time allowed. In practice,       |
    |it seems as though you need to enter it in half a second                 |
    |But basically, if you are sure that the motion you are doing is correct, |
    |yet you are not getting it, it is most definitely your lack of speed.    |
    |Do it as fast as you can, yet maintaining the stick accuracy, and you'll |
    |get it.  Or at least you'll get the reverse body check, but please try   |
    |for all three,  especially because the damage given by the double palm   |
    |is a 50 points.                                                          |
    |                                                                         |
    |    A good way to practice this, I have found, is to practice on Dural.  |
    |The time passes by slower during that stage, and so does the command     |
    |entering. You'll have plenty more time to enter the motion correctly.    |
    |So keep practicing!                                                      |
    |                                                                         |
    |    As a final note, although you may be doing it at the right speed,    |
    |correct stick motion, yet still can't get it to come out consistently,   |
    |I have found that there is a subtle timing of hitting the buttons.       |
    |I don't know. It's just that there seems to be a certain way to time     |
    |the buttons even within that short period of time.                       |
    |                                                                         |
    |    If you have mastered this, you will gain the respect of every        |
    |player in the VF world.  Good luck.                                      |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +=================+                                               |
    |       |4) Rising attacks|                                               |
    |       +=================+                                               |
    |                                                                         |
    |    You may be wondering, "A whole section for rising attacks?"  Well,   |
    |yes. They are an important part of this game.  Unlike VF1 where you had  |
    |a limited number of ways to get up (also turning around attack), VF2 has |
    |a multitude of ways of getting up.  And knowing how to do these becomes  |
    |crucial.                                                                 |
    |                                                                         |
    |    When playing against good players (or watching them) you may notice  |
    |they don't execute much rising attacks, if at all. That's because it     |
    |opens you up to counters (however, rising attacks cannot be reversed--   |
    |i.e. Pai cannot grab your kick), and good players will make you pay for  |
    |making that opening.                                                     |
    |                                                                         |
    |    A good tactic may be to come in close when they are down, and tease  |
    |them to throw a rising attack.  If you know how to block them or dodge   |
    |them (better yet, make them hit thin air), you can, a lot of times, get  |
    |a free attack.  This brings me to stress the fact that you need to be    |
    |familiar with the different types of attacks by your opponents.  This is |
    |difficult because in VF2, the rising attacks look deceiving and can be   |
    |executed from many different positions.                                  |
    |-------------------------------------------------------------------------|
    |Akira's rising attacks                                                   |
    |----------------------                                                   |
    |    First, a review of the rising attacks. There are four ways you can   |
    |get knocked down. They are as follows:                                   |
    |                                                                         |
    |1)Facing up, feet towards opponent.                                      |
    |2)Facing up, head towards opponent.                                      |
    |3)Facing down, feet towards opponent.                                    |
    |4)Facing down, head towards opponent.                                    |
    |                                                                         |
    |-------------------------------------------------------------------------|
    | In addition, when you are knocked down, there are four ways to get up.  |
    |They are as follows:                                                     |
    |                                                                         |
    |1)In place:  Tap the punch button repeatedly to get up faster.           |
    |2)Roll side ways: Tap the guard button repeatedly to get up faster.      |
    |3)Roll backwards: Tap away from your opponent.                           |
    |4)Head spring: Tap up.                                                   |
    |-------------------------------------------------------------------------|
    |    For every rising attack, you can attack either mid level or low level|
    |Each rising attack has a damage of 20.                                   |
    |                                                                         |
    |    The rising attacks will differ with the situations listed above.     |
    |Since you have 3 ways to attack while getting up, and 4 ways of starting |
    |the motion, and 2 levels of attack, you have 24 rising attacks to choose |
    |from! Get to know them, and use them effectively.  The list will have    |
    |the mid level attack listed first, then the low level attack.  To get    |
    |the different levels, just press kick for mid level attacks, and hold    |
    |down and kick for low level attacks.                                     |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Move                                                                     |
    |====                                                                     |
    |In place, facing up, feet towards opponent                               |
    |         Side kick (Zensentai)                                           |
    |         Sliding kick(Ochogeri)              *                           |
    |    Facing up, head towards opponent                                     |
    |         Side kick (Haisentai)                                           |
    |         Long range sliding kick (Chisokyaku)*                           |
    |    Facing down, feet towards opponent                                   |
    |         Side kick (Kosentai)                                            |
    |         Sliding kick (Kosokyaku)            *                           |
    |    Facing down, head towards opponent                                   |
    |         Side kick (Koshoutai)                                           |
    |         Double footed kick into back spin   -                           |
    |-------------------------------------------------------------------------|
    |Rolling, facing up, feet towards opponent                                |
    |         Side kick (Kosentai)                                            |
    |         Low spinning kick (Katsumensotai)                               |
    |    Facing up, head towards opponent                                     |
    |         Side kick (Haisentai)                                           |
    |         Low spinning kick (Katsumensotai)                               |
    |    Facing down, feet towards opponent                                   |
    |         Side kick (Kosentai)                                            |
    |         Low spinning kick (Katsumensotai)                               |
    |    Facing down, head towards opponent                                   |
    |         Side kick (Koshoutai)                                           |
    |         Low spinning kick (Katsumensotai)                               |
    |-------------------------------------------------------------------------|
    |Backwards, facing up, feet towards opponent                              |
    |         Low roundhouse kick (Katsumensentai)                            |
    |         Low spinning kick (Katsumensotai)                               |
    |    Facing up, head towards opponent                                     |
    |         Double high mule kick (Sokikyaku)   -                           |
    |         Double low mule kick (Sokisokyaku)  -                           |
    |    Facing down, feet towards opponent                                   |
    |         Double high mule kick (Sokikyaku)   -                           |
    |         Double low mule kick (Sokisokyaku)  -                           |
    |    Facing down, head towards opponent                                   |
    |         Low roundhouse kick (Katsumensentai)                            |
    |         Low spinning kick (Katsumensotai)                               |
    |-------------------------------------------------------------------------|
    |    Well, the list doesn't really describe what's effective.  So I'll    |
    |pick out the ones that are useful. The sliding kicks are very useful     |
    |because of its deceptive long range. These are marked with an asterix(*).|
    |And the side kicks are all useful (see second next paragraph).  The ones |
    |you DON'T want to use too often are the double mule kicks and the        |
    |infamous double footed kick into back spin.  They all have very short    |
    |range and the mule kicks allow for severe counters if you miss all       |
    |together.  These are marked with a negative sign(-). In addition, the    |
    |low roundhouse kick and the low spinning kick all have a motion that is  |
    |easy to be anticipated by your opponent.  Don't use them too often.      |
    |                                                                         |
    |    Akira's low rising attacks, however, can be countered quite easily if|
    |blocked.  The most notorious is Sarah's triple kick after blocking a low |
    |rising attack.  So the best bet is to only use them once in a while, and |
    |stick to getting up without an attack. This is true only for playing     |
    |against more advanced players since they are the ones who can exploit    |
    |the weaknesses of the different rising attacks (as well as know what     |
    |to avoid). I know its tempting to attack, but believe it or not, you are |
    |invincible while you are getting up (NOT getting up with an attack, but  |
    |getting up WITHOUT an attack). Well....invincible to a degree.  Its just |
    |that there is so little room for your opponent to counter.  Their attack |
    |will actually go through you if they attempt one, but remember it is     |
    |still possible to time the attack as you are getting up (without an      |
    |attack), but that's real tough.                                          |
    |                                                                         |
    |    Akira's side kicks from rising is very unique from all other         |
    |characters' because he kicks straight out. What this means is that even  |
    |if the character tries to dodge the kick at the tip of your foot, it'll  |
    |hit.  I'm sure you have noticed that other characters have side kicks    |
    |that go slightly upwards, allowing the opponent to stay in closer        |
    |without being hit.  If you see your opponents doing this, nail them      |
    |with the side kick.                                                      |
    |                                                                         |
    |    Also, there are times when you land off-line from your opponent.     |
    |This means that you are not going to hit your opponent with you rising   |
    |attack.The classical example is after Jeffry's P+G throw (backflip),     |
    |where you land perpendicular to Jeffry.  In these and many other cases,  |
    |don't try any rising attacks because you'll be wide open for them to     |
    |attack.                                                                  |
    |                                                                         |
    |    There is actually one very good use for the headspring.  This is     |
    |true for all characters playing against Lau.  If you get knocked down    |
    |fighting against Lau, opponents will usually try for the double stomp.   |
    |When this happens, just tap Punch repeatedly and hold up.  You will      |
    |escape the second stomp 95% of the time.                                 |
    |                                                                         |
    |    When your opponent is rising, don't get too greedy and aim for a     |
    |free shot, although be aware of it.  If they do a high spinning kick,    |
    |just knock them down with a dashing palm.  Same with a low spin. The     |
    |trick is to stay right out of range so that you don't block it.  Also,   |
    |watch out for Wolf and Kage's rolling attacks if they roll backwards.    |
    |Don't follow into it.  In addition, Lion and Shun both have some         |
    |weird rising attacks, so don't stay too close if they know how to use    |
    |them effectively. In addition, all rising attacks cannot be reversed.    |
    |Yeah, I know, but THAT would be cheap.                                   |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +==================================+                              |
    |       |   Part II: Putting it together   |                              |
    |       +==================================+                              |
    |                                                                         |
    |Contents:                                                                |
    |1)Stuff you need to know                                                 |
    |    a)Escape from throws                                                 |
    |    b)Crouching dash                                                     |
    |    c)Stances                                                            |
    |    d)The use of the Guard button                                        |
    |    e)Counters                                                           |
    |2)Strategy                                                               |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |       +======================+                                          |
    |       |Stuff you need to know|                                          |
    |       +======================+                                          |
    |                                                                         |
    |    In this section, I want to describe some of Akira and non-Akira      |
    |specific tricks of the VF2 operation you need to know in order to play   |
    |even better.                                                             |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Escape from throws                                                       |
    |------------------                                                       |
    |    This is something you need to learn in order to be successful at     |
    |this game.  All it is to press P+G when your opponent grabs you.  But its|
    |                              (B+A)                                      |
    |too late when you see the graphics being shown, so calmly admit that     |
    |you've been thrown.  Its actually within 10 frames of your opponent      |
    |pressing the P+G. (Note, it's back+P+G for Jeffry's body press).         |
    |            (B+A)            (back+B+A)                                  |
    |                                                                         |
    |    The way to effectively use this is to know when people go for a      |
    |throw. It is obvious at some times, such as when you block a knee kick.  |
    |At these times, always enter P+G in case.  If they hadn't entered P+G,   |
    |you'll get the throw anyway.                                             |
    |                                                                         |
    |    This makes Akira is very good at escaping throws since all of his    |
    |break stance moves are P+G, you are protected against another P+G throw, |
    |yet they cannot escape yours.                                            |
    |-------------------------------------------------------------------------|
    |Crouching dash                                                           |
    |--------------                                                           |
    |    As you all should know, you can dash forward by tapping forward      |
    |twice, and run if you hold the forward direction.  What advanced         |
    |operation am I going to tell you?  That's crouching dash.  You can       |
    |actually dash forward or backwards while still maintaining the crouch    |
    |position (more like a 'hop'). Although you can't go as fast, it seems    |
    |like you can go the same distance. This is very useful to back off an    |
    |attack while avoiding any high attacks.                                  |
    |                                                                         |
    |    However, the motion is kind of tricky.  You have to remain           |
    | crouching and tap forward (or backwards) twice.  Don't tap forward,     |
    | but forward/down (or back/down).  It will definitely take awhile to     |
    | figure out, but learn it since its useful.                              |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Stances                                                                  |
    |-------                                                                  |
    |    A feature that most people, I'm sure, are confused or wondering what |
    |it really means.  I'll describe it best I can.                           |
    |                                                                         |
    |    There are two stances.  1)Closed stance and 2)open stance.  The      |
    |stances are shown below.                                                 |
    |                                                                         |
    |                Player A    Player B             Player A     Player B   |
    |Feet positions:  X         X                     X                   X   |
    |                        X         X                     X     X          |
    |                Closed Stance                   Open Stance              |
    |                                                                         |
    |    Closed stance is the standard stance, and the open stance occurs     |
    |when you do a move (i.e. knee kick, double punch) it will change into    |
    |open stance. However, the open stance will switch back to closed stance  |
    |if you walk a bit, but the dash forward or backwards keeps the stance as |
    |it is (so you can maintain your open stance).                            |
    |                                                                         |
    |    As you may notice, when you are in closed stance, you and your       |
    |opponent are closer together than you are in open stance, because your   |
    |feet position can overlap.  This is why the throws become difficult in   |
    |open stance since you need to be very close to your opponent to execute a|
    |throw (probably you need to be in close as you can).  This is true for   |
    |throws that require you to press back at the end, causing you to go      |
    |backwards a little bit.  This gives Wolf and Jeffry an advantage because |
    |their throws have a slightly longer range (1.5 meters instead of         |
    |1.4 meters). In addition, some moves won't hit in open stance such as    |
    |Akira's elbow.                                                           |
    |                                                                         |
    |    This becomes important when you want to counter (refer to counter    |
    |section for more detail), since some counters will not hit unless you    |
    |are in either open or closed stance.                                     |
    |                                                                         |
    |    It is a good thing to always keep the stances in mind.  If you want  |
    |to switch stances, dash back and use your double punch.                  |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Use of the guard button                                                  |
    |-----------------------                                                  |
    |    There are some neat ways to use the guard button.  First, you can    |
    |enter a command while holding the guard button and execute the technique |
    |immediately after releasing the guard with the last stick motion and the |
    |buttons required.  The second way is to use the guard button to cancel   |
    |your attack, or a sequence of attack.                                    |
    |-------------------------------------------------------------------------|
    |    1) I will list the moves that allow you to enter the commands while  |
    |holding guard.  The motion in the brackets are while holding the guard,  |
    |and the motion outside the brackets are after releasing the guard button.|
    |These are:                                                               |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |    Dashing elbow:        (f),f+P                | (f),f+B               |
    |    Super dashing elbow:  (f,f),f+P              | (f,f),f+B             |
    |    Dashing palm:         (D),f+P                | (D),f+B               |
    |    Double palm:          (D,b),f+P              | (D,b),f+B             |
    |    Jumping kick(s):      (f),f+K[,K]            | (f),f+C[,C]           |
    |    Body check:           (b,f),f+P+K            | (b,f),f+B+C           |
    |    Dashing knee kick:    (f),f+K+G, release G   | (f),f+C+A,release A   |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |    Of these, the super dashing elbow is very useful since you can go    |
    |quite a distance.  Also, the body check can be executed immediately after|
    |you block a technique, making it quite useful (in contrast to entering   |
    |the whole thing).                                                        |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |    2)A good way to use the guard button to cancel your technique is     |
    |after a kick.  Press the kick button, press the guard button to cancel,  |
    |and go an attack or a throw.  A little difficult, but the opponent will  |
    |think you're going to kick, so they will stand up against a side kick or |
    |a normal kick, and maybe try to crouch against a high kick.  For the     |
    |first case, dash in and throw, and for the second case, do a dashing     |
    |elbow.                                                                   |
    |                                                                         |
    |    Also, were there times when you wanted to do a ground punch after a  |
    |dash on a knocked down opponent, but got a dashing elbow or a normal     |
    |elbow instead?  In that case, tap the guard button, and do the ground    |
    |punch.  This works well when you don't have much time to hit the opponent|
    |So the motion becomes: f,f,G,d/f+P.  You can do the ground punch real    |
    |                      (f,f,A,d/f+B)                                      |
    |quickly.                                                                 |
    |                                                                         |
    |    Another way to use the guard button is to achieve more               |
    |sophisticated distance control.  How?  Press the guard button in the     |
    |middle of a dash.  You get a shorter distance.  This allows for a more   |
    |precise distance management, and allows you to dash backwards just enough|
    |to escape a side kick, for example.  If you did a normal dash you'd be wa|
    |out of range, which is good, but won't allow for you to go back in for   |
    |an attack that well.                                                     |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Counters                                                                 |
    |--------                                                                 |
    |    This is where I describe what this is.  Refer to Part IV for counters|
    |to specific characters.                                                  |
    |                                                                         |
    |    What is a counter?  It is commonly referred to as the moves I call   |
    |the reversals.  However, what I mean by counters is different.  It is    |
    |when your opponent attacks, and you BLOCK it, for many attacks, you have |
    |a free hit or a free throw on your opponent. Notice, however, you HAVE   |
    |to block it.  If your opponent misses it, you actually are in a better   |
    |position, but that's something everyone tries to avoid, and people use   |
    |it to draw you in for another attack (ie kickflip when you go in for a   |
    |throw, etc).                                                             |
    |                                                                         |
    |    There are two counters.  1) attack and 2) throw.  For example, when  |
    |you block Jacky's elbow-heel kick (f+P,K), you can counter with a        |
    |                                  (f+B,C)                                |
    |dashing elbow ALL the time.  Surprised?  When you block Sarah's toe      |
    |Kick-side kick (d+K,K), you can ALWAYS go in for a punch-kick or even    |
    |               (d+C,C)                                                   |
    |a throw.  The throw counters are much more difficult, but, if done       |
    |properly, the opponent CANNOT even low punch to avoid your attack!  The  |
    |way to do that is to dash in immediately after you can move.  Much       |
    |harder than the attack counters, but if you can do it, and use throws    |
    |that cannot be escaped, you can throw them every time. But remember,     |
    |it's mutch harder to get the exact timing.                               |
    |                                                                         |
    |    However, not all attacks can be countered, and not all counterable   |
    |attacks can be countered with any moves.  Refer to Part IV for which     |
    |moves to counter with what.  But I have mentioned that Akira's dashing   |
    |elbow and side kick cannot be countered, this is what I meant by it.     |
    |So if you go in for a dashing elbow, no attack (of course not for low    |
    |attacks) or a throw will be a free hit.  It essentially is "safe" to     |
    |throw those attack, provided you make them BLOCK it.  That's the key     |
    |point.  Make them block it.                                              |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +========+                                                        |
    |       |Strategy|                                                        |
    |       +========+                                                        |
    |                                                                         |
    |    Now, after all that came before this, finally the strategy for       |
    |playing Akira.  Although there's a lot to know for him, his strategy is  |
    |quite simple, and yet effective.  His two most crucial arsenals are the  |
    |dashing elbow and his throws.                                            |
    |                                                                         |
    |    The way to think about it is this.  If the opponent is standing,     |
    | throw. If the opponent is crouching, elbow (or side kick).  But that's  |
    | a little too simplified.  The important thing is the distance between   |
    | you and your opponent.  Try to maintain a distance where your super     |
    | dashing elbow willjust hit.  That doesn't mean, however, to stand there |
    | still and wait for your opponent.  It's just a distance that you should |
    | feel "comfortable" with.  You shouldn't crouch and wait, however, at    |
    | this distance, for obvious reasons. Remain standing, dashing forward    |
    | or backwards a little using the guard button.  Throw some occasional    |
    | punch and see the reaction of your opponent.                            |
    |                                                                         |
    |      Now, when your opponent is crouching, immediately do a dashing     |
    | elbow. Using the guard button to enter the super dashing elbow          |
    | beforehand works well.  If he staggers, punch-kick combo.  If he floats,|
    | try another dashing elbow, body check or a double kick.  If he manages  |
    | to block it, don't worry, he can't counter.  Many times, they will      |
    | attack anyway.  Just hold block and you're okay.  If they block it,     |
    | watch out for a low attack.  But bingo, that's perfect for your low     |
    | reversal. Therefore, dashing elbow, tap G, low punch.  This will        |
    | prevent you from being thrown, and it will counter his low attack.      |
    |                                                                         |
    |    A thing to remember is, however, that no matter how terrific the     |
    | dashing elbow and the side kicks are, if you hit thin air, you are wide |
    | open.  The key is to make them block it, forcing them to try and counter|
    | or crouch to avoid a throw.                                             |
    |                                                                         |
    |    If the opponent is aware of your dashing elbow and won't crouch,     |
    | dash in for a throw.   At this point, many people will try to time      |
    | that entry with an attack, or go to a low attack.  Watch out for this.  |
    | The best way to not get caught coming in is to vary your movement.      |
    | Instead of a dashing elbow, use a sidekick, which cannot be countered   |
    | as well.  Don't dash in only to do a throw.  Dash in and hit with a     |
    | low attack and force him to crouch.  Just don't make it obvious you are |
    | waiting for an opportunity to throw. Throw some punches in front of     |
    | them to see how they react.  If they crouch, dashing elbow.  If they    |
    | stay standing, move around a little, and make them come to you. Or else,|
    | do a low punch and kick your opponent to force them to crouch.          |
    | If you block their move, counter.  If they become predictably,          |
    | reversals become easier.                                                |
    |                                                                         |
    |    Now, many opponents will try to stay outside your "comfortable" zone,|
    |knowing the dangers of being elbowed.  For these opponents, they will    |
    |usually try to make you miss your attacks and counter.  So the key is    |
    |to somehow reach them and make them block your side kick or your dashing |
    |elbow, which cannot be countered.  So utilize your super dashing elbow   |
    |to gain that extra distance.  If they come at you with attacks, either   |
    |stop their attack with a dashing elbow or dashing palm (works well       |
    |against pppk attacks).  If not, just block it or step back and counter.  |
    |Make them pay for missing these attacks.  This probably will force       |
    |them to play defensive, making it easier to nail a throw, and if they    |
    |become worried about throws and crouch, dashing elbow.                   |
    |                                                                         |
    |    By the way, whenever I mention a dashing elbow, follow up with a     |
    |punch-kick, since they will stagger(crouching defender).  If they        |
    |float, dashing elbow/body check/double kick.                             |
    |                                                                         |
    |    Another thing.  If you are close to the edge of the ring, a          |
    |surprise exchange will do the trick.  Since they won't dash forward      |
    |to escape you(they'll ring out), just double kick/body check/double      |
    |palm your opponent to oblivion.  If they try to avoid it, dashing        |
    |elbow, punch-kick.                                                       |
    |                                                                         |
    |    See how it works?? Dashing elbow and throws.  Remember that and      |
    |you're on your way to getting better with Akira.                         |
    |                                                                         |
    |    Now, the way to incorporate the reversals into your arsenal is       |
    |another crucial aspect of Akira playing.  First of all, get into the     |
    |habit of tapping G before the low punch.  Especially after the dashing   |
    |elbow. Other ways to use it is to combine some of the motions together.  |
    |They will become clearer if I list them for you.                         |
    |-------------------------------------------------------------------------|
    |    Tap G, d+P, f+P: Low reversal, dashing palm.  | tap A,d+B,f+B        |
    |    Tap G, d+P, b,f+P: Low reversal, double palm. | tap A,d+B,b,f+B      |
    |    Tap G, b+P, f,f+P: High reversal, body check. | tap A,b+B,f,f+B      |
    |-------------------------------------------------------------------------|
    |    I'm sure many of you have seen this before.  But don't rely on these |
    |to do the job.  There are times when you see attacks coming.  Don't be   |
    |afraid and go for the reversals.  Of course you need excellent reaction  |
    |time, but the reversal motion can be done in a split second.  Make the   |
    |tapping G motion and the direction+punch a single, quick motion.  Above  |
    |all, get to know your opponent.  This is probably the hardest task since |
    |it can only be achieved after hours of income draining play.  But don't  |
    |overly aim for nailing the counters. Such as standing back, and waiting  |
    |for them to attack.  That's ridiculous against good players (not against |
    |beginning players, where you just want to practice your reversals).      |
    |But since everyone uses the low punch and kick, that's what you can      |
    |really try to nail.  For those pppk moves as well, if they use it a lot, |
    |the high counter will work quite nicely, but you'll pay for not          |
    |catching it.  A good way to tease your opponent into a midlevel reversal |
    |is to crouch.  See what they do.  If they prefer a side kick, time it    |
    |right or else you'll pay hard for missing.  For the most part,           |
    |concentrate more on the low reversals.  The mid level is very difficult, |
    |and the high level is bit more easier if they are predictable.           |
    |                                                                         |
    |    Okay.  So that's his strategy.  Anywhere you have a chance for       |
    | his throws (especially as counters), try to use a throw other than      |
    | the regular P+G.  Against most characters, f+P+G is fine, followed      |
    |            (B+A)                          (f+B+A)                       |
    | up with a punch-kick.                                                   |
    |                                                                         |
    |    If you're up to it, go for the 3-hit stun palm combo.  If not,       |
    |do a backwards bodycheck.  It's up to you.  But when playing Akira,      |
    |you have to realize that he's got awesome moves, but he requires         |
    |the player to not get too cocky.  When you start looking to nail         |
    |that 3-hit combo, you'll lose. When you can go for the break             |
    |guard-punch-kick, go for it. If you are THAT good, that you would        |
    |prefer going for the 3-hit combo, you have no need for this FAQ.         |
    |                                                                         |
    |    So remember folks.  Stay in close range to mid range fighting.       |
    |Dashing elbow and throws.  Mix in many side kicks.  Make them block      |
    |it, as well as the dashing elbow.  Get them worried about crouching.     |
    |Throw them when they stand.  That should give you enough material        |
    |to win against even the good players at your local arcade.               |
    |Good luck!!                                                              |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +==========================================+                      |
    |       |   Part III: How to fight this guy/gal?   |                      |
    |       +==========================================+                      |
    [-------------------------------------------------------------------------]
    |Contents:                                                                |
    |1) Moves you can and can't counter                                       |
    |2) Moves you can and can't reverse                                       |
    |3) Strategy                                                              |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Note to readers:                                                         |
    |    1) Remember this about the counters.  You have to block it. This     |
    |guarantees you a counter.  If not, you can be in better or worse         |
    |position--its hard to say for many of the attacks.  A lot of moves like  |
    |the rising attacks and power attacks (ie pppk) will give you ample       |
    |opening to attack if they completely miss. But everyone will try to      |
    |avoid that anyway. People actually use your "desire" to rush in and      |
    |attack to nail you (miss an attack and kickflip is a good example).      |
    |The point is that even if it seems like you have no time to counter      |
    |because you become immobile for a while as well, you have moves that     |
    |will always hit them. Also note that there are moves that you CANNOT     |
    |counter (like Akira's dashing elbow and side kick). But in these cases,  |
    |you should try to NOT block them, allowing for you to go in while they   |
    |are retracting their attack.  So try and make them miss it by a few      |
    |inches, or just don't counter.  Refer to each character for more detail. |
    |-------------------------------------------------------------------------|
    |    2) The list for the counters is not in anyway a full list.  Most of  |
    |them were taken from the GamestMook.  Find for yourself what works       |
    |and what doesn't!                                                        |
    |-------------------------------------------------------------------------|
    |    3) All high punches, high kick are reversed by a high reverse.  All  |
    |side kicks with a midlevel reverse.  All low punch and low kick are with |
    |a low reverse.                                                           |
    |-------------------------------------------------------------------------|
    |    4) Only a very few spinning kicks can be reversed (Sarah's d,b+K,K,  |
    |                                                              (d,b+C,C)  |
    |Pai and Lau's d,neutral+K, etc).  All double handed techniques, toekicks |
    |             (d,neutral+C)                                               |
    |(except Sarah's which is her punt kick), kickflips, knee kicks, rising   |
    |attacks, attacks from a large jump, and hopping attacks(except for some  |
    |hopping midlevel kicks-but none of the low level hopping kicks and       |
    |hopping punches) cannot be reversed.                                     |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +=================================+                               |
    |       |1)Moves you can and can't counter|                               |
    |       +=================================+                               |
    |-------------------------------------------------------------------------|
    |Move                           Counter             Note                  |
    |-------------------------------------------------------------------------|
    |vs. Jacky                   |                     |                      |
    |-------------------------------------------------------------------------|
    |Side kick(d/f+K)            |  punch-kick         |                      |
    |         {d/f+C}            |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Punt kick(f,f+K)            |  punch-kick         |                      |
    |         {f,f+C}            |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  super dashing elbow| Only closed stance   |
    |                            |  (f,f,f+B)          |                      |
    |                            |--------------------------------------------|
    |                            |  any throw          |                      |
    |-------------------------------------------------------------------------|
    |Elbow-heel kick(f+P,K)      |  double kick        |                      |
    |               (f+B,C)      |  (f,f+C,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  body check         |                      |
    |                            |  (b,f,f+B+C)        |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  any throw          |                      |
    |-------------------------------------------------------------------------|
    |Beatknuckle(P+K)            |  double kick        | Only closed stance   |
    |           (B+C)            |  (f,f+C,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  body check         | Only closed stance   |
    |                            |  (b,f,f+B+C)        |                      |
    |                            |--------------------------------------------|
    |                            |  punch-kick         | Only open stance     |
    |                            |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  any throw          |                      |
    |-------------------------------------------------------------------------|
    |Knee kick(f+K)              |  punch-kick         |                      |
    |          (f+C)             |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Low side kick(D+K+G)        |  dashing elbow-     |                      |
    |             (D+C+A)        |  punch-kick         |                      |
    |                            | (f,f+B,B,C)         |                      |
    |                            |--------------------------------------------|
    |                            |  dashing palm       |                      |
    |                            |  (crouch,f+B)       |                      |
    |                            |  (dash in for a     |                      |
    |                            |   close ram if they |                      |
    |                            |   land on butt)     |                      |
    |-------------------------------------------------------------------------|
    |Kickflip(u/b+K)             |  dashing elbow      |                      |
    |        (u/b+C)             |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  dash forward       |                      |
    |                            |  punch-kick         |                      |
    |                            |  (f,f,B,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  dash forward throw |                      |
    |                            |  (f,f,throw)        |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |-------------------------------------------------------------------------|
    |side hook kick(b+K)  {b+C}                                               |
    |low backfist(b/d+P)  {b/d+B}                                             |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Sarah                                                                |
    |-------------------------------------------------------------------------|
    |Side kick(d/f+K)            |  punch-kick         |                      |
    |         (d/f+C)            |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Toekick-sidekick(d+K,K)     |  punch-kick         |                      |
    |                (d+C,C)     |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |Triple kick(d/f+K,K,K)      |  punch-kick         |                      |
    |           (d/f+C,C,C)      |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Elbow-knee(f+P,K)           |  punch-kick         |                      |
    |          (f+B,C)           |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Kickflip(u/b+K)             |  dash punch-kick    |                      |
    |        (u/b+C)             |  (f,f,B,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  dash throw         |                      |
    |                            |  (f,f,throw)        |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |-------------------------------------------------------------------------|
    |Low sidekick(D+K+G)         |  dashing palm       |                      |
    |            (D+C+A)         |  (crouch, f+B)      |                      |
    |                            |  (dash in for a     |                      |
    |                            |  close in ram if    |                      |
    |                            | they land on butt!!)|                      |
    |                            |--------------------------------------------|
    |                            |  dashing            |                      |
    |                            | elbow-punch-kick    |                      |
    |                            | (f,f+B,B,C)         |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |side hook kick(b/d+K+G)  {b/d+C+A)                                       |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Lau                                                                  |
    |-------------------------------------------------------------------------|
    |backwards kickflip(u/b+K)   |  hold forward,      |                      |
    |                  (u/b+C)   |  punch-kick         |                      |
    |                            |  (hold f,B,C)       |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |ppp,low sweep(p,p,p,d+K)    |  dashing elbow      |                      |
    |(BBB),       (B,B,B,d+C)    |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  dashing palm       |                      |
    |                            |  (crouch, f+B)      |                      |
    |-------------------------------------------------------------------------|
    |Heel kick(d,neutral+K)      |  dashing elbow      |                      |
    |         (d,neutral+C)      |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  body check         |                      |
    |                            |  (b,f,f+B+C)        |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |side kick(d/f+K)  (d/f+C)                                                |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Pai                                                                  |
    |-------------------------------------------------------------------------|
    |backwards kickflip(u/b+K)   |  dashing elbow      |                      |
    |                  (u/b+C)   |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |ppp, low sweep(p,p,p,d+K)   |  dashing elbow      |                      |
    |(BBB,          B,B,B,d+C)   |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  dashing palm       |                      |
    |                            |  (crouch,f+B)       |                      |
    |-------------------------------------------------------------------------|
    |Swallow kick(u/f+K,K)       |  throw(go for the   |                      |
    |            (u/f+C,C)       |    best you've got) |                      |
    |-------------------------------------------------------------------------|
    |High snap kick(K)           |  punch-kick         |                      |
    |              (C)           |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |-------------------------------------------------------------------------|
    |Heel kick(d,neutral+K)      |  punch-kick         |                      |
    |         (d,neutral+C)      |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |side kick(d/f+K)      (d/f+C)                                            |
    |downward chop(d/f+P)  (d/f+B)                                            |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Wolf                                                                 |
    |-------------------------------------------------------------------------|
    |Knee kick(f+K)              |  punch-kick         |                      |
    |         (f+C)              |  (B,C)              |                      |
    |----------------------------|--------------------------------------------|
    |Body blow(f+P)              |  punch-kick         |                      |
    |          (f+B)             |  (B,C)              |                      |
    |----------------------------|--------------------------------------------|
    |Side kick(d/f+K)            |  punch-kick         |                      |
    |         (d/f+C)            |  (B,C)              |                      |
    |----------------------------|--------------------------------------------|
    |Low double kick(f,d+K)      |  dashing palm       |                      |
    |               (f,d+C)      |  (crouch, f+B)      |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |punch,punch,uppercut(ppp) {BBB}                                          |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Jeffry                                                               |
    |-------------------------------------------------------------------------|
    |Axe kick(f,d+K)             |  punch-kick         |                      |
    |        (f,d+C)             |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |-------------------------------------------------------------------------|
    |Knee kick(f+K)              |  punch-kick         |                      |
    |         (f+C)              |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Elbow(f+P)                  |  punch-kick         |                      |
    |     (f+B)                  |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Side kick(d/f+K)            |  punch-kick         |                      |
    |         (d/f+C)            |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  body check         |                      |
    |                            |  (b,f,f+B+C)        |                      |
    |-------------------------------------------------------------------------|
    |Uppercut(d/f+P)             |  punch-kick         |                      |
    |        (d/f+B)             |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |dashing elbow(f,f+P)       {f,f+B}                                       |
    |double uppercut(d/f+P,P)   {d/f+B,B}                                     |
    |head butt(f+P+K)           {f+B+C}                                       |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Kage                                                                 |
    |-------------------------------------------------------------------------|
    |Heel kick(d+K+G)            |  punch-kick         |                      |
    |         (d+C+A)            |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |pppk                        |  dashing elbow      |                      |
    |(BBBC)                      |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |flying drill kick(f,f+K+G)  |  Body check         |                      |
    |                 (f,f+C+A)  |  (b,f,f+B+C)        |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |Low sweep(b,b/d+K)          |  dashing palm       |                      |
    |         (b,b/d+C)          |  (crouch,f+B)       |                      |
    |-------------------------------------------------------------------------|
    |Low turning kick(b,b+K+G)   |  dashing palm       |                      |
    |                (b,b+C+A)   |  (crouch,f+B)       |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |backthrust kick(b+K+G)         {b+C+A}                                   |
    |downward chop(d+P+K)           {d+B+C}                                   |
    |side kick                      {d/f+C}                                   |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Shun                                                                 |
    |-------------------------------------------------------------------------|
    |Cartwheel kick(f,f+K)       |  body check         |                      |
    |              (f,f+C)       |  (b,f,f+B+C)        |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  knee               |                      |
    |                            |  (C+A, tap A)       |                      |
    |-------------------------------------------------------------------------|
    |Jumping spinning kick(K+G)  |  hold forward,      | Only closed stance   |
    |                     (C+A)  |  punch-kick         |                      |
    |                            |  (hold f,B,C)       |                      |
    |-------------------------------------------------------------------------|
    |Uppercut(d/f+P)             |  punch-kick         |                      |
    |        (d/f+B)             |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |Running punches(f+P)        |  dash throw         |                      |
    |               (f+B)        |  (f,f,throw)        |                      |
    |                            |--------------------------------------------|
    |                            |  body check         |                      |
    |                            |  (b,f,f+B+C)        |                      |
    |                            |--------------------------------------------|
    |                            |Anything else you    |                      |
    |                            |please               |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |side kick              {d/f+C}                                           |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Lion                                                                 |
    |-------------------------------------------------------------------------|
    |Double low kick(D+K,K)      |  Side kick          |                      |
    |               (D+C,C)      |  (d/f+C)            |                      |
    |                            |--------------------------------------------|
    |                            |  Dashing palm (land |                      |
    |                            |   on butt)          |                      |
    |                            |  (crouch, f+B)      |                      |
    |-------------------------------------------------------------------------|
    |punch-kick                  |  dashing elbow      |                      |
    |(B,C)                       |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  punch-kick         |                      |
    |                            |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |Low sweep(D+K+G)            |  double kick        |                      |
    |         (D+C+A)            |  (f,f+C,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |side kick                      {d/f+C}                                   |
    |long range fist(f,f+P)         {f,f+B}                                   |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Akira                                                                |
    |-------------------------------------------------------------------------|
    |dashing palm(d,f+P)         |  punch-kick         |except Wolf and Jeffry|
    |            (crouch,f+B)    |  (B,C)              |                      |
    |-------------------------------------------------------------------------|
    |double palm(d,b,f+P)        |  dashing elbow      |                      |
    |           (d,b,f+B)        |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  double kick        |                      |
    |                            |  (f,f+C,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  body check         |                      |
    |                            |  (b,f,f+B+C)        |                      |
    |                            |--------------------------------------------|
    |                            |  punch-kick         |                      |
    |                            |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |-------------------------------------------------------------------------|
    |body check(b,f,f+P)         |  punch-kick         |                      |
    |          (b,f,f+B)         |  (B,C)              |                      |
    |                            |--------------------------------------------|
    |                            |  throw              |                      |
    |                            |--------------------------------------------|
    |                            |  dashing elbow      |                      |
    |                            |  (f,f+B)            |                      |
    |                            |--------------------------------------------|
    |                            |  double kick        |                      |
    |                            |  (f,f+C,C)          |                      |
    |                            |--------------------------------------------|
    |                            |  body check         |                      |
    |                            | (b,f,f+B)           |                      |
    |-------------------------------------------------------------------------|
    |moves you can't                                                          |
    |---------------                                                          |
    |you should know these by now!                                            |
    |dashing elbow                {f,f+B}                                     |
    |side kick                    {d/f+C}                                     |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +==================================+                              |
    |       |2) Moves you can and can't reverse|                              |
    |       +==================================+                              |
    |                                                                         |
    |Move                             Level    Note                           |
    |-------------------------------------------------------------------------|
    |Common to all characters                                                 |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Any high punches               | H       |(Including turning punches)    |
    |-------------------------------------------------------------------------|
    |High roundhouse kicks          | H       |(Including turning around high |
    |                               |         | kicks, and kicks from PK      |
    |                               |         | and PPK combos, excluding     |
    |                               |         | Jacky's punch-spinkick which  |
    |                               |         | is PK)                        |
    |-------------------------------------------------------------------------|
    |Side kicks                     | M       |                               |
    |-------------------------------------------------------------------------|
    |Elbow strikes                  | M       |                               |
    |-------------------------------------------------------------------------|
    |Low kicks                      | L       |                               |
    |-------------------------------------------------------------------------|
    |Low punches                    | L       |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |-------------------------------------------------------------------------|
    |vs. Jacky                                                                |
    |-------------------------------------------------------------------------|
    |Smash hook(d/f+P)              | H       |                               |
    |          (d/f+B)              |         |                               |
    |-------------------------------------------------------------------------|
    |High backfist(b+P)             | H       |                               |
    |              (b+B)            |         |                               |
    |-------------------------------------------------------------------------|
    |Low backfist(d/b+P)            | L       | ?(or can you)                 |
    |            (d/f+B)            |         |                               |
    |-------------------------------------------------------------------------|
    |Beatknuckle(P+K)               | H       |                               |
    |           (B+C)               |         |                               |
    |-------------------------------------------------------------------------|
    |Side hook kick(b+K)            | H       |                               |
    |               (b+C)           |         |                               |
    |-------------------------------------------------------------------------|
    |Punt kick(f,f+K)               | H       |                               |
    |         (f,f+C)               |         |                               |
    |-------------------------------------------------------------------------|
    |Lighting kicks(d+P+K,K...)     | L       | ?(or other level)             |
    |              (d+B+C,C...)     |         |                               |
    |-------------------------------------------------------------------------|
    |Low side kick(d+K+G)           | L       |                               |
    |             (d+C+A)           |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Sarah                                                                |
    |-------------------------------------------------------------------------|
    |Roundhouse kick(u or u/f+K)    | M       |                               |
    |               (u or u/f+C)    |         |                               |
    |-------------------------------------------------------------------------|
    |Toekick(d+K)                   | H       |                               |
    |       (d+C)                   |         |                               |
    |-------------------------------------------------------------------------|
    |Doublekick(b+K)                | H       |                               |
    |          (b+C)                |         |                               |
    |-------------------------------------------------------------------------|
    |Spinning kick(d,b+K)           | H       |                               |
    |             (d,b+C)           |         |                               |
    |-------------------------------------------------------------------------|
    |2nd spinning kick(d,b+K,K)     | H       |                               |
    |                 (d,b+C,C)     |         |                               |
    |-------------------------------------------------------------------------|
    |Side hook kick(d/b+K+G)        | H       |                               |
    |              (d/b+C+A)        |         |                               |
    |-------------------------------------------------------------------------|
    |Low side kick(d+K+G)           | L       |                               |
    |             (d+C+A)           |         |                               |
    |-------------------------------------------------------------------------|
    |Backfist(d/f+P)                | H       |                               |
    |        (d/f+B)                |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Lau                                                                  |
    |-------------------------------------------------------------------------|
    |knife hand(d/f+P)              | H       |                               |
    |          (d/f+B)              |         |                               |
    |-------------------------------------------------------------------------|
    |dashing knife(d/f,d/f+P)       | H       |                               |
    |             (d/f,d/f+B)       |         |                               |
    |-------------------------------------------------------------------------|
    |heel kick(d,neutral+K)         | H       |                               |
    |         (d,neutral+C)         |         |                               |
    |-------------------------------------------------------------------------|
    |low sweep(f,d+K)               | L       |                               |
    |         (f,d+C)               |         |                               |
    |-------------------------------------------------------------------------|
    |backfist(d/b+P)                | H       |                               |
    |        (d/b+B)                |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Pai                                                                  |
    |-------------------------------------------------------------------------|
    |downward chop(d/f+P)           | M?(or H)|                               |
    |             (d/f+B)           |         |                               |
    |-------------------------------------------------------------------------|
    |lunging leg thrust(f,f+K)      | H       |                               |
    |                  (f,f+C)      |         |                               |
    |-------------------------------------------------------------------------|
    |reverse crescent kick(b+K+G)   | H       |                               |
    |                     (b+C+A)   |         |                               |
    |-------------------------------------------------------------------------|
    |heel kick(d,neutral+K)         | H       |                               |
    |         (d.neutral+C)         |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Wolf                                                                 |
    |-------------------------------------------------------------------------|
    |uppercuts(d/f+P)               | H       | Also the uppercut from the PPP|
    |         (d/f+B)               |         |                               |
    |-------------------------------------------------------------------------|
    |chop(b+P)                      | H       |                               |
    |    (b+B)                      |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Jeffry                                                               |
    |-------------------------------------------------------------------------|
    |uppercuts(d/f+P)               |         | Also the uppercut from the PPP|
    |         (d/f+B)               |         |                               |
    |-------------------------------------------------------------------------|
    |dash elbow(f,f+P)              | M       |                               |
    |          (f,f+B)              |         |                               |
    |-------------------------------------------------------------------------|
    |thrusting kick(f,f+K)          | M       |                               |
    |              (f,f+C)          |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Kage                                                                 |
    |-------------------------------------------------------------------------|
    |low sweep(d,d/b+K)             | L       |                               |
    |         (d,d/b+C)             |         |                               |
    |-------------------------------------------------------------------------|
    |downward chop(d+P+K)           | H       |(and the second P+K from that  |
    |             (d+B+C)           |         | move in high level) {B+C}     |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Shun                                                                 |
    |-------------------------------------------------------------------------|
    |uppercut(d/f+P)                | H       |                               |
    |        (d/f+B)                |         |                               |
    |-------------------------------------------------------------------------|
    |"old man's dashing palm"(D,f+P)| H       |                               |
    |                        (D,f+B)|         |                               |
    |-------------------------------------------------------------------------|
    |back hook fist(b+P)            | H       |                               |
    |              (b+B)            |         |                               |
    |-------------------------------------------------------------------------|
    |turning twist kick(b/d+K)      | L       |                               |
    |                  (b/d+C)      |         |                               |
    |-------------------------------------------------------------------------|
    |     2nd kick(b/d+K,K)         | H       |                               |
    |             (b/d+C,C)         |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Lion                                                                 |
    |-------------------------------------------------------------------------|
    |low kicks(d+K,K)               | L       |                               |
    |         (d+C,C)               |         |                               |
    |-------------------------------------------------------------------------|
    |spinning fist strike I(P+G)    | L       |                               |
    |                      (B+A)    |         |                               |
    |-------------------------------------------------------------------------|
    |spinning fist strike II(d/f+P+G| L       |                               |
    |                     (d/f+B+A) |         |                               |
    |-------------------------------------------------------------------------|
    |lunging fist(f,f+P)            | H       |                               |
    |            (f,f+B)            |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |vs. Akira                                                                |
    |-------------------------------------------------------------------------|
    |dashing elbow f,f+P            | M       |                               |
    |             (f,f+B)           |         |                               |
    |-------------------------------------------------------------------------|
    |dashing palm  crouch,f+P       | H       |                               |
    |             (crouch,f+B)      |         |                               |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Moves you cannot reverse for all characters                              |
    |-------------------------------------------                              |
    |Almost everything else.                                                  |
    |-------------------------------------------------------------------------|
    |Note: I haven't listed precisely which moves you can reverse for turning |
    |around moves, as well as moves done from when the opponent is facing away|
    |from you.  These get very tricky and character specific.  Since most     |
    |people do not know the different attacks from the latter position, I     |
    |have skipped it.  Just remember that the high punches(a simple P) and    |
    |kicks(a simple K) are always reversible even from an opponent facing     |
    |away from you.                                                           |
    |                                                                         |
    |    Some hopping kicks can be reversed, but they are character specific  |
    |and I won't get into it.  But you cannot reverse the punches or the      |
    |hopping kicks that hit low level (ie Shun, Kage, Lau, etc).              |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +===========+                                                     |
    |       |3) Strategy|                                                     |
    |       +===========+                                                     |
    |                                                                         |
    |    Some pointers to remember fighting each character.  Although         |
    |following the strategy section is your "game plan".  Stick to it and     |
    |you shouldn't have to worry too much.  Study the moves you can and can't |
    |counter (and reverse) and fight accordingly.                             |
    |                                                                         |
    |    But overall, each character has their strengths and weaknesses.      |
    |Exploit the weaknesses.  Strengthen your defense to not get hit by       |
    |their strong techniques.  This is achieved by studying carefully your    |
    |opponents.  Get to know their moves, and the timing to counter.  Learn   |
    |the distance each of their moves.  See your opponents habits.  Get them  |
    |worried about crouching. Get them worried about being thrown.  And at    |
    |times, let them come to you. Let your opponent know that the ring        |
    |belongs to you, Akira.                                                   |
    |                                                                         |
    |    Also, the following is just a simple guide against the characters.   |
    |Not to be considered an exhaustive strategy.  In fact, that is simply    |
    |impossible since different players use different styles of play.         |
    |As an assistant instructor in Taekwondo myself, been in many             |
    |tournaments, the main thing to remember in a fight is NOT to worry       |
    |about what your opponent can do to you, but to remember what YOU can     |
    |do to them.  That is the distinguishing factor of the good player who    |
    |can adapt to any opponent and their multitude of fighting styles by      |
    |knowing what you can do.  That said, you can only achieve that by        |
    |fighting different opponents and researching different attacks,          |
    |counters, timings, and style of fighting.  So be creative, be            |
    |aggressive at times, be passive at times.  Be unpredictable and play     |
    |a psychological game.                                                    |
    |                                                                         |
    |    In real marital arts, around 70% of the fight is determined by       |
    |the mindset of the fighter.  This is very true when the competition      |
    |becomes tough, and the difference in the players' skill is minimal.      |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |    So read the followings only as a general guide.                      |
    |-------------------------------------------------------------------------|
    |vs. Jacky and Sarah                                                      |
    |-------------------                                                      |
    |    Study the moves you counter and you will see that most of their main |
    |attacks you can counter as long as you block it.  Don't worry about the  |
    |low side kick.  Just don't get caught with it while you are attacking or |
    |else you'll land on your face.  Hit them with a side kick even if it     |
    |hits you.  If you block it, remember to do a dashing palm to land them   |
    |on their butts for a close-in ram.                                       |
    |                                                                         |
    |    If they try to counter your dashing elbow with the same move(ie toe  |
    |kick-side kick or elbow-heel kick), try a reversal.  But don't try too   |
    |hard, since, as you know already, it won't hit you any way.              |
    |                                                                         |
    |    Let them attack you.  Keep a tight defense.  Crouch only to taunt    |
    |them to attack.  And after Jacky's low backfist, don't stay crouching,   |
    |except when you see him go into the low sweep.                           |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Lau and Pai                                                          |
    |---------------                                                          |
    |    Notice you can't do anything if you block their side kicks.  Don't   |
    |try to counter, or else you'll get nailed.  Watch for their sweeps, but  |
    |let them know if they miss, their in trouble.  Try to stay right outside |
    |their range. Use your guard button efficiently to dash just out of range,|
    |and hit them with a dashing elbow.                                       |
    |                                                                         |
    |    For Lau, you can aggressively go for a high reversal.  Don't stay    |
    | too close since the low sweep (the f,d+K) has a nice range, and if you  |
    |                                   (f,d+C)                               |
    | float with it, you're a dead man.  Also remember to tap up and punch    |
    | (hand spring) when you're knocked down to avoid his second stomp.       |
    | Lau's love to get you to crouch with his low punch, and follow it up    |
    | with the knife hand and punches, so either dash out a bit and dashing   |
    | elbow, or side kick.                                                    |
    |                                                                         |
    |    For Pai, don't try to counter after her downward chop.  If she uses  |
    | it a lot, try to reverse, but mainly, dash back and let her miss it     |
    | completely. Also, she is very light, giving you a very good             |
    | opportunity to float her with your dashing elbow, and then hit with a   |
    | double kick or a body check.  Try it when she rushed in with a pppk.    |
    |                                                               (BBBC)    |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Wolf and Jeffry                                                      |
    |-------------------                                                      |
    |    Don't try too hard to reverse their side kicks.  Mostly rely on      |
    |blocking it and countering with a punch-kick.  It's just not worth losing|
    |almost half your energy because you wanted to counter those damn side    |
    |kicks.  Also, the biggest problem with these guys are their throws that  |
    |have a longer range. Don't stay close too long.  After an attack, stay   |
    |close to hit a low punch forcing them to crouch, or dash out quickly and |
    |dashing back in with an elbow.                                           |
    |                                                                         |
    |    Don't try too many low rising attacks since they can grab you if     |
    |they block it.  Try to use your speed as much as possible since that     |
    |is your greatest advantage over these guys.                              |
    |                                                                         |
    |    If they use a lot of the uppercuts, they're not too hard to          |
    |reverse. When in close, don't stand still long.  Better yet, don't stand |
    |still at all After they hit you with an uppercut or Wolf's body blow,    |
    |you're very vulnerable to a throw.  So exploit the slowness of those     |
    |punches and force them stay out of throwing range.  Don't run in too     |
    |much, since they are always looking to throw you.  It's better to try    |
    |the dash in throws only when they miss an attack (especially the side    |
    |kick).  Rely mostly on countering and keeping them away from you.  When  |
    |they get defensive, use your throws more effectively using dash-in and   |
    |dash-out to avoid obvious attempts to come in for a throw.               |
    |                                                                         |
    |    Against Wolf, watch out using too many sidekicks since he can catch  |
    |it quite easily.  Also, don't worry too much about the different K+G     |
    |                                                                (C+A)    |
    |techniques he's got.  They only work well against rushing in opponents,  |
    |but you're too quick (hopefully) to get nailed by them.                  |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Kage                                                                 |
    |--------                                                                 |
    |    Sorry, you can't reverse his heel kick.  But you can counter them    |
    |every time, so don't be afraid and counter away.  Watch out for his low  |
    |kicks, since they are fast and deceptive.  It only comes with knowing    |
    |what they look like.  But the beauty is that if you block it, he is      |
    |wide open.                                                               |
    |                                                                         |
    |    If he steps back and tries those flying kicks, just do a takeoff     |
    |kick when he executes the kick.  The worse thing that will happen is     |
    |that you misscompletely, and you land behind him.  And you're both back  |
    |in the same situation.  If, however, you can easily block them, body     |
    |check his living days light out.                                         |
    |                                                                         |
    |    When he has the edge of the ring, he'll be trying the 10-foot toss.  |
    | In these cases, dashing elbows do a great job.  Knowing they can't      |
    | throw you as a counter, it usually comes out as a punch.  Time to       |
    | perfect your reversals.                                                 |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Shun                                                                 |
    |--------                                                                 |
    |    The dashing elbow and palms miss him easily after his sweeps, so wait|
    |a bit for him to rise after you block them.  Body check him after that   |
    |cartwheel kick which doesn't hit anymore (remember when VF2 first came   |
    |out? This move worked all the time, but it hardly ever does now).  Watch |
    |out for his side steps, but you change your direction automatically      |
    |when he does this, but only when you're done with the attack in progress.|
    |Step back and let him miss his attacks.                                  |
    |                                                                         |
    |    His attacks have short range, so he's going to try to stay close and |
    |block, or try to time your entry.  Use your side kick and the super      |
    |dashing elbow to keep him away, and force him to try and come to you.    |
    |                                                                         |
    |    Also, being a light character, try to nail him with the dashing      |
    |elbow when he's rushing in, and follow up with the double kick,          |
    |punch-kick, dashing elbow, or a body check.                              |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Lion                                                                 |
    |--------                                                                 |
    |    He'll most likely play the long distance fight, utilizing his speed  |
    |to dash in quickly for a throw.  The reason is because his attacks are   |
    |mainly single attacks, difficult to connect multiple attacks in a row.   |
    |So stay close and smother him with the dashing elbow.                    |
    |                                                                         |
    |    If he tries those low punches and kicks, go crazy and reverse them.  |
    |Especially his double low kick (d+K,K).  If not, a palm will land him    |
    |on his butt after the low double kick (follow up with close-in ram).     |
    |                                                                         |
    |    Watch out for his side kick, since you can't counter afterwards.     |
    |The best thing after his side kick is to see what he does next.  Try to  |
    |see his game plan, and use the reversals effectively.  He's mainly a     |
    |low attacker, mixing it up with the side kicks and throws, so keep       |
    |that in mind.                                                            |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |vs. Akira                                                                |
    |---------                                                                |
    |    When fighting against a good Akira player, remember that becoming    |
    |predictable is most dangerous thing to do.  Knowing you'll use a lot of  |
    |the dashing elbow, he will try to stay out of range for it, making you   |
    |miss completely.  Also, after a blocked dashing elbow, don't do a low    |
    |punch too often since it is the easiest reversal to nail.  Mix it up     |
    |with dashing back and side kick or staying close for a double punch.     |
    |Even the normal elbow is good.                                           |
    |                                                                         |
    |    Just don't become predictable.  Make him miss the dashing elbows.    |
    |Make him do attacks that become predictable (if he uses the dashing      |
    |palm more often, which is not a good thing to do, do a high reversal     |
    |or counter with a punch-kick).  Try to move in and out quickly, hiding   |
    |your intentions of throwing or elbowing.                                 |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +=============================+                                   |
    |       |Part IV: For your information|                                   |
    |       +=============================+                                   |
    |Contents:                                                                |
    |1)Character information                                                  |
    |2)CPU Guide                                                              |
    |3)Misc. information                                                      |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |       +========================+                                        |
    |       |1) Character information|                                        |
    |       +========================+                                        |
    |                                                                         |
    |Character History                                                        |
    |-----------------                                                        |
    |    Akira was born in Japan into the Yuki-Bukan, a noted family          |
    |training hall since the Meiji era.  His father taught him many           |
    |different forms of martial arts, including karate, aikido, and jujitsu.  |
    |                                                                         |
    |    When he was 17, his father started to teach him a form of martial    |
    |arts he had never seen before.                                           |
    |                                                                         |
    |    After training this for five years, he masters this mysterious art   |
    |completely.  This form of martial art, as he finds out, roots its        |
    |origin in the Chinese Eight-poles fist.  However, the form he was        |
    |learning was an adaptation of this Chinese Eight-poles fist, founded by  |
    |Akira's grandfather. His father was the successor of this art.           |
    |                                                                         |
    |    Finding out the truth, Akira promises himself to improve this art    |
    |into an unbeatable form of art, as well as improving himself to become   |
    |the strongest martial artist, by going onto a journey of hard training.  |
    |                                                                         |
    |    After traveling throughout the world, training feircfully, he        |
    |hears of a tournament that will invite the most feared martial artists   |
    |from around the globe.  He decides to enter.  In the tournament, he      |
    |fights against many different styles, and realizes his immature          |
    |fighting skills.                                                         |
    |                                                                         |
    |    Returning to his training hall, he wastes no time to go on to yet    |
    |another trip to train hard.                                              |
    |                                                                         |
    |   One year has past, he hears of the second tournament.  To test his    |
    |improvement over the last year of training, he has determined to enter   |
    |once again.                                                              |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Fighting Style                                                           |
    |--------------                                                           |
    |    As noted above, the style, Eight-poles Fist, was originated in       |
    |China. This is known as Pa Kua Ch'uan.  The Pa Kua Ch'uan evolved        |
    |through obscure Taoist origins emerging in the nineteenth century as a   |
    |highly effective "soft" system of Chinese boxing.  Pa Kua literally      |
    |means "eight trigrams."                                                  |
    |                                                                         |
    |    One of the early fabled emperors of China, Fu Hsia (2953-2838 B.C.), |
    |has been credited through legend with inventing the eight symbolic       |
    |trigrams after pondering the scarred markings on the back of a tortoise  |
    |shell.  The trigrams later were incorporated into the I Ching, the       |
    |classic book devoted to interpreting the significance of the symbols.    |
    |The Pa Kua are usually depicted in a circular diagram composed of eight  |
    |trigrams (eight poles). Each trigram consists of three broken or unbroken|
    |lines.  The continuous line denotes the Yang, or male element; the divide|
    |line marks the Yin, or the female complement.  The eight trigrams,       |
    |figuratively expressing the evolution of nature and its cyclical changes,|
    |represent heaven, earth, metal, wood, water, fire, soil and humans.      |
    |Each trigram has a specifically designated position within the diagram,  |
    |although each possess a distinctive quality by itself.  By squaring      |
    |the eight trilinear kua, sixty-four different circumstances may be       |
    |produced which cover the full circle of the ever-changing human          |
    |conditions. These I Ching conditions became naturally realzied           |
    |self-defense expressions of Pa Kua Ch'uan.  The how to live and let      |
    |live movements of propitious action reflect perfectly the                |
    |all-encompassing range of the hexagrams.                                 |
    |                                                                         |
    |    Pa Kua Ch'uan, by emphasizing circular evasion and palm attack,      |
    |epitomizes the I Ching adage that "Man may remove all obstacles          |
    |through quiet perseverence.  Unseen power can move heavy loads."  The Pa |
    |Kua adept attains mastery of this art through a series of eight postures.|
    |These postures are based on an ingenious inspiration of applying various |
    |animal forms to the eight trigrams.  The main motions are named for and  |
    |demonstrate the key revolving and rotating actions of the dragon, tiger, |
    |horse, ox, elephant, lion, bear, and ape.  Each of these animals         |
    |possesses a quality similar to the particular trigram with which it is   |
    |identified.  Just as all of life's expressions are found in the          |
    |interactions of the eight trigrams, Pa Kua sifu assert that literally    |
    |all possible body movements are found within the gradations of these     |
    |postures.  These are practiced in what is called "walking the circle,"   |
    |the principal exercise leading to the perfection of Pa Kua Ch'uan.       |
    |Internal power, the primary essence of "walking the circle," is never    |
    |achieved through fierce or intense practice with tight muscles.          |
    |                                                                         |
    |    The unusual aspect of this "martial art" is that it does not         |
    |contain specific "fighting" techniques as most other styles do.  There   |
    |are no emphatically directed methods of kicking or fist striking.        |
    |Instead, Pa Kua Ch'uan is a marvelous system of defense created to avoid |
    |intended aggression through the elusive beauty of unseen movement.       |
    |The master may perform baffling circular girations causing him to        |
    |vanish before the opponent's eyes. Whereas he actually has circled behind|
    |his attacker for a fraction of a second, sufficient time to incapacitate |
    |him with an open (or closed) palm blow.  Featuring focused internal      |
    |strength, the palm strike will provide more than enough power to         |
    |discourage the antagonist.  This is all that the Pa Kua practicioner     |
    |needs--circular avoidance movements followed by palm strikes.            |
    |All basic, to the point, but quick and effective.                        |
    |                                                                         |
    |    After being adapted to the Japanese style, Pa Kua, probably          |
    |underwent some modifications to suite the fighting styles of the Japanese|
    |martial arts such as karate and jujutsu.  This is probably when the      |
    |destructive elbow strikes of the karate practicioners were incorporated  |
    |into the arsenal of the Pa Kua fighter.  The elusive movements combined  |
    |with the powerful elbow strikes and the palm strikes, eight poles fist is|
    |one of the most feared form of fighting.                                 |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Character profile                                                        |
    |-----------------                                                        |
    |          Name: Akira Yuki                                               |
    |           Sex: Male                                                     |
    |           Age: 26                                                       |
    |     Birthdate: September 23, 1968                                       |
    |    Blood type: O                                                        |
    |        Height: 180cm                                                    |
    |        Weight: 79kg                                                     |
    |Fighting style: Hakkyoku-ken                                             |
    |           Job: Kung fu teacher                                          |
    |         Hobby: Kung-fu                                                  |
    |                                                                         |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +===========+                                                     |
    |       |2)CPU Guide|                                                     |
    |       +===========+                                                     |
    |    There is a very easy way to beat the CPU everytime(with some         |
    |practice) with any character basically.  Do the following: dash back a   |
    |little, wait for the opponent to run towards you.  Time that entry with  |
    |a dash forward and a throw.                                              |
    |                                                                         |
    |    The surprise exchange-double kick is all you need to win.  You can   |
    |dash back close to the edge of the ring, surprise exchnage-double kick   |
    |will RO the opponent.  Works even with Dural.  If the Trip move comes    |
    |out, either do a dashing elbow or a takeoff kick. For Jeffry and Wolf,   |
    |just repeat pressing punch.  For Jeffry, once he starts doing the low    |
    |punch, he will do it every fourth double punch you try.  So you can      |
    |always nail a low reversal by doing three double punches, and then a     |
    |low counter.  But only after he starts low punching. For Wolf, dash back |
    |every five double punches or so since he will do a jumping kick.  You'll |
    |most likely win anyway, but just in case.                                |
    |                                                                         |
    |    For those who want a little more challenge, here's quick guide.      |
    |However, I have problems with characters after Jacky without the throws..|
    |so I'll keep practicing too.                                             |
    |-------------------------------------------------------------------------|
    |    Lau: Anything works.  Practice your stun palm o' doom, and other     |
    |difficult moves.                                                         |
    |-------------------------------------------------------------------------|
    |    Sarah: Again, anything works.  Practice the difficult stuff.         |
    |-------------------------------------------------------------------------|
    |    Shun: Dashing elbows, and counter punch-kick.  Also, you can beat    |
    |him using only high reversals and low reversals--wait for him to run in  |
    |with punches, and reverse--if he's close, low reverse.  Works well most  |
    |of the time.                                                             |
    |-------------------------------------------------------------------------|
    |    Pai: Dashing palms and elbows, but mainly as a counter since she can |
    |grab them.  Use the double palm as an attack.  Don't counter against the |
    |side kicks, but try a mid level reversal for those side kicks.  Block    |
    |high for her punches, and she'll go for a low sweep for the kick.        |
    |Block, dashing palm.                                                     |
    |-------------------------------------------------------------------------|
    |    Lion: It gets tougher from here.  Dashing elbow, and low reversals.  |
    |This alone can get you far against Lion. Mix in side kicks, and try to   |
    |stay just out of range for his side kicks.  If you crouch, do it only for|
    |a split second to make him side kick you which you can get the hang of   |
    |reversing.                                                               |
    |-------------------------------------------------------------------------|
    |    Jeffry: Same as Lion, however, when close in, don't miss a punch over|
    |his head.  If you do, and you didn't do a double punch, he'll kill you.  |
    |So utilize your double punch effectively (knowing of course that that    |
    |alone will finish him off).  But side kicks into a dashing elbow, then   |
    |a low punch and dashing palm, is a nice one to try.  As long as the palm |
    |is blocked, he's too slow to counter.  Follow up with a low reversal or  |
    |a dashing elbow.                                                         |
    |-------------------------------------------------------------------------|
    |    Kage:  Now it's getting real tough.  He'll block most of your        |
    |attacks. Rely on counters!  Know which ones you can and can't.  As in    |
    |all the opponents after Pai, don't just stand there because they can     |
    |throw you like magic.  Mid level reversals hit nicely since he uses a    |
    |lot of the elbow and side kicks.  But mainly keep a tight defense.       |
    |-------------------------------------------------------------------------|
    |    Jacky: Okay, remember all those counters?  Well, that's all you need |
    |to remember.  Just don't rush in too much or he'll get you with that damn|
    |kickflip.  Try to stay in the "comfortable zone" where he's just in range|
    |for a super dashing elbow.  He's acutally not that bad as long as you    |
    |remember the counters.  The reversals get a little tough since he mixes  |
    |it up. However, try reversing the punt kick when you crouch a split      |
    |second.                                                                  |
    |-------------------------------------------------------------------------|
    |    Wolf: I have problems with this guy.  There is one thing, however,   |
    |that he does with good predictability.  That is if you do a kick(just K) |
    |to open yourself up, he'll try a suplex.  So punch in the escape, and    |
    |when you're I behind, if you want to be safe, do a dashing elbow.  If    |
    |you want extra coolness points and a chance to practice reversals, do    |
    |a high reversal.  Wolf will either kick or punch high, and I have        |
    |managed, so far, to ALWAYS nail a reversal.  Try to end the match with   |
    |it so that you can watch it at the ending (Thanks goes to Colin Leong    |
    |for that suggestion!).  Half the times, however, he'll do the pile       |
    |driver type suplex (d/f,d/f+P+K), so beware.  He also likes the low kick,|
    |                   (d/f,d/f+B+C)                                         |
    |so try the reversals on them, but don't stay crouching for more than a   |
    |half a second since he'll grab you right away. Don't stay close standing |
    |either.  Also, remember to counter his side kicks. Don't get fancy, just |
    |do a punch kick.  If you're tough, go for the stun palm combo.           |
    |-------------------------------------------------------------------------|
    |    Akira: This is tough.  I don't have any sure strategy against him    |
    |without throws.  One thing however, is that a low reversal works with a  |
    |fair amount of consistency after your dashing elbow.  Other than that,   |
    |mix it up, keep a tight defense, and throw if you start to lose          |
    |-------------------------------------------------------------------------|
    |    Dural: One tough fight.  Since you can see many of attacks coming,   |
    |practice using your reversals when you see her start to attack.  A good  |
    |way to harness your reaction skills.  Also, practice your stun palm      |
    |o' doom since the timer is slowed down, making it much, much easier to   |
    |practice that combo. Other than that, if you can beat her without throws,|
    |you're one hell of an Akira player.                                      |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |       +===================+                                             |
    |       |3) Misc information|                                             |
    |       +===================+                                             |
    |                                                                         |
    |    This section includes random stuff.                                  |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Translations                                                             |
    |------------                                                             |
    |                                                                         |
    |    This is what some of the Japanese names in the 'moves list' mean.    |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |Dashing elbow (Rimon-chochu)                          (f,f+B)            |
    |    Elbow strike received from the inside gate.                          |
    |-------------------------------------------------------------------------|
    |Double kick (Renkantai)                               (f,f+C,C)          |
    |    Repeated kick in a circular motion.                                  |
    |-------------------------------------------------------------------------|
    |Dashing palm (Moko-kohazan)                           (crouch,f+B)       |
    |    Fierce tiger climbs a mountain with its steel claws.                 |
    |-------------------------------------------------------------------------|
    |Double palm (Byako-soshoda)                           (d,b,f+B)          |
    |    A white tiger strikes with both palms.                               |
    |-------------------------------------------------------------------------|
    |Body check (Tetsuzanko)                               (b,f,f+B+C)        |
    |    Shoulder blade made of steel mountain.                               |
    |-------------------------------------------------------------------------|
    |Reverse body check (Yoshi-senrin)                     (b,d/f+B+C)        |
    |    A young bird makes its way through a forest.                         |
    |-------------------------------------------------------------------------|
    |Stun palm (Bo-ken)                                    (B+C+A)            |
    |    The fist that destroys.                                              |
    |-------------------------------------------------------------------------|
    |Head butt, aka pull in push out (Shin'i ha)           (d/b,f+B)          |
    |    The grasping mind.                                                   |
    |-------------------------------------------------------------------------|
    |Break guard (Kaiko)                                   (f+B+A)            |
    |    Opening up the waist.                                                |
    |-------------------------------------------------------------------------|
    |Trip I (Honko)                                        (b+B+A)            |
    |    Flutter the waist.                                                   |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |What he says after he wins or loses                                      |
    |-----------------------------------                                      |
    |Win:                                                                     |
    |-------------------------------------------------------------------------|
    |1)G (A)Button:"Motto tsuyoi yatsu to tatakaitai"-I want to fight someone |
    |more skilled.                                                            |
    |-------------------------------------------------------------------------|
    |2)P (B)Button:"Jyunen hayaindayo"-You're ten years early.Basically means,|
    |"You need ten more years of training to compete with me."                |
    |-------------------------------------------------------------------------|
    |3)K (C)Button:"Ora ora ora"--Hey, hey, hey.  A common form of taunting   |
    |someone in a negative way.                                               |
    |-------------------------------------------------------------------------|
    |4) Excellent win:"Oshaa"--Alright!                                       |
    |                                                                         |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |Lose:                                                                    |
    |-------------------------------------------------------------------------|
    |1) "Motto kuhu o tsumanakutewa"--I need to train to build more "kuhu".   |
    |-------------------------------------------------------------------------|
    |2) "Jyunen hayakattaka"--I was ten years early.  As in the winning       |
    |comment, he means to say that he needs ten more years of training.       |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |                                                                         |
    |Stats of some general stuff                                              |
    |---------------------------                                              |
    |Longest throw range     : Wolf, Jeffry--1.5 meters(all others 1.4 meters)|
    |-------------------------------------------------------------------------|
    |     Longest pounce     : Kage--4.0 meters                               |
    |    Shortest pounce     : Wolf, Jeffry--2.5 meters(all others 3.0 meters)|
    |-------------------------------------------------------------------------|
    |       Highest jump     : Kage--2.7 meters (all others 1.8 meters)       |
    |-------------------------------------------------------------------------|
    |Quickest dash(time)     : Lion--Pai, Kage, Sarah, Lion--32 frames        |
    | Longest dash(time)     : Wolf, Jeffry--39 frames (all others 36 frames) |
    |Longest dash(distance)  : Lion--1.2 meters                               |
    |Shortest dash(distance) : Wolf and Jeffry--0.8 meters (all others 1.1    |
    |                                                       meters)           |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Damage                                                                   |
    |------                                                                   |
    |    When I gave you the damage ratings in the move list, the damages are |
    |in reference to Wolf's Giant Swing (twirl 'n' hirl) as being 100 points. |
    |The total amount of life points vary according to your level of play and |
    |changes from 1P to vs. play, but I don't have that information.          |
    |                                                                         |
    |    In addition, giving a damage greater than 30 results in a knock      |
    |down,except for Jeffry's toe kick (yeah, so that he can get the crucifix)|
    |                                                                         |
    |    When you hit an opponent, different damages are given depending on   |
    |how it hits. Broadly, there are three ways.                              |
    |-------------------------------------------------------------------------|
    |1) Guard half                                                            |
    |    In Guard half, some moves only give half the damage rating when you  |
    | you hit the opponent while they are still pressing the guard button.    |
    | For most characters, an example is the side kick and the elbow strike.  |
    | If you hit a crouching defender, you only give half the damage rating.  |
    | Another example is Wolf's clothesline.  It's half damage when the       |
    | opponent is a standing defender.                                        |
    |-------------------------------------------------------------------------|
    |2) Guard 3/4                                                             |
    |    Same as the situation above, but for other moves, where the damage is|
    |75% of the damage rating.                                                |
    |-------------------------------------------------------------------------|
    |3) Counter                                                               |
    |    In this case, instead of the damage decreasing, its how it increases.|
    |There are four different counter damages.                                |
    |-------------------------------------------------------------------------|
    |    a) Major counter                                                     |
    |         When you hit an opponent before or after they are in the        |
    |         motion of an attack, you give 50% more damage.  For example,    |
    |         if you hit an opponent in the middle of their side kick,        |
    |         you'll give more damage.  This is not, however, how it is for   |
    |         the counters I described in Part three and four.  That is a     |
    |         different counter damage as explained below as a minor          |
    |         counter.                                                        |
    |-------------------------------------------------------------------------|
    |    b) Vital area                                                        |
    |         If you hit a vital area of the opponent (i.e. the torso, and    |
    |         not the limbs), the damage is 25% more.  However, for           |
    |         pounces, NOT hitting the limbs results in minus 25% damage.     |
    |-------------------------------------------------------------------------|
    |    c) Air                                                               |
    |         If you hit an opponent, not in the process of being floated     |
    |         (i.e. hitting them mulitple times in the air), but in the       |
    |         process of jumping in the air, you give 25% more damage.  For   |
    |         example, if they come at you with a hopping attack, and you     |
    |         hit them before they execute the attack.                        |
    |-------------------------------------------------------------------------|
    |    d) Minor counter                                                     |
    |         This is the damage rating when you hit an opponent as           |
    |         described in the previous sections as a counter.  This is       |
    |         when you hit them while they are still recovering from their    |
    |         attacks.  In this case, they receive 12.5% more damage plus 1   |
    |         damage rating.  For example, if you counter a move with a       |
    |         side kick, which has a damage rating of 23, add 12.5 % (2.875   |
    |         or 3), and add 1, you get a total of 27.                        |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |    However, you can't add up different qualifications. So hitting the   |
    | vital area as well as doing a major counter doesn't make it 50% more    |
    | and also 25% more.                                                      |
    |                                                                         |
    |    Also, there is an increase in damage with a counter throw!  If you   |
    |throw your opponent as a counter (i.e. when you crouch to avoid a high   |
    |kick, and you immediately throw while they are still trying to recover;  |
    |or as a counter throw described in the counter section in Part III), the |
    |damage is 25% more!                                                      |
    |                                                                         |
    |    That's why sometimes the pounce after certain throws tends to be a   |
    |dilemma, since sometimes it hits, and sometimes it doesn't.  Well, this  |
    |is why.  As you play, keep that in mind and when you nail a throw, pounce|
    |if it was a counter throw.  If not, go for a ground punch.               |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Floating                                                                 |
    |--------                                                                 |
    |     When you get knocked down, there are rules on how you float.  It is |
    |summarized below.                                                        |
    |-------------------------------------------------------------------------|
    |                Down          Counter       Air           Air counter    |
    |                Angle Power   Anlge Power   Angle Power   Angle Power    |
    |-------------------------------------------------------------------------|
    |Normal          45    1.0     64    1.2     33    1.0     53    1.2      |
    |Upper           67    1.5     75    1.8     50    1.2     70    1.4      |
    |Single kick I   63    2.0     67    2.1     50    1.2     61    1.4      |
    |Single kick II  80    2.5     80    2.5     80    2.5     80    2.5      |
    |-------------------------------------------------------------------------|
    |                                                                         |
    |    Down refers to a regular knock down.  Counter refers to a counter as |
    |described above.  Air refers to a counter as described above.  Air       |
    |counter is when you execute a major counter in air.                      |
    |                                                                         |
    |    Angle refers to the angle at which the opponent goes flying.  The    |
    |Power refers to the horizontal distance the opponent travels.  It is     |
    |determined by the opponents weight and the actual damage in combination  |
    |with this power rating.                                                  |
    |                                                                         |
    |    Normal is a normal attack such as a punch.  Upper refers to an       |
    |attack that raises the opponent, such as uppercuts, knee kicks, Lau's    |
    |various knife hands, some toe kicks, etc. Single kick I is Akira's single|
    |kick (f,f+K), and the Single kick II refers to a single after a          |
    |     (f,f+C)                                                             |
    |trip I (b+P+G).  This, however, is not a combo so it's only to illustrate|
    |       (b+B+A)                                                           |
    |a point that the trip move creates an opening.                           |
    |                                                                         |
    |    As you can see, it gets quite complex, but it's not important to     |
    |know any of this.  Just for you to see the actual numbers.               |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |Getting up                                                               |
    |----------                                                               |
    |    When you're on the floor, you know that hitting the buttons quickly  |
    |    gets you up faster.  Well, this is how it works.                     |
    |-------------------------------------------------------------------------|
    |    1) You're down.  Set b = 0                                           |
    |    2) Set a = (actual damage received / 2) - 7                          |
    |    3) Set b = b=b+4 if there is a stick motion or a button input for    |
    |       each frame,.                                                      |
    |    4) If b>a then you'll get up! If not, you'll stay down until a       |
    |       certain time passes, at which point you get up automatically.     |
    [-------------------------------------------------------------------------]
    
    [-------------------------------------------------------------------------]
    |                     +===============+                                   |
    |                     |Acknowledgments|                                   |
    |                     +===============+                                   |
    |Sega                Thanks for the great game                            |
    |GamestMook writers  You guys deserve much credit for this FAQ. Thanks.   |
    |Colin Leong and Douglas William Cole for some helpful pointers.          |
    |People on the rec.games.video.arcade who gave me support for this.       |
    |This FAQ is for you guys.                                                |
    [-------------------------------------------------------------------------]
    

    FAQ Display Options: Printable Version