[============------------------------------------------===================]
|             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.                                                |
[-------------------------------------------------------------------------]