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    Akira by Anonymous

    Updated: 07/13/97 | Search Guide | Bookmark Guide

    Date: Sun, 13 Jul 1997 00:27:13 -0700
    From: The UWIN Server <uwin@u.washington.edu>
       Akira Yuki
       Top Level Character
       Average player = 3; Expert player = 10; Overallscore = 6.5
           Akira Yuki, when played properly, is arguably the strongest
       character in the game. His learning curve, however, is also
       undoubtedly the highest. The reason for this is simple: the difficulty
       in performing his SPoD and DLC, his two most powerful moves.
           The techniques within this page have been largely from the
       observations of Ting Akira, one of the strongest Akira I've ever
       played in Singapore. Although the flow chart options are common
       knowledge to all, it is the execution of these flow charts that count
       the most.
         * First of all, a quick rundown on Akira's most useful moves:
       Stun palm of doom (SPoD) = P+K+G; b,d/f+P+K; b+P
                                              (Lifted from Kyasao's homepage)
       This move is very difficult to do, but it kicks MAJOR ASS.  The good
       news (or bad, depending on who you are) though, is that in version D
       Akira is now able to use the SPOD as a counter.  Plus, the move is now
       considered a middle hit, can be used as an evade attack weapon, and
       takes away half your life. That means, the only way you can escape a
       SPoD is by...blocking up. :~(  Which means...DBG, SJK, and then DLC
       which ALSO takes away half your life.  Powerful stuff, but I have
       found the ultimate SPoD weakness!  Escape to Akira's open side and the
       SPoD won't follow you!!! But if you escape to Akira's closed side the
       SPoD will still connect. For more details on the SPoD and how it's
       done, check out KJJ's SPoD insert.
       Dragon lance combo (DLC) = d/f+K+G; f+P; b,f,f+P+K
       This little baby is also quite hard to do, though in my honest opinion
       not as difficult as the SPoD. The only time you could attempt to use
       this move on the ground is when your opponent is stumbling.  In this
       case, chances are high (if he doesn't recover) that all three
       components of the DLC will connect. Otherwise, use this only as an air
       Rimon-chyouchu or dashing elbow (DE) = f,f+P
       This move is a bitch for all Akira opponents and a huge boon for all
       Akira players. This move has the fastest frame rate (10) besides the
       normal punch, hits middle, has good range, and staggers crouching
       opponents. Moreover, the move is virtually uncounterable if blocked.
       What more could you want?
       Down break guard (DBG) = d+P+G
       Arguably one of the best move in this whole game. If blocked high,
       Akira will be able to break the opponent's guard, causing the opponent
       to stumble. Followed by a single jump kick (F, F, K), the opponent
       will float giving Akira a chance to inflict heavy damage with the
       DLC.  And if you block low?  You still get hit.  Yep, the down guard
       break is ALSO a middle hit.  Thus, if your opponent has just a teensy
       bit of life left, doing this move will guarantee a K.O. unless he
       escapes as you can't really safely block a DBG.  Plus, this move has
       an excellent recovery time.  One more thing: if you DBG an opponent
       against the wall, a SPoD (if done properly) is guaranteed.
       Low fist = d/f+P+K
       The low fist is probably the only useful low level attack for Akira.
       Although a bit slow in execution, this move is uncounterable once
       blocked. Furthermore, major counters of this move will cause the
       opponent to float, and a DLC is possible from then.
       Evade blow = b,f+P+K+E
       This move is mainly useful as an evade attack. Use this when your
       opponent goes berzerker and attacks you relentlessly.
       Shoulder = D,f+P+K
       This move is vital to Akira's strategy. Usually, a good Akira player
       will only use this move after crouch dashing to the opponent. If the
       shoulder hits, then the opponent will float allowing for a DLC
       opportunity. This move is also throw-uncounterable. Meaning, if you
       miss the shoulder and if your opponent tries to throw you afterwards,
       Akira has the upper hand -- hence, Akira can throw the opponent first.
       Dashing palm -- D,f+P
       Akira's dashing palm is an excellent long distance and middle attack.
       Moreover, you can chain this after crouch dashing, giving this move
       extra range. Done at a distance, this move is virtually uncounterable
       even when blocked. It can also take major portions of damage as a
       counter, and it's also very fast and has high priority. A dashing palm
       after blocking a low attack will almost always connect.
         * Basic flowchart
       There are essentially one main rush attack pattern that you'll need to
       know for Akira. Customize to your opponent.
       A lead in attack (low fist or DE) -->
           - DE again if you think your opponent will be recovering to a
           - SDE (f,f,f+P) if the opponent is struggling like crazy (a SDE
       will cause the opponent to float allowing a DLC)
           - DBG, single jump kick, then DLC
           - Throw (you should only use two throws -- see below)
           - Crouch dash shoulder and then DLC if you think your opponent
       will attempt a double escape
           - SPOD if you suspect your opponent is crouching low or if your
       opponent is going for a double escape. Remember, a SPOD hits low and
       is considered a blow not a throw, therefore if an opponent whiffs his
       throw then you can SPoD your opponent.
           - Escape and do another lead in attack.
       DE stagger -->
       --> Dash and d/f+P+G (this throw is guaranteed unless opponent escapes
       with appropriate command).
       --> Crouch dash shoulder and DLC
       --> DBG, SJK, DLC
       --> SPoD
       For this flow chart, an expert Akira will use primarily two moves
       after a lead in attack: DBG for blocking characters standing up and
       SPoD for crouching characters and characters trying to double escape.
       Both moves take away half the opponent's life. Good defensive players
       will also try escaping a lot, Akiras should respond with throws.
         * Akira's throws
           A smart Akira player will use mainly two of Akira's throwsthey are
       the bodycheck throw (b,d/f+P+G) and the stumble throw (b,d+P+G).
           After performing a bodycheck throw, you have mainly two options:
       SDE or another throw. SDE will cause the opponent to float, allowing
       you a DLC. If the opponent crouches or recovers in time, resulting in
       a hit opponent but one still crouching, then do another SDE and this
       is usually enough to send the opponent floating.However, if you
       suspect your opponent is attempting to escape your SDE (and he can if
       he recovers), then you should run up and do another throw.
       The stumble throw is similar in concept. After executing this throw,
       Akira can go for a single jump kick (f,f,f+K)and then DLC.  However,
       expert players are sometimes fast enough to recover from this, so to
       anticipate these breed of players, just run up and throw them after
       they recover.  If they learn from this, and crouch low, SPoD.
           Essentially, due to the "recycling" nature of these throws, you
       can keep on throwing forever if your opponent keeps trying to escape.
         * Combos
       Here are all the combos you'll ever need:
       - If D,f+P+K, d/f+P+K, d/f,d/f+P, f,f,f+P, K+G(G) hits as a MC, then
                             (If you can't DLC, then just do another f,f,f+P)
       - d/f+P+K, MC, --> D,f+P+K --> f,f,f+P
       - d+P+G (breaks guard) --> f,f,f+K --> [P(G) (optional)] --> DLC
       - d+P+G (breaks guard) --> f,f,f+K --> P(G) --> b,f+P+K
       - b,d+P+G --> f,f,f+K --> DLC (not guaranteed if the opponent recovers
           too quickly)
       - b,d/f+P+G --> f,f,f+P --> DLC (not a guaranteed combo)
       - b,d+P+G --> f,f,f+P --> d+P --> b,f,f+P+K
       - b,d+P+G --> f,f,f+P --> f,f+K --> Insult combo!!!
       There are tons of combos you can do with Akira, but those are the
       essential ones.
       The ACPC has found an Akira death combo!!! Click this link to view!
         * Strategies
       - If you know your opponent is going to do a rising low kick, then
       f,f+K,K. This will cause the low rising sweep to completely miss
       Akira, and Akira will hit the opponent with the second K. This
       strategy is doubly useful because the double kick will hit a rolling
       opponent as well.
       - If you're good and if you know your opponent is going to do a low
       rising kick, then do a little hop so Akira jumps over the sweep and
       then SPoD.
       - Use your reversals when your opponent does canned combos.
       - Why bother reversing low attacks? Hop over it and SPoD.
       - The b,f+P+K looks like a slow, useless move, but actually it's got
       an excellent recovery time. Hence opponents will always try to hit you
       after doing this move. Thus, after b,f+P+K immediately do a b,f+P+K+E
       and you'll hit the opponent instead. Once your opponent has been
       conditioned to this and merely blocks after you do a b,f+P+K+E, then
       simply run up and throw him.
       - Remember that the second punch in P,P is a middle blow.
       - This usually connects: P,P and then b,f+P+K+E.
       - Use b,f+P+K+E on "berzerker" opponents. A very effective tactic is
       to escape first and then b,f+P+K+E.
       - Use P(G) instead of PK cancel for Akira. The main reason is because
       the PKG has a much worse recovery time, and the opponent has the
       advantage. If you P(G), then your DE will most likely connect before
       the opponent can react.
       - Akira's best stage is Taka's stage. Two reasons: no angulation so
       DLCs will always connect, and you can RO an enemy easily as the DLC
       practically transports your opponent halfway across the stage.
       - If your opponent escapes your D/F+P+G throw, the recovery time is
       equal and if your opponent is slow, you can throw him again.
       - Akira's d/f+K if done from a distance cannot be countered. A good
       okizeme tool is to side-kick an opponent who is just about to get up.
       A lot of Akira opponents will try to down kick counter Akira...a d/f+K
       will essentially hit the enemy first.
       - To defend against okizeme, use these moves as soon as you get up:
       D,f+P+K, b,f+P+K+E, DE, SPoD. Otherwise, delay your rising attacks.
       Akira's best okizeme defense, however, is his b,f,f+P+K if you suspect
       your opponent is going to attempt escaping your rising attack.
       - If you do a low rising attack, most opponents will try to counter
       you with a middle hit like an elbow. Anticipate this and reverse.
       Another technique you can do instead is to do a D,b,f+P or a D,f+P
       after the low rising sweep, as this usually hits the enemy.
       - Remember Akira has a down kick counter as well.
       - This is quite effective: DBG (but doesn't break guard) and then DE.
       For some reason I always get hit with this.
       - If your opponent has been conditioned to blocking after the DBG in
       anticipation of a DE afterwards, run up and throw them or do another
       - Always do a DE not SDE. A SDE can be countered. Only use a SDE when
       your opponent is "berzerkering" 'cause if the SDE hits as a MC, then
       you can DLC.
       - Never forget how useful the DE is...ten frames only! To see how
       effective this move is, do the DE twice.
       - Crouch dash --> D,f+P+K is a very powerful move...don't forget that
       when you crouch dash all high blows (most significantly, the P(G) and
       PK cancel and throws miss. Moreover, the D,f+P+K, when hits will float
       the opponent enough for Akira to DLC. The only time this doesn't seem
       to work is when the opponent is crouching, as the shoulder doesn't
       seem to send the opponent in the air enough. In this case, instead of
       DLCing, do a down punch --> b,f,f+P+K combo.
       - DBG is an excellent okizeme tool. The opponent will still get hit
       blocking low and blocking up will get their guard broken. The DBG has
       an excellent recovery time: do another DBG or a DE if you hit a
       crouching opponent with a DBG.
       - This move has tremendous range and is an excellent surprise attack:
       crouch dash D,f+P (you don't have to press D due to the crouch dash
       command). It's also very difficult to counter if done at a distance.
       - Remember that a D,f+P+K can't be countered with a throw! If you
       suspect your opponent is gonna try to throw you after you did the
       D,f+P+K, input b,f+P+G (this seems to have a good range) and you'll
       end up throwing him instead!
       - If your Akira is on the higher angulation, and if you do a normal DE
       and your opponent falls, you can connect with a DLC!
       - If your opponent escapes Akira's d/f+P+G, you will both recover at
       the same time and still within throwing distance of each other. Hence,
       throw your opponent again immediately.
       - Akira's back throw is actually a catch throw and hence rather slow.
       Instead of doing a back throw, go for a SDE which will most likely
       cause your opponent to float, allowing for a DLC opporunity.
       - Akira's P,K is another extremely useful tool that many
       underestimate. Somehow, for Akira, the P,K either stuns the opponent
       more or Akira recovers faster but when it interrupts an opponent's
       attack, Akira can follow up with a throw or a DE.
       - Usually, Akira can immediately connect with his D,f+P+K after
       blocking a close range low attack like the down kick.
       Use these techniques and I'm sure you're win rate will be improved.
         * VS Akira
       These are general (not really character specific -- look in War Room
       for that) strategies that you can use against good Akira players. For
       all you Akira players, knowing these weaknesses will definitely
       improve your defense.
       - Remember that Akira's will attempt a "lead" in move before starting
       the rush. Hence, escaping a lot is useful as most of Akira's moves are
       not circular. Thus, use a lot of evade attacks.
       - Akira's only glaring weakness are his lousy rising attacks. Because
       his rising sweep isn't circular, always escape to your characters left
       and if the timing is right then you should be able to escape it. After
       Akira gets used to the idea that you can escape his rising attacks and
       just blocks, then put pressure on him with low blows or middle blows
       as soon as Akira gets up.
       - Down kick counter a lot since Akiras always attack.
       - If you have a high punch reversal, then you're lucky. Akira's SPoD,
       DBG can be reversed (b+P+K). This, however, is risky. Do this only
       when you think Akira will DBG or SPoD, cause an upper reversal won't
       stop his DE.
       - If your punch is less than ten frames, P(G) a lot to stop Akira's
       - Down punches are also quite effective in stopping the Akira rush.
       - If you can pick the stage, pick a stage with lots of angulation like
       Lion's stage as Akiras on the lower level won't be able to connect all
       three hits of the DLC. Wolf's stage is a prett good choice, this way
       Akiras can't easily ring you out either.
       - The second most important Akira tactic against the Akira expert:
       escape to Akira's open side as this will avoid the SDE, the D/F+P+K
       and best of all, the SPoD...heh heh heh heh...=) Any escape will evade
       the DE as that move is essentially a straight attack.
       - If you can manage to escape Akira's B,F+P+G, a back throw after
       running up to him is guaranteed!
       You can immediately throw Akira when he is doing the b,f,f+P+K, even
       right in the middle of the animation!

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