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    Akira by JCulbert

    Version: 2.0 | Updated: | Search Guide | Bookmark Guide

    Virtua Fighter 3 (Arcade)
    Version 2.0
    By John Culbert (tigeraid@geocities.com)
    This FAQ and all my others can be accessed at the following sites:
    http://www.geocities.com/SiliconValley/Heights/1910 (my page)
    Version Updates:
    -added vs. strategies
    -heavily updated offensive tactics
    -added more combos!
    -general corrections
    IIRC, the game premiered last November or December, so this may be a tad late
    for the rest of you. 
    So anyway, why Akira? Well, I certainly agree that every fighter in the game
    has potential to beat any other, and Akira is no exception. Scrubs REALLY shy
    away from Akira, because most of his moves have motions too scary for their
    minds to comprehend, and in order to connect with his big damage moves, you
    actually need some prowess (gasp!). Sure, Wolf can take off 50% damage with
    his Twirl `n' Hurl, and Lau can do the same with a float combo, but Akira
    can do that (or more) with the SPoD, DLC or a setup Throw of some kind! Mind
    you, the DLC floats have become such commonalities with Akira that they are
    starting to get boring. IMO the SPoD is still difficult enough to use to
    allow it to remain awesome :), however I IMPLORE you to juggle with something
    more interesting than the DLC when you float, for the sake of variety. I
    personally only use the DLC MAYBE once a fight, usually never--it is of
    course a good idea to use it in a float when you are in a fight that you need
    desperately to win (eg. tournament situations).
    In VF1 Akira was really an outcast; hell, I'm pretty sure NO ONE used him at
    our arcade when the game was here. In VF2, he grew to be VERY popular among
    us VFers, but still required a LOT of skill to play properly. I was damn good
    with him, but I couldn't even get the SPoD or his Knee Strike consistantly...
    Now in VF3 his gameplay has again been made a little easier, but he still 
    takes a lot of skill to use--I can get the SPoD off most of the time! 
    Basically, if you're playing Akira, you're playing to win--but, it WILL take
    So, why play Akira? Let's see...
    1. good overall speed
    2. Has AWESOME balance of defense and offense
    3. GREAT speed on his Elbow and Palm techniques
    4. Good range on dashing moves
    5. Cool and powerful Throws
    6. great setup possibilities
    7. Potential for VERY HIGH damage with some moves
    8. Great possibilities for combos, both Float and Stagger
    9. Reversals, reversals, reversals :)
    1. comparitively weak okizeme defense
    2. ALL moves with big damage tend to have REALLY bad recovery (not a big deal
       if you know how to use them, though)
    3. Stun Palm is now blockable (i.e. the SPoD is no longer a Throw) :(
       key places)
                   .----------Guard (block)
                   | .--------Punch
                   | |
                   | | .------Kick
                   | | |
                   | | | .----Evade (sometimes refered to as Dodge)
       u/b u u/f   | | | |
          \|/      | O O O
        b--o--f    O
       d/b d d/f
    HCT  = Half Circle Toward (roll the joystick from B to D to F)
    HCB  = Half Circle Back (roll the joystick from F to D to B)
     ,   = commands made one after the other
     +   = enter commands simultaniously
     N   = Neutral (return joystick to center)
     f   = Forward (tap joystick forward)
     b   = Back (tap joystick back)
     d   = Down (tap joystick down)
     u   = Up (tap joystick up)
     F   = HOLD Forward
     B   = HOLD Back
     D   = HOLD Down
     U   = HOLD Up
     MC  = Major Counter
     DE  = Dashing Elbow (f,f+P)
     PP  = Punch-Body Blow (P,P)
     GB  = Guard Break (f+P+G or d+P+G)
    SDE  = Super Dashing Elbow (f,f,f+P)
    SPoD = Stun Palm of Doom (P+K+G,b,d/f+P+K,d,f+P)
    DLC  = Dragon Lance Combo (d/f+K+G,f+P,b,f,f+P+K)
    SJK  = Single Jump Kick (f,f+K)
    DJK  = Double Jump Kick (f,f+K,K)
    DBC  = Dashing Bodycheck (b,f,f+P+K)
    RBC  = Reverse Bodycheck (b,d/f+P+G)
    SgPlm= Single Palm (D,f+P)
    DbPlm= Double Palm (D,b,f+P)
    StPlm= Standing Palm (b,f+P)
    LBF  = Low Backfist (d/f+P+K)
    ST   = Stumble Throw (b,d+P+G)
    SpEx = Suprise Exchange (d/b+P+G)
    eBC  = Evading Bodycheck (b,f+P+K+E)
    DFS  = Double Fist Strike (b,f+P+K)
    Note: so, for those who don't understand the directional stuff, directions
          capitalized mean to HOLD in that direction. For example, when doing
          Akira's Elbow (f+P), it means to tap forward on the joystick and hit 
          punch at the same time. On the other hand, Akira's Dashing Palm is done 
          D,f+P, meaning that he must first crouch for a moment (HOLD down)
          then tap f+P at the same time.
    *Attack Levels*
    This is were the specific attack hits on an opponent's body. 
    H- High level (can be ducked or blocked while standing)
    M- Mid level (CANNOT be ducked and MUST be blocked high; cannot be blocked
    L- Low level (CANNOT be blocked high, must be blocked low)
    D- Downed (cannot be blocked at all, hits fallen opponent)
    n- either does not hit opponent, or in Akira's case is the last two hits of
       the SPoD, which is a Double Palm, (but since the enemy cannot block it 
       does not apply). This also applies to reversals, because they are not
       initially attacks.
    In VF3, there are many different ways in which to Throw your opponent; 
    remember that Throws are totally unblockable... Another change to VF Throws
    is that, like Tekken, they now have a missed animation where your fighter
    grabs at the air. This means that if you go for a Standing P+G Throw, and the 
    enemy ducks, you will not get the punch you did in VF2; instead, you'll grab
    at the air and give the enemy an opportunity to counter.
    -Types of Throws-
    HT- High Throw (only grabs standing opponents)
    LT- Low Throw (only grabs crouching opponents or a sitting Shun Di)
    ST- Side Throw (grabs opponents at a sideways angle in relation to your 
        character's front)
    BT- Back Throw (grabs opponents with backs facing your character)
    GT- Ground Throw (grabs fallen opponent only)
    WT- Wall Throw (animates Throw differently depending on position near wall)
    CT- Catch Throw (has execution time and recovery)
    Low Throws have instant execution, CAN be broken out of, and have an obvious 
    missed animation with the fighter reaching downward slightly. 
    A Side Throw has instant execution and CANNOT be broken out of. 
    Back Throws are instant like regular frontal Throws and cannot be broken 
    Ground Throws are attacks that grab the enemy off the ground, but have a 
    noticable execution time, allowing fast foes to avoid them. They also have a 
    slower recovery animation, meaning the enemy can also counter with a rising 
    attack; note that the Ground Throws cannot be broken, however. 
    Wall Throws are basically regular Throws that have been modified with 
    different animations if you or your opponent are near the wall. A cool 
    example is with Jeffry's Exchange Throw (d/b+P+G); in normal circumstances, 
    he'll just grab your arm, whip you around and leave your back exposed. 
    However, if Jeffry's back is to the wall, Jeffry will whip you INTO the wall, 
    drag your face along it, then knee you (ouch!) The only difference between 
    Wall Throws and regular Throws is that they are inescapable.
    Catch Throws are a special type of grab; they are inescapable, and usually
    lead to big damage multi-Throws, but also have a noticable execution time,
    allowing the enemy to counter quickly if they see it coming, and also have a
    slower recovery so the enemy can counter if it misses. These Catch Throws 
    only grab high and therefore can be ducked easy, so it is best to bait the
    enemy into blocking high and then snag them (see tactics later on).
    Note on Regular Throws: "regular" refers to a Throw that grabs high and is
    escapable. Generally a character has three or four regular Throws, one being
    P+G, which is escaped with the same motion. Other Throws can also be 
    considered regular Throws, as long as they don't fall into ANY OF THE ABOVE
    CATEGORIES OTHER THAN HIGH THROW. For example, a Low Throw, or a Side Throw,
    is not considered "regular". 
    *Throw Escapes*
    Unlike VF2, most Throws in this game can now be escaped. The general rule is
    that any REGULAR or LOW Throw can be escaped. Now, as far as I know there is
    a common way to break out of all Throws if you anticipate them, and I will
    explain this later on in the Tactics section.
    To escape from a throw, tap the motion the moment the opponent begins to 
    throw you (around 10 frames in).
    Some characters in VF3, including Akira, have the ability to grab the enemy's 
    oncoming attack and counter it. Only certain attacks can be reversed however. 
    Each move in the moves list that can be reversed will be designated with "R" 
    followed by one or a combination of the following indicators:
    L-  must be reversed low         
    M-  must be reversed high
    H-  must be reversed high
    P-  must be reversed with a Punch reversal
    K-  must be reversed with a Kick reversal
    Kn- must be reversed with a Knee reversal
    KF- must be reversed with a Kickflip reversal
    C-  must be reversed with a Crescent reversal
    n-  cannot be reversed
    Therefore, LP means it must be reversed with a Low reversal, or a Low Punch
    reversal. These can however vary--for example, a Side Kick from Kage can be 
    reversed by a Mid-Level reversal (eg. Akira's d/b+P+K), but it can also be
    reversed with a specific Side Kick reversal (eg. Wolf's).
    *Floating and the Art of the Counterhit*
    Floating is the term used when the enemy is knocked up in the air and stays 
    there long enough to be juggled. A lot of moves will "float" the opponent, 
    but not all the time. It depends on where you hit them, where they are, which 
    character they hit (lighter characters like Pai float better) and wether or 
    not they're on the ground. Note that opponents float the easiest when you hit 
    them with a move DURING the animations of their own move (MC). 
    Three things happen when you connect an attack as a major counter:
    1) The attack is given a 50% damage (maybe a little less now?) point bonus!
    2) The attack can have the potential to float the enemy high enough for a 
       good juggle
    3) As well, the attack can sometimes become more stunning (i.e. the opponent
       will lay on the ground longer) allowing you to get in a good Pounce.
    NOTE: there is also a "minor counter", which is done by attacking the enemy 
          during their RECOVERY frames--you are awarded a smaller damage bonus, 
          and it will also sometimes knock down/float (though usually less than 
          the MC). Also note that you can recieve a minor counter bonus with
          Throws (eg. duck a high attack & Throw), but it does considerably LESS 
          than a minor counter otherwise.
    In VF3 your character can stand in two stances, closed stance and open 
    stance. Consider the diagram below as a bird's eye view, the Xs being the 
    character's feet position.
                 Player 1    Player 2             Player 1     Player 2
                   X         X                     X                 X
                         X         X                     X     X
                     Closed Stance                      Open Stance
    Think of the bottom of those diagrams as facing you, the player. Notice that 
    the legs closest to you in open stance are close together, but the opposite
    legs are extremely far apart. Thus, the open stance does not allow the 
    opponents to get very close together. But, in closed stance, one leg of
    player one is forward (in the diagram, the right) and their opponent's right
    leg is forward. This allows the opponents to get closer in to each other.
    This is one of the things that occur with different stances. Other things
    happen as well, such as moves hitting different attack levels and attacks 
    coming out different or having more range.
    *Guard Cancelling*
    To pull back a punch or a kick, tap guard during its initial animations (as
    it is coming out). This is very good for faking out the opponent, and its
    recovery is instant. After it you can do a number of moves; for example, the
    opponent will attempt to block your incoming punch, but you can quickly pull
    it back and immediately Throw if they are close enough. Guard cancelling is
    also a big part of some combos; after floating the opponent, you could juggle
    with maybe two punches. But, if you G-cancel those punches, you can get
    more punches in. As well, this allows for quick punch juggling then going
    into a follow-up attack.
    These are attacks on fallen enemies. Akira has only two Pounces: u+P and 
    d/f+P. These will be explained further on.
    You can dash by tapping f,f and you can also dash backward with b,b. To RUN
    forward, tap f,F. 
    Alternately, you can now tap f+E (or F+E) or b+E to dash (or run) as well. 
    Surprisingly, the only way to cancel your dash in VF3, is to cancel the f+E
    or b+E; you cannot G-cancel the f,f or b,b! See tactics for more info.
    To Evade, or dodge, press the E button. This will cause Akira to slip off to
    the side of the opponent AWAY FROM YOU, THE PLAYER (i.e. "dodging in"). To
    "dodge out", or toward you the player, tap d+E. Dodging avoids a lot of 
    attacks that are not circular... The following is from Andrew Ryan Chang's
    VF3 Beginner's FAQ (dodge=evade):
    "Attacks can be classed into four categories: linear, backside-to-frontside 
     circular, frontside-to-backside circular, and circular. It is nearly 
     impossible to dodge the last. The first can usually be dodged in either 
     direction. Dodging an attack that comes across the opponent's backside 
     requires dodging towards their frontside, and vice-versa. Combo attacks and 
     G button taps will align a player with a person who has just sidestepped."
    A good example of a circular attack is Pai/Lau's Crescent Kick, meaning that
    if you try to evade this, you're (usually) screwed. :) See tactics for more 
    *Rising Moves*
    These are attacks or technqiques done while recovering from a knockdown. 
    These are listed (as many as I know) in the general moves section. See 
    tactics for more info.
    -Step Forward: F
    -Step Back: B
    -Crouch Step: D/F or D/B
    -Dash Forward: f, F or F+E
    -Dash Back : b, B or B+E
    -Run Forward: f, F
    -Evade In: E
    -Evade Out: d+E
    -Roll Forward: F (when knocked down; can perform other recovery attacks after)
    -Roll Back: B (when knocked down; can perform other recovery attacks after)
    -Roll to Side: G (when knocked down; can perform other recovery moves after)
    -Kip Up: E
    -Rising Heel Kick: K
    -Rising Slide: D+K
    (NOTE: any more rising attacks, please! I would also appreciate frames and
           damage where applicable too...)
    Note: frame intervals of each move are listed in the Moves analysis. Also,
          additional notes are included in the analysis.
    -damage points in squiggly brackets ( { } ) for Throws indicate changed 
     damage when the Throw is done to Taka-Arashi.
    -a tilde ( ~ ) indicates the damage points vary depending on distance of the
     enemy away when the move is started
    -an * between reversal types indicates how each hit is reversed; for example,
     with Akira's Punch-Kick combo, the reversals are designated HP*HK--meaning
     that the first hit is reversed with a High Punch reversal, and the second is
     reversed with a High Kick reversal. If it is a multiple attack but has only
     one reversal type, then assume that all hits can be reversed with the same
    -damage pts. in [] indicate ranged attack damage.
       MOVES NAME:             MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Punch:               P               | H    | 12            | R-HP
    -Low Punch:           d+P             | L    | 11            | R-LP
    -Low Punch:           D+P             | L    | 9             | R-LP
    -Kick:                K               | H    | 25            | R-HK
    -Low Kick:            D+K             | L    | 10            | R-LK
    -Shin Kick:           d/f+K           | M    | 24            | R-MK
    TURN-TOWARD ATTACKS: (done w/back facing opponent)
       MOVES NAME:             MOTION:      LEVEL:     DAMAGE:      NOTES:
    -Turn-Toward Low Kick:    d+K         | L    | 10            | R-LK
    -Turn-Toward Sweep:       D+K         | L    | 30            | R-LK
    -Turning Overhead Hammer: d+P         | M    | 14            | R-HP
    -Turn-Toward Punch:       P           | H    | 12            | R-HP
    -Turn-Toward Punch:       D+P         | H    | 12            | R-HP
    -Turn-Toward Kick:        K           | H    | 25            | R-HK
       MOVES NAME:             MOTION:           LEVEL:     DAMAGE:      NOTES:
    -Punch-Kick:          P,K                   | HH     | 12+20      | R-HP*HK
    -Punch-Body Blow:     P,P                   | HM     | 12+12      | R-HP
    -Knee Strike:         K+G,release G         | M      | 30         | R-Kn
    -Elbow:               f+P                   | M      | 19         | R-MP
    -Dashing Elbow:       f,f+P                 | M      | 20~40      | R-MP
    -Super Dashing Elbow: f,f,f+P               | M      | 20~40      | R-MP
    -Low Backfist:        d/f+P+K               | L      | 25         | R-LP
    -Yoho Uppercut:       d/f,d/f+P             | M      | 35         | R-HP
    -Single Palm:         D,f+P                 | M      | 20~65      | R-HP
    -Double Palm:         D,b,f+P               | M      | 30~70      | R-n
    -Shoulder Ram:        D,f+P+K               | M      | 30         | R-n
    -Double Fist Strike:  b,f+P+K               | M      | 55         | R-n
    -Dashing Bodycheck:   b,f,f+P+K             | M      | 20~80      | R-n
    -Mid Guard Break:     d+P+G                 | M      | 12         | R-HP
    -High Guard Break:    f+P+G                 | H      | 12         | R-HP
    -Evading Bodycheck:   b,f+P+K+E             | M      | 32         | R-n
    -Stun Palm:           P+K+G                 | M      | 18         | R-HP
    -Stun Palm-Bodycheck: P+K+G,b,d/f+P+K       | Mn     | 18+26      | R-HP*n
    -Stun Palm of Doom:   P+K+G,b,d/f+P+K,d,f+P | Mn     | 18+26+42   | R-HP*n
    -Single Jump Kick:    f,f+K                 | M      | 20[30]     | R-HK
    -Double Jump Kick:    f,f+K,K               | MM     | 20[30]+40  | R-HK
    -Dragon Spear:        d/f+K+G               | M      | 19         | R-MK
    -Dragon Spear-Elbow:  d/f+K+G,f+P           | MM     | 19+20      | R-MK*MP
    -Dragon Lance Combo:  d/f+K+G,f+P,b,f,f+P+K | MMM    | 19+20+20~80| R-MK*MP*n
    -Standing Palm:       b,f+P                 | H      | 20~65      | R-HP
    -High reversal:       b+P+K                 | n      | 30         | R-n
    -Mid reversal:        d/b+P+K               | n      | 30         | R-n
    -Low reversal:        d+P+K                 | n      | 30         | R-n
    -Kickflip reversal:   u/b+P+K               | n      | 30         | R-n
       MOVES LIST:             MOTION:    LEVEL:   DAMAGE:        NOTES:
    -Hopping Punch:       u+P           | D      | 20            | R-n
    -Ground Punch:        d/f+P         | D      | 12            | R-n
       MOVES LIST:             MOTION:        LEVEL:      DAMAGE:      NOTES:
    -Reaping Throw and Punches: P+G           | HT     |  10+20+10    | R-n
    -Pull-in Headbutt:          d/b,f+P+G     | HT     |   60{65}     | R-n
    -Inverted Bodycheck:        d/f+P+G       | HT     |   20+30      | R-n
    -Wall Bodycheck:            d/f+P+G       | WT     |     80       | R-n
    -Close-in Ram:              b,f+P+G       | HT     |  20+15+25    | R-n
    -Elbow Rush:                P+G           | ST     |     40       | R-n
    -Push Down:                 P+G           | BT_C_  |     55       | R-n
    -Surprise Exchange:         d/b+P+G       | HT     |     0        | R-n
    -Stumbling Trip:            b,d+P+G       | HT     |     10       | R-n
    -Reverse Bodycheck:         b,d/f+P+G     | HT     |     40       | R-n
    Note on Frame Rates:        
    There are three numbers of frames; the first is how many frames the move 
    takes to execute, the second is the number of frames the move takes when
    hitting the enemy, and the last is the number of frames in recovery. More
    specifically, the executing frames indicate the time from when you finish
    the motion for the move, and when the move begins. The second indicates how
    long the move takes to hit ONCE IT HAS STARTED HITTING (for example, Akira's
    normal standing P has a small amount of hit frames, whereas his Inverted Body
    Check (d/f+P+G) takes considerably longer hit time). The recovery indicates 
    how long it takes her to get to her normal stance after the hit frames are 
    Frame Legend:
    /  : separates miss and hit recovery times if they vary
    () : different recovery time when the attack is blocked, or when a ground 
         throw misses (grabbing animation)
    {} : indicate different frame rates for Throws done against Taka
    (Akira quickly throws a jab at face level)
    The main advantage of the Punch is its speed and recovery. By itself it 
    should be used only to set up for further attacks, the most notable being
    the Punch-Body Blow (P,P). Because of its speed, it is very useful for 
    interrupting the opponent's attack up close, or to trick the enemy into 
    crouching to avoid it, then throwing out a mid-level attack. You can also
    Punch then walk up and Throw, though this isn't TOTALLY guarenteed. When
    doing a setup of this kind, you should always G-cancel the Punch to gain more
    initiative if it is blocked.
    *Low Punch*
    (Akira squats low and punches the enemy in the legs)
    *Low Punch*
    (Akira squats low and punches the enemy in the legs)
    The Low Punch is a good technique for Akira--it interrupts Throw attempts
    well from a crouch, and if you pester the enemy with it, it can force them to
    crouch, where you can move into a mid-level attack. In addition, it can be
    buffered into a Single Palm, Double Palm and the Shoulder Ram, to make a
    powerful 2-hit combo, and an awesome counter to high attacks from crouch. See
    tactics for more info.
    NOTE: the Low Punch is NOT the attack it was in VF2; the d+P Low Punch from
    standing now comes out MUCH slower, so much that it makes it difficult to
    counter High attacks with it...
    (Akira throws a high side kick to the enemy's head)
    BTW, if you hold forward when doing the single standing Kick, the recovery
    gains an extra 2 frames. The single Kick should be used RARELY--it has decent
    speed coming out, but even the average player can see it coming and reverse
    it, or duck and counter. It's recovery is also not too good, so if blocked it
    can be countered. Should only be used at the end of the PK combo. BTW, if
    this does connect, you can dash in and a Ground Punch (d/f+P) is guarenteed,
    and the Hopping Punch will also work, but fast opponents can get up in time
    to counter.
    *Low Kick*
    (Akira quickly squats and throws a kick at the enemy's feet)
    More useful than before, the Low Kick can actually buffer well into a Throw.
    Note though that the Throw is only possible if the Low Kick is a MC; you CAN
    IMO chain into a Throw otherwise, but it is avoidable or escapable...
    *Shin Kick*
    (Akira steps forward and throws a straight kick to the enemy's leg area)
    Hits mid-level, and is a fairly important move. The Shin Kick will stagger 
    crouching opponents and allow a combo, best with the DE. Still, its recovery 
    is bad, and personally I'd prefer using the DE on the crouching foe. It will 
    knockdown on MC (and SOMETIMES float enough for a SDE) or on a turned
    opponent (eg. after SpEx).
    *Turn-Toward Attacks*
    I won't go and describe each, because you won't use them ALL that much--some 
    are still worth mentioning, of course. The Turning Overhead Hammer is great 
    if the enemy dashes in, because it can also hit them crouching. Likewise, the 
    Turn-Around Sweep will catch them if they go for a high attack when your back 
    is turned.
    (Akira throws a standing Jab followed by a high Kick)
    NOTE: from now on, this is abbreviated PK!
    Not AS useful as before because it no longer knocks down, but still useful.
    It's advantage is the execution speed; because of it, it makes an excellent
    counter to blocked high attacks that normally you could not counter. It also
    connects on a staggered opponent (after hitting a croucher with a Dashing
    Elbow, for example) for good damage.
    NOTE: to increase the range of the PK, hold forward throughout the move; for 
    example, if an opponent is throwing a high kick and you block it, begin to 
    hold forward during your block, then hit P,K as you come out of the block.
    *Punch-Body Blow*
    (Akira throws a high Jab followed by a punch to the mid-section)
    IMO a VERY useful technique for Akira. It is so effective, because if the 
    enemy ducks your Punch, the Body Blow is all but guarenteed. Basically it
    should be used against persistant crouchers who fear you coming in for a
    Throw. Great all-around pestering technique. See tactics for more info.
    *Knee Strike*
    (Akira hops forward with his Knee extended)
    Pretty much the same as other's Knees, except of course the motion (which I
    still can't get all ALL the time). Literally, the Knee is done K+G,release G.
    However, you must press K+G and then release G WITHIN 1/60 OF A SECOND. Th
    best described way of doing it is by tapping the K button with your index 
    finger and sort of BARELY "scraping" the G button with your ring finger. 
    Takes a lot of practice for sure, and I still have trouble doing it.
    When you do manage to perform it, it's just as good as any other Knee 
    Strike; you can juggle with a DJK or Dashing Bodycheck for MAJOR damage. 
    Best used if you've conditioned the enemy into crouching, perhaps after a
    G-cancelled Punch...
    NOTE!!!!! If you can't do the Knee Strike consistantly, DON'T WORRY ABOUT IT!
    Akira has a LOT of damage potential in other areas, he doesn't need to rely
    on it. It's just a nice move to use if you CAN do it (hell, I almost NEVER
    use it unless I'm fooling around). See combos for more info.
    2ND NOTE!!!! :) The Knee Strike will not float Taka-Arashi, and in most cases
    will not even knock him down, but on a MC, a THROW is guarenteed after it!
    (Akira steps forward with a mid-level elbow thrust)
    Not overly useful, compared to other characters. The thing is, although it
    has the same properties as the DE (i.e. staggers crouching foes) it is slower
    altogether than the Dashing Elbow--refrain from using this, and remember that
    wherever you can use it (eg. against crouching foes), the DE is a far better 
    choice... another thing to note is that Akira's regular Elbow is one of the
    slowest in the game!
    *Dashing Elbow*
    (Akira dashes forward with a straight elbow strike to the mid-section)
    You MUST learn all the ups and downs there is to Akira's DE in order to play
    him effectively. The DE comes out EXTREMELY quick and recovers fast enough
    that it cannot be countered if blocked (and if it is blocked, you've got 
    a good Throw chance!). More importantly, if it hits a crouching opponent it 
    will stagger them, allowing you to follow up with a powerful combo. And when 
    the DE knocks the enemy down, it floats a bit (esp. on a MC) and allows a 
    juggle, best with the DBC or another DE. On a MC up close it does GREAT
    damage including the juggle--note that if the enemy tries to counter with a
    really fast move when the DE is blocked, sometimes the best follow-up is
    ANOTHER DE to catch them in the act!
    YET ANOTHER use for the DE is as a counter to blocked attacks; like many of
    Akira's attacks, the DE can be buffered during a block--meaning, tap the
    first forward motion while holding guard, then the f+P when you release; this
    is EXTREMELY effective because of the speed. When you hit the enemy with the
    DE (or SDE below) when they are recovering from a move, a minor Counter will
    result and it can float slightly; go for a DBC on this float, or play it safe
    and just Ground Punch.
    Altogether you should be using the DE so often that it makes the enemy sick!
    (Although, don't get TOO predictable against opponents with Mid-level 
    reversals...) See combos and tactics for more info...
    *Super Dashing Elbow*
    (same as DE, but the dash is longer)
    You mainly want to use the SDE to get close and in your enemy's face, or 
    simply for surprise. It is still difficul to counter if blocked, but not 
    imposible. Like the DE, it can be buffered during a block (which can be good
    if you blocked a kick out of the range of the DE, eg. Kage's d+K+G at its MAX
    range.) It's basically a long-range version of the DE in every way. See
    tactics for more info.
    *Low Backfist*
    (Akira lunges low and swings his fist around to hit the enemy's legs)
    This is one of the best ways for Akira to counter high attacks FROM A 
    STANDING POSITION, but that requires a lot of anticipation, so it is not its 
    best feature (from a crouch the Low Punch into a SgPlm, DbPlm, or SRM is 
    the alternative). The LBF will float on a MC, and you can follow with a
    variety of juicy combos...
    Note that the initiation time is not too good (you're reversal city if you
    throw this out when they can anticipate, or they'll hit you with a Side Kick
    or other quick mid-level move).
    However, the most important use of the LBF is as an offensive tool. See
    tactics for more info...
    *Yoho Uppercut*
    (Akira steps forward and STOMPS on the ground, shoving his fist into the air)
    Better than in VF2, but still not overly useful. As a MC and/or on smaller
    opponents, a float combo can follow, and if timed right this can OCCASIONALLY
    counter slow high attacks; still, don't be using it often, it's recovery is
    quite bad and it can be countered or reversed if seen coming. One really good
    place to use the Uppercut is after the ST, SpEx or one of the Guard Breaks.
    *Single Palm*
    (Akira crouches low, then rushes forward with a vicious palm to the torso)
    A good technique, but not as good as the DE. It's most useful application is     
    under an opponent's high attack (good damage, especially if you counter an
    opponent close!) or in the LBF offense (see tactics). Another advantage is
    that if blocked, it is virtually uncounterable. The big disadvantage to the
    SgPlm now is that you can no longer put the enemy on their ass if they were
    crouching, as in VF2. :(
    *Double Palm*
    (Akira crouches low, then rushes forward with a DEVASTATING double palm 
    When you connect with this, it does BIG damage (esp. on a MC) and looks DAMN 
    COOL. This knocks the enemy down NO MATTER WHAT and allows a Ground Punch. 
    The recovery is longer than the SgPlm, but it cannot be reversed. It is more 
    difficult, but still possible, to buffer this out of a Low Punch, however it
    appears that a m-DbPlm is more effective in this game now.
    *To get "Autopalm" after SpEx: to perform a buffered DbPlm GUARENTEED after
    the Surprise Exchange (d/b+P+G) is actually quite easy. Once you press 
    d/b+P+G, then quickly roll to the forward position, then b+P. The roll to 
    forward actually ends up being the b in the DbPlm motion, because Akira has 
    now changed which way he is facing. Likewise, the b+P is actually f+P. And 
    REMEMBER: don't bother to hold d/b for the SpEx, you don't need to actually
    charge downward for the DbPlm in this case. Easy!
    *Shoulder Ram*
    (Akira rises up from a crouch, bringing his shoulder into the enemy's torso)
    Does good damage by itself, and floats the enemy. Best used to counterhit a
    high attack (using a m-SRM), or after a LBF (see offense). Lots of potential,
    for sure.
    NOTE: The range of the SRM is not too hot; for this reason, it should be used 
    only when you're sure you're close enough, especially after a Crouch Dash. 
    *Double Fist Strike*
    (Akira turns his back and sidesteps SLIGHTLY, then steps forward with a 
     devastating double fist attack)
    I can't really find a use for this move, to tell you the truth. The DFS 
    does good damage and ALWAYS knocks down, and at the beginning, Akira does a 
    little sidestep which can avoid some linear attacks. However, its start-up 
    and recovery are very slow, and he has much better attacks to use in the same
    place. If it came out faster, it would be much more useful... throw it in now
    and then for fun, I suppose.
    *Dashing Bodycheck*
    (Akira slides low and turns his body to the side, SLAMMING his foe with his
     lower shoulder)
    This is Akira's SINGLE most powerful move, doing up to 80 pts. of damage and     
    allowing a Ground Punch (and that's without MC!). This move MUST be mastered
    to ever be any good with Akira--it is a HUGE equalizer in fights that may not
    be going your way. Like the DE, SDE and many of Akira's other techniques, 
    the DBC can be buffered out of your guard by hitting b,f while holding the G
    button, then the f+P+K as you recover from block stun--this makes it an
    EXTREMELY powerful counterhit to slower blocked attacks. Other than as a 
    counter, you MUST learn your opponent's slowest moves, so that you can 
    interrupt them at close range with this... do it until the motion is second
    nature to you. A good example of knowing when you can MC is against another
    Akira--if you find them using the DFS or Yoho and you can anticipate it, you 
    will DESTROY them with a fast DBC!
    *Mid Guard Break*
    (Akira throws a low upward elbow to break through the enemy's defense)
    *High Guard Break*
    (Akira shoves the enemy's arms upward to break their defense)
    The Guard Breaks are no longer considered Throws, because they will come out
    wether you're close to the enemy or not--they now also do 12 pts. of 
    damage. The GBs, most specifically the Mid Guard Break, is one of Akira's
    most important moves; a SJK is virtually guarenteed afterwards, which floats
    for a big combo. The Mid GB is best used in an offensive rush, eg. with the
    DE or SDE. If the enemy blocks, GB! If the enemy ducks and blocks, GB!
    NOTE: if either GB hits the enemy when they are not blocking, it simply hits
    as a normal attack simialar to a Punch--no stun will occur. NOTE: they now
    push the enemy further away than they did in VF2, however if against a wall,
    the opponent will not be pushed away at all, allowing better combos (eg. SPoD
    follow-up will combo!) See combos and offense for MUCH more info...
    *Evading Bodycheck*
    (Akira dodges to the side and spreads his arms, smashing the enemy with his
    Akira will usually turn around in time after this move to allow a Ground 
    Punch (but sometimes you remain facing in the wrong direction), and it ALWAYS 
    knocks down. This has slow recovery but comes out fairly fast, and of course 
    has the built-in Evade--for these reasons, you should ONLY use this to 
    counter linear attacks that you anticipate; see tactics for more info on how 
    to bait the enemy into throwing one...
    *Stun Palm*
    (Akira steps forward and thrusts his palm into the enemy's stomach)
    *Stun Palm-Reverse Bodycheck*
    (Akira follows the Stun Palm instantly with a Reverse Bodycheck)
    *Stun Palm of Doom*
    (Akira completes the combination with a devastating Double Palm to the
     enemy's back)
    The Stun Palm of Doom has been weakened, in that it is now blockable and it
    does less damage. However, it is now easier to do :)--I can get it off on a 
    good joystick about 70% of the time now, as opposed to my pitiful 25% or so
    in VF2. Because it is blockable when standing, you should refrain from using
    the Stun Palm unless the enemy leaves themselves open for it, i.e. missed
    Throw attempt, blocked slow High attack. HOWEVER, NOTE THAT IT IS NOW A MID-LEVEL ATTACK AND CANNOT BE DUCKED!
    So, baiting the enemy into crouching works well... See tactics for more info.
    NOTE: Stun Palm-RBC is also refered to as 2/3 SPoD...
    BTW, I don't want to explain how to do the SPoD, but if you want to, see
    Steve Quinlan's <quinlan@ug.cs.dal.ca> Akira combo FAQ, which explains how to
    perform it. The SPoD is not ABSOLUTELY needed in VF3, but is still a force to
    be reckoned with.
    *Single Jump Kick*
    (Akira hops forward and kicks out with his rear leg)
    *Double Jump Kick*
    (Akira follows his SJK with another kick with his opposite leg)
    Good techniques, but they tend to be overused by scrubs. The DJK does AWESOME
    damage and often allows a Hopping Punch. But, the recovery, especially on the
    DJK, is BAD. This is best used only in combos after one of Akira's setup
    Throws, or as a juggle. NOTE: the SJK will float opponents, so it is actually
    better to use it by itself after one of the setup Throws, so you can then
    connect with a mega-damage juggle. Like many of Akira's moves, this can be
    buffered out of a Guard as well, and the SJK will float well on a minor
    Counter (as well as a MC, or after a setup Throw)... See combos for more
    *Dragon Spear*
    (Akira steps forward and throws a straight kick to the enemy's leg area)
    *Dragon Spear-Elbow*
    (Akira follows the Dragon Spear with an Elbow Strike)
    *Dragon Lance Combo*
    (Akira finishes the combination with a DBC)
    Akira's new 3-hit combo is spectacular, and does much more damage than
    the SPoD; it will also continue wether the Dragon Spear hits or not, and can
    be used as a juggle! All in all much better and easier to perform than the
    SPoD, the only difference is that the recovery is usually worse if blocked.
    Stick with this after setup Throws, or in a juggle (OUCH!) Here is Steve 
    Quinlan's <quinlan@ug.cs.dal.ca> description on how to perform it from his
    Akira FAQ, because I don't feel like explaining it :):
    NOTE: A,B,C,D=G,P,K,E  BC=Dashing Body Check
    "The DLC is Akira's new 3-hit combo, and is a fair bit easier than the SPoD. 
    It will hit floating opponents as well. All hits from it, except the BC, are 
    mid attacks and can be reversed.
    a) The Kick. This is simply d/f +A+C.
    b) Elbow. This part is also easy, f+B. To get the timing correct, do this 
    part immediately after hitting (and releasing) A+C from the previous move. In 
    fact, you should be DONE entering the command for this just before or exactly 
    when the Kick is hitting the opponent. If not, you probobly won't have enough 
    time to execute the BC to get it to combo.
    c) The BC. This is the hardest part to get off, but once you get the "feel" 
    for its timing its not that bad. The motion is b, f, f+B+C  and should be 
    started BEFORE the animation for the elbow is being shown. (note: You can delay 
    the BC somewhat in this move when you do it from the front. What this 
    basically translates to is a 2/3 DLC, BC. If you time things right, the BC can 
    be a MC..... Ouch! )"
    NOTE: IMO the DLC has already gotten quite boring in float combos, and you
    should try other juggles more often (see combos).
    *Standing Palm*
    (Akira steps forward and thrusts his palm into the enemy's upper torso)
    At first I thought this was REALLY useful, but not so. The recovery isn't too
    good and worse, it hits High. I find some use with it as a counter to missed
    attacks (SOME missed attacks), or to stop a dashing opponent. However in most 
    cases Akira has better moves... (additions?)
    Akira's reversals produce a plethora of coounters depending on what attack
    you reverse. Here are some examples, followed by the known frame rates:
    Vs. High Punch-counters w/DE (11-20-29)
    Vs. High Punch II-counters w/Yoho (14-16-47)
    Vs. High Kick-counters w/DE (19-15-27)
    Vs. Mid-Level Kick-counters w/Elbow Strike (19-18-26)
    Vs. Elbow Strike-counters w/Elbow Strike (12-15-35)
    Vs. Low Punch-counters with overhead hammer (15-17-35)
    Vs. Low Kick-counters with Double Palm (OUCH!) (16-15-31)
    I have seen and done others, including ONE Kickflip reversal, but I don't
    remember the animations (additions?)
    Anywho, all reversals do a solid 30 pts. of damage, and AFAIK, most do not
    allow either ground attack. The idea with connecting a reversal is through
    ANTICIPATION--if you THINK the enemy is going to throw a string of High
    Punches, then quickly tap b+P+K, and you may catch them. Moreso, it can be
    easy to bait, or "condition", the enemy into throwing an attack that you
    Akira can generally reverse just about any attack that involves a SINGLE fist
    or foot attack, and usually the attack must be from the ground. For example
    against another Akira, you can reverse the SgPlm, but NOT the DbPlm. You also
    cannot reverse RISING knee attacks (Sarah's or Kage's), and some other
    attacks. The general rule is however, wether or not it uses one fist or foot
    as opposed to two. I really DON'T feel like writing an exhaustive list, but
    if someone has one, or will take the time to do one up, I'll be happy to put
    it here.
    Either way, this is delved into MUCH further in the tactics section...
    *Ground Punch*
    (Akira bends over and punches a fallen opponent)
    An important move for Akira, it allows him to add that little bit of extra
    damage to a LOT of attacks, and in general is more useful than the Hopping
    Punch (u+P). Frequently you have to include a dash before you can hit a prone
    enemy with this--IMO you should use the f+E Dash to control it better and get
    there quicker. The following is a list of moves that guarentee or have a
    possibility of allowing the Ground Punch:
    1. Kick (slight dash required)
    2. Knee Strike (though a juggle is definetely better :)
    3. DE or SDE (on knockdown, but a juggle will usually connect)
    4. Yoho Uppercut (on a MC a juggle is of course better :)
    5. Single Palm (usually have to dash in)
    6. Double Palm
    7. Shoulder Ram (although a juggle is better :)
    8. Double Fist Strike
    9. Dashing Bodycheck
    10. Evading Bodycheck
    11. SJK (juggle is better :)
    12. DJK (usually have to dash in)
    13. Standing Palm
    14. Inverted Bodycheck
    15. Wall Bodycheck (as I recall)
    NOTE: in addition, the Ground Punch will usually connect after most quick
    float combos (see combos for more info).
    *Hopping Punch*
    (Akira jumps into the air, and lands on the enemy with a downward punch)
    Of course this does more damage than the Ground Punch, but is much slower and
    you can be hit out of it with ease. IMO it should be used rarely, but here
    are some of the rare occasions: (NOTE: don't quote me on these, they worked
    sometimes in the past, but it is best in many cases to stick with the Ground
    Punch or even safer, don't Pounce at all!)
    1. Kick (usually; best on MC)
    2. Single Palm (on MC)
    3. Double Fist Strike (occasionally, ONLY on MC)
    4. Double Jump Kick
    5. Pull-in Headbutt (sometimes)
    6. Close-in Ram (sometimes)
    *Reaping Throw and Punches*
    (Akira grabs the enemy by the shoulders, hooks his leg around their calf and
     sweeps them to the ground, then punches them repeatedly)
    Does decent damage and, thankfully, no longer has that annoying hop back by
    Akira afterwards--note however that the enemy recovers almost instantly, so a
    Pounce will rarely counter. This is only useful to mix up your Throws; it is
    the easiest to escape, but is also the easiest to perform, so it will usually
    grab your opponent if they go for a complex motion Throw at the same time.
    *Pull-in Headbutt*
    (Akira grabs the enemy arm and pulls them close into a crouch, then rises 
     with a terrific headbutt, sending them flying)
    A good all-around Throw, and thankfully not too difficult to pull off. Should
    be mixed up in your Throw strategy, for sure. A Hopping Punch will often
    connect if the enemy isn't REALLY fast to recover, BTW. THE BEST THING about
    this Throw is that it knocks the enemy FAR away--therefore, it is a GREAT way
    to nail a Ring Out on the enemy! :)
    *Inverted Bodycheck*
    (Akira stoops low and brings his shoulder into the enemy's torso, flipping
     him up and over his back, then he knocks them to the ground with his elbow)
    One of Akira's new Throws, this does a good solid 50 pts. of damage and 
    always allows a Ground Punch for 62 points damage total--not too shabby. This
    is also a very quick, easy Throw to execute, making it ideal in your Throw
    *Wall Body Check*
    (Akira stoops low and brings his shoulder into the enemy's torso, flipping
     him up and over his back, then slams them into the wall with his shoulder)
    Does MAJOR damage and looks really painful. A Ground Punch as I recall is
    guarenteed. Get this in whenever possible if you think you're near the wall.
    *Close-in Ram*
    (Akira grabs the opponent's arm and crouches under him while pulling them in
     close. Then he slams his shoulder first into their groin then upward,
     knocking them away)
    Does as much damage as the Pull-in Headbutt (which is good damage), and has
    just as much RO possibilites. The difference is that it is easier to perform
    for some, and IMO is better altogether. Like the Pull-in Headbutt, it CAN
    allow a Hopping Punch on slower enemies.
    *Elbow Rush*
    (Akira grabs the enemy from the side and knocks them away with a terrific
     Elbow Strike)
    A good move to use if you remain close to the enemy after Eing around their
    attack (although personally I prefer bigger attacks). Usually doesn't allow
    a Pounce, though you may be able to dash forward and Ground Punch against
    slow opponents...
    *Push Down*
    (Akira moves and grabs the enemy from behind, shoving them brutally to the
     ground with a backhand)
    What a joke. I was hoping they gave Akira a good Back Throw, but they didn't.
    the damage it does isn't worth it, when a float combo is easier and does MUCH
    more damage, and it is also a CATCH Throw (hence the _C_ in the level 
    designation). This may seem like a great thing (i.e. you can grab from a 
    short distance)), but 99.999% of the time the enemy can hit you with a 
    turning attack before you reach them, or it will miss. BOTTOM LINE: combo
    them instead!
    *Surpise Exchange*
    (Akira grabs the enemy's arm, pulls on it violently, them quickly rushes
     forward as they trade positions)
    Good follow-ups are: buffered DbPlm (see DbPlm section), DBC, DJK. Another
    good attack that often floats is a buffered Yoho Uppercut. Similiarily, the
    SJK seems to float more when the enemy has their back turned, allowing
    AWESOME combos. See combos for much more info...
    *Stumbling Trip*
    (Akira steps sideways and hits the enemy's back with a two-handed strike, at
     the same time tripping them up--the opponent will stumble to the ground, and
     get up slowly)
    Can be an annoying motion, but it gives you a decent amount of time to follow
    up. And, it allows some very rewarding attacks--good follow-ups are the DE,
    StPlm, SgPlm, DbPlm, or the DBC. The best follow-up however is a SJK float...
    In addition, there are other juicy possibilites :). See combos for more info.
    *Reverse Bodycheck*
    (Akira slides behind the enemy and slams his shoulder into the enemy's back,
     sending them staggering forward)
    A good Setup Throw that does the damage, however it is purely a guessing game     
    after it connects, with no guarenteed follow-ups. If the enemy is adept at
    dashing away, the SDE is a possible float--if the enemy is really slow, you
    can try for a SJK float. Altogether this Throw seems like a waste with his
    other setups available.
    Offensive Rush Tactics/Setups:
    In order to be really effective with Akira, you must make the enemy crouch,
    or defend from a standing position. To do this, the most important moves are
    the DE and the Punch. Come in with Punches and the Punch-Body Blow; if the
    enemy crouches, quickly G-cancel the Punch and come out with a mid-level
    attack--or, more easily, continue into the Body Blow (although this is weak.)
    The DE is even better in this case, and is IMO the ultimate offensive weapon
    (although, be careful against those who can reverse it). If the enemy blocks
    it, either try and Throw them, or even repeat the DE to catch them if they
    crouch (allowing a stagger combo) or attempt a counter; it will also catch
    them if they know they cannot counter and try to dash away. In addition, the
    enemy may also attempt to hit you with a low attack--if you think they will
    do so, whip out a Low reversal to nail them. If the enemy ducks in the first 
    place, the DE will of course stagger allowing a combo.
    Another way to force the enemy to crouch (only use against those without low
    reversals!) is to throw a string of Low Punches and even the occasional Low
    Kick--at that range, even the Elbow will not consistantly interrupt your Low
    Punch, so they will be forced to crouch and block--BOOM! Unleash the SgPlm or
    DbPlm for big damage! 
    The Low Backfist is also somewhat useful offensively, as long as you mix it
    up well enough that the enemy cannot anticipate it and interrupt (as it has
    slow execution); its main advantage is that it will float well on MC.
    If the LBF connects normally against a standing opponent, your options are
    many--if you chain into a SgPlm from the LBF, it will interrupt ANY attack
    they might try, and of course if this is blocked (which is possible), it is
    difficult to counter and you often have an opportunity to Throw. If the LBF
    is blocked, it should still be chained into a SgPlm, or if you're feeling
    lucky, a DbPlm or SRM float, all of which will, again, counter an attack they
    might try; in addition, if the enemy tries to continue ducking after blocking
    the LBF, these attacks will still hit them! Along with these follow-ups, you
    can also use a Mid GB if they like to block, and of course the almighty SPoD
    if you anticipate that they will continue to crouch (but of course you need
    to first master the SPoD).
    NOTE: in addition to these tactics, the Guard Break should be mixed in
    heavily. At high levels of play when you are sure you know what the enemy
    will do in response to your attack, the Guard Break should be used when the
    enemy blocks, and the SPoD should be used when the enemy ducks--of course,
    this is an IDEAL scenario, and you must be adept at performing the SPoD.
    There are certainly other options when the enemy blocks, like a Throw, and
    also other options when the enemy ducks--eg. DE stagger. The Guard Break is
    extra important in Akira's offensive tactic because you will not get a missed
    Throw animation if missed or blocked, but instead an Elbow or small Uppercut,
    with good recovery--and of course if they hit, they will not stun unless the
    enemy is blocking, but either way you're safe. The other key advantage is
    that the GBs are no longer Throws, so they cannot be broken :).
    I decided I might as well follow everyone else's format and write up a flow
    chart, which briefly outlines what I said above and is easier to read. NOTE:
    I must stress that all of these options may not pertain to your style of
    play; I would personally find it a miracle if I got one of my single Punches
    ducked and was able to react with a SPoD in time! These charts simply cover
    just about all options...
    Note: ... indicates that you should look at the flowchart of that move for
          more follow-ups. In the case of float moves (eg. D,f+P+K...) the dots
          refer to float combos.
    1.  Punch (enemy blocks)   -> G, d+P+G...
    2.  Punch (enemy blocks)   -> G, Throw
    3.  Punch (enemy blocks)   -> G, d+K (possibly MC) -> Throw
    4.  Punch (enemy crouches) -> DE...
    5.  Punch (enemy crouches) -> SPoD (!)
    6.  Punch (enemy crouches) -> Mid GB...
    7.  Punch (enemy crouches) -> m-SRM...
    8.  Punch (enemy crouches) -> DBC
    9.  DE (enemy blocks) -> GB...
    10.  DE (enemy blocks) -> Throw
    11. DE (enemy blocks) -> d+K (possibly MC) -> Throw
    12. LBF (no float)          -> SgPlm or DbPlm or SRM...
    13. LBF (enemy blocks)      -> SgPlm or DbPlm or SRM...
    14. LBF (enemy blocks)      -> SPoD (if they will continue to block Low)
    15. LBF (enemy blocks HIGH) -> Throw
    16. LBF (enemy blocks HIGH) -> GB...
    17. SgPlm (enemy blocks) -> Throw
    18. SgPlm (enemy blocks) -> GB...
    Some of these were borrowed from AM2's charts (thanks to Sitson Lee 
    <eflower@engsoc.carleton.ca> for translations).
    Defensive Rush Tactics:
    Against an offensive opponent, Akira does quite well. In addition to 
    anticipating and reversing (see Nailing Reversals below) the enemy's attacks,
    Akira has other great defenses. If you see the enemy using a close attack,
    blocking is not a big deal--after blocking, buffer in the DE or hold F and
    counter with a PK if it is a quick attack; or, the DBC or one of the Jump 
    Kicks if it is slower recovering. However, it is often better if Akira can
    anticipate and MC the enemy's attacks; as anyone says, the best defense is a
    good offense--even against offensive opponents, throwing out the DE or P,P
    works well to interrupt their attacks (esp. the DE, which will take out even
    Low fast attacks and often float).
    If the enemy consistantly throws high attack strings (eg. Pai/Lau), you have 
    plenty of time to counter with a Low Punch into a DbPlm or SgPlm (not as
    effective as in VF2 anymore), or one of the Palm techniques by themselves,
    but REMEMBER to try and hit them before their 3rd Punch, so in other words
    throw your MC QUICKLY! 
    The G-cancelled Punch can also be used to coax a missed attack; from 
    mid-range, throw some G-cancelled Punches, and when the enemy attempts to
    counter them with their long-ranged move, or they try to dash in and Throw,
    counter appropriately (or if you know what's coming, a reversal works too).
    See the Crouch Dashing, Evasion and Reversal sections for more info.
    -Nailing Reversals:
    There are many ways to anticipate and reverse an enemy's attack. The first
    and most obvious is if the enemy develops a pattern of attacks that you
    notice, and can anticipate in time to counter. For example, if the enemy
    likes to rush in with Punches, the b+P+K will frequently catch them
    The other big time for a reversal is if you see a move coming with obvious
    start-up that you can reverse (eg. Sarah's Lunging Sweep (d/f+K+G). As well,
    yet another anticipation reversal you can use is if you manage to block
    standing all 3 punches by Lau or Pai--if you block all 3, the opponent will
    tend to go for the Crescent Sweep finish (P,P,P,d+K) to try and catch you
    (unless they know you're anticipating the Sweep, in which case they'll Throw
    or kickflip). You can either duck and guard, which is possible because the
    Crescent Sweep doesn't come out fast enough, or you can immediately Low
    reverse it. Either way, the next time you block the Triple Punch, try for the
    Low reversal again. Note though that this isn't always guarenteed; if the
    enemy ANTICIPATES your anticipation :), they can throw out the b+K Kickflip
    finisher to nail you (also note that the last attacks in Pai/Lau's Triple
    Punch rushes are guarenteed if the Punches were a MC!)
    Another example of a reversal chance, is if you crouch once or twice in the 
    round and you find the enemy hitting you with a certain Mid-level move, 
    possibly a slow-starting move. The next time you crouch, quickly stand to 
    reverse the Mid-level move appropriately, which they will probably throw out 
    on reflex. This tactic is a sort of "conditioning" technique, which is 
    another way to land a reversal--it is to FORCE your opponent to throw out an 
    attack that you can reverse. For example: from a few steps away, throw single 
    Punches--this is for the most part completely safe, unless you are close 
    enough that the opponent, if possible, can reverse it (in which case, you're 
    too close :). Now, since the recovery of the Punch is fast, you will often
    have time to notice the enemy's counter, and reverse it!
    There are many more setups but all in all, the best way to land a reversal is
    to anticipate or NOTICE a slow-executing, reversable move. And REMEMBER, if
    the opportunity to counter with a powerful move is there, TAKE IT!
    Throw Setups:
    Akira has many opportunities to use his Throw techniques. The most obvious
    place is after the enemy has misses a slow-recovering attack (or you block 
    it). It is also possible to duck a high attack and Throw (with P+G, and 
    according to Steve Quinlan <quinlan@ug.cs.dal.ca>, you can also use the 
    Pull-in Headbutt, Inverted Bodycheck, Close-in Ram AND the RBC from a crouch, 
    but I think you have to return to N first), although IMO if you are in range 
    for a Throw when you crouch a High attack, than you are also in range to do 
    some MEAN damage with the SgPlm, DbPlm or the Shoulder Ram. 
    However, there are better places to use Throws. Basically, any time you are 
    close to a blocking opponent, its time to use a Throw. One example involves 
    the delayed DLC combo explained in the Moves Analysis--you can delay the DBC 
    in the DLC combo, and this may catch enemies who have blocked the first two 
    hits, or to nail them with a MC as they try to counter. However, if the enemy 
    learns fast and begins to counter and/or block the delayed DBC, try a 
    Throw! :) Another good way to get in a Throw is if the enemy blocks your DE,
    SDE, Single Punch, Punch-Body Blow or SgPlm; this CAN be avoided, but it is
    one of the possibilites (see Offensive Rush tactics above for more info).
    Another simple Throw opportunity is if the enemy blocks a single Punch, or
    even the P,P. It happens the easiest after a single G-cancelled Punch.
    Anywho, some Throws are good for one thing, some for anothe...
    About the Throws:
    1. P+G Reaping Throw and Punches- This Throw is best done when dashing in for
       surprise or to counter a missed attack, or after ducking a high attack 
       from close (but for both cases, IMO if you can get in a better ATTACK, do 
       so!) Also a good move if you anticipate the enemy going for a Throw of
       their own. Unfortunately, this does not allow even a Ground Punch.
    2. d/b,f+P+G Pull-in Headbutt- Also works after ducking attack (again, I must
       STRESS that you should use a powerful attack in this case!). This is also
       useful when dashing in to surprise the enemy. IMO you SHOULD go for this
       if possible when near the edge of the ring :). This is also a good move if
       a blocked attack recovers WITHIN Throw range (NOTE: depending on the move
       you have blocked, another buffered attack is definetely better, eg. DBC,
       DE, SJK or DBK). BTW, it is possible on slower opponents to connect with
       a Pounce after this.
    3. d/f+P+G Inverted Bodycheck- VERY fast Throw that also allows a Ground
       Punch for altogether great damage. Should be used in the same fashion as
       the P+G; IMO your best non-setup Throw.
    4. b,f+P+G Close-in Ram- Pretty much the same as the Pull-in Headbutt.
    5. P+G Elbow Rush Side-Throw- a good move to use when you Evade AND you're
       left close to the enemy. However, if you can get in one of Akira's 
       powerful attacks, go for it instead.
    6. d/b+P+G SpEx- Pretty much the same as the P+G and d/f+P+G, it can't be
       buffered out of a Guard and doesn't have any range, so only when your foe
       leaves themselves real close and blocking, or after dashing in to surprise
    7. b,d+P+G ST- Same as the SpEx, pretty much.
    8. b,d/f+P+G- IMO one of Akira's best counters to blocked attacks IF they are
       left within range, because it does 40 pts. of damage alone and allows much
       more. Lately I have been noticing that overall this isn't too useful a
       Throw, especially compared to VF2; this is because there are NO guarenteed
       follow-ups anymore... :(
    Escaping Throws:
    According to R.G.V.A posts and CreeD's Throwing FAQs, in order to escape from
    Throws you must input the FIRST and LAST motion of the joystick+P+G. For
    example, to escape Wolf's Twirl `n' Hurl (b, d/b, d, d/f, f+P+G), quickly tap
    b,f+P+G within the escape time (10 frames). To escape from P+G Throws (with
    no joystick motion), you hit P+G. When there is only ONE joystick motion, you
    break out of the Throw with the SAME motion. For example, to break out of
    Kage's Ten-Foot Toss (b+P+G), you must tap b+P+G. Finally, this single 
    joystick escape is also true for DUEL motion Throws. For example, to break
    out of Jacky's Trip-Hammer (f,b+P+G), quickly tap b+P+G.
    It is because of this technique that you MUST vary your Throws with Akira; if
    the enemy knows any of the motions for your Throws, they can and will break
    out--that is, unless you use a different Throw than they're expecting... MIX
    IT UP!
    Long-Range Fighting:
    Akira plays best at mid to close range; from a distance, try to get close
    with the f+E dashing, and be ready a Evade if they throw a linear attack;
    when within the range, use the SDE to get back into your groove.
    Evading and Dashing:
    With Akira, NEVER use the f,f or b,b Dash. Either use the Crouch Dash (see
    below), or the f+E or b+E--the latter because you can G-cancel them to stop
    quick, making them all-around more controllable and easier to attack with
    (although ideally you're gonna need fast fingers!) A useful offensive dashing
    technique is to move in with f+E, quickly G-cancel it when you get close, 
    then either Evade or hit b+E, and when their attempted counter comes out, hit
    'em from the side, or in the b+E case, a SDE or something else within range
    (just watch with the b+E against those with really long-ranged attacks, eg.
    Kage's f,f+P+K+G). When Evading, only go for the Side Throw if you are within
    range; otherwise when you Evade, you have a plethora of follow-ups. First off
    remember to ONLY use the Evade when attacking to Evade the enemy's attack;
    otherwise, a mobile opponent can tap G to align themselves with you, or track
    you with an attack string, OR hit you with a circular attack (eg. Crescent
    Kick). Now, once you have evaded, the DLC can connect nicely, as does a
    m-DbPlm. The Yoho or esp. SJK are good against slower attacks and you can
    follow with a float combo.
    NOTE: I tend not to Evade with Akira as much as I really should--for a 
    SHITLOAD more info, check out Steve Quinlan's <quinlan@ug.cs.dal.ca> Akira
    Evasion FAQ to learn a LOT about the subject.
    Crouch Dashing:
    An important part of offensive/defensive play for Akira is the Crouch Dash.
    To perform a Crouch Dash, tap d/f,D/F from a crouch (or, D,d/f,D/F). If done
    properly, Akira will perform a small sort of hop forward while still in a
    crouch. You must continue to hold the D/F until you see him start the dash,
    then you are free to move into any attack you wish. The Crouch Dash is most
    important because it will avoid high attacks and get Akira in there quickly;
    and, this helps even more because Akira has many powerful attacks started
    from a crouch, which can also be done out of the Crouch Dash. Once the Crouch
    Dash is started, quickly move the joystick the short distance to the D 
    position, and when the Dash is starting to finish, whip off the DbPlm, SgPlm
    or SRM for BIG damage up close as MCs! NOTE: when performing any of these
    moves out of a Crouch Dash, the are known as "modified" moves...
    You can no longer Crouch Dash backward as you could in VF2 :(. So for the 
    most part, use the Crouch Dash only to counter high attacks, along with the
    Dealing With Evasion:
    Against an opponent who Evades when you are NOT vulnerable, the single 
    easiest thing to do is tap G to align yourself with them. If you know what
    kind of attack they're gonna throw, you can try and reverse it, or block it
    if you're sure. IMO you should just immediately tap b+E to escape from their
    attack, OR you can Evade around them yourself and catch them by surprise.
    Unfortunately, Akira has no circular attacks, nor any REALLY long attack
    strings, but a P,P will actually track the Evading enemy for a short bit if 
    you start it as soon as they begin the Evade. An eBC can often catch them as
    well, though I'm not sure about the ideal conditions...
    Rising From Knockdowns:
    This is all anticipation; probably the best rising move you can use is to tap
    G, to roll to the side--this will sometimes avoid Pounces, in which case you
    can promptly counter with a Rising Heel Kick. To rise right away with the 
    Heel Kick or Rising Sweep is often foolish, as a good enemy will see them
    coming and reverse or MC it, putting you right back where you started. Only
    use the Heel Kick if the enemy is foolishly just crouching there in front of
    you, and only use the Sweep if they foolishly throw a high attack over your
    fallen body.
    NOTE: I am NOT an expert on the art of oki or okizeme, so I cannot even begin
    to talk on the subject, also because nobody here uses any form of okizeme :(,
    so I can't tell if I'm any good at it or not. The general consensus is that
    Akira is a horrible rising attacker, because of the recovery and telegraphing
    of his rising Slide... I dunno, really. There's more info on this on r.g.v.a
    and other FAQs...
    There are 3 basic types of "un-canned" combos in Akira's arsenal: Float or 
    juggle Combos (done after knocking the enemy into the air with a Floating 
    move, eg. Knee Strike), Stagger Combos (eg. hitting a crouching opponent with 
    a DE), and Throw setup combos (eg. after a RBC).
    Float Combos:
    Float combos are pretty important in doing big damage with Akira, allowing
    him to connect easily with attacks that already do major damage by themselves
    (eg. DLC) IMO the best time to use Float Combos are after Setup Throws, but
    they of course do work singularily. The following moves can float the enemy
    for a juggle:
    1. DE (f,f+P-usually only on MC)
    2. SDE (f,f,f+P)
    3. Knee Strike (K+G,release G)
    4. Yoho Uppercut (d/f,d/f+P)
    5. SRM (D,f+P+K)
    6. SJK (f,f+K)
    7. Shin Kick (SOMETIMES on a MC or after enemy's turned around)
    8. LBF (d/f+P+K on MC)
    Example Combos:
    NOTE: if the combo isn't working, then the conditions are not right. For
    example, combo #21 (Knee, DLC) will work on Light-weights, but on any other
    character you need either a downward slope or a MC.
    1.  DE or SDE (MC), SDE
    2.  DE or SDE (MC), DLC
    3.  DE or SDE (MC), DBC
    4.  DE or SDE (MC), eBC
    5.  DE or SDE (MC), m-DbPlm
    6.  DE or SDE (MC), d+P,DbPlm
    7.  LBF (MC), SRM, DBC
    8.  LBF (MC), K+G,rel G,DBC
    9.  LBF (MC), SRM, DJK
    10. LBF (MC), SRM, d+P,DbPlm
    11. LBF (MC), SRM, SDE
    12. LBF (MC), DLC
    13. LBF (MC), m-DbPlm
    14. d/f+K (MC), DLC
    15. d/f+K (MC), SDE
    16. d/f+K (MC), m-DbPlm
    17. K+G,rel G (MC), DBC
    18. K+G,rel G, d+P,DbPlm
    19. K+G,rel G (MC), DJK
    20. K+G,rel G, SDE
    21. K+G,rel G, DLC
    22. SRM, DLC
    23. SRM, DBC
    24. SRM (MC), DJK
    25. SRM, d+P,DbPlm
    26. SRM, SDE
    27. SRM (MC), P,G, d/f,d/f+P
    28. SRM (MC), DFS :)
    29. SRM, eBC
    30. Yoho, Yoho
    31. Yoho, DLC
    31. Yoho, m-DbPlm
    32. Yoho (MC?), DFS :)
    Stagger Combos:
    When you hit a crouching opponent with the following attacks:
    1. DE (f,f+P)
    2. SDE (f,f,f+P)
    3. Shin Kick (d/f+K)
    4. Elbow (f+P)
    What will result is a stagger. When the enemy is staggered they cannot block
    or throw any attacks, allowing you a quick follow-up. A good follow-up is a
    DE, for example. It is also possible to follow a stagger with a Throw, but it
    is impossible to Throw DURING a stagger animation--however, you can time it
    properly so the Throw catches them AS they recover from the stun animation...
    Example Combos:
    1.  DE or SDE (stagger), SDE
    2.  DE or SDE (stagger), PK (hold F for PK)
    3.  DE or SDE (stagger), m-SgPlm
    4.  d/f+K (stagger), PK (hold F for PK)
    5.  d/f+K (stagger), d/f+K
    6.  d/f+K (stagger), SDE
    Throw Setups:
    The following Throws will allow Akira to follow with a combo:
    1. ST (b,d+P+G)
    2. SpEx (d/b+P+G)
    3. RBC (b,d/f+P+G)
    4. Guard Break (d+P+G or f+P+G)
    After the Stumbling Trip (your best setup Throw option), guarenteed attacks
    (or somewhat guarenteed, anyways) are the SDE, SgPlm, DbPlm, or SJK float.
    Remember to start the motions DURING the last animations of the Throw move. 
    After the SpEx, quite a few things will connect: the DbPlm connects VERY well
    if you buffer the motions (see DbPlm section), as well as the SJK after
    a short dash; the Yoho surprisingly connects quite well against opponents who
    do anything but dash away. You can also try the StPlm--hell, basically
    anything after the SpEx (however, IMO the DbPlm works best).
    After either GB, a SJK with a slight dash is guarenteed, followed by a
    juggle. Or, a DbPlm or SgPlm...
    After the RBC, the single best follow-up is the SDE, however even this can
    be Evaded. Altogether the RBC seems kinda useless IMO.
    Example Combos:
    1.  GB, SJK, DLC
    2.  GB, SJK, m-DbPlm
    3.  GB, SJK, DFS
    4.  GB, DbPlm
    5.  GB, SDE
    6.  GB, SPoD (WALL :)
    7.  GB, SJK, d/f,d/f+P, DLC (slope!)
    7.  ST, SJK, DLC
    8.  ST, SJK, m-DbPlm
    9.  ST, SDE, DLC
    10. ST, SDE, SJK
    11. RBC, SDE, DLC
    12. RBC, SDE, DFS
    13. RBC, SDE, DBC
    14. SpEx, d/f,d/f+P, DLC
    15. SpEx, d/f,d/f+P, DJK
    16. SpEx, SDE, DLC
    17. SpEx, d/f,d/f+P, d/f,d/f+P
    18. SpEx, K+G,rel G, DJK
    19. SpEx, DJK
    20. SpEx, SDE, m-DbPlm
    21. SpEx, SDE, StPlm
    22. SpEx, auto-DbPlm (guarenteed! See DbPlm section)
    23. SpEx, SJK, DBC
    24. SpEx, SJK, DLC
    Vs. Kage:
    Kage has quite a basic, yet effective offense, revolving around Elbows and
    single/Double Punches. For this reason, he can often resort to Punch or Elbow
    patterns, giving you a reversal with anticipation. Still, the offense is
    quite effective; he'll come in with a Double Punch--if you duck, he G-cancels
    and Elbows to stagger you. If you block the Double Punch, he'll attempt
    either a Throw or d/b+K Scissor Tackle. If you find he uses the latter often,
    you can usually reverse it. From mid-range is where you are best to fight,
    and always resort to the LBF or DE for an interrupt to his offensive
    Another offense he may attempt is with the Helix; if the Helix is blocked, it
    is fairly difficult to counter, and he can then follow with a Throw or d/b+K.
    If it is ducked, the recovery is fast enough that he can try for an Elbow
    stagger, however IF you anticipate the Helix, you can duck under it and you
    usually can get a counter in at first. If you do block it, counter his
    follow-up accordingly (eg. Low reversal, Throw escape, or E and counter).
    As for offense, that is where you want Kage. Keep him back, so that he can't
    use the Elbow  and Punches offensively. Don't get predictable with a Punch
    rush, because he can reverse it just as easily as you can. Stick to the DE
    offense, and the ONLY thing that can defend against your follow-up is Kage's
    single Punch--which means, once the enemy realizes that their Punch is fast
    enough, start ducking after the DE is blocked. Accordingly, once he starts
    ducking, it's time for a DE/SDE stagger or SPoD! :)
    The LBF rush will work with a fair bit of effectiveness here as well, but
    beware of a Side Kick interrupt.
    Things to remember/look for:
    -anticipate a series of G-cancelled Punches -> reversal, m-DbPlm or m-SRM...
     or m-SgPlm, or eBC
    -anticipate Punch rush (eg. PPP) -> same as above
    -anticipate Helix (b+P) -> QUICKLY duck for SRM... or DbPlm, or attempt
    -anticipate Thunder Dragon -> block low (especially if far away), SJK float!
    -block Kickflip -> SDE... or SJK float.
    -block Reverse Kickflip -> SJK float!
    -Popular Throw Escapes:
     1. b+P+G (TFT; obviously!)
     2. f+P+G (Flip-over, or Reaping Throw) 
     3. d+P+G (Flipping Stomp)
    Vs. Wolf:
    Gamest Mook ranked Wolf #1 in VF3, and although I'm not sure of the #1, I do
    agree that he is EXTREMELY powerful. A good Wolf will use a basic mix of
    reactionary d+K (MC) -> Throw and the b,f+P+K Short Shoulder. Akira
    fortunately can reverse the Low Kick, so that does make it a little more
    challenging for the wrestler. Whenever you anticipate a Low Kick coming for a
    Throw (provided you're not in the middle of a move, of course), hit d+P+K.
    At its basic level, Wolf's offense will focus on the d+K, and when you begin
    to duck to block it, he will switch to the Short Shoulder for a major float
    combo. The Short Shoulder is also unreversable :(. Other options available to
    Wolf players are a Low Throw when you duck (escape!) or d/b+P, which will
    bring you to standing for a Throw. Above all else, stay on the move when he
    comes at you; mix in the occasional Evade with backward dashing, to avoid
    both the Short Shoulder and d+K, and hopefully counter with the SDE... the
    Low reversal will make the enemy slightly more weary of Low Kicking all the
    When going offensive, you put Wolf where you want him. Above all else, do not
    rush in with High attacks (eg. Punches), because he will d+K MC that, or he
    will Crouch Dash+Steiner Screwdriver, either way giving you one hell of a
    headache. He also has some fast counters to deal with Low and High attacks,
    being b+P, and d/f+P+K and d/b+P respectfully. Focus on the DE offense,
    mixing in the OCCASIONAL LBF for variety. When the DE is blocked, he may
    attempt a Throw (being his best option) or a Short Shoulder, interrupt, so
    for either of these, Evading and countering is a great tactic. See flow
    Things to remember/look for:
    -Anticipate G-cancelled Punches -> reversal, m-DbPlm or m-SRM... or m-SgPlm,
     or eBC
    -block f+K+G or Knee or Short Shoulder -> f,f,f+P, or possibly Throw escape,
     or eBC
    -anticipate Low Kick -> reversal, or block Low, DbPlm or SRM... or SgPlm, or
     dash back
    -anticipate Shoulder Ram -> DUCK, SJK...
    -Popular Throw Escapes:
     1. b,f+P+G (Twirl `n' Hurl)
     2. f,b+P+G (Arm Swing)
     3. d/f+P+G (Steiner Screwdriver or Body Slam) 
     4. d/f+P+K+G (Low Throw)
    Vs. Jeffry:
    Similiar to Wolf, but not as intensely, Jeff will often use the d+K in hopes
    of a MC, so keep your Low reversal handy. His offense at its best revolves
    around the DE(U)--if you block, he will G-cancel the DE and Throw. If you
    duck, it will stagger for either a Throw or combo. It is also possible,
    wether the DE hits or you block it, to delay the Upper; be ready for this,
    and you will easily be able to reverse it. Basically, after blocking the DE,
    you have to know what's coming; a USUALLY safe move is to simply evade, but
    again mix this in with other ideas, because once he catches on, he will be
    able to counter your follow-up attack.
    When going offensive, Jeffry will either try for a Crouch Dash+XPD, or a Low
    Kick counter. As with Wolf, refrain from using an abundance of High attacks,
    and focus on your DE; if it is blocked, try not to use a High follow-up,
    because Jeffry can then do the d+K or Crouch Dash. Most of Jeffry's moves are
    slow enough that the DE will interrupt often...
    Things to remember/look for:
    -Anticipate DE -> reversal, possibly Evade
    -block DE(U) -> try for Throw or attempt to counter his follow-up accordingly
    -block DE, anticipate Upper -> reversal, or Evade, or eBC
    -block DE, anticipate Throw -> Throw escape, or duck
    -block DE, anticipate Low Kick -> low reversal, or Low block,
    -block Knee or Kenka Upper -> counter with f,f+P... or DBC, or eBC
    -If hit by Hell Dunk Hammer -> enter Low Throw escape, or struggle
    -anticipate Low Kick -> reversal or Low block,DbPlm/SgPlm/SRM...
    -After Box Throw: try d+P to counter sometimes, or try Evade...
    -Popular Throw Escapes:
     1. d/b+P+G (Box Throw)
     2. d/f+P+G (XPD, Tackle `n' Grind)
     3. f+P+G (mostly Power Slam or Frontal Backbreaker, also Grabbing Heabutt
        and Machine Gun Hammer!)
     4. d/f+P+K+G (Low Throw Power Bomb)
    Vs. Lau:
    He will mix up High and Mid-level moves like nothing. His most useful rush
    starts with his DnKn (d/f+P); if you block it, he will chain into one or two
    more Punches, G-cancel and then either Throw you or hit you with f,d+K. Your
    b+P+K reversal thankfully limits many of his rushes, since they all start
    with High reversable hand attacks. He will have to mix in the Elbow-Palm or
    Side Kick offenses as well, so the Mid reversal can be used too. Altogether
    his rushes are extremely hard to deal with when you block or duck them, so
    you have to try and counter them before they get to you. Again, your
    reversals help a lot here, and you can counter High Punch rushes with a m-SRM
    or m-DbPlm, etc... As for the other offenses, the eBC seems to work often. :)
    For the most part the best way to beat Lau is to force him on the defense,
    where he plays the worst. Mix in your DE and LBF rushes, both of which cannot
    be easily interrupted with his devastating UpKn floats. Often when Lau blocks
    your attack, a b+P+K reversal will catch his counter (until he catches on to
    this of course...)
    Things to remember/look for:
    -Anticipate d/f,d/f+P -> reversal
    -Block PPP or DnKnPP rush -> Throw escape or duck if you anticipate Throw, or
                                 block Low reversal if they like f,d+K
    -anticipate b,b+P -> P ! DE will probably work here too.... (additions?)
    -block d/f+P+K -> f,f+P..., or eBC (do not try Throw, not guarenteed!)
    -starts PPP rush -> reversal, or m-SRM.../DbPlm/SgPlm, or eBC
    -block f,d+K -> DbPl/SgPlm/SRM...
    -Popular Throw Escapes:
     1. f+P+G (Neck Drop, or Overhead Cannon) 
     2. d/f+P+G (Flipping Back Slam) 
     3. d+P+G (ST)
    Vs. Pai:
    A popular offensive move for her is the LBF (d/f+P), which hits Low; if this
    hits normally, she will most likely chain into up to Punches, and if you
    block these standing, she will G-cancel and Throw, or start the rush over. If
    you block this Low, she will continue into the P-Upper. a Fast Mid-level will
    often interrupt the LBF, so obviously a DE is a great defense if you
    anticipate this rush. If the Punches are blocked, you can attempt a Throw
    escape or Low reversal accordingly, but do not try and Evade, because if the
    canned Punches don't track you, the Crescent Kick will!
    Like most fighters, she has useful counters for High attacks, as well as
    reversing ability rivaling your own. It is IMPERITIVE that you mix up all of
    your offensive rushes, so that she does not see the DE/LBF/PUNCH/Shin Kick
    coming and reverse it. Follow your flow charts and again, because of her
    reversal ability, to not become predictable with your follow-ups.
    Things to remember/look for:
    -Anticipate LBF -> reversal, or DE or Shin Kick interrupt FAST, or eBC
    -block LBF-Punch -> Throw escape if you know she likes to Throw, or d+P+K if
     she likes Low attacks here.
    -starts PPP rush -> reversal, or m-SRM.../DbPlm/SgPlm, or eBC
    -block Low Kick or Double Low Kick -> reversal... or block Low,
    -Popular Throw Escapes:
     1. f+P+G (mainly for Spinning Elbow, but also escapes Overhead Cannon,
        Roll-over Slam, and Reaping Throw-Punch!)
     2. d+P+G (ST)
     3. b+P+G (DDT)
    Vs. Sarah:
    A crouchers nightmare, you should try and remain standing often, as it limits
    her offensive capabilities. She must then rely on simply G-cancelled Punch
    rushes and the occasional Elbow--most of her other moves are not safe here.
    Reversals will therefore work well on her rushes, and the eBC works well here
    When going offensive, she can counter your High rush with the Dragon Cannon,
    but blocking or Evading seem to be her only true options. f+P+K,P,P is your
    best rush here.
    Things to remember/look for:
    -Anticipate Lunging Sweep -> reversal, or block low, DbPlm/SgPlm/SRM...
    -Punch Rush coming in -> reversal, or m-SRM.../DbPlm/SgPlm, or eBC
    -block any Knee move -> f,f+P... or b,f+P
    -block d+K,K -> try for Throw, or f,f+P...
    -Popular Throw Escapes:
     1. b+P+G (Lightning Knee Smash)
     2. f+P+G (Scissor Grab or Clothesline)
    Vs. Lion:
    He'll be pecking like hell at your ankles, so good counters to his atttacks
    Low reversals, or blocking Low and m-SgPlm/DbPlm/SRM. SOOOO many Lion scrubs
    around here, I have yet to play a good Lion, so I know little in this
    deparment (additions?)
    Things to remember/look for:
    -Anticipate Double Low Kick or Low Pecks: reversal, or block low,
    -Block Double Low Kick or Low Pecks: reversal, or block low,
    -Punch Rush coming in -> reversal, or m-SRM.../DbPlm/SgPlm, or eBC
    -Popular Throw Escapes:
     1. f+P+G (Kickflip Throw, Leap Back Kick, Smack-away)
     2. d/f+P+G (Crotch Slide)
     3. f,b+P+G (Frontal Piggyback)
    Vs. Shun:
    He will mix attack levels quite a lot when going offensive, so often it is
    best yourself to be on the offense. Evading or the eBC often helps against
    him too, especially when you anticipate a move like the Chouwan Upper, which
    is linear. Remember that he will commonly go for P+G when he's not drunk, and
    d/f+P+G when he is...
    When you go offensive, Shun can quickly evade/back Dodge/forward Dodge just
    about anything, so be unpredictable, especially with different ranges (eg. DE
    then SDE or Shin Kick...)
    Things to remember/look for:
    -Punch Rush coming in -> reversal, or FAST m-SRM.../DbPlm/SgPlm, or eBC
    -Block low attacks -> reversal, or block low, DbPlm/SgPlm/SRM...
    -Block f+P+K close -> counter with f,f+P... or eBC, or try for a Throw
    -Block f,f+K -> Throw, or anything else fast
    -Popular Throw Escapes:
     1. P+G (Dances with Elbows)
     2. d/f+P+G (Overhead Flip)
    Vs. Aoi:
    She will persistantly peck you with f+P+K and PPP rushes, and remember that
    if the f,f+P+K Helix will guarentee a Throw if it hits as a MC. Overall,
    Evading is not too good an idea, as she can catch you with the Sweep. Your
    b+P+K reversal is probably the most useful defense, especially against Aoi's
    who like to delay the attacks in f+P+K,P+K or f+P,P, etc... Try not to fall
    for her patterns; for example, one of her best offenses is to condition you
    into block or reversing her Sweep, then the next time around G-cancelling it
    and countering during your missed reversal or Low Throwing you...
    When you offensive, remember that she can reverse as well as you, so continue
    to mix up the DE, LBF and Punches so she cannot anticipate well. Like Pai she
    will probably be looking to reverse after blocking your offensive rush, so
    switch around your follow-ups.
    Things to remember/look for:
    -Punch Rush coming in -> reversal, or FAST m-SRM.../DbPlm/SgPlm, or eBC
    -block f+P+K or f+P+K,P -> Throw
    -block Low Sweep -> reversal, or block low, DbPlm/SgPlm/SRM...
    -notice G-cancelled Sweep -> f,f+P, or Evade/dash back
    -anticipate Helix -> duck and counter, or reverse
    -Popular Throw Escapes:
     1. u+P+G or d+P+G (Multi-Throw)
     2. f+P+G (Crouch Dash Aiki Throw)
     3. d/f+P+G (Snake Twist)
     4. d+P+K+G (Low Throw)
    Vs. Jacky:
    As with Lion, I've played nothing but Jacky scrubs who love his Beat Knuckle
    and KK entirely too much. Easy to counter (additions?)
    Things to remember/look for:
    -Popular Throw Escapes:
     1. d/f+P+G (Hanging Knee)
     2. b+P+G (Trip Hammer)
    Vs. Taka:
    Not much VERSUS him, but I do play as him... both of his best attacks are
    double-handed techniques, so don't expect a lot of reversals. Basically a lot
    of Throw escaping and Evading (or eBC) when you block his f+P, d/f+P, or
    f+P+K,P,P. Not much else to say really. Like the rest of the fighters with
    "regular" Knees, if you hit Taka with your Knee as a MC, a Throw is
    guarenteed; however, I cannot get off the Knee consistantly so I cannot
    comment on this (additions?)
    Things to remember/look for:
    -Popular Throw Escapes:
     1. b,f+P+G (Head Rocker)
     2. f+P+G (Multi-Throw Grab)
     3. d/f+P+K+G (Low Throw)
     4. b+P+G (Sumo Toss)
    Thanks to Jason "Deal with it!" Jamieson (cka@efni.com) using Kage, James
    using Aoi, David w/Wolf, "Mustache Man" w/Sarah, Jamie w/Shun Di and that 
    dude with beard who works at Happy Man (using Taka) for giving me what 
    little human competition I had! Also thanks to Sega and AM2 for ANOTHER great
    VF installment (I still say they don't beat out Street Fighter though!). Also
    thanks to the following FAQ writers/contributors:
    -all the great Akira sites on the net for tactics and combos (go to my
     homepage (URL below) for links to those sites!)
    -Steve Quinlan <quinlan@ug.cs.dal.ca> for his awesome Akira FAQs
    -Sitson Lee <eflower@engsoc.carleton.ca> for translating AM2's tactics
    -CreeD <meshe@clinic.net> for his awesome Throwing FAQ
    -Dodee (Steve Hamilton) <steveh@ime.net -=or=- dodee@vfhome.com> for his
     thorough VF3 moves list and co-maintaining THoVF (www.vfhome.com)
    -Lars for co0maintaining the awesome HOME OF VIRTUA FIGHTER; GREAT site! 
     (http://www.vfhome.com) LET'S GET IT BACK UP AND RUNNING GUYS! :)
    This and many other FAQs can be found at my homepage: 
    Feel free to e-mail comments, suggestions and ESPECIALLY corrections 
    to: tigeraid@geocities.com
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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