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    Akira by SQuinlan

    Version: 1.1 | Updated: | Search Guide | Bookmark Guide

    			AKIRA YUKI Combo FAQ version 1.1
    			by: Stephen Quinlan
    Updates (1.1): More combo's added to each section. General corrections of 
    typo's. More explanations.
    1) Basic Moves
        i) Abbreviations used
    2) Special Move Explanations
        i) SPoD
        ii) DLC
        iii) Knee
    3) Combos
        i) Low Palm Initiator
        ii) Surprise Exchange Initiator
        iii) Stumbling Throw Initiator
        iv) Reverse Body Check Initiator
        v) Break Guard/Stance Initiator
        vi) Major/Minor Counter, Stagger/Float  Initiators
    4) Throws as Mix-ups
    5) Throws - On they're own.
    6) Reversals
    This FAQ was written on the basis that there is a distinct lack of FAQ's being 
    circulated at the moment. Also, a request was issued by THoVF for the production 
    of some VF3 FAQ's in order to start VF information circulating again. This FAQ 
    is by no means complete in its content, and is very much open to revisions and 
    additions. Enjoy!
    This FAQ  assumes that you are already familiar with the basic movelist for 
    Akira. So i will simply give abbreviations here for some of the common terms. A 
    complete list of moves along with frame rates, damage, and reversal level can be 
    found at THoVF.
    i) Abbreviations
    Guard = A          Dash = d                                 Bodycheck = BC     
    Crouch = c
    Punch = B         Major Counter = MC                 Single Palm = SgPlm
    Kick = C            Minor Counter = mC                 Double Palm = DbPlm
    Evade = E          Reverse Bodycheck = RBC      Standing Palm = StPlm
    Low Palm = LPlm         Single Jump Kick = SJK        Double Jump Kick = DJK
    Stumbling Throw = ST   Super Dashing Elbow = SDE     Surprise Exchange = SpEx
    Low Bodycheck = LBC   Stun Palm of Doom = SPoD   Dragon Lance Combo = DLC
    2/3 = Perform only the first two parts of the 3 hit combo listed.
    b = tap backwards    f = tap forward    d = tap down    d/f = tap down/forward 
    d/b = tap down/back diagonal       
    Note: Capitalized versions of the direction commands mean HOLD in that 
    2) Special Move Explanations
    This section will give an explanation on how to perform some of Akira's more 
    "complex" moves. ie timing and controller manipulations.
    i) SPoD (Stun palm 'o DOOM)
    This move requires quite a bit of practice to be able to do consistently. Now, 
    even more so since the initial hit (stun palm) can be blocked. This can make 
    things frustrating since a lot of the time the combo will be stopped by a block 
    and you won't know if you had the timing right or not!
    a) A+B+C : punch, kick, and guard are pressed simultaneously to do a stun palm. 
    This is a somewhat slow attack, 19 frames to do, so you must do it ONLY when you 
    have a clear opportunity. ie after a missed/blocked attack or throw. The palm is 
    also a "high" attack and can be reversed.
    b)  b, d/f +B+C : The RBC motion. This is by far the hardest part in getting the 
    SPoD. To get the correct timing, you must be pressing the d/f +B+C portion of 
    this move when the stun palm CONNECTS with the opponent. Be sure not to OVERLAP 
    the b motion with pushing A+B+C or it will not work! ie let go of A+B+C before 
    you start the RBC.
    c) d, b+B or d, f+B : Special double palm. This is the easiest part (relatively) 
    since you have quite a bit of time to do it in. To do this part correctly, 
    simply enter  the commands for the DbPlm WHILE THE ANIMATION OF THE RBC IS 
    SHOWING. Two motions will give you the DbPlm, find which one is more comfortable 
    for you. The SPoD can now be done when the opponent is crouching. IT CANNOT BE 
    ii) DLC (Dragon Lance Combo)
    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! )
    iii) Knee
    This is a tough move to get consistently and many people will give it up 
    thinking its too hard for only 30 points of damage, when a SJK does the same 
    amount and is easier to do!
    Maybe so, but i've found that the knee floats higher, and doesn't "push" the 
    opponent quite so far away as an SJK in the same situation.
    The motion seems simple enough; A+C , release A. But, the A button must be 
    released in 1/60  of a second! Sounds impossible, but its not too bad with a 
    little practice. Here's how i do it:
    With my index and middle finger bent/curved slightly i place them over the A and 
    C buttons. Using my elbow, i lower my arm down fairly quickly. When my fingers 
    come into contact with the buttons i quickly "flick" my wrist to the right. This 
    motion causes my index finger to lift off the buttons before my middle finger 
    giving me a quick tap of the A button while my middle finger is still hitting 
    the C button. DON'T hit the buttons hard of you won't get it.
    3) Combo's
    Many of the combo's will become easier to do once you get used to the timing of 
    the individual moves. Most require a small bit of buffering but nothing too 
    serious. Also a lot of these combo's would be better called "strings" since they 
    depend on how quick you are and how aware and fast your opponent is. Damages as 
    well as frames are not listed, but if required are easily calculated. Some of 
    these combo's are easy to pull off, while others have some difficult timing. 
    Most of these combo's depend on the opponent floating, so many of these combos 
    may not work on TAKA-ARASHI.
    i) Low palm initiator (d/f+B+C): Some of these combo's require the LPlm to be a 
    LPlm, LBC, BC
    LPlm, knee, BC
    LPlm, LBC, DJK
    LPlm, LBC, low puch, DbPlm
    LPlm, knee, DJK
    LPlm, LBC, SDE
    LPlm, LBC, 2/3 DLC
    LPlm, LBC, DLC (LBC must be a MC)
    LPlm, knee, SDE
    LPlm, knee, 2/3 DLC
    LPlm, Yoho, DLC (yoho buffered as Akira is starting to stand)
    LPlm, Yoho, knee
    ii) Surprise Exchange initiator: The success of these combo's depend on howfast 
    you and your opponent react to the SpEx. If your oppopnent Evades from your 
    SpEx, they will turn around and can block your combo. Use a throw instead.
    SpEx, yoho, DLC
    SpEx, knee, DJK
    SpEx, DJK
    SpEx, knee, BC
    SpEx, DLC
    SpEx, SDE, STplm
    SpEx, DbPlm
    SpEx, SJK, BC
    SpEx, SJK, DLC (*)
    SpEx, low kick, knee, BC
    SpEx, low kick, SJK
    (*) = A SJK from behind is a powerful move with big float capabilities. However 
    weights of characters do affect this. This combo may not work on Heavy Weights.
    iii) Stumbling Throw initiator: These are pretty much guaranteed unless your 
    opponent is right on top of things with dodging and blocking.
    ST, d-knee, BC
    ST, d-knee, SJK
    ST, d-knee, b, c
    ST, d-knee, DJK
    ST, 2/3 SPoD, mid kick, d-knee, SJK
    ST, 2/3 SPoD, mid kick, d-knee, BC
    ST, 2/3 SPod, DLC *
    ST, d-knee, knee
    note: the combo's containing 2/3 spod were done in VF2! They are much more 
    difficult to get off in VF3 due to the SPoD being blockable. The opponent may 
    also be able to struggle out of the ST.
    * : The RBC from a 2/3 SPoD doesn't "push" the opponent away as much as a 
    regular RBC so Akira is in range for a DLC without having to dash in. This may 
    vary on lighter characters like lion, pai, or shun. I've found this out by me 
    and a friend having  vs. practice matches. So this may not even hit at all if 
    the opponent is struggling! 
    iv) RBC initiator: Again these depend on how fast your opponent responds to the 
    RBC and how fast you are. RBC, SDE , XXX combos are no longer guaranteed in VF3.
    RBC, SDE, BC
    RBC, SDE, knee
    RBC, SDE, 2/3 DLC
    RBC, d-knee, knee
    RBC, d-knee, BC
    RBC, d-knee, SJK
    RBC, mid kick, d-knee, BC
    RBC, SDE, DLC (MC needed from SDE to float high enough?)
    v) Break Guard initiator (f +A+B, d +A+B): These combo's are very much dependent 
    on opponent response time, so they are best used sparingly. Just use them to mix 
    things up when your opponent is expecting something else. (ie a  delayed BC 
    after a 2/3 DLC etc..)
    Akira recovers faster from the d+A+B (1-2 frames) but it is slower to come out.
    BG, d-knee, BC
    BG, d-knee, DJK
    BG, d-knee, SDE
    BG, d-knee, low punch, DbPlm
    BG, d-knee, knee
    BG, yoho, B, A, DLC - yoho must float up to about Akira's shoulder.
    BG, SPoD - against wall. (*)
    BG, DJK, BC - against wall (*)
    BG, SJK, B, A, DLC - SJK must float up to about Akira's shoulder.
    (*) When a BG is done to an opponent against a wall the character will go 
    through the typical "stagger" animation but WILL NOT BE PUSHED AWAY. This makes 
    it quite easy to get combo's that would normally push opponents away too far.
    vi) Major/ Minor counters, Staggers, Floats
    c-knee (MC), BC
    c-knee (MC), low punch, DbPlm
    c-knee (MC), DJK
    Low punch (mC), c-knee, DJK
    Low punch (mC), c-knee, BC
    Low punch (mC), c-knee, low punch, DbPlm
    SDE (float) , knee
    Mid kick (stagger), B, C, d-knee, BC
    Mid kick (stagger), B, C, d-knee, DJK
    note: forward must be held for the B, C hits to increase the range.
    SDE (stagger), knee (stagger), knee (stagger), BC  (TAKA-ARASHI ONLY)
    Note: In combos where a BC is listed, an eBC (b,f+B+C+E) can be substituted.
    4) Throws as Mix-ups
    Throws are very useful for surprising your opponent. Especially if they are 
    expecting you to do a certain combo. Remember to keep an eye on your stance and 
    to know which moves will change your stance.(eg open stance-> knee -> closed 
    stance) Some examples of  "mix-ups" follow.
    i) If you use the 2/3 DLC, 2/3 DLC w/ delayed BC a lot from the front, people 
    will  find some nasty defenses against it and quick! One thing to do is to go 
    for a throw.(note: DLC shouldn't be used from the front unless you know it will 
    hit. ie mC or MC. The BC can be blocked pretty easily and you'll pay if it is!)
    eg. instead of having your opponent block the delayed BC after a 2/3 DLC, if you 
    are CLOSED stance before you start the combo, do a throw after the elbow 
    instead. An RBC is nice since you can combo off of it for nice damage.
    eg. If you do a combo that involves a knee from the front and your opponent 
    blocks it, go for a throw once and a while instead of attacking again. If you do 
    this occasionally vs. following up with an attack your bound to catch a blocking 
    opponent. This will work on an opponent who was OPEN stance prior to the knee.
    ii)  You are bound to have people expect certain combo's. If this occurs, only 
    partially do the combo and then back away. Then you will have a good chance of 
    countering or reversing an attack from your opponent that was meant to interrupt 
    your combo.
    eg. instead of a LPlm, LBC, etc.. combo, do a single LPlm and back away!
    5) Throws (Used Alone)
    Akira has 7 throws total.
    1) RBC  (b,d/f+A+B) (opp.standing) - can be done when you are crouched.
    2) Pull in - Push out (d/b,f+A+B) (opp. standing) - can be done when you are 
    3) Close-in-Ram (b,f+A+B) (opp. standing) - can be done when you are crouched.
    4) Trip w/ punches (opp.standing)
    5) Side Throw (opp.standing side facing you)
    6) Behind Throw (opp. standing, back facing you)
    7) Inverted BC (d/f+A+B) (opp. standing) - can be done when you are crouched.
    Throws 1,2,3 are best done by buffering them in during an attack that has been 
    blocked, while throws 4,7, are used for the quick dash in move and are mostly 
    used as "mix-up" throws. Throw 5 is done after you dodge an attack. Make sure it 
    is a high commitment move that only hits once. eg Akira's SgPlm(D,f+P). Throw 6 
    is virtually useless since its a behind catch throw; too slow to even consider 
    Throws 1,2,3,7 can also be done to a standing opponent when  akira is in a 
    crouched position. While you are crouched, enter the move. Before you stand up 
    fully, you'll be doing the throw! Nice for countering a ducked attack.
    6) Reversals
    Reversals can't be used in combo's per se, but they can be incorporated, 
    especially if you realize that you messed up a combo before the opponent 
    SpEx, Reverse TT attack.
    2/3SPoD, Reverse TT attack
    Its pretty hard to do these reversals unless planned. And even then you have to 
    get the correct attack level. However, most opponents will do a high TT attack 
    when they realize that there was only a 2/3 SPoD. 
    This is the end of my Akira FAQ. Any Questions, Comments, Additions, or 
    Corrections can be mailed to me.

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