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