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Akira Tactical Guide by Shiwapon

Discussion in 'Akira' started by Setsuna_x, Oct 7, 2024.

  1. Setsuna_x

    Setsuna_x Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154018

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [My Japanese isn’t so great, but I used a google translate rough draft with my own knowledge of Japanese and a lot of help by Jimi Claymore ]

    Akira Tactical Guide

    I don’t know any combos, so please look those up online



    ● Main techniques


    P

    A punch with a 12F start-up.

    Even if it's guarded, Akira has a 2F advantage, 66P or 3P can't interrupt you if you follow up with the second P

    If it's a guaranteed counter, completing with a PK will grant damage and 4F advantage.


    2P

    A crouching punch with a 12F start-up.

    Useful for quick pokes.

    When it hits, you have a 4F advantage, so moves like 666P can't be interrupted.


    66P

    A mid-level attack with a 13F start. Commonly known as DE (Dash Elbow).

    Due to input issues, it tends to start on 14F (it takes 1F to do 66)

    It has a relatively long reach, and is one of Akira's best moves to punish backdash.

    It gives you advantage on hit, so 66P into 666P can’t be interrupted.


    666P

    A mid-level attack with a start-up of 15F. Commonly known as SDE (Super Dash Elbow).

    This is a powerful move that can be comboed on counter hit and can be fuzzied on block.

    It looks like it has a long reach because it charges forward, but it is surprisingly vulnerable to backdashes.

    If you stretch 666 when you do it, it is easier to catch a backdash.


    46P

    A high hitting 14F combo starter.

    Even if this move is blocked, Akira has a 1F advantage.

    If it hits, you can combo, but if it's blocked, you can continue to attack and can't be interrupted by 2P or other moves.

    It's not only a guaranteed counterattack, but it's also good to use casually.


    33P

    A mid hitting 18F combo starter.

    It's great for dealing big damage, so use it when you're predicting a throw or when you're sure you'll get a counterattack.

    It's pretty high committment, with 15F disadvantage on block.

    If you're confident in your inputs, it's also recommended to abare with K+G (release G on the 1F). That is a 13F disadvantage even if blocked, so you won't get hit with a painful counterattack.


    2_3P+K

    A technique that makes it easy to crush opponent's attacks. Commonly known as Shoulder ram.

    Because it's an attack from a low position, you can avoid the opponent's high attacks, but for some reason it's a brutal technique that is often missed by mid-level attacks as well.

    The opponent will stagger after it hits, so if the opponent doesn't recover from the stagger, it's easy to follow up with 66P→666P or 46P.

    If the opponent does recover from the stagger, choose between 666P, throwing, or a guard break


    46P+K

    A two-handed half circular attack that hits towards the front..

    For Akira, it is one of few valuable half circular attack.

    When near a wall, it can be used to aim for wall stagger or wall combos, so the return on investment is large.

    Use it with the opposing move 46P+K+G to try to get the opponent to dodge the way you want.

    By the way, if you hold it, it will guard break.

    After the guard break, 46P and other moves are almost guaranteed, so it is powerful and a good weapon to use it when the opponent is getting up.


    46P+K+G


    214P


    6P+K+G


    2P+K+G


    3P+K+G


    4P+K+G


    46P+G

    A high damage throw, if there's a wall nearby try to aim for a small knockdown after the throw.


    64P+G

    When it hits, you can pick up the opponent crumbling with 2K+GP or something.

    This is Akira's only back throw that can deal actual damage, so you want to make sure you commit good combos to memory.



    ●Punishers

    ★Standing

    10F Throw

    12F PK

    13F 66P

    14F 46P, or K

    15F 66KK (remember, 66 will consume an extra frame)

    16F 4PP

    17F K+G (release G on 1F) or 6KP

    18F 33P or P+K



    ★Crouching

    12F 2P

    13F 66P or 2_46P

    14F 66KK

    16F 3K

    17F 2_6PP or 6KP or K+G (release G on 1F)

    18F 33P

    20F P+K+G



    Beginner Tactical Guide


    - Get used to difficult inputs

    Akira has many difficult inputs such as 66 and 666, so it's hard to use moves on the spot.

    Many of the moves that can be used with these inputs are powerful, so practice them so you can use them quickly.

    You can use them by tapping 6 repeatedly before the previous move, and then pressing P after the previous move is finished, so try to do that at first.


    ・It all starts with DE

    66P, commonly known as DE, is Akira's signature move.

    If it hits, Akira can maintain his advantage, and even if it is blocked, there is not much of a gap.

    It’s also powerful because it has a longer reach than other characters' mid hitting moves with the same frame data.

    If this move hits, attack the opponent again with DE or throw.


    ・When you get used to it, let’s try to force nitaku

    If you get a counter hit with DE or something, it's a chance for nitaku

    In a nitaku situation, another DE is fine, but here we'll aim for SDE, which comes out with 666P.

    This will knock the opponent down with a normal hit, and if you get a counter hit, you can finish it with a combo

    It is also exceptionally good because it’s low risk even if it’s block, as you can fuzzy.

    If you gain a small advantage, let’s use SDE or 46P+G or 64P+G throws to force the opponent into nitaku.


    ・Try to break the opponent's guard

    If the opponent has their guard up and SDE doesn’t seem to land as a counter hit...that's when it's time for 6P+K+G to come out.

    If this move hits a non blocking opponent, Akira is at a disadvantage, but if he blocks, the opponent's guard will be broken and Akira will have 15F advantage

    After the guard is broken, try to combo with 46P

    Note that since this move is a high hitting attack, there is a risk that the opponent will crouch, but in that case, use DE to force the opponent to stand.

    If DE hits a crouching opponent, you will have an advantage that allows you to choose between a throw or a SDE.


    ・Use two types of half circular attacks to prevent opponents from dodging.

    Akira has many single hit moves, and if the opponent evades his attacks, he can easily find himself in a pinch.

    Half circular attacks like 4P, 46P+K, and 46P+K+G are effective in this situation.

    4P is a half circular attack that hits opponents evading towards his front.

    It has a relatively fast startup, and if used when DE hits, it's an uninterruptible combination.

    However, be aware that since it's an high hitting move, there's a risk that the opponent will crouch.

    46P+K is also a half circular attack that hits opponents evading towards the front.

    This will knock the opponent down if it hits, and it's a strike that is low risk even if it's guarded

    However, since it has a slightly slow startup, it's good to use it when DE counter-hits.

    46P+K+G is a half circular attack that hits an opponent who dodges to your back.

    It's a powerful move that can side turn your opponent on hit.

    After it hits, you can start your side turn offense, which will be described later.



    Intermediate


    ・Recommended Okizeme

    After SDE hits with a NH or 46P+K and knocks him down, it's time for Okizeme.

    The recommended Okizeme attack is 214P.

    If this move is blocked, Akira has a 3F advantage, so if you attack with DE they can’t interrupt.

    It's also a powerful move that lets you combo even on Normal Hit

    The basic idea is to show them this option to make your opponent tense up and guard, and then shake them up with guard breaks and throws.


    ・Learn brutal side attacks

    After dodging an opponent's attack or hitting with 46P+K+G, it's your chance to attack the side.

    When you’re successful, try a 3K mid kick first.

    If the mid kick hits as a counter attack, the side attack will cause a crumple state, so confirm into a 214P Koboku combo.

    If the opponent has their guard up, break their guard with 2P+K+G.

    If you break their guard while sideturned, 3K+GP+K will be unblockable, letting you hit a big combo.

    If the opponent evades, try to block their evade with 4P and 46P+K+G.

    If you turn your opponent around with 46P+K+G, you can hit them with 3K+GP+K or a throw right away.


    ・Present reasonable options to crouching opponents

    Akira has a lot of powerful high hitting attacks that break the guard and throw the opponent, so opponents tend to use crouching as a good counter measure

    If the opponent crouches too much, it's a good idea to run in and show other options like 214P.

    However, 214P is relatively slow, so also try to mix in other mid hitting attacks like 2‗6PP.

    If this technique hits, it will deal decent damage and knock down.

    Another great thing about it is that it won't be counterattacked even if it's blocked.


    ・Reverse Nitaku

    Since Akira has many single-shot moves, if they are blocked, it is likely to be the opponent's turn.

    However, Akira has several moves that can be used when he is at a disadvantage, so use these well.

    First option is 2_3P+K, famously Akira's both strongest and worst move at the same time.

    If it is a move with a weak hitbox, you can crush it and force a hit.

    After staggering, run in and then use either a throw, 666P, or 6P+K+G to set up the mix.

    When your feet are parallel with your opponent, it is easier to crush the opponent's moves, so look at your own foot position and use this as a defensive option.

    The second option is a mid reversal.

    This is better if you can block an attack that is difficult to crush with Shoulder Ram.

    Also, if you succeed in a strike near a wall, you can hit the opponent against the wall, allowing you to follow up with more attacks from there.

    The third option is a jump K or Tankyaku.

    You can jump over attacks that cannot be dodged with shoulder ram or a mid reversal and get a combo.

    This is an amazing move that does not receive a guaranteed punish even on block.

    However, it takes a little time to jump, so if your opponent is throwing you, you may be grabbed before you can jump, so be careful.

    The fourth option is Tsuutenhou, which is 4P+K+G.

    This allows you to parry the opponent's high P or low P.

    Use it when the opponent is going for P or 2P.

    Reverse nitaku is certainly powerful, but there is a certain amount of risk if your read is wrong, so sometimes it's a good idea to not reverse nitaku and just let your opponent take his turn and observe your opponent's attacking tendencies...and gather information that way.



    Advanced



    ・Approach to wall offense


    ●Opponent with their back to the wall

    If your opponent has their back to the wall, you should first aim for 6P+K+G.

    After breaking their guard with this, try to stick them to the wall with 2_46P, or aim for a stable combo with 46P.

    2_46P is relatively easy to perform by inputting 3346P.

    Another option is to try to stagger an opponent who is guarding with a low 3P+K.

    After staggering them with the wall, stick them to the wall with 2‗46P.

    If your opponent crouches, use P+K to put them against the wall.

    After you've staggered them against the wall, use 2_46P to complete a wall combo.

    If your opponent evades, use 6P+G to put them against the wall.

    After hitting the wall, you're guaranteed to follow up with 2_3P+K, and then you can attack their tech roll.

    Also, if your opponent evades towards your back, use 46P+K+G.

    If 46P+K+G counter hits, 2P is guaranteed, and hitting the wall with 2P will cause them to stagger against the wall.

    After that, use 2_46P to complete a wall combo.


    ●Wall-side abare techniques

    When your opponent has their back to the wall, try mixing in 1P in addition to P+K as an abare option.

    This makes it easier to crush the opponent's high attacks, and the return on hit is higher than usual.

    If your opponent hits back with a throw or P, you can crush and hit with 1P, then try a combo with P→3K+GP466P+K, etc.


    ● Parallel to the wall, wall on your front side.

    With your feet in this position, you can aim for a wall combo with 4PP.

    Show them 6P+K+G or 66P and decide on your favorite.


    ● Parallel to the wall, wall on your back side

    With your feet in this position, you can aim for a wall combo with 46P+K.

    You can also attack by using 6P+K+G or 46P+K+G as a counterhit.


    ・Another way to break the guard against opponents who are good at Fuzzy

    If your opponent likes to fuzzy your guard breaks, it's time to use GBOD, 3P+K+G.

    This move has a slower start-up than high guard break, so you can target the end of your opponent's Fuzzy guard

    Use it depending on how good your opponent is at defending.


    ・Mix in some internal strikes to break down your opponent.

    Akira's fastest attacks are powerful, but you can also show him options with different timing.

    If you get a frame advantage, try crouchdashing a little to sneak in and aim for the end of the opponent's Fuzzy move.

    The recommended move from here is still 6P+K+G.

    If your opponent crouches at the right time, use 2_6PP out of that crouchdash to deal damage, or 66P to force them out of crouching.

    Also, if your opponent is doing abare with good timing, it's best to use 666P, and if they avoid it, aim for a throw.

    Note that options that change the timing are weak against the opponent's fastest abare, so it's a good idea to find a point where your opponent isn't doing abare and aim for it.


    ・Gettting through long distance battles, which are a character specific weakness

    Akira has a relatively short reach, so he's a little difficult to maneuver at mid-range.

    You can rush in with long moves like SDE or 66P+K, but there are risks involved, so don't force him to make a move at first. The basic approach is to put out a 6P4 and watch your opponent's reaction.

    If your opponent seems to be watching the situation, try dashing in and using throws or SDE.

    If he tries to make a move, you can try crouchdashing with 11 to avoid his move and aiming for something like Byakko with 2_46P.
     
    Last edited: Oct 7, 2024
    VolcanoShed and akai like this.

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