Akira's Super Punch in VF4 Evolution!

Discussion in 'Junky's Jungle' started by J6Commander, Oct 4, 2003.

  1. J6Commander

    J6Commander Well-Known Member

    I guess this is confirmed and it is listed in 1/60 site that Akira's standing punch has different recovery time when you use p+k instead of p.

    The recoveries are as follow:

    p+k blocked will give akira +2 (instead of +1)
    p+k normal hit will give akira +5 (same)
    p+k major counter will give akira +10 (instead of +8)
    p+k minor counter will give akira +8 (instead of +5)

    This will gives akira some advantages over other characters. Imagine p+k (blocked) -> f,f+p being less interruptable. And p+k (mC) -> Yoho being uninterruptable ~~ Ouch!

    Information taken from 1/60 site.
    http://www.dcn.ne.jp/~kazu68k/evo_b/akira_evb.html
     
  2. BMF

    BMF Well-Known Member

    After doing some testing a couple days ago, it seems like the super P is not so super...P+K(blocked)--->SDE or DE always got interuppted by a 12f low punch in both stances...it seems like it can only interupt a 12f high punch in closed stance. P+K(blocked)--->Stpm seems to interupt all 12f high punches, but then you have to worry about the opponent couterattcking with a low punch. I guess the main advantage of it P+K is the +8f on minor counter.
     
  3. J6Commander

    J6Commander Well-Known Member

    Opps! Old thread. Please ignore, delete, throw-away, etc ~~ /versus/images/graemlins/laugh.gif
     

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