I’m no expert but here you go. This from what I’ve seen and learned about Akira even if I’m not say, Minami or Ohsu.
Go through FS’s tutorials. Check out the DandyDLC tutorial and the SEGA tutorials on youtube.
VF4 Evo is a bro for teaching VF as well with it’s… best. training/tutorial mode. ever.
After that for Akira
He’s a basics character but he has amazing tools but can get predictable, but that predictability will only go as far as you allow it.
You’re going to want to poke with P, PP, and 66 P. Poking is very fast in VF. Don’t try to follow up too much immediately after a disadvantage move as you may very well; get combowned. The range of the move typically determines the distances you can use it at, usually.
This post can be seen as a collaborative guide to Akira. So please, provide suggestions.
It’s a stand jab. This> elbow> throw is a basic flowchart.
Delayable string where the second punch hits mid (and therefore breaks through crouching guard).
Behold, the movestopper general and throwstopper general. Disadvanatage on block, actually hits high. Everyone has this
Advantageous on hit though and you can try and go into a mid/ throw situation off of one.
Really bad things happen if it’s sidestep-punish or someone like kage gets an overhead attack on it.
I could see Aoi parrying this move as well as she can parry… everything. all the time.
Not exactly the best poke ever, but you can act like you are going to do it and cancel with G.
Possible reactions to this would be:
the opponent attempting to attack and/or trying to beat it
A High block (most of the time it’s this from what little I’ve seen of Kamaage. so you could go for a throw/low/mid/high/guardbreak).
A Low block
Parry or Opponent using a move with parry in it (will whiff)
You should use this to bait/ threaten and react accordingly.
It sort of looks like the Akira Knee when cancelled, so you could have a 50/50 between this and The Knee (KG, just frame, G release in 1f). If you can Knee.
Bufferable off the low Jab, probably hits mid. Good if they block the 2p low and there’s a lot of pushback.
Disadvantage on block, but you can use it to check reactions. Good players will respect the 66p because it is nasty on counterhit and you can combo after it. It’s kind of like an Elbow-doken- it’s pretty safe and you throw it out as a poke/counterpoke and to guage reactions. And you’ll use it a lot. Hits mid so it hits crouch-ers (you’ll probably run into plenty of knee jabbers in vf so it’s good to go and figure out moves that punish this)
You can go in and threaten with this move to make the opponent stand guard which will allow you to bust out something like his back throw (which you can combo off of) or one of his guard break moves, which are very quick and also can be combo’d off of.
It’s worth noting that this is sidestepped so if you are expecting an evade it woul;d be a good idea to buffer in one of your own if the opponent chooses to sidestep to keep you in their face. Akira doesn’t have a lot of spinning moves and it’s best to keep the opponent in front of you (again, from what I’ve seen from much better players). IF Akira has really good moves for punishing SS, someone please tell me. I’m learning too.
(To be completed, please help me with this).
Back throw is a bro. You can combo off of backthrow and those combos can set up oki mixups.
Any of the other throws you can combo from
Other throws- because mixup/sometimes you need an input that isn’t the other throws you have been using and you want to do some oki.
Good moves to know
Youhou- yo ho, yo ho, a damaging combo is me. many versions I have, up to two or three!
PKG, similar moves and followups
you can visually check whether this move hits and then buffer in the followup string.
The Knee (KG)
Akira put out an album once, it was called “Kneez to the Chest”.
A just frame knee launches and is good to use in combos.
(Some of these I don’t know the inputs for so check the video movelist, the game movelist and vfdc. still learning.)
High Guard break
Forgot the input, but Akira just sorta leans forward and pops open the opponent’s guard with one hand. Looks like he does it pretty effortlessly.
Lots of followups can be done after this.
Mid Guard Break
Akira Leans down and thrusts both fists in a half circular motion. Has a canned followup that does a lot of damage
Akira thrusts forward and disables rib movement for a week. Lots of pushback.
Fw k and followup
Fw K is like a ghetto knee.
IT has a punch followup that is delayable and can catch the opponent attacking.
Can also be used as oki.
Double Palm Overhead
Dunno how to do this but it’s used a lot. Someone tell me why, por favor.
Because shoulder ram.
Delayed double fist strike
Huge damage, pushback, sends em flying on hit.
Kind of like Akira’s version of lions quick double half circular jab to the feet.
The oldschool combo filler/ ender. Delayable.
Any move that allows a throw “on hit or block”
P, 4 and followups
basically a one move mixup and the followups start a nice little combo.
Stun Palm of Death
I think there’s a version that starts with a low kick too, which is awesome.
P, 6p or throw
P, < and followups
Low P, Mid, mid followup or throw.
mid/throw/high guard break/ do nothing and wait for reaction
Crouch dash and mid elbow/guard break/throw
KG cancel and knee/throw