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 ---------------------------