Dengeki Bunko: Fighting Climax/DFCI/Akira Yuki: Difference between revisions
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In ''Ignition'', he became a regular character. | In ''Ignition'', he became a regular character. | ||
==Gameplay== | |||
Akira is the quintessential fighting game rushdown character. He sports decent, quick normals with deceiving range for an unarmed fighter. His game plan is to get in your face and condition you to make unforced errors in close-range combat and punish. His unique dash move 666B can quickly close mid-range gaps and start his turn. With the absolute best back dash in the game, he can move out of opponents' close-range pokes and move back in with his equally-quick forward dash. | Akira is the quintessential fighting game rushdown character. He sports decent, quick normals with deceiving range for an unarmed fighter. His game plan is to get in your face and condition you to make unforced errors in close-range combat and punish. His unique dash move 666B can quickly close mid-range gaps and start his turn. With the absolute best back dash in the game, he can move out of opponents' close-range pokes and move back in with his equally-quick forward dash. | ||
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===Recommended Assists=== | ===Recommended Assists=== | ||
'''[[Dengeki Bunko: Fighting Climax/Erio Towa|Erio]]''' - Erio augments | '''[[Dengeki Bunko: Fighting Climax/Erio Towa|Erio]]''' - Erio augments Akira's oppressive close-range game to maximize any advantages he pushes. 5S removes any opponent hitboxes that touch her while she jumps, netting easy punishes against antsy foes and forcing respect. 6S is a pressure extender and pseudo-projectile that goes off by hitting (pushing) her to help her slide across the screen. You can repeat this more than once per 6S call. | ||
'''[[Dengeki Bunko: Fighting Climax/Dokuro Mitsukai|Dokuro]]''' - Dokuro-chan is both a powerful neutral tool and a damaging combo extender. 5S is | '''[[Dengeki Bunko: Fighting Climax/Dokuro Mitsukai|Dokuro]]''' - Dokuro-chan is both a powerful neutral tool and a damaging combo extender. 5S is DFCI's greatest anti-air, covering the entire vertical space two character lengths in front of you. This is perfect for catching jump-outs on your offense, and clipping jump-happy opponents on your defense. 6S is a full-screen projectile. Just in case. | ||
'''[[Dengeki Bunko: Fighting Climax/Celty|Celty]]''' - Celty is part neutral tool and part setplay staple. 5S is a giant hitbox in front of you that zooms across the screen with only 10 frame start-up. It’s great for scrambles, mid-screen stand-offs, and quick punishes into hard knockdown. 6S is a giant anti-air bike that hits twice to afford you two opportunities to run cross-ups or tick throws, though it’s a bit slow to call out without hard knockdown. | '''[[Dengeki Bunko: Fighting Climax/Celty Sturluson|Celty]]''' - Celty is part neutral tool and part setplay staple. 5S is a giant hitbox in front of you that zooms across the screen with only 10 frame start-up. It’s great for scrambles, mid-screen stand-offs, and quick punishes into hard knockdown. 6S is a giant anti-air bike that hits twice to afford you two opportunities to run cross-ups or tick throws, though it’s a bit slow to call out without hard knockdown. | ||
===Potentials=== | ===Potentials=== |
Revision as of 10:16, 26 October 2019
Introduction
Originally from the Sega-AM2 developed arcade series Virtua Fighter. A champion of the second tournament who seeks to know what true strength is. He was unplayable in the pre-console release arcade versions, but he can now be unlocked in the console version if the player finishes Arcade Mode using very few Climax Art finishes. However, Akira has no storyline in neither Arcade nor Dream Duel Mode. He was added to the arcade version via the Version 1.30 update. However for an unknown reason, Akira can be played in Single play Arcade Mode in arcade version, and it is unknown if he has his arcade story or hasn't, just like Labrys (both versions) and Elizabeth in original Persona 4 Arena.
In Ignition, he became a regular character.
Gameplay
Akira is the quintessential fighting game rushdown character. He sports decent, quick normals with deceiving range for an unarmed fighter. His game plan is to get in your face and condition you to make unforced errors in close-range combat and punish. His unique dash move 666B can quickly close mid-range gaps and start his turn. With the absolute best back dash in the game, he can move out of opponents' close-range pokes and move back in with his equally-quick forward dash.
Pros
- Best back dash in the game, allowing you to bait and punish whiffed buttons more easily than others
- Best Red Trump Card in the game. Tetsuzankou is your best anti-air, your best reversal, and among one of your best raw punish moves.
- Unique 666B move can catch opponents off-guard with its deceptive reach
Cons
- Poor synergy with most assists. Akira is quite picky!
- Struggles against zoners due to his step dash
- Mediocre Impact Skills (AB moves)
- Can feel overwhelmed in neutral due to lack of a fast run or giant buttons
Recommended Assists
Erio - Erio augments Akira's oppressive close-range game to maximize any advantages he pushes. 5S removes any opponent hitboxes that touch her while she jumps, netting easy punishes against antsy foes and forcing respect. 6S is a pressure extender and pseudo-projectile that goes off by hitting (pushing) her to help her slide across the screen. You can repeat this more than once per 6S call.
Dokuro - Dokuro-chan is both a powerful neutral tool and a damaging combo extender. 5S is DFCI's greatest anti-air, covering the entire vertical space two character lengths in front of you. This is perfect for catching jump-outs on your offense, and clipping jump-happy opponents on your defense. 6S is a full-screen projectile. Just in case.
Celty - Celty is part neutral tool and part setplay staple. 5S is a giant hitbox in front of you that zooms across the screen with only 10 frame start-up. It’s great for scrambles, mid-screen stand-offs, and quick punishes into hard knockdown. 6S is a giant anti-air bike that hits twice to afford you two opportunities to run cross-ups or tick throws, though it’s a bit slow to call out without hard knockdown.
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Counter hit the opponent twice to increase damage dealt by 10% for 10 seconds. Can be activated three times a round.
Move List
L = Low, H = High, A = Air, UNB = Unblockable
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel
Startup includes the first active frame.
Normal Moves
Chusui 「冲捶」 5A |
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Housui 「崩捶」 2A |
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Rimon Chouchu 「裡門頂肘」 5B |
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Souka Housui 「捜下崩捶」 2B |
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Chouzan Housui 「跳山崩捶」 5C |
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Chouzan Housui (MAX) 「跳山崩捶 (MAX)」 5[C] |
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Maho Shoukou 「馬歩衝靠」 2C |
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Zesshou Daiden Housui/Maho Shoukou (MAX) 「絶書大電崩捶」/「馬歩衝靠 (MAX)」 2[C] |
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Touku Rakushou 「投句洛書」 j.A |
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j.B |
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Tankyaku/Utankyaku 「端脚」/「右端脚」 j.C |
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Command Normal
Rimon Chouchu Lv.2/Yakuho Chouchu 「裡門頂肘・二式 」/「薬舗頂肘」 666B |
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Special Moves
Mouko Kouhazan 「猛虎硬爬山」 236A |
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Byakko Soushouda 「白虎双掌打」 236B |
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Renkantai 「連環腿」 236C |
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Renkantai (Air Version) 「連環腿(空中可)」 j.236X |
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Shura Haoh Koukazan 「修羅覇王靠華山」 236A+B |
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Jouho Senshou 「上歩川掌」 214A |
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Kaiko 214B 「開跨」 |
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Koboku 「虎撲」 214C |
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Koboku (MAX) 「虎撲 (MAX)」 214[C] |
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Youhou 「揚炮」 214A+B |
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Universal Mechanics
Throw Shin'iha 「心意把」 6C or 4C |
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Impact Skill Tenzankou 「貼山靠」 5A+B |
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Impact Skill Teishitsu Dantai 「提膝弾腿」 2A+B |
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Impact Break 4A+B |
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Trump Card Tetsuzankou 「鉄山靠」 5A+C |
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Climax Arts
Hougeki Unshin Soukoshou 「崩撃雲身双虎掌」 41236B+C |
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Yuki-ryu Hakkyoku-ken Hiden ・ Hozan 「結城流八極拳秘伝・崩山」 63214B+C |
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Combos
Midscreen Starter
2A> 5B> 5C> 214A> 5A> 5B> jc> JA> JB> jc> JB> JC> j236C (> j236AB > Assist: Dokuro > 5AB (> 236AB (> ABC > 214[C] > 236AB)) > CA (Hougeki/Yuki-ryu))
4AB> additional input> JB> JC> jc> JB> JC> j236C (> j236AB > Assist: Dokuro > 5AB (> 236AB (> ABC > 214[C] > 236AB)) > CA (Hougeki/Yuki-ryu))
214[C]> dash 2A> 2B> 2C> 236B > JB > JC > sjB > JC > jc > JB > JC > j236C (> j236AB > Assist: Dokuro > 5AB (> 236AB (> ABC > 214[C] > 236AB)) > CA (Hougeki/Yuki-ryu))
214[C]> 214AB> 5B> jc> JB> JC> jc > JB> JC> j236C (> j236AB > Assist: Dokuro > 5AB (> 236AB (> ABC > 214[C] > 236AB)) > CA (Hougeki/Yuki-ryu))
Dash 6B> 2[C]> 214A> 5A> 5B> jc> JA> JB> jc > JB> JC> j236C (> j236AB > Assist: Dokuro > 5AB (> 236AB (> ABC > 214[C] > 236AB)) > CA (Hougeki/Yuki-ryu))
Dash 6B> 5[C]> 214A> 5B> 2C> 214AB> JC> jc> JB> JC> j236C (> j236AB > Assist: Dokuro > 5AB (> 236AB (> ABC > 214[C] > 236AB)) > CA (Hougeki/Yuki-ryu))
5A -> 5B -> 5C -> 214A -> 2A -> 2C -> 236C -> 5B -> 236B -> 236AB -> CA (Hougeki/Yuki-ryu)
JC -> 5B -> 5C -> 214A -> 2A -> 2C -> 236C -> 5B -> 236B -> 236AB -> CA (Hougeki/Yuki-ryu)
Colors
Color 1 | Color 2 | Color 3 | Color 4 |
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Color 5 | Color 6 | Color 7 | Color 8 |
Color 9 | Color 10 | Color 11 | Color 12 |
Color 13 | Color 14 | Color 15 | Color 16 |
Color 17 | Color 18 | Color 19 | Color 20 |
Color 21 | Color 22 | Color 23 | Color 24 |