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Revision as of 15:16, 28 October 2022
Introduction
Akira is a Hakkyoku-ken fighter battling in the 5th World Fighting Tournament to test his skills and to find a worthy opponent. He's never seen without his trusty hachimaki.
A guest character from the SEGA arcade game series Virtua Fighter, specifically wearing his outfit from Virtua Fighter 5.
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 Gameplay Sample
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
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
5
|
2
|
15
|
-4 +8 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
|
|
Housui 「崩捶」 2A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
5
|
2
|
14
|
-3
|
SC, EX, ISC, TCC, CAC
|
LA
|
-
|
A simple crouching side jab punch. This can be rapid fired.
|
|
Rimon Chouchu 「裡門頂肘」 5B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
500
|
9
|
4
|
16
|
-5 +10 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HL
|
-
|
One of Akira's famous attacks, an elbow strike. This move juggles opponents and is jump cancellable.
|
|
Souka Housui 「捜下崩捶」 2B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
11
|
3
|
18
|
-6 +10 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
L
|
-
|
A lower crouching punch. It does not sweep the opponent.
|
|
Chouzan Housui 「跳山崩捶」 5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
14
|
4
|
19
|
-6
|
SC, EX, ISC, TCC, CAC
|
HL
|
-
|
A double fist strike. It does not strike knock down the opponent, even during juggles.
|
|
Chouzan Housui (MAX) 「跳山崩捶 (MAX)」 5[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
20
|
16
|
19
|
-6
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
The Extend Action version of Chouzan Housui's damage properties is the same as its 3D fighting game counterpart causing strike knockdown. Additionally however, it can also wallbounces opponents in the corner.
|
|
Maho Shoukou 「馬歩衝靠」 2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
|
4
|
22
|
-9
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
A crouching shoulder charge that launches the opponent in a short momentum.
|
|
Zesshou Daiden Housui/Maho Shoukou (MAX) 「絶書大電崩捶」/「馬歩衝靠 (MAX)」 2[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
900
|
18
|
4
|
22
|
-9
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
Although this move is known as Zesshou Daiden Hosui (a side-stepped version of Maho Shoukou from Dead or Alive 5), it uses the same sprite as 2C/Maho Shoukou and launches the opponent higher.
|
|
Touku Rakushou 「投句洛書」 j.A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
250
|
8
|
3
|
X+2
|
Varies
|
JC, SC, EX
|
HA
|
-
|
A simple aerial side jab punch.
|
|
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
10
|
3
|
X+3
|
Varies
|
JC, SC, EX
|
HA
|
-
|
An unnamed aerial lower roundhouse kick.
|
|
Tankyaku/Utankyaku 「端脚」/「右端脚」 j.C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
650
|
12
|
2
|
X+4
|
Varies
|
JC, SC, EX
|
HA
|
-
|
An aerial upward kick. Although the sprite resembles Utankyaku (which is a jumping side kick) than Tankyaku, it does not launch a grounded opponent to the air. It's also good as an "anti-air" against aerial opponents. Before Version 1.21 (console release), it was Renkantai until it changed to Tankyaku/Utankyaku, while Renkantai is now a command move.
|
|
Command Normal
Rimon Chouchu Lv.2/Yakuho Chouchu 「裡門頂肘・二式 」/「薬舗頂肘」 666B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
650
|
10
|
4
|
20
|
-5 +14 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
HL
|
-
|
Otherwise known as Yakuho Chouchu (a side stepped version of Rimon Chouchu), it uses the same sprite as 5B and doesn't launch the opponent forward, but it still is jump cancellable and can chain to another normals.
|
|
Special Moves
Mouko Kouhazan 「猛虎硬爬山」 236A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1000
|
13
|
3
|
14
|
-2
|
SC, EX, TCC, CAC
|
HLA
|
-
|
A palm fist: this move causes knockdown, and very fast against guarded opponent, so Akira able to guard from opponent's attacks quickly. Originally before Version 1.21 (Console Version), it was one of only two special moves.
|
|
Byakko Soushouda 「白虎双掌打」 236B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1300
|
11
|
3
|
27
|
-13
|
SC, EX, TCC, CAC
|
HLA
|
-
|
One of Akira's famous attacks, a double palm strike. It causes wall bounce in the corner or if the opponent is airborne.
|
|
Renkantai 「連環腿」 236C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1059
|
9
|
4
|
49
|
-22 (1 hit) -13 (both hits)
|
SC, EX, TCC, CAC
|
HLA
|
-
|
One of Akira's famous attacks, an anti-air double kick. It causes wall bounce in the corner or if the opponent is airborne. Originally before Version 1.21 (Console Release), it was an Air C normal.
|
|
Renkantai (Air Version) 「連環腿(空中可)」 j.236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
959
|
10
|
4
|
X+14
|
-11 or worse
|
SC, EX
|
HLA
|
-
|
The air version of Renkantai is a knockdown set-up and has various attack version ranges. It's akin to the previous Air C from pre-Version 1.21 (Console Release).
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
996
|
11
|
4
|
X+14
|
-11 or worse
|
SC, EX
|
HLA
|
-
|
Slightly more jump momentum than j.236A on start-up.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1035
|
12
|
4
|
X+14
|
-11 or worse
|
SC, EX
|
HLA
|
-
|
Higher jump momentum than both the A and B versions.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1135
|
10
|
4
|
X+14
|
-11 or worse
|
SC
|
HLA
|
-
|
Higher jump momentum than the non-EX versions, plus it moves forward quicker.
|
|
Shura Haoh Koukazan 「修羅覇王靠華山」 236A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1570
|
10
|
2
|
57
|
-20
|
SC, TCC, CAC
|
HLA
|
-
|
This EX move references Akira's very first three-hit command combo since Virtua Fighter 3. It starts from Saiten, goes to Rimon Chouchu, then ends with Tetsuzankou.
|
|
Jouho Senshou 「上歩川掌」 214A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
800
|
8
|
2
|
17
|
-4
|
SC, EX, TCC, CAC
|
HLA
|
-
|
A forward palm stun that causes knockdown. It can combo into other moves freely as an OTG-like move. Before the Version 1.21 (Console Version) update, it was one of only two special moves.
|
|
Kaiko 214B 「開跨」
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1853
|
8
|
1
|
20
|
+50 (hit)
|
N/A
|
UNB
|
-
|
An unblockable uppercut-like move. It ONLY hits standing opponents. If the standing opponent is hit, Akira performs the Teishitsu Dantai launcher and Shura Haoh Ko'kazan juggle combo. It cannot be cancelled into anything else.
|
|
Koboku 「虎撲」 214C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
22
|
5
|
19
|
-7
|
SC, EX, TCC, CAC
|
HLA
|
-
|
A rise-and-push down attack, which has the same command direction input and damage properties on causing ground bounce against airborne opponents like its 3D fighting game counterpart.
|
|
Koboku (MAX) 「虎撲 (MAX)」 214[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1200
|
28
|
5
|
17
|
-3
|
SC, EX, TCC, CAC
|
HA
|
-
|
A charged, overhead version of Koboku that can ground bounce the opponent whether they're in the air or on the ground.
|
|
Youhou 「揚炮」 214A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1400
|
12
|
2
|
19
|
-3
|
SC, TCC, CAC
|
HLA
|
-
|
One of Akira's famous attacks, a fist launcher. It causes hard knockdown.
|
|
Universal Mechanics
Throw Shin'iha 「心意把」 6C or 4C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
4
|
1
|
60
|
+55 (hit)
|
SC, EX, ISC, TCC, CAC
|
N/A
|
-
|
A shoulder charge throw. It knocks down the opponent.
|
|
Impact Skill Tenzankou 「貼山靠」 5A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
12
|
2
|
42
|
-27
|
SC, EX, TCC, CAC (on hit)
|
HLA
|
-
|
A side step shoulder strike. Although since this is a 2D fighting game, it only goes forward.
|
|
Impact Skill Teishitsu Dantai 「提膝弾腿」 2A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1200 1300 (white flash)*
|
13
|
6
|
39
|
-28
|
SC, EX, TCC, CAC (on hit)
|
HLA
|
-
|
This is Akira's knee launcher, which is widely known in 3D fighting games for its infamous 1 frame tap G command set-up. However, it's neither jump cancellable nor does it cause hard knockdown, but good as a first hit like Impact Break, then an air combo followup. Before Version 1.21 (Console Version), it was the only Impact Skill.
- Input A two frames after A + B to increase the attack power to 1300 (you'll see a white flash on Akira to indicate you did it correctly).
|
|
Impact Break 4A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
First Hit: 900 Launcher: 800
|
First Hit: 22 Launcher: 9
|
First Hit: 8 Launcher: 2
|
First Hit: 14 Launcher: 50
|
First Hit: -2 Launcher: -37
|
First Hit: N/A Launcher: SC, EX, TCC, CAC (on hit)
|
First Hit: HA Launcher: HLA
|
-
|
Akira goes to Touku Rakushou then Youhou.
|
|
Trump Card Tetsuzankou 「鉄山靠」 5A+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3000
|
25
|
2
|
29
|
-16
|
N/A
|
H
|
-
|
One of Akira's famous attacks, a shoulder strike. It hits overhead and is air unblockable.
|
|
Climax Arts
Hougeki Unshin Soukoshou 「崩撃雲身双虎掌」 41236B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3500
|
13
|
2
|
38
|
-23
|
N/A
|
HLA
|
-
|
One of Akira's famous attacks, a throw combo. It is invincible on start-up. Akira performs a ki blast-like move on Sosho move/3rd hit. Before the console release (Version 1.21), it had no invuln. on startup and was originally the only Climax Art, until it got fixed into akin to its 3D fighting game counterpart's damage properties, along an utter change on Air C, new moves and a new sprites for new moves in console release.
|
|
Yuki-ryu Hakkyoku-ken Hiden ・ Hozan 「結城流八極拳秘伝・崩山」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2710
|
7
|
23
|
20
|
-27
|
N/A
|
HLA
|
-
|
Akira rushes toward the opponent: upon hit, he performs Kaiko then Utankyaku, followed by a rapid fire Chusui juggle combo based on one of his infinite rapid fire Chusui combos from the second Virtua Fighter game, and ends it with Youhou.
|
|
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
|
|
|
|
|
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
|
|
|
|
|
General
|
|
Characters
|
|
Assists
|
|