|
|
Line 524: |
Line 524: |
| |data= | | |data= |
| {{DFC-Data | | {{DFC-Data |
| |damage=1200<br>1300 (white flash) | | |damage=1200<br>1300 (white flash)* |
| |cancel=EX, TCC, CAC | | |cancel=EX, TCC, CAC |
| |guard=HLA | | |guard=HLA |
Line 532: |
Line 532: |
| |frameAdv=-28 | | |frameAdv=-28 |
| |hitbox= | | |hitbox= |
| |description=This is Akira's infamous 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 causes hard knockdown. 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). Before Version 1.21 (Console Version), it was the only Impact Skill. | | |description=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. 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). |
| }} | | }} |
| }} | | }} |
Revision as of 18:29, 1 January 2015
Introduction
Originally from the Sega-AM2 developed arcade series Virtua Fighter. A champion of the second tournament who seeks what true strength is. Although he was unplayable in pre-console release arcade versions, he can be unlocked if the player beat most of the stage without Climax Arts to battle Akira in console version, but has no storyline in both Arcade and Dream Duel Mode. He is soon added to Version 1.30 arcade update and has his own storyline.
Gameplay
Akira is likely one of the few Shoto type characters in the game, although Akira's appearance look like Capcom's original Shoto character from Street Fighter, Ryu. One of his moves associates from his series and Dead or Alive 5 (and its updates), except, some of their damage properties are different between both fighting game areas. Akira is an unique character to play, unlike in 3d fighting game area, he's a friendly character to use, one of two characters (other being Rentaro) to have a command move, can perform air solo combo without assist or EX moves (like Kirino and Rentaro etc.), has a various different special moves like Dante in Marvel vs. Capcom 3 (& its Ultimate update) (save for aerial version of Renkantai), even has a two EX only moves like Shura Haoh Koukazan and Youhou. Being a character who doesn't have a projectile type moves (safe for Hougeki Unshin Soukoshou), he is rarely focused on short-ranged ground attack punishes, in akin to his playstyle combo in 3D fighting game area. Most of his moves' damage properties are mostly strikes and knockdowns opponents. His play traits is similar to Akatsuki in Under Night In-Birth: Exe Late, such as being a Shoto character who only has a step dash. On a side note, his Air B, Kaiko capture combo, MAX version of Koboku, Hougeki Unshin Soukoshou Climax Art 3rd hit/Sosho's ki-blast and a new Climax Art Yuki-ryu Hakkyoku-ken Hiden Guren ・ Hozan are unique to this game. If Trump Card is activated, Akira will perform an infinite normal chain combos.
Before Version 1.21 console release update, he was seemingly broken, where as Mouko Kouhazan and Jouhou Senshou were the only special moves to appear, his Air C was Renkantai before downgraded to Tankyaku/Utankyaku, Shura Haoh Koukazan first hit sprite was Mouko Kouhazan's, Teishitsu Dantai was the only Impact Skill move, and Hougeki Unshin Soukoshou didn't have invuln. startup to akin to his original 3D fighting game's damage properties and was the only Climax Art.
Pros
- Has a various different moves. Mostly on post-Version 1.20 console release.
- Has a command move.
- Has two Extend Actions and two EX only moves.
- Jouhou Senshou and Teishitsu Dantai are the only way to perform an air solo combo followups without wasting Level gauge.
- Infinite/repeated normal chain combos after Trump Card is activated.
Cons
- His step dash.
- His Renkantai is different on the ground and in the air.
- Has no projectile moves (not counted this version's Hougeki Unshin Soukoshou).
- Requires an Assist character who has a great fast or/and long range or/and is a projectile type users.
Recommended Assists
Pai Chan - His best default assist. Allow to perform untechable launcher.
Dokuro Mitsuaki - during an air combo Renkantai special cancel in higher air, it is good for assist cancel into a dive attack for Akira to perform special moves/Impact Skills then EX to Climax Arts.
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
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
|
6
|
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
|
6
|
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
|
10
|
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
|
12
|
3
|
18
|
-6 +10 (JC)
|
JC, SC, EX, ISC, TCC, CAC
|
L
|
Click!
|
A lower crouching punch, it does not sweep the opponent.
|
|
Chouzan Housui/Daiden Housui 「跳山崩捶」/「大電崩捶」 5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
15
|
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)/Daiden Housui (MAX) 「跳山崩捶 (MAX)」/「大電崩捶 (MAX)」 5[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
21
|
16
|
19
|
-6
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
The Extend Action version of Daiden/Chouzan Housui causes strike knockdown. It also wallbounces opponents in the corner.
|
|
Maho Shoukou 「馬歩衝靠」 2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
12
|
4
|
22
|
-9
|
SC, EX, ISC, TCC, CAC
|
HLA
|
-
|
A crouching shoulder charge that sweeps the opponent.
|
|
Zesshou Daiden Hosui/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
|
19
|
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), 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
|
9
|
3
|
23 (Landing: 2)
|
Varies
|
JC, SC, EX
|
HA
|
-
|
A simple aerial side jab punch.
|
|
j.B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
450
|
11
|
3
|
22 (Landing: 3)
|
Varies
|
JC, SC, EX
|
HA
|
-
|
An unnamed aerial lower side kick.
|
|
Tankyaku/Utankyaku 「端脚」/「右端脚」 j.C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
650
|
13
|
2
|
21 (Landing: 4)
|
Varies
|
JC, SC, EX
|
HA
|
-
|
An aerial upward kick. Although the sprite resembles Utankyaku (which is an aerial 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 and as a jump-in set up. Before the Version 1.21 update (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
|
11
|
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
|
14
|
3
|
14
|
-2
|
EX, TCC, CAC
|
HLA
|
-
|
A palm fist: this move causes knockdown. Originally before the Version 1.21 (Console Version) update, 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
|
12
|
3
|
27
|
-13
|
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
|
10
|
4
|
49
|
-22 (1 hit) -13 (both hits)
|
EX, TCC, CAC
|
HLA
|
-
|
One of Akira's famous attacks, an anti-air double kick. It causes wall bounce. Originally before the Version 1.21 (Console Release) update, 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
|
11
|
4
|
Landing: 14
|
-11 or worse
|
EX
|
HLA
|
-
|
The air version of Renkantai is a knockdown set-up and has various attack version ranges, including an EX version, unlike the ground version. It's seemingly akin to the previous Air C from pre-Version 1.21 (Console Release) updates.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
996
|
12
|
4
|
Landing: 14
|
-11 or worse
|
EX
|
HLA
|
-
|
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1035
|
13
|
4
|
Landing: 14
|
-11 or worse
|
EX
|
HLA
|
-
|
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1135
|
11
|
4
|
Landing: 14
|
-11 or worse
|
SC
|
HLA
|
-
|
Higher air jumping and moves forward quickly.
|
|
Shura Haoh Koukazan 「修羅覇王靠華山」 236A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1570
|
11
|
2
|
87+
|
-20
|
TCC, CAC
|
HLA
|
-
|
This EX move references Akira's very first three-hit command combo. Started from Saiten, to Rimon Chouchu then Tetsuzankou.
|
|
Jouho Senshou 「上歩川掌」 214A
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
800
|
9
|
2
|
17
|
-4
|
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
|
9
|
1
|
20
|
+50 (hit)
|
N/A
|
UNB
|
-
|
An unblockable uppercut-like move. It ONLY hits standing opponents. Akira performs the Teishitsu Dantai launcher and Shura Haoh Ko'kazan juggle combo, which is very unique for this game. It cannot be cancelled into gauge moves.
|
|
Koboku 「虎撲」 214C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
23
|
5
|
19
|
-7
|
EX, TCC, CAC
|
HLA
|
-
|
A rise-and-push down attack, which has the same command direction input as its 3D fighting game counterpart. It causes ground bounce against airborne opponents.
|
|
Koboku (MAX) 「虎撲 (MAX)」 214[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1200
|
29
|
5
|
17
|
-3
|
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
|
13
|
2
|
19
|
-3
|
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
|
5
|
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
|
13
|
2
|
42
|
-27
|
EX, TCC, CAC
|
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)*
|
14
|
6
|
39
|
-28
|
EX, TCC, CAC
|
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. 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
|
900 (first hit) 800 (Launcher)
|
23 (first hit) 10 (launcher)
|
8 (first hit) 2 (launcher)
|
14 (first hit) 50 (launcher)
|
-2 (first hit) -37 (launcher)
|
N/A (first hit) SC, EX, TCC, CAC (launcher)
|
HA (first hit) HLA (launcher)
|
-
|
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
|
26
|
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
|
14
|
2
|
38
|
-23
|
N/A
|
HLA
|
-
|
One of Akira's famous attacks, a throw combo. It has invuln. startup where 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.
|
|
Yuki-ryu Hakkyoku-ken Hiden Guren・Hozan 「結城流八極拳秘伝・崩山」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2710
|
8
|
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 combo 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)
Corner Starter
fluff
Throw Starter
fluff
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
|
|
|