Introduction
Hiromi Mita (commonly referred to only as "Mita") is a BLAH BLAH BLAH
Gameplay
Mita does things like BLAH BLAH BLAH
I'm leaving this sample here b/c we can do this on the JTW YT
Akira Gameplay Sample
Pros
Cons
Stats
Stat 1
|
Stat 2
|
Rage duration
|
Throw startup
|
Deflect advantage
|
Deflect disadvantage modifier
|
105%
|
98.05%
|
4 sec
|
14f
|
+26
|
±0
|
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.
Curves in Numpad notation
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
What combos?
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
|
|
|
|
|
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