I was saving up 2 peices of undiscovered and underrated tech myself that I planned on taking to TFC, not quite the stash you had up your sleeve, but I was leaving it uncovered until the tourney's passing. Considering my time with this game is coming to an end soon, I may as well.
After a standard wall splat BnB with the typical
finisher. Immediately buffer:
,
. If you timed it correctly, you will not only negate wakeup kick entirely, but you will land a +25 sit down stun and will only suffer a meager -4 if the opponent techs immediately. If your timing is off then the advantage will rotate between +22 and +24 and your negative frames may shoot up to as much as -9.
Second, Akira has a mixup vortex that has never been used to it's utmost potential. That vortex I discovered 2 days before TFC and it lies within these 2 moves:
and
. And here's why.
is seen by many as his critical burst but it is an incredible tool in neutral all on it's own and it's been overlooked all this time. So let's get into it.
>
has the followups that aren't guaranteed as you know with the mid punch and the low kick GB but what people seem to overlook is that the move on it's own has the unique property of +9 frame advantage if you don't finish the combo throw after the inital
followup.
This gives you a plethora of options.
- i10
>
. - This is beating out everything that isn't a sidestep, i9 jab, JAK, BKO Duck, Tank Roll and of course mid punch hold. If you anticipate it being blocked you can make it safe with the followup and if it hits successfully then your opponent is thrown back into the exact same +9 situation with 44 to 50 points of damage shaved off their life bar.
- i1 to i3
. - This depends on your buffering speed. This throw will go through some characters if buffered immediately, I believe it's a hitbox thing but basically, this of course beats blocking and stepping and will lose out to strikes, high crush sidesteps and Godlike fuzzyguarding. If it lands successfully then you can either grab a nice chunk of damage or force tech for what I believe is +20 into another
if you expect a step or block and
>
if you anticipate a strike which puts your opponent in yet another 50/50.
- ANYTHING else. - At +9 the world is your oyster. NH stunning mids,
or
if you anticipate them sitting there blocking, of course the GBoD if you're feeling yourself and pretty much whatever else depending on your opponent's habits. Go nuts.
While
only gets the combo throw followup when used in neutral and not in stun, it can be set up in a variety of ways thanks to Akira's guard breaks and various shallow stuns. And there's the throw which of course can be used in any situation. They said Akira didn't have an offensive vortex, they were
wrong.