Solid_Altair
Member
Do you guys think Akira is weaker, because he lacks those long and abundant strings the other characters haveª?
Cons:
1) Weak lows. His only notable low attack is , that's pretty much it, compared to some other characters that have lots of low options/mixups.
2) Lack of mix up variety. He's very straight forward. His gameplan isn't really centered on confusing opponents (or rather, he plays a different type of mind game. Instead of making opponents guess high, low, or throws, against Akira it's more like should I guard, sidestep, or throw out something).
3) His crush attacks are just average at best. Many characters have far better crush attacks.
4) His speed is average. A lot of characters are faster than him overall.
5) His attacks are fairly linear. All of his circular attacks have glaring drawbacks.
Are you serious? This whole time i'm trying to do the proper inputs and all I have to do is wax off and hit the p/k buttons? I feel like I just found out Santa wasn't real again.Also, his Guard Breaks are gdlk. GBoD (Guard Break of Doom, 236 P+K...) is awesome because its a free and easy 80 pts of dmg (I don't like to, but you can spin the stick and input the buttons correctly to get it to work... it's brain-dead in DoA compared to VF, lol.)
I personally find that the best way to close the gap is to charge the opponent and then side step into . People tend to get greedy and attempt their own whiff punisher against you before you can "get yours to land." 95% of the time, the person will tech roll out of that hit, allowing you to continue the pressure. Side steping will get you into your wheel house range.
Are you serious? This whole time i'm trying to do the proper inputs and all I have to do is wax off and hit the p/k buttons? I feel like I just found out Santa wasn't real again.
Believe it or not, it's true. You can just do three 360 motions and manage to do his guard break combo grab. The trick to doing the actual inputs though is that you have to do them all ahead of time in one consecutive motion.I personally find that the best way to close the gap is to charge the opponent and then side step into . People tend to get greedy and attempt their own whiff punisher against you before you can "get yours to land." 95% of the time, the person will tech roll out of that hit, allowing you to continue the pressure. Side steping will get you into your wheel house range.
Are you serious? This whole time i'm trying to do the proper inputs and all I have to do is wax off and hit the p/k buttons? I feel like I just found out Santa wasn't real again.
Uhh, this is relevant to the topic....how?you guys do realize that team ninja is sitting in their offices right now with their feet on the desk throwing popcorn in their mouths and laughing because they know that at this very moment in time , over 1,000,000 DOA players are spending long hours pressing the same 2 buttons on their controller over and over and over. I think they did it because this way they can wait 6 more years to have to make DOA6 . . . . We all know I am right.
JF knee is easy as hell to do in DOA5.JF Knee . .
please do that because Im having a bit of trouble pulling it off but sometimes I can execute it easily.JF knee is easy as hell to do in DOA5.
If you want, I can give you a pretty easy trick. It probably hasn't been posted yet actually.
I'm gonna copy it from my post in DOAWorld. Just remember, you are supposed to lightly press H, so this method usually works.please do that because Im having a bit of trouble pulling it off but sometimes I can execute it easily.