Tricks:
1) When those clowns (kasumi, lisa, ayane, hyabusa) do their cute little jump over you move as you're getting up, allow them to. When you're getting up, don't rise with a kick, simply get up. Now that your back is turned, hit . Profit as you successfully remove 1/4 of their life.
2) Learn to love the crush, when under pressure. When someone is aggressive and in your face, a , is a great way to remind them to step off. Once they get wise to it, now you can start executing throws or launchers ( or ).
3) Frame trap moves (On Block):
a) +1 to +5
b) (Fully Charged)
c) -6 but the animation fools people into holding block longer
d) +1
e) , -3
f) , 0
4) Guard Break Of Doom Set Ups (, , , )
a) After: . They don't even need to slow escape.
b) After: SS,
c) After any forced tech.
d) After .
e) After SS
f) During any combo string, after . 99.99999% of the time they're blocking.
g) After . You're at +13 and the takes 19 frames to land.
h) After 's stumble stun do , .
i) After
j) After an opponent completes a combo string
k) After opponents wake up if they don't use a kick
5) Guaranteed CB after
It appears that the fastest can be slow escaped is at -19. When compared to 's execution being 19 (21 with the frame miss match) it seems that it is impossible to get a guaranteed CB, right? Wrong, there is some magic behind . The further you get away from your opponent, the higher your advantage gets when lands. There are two combo strings (when the opponent is in open space) that allow you the perfect spacing to leave you at +21 when lands.
a. , , , , ,
b. Against a guarding opponent: , , , ,
6) Resetting Threshold
If you want to be tricky and reset the strike threshold and continue pressure against someone, you can do that with , . The move leaves them at +24 if they do not slow escape. If they do slow escape, they're at +16. Unless they are pro slow escapers and reaction low block kings, this should work. Either way, they are JUST going to recover to be hit by or get hit by the low stun. For example, you can do a big combo into a breakable object, follow it with to put them into a sit down stun, to set them up for .
7) Baiting a Hold With
has the property of a crumple, +76, if used on CH or in a string. If you bring the opponent to the CB threshold with that move, you have serious options. Let's start with a combo that is easy and will put them into this situation:
, ,
Option 1: Go right for the CB as they cannot slow escape
Option 2: You can try to wait out a hold, but if they don't after about 30 frames, use to pop them back up to continue your pressure. They have 16 frames to recover. Here are your options out of :
a) GBoD, it executes in 17 frames.
b)
c) SS will start up a new combo string
d) If their back is near a wall, for a wall splat combo
Tips:
1) Learn to love when connecting combo strings. The length of stun and the quickness at which you can execute moves after creates panic in opponents.
2) Take the guessing out of his parry and use it mid string. For example, Lisa's follows with a high . After you block the , drop and profit as you perform one of the two combos below.
Combo: , , , , , , 71 damage
Combo: , , , , , , 76 damage
Slope Combo: , , , , , 81 damage
3) If , is used as your #2 or #3 hit in your combo, you can reset the combo threshold with ( or ), . If the opponent is blocking and you get the guard break, you're starting at 2 when your next attack lands. If the opponent lets the hit go through, you're starting at 2 when you next attack lands.
4) The move , when used in a string, leaves you at +32. One more time, PLUS 32! That's not to say they can't counter after that, but a slow escape won't happen.
5) You can hold guard () and still execute strikes. Let's say an opponent is coming at you with while you're guarding the whole time. While you're still holding guard, you can input and try to time just after the opponents last hits your guard. You never have to release and you get a pretty sweet whiff punishment.
6) The move , , doesn't get a lot of love or use. But what you should be using it for is wall splat combos. End your string with that finisher and follow up with a wall splat combo.
7) Hopping Over Walls allows for 4 different attacks. They all depend on when you hit the button.
a) Hitting when Akira is still hurtling the wall will perform his
b) Hitting right before Akira touches the ground will perform his
c) Hitting when Akira is still hurtling the wall will perform his
d) Hitting right before Akira touches the ground will perform his kick combo throw. , ,
If the opponent is counter happy, there is also the option of holding to circle them about 15 degrees before using the throw, , , , . It puts them right back into a danger zone for more guaranteed damage.
9) is kind of a unique move. Useless on normal hit, fantastic on CH. I've been using it lately as a high crush to interrupt an opponent's attack string. It also allows for a SPoD on fastest stagger escape.
1) When those clowns (kasumi, lisa, ayane, hyabusa) do their cute little jump over you move as you're getting up, allow them to. When you're getting up, don't rise with a kick, simply get up. Now that your back is turned, hit . Profit as you successfully remove 1/4 of their life.
2) Learn to love the crush, when under pressure. When someone is aggressive and in your face, a , is a great way to remind them to step off. Once they get wise to it, now you can start executing throws or launchers ( or ).
3) Frame trap moves (On Block):
a) +1 to +5
b) (Fully Charged)
c) -6 but the animation fools people into holding block longer
d) +1
e) , -3
f) , 0
4) Guard Break Of Doom Set Ups (, , , )
a) After: . They don't even need to slow escape.
b) After: SS,
c) After any forced tech.
d) After .
e) After SS
f) During any combo string, after . 99.99999% of the time they're blocking.
g) After . You're at +13 and the takes 19 frames to land.
h) After 's stumble stun do , .
i) After
j) After an opponent completes a combo string
k) After opponents wake up if they don't use a kick
5) Guaranteed CB after
It appears that the fastest can be slow escaped is at -19. When compared to 's execution being 19 (21 with the frame miss match) it seems that it is impossible to get a guaranteed CB, right? Wrong, there is some magic behind . The further you get away from your opponent, the higher your advantage gets when lands. There are two combo strings (when the opponent is in open space) that allow you the perfect spacing to leave you at +21 when lands.
a. , , , , ,
b. Against a guarding opponent: , , , ,
6) Resetting Threshold
If you want to be tricky and reset the strike threshold and continue pressure against someone, you can do that with , . The move leaves them at +24 if they do not slow escape. If they do slow escape, they're at +16. Unless they are pro slow escapers and reaction low block kings, this should work. Either way, they are JUST going to recover to be hit by or get hit by the low stun. For example, you can do a big combo into a breakable object, follow it with to put them into a sit down stun, to set them up for .
7) Baiting a Hold With
has the property of a crumple, +76, if used on CH or in a string. If you bring the opponent to the CB threshold with that move, you have serious options. Let's start with a combo that is easy and will put them into this situation:
, ,
Option 1: Go right for the CB as they cannot slow escape
Option 2: You can try to wait out a hold, but if they don't after about 30 frames, use to pop them back up to continue your pressure. They have 16 frames to recover. Here are your options out of :
a) GBoD, it executes in 17 frames.
b)
c) SS will start up a new combo string
d) If their back is near a wall, for a wall splat combo
Tips:
1) Learn to love when connecting combo strings. The length of stun and the quickness at which you can execute moves after creates panic in opponents.
2) Take the guessing out of his parry and use it mid string. For example, Lisa's follows with a high . After you block the , drop and profit as you perform one of the two combos below.
Combo: , , , , , , 71 damage
Combo: , , , , , , 76 damage
Slope Combo: , , , , , 81 damage
3) If , is used as your #2 or #3 hit in your combo, you can reset the combo threshold with ( or ), . If the opponent is blocking and you get the guard break, you're starting at 2 when your next attack lands. If the opponent lets the hit go through, you're starting at 2 when you next attack lands.
4) The move , when used in a string, leaves you at +32. One more time, PLUS 32! That's not to say they can't counter after that, but a slow escape won't happen.
5) You can hold guard () and still execute strikes. Let's say an opponent is coming at you with while you're guarding the whole time. While you're still holding guard, you can input and try to time just after the opponents last hits your guard. You never have to release and you get a pretty sweet whiff punishment.
6) The move , , doesn't get a lot of love or use. But what you should be using it for is wall splat combos. End your string with that finisher and follow up with a wall splat combo.
7) Hopping Over Walls allows for 4 different attacks. They all depend on when you hit the button.
a) Hitting when Akira is still hurtling the wall will perform his
b) Hitting right before Akira touches the ground will perform his
c) Hitting when Akira is still hurtling the wall will perform his
d) Hitting right before Akira touches the ground will perform his kick combo throw. , ,
If the opponent is counter happy, there is also the option of holding to circle them about 15 degrees before using the throw, , , , . It puts them right back into a danger zone for more guaranteed damage.
Example - Contains Tips 1, 2, 6, 7
8) Let's talk about the move . I'd like to point out that this move is completely useless against unskilled opponents. If that's who you're facing, then you can throw this move out the window. If you're against someone who counters intelligently or slow escapes, this is where the move really shines. The start up animation is the same for , , , and obviously . The knee is the only thing that's different. I've been playing opponents that counter as my move is executing. For example, I know I do the string, , a lot. I'd get punished for it with a counter quite a bit. I'd try baiting a counter by doing and then waiting to grab them. The counters never came. Then I tried , , got my opponent to hold, and I followed up with . I then interchanged it in my other strings where I would normally throw a kick and had continued success. Give it a try if you're feeling daring.9) is kind of a unique move. Useless on normal hit, fantastic on CH. I've been using it lately as a high crush to interrupt an opponent's attack string. It also allows for a SPoD on fastest stagger escape.