DOA5U - Akira Thread (Combo Challenge, Changes, Combos)

DestructionBomb

Well-Known Member
Standard Donor
FightersLegend did it exactly what I did. Also adusting to the side your more comfortable with might help as well. for example it was easier for me to do it on the 2p side and performed :3::3::4::4::P::P:. I know that looks awkward and weird being there's 2 :P:s there but it'll come out. That input on the 1st player side would look like this: :1::1::6::6::P::P:. However place a little edge on :4: when your doing :1::1: so that it can read it. and voila...Headband title.
 

Zeo

Well-Known Member
So I've finally joined the party and I can give my late (early) impressions... Akira WTF did they do to you?

The buffering system overall feels worse, it's ridiculously tight and easy to fail things like :3::3::F+P: (for Ein for example) and have them come out as :3::F+P: but in my case it's much worse for Akira who I buffered pretty much everything for during strings, now I've had cases where I'll throw out :6::6::P:, throw out :4::P+K: as it hits the opponent and Akira will just stand there. It was a bit too loose in Vanilla but buffering has become needlessly difficult and it's not even the online because it happens offline as well. I guess it's something I'll have to get used to but it brings me to my next gripe...

FRAMETRAPS WHERE U GO? :4::6::P: and :214::P: have so much recovery after being blocked that the +1 is almost useless and I can't even press a button after they're blocked, I feel like I can't even frame trap anymore, sometimes I'll buffer :6::6::P: after the opponent blocks :P: and it won't even come out, I haven't played Tekken in years so I don't remember how tight the controls and buffering were there but at the very least I'd expect that from Tekken. DOA has always been kind of loose buffering wise and it was a little too loose in Vanilla but they turned the screw a little too far here and honestly the recovery added to his frame traps only hurts him. Holy crap he feels awful now, I'm losing to players I never used to lose to and am dropping things I never used to drop, I'm legit scared to do big combos now or even strings in stun.

I feel really stiff playing the game overall, I hate the way it feels but I suppose I'll get used to it, drifting from that and back to Akira though, the loss of his :1::6::F+P: feels really awkward and I have to consciously not do it. :6::6::P: not wall slamming also sucks and I still need to adjust to that. All in all these changes are huge but feel minuscule in comparison to the buffer changes and how stiff everything feels, Akira is hurt more by that than anything else, I can honestly survive his balance changes.

The character himself is still good, he's definitely weaker with the nerfs he's gotten but you can definitely still manage, but with the buffer system tightening and the added recovery to basically ALL of his frametraps I honestly don't even know how to play him right now and feel stiff and lost during matches. This is not cool...

All in all, Akira is still a good character. He'll come into his own once I adjust to the new timing of... basically everything in this game with weeks of training but for now, I'll need to find a new way to play him and honestly all my characters. Ultimate turns out to be very bittersweet for me, only "good" thing I really got out of this was Ein.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
Thanks for all the tips everyone. I checked out the frame data as Bass suggested and it looks like the :P: of the :2::H+K::P: comobo has 25 frames of recovery. If I understand it correctly then I want to start the motion for :2_::4::6::P: 26 frames afterwards. I tried it a handful of times and I was too far and too late to hit the :2_::4::6::P: correctly. I'll get it!

I also appreciate that feedback on the input options from Legend and Destruction. I will be using the :214::6::P: motion as that's what I am most comfortable with.

I have one more question (I hope it's my last!)...

Can you buffer the :4::6::6::P+K: into combos that require that ender or do you have to treat it like you do the :2_::4::6::P: ender and do it after the recovery of the last button before the :4::6::6::P+K:? Hope that makes sense. I've completed a couple of challenges that used that motion but can't really remember if I buffered it or not. I just mashed I'm sure! Thanks again! :hayabusa:
 

Sly Bass

Well-Known Member
Premium Donor
Thanks for all the tips everyone. I checked out the frame data as Bass suggested and it looks like the :P: of the :2::H+K::P: comobo has 25 frames of recovery. If I understand it correctly then I want to start the motion for :2_::4::6::P: 26 frames afterwards. I tried it a handful of times and I was too far and too late to hit the :2_::4::6::P: correctly. I'll get it!

I also appreciate that feedback on the input options from Legend and Destruction. I will be using the :214::6::P: motion as that's what I am most comfortable with.

I have one more question (I hope it's my last!)...

Can you buffer the :4::6::6::P+K: into combos that require that ender or do you have to treat it like you do the :2_::4::6::P: ender and do it after the recovery of the last button before the :4::6::6::P+K:? Hope that makes sense. I've completed a couple of challenges that used that motion but can't really remember if I buffered it or not. I just mashed I'm sure! Thanks again! :hayabusa:
Buffer 466p+k
 

Squizzo

Well-Known Member
Just got the combo vs featherweight to go and it is seriously annoying me. I've been trying for countless hours, but Alpha always falls too low for the last hit to connect. I suck really bad at the :H*+K: so the chances I even get to attempt the double palm are few and far between.
My current tactic is to hit the CB, dash forward before the first :H*+K:, wait a split second before the second :H*+K:, then hold :6_: and try to catch Alpha as high as possible with the :P:, then release :6_: before doing the next :H*+K:, :H*+K: as fast as possible and performing the double palm with :4::6::3::P:.

I've pulled the full combo out plenty of times but Alpha always falls just too low for the double palm to connect. Any advice would be greatly appreciated.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
Down to 3 challenges left with Akira...

1. :6::4::F::2::H+K::P::2_::4::6::P:

I just can't seem to even get close to landing the double palm. I am way to far away, the palm wiffs, and I can't get the double palm to come out fast enough.

After looking at what Squizzo wrote I had an idea. I have been using :3::4::6::P: for his double palm motion. Squizzo is using :4::6::3::P:. Now correct me if I'm wrong, but with that command motion the double palm can in fact be buffered behind the :2::H+K::P: no? If so, then I will switch to :4::6::3::P:.

If anyone has any more tips on the combo above, let a brotha know!

2. Power launcher...can't get that friggin' :4::6::6::P+K: ender to land, but will work on it!

3. Light Weight...can't get that friggin' :2_::4::6::P: to land, but will work on it!

I've done all of the other challenges on pad, but Akira has made me switch to stick, which is what I am more comfortable with.
Any stray tips for those combos are welcome as well. Take care all and thanks again!:hayabusa:
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
clear.png
Okay, I finally figured out the "after the throw" challenge. I'll write down how I got it to help others complete it as well. I did it in a very simple way and it makes the combo alot easier than the way others have completed it in the past. Thanks to Golden Mean from gamefaqs for the final adjustment that I needed.

:6::4::F::2::H+K::P::2_::4::6::P:

The tricky part is obviously timing the :2_::4::6::P: part. I used the :4::6::3::P: shortcut method to complete the combo. I used this method because the :4::6: part of the combo can actually be buffered behind the :2::H+K::P: string in the combo. The other methods require you to complete your desired :2_::4::6::P: motion after the recovery of the :2::H+K::P: string, which makes the timing 100x more difficult.

Here's exactly how I did it...

:6::4::F: :2::H+K::P: this part is pretty easy just make sure that you are linking the :2::H+K::P: on the first frame possible, which is not difficult due to the generous buffer window in DOA5U. I just thought that I would mention this part for thoroughness.

Next is the :4::6::3::P: follow up. The :P: in the :2::H+K::P: combo has 25 frames of recovery. Start entering :4::6: at about 15 frames into the recovery. Make sure that your controller or stick goes back to neutral (I'm not quite sure why this makes a difference, but it did for me. I was rolling the :6::3::P: and not landing it until I made the adjustment to going to neutral after the :4::6:.) You can do this relatively slowly. Wait for the move to fully recover (25 frames total) and then press :3::P: at the exact frame that you are fully recovered to get your double palm to come out. Done.

Make sure that your inputs on the :4::6::3::P: are clean and that you are not rolling the pad or stick. Each input should go through neutral before the next (thanks Golden Mean! This was the last adjustment that I needed). You have alot of time to perform the double palm with this motion. Mess with this motion alone in training to see what I mean. Much easier to get palm out in this way than any other way in my opinion.

A long explanation for a short combo, but maybe using :4::6::3::P: for double palm will be helpful in other ways. It's really easy using that shortcut.

I hope that this explained this beast of a combo correctly. If there are any questions, just ask.
 
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Zeo

Well-Known Member
Well, I'm finished ranting but I've found myself lost with this guy. Without 66P wall slam and 16F+P It feels awkward in the situations where I'd normally use these but that can be adjusted to. I sat in training mode with Akira and looked at all the recovery frames for most of his moves on hit vs whiff/block and I see how bumped up the recovery is.

Overall he feels very awkward and stiff now due to the pointless extra recovery frames, I'll jab, attempt to follow it up with a move but buffer it too quickly and he'll just stand there, if it hits then the move will come out but the needless extra recovery on whiff and block will throw my next input into the void. This makes chaining blockstrings and frametraps together very uncomfortable and again, awkward.

I'm currently at a loss with him and I'm not really sure what I should be doing in matches at the moment, I'm currently just fishing for CH 66P, 3P+K and the occasional guard break. It's a little embarrassing being the pioneer and then saying I don't know what to do but that's why these boards are here. So the mountain of questions.

0. Does moving around with him feel stiff to you now?
1. What do you do when you try to open people up?
2. What's your primary sidestep option?
3. What do you do when your opponent is at the wall without W! :6::6::P:?
4. What's the primary CB combo now? Same as Vanilla?
5. Without the vanilla force tech setups, what are your primary ways of landing the GBoD?
6. Do you go for CB often or more stun - launch/throw?
7. Do you even attempt frame traps with :214::P: or :4::6::P: anymore in spite of the recovery?
8. 66K's launch height was nerfed, what's the primary combo after :3::h::P: now?

What should I be doing with this character? Because I need to start from the drawing board it seems.
 

Sly Bass

Well-Known Member
Premium Donor
0. Does moving around with him feel stiff to you now?
1. What do you do when you try to open people up?
2. What's your primary sidestep option?
3. What do you do when your opponent is at the wall without W! :6::6::P:?
4. What's the primary CB combo now? Same as Vanilla?
5. Without the vanilla force tech setups, what are your primary ways of landing the GBoD?
6. Do you go for CB often or more stun - launch/throw?
7. Do you even attempt frame traps with :214::P: or :4::6::P: anymore in spite of the recovery?
8. 66K's launch height was nerfed, what's the primary combo after :3::h::P: now?

A lot of these answers can be found in this thread I put together. First post. http://www.freestepdodge.com/threads/akiras-frame-data-combos.3415/

Check the combo doc and frame data.

0. It takes time to learn his new recovery frames. Again, it takes time. Up to you if you want to invest that time.
1. Playing re-actively. Someone who is coming at you, are they free canceling into another string? 66P. Are they doing an unsafe string? 6P+K. Spacing and whiff punishing. Crushing highs with 33P+K or 3P+K. I've had a big boner for 33P+K lately. Pressing buttons hurt me.
2. SSP. SSP+K for wall splats. SSK comes in third.
3. In order of use. 2H+KPP. 46P. 46P+K. 666P. Don't forget 6P4 (PP) or (P+K). And good god, PK or simply K.
4. If I'm going for a CB, 9 times out of 10 it's from 6P+K. 6P+K, 66P, P, 66P+K.
5. Reference the combo doc in above link. I've listed them all. Even have a combo video in that same post.
6. Stun launch. I want my guaranteed damage. It's also my reason for abandoning 16T for 46T instead.
7. I use :214::P: a lot less now. I tend to use it as a move against a waking up opponent primarily. If they're blocking, then so be it. Frame trap that way. :4::6::P+K: actually works as the best frame trap for me. Left at -10, but with low recovery frames, it feels like I'm -3 at neutral. I'm always caught with my pants down on a whiffed :4::6::P:. The ass clown that was low countering in a stun string can still recover faster than I can from a whiffed :4::6::P: and punish me. WHY IS THAT OK?!?!?!?
8. Reference said combo doc again.
 
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Zeo

Well-Known Member
Much thanks, oh Godfather of Akira. (Not poking fun, either. You are effectively the father at this point.)

I have much training to do.
 

Nameless Sama

Well-Known Member
I can do the :H*+K: in vanilia with 1 finger but I suck at DOA5U for some reason ! For :H*+K: I must use 2 fingers in Ultimate. Here is a video who someone uses for Akira :H*+K: = :h: and :H+K: I tryed in the video the same thing but it doesnt work. I need help with this. I can do it with using 2 fingers but 1. I am slow and 2. not actually mastered.

 

Sly Bass

Well-Known Member
Premium Donor
I can do the :H*+K: in vanilia with 1 finger but I suck at DOA5U for some reason ! For :H*+K: I must use 2 fingers in Ultimate. Here is a video who someone uses for Akira :H*+K: = :h: and :H+K: I tryed in the video the same thing but it doesnt work. I need help with this. I can do it with using 2 fingers but 1. I am slow and 2. not actually mastered.

If the method in the video doesn't work for you, try binding :h: to A (xbox), or X (PS3) and bind :K: to B (xbox) or O (PS3) and slide your thumb over both the buttons like you're snapping your fingers. Do it fast and run your thumb over and past B (xbox) or O (PS3). Don't stop on that button.
 

Sly Bass

Well-Known Member
Premium Donor
clear.png
A long explanation for a short combo, but maybe using :4::6::3::P: for double palm will be helpful in other ways. It's really easy using that shortcut.
You know, I've actually been adopting the input of :4::6::3::P: for the double palm. I've also noticed that I've been shying away from using 2H+K and 2K in CH opportunities. There is going to be a big change in how I'm playing Akira. Freakin ranked matches put me into bad habbits.
 

Nameless Sama

Well-Known Member
I can do 98 % fluidly from his movesets but the 2 % are the 1Frame Knee.

How do you do it ? Do you make it with 1 finger or 2 fingers ?
X = Kick and O = Hold by me.

Do you make it with alternative :h::+: :K: or with :H+K: in the video ? Some people are saying that you should hold the Kick button with Hold and after releasing the :h: slipping your finger to H + K .
 

Sly Bass

Well-Known Member
Premium Donor
I can do 98 % fluidly from his movesets but the 2 % are the 1Frame Knee.

How do you do it ? Do you make it with 1 finger or 2 fingers ?
X = Kick and O = Hold by me.

Do you make it with alternative :h::+: :K: or with :H+K: in the video ? Some people are saying that you should hold the Kick button with Hold and after releasing the :h: slipping your finger to H + K .
If the method in the video doesn't work for you, try binding :h: to A (xbox), or X (PS3) and bind :K: to B (xbox) or O (PS3) and slide your thumb over both the buttons like you're snapping your fingers. Do it fast and run your thumb over and past B (xbox) or O (PS3). Don't stop on that button.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
I FINALLY got Akira's featherweight combo, whew! All combo challenges complete. I think that this combo along with his combo after the 64T took longer than all of the other combo challenges for all other characters combined. Shout outs to Legend and Ryujin for technical support, Bass for emotional encouragement, and HUGE shout outs to Golden Mean from gamefaqs for his gutliek tip on allowing the stick to go back to neutral for landing the :4::6::3::+::P: ender.

Anyway, I thought that I would write out exactly how I got it to help others (Squizzo) in completing this beast of a combo. I used the same method as Legend with the exception of the motion for the double palm ender.

Akira Featherweight combo challenge:
Critical Burst, dash (keep :6: held after dash throughout the entire combo until after the 3rd knee), :H*+K: (time the 2nd knee to hit Alpha at the highest point possible in her fall):H*+K:, :P: (timed to hit Alpha at the highest point possible in her fall and buffer the 3rd knee during the final recovery frames of this :P: to get the 3rd knee to come out at the first frame possible. You can :F: cancel the :P: if it helps you but I didn't) :H+K: (now let go of :6: and buffer the 4th knee during the final recovery frames of the 3rd knee to get the 4th knee to come out at the first frame possible) :H+K: , :4::6::3::+::P: (Akira's knee has 24 frames of recovery, you want to buffer the :4::6: somewhere in the range of recovery frames 10-15 and allow your stick or pad to go back to neutral. This is a MUST. I repeat, allowing your stick or pad to set to neutral is a MUST lol. Finally on the first frame after frame 24 of recovery on the 4th knee press :3::+::P:. As a visual cue, Akira is fully recovered from his knee just after he places his foot back on the ground.
Pow! Mission complete Headband!:akira:
 

Sly Bass

Well-Known Member
Premium Donor
I FINALLY got Akira's featherweight combo, whew! All combo challenges complete. I think that this combo along with his combo after the 64T took longer than all of the other combo challenges for all other characters combined. Shout outs to Legend and Ryujin for technical support, Bass for emotional encouragement, and HUGE shout outs to Golden Mean from gamefaqs for his gutliek tip on allowing the stick to go back to neutral for landing the :4::6::3::+::P: ender.

Anyway, I thought that I would write out exactly how I got it to help others (Squizzo) in completing this beast of a combo. I used the same method as Legend with the exception of the motion for the double palm ender.

Akira Featherweight combo challenge:
Critical Burst, dash (keep :6: held after dash throughout the entire combo until after the 3rd knee), :H*+K: (time the 2nd knee to hit Alpha at the highest point possible in her fall):H*+K:, :P: (timed to hit Alpha at the highest point possible in her fall and buffer the 3rd knee during the final recovery frames of this :P: to get the 3rd knee to come out at the first frame possible. You can :F: cancel the :P: if it helps you but I didn't) :H+K: (now let go of :6: and buffer the 4th knee during the final recovery frames of the 3rd knee to get the 4th knee to come out at the first frame possible) :H+K: , :4::6::3::+::P: (Akira's knee has 24 frames of recovery, you want to buffer the :4::6: somewhere in the range of recovery frames 10-15 and allow your stick or pad to go back to neutral. This is a MUST. I repeat, allowing your stick or pad to set to neutral is a MUST lol. Finally on the first frame after frame 24 of recovery on the 4th knee press :3::+::P:. As a visual cue, Akira is fully recovered from his knee just after he places his foot back on the ground.
Pow! Mission complete Headband!:akira:
Offline, I have mastered the :6::4::H+P:, :2::H+K::P::h::4::6::5::3::+::P: on lightweights. I'm working to incorporate :4::6::5::3::+::P: into other moves for wall splat combos.

I find that the more specialized and strict timing moves I'm discovering with Akira, the more I am turning into an "Offline is so much better" snob.
 
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