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

coffeedad

I <3 Jesus...and coffee.
Premium Donor
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.

That's very impressive if you've mastered that combo. I like the notation that you used for the double palm. :4::6::5::3::+::P: is more accurate than :4::6::3::+::P:.

I think Akira is a great character and when he hits he puts the hurt on! I will be looking through the other threads for basic combos and start practicing some Akira. Such a beast!
 

Zeo

Well-Known Member
Might be a million years late but after about 45 minutes trying and using Raoh's method I finally got those double palm challenges done. I feel exhausted and freaking proud right now. I will most definitely be wearing that headband title.
 
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coffeedad

I <3 Jesus...and coffee.
Premium Donor
^^^ congrats and good work! I will wear the headband title in your honor this week ;)
 

Sly Bass

Well-Known Member
Premium Donor
Might be a million years late but after about 45 trying and using Raoh's method I finally got those double palm challenges done. I feel exhausted and freaking proud right now. I will most definitely be wearing that headband title.
It takes a bit of practice, but I use it with no problem in live matches now. That move is shocking when you pop it off standing up.
 

DestructionBomb

Well-Known Member
Standard Donor
I'm coming to a late point of a question....if there is anything you would change for Akira as of right now what would it be? Personally the only thing that I tremendously find annoying is the extra unneeded recovery frames from block & whiff on certain moves (66P etc.) the old 2P > 66P method. As much as I liked the 16T grab..I started to adapt on not using it. Zeo perhaps you and Takeda can provide on this too.

@Sly Bass @Incognito @Ghosty-J @Zeo @Brute
 

Sly Bass

Well-Known Member
Premium Donor
The recovery frames would be my only gripe. Losing 16T isn't as shitty as I once thought it was. I was able to compensate with finding other means of guaranteed damage.
 

Zeo

Well-Known Member
As much I loved CH 2P > 66P it was a somewhat easy mode way to get in and I can live without it.

The recovery frames are top priority, as of now they're the worst thing about him and have got to go. That and I want 16T back. He's still a good character without it but there's no arguing that it was his primary offensive vortex and there was no reason to take it away. Those two changes are all he really needs, the rest of this is just excess but just for fun-

- 2P+K giving +14 (IE guaranteeing 66P)

- 214P giving +2 at close range.

- 46P+K being VF status, +1 on block.

- 214P+K giving the opponent more stun and not sending them as far away, guaranteeing 3K > 46P > 66P+K and nearly guaranteeing 46P without good slow escaping.

- +8 on 4T for better mixup purposes.

- 1K NOT unsafe. -2 or -3 is fine but not -7.

- 66P regains wall splat.

- His best throw in VF5 Vanilla was a launch throw with a guaranteed juggle. If 16T never came back this would be his primary throw and would be amazing for him.
 
Honestly :4::6::5::3::+::P: is a life saver. I've been able to pull of the instant palm consistently and the throw combo not as hard as it was before on the 1p side for me.

To practice it, i've been setting the training dummy to block all my hits and I use :6::+::P::4::P::P: on lightweights and I try to get an instant palm to follow it up. It's like EWGF training in Tekken lol. That and:H*+K:
 

DestructionBomb

Well-Known Member
Standard Donor
Possible way to tweet TN about the recovery frames? I mean I like the grab too Zeo I still have that feeling that TN will probably say no to it or something. Want to get my hopes up though.
 
Jesus Christ i'm away for a few months and I find that my Out-Dated thread/forum is popular on the Akira side.
Sly bass! Need to send me a document on all the changes you've seen and new stuff so I can put them up on the main page and give credit to you!
@Sly Bass
 

RoboJoe

Well-Known Member
Hey guys, a couple of questions:

1. What are Akira's max damage juggles off of NH and CH for Akira's launchers?

2. Is there any use for 6P+K? I can't find any combo damaging enough to use it over 46T.
 
@RoboJoe
1. The Max Juggle Combo i've got was when I got a Perfect CB (Meaning 28 damage is the maximum you can do for a CB) into 2 Knees, (h)6P, 3H+KP466P+K.
(Sorry for my lazy typing, i'm on my phone and that's what i can remember atleast; i know i've done many more damaging combos.)

2. 6P+K on Guard Break gives you a Guranteed hit with: 66P, 26P, (h)6PP (i think, i mostly use 66P)
But for that set up i mostly use it for a Force Tech with: 6P+K, 46P, 214P.
Combos: 6P+K, 26P, 43P, 2P, 3H+KP466P.
6P+K, 66P, Knee, Knee, (h)6P, 3H+KP466P.
6P+K, 66P, P+K • 43T • 6P, Dash, (WR) 3P+K is a force tech.
This is all on guard break.
There are many more but this what I mostly use in certain scenarios. I'm forced to use other tools sometimes since my opponents sometime catch up pretty quick.
 

RoboJoe

Well-Known Member
Alright, so I realize my earlier question required a lot of work, so I did it myself. This might be old news to you guys, but I hope it helps someone. If anyone has a better max damage juggle for any section, just tell me and I'll update this post.

Weight Classes = F, SL, L, W, M, C, H, SH.
If you don't understand those acronyms: http://freestepdodge.com/threads/dead-or-alive-5-ultimate-weight-classes.3228/

NH = Normal Hit, LVL1 = Level 1 Crit Threshold, CH = Counter Hit, HCH = High Counter Hit, DLC = Dragon Lance Combo (3H+KP466P+K), KNEE = (H+K, release H in 1 frame).

The 4 different launch heights are NH/LVL1/CH/HCH. For reference, LVL2 threshold is the same as CH and LVL3 is equivalent to HCH. LVL1 has no equivalent and to keep damage values consistent, in every instance, LVL1 was reached with 4P+K (NH) and then the launcher was used.

46P

413P, 2P, DLC = 62 (NH), 77 (CH), 93 (HCH) Works on all weight classes.

33P

NH

KNEE, 6KP, DLC = 76 (F)
KNEE, [6]P x 2, DLC = 69 (SL,L,W,M,C,H)
[6]P x 3, DLC = 64 (SH)

LVL1

KNEE, 6KP, DLC = 76 (F)
KNEE, [6]P x 2, DLC = 79 (SL,L,W,M,C,H)
KNEE, [6]P, DLC = 75 (SH)

CH

KNEE x 3, DLC = 100 (F)
KNEE x 2, [6]P, DLC = 93 (SL,L,W,M)
KNEE x 2, DLC = 88 (C,H)
KNEE, [6]P x 2, DLC = 86 (SH)

HCH

KNEE x 3, DLC = 119 (F)
KNEE x 2, [6]P, DLC = 111 (SL,L,W,M,C,H)
KNEE, [6]P x 2, DLC = 103 (SH)

KNEE

NH

KNEE, [6]P x 2, DLC = 70 (F)
KNEE, [6]P, DLC = 66 (SL,L,W)
[6]P x 3, DLC = 65 (M,C,H)
[6]P x 2, DLC = 61 (SH)

LVL1

KNEE, [6]P, 6KP, DLC = 91 (F)
KNEE x 2, DLC = 81 (SL,L,W)
KNEE, [6]P x2, DLC = 80 (M,C)
[6]P, KNEE, [6]P, DLC = 80 (H)
[6]P x 3, DLC = 75 (SH)

CH

KNEE x 3, DLC = 102 (F)
KNEE x 2, [6]P, DLC = 95 (SL,L,W,M)
KNEE x 2, DLC = 90 (C,H)
KNEE, [6]P x 2, DLC = 88 (SH)

HCH

KNEE x 3, DLC = 121 (F)
KNEE x 2, P, DLC = 113 (SL,L,W,M,C,H)
KNEE, [6]P x 2, DLC = 105 (SH)

4PP+K

Front Turned Opponent

[6]P, KNEE, [6]P, DLC = 72 (F,SL,L,W,M,C,H)
[6]P, DLC = 59 (SH)

Back Turned Opponent

KNEE, 6KP, DLC = 82 (F)
[6]P, 6KP, DLC = 77 (SL,L,W,M)
[6]P, KNEE, [6]P, DLC = 75 (C,H,SH)

666P

NOTE: Despite both being LVL1 stun, 214P gives a very slight increase in launch height, just enough to connect the following combos. Since 666P is guaranteed after 214P, I'm using it for the LVL1 combos instead of the usual 4P+K.

NOTE 2: While LVL2/LVL3 and CH/HCH are exactly the same, 666P pushes too far back to connect these combos on raw CH/HCH under normal circumstances, so to connect them, you have to bring yourself closer than usual. You do this by taking a free step towards the side of your opponent. The further to their side/back you go, the closer you'll be when you launch them. For the purposes of collecting raw damage, the relevant combos were done using this technique. However, this does not affect 666P in stun in which case you need no free steps.

LVL1

[6]P, KNEE, DLC = 78 (F,SL,L,W,M,C,H) [see NOTE]
P, DLC = 67 (SH)

CH

[6]P, KNEE, DLC = 84 (F,SL,L,W,M,C,H) [see NOTE 2]
P, DLC = 72 (SH)

HCH

[6]P, KNEE, DLC = 84 (F,SL,L,W,M,C,H) [see NOTE 2]
P, DLC = 86 (SH)

6KP

LVL1

[6]P, KNEE, DLC = 81 (F)
[6]P, DLC = 72 (SL,L,W,M,C,H,SH)

CH

[6]P, KNEE, DLC = 87 (F,SL,L,W)
[6]P x 2, DLC = 80 (M,C,H,SH)

HCH

KNEE x 2, DLC = 111 (F)
[6]P, KNEE, DLC = 103 (SL,L,W,M,C,H)
[6]P x 2, DLC = 95 (SH)

66K

NH

2P, DLC = 54 (F)

LVL1

[6]P, KNEE, [6]P, DLC = 79 (F)
[6]P, 2P, DLC = 68 (SL,L,W,M,C,H)
[6]P, 2P, [2]46P = 59 (SH)

CH

[6]P, KNEE, [6]P, DLC = 86 (F)
[6]P x 3, DLC = 79 (SL,L,W,M,C,H)
[6]P x 2, DLC = 74 (SH)

HCH

KNEE x 2, DLC = 105 (F)
[6]P, KNEE, [6]P, DLC = 103 (SL,L,W)
[6]P x 3, DLC = 95 (M,C,H)
[6]P x 2, DLC = 89 (SH)

8K

NH

[6]P, 2P, DLC = 65 (F)
2P, DLC = 61 (SL,L,W,M,C,H)
2P, [2]46P = 52 (SH)

LVL1

[6]P, KNEE, DLC = 79 (F)
[6]P, 2P, DLC = 72 (SL,L,W)
2P, DLC = 68 (M,C,H)
2P, [2]46P = 59 (SH)

CH

KNEE x 2, DLC = 97 (F)
[6]P, KNEE, [6]P, DLC = 95 (SL,L,W)
[6]P, KNEE, DLC = 90 (M,C,H)
[6]P, 2P, DLC = 80 (SH)

HCH

KNEE x 2, DLC = 116 (F)
[6]P, KNEE, [6]P, DLC = 114 (SL,L,W,M,C,H)
[6]P x 2, DLC = 100 (SH)

64T

NH

66, 2H+KP, 2P, 466P+K = 75 (F,SL,L,W,M,C,H)
66, 2H+KPP = 65 (SH)

CH

66, 2H+KP, 2P, 466P+K = 93 (F,SL,L,W,M,C,H)
66, 2H+KPP = 81 (SH)

HCH

66, 2H+KP, 2P, 466P+K = 112 (F,SL,L,W,M,C,H)
66, 2H+KPP = 97 (SH)

Wall Splat

For reference, I used 46P as the Wall Splat.

KNEE x 2, P, DLC = 93 (F)
KNEE, P x 2, DLC = 88 (SL,L,W,M,C,H) OR 214P, P x 2, DLC = 88 (SL,L,W,M,C,H)
214P, P, 2P, DLC = 86 (SH)

If there are any mistakes anywhere, please tell me.

EDIT: I've added Sly Bass's version of W! combo, the 6KP section and updated 666P. If anyone is confused about the 666P section, tell me and I'll explain it in more depth.
 
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Sly Bass

Well-Known Member
Premium Donor
Alright, so I realize my earlier question required a lot of work, so I did it myself. This might be old news to you guys, but I hope it helps someone. If anyone has a better max damage juggle for any section, just tell me and I'll update this post.

Weight Classes = F, SL, L, W, M, C, H, SH.
If you don't understand those acronyms: http://freestepdodge.com/threads/dead-or-alive-5-ultimate-weight-classes.3228/

NH = Normal Hit, LVL1 = Level 1 Crit Threshold, CH = Counter Hit, HCH = High Counter Hit, DLC = Dragon Lance Combo (3H+KP466P+K), KNEE = (H+K, release H in 1 frame).

The 4 different launch heights are NH/LVL1/CH/HCH. For reference, LVL2 threshold is the same as CH and LVL3 is equivalent to HCH. LVL1 has no equivalent and to keep damage values consistent, in every instance, LVL1 was reached with 4P+K (NH) and then the launcher was used.

46P



33P



KNEE



4PP+K



666P



66K



8K



64T



Wall Splat



If there are any mistakes anywhere, please tell me.
Awesome, love the effort. I'll dive into this a little later today. I have to admit, I haven't put a super amount of effort into max damage juggles in DOA5U. Just kinda took what I knew from vanilla. In terms of wall splats, depending on what you splat with gives you different recovery opportunities. However, off of 46P, I believe 214P, P, P, DLC is the highest. Let me know otherwise because I'll change my habits up if there is something better.
 

RoboJoe

Well-Known Member
Awesome, love the effort. I'll dive into this a little later today. I have to admit, I haven't put a super amount of effort into max damage juggles in DOA5U. Just kinda took what I knew from vanilla. In terms of wall splats, depending on what you splat with gives you different recovery opportunities. However, off of 46P, I believe 214P, P, P, DLC is the highest. Let me know otherwise because I'll change my habits up if there is something better.

I kept recovery in mind, which is why I used 46P. It also helps that 6P+K guarantees the 46P. Anyway 214P, P x 2, DLC is equal in damage to the one I posted. So, it's a matter of preference.
 

Sly Bass

Well-Known Member
Premium Donor
666P can score a KNEE, P, DLC. I normally pull that off from sit down stuns on anything sub heavy weight.

Also, what about 6KP?
 

RoboJoe

Well-Known Member
I forgot about 6KP. I'll head into the lab and then update the post with what I find. I'll add the 666P combos too.

EDIT: updated
 
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RyuxSama

Well-Known Member
I'm a bit new to learning akira, i have his basic combos down, but i'm having trouble with doing his Knee consistently. Could anyone help me?
 
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