Akira Combo Thread

Goro Hazuki

Active Member
Hi Wali. It's nice to see more Akira players here.

how about his :3: :F+K: :P+K: it combo from counter hit or side attack

Yes, this is quite useful in DOA as well. If I recall correctly, the :P+K: causes a sit down stun on normal hit, but launches are not guaranteed because your opponent recovers quickly. Perhaps your best follow up after that is :6::K:,:P:,:3::F+K:,:P:,:4::6::6::P+K: (if you're quick enough to get the launcher). On the plus side, it causes a ground bounce from behind (again if I recall correctly, so we'll wait for the release date to confirm).

and for his :4: :6: :P: combo you can do :4: :6: :P: :P: :3: :F+K: :P: :4: :6::6: :P+K:
Connecting the :P: after :4::6::P: doesn't work anymore. So the rest of the string doesn't connect obviously. If you are able to connect :4::6::P:, you're best off doing :2::P:,:3::6::P::P: for max damage or :2::P:,:3::4::6::P:

or you can use his :2: :F+K: :P: :P: combo as sub of dragon lance but you must be in closed stance if this applied in this game too
This doesn't work; I found that string to only connect after :6::4::F+P:

and for his SDE (:6::6::6::P:) did crumple like in vf or it launch ?
I believe it still does crumple. I don't recall ever launching with it, but there may be situations that it does when you reach threshold stun (I have yet to experiment much with it in DOA5)


and his move from :6::6::P+K: hit threw how they react to it ? i hope they just forced to guard (no side step or sabaki)
.

It's a throw combo once it connects, so no worries here. But it can be countered and sidestepped, so use caution when using it. It is also his critical burst, so be mindful that a lot of skilled players will be anticipating this medium punch attack once the stuns starts racking up.

Akira is really good here and the transition just needs getting used to. He has quite a few sitdown stuns like :4::P:,:P+K: or :214::P: or even :4::3::P:(but this one can be easily slow escaped...easily; it does cause a ground bounce from behind or from mid air though).

So a good combo I found to work (and should be guaranteed, but I will verify when I have the final build) is:

:214::P:,:6::K:,(:F:):+::K:(just frame knee),:3::F+K:,:P:,:4::6::6::P+K:

If for some reason you mess up the just frame knee, just hit P to connect, or try very quickly to hit :2::P:,:3::6::P::P: or :2::P:,:3::4::6::P:. But depending on the opponent's height, this may not work so you're better off getting the JF knee right as much as possible.

I hope this helps and I'm looking forward to what you can share when the game is out as well.
 

wali

Member
hi goro and thanks for the quick replay
about :4::6::P: it 's really toned down from vf5fs it the same as vf 5 vanilla .
as for his :6::6::P+K: hit throw i meant the back transition follow up (:P: and :K:) is they are still the same ?
 

Goro Hazuki

Active Member
Yeah the follow up should be the same. Bare in mind that there is an input bug in the recent build I played (0.95) so the move doesn't register as a follow up, so you can't do it. (it did work in the E3 build (0.5) and this bug should be fixed in the final build). If I recall correctly, when I played the E3 build, the opponent couldn't do anything during Akira's step back then punch or kick. So it should be the exact same situation in the final build.
 

wali

Member
good this gonna be good mix up game along side with his back step move from :6::P: and side cancel move follow up .
 

Goro Hazuki

Active Member
Indeed.

Also, I stand corrected. I just saw a nice Akira match in DOA5 and you can do the following:
:4::6::P:,:2::P:,:3::F+K:,:P:,:4::6::6::P+K:

I didn't expect it to work, because so many other strings from VF didn't transition over. Sorry about that :) So Wali, just alter the combo you posted with :2::P: instead of :P: after the :4::6::P: and you should be just fine.
 

wali

Member
:3::3::P::6::K::P::214::P::3::F+K::P::4::6::6::P+K: this is the devil against light weight
:3::3::P::6::K::P::4::3::P::3::6::P::P:
:3::3::P: :P: :F+K:(just from knee) :3::4::6::P:
and what :3::P+K: counter hit effect ? if it cause fall down you can carry with :2::F+K::P::3::4::6::P:
 

Goro Hazuki

Active Member
:3::3::P::6::K::P::214::P::3::F+K::P::4::6::6::P+K: this is the devil against light weight
I love this one, but I only get this against Eileen, El Blaze, and Aoi. Not sure how well it is against the others. Who are the characters you use it against? And is it on normal or counter hit?

I'd just add a guard cancel input between :4::3::P: and :3::6::P::P: for more accurate inputs.

:3::3::P: :P: :F+K:(just from knee) :3::4::6::P:

You can add another :2::P: after the just frame knee for a little more damage ;)

Edit: The above combos are from VF5FS. Their viability will be tested on the final build of DOA5 upon release.

and what :3::P+K: counter hit effect ? if it cause fall down you can carry with :2::F+K::P::3::4::6::P:

On counter, in DOA5, it pushes the opponent's legs back and head forward (looks like they're slipping), and you can get a launcher after (like :6::K:).
 

wali

Member
I love this one, but I only get this against Eileen, El Blaze, and Aoi. Not sure how well it is against the others. Who are the characters you use it against? And is it on normal or counter hit?
it 's from normal hit form either closed or open stance and yes it's only against those 3 but against other character up to akira weight it can connect if they are close to walls


I'd just add a guard cancel input between :4::3::P: and :3::6::P::P: for more accurate inputs.



You can add another :2::P: after the just frame knee for a little more damage ;)

Edit: The above combos are from VF5FS. Their viability will be tested on the final build of DOA5 upon release.
i guess they well connect actually i hope so



On counter, in DOA5, it pushes the opponent's legs back and head forward (looks like they're slipping), and you can get a launcher after (like :6::K:).
the launcher are guaranteed or it can be hold out ? if it holdable i guess we can sub with:4::6::P: to mix things up
 

Goro Hazuki

Active Member
the launcher are guaranteed or it can be hold out ? if it holdable i guess we can sub with:4::6::P: to mix things up

:6::K: should be guaranteed, but don't quote me on it just yet. When I played against people I asked them to try to slow escape it, and they couldn't. I also set the training dummy to slow escape all my moves, and it connected all the time. But yeah, mixups are good to keep as back up.
 

Goro Hazuki

Active Member
It's no problem. Slow Escape is like toggling the stick (or d-pad) in VF to quickly escape the stun. In DOA, you hold guard and rotate the stick (or d-pad) in a circular motion to escape stun quickly. It's a good habit to make slow escaping second nature because you avoid a lot of damage by doing it if you get caught in a stun.
 

Goro Hazuki

Active Member
ohh thanks goro and this a universal combo from :6::6::P+K: :H+P:
:P: :4::P::P+K: :214::P::3::F+K::P::4: :6::6: :P+K: 92 damage
i hope it work in DOA5 too.

I couldn't test any combos from Teiro Kanpo (because the input bug in the 0.95 build), but I don't think that would work. :4::P::P+K: should cause a ground bounce which should make :214::P: too slow to connect.

But you never know. We'll have to wait for the final build to find out 100%.

Edit: However, it is probably safe to assume that after :4::P::P+K:, you may be able to connect:
Option 1: :2::P:,:3::6: :P::P:
Option 2: :2::P:,:3::4::6::P:
Option 3: :3::F+K::P::4::6::6::P+K:
Option 4: (big maybe here) :2::F+K::P::P:

We'll just have to wait for release to find out if these work.
 

wali

Member
I just found this match
it look like Akira :6::P: cause stun too (1.16 ) i am not sure if the fallow guaranteed or not but looks like you can do either :4::6::P: or :6::K: well connect .
:3::P+K: counter hit guaranteed :F+K: (knee) really launch high it safe to assume :214::P: will connect or maybe :6::K::P: before :214::P: for further damage.
:6::6::6::P: counter strike float high this well give a lot of option to fallow-up.
2.32 Akira rising :K: counter hit cause another stun leading to youhou :3::3::P: combo which look nasty even without ground bounce .
is all character rising CH :K: cause stun ?.
2.41 double palm still splat people flat against walls is it me or it connect after counter hit :2::P: :rolleyes: ?.
Akira player miss a lot of chances but really this the only Akira match i really like
 

Goro Hazuki

Active Member
it look like Akira :6::P: cause stun too (1.16 ) i am not sure if the fallow guaranteed or not but looks like you can do either :4::6::P: or :6::K: well connect .
It's not guaranteed.

:3::P+K: counter hit guaranteed :F+K: (knee) really launch high it safe to assume :214::P: will connect or maybe :6::K::P: before :214::P: for further damage.

The one in that video (0:36) was not guaranteed. It was on normal hit. But yeah, the just frame knee has massive launch, right? Connecting after the knee can open up many possibilities. I like doing the same combo in that video. I'd like to experiment more with different combos after the second just frame knee.

:6::6::6::P: counter strike float high this well give a lot of option to fallow-up.

Yeah, I was getting it to launch from time to time, but I wasn't sure if I had just caught the opponent early while they were trying a jump move, or because it's on counter.

2.32 Akira rising :K: counter hit cause another stun leading to youhou :3::3::P: combo which look nasty even without ground bounce .
is all character rising CH :K: cause stun ?

It's a stun that can easily be shaken out of or held out of. However, if you connect more hits in spite of this, you increase your chances to reach critical burst.

2.41 double palm still splat people flat against walls is it me or it connect after counter hit :2::P: :rolleyes: ?

No you're right, it did connect (but it's not guaranteed). So if Sarah countered for mid punch, she would have countered Akira's Byakko Soushouda.

I know you mentioned this is your first DOA, so I'm sure you have a lot of questions about the combo system and guaranteed strings etc..

Just be patient, try the game out, and ask any questions. There's a lot about the system that I'm still learning, and I've been playing since DOA1.

Akira player miss a lot of chances but really this the only Akira match i really like

Yeah it's a good match. I believe the Akira player is Mochi. He's a very good player that shows a good approach to playing with Akira. He said that with this match, he messed up a lot (can be seen in a few places in the match). But still, impressive play considering he had a bag on his head the whole match. Also, his inputs are almost spot on most of the time. I'd love to meet him and get some advice on what he uncovers with Akira.
 

wali

Member
The transition from VF physics to DOA well be my problem but i am very fast learner i well be on tracks in no time
in the video fuddo look confused he spam Sarah low kick a lot if i was in Akira place i well side step to knee it always caught low kicks low punish spammers
 

Goro Hazuki

Active Member
Yeah, I'm sure you'll be fine. You seem to know Akira very well in VF, so transitioning won't be a problem (I think it's part of the fun).

I think Fuudo was spamming low kick to force a low counter. He could do a low throw from there and Sarah has a guaranteed combo after low throw that causes big damage. Also, if Sarah did :3::H+K:, then side step won't work. It's all part of the DOA mind game.
 

wali

Member
Yeah, I'm sure you'll be fine. You seem to know Akira very well in VF, so transitioning won't be a problem (I think it's part of the fun).

I think Fuudo was spamming low kick to force a low counter. He could do a low throw from there and Sarah has a guaranteed combo after low throw that causes big damage. Also, if Sarah did :3::H+K:, then side step won't work. It's all part of the DOA mind game.
low throw crouch or ground throw?
low full circular is annoying specially in FS
by the way mid kick have different hold command than mid punish right?
 

Goro Hazuki

Active Member
low throw crouch or ground throw?
low full circular is annoying specially in FS
by the way mid kick have different hold command than mid punish right?

- Low Crouch. Sarah does not have a ground throw.
- Yes, mid kick is countered :6::h:, while mid punch is countered :4::h:
 

Goro Hazuki

Active Member
So here are some combos that definitely work and are guaranteed. I should be getting the final build today or tomorrow. People with the final build, please post your Akira combos as well. As before, just frame knee notation is (:h:):+::K:. I'm just subbing in :h: instead of :F: to match the new DOA5 notation. And just hit is notated as (:P:).

Combo 1:
:214::P:, (:h:):+::K:, wait, :P:,(:h:):+::K: ,:P:,:3::H+K::P::4::6::6::P+K:

Combo 2:
:214::P:, (:h:):+::K:, wait, :P:,:4::3::P:, :3::H+K::P::4::6::6::P+K:

Combo 3:
:214::P:, (:h:):+::K:, wait, :P:,:4::3::P:,:2::P:,:3::6::P:(:P:)

Combo 4:
:214::P:, (:h:):+::K:, wait, :P:,:4::3::P:,:2::P:,:3::4::6::P:

Combo 5:
:214::P:, (:h:):+::K:, wait, :P:,:4::3::P:, :3::H+K::P::4::6::6::P+K:

In the following combos, miss the first hit to get a sitdown stun on the :P+K: follow up:
Combo 6:
:4::P::P+K:, (:h:):+::K:,:P:,(:h:):+::K: ,:P:,:3::H+K::P::4::6::6::P+K:

Combo 7:
:4::P::P+K:, (:h:):+::K:, :P:,:4::3::P:, :3::H+K::P::4::6::6::P+K:

Combo 8:
:4::P::P+K:, (:h:):+::K:,:P:,:4::3::P:,:2::P:,:3::6::P:(:P:)

Combo 9:
:4::P::P+K:, (:h:):+::K:,:P:,:4::3::P:,:2::P:,:3::4::6::P:

Combo 10:
:4::P::P+K:, (:h:):+::K:, :P:,:4::3::P:, :3::H+K::P::4::6::6::P+K:

In the following combos get the first hit to achieve a ground bounce on the :P+K: follow up:
Combo 11:
:4::P::P+K:,:P:,:3::H+K::P::4::6::6::P+K:

Combo 12:
:4::P::P+K:,:P:,:3::6::P:(:P:)

Combo 13:
:4::P::P+K:,:P:,:3::4::6::P:

Combo 14:
:4::P::P+K:,(:h:):+::K:,:2::H+K::P:(:P:)

Many more to come :)
 
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