Free Step Dodge

Hazard
Hazard
How long is the unstaggerable stun compared to 1P?
DestructionBomb
DestructionBomb
The stun type is a deep faint stun. For Akira, he's at +70 while 1P is +22 on fastest. Both recovery speed of the move is exactly the same. 19 frame move along with a 16 frame move.

What makes 1P slightly better is that it's a 16 frame high. However you are only guaranteed a specific set amount of attacks because the offset advantage you are provided is +22. Which is still great.
DestructionBomb
DestructionBomb
66P+K (Being an underrated move because it's a CB move attack.) it however grants you about the majority of his movelist roster with the exception of PB and PL due to startup build and has to be delayed just to get the powered version move for being low health.
DestructionBomb
DestructionBomb
So your guaranteed options sky rocketed and leaves your opponent far too many situations for them to guess including the throw button should they choose to hold. Not to mention that if they choose to not do anything and you took way too long to pick a guaranteed or expected the opponent to hold for a throw, you are likely granted free oki and tech/untechable situation to pick them right back up.
DestructionBomb
DestructionBomb
But because the game revolves around a certain mindset, people are likely to hold and expect to hold specific moves making the duration of certain stuns longer, so you can throw in 66P+K which is another moment to increase stun or unstaggerable stun situation.
Hazard
Hazard
So much tech. Very yus.
Honestly I also believed 66P+K to be underrated, not because of it being a CB, but because of the 66P+KP string and the throw option, I just thought it had no purpose minus those two.
Still makes me weary to throw that out since it's a mid, and any person who knows Akira knows that any mid hold is their best guess.
DestructionBomb
DestructionBomb
I use 66P+KP a lot, the raw 66P+K input by itself is pretty uncommon unless it's CB. So if I had to pick one based on my own opinion. I do like 66P+K a lot more. I mean the concept is basically "A 16 frame lift stun move that still is a bit staggerable out but granted moderate guaranteeds. Vs A move that is slower on hit to connect but grants almost everything and cannot be staggered out."
DestructionBomb
DestructionBomb
Not to mention that 1P is a high and if they low hold instantly at a specific time, you are placed at a disadvantage of -10 and lower. If they hold instantly on fastest during a stun that's not a low hold, you are at +22 but 66P+K is +26 if they tried to hold fastest right after they got hit from them.
DestructionBomb
DestructionBomb
Actually here's another really good one that might be better than 66P+K actually which is 4P+K. Crumple stun and slightly longer duration. This might be the best one, but just my opinion...which ever one you like better if it makes you comfortable.
Hazard
Hazard
Ah, now 4P+K is something I tend to use more frequently due to the crumple stun. And I dunno if it's just me overexaggerating, but the hitbox extends a nice bit past the character model, so I tend to use it for small spacing situations. Much more comfortable.
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