Free Step Dodge

DestructionBomb
DestructionBomb
Well to start off, you want to provide solid advantage as well as reading the opponent moves. He's not a character to just constantly apply a sense of mixup. Due to the meta of the game and character roster, you may have to condition your opponent to do things.
DestructionBomb
DestructionBomb
So to start off, he has a i10 jab, i12 low with a i12 mid. Since he's not string heavy, you may want to watch carefully on your opponent on what he/she going to perform next due to Akira's approach of the game with powerful damage as well as people who either guard or trying to score a strike towards you.
DestructionBomb
DestructionBomb
To say the least, odds are in your favor if you have the general concept down. If your opponent blocks, you GB them. If your opponent will not block, you score free CHs towards them. That's the general idea in a sense. So to apply pressure, 2P, Jab, 46P, 214P and so on could be starters.
DestructionBomb
DestructionBomb
And been doing alright ahaha.
DestructionBomb
DestructionBomb
You also have 214P+K, 4PP+K, 3P+K and 3K as well.
Gurimmjaw
Gurimmjaw
Yeah, I did figure that he wasn't the striking type character, but does well when making the right reads on opponent. He doesn't have many ranged moves right so you don't want to be far away when playing him Im assuming.

So what is the best GB to use with Akira? 6p+k gives +16 on block so that the best one? Also any use to use 16T and 214T? I know 64T you can do guaranteed stuff.
Gurimmjaw
Gurimmjaw
I been looking at some strings and 6p4pp seems to have enough advantage for the last hit to hit opponent on block.

Some things I don't know are what are his crushes? I just know 2p and thats all at the moment. What best combo off of 64T? I got 2h+kp, 2p, 466p+k giving around 77 points of damage.
Gurimmjaw
Gurimmjaw
Also what about whiff punishing? 66p+k?
DestructionBomb
DestructionBomb
He has a few. 6P+K, 2P+K, 6P4P. 16T "used" to be of use but the guaranteed hit off it was removed, so you can only achieve a 50/50 stun concept down, which leads to a mid attack or low kick that's only beneficial near a wall. 214T is his worst throw and it's use is for a guess situation or placing them near a wall/cliff etc.
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