if you notice at 1.16 it looks like Akira cause stun .
and goro don't forget to add Akira Okizeme section to your guide
Edit
I just so Bayman combo vid he did side change throw and guaranteed him back turn throw i think this maybe applied to Akira change side throw too (in VF it put him in +6 frame and the basic throw here is 5 frames)
I hope they keep that ground bounce Akira is doing because its a great way to use his deadly 3 hit combo.
@Wali, Yeah I mentioned in the combo thread that does not force a side turn. It does cause a turn around stun (forces your opponent into back turn) from stun and also counter I believe. I have yet to link a guaranteed follow up to the opponent's turn around, but I plan on trying things out once the game is released.
maybe , , , (to add another stun) or just frame knee connect did you test them ?
imagine if combo like this connect (back turn stun) you well see a lot of disconnect followed with big F message
I definitely agree with you! Waiting for this game to come out is killing me! lol I tried to find some games to keep me busy but Its not working because I'm in a mood of playing DOA5! But don't worry we have to wait 6 days anyways.Lol that would be nice, but I'm skeptical that will connect. If it does, then the combo you posted may connect (for the most part) and would be guaranteed because the opponent is in BT.
If connects, then you should get a ground bounce and can follow more damage from there.
and would also be nice.
However, the back turn pushes the opponent a tad further so all of these may not be guaranteed (opponent can escape and turn around fast enough for the block or counter). But the options you listed are worth exploring. Man I wish the game was out already!
you are so lucky i am in work trip until the end of October so i have to wait another monthI definitely agree with you! Waiting for this game to come out is killing me! lol I tried to find some games to keep me busy but Its not working because I'm in a mood of playing DOA5! But don't worry we have to wait 6 days anyways.
here some of the change after the day one patch people with game test these changes please .
Mid K while sidestepping(e.g )Hitting a character with this while their back is turned downs them.Hitting a character with this as a normal back hit causes a small stagger,, Increased input time (i have no idea what this mean)
i don't have the game yet i have to Waite for UK PSN to update but here some tips about some moveAny footage of a decent Akira (besides that one Fuudo video) on youtube or something? So far I'm the only Akira I've seen online and a good few players comment on how they haven't seen a decent Akira before myself and I don't even consider myself good.
With no one to learn from I'm pretty much developing strategies, BnBs and the like from scratch in training mode (aside from the combos in the Akira thread, though the JF knee is nigh impossible for me to do in match play.).
I don't have the game yet it banned in our area so i have to wait for the UK psn to be updated,all the tips i gave to you come from my VF knowledge.I never would have guessed using as a spacing tool, to close a gap I would always go for an elbow, SS attack, , or (Purely for punishing whiffs, works wonders). No clue it crushed highs either, but I'd usually just go for to do that. Though this looks like a much better option at range.
Jumping over lows with those kicks is also definitely an idea I'll have to try to put into practice. Definitely liking those setups into guard breaking rather than simply waiting for them to guard after a string when they think I'll punish like I was doing before. Didn't know , was a guard break either but most people lack experience against this character and are prone to get hit with it anyway.
Thank you for all the advice and information on his moves and strategies, I will definitely be putting them into practice and doing my best to incorporate some of it into my gameplan. With no other Akira players around (Never actually seen Goro play or played him) I'm pretty much on my own, so any advice/info helps. And Goro definitely looking forward to that video.
Now assuming you've been playing online at all, how do you deal with Kokoro, Kasumi and Lisa? Those characters specifically give me a headache.
Yeah, the input is the same and works really well. You can time it as a launcher as well (it throws off a lot of players, even high level ones, because of the slight delay). High level players will catch on to this soon though, so be wary of using it all the time.i don't have the game yet i have to Waite for UK PSN to update but here some tips about some move
first of all Akira best rang to fight is close range so use his elbows to cover the distance.
I am not sure about the command but this Akira while jump kick use to jump over low and sweeps .
This attack is terrible on guard (12 frame disadvantage), with little to gain. The Teiro Kanpo follow up with is no longer a combo here, so you're risking putting yourself out there for a 50/50 mix up game.have very good range crush high and lead you to his Teirou Kanpo guess game with and the tow move are very delay-able and if you see them guarding high cancel to Akira guard break combo or just throw them and i almost forget this move is very useful to punish whiff.
Low damage at fast input, but great for side stepping opponents. Also, has good tracking properties as well.hit them in the middle of their roll if you time it correctly it need some practice .
I think you guys already know that I am a fan of this move. Grants you a sit-down stun (or ground bounce from juggle)although slow but eat low like nothing and lead you to some useful combo like the one Goro posted.
Does not guard break. (7 frame disadvantage), countered as mid punch, so might get caught easilygo under high on hit it cause stagger and you can go for throw or guard break wile they are busy shacking out of the stagger.
Good for closing gap and setting up combos.go under high and on counter hit it lead you to JK combo.
About 7 frame disadvantage on block. Knocks back on hit. I like it against the wall though.cover large distance and it useful to close the gab i don't know the frame in this game yet but i can say in +6 frame it can beat any thing they throw at you unless it sabaki and it launch in counter hit.
Causes crumple, follow ups not guaranteed, but gives good breathing room and you can put some pressure after it.sabkii high kicks,punish and low punish too and give you free combo , i guess this move very useful to you than me hence you are familiar with DOA cast moves.
Excellent attack, but leaves you vulnerable for almost anything. (20 frame disadvantage).one of the best OKI in Akira arsenal use it to crush their low and while rising low attack and they well stop using them
, still guard breaks. Good for turtles, but obviously be careful for that high punch counter. Thankfully, you can mix up with for a low hit and a guaranteed followup throw.Akira back step to his which is low, guard break to free launcher, lauch in counter hit three attack with different level if guarded use the back step to create a safe distance if they try to jab back assuming you about to attack they well whiff and be wide open, on hit it cause stun so use this opportunity to use one of the back step attack while they are shacking out from the stun for a good mix up free cancel to JK ,throw or what you see fit depending on you opponent play style.
This goes back to the point we were talking about earlier. Don't think about your setups as much in the beginning. Just try to play safe and deliver punishment when possible. React to the opponent (or force reactions from them).Akira is straight foreword character and his game can lead you to develop a pattern and this not a healthy thing specially in this game so always try to adapt you opponent game and style and use Akira tools to turn the table against them.