No edit summary |
mNo edit summary |
||
Line 11: | Line 11: | ||
{{PJMoveListRow | Standing Strong Punch | {{n}} {{hp}} | 12 | 31 | +2 | -7 | 10 | All | }} | {{PJMoveListRow | Standing Strong Punch | {{n}} {{hp}} | 12 | 31 | +2 | -7 | 10 | All | }} | ||
{{PJMoveListRow | Crouching Light Punch | {{d}} {{lp}} | 9 | 26 | +1 | -4 | 4 | Crouching | }} | {{PJMoveListRow | Crouching Light Punch | {{d}} {{lp}} | 9 | 26 | +1 | -4 | 4 | Crouching | }} | ||
{{PJMoveListRow | Crouching Strong Punch | {{d}} {{hp}} | 15 | 37 | - | -15 | 11 | All | Mini | {{PJMoveListRow | Crouching Strong Punch | {{d}} {{hp}} | 15 | 37 | - | -15 | 11 | All | Mini Launcher }} | ||
{{PJMoveListRow | Standing Light Kick | {{n}} {{lk}} | 10 | 18 | +2 | +6 | 3 | All | }} | {{PJMoveListRow | Standing Light Kick | {{n}} {{lk}} | 10 | 18 | +2 | +6 | 3 | All | }} | ||
{{PJMoveListRow | Standing Strong Kick | {{n}} {{hk}} | 15 | 47 | -4 | -23 | 10 | All | }} | {{PJMoveListRow | Standing Strong Kick | {{n}} {{hk}} | 15 | 47 | -4 | -23 | 10 | All | }} | ||
{{PJMoveListRow | Crouching Light Kick | {{d}} {{lk}} | 12 | 32 | -1 | -10 | 3 | Crouching | }} | {{PJMoveListRow | Crouching Light Kick | {{d}} {{lk}} | 12 | 32 | -1 | -10 | 3 | Crouching | }} | ||
{{PJMoveListRow | Crouching Strong Kick | {{d}} {{hk}} | 15 | 39 | - | -17 | 13 | Crouching | Knockdown }} | {{PJMoveListRow | Crouching Strong Kick | {{d}} {{hk}} | 15 | 39 | - | -17 | 13 | Crouching | Hard Knockdown }} | ||
{{PJMoveListRow | Jumping Light Punch | {{u}} {{lp}} | 17 | 1 | - | - | 4 | Standing | }} | {{PJMoveListRow | Jumping Light Punch | {{u}} {{lp}} | 17 | 1 | - | - | 4 | Standing | }} | ||
{{PJMoveListRow | Jumping Heavy Punch | {{u}} {{hp}} | 12 | 1 | - | - | 11 | Standing | }} | {{PJMoveListRow | Jumping Heavy Punch | {{u}} {{hp}} | 12 | 1 | - | - | 11 | Standing | }} | ||
Line 66: | Line 66: | ||
{{PJMoveListRow | Dancing Cyclone Kick (weak) | {{qcf}} {{lk}} | 26 | 39 | -8 | -17 | 22 | Crouching | Sidesteps, Can Follow-up With Either DCK, 2 more times; Follow-Ups Do 8 Dmg}} | {{PJMoveListRow | Dancing Cyclone Kick (weak) | {{qcf}} {{lk}} | 26 | 39 | -8 | -17 | 22 | Crouching | Sidesteps, Can Follow-up With Either DCK, 2 more times; Follow-Ups Do 8 Dmg}} | ||
{{PJMoveListRow | Dancing Cyclone Kick (strong) | {{qcf}} {{hk}} | 23| 34 | - | -10 | 14 | Any | Sidesteps, Can Follow-up With Either DCK, 2 More Times; Follow-Ups Do 7 Dmg}} | {{PJMoveListRow | Dancing Cyclone Kick (strong) | {{qcf}} {{hk}} | 23| 34 | - | -10 | 14 | Any | Sidesteps, Can Follow-up With Either DCK, 2 More Times; Follow-Ups Do 7 Dmg}} | ||
{{PJMoveListRow | Houbu | {{qcb}} {{k}} | 13 | 34 | - | -10 | 26 | Any | Mini | {{PJMoveListRow | Houbu | {{qcb}} {{k}} | 13 | 34 | - | -10 | 26 | Any | Mini Launcher}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 07:21, 11 April 2021
Overview
Akira is definitely my favourite character in the game. She is beautiful and strong and she hasn't been given huge bosoms or anything to make her more appealing to shallow people.
-Falsehead from Gamefaqs, CEO of Tiffany slander
Everyone's main since Third Strike, Akira is a character that struggles at long/mid range, but once she's in, can run a train on you. Your objective with her is to land the first hit of her rekka series () into air launcher follow up, or
to start her Textbook Combos. Some of her go-to Tardy Counters include side stepping and hit-grab Specials, which make her a good pick for players who favor a defensive play style. Her main shortcomings are her short range, and having to work for her damage more than other characters in the game. As a partner, her Team Up Techniques are rather standard, but her Party Up Technique is hella cool, so there's that.
Normal Moves
























Command Normals










































Universals/Generics





Throws













Special Moves














Burning Vigor Attacks















Team Up Techniques










Combos
- 30 Dmg
- 33 Dmg
- 49 Dmg
- 60 Dmg
(Air)
- 74 Dmg
(Air)
- 46 Dmg
(Air)
- 61 Dmg
(Air)
- 66 Dmg
(Air)
- 82 Dmg
(Air)
- 86 Dmg
- When Air Kikou Kai hits a non-airborne opponent with any hit except the last, hitstun is great enough for Akira to land, dash in, and follow-up with any combo.
Videos
Colors
![]() |
![]() |
![]() ![]() |
---|---|---|
![]() |
![]() |
![]() ![]() |