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| ==Throws== | | ==Throws== |
| {{PJMoveListHeader}} | | {{PJMoveListHeader}} |
| {{PJMoveListRow | Pulling Throw | {{lp}} + {{hp}}, Near Opponent | 7 | 44 | - | - | 26 | - | {{Standthrow}} | }} | | {{PJMoveListRow | Pulling Throw | {{lp}} + {{hp}}, Near Opponent | 7 | 44 | - | - | 26 | - | Standing Throw | }} |
| {{PJMoveListRow | Monkey Flip | {{d}} + {{lp}} + {{hp}}, Near Opponent | 7 | 44 | - | - | 32 | - | {{Crouchthrow}} | }} | | {{PJMoveListRow | Monkey Flip | {{d}} + {{lp}} + {{hp}}, Near Opponent | 7 | 44 | - | - | 32 | - | Crouching Throw | }} |
| {{PJMoveListRow | Behind Monkey Toss | {{lp}} + {{hp}}, When Behind Opponent | 8 | 30 | - | - | 30 | - | {{Standthrow}} | }} | | {{PJMoveListRow | Behind Monkey Toss | {{lp}} + {{hp}}, When Behind Opponent | 8 | 30 | - | - | 30 | - | Back Throw | }} |
| {{PJMoveListRow | Hell Wheel | {{Aironly}} {{lp}} + {{hp}}, Near Opponent | 1 | - | - | - | 34 | - | {{Airthrow}} | }} | | {{PJMoveListRow | Hell Wheel | (Air) {{lp}} + {{hp}}, Near Opponent | 1 | - | - | - | 34 | - | Air Throw | }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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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
Standing Light Punch
9
20
+1
+4
4
All
Standing Strong Punch
12
31
+2
-7
10
All
Crouching Light Punch
9
26
+1
-4
4
Crouching
Crouching Strong Punch
15
37
-
-15
11
All
Mini Launcher
Standing Light Kick
10
18
+2
+6
3
All
Standing Strong Kick
15
47
-4
-23
10
All
Crouching Light Kick
12
32
-1
-10
3
Crouching
Crouching Strong Kick
15
39
-
-17
13
Crouching
Hard Knockdown
Jumping Light Punch
17
1
-
-
4
Standing
Jumping Heavy Punch
12
1
-
-
11
Standing
Jumping Light Kick
9
1
-
-
4
Standing
Jumping Heavy Kick
17
1
-
-
10
Standing
Command Normals
Palm Strike
12
39
+2
-15
8
All
Open Hand Strike
17
41
+1
-17
13
All
Special cancelable
Wheel Kick
28
45
-2
-21
10
Standing
Overhead
Roundhouse Kick
27
41
-
-17
11
All
Blowback
Low Sweep Kick
20
39
-
-17
8
Crouching
Blowback
Haten Rengeki
12
39
+2
0
7
All
Special chain starter
Follow up 1
17
34
+2
-10
7
All
Follow up 2
11
27
+2
-3
10
All
Follow up 3
8
46
-
-22
11
All
Blowback
Follow up 4
14
29
+2
-5
10
All
Follow up 5
28
45
-2
-21
10
Standing
Follow up 6
15
20
+2
+2
10
Crouching
Follow up 7
28
48
-
-24
29
All
Blowback
Follow up 8
21
54
-
-30
7
All
Rival Launcher
Heaven's Gate
15
38
-
-14
11
All
Rival Launcher
Extended Spin Kick
(Air)
18
1
-
-
14
Standing
Knockdown
Universals/Generics
Turn Around Punch

While facing away from opponent
10
16
+2
+8
7
All
Turn Around Kick

While facing away from opponent
9
37
-
-13
8
All
Blowback
Running Shoulder Tackle

while running
12
31
-
-7
10
Standing
Overhead, Blowback
Low Slide Kick

while running
12
31
-
-7
10
Crouching
Blowback
Flying Jump Kick

while running
12
32
-
-8
8
Standing
Overhead, Blowback
Throws
Pulling Throw

+

, Near Opponent
7
44
-
-
26
-
Standing Throw
Monkey Flip
7
44
-
-
32
-
Crouching Throw
Behind Monkey Toss

+

, When Behind Opponent
8
30
-
-
30
-
Back Throw
Hell Wheel
(Air)

+

, Near Opponent
1
-
-
-
34
-
Air Throw
Special Moves
Gate Elbow (weak)
16
31
-
-7
14
Standing
Blowback
Gate Elbow (strong)
33
30
-
-6
14
Standing
Sidesteps, Blowback
Leaping Smash
36
13
-
-2
25
Standing
Punch Used Determines Jump Distance; Knockdown, Has Landing Recovery
Dancing Cyclone Kick (weak)
26
39
-8
-17
22
Crouching
Sidesteps, Can Follow-up With Either DCK, 2 more times; Follow-Ups Do 8 Dmg
Dancing Cyclone Kick (strong)
23
34
-
-10
14
Any
Sidesteps, Can Follow-up With Either DCK, 2 More Times; Follow-Ups Do 7 Dmg
Houbu
13
34
-
-10
26
Any
Mini Launcher
Burning Vigor Attacks
Kikou Kai
35
53
-
-37
42
Any
5 Hits; 10,9,9,8,6 Dmg, Blowback
Air Kikou Kai
20
13
-
+3
47
Any
5 Hits; 11,10,10,9,7 Dmg, Blowback
Reflex Barrage
19
43
-
-19
45
Any
7 Hits; 7,6,6,6,4,8,8 Dmg, Blowback
Aerial Barrage
35
54
-
-30
38
Any
6 Hits; 8,6,6,6,4,8 Dmg, Knockdown
Haten Mueishu
35
41
-
-24
55
Any
10 Hits; 10,6,6,6,4,4,4,4,4,7 Dmg, Blowback
Team Up Techniques
Kyousou Rengekishuu
24
38
-
-14
47
Any
Team Up Technique, damage type
Seijo no Tettsuchi
23
37
-
-13
100
Any
Party Up Technique
Combos
- 30 Dmg
- 33 Dmg
- 49 Dmg
- 60 Dmg
- 74 Dmg
- 46 Dmg
- 61 Dmg
- 66 Dmg
- 82 Dmg
- 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.
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