(Some explanations and uses for a couple of of normals, fireballs, and v-skills.) |
m (→5PPPKKK) |
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|description= | |description= | ||
:Projectile hitbox; Can nullify 3 hits. | :Projectile hitbox; Can nullify 3 hits. | ||
:Slow start-up, can be used to reset pressure | :Slow start-up, can be used to reset pressure. | ||
:Juggle Limit / Increase / Start: 12 / 0 / 3 | :Juggle Limit / Increase / Start: 12 / 0 / 3 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akira/normal/HP%20Kiko%20Kai}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akira/normal/HP%20Kiko%20Kai}} | ||
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|description= | |description= | ||
:Projectile hitbox; Can nullify 1 hit | :Projectile hitbox; Can nullify 1 hit | ||
: | :Normally has to be used pre-emptively when done as an anti-fireball. | ||
:Can cancel into V-Trigger 2 | :Can cancel into V-Trigger 2 | ||
:Juggle Limit / Increase / Start: 10 / 4 / 3 | :Juggle Limit / Increase / Start: 10 / 4 / 3 | ||
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{{MoveData | {{MoveData | ||
|image=SFV_Akira_5PPPKKK.png | |image=SFV_Akira_5PPPKKK.png | ||
|caption="I'm sorry, I don't have time right now..." | |||
|name=Taunt | |name=Taunt | ||
|anchor=yes | |anchor=yes | ||
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:Allows you to cancel normals into other normals of increasing strength while in the air; Can do P > P, K > K, or P > K | :Allows you to cancel normals into other normals of increasing strength while in the air; Can do P > P, K > K, or P > K | ||
:All air normals become special cancelable into air fireball | :All air normals become special cancelable into air fireball | ||
:Has enough juggle potential to combo after VT1's launching hit | |||
:KEEP THE RHYTHM UP | :KEEP THE RHYTHM UP | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akira/normal/Tsutenda}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akira/normal/Tsutenda}} |
Latest revision as of 20:02, 7 July 2023
Introduction
About Akira
Akira Kazama is a character from Rival Schools, another Capcom fighting game centered around a cast of martial artist high school students. In Street Fighter V she brings a unique "air burst" mechanic as an homage to the mechanics of her original series and can even call on her older brother Daigo as a "striker" style add-on to her kit.
Final Patch
Akira | |
---|---|
Vitals | |
Life Points | 950 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.036 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.45 |
Backward Dash Distance | 1.2 |
Backdash CH Frames | 3-11 |
Jumping | |
Back Jump Speed | 4+38+4 (46) |
Neutral Jump Speed | 4+38+4 (46) |
Forward Jump Speed | 3+38+4 (45) |
Forward Jump Distance | 1.878 |
Backward Jump Distance | 2.074 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
6MK
MPMK (VS2) > 6HK
Target Combos
6MK > 5HK
5LP > 5MP
5LP > 5MP > VS2
5HP > 6HP
5HP > 6HP > 6HP
5HP > 6HP > 6HP > MPHK (VS1)
5HP > 6HP > MPMK (VS2)
Throws
LPLK
4LPLK
LPLK (air)
Special Moves
236LP
236MP
236HP
236PP
236LP (VS1)
236MP (VS1)
236HP (VS1)
236PP (VS1)
236LP
236MP
236HP
236PP
236LP (VS1)
236MP (VS1)
236HP (VS1)
236PP (VS1)
214LP
214MP
214HP
214PP
623LK
623MK
623HK
623KK
214LK
214LK > LK
214LK > MK
214LK > HK
214MK
214MK > LK
214MK > MK
214MK > HK
214HK
214HK > LK
214HK > MK
214HK > HK
214KK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
V-Trigger 2
HPHK (VT2)
HPHK > P
HPHK > P > P
HPHK > P > P > P
HPHK > K
HPHK > K > P
HPHK > K > P > K
HPHK > 4K
HPHK > 2
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP