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|Meter Build= | |Meter Build= | ||
|description= Akira's fastest attack. | |description= Akira's fastest attack. | ||
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===== <span class="invisible-header">8A</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= Overhead Chop | |||
|name= 8A | |||
|data= | |||
{{AttackData-GG2K | |||
|Damage= | |||
|Startup= 50 | |||
|Hit Adv= +13 | |||
|Block Adv= -11 | |||
|Special Property= Stagger Stun, Unparryable, unholdable, jumping | |||
|Meter Build= | |||
|description= Akira's big jumping strike might have a long list of unique properties, but the range is poor and the attack itself is extremely slow, and the startup of the jumping/unholdable property is so late that it doesn't even get you safely out of some guaranteed-for-the-opponent hold situations, such as after a blocked 4A slap or 5AA teppo. You're generally better going for a different reversal-type move to beat holding attacks. | |||
}} | }} | ||
}} | }} |
Revision as of 15:26, 27 December 2024
Introduction
Overview
One of the FOUR PILLARS OF HEAVEN in the world of AJPW, Akira Taue has a pretty despicable combination of normals—6A for turn around combos, 8A for unholdable staggers, 2A stomach kick crouch stun, and a drop kick panic button just cuz. He also has some reasonably strong throws, namely his 64T chokeslam.
Strengths | Weaknesses |
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Move List
Attacks
5A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 24 | +9 | -10 | - | - | ||||
Primarily used for back turned combos. It's safe to attack retaliation if you stop here and walk backwards, and you could theoretically do 5A->throw on block to beat reversal hold attempts. It is, however, somewhat slow, and vulnerable to parries. |
5AA - Teppo 1
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 24 | +8 | -13 | - | - | ||||
Primarily used for back turned combos. Taue shows off his sumo background and starts a series of thrusting strikes unique to this auto-combo string. Makes up the bulk of his back turned damage. Relatively safe to retailiation strikes but tends to get punished by 8/2H no matter what. |
6A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 25 | X | -13 | Back Turned Combo Starter, Unparryable | - | ||||
Akira's big, big combo starter. Only a frame slower than his jab, and it turns around on hit -and- is relatively safe as long as you aren't in 2/8H range. |
4A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | -11 | -19 | - | - | ||||
Akira's fastest attack. |
8A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 50 | +13 | -11 | Stagger Stun, Unparryable, unholdable, jumping | - | ||||
Akira's big jumping strike might have a long list of unique properties, but the range is poor and the attack itself is extremely slow, and the startup of the jumping/unholdable property is so late that it doesn't even get you safely out of some guaranteed-for-the-opponent hold situations, such as after a blocked 4A slap or 5AA teppo. You're generally better going for a different reversal-type move to beat holding attacks. |
Throws
64T
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | 1 | - | - | - | - | - | - | - |