- Chokeslam: Chokeslam (64T) does a ton of damage and can easily swing the match back into Akira's favor. He can also chokeslam against the turnbuckle and on the apron for massive damage. The turnbuckle chokeslam is particularly interesting because the input is 66T-> meaning it OS's, sort of, with your ring out toss.
- Great Strikes Akira has some of the most premium high reward normals in the game between 6A big boot, 2A stomach kick, 26A jumping attack, and 66A dropkick. Safety isn't entirely his thing, but he does also have 4A slap to keep the opponent in check, giving his move list a solid grounding.
- No Submission Weakness: While submissions are a rare part of the game, it is handy to know that Taue does not take any extra "parts" damage from any move in the game, and can likely play while ignoring this mechanic most of the time.
- Great Hammer Throw Options:
- Great Front Hold Options:
- Great Back Hold Options: 3 of the 4 throws Taue has are incredible.
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- Chokeslam Reversal: Chokeslam unfortunately does have a fairly learnable reversal window (25 frames divided among two breaks, one of which is fairly late in the animation), so while not entirely useless, Taue needs to be crafty to get it to hit versus an opponent paying attention.
- Limited Submission Options: While Taue does have a submission on anything considered back/body (which gives him a potential optional win condition in the Hase/Akiyama/Ogami matchups) he only has a few moves to actually target that part, and in general has a much easier time simply not going for a submission at all.
- Weak Side Hold Options:
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