Introduction
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Introduction
Everyone's main since Third Strike, Akira is a character that struggles at long/mid range, but once she's in, can easily continue pressure. 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.
Normal Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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
12
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
Knockdown
Jumping Light Punch


17
On landing, 1
-
-
4
Standing
Jumping Heavy Punch


12
On landing, 1
-
-
11
Standing
Jumping Light Kick


9
On landing, 1
-
-
4
Standing
Jumping Heavy Kick


17
On landing, 1
-
-
10
Standing
Command Normals
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Palm Strike



12
39
+2
-15
8
All
Open Hand Strike


17
41
+1
-17
13
All
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 / Fractured Heaven Combo


12
39
+2
0
7
All
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
On landing, 1
-
-
14
Standing
Slamming
Universals/Generics
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Turn Around Punch

10
16
+2
+8
7
All
Turn Around Kick

9
37
-
-13
8
All
Blowback
Running Shoulder Tackle

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

12
31
-
-7
7
Crouching
Blowback
Flying Jump Kick

12
32
-
-8
8
Standing
Overhead, Blowback
Throws
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Pulling Throw


7
44
-
-
26
-
Standing Throw
Monkey Flip



7
44
-
-
32
-
Crouching Throw
Behind Monkey Toss


8
30
-
-
30
-
Back Throw
Hell Wheel
(Air)
+
, near opponent


1
-
-
-
34
-
Air Throw
Special Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Gairimon / Gate Elbow (weak)


16
31
-
-7
14
Standing
Blowback
Gairimon / Gate Elbow (strong)


33
30
-
-6
14
Standing
Sidesteps, Blowback
Fuugekishuu / Leaping Smash




36
On landing, 13
-
-2
25
Standing
Attack used determines jump distance, Slamming
Senshuubu / Dancing Cyclone Kick (weak)


26
39
-8
-17
22
Crouching
Sidesteps, repeat up to 2 times using either Attack
Senshuubu / Dancing Cyclone Kick (strong)


23
34
-
-10
14
All
Sidesteps, Blowback, repeat up to 2 times using either Attack
Houbu / Releasing Dance


13
34
-
-10
26
All
Mini Launcher
Burning Vigor Attacks
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Kikou Kai / Energy Focus Cluster



35
53
-
-37
42
All
5 hits, Blowback on 5th hit
Kuchuu Kikou Kai / Aerial Energy Focus Cluster
(Air)



20
On landing, 13
-
+3
46
All
5 hits, Blowback on 5th hit
Ha no Renbu / Reflex Barrage



19
43
-
-19
45
All
7 hits, Blowback on 7th hit
Ten no Renbu / Aerial Barrage



35
54
-
-30
38
All
6 hits, Blowback on 6th hit, Slamming
Haten Mueishu / Destructive Heaven's Stealth Kick



35
41
-
-24
55
All
10 hits, Blowback on 10th hit
Team Up Techniques
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Kyousou Rengekishuu / Synchronized Kick Chain




24
38
-
-14
47
All
Team Up Technique, damage type
Divine Woman's Hammer






23
37
-
-13
100
All
Party Up Technique
Combos
(Air)
(Air)
(Air)
(Air)
(Air)
(Air)
- When Kuchuu 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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