Introduction
Overview
One of the FOUR PILLARS OF HEAVEN in the world of AJPW, sumo wrestler-turned-pro wrestler 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 hold retaliation if you stop here and walk backwards, and you could theoretically do 5A->throw on block to beat reversal non-2H hold attempts. It is, however, somewhat slow, and vulnerable to parries. |
5AA - Teppo 1
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | +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 if not spaced correctly |
5AAA - Teppo 2
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | +7 | -12 | - | - | ||||
Primarily used for back turned combos. |
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. |
66A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 25 | X | -68 (back turned) | Unparryable, unholdable, jumps | - | ||||
Basically, this is Giant Gram's DP equivalent. Unique recovery state has a small hitbox, meaning the opponent has to either properly time a punish or do specific moves that can hit Taue while he's on the ground/getting up. In addition to being a good panic button, it's a hard call out during your offense--if you know your opponent likes to 2/8H to punish your more unsafe attack strings (such as Teppo), you can do this to blow it up. |
26A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 36 | X | -18 | Unparryable, unholdable, jumps | - | ||||
Akira's unique jumping boot also has a mini-sidestep during startup. It is somewhat less useful than dropkick due to its slower startup and late-to-start unholdable properties, and even with the additional block stun its basically always unsafe to any sort of hold attempt. However, it does an absolute dump truck of damage, and if the opponent is sloppy in turning back around from getting hit by 6A boot, might accidentally net you way more damage than your already high damaging combo would normally give. Can be used in a similar way to dropkick in attack strings to call out 2/8H after Teppo. |
Throws
5T
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | - | - | - | 2-9 (H break only, lockout on wrong buttons) (vs. High Max mode, can also be broken by directions) (Vs. Max Mode, attack/throw buttons break) | |||||
Generic bodyslam. Small break window that works great early game and starts getting broken by everything as the match progresses. |
5(T)
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | - | - | - | 2-9 (H break only, lockout on wrong buttons) (vs. High Max mode, can also be broken by directions) (Vs. Max Mode, attack/throw buttons break) | |||||
Akira can charge his body slam, improving its damage with no extra cost to himself. If a direction is held while charging, Akira will walk forward up to three steps and, if he gets to the ropes before the charge ends, will perform the "Guillotine Whip" throw. |
5(T)+Direction towards ropes
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
, + 10% Neck Parts Damage | 1 | - | - | - | 1st break: 2-9 (H break only, lockout on wrong buttons) (vs. High Max mode, can also be broken by directions) (Vs. Max Mode, attack/throw buttons break), 2nd break: 94-110 (H break only) | |||||
If a direction on the stick is held during Akira's walk towards the ropes he's walking in the direction of, he will drop the opponent onto the ropes neck first and deal some additional parts damage. Unlike the charged throw, this has an additional escape window, making it more of a liability than simply dropping them with a charged body slam. On the plus side, the second break has no Max Mode boost. |
4T
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
, | 1 | - | - | - | - | |||||
Though it has two break windows and the second one is fairly learnable, it's in an odd place that your opponent needs to know about. Alright damage, mediocre recovery. |
6T
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
, | 1 | - | - | - | - | |||||
Two break windows and slow recovery makes this pretty bad. |
64T
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | - | - | - | 2-9(H only, wrong button lockout), 39-55 (H only, wrong button lockout) | |||||
While the second break window on this is generous enough to be unfortunate, it is nonetheless a big bomb of a 1-frame throw that only has to get thorough once to make a big impact on the match. Once 5T becomes escapable due to your opponent's Max Mode, this is probably the only throw you'll really go for. |
Holds
Front Holds
Side Holds
Back Holds
B.H. 4T
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window |
---|---|---|---|---|---|
- | 1 | - | - | - | Early (early produces "secondary" break window), Late, Secondary |
Unique Counters
Backdrop Counter
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | +19 | - | - | - | |||||
Three elbow strikes to the back of the head. Typically works on the second/late break window of "Backdrop" category moves, typically from an opponent's Back Hold stance. The counter itself is relatively low damage, but is unbreakable and leaves Taue with enough frame advantage to link into throw/holds reliably. |
Swinging Arm Parry
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | - | - | - | 61-78 (Broken only by H. from when Taue locks his arm around the opponent to squatting down.) | |||||
A half-a-bar damaging chokeslam. Done by using a normal parry vs. moves that are considered "swinging arm" attacks, usually lariats. Can be reversed by a 17-frame late reversal window. The default reversal for this is a hip toss that throws Taue to the ground, dealing a very small amount of damage to him. |
Diving Top Rope Counter
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | X | - | - | - | |||||
Taue gets this unique counter if he mashes out of the first break window of a top rope move. On one hand, its a shame this doesn't do as much damage as his normal choke slam. On the other hand, it still does around 25% of a bar and is unbreakable (even versus Ogami, who has a chokeslam counter), so its hard to complain |
Strategy
General Gameplan
Matchups
Vs. Kongo Ogami -- Kongo Ogami is a rare possessor of a choke slam counter, which leaves him at +15 and grants him a little bit of meter. It doesn't do any damage to Taue, but it is nonetheless a specific flourish he has versus Taue in particular.