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« on: February 24, 2007, 05:37:10 AM »
There isn't really much of a playerbase for regular Akiha, even in Japan. I don't really know why, but I think it might be a stigma from earlier versions of the game. In any case, the things that define Akiha are damaging meterless combos, one of the best overheads in the game, and *the* best defense in the game.
This thread is going to be an ongoing work between myself and another Akiha player or two in the community, so I'm just going to list out Akiha's basic combos for now. The button orders can be changed to what ever your personal preferance is due to Akiha's abundance of command normals. I will be using the numpad notation system. IAD reffers to instant air dashing, which is preforming an airdash at the lowest possible hight as soon as you jump. j. will be used to notate air normals ie: j.a is a jumping a attack. dj. indicates a double jump. jc is jump cancel, which is jumping out of an attack to reduce recovery/continue your combo. Any leters in brackets mean that they are charged, ie: 5[ b]b means you charge the 5b to get lots of extra damage.
Basic Advanced BnB midscreen combo: 2a2b6c5c2c5b5b jc j.b j.c dj.b j.c air dash air throw
This combo deals significant damage as well as guarantees a cornered opponent. It should be the first thing you learn and get up in the 90%ish execution range. Also note that the jump out of 5b5b is nuetral and that you should make sure you have Akiha drift closer to your opponent. Lastly, you want to wait as long as possible to do the first j.b.
Basic Corner BnB: 2a2b6c4c2c5c wait 5c2c5[ b]5b jc j.b j.c dj.b j.c j2c/air throw
This combo deals a fair ammount more than your midscreen bnb, and the fact that it is in the corner allows you to decide if you want to end it in a throw for the same positioning, or go for the j2c at the end that puts your opponent in a deadly mind game, and ultimately should allow you to lay a firepit on them while maintaining momentum in your favor. As for the timing of catching them after the wall bounce with 5c, it's just something you need to practice a lot to get. I find it helps me if I delay the first 5c, because the closer they are to the ground the more untechable time they have and the easier it is to continue the combo. Another hint is to let the 5[ b] go off by it self, you do not need to release the button.
Basic Overhead Combo: j.2c(input as 82c, very quickly) 2b2c5c >>
Depending on location, you can either go into a wallslam combo out of that, or switch into a different combo which I will be talking about next. This combo will mainly come up in the corner though, so usually you will be doing the typical wallslam variant. Just replace the typical combo up to the first wall slam with the above combo. You use j.2c in 3 instances: meaty(attack aimed at hitting at the soonest possible moment as opponent is waking up) overhead, after a blocked tiger kneed ribbon(the fireball), or after a blocked j.a. Try to be spontaneous though and not get predictable with your air ribbons.
Basic IAD combo: 2a2b6c2c5c IAD j.c land j.b j.c dj.b j.c air throw/j.2c
This combo is for when you are about a screen or a little more away from the corner when you start your combo. This allows for you to move your opponent to the corner before the air combo section of your combo allowing for you to j.2c at the end of your combo if you want to. It also does slightly more damage than the regular midscreen combo, but the timing/execution is way more tricky. You want to hit them with the iad j.c as late as possible, to give your self enough time to land and jump up to recombo them. This is a very important combo to learn because it is by far the easiest thing to do after you hit with the overhead combo because 90% of the time you will not be able to do a regular midscreen style launch from the hit due to distance.
One other thing to note, is that when your opponent is cornered(it also works midscreen, but I think it is better to get your opponent cornered) is as your air combo you can do j.c air dash j.c dj.c j.b j2c/airthrow. This is a more damaging variation of the standard aircombo, but is a little more difficult/strange to execute. Also, all the ground strings are just guidelines, 4c/5c are pretty much interchangeable damage wise, so just find stuff that works for you. Also, in the corner combo you can change the 2b into a 5b for less proration and overall a more damaging combo, but it is a more difficult string to hitconfirm.
Comming soon: Strategy