Note: Based on Ver. C of VF5. Directions: Character facing right.

Contents

Akira as an Opponent

Akira Yuki, a master of close combat, possesses strikes that hit hard and fast. This allows him to apply a constant pressure on his opponent. Beware especially wary of his launchers, as anyone of them can potentially eat 40% of your life in no time. Most Akira players tend to be aggressive, rather than machi (turtle).

His defensive options include a wide array of decent reversals and sabakis, which are able to counter against high/mid punches and kicks, elbows, sidekicks, and low punches/kicks. Seasoned Akira players tend not to use reversals unless you are being read like a book, or just want to quickly end the round if their opponent are low on health.

In Virtua Fighter 5, his new modified throw launches his opponents high into the air (ala Kage-tyle), improving his Ring-Out capability tremendously.

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How Goh stacks up to Akira

When debutting in VF: Evo, VF players poked fun at Goh's character design, saying how anti-Akira character he seemed. They were depicted as rivals in the opening scene, and it was as if he was designed in such a way that he has an answer for most of Akira's moves. He even has his own version of Akira's infamous SPoD!

Character designs aside, in actual gameplay, Goh's throw game is much better than Akira (Goh has low-throw options), and this is one area that you should capitalise on. He also has many sabaki options to counter Akira's best offensive moves, such as the Youhou and SDE. Additionally, Goh also has one trump card over Akira, in the form of a full circular ().

On the other hand, Akira is better at close range with nice, high-damaging launchers (and combo ability), and fast, high priority mid attacks (which floats!). His okizeme game is slightly better than Goh's too.

Against Akira, Goh should be played more defensively; go in for the high-damaging throws as soon as the opportunity shows up. If the Akira becomes predictable with his attacks, sabaki them for heavy damage!

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Strengths

  • Strong close-range game
  • Damaging combos
  • Great at applying constant pressure
  • Decent sabakis and reversals
  • Can close the distance very quickly with his Super Dashing Elbows

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Weaknesses

  • Linear moves (no full circulars): The Defensive Move (DM) and ETE (Evade Throw Escape) is your friend!
  • Slow ring movement: don't expect Akira to dance around you like some other characters can (such as El Blaze, Kage, Vanessa)

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Tier Listing

(based on Arcadia magazine ratings)

  • VF5 Version B (Arcade (International) and PS3 version): B
  • VF5 Version C (Arcade (Japan) and Xbox360 version): A

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Offensive moves to watch out for

  • Super Dashing Elow (SDE) ()
    (EXE: 14, G: -8, H: down, CH: Down)

    Has range, hits mid, minor disadvantage if guarded, and is blindingly fast (14 frames)!! Floats on hit and counter hit! One of Akira's most used moves, and arguably one of the best moves in the game. Fortunately, it is linear.

    Sakabi-able? Yes: and
  • Youhou ()
    (EXE: 18, G: -15, H: down, CH: down)

    One of Akira's staple launchers. If Goh is hit on major counter by this, expect to lose around 40% health, or be rung out. It is linear however, and if Goh blocks it, he can retaliate with a to combo, or a to Goh's BT game.

    Sakabi-able? Yes: and
  • Single Palm to Dashing Elbow ( (on hit or guard) )
    (EXE: 16, G: -6, H: down, CH: down)

    Special mid attack. Even if your crouch guard the first hit, Akira gets the second hit for free! If Goh's back is to the wall and he is hit by the Single Palm, it will cause a wall stagger! As both strikes are linear, try to evade or sabaki the second followup.

    Sakabi-able? Both hits: Yes and
  • Modified Double Palm ()
    (EXE: 13, G: -15, H: down, CH: down)

    Excellent prority and comes out exceedingly fast (13 frames only!!)! Offensive and defensive move in one! The weakness of this move is its linearity and bad recovery if guarded.
    If Goh's back is to the wall and he is hit by this, it will cause a wall splat! Akira players will tend to use for a highly damaging bounce combo followup..

    Sakabi-able? No!
  • Senzankou (SZK) ( and its or / followup):
    The first attack is Shoulder class attack, meaning it cannot be reversed/sabakied by anyone except Aoi. It has great reach, and the followup is damagaing, and guaranteed if the first hit is a counter hit. The / followup can be used as a fake to setup a good launcher, as well as providing Akira better ring spacing. A strong followup from the second followup is his SDE, as it will beat any attacks faster than 10 frames (if hit as normal hit) or 8 frames (if hit as counter hit).

    Sakabi-able? First hit: No, second hit: Yes and
  • Low Backfist ():
    Akira's good low attack (he doesn't have many..). Beware, if you are hit on major counterhit, Goh will foot collapse and Akira can score a Double Jumping Kick for free. If Goh's back is to the wall and he is hit by this, it will cause a wall stagger!

    Sakabi-able? Yes
  • 1-Frame Knee ( (release within 1 frame):
    Akira's best floater. If your opponent does this on constant basis, it is a sure sign of a seasoned Akira player. An excellent floater move hampered (read: balanced) by its relatively difficult execution.

    Sakabi-able? Yes
  • Shoulder Throw ():
    While it does pitiful damage by itself (with combo, it takes around 30% of your health), the real threat is the tremendous ring out capability. Always break when your back is to the edge (and wall too; Akira wall combos are always devastating)!

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Defensive moves to watch out for

  • Super Dashing Elow (SDE) ():
    Akira players that know their frames will use the 'Floats on hit and counter hit' to their advantage to beat out Goh's slower executing or recovering moves and score heavy damage.
  • Modified Double Palm ():
    Usually comes out after Akira back-crouch dashes or after techrolling.
  • Overhead Double Palm ():
    Sometimes used after crouch-dashing backwards, or as a anti-low punch tactic. Higly damaging with the combo followup!
  • Double Jumping Kick ():
    Rarely used by stronger players, this move can be used as a reverse nitaku tool for its anti-clash properties (as it is an airborne move). Also used in okizeme.
  • Additionally, Akira has decent sabakis and reversals. Do not mindlessly throw out high/mid punches/kicks, elbows and low punches/kicks!

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Round starter opening moves to watch out for

  • Senzankou (SZK) ( and its or / followup):
    The first attack is Shoulder class attack, meaning it cannot be reversed/sabakied by anyone except Aoi. It has great reach, and the followup is damaging, and guaranteed if the first hit is a counter hit. The / followup can be used as a fake to setup a good launcher, as well as providing Akira better ring spacing. A strong followup from the second followup is his SDE, as it will beat any attacks faster than 10 frames (if hit as normal hit) or 8 frames (if hit as counter hit).
  • Super Dashing Elow (SDE) ():
    Floats on hit and counter hit!
  • Bodycheck ():
    Used by risktaking (read: crazy) Akira players. Great priority, but horrible recovery.

How Goh can deal with the above situations:
Dodge towards Akira's front. Goh's round starter moves are not as good as Akira's, so going defensive would be more advisable. If you yomi a mid attack such as a SDE coming out, sabaki it with either to Tsukami grab, or .

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Mixups and Mindgames

  • Guard Break to Kuzushi

    Command: or ( breaks high guard, or breaks low guard)
    Description: Against overly defensive players, Akira has guard crushers for both high and low, leading to guaranteed damage. Don't be a turtle!
    Used by: Mid to High Level players
  • Pull-In Throw fake

    Command: (, or )
    Description: After performing many Pull-In Throw to Reverse Body Check, Akira players may use reverse psychology and fake the Reverse Body Check. After you are left still holding the guard button, they will perform either the Guard Break to combo, another throw, or worse still, another Pull-In Throw fake!
    Used by: High Level players
  • Stumbling Trip tire out

    Command: (......repeat till opponent is tired)
    Description: Used when Akira's opponent breaks all his throws, to tire the opponent out from struggling many times, by which they will be too tired to respond quickly to the next followup.
    Used by: High Level players
  • Stun Palm of Doom (SPOD)

    Command: ( (hit) or )
    Description: Once the Akira player has conditoned you to crouch by throwing you a lot, he will bait you to crouch, and then bust out this mid-hitting killer combination. Highly demoralising! Used by: Mid to High Level players
  • Techroll to Double Palm

    Command: After techrolling sideways, ()
    Description: A good option for Akira after techrolling, as it comes out fast with high priority. Used by: Low to Mid Level players
  • Backturned Bodycheck

    Command: (While backturned, )
    Description: New players tend to think that Akira is vulnerable when his back is turned. However, he has a very fast and high priority answer to respond to this. Beware!
    Used by: Low to High Level players

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Okizeme moves to watch out for

  • Double-Fisted Strike ():
    Commonly used against techrollers, if you keep eating it after techrolling, then stop techrolling! Remain downed, and retaliate with a appropriate rising attack.
  • 1-Frame Knee ( (release within 1 frame):
    Used by confident Akira players to eat rising attacks. Usually used after some of his throws (those that ground you close to him, such as his neutral or throw.
  • Double Jumping Kick ():
    Excellent in okizeme; do not get predictable in your Rising attacks, lest be prepared to be eat this attack. Used by aggressive Akiras or if they have round advantage.

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Punishment Chart (unfinished)

Akira does: After guarding, Goh can react with: Damage: Purpose:
(-15f)
to combo (recommended)
  Quick damage
Damage
Backturned game
       
(-24f) Basara (Needs testing)    
       
       
       

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Throw Escapes

Situation: Normal
Escape Direction: It is recommended to break Akira's throw in the order of: , and (as it can be struggled out of)
Reason: His direction thow provides good okizeme options for Akira; breaking the negates his tremendous ring-out capability

Situation: Goh's back near edge
Escape Direction:
Reason: Negates ring-out option from Akira's Close-In Ram (), and Shiniha () throw

Situation: Akira's back near edge
Escape Direction: and
Reason: Negates ring-out options with his Surprise Exchange () , and Inverted Body Check ()

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Goh vs Akira Videos

Two strong players going at it in a casual match: Jaga's Goh vs Homestay's Akira. Of particular interest is Jaga's wall setup using Goh's at timeframe 1:28. A well calculated move that paid off by turning the tables, and resulting in him winning the round!

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Goh vs Akira Strategies from Japanese Blogs (unfinished)

Originally posted by トモタソ and S先生とA君. Loose translation by me.

  • 晶の66P+K2or8が着たら3P+K
    After Akira's 66P+K 2 or 8, do 3P+K
  • 晶の中距離での起き攻めは46P+Kだから立ちG 走ってきたら投げてくるので投げ抜け。
  • 投げ抜け方向は飛車角でOK。
    After escaping Akira's throws, it is okay do perform the Ground Roll to escape
  • 基本はボッタチ多め。
  • 3P+Kガード後は避け投げ抜け。遅らせ対策に2Pも時々入れる。
  • P投げ、P→66(6)Pを多用する晶には3P+K。
  • 中間距離で牽制するよりは相手の手を待ってから逆二択
  • 近所の晶は大体こんな感じでですが・・・
  • 晶の66P+KPをガードしたら43P+K。(2P捌き)  捌いたらダッシュ投げ。(その場投げはスカル。)
  • 白虎(2_46P)をガードしたら46P(確定)
  • 66P+KP後の43P+Kは止めた方がいいと思う身内読みなら別に構わないと思うけど
  • 66P+KPはガードして不利なので、66Pとかバックダッシュ33Pとか飛んでくる場合がある
  • 対晶で43P+Kを使うとすれば
  • P+KP+Kガード後とかの方がお勧め
  • >神2速さん 43P+Kで捌くのは良くないですかね? 自分大抵1回目は必ず入れるようにしてますわwww それで返してくるようだとボッタチしてますけどねw FTの頃はカウンターにならないのでリスク少ないと 見てるんですが。
  • 66P+KPの後に2P入れてくる人って
  • 66P+KPがガードさせて有利って
  • 知らない人とかバーチャってゲームがどんなゲームかを理解出来ていない人だと思う
  • 入れてはダメとは言わないが 晶側が2Pを入れてもメリットはないし こちら側が不利なじゃんけんに付き合う必要もないと思う 今、対剛戦で暴れる人多いから そう思ってしまうのも仕方がない ちゃんとした上級者とかとやりあえば 意味はわかると思う

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Last updated: 4 January 2008


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