Virtua Fighter 2: Akira FAQ v1.01
by Joji Suzuki
Please send any comments, corrections, and additions to the above addresses.
|Table of contents|
Part I: The moves
     1)Move list
     2)Move analysis
          a)Basic moves
          b)Special moves
          d)Break stances
     3)Multiple attacks 
     4)Rising attacks
Part II: Putting it together
     1)Stuff you need to know
          a)Escape from throws
          b)Crouching dash
          d)The use of the Guard button
Part III: How to fight this guy/gal??
     1) Moves you can and can't counter
     2) Moves you can and can't reverse
     3) Strategy
Part IV: For your information
     1) Character profile, history, fighting style
     2) CPU Guide
     3) Misc stuff
     As many of you may already know, Sega had wanted Akira to be the hero in 
Virtua Fighter 1, however, in Japan, that title went to Lau (I guess Jacky 
for the American players).  I think it was a result of Akira being just too 
damn hard to play.  Now, in Virtua Fighter 2, Akira has become much more 
powerful, but he remains the toughest character to master.  Most people 
realize his true potential, but have basically given up on him since he's 
still too hard to play.
     Are there any players out there who have truly mastered Akira??  I think 
there may be a few(literally), but the majority of the players who try to use 
Akira end up only frustrated, unable to use him like Sega intended us to.
     My mission, as an avid VF fan, has become to master this awesome 
character.  And I'm sure there are many players out there that share my 
opinion.  Therefore, I have decided to write this FAQ, dedicated to inform 
the Akira players on how to use him.  However, many of the fighting 
techniques can be used for other characters as well.
     (One note, however, is that Akira is not a cheap character.  I include 
this because someone mentioned to me he thought Akira was cheap.  He is not. 
 His moves are tough to learn, tough to get good at, and tough to play 
against good players.  How many players have gone back to their original 
favorite character (I'm assuming most of you started out with another 
character), after being beaten over and over again using Akira.  We all share 
that frustration.  And calling Akira cheap is like calling Kage in VF1 cheap. 
 So, Akira players out there, don't be afraid.  Practice, practice, practice, 
and one day, you will see what I have seen Akira can do to your opponents.  
But that only comes after many visits to your local arcade.)
|      Part I: The moves     |
1)Move list
2)Move analysis
     a)Basic moves
     b)Special moves
     d)Break stances
3)Multiple attacks
4)Rising attacks
Complete list of Akira's moves, including the Japanese names for the 
techniques. It shows the motion, hit level, and damage.  The damage is given 
in life bar points which differs on the level setting, and for vs. play.  It 
is NOT the percentage of the life bar, but an actual numerical value.  It is 
also standardized to Wolf's Giant Swing (twirl 'n' hirl) being 100 points.  
Refer to Part IV: Damage section for more detail.
G,P,K refer to the Guard, Punch, Kick buttons respectively.  
f,b,u,d refer to forward,back,up,down, respectively.
F,B,U,D refer to holding the joystick in that position.  
H refers to attacks that hit standing non-defenders.
M refers to attacks that hit crouching opponents.
L refers to attacks that hit standing opponents.
Move                                  Motion         Hit   Dmg    Note
====                                  ======         ===   ===    ====
Basic moves
Jab (Chusui)                          P              H     10    P,K,A
Low jab (Hosui)                       d+P            L     10    A
High kick (Shotai)                    K              H     30    P,A
Low kick (Yosentai)                   d+K            L     10    A
Side kick (Sokutai)                   d/f+K          M     23    P,W,A
Small jump moves (tap up or u/f or u/b)
Hopping punch I (Rakuhososui)         +P             M     30
Hopping punch II (Rakuhosui)          P(asc)         M     30
Hopping kick I (Choshitai)            K(asc)         M     30
Hopping kick II (Shitai)              K(desc)        M     20      P
Large jump moves (hold up or u/f or u/b)
Jumping Hammer (Rakugekisosui)        f+P(asc)       M     30
Take off kick (Tokyaku)               +K             M     30
Jumping drop kick (Hidantai)          f+K(asc)       M     40
In air kick (Rakuhosui)               K(asc)         M     30
Landing kick (Fujintai)               K(desc)        M     30
Back drop kick (Humontokai)           b+K(asc)       M     40
Turning around moves (opponent behind you)
Turning punch (Kenhaisui)             P              H     12    P,K,A
Turning overhead hook (Hairakuheki)   d+P            M     14
Turning punch(crouching)(Kenhaisui)   D+P            H     12
Turning high kick (Haitai)            K              H     30    P,A
Turning knee bash (Hashitsutai)       d+K            L     10    A
Turning low sweep (Chisentai)         D+K            L     30    A
Pounce (opponent down)
Jumping stomach punch (Gekihosui)     u+P                  20
Ground punch (Sokaho)                 d/f+P                12
Special Moves
Dounble punch (Hachimonkaida)         P,P            H,M   10,12 P,K
Punch-kick (Kansuitai)                P,K            H     10,30 P,A
Elbow strike (Johochochu)             f+P            M     19    P,A
Knee kick (Doppochoshitsu)            K+G(tap G)     M     30    +
Jumping kick (Migitankyaku)           f,f+K          M     30
Jumping double kick (Renkantai)       f,f+K,K        M     30,30
Dashing elbow (Rimonchochu)           f,f+P          M   20-40 P,A,@,#
Super dashing elbow (Yakuhochochu)    f,f,f+P        M   20-40 P,A,@,#
Single palm (Mokokohasan)             crouch,f+P     M 20-65 P,K,A,@,#
Body check (Tetsuzanko)               b,f,f+P+K      M     20-80 !,*,@
Uppercut (Yoho)                       d/f,d/f+P      M     50
Double palm (Byakososhoda)            crouch,b,f+P   M     30-70 !,@
Reaping throw and punches (Toshinsotai) P+D           H     40
Head butt (Shin'iha)or pull-in push-out b/d,f+P       H     60
Reverse body check (Yoshisensrin)      b,d/f+P+K      H     35
Close in ram (Daidenhosui)             f,b,f+P+K      H     60
Stun palm (Boken)                      P+K+G          H     15
Stun palm combo (Hogekiunshinsokosho)  P+K+G then b,d/f+P+K then d(or
                                       d/b or d/f), b(or f)+P
                                                      H     15,40,50
                                                         (total 105)
Break stances
Break guard (Kaiko)                    f+P+G          H
Trip I (Honko)                         b+P+G          H
Trip II (Gekihohonko)                  d+P+G          H
Surprise exchange (Shimporiko)         b/d+P+G        H
Stumbling trip (Jumpohonko)            b,d+P+G        H     10
High reversal                          tap G,b+P      H     50
Mid reversal                           tap G,b/d+P    M     50
Low reversal                           tap G,d+P      L     50
P=Pai can reverse it (either high section punch/kick, or elbows)
W=Wolf can reverse the side kick
K=Kage can reverse the punch
A=Akira can reverse it, high/mid/low
@=Damage depends on the distance between you and the opponent.
#=Opponent is knock down if it hits while standing, and staggers them if they 
are crouching, defending or non-defending.
!=If it hits, the opponent will always go down.
+=the way to do this is very tricky.  You tap both K+G simultaneously, but 
you must release the G immediately (it's actually 1 frame time worth. More on 
this later).
|2) Move analysis|
     Here I will go into more detail on how each moves can be used.  It may 
seem like there's too much detail, but this was necessary to truly describe 
this character.
a) Basic moves
     This includes the simple jab to the pounce attacks listed above. I will 
only go into detail for some of the techniques.  Note also that mastering 
these basic techniques is really the difference between the good and the best 
players.  Just like in chess, anyone can learn how the pieces move (i.e. 
execute the basic techniques), but it takes a lot of practice to know how 
they work to defeat your opponent.
Low punch (d+P)
     Very quick and useful technique to bring the attacker to crouch.  Also, 
this is something that needs to be emphasized.  Many people use the low punch 
in order to avoid a throw, and keep the opponent away, and set up for an 
attack.  A good reason for why this is a good method of avoiding a throw is 
because of this--when you simply crouch, without punching, it takes 20 frames 
(remember, VF2 is 60 frames per second) to achieve it.  In this case, the 
first 10 frames is still considered to be standing, while the second 10 
frames is considered to be crouching.  So there is that 1/6 of a second when 
the opponent can still grab you.  However, when you crouch with a punch, you 
immediately go into a crouch.  This may not seem like a big deal, but when an 
opponent hits you with something and goes for a throw, that extra 10 frames 
makes a difference.  Also, the low punch can be connected to the single and 
double palm.  
     In addition, a low punch can be doubled as a low reversal just by 
tapping the guard button before hand.  This becomes effective in many 
occasions when the opponent is doing a low attack to avoid a throw.  More on 
this strategy in the reversal section.
     On a side note, in VF1, using the low punch against an opponent with 
their backs against you, allowed you to combo into a throw.  However, this is 
no longer the case with VF2.  It doesn't matter anyway for Akira because he 
has no back throw.
Side kick (d/f+K)
     Another wonderful technique that must be used effectively.  When it hits 
a croucher, they will always stagger, allowing you to nail them with a 
dashing elbow.  In addition, a punch-kick will nail them too (Much more on 
this punch-kick in it's section--You MUST read that section).  It's always 
good to remember this because a staggered opponent is vulnerable to these 
attack all the time.  
     What's more wonderful about this side kick is that it cannot be 
countered (Not Akira, Pai, Wolf's 'counter'[I call them 'reversals' to avoid 
confusion] but a counter attack....  That's confusing, I know.  Read the 
"Counter" section--another MUST read.)  This means that if the side kick is 
blocked (it has to hit, not miss completely, which is simply a miss), they 
can only try a low attack or rush in for a throw.  But the throw is much 
harder, and besides, you have plenty of time to do a throw yourself.  What's 
good about these techniques that cannot be countered is that most people will 
try to counter attack anyway, which you can easily block just by keeping the 
hand on the guard button.
Hopping attacks ( refer to the move list for stick motion)
     Although not that useful it itself, these techniques need to be 
remembered as well.  A very good, and obvious, way to use them is to jump 
over a low attack, but probably most people won't try it because of it's slow 
jumping motion.  However, if they are blocked, it has a quick recovery that 
cannot be countered.  I good way to use them, however, are when the opponents 
are facing away from you.  Most people use a low attack when you rush in to 
nail them, notably Sarah and Jacky.  When you rush in, do these attacks, and 
you'll be surprised at how well they work.  After a few of these, they won't 
try those sweeps... maybe.
Large jumping moves ( refer to the move list for stick motion )
     I realize most advanced players don't use these, but don't look too 
lightly at these moves.  They give good damage, and it's good to use these 
when someone rushes into you. They have tremendous range, and use it when you 
block your opponents jumping attack and they are airborne.  Quickly run 
underneath and do a takeoff kick when they start to descend.  Just like how 
the computer opponents do it.  Works nicely, and they won't try I it 
themselves too often.  This is good because Akira doesn't really have good 
attacks that hit safely, like the kickflip. 
     However, there is another way to use this technique with surprising 
effectiveness.  It is against Kage players who like to step back and try to 
confuse you with the f,f+K+G, and the f,f+P+K+G moves.  When you see them 
step back, and you hear them tap the joystick twice (or if you see them 
starting the motion), just do a takeoff kick.  You'll be surprised how well 
it works, and how long the range for this kick is.  It works beautifully, and 
the Kage player will not try these cheap tricks on you anymore.
     In addition, it can be used to follow up some of the break stance moves, 
which will be explained later.
Turning attacks ( refer to the move list for stick motion )
     The turning overhead hook is the probably one of the best moves since it 
is a mid level attack and it comes out fast.  Also, it cannot be caught by a 
reversal.  Other than that, the turning low sweep is another one of the very 
few sweeps Akira has.  Its got long reach and does good damage.  But it can 
be reversed by Akira's low counter, so beware.
Pounce (U+P and d/f+P)
     His pounce has been a major irritation for many since its not that 
effective, and very slow (remember those VF1 days?)  Much better in VF2, but 
many times, he strikes right in between the legs, which does not hit. 
Basically, you can either use the ground punch or the pounce, and use the 
pounce only when you're sure it's going to connect.  This will save you from 
unnecessarily giving an opening to your opponent.  After awhile, you will get 
a sense of how much damage the opponent needs to take in order for them to 
stay on the ground long enough for your pounce to hit.  One thing to 
remember, however, is that if you miss either of these, the ground punch 
actually has more opening for your opponent to counter.  So be careful and 
don't get too greedy.
     But if you want to play safe, just don't pounce at all.  This is 
especially true if the opponent knows how to effectively execute a rising 
attack and nail you when you miss.
b) Special moves
     Here's the special moves.  Of these, please make sure you read the 
punch-kick and the dashing elbow, for these are two of the more crucial 
techniques for him (the punch-kick is actually crucial for all the 
Double punch (P,P)
     A basic one-two punch.  The first is a jab, and the second is a stomach 
punch. He will switch his feet position after this move.
     A very basic move, yet surprisingly effective.  Why? Because the second 
punch is a mid-level attack.  Wolf, Jeffry, and Shun can do a mid-level 
attack on their third punch, but only Akira can do it on the second, making 
it quite useful.  Akira's first punch has tremendous reach and the second 
body punch catches quite a lot of crouchers.
     Use it occasionally, but mostly stick to using only the jab.  When they 
start worrying about throws and crouch (but not long enough for you to do a 
dashing elbow) this double punch works nicely.  There are quite a few ways to 
use this effectively, but its up to you to decide. 
     This, incidentally, can be used repeatedly to beat CPU Jeffry and Wolf. 
Punch-kick (P,K)
     The basic punch and rear leg roundhouse kick combo.  
     One of the most crucial techniques one MUST learn is this (this goes for 
all the characters).  The biggest strength is in using this as a counter 
(refer to counter section).  For most attacks you block (high attacks for 
this example), a simple punch-kick will knock them down.  The damage is very 
high, and you can get a pounce in many times.  But the ground punch after a 
dash forward is the safest to do.  Now, whenever you stagger an opponent, the 
punch-kick will connect all the time.  So if you hit a dashing elbow to a 
crouching defender, this will make it an instant 3-hit combo, plus a pounce 
or a ground punch. The same thing if you stagger them with a side kick.  
Also, after a break guard (for+P+G), although the P,K buttons must be entered 
before the move is over, or else its too late. This last one will always 
     So don't think this is a silly technique.  Use it!  In addition, holding 
the joystick forward BEFORE you do a punch will allow you to punch much 
further.  Try it sometime and you will see.  Using this, the double punch and 
the punch-kick will go in "deeper", making your attack more effective.  To 
use it as a counter, while you are blocking a side kick, for example, keep 
your joystick forward and when you release the guard, keep holding forward 
and do the punch-kick.  Also, after floating the opponent with a dashing 
elbow, this will connect some of the time against light opponents.  It takes 
getting used to, but once you remember to use it, you'll be glad you took 
your time to use this not-so-spectacular technique.
Elbow strike (f+P)
     A good technique, but one thing to remember is that when your feet 
position is in open stance (read this on the "Stances" section), this will 
actually miss a crouching opponent.  Kind of sucks, but if you like using 
this, use the dashing elbow instead.
Knee kick (K+G, release G immediately)
     This is a knee strike (f+K) just like Jacky, Sarah, Wolf and Jeffry.  
The feet position will change after this move.
     You may be wondering what the heck this is.  You're right.  It is 
difficult to execute.  The G button has to be tapped for only 1 frame worth. 
 That's 1/60 of a second.  I get this to work like this: tap G+K using your 
index finger and ring finger, respectively, but sort of 'scrape' the guard 
button with your index finger.  Kind of like a flick.  Keep holding the kick 
button.  You need to get used to it, but it actually works well with this 
method. If after trying this you still can't do it, just forget it.  It's not 
going to affect your game play too much.  If, however, you manage to perfect 
this move, you can combo it with a body check or a dashing elbow/palm if the 
opponent floats. But the best follow up is a double jumping kick.  The 
opponent will cry out you are cheating.  It takes off a lot of energy, and 
better than the body check.  Even another knee kick will connect, followed by 
a body check or dashing elbow/palm, but don't do it unless you are sure of 
the knee kick and only against light opponents (i.e. Pai).  
     A good way to use it is to come in as if to throw, get the opponent to 
crouch or do a low punch, and throw the knee.  Or dash forward and knee.  
(Also you can hold the guard button for the first forward, and release the 
guard, and do f+K+G, release G.  Gets complicated but it's not that bad). 
     One more thing, Akira's knee kick comes out faster than any other 
character's knee kick, but the recovery is the pretty much the same as the 
Bryants'. Something to note because once you master the motion, it's 
definitely a move to use to be considered a good Akira player.
Jumping kick, double kick (f,f+K [,K])
     Akira does a rear leg jumping roundhouse, and follows up with the lead 
leg for the double kick.  The single kick will change his feet position.
     Not as useful as you may think it is because of its long recovery time. 
 However, there are several sure ways to use it.  And it's NOT after the 
break stances (the various P+G moves).  After these break stances, it does 
not connect too easily unless you opponent tries to do anything but guard.  
It's not even that effective after a surprise exchange because experienced 
players will just dash forward and get away completely (I know a Shun player 
who does a u/f+P move to spin forward quickly).
     One way to use it is after your opponent stumbles on their butt after a 
dashing palm.  Run forward and double kick. Another way is when you hit an 
opponent with a dashing elbow or a knee kick and it floats them, you can hit 
them with a double kick.  Probably two of the most powerful combos.  However, 
floating the opponent only occurs when you hit them while in the motion of an 
attack.  But just remember to do it if it happens.  
     On using the single or the double kick, remember that the single kick 
has a shorter recovery time, and will give less chance for the opponent to 
counter.  This may be a better choice since you can continue to follow up on 
the single kick, unlike the double kick.  Also, using a single kick after a 
break stance move floats the opponent really high, allowing you to connect 
with many things, but a body check is probably the best againsty heavy 
opponents who fly almost straight upwards (the lighter opponents go a little 
more forward, I think). Since using the single kick will give you the chance 
to follow up, yet still maintain a decent guard if they block it, its up to 
you make the decision of whether to go single or double.
     Another thing is to remember that you can enter the first forward motion 
while still holding the guard button. So you can press forward, release the 
guard, and do a f+K[,K], and get the jumping kick(s).  Good to do if you use 
it as a counter because of the less time it takes to execute the technique.  
Why?  Because you can enter the first motion while you are blocking the move. 
 This applies to the dashing elbow as well.
Dashing elbow (f,f+P)
     Akira does a rush and executes a upward elbow strike from a low 
     This is probably the most feared technique Akira has, and also the 
technique you'll use the most.  It is very quick and the recovery is fast 
enough to not receive any counters.  The opponent will stagger if they are 
crouching, and you can combo it with a punch-kick.  However, try also a 
dashing elbow-dashing elbow, but this is not that safe if they are quick 
characters (esp. Pai).  Another one is dashing elbow-body check.  If the 
elbow knocks them down, the body check will hit a little bit some of the 
time.  But it works best when the opponent blocks the elbow, and tries some 
slow attack to try and counter your elbow.  See what they do early in the 
match without following it up with anything and if they always try a slow 
move, go for this, and they will be shocked at the fact that half of their 
energy just disappeared.  They'll swear it was a glitch or something.  
     As mentioned in the previous section of the jumping kick, the first 
forward motion can be entered while holding the guard, making it extremely 
useful.  Since you can stand there with a guard, and immediately execute the 
dashing elbow with only a f+P.  This can catch a lot of opponents coming in, 
because they usually are aware of the elbow and won't crouch at close range 
that easily.  So get them coming in a few times, and they will suddenly turn 
defensive.  Then just go for the throw or continue with the elbow if they 
     Anyway, more on dashing elbow in the strategy section.
Super dashing elbow
     Just like the regular one, except he dashes first, and changes his feet 
     It's exactly the same as the previous, but the only difference is that 
Akira steps forward much more.  In addition, he changes his feet position.  
Works very well against players who like to stay away a bit knowing the 
dangers of being too close.  This move will close that gap pretty quickly, 
forcing them to fight a close distance match, as well as catching them off 
     In addition, just like the regular dashing elbow, you can enter the 
first two forward motions while holding guard, and execute the long range 
dashing elbow with a single f+P.  This is little harder to get people because 
it's kind of obvious you're up to something, and besides, it's better for 
opponents who are thinking they're out of range by staying a little further 
     This also will be discussed more later in the strategy section.
Dashing palm (crouch, f+P)
     Akira steps low and winds the lead hand to execute a powerful palm 
     Another powerful technique, but don't overuse it.  And don't use it 
thinking this is more useful than the dashing elbow.  It's because if they 
block it, which they usually do because they see you low punching, they have 
ample time to counter (i.e., punch-kick).  One thing to remember, though, is 
that Wolf and Jeffry cannot counter, so mix it more in your repertoire 
against them.  
     A good thing to remember, however, is that this moves takes off more 
damage than the dashing elbow if you nail this to an opponent who is closer 
to you.  As the move list noted, this move changes its damage according to 
the distance between the two players (dashing elbow too), but this takes off 
quite a bit more at its maximum.  In addition, it can be combined with a low 
punch.  Note that the move list describes the motion as crouch, f+P.  This is 
because you can do this from a crouching punch as well as from a simple 
     This idea of using a low punch before hand brings up a very nice motion 
which is to tap guard before hand, and double as a low reversal (see reversal 
section for more detail).
     If this technique hits a non-defending croucher, they land on their 
butt, giving you a free throw or a free hit.  Works wonder against such 
techniques as Lion's low double kicks, and the Bryant's low kick (d+K+G: low 
side kick).  As you get used to it, you will see that the opponent will land 
on their butt as you are doing the technique, so get ready!  If you're ready 
to do some serious damage, and also piss your opponent off, connect a 
close-in ram.  Good RO possibilities too.
Body check (b,f,f+P+K)
     A move that basically represents the coolness of Akira.  He slides down 
low to turn his body and slides into the opponents defense, and uses the area 
in the back called the "ko" (the area from the shoulder to your back) to slam 
into the opponent giving tremendous damage in close range.  The real name, 
"Tetsuzanko" means "Tetsu"=metal/steel, "zan"=mountain, "ko"=back/shoulder 
blade, therefore "back/shoulder blade made of steel mountain" would be an 
appropriate translation.  This will be repeated in the translation section, 
but I included in here because there has been some different translations and 
I wanted to set it straight (yes, I read last name Suzuki 
should be a hint...)
     This move must be mastered if you ever want to be a good Akira player.  
The motion may seem complicated at first, but once you get used to it, it's 
no problem. In addition, just like the dashing elbow and the jumping kicks, 
the first two motion, i.e. the back and forward, can be entered while holding 
guard, and execute the body check by a single f+P+K.  Also, you can combine a 
b+P (just a jab) and two forward taps to execute it.  There are quite a few 
moves that do this, and will explained later in more detail.  You can even 
tap guard before the punch to double as a high reversal (see reversal section 
for more detail on this).  
     The body check can be used as a counter, but try to master the motion 
until you go crazy trying a body check counter.  You should be able to do it 
without thinking what a long stick motion it is.  It should be almost 
instantaneous, literally.  When you are able to do so, start working on how 
to effectively get this move to hit as a counter.  THAT is really the key 
because you can't use this move like a dashing elbow, obviously.  The biggest 
task as an Akira player is to know when you can get this move to hit your 
     One note to make.  I think many of you may remember a strange phenomenon 
with the body check.  That is if Akira does a body check no matter where, if 
the opponent does a throw move, Akira will be thrown.  Very annoying because 
many times the opponent doesn't even realize they nearly got nailed and saved 
their own ass by this rather ridiculous phenomenon. 

Uppercut (d/f,d/f+P)
     Akira steps low, and stands up violently with an uppercut.
     Kind of useless, actually.  One way I have been able to use it is to use
it once every 3 or 4 days.  Seriously.  Very slow and most opponents can jam
it with a low punch or just stay back and counter.  Unless, of course, you
are playing against a player who thinks Akira sucks and hasn't seen a good
Akira player.  For these people, make sure you nail them once with this (in
addition to the reversals and break stance moves that humiliate them--once I
was playing Akira.  Nobody was playing VF2 and I was enjoying the calmness,
when a guy walks in, looks at Akira, tells his friend he's going to show him
how good he his, and proceeds to play Lau.  The first round, I won using ONLY
reversals, and didn't take a single hit.  The second round I used most of the
break stance moves just to confuse him and beat him using body checks and the
reverse body check. The only thing I didn't get was the 3-hit super combo,
which will be described later.  The guy obviously left, claiming to his
friend that the joystick was broken.....  But I digress).  If you float them,
maybe this will connect, but if you have that much time to do this, do a body
check instead.
     Also, it can be used after the surprise exchange.  Explained in the
multiple attack section.

Double palm (crouch,b,f+P)
     He steps low, and starting the hands from the waist, he pushes
vigorously forward with both palms.
     The difference with this and the single palm is that the crouching
defenders (and not just non-defenders like the single palm) are vulnerable as
well.  Also it does more damage.  The biggest use for this move probably is
to use it after the break stances, especially the surprise exchange and the
trip against experienced players.
     The recovery is very slow, so try to connect (hit or blocked), and
definitely don't just hit thin airs since it leaves you pretty open.  Also,
this move can be started out by doing a low punch, just like in the single
palm, as well as tapping the guard button before hand to double as a
reversal.  Another thing is that Pai, Kage, and even Akira cannot grab this
attack, which incidentally is because it is a double handed technique.

c) Throws

Reaping throw and punches (P+G)
     This is Akira's regular P+G throw. He grabs the opponents arm, and trips
the opponent using a technique called "kosoto gari", or 'minor outer reaping
throw'.  Then follows up with three punches to the stomach.
     The throw for Akira, although difficult to execute at first, becomes
deadly once you master the motions.  This simple P+G is a good one to master
(I mean by how to use it), because it requires very little effort and will
override the opponents throw if he/she tries a command throw (i.e. back+P+G)
if done simultaneously.  However, this move can be escaped as with all the
P+G throws, so beware of the experienced players who expect a throw coming.
In these cases, stick to the other throws Akira possess.
     One frustration with this throw is that he jumps back very far from the
opponent.  If your back is against the edge of the ring, don't use it.
Nothing more frustrating than doing RO, when you have full life bar and the
opponent is nearly dead.  Just remember to do a surprise exchange or another
break stance throws.

Head butt (a.k.a. pull-in push-out) (b/d,f+P)
     Akira grabs the opponent's wrist, pulls him/her in, and executes a head
butt, sending the opponent flying.
     Akira players are quite happy with this throw becoming very easy to
execute compared to VF1, where it was really difficult.  It does more damage
than the regular P+G, but honestly, if you have the chance to do this throw,
you should be going for the reverse body check or the surprise exchange, or
even the close in ram.  It's very cool, however, to finish the fight with
     If you still think this is a better throw, by all means use it.  There's
nothing wrong with using it.  For those that do use it, here's a good way to
use it.  Execute to motion close to the opponent.  If the opponent is
standing, you get the throw.  If the opponent is crouching you get an elbow
which will stagger the opponent.  Follow up with a punch-kick or something.
Pretty cool huh?  But there is a draw back.  First you have to be really
close.  Second, if you're open stance (refer to the stances section), the
elbow will miss. Therefore not that reliable since a missed elbow is not

Reverse body check (b,d/f+P+K)
     Akira pulls the opponent towards him, and slides behind the opponent.
Once behind, he slams his back against his opponents back, staggering the
     One of Akira's coolest throws, which requires quite a bit of practice to
use consistently and effectively.  The best times to use it is when the
opponent misses an attack (well darn, that's true for ANY throw).  But a side
kick after the move will combo, making it practically the most powerful throw
he's got.  And if the side kick just stumbles or floats the opponent high in
the air, connect with a super dashing elbow (enter it while the side kick is
being executed).  Or just simply another side kick.  Very powerful, and makes
your opponent wary of the throws.

Close in ram (f,b,f+P+K)
     Akira grabs the opponents arm, and slides under him while pulling on the
arm.  He firsts slams the shoulder into the groin area (ouch, that hurts) and
violently stands up to send him flying in the air.
     One of Akira's new throws which does very nice damage.  However, it has
an awkward joystick motion that needs plenty of practice to incorporate in
your repertoire.  The only time you should always try to nail this is after
the dashing palm hits a crouching non-defender, sending the opponent on their
butt.  Dash forward immediately and execute this throw.  Good RO
possibilities and pisses the opponent of big time if it does.

Stun palm (P+K+G)
     Akira rushes in, extends both arms straight outwards and strikes the
body of the opponent with the palm of one hand.
     This throw in itself doesn't do much damage at all, and very difficult
to connect another move after it if the opponent knows to stay still and
press the guard button.  However, this move is the beginning motion of a the
famous 3-hit combo that Akira possesses.  As of now, this is the only real
way you can use this move. The 3-hit combo will be described later.
     So use this move if your opponent has very little life left, so that it
knocks them down with this move.  You can then watch the replay in slow
motion to see how Akira extends both arm outwards.  Kind of neat, but if
you're not going for the 3-hit combo, just stick to the other throws.

d) Break stances

     The break stances have received some bad comments on the net.  Probably
because you can't really connect anything reliably after the moves....well,
that's not true.  Read on.

Break guard (f+P+G)
     Akira rushes in low and strikes the opponent's arms upwards into the
air, causing the opponent to be open to attacks for a short period of time.
     Probably the easiest and most useful(and effective) break stance he's
got.  IMO, it's better than the surprise exchange against experienced
players.  After you do the move, the punch-kick will combo.  The dashing
elbow will NOT be a combo, but will hit depending on the opponent.  So just
forget about the elbow and stick to the punch-kick which always hit.
However, it won't hit Sarah.  I know, it sucks.  But against Sarah, if you do
this, she can dodge the kick and kill you, so just remember--don't do it
against Sarah players.  Do a different break stance all together.  That,
however, doesn't make this move any more inferior.
     Now, the trick in doing the punch-kick afterwards is to enter it while
the break guard is still being shown.  If not, the punch-kick will not combo,
and will only hit against opponents who are confused as to what the hell is
going on.  For all the break stance moves, the commands can be entered while
the graphics is still showing, and that move will come out immediately after
the break stance is over.  This becomes the difference between connecting the
move or not, since it comes down to a difference of a few frames.
     A good follow up that catches your opponent off guard is to follow up
with another throw.  It works against opponents who are used to the break
stances, and keep holding the guard button, knowing the dangers of trying to
counter.  After the break guard, a quick dash forward and a P+G will do.
However, you can go crazy and basically do any throw you wish as long as your
opponent is caught off guard.  Just don't do it repeatedly, or else you'll
pay for being too greedy.
     In addition, since the break stances are a P+G move, they allow you to
escape the opponents' P+G throw, which is VERY useful.

Trip I (b+P+G)
     Akira grabs the opponent's arm, and goes for a minor outer reaping throw
(as in the regular P+G) but doesn't follow up on it allows the opponent to
just trip backwards flailing helplessly for a second.
     Many of us have done this and thought the opponent just escaped the
throw.  This move gives you quite a bit of time to follow up, although
probably the most consistent might be the dashing palms (single or double).
A dashing elbow and body check works also, as well as a takeoff kick (hold
joystick forward, not straight up--u/f+K).  A single kick or a double kick is
good too but can get blocked very easily.  If the single connects, a body
check or any thing else you wish can connect.  This is because after trip
move, the single kick floats them especially high (the GamestMook descirbes
this as a sepcial case). The punch-kick is too far, and by the time the kick
comes out, the opponent is able to block it.
     Just as I mentioned before, you can enter the commands while the move is
being executed, so if you get used to it, take your time and enter the double
palm.  This, however is not a combo and can be blocked sometimes.  But it's
up to the player to decide how you to use this.  Again, just as in the break
guard, you can follow up with a throw, but do it only occasionally.

Trip II (d+P+G)
     Identical to the Trip I in motion, but the difference is that the
opponent freezes 1 frame less than Trip I (12 frames for Trip I, 11 frames
for Trip II).  This difference in 1 frame makes it nearly impossible to
connect with a body check, but the dashing palms or the dashing elbow will be
the safest bet, although it's not guaranteed to connect.

Surprise exchange (d/b+P+G)
     Akira grabs the opponents wrist, and pulls him vigorously forward.  He
then swiftly steps out of the way, and ends up behind the opponent.
     At first, a move that probably freaks out the opponent.  If they try to
do a turning around move, they usually get nailed.  If they are experienced,
they will simply dash forward, giving them a good chance to avoid the
attacks.  The best way to follow up on this move (listed in order of most
useful, not most damaging), is with the 1)double palm, 2)body check, and the
3)double kick, all of them doing very nice damage.  However, if you're not
comfortable with them (i.e. too complicated, especially for double palm), go
for a simple dashing elbow or a sidekick.  The dashing elbow can be repeated,
and the side kick can be followed up with a dashing elbow. The punch-kick
will only connect the kick part, but it will miss completely if the opponent
crouches, and a lot of people do that to try a sweep when the surprise
exchange happens, so stick to the other moves.  (If you want some heavy
damage, however, try a dashing knee and a double kick--brutal! Or if you ever
pull this off, try a dashing knee, single kick, body check!  Anyone try
     A trick in getting the double palm is this.  When you press d/b+P+G,
just move your joystick in a half circle until you get to f, and then press
b+P.  The back+P is actually towards the opponent, but I think you understand
what I mean.  Don't bother trying to "charge" it by holding it down.  Doing
the motion as above works quite well.
     In addition, if you press b/d+P right after the b/d+P+G to execute it,
you get the uppercut.  Good damage, but you can do better with the other
attacks, so it's up to you on how to follow it up.  The best method is
probably what works best for you.  At first, the double kick will be good.
If you're more experienced, go for the double palm or the body check.

Stumbling trip (b,d+P+G)
     Akira steps to the side of the opponent, hits the back of the opponent
with both hands while kicking out the front leg of the opponent.  The
opponent falls straight on their face and stumbles up confused.  Also gives
some damage unlike other break stance moves.
     A difficult motion to execute, but if done, you have at least half a
second to follow up.  Seems like the dashing elbow/palm moves hit the best.
 However, this move is hard to get out properly and its much easier to do the
other throws (i.e. reverse body check) compared to this, that its probably
not a move that you want to try to use that often.  But if you do get it,
follow up with a dashing elbow/palm.  Or dash forward and body check. This
move usually ends up coming out as the Trip I,II, so be ready to follow up

e) Reversals

     This is the move that is commonly referred to as Akira's counter.  At
first, it seems like an impossible task to use them, but once you master the
motions, you'll be surprised at its effectiveness. It's crucial to study what
moves you can reverse, and what moves you cannot.  Timing is very important
as well.  But if done properly, these reversals become deadly.  So master
them and make Akira scary.
     On using them, the guard button must be tapped, then the appropriate
direction plus the punch button has to be entered.  The time between pressing
the guard button and the punch button is short (20 frames maximum--i.e. 1/3
sec), so get in the habit of pressing the guard button right before a low
     In addition, refer to the later section on the strategy of when to use
them and which moves Akira can reverse.

High attack reversal (tap G, b+P)
     Against a right high punch: Akira blocks the punch and executes a
dashing elbow.(Gaimonchochu)
     Against a left high punch: Akira blocks the punch and does an
     Against a high kick:  Akira blocks the kick and does an elbow.  Similar
to the stun palm, but his hitting arm is bent into an elbow
     The high reversal is probably the easiest to learn in the beginning,
since the opponent usually is coming in towards you, and it becomes a matter
of timing.  But against good players, not easy at all.  Works well against
opponents who come in with punches, as well as against Wolf and Jeffry's
uppercuts.  The key with any reversals is to anticipate the move. Easier said
than done, however, many opponents have many moves they mix up constantly.
Don't stress if you can't get them out.  Just keep working on it and one day
they'll become part of your arsenal.
     The moves you should be anticipating are the pppk type moves, especially
after your dashing elbow or a side kick, and the uppercuts by Wolf and
Jeffry.  If your opponent comes in with a flurry of jabs, it shouldn't be
too hard. When you catch Jacky's beatknuckle, which is not too hard since
 many people over use it, you'll feel like a million bucks, so keep
working on it!

Mid attack reversal (tap G, b/d+P)
     Against a mid level kick, closed stance: Akira blocks the kick, spins
around outward and executes an elbow to the body.(Haihorichu)
     Against a mid level kick, open stance: Akira blocks the kick, and
smashes into the opponent with the shoulder.(Johoshoko)
     Against an elbow strike: Akira steps into the elbow, blocks (grabs?) the
arm to open up the body, and executes a dashing elbow.(Gaimonchochu)
     The mid level reversals are probably the most difficult. The side kicks
are hard to time, and the elbow reversal is a matter of anticipating a
situation well (i.e. the Bryant's elbow-knee/heel kick).  However, many
players will go for a side kick against a croucher so keep that in mind and
try to read the opponent's game plan by looking at how they react against you

Low attack reversal (tap G, d+P)
     Against a low punch: Akira grabs the punch, and pulls the opponents
forward, then swings his arm straight up and brings to hammerfist straight
back down onto the opponents back.(Honshintanda)
     Against a low kick: Akira blocks the kick, and rushes in with a dashing
double palm.(Sohakushu)
     The low reversals are the easiest and the most useful.  Its because many
players will low punch or kick to avoid a throw, or to counter a blocked
attack, especially the dashing elbow.  Some moves you see coming such as
Lions double low kick.  However, other than the low punch and low kick, you
can't reverse many of the ones you would like to (i.e. Lau and Pai's spinning
low sweep).
     After dashing in with an elbow, or dashing in for a throw, the opponent
will crouch punch or kick to avoid you.  Tap G and low punch.  You'll be
surprised at how many low punches you catch.  If they stand up, throw.  If
they crouch, dashing elbow.  Probably the latter case is the more common.

|3) Multiple attacks|

     This section summarizes some of Akira's combos and attacks that can be
done consecutively depending on the opponents.  Obviously lighter characters
float better allowing for more variety and opportunity of combos.  In
addition, hitting the opponent while they are in the process of executing an
attack floats them higher.

If opponent staggers or floats after the dashing elbow (f,f+P):
     Punch kick                   P,K
     Dashing elbow                f,f+P
     Body check                   b,f,f+P+K
     Double kick                  f,f+K,K

If opponent staggers or floats after the side kick(d/f+K):
     Punch-kick                   P,K
     Dashing elbow                f,f+P

If opponent floats after a knee kick(K+G, release G):
     Dashing elbow                f,f+P
     Body check                   b,f,f+P+K
     Double kick                  f,f+K,K
     Knee, any of above           repeat knee, any of above

If opponent lands on their butt after a dashing palm(crouch,f+P):
     Dashing palm                 dash, d,f+P
     Dashing elbow                dash, f,f+P
     Double kick                  dash, f,f+K,K
     Any throw                    dash, throw
     But try the Close in ram     dash, f,b,f+P+K for coolness points

After the reverse body check(b,d/f+P+K)
     Side kick                    d/f+K (forward meaning towards your
     Side kick, dashing elbow     d/f+K, f,f+P

After the break guard(f+P+G):
     Punch-kick                   P,K
     Dashing elbow                f,f+P

After the Trip I,II(b+P+G or d+P+G) [Only selected follow ups]:
     Double palm                  D,b,f+P
     Body check                   b,f,f+P+K
     Takeoff kick(forward)        U/F+K
     Single kick, anything        f,f+K, anything(try body check)

After the Surprise exchange(b/d+P+G):
     Any move, basically.
     Safest to do doublepalm      d,b,f+P (facing opponent)

After the stumbling trip(b,d+P+G):
     Any dashing move and body check.

Stun palm combo:
     Stun palm, reverse body check, double palm
     P+K+G, then b,d/f+P+K, then d(or d/f or d/b), f(or b)+P

Dashing elbow, punch-kick
     If the dashing elbow hits a crouching defender, he/she will stagger,
allowing for a free punch-kick.  Making this a very important combo to
master. Make good use of the super dashing elbow for a long range attack.
Against light opponents, if the dashing elbow floats them,  the punch-kick
can still connect, which is better than another dashing elbow.
     The beauty of the dashing elbow is the if it is blocked, the opponent
cannot counter (read the counter section for more detail).  This makes the
dashing elbow pretty safe to do if you are in close range.  If the opponent
is used to this and knows they cannot counter, they will either step back or
attack low.  If they seem to attack low often, the low attack reversal comes
out like a charm.  More on this in the strategy section.
     By the way, the super dashing elbow can be substituted for the regular
one as well.

Dashing elbow, dashing elbow
     Not a real safe one to do, but works quite well none the less.  Don't
use too often, and especially not against lighter opponents who can step back
quickly, or against Pai who can grab it.  It may be good if you want to piss
your opponent off by continuously repeating the elbows, but I don't recommend
it.  You'd never want anyone accusing Akira as cheap, now do we?
     However, better players will know that a simple punch, or a low punch,
will usually block this type of repeated dashing elbow.  So see how they
react, and use the appropriate reversals to discourage your opponent to try
countering this combination attack.

Dashing elbow, body check
     The two moves can be done immediately after the other, so master the
motion of the body check.  What's good about this is that the body check
comes out unexpectedly quick.  If the opponent is knocked down by the elbow,
the body check can still hit the floated opponent (their ankles! Well it does
some damage.).
     The way to use this is to mix up the different follow ups.  This works
well if the opponent tries to counter your dashing elbow with some slow move.
 Nails them in the middle of the motion and their life bar just disappeared.

Dashing elbow, jumping double kick
     Works against light opponents and you catch in the middle of their
attack.  Enter the f,f+K,K immediately, and you should see your opponent fly.
 Does tremendous damage--probably half the life bar.

Side kick, punch-kick
     If the side kick hits a crouching defender, it will stagger them.  At
this point, a punch-kick will combo nicely, just like the dashing elbow,
punch-kick combo.  However, as I mentioned earlier, you need to keep the
joystick forward for the punch to gain some reach, making the combo connect
with more certainty.  What's nice about this, just like the dashing elbow, is
that a blocked side kick cannot be countered.  So don't be afraid to throw
that side kick, making sure it will hit or be blocked.
     Also, just like the dashing elbow, if it is blocked, the opponent
usually comes back with a low attack or backs off (that's if they know they
can't counter), making it easy to reverse.  If they come back with a
technique you can counter or reverse (especially a slow side kick such as
Wolf or Jeffry, or Jacky and Sarah's elbow knee/heel kick), they will be
confused why only your attacks hit and not his.

Side kick, dashing elbow
     If the side kick hits, this is just like the above, and you get an
instant combo with the dashing elbow.  The key is to enter the dashing elbow
while the side kick is still going, causing the dashing elbow to come out
immediately after the kick.  You'll probably end up getting the super dashing
elbow, but it's the same as long as you connect.

Knee kick, dashing elbow/body check/knee kick/jumping double kick
     The knee kick is hard to master, but once you hit an opponent (if in the
middle of their attack) you can easily connect a body check.  If you're
feeling lucky, do two knee kicks in a row, and do the body check.  When you
connect it, it feels like you're cheating... But the body check doesn't go
deep enough to cause major damage.
     The best follow up, however, is the jumping double kick.  Try it even if
you think its too late since it hits even an opponent that's floating at mid
section level.

Dashing palm, dashing palm/elbow/doublekick/any throw
     If you hit a crouching non-defender with the palm, they stumble to the
floor.  Immediately follow up with the dashing palm, dashing elbow, double
kick, or any other throw after dashing forward.  The key with the stumbled
opponent is to dash forward immediately.  This combo will push the opponent
back quite far with an attack or the close in ram.
     As I mentioned in the dashing palm section, don't use the dashing palm
too much because it can be countered quite easily.  However, in certain
cases, it must be used.  These cases are: 1) Jacky and Sarah's low side kick.
 If you block it, do a dashing palm and they will land on their butt.  Go for
the close in ram.  2) Lion's double low kick.  Same as above.
     The key is to see it coming.  Dash forward immediately and execute the
attack.  If you hesitate even a bit, its too late.

Reverse body check, side kick
     This combo will always hit, so if you get the reverse body check to
work, put in the side kick no matter what.  You can also try to connect a
dashing elbow after this.  Someone mentioned of getting another low punch and
double palm in, but it will most likely connect only when the opponent tried
to turn around, causing them to float high.  Regardless, it won't hurt to
try.  The key is to remember the side kick.  The body check and the side kick
should be thought of as one move.
     Also, after the first side kick, another side kick isn't bad either.

Break guard, punch-kick
     This has been described before, but I'll repeat emphasizing the
usefulness of this.  Use this instead of the regular P+G to prevent the
opponent escaping, and press P,K even while the graphics of the move is
showing.  If fighting against Sarah, however, don't use this since it will
not work against good players.  Use another throw all together.
     If you want, the dashing elbow will most likely hit, but the punch-kick
is more damaging, so why bother.

Trip, dashing elbow/dashing palm(s)/takeoff kick/body check
     After executing the trip, even while the graphics is showing, enter the
dashing palm (single or double), but the double palm is probably the most
consistent.  The dashing elbow and takeoff kick are pretty good, and the body
check too.  But these aren't as consistent, and the body check doesn't do as
much damage as you would like.  The punch kick won't connect because the
opponent is too far away.
     The thing to remember is to enter the dashing palm during the graphics
is being shown.  Take your time and it will come out nicely.  If you meant to
do a surprise exchange and you get this (which happens quite often in the
heat of a battle), and you didn't enter the dashing palm, do a dashing elbow
or a takeoff kick.

Surprise exchange, body check/double kick
     After the surprise exchange, a body check and the double kick are
the easiest and good against players who don't know or didn't dash forward to
escape the attacks.  This move incidentally is used to beat the CPU quite
     The bottom line is, however, that you can follow up with close to
anything you want.  Not that they all have the same effectiveness, but you'll
probably hit them with anything you try (not everything, of course).  Try a
dashing palm.  Try a side kick-dashing elbow.  Try a dashing elbow-dashing
elbow.  Try a dashing knee with a double kick or a body check.  Try whatever
you wish!  But the body check and the double kicks are more safe to do and
     One thing I noticed is that sometimes after the surprise exchange, the
screen decides to switch.  This means that you started out on the left side,
did a surprise exchange, and ended up on the left side again!  Becomes
confusing to enter the commands, but not to worry, as long as you entered the
commands RIGHT AWAY, it will work. So doing the double kick (f,f+K,K) towards
your opponent, but if the screen switches, just do it towards where they
should be if the screen didn't change. (??) In other words, don't worry.

Surprise exchange, double palm/super dashing elbow
     If you are playing against an opponent who knows how to beat Akira
(including other Akira players), they often dash forward to avoid the
attacks.  In these cases, a double palm works nicely since it has a nice
reach, as well as the super dashing elbow. The latter does less damage, but
more easy to enter. Use these against more advanced play

Surprise exchange, double palm/super dashing elbow
     If you are playing against an opponent who knows how to beat Akira
(including other Akira players), they often dash forward to avoid the
attacks.  In these cases, a double palm works nicely since it has a nice
reach, as well as the super dashing elbow. The latter does less damage, but
more easy to enter. Use these against more advanced players who don't freak
out and can react appropriately.

Surprise exchange, uppercut
     A multiple attack that's actually nice.  The commands are mixed together
so that the two moves are done with one motion.  Tap the d/b twice pretty
rapidly (with the appropriate buttons, of course) to get the uppercut to come
     However, the opponent has plenty of time to run away, so use it only
against players who tend to freak out with the surprise exchange.

Stumbling trip, dashing elbow/dashing palm/body check
     Although many of you probably won't use this except by accident, just
follow up with a dashing technique (i.e. elbow, single/double palm), or dash
forward a bit and do a body check.  The trick is to wait a split second
before the techniques because the opponent takes some time to get up.  Not a
technique that's required to learn since it's tough to do and much better to
do something else such as the close-in ram or the reverse body check.  But
for the times when you just HAVE to humiliate your opponent, this is a
technique that will do that job.  Especially the part where the opponent
lands straight on their face with a loud thud.

Stun palm, reverse body check, double palm
     The notorious stun palm 'o doom, or whatever you please to call it.  A
damn difficult move to do, but getting it to work is like heaven.  The
opponent just stands there with there mouth wide open, as they watch at least
half their life bar disappear.
     First of all, although this is listed in the multiple attack section,
this is actually a single move (or a single move plus a special double palm).
 You may notice that when you execute this, the reverse body check comes out
right after the stun palm hits (before he retracts his hands). Similarly, the
double palm comes out without any pause after the body check.
     The trick is to enter the commands precisely, which is the first thing
you need to work on if you ever want to get this to work.  Make sure the
reverse body check's move is at least consistent.  Now, when you press P+K+G,
you have to enter the reverse body check immediately.  The reverse body
check's commands are entered pretty much BEFORE the graphics of the stun palm
is shown (yes, you read that correctly).  Actually, the reverse body check
needs to be entered faster than the regular one (14 frames instead of 20).
And the maximum time between the stun palm and the reverse body check is only
14 frames.  Compared to the regular pppk moves (i.e. Sarah, Lau, etc.), the
pppk is SLOW (Sarah requires 19,21,26 frames respectively between the punches
and the last kick).  So if you thought you were entering it fast enough, go
try again.  Now, after the reverse body check is entered, you have 17 frames
to start entering the double palm. This move can be done by pressing any
'down' direction (i.e. d/b, d, d/f) and then pressing forwards or backwards,
hence the confusing notation.  And this must be done within 16 frames. Notice
that the maximum allowable time (frames) elapsed from the time you pressed
P+K+G is only 61 frames (14 frames to start the reverse body check, 14 frames
to complete the motion, 17 frames to start the double palm, 16 frames to
complete the motion).  Or basically one second for the whole thing to be
completed, but that's the maximum time allowed. In practice, it seems as
though you need to enter it in half a second :(  But basically, if you are
sure that the motion you are doing is correct, yet you are not getting it, it
is most definitely your lack of speed.  Do it as fast as you can, yet
maintaining the stick accuracy, and you'll get it.  Or at least you'll get
the reverse body check, but please try for all three,  especially because the
damage given by the double palm is a 50 points.
     A good way to practice this, I have found, is to practice on Dural.  The
time passes by slower during that stage, and so does the command entering.
You'll have plenty more time to enter the motion correctly.  So keep
     As a final note, although you may be doing it at the right speed,
correct stick motion, yet still can't get it to come out consistently, I have
found that there is a subtle timing of hitting the buttons.  I don't know.
It's just that there seems to be a certain way to time the buttons even
within that short period of time.
     If you have mastered this, you will gain the respect of every player in
the VF world.  Good luck.

|4) Rising attacks|

     You may be wondering, "A whole section for rising attacks?"  Well, yes.
 They are an important part of this game.  Unlike VF1 where you had a limited
number of ways to get up (also turning around attack), VF2 has a multitude of
ways of getting up.  And knowing how to do these becomes crucial.
     When playing against good players (or watching them) you may notice they
don't execute much rising attacks, if at all. That's because it opens you up
to counters (however, rising attacks cannot be reversed--i.e. Pai cannot grab
your kick), and good players will make you pay for making that opening.
     A good tactic may be to come in close when they are down, and tease them
to throw a rising attack.  If you know how to block them or dodge them
(better yet, make them hit thin air), you can, a lot of times, get a free
attack.  This brings me to stress the fact that you need to be familiar with
the different types of attacks by your opponents.  This is difficult because
in VF2, the rising attacks look deceiving and can be executed from many
different positions.

Akira's rising attacks
     First, a review of the rising attacks. There are four ways you can get
knocked down. They are as follows:
1)Facing up, feet towards opponent.
2)Facing up, head towards opponent.
3)Facing down, feet towards opponent.
4)Facing down, head towards opponent.
     In addition, when you are knocked down, there are four ways to get up.
They are as follows:
1)In place:  Tap the punch button repeatedly to get up faster.
2)Roll side ways: Tap the guard button repeatedly to get up faster.
3)Roll backwards: Tap away from your opponent.
4)Head spring: Tap up.
     For every rising attack, you can attack either mid level or low level.
Each rising attack has a damage of 20.

     The rising attacks will differ with the situations listed above.  Since
you have 3 ways to attack while getting up, and 4 ways of starting the
motion, and 2 levels of attack, you have 24 rising attacks to choose from!
Get to know them, and use them effectively.  The list will have the mid level
attack listed first, then the low level attack.  To get the different levels,
just press kick for mid level attacks, and hold down and kick for low level

In place, facing up, feet towards opponent
          Side kick (Zensentai)
          Sliding kick(Ochogeri)              *
     Facing up, head towards opponent
          Side kick (Haisentai)
          Long range sliding kick (Chisokyaku)*
     Facing down, feet towards opponent
          Side kick (Kosentai)
          Sliding kick (Kosokyaku)            *
     Facing down, head towards opponent
          Side kick (Koshoutai)
          Double footed kick into back spin   -
Rolling, facing up, feet towards opponent
          Side kick (Kosentai)
          Low spinning kick (Katsumensotai)
     Facing up, head towards opponent
          Side kick (Haisentai)
          Low spinning kick (Katsumensotai)
     Facing down, feet towards opponent
          Side kick (Kosentai)
          Low spinning kick (Katsumensotai)
     Facing down, head towards opponent
          Side kick (Koshoutai)
          Low spinning kick (Katsumensotai)
Backwards, facing up, feet towards opponent
          Low roundhouse kick (Katsumensentai)
          Low spinning kick (Katsumensotai)
     Facing up, head towards opponent
          Double high mule kick (Sokikyaku)   -
          Double low mule kick (Sokisokyaku)  -
     Facing down, feet towards opponent
          Double high mule kick (Sokikyaku)   -
          Double low mule kick (Sokisokyaku)  -
     Facing down, head towards opponent
          Low roundhouse kick (Katsumensentai)
          Low spinning kick (Katsumensotai)

     Well, the list doesn't really describe what's effective.  So I'll pick
out the ones that are useful. The sliding kicks are very useful because of
its deceptive long range.  These are marked with an asterix(*).  And the side
kicks are all useful (see second next paragraph).  The ones you DON'T want to
use too often are the double mule kicks and the infamous double footed kick
into back spin.  They all have very short range and the mule kicks allow for
severe counters if you miss all together.  These are marked with a negative
sign(-). In addition, the low roundhouse kick and the low spinning kick all
have a motion that is easy to be anticipated by your opponent.  Don't use
them too often.
     Akira's low rising attacks, however, can be countered quite easily if
blocked.  The most notorious is Sarah's triple kick after blocking a low
rising attack.  So the best bet is to only use them once in a while, and
stick to getting up without an attack. This is true only for playing against
more advanced players since they are the ones who can exploit the weaknesses
of the different rising attacks (as well as know what to avoid). I know its
tempting to attack, but believe it or not, you are invincible while you are
getting up (NOT getting up with an attack, but getting up WITHOUT an attack).
 Well....invincible to a degree.  Its just that there is so little room for
your opponent to counter.  Their attack will actually go through you if they
attempt one, but remember it is still possible to time the attack as you are
getting up (without an attack), but that's real tough.
     Akira's side kicks from rising is very unique from all other characters'
because he kicks straight out. What this means is that even if the character
tries to dodge the kick at the tip of your foot, it'll hit.  I'm sure you
have noticed that other characters have side kicks that go slightly upwards,
allowing the opponent to stay in closer without being hit.  If you see your
opponents doing this, nail them with the side kick.
     Also, there are times when you land off-line from your opponent.  This
means that you are not going to hit your opponent with you rising attack.
The classical example is after Jeffry's P+G throw (backflip), where you land
perpendicular to Jeffry.  In these and many other cases, don't try any rising
attacks because you'll be wide open for them to attack.
     There is actually one very good use for the headspring.  This is true
for all characters playing against Lau.  If you get knocked down fighting
against Lau, opponents will usually try for the double stomp.  When this
happens, just tap Punch repeatedly and hold up.  You will escape the second
stomp 95% of the time.
     When your opponent is rising, don't get too greedy and aim for a free
shot, although be aware of it.  If they do a high spinning kick, just knock
them down with a dashing palm.  Same with a low spin. The trick is to stay
right out of range so that you don't block it.  Also, watch out for Wolf and
Kage's rolling attacks if they roll backwards.  Don't follow into it.  In
addition, Lion and Shun both have some weird rising attacks, so don't stay
too close if they know how to use them effectively. In addition, all rising
attacks cannot be reversed. Yeah, I know, but THAT would be cheap.

|   Part II: Putting it together   |
1)Stuff you need to know
     a)Escape from throws
     b)Crouching dash
     d)The use of the Guard button

|Stuff you need to know|

     In this section, I want to describe some of Akira and non-Akira specific
tricks of the VF2 operation you need to know in order to play even better.

Escape from throws
     This is something you need to learn in order to be successful at this
game.  All it is to press P+G when your opponent grabs you.  But its too late
when you see the graphics being shown, so calmly admit that you've been
thrown.  Its actually within 10 frames of your opponent pressing the P+G.
(Note, it's back+P+G for Jeffry's body press).
     The way to effectively use this is to know when people go for a throw.
It is obvious at some times, such as when you block a knee kick.  At these
times, always enter P+G in case.  If they hadn't entered P+G, you'll get the
throw anyway.
     This makes Akira is very good at escaping throws since all of his break
stance moves are P+G, you are protected against another P+G throw, yet they
cannot escape yours.

Crouching dash
     As you all should know, you can dash forward by tapping forward twice,
and run if you hold the forward direction.  What advanced operation am I
going to tell you?  That's crouching dash.  You can actually dash forward or
backwards while still maintaining the crouch position (more like a 'hop').
Although you can't go as fast, it seems like you can go the same distance.
This is very useful to back off an attack while avoiding any high attacks.
     However, the motion is kind of tricky.  You have to remain crouching and
tap forward (or backwards) twice.  Don't tap forward, but forward/down (or
back/down).  It will definitely take awhile to figure out, but learn it since
its useful.

     A feature that most people, I'm sure, are confused or wondering what it
really means.  I'll describe it best I can.
     There are two stances.  1)Closed stance and 2)open stance.  The stances
are shown below.

                Player A    Player B             Player A     Player B
Feet positions:  X         X                     X                   X
                        X         X                     X     X
                Closed Stance                   Open Stance

     Closed stance is the standard stance, and the open stance occurs when
you do a move (i.e. knee kick, double punch) it will change into open stance.
 However, the open stance will switch back to closed stance if you walk a
bit, but the dash forward or backwards keeps the stance as it is (so you can
maintain your open stance).
     As you may notice, when you are in closed stance, you and your opponent
are closer together than you are in open stance, because your feet position
can overlap.  This is why the throws become difficult in open stance since
you need to be very close to your opponent to execute a throw (probably you
need to be in close as you can).  This is true for throws that require you to
press back at the end, causing you to go backwards a little bit.  This gives
Wolf and Jeffry an advantage because their throws have a slightly longer
range (1.5 meters instead of 1.4 meters).  In addition, some moves won't hit
in open stance such as Akira's elbow.
     This becomes important when you want to counter (refer to counter
section for more detail), since some counters will not hit unless you are in
either open or closed stance.
     It is a good thing to always keep the stances in mind.  If you want to
switch stances, dash back and use your double punch.

Use of the guard button
     There are some neat ways to use the guard button.  First, you can enter
a command while holding the guard button and execute the technique
immediately after releasing the guard with the last stick motion and the
buttons required.  The second way is to use the guard button to cancel your
attack, or a sequence of attack.

     1) I will list the moves that allow you to enter the commands while
holding guard.  The motion in the brackets are while holding the guard, and
the motion outside the brackets are after releasing the guard button. These
     Dashing elbow:        (f),f+P
     Super dashing elbow:  (f,f),f+P
     Dashing palm:         (D),f+P
     Double palm:          (D,b),f+P
     Jumping kick(s):      (f),f+K[,K]
     Body check:           (b,f),f+P+K
     Dashing knee kick:    (f),f+K+G, release G

     Of these, the super dashing elbow is very useful since you can go quite
a distance.  Also, the body check can be executed immediately after you block
a technique, making it quite useful (in contrast to entering the whole

     2)A good way to use the guard button to cancel your technique is after a
kick.  Press the kick button, press the guard button to cancel, and go an
attack or a throw.  A little difficult, but the opponent will think you're
going to kick, so they will stand up against a side kick or a normal kick,
and maybe try to crouch against a high kick.  For the first case, dash in and
throw, and for the second case, do a dashing elbow.
     Also, were there times when you wanted to do a ground punch after a dash
on a knocked down opponent, but got a dashing elbow or a normal elbow
instead?  In that case, tap the guard button, and do the ground punch.  This
works well when you don't have much time to hit the opponent.  So the motion
becomes: f,f,G,d/f+P.  You can do the ground punch real quickly.
     Another way to use the guard button is to achieve more sophisticated
distance control.  How?  Press the guard button in the middle of a dash.  You
get a shorter distance.  This allows for a more precise distance management,
and allows you to dash backwards just enough to escape a side kick, for
example.  If you did a normal dash you'd be way out of range, which is good,
but won't allow for you to go back in for an attack that well.

     This is where I describe what this is.  Refer to Part IV for counters to
specific characters.
     What is a counter?  It is commonly referred to as the moves I call the
reversals.  However, what I mean by counters is different.  It is when your
opponent attacks, and you BLOCK it, for many attacks, you have a free hit or
a free throw on your opponent. Notice, however, you HAVE to block it.  If
your opponent misses it, you actually are in a better position, but that's
something everyone tries to avoid, and people use it to draw you in for
another attack (ie kickflip when you go in for a throw, etc).
     There are two counters.  1) attack and 2) throw.  For example, when you
block Jacky's elbow-heel kick (f+P,K), you can counter with a dashing elbow
ALL the time.  Surprised?  When you block Sarah's toe kick-side kick (d+K,K),
you can ALWAYS go in for a punch-kick or even a throw.  The throw counters
are much more difficult, but, if done properly, the opponent CANNOT even low
punch to avoid your attack!  The way to do that is to dash in immediately
after you can move.  Much harder than the attack counters, but if you can do
it, and use throws that cannot be escaped, you can throw them every time.
But remember, it's mutch harder to get the exact timing.
     However, not all attacks can be countered, and not all counterable
attacks can be countered with any moves.  Refer to Part IV for which moves to
counter with what.  But I have mentioned that Akira's dashing elbow and side
kick cannot be countered, this is what I meant by it.  So if you go in for a
dashing elbow, no attack (of course not for low attacks) or a throw will be a
free hit.  It essentially is "safe" to throw those attack, provided you make
them BLOCK it.  That's the key point.  Make them block it.


     Now, after all that came before this, finally the strategy for playing
Akira.  Although there's a lot to know for him, his strategy is quite simple,
and yet effective.  His two most crucial arsenals are the dashing elbow and
his throws.
     The way to think about it is this.  If the opponent is standing, throw.
 If the opponent is crouching, elbow (or side kick).  But that's a little too
simplified.  The important thing is the distance between you and your
opponent.  Try to maintain a distance where your super dashing elbow will
just hit.  That doesn't mean, however, to stand there still and wait for your
opponent.  It's just a distance that you should feel "comfortable" with.  You
shouldn't crouch and wait, however, at this distance, for obvious reasons.
Remain standing, dashing forward or backwards a little using the guard
button.  Throw some occasional punch and see the reaction of your opponent.
     Now, when your opponent is crouching, immediately do a dashing elbow.
Using the guard button to enter the super dashing elbow beforehand works
well.  If he staggers, punch-kick combo.  If he floats, try another dashing
elbow, body check or a double kick.  If he manages to block it, don't worry,
he can't counter.  Many times, they will attack anyway.  Just hold block and
you're okay.  If they block it, watch out for a low attack.  But bingo,
that's perfect for your low reversal.  Therefore, dashing elbow, tap G, low
punch.  This will prevent you from being thrown, and it will counter his low
     A thing to remember is, however, that no matter how terrific the dashing
elbow and the side kicks are, if you hit thin air, you are wide open.  The
key is to make them block it, forcing them to try and counter or crouch to
avoid a throw.
     If the opponent is aware of your dashing elbow and won't crouch, dash in
for a throw.   At this point, many people will try to time that entry with an
attack, or go to a low attack.  Watch out for this.  The best way to not get
caught coming in is to vary your movement.  Instead of a dashing elbow, use a
sidekick, which cannot be countered as well.  Don't dash in only to do a
throw.  Dash in and hit with a low attack and force him to crouch.  Just
don't make it obvious you are waiting for an opportunity to throw. Throw some
punches in front of them to see how they react.  If they crouch, dashing
elbow.  If they stay standing, move around a little, and make them come to
you. Or else, do a low punch and kick your opponent to force them to crouch.
If you block their move, counter.  If they become predictably, reversals
become easier.
     Now, many opponents will try to stay outside your "comfortable" zone,
knowing the dangers of being elbowed.  For these opponents, they will usually
try to make you miss your attacks and counter.  So the key is to somehow
reach them and make them block your side kick or your dashing elbow, which
cannot be countered.  So utilize your super dashing elbow to gain that extra
distance.  If they come at you with attacks, either stop their attack with a
dashing elbow or dashing palm (works well against pppk attacks).  If not,
just block it or step back and counter.  Make them pay for missing these
attacks.  This probably will force them to play defensive, making it easier
to nail a throw, and if they become worried about throws and crouch, dashing
     By the way, whenever I mention a dashing elbow, follow up with a
punch-kick, since they will stagger(crouching defender).  If they float,
dashing elbow/body check/double kick.
     Another thing.  If you are close to the edge of the ring, a surprise
exchange will do the trick.  Since they won't dash forward to escape
you(they'll ring out), just double kick/body check/double palm your opponent
to oblivion.  If they try to avoid it, dashing elbow, punch-kick.
     See how it works?? Dashing elbow and throws.  Remember that and you're
on your way to getting better with Akira.
     Now, the way to incorporate the reversals into your arsenal is another
crucial aspect of Akira playing.  First of all, get into the habit of tapping
G before the low punch.  Especially after the dashing elbow. Other ways to
use it is to combine some of the motions together. They will become clearer
if I list them for you.
     Tap G, d+P, f+P: Low reversal, dashing palm.
     Tap G, d+P, b,f+P: Low reversal, double palm.
     Tap G, b+P, f,f+P: High reversal, body check.
     I'm sure many of you have seen this before.  But don't rely on these to
do the job.  There are times when you see attacks coming.  Don't be afraid
and go for the reversals.  Of course you need excellent reaction time, but
the reversal motion can be done in a split second.  Make the tapping G motion
and the direction+punch a single, quick motion.  Above all, get to know your
opponent.  This is probably the hardest task since it can only be achieved
after hours of income draining play.  But don't overly aim for nailing the
counters. Such as standing back, and waiting for them to attack.  That's
ridiculous against good players (not against beginning players, where you
just want to practice your reversals).  But since everyone uses the low punch
and kick, that's what you can really try to nail.  For those pppk moves as
well, if they use it a lot, the high counter will work quite nicely, but
you'll pay for not catching it.  A good way to tease your opponent into a
midlevel reversal is to crouch.  See what they do.  If they prefer a side
kick, time it right or else you'll pay hard for missing.  For the most part,
concentrate more on the low reversals.  The mid level is very difficult, and
the high level is bit more easier if they are predictable.
     Okay.  So that's his strategy.  Anywhere you have a chance for his
throws (especially as counters), try to use a throw other than the regular
P+G.  Against most characters, f+P+G is fine, followed up with a punch-kick.
 If you're up to it, go for the 3-hit stun palm combo.  If not, do a
backwards bodycheck.  It's up to you.  But when playing Akira, you have to
realize that he's got awesome moves, but he requires the player to not get
too cocky.  When you start looking to nail that 3-hit combo, you'll lose.
When you can go for the break guard-punch-kick, go for it. If you are THAT
good, that you would prefer going for the 3-hit combo, you have no need for
this FAQ.
     So remember folks.  Stay in close range to mid range fighting.  Dashing
elbow and throws.  Mix in many side kicks.  Make them block it, as well as
the dashing elbow.  Get them worried about crouching.  Throw them when they
stand.  That should give you enough material to win against even the good
players at your local arcade.  Good luck!!

|   Part III: How to fight this guy/gal?   |
1) Moves you can and can't counter
2) Moves you can and can't reverse
3) Strategy

Note to readers:
     1) Remember this about the counters.  You have to block it. This
guarantees you a counter.  If not, you can be in better or worse
position--its hard to say for many of the attacks.  A lot of moves like the
rising attacks and power attacks (ie pppk) will give you ample opening to
attack if they completely miss. But everyone will try to avoid that anyway.
People actually use your "desire" to rush in and attack to nail you (miss an
attack and kickflip is a good example).  The point is that even if it seems
like you have no time to counter because you become immobile for a while as
well, you have moves that will always hit them. Also note that there are
moves that you CANNOT counter (like Akira's dashing elbow and side kick).
But in these cases, you should try to NOT block them, allowing for you to go
in while they are retracting their attack.  So try and make them miss it by a
few inches, or just don't counter.  Refer to each character for more detail.
     2) The list for the counters is not in anyway a full list.  Most of them
were taken from the GamestMook.  Find for yourself what works and what
     3) All high punches, high kick are reversed by a high reverse.  All side
kicks with a midlevel reverse.  All low punch and low kick are with a low
     4) Only a very few spinning kicks can be reversed (Sarah's d,b+K,K, Pai
and Lau's d,neutral+K, etc).  All double handed techniques, toekicks(except
Sarah's which is her punt kick), kickflips, knee kicks, rising attacks,
attacks from a large jump, and hopping attacks(except for some hopping
midlevel kicks-but none of the low level hopping kicks and hopping punches)
cannot be reversed.

|1)Moves you can and can't counter|

Move                           Counter             Note
====                           =======             ====
vs. Jacky
Side kick(d/f+K)               punch-kick
Punt kick(f,f+K)               punch-kick
                               super dashing elbow  Only closed stance
                               any throw
Elbow-heel kick(f+P,K)         double kick
                               body check
                               dashing elbow
                               any throw
Beatknuckle(P+K)               double kick          Only closed stance
                               body check           Only closed stance
                               punch-kick           Only open stance
                               any throw
Knee kick(f+K)                 punch-kick
Low side kick(D+K+G)           dashing elbow-punch-kick
                               dashing palm
                     (dash in for a close in ram if they land on butt)
Kickflip(u/b+K)                dashing elbow
                               dash forward punch-kick
                               dash forward throw
moves you can't
side hook kick(b+K)
low backfist(b/d+P)

vs. Sarah
Side kick(d/f+K)               punch-kick
Toekick-sidekick(d+K,K)        punch-kick
                               dashing elbow
Triple kick(d/f+K,K,K)         punch-kick
Elbow-knee(f+P,K)              punch-kick
Kickflip(u/b+K)                dash punch-kick
                               dash throw
                               dashing elbow
Low sidekick(D+K+G)            dashing palm
                 (dash in for a close in ram if they land on butt!!)
                               dashing elbow-punch-kick
moves you can't
side hook kick(b/d+K+G)

vs. Lau
backwards kickflip(u/b+K)      hold forward,punch-kick
                               dashing elbow
ppp,low sweep(p,p,p,d+K)       dashing elbow
                               dashing palm
Heel kick(d,neutral+K)         dashing elbow
                               body check
moves you can't
side kick(d/f+K)

vs. Pai
backwards kickflip(u/b+K)      dashing elbow
ppp, low sweep(p,p,p,d+K)      dashing elbow
                               dashing palm
Swallow kick(u/f+K,K)          throw(go for the best you've got)
High snap kick(K)              punch-kick
                               dashing elbow
Heel kick(d,neutral+K)         punch-kick
                               dashing elbow
moves you can't
side kick(d/f+K)
downward chop(d/f+P)

vs. Wolf
Knee kick(f+K)                 punch-kick
Body blow(f+P)                 punch-kick
Side kick(d/f+K)               punch-kick
Low double kick(f,d+K)         dashing palm

moves you can't

vs. Jeffry
Axe kick(f,d+K)                punch-kick
                               dashing elbow
Knee kick(f+K)                 punch-kick
Elbow(f+P)                     punch-kick
Side kick(d/f+K)               punch-kick
                               dashing elbow
                               body check
Uppercut(d/f+P)                punch-kick

moves you can't
dashing elbow(f,f+P)
double uppercut(d/f+P,P)
head butt(f+P+K)

vs. Kage
Heel kick(d+K+G)               punch-kick
pppk                           dashing elbow
flying drill kick(f,f+K+G)     Body check
Low sweep(b,b/d+K)             dashing palm
Low turning kick(b,b+K+G)      dashing palm

moves you can't
backthrust kick(b+K+G)
downward chop(d+P+K)
side kick

vs. Shun
Cartwheel kick(f,f+K)          body check
                               dashing elbow
Jumping spinning kick(K+G)     hold forward, punch-kick
                                                  Only closed stance
Uppercut(d/f+P)                punch-kick
Running punches(f+P)           dash throw
                               body check
                               Anything else you please
moves you can't
side kick

vs. Lion
Double low kick(D+K,K)         Side kick
                               Dashing palm (land on butt)
punch-kick                     dashing elbow
Low sweep(D+K+G)               double kick
                               dashing elbow
moves you can't
side kick
long range fist(f,f+P)

vs. Akira
dashing palm(d,f+P)            punch-kick       except Wolf and Jeffry
double palm(d,b,f+P)           dashing elbow
                               double kick
                               body check
body check(b,f,f+P)            punch-kick
                               dashing elbow
                               double kick
                               body check
moves you can't
you should know these by now!
dashing elbow
side kick

|2) Moves you can and can't reverse|

Move                             Level
====                             =====
Common to all characters
Any high punches                 H
(Including turning around punches)
High roundhouse kicks            H
(Including turning around high kicks, and kicks from PK and PPK combos,
excluding Jacky's punch-spinkick which is PK)
Side kicks                       M
Elbow strikes                    M
Low kicks                        L
Low punches                      L

vs. Jacky
Smash hook(d/f+P)                H
High backfist(b+P)               H
Low backfist(d/b+P)              L ?(or can you)
Beatknuckle(P+K)                 H
Side hook kick(b+K)              H
Punt kick(f,f+K)                 H
Lighting kicks(d+P+K,K...)       L ?(or other level)
Low side kick(d+K+G)             L

vs. Sarah
Roundhouse kick(u or u/f+K)      M
Toekick(d+K)                     H
Doublekick(b+K)                  H
Spinning kick(d,b+K)             H
2nd spinning kick(d,b+K,K)       H
Side hook kick(d/b+K+G)          H
Low side kick(d+K+G)             L
Backfist(d/f+P)                  H

vs. Lau
knife hand(d/f+P)                H
dashing knife(d/f,d/f+P)         H
heel kick(d,neutral+K)           H
low sweep(f,d+K)                 L
backfist(d/b+P)                  H

vs. Pai
downward chop(d/f+P)             M ?(or H)
lunging leg thrust(f,f+K)        H
reverse crescent kick(b+K+G)     H
heel kick(d,neutral+K)           H

vs. Wolf
uppercuts(d/f+P)                 H
(Also the uppercut from the PPP)
chop(b+P)                        H

vs. Jeffry
uppercuts(d/f+P)                 H
(Also the uppercut from the PPP)
dash elbow(f,f+P)                M
thrusting kick(f,f+K)            M

vs. Kage
low sweep(d,d/b+K)               L
downward chop(d+P+K)             H
(and the second P+K from that move in high level)

vs. Shun
uppercut(d/f+P)                  H
"old man's dashing palm"(D,f+P)  H
back hook fist(b+P)              H
turning twist kick(b/d+K)        L
     2nd kick(b/d+K,K)           H

vs. Lion
low kicks(d+K,K)                 L
spinning fist strike I(P+G)      L
spinning fist strike II(d/f+P+G) L
lunging fist(f,f+P)              H

vs. Akira
dashing elbow                    M
dashing palm                     H

Moves you cannot reverse for all characters
Almost everything else.

Note: I haven't listed precisely which moves you can reverse for turning
around moves, as well as moves done from when the opponent is facing away
from you.  These get very tricky and character specific.  Since most people
do not know the different attacks from the latter position, I have skipped
it.  Just remember that the high punches(a simple P) and kicks(a simple K)
are always reversible even from an opponent facing away from you.
     Some hopping kicks can be reversed, but they are character specific and
I won't get into it.  But you cannot reverse the punches or the hopping kicks
that hit low level (ie Shun, Kage, Lau, etc).

|3) Strategy|

     Some pointers to remember fighting each character.  Although following
the strategy section is your "game plan".  Stick to it and you shouldn't have
to worry too much.  Study the moves you can and can't counter (and reverse)
and fight accordingly.
     But overall, each character has their strengths and weaknesses.  Exploit
the weaknesses.  Strengthen your defense to not get hit by their strong
techniques.  This is achieved by studying carefully your opponents.  Get to
know their moves, and the timing to counter.  Learn the distance each of
their moves.  See your opponents habits.  Get them worried about crouching.
Get them worried about being thrown.  And at times, let them come to you. Let
your opponent know that the ring belongs to you, Akira.
     Also, the following is just a simple guide against the characters.  Not
to be considered an exhaustive strategy.  In fact, that is simply impossible
since different players use different styles of play.  As an assistant
instructor in Taekwondo myself, been in many tournaments, the main thing to
remember in a fight is NOT to worry about what your opponent can do to you,
but to remember what YOU can do to them.  That is the distinguishing factor
of the good player who can adapt to any opponent and their multitude of
fighting styles by knowing what you can do.  That said, you can only achieve
that by fighting different opponents and researching different attacks,
counters, timings, and style of fighting.  So be creative, be aggressive at
times, be passive at times.  Be unpredictable and play a psychological game.
 In real marital arts, around 70% of the fight is determined by the mindset
of the fighter.  This is very true when the competition becomes tough, and
the difference in the players' skill is minimal.
     So read the followings only as a general guide.

vs. Jacky and Sarah
     Study the moves you counter and you will see that most of their main
attacks you can counter as long as you block it.  Don't worry about the low
side kick.  Just don't get caught with it while you are attacking or else
you'll land on your face.  Hit them with a side kick even if it hits you.  If
you block it, remember to do a dashing palm to land them on their butts for a
close-in ram.
     If they try to counter your dashing elbow with the same move(ie toe
kick-side kick or elbow-heel kick), try a reversal.  But don't try too hard,
since, as you know already, it won't hit you any way.
     Let them attack you.  Keep a tight defense.  Crouch only to taunt them
to attack.  And after Jacky's low backfist, don't stay crouching, except when
you see him go into the low sweep.

vs. Lau and Pai
     Notice you can't do anything if you block their side kicks.  Don't try
to counter, or else you'll get nailed.  Watch for their sweeps, but let them
know if they miss, their in trouble.  Try to stay right outside their range.
 Use your guard button efficiently to dash just out of range, and hit them
with a dashing elbow.
     For Lau, you can aggressively go for a high reversal.  Don't stay too
close since the low sweep (the f,d+K) has a nice range, and if you float with
it, you're a dead man.  Also remember to tap up and punch(hand spring) when
you're knocked down to avoid his second stomp.  Lau's love to get you to
crouch with his low punch, and follow it up with the knife hand and punches,
so either dash out a bit and dashing elbow, or side kick.
     For Pai, don't try to counter after her downward chop.  If she uses it a
lot, try to reverse, but mainly, dash back and let her miss it completely.
Also, she is very light, giving you a very good opportunity to float her with
your dashing elbow, and then hit with a double kick or a body check.  Try it
when she rushed in with a pppk.

vs. Wolf and Jeffry
     Don't try too hard to reverse their side kicks.  Mostly rely on blocking
it and countering with a punch-kick.  It's just not worth losing almost half
your energy because you wanted to counter those damn side kicks.  Also, the
biggest problem with these guys are their throws that have a longer range.
Don't stay close too long.  After an attack, stay close to hit a low punch
forcing them to crouch, or dash out quickly and dashing back in with an
     Don't try too many low rising attacks since they can grab you if they
block it.  Try to use your speed as much as possible since that is your
greatest advantage over these guys.
     If they use a lot of the uppercuts, they're not too hard to reverse.
When in close, don't stand still long.  Better yet, don't stand still at all.
 After they hit you with an uppercut or Wolf's body blow, you're very
vulnerable to a throw.  So exploit the slowness of those punches and force
them stay out of throwing range.  Don't run in too much, since they are
always looking to throw you.  It's better to try the dash in throws only when
they miss an attack (especially the side kick).  Rely mostly on countering
and keeping them away from you.  When they get defensive, use your throws
more effectively using dash-in and dash-out to avoid obvious attempts to come
in for a throw.
     Against Wolf, watch out using too many sidekicks since he can catch it
quite easily.  Also, don't worry too much about the different K+G techniques
he's got.  They only work well against rushing in opponents, but you're too
quick (hopefully) to get nailed by them.

vs. Kage
     Sorry, you can't reverse his heel kick.  But you can counter them every
time, so don't be afraid and counter away.  Watch out for his low kicks,
since they are fast and deceptive.  It only comes with knowing what they look
like.  But the beauty is that if you block it, he is wide open.
     If he steps back and tries those flying kicks, just do a takeoff kick
when he executes the kick.  The worse thing that will happen is that you miss
completely, and you land behind him.  And you're both back in the same
situation.  If, however, you can easily block them, body check his living
days light out.
     When he has the edge of the ring, he'll be trying the 10-foot toss.  In
these cases, dashing elbows do a great job.  Knowing they can't throw you as
a counter, it usually comes out as a punch.  Time to perfect your reversals.

vs. Shun
     The dashing elbow and palms miss him easily after his sweeps, so wait a
bit for him to rise after you block them.  Body check him after that
cartwheel kick which doesn't hit anymore (remember when VF2 first came out?
This move worked all the time, but it hardly ever does now).  Watch out for
his side steps, but you change your direction automatically when he does
this, but only when you're done with the attack in progress.  Step back and
let him miss his attacks.
     His attacks have short range, so he's going to try to stay close and
block, or try to time your entry.  Use your side kick and the super dashing
elbow to keep him away, and force him to try and come to you.
     Also, being a light character, try to nail him with the dashing elbow
when he's rushing in, and follow up with the double kick, punch-kick, dashing
elbow, or a body check.

vs. Lion
     He'll most likely play the long distance fight, utilizing his speed to
dash in quickly for a throw.  The reason is because his attacks are mainly
single attacks, difficult to connect multiple attacks in a row.  So stay
close and smother him with the dashing elbow.
     If he tries those low punches and kicks, go crazy and reverse them.
Especially his double low kick (d+K,K).  If not, a palm will land him on his
butt after the low double kick (follow up with close-in ram).
     Watch out for his side kick, since you can't counter afterwards.  The
best thing after his side kick is to see what he does next.  Try to see his
game plan, and use the reversals effectively.  He's mainly a low attacker,
mixing it up with the side kicks and throws, so keep that in mind.

vs. Akira
     When fighting against a good Akira player, remember that becoming
predictable is most dangerous thing to do.  Knowing you'll use a lot of the
dashing elbow, he will try to stay out of range for it, making you miss
completely.  Also, after a blocked dashing elbow, don't do a low punch too
often since it is the easiest reversal to nail.  Mix it up with dashing back
and side kick or staying close for a double punch.  Even the normal elbow is
     Just don't become predictable.  Make him miss the dashing elbows.  Make
him do attacks that become predictable (if he uses the dashing palm more
often, which is not a good thing to do, do a high reversal or counter with a
punch-kick).  Try to move in and out quickly, hiding your intentions of
throwing or elbowing.

|Part IV: For your information|
1)Character information
2)CPU Guide
3)Misc. information

|1) Character information|

Character History
     Akira was born in Japan into the Yuki-Bukan, a noted family training
hall since the Meiji era.  His father taught him many different forms of
martial arts, including karate, aikido, and jujitsu.
     When he was 17, his father started to teach him a form of martial arts
he had never seen before.
     After training this for five years, he masters this mysterious art
completely.  This form of martial art, as he finds out, roots its origin in
the Chinese Eight-poles fist.  However, the form he was learning was an
adaptation of this Chinese Eight-poles fist, founded by Akira's grandfather.
 His father was the successor of this art.
     Finding out the truth, Akira promises himself to improve this art into
an unbeatable form of art, as well as improving himself to become the
strongest martial artist, by going onto a journey of hard training.
     After traveling throughout the world, training feircfully, he hears of a
tournament that will invite the most feared martial artists from around the
globe.  He decides to enter.  In the tournament, he fights against many
different styles, and realizes his immature fighting skills.
     Returning to his training hall, he wastes no time to go on to yet
another trip to train hard.
    One year has past, he hears of the second tournament.  To test his
improvement over the last year of training, he has determined to enter once

Fighting Style
     As noted above, the style, Eight-poles Fist, was originated in China.
This is known as Pa Kua Ch'uan.  The Pa Kua Ch'uan evolved through obscure
Taoist origins emerging in the nineteenth century as a highly effective
"soft" system of Chinese boxing.  Pa Kua literally means "eight trigrams."
     One of the early fabled emperors of China, Fu Hsia (2953-2838 B.C.), has
been credited through legend with inventing the eight symbolic trigrams after
pondering the scarred markings on the back of a tortoise shell.  The trigrams
later were incorporated into the I Ching, the classic book devoted to
interpreting the significance of the symbols.  The Pa Kua are usually
depicted in a circular diagram composed of eight trigrams (eight poles).
Each trigram consists of three broken or unbroken lines.  The continuous line
denotes the Yang, or male element; the divided line marks the Yin, or the
female complement.  The eight trigrams, figuratively expressing the evolution
of nature and its cyclical changes, represent heaven, earth, metal, wood,
water, fire, soil and humans.  Each trigram has a specifically designated
position within the diagram, although each possess a distinctive quality by
itself.  By squaring the eight trilinear kua, sixty-four different
circumstances may be produced which cover the full circle of the
ever-changing human conditions. These I Ching conditions became naturally
realzied self-defense expressions of Pa Kua Ch'uan.  The how to live and let
live movements of propitious action reflect perfectly the all-encompassing
range of the hexagrams.
     Pa Kua Ch'uan, by emphasizing circular evasion and palm attack,
epitomizes the I Ching adage that "Man may remove all obstacles through quiet
perseverence.  Unseen power can move heavy loads."  The Pa Kua adept attains
mastery of this art through a series of eight postures.  These postures are
based on an ingenious inspiration of applying various animal forms to the
eight trigrams.  The main motions are named for and demonstrate the key
revolving and rotating actions of the dragon, tiger, horse, ox, elephant,
lion, bear, and ape.  Each of these animals possesses a quality similar to
the particular trigram with which it is identified.  Just as all of life's
expressions are found in the interactions of the eight trigrams, Pa Kua sifu
assert that literally all possible body movements are found within the
gradations of these postures.  These are practiced in what is called "walking
the circle," the principal exercise leading to the perfection of Pa Kua
Ch'uan.  Internal power, the primary essence of "walking the circle," is
never achieved through fierce or intense practice with tight muscles.
     The unusual aspect of this "martial art" is that it does not contain
specific "fighting" techniques as most other styles do.  There are no
emphatically directed methods of kicking or fist striking.  Instead, Pa Kua
Ch'uan is a marvelous system of defense created to avoid intended aggression
through the elusive beauty of unseen movement.  The master may perform
baffling circular girations causing him to vanish before the opponent's eyes.
 Whereas he actually has circled behind his attacker for a fraction of
asecond, sufficient time to incapacitate him with an open (or closed) palm
blow.  Featuring focused internal strength, the palm strike will provide more
than enough power to discourage the antagonist.  This is all that the Pa Kua
practicioner needs--circular avoidance movements followed by palm strikes.
All basic, to the point, but quick and effective.
     After being adapted to the Japanese style, Pa Kua, probably underwent
some modifications to suite the fighting styles of the Japanese martial arts
such as karate and jujutsu.  This is probably when the destructive elbow
strikes of the karate practicioners were incorporated into the arsenal of the
Pa Kua fighter.  The elusive movements combined with the powerful elbow
strikes and the palm strikes, eight poles fist is one of the most feared form
of fighting.

Character profile
          Name: Akira Yuki
           Sex: Male
           Age: 26
     Birthdate: September 23, 1968
    Blood type: O
        Height: 180cm
        Weight: 79kg
Fighting style: Hakkyoku-ken
           Job: Kung fu teacher
         Hobby: Kung-fu

|2)CPU Guide|
     There is a very easy way to beat the CPU everytime(with some practice)
with any character basically.  Do the following: dash back a little, wait for
the opponent to run towards you.  Time that entry with a dash forward and a
     The surprise exchange-double kick is all you need to win.  You can dash
back close to the edge of the ring, surprise exchnage-double kick will RO the
opponent.  Works even with Dural.  If the Trip move comes out, either do a
dashing elbow or a takeoff kick. For Jeffry and Wolf, just repeat pressing
punch.  For Jeffry, once he starts doing the low punch, he will do it every
fourth double punch you try.  So you can always nail a low reversal by doing
three double punches, and then a low counter.  But only after he starts low
punching. For Wolf, dash back every five double punches or so since he will
do a jumping kick.  You'll most likely win anyway, but just in case.
     For those who want a little more challenge, here's quick guide.
However, I have problems with characters after Jacky without the throws.....
so I'll keep practicing too.
     Lau: Anything works.  Practice your stun palm o' doom, and other
difficult moves.
     Sarah: Again, anything works.  Practice the difficult stuff.
     Shun: Dashing elbows, and counter punch-kick.  Also, you can beat him
using only high reversals and low reversals--wait for him to run in with
punches, and reverse--if he's close, low reverse.  Works well most of the
     Pai: Dashing palms and elbows, but mainly as a counter since she can
grab them.  Use the double palm as an attack.  Don't counter against the side
kicks, but try a mid level reversal for those side kicks.  Block high for her
punches, and she'll go for a low sweep for the kick.  Block, dashing palm.
     Lion: It gets tougher from here.  Dashing elbow, and low reversals.
This alone can get you far against Lion. Mix in side kicks, and try to stay
just out of range for his side kicks.  If you crouch, do it only for a split
second to make him side kick you which you can get the hang of reversing.
     Jeffry: Same as Lion, however, when close in, don't miss a punch over
his head.  If you do, and you didn't do a double punch, he'll kill you.  So
utilize your double punch effectively (knowing of course that that alone will
finish him off).  But side kicks into a dashing elbow, then a low punch and
dashing palm, is a nice one to try.  As long as the palm is blocked, he's too
slow to counter.  Follow up with a low reversal or a dashing elbow.
     Kage:  Now it's getting real tough.  He'll block most of your attacks.
Rely on counters!  Know which ones you can and can't.  As in all the
opponents after Pai, don't just stand there because they can throw you like
magic.  Mid level reversals hit nicely since he uses a lot of the elbow and
side kicks.  But mainly keep a tight defense.
     Jacky: Okay, remember all those counters?  Well, that's all you need to
remember.  Just don't rush in too much or he'll get you with that damn
kickflip.  Try to stay in the "comfortable zone" where he's just in range for
a super dashing elbow.  He's acutally not that bad as long as you remember
the counters.  The reversals get a little tough since he mixes it up.
However, try reversing the punt kick when you crouch a split second.
     Wolf: I have problems with this guy.  There is one thing, however, that
he does with good predictability.  That is if you do a kick(just K) to open
yourself up, he'll try a suplex.  So punch in the escape, and when you're I
behind, if you want to be safe, do a dashing elbow.  If you want extra
coolness points and a chance to practice reverslas, do a high reversal.  Wolf
will either kick or punch high, and I have managed, so far, to ALWAYS nail a
reversal.  Try to end the match with it so that you can watch it at the
ending (Thanks goes to Colin Leong for that suggestion!).  Half the times,
however, he'll do the pile driver type suplex (d/f,d/f+P+K), so beware.  He
also likes the low kick, so try the reversals on them, but don't stay
crouching for more than a half a second since he'll grab you right away.
Don't stay close standing either.  Also, remember to counter his side kicks.
 Don't get fancy, just do a punch kick.  If you're tough, go for the stun
palm combo.
     Akira: This is tough.  I don't have any sure strategy against him
without throws.  One thing however, is that a low reversal works with a fair
amount of consistency after your dashing elbow.  Other than that, mix it up,
keep a tight defense, and throw if you start to lose :)
     Dural: One tough fight.  Since you can see many of attacks coming,
practice using your reversals when you see her start to attack.  A good way
to harness your reaction skills.  Also, practice your stun palm o' doom since
the timer is slowed down, making it much, much easier to practice that combo.
 Other than that, if you can beat her without throws, you're one hell of an
Akira player.

|3) Misc information|
     This section inculdes random stuff.

     This is what some of the Japanese names in the 'moves list' mean.
Dashing elbow (Rimon-chochu)
     Elbow strike received from the inside gate.
Double kick (Renkantai)
     Repeated kick in a circular motion.
Dashing palm (Moko-kohazan)
     Fierce tiger climbs a mountain with its steel claws.
Double palm (Byako-soshoda)
     A white tiger strikes with both palms.
Body check (Tetsuzanko)
     Shoulder blade made of steel mountain.
Reverse body check (Yoshi-senrin)
     A young bird makes its way through a forest.
Stun palm (Bo-ken)
     The fist that destroys.
Head butt, aka pull in push out (Shin'i ha)
     The grasping mind.
Break guard (Kaiko)
     Opening up the waist.
Trip I (Honko)
     Flutter the waist.

What he says after he wins or loses
1) G Button:"Motto tsuyoi yatsu to tatakaitai"--I want to fight someone more
2) P Button:"Jyunen hayaindayo"--You're ten years early.  Basically means,
"You need ten more years of training to compete with me."
3) K Button:"Ora ora ora"--Hey, hey, hey.  A common form of taunting someone
in a negative way.
4) Excellent win:"Oshaa"--Alright!

1) "Motto kuhu o tsumanakutewa"--I need to train to build more "kuhu".
2) "Jyunen hayakattaka"--I was ten years early.  As in the winning comment,
he means to say that he needs ten more years of training.

Stats of some general stuff
 Longest throw range: Wolf, Jeffry--1.5 meters (all others 1.4 meters)
      Longest pounce: Kage--4.0 meters
     Shortest pounce: Wolf, Jeffry--2.5 meters (all others 3.0 meters)
        Highest jump: Kage--2.7 meters (all others 1.8 meters)
 Quickest dash(time): Lion--Pai, Kage, Sarah, Lion--32 frames
  Longest dash(time): Wolf, Jeffry--39 frames (all others 36 frames)
Longest dash(distance): Lion--1.2 meters
Shortest dash(distance): Wolf and Jeffry--0.8 meters (all others 1.1
     When I gave you the damage ratings in the move list, the damages are in
reference to Wolf's Giant Swing (twirl 'n' hirl) as being 100 points.  The
total amount of life points vary according to your level of play and changes
from 1P to vs. play, but I don't have that information.
     In addition, giving a damage greater than 30 results in a knock down,
except for Jeffry's toe kick (yeah, so that he can get the crucifix).
     When you hit an opponent, different damages are given depending on how
it hits. Broadly, there are three ways.
1) Guard half
     In Guard half, some moves only give half the damage rating when you you
hit the opponent while they are still pressing the guard button.  For most
characters, an example is the side kick and the elbow strike.  If you hit a
crouching defender, you only give half the damage rating.  Another example is
Wolf's clothesline.  It's half damage when the opponent is a standing
2) Guard 3/4
     Same as the situation above, but for other moves, where the damage is
75% of the damage rating.
3) Counter
     In this case, instead of the damage decreasing, its how it increases.
There are four different counter damages.
     a) Major counter
          When you hit an opponent before or after they are in the
          motion of an attack, you give 50% more damage.  For example,
          if you hit an opponent in the middle of their side kick,
          you'll give more damage.  This is not, however, how it is for
          the counters I described in Part three and four.  That is a
          different counter damage as explained below as a minor
     b) Vital area
          If you hit a vital area of the opponent (i.e. the torso, and
          not the limbs), the damage is 25% more.  However, for
          pounces, NOT hitting the limbs results in minus 25% damage.
     c) Air
          If you hit an opponent, not in the process of being floated
          (i.e. hitting them mulitple times in the air), but in the
          process of jumping in the air, you give 25% more damage.  For
          example, if they come at you with a hopping attack, and you
          hit them before they execute the attack.
     d) Minor counter
          This is the damage rating when you hit an opponent as
          described in the previous sections as a counter.  This is
          when you hit them while they are still recovering from their
          attacks.  In this case, they receive 12.5% more damage plus 1
          damage rating.  For example, if you counter a move with a
          side kick, which has a damage rating of 23, add 12.5 % (2.875
          or 3), and add 1, you get a total of 27.

     However, you can't add up different qualifications. So hitting the vital
area as well as doing a major counter doesn't make it 50% more and also 25%
     Also, there is an increase in damage with a counter throw!  If you throw
your opponent as a counter (i.e. when you crouch to avoid a high kick, and
you immediately throw while they are still trying to recover; or as a counter
throw described in the counter section in Part III), the damage is 25% more!
 That's why sometimes the pounce after certain throws tends to be a dillema,
since sometimes it hits, and sometimes it doesn't.  Well, this is why.  As
you play, keep that in mind and when you nail a throw, pounce if it was a
counter throw.  If not, go for a ground punch.

     When you get knocked down, there are rules on how you float.  It is
summarized below.
                Down          Counter       Air           Air counter
                Angle Power   Anlge Power   Angle Power   Angle Power
Normal          45    1.0     64    1.2     33    1.0     53    1.2
Upper           67    1.5     75    1.8     50    1.2     70    1.4
Single kick I   63    2.0     67    2.1     50    1.2     61    1.4
Single kick II  80    2.5     80    2.5     80    2.5     80    2.5

     Down refers to a regular knock down.  Counter refers to a counter as
described above.  Air refers to a counter as described above.  Air counter is
when you execute a major counter in air.
     Angle refers to the angle at which the opponent goes flying.  The power
refers to the horizontal distance the opponent travels.  It is determined by
the opponents weight and the actual damage in combination with this power
     Normal is a normal attack such as a punch.  Upper refers to an attack
that raises the opponent, such as uppercuts, knee kicks, Lau's various knife
hands, some toe kicks, etc.  Single kick I is Akira's single kick (f,f+K),
and the Single kick II refers to a single after a trip I (b+P+G).  This,
however, is not a combo so it's only to illustrate a point that the trip move
creates an opening.
     As you can see, it gets quite complex, but it's not important to know
any of this.  Just for you to see the actual numbers.

Getting up
     When you're on the floor, you know that hitting the buttons quickly gets
you up faster.  Well, this is how it works.
     1) You're down.  Set b = 0
     2) Set a = (actual damage received / 2) - 7
     3) Set b = b=b+4 if there is a stick motion or a button input for
        each frame,.
     4) If b>a then you'll get up! If not, you'll stay down until a
        certain time passes, at which point you get up automatically.

Ranking mode
     At my aracade I don't get ranking mode, but I'll report on what I have
gathered so far from the GamestMook.  But they are probably only about half
of the general criteria for earning higher scores.  You earn higher ranks by
the followings if you:
     1) clear more stage.
     2) float your opponent and making multiple hits while they float.
     3) nail a special move at least once every stage.
     4) receive less damage.
     5) hit the opponents more in the vital areas than in the non-vital
        areas (as described above).
     6) clear the stages faster.

     Some tricks to have fun with.
1) As you know, you can select the winning poses by pressing the different
buttons.  You can see the the 'excellent' pose only if you win without
damage, and press not buttons.
2) You can select the VF1 Jacky and Sarah's theme songs by pressing the 1P or
2P button respectively until the song begins to play.
3) Bring out the hawk in Jacky's stage by pressing 1P and 2P's P+K+G and
start buttons simultaneuosly.
4) Slow motion replay.  Press P+K+G before the replay.  Works only once.
Depending on the version, you get extra slo-mo replays every 4 consecutive
5) The credits in the demo.  Just press the start button in the demo before
the game.
6) Manipulating the replay of scenes during the final credits.  Pressing the
1P Guard button decreases the multiple images, while pressing the 2P Guard
button increases them.  Pressing the 1P or 2P sticks up or down manipulats
the images too, but the machine at my arcade won't do anything so you can
play with them :)
7) Kage reveals his face after 20 consecutive wins.  His face mask will come
off if he gets knocked down.  After this is accomplished, it seems to stay
that way until the machine is turned off.
8) Lau's hair lengthens/shortens.  While playing Lau vs Lau in vs. mode over
and over again, the winners hair gets longer and longer while the losers hair
gets shorter and shorter.
9) Oh, yeah, and you can select different colors by pressing up while the
character select, and you get the expert mode by pressing
up,up,down,down,left,left,right,right during the select screen.

Sega                Thanks for the great game
GamestMook writers  You guys deserve much credit for this FAQ. Thanks.
Colin Leong and Douglas William Cole for some helpful pointers.
People on the who gave me support for this.  This FAQ is
for you guys.