You'll notice that on VF you can perform charged moves which have to be performed from full crouch position. Such as 2(hold) 46P for Akira's double palm.
This only the basics, in VF you have the freedom to totally change input commands to activate attacks. The fastest way you can activate this move is by buffering it into a crouching dash/waverun which is in turn buffered into another attack.
Akira's double palm:
So you know it's 2(hold) 46P:
2(hold) (Akira crouches) 46P(performed while in crouch position, he lunges forward and pushes the opponent with both hands)
Lets speed it up:
2+P (Akira does a crouching low punch)
This has far less frames (delay) than simply pushing down to crouch.
46P (while punch is being thrown) - cancels even more frames off the attack.
So as you have seen so far the move must be performed from a full crouch position. Right? WRONG!
You dont actually have to be in the crouch position! you just have to make the system think you are. THE fastest way to get into the crouch is a crouching dash, this command is simply 11 or 33.
Let speed it up even MORE!:
3346P simple as that - Akira wont even move before the double palm is performed. How about pressure play, chase an opponent with 333333333333333 then 46P when his guard is down.
Buffering the crouch dash:
Throw a standing P and cancel with G. (G resets the character) For example if you tap PP during a juggle he will punch with one arm then the other. If you add G in between he will repeat the 1st punch only (less frames = more juggle)
As soon as the animation starts: 3346P
Akira will perform the double palm off a STANDING punch - this looks like it shouldnt work, that it's against the game system - but it isnt. Thats how sick VF is.
Once you can get the hang of getting the double palm buffered into standing attacks you can get to grips with using it after grabs. The easiest one is 1P+G 1164P (throw behind, double palm in the back) the damage is high and it looks ILL! Practice getting this move into as many throws as you can.
Using it in juggles in just the same:
Counterhit: 33P P G P G 3346P (uppercut tap, cancel, tap, cancel, double palm)
This is just a simple example, but the possibilities are endless.
Another one to think about is 2(hold) 6P+K - this is a shoulderbarge attack which knock opponents up for juggles. It can be used EXACTLY the same as the double palm but there's another wicked use for it. If the opponent is pressuring you: 11 to back out quickly, 6P+K to launch them (counterhit usually
) - then juggle as you like.
Using both techs together can be as follows:
41P+G (controls now reverse) 114P+K (barge) P G P G (punch cancels) 1164P (doublepalm)
Once you get the hang of buffering the crouch dash you get used to using it all the time. It makes Akira so much more mobile as you will be 11 33 11 33 etc back and forth totally screwing with manz head and always ready with charged attacks like the double palm and shoulder barge.
This tech works for every character who has moves performed from crouch - characters like Goh, Wolf, Kage can make disgusting use of it!
This only the basics, in VF you have the freedom to totally change input commands to activate attacks. The fastest way you can activate this move is by buffering it into a crouching dash/waverun which is in turn buffered into another attack.
Akira's double palm:
So you know it's 2(hold) 46P:
2(hold) (Akira crouches) 46P(performed while in crouch position, he lunges forward and pushes the opponent with both hands)
Lets speed it up:
2+P (Akira does a crouching low punch)
This has far less frames (delay) than simply pushing down to crouch.
46P (while punch is being thrown) - cancels even more frames off the attack.
So as you have seen so far the move must be performed from a full crouch position. Right? WRONG!
You dont actually have to be in the crouch position! you just have to make the system think you are. THE fastest way to get into the crouch is a crouching dash, this command is simply 11 or 33.
Let speed it up even MORE!:
3346P simple as that - Akira wont even move before the double palm is performed. How about pressure play, chase an opponent with 333333333333333 then 46P when his guard is down.
Buffering the crouch dash:
Throw a standing P and cancel with G. (G resets the character) For example if you tap PP during a juggle he will punch with one arm then the other. If you add G in between he will repeat the 1st punch only (less frames = more juggle)
As soon as the animation starts: 3346P
Akira will perform the double palm off a STANDING punch - this looks like it shouldnt work, that it's against the game system - but it isnt. Thats how sick VF is.
Once you can get the hang of getting the double palm buffered into standing attacks you can get to grips with using it after grabs. The easiest one is 1P+G 1164P (throw behind, double palm in the back) the damage is high and it looks ILL! Practice getting this move into as many throws as you can.
Using it in juggles in just the same:
Counterhit: 33P P G P G 3346P (uppercut tap, cancel, tap, cancel, double palm)
This is just a simple example, but the possibilities are endless.
Another one to think about is 2(hold) 6P+K - this is a shoulderbarge attack which knock opponents up for juggles. It can be used EXACTLY the same as the double palm but there's another wicked use for it. If the opponent is pressuring you: 11 to back out quickly, 6P+K to launch them (counterhit usually

Using both techs together can be as follows:
41P+G (controls now reverse) 114P+K (barge) P G P G (punch cancels) 1164P (doublepalm)
Once you get the hang of buffering the crouch dash you get used to using it all the time. It makes Akira so much more mobile as you will be 11 33 11 33 etc back and forth totally screwing with manz head and always ready with charged attacks like the double palm and shoulder barge.
This tech works for every character who has moves performed from crouch - characters like Goh, Wolf, Kage can make disgusting use of it!

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