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Street Fighter V/Akira

From SuperCombo Wiki

Introduction

About Akira

Akira Kazama is a character from Rival Schools, another Capcom fighting game centered around a cast of martial artist high school students. In Street Fighter V she brings a unique "air burst" mechanic as an homage to the mechanics of her original series and can even call on her older brother Daigo as a "striker" style add-on to her kit.

Final Patch

Akira
SFV-Akira Portrait.jpg
Vitals
Life Points 950
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.036
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.45
Backward Dash Distance 1.2
Backdash CH Frames 3-11
Jumping
Back Jump Speed 4+38+4 (46)
Neutral Jump Speed 4+38+4 (46)
Forward Jump Speed 3+38+4 (45)
Forward Jump Distance 1.878
Backward Jump Distance 2.074
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Akira 5LP.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into st. LP and cr. LP
FATonline.png
5MP
Stand MP
5MP
SFV Akira 5MP.png
Startup Active Recovery Hit
5 3 15 4
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
FATonline.png
5HP
Stand HP
5HP
SFV Akira 5HP.png
Startup Active Recovery Hit
8 3 21(24) 1
Damage Stun Attack Block
80 150 H -6
  • Confirm windows:
    • Specials & CA: 18
    • Target Combos: 17
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
FATonline.png
5LK
Stand LK
5LK
SFV Akira 5LK.png
Startup Active Recovery Hit
5 3 10 1
Damage Stun Attack Block
40 70 H -2
  • Cancel options: sp su vt1 vt2
FATonline.png
5MK
Stand MK
5MK
SFV Akira 5MK.png
Startup Active Recovery Hit
8 3 18 3
Damage Stun Attack Block
60 100 H -2
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Forces stand on hit
FATonline.png
5HK
Stand HK
5HK
SFV Akira 5HK.png
Startup Active Recovery Hit
13 3 24 2
Damage Stun Attack Block
80 150 H -6
  • Crush Counter: Spinning Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
FATonline.png
2LP
Crouch LP
2LP
SFV Akira 2LP.png
Startup Active Recovery Hit
3 3 6 4
Damage Stun Attack Block
20 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into st. LP and cr. LP
FATonline.png
2MP
Crouch MP
2MP
SFV Akira 2MP.png
Startup Active Recovery Hit
6 3 13 6
Damage Stun Attack Block
50 100 H 3
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
FATonline.png
2HP
Crouch HP
2HP
SFV Akira 2HP.png
Startup Active Recovery Hit
7 4 22 -1
Damage Stun Attack Block
80 150 H -7
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Forces stand on hit
FATonline.png
2LK
Crouch LK
2LK
SFV Akira 2LK.png
Startup Active Recovery Hit
4 2 8 3
Damage Stun Attack Block
30 70 L 1
  • Cancel options: ch vt1 vt2
Chains into cr. LP and cr. LK
FATonline.png
2MK
Crouch MK
2MK
SFV Akira 2MK.png
Startup Active Recovery Hit
7 2 15 1
Damage Stun Attack Block
50 100 L -2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
FATonline.png
2HK
Crouch HK
2HK
SFV Akira 2HK.png
Startup Active Recovery Hit
8 3 22 KD
Damage Stun Attack Block
90 150 L -13
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
FATonline.png
8LP
Jump LP
8LP
SFV Akira 8LP.png
Startup Active Recovery Hit
3 3 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Akira 8MP.png
Startup Active Recovery Hit
6 6 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
Can cancel into air fireball
FATonline.png
8HP
Jump HP
8HP
SFV Akira 8HP.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Akira 8LK.png
Startup Active Recovery Hit
5 6 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MK
Jump MK
8MK
SFV Akira 8MK.png
Startup Active Recovery Hit
7 8 - -
Damage Stun Attack Block
60 100 M -
Can cross-up
FATonline.png
8HK
Jump HK
8HK
SFV Akira 8HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

6HP
Kaihosho
6HP
SFV Akira 6HP.png
Startup Active Recovery Hit
14 3 23 1
Damage Stun Attack Block
90 150 H -5
  • Confirm windows:
    • Specials & CA: 17*
    • V-Trigger: 17
    • Notes: *CA only
  • Cancel options: su vt1 vt2
FATonline.png
6MK
Kutenshu
6MK
SFV Akira 6MK.png
Startup Active Recovery Hit
25 2(4)2 22 1
Damage Stun Attack Block
60 100 M*M -7
  • Confirm windows:
    • Target Combos: 16/14
FATonline.png
MPMK (VS2) > 6HK
Shintenshu
MPMK (VS2) > 6HK
SFV Akira MPMK (VS2) 6HK.png
Startup Active Recovery Hit
13 3 - -
Damage Stun Attack Block
70 100 H -
This move is only possible from the cinematic jump of V-Skill 2
FATonline.png

Target Combos

6MK > 5HK
Totenshu
6MK > 5HK
SFV Akira 6MK 5HK.png
Startup Active Recovery Hit
25+13 4 41 KD
Damage Stun Attack Block
114 172 M*M*H -23
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
FATonline.png
5LP > 5MP
Ressenda
5LP > 5MP
SFV Akira 5LP 5MP.png
Startup Active Recovery Hit
4+5 3 19 -1
Damage Stun Attack Block
84 160 H -6
  • Confirm windows:
    • Target Combos: 11
  • Cancel options: sp su vs2 vt1 vt2
Can only cancel into specials and super on hit
FATonline.png
5LP > 5MP > VS2
Tsuten Rengeki
5LP > 5MP > VS2
SFV Akira 5LP 5MP VS2.png
Startup Active Recovery Hit
4+5+15 3 37 KD
Damage Stun Attack Block
124 256 H -18
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 14
    • V-Trigger: 17
FATonline.png
5HP > 6HP
Renkan Ko
5HP > 6HP
SFV Akira 5HP 6HP.png
Startup Active Recovery Hit
8+13 3 27 -2
Damage Stun Attack Block
116 204 H -8
  • Confirm windows:
    • Target Combos: 17
  • Cancel options: vs1 vs2 vt1 vt2
FATonline.png
5HP > 6HP > 6HP
Renkan Ko 2nd
5HP > 6HP > 6HP
SFV Akira 5HP 6HP 6HP.png
Startup Active Recovery Hit
8+13+16 3 45 KD
Damage Stun Attack Block
156 268 H -16
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vt1 vt2
FATonline.png
5HP > 6HP > 6HP > MPHK (VS1)
Renkan Renkiko
5HP > 6HP > 6HP > MPHK (VS1)
SFV Akira MPMK (VS1).png
Startup Active Recovery Hit
8+13+16 - 50 KD
Damage Stun Attack Block
156 268 H -35
  • Knockdown: 61 KD Adv, 2 Quick Rise Adv, 7 Back Rise Adv.
FATonline.png
5HP > 6HP > MPMK (VS2)
Renkan Tsutenda
5HP > 6HP > MPMK (VS2)
SFV Akira 5LP 5MP VS2.png
Startup Active Recovery Hit
8+16+16 3 37 KD
Damage Stun Attack Block
156 300 H -
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
FATonline.png

Throws

LPLK
Shin'lha
Throw
LPLK
SFV Akira LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 H -
  • Knockdown: 61 KD Adv, 12 Quick Rise Adv, 12 Back Rise Adv.
FATonline.png
4LPLK
Yoshisenrin
Back Throw
4LPLK
SFV Akira 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 - -
  • Knockdown: 67 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
FATonline.png
LPLK (air)
Kurakusho
LPLK (air)
SFV Akira LPLK (air).png
Startup Active Recovery Hit
5 2 - KD
Damage Stun Attack Block
130 120 - -
  • Knockdown: 76 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
KDA applies to most heights
FATonline.png

Special Moves

236LP
LP Kiko Kai
236LP
SFV Akira 236P.png
Startup Active Recovery Hit
14 10 21 1
Damage Stun Attack Block
60 100 H -3
  • Cancel options: su
Projectile hitbox; Can nullify 1 hit
Juggle Limit / Increase / Start: 10 / 4 / 3
FATonline.png
236MP
MP Kiko Kai
236MP
SFV Akira 236P.png
Startup Active Recovery Hit
19 12 23 2
Damage Stun Attack Block
70 100 H -2
  • Cancel options: su
Projectile hitbox; Can nullify 2 hits
Juggle Limit / Increase / Start: 10 / 4 / 3
FATonline.png
236HP
HP Kiko Kai
236HP
SFV Akira 236P.png
Startup Active Recovery Hit
25 14 30 3
Damage Stun Attack Block
90 100 H 1
  • Cancel options: su
Projectile hitbox; Can nullify 3 hits
Juggle Limit / Increase / Start: 12 / 0 / 3
FATonline.png
236PP
EX Kiko Kai
236PP
SFV Akira 236PP.png
Startup Active Recovery Hit
13 6 30 KD
Damage Stun Attack Block
120 150 H -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: vt2
Projectile hitbox; Can nullify 1 hit
Can cancel into V-Trigger 2
Juggle Limit / Increase / Start: 10 / 4 / 3
FATonline.png
236LP (VS1)
LP Kiko Kai (VS1)
236LP (VS1)
SFV Akira 236P (VS1).png
Startup Active Recovery Hit
14 10 21 5
Damage Stun Attack Block
60 100 H -3
  • Cancel options: su
Projectile hitbox; Can nullify 2 hits
Gains 60 / 30 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 10 / 4 / 3
FATonline.png
236MP (VS1)
MP Kiko Kai (VS1)
236MP (VS1)
SFV Akira 236P (VS1).png
Startup Active Recovery Hit
19 12 22 6
Damage Stun Attack Block
70 100 H -2
  • Cancel options: su
Projectile hitbox; Can nullify 3 hits
Gains 60 / 30 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 10 / 4 / 3
FATonline.png
236HP (VS1)
HP Kiko Kai (VS1)
236HP (VS1)
SFV Akira 236P (VS1).png
Startup Active Recovery Hit
25 14 30 9
Damage Stun Attack Block
90 100 H 1
  • Cancel options: su
Projectile hitbox; Can nullify 4 hits
Gains 60 / 30 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 13 / 0 / 3
FATonline.png
236PP (VS1)
EX Kiko Kai (VS1)
236PP (VS1)
SFV Akira 236PP (VS1).png
Startup Active Recovery Hit
12 6 31 KD
Damage Stun Attack Block
120 100 H -2
  • Knockdown: 107(94~106) KD Adv, 48(40~48) Quick Rise Adv, 48(40~48) Back Rise Adv.
  • Cancel options: vt2
Projectile hitbox; Can nullify 1 hit
Causes wall bounce
Denies back-roll on wake-up
Can cancel into V-Trigger 2
The KDA data outside the parantheses refers to when using the move when mid-screen
The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
Gains 60 / 30 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 10 / 4 / 1
FATonline.png
236LP
LP Kiko Kai (air)
236LP
SFV Akira 236P (air).png
Startup Active Recovery Hit
14 19 9 -5
Damage Stun Attack Block
60 100 H -13
Can be done from neutral or forward jump
Frame advantage listed is for Instant Air Fireball
FATonline.png
236MP
MP Kiko Kai (air)
236MP
SFV Akira 236P (air).png
Startup Active Recovery Hit
14 19 9 -2
Damage Stun Attack Block
70 100 H -14
Can be done from neutral or forward jump
Frame advantage listed is for Instant Air Fireball
FATonline.png
236HP
HP Kiko Kai (air)
236HP
SFV Akira 236P (air).png
Startup Active Recovery Hit
14 19 9 -1
Damage Stun Attack Block
90 120 H -5
Can be done from neutral or forward jump
Frame advantage listed is for Instant Air Fireball
FATonline.png
236PP
EX Kiko Kai (air)
236PP
SFV Akira 236PP (air).png
Startup Active Recovery Hit
17 19 6 KD
Damage Stun Attack Block
110 150 H -2
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
Can be done from neutral or forward jump
Frame advantage and KDA listed is for Instant Air Fireball
FATonline.png
236LP (VS1)
LP Kiko Kai (VS1) (air)
236LP (VS1)
SFV Akira 236P (air) (VS1).png
Startup Active Recovery Hit
14 14 15 1(7)
Damage Stun Attack Block
70 110 H -3(3)
Can be done from neutral or forward jump
Gains 60 / 30 V-Gauge on Hit / Block
FATonline.png
236MP (VS1)
MP Kiko Kai (VS1) (air)
236MP (VS1)
SFV Akira 236P (air) (VS1).png
Startup Active Recovery Hit
14 17 15 2(10)
Damage Stun Attack Block
80 120 H -2(6)
Can be done from neutral or forward jump
Gains 60 / 30 V-Gauge on Hit / Block
FATonline.png
236HP (VS1)
HP Kiko Kai (VS1) (air)
236HP (VS1)
SFV Akira 236P (air) (VS1).png
Startup Active Recovery Hit
14 19 15 2(10)
Damage Stun Attack Block
100 130 H -2(6)
Can be done from neutral or forward jump
Gains 60 / 30 V-Gauge on Hit / Block
FATonline.png
236PP (VS1)
EX Kiko Kai (VS1) (air)
236PP (VS1)
SFV Akira 236PP (air) (VS1).png
Startup Active Recovery Hit
17 19 14 KD
Damage Stun Attack Block
120 150 H -10
  • Knockdown: 72 KD Adv, 56 Quick Rise Adv, 61 Back Rise Adv.
Crumples on hit
Can be done from neutral or forward jump
Frame data listed is for Instant Air Fireball
Gains 60 / 30 V-Gauge on Hit / Block
FATonline.png
214LP
LP Urarimon
214LP
SFV Akira 214P.png
Startup Active Recovery Hit
10 4 20 2
Damage Stun Attack Block
80 100 H -4
  • Cancel options: su
Good post-throw meaty in corner (-1 / +5 on Hit / Block but far)
Travels 1/4 screen
Juggle Limit / Increase / Start: 3 / 2 / 1
FATonline.png
214MP
MP Urarimon
214MP
SFV Akira 214P.png
Startup Active Recovery Hit
17 4 20 3
Damage Stun Attack Block
100 100 H -4
  • Cancel options: su
Can combo into cr. LP on crouching opponent
Travels a bit less than 1/2 screen
Juggle Limit / Increase / Start: 3 / 2 / 1
FATonline.png
214HP
HP Urarimon
214HP
SFV Akira 214P.png
Startup Active Recovery Hit
22 4 20 KD
Damage Stun Attack Block
110 150 H -4
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
Travels 3/4 screen
Juggle Limit / Increase / Start: 3 / 2 / 1
FATonline.png
214PP
EX Urarimon
214PP
SFV Akira 214PP.png
Startup Active Recovery Hit
10(17) 6 15 KD
Damage Stun Attack Block
60*80 (140) 50*150 (200) H -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: vt2
Travels 1/2 screen
Startup frames based on proximity range to target (17F startup if not in range yet)
Only does follow-up on hit
Can cancel first hit into V-Trigger 2
Juggle Limit / Increase / Start: 3*3 / 0*13 / 1*13
FATonline.png
623LK
LK Hotenshu
623LK
SFV Akira 623K.png
SFV Akira 623K 2.png
Startup Active Recovery Hit
6 13 17+16 KD
Damage Stun Attack Block
60*40 (100) 50*100 (150) H -38
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: su
Throw invincible on frames 1-7
Invincible to airborne strike attacks on frames 1-8
Airborne on frames 6-44
Cannot hit crossups
Akira is in counterhit state during move duration
Juggle Limit / Increase / Start: 1*5 / 1*99 / 1*1
FATonline.png
623MK
MK Hotenshu
623MK
SFV Akira 623K.png
SFV Akira 623K 2.png
Startup Active Recovery Hit
8 13 24+16 KD
Damage Stun Attack Block
70*40 (110) 50*100 (150) H -45
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strike attacks on frames 1-10
Airborne on frames 8-53
Akira is in counterhit state during move duration
Juggle Limit / Increase / Start: 1*5 / 1*99 / 1*1
FATonline.png
623HK
HK Hotenshu
623HK
SFV Akira 623K.png
SFV Akira 623K 2.png
Startup Active Recovery Hit
10 13 26+16 KD
Damage Stun Attack Block
80*40 (120) 50*100 (150) H -47
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strike attacks on frames 1-16
Projectile invincible on frames 4-16
Airborne on frames 10-57
Akira is in counterhit state during move duration
Juggle Limit / Increase / Start: 2*5 / 1*99 / 1*1
FATonline.png
623KK
EX Hotenshu
623KK
SFV Akira 623KK.png
SFV Akira 623KK 2.png
Startup Active Recovery Hit
6 13 28+21 KD
Damage Stun Attack Block
90*50 (140) 50*100 (150) H -54
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible on frames 1-8
Airborne on frames 8-55
Akira is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 50*51 / 1*99 / 1*1
FATonline.png
214LK
LK Senshubu
214LK
SFV Akira 214LK.png
Startup Active Recovery Hit
17 3 21 1
Damage Stun Attack Block
60 100 L -6
  • Cancel options: su
Can be followed up with another Hotenshu by pressing its corresponding strength kick on hit or block
Crouch sized hurtboxes on frames 12-37
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
214LK > LK
LK Senshubu > LK
214LK > LK
SFV Akira 214LK (copy).png
Startup Active Recovery Hit
17+10 3 22 0
Damage Stun Attack Block
60*54 (114) 100*72 (172) L*L -10
  • Cancel options: su
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
214LK > MK
LK Senshubu > MK
214LK > MK
SFV Akira 214MK (copy).png
Startup Active Recovery Hit
17+12 4 26 KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) L*H -12
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Cancel options: su
Juggle Limit / Increase / Start: 2 / 1 / 1
FATonline.png
214LK > HK
LK Senshubu > HK
214LK > HK
SFV Akira 214HK (copy).png
Startup Active Recovery Hit
17+9 4 20(25) KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) L*H -2
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
This followup whiffs on crouch
5 frames extra recovery on whiff
Juggle Limit / Increase / Start: 2 / 1 / 3
FATonline.png
214MK
MK Senshubu
214MK
SFV Akira 214MK.png
Startup Active Recovery Hit
20 4 25 KD
Damage Stun Attack Block
60 100 H -8
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
Can be followed up with another Hotenshu by pressing its corresponding strength kick on hit or block
Juggle Limit / Increase / Start: 2 / 1 / 2
FATonline.png
214MK > LK
MK Senshubu > LK
214MK > LK
SFV Akira 214LK (copy).png
Startup Active Recovery Hit
20+12 3 22 KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*L -10
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: su
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
214MK > MK
MK Senshubu > MK
214MK > MK
SFV Akira 214MK (copy).png
Startup Active Recovery Hit
20+14 4 26 KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*H -12
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Cancel options: su
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
214MK > HK
MK Senshubu > HK
214MK > HK
SFV Akira 214HK (copy).png
Startup Active Recovery Hit
20+7 4 20(25) KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*H -2
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Cancel options: su
This followup whiffs on crouch
5 frames extra recovery on whiff
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
214HK
HK Senshubu
214HK
SFV Akira 214HK.png
Startup Active Recovery Hit
12 4 23(25) KD
Damage Stun Attack Block
60 100 H -5
  • Knockdown: 98 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Cancel options: su
Can be followed up with another Hotenshu by pressing its corresponding kick strength
Whiffs on crouch
2 frames extra recovery on whiff
Juggle Limit / Increase / Start: 2 / 1 / 2
FATonline.png
214HK > LK
HK Senshubu > LK
214HK > LK
SFV Akira 214LK (copy).png
Startup Active Recovery Hit
12+10 3 22 KD
Damage Stun Attack Block
60 100 H*L -10
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Cancel options: su
First hit whiffs on crouch
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
214HK > MK
HK Senshubu > MK
214HK > MK
SFV Akira 214MK (copy).png
Startup Active Recovery Hit
12+16 4 26 KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*H -12
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su
First hit whiffs on crouch
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
214HK > HK
HK Senshubu > HK
214HK > HK
SFV Akira 214HK (copy).png
Startup Active Recovery Hit
12+16 4 18(25) KD
Damage Stun Attack Block
60*54 (114) 100*72 (172) H*H -2
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su
First hit and followup whiffs on crouch
7 frames extra recovery on whiff
Juggle Limit / Increase / Start: 3 / 1 / 3
FATonline.png
214KK
EX Senshubu
214KK
SFV Akira 214KK 1.png
SFV Akira 214KK 2.png
SFV Akira 214KK 3.png
Startup Active Recovery Hit
10 4(17)3(16)3 20 KD
Damage Stun Attack Block
30*30*40 (100) 150 H -7(-20)
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: su
Final hit whiffs on crouch
Juggle Limit / Increase / Start: 0x3 / 1x3 / 1x3
FATonline.png

Critical Art

236236P
Kyoso Kiko Kai
236236P
SFV Akira 236236P.png
SFV Akira 236236P 2.png
Startup Active Recovery Hit
1+5 4 46 KD
Damage Stun Attack Block
330 0 H -28
  • Knockdown: 18 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
Fully invincible on frames 1-8
On Hit; Cutscene puts both players at about 3/4 screen and mid range away from each other
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Akira 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Kiko Rensei
MPMK (VS1)
SFV Akira MPMK (VS1).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
Powers up her next Kiko Kai (fireball)
FATonline.png

V-Skill 2

MPMK (VS2)
Tsutenda
MPMK (VS2)
SFV Akira MPMK (VS2).png
Startup Active Recovery Hit
16 3 27 KD
Damage Stun Attack Block
90 150 H -8
  • Knockdown: 129 KD Adv, 68 Quick Rise Adv, 73 Back Rise Adv.
Launches the opponent incredibly high followed by a super jump if you hold up
Allows you to cancel normals into other normals of increasing strength while in the air; Can do P > P, K > K, or P > K
All air normals become special cancelable into air fireball
KEEP THE RHYTHM UP
FATonline.png

V-Trigger 1

HPHK (VT1)
Otoko no Senaka
HPHK (VT1)
SFV Akira HPHK (VT1).png
Startup Active Recovery Hit
1(37) ~(39) 5(~) KD
Damage Stun Attack Block
30*25x2*40 (120) 50*30x2*40 (150) H -
2 bar V-Trigger
Can hit OTG
Daigo falls to wherever the opponent was when initially activated
First hit crumples with massive advantage
Second hit launches a short distance and puts opponent in a limited juggle state
Frame data in parentheses refers to Daigo
Hard knockdown if if the first hit connects on an air opponent
Daigo has a pushbox that affects the opponent only; Opponent cannot go through him but Akira can
FATonline.png

V-Trigger 2

HPHK (VT2)
Haten no Kamae
HPHK (VT2)
SFV Akira HPHK (VT2).png
Activation
SFV Akira HPHK (VT2) vt2.png
During VT2
Activation Startup Active Recovery Hit
1 - 141(14) -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives acces to a stance that can transition into follow-ups
Hold down to cancel the initial activation
Normal Startup Active Recovery Hit
1 - 141(14) -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives acces to a stance that can transition into follow-ups
Hold down to cancel the initial activation
FATonline.png
During VT2 Startup Active Recovery Hit
- - 133 -
Damage Stun Attack Block
- - - -
  • Cancel options: vs2
Can do a follow-up as soon as frame 10
Spends 1000 V-Timer (33% V-Timer)
HPHK > P
Ha no Sogeki
HPHK > P
SFV Akira HPHK P 1.png
SFV Akira HPHK P 2.png
Startup Active Recovery Hit
10+11 3(17)3 21 2
Damage Stun Attack Block
60 60 H -2
  • Cancel options: su
Juggle Limit / Increase / Start: 10*11 / 1*1 / 1*1
FATonline.png
HPHK > P > P
Ha no Sogeki 2nd
HPHK > P > P
SFV Akira HPHK P P.png
Startup Active Recovery Hit
10+11+17 3 28 2
Damage Stun Attack Block
70 50 H -2
  • Cancel options: su
FATonline.png
HPHK > P > P > P
Ha no Sogeki 3rd
HPHK > P > P > P
SFV Akira HPHK P P P.png
Startup Active Recovery Hit
10+11+17+20 3 31 KD
Damage Stun Attack Block
100 90 H -12
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vs1 su
FATonline.png
HPHK > K
Ha no Renbu
HPHK > K
SFV Akira HPHK K.png
Startup Active Recovery Hit
10+4 3(6)3(10)3 19 3
Damage Stun Attack Block
70 90 H 2
Juggle Limit / Increase / Start: 2*2*2 / 0*0*2 / 0*0*2
FATonline.png
HPHK > K > P
Ha no Renbu 2nd
HPHK > K > P
SFV Akira HPHK K P 1.png
SFV Akira HPHK K P 2.png
Startup Active Recovery Hit
10+4+12 4 22 3
Damage Stun Attack Block
50 60 H -2
FATonline.png
HPHK > K > P > K
Ha no Renbu 3rd
HPHK > K > P > K
SFV Akira HPHK K P K.png
Startup Active Recovery Hit
10+4+12+23 6 49 KD
Damage Stun Attack Block
60 100 H -15
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
FATonline.png
HPHK > 4K
Ten no Renbu
HPHK > 4K
SFV Akira HPHK 4K.png
Startup Active Recovery Hit
10+8 5 43 KD
Damage Stun Attack Block
180 200 H -30
  • Knockdown: 30 KD Adv, 30 Quick Rise Adv, 30 Back Rise Adv.
Projectile invincible from frames 1-16
Air strike invincible from frames 1-12
Hard knockdown
Juggle Limit / Increase / Start: 99 / 10 / 1 (2 in air)
FATonline.png
HPHK > 2
Kamae Cancel
HPHK > 2
SFV Akira HPHK 2.png
Startup Active Recovery Hit
- - 13 -
Damage Stun Attack Block
- - - -
FATonline.png

V-Shift

5MKHP
V-Shift
5MKHP
SFV Akira 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.198 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

5MKHP
Genkorichu
5MKHP
SFV Akira 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Gutsy Counter
6PPP
SFV Akira 6PPP 1.png
SFV Akira 6PPP 2.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 - -2
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Fully invincible on frames 1-30
Denies opponent their back-roll option on wake-up
FATonline.png


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