AkiraBot v1.0
Difficulty Advanced
Focus Pressure, Matchup, and Spacing Awareness
AkiraBot is fairly easy to input, compared to our other Advanced level bots, and the outcomes of her inputs are clear and easy to fix if they are done incorrectly. Input speed is probably the most difficult part of preparing this bot for use. Despite these simple inputs, the bot has multiple ways it can be used, and is helpful for training your knockdown setups, air resets and scramble situation reactions, backdash chase options, and defense when placed under specific types of pressure. With no specific intended variations, any changes in the bot's effectiveness are likely to result only from variations in input timing. This bot, like our Juri and Laura Bots, has no specific obvious purpose other than 'the player gaining familiarity with the character's moves and movements'. Frame data and Hit/hurtboxes are an important part of facing Akira, as a character, because she does not overextend much. This is balanced by her shorter range, so longer-range footsie characters and zoners are likely to have a much easier time with the bot.
Learning the most from this bot will require some focus on Point System D, which tells the player to deal with Akira's 5HK. This is to encourage you to stand at Akira's optimal spacing. Since all players will be trying to get to that spacing and will have that opportunity fairly often, you should spend at least some of your time training at that spacing, but there's no need to play too defensively, since the bot's point systems don't reward you for offense. Play at your own pace and spend as much time at your own preferred range, as you feel is necessary. AkiraBot is designed to move to optimal spacing against most characters.
Gauge Settings
As with all bots, 1P Health should be set to "Normal". 1P CA Gauge should be set to "Normal" and 1P V-Gauge set to "Normal".
Settings for 2P are Health - "Auto-Recover", V-Gauge - "Maximum Start", CA Gauge - "Maximum Start".
Goals
Completing each action gives 1 point. Try to get to 10 points without dying.
Points System
- A - Punish Akira's Hotenshu (uppercut)
- B - AntiAir Akira's jump (either her jumping attack or her air Fireball).
- C - Tech Akira's Throw
- D - Parry, low profile, or otherwise avoid and counter Akira's 5HK or V-Trigger II
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for BCD
- Hard - Points given for BC only (VT1) or BD only (VT2)
- Extreme - Points given for BC only or CD only, depending on which is harder for your character.
Action #1
5LP+LK hidden [44] 6HP+HK (sometimes hidden), 4HP+HK (sometimes hidden) end recording immediately
Usually, when this input is replayed into itself, the timing will cause it to do the Heavy Kick or V-Trigger, and sometimes her 6HP command normal, but nearly never show the throw after the first time. Depending on your input speed, the first HP+HK may be hidden, or the second one will be hidden, but for most people it does not matter which of the two is visible when doing the base recording.
Action #2
2/5LP, 5LP, 5MP, hidden [2MK (hold the MK until end)] (2)14 end recording instantly
This is AkiraBot's 'pressure' input. It's very important for the 2MK to be hidden in the animation of the 5MP, and equally important for it to be held. If it is held correctly, this input will do a negative edge special move using the MK, and usually, it will also do a crouching MK right after this, which is not visible normally because it is hidden in the Medium Punch animation. Make sure that both Light Punches happen visibly when replayed using a 1 second delay to check the recording. Use the 2LP if your character tends to low-profile a lot of attacks, otherwise default to using 5LP twice, since it is easier to FirstFrame and reduces variation problems in the bot. Usually when combined with other inputs, one or both of the LP inputs will be hidden by the animation of the previous input, and in the case of this input, even the 5MP is usually hidden, which is what causes the 2MK to become visible.
Action #3
5LP+MP+MK (hold the MP+MK until end, this must not be plinked), 963236 end recording instantly
The speed of this input, as a whole, is fairly important. When replayed into itself, it should not show the V-Skill after the first time, if the button was held correctly. AkiraBot should alternate between the air version of her projectile and the grounded version, after that, with a small chance to jump without doing the air projectile at all.
Action #4
FirstFrame 2LP+MK (2)36 end recording instantly
A very fast input, when replayed into itself with full CA gauge, it should cause AkiraBot to perform her Critical Art. This input is required for the bot to function correctly, though, so it was not placed in Action #5 like we usually do for 'replaceable' or 'modifiable' inputs.
Action #5
From far away, 5LK+MK, hidden [9] 66 1LK (6, very very briefly), end recording
This input is specific, and quite quick. If you achieve the optimal timing, she will dash only if the MK whiffs, and do the crouching MK whenever it hits. The recording should also be ended close to the end of the 2LK animation, so that when this replays into itself, she does the MK after the LK. It is for this reason that we suggest that last, optional forward (6) input, just to give your mind long enough to think about something after the 1LK. This input is actually the optional, replaceable one, but making sure to start with something that contains a LK is useful for causing variation with her special moves. For various (and slightly unclear) reasons, this input is the one that combines with her Action #4 to do her Hotenshu 'Uppercut'. In our tests, this is consistent enough that we believe that other users should also expect to see this when the two are combined, and check their inputs if they never see this happen, but we are not able to fully explain why exactly this works, at this time.
In-Depth
Still in progress...