User:Basinator: Difference between revisions

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=== Picking an Ender ===
=== Picking an Ender ===
<tabber>
<tabber>
LP Serpent Lash=
MK Hundred Lightning Kicks=
{{TheoryBox
{{TheoryBox
| Title      = {{clr|L|LP}} Serpent Lash ({{clr|L|236LP}})
| Title      = {{clr|M|MK}} Legs ({{clr|M|236MK}})
| Oneliner  =  
| Oneliner  =  
| Difficulty =
| Difficulty =
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| Youtube    =  
| Youtube    =  
| Recipe    =  
| Recipe    =  
| content    = Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down.
| content    = Combos from any of Chun-Li's buttons. Mostly unrewarding, but sometimes it is all Chun-Li gets, especially when she does not have charge. If cancelled into at closer ranges, Chun-Li is within range for a strike/throw mixup. Otherwise, she will be too far to threaten a throw without walking up, but she can still continue her pressure as it is +3 on hit.


Example enders:
Example enders:
* anything special cancelable > {{clr|L|236LP}}
* anything special cancellable > {{clr|MK|236MK}}
* ... > 2PP~K (juggle), {{clr|L|236LP}}
}}
}}
|-|
|-|
Toxic Wreath=
HK Hundred Lightning Kicks=
{{TheoryBox
{{TheoryBox
| Title      = Toxic Wreath ({{clr|H|214HP}})
| Title      = {{clr|H|HK}} Legs ({{clr|H|236HK}})
| Oneliner  =  
| Oneliner  =  
| Difficulty =
| Difficulty =
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| Youtube    =  
| Youtube    =  
| Recipe    =
| Recipe    =
| content    = Close range generic combo ender. Gives AKI a workable knockdown and automatically spaces a plus on block Nightshade Pulse in the corner. Applies Poison to boot, boosting the damage and corner carry of the next hit. A.K.I. is also safe, if the opponent blocks Toxic Wreath.
| content    = Only combos from {{clr|H|2HP}} and {{clr|H|4HP}} on normal hit. On punish counter, {{clr|H|236HK}} combos from {{clr|M|2MK}} and {{clr|M|4/6MP}}, unless at max range. This ender is best in the corner, as Chun-Li can extend the combo further with either {{clr|L|236LK}}, {{clr|H|22HK}}, or SA1/SA3. Midscreen, she is also able to extend the combo with SA1 or SA3, but otherwise there is nothing else she can do. Without further combo extensions, {{clr|H|HK}} legs knocks the opponent down and gives Chun-Li ample time to continue and set up her pressure after.
 
Example enders:
* {{clr|H|4HP}}/{{clr|H|2HP}} > {{clr|H|236HK}}
* PC {{clr|2MK}} > {{clr|H|236HK}}
}}
|-|
OD Hundred Lightning Kicks=
{{TheoryBox
| Title      = OD Legs (236KK)
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    = Grants Chun-Li a knockdown on hit, and can also be combo'd into from any of her cancellable buttons. This means if Chun-Li wants to score a knockdown from lights without having to maintain charge, OD Legs is a great option for that. Furthermore, it is cancellable into SA2/SA3, which makes it a great option to close out rounds or to squeeze out some extra damage from light strings.
 
Example enders:
* {{clr|L|5LP}} > 236KK~KK
}}
}}
|-|
|-|
HP Serpent Lash=
Spinning Bird Kick=
{{TheoryBox
{{TheoryBox
| Title      = {{clr|H|HP}} Serpent Lash ({{clr|H|236HP}})
| Title      = Spinning Bird Kick ([2]8K)
| Oneliner  = Safe Jump City
| Oneliner  = Most reliable ender
| Difficulty =
| Difficulty =
| Damage    =  
| Damage    =  
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| Youtube    =  
| Youtube    =  
| Recipe    =
| Recipe    =
| content    = One of A.K.I.'s strongest enders, and opens her up to many [[A.K.I./Strategy#236HP_Setups|setups]]. Close range combo ender that doubles as a combo extender when the opponent is Poisoned. Without Poison, {{clr|H|236HP}} gives AKI a safejump, meaty Nightshade midscreen (due to spacing), or plus MK/HK Snake Step. With Poison, it allows AKI to follow up anywhere with a {{clr|5|{{clr|4|DR}}}} {{clr|M|2MP}} juggle > {{clr|H|236HP}} to setup yet another safejump. With corner and poison AKI can route into a {{clr|H|214HP}} juggle, enabling the next ender.
| content    = This is Chun-Li's preferred ender due to the corner carry and meterless knockdown. The downside is Chun-Li has to maintain charge in order to combo into this, and regular SBK is not super cancellable, which is not ideal in situations where Chun-Li needs extra damage to close out rounds. Which version of SBK to use solely depends on the button strength Chun-Li wants to combo from. {{clr|L|LK}} SBK can combo'd into from any cancellable button, but gives Chun-Li the least damage and corner carry. {{clr|M|MK}} SBK can be combo'd into from all medium and heavy buttons. {{clr|H|HK}} SBK can be combo'd into from a number of medium buttons ({{clr|M|2MP}}, {{clr|M|ss.MK}}) and all heavy buttons.  
 
Example enders:
* {{clr|L|2LP}} > {{clr|L|2LK}} > {{clr|L|[2]8LK}}
* {{clr|M|5MP}}, {{clr|M|2MP}} > {{clr|M|[2]8MK}}
* {{clr|H|2HP}} > {{clr|H|[2]8HK}}
}}
}}
|-|
|-|
Venomous Fang=
OD Spinning Bird Kick=
{{TheoryBox
{{TheoryBox
| Title      = Venomous Fang (2PP~P)
| Title      = OD Spinning Bird Kick ([2]8KK)
| Oneliner  = Welcome to setup city and combo town.
| Oneliner  = For further combo extensions
| Difficulty =
| Difficulty =
| Damage    =  
| Damage    =  
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}}
| Recipe    =
| content    = AKI's best combo ender, as it opens her up to a wide variety of setups and combos when the opponent is Poisoned. However, it is not easy to combo into this, as she can only route into it safely in specific situations (e.g. punish counters, {{clr|H|236HP}}!). If juggled into, Toxic Blossom 2PP~P gives her a shocking ''+84 KDA'' to work with. Listed here is a safe Orchid Spring and plus Nightshade Pulse setup, but she can also link any of her supers or really go for any kind of setup. This is surprisingly easy to set up in the corner and can be done with as little as 1 bar of Drive.
| content    = OD SBK is cancelled into when Chun-Li wants to extend her combo further in exchange for 2 drive gauge bars. She can combo into OD SBK from any of her medium or heavy buttons. From OD SBK, Chun-Li can link into {{clr|L|[2]8LK}} (L SBK), or any of her supers. Please refer to the next section (OD SBK routings) for other combo routes.  
 
Example enders:
* {{clr|M|5MP}}, {{clr|M|2MP}} > [2]8KK, {{clr|L|[2]8LK}}
* {{clr|M|2MK}} > [2]8KK
}}
}}
|-|
HK Tensho Kicks=
{{TheoryBox
| Title      = HK Tensho Kicks ({{clr|H|22HK}}
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    = HK Tensho Kicks is another way for Chun-Li to gain access to a knockdown without spending meter. Any special cancellable button can combo into HK Tensho Kicks. However, the downside is that HK Tensho Kicks lacks a horizontal hitbox, and cannot really be used in the same way other characters can use their H DPs. This option is best used when the player is certain that Chun-Li is close enough for the hitbox to connect, otherwise, it might be best to avoid using it.
</tabber>
</tabber>



Revision as of 03:00, 23 June 2025


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Starter Combos

Light Confirms (Far Range)
Very Easy


2LP/2LK/5LP (x3) > 236MK

Basic light button confirm into MK Lightning Legs. Chun-Li can chain up to three lights depending on the range she starts at. She gets no knockdown, but is +3 after 236MK. After either MK Lightning Legs, Chun-Li is generally not in throw range, unless 236MK is performed right after two lights at closer ranges.

Light Confirms (Close Range)
Very Easy


2LP/2LK/5LP (x2) > 22HK / 5LP (x3) > 2HK

Basic light button confirm into HK Tensho Kicks. This combo requires Chun-Li to be quite close to the opponent, and generally she is only able to chain two lights together before cancelling into 22HK, otherwise the Tensho Kicks will whiff. Chun-Li can only chain three lights together when she is next to the opponent and the lights consist of at least two 5LPs and at most one 2LP. 2LK cannot be used, as it pushes the opponent too far. With a drive rush starter, Chun-Li can mostly always chain three lights together and still be in range for 22HK.

Light Confirms With Charge
Very Easy


2LK/2LP > 2LK/2LP > [2]8LK

Pressuring with crouching normals has the strong benefit of naturally building charge for Spinning Bird Kick. If [2] is held throughout the entire light chain, it becomes very easy to do the SBK on a confirm, as the player can simply press 8LK on the second light if any of the previous ones connected. The opponent is generally pushed back too far away after two lights, so Chun-Li will have to combo into [2]8LK after two lights, unless she starts off the light string with drive rush, which grants her some momentum to reach with a third light (e.g. PDR 2LK > 2LK > 2LP > [2]8LK).

Jump-in Combo
Very Easy
j.HK/8j.HK, 2HP > 214LP~LK > 28MK

Chun-Li's jump-in BnB. The cancel window on 2HP is quite late, so make sure to delay the 214P input after 2HP.

Drive Rush Cancel Combo
Easy


Medium/Heavy > DRC 4HP > 214P~MK > 28HK

Chun-Li's BnB from a drive rush cancel. This works from any medium or heavy starter. Gives Chun-Li good corner carry and knockdown advantage, so she can continue her pressure with strike/throw pressure from a single dash and forward walk.

Example DRC combo: 2MK > DRC 4HP > 214P~MK > 28HK

Drive Impact
Very Easy


PC DI, 5HK > 214P~MK > 28HK

Simple punish counter DI route that leads to good corner carry, damage, and knockdown advantage.

Drive Impact
Very Easy


PC DI, 4HP > 236HK, 22HK

Punish counter DI corner route, leads to HK tensho kicks knockdown for good oki setups.


Combo Theory

Picking an Ender

MK Legs (236MK)


Combos from any of Chun-Li's buttons. Mostly unrewarding, but sometimes it is all Chun-Li gets, especially when she does not have charge. If cancelled into at closer ranges, Chun-Li is within range for a strike/throw mixup. Otherwise, she will be too far to threaten a throw without walking up, but she can still continue her pressure as it is +3 on hit.

Example enders:

  • anything special cancellable > 236MK

HK Legs (236HK)


Only combos from 2HP and 4HP on normal hit. On punish counter, 236HK combos from 2MK and 4/6MP, unless at max range. This ender is best in the corner, as Chun-Li can extend the combo further with either 236LK, 22HK, or SA1/SA3. Midscreen, she is also able to extend the combo with SA1 or SA3, but otherwise there is nothing else she can do. Without further combo extensions, HK legs knocks the opponent down and gives Chun-Li ample time to continue and set up her pressure after.

Example enders:

  • 4HP/2HP > 236HK
  • PC {{{2}}} > 236HK

OD Legs (236KK)


Grants Chun-Li a knockdown on hit, and can also be combo'd into from any of her cancellable buttons. This means if Chun-Li wants to score a knockdown from lights without having to maintain charge, OD Legs is a great option for that. Furthermore, it is cancellable into SA2/SA3, which makes it a great option to close out rounds or to squeeze out some extra damage from light strings.

Example enders:

  • 5LP > 236KK~KK

Spinning Bird Kick ([2]8K)Most reliable ender


This is Chun-Li's preferred ender due to the corner carry and meterless knockdown. The downside is Chun-Li has to maintain charge in order to combo into this, and regular SBK is not super cancellable, which is not ideal in situations where Chun-Li needs extra damage to close out rounds. Which version of SBK to use solely depends on the button strength Chun-Li wants to combo from. LK SBK can combo'd into from any cancellable button, but gives Chun-Li the least damage and corner carry. MK SBK can be combo'd into from all medium and heavy buttons. HK SBK can be combo'd into from a number of medium buttons (2MP, ss.MK) and all heavy buttons.

Example enders:

  • 2LP > 2LK > [2]8LK
  • 5MP, 2MP > [2]8MK
  • 2HP > [2]8HK

OD Spinning Bird Kick ([2]8KK)For further combo extensions


OD SBK is cancelled into when Chun-Li wants to extend her combo further in exchange for 2 drive gauge bars. She can combo into OD SBK from any of her medium or heavy buttons. From OD SBK, Chun-Li can link into [2]8LK (L SBK), or any of her supers. Please refer to the next section (OD SBK routings) for other combo routes.

Example enders:

  • 5MP, 2MP > [2]8KK, [2]8LK
  • 2MK > [2]8KK

{{TheoryBox | Title = HK Tensho Kicks (22HK | Oneliner = | Difficulty = | Damage = | Meter = | Anchor = | Youtube = | Recipe = | content = HK Tensho Kicks is another way for Chun-Li to gain access to a knockdown without spending meter. Any special cancellable button can combo into HK Tensho Kicks. However, the downside is that HK Tensho Kicks lacks a horizontal hitbox, and cannot really be used in the same way other characters can use their H DPs. This option is best used when the player is certain that Chun-Li is close enough for the hitbox to connect, otherwise, it might be best to avoid using it.

Drive Rush Cancel Extensions

A.K.I. can arbitrarily extend her combos after a cancellable button by drive rush cancelling. This may be a good option if the opponent's health is low and A.K.I. is able to finish them off by extending her combos for a bit longer. She can also extend her combos to gain access to better setups, or just for more corner carry. For Drive Rush Cancels into 5MK, A.K.I. must cancel from 5MP, 2MP, or 5HK for it to combo.

Here are some example combos:

  • ... > DRC 5MK > 5HK, 2PP~K, 2LP > 2LP > Ender
    • This route is a good option to end the combo extension with, as A.K.I. can end with 236HP to gain access to her setups.
    • This is also the best route for damage once A.K.I.'s drive gauge is empty, as she is able to cancel into super after.
  • ... > DRC 5MK, 5MK, 5MP > Drive Rush Cancel/Ender
    • Good intermediate route for more damage, before drive rush cancelling into the route above to end the combo.

Example full combo:

  • PDR 5MK, 5MK, 5MP > DRC 5MK, 5MK, 5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP > SA3


Main Combos

236HP is only one possible ender for these combos. On block, 214HP is preferred as it is safe on block. These combos work anywhere on the screen, provided that A.K.I. is close enough to the opponent.

Light Starter

Listed here are some combos that may be good for mashing out of pressure.

Combo Drive Gauge Used Notes
2LP > 2LP > (2LP >) 236HP - 4f starter. 2LP can potentially chain into itself three times depending on the range.
5LP~LP > 236HP - 5f starter. Target combo into a knockdown.
2LK > 2LP > 236HP - 5f low starter into a knockdown.
CH 2LP/5LP, 5MP > 236HP - Counterhit light starter. 5MP can hit where another 2LP could have whiffed.

Medium Starter

These combos can be done at ranges further than with light starters, but still require A.K.I. to be somewhat close to her opponents.

Combo Drive Gauge Used Notes
5MK, 5MP > 236HP - Decent range starter, though 5MP can easily whiff at further ranges.
2MP/5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 5MP: 6f starter with an okay range. 2MP: 8f starter with a better range. Drive gauge used to extend combo into a knockdown.
2MP > 236PP, 2LP > 2LP > 2LP > 236HP! SF6 drive gauge.pngSF6 drive gauge.png Routing into EX lash and Toxic Blossom. Only works from 2MP or 5HK. 236HP! extensions can be found here.
CH 5MP, 2LP > 2LP > 236HP - 6f counterhit starter into a knockdown. Plenty of time to hit confirm.
CH 2MP/5MP > 2PP~K, 2LP > 2LP > 236HP - 5MP: another 6f counterhit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring.

Heavy Starter

Punish Counter 5HK routes can be found here.

Combo Drive Gauge Used Notes
5HK > 2PP~K, 2LP > 2LP > 236HP - A.K.I.'s BnB.
CH 6HP, 5LK > 236LP - Far range counter-hit combo. Only 236LP works at far ranges.
CH 6HK, 5MP > 236HP -

Drive Rush Starter

These routes also work when inserted in as a drive rush cancel from medium/heavy buttons (with the exception of her command normals).

Combo Drive Gauge Used Notes
PDR 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge half.png Drive rush 5MK into BnB.
PDR 2MK/5MK, 5MP > 236HP SF6 drive gauge half.png 5MK: 7f low starter that has a decent range. 2MK: 5f low starter with a slightly worse range. 5MP will whiff at further ranges.
PDR 3MP, 5MP > 236HP SF6 drive gauge half.png 24f overhead option. Decent mix option.
PDR 6HK, 5MP > 236HP SF6 drive gauge half.png A bit slow, but a good approach option. Very plus on block, and plenty of time to confirm.
CH PDR 6HK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge half.png Counter-hit route, leads to more damage and corner carry.

236HP! Combo Extensions

These are combo extensions that can be added on after 236HP procs Toxic Blossom as part of a combo.

Combo Drive Gauge Used Drive Notes
...236HP!, PDR 2MP > 236HP SF6 drive gauge half.png Her go-to option, as it opens her up to the same setups after a regular 236HP (e.g. safejumps).
...236HP!, dl 236LP - Meterless option for when her drive gauge is low. It builds enough space to safely throw out a projectile. Doesn't work at max range 236HP!
... > 236HP!, PDR 5MP > 2PP~K, 236LP SF6 drive gauge half.png For a mix of extra damage and corner carry at the cost of stricter spacing (doesn't work at max range 236HP!)
...236HP!, PDR 5HK > 236MP SF6 drive gauge half.png Better damage and better corner carry, but loses access to her usual 236HP setup.
... > 236HP!, PDR 5HK > DRC 5HK > 22P~P SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge half.png For expensive corner carry (only works at max range 236HP!)
...236HP!, PDR 2MP/5MP > 2PP~K, PDR 2MP/5MP > Super SF6 drive gauge.png Squeezes out some extra damage. Good option for closing out rounds.

Drive Gauge Used: SF6 drive gauge half.png
Easy
...236HP!, 214HP, PDR 5HK > 2PP~P

A.K.I.'s corner BnB that leads to Venomous Fang oki or combo extensions. From 2PP~P, A.K.I. can go directly into a super, or PDR 2HK > Super.

Reversal/Throw Whiff Punish

These are essentially 5HK punish counter routes.

Non-Poisoned Routes

Meterless
Very Easy
PC 5HK > 214HK, 2LP > 2LP > 2LP > 236HP

Basic punish counter 5HK routing.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge half.png
Easy
PC 5HK > 5HK > 236PP, 2LP > 2LP > 2LP > 236HP!, PDR 2MP > 236HP

Gives more corner carry and damage. The second 5HK may whiff at further ranges. Only use this combo if A.K.I. is close to the opponent.

Poisoned Routes

Drive Gauge Usage: SF6 drive gauge half.png
Easy
PC 5HK, 2PP~P!, 5HK > 214HP, PDR 2HP

A.K.I.'s midscreen Poison PC combo. Good damage and corner carry.

Drive Gauge Usage: SF6 drive gauge half.png
Medium
PC 5HK, 2PP~P!, 214HP, PDR 5HK > 2PP~P! (> SA1/SA2/SA3)

A.K.I.'s main corner Poison PC combo. Can be extended into a super for extra damage.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge half.png
Medium
PC 5HK > 2PP~P!, 5HK > 2PP~K, DR 5HK > DRC 6HK > Super/236LP > SA3

Higher damage routing into super. It is possible to extend the combo further and do more damage with 236LP > SA3. For 236LP to connect, A.K.I. has to delay the move a little bit.

If A.K.I. routes into Super without the extension (236LP > SA3), she does:

  • SA1: ~4610 damage
  • SA2: ~5020 damage
  • SA3: ~5920 damage

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
PC 5HK > 2PP~P!, 5HK > 2PP~K, DR 5HK > DRC 5HK > DRC 5HK > 214HK > SA1/SA2/SA3

Very high damage routing that uses up all of A.K.I.'s drive gauge and puts her in burnout. Excellent way to close out a round, but if the opponent lives, it may be risky since A.K.I. is now in burnout.

Anti-Air Combos

It is quite difficult to hit confirm the punish counter 5HK. A.K.I. can option select her followups to cancel into 214PP if the hit is not a punish counter hit.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
(Air Hit) PC 5HK, 214KK, 236MP, 236LP

Simple combo off of a punish counter air hit 5HK.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
(Air Hit) PC 5HK, 214KK, PDR 5HK > 2PP~P

Extremely good corner carry and knockdown from a punish counter air hit 5HK. Leads to all the usual Venomous Fang knockdown/combo options. The combo may be a bit finicky to pull off.

Drive Impact Combos

As seen in the starter combos section.

Punish Counter
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP > 236HP

This is the same combo as the 5HK combo shown above.

Corner Wallsplat
Easy
DI, 5HK > 214HP, DR 5HK > 2PP~P

From 2PP~P, it is possible to extend further into a super, or DR 2HK > super for extra damage. Otherwise, A.K.I. gains access to a lot of setups during the knockdown.

Stun Combos

Meterless
Easy
214MP, j.HP, 5HK > 236MP!, 5HK > 2PP~K, 236LP!

Meterless route that gives a +50 knockdown for A.K.I. if performed correctly. This allows her to end in Orchid Spring (and leaves her +4), but doesn't give a throw mixup on oki due to spacing.

Drive Gauge Usage: SF6 drive gauge.png
Easy
214MP, j.HP, 5HK > 236MP!, PDR 5HK > 2PP~K, 236MP!, 236LP

Not much more damage compared to the meterless route, but ends with the opponent poisoned while allowing throw oki.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP

A small damage increase over the 1 drive bar route, but gives both Orchid Spring (214MP) and throw oki.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png(SF6 drive gauge.png)
Medium
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, 5HK > 2PP~P!

Standard route into Venomous Fang knockdown, making it A.K.I.'s preferred option. 236PP!, 214HP is a tight link that keeps the opponent juggled high up. If the input timing is incorrect, 2PP~P may whiff. It is also possible to followup with supers:

  • SA1: ~3520 damage
  • SA2: ~4000 damage
  • SA3: ~4910 damage (~4980 with PDR 2HK > SA3. Uses another drive bar.)

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, 5HK > 2PP~K, Super

3 Drive Bars route that leads specifically to super for the extra damage. Good for closing out rounds.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
214MP, j.HP, 5HK > 236MP, 5HK > 236PP, PDR 5HK > 214KK > Super

High damage route into a super. Ending with PDR > 2HK > Super does less damage.

  • SA1: ~3710 damage
  • SA2: ~4030 damage
  • SA3: ~5030 damage

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Hard


214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 236LP, 214PP~LP > SA2/SA3

Tight links but does the most damage.


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