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| == Starter Combos == | | == Starter Combos == |
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| | <tabber> Light Confirms Without Charge (Far Range)= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Light confirms | | | Title = Light Confirms (Far Range) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
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| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = https://www.youtube.com/watch?v=kexSQS15-sY&ab_channel=Basinator | | | Youtube = |
| | Recipe = {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|214HP}}/{{clr|H|236HP}} <br> {{clr|L|5LP}}~{{clr|L|LP}} > {{clr|H|214HP}}/{{clr|H|236HP}} <br> {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|H|214HP}}/{{clr|H|236HP}} | | | Recipe = {{clr|L|2LP}}/{{clr|L|2LK}}/{{clr|L|5LP}} (x3) > {{clr|M|236MK}} |
| | content = Basic light button confirms into a knockdown. A.K.I. may be able to chain three {{clr|L|2LP}} together depending on her range from the opponent. When unsure, it is always safe to do two {{clr|L|2LP}} (unless A.K.I. starts very far away, in which case only one {{clr|L|2LP}} will connect). | | | content = Basic light button confirm into {{clr|M|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 {{clr|M|236MK}}. After either {{clr|M|MK}} Lightning Legs, Chun-Li is generally not in throw range, unless {{clr|M|236MK}} is performed right after two lights at closer ranges. |
| | | }} |
| Generally, if A.K.I. hit confirms, it is preferred to end with {{clr|H|236HP}} as she gains access to many [[A.K.I./Strategy#236HP_Setups|setups]]. However, when unsure, A.K.I. can safely end the string with {{clr|H|214HP}} even if the opponent is blocking.
| | |-| Light Confirms Without Charge (Close Range) = |
| | {{TheoryBox |
| | | Title = Light Confirms (Close Range) |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|L|2LP}}/{{clr|L|2LK}}/{{clr|L|5LP}} (x2) > {{clr|H|22HK}} / {{clr|L|5LP}} (x3) > {{clr|H|2HK}} |
| | | content = Basic light button confirm into {{clr|H|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 {{clr|HK|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 {{clr|L|5LP}}s and at most one {{clr|L|2LP}}. {{clr|L|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 {{clr|H|22HK}}. |
| | }} |
| | |-| Light Confirms With Charge = |
| | {{TheoryBox |
| | | Title = Light Confirms With Charge |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|L|2LK}}/{{clr|L|2LP}} > {{clr|L|2LK}}/{{clr|L|2LP}} > {{clr|L|[2]8LK}} |
| | | content = 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 {{clr|L|[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. {{clr|4|PDR}} {{clr|L|2LK}} > {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|L|[2]8LK}}). |
| }} | | }} |
| | </tabber> |
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| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|H|5HK}} starter | | | Title = Jump-in Combo |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
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| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = https://www.youtube.com/watch?v=L4jayNI5W00 | | | Youtube = https://www.youtube.com/watch?v=dz15tCNl7pg |
| | Recipe = {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} | | | Recipe = {{clr|H|j.HK}}/{{clr|H|8j.HK}}, {{clr|H|2HP}} > 214LP~{{clr|L|LK}} > {{clr|M|28MK}} |
| | content = This is A.K.I.'s bread and butter combo. She can also route into this combo from a jump-in {{clr|H|j.HP}}/{{clr|H|j.HK}}, or from a drive rush cancel. On block, {{clr|H|5HK}} > 2PP~K frametraps, but A.K.I.'s turn ends after the Heel Strike, as she will be -3 on block. | | | content = Chun-Li's jump-in BnB. The cancel window on {{clr|H|2HP}} is quite late, so make sure to delay the 214P input after {{clr|H|2HP}}. |
| | }} |
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| From a {{clr|H|236HP}} knockdown, she gains access to many [[A.K.I./Strategy#236HP_Setups|setups]], making it one of her preferred enders in a combo.
| | {{TheoryBox |
| | | Title = Drive Rush Cancel Combo |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = Medium/Heavy > {{clr|4|DRC}} {{clr|H|4HP}} > 214P~{{clr|M|MK}} > {{clr|H|28HK}} |
| | | content = 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. |
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| Example jump-in combo: | | Example {{clr|4|DRC}} combo: |
| {{clr|H|j.HP}}/{{clr|H|j.HK}} > {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} | | {{clr|M|2MK}} > {{clr|4|DRC}} {{clr|H|4HP}} > 214P~{{clr|M|MK}} > {{clr|H|28HK}} |
| }} | | }} |
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| <tabber> Punish Counter = | | <tabber> Midscreen = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Impact | | | Title = Drive Impact |
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| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = https://www.youtube.com/watch?v=R0Pm682vJIc&ab_channel=Basinator | | | Youtube = |
| | Recipe = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} | | | Recipe = PC DI, {{clr|H|5HK}} > 214P~{{clr|M|MK}} > {{clr|H|28HK}} |
| | content = This is the same combo as the {{clr|H|5HK}} combo shown above. | | | content = Simple punish counter DI route that leads to good corner carry, damage, and knockdown advantage. |
| }} | | }} |
| |-| Corner Wallsplat = | | |-| Corner = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Impact | | | Title = Drive Impact |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = https://www.youtube.com/watch?v=tIQS7mnFNbU&ab_channel=Basinator | | | Youtube = |
| | Recipe = DI, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P | | | Recipe = PC DI, {{clr|H|4HP}} > {{clr|H|236HK}}, {{clr|H|22HK}} |
| | content = From 2PP~P, it is possible to extend further into a super, or {{clr|4|DR}} {{clr|H|2HK}} > super for extra damage. Otherwise, A.K.I. gains access to a lot of setups during the knockdown. | | | content = Punish counter DI corner route, leads to {{clr|H|HK}} tensho kicks knockdown for good oki setups. |
| }} | | }} |
| </tabber> | | </tabber> |
| <br>
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| == Links & Chains ==
| |
| A non-comprehensive list of important links and chains A.K.I. has access to.
| |
| <tabber>
| |
| Normal Hit =
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| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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| |-
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| ! Combo !! Notes
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| | {{clr|L|5LP}}~{{clr|L|LP}} || General-purpose close-range TC. Slightly slower than {{clr|L|2LP}}, but frametraps between hits and is safe on block.
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| | {{clr|L|2LK}}/{{clr|L|2LP}} > {{clr|L|2LP}} || Starting with {{clr|L|2LP}} allows for a third {{clr|L|2LP}} to chain before being pushed out of range.
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| |-
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| | {{clr|M|5MK}}, {{clr|M|5MP}} || AKI's main medium starter link. {{clr|M|5MP}} will whiff at further ranges.
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| |-
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| | {{clr|M|2MK}}/{{clr|H|5HK}}, {{clr|L|2LP}} || Alternate medium starter link.
| |
| |}
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| |-|
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| Counter Hits =
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| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| |
| |-
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| ! Combo !! Notes
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| |-
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| | CH {{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|5MP}} || Adds some damage, and {{clr|M|5MP}} reaches where another {{clr|L|2LP}} might have whiffed.
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| |-
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| | CH {{clr|M|2MP}}/{{clr|M|5MP}}, 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || Confirms {{clr|M|MP}} into BNB.
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| |-
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| | CH {{clr|M|2MP}}/{{clr|M|5MP}}, {{clr|L|2LP}} > {{clr|L|2LP}} || Easier to hit confirm, and leaves less gap on block than previous route.
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| |-
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| | CH {{clr|M|5MK}}, {{clr|M|2MP}} || Converts CH {{clr|M|5MK}} into a special move or a Drive Rush for a knockdown.
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| |-
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| | CH {{clr|M|2MK}}/{{clr|H|5HK}}, {{clr|M|5MP}} || Less useful than it may seem due to {{clr|M|5MP}}'s short reach, but important nonetheless.
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| |-
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| | CH {{clr|H|6HP}}, {{clr|L|5LK}} || Converting a counter-hit poke into some damage. {{clr|L|5LK}} may not reach at further ranges.
| |
| |}
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| |-|
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| Drive Rush =
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| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| |
| |-
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| ! Combo !! Notes
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| |-
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| | {{clr|4|DR}} {{clr|L|2LK}}/{{clr|M|2MK}}, {{clr|M|5MP}} || Drive rush low starter. {{clr|L|2LK}} is faster, but {{clr|M|2MK}} reaches further. {{clr|M|5MP}} may whiff at further ranges.
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| |-
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| | {{clr|4|DR}} {{clr|M|5MK}}, {{clr|H|5HK}} || Drive rush starter that goes into BnB.
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| | {{clr|4|DR}} {{clr|M|5MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} || Higher damage route from {{clr|M|5MK}}, but doesn't go into BnB without another DRC.
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| |-
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| | {{clr|4|DR}} {{clr|H|6HK}}, {{clr|M|5MP}}/{{clr|M|2MP}} || Drive rush starter with decent range and a lot of + frames on block.
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| | {{clr|4|DR}} {{clr|L|2LP}}/{{clr|L|5LP}}/{{clr|L|5LK}}, {{clr|M|5MP}}/{{clr|M|2MP}} || Drive rush light starter for some extra damage.
| |
| |}
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| </tabber>
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| <br> | | <br> |
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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. |
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| 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}} |
| }} | | }} |
| |-| | | |-| |
| HP Serpent Lash=
| | OD Hundred Lightning Kicks= |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|H|HP}} Serpent Lash ({{clr|H|236HP}}) | | | Title = OD Legs (236KK) |
| | Oneliner = Safe Jump City | | | Oneliner = |
| | 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 = 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 |
| | }} |
| | |-| |
| | Spinning Bird Kick= |
| | {{TheoryBox |
| | | Title = Spinning Bird Kick ([2]8K) |
| | | Oneliner = Most reliable ender |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | 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}} |
| | }} |
| | |-| |
| | OD Spinning Bird Kick= |
| | {{TheoryBox |
| | | Title = OD Spinning Bird Kick ([2]8KK) |
| | | Oneliner = For further combo extensions |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | 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 |
| }} | | }} |
| |-| | | |-| |
| Venomous Fang=
| | HK Tensho Kicks= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Venomous Fang (2PP~P) | | | Title = HK Tensho Kicks ({{clr|H|22HK}} |
| | Oneliner = Welcome to setup city and combo town. | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
| | Damage = | | | Damage = |
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Line 198: |
| | 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 ''+86 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 = 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 entirely. |
| | |
| | Example enders: |
| | * {{clr|L|5LP}} > {{clr|L|5LP}} > {{clr|H|22HK}} |
| }} | | }} |
| </tabber> | | </tabber> |
|
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| === Drive Rush Cancel Extensions === | | === 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. | | 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 {{clr|M|5MK}}, A.K.I. must cancel from {{clr|M|5MP}}, {{clr|M|2MP}}, or {{clr|H|5HK}} for it to combo. |
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| Here are some example combos: | | Here are some example combos: |
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| * {{clr|4|PDR}} {{clr|M|5MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} > SA3 | | * {{clr|4|PDR}} {{clr|M|5MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} > SA3 |
| <br> | | <br> |
| == Combos == | | |
| === Punish Counter/Drive Rush === | | == Main Combos == |
| <tabber> -4 =
| | {{clr|H|236HP}} is only one possible ender for these combos. On block, {{clr|H|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. |
| | |
| | === {{clr|L|Light}} Starter === |
| | |
| | Listed here are some combos that may be good for mashing out of pressure. |
| | |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ -4 Punishes
| |
| |- | | |- |
| ! Combo !! Notes | | ! Combo !! Drive Gauge Used !! Notes |
| | |- |
| | | {{clr|L|2LP}} > {{clr|L|2LP}} > ({{clr|L|2LP}} >) {{clr|H|236HP}} || - || 4f starter. {{clr|L|2LP}} can potentially chain into itself three times depending on the range. |
| | |- |
| | | {{clr|L|5LP}}~{{clr|L|LP}} > {{clr|H|236HP}} || - || 5f starter. Target combo into a knockdown. |
| | |- |
| | | {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|H|236HP}} || - || 5f low starter into a knockdown. |
| |- | | |- |
| | PC {{clr|L|2LP}}, {{clr|M|2MP}} || | | | CH {{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|5MP}} > {{clr|H|236HP}} || - || Counterhit light starter. {{clr|M|5MP}} can hit where another {{clr|L|2LP}} could have whiffed. |
| |} | | |} |
| |-| -5 = | | |
| | === {{clr|M|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. |
| | |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ -5 Punishes
| |
| |- | | |- |
| ! Combo !! Notes | | ! Combo !! Drive Gauge Used !! Notes |
| |- | | |- |
| | || | | | {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || - || Decent range starter, though {{clr|M|5MP}} can easily whiff at further ranges. |
| | |- |
| | | {{clr|M|2MP}}/{{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || {{drive sf6}}{{drive sf6}}{{drive sf6}} || {{clr|M|5MP}}: 6f starter with an okay range. {{clr|M|2MP}}: 8f starter with a better range. Drive gauge used to extend combo into a knockdown. |
| | |- |
| | | {{clr|M|2MP}} > 236PP, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}}! || {{drive sf6}}{{drive sf6}} || Routing into EX lash and Toxic Blossom. Only works from {{clr|M|2MP}} or {{clr|H|5HK}}. {{clr|H|236HP}}! extensions can be found [[#236HP!_Combo_Extensions|here]]. |
| | |- |
| | | CH {{clr|M|5MP}}, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || - || 6f counterhit starter into a knockdown. Plenty of time to hit confirm. |
| | |- |
| | | CH {{clr|M|2MP}}/{{clr|M|5MP}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || - || {{clr|M|5MP}}: another 6f counterhit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring. |
| |} | | |} |
| |-| -6 = | | |
| | === {{clr|H|Heavy}} Starter === |
| | |
| | Punish Counter {{clr|H|5HK}} routes can be found [[#Reversal/Throw_Whiff_Punish|here]]. |
| | |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ -6 Punishes
| |
| |- | | |- |
| ! Combo !! Notes | | ! Combo !! Drive Gauge Used !! Notes |
| | |- |
| | | {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || - || A.K.I.'s BnB. |
| |- | | |- |
| | PC {{clr|M|5MP}}, {{clr|M|5MP}} <br> PC {{clr|M|5MP}}, 2PP~K || If certain that {{clr|M|5MP}} will connect, the 2PP~K route may be a better option. | | | CH {{clr|H|6HP}}, {{clr|L|5LK}} > {{clr|L|236LP}} || - || Far range counter-hit combo. Only {{clr|L|236LP}} works at far ranges. |
| | |- |
| | | CH {{clr|H|6HK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || - || |
| |} | | |} |
| |-| -7 = | | |
| | === {{clr|4|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). |
| | |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ -7 Punishes
| |
| |- | | |- |
| ! Combo !! Notes | | ! Combo !! Drive Gauge Used !! Notes |
| |- | | |- |
| | PC {{clr|M|2MK}}, {{clr|M|2MP}}/{{clr|M|2MK}} || {{clr|M|2MP}} won't link properly after {{clr|M|2MK}} at max range, which heavily limits AKI's options afterwards. | | | {{clr|4|PDR}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || {{drivehalf sf6}} || Drive rush {{clr|M|5MK}} into BnB. |
| | |- |
| | | {{clr|4|PDR}} {{clr|M|2MK}}/{{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || {{drivehalf sf6}} || {{clr|M|5MK}}: 7f low starter that has a decent range. {{clr|M|2MK}}: 5f low starter with a slightly worse range. {{clr|M|5MP}} will whiff at further ranges. |
| | |- |
| | | {{clr|4|PDR}} {{clr|M|3MP}}, {{clr|M|5MP}} > {{clr|H|236HP}} || {{drivehalf sf6}} || 24f overhead option. Decent mix option. |
| | |- |
| | | {{clr|4|PDR}} {{clr|H|6HK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || {{drivehalf sf6}} || A bit slow, but a good approach option. Very plus on block, and plenty of time to confirm. |
| | |- |
| | | CH {{clr|4|PDR}} {{clr|H|6HK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || {{drivehalf sf6}} || Counter-hit route, leads to more damage and corner carry. |
| |} | | |} |
| |-| -8 = | | |
| | === {{clr|H|236HP}}! Combo Extensions === |
| | |
| | These are combo extensions that can be added on after {{clr|H|236HP}} procs Toxic Blossom as part of a combo. |
| | |
| | <tabber> |
| | Midscreen= |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |+ -8 Punishes
| |
| |- | | |- |
| ! Combo !! Notes | | ! Combo !! Drive Gauge Used !! Drive Notes |
| | |- |
| | | ...{{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}} || {{drivehalf sf6}} || Her go-to option, as it opens her up to the same setups after a regular {{clr|H|236HP}} (e.g. safejumps). |
| | |- |
| | | ...{{clr|H|236HP}}!, dl {{clr|L|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 {{clr|H|236HP}}! |
| | |- |
| | | ... > {{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|5MP}} > 2PP~K, {{clr|L|236LP}} || {{drivehalf sf6}} || For a mix of extra damage and corner carry at the cost of stricter spacing (doesn't work at max range {{clr|H|236HP}}!) |
| | |- |
| | | ...{{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > {{clr|M|236MP}} || {{drivehalf sf6}} || Better damage and better corner carry, but loses access to her usual {{clr|H|236HP}} setup. |
| | |- |
| | | ... > {{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > 22P~P || {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drivehalf sf6}} || For expensive corner carry (only works at max range {{clr|H|236HP}}!) |
| |- | | |- |
| | PC {{clr|M|5MP}}, 2PP~K || | | | ...{{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|2MP}}/{{clr|M|5MP}} > 2PP~K, {{clr|4|PDR}} {{clr|M|2MP}}/{{clr|M|5MP}} > Super || {{drive sf6}} || Squeezes out some extra damage. Good option for closing out rounds. |
| |} | | |} |
| | |-| |
| | Corner= |
| | {{TheoryBox |
| | | Title = Drive Gauge Used: {{drivehalf sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=xB1D_ZxIxjI&feature=youtu.be&ab_channel=Basinator |
| | | Recipe = ...{{clr|H|236HP}}!, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P |
| | | content = 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 {{clr|4|PDR}} {{clr|H|2HK}} > Super. |
| | }} |
| </tabber> | | </tabber> |
|
| |
|
| <tabber> Reversal/-9 Punish (No Poison) = | | ===Reversal/Throw Whiff Punish=== |
| | These are essentially {{clr|H|5HK}} punish counter routes. |
| | |
| | ====Non-Poisoned Routes==== |
| | <tabber> |
| | Meterless= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Reversal/Throw Whiff Punish | | | Title = Meterless |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=-G8TOfWgQtc&ab_channel=Basinator |
| | | Recipe = PC {{clr|H|5HK}} > {{clr|H|214HK}}, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} |
| | | content = Basic punish counter {{clr|H|5HK}} routing. |
| | }} |
| | |-| |
| | 2.5 Drive Bars= |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drivehalf sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
Line 245: |
Line 356: |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=wtpWhlRMwO0&ab_channel=Basinator |
| | Recipe = PC {{clr|H|5HK}} > {{clr|H|214HK}}, {{clr|L|2LP}} > ... <br> PC {{clr|H|5HK}}, {{clr|H|5HK}} > 236PP, > ... | | | Recipe = PC {{clr|H|5HK}} > {{clr|H|5HK}} > 236PP, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}} |
| | content = Two main starters for DP punishes when the opponent isn't poisoned. Both of these combos can be extended if the opponent was poisoned beforehand, but there are generally better routes to go for if that's the case. | | | content = Gives more corner carry and damage. The second {{clr|H|5HK}} may whiff at further ranges. Only use this combo if A.K.I. is close to the opponent. |
| | }} |
| | </tabber> |
| | |
| | ====Poisoned Routes==== |
| | <tabber> |
| | Midscreen Half Drive Bar= |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drivehalf sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = 3685 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=xB1D_ZxIxjI&feature=youtu.be&ab_channel=Basinator |
| | | Recipe = PC {{clr|H|5HK}}, 2PP~P!, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|2HP}} |
| | | content = A.K.I.'s midscreen Poison PC combo. Good damage and corner carry. |
| | }} |
| | |-| |
| | Corner Half Drive Bar= |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drivehalf sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = 3934 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=ZocvTiMf-KA&ab_channel=Basinator |
| | | Recipe = PC {{clr|H|5HK}}, 2PP~P!, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P! (> SA1/SA2/SA3) |
| | | content = A.K.I.'s main corner Poison PC combo. Can be extended into a super for extra damage. |
| | }} |
| | |-| |
| | Corner 4 Drive Bars= |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drivehalf sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = 6210 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=NZ-KvPa86gY&ab_channel=Basinator |
| | | Recipe = PC {{clr|H|5HK}} > 2PP~P!, {{clr|H|5HK}} > 2PP~K, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|6HK}} > Super/{{clr|L|236LP}} > SA3 |
| | | content = Higher damage routing into super. It is possible to extend the combo further and do more damage with {{clr|L|236LP}} > SA3. For {{clr|L|236LP}} to connect, A.K.I. has to delay the move a little bit. |
| | |
| | If A.K.I. routes into Super without the extension ({{clr|L|236LP}} > SA3), she does: |
| | * SA1: ~4610 damage |
| | * SA2: ~5020 damage |
| | * SA3: ~5920 damage |
| }} | | }} |
| |-| Reversal/-9 Punish (Poison) = | | |-| |
| | Corner 6 Drive Bars= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Reversal/Throw Whiff Punish | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = 6442 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=zzSUQqKtzc8&ab_channel=Basinator |
| | Recipe = PC {{clr|H|5HK}} > 2PP~P!, {{clr|H|5HK}} > ... <br> (Near corner, 1 drive gauge) PC {{clr|H|5HK}} > 2PP~P!, {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P! > SA1/SA2/SA3 <br> (Near corner, 4 drive gauges) PC {{clr|H|5HK}} > 2PP~P!, {{clr|H|5HK}} > 2PP~K, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|6HK}} > {{clr|L|236LP}} > SA3 (~6200 damage) <br> (Near corner, 6 drive gauges) PC {{clr|H|5HK}} > 2PP~P!, {{clr|H|5HK}} > 2PP~K, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > {{clr|H|214HK}} > SA1/SA3 (~6400 damage) | | | Recipe = PC {{clr|H|5HK}} > 2PP~P!, {{clr|H|5HK}} > 2PP~K, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > {{clr|H|214HK}} > SA1/SA2/SA3 |
| | content = Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo. | | | content = 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. |
| }} | | }} |
| </tabber> | | </tabber> |
|
| |
|
| | ===Anti-Air Combos=== |
| | It is quite difficult to hit confirm the punish counter {{clr|H|5HK}}. A.K.I. can option select her followups to cancel into 214PP if the hit is not a punish counter hit. |
| | |
| | <tabber> |
| | PC 5HK (2 Drive Bars) = |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = 2785 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=pw02_9-9utg&ab_channel=Basinator |
| | | Recipe = (Air Hit) PC {{clr|H|5HK}}, 214KK, {{clr|M|236MP}}, {{clr|L|236LP}} |
| | | content = Simple combo off of a punish counter air hit {{clr|H|5HK}}. |
| | }} |
| | |-| |
| | PC 5HK (3 Drive Bars) = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush Cancel | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = 3244 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=-WScIgpvj4A&ab_channel=Basinator |
| | Recipe = light normal {{clr|4|DRC}} > {{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|2MP}}/{{clr|M|5MP}} <br> {{clr|M|2MP}}/{{clr|H|5HK}} {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > ... | | | Recipe = (Air Hit) PC {{clr|H|5HK}}, 214KK, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P |
| | content = AKI gets very little reward for using {{clr|4|DRC}} from her light normals and {{clr|M|5MP}}. The biggest damage increase she gets is whenever {{clr|M|5MK}} is available, which is only from heavier buttons. | | | content = Extremely good corner carry and knockdown from a punish counter air hit {{clr|H|5HK}}. Leads to all the usual Venomous Fang knockdown/combo options. The combo may be a bit finicky to pull off. |
| }} | | }} |
| | </tabber> |
| | |
| | ===Drive Impact Combos=== |
| | As seen in the starter combos section. |
|
| |
|
| | <tabber> Punish Counter = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Raw Drive Rush | | | Title = Punish Counter |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=R0Pm682vJIc&ab_channel=Basinator |
| | | Recipe = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} |
| | | content = This is the same combo as the {{clr|H|5HK}} combo shown above. |
| | }} |
| | |-| Corner Wallsplat = |
| | {{TheoryBox |
| | | Title = Corner Wallsplat |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=tIQS7mnFNbU&ab_channel=Basinator |
| | Recipe = {{clr|4|DR}} {{clr|M|2MK}}, {{clr|M|2MP}} <br> {{clr|4|DR}} {{clr|M|3MK}}, {{clr|M|5MP}} <br> {{clr|4|DR}} {{clr|H|6HK}}, {{clr|M|2MP}} <br> CH {{clr|4|DR}} {{clr|H|6HK}}, {{clr|H|5HK}} | | | Recipe = DI, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P |
| | content = {{clr|M|2MK}} {{clr|M|2MP}} is listed here a second time as it's much more consistent thanks to the momentum of Drive Rush. Otherwise, all of her non-{{clr|H|5HK}} Punish Counter routes work. | | | content = From 2PP~P, it is possible to extend further into a super, or {{clr|4|DR}} {{clr|H|2HK}} > super for extra damage. Otherwise, A.K.I. gains access to a lot of setups during the knockdown. |
| }} | | }} |
| | </tabber> |
|
| |
|
| === Combo Extensions === | | ===Stun Combos=== |
| AKI uses Drive Rush for a lot of her combo extensions, as Toxic Blossom gives her a launch off her common combo enders. This is by no means a complete list, just something to get started with.
| |
|
| |
|
| | <tabber> |
| | Meterless= |
| | {{TheoryBox |
| | | Title = Meterless |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = 2706 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=vP6StgBmN1E&ab_channel=Basinator |
| | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 2PP~K, {{clr|L|236LP}}! |
| | | content = 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. |
| | }} |
| | |-| |
| | 1 Drive Bar= |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drive sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = 2710 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=oGOfsWxcVyc&ab_channel=Basinator |
| | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~K, {{clr|M|236MP}}!, {{clr|L|236LP}} |
| | | content = Not much more damage compared to the meterless route, but ends with the opponent poisoned while allowing throw oki. |
| | }} |
| | |-| |
| | 2 Drive Bars= |
| | {{TheoryBox |
| | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}} |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = 2752 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=tqhYYGi5Ht0&ab_channel=Basinator |
| | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}} |
| | | content = A small damage increase over the 1 drive bar route, but gives both Orchid Spring ({{clr|M|214MP}}) and throw oki. |
| | }} |
| | |-| |
| | 3 Drive Bars= |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|4|DRC}} Drive Dump | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}({{drive sf6}}) |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = 2913 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=ohM6EbCl_Wo&ab_channel=Basinator |
| | Recipe = light normal {{clr|4|DRC}} {{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|5MP}} {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}}*n > ... <br> medium/heavy normal {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}}*n > ... | | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}, {{clr|H|5HK}} > 2PP~P! |
| | content = WIP
| | | content = Standard route into Venomous Fang knockdown, making it A.K.I.'s preferred option. 236PP!, {{clr|H|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 {{clr|4|PDR}} {{clr|H|2HK}} > SA3. Uses another drive bar.) |
| }} | | }} |
| | | |-| |
| | 3 Drive Bars Super Ender= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Midscreen {{clr|H|236HP}}! | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = 3697 (SA1) |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=k7KjHXioZoM&ab_channel=Basinator |
| | Recipe = {{clr|1|1)}} ... > {{clr|H|236HP}}!, {{clr|L|236LP}} <br> {{clr|2|2)}} ... > {{clr|H|236HP}}!, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|M|236MP}} <br> {{clr|3|3)}} ... > {{clr|H|236HP}}!, {{clr|4|DR}} {{clr|M|2MP}} > {{clr|H|236HP}} <br> {{clr|4|4)}} ... > {{clr|H|236HP}}!, {{clr|4|DR}} {{clr|M|5MP}} > 2PP~K, {{clr|L|236LP}} <br> {{clr|5|5)}} ... > {{clr|H|236HP}}!, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > 22P~P <br> {{clr|6|6)}} ... > {{clr|H|236HP}}!, {{clr|4|DR}} {{clr|M|2MP}}/{{clr|M|5MP}} > 2PP~K, {{clr|4|DR}} {{clr|M|2MP}}/{{clr|M|5MP}} > SA1/SA3 | | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}, {{clr|H|5HK}} > 2PP~K, Super |
| | content = {{clr|H|236HP}}! Is a versatile combo tool and one of the more common conversions since it can be combo'd from light normals. Aki has many viable combos from it depending on resources, corner spacing, and whether you want to go for corner carry, damage, or oki. {{clr|1|1)}} For a meterless extension. It builds enough space to safely throw out a projectile, but doesn't work at max range {{clr|H|236HP}}! such as after {{clr|L|2LP}}x3. {{clr|2|2)}} For an enhanced version of the first route with better damage and corner carry. {{clr|3|3)}} For a safe jump anywhere. {{clr|4|4)}} For a mix of extra damage and corner carry at the cost of stricter spacing (Doesn't work at max range {{clr|H|236HP}}!). {{clr|5|5)}} For expensive corner carry (only works at max range {{clr|H|236HP}}!). {{clr|6|6)}} For closing out a round if you need that extra damage before cancelling into a super. | | | content = 3 Drive Bars route that leads specifically to super for the extra damage. Good for closing out rounds. |
| }} | | }} |
| | | |-| |
| | 5 Drive Bars= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Generic Corner Combo | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = 5030 (SA3) |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=GCF3IGXc0aI&ab_channel=Basinator |
| | Recipe = ... > {{clr|H|236HP}}!, ({{clr|4|DR}} {{clr|H|5HK}} >) {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P! <br> DI (Crumple), {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P! | | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK > Super |
| | content = Looping poison setups (if {{clr|M|214MP}} is setup afterwards) that lead back into AKI's best knockdown. Learn this.
| | | content = High damage route into a super. Ending with {{clr|4|PDR}} > {{clr|H|2HK}} > Super does less damage. |
| | * SA1: ~3710 damage |
| | * SA2: ~4030 damage |
| | * SA3: ~5030 damage |
| }} | | }} |
| | | |-| |
| | 6 Drive Bars= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Orchid Spring Stun Combos | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Hard}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = {{clr|M|214MP}}...<br> {{clr|1|0 drive:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 2PP~K, {{clr|L|236LP}}! (2903, Orchid Spring is +4 on oki) <br> {{clr|2|1 drive:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~K, {{clr|M|236MP}}!, {{clr|L|236LP}} (2832 + poison, can cancel to SA3) <br> {{clr|3|2 drive:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}, {{clr|M|236MP}}! (2984, Orchid Spring is +19 on oki) <br> {{clr|4|3 drive:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P! (3109, Orchid Spring is +38 on oki) <br> {{clr|4|3 drive super ender:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~K (SA1 ender ~3820, SA2 ender ~4140) <br> {{clr|5|4 drive SA3 combo:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P!, {{clr|4|DR}} {{clr|H|2HK}} > SA3 (5181) <br> {{clr|6|5 drive:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|4|DR}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP}} > SA3 <br> {{clr|7|6 drive:}} ... > {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|4|DR}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP}}, 214PP~{{clr|L|LP}} > SA2/SA3 | | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|4|DR}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP}}, 214PP~{{clr|L|LP}} > SA2/SA3 |
| | content = The 0 drive combo allows you to end in Orchid Spring, but doesn't give a throw mixup on oki due to spacing. 1 drive combo is less damage, but ends with the opponent poisoned while allowing throw oki. 2 drive combo is a small damage increase over 1 drive, but gives Orchid Spring AND throw oki. 3 drive combo 1 gives the best Orchid Spring oki, but if you end in SA1 or SA2 doesn't deal as much damage as combo 2 due to less poison time. 4 drive combo is a very minor damage boost over 3 drive, but the extra hit can get you the meter you need for a super. The links are quite tight for the 6 drive combo, but does the most damage. | | | content = Tight links but does the most damage. |
| }} | | }} |
| | </tabber> |
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| {{Character Subnav SF6 | chara=A.K.I. | tag=AKI }} | | {{Character Subnav SF6 | chara=A.K.I. | tag=AKI }} |