Street Fighter 6/A.K.I./Combos: Difference between revisions

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{{ComboKey-SF6}}
{{ComboKey-SF6}}


== Day 1 Combos ==
== Starter Combos ==
 
{{TheoryBox
{{TheoryBox
| Title      = Jump-In Combos
| Title      = Light confirms
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=QExcC8HL8lg
| Recipe    = {{clr|M|j.MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|H|214HP}}/{{clr|H|236HP}} <br> {{clr|H|j.HK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|214HP}}/{{clr|H|236HP}}
| 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|L|2LP}} > {{clr|H|214HP}}/{{clr|H|236HP}} <br> {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|M|236MP}}
| content    = Both combos show some of AKI's basic normal hit combos. The first shows off the {{clr|M|5MK}}, {{clr|M|5MP}} link. Get familiar with {{clr|M|5MP}}, it's a core part of how her combo structure works. The second combo is a little longer, but can also be used after Punish Counter Drive Impact.
| content    = Basic light button confirms into a knockdown. A.K.I. may be able to chain three {{clr|L|2LP}} and link an additional {{clr|L|5LK}} together depending on her range from the opponent. When unsure, it is mostly safe to perform the {{clr|L|2LP}}, {{clr|L|5LK}} link (unless A.K.I. starts very far away, in which case only one {{clr|L|2LP}}/{{clr|L|5LK}} will connect). At further ranges, {{clr|H|236HP}}/{{clr|H|214HP}} enders will not connect, and she will have to opt for {{clr|M|236MP}} instead.


Either special works as an ender, but only {{clr|H|236HP}} works as an extender. This will be detailed later, but keep it in mind. For now, just try and get one of these consistent.
Generally, if A.K.I. hit confirms, it is preferred to end with {{clr|H|236HP}} as she gains access to many [[Street_Fighter_6/A.K.I./Strategy#236HP_Setups|setups]]. If the opponent is poisoned, A.K.I. may also want to end with {{clr|M|236MP}} to gain access to higher-damaging and lower cost combo extensions. However, when unsure, A.K.I. can safely end the string with {{clr|H|214HP}} even if the opponent is blocking.
}}
}}


{{TheoryBox
{{TheoryBox
| Title      = Lights into a Knockdown
| Title      = {{clr|H|5HK}} starter
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
Line 28: Line 29:
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=MO-uL15RKK8
| 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|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}}
| content    =  
| 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 frame traps, but A.K.I.'s turn ends after the Heel Strike, as she will be -3 on block.
 
From a {{clr|H|236HP}} knockdown, she gains access to many [[Street_Fighter_6/A.K.I./Strategy#236HP_Setups|setups]], making it one of her preferred enders in a combo. A.K.I. also has the option to end with {{clr|M|236MP}}, which may be better for Toxic Blossom routes.
 
Example jump-in combo:
{{clr|H|j.HP}}/{{clr|H|j.HK}} > {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}}
}}
 
<tabber> Midscreen =
{{TheoryBox
| Title      = {{clr|H|236HP}}! Extensions
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=7iCfE0SSD2g&ab_channel=Basinator
| Recipe    = {{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}}
| content    = Standard routing. Leads to the same {{clr|H|236HP}} [[Street_Fighter_6/A.K.I./Strategy#236HP_Setups|setups]] after.
}}
|-| Corner =
{{TheoryBox
| Title      = {{clr|H|236HP}}! Extensions
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=mFPma5RVKM0&ab_channel=Basinator
| Recipe    = {{clr|H|236HP}}!, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P!
| content    = Good damage and knockdown. Links may be a bit tight.
}}
}}
</tabber>


<tabber> Punish Counter =
<tabber> Punish Counter =
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| Title      = Drive Impact
| Title      = Drive Impact
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=1yrJWppq2Q8
| Recipe    = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|214HP}}/{{clr|H|236HP}}
| Recipe    = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}}
| content    = Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
| content    = This is the same combo as the {{clr|H|5HK}} combo shown above.
}}
}}
|-| Corner Wallsplat =
|-| Corner Wallsplat =
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| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=tIQS7mnFNbU&ab_channel=Basinator
| Recipe    = DI, {{clr|H|5HK}} > {{clr|H|214HP}} , {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P
| Recipe    = DI, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P
| content    = From 2PP~P, it is possible to extend further into a super, or {{clr|4|DR}} {{clr|H|2HK}} > super for extra damage.
| 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>
</tabber>
<br>


== Links and Starters ==
== Links & Chains ==
=== Normal Hit ===
A non-comprehensive list of important links and chains A.K.I. has access to.
<tabber>
Normal Hit =  
{| 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"
|+ Links and Chains
|-
|-
!  Combo !! Notes  
!  Combo !! Notes  
|-  
|-  
| {{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.
| {{clr|L|5LP}}~{{clr|L|LP}} || General-purpose close-range TC. Slightly slower than {{clr|L|2LP}}, but frame traps between hits and is safe on block.
|-  
|-  
| {{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.
| {{clr|L|2LK}}/{{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} || Third {{clr|L|2LP}} may whiff if A.K.I. starts further away.
|-
| {{clr|L|2LP}}, {{clr|L|5LK}} || Very important link for her combos that allows A.K.I. to cancel into {{clr|M|236MP}} or {{clr|H|236HP}} at further ranges.
|-  
|-  
| {{clr|M|5MK}}, {{clr|M|5MP}} || AKI's main medium starter link. {{clr|M|5MP}} will whiff at further ranges.
| {{clr|M|5MK}}, {{clr|M|5MP}} || AKI's main medium starter link. {{clr|M|5MP}} will whiff at further ranges.
|-  
|-  
| {{clr|M|2MK}}/{{clr|H|5HK}}, {{clr|L|2LP}} || Alternate medium starter link. Whenever this is in range to work from {{clr|M|2MK}}, {{clr|L|2LK}} > {{clr|L|2LP}} is always better. {{clr|H|5HK}} > 2PP~K does more damage but is much harder to confirm and leaves AKI point blank and -3 if done on block.
| {{clr|M|2MK}}/{{clr|H|5HK}}, {{clr|L|2LP}}/{{clr|L|5LK}} || Has uses for oki situations, but rarely used otherwise.
|-
| {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}}*n || AKI's highest damage normal hit starter and a staple in many of her routes. 236PP can be used instead of 2PP~K to apply Poison.
|}
|}
 
|-|
=== Counterhit ===
Counter Hits =  
{| 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"
|+ Counterhit Links
|-
|-
!  Combo !! Notes  
!  Combo !! Notes  
|-  
|-  
| CH {{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|5MP}} || Adds a smidgen of damage before converting into a special move.
| 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.
|-  
|-  
| CH {{clr|M|2MP}}/{{clr|M|5MP}}, 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > Ender (e.g. {{clr|H|236HP}}) || Confirms {{clr|M|MP}} into BNB.
| CH {{clr|M|2MP}}/{{clr|M|5MP}}, 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || Confirms {{clr|M|MP}} into BNB.
|-
| 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.
|-  
|-  
| CH {{clr|M|5MK}}, {{clr|M|2MP}} || Converts CH {{clr|M|5MK}} into a special move or a Drive Rush for a knockdown.
| CH {{clr|M|5MK}}, {{clr|M|2MP}} || Converts CH {{clr|M|5MK}} into a special move or a Drive Rush for a knockdown.
|-  
|-  
| 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.
| 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.
|-
| CH {{clr|H|6HP}}, {{clr|L|5LK}} || Converting a counter-hit poke into some damage. {{clr|L|5LK}} may not reach at further ranges.
|-
| PC {{clr|M|2MK}}, {{clr|M|2MP}} || Converting a whiff punish hit into damage and possible knockdown.
|-
| PC {{clr|M|5MK}}, {{clr|H|2HP}} || Converting a whiff punish hit into damage and knockdown.
|}
|}
 
|-|
=== Punish Counter/Drive Rush ===
Drive Rush =  
<tabber> -4 =
{| 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 !! Notes  
|-  
|-  
| PC {{clr|L|2LP}}, {{clr|M|2MP}} ||  
| {{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.
|-
| {{clr|4|DR}} {{clr|M|5MK}}, {{clr|H|5HK}} || Drive rush starter that goes into BnB.
|-
| {{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.
|-
| {{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.
|-
| {{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.
|}
|}
|-| -5 =
</tabber>
<br>
 
== Combo Theory ==
 
=== Picking an Ender ===
<tabber>
LP Serpent Lash=
{{TheoryBox
| Title      = {{clr|L|LP}} Serpent Lash ({{clr|L|236LP}})
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| 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. Note that in corner combos in which this move can juggle into lvl1, it is often more damaging to forgo this move and combo directly into the super if the opponent is Poisoned. This is due to the poison damage during the lvl1 animation doing more damage than the scaled LP Serpent Lash, which triggers Toxic Blossom and removes the poison.
 
Example enders:
* anything special cancelable > {{clr|L|236LP}}
* ... > 2PP~K (juggle), {{clr|L|236LP}}
}}
|-|
Toxic Wreath=
{{TheoryBox
| Title      = Toxic Wreath ({{clr|H|214HP}})
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| 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.
}}
|-|
MP Serpent Lash=
{{TheoryBox
| Title      = {{clr|M|MP}} Serpent Lash ({{clr|M|236MP}})
| Oneliner  = Preferred ender with Toxic Blossom
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    =
| content    = A.K.I.'s preferred ender when the opponent is poisoned. With {{clr|M|236MP}}!, she gains access to more damaging combos that require less drive gauge or has better corner carry, as well as some setups that are exclusive to {{clr|M|236MP}}!, such as '''safejumps that do not depend on the opponent's rise option'''.
 
When the opponent is not poisoned, this ender is arguably worse than {{clr|H|236HP}} midscreen, as it sends the opponent too far away for any meaningful setups. In the corner, she gets the same access to the same setups as {{clr|H|236HP}}.
}}
|-|
HP Serpent Lash=
{{TheoryBox
| Title      = {{clr|H|HP}} Serpent Lash ({{clr|H|236HP}})
| Oneliner  = Safe Jump City
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| 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 safe jump, 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 safe jump. With corner and poison AKI can route into a {{clr|H|214HP}} juggle, enabling the next ender.
}}
|-|
Venomous Fang=
{{TheoryBox
| Title      = Venomous Fang (2PP~P)
| Oneliner  = Welcome to setup city and combo town.
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}}
| 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.
}}
</tabber>
 
=== Drive Rush Cancel Extensions ===
 
A.K.I. can arbitrarily extend her combos after a cancelable button by drive rush canceling. 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 better corner carry.
 
The main idea behind all of these combos is to somehow end with {{clr|H|5HK}} > 2PP~K. Therefore, if A.K.I. is doing combo extensions from either a medium or a heavy button but does not want to commit to using all her drive gauge, it is best to route into {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K. This is not possible with a light starter, however, so the best option is to route into {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|M|5MP}} > Ender.
 
Otherwise, the combo listed below is A.K.I.'s optimal route if she chooses to spend all her drive gauge for maximum damage. Substitute the enders with a super or super cancel the enders as necessary.
<tabber>
Light Starter=
{{TheoryBox
| Title      = {{clr|L|5LP}}~{{clr|L|LP}}/{{clr|L|2LP}}/{{clr|L|5LK}} starter
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=tct-6nN9Zds&ab_channel=Basinator
| Recipe    = {{clr|4|DRC}} {{clr|L|2LP}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > Ender
| content    = For a single drive rush cancel extension, it is better to cancel into the first half of the combo ({{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5MP}} > Ender) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a light starter.
 
Note that a {{clr|L|5LP}} starter without the target combo will not work.
}}
|-|
Medium Starter=
{{TheoryBox
| Title      = {{clr|M|5MP}}/{{clr|M|2MP}} starter
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=n3XT3hd7j4I&ab_channel=Basinator
| Recipe    = {{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|L|5LK}} > Ender
| content    = For a single drive rush cancel extension, it is better to cancel into the second half of the combo ({{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}}...) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a medium starter.
}}
|-|
Heavy Starter=
{{TheoryBox
| Title      = {{clr|H|5HK}} starter
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=7IE3qf6b8hM&ab_channel=Basinator
| Recipe    = {{clr|4|DRC}} {{clr|H|5HK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > Ender
| content    = For a single drive rush cancel extension, it is better to cancel into the second half of the combo ({{clr|4|DRC}} {{clr|M|5MK}}, {{clr|H|5HK}}...) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a heavy starter.
}}
</tabber>
<br>
 
== Main Combos ==
{{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"
|+ -5 Punishes
|-
|-
!  Combo !! Notes  
!  Combo !! Drive Gauge Used !! Notes  
|-
| {{clr|L|2LP}} > {{clr|L|2LP}} > ({{clr|L|2LP}}, {{clr|L|5LK}} >) {{clr|H|236HP}} || - || 4f starter. 4-hit light confirm, where {{clr|L|2LP}} can potentially chain into itself three times before linking into {{clr|L|5LK}} depending on the A.K.I.'s distance from the opponent.
|-
| {{clr|L|5LP}}~{{clr|L|LP}} > {{clr|H|236HP}} || - || 5f starter. Target combo into a knockdown.
|-
| {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || - || 5f low starter into a knockdown.
|-  
|-  
| ||  
| CH {{clr|L|2LP}}/{{clr|L|5LP}}/{{clr|L|5LK}}, {{clr|M|5MP}} > {{clr|M|236MP}}/{{clr|H|236HP}} || - || Counter-hit light starter. {{clr|M|5MP}} can hit at ranges where another {{clr|L|2LP}} could have whiffed.
|}
|}
|-| -6 =
 
=== {{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"
|+ -6 Punishes
|-
|-
!  Combo !! Notes  
!  Combo !! Drive Gauge Used !! Notes  
|-  
|-
| 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.
| {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || - || Decent range starter, though {{clr|M|5MP}} can easily whiff at further ranges.
|-
| {{clr|M|5MP}}/{{clr|M|2MP}} > {{clr|L|214LP}}~6P || - || Frame traps for each of the hits, and combos on hit. Good tool for making opponents respect A.K.I.'s {{clr|M|5MP}}. The fireball follow-up leaves A.K.I. -16 on block, so be careful when using it.
|-
| {{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 OD Serpent 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 counter-hit 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 counter-hit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring.
|-
| PC {{clr|M|2MK}}, {{clr|M|2MP}} > {{clr|H|236HP}} || - || Whiff punish into a H lash knockdown. Connects well at further ranges.
|-
| PC {{clr|M|5MK}}, {{clr|H|2HP}} || - || Convert whiff punish with {{clr|M|5MK}} into a knockdown.
|}
|}
|-| -7 =
 
=== {{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"
|+ -7 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.
|-
| {{clr|H|5HK}} > {{clr|L|214LP}}~6P || - || Similar to her {{clr|M|5MP}} route above.
|-
| CH {{clr|H|6HP}}, {{clr|L|5LK}} > {{clr|L|236LP}} || - || Far range counter-hit combo. Only {{clr|L|236LP}} works at far ranges.
|-  
|-  
| 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.
| CH {{clr|H|6HK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || - ||
|}
|}
|-| -8 =
 
=== {{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"
|+ -8 Punishes
|-
|-
!  Combo !! Notes  
!  Combo !! Drive Gauge Used !! Notes  
|-  
|-
| PC {{clr|M|5MP}}, 2PP~K ||  
| {{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.
|}
|}
=== {{clr|L|236LP}} Combo Extensions ===
These are combo extensions that can be added on after Punsh Counter {{clr|L|236LP}} or after {{clr|L|236LP}} procs Toxic Blossom. For Punish Counter {{clr|L|236LP}} starters used as a reversal punish, please refer to the [[#Reversal/Throw_Whiff_Punish|Reversal/Throw Whiff Punish section]].
<tabber>
Corner PC 236LP=
{{TheoryBox
| Title      = Corner PC {{clr|L|236LP}}
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = PC {{clr|L|236LP}}, {{clr|L|236LP}}!
| content    = Good knockdown advantage, but the opponent loses the poison state.
}}
|-| 236LP!=
{{TheoryBox
| Title      = Basic {{clr|L|236LP}}! Link
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|L|236LP}}!, {{clr|H|2HP}}
| content    = Toxic Blossom {{clr|L|236LP}}! into some more damage and a decent knockdown advantage. Unlike {{clr|L|236LP!}}, it does not lead to a safejump setup, however. If A.K.I. is too far, the {{clr|H|2HP}} may not connect.
}}
|-| Ranged PC 236LP!=
{{TheoryBox
| Title      = Ranged PC {{clr|L|236LP}}!
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=j8yUYsAON0I
| Recipe    = PC {{clr|L|236LP}}!, {{clr|4|PDR}} {{clr|M|5MP}} > 2PP~K, {{clr|4|PDR}} {{clr|M|5MP}} > {{clr|H|236HP}}
| content    = Good corner carry and a {{clr|H|236HP}} ender. Spacing is a little finicky, however. If A.K.I. is too far, the first {{clr|M|5MP}} might not connect. If the first {{clr|M|5MP}} connects but is too far from the opponent, 2PP~K can drop. The trick is to cancel into {{clr|M|5MP}} from the drive rush slightly late, to ensure that {{clr|M|5MP}} hits cleanly.
}}
</tabber>
</tabber>


<tabber> Reversal/-9 Punish (No Poison) =
 
=== {{clr|M|236MP}}! Combo Extensions ===
 
These are combo extensions that can be added on after {{clr|M|236MP}} procs Toxic Blossom as part of a combo.
<tabber>
Meterless Safejump Route=
{{TheoryBox
| Title      = Safejump Route
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    = ~2860
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=y26bPMf5R7o
| Recipe    = ...{{clr|M|236MP}}!, 66 {{clr|L|5LK}} > {{clr|H|236HP}}
| content    = Sets up a safejump with forward jump {{clr|H|j.HP}} that does not depend on the opponent's rise option and does not consume any drive gauge. This route won't work if {{clr|M|236MP}}! procs too far away from A.K.I. An example route is {{clr|H|5HK}} > 2PP~K, {{clr|L|5LK}} > {{clr|M|236MP}}!, 66 {{clr|L|5LK}} > {{clr|H|236HP}}.
}}
|-| Safejump + Corner Carry=
{{TheoryBox
{{TheoryBox
| Title      = Reversal/Throw Whiff Punish
| Title      = Safejump + Corner Carry Route
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=XdxeO3j1ryE&ab_channel=Basinator
| Recipe    = ...{{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~K, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}}
| content    = Sets up a safejump with forward jump {{clr|H|j.HP}} that does not depend on the opponent's rise option. Better corner carry than the meterless route. If {{clr|M|236MP}}! procs far away from A.K.I. (e.g. after {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}}), A.K.I. should cancel the drive rush into {{clr|H|5HK}} late to ensure she travels the most distance before cancelling into 2PP~K. It is the most consistent after a single {{clr|L|5LK}}.
}}
|-| Midscreen Corner Carry=
{{TheoryBox
| Title      = Corner Carry Route
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=vsU--sFtuBE
| Recipe    = PC {{clr|H|5HK}} > {{clr|H|214HK}}, {{clr|L|2LP}} > ... <br> PC {{clr|H|5HK}}, {{clr|H|5HK}} > 236PP, > ...
| Recipe    = ...{{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|2HP}}
| 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    = Good corner carry from a Toxic Blossom {{clr|M|236MP}}. If they end up midscreen and recover backwards, the oki options are a bit lacking. However, if they end up in the corner, both an immediate command grab and heel strike will hit meaty, giving you a strike/throw situation.
}}
}}
|-| Reversal/-9 Punish (Poison) =
|-|
Near Corner=
{{TheoryBox
{{TheoryBox
| Title      = Reversal/Throw Whiff Punish
| Title      = Near Corner Route
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=PBvaln5vSqA
| 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}}, 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, DR {{clr|H|5HK}} > 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, DR {{clr|H|5HK}} > DRC {{clr|H|5HK}} > DRC {{clr|H|5HK}} > {{clr|H|214HK}} > SA1/SA3 (~6400 damage)
| Recipe    = ...{{clr|M|236MP}}!, ({{clr|4|PDR}}) {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo.
| content    = A.K.I.'s usual BnB route, but this time it works from further away from the corner compared to with a Toxic Blossom {{clr|H|236HP}}. If she is close enough to the corner, the first {{clr|4|PDR}} is not necessary, as {{clr|H|5HK}} can be close enough to link without the drive rush.
}}
}}
</tabber>
</tabber>


=== {{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"
|-
!  Combo !! Drive Gauge Used !! Drive Notes
|-
| ...{{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}} || {{drive sf6}} || Her go-to option, as it opens her up to the same setups after a regular {{clr|H|236HP}} (e.g. safe jumps).
|-
| ...{{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}} || {{drive 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}} || {{drive 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}}{{drive sf6}} || For expensive corner carry (only works at max range {{clr|H|236HP}}!)
|-
| ...{{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|M|2MP}}/{{clr|M|5MP}} > 2PP~K, {{clr|4|PDR}} {{clr|M|2MP}}/{{clr|M|5MP}} > {{clr|M|214MP}}/Super || {{drive sf6}} || Corner carry route. Can end with super to squeez out some extra damage. Good option for closing out rounds.
|}
|-|
Near Corner=
{{TheoryBox
{{TheoryBox
| Title      = Drive Rush Cancel
| Title      = Drive Gauge Used: {{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=uxZyfxKT860
| Recipe    = light normal DRC > {{clr|L|2LP}}/{{clr|L|5LP}}, {{clr|M|2MP}}/{{clr|M|5MP}} <br> {{clr|M|2MP}}/{{clr|H|5HK}} DRC {{clr|M|5MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > ...
| Recipe    = ...{{clr|H|236HP}}!, {{clr|4|PDR}} {{clr|H|5HK}}/{{clr|M|2MP}} {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = AKI gets very little reward for using 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    = Similar to A.K.I.'s corner BnB that leads to Venomous Fang oki, but works further away because of the additional drive rush. {{clr|H|5HK}} leads to more damage, but {{clr|M|2MP}} can be more consistent. From 2PP~P, A.K.I. can go directly into a super, or {{clr|4|PDR}} {{clr|H|2HK}} > Super.
}}
}}
 
|-|
Corner=
{{TheoryBox
{{TheoryBox
| Title      = Raw Drive Rush
| Title      = Drive Gauge Used: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=mFPma5RVKM0
| Recipe    = DR {{clr|M|2MK}}, {{clr|M|2MP}} <br> DR {{clr|M|3MK}}, {{clr|M|5MP}} <br> DR {{clr|H|6HK}}, {{clr|M|2MP}} <br> CH DR {{clr|H|6HK}}, {{clr|H|5HK}}
| Recipe    = ...{{clr|H|236HP}}!, {{clr|H|214HP}}, {{clr|4|PDR}} {{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    = 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>


== Picking an Ender ==
===Reversal/Throw Whiff Punish===
These are essentially a mix of {{clr|H|5HK}} and {{clr|L|236LP}} punish counter routes.
 
====Non-Poisoned Routes====
<tabber>
Meterless 5HK=
{{TheoryBox
{{TheoryBox
| Title      = LP Serpent Lash
| Title      = Meterless
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
Line 193: Line 522:
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=-G8TOfWgQtc&ab_channel=Basinator
| Recipe    = anything special cancelable > {{clr|L|236LP}} <br> ... > 2PP~K (juggle), {{clr|L|236LP}}
| Recipe    = PC {{clr|H|5HK}} > {{clr|H|214HK}}, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}}
| 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.
| content    = Basic punish counter {{clr|H|5HK}} routing.
}}
}}
 
|-|
3 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = Toxic Wreath
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|2|Easy}}
Line 205: Line 535:
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =
| Recipe    = anything special cancelable > {{clr|H|214HP}}
| Recipe    = PC {{clr|L|236LP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP}}!
| 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.
| content    = Good corner carry and knockdown advantage. Will not work at further ranges. Possible to end in SA1/SA2 instead of {{clr|L|236LP}}!. A.K.I. can also super cancel the final {{clr|L|236LP}}! into SA3.
}}
|-|
Midscreen 6 Drive Bars + Super=
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Damage    = 6137
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=3fX4QFv8ewc&ab_channel=Basinator
| Recipe    = {{clr|4|PDR}} PC {{clr|H|5HK}}, {{clr|H|5HK}} > 214PP, {{clr|4|PDR}} {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK6, {{clr|L|236LP}}! > SA1/SA2/SA3
| content    = Probably maximum damage in this situation. Hold forward briefly during OD Cruel Fate (214KK) to increase the range of the move. This route does not work in the corner because of the spacing, but will work anywhere else.
 
* SA1: ~4753 damage
* SA2: ~5306 damage
* SA3: ~6139 damage
}}
}}
|-|
Near Corner 6 Drive Bars + Super=
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|4|PDR}} PC {{clr|H|5HK}}, {{clr|H|5HK}} > 214PP, {{clr|4|PDR}} {{clr|M|5MP}} > {{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP}}! > SA1/SA2/SA3
| content    = Similar to the midscreen version, but replaces PDR 5HK with PDR 5MP in order to combo.


* SA1: ~4556 damage
* SA2: ~5101 damage
* SA3: ~6016 damage
}}
</tabber>
====Poisoned Routes====
<tabber>
Midscreen One Drive Bar=
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive 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.
}}
|-|
Midscreen 6 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = HP Serpent Lash
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  = Safe Jump City
| Oneliner  =  
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 6339
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = anything special cancelable > {{clr|H|236HP}}<br>... > {{clr|5|{{clr|4|DR}}}} {{clr|M|5MP}}/{{clr|M|2MP}} (juggle) > {{clr|H|236HP}}
| Recipe    = PC {{clr|H|5HK}} > 2PP~P!, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~K, {{clr|4|DR}} {{clr|H|5HK}} > {{clr|4|DRC}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP!}} > SA1/SA2/SA3
| content    = 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    = A.K.I.'s midscreen max damage Poison PC combo.  Can end in any super.
 
If A.K.I. is ending with SA1, you should not use the last {{clr|L|236LP!}}.
* SA1: ~4830 damage
* SA2: ~5420 damage
* SA3: ~6339 damage
}}
}}
|-|
Corner One Drive Bar=
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive 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|5HK}} > {{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}}{{drive 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
}}
|-|
Corner 6 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = Venomous Fang
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  = Welcome to setup city and combo town.
| Oneliner  =  
| Difficulty = {{clr|4|Hard}}
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 6442
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=zzSUQqKtzc8&ab_channel=Basinator
| Recipe    = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}}
| 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    = AKI's best combo ender by far. 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    = 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>


== Combo Extensions ==
===Anti-Air 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.
It is quite difficult to hit confirm the punish counter {{clr|H|5HK}}. A.K.I. can option select her follow-ups to cancel into 214PP if the hit is not a punish counter hit.


<tabber>
PC 5HK (2 Drive Bars) =
{{TheoryBox
{{TheoryBox
| Title      = DRC Drive Dump
| 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
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|3|Medium}}
| Difficulty = {{clr|3|Medium}}
| Damage    = 3244
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=-WScIgpvj4A&ab_channel=Basinator
| Recipe    = (Air Hit) PC {{clr|H|5HK}}, 214KK, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| 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> Standard Punish Counter =
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=1yrJWppq2Q8
| Recipe    = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}}
| content    = This is the same combo as the {{clr|H|5HK}} combo shown above.
}}
|-| Corner Carry =
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=_J-q9cMgS9A
| Recipe    = light normal DRC 2LP/5LP, 5MP DRC 5MK, 5HK > 2PP~K, 2LP*n > ... <br> medium/heavy normal DRC 5MK, 5HK DRC 5MK, 5HK > 2PP~K, 2LP*n > ...
| Recipe    = PC DI, {{clr|H|j.HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = WIP
| content    = This route gives more corner carry while sacrificing a tiny bit of damage. When the opponent is poisoned, this route gives access to the massive knockdown advantage from a Toxic Blossom 2PP~P (Venomous Fang).
}}
|-| Corner Wallsplat =
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=tIQS7mnFNbU&ab_channel=Basinator
| Recipe    = DI, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| 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.
}}
|-| Poisoned Corner Wallsplat Cash Out =
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Damage    = ~5107 (SA3)
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=ACstTJFOJAc&ab_channel=Basinator
| Recipe    = DI, 5HK > 236PP!, PDR 5HK > 214KK, 236LP!, 214PP~6P > SA2/SA3
| content    = Cash out route when the opponent is poisoned.
}}
}}
</tabber>
===Stun Combos===
The opener for all of these combos can be adjusted for better consistency or higher damage. The opener listed below is {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}}.
* {{clr|H|j.HK}} can be used instead of {{clr|H|j.HP}} for more consistent routing with the same damage (this is because {{clr|H|j.HK}} has faster startup than {{clr|H|j.HP}})
* {{clr|M|5MK}}, {{clr|M|5MP}} can be used instead of {{clr|H|5HK}} for more damage in certain routes.
* Anytime the opponent is put into a crumple state (e.g. from {{clr|M|236MP}}!) with Orchid Spring ({{clr|M|214MP}}) active, A.K.I. can delay her next link slightly to increase the poison damage taken by the opponent.


Example alternate opener: {{clr|M|214MP}}, {{clr|H|j.HK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > ...
<tabber>
Meterless=
{{TheoryBox
{{TheoryBox
| Title      = Midscreen 236HP!
| 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 (Oki)=
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Damage    = 2655
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=e2O4_LUOKj8&ab_channel=Basinator
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = Stun combo into BnB. Lower damage compared to meterless route, but gives access to Venomous Fang knockdown.
}}
|-|
1 Drive Bar (Damage)=
{{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    = More damage compared to the other route. Not a Venomous Fang knockdown, but still 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
| 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      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=ohM6EbCl_Wo&ab_channel=Basinator
| 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    = 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 follow-up 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
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|3|Medium}}
| Damage    = 3697 (SA1)
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=k7KjHXioZoM&ab_channel=Basinator
| Recipe    = {{clr|1|1)}} ... > 236HP!, 236LP <br> {{clr|2|2)}} ... > 236HP!, DR 5HK > 236MP <br> {{clr|3|3)}} ... > 236HP!, DR 2MP > 236HP <br> {{clr|4|4)}} ... > 236HP!, DR 5MP > 2PP~K, 236LP <br> {{clr|5|5)}} ... > 236HP!, DR 5HK > DRC 5HK > 22P~P <br> {{clr|6|6)}} ... > 236HP!, DR 2MP/5MP > 2PP~K, DR 2MP/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|4|PDR}} {{clr|H|5HK}} > 2PP~K, Super
| content    = 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 236HP! such as after 2LPx3. {{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 236HP!). {{clr|5|5)}} For expensive corner carry (only works at max range 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. Delay the {{clr|H|214HP}} for consistency.
}}
}}
 
|-|
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    = 5130 (SA3)
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=EBDVjQqWEkM&ab_channel=itloaf
| Recipe    = ... > 236HP!, (DR 5HK >) 214HP, DR 5HK > 2PP~P! <br> DI (Crumple), 5HK > 214HP, DR 5HK > 2PP~P!
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK > {{clr|L|236P}} > Super
| content    = Looping poison setups (if 214MP is setup afterwards) that lead back into AKI's best knockdown. Learn this.
| content    = High damage route into a super. Relies on the extra 214KK for more damage. If ending with SA1, omit the {{clr|L|236P}} for a ~150 damage increase.
* SA1: ~3950 damage
* SA2: ~4210 damage
* SA3: ~5290 damage
}}
|-|
6 Drive Bars & SA2/3=
{{TheoryBox
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =
| Difficulty = {{clr|3|Hard}}
| Damage    = 5089 (SA3)
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=czbl24O88bw&ab_channel=Basinator
| 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, 214PP~{{clr|L|LP}} > SA2/SA3
| content    = Not optimal damage, but ending in 214PP~{{clr|L|LP}} allows A.K.I. to super cancel into either SA2 or SA3, making it the best route to end with SA2.
}}
}}
 
|-|
6 Drive Bars & SA3=
{{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|Medium}}
| Damage    =  
| Damage    = 5451 (SA3)
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=UsdGc2JVSJs
| Recipe = 214MP...<br> {{clr|1|0 drive:}} ... > j.HP, 5HK > 236MP!, 5HK > 2PP~K, 236LP! (2903, Orchid Spring is +4 on oki) <br> {{clr|2|1 drive:}} ... > j.HP, 5HK > 236MP!, DR 5HK > 2PP~K, 236MP!, 236LP (2832 + poison, can cancel to SA3) <br> {{clr|3|2 drive:}} ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, 236MP! (2984, Orchid Spring is +19 on oki) <br> {{clr|4|3 drive:}} ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, DR 5HK > 2PP~P! (3109, Orchid Spring is +38 on oki) <br> {{clr|4|3 drive super ender:}} ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, DR 5HK > 2PP~K (SA1 ender ~3820, SA2 ender ~4140) <br> {{clr|5|4 drive SA3 combo:}} ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, DR 5HK > 2PP~P!, DR 2HK > SA3 (5181) <br> {{clr|6|5 drive:}} ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 236LP > SA3 <br> {{clr|7|6 drive:}} ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 236LP, 214PP~LP > SA2/SA3
| Recipe     = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK, {{clr|4|PDR}} {{clr|M|5MP}} > {{clr|4|DRC}} {{clr|H|5HK}} > {{clr|M|214MK}} > 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    = Optimal stun combo that uses all resources. This utilizes the super cancel from {{clr|M|214MK}} (M Cruel Fate), and can only be cancelled into SA3.
 
* CA: ~5685 damage
}}
}}
</tabber>


{{Character Subnav SF6 | chara=A.K.I. | tag=AKI }}
{{Character Subnav SF6 | chara=A.K.I. | tag=AKI }}

Latest revision as of 18:59, 3 March 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
Very Easy
2LP > 2LP > 2LP > 214HP/236HP
5LP~LP > 214HP/236HP
2LK > 2LP > 2LP > 214HP/236HP
2LP > 2LP > 2LP, 5LK > 236MP

Basic light button confirms into a knockdown. A.K.I. may be able to chain three 2LP and link an additional 5LK together depending on her range from the opponent. When unsure, it is mostly safe to perform the 2LP, 5LK link (unless A.K.I. starts very far away, in which case only one 2LP/5LK will connect). At further ranges, 236HP/214HP enders will not connect, and she will have to opt for 236MP instead.

Generally, if A.K.I. hit confirms, it is preferred to end with 236HP as she gains access to many setups. If the opponent is poisoned, A.K.I. may also want to end with 236MP to gain access to higher-damaging and lower cost combo extensions. However, when unsure, A.K.I. can safely end the string with 214HP even if the opponent is blocking.

5HK starter
Very Easy
5HK > 2PP~K, 2LP > 2LP, 5LK > 236HP

This is A.K.I.'s bread and butter combo. She can also route into this combo from a jump-in j.HP/j.HK, or from a drive rush cancel. On block, 5HK > 2PP~K frame traps, but A.K.I.'s turn ends after the Heel Strike, as she will be -3 on block.

From a 236HP knockdown, she gains access to many setups, making it one of her preferred enders in a combo. A.K.I. also has the option to end with 236MP, which may be better for Toxic Blossom routes.

Example jump-in combo: j.HP/j.HK > 5HK > 2PP~K, 2LP > 2LP > 236HP

236HP! Extensions
Easy
236HP!, PDR 2MP > 236HP

Standard routing. Leads to the same 236HP setups after.

236HP! Extensions
Easy
236HP!, 214HP, PDR 5HK > 2PP~P!

Good damage and knockdown. Links may be a bit tight.

Drive Impact
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP, 5LK > 236HP

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

Drive Impact
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.


Links & Chains

A non-comprehensive list of important links and chains A.K.I. has access to.

Combo Notes
5LP~LP General-purpose close-range TC. Slightly slower than 2LP, but frame traps between hits and is safe on block.
2LK/2LP > 2LP > 2LP Third 2LP may whiff if A.K.I. starts further away.
2LP, 5LK Very important link for her combos that allows A.K.I. to cancel into 236MP or 236HP at further ranges.
5MK, 5MP AKI's main medium starter link. 5MP will whiff at further ranges.
2MK/5HK, 2LP/5LK Has uses for oki situations, but rarely used otherwise.

Combo Notes
CH 2LP/5LP, 5MP Adds some damage, and 5MP reaches where another 2LP might have whiffed.
CH 2MP/5MP, 2PP~K, 2LP > 2LP > 236HP Confirms MP into BNB.
CH 2MP/5MP, 2LP > 2LP Easier to hit confirm, and leaves less gap on block than previous route.
CH 5MK, 2MP Converts CH 5MK into a special move or a Drive Rush for a knockdown.
CH 2MK/5HK, 5MP Less useful than it may seem due to 5MP's short reach, but important nonetheless.
CH 6HP, 5LK Converting a counter-hit poke into some damage. 5LK may not reach at further ranges.
PC 2MK, 2MP Converting a whiff punish hit into damage and possible knockdown.
PC 5MK, 2HP Converting a whiff punish hit into damage and knockdown.

Combo Notes
DR 2LK/2MK, 5MP Drive rush low starter. 2LK is faster, but 2MK reaches further. 5MP may whiff at further ranges.
DR 5MK, 5HK Drive rush starter that goes into BnB.
DR 5MK, 5MK, 5MP Higher damage route from 5MK, but doesn't go into BnB without another DRC.
DR 6HK, 5MP/2MP Drive rush starter with decent range and a lot of + frames on block.
DR 2LP/5LP/5LK, 5MP/2MP Drive rush light starter for some extra damage.


Combo Theory

Picking an Ender

LP Serpent Lash (236LP)


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. Note that in corner combos in which this move can juggle into lvl1, it is often more damaging to forgo this move and combo directly into the super if the opponent is Poisoned. This is due to the poison damage during the lvl1 animation doing more damage than the scaled LP Serpent Lash, which triggers Toxic Blossom and removes the poison.

Example enders:

  • anything special cancelable > 236LP
  • ... > 2PP~K (juggle), 236LP

Toxic Wreath (214HP)


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.

MP Serpent Lash (236MP)Preferred ender with Toxic Blossom


A.K.I.'s preferred ender when the opponent is poisoned. With 236MP!, she gains access to more damaging combos that require less drive gauge or has better corner carry, as well as some setups that are exclusive to 236MP!, such as safejumps that do not depend on the opponent's rise option.

When the opponent is not poisoned, this ender is arguably worse than 236HP midscreen, as it sends the opponent too far away for any meaningful setups. In the corner, she gets the same access to the same setups as 236HP.

HP Serpent Lash (236HP)Safe Jump City


One of A.K.I.'s strongest enders, and opens her up to many setups. Close range combo ender that doubles as a combo extender when the opponent is Poisoned. Without Poison, 236HP gives AKI a safe jump, meaty Nightshade midscreen (due to spacing), or plus MK/HK Snake Step. With Poison, it allows AKI to follow up anywhere with a DR 2MP juggle > 236HP to setup yet another safe jump. With corner and poison AKI can route into a 214HP juggle, enabling the next ender.

Venomous Fang (2PP~P)Welcome to setup city and combo town.


juggled, Poisoned opponents > 2PP~P!, 214MP, 214LP

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, 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.

Drive Rush Cancel Extensions

A.K.I. can arbitrarily extend her combos after a cancelable button by drive rush canceling. 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 better corner carry.

The main idea behind all of these combos is to somehow end with 5HK > 2PP~K. Therefore, if A.K.I. is doing combo extensions from either a medium or a heavy button but does not want to commit to using all her drive gauge, it is best to route into DRC 5MK, 5HK > 2PP~K. This is not possible with a light starter, however, so the best option is to route into DRC 5MK, 5MP > Ender.

Otherwise, the combo listed below is A.K.I.'s optimal route if she chooses to spend all her drive gauge for maximum damage. Substitute the enders with a super or super cancel the enders as necessary.

5LP~LP/2LP/5LK starter
DRC 2LP, 5MK, 5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP, 5LK > Ender

For a single drive rush cancel extension, it is better to cancel into the first half of the combo (DRC 5MK, 5MP > Ender) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a light starter.

Note that a 5LP starter without the target combo will not work.

5MP/2MP starter
DRC 5MK, 5MK, 5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP, 5LK > Ender

For a single drive rush cancel extension, it is better to cancel into the second half of the combo (DRC 5MK, 5HK...) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a medium starter.

5HK starter
DRC 5HK, 5MK, 5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP, 5LK > Ender

For a single drive rush cancel extension, it is better to cancel into the second half of the combo (DRC 5MK, 5HK...) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a heavy starter.


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, 5LK >) 236HP - 4f starter. 4-hit light confirm, where 2LP can potentially chain into itself three times before linking into 5LK depending on the A.K.I.'s distance from the opponent.
5LP~LP > 236HP - 5f starter. Target combo into a knockdown.
2LK > 2LP > 2LP > 236HP - 5f low starter into a knockdown.
CH 2LP/5LP/5LK, 5MP > 236MP/236HP - Counter-hit light starter. 5MP can hit at ranges 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.
5MP/2MP > 214LP~6P - Frame traps for each of the hits, and combos on hit. Good tool for making opponents respect A.K.I.'s 5MP. The fireball follow-up leaves A.K.I. -16 on block, so be careful when using it.
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 OD Serpent Lash and Toxic Blossom. Only works from 2MP or 5HK. 236HP! extensions can be found here.
CH 5MP, 2LP > 2LP > 236HP - 6f counter-hit starter into a knockdown. Plenty of time to hit confirm.
CH 2MP/5MP > 2PP~K, 2LP > 2LP > 236HP - 5MP: another 6f counter-hit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring.
PC 2MK, 2MP > 236HP - Whiff punish into a H lash knockdown. Connects well at further ranges.
PC 5MK, 2HP - Convert whiff punish with 5MK into a knockdown.

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.
5HK > 214LP~6P - Similar to her 5MP route above.
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.

236LP Combo Extensions

These are combo extensions that can be added on after Punsh Counter 236LP or after 236LP procs Toxic Blossom. For Punish Counter 236LP starters used as a reversal punish, please refer to the Reversal/Throw Whiff Punish section.

Corner PC 236LP
Very Easy


PC 236LP, 236LP!

Good knockdown advantage, but the opponent loses the poison state.

Basic 236LP! Link
Very Easy


236LP!, 2HP

Toxic Blossom 236LP! into some more damage and a decent knockdown advantage. Unlike 236LP!, it does not lead to a safejump setup, however. If A.K.I. is too far, the 2HP may not connect.

Ranged PC 236LP!
Easy
PC 236LP!, PDR 5MP > 2PP~K, PDR 5MP > 236HP

Good corner carry and a 236HP ender. Spacing is a little finicky, however. If A.K.I. is too far, the first 5MP might not connect. If the first 5MP connects but is too far from the opponent, 2PP~K can drop. The trick is to cancel into 5MP from the drive rush slightly late, to ensure that 5MP hits cleanly.


236MP! Combo Extensions

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

Safejump Route
Easy
Damage: ~2860
...236MP!, 66 5LK > 236HP

Sets up a safejump with forward jump j.HP that does not depend on the opponent's rise option and does not consume any drive gauge. This route won't work if 236MP! procs too far away from A.K.I. An example route is 5HK > 2PP~K, 5LK > 236MP!, 66 5LK > 236HP.

Safejump + Corner Carry Route
Easy
...236MP!, PDR 5HK > 2PP~K, PDR 2MP > 236HP

Sets up a safejump with forward jump j.HP that does not depend on the opponent's rise option. Better corner carry than the meterless route. If 236MP! procs far away from A.K.I. (e.g. after 2LP > 2LP, 5LK), A.K.I. should cancel the drive rush into 5HK late to ensure she travels the most distance before cancelling into 2PP~K. It is the most consistent after a single 5LK.

Corner Carry Route
Easy
...236MP!, PDR 5HK > 214HP, PDR 2HP

Good corner carry from a Toxic Blossom 236MP. If they end up midscreen and recover backwards, the oki options are a bit lacking. However, if they end up in the corner, both an immediate command grab and heel strike will hit meaty, giving you a strike/throw situation.

Near Corner Route
Easy
...236MP!, (PDR) 5HK > 214HP, PDR 5HK > 2PP~P

A.K.I.'s usual BnB route, but this time it works from further away from the corner compared to with a Toxic Blossom 236HP. If she is close enough to the corner, the first PDR is not necessary, as 5HK can be close enough to link without the drive rush.

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.png Her go-to option, as it opens her up to the same setups after a regular 236HP (e.g. safe jumps).
...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.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.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.png For expensive corner carry (only works at max range 236HP!)
...236HP!, PDR 2MP/5MP > 2PP~K, PDR 2MP/5MP > 214MP/Super SF6 drive gauge.png Corner carry route. Can end with super to squeez out some extra damage. Good option for closing out rounds.

Drive Gauge Used: SF6 drive gauge.pngSF6 drive gauge.png
Easy
...236HP!, PDR 5HK/2MP 214HP, PDR 5HK > 2PP~P

Similar to A.K.I.'s corner BnB that leads to Venomous Fang oki, but works further away because of the additional drive rush. 5HK leads to more damage, but 2MP can be more consistent. From 2PP~P, A.K.I. can go directly into a super, or PDR 2HK > Super.

Drive Gauge Used: SF6 drive gauge.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 a mix of 5HK and 236LP 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.png
Easy


PC 236LP, 5HK > 236MP!, PDR 5HK > 214KK, 236LP!

Good corner carry and knockdown advantage. Will not work at further ranges. Possible to end in SA1/SA2 instead of 236LP!. A.K.I. can also super cancel the final 236LP! into SA3.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 6137
PDR PC 5HK, 5HK > 214PP, PDR 5HK > 236MP!, PDR 5HK > 214KK6, 236LP! > SA1/SA2/SA3

Probably maximum damage in this situation. Hold forward briefly during OD Cruel Fate (214KK) to increase the range of the move. This route does not work in the corner because of the spacing, but will work anywhere else.

  • SA1: ~4753 damage
  • SA2: ~5306 damage
  • SA3: ~6139 damage

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


PDR PC 5HK, 5HK > 214PP, PDR 5MP > 236MP!, PDR 5HK > 214KK, 236LP! > SA1/SA2/SA3

Similar to the midscreen version, but replaces PDR 5HK with PDR 5MP in order to combo.

  • SA1: ~4556 damage
  • SA2: ~5101 damage
  • SA3: ~6016 damage

Poisoned Routes

Drive Gauge Usage: SF6 drive gauge.png
Easy
Damage: 3685
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.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium


PC 5HK > 2PP~P!, DR 5HK > 2PP~K, DR 5HK > DRC 5HK > 214KK, 236LP! > SA1/SA2/SA3

A.K.I.'s midscreen max damage Poison PC combo. Can end in any super.

If A.K.I. is ending with SA1, you should not use the last 236LP!.

  • SA1: ~4830 damage
  • SA2: ~5420 damage
  • SA3: ~6339 damage

Drive Gauge Usage: SF6 drive gauge.png
Medium
Damage: 3934
PC 5HK, 2PP~P!, 5HK > 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.png
Medium
Damage: 6210
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
Damage: 6442
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 follow-ups to cancel into 214PP if the hit is not a punish counter hit.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
Damage: 2785
(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
Damage: 3244
(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.

Drive Gauge Usage: SF6 drive gauge.png
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP, 5LK > 236HP

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

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
PC DI, j.HP, PDR 5HK > 2PP~P

This route gives more corner carry while sacrificing a tiny bit of damage. When the opponent is poisoned, this route gives access to the massive knockdown advantage from a Toxic Blossom 2PP~P (Venomous Fang).

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
DI, 5HK > 214HP, PDR 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.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: ~5107 (SA3)
DI, 5HK > 236PP!, PDR 5HK > 214KK, 236LP!, 214PP~6P > SA2/SA3

Cash out route when the opponent is poisoned.

Stun Combos

The opener for all of these combos can be adjusted for better consistency or higher damage. The opener listed below is 214MP, j.HP, 5HK.

  • j.HK can be used instead of j.HP for more consistent routing with the same damage (this is because j.HK has faster startup than j.HP)
  • 5MK, 5MP can be used instead of 5HK for more damage in certain routes.
  • Anytime the opponent is put into a crumple state (e.g. from 236MP!) with Orchid Spring (214MP) active, A.K.I. can delay her next link slightly to increase the poison damage taken by the opponent.

Example alternate opener: 214MP, j.HK, 5MK, 5MP > ...

Meterless
Easy
Damage: 2706
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
Damage: 2655
214MP, j.HP, 5HK > 236MP!, 5HK > 214HP, PDR 5HK > 2PP~P

Stun combo into BnB. Lower damage compared to meterless route, but gives access to Venomous Fang knockdown.

Drive Gauge Usage: SF6 drive gauge.png
Easy
Damage: 2710
214MP, j.HP, 5HK > 236MP!, PDR 5HK > 2PP~K, 236MP!, 236LP

More damage compared to the other route. Not a Venomous Fang knockdown, but still ends with the opponent poisoned while allowing throw oki,

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
Damage: 2752
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
Damage: 2913
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 follow-up 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
Damage: 3697 (SA1)
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, PDR 5HK > 2PP~K, Super

3 Drive Bars route that leads specifically to super for the extra damage. Good for closing out rounds. Delay the 214HP for consistency.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 5130 (SA3)
214MP, j.HP, 5MK, 5MP > 236MP, 5HK > 236PP, 214HP, PDR 5HK > 214KK > 236P > Super

High damage route into a super. Relies on the extra 214KK for more damage. If ending with SA1, omit the 236P for a ~150 damage increase.

  • SA1: ~3950 damage
  • SA2: ~4210 damage
  • SA3: ~5290 damage

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Hard
Damage: 5089 (SA3)
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 214PP~LP > SA2/SA3

Not optimal damage, but ending in 214PP~LP allows A.K.I. to super cancel into either SA2 or SA3, making it the best route to end with SA2.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 5451 (SA3)
214MP, j.HP, 5MK, 5MP > 236MP, 5HK > 236PP, 214HP, PDR 5HK > 214KK, PDR 5MP > DRC 5HK > 214MK > SA3

Optimal stun combo that uses all resources. This utilizes the super cancel from 214MK (M Cruel Fate), and can only be cancelled into SA3.

  • CA: ~5685 damage


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Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry