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| {{ComboKey-SF6}} | | {{ComboKey-SF6}} |
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| == Day 1 Combos == | | == Starter Combos == |
| | |
| | <tabber> Light Confirms With Charge = |
| | {{TheoryBox |
| | | Title = Light Confirms |
| | | 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|2LP}} > [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 third light if any of the previous ones connected. |
| | }} |
| | |-| Light Confirms Without Charge = |
| {{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 = |
| | 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|2LK}}/{{clr|L|5LP}} (x3) > {{clr|L|236LK}} |
| | 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 confirm into {{clr|L|LK}} 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|L|236LK}}. After {{clr|L|236LK}}, Chun-Li is generally not in throw range, unless {{clr|L|236LK}} is performed right after two lights at closer ranges. |
| | }} |
| | </tabber> |
|
| |
|
| 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.
| | {{TheoryBox |
| | | Title = Jump-in Combo |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|H|j.HK}}/{{clr|H|8j.HK}}, {{clr|H|2HP}} > 214LP~{{clr|L|LK}} > {{clr|M|28MK}} |
| | | 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 for {{clr|L|ss.LK}}. |
| }} | | }} |
|
| |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Lights into a Knockdown | | | Title = Drive Rush Cancel Combo |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | 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 = Medium/Heavy > {{clr|4|DRC}} {{clr|M|5MP}}, {{clr|H|4HP}} > 214P~{{clr|L|LK}} > {{clr|M|28MK}} |
| | content =
| | | content = Chun-Li's BnB from a drive rush cancel. This works from any medium or heavy starter. If the opponent blocks the {{clr|4|DRC}} {{clr|M|5MP}}, Chun-Li is still +5, making this combo work well in both on-hit and on-block situations. |
| | |
| | Example {{clr|4|DRC}} combo: |
| | {{clr|M|2MK}} > {{clr|4|DRC}} {{clr|M|5MP}}, {{clr|H|4HP}} > 214P~{{clr|L|LK}} > {{clr|M|28MK}} |
| }} | | }} |
|
| |
|
| <tabber> Punish Counter = | | <tabber> Midscreen = |
| {{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 = | | | Youtube = |
| | 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}} > 214P~{{clr|M|MK}} > {{clr|H|28HK}} |
| | content = Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter. | | | content = Simple punish counter DI route that leads to good corner carry, damage, and knockdown situation. |
| }} | | }} |
| |-| 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 = | | | 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. | | | content = Punish counter DI corner route, leads to {{clr|H|HK}} tensho kicks knockdown for good oki setups. |
| }} | | }} |
| </tabber> | | </tabber> |
|
| |
|
| == Links and Starters == | | <br> |
| === Normal Hit ===
| | |
| | == Links & Chains == |
| | 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 |
Line 72: |
Line 103: |
| | {{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}} || Alternate medium starter link. |
| |-
| |
| | {{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. |
| |} | | |} |
| | | |-| |
| === 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. |
| | |
| | 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. |
| | }} |
| | |-| |
| | 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 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. |
| | }} |
| | |-| |
| | 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 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. |
| | |
| | Here are some example combos: |
| | * ... > {{clr|4|DRC}} {{clr|M|5MK}} > {{clr|H|5HK}}, 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > Ender |
| | ** This route is a good option to end the combo extension with, as A.K.I. can end with {{clr|H|236HP}} to gain access to her setups. |
| | ** This is also the best route for damage once A.K.I.'s drive gauge is empty, as she is able to cancel into super after. |
| | * ... > {{clr|4|DRC}} {{clr|M|5MK}}, {{clr|M|5MK}}, {{clr|M|5MP}} > Drive Rush Cancel/Ender |
| | ** Good intermediate route for more damage, before drive rush cancelling into the route above to end the combo. |
| | |
| | Example full combo: |
| | * {{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> |
| | |
| | == 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|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. |
| |- | | |- |
| | || | | | 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. |
| | |} |
| | |
| | === {{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" |
| | |- |
| | ! 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. |
| | |- |
| | | 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|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|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 |
| | | 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 | | {{TheoryBox |
| | Title = Reversal/Throw Whiff Punish | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drivehalf sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
Line 143: |
Line 353: |
| | 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. |
| }} | | }} |
| |-| Reversal/-9 Punish (Poison) = | | |-| |
| | Corner Half Drive Bar= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Reversal/Throw Whiff Punish | | | Title = Drive Gauge Usage: {{drivehalf sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|3|Medium}} |
| | Damage = | | | Damage = 3934 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=ZocvTiMf-KA&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|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P! (> SA1/SA2/SA3) |
| | content = Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo. | | | content = A.K.I.'s main corner Poison PC combo. Can be extended into a super for extra damage. |
| }} | | }} |
| </tabber>
| | |-| |
| | 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 |
| | }} |
| | |-| |
| | Corner 6 Drive Bars= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Drive Rush Cancel | | | 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 = 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 = 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 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 = 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> |
|
| |
|
| | ===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 | | {{TheoryBox |
| | Title = Raw Drive Rush | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | 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 = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = 3244 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=-WScIgpvj4A&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 = (Air Hit) PC {{clr|H|5HK}}, 214KK, {{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 = 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> |
|
| |
|
| == Picking an Ender == | | ===Drive Impact Combos=== |
| | As seen in the starter combos section. |
| | |
| | <tabber> Punish Counter = |
| {{TheoryBox | | {{TheoryBox |
| | Title = LP Serpent Lash | | | Title = Punish Counter |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = {{clr|1|Very Easy}} |
| | Damage = | | | Damage = |
| | Meter = | | | 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 = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = |
| | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=tIQS7mnFNbU&ab_channel=Basinator |
| | Recipe = anything special cancelable > {{clr|L|236LP}} <br> ... > 2PP~K (juggle), {{clr|L|236LP}} | | | Recipe = DI, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P |
| | 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 = 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> |
|
| |
|
| | ===Stun Combos=== |
| | |
| | <tabber> |
| | Meterless= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Toxic Wreath | | | Title = Meterless |
| | Oneliner = | | | Oneliner = |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = 2706 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=vP6StgBmN1E&ab_channel=Basinator |
| | Recipe = anything special cancelable > {{clr|H|214HP}} | | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 2PP~K, {{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 = 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 | | {{TheoryBox |
| | Title = HP Serpent Lash | | | Title = Drive Gauge Usage: {{drive sf6}} |
| | Oneliner = Safe Jump City | | | Oneliner = |
| | Difficulty = {{clr|3|Medium}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = 2710 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=oGOfsWxcVyc&ab_channel=Basinator |
| | Recipe = anything special cancelable > {{clr|H|236HP}}<br>... > {{clr|5|{{clr|4|DR}}}} {{clr|M|5MP}}/{{clr|M|2MP}} (juggle) > {{clr|H|236HP}} | | | 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 = 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 = Not much more damage compared to the meterless route, but ends with the opponent poisoned while allowing throw oki. |
| }} | | }} |
| | | |-| |
| | 2 Drive Bars= |
| {{TheoryBox | | {{TheoryBox |
| | Title = Venomous Fang | | | Title = Drive Gauge Usage: {{drive sf6}}{{drive sf6}} |
| | Oneliner = Welcome to setup city and combo town. | | | Oneliner = |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = {{clr|2|Easy}} |
| | Damage = | | | Damage = 2752 |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=tqhYYGi5Ht0&ab_channel=Basinator |
| | Recipe = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}} | | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}} |
| | 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 = A small damage increase over the 1 drive bar route, but gives both Orchid Spring ({{clr|M|214MP}}) and throw oki. |
| }} | | }} |
| | | |-| |
| == Combo Extensions == | | 3 Drive Bars= |
| 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.
| |
| | |
| {{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 }} |