User:Priestofbone: Difference between revisions

2 edits
(Created page with "{{Character Subnav SF6 | chara=Juri }} == Combo Notation Guide == Click "Expand" for information about combo notation in SF6: {{ComboKey-SF6}} Note: an Exclamation Mark (!) will be used when discussing the enhanced versions of Saihasho (236LK), Ankensatsu (236MK), and Go Ohsatsu (236HK) as a shorthand. == Day 1 BnBs == {{TheoryBox | Title = Light Confirm | Oneliner = | Difficulty = {{clr|1|Very Easy}} | Damage = | Meter = | Anchor = | Youtube...")
 
No edit summary
 
Line 1: Line 1:
{{Character Subnav SF6 | chara=Juri }}
{{Character Subnav SF6 | chara=A.K.I. | tag=AKI}}


== Combo Notation Guide ==
== Combo Notation Guide ==
Line 6: Line 6:
{{ComboKey-SF6}}
{{ComboKey-SF6}}


Note: an Exclamation Mark (!) will be used when discussing the enhanced versions of Saihasho (236LK), Ankensatsu (236MK), and Go Ohsatsu (236HK) as a shorthand.
== Starter Combos ==


== Day 1 BnBs ==
{{TheoryBox
{{TheoryBox
| Title      = Light Confirm
| Title      = Light confirms
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
Line 16: Line 15:
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=QExcC8HL8lg
| Recipe    = 2LK 2LP 2LP > 214MK
| 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    = Juri's confirms are relatively straightforward. Some lights may have to be cut depending on distance.
| 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.
 
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
| Title      = {{clr|H|5HK}} starter
| Oneliner  =
| Difficulty = {{clr|1|Very Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=MO-uL15RKK8
| Recipe    = {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}}
| 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
{{TheoryBox
| Title      = Jump-In Combo
| Title      = {{clr|H|236HP}}! Extensions
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|2|Easy}}
| Difficulty = {{clr|2|Easy}}
Line 28: Line 59:
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=mFPma5RVKM0&ab_channel=Basinator
| Recipe    = j.HK, 5MP, 2MP > 214MK
| Recipe    = {{clr|H|236HP}}!, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P!
| content    = Common confirm and an important link for Juri.
| content    = Good damage and knockdown. Links may be a bit tight.
}}
}}
</tabber>


<tabber> Punish Counter =
{{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    = https://www.youtube.com/watch?v=1yrJWppq2Q8
| Recipe    = PC DI, 5MP, 2MP > 214MK (midscreen) <br> DI, 5HP > 214HK, 623HP (corner)
| Recipe    = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}}
| content    = Basic introduction to Juri's main juggle route, that being 214HK. Juri gets a lot from that move but this is all she needs to get started.
| content    = This is the same combo as the {{clr|H|5HK}} combo shown above.
}}
}}
 
|-| Corner Wallsplat =
== Links and Starters ==
=== Normal Hit ===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Links and Chains
|-
!  Combo !! Notes
|-
| 5MP, 2MP || Very important to both her combos and pressure game. 5LK can be used instead but has fewer options afterwards and lower damage in exchange for being faster (and not trading with 4f buttons like 2MP would).
|-
| 2MP, 5LK || Not very common, but good to know regardless. Juri doesn't get much out of max range 5LK.
|-
| 5LP/2LP/2LK > 5LP/2LP > 5LP/5LK/2LP  || Juri's light chain structure is pretty similar to most of the cast. At farther ranges, she has to use 5LK to end her chain.
|-
| 5LP, 5MK ||  Juri has to be point blank for this link to work, but 5MK(1) has more than enough hitstun to combo into 236MK and 214HK for extended follow-ups.
|}
 
{{TheoryBox
{{TheoryBox
| Title      = Poke Conversions
| Title      = Drive Impact
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|3|Hard}}
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=tIQS7mnFNbU&ab_channel=Basinator
| Recipe    = 2MP > Special <br> 5HP > Special
| Recipe    = DI, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|DR}} {{clr|H|5HK}} > 2PP~P
| content    = These pokes can be single-hit confirmed into a special move.<br>5HP does not combo into 214HK or 236MK on normal hit if delayed too long, though this doesn't apply to a CH.
| 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>
<br>


=== Counter-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"
|+ Counter-hit Confirms
|-
|-
!  Combo !! Notes  
!  Combo !! Notes  
|-  
|-  
| CH 2MP, 2MP || Juri doesn't get anything particularly amazing on counter-hit.
| {{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}} > {{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|2MK}}/{{clr|H|5HK}}, {{clr|L|2LP}}/{{clr|L|5LK}} || Has uses for oki situations, but rarely used otherwise.
|}
|}
 
|-|
=== Punish Counter and Drive Rush ===
Counter Hits =  
<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 5LP, 2HP || Juri has to be point blank for this to work.
| 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.
|}
|-
|-| -5 =
| CH {{clr|M|2MP}}/{{clr|M|5MP}}, 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}} || Confirms {{clr|M|MP}} into BNB.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|+ -5 Punishes
| 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|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.
|-
|-
!  Combo !! Notes
| PC {{clr|M|5MK}}, {{clr|H|2HP}} || Converting a whiff punish hit into damage and knockdown.
|-
| || TODO
|}
|}
|-| -6 =
|-|
Drive Rush =  
{| 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 !! Notes  
|-  
|-  
| PC 5MP, 5HP > ... || Great starter for Juri. 5HP has a lot of hitstun, which lets her go for her most damaging cancel options and Drive Rush.
| {{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.
|-  
|-  
| PC 2MP, 2MK > ... || Decent against moves like Jamie's palm.
| {{clr|4|DR}} {{clr|M|5MK}}, {{clr|H|5HK}} || Drive rush starter that goes into BnB.
|-  
|-  
| PC 2MP > 214HK/236MK ... || Excellent way to route into moves that are normally only accessible by heavy starters
| {{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.
|}
|-| -7 =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ -7 Punishes
|-
!  Combo !! Notes
|-  
|-  
| || TODO
| {{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.
|}
|-| -8 =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ -8 Punishes
|-
!  Combo !! Notes
|-  
|-  
| PC 2MK > 214HK/236MK ... || Good for punishing spaced moves like sweeps
| {{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.
|}
|}
|-| Other =
</tabber>
<br>
 
== Combo Theory ==
 
=== Picking an Ender ===
<tabber>
LP Serpent Lash=
{{TheoryBox
{{TheoryBox
| Title      = Enhanced Ankensatsu
| Title      = {{clr|L|LP}} Serpent Lash ({{clr|L|236LP}})
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = PC 6MP/2MP/2MK > 236MK!, 6MP > ...
| Recipe    =  
| content    = Juri can use Ankensatsu as a way to convert whiff punishes into more damage. This will use a stock, but Juri can always opt to end the combo in Fuhajin to gain one back just as easily. Juri can also route into 214HK for a juggle from the same starters.
| 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
{{TheoryBox
| Title      = 5MK Into Super
| Title      = Toxic Wreath ({{clr|H|214HP}})
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = PC 5MK, 236236K
| Recipe    =
| content    = If either hits of 5MK connect as a punish counter, it can easily be confirmed and linked into Level 1 Super at just about any range. Also useful when done as a Drive Rush in neutral.
| 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.
}}
}}
</tabber>
|-|
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
{{TheoryBox
| Title      = Drive Rush Extensions
| Title      = {{clr|H|HP}} Serpent Lash ({{clr|H|236HP}})
| Oneliner  =  
| Oneliner  = Safe Jump City
| Difficulty =  
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = light normals > DRC 5LP, 2HP > ... <br> ... > 5MP/2MP/6MP and heavy normals > DRC 2HP, 5MP, 2MP > ... <br> medium normals > DRC 5MP, 5HP > ...
| Recipe    =
| content    = Juri has a couple options to choose from when it comes to using Drive Rush. She's pretty limited when it comes to light normals, but off of her other buttons she can choose between damage (the second route) or extensions using Fuha stores (the third route). The third route is also useful as Juri can juggle her lvl1 from 214HK.
| 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
{{TheoryBox
| Title      = Raw Drive Rush
| Title      = Venomous Fang (2PP~P)
| Oneliner  =  
| Oneliner  = Welcome to setup city and combo town.
| Difficulty =  
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = DR 5MP, 5MP, 2MP > ... <br> DR 6MK, 5MP, 2MP > ... <br> DR 2MK, 5LP 5LK > ...
| Recipe    = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}}
| content    = Juri's Drive Rush, to put it lightly, is what we in the biz call "very good." This is complemented by Juri's strong options out of it. Her lowest reward option is the low, 2MK. DR 5MP, 5MP is actually a true blockstring and needs to be slightly delayed in order to frame trap. The added momentum from Drive Rush is what allows it to work in this instance.
| 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
{{TheoryBox
| Title      = Drive Impact
| Title      = {{clr|L|5LP}}~{{clr|L|LP}}/{{clr|L|2LP}}/{{clr|L|5LK}} starter
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =
| Damage    = 2570 <br> 2720 <br> 2960
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=tct-6nN9Zds&ab_channel=Basinator
| Recipe    = PC DI, -> <br>
| 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
# 2HP > 214HK > 623HP (stock positive) <br>
| 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.
# 6HP > 236MK!, 6MP > 214MK (stock neutral) <br>
 
# 6HP > 236MK!, 6MP > 623HP (stock negative)
Note that a {{clr|L|5LP}} starter without the target combo will not work.
| content    = Basic example of how Juri can change her routing depending on how many stocks she has or wants. Combos that end in Tensenrin typically forgo okizeme for damage.
}}
}}
 
|-|
== Picking an Ender ==
Medium Starter=
<tabber> LK/MK Fuhajin =  
{{TheoryBox
{{TheoryBox
| Title      = Fuhajin
| Title      = {{clr|M|5MP}}/{{clr|M|2MP}} starter
| Oneliner  = Optimal in most contexts.
| Oneliner  =  
| Difficulty =  
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=n3XT3hd7j4I&ab_channel=Basinator
| Recipe    = 5LK/6MP > 214LK <br> light punches/medium normals > 214MK/214KK <br> 5MK(1)/5HP/2HP/6HP > 214HK > ...
| 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    = LK Fuhajin is the most restricted in terms of range. MK Fuhajin will combo from Juri's light punches unless they connect at max range, making it highly consistent as an ender. Both LK and MK Fuhajin can cancel into her lvl3 as a relatively easy way to dump meter. HK Fuhajin only combos from her cancelable heavies or Punish Counter mediums, but launches high enough to juggle after. 214KK has a similar launch to 214HK but combos from more normals to offset its Drive cost.
| 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.
}}
}}
|-| HK/OD Fuhajin =
|-|
Heavy Starter=
{{TheoryBox
{{TheoryBox
| Title      = Fuhajin Juggles
| Title      = {{clr|H|5HK}} starter
| Oneliner  =  
| Oneliner  =
| Difficulty =  
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=7IE3qf6b8hM&ab_channel=Basinator
| Recipe    = ... > 214HK/214KK -> <br>
| 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
# 623LP/623MP/623HP
| 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.
# 236236K
# 214214P
# 214214K
| content    =  
}}
}}
</tabber>
</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"
|-
!  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.
|}
=== {{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|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.
|}
=== {{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"
|-
!  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.
|-
| CH {{clr|H|6HK}}, {{clr|M|5MP}} > {{clr|H|236HP}} || - ||
|}
=== {{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"
|-
!  Combo !! Drive Gauge Used !! Notes
|-
| {{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
{{TheoryBox
| Title      = Tensenrin
| Title      = Basic {{clr|L|236LP}}! Link
| Oneliner  = The last resort ender.
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| 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      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=j8yUYsAON0I
| Recipe    = ... > 5LK > 623LP <br> juggle > 623MP/623HP
| Recipe    = PC {{clr|L|236LP}}!, {{clr|4|PDR}} {{clr|M|5MP}} > 2PP~K, {{clr|4|PDR}} {{clr|M|5MP}} > {{clr|H|236HP}}
| content    = Tensenrin can be used as a grounded combo ender, but it's always worse when Fuhajin is available as an alternative. Fuhajin builds Juri's resource and also has better oki. However, there are times where Fuhajin won't connect, like after max range 5LK, that make Tensenrin the only option.
| 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>


=== {{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
{{TheoryBox
| Title      = Go Ohsatsu
| Title      = Safejump Route
| Oneliner  = A pricey upgrade.
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = ~2860
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=y26bPMf5R7o
| Recipe    = ... > 236HK!~LK! <br> ... > 236HK > 214214K
| Recipe    = ...{{clr|M|236MP}}!, 66 {{clr|L|5LK}} > {{clr|H|236HP}}
| content    = With two stocks, Juri can end combos with 236HK into the LK follow-up, which places a projectile directly on top of the opponent for a meaty. Alternatively, it's her highest-damage super cancel option.
| 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=
== Juggles and Extensions ==
{{TheoryBox
{{TheoryBox
| Title      = HK/OD Fuhajin
| Title      = Safejump + Corner Carry Route
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=XdxeO3j1ryE&ab_channel=Basinator
| Recipe    = ... > 214HK/214KK -> <br>
| Recipe    = ...{{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~K, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}}
# 623LP (close) <br>
| 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}}.
# 623MP/HP (far) <br>
# 236236K (1 Super) <br>
# 214214K (3 Super) <br>
| content    = Important to note these are all ''juggles'' and not ''cancels''. This is particularly important when it comes to her lvl3, as canceling into it adds scaling.
}}
}}
 
|-| Midscreen Corner Carry=
{{TheoryBox
{{TheoryBox
| Title      = Grounded Enhanced Ankensatsu Extensions
| Title      = Corner Carry Route
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=vsU--sFtuBE
| Recipe    = PC or DR medium buttons/5MK(1)/5HP/2HP > 236MK!, 6MP/2MP > ...
| Recipe    = ...{{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|2HP}}
| content    = Ankensatsu is only really useful as an extender if you're planning on extending the combo with Drive afterwards or want good okizeme, as it incurs a scaling penalty. This route goes into the DR 2HP extension very easily though, making it a great route for corner carry or as a stun combo for big damage.
| 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.
}}
}}
 
|-|
Near Corner=
{{TheoryBox
{{TheoryBox
| Title      = Instant j.MP
| Title      = Near Corner Route
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=PBvaln5vSqA
| Recipe    = PC instant j.MP > j.214KK~K
| Recipe    = ...{{clr|M|236MP}}!, ({{clr|4|PDR}}) {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = Incredibly useful tool as it catches whiffed throw hurtboxes when used as a reversal. Juri can pick up after OD divekick with either Fuhajin or Tensenrin, depending on if she wants a stock or damage.
| 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>


== Feng Shui Engine ==
=== {{clr|H|236HP}}! Combo Extensions ===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"


Here it is, Juri's signature install super, the Feng Shui Engine. In exchange for giving Juri amazing conversion ability and access to setups she normally would not, the skill floor goes way up to effectively use it. While this definitely is daunting at first, it becomes second nature once you get past the initial learning curve. The basics to learning FSE are: learning how to enter it, basic combo theory when activated, and where to spend stocks/drive. <br> <br>
These are combo extensions that can be added on after {{clr|H|236HP}} procs Toxic Blossom as part of a combo.
The Gatling route goes as follows: LP/LK > MP/MK > HP/HK <br>
She can not cancel buttons of the same type and strength into each other. For example: 5MP > 5HP works, 5MP > 2MK works, but 5MP > 6MP does not. Furthermore, once she has canceled a button into another of the same strength, she must go to a higher strength to continue the string. Therefore, 5MP > 2MK > 6MP does NOT work.


== Activation ==
<tabber>
<tabber> Juggling into FSE =
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      = Launchers
| Title      = Drive Gauge Used: {{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=uxZyfxKT860
| Recipe    = 2HP > 214HK, 214214[P]... <br> j214KK~K, 214214[P]... <br> 236MKHK > 214214[P]... <br> PC 5HK, 214214[P]...
| 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    = Heavy Fuhajin, OD Go Ohsatsu, and OD Shikusen allow Juri to juggle into the dash version of FSE, notated as 214214[P]. Sometimes, this link must be done so that it hits as low as possible, but in the corner, she can buffer the input as quickly as possible. From there, she has a few different options depending on her screen position and what she wants.  
| 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      = Enders
| Title      = Drive Gauge Used: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=mFPma5RVKM0
| Recipe    = ... 5HK > 2HP > jc dl.j.MK > j214K~K - Midscreen <br> ... 6MP > 4HK > 2HP > jc j.MP > j.MK > j214K - Midscreen <br> ... 5HK > 2HP > jc j.MK > j.HP > j.HK > j214K~K - Corner
| Recipe    = ...{{clr|H|236HP}}!, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = Outside of the corner, j214K is the main way to end aerial combos from FSE because it allows Juri to dash up and get pressure whereas ending with the follow-up will often leave her too far. The first route requires a slight delay when activating FSE so that the 5HK hits low enough to connect to 2HP, the others do not.
| 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>
===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      = Sample Routes
| Title      = Meterless
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=-G8TOfWgQtc&ab_channel=Basinator
| Recipe    = 2HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.j.MK > j214K~K <br> 236MKHK(2) > 214214P > 236HK <br> 236MKHK(2) > 214214[P] > 4HK(1) > 2HP > jc j.MP > j.MK > j214K <br> j.MP > j214KK~K, 214214[P] > 4HK > 2HP > jc j.MP > j.MK > j.HP > j.HK
| Recipe    = PC {{clr|H|5HK}} > {{clr|H|214HK}}, {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|H|236HP}}
| content    = These are sample combos to showcase how one may put these pieces together. Lastly, to clarify what "dl." is referring to: If a normal is pressed while Juri is rising, the routes will be different from pressing that same button when Juri is close to or at the apex of her jump.
| content    = Basic punish counter {{clr|H|5HK}} routing.
}}
}}
|-| Canceling into FSE =
|-|
3 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = Starters
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =
| Recipe    = 5HP > 214214P... <br> 6HP > 214214P... <br> 5MP, 2MP > 214214P... <br> 2MK > 214214P...
| Recipe    = PC {{clr|L|236LP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK, {{clr|L|236LP}}!
| content    = Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the frame advantage allowing strong follow-ups afterward as long as she cancels off anything stronger than a light attack. Naturally, activating in neutral can cause spacing issues so a microwalk may be required if activating from further distances. Though, if range is still a concern, the dash version is a serviceable alternative that sacrifices damage.
| 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
{{TheoryBox
| Title      = Enders
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 6137
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=3fX4QFv8ewc&ab_channel=Basinator
| Recipe    = ... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere <br> ... 6MP > 4HK(1) > 2HP > jc j.MP > j.MK > j214K - Midscreen <br> ... 5MK > 5HK > 2HP > jc j.MP > j.HP > j.HK > j214K~K - Corner
| 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    = 6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the weaker 2nd hit of 5MK will connect.
| 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
{{TheoryBox
| Title      = Sample Routes
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    =
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =
| Recipe    = 5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP <br> 5MP, 2MP > 214214P > 6MP > 4HK(1) > 2HP > jc j.MP > j.MK > j214K <br> 5HP > 214214P > 5MK > 5HK > 2HP > jc dl.j.MP > j.HP > j.HK
| 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    = These are sample combos to showcase how one may put these pieces together. It should be noted that very few routes require specific delays and spacings aside from the juggle routes. Treat them like a target combo, one after another.
| 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
 
}}
}}
|-| Activating FSE on block =
</tabber>
 
====Poisoned Routes====
<tabber>
Midscreen One Drive Bar=
{{TheoryBox
{{TheoryBox
| Title      = From Normals
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = 3685
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=xB1D_ZxIxjI&feature=youtu.be&ab_channel=Basinator
| Recipe    = 5HP/6HP/5MP/2MP/2MK/6MP
| Recipe    = PC {{clr|H|5HK}}, 2PP~P!, {{clr|H|5HK}} > {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|2HP}}
| content    = Even on block, Juri is plus enough to start pressure again by canceling into normals that move her forwards. To get the best pressure, she must consider the distance before committing to a button. 5MP and 6MP often leave her close enough to simply link into 5MP again. However, 2MP, 2MK, 5HP, and 6HP are a bit more troublesome. From closer, they can link into 2MK > 5MP, but from further they must do 2MK > 6MP, somewhat weaker pressure. If connecting from the very tip range of 5HP, Juri can only do 5HP to keep a gapless string.
| content    = A.K.I.'s midscreen Poison PC combo. Good damage and corner carry.
}}
}}
|-|
Midscreen 6 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = OD Go Ohsatsu
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 6339
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 236MKHK
| 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    = By spending 2 drive bars, Juri can cancel into FSE by using OD Go Ohsatsu as a surprise tool in neutral a la V Trigger activation in SFV. Canceling the 2nd hit is recommended because she can frame trap walk up 5MP.
| 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
}}
}}
</tabber>
|-|
 
Corner One Drive Bar=
== In-Engine ==
<tabber> Starters =
{{TheoryBox
{{TheoryBox
| Title      = Lights
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| 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    = 5LP/5LK/2LP/2LK... <br> 5LP/5LK/2LP/2LK > 6MP... <br> PC 5LP, 2HP...
| 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    = Light confirming in FSE is rather easy because of Juri's low pushback on lights allowing her to do multiple in a row. The simplest route for light confirms is X number of Lights > 5HP > 214MK (> 623HP in corner). In order to go into slower heavies, such as 5HK, we have to first cancel into 6MP. Although other mediums will work, 6MP simplifies spacing as it moves Juri forward.
| content    = A.K.I.'s main corner Poison PC combo. Can be extended into a super for extra damage.
}}
}}
|-|
Corner 4 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = Mediums
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 6210
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=NZ-KvPa86gY&ab_channel=Basinator
| Recipe    = 5MP, 2MP > 2MK... <br> 5MK/2MK > 6MP... <br> PC 5MP, 5HP...
| 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    = Juri's already strong mediums in neutral become much safer as they become essentially DI-safe by buffering into other mediums. This is a theme in Feng Shui Engine. Furthermore, links are incredibly powerful in FSE because they let us briefly ignore the cancel rules and lead to overall stronger routes.
| 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      = Heavies
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 6442
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=zzSUQqKtzc8&ab_channel=Basinator
| Recipe    = 5HK > 623HP/214MK <br> 5HK > 6HP... <br> 5HP/2HP/6HP > 5HK ... <br> 5HP/2HP/6HP > 236MK!, 6MP... <br> PC 6HP/2HP, 5MP...
| 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    = In FSE, heavies have unique properties when canceled into, such as 2HP's jump cancel. However, if a heavy is linked into or starts the string, it retains normal properties. For example, 2MP > 2HP allows you to jump cancel but PC 2MP, 2HP does not. Another example is with 214LK: 5MP > 5HP > 214LK combos and 5MP > 5HK > 214LK also works. But 5MP > 5HK > 5HP > 214LK does not work because 5HP launches off the ground and decreases the juggle limit.
| 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.
}}
}}
|-| Enders =
</tabber>
 
===Anti-Air Combos===
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      = Grounded
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = 2785
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=pw02_9-9utg&ab_channel=Basinator
| Recipe    = ... 5HP/5HK > 214MK <br> ... 5HP/HK > 214LK > 623HP <br> ... 5HK > 5HP > 236HK > 623HP <br> ... 2HP/4HK(1) > 214HK > 623HP <br> ... 2HP > DI
| Recipe    = (Air Hit) PC {{clr|H|5HK}}, 214KK, {{clr|M|236MP}}, {{clr|L|236LP}}
| content    = Given that Juri only has a limited amount of time she can spend in the engine, combo length is another factor to consider. For example, spending less time on light combos makes sense because they are scaled harshly anyways. The strengths of the slightly longer 236HK route include strong corner carry and good oki if she chooses to forego the 623P ender. This is a reasonable choice because it can fall out easily if timed incorrectly or if she is too far in the first place.
| content    = Simple combo off of a punish counter air hit {{clr|H|5HK}}.
}}
}}
|-|
PC 5HK (3 Drive Bars) =
{{TheoryBox
{{TheoryBox
| Title      = Launchers
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 3244
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=-WScIgpvj4A&ab_channel=Basinator
| Recipe    = ... 6MP > 4HK(1) > 2HP... <br> ... 5HK > 2HP...
| Recipe    = (Air Hit) PC {{clr|H|5HK}}, 214KK, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = Should Juri need to take to the skies, the freedom of FSE allows her to easily route into 2HP and go for an aerial combo. By doing so, she exchanges damage for somewhat further corner carry. However, when she is already in the corner, she can access her most powerful okizeme setups by launching her opponents into the air.  
| 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>
</tabber>


=== The 50/50 Setup ===
===Drive Impact Combos===
As seen in the starter combos section.
 
<tabber> Standard Punish Counter =
{{TheoryBox
{{TheoryBox
| Title      = Corner 50/50
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|1|Very Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=1yrJWppq2Q8
| Recipe    = ... 5HK > 2HP > jc dl.j.MP > j.HP > j.HK
| Recipe    = PC DI, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}}
| content    = Bless Capcom for giving Juri 50/50s in the corner. The general idea is as follows: Chain into 2HP > Air Combo and have the last j.HK hit as low to the ground as possible. This is so that an instant jump is plus enough for 2LK/Throw to be true and a slightly delayed jump leads to safe jump j.HK. There are a variety of ways to do this but the route listed seems to be the simplest to access.
| content    = This is the same combo as the {{clr|H|5HK}} combo shown above.
}}
}}
=== Midscreen Safe Jump ===
|-| Corner Carry =
{{TheoryBox
{{TheoryBox
| Title      = 214HK Safe Jump
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=_J-q9cMgS9A
| Recipe    = ... 6MP > 4HK(1)/2HP > 214HK <br> ... 2HP > 5HK > 214HK
| Recipe    = PC DI, {{clr|H|j.HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~P
| content    = Similar to how Juri can normally attempt a safe jump off 214HK, she can do so in FSE only this one is auto-timed in exchange for leaving her slightly further from the opponent. Though this problem is mitigated by FSE's forward-advancing normal cancels and spacing traps. This safe jump can work with either j.MK or j.HK, though j.HK is harder to properly time.
| 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>


== Spending Resources ==
===Stun Combos===
<tabber> Fuha Stocks =
 
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      = Saihasho/Go Ohsatsu
| Title      = Meterless
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = 2706
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=vP6StgBmN1E&ab_channel=Basinator
| Recipe    = 236LK!/236HK!
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 2PP~K, {{clr|L|236LP}}!
| content    = Enhanced Saihasho remains a strong tool in neutral as a wall that Juri can approach behind and Go Ohsatsu still leads to solid oki on its own. What makes them truly remarkable is how they synergize in FSE. Any route that leads to 236HK! juggling opponents in the air and then canceling into the fireball, such as the ...5HK > 5HP BnB, gives Juri particularly powerful midscreen okizeme. The fireball does not hit meaty which is actually a benefit in this case because it prevents the opponent from mashing out while Juri can safely wait and respond to her opponent's choices.
| 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
{{TheoryBox
| Title      = Ankensatsu
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = 2655
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=e2O4_LUOKj8&ab_channel=Basinator
| Recipe    = 236MK!
| 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    = Enhanced Ankensatsu is different from the other 236K specials in that it's purely a combo tool. While it may be lacking in utility, it makes up for this simply because it allows Juri to link back into her mediums, giving her the most options in terms of routing. It sees use in longer FSE combos because it can combo from mediums using 236LK! > MK but this is not recommended for shorter combos because it scales harshly.
| content    = Stun combo into BnB. Lower damage compared to meterless route, but gives access to Venomous Fang knockdown.
}}
}}
|-| Drive =
|-|
1 Drive Bar (Damage)=
{{TheoryBox
{{TheoryBox
| Title      = OD Shikusen
| Title      = Drive Gauge Usage: {{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = 2710
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=oGOfsWxcVyc&ab_channel=Basinator
| Recipe    = j214KK
| 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    = OD Shikusen is a uniquely great corner carry tool in Feng Shui Engine simply because she can access it more often than she normally does. For a basic conversion, 236HK will usually juggle. However, for 1 drive bar, she can Drive Rush into a string that pushes her into the corner. To have enough juggle potential for this string to work, she must not cancel into 2HP from a heavy and she must only do 1 jump attack before canceling into j214KK.
| 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
{{TheoryBox
| Title      = Drive Rush Cancels
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|2|Easy}}
| Damage    =  
| Damage    = 2752
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=tqhYYGi5Ht0&ab_channel=Basinator
| Recipe    = MP+MK/66
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|H|5HK}} > {{clr|M|236MP}}!, {{clr|H|5HK}} > 236PP!, {{clr|H|214HP}}
| content    = Despite being a defining feature of SF6, Drive Rush does not have an obvious niche in FSE, given that it already has ungodly conversion ability. Furthermore, heavies launching when canceled makes converting from DR rather difficult. 6HP is the exception to this in that it is fairly easy to DR into 4HK/4HK(1) > 2HP. Lastly, DR sees use in long, looping combos where it is activated before Juri cancels into a heavy so that she can use her exceptional links bolstered by the added frame advantage.
| content    = A small damage increase over the 1 drive bar route, but gives both Orchid Spring ({{clr|M|214MP}}) and throw oki.
}}
}}
|-|
3 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = OD Tensenrin
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}({{drive sf6}})
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| 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    = 623PP
| 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    = OD Tensenrin has a fairly standard but ultimately beneficial role as a strong ender if Juri needs more damage or if she is unsure about the juggle potential. For example, if she is unable to Drive Rush after j214KK, 623PP is likely to combo provided she is close enough. That last part is important because, unlike 623HP, the OD version has a trajectory comparable to 623MP, making it fall out of the 236HK route outside of the corner.
| 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
{{TheoryBox
| Title      = OD Ankensatsu
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| 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    = 236LKHK
| 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    = OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an auto-timed safe jump by first whiffing 5LK. This is important because, in certain routes, she would not be able to juggle anything else meterless. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.
| 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.
}}
}}
|-| Super =
|-|
5 Drive Bars=
{{TheoryBox
{{TheoryBox
| Title      = Sakkai Fuhazan
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 5130 (SA3)
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=WgvMXZ8Ltv0&ab_channel=Basinator
| Recipe    = 236236K
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|M|5MP}}, {{clr|M|5MK}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK > Super
| content    = Juri's Level 1 Super is the only one she can access for the duration of FSE and, thankfully, is rather easy to combo into while also doing a decent amount of damage especially if she chooses to spend a stock. It also functions as a high-damage anti-air.
| content    = High damage route into a super. Relies on the extra 214KK for more damage.
* SA1: ~3805 damage
* SA2: ~4210 damage
* SA3: ~5130 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      = Sample Routes
| Title      = Drive Gauge Usage: {{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}{{drive sf6}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty = {{clr|3|Medium}}
| Damage    =  
| Damage    = 5451 (SA3)
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=UsdGc2JVSJs
| Recipe    = 6MP > 5HK > 5HP > 236HK, 236236K - Anywhere <br> 5HP > 4HK(1) > 214HK, 236236K - Anywhere <br> 2LP > 2LP > 5HP > 214MK, 236236K - Anywhere <br> 6HP > 5HK > 236236K - Anywhere <br> 5HP > 5HK > 236LKMK, 236236K - Corner <br> 5MP > 5HK > 2HP > jc j.MP > j.HP > j.HK, 236236K - Corner <br> 5MP >  2HP > jc j.MP > j.MK > j214KK~dl.K, 236HK, 236236K - Midscreen
| 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    = It just works.
| 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>
</tabber>


== Combo Tables ==
{{Character Subnav SF6 | chara=A.K.I. | tag=AKI }}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Activation
|-
! Combo !! Position !! Damage !! Drive !! Fuha Stocks !! Notes
|-
| 5HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.j.MK > j214K~K || Midscreen|| 3120 || 0 || +1 || Midscreen route for damage off juggle activation.
|-
| ... 6MP > 4HK > 2HP > jc j.MP > j.MK > j214K || Midscreen || 3020 || 0 || +1 || Midscreen route for okizeme. 5HK > 2HP also works but does slightly less damage.
|-
| ... 5HK > 2HP > jc j.MK > j.HP > j.HK > j214K~K || Corner || 3260 || 0 || +1 || Corner combo optimized for damage.
|-
| ... 4HK > 2HP > jc j.MP > j.MK > j.HP > j.HK || Corner || 3080 || 0 || +1 || Corner route to immediately enter into a 50/50.
|-
| 236MKHK(3) > 214214P, 236HK || Anywhere || 2000 (2160) || -2 || 0/-1 || Advancing OD activation route.
|- 
| 236MKHK(2) > 214214[P] > 4HK(1) > 2HP > jc j.MP > j.MK > j214K || Midscreen || 2400 || -2 || 0 || Advancing OD activation route that focuses on corner carry.
|-
| 5HP > 214214P, 6MP > 5HK > 5HP > 236HK, 623HP || Anywhere || 3430 (3550) || 0 || 0/-1 || Route that works anywhere on the screen off grounded activation. 5MK and 6MP are mostly interchangeable
|-
| ... 6MP > 2HP > 214HK || Anywhere || 2310 || 0 || +1 || Midscreen stock positive safe jump route. 4HK(1) is more consistent than 2HP further away but does much less damage, 2310 compared to 1990.
|-
| ... 6MP > 4HK(1) > 2HP > jc j.MP > j.MK > j214K || Midscreen || 2740 || 0 || 0 || Midscreen route for corner carry. 6MP is much more consistent here than 5MK.
|-
| ... 5MK > 5HK > 2HP > jc j.MP > j.HP > j.HK > j214K~K || Corner || 3800 || 0 || 0 || Corner combo optimized for damage.
|-
| ... 5MK > 5HK > 2HP > jc dl.j.MP > j.HP > j.HK || Corner || 3440 || 0 || 0 || Corner route to immediately enter into a 50/50. It's really that simple.
|-
| ... 6HP > 236MK!, 6MP > 5HK > 6HP > DR~4HP > 2HP > jc j.MP > j.MK > j214K ~K || Anywhere || 3821 || -3 || -1 || Corner-to-corner combo. Can go into 50/50 routing if close enough to the corner.
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ In-Engine
|-
! Combo !! Position !! Damage !! Drive !! Fuha Stocks !! Notes
|-
| 2LK > 2LP > 2LP > 5HP > 214MK || Anywhere || 1310 || 0 || +1 || Easy and quick stock gain combo, works from pretty much any light starter.
|-
| ... 5HP > 214MK, 623HP || Corner || 1910 || 0 || +1 || Corner version of the above combo. The additional height from 5HP's launch lets this combo work.
|-
| ... 6MP > 2HP > 214HK || Anywhere|| 1480 || 0 || +1 || Safe jump combo off lights. 4HK(1) also works as a substitute for 2HP.
|-
| ... 6MP > 5HK > 5HP > 236HK, 623HP || Anywhere || 2200 (2280) || 0 || 0/-1 || Must first use a medium to route into the BnB. 623HP ender adds ~300 damage.
|-
| ... 6MP > 2HP > jc j.MP > j214KK~dl.K, DR~5MP > 4HK > 2HP > jc j.MP > j.MK > j214K~K || Anywhere || 2214 || -3 || 0 || Alternative corner-to-corner route off lights. DR extension is finicky depending on height.
|-
| 5MP, 2MP > 2MK > 5HK > 5HP > 236HK, 623HP || Anywhere || 3150 (3250) || 0 || 0/-1 || Essentially the FSE BnB because of the 236HK launch which gives the choice of oki, damage, and a super.
|- 
| ... 2MK > 5HP > 214MK || Anywhere || 2220 || 0 || +1 || A shorter version of the above combo. Can add 623HP ender in the corner.
|- 
| ... 2MK > 5HK > 5HP > 236HK, 623PP || Corner || 3430 (3530) || -2 || 0/-1 || 623PP ender only works in the corner. Auto-times slightly meaty 5MP.
|- 
| PC 5MP, 5HP > 236MK!, 6MP > 2HP > 5HK > 214HK || Anywhere || 3140 || 0 || 0 || Stock neutral DP punish that leads to safe jump. Can link into 623HP or 236236K to sacrifice safe jump.
|- 
| 2MK > 6MP > 5HP > 214MK || Anywhere || 1600 || 0 || +1 || Neutral buffer that is safe to Drive Impact and also pulls Juri closer to the opponent on block.
|-
| 5HP > 5HK > 214MK || Anywhere || 1980 || 0 || +1 || Buffer in neutral from heavies. Can substitute 214MK for 214LK to allow 623HP ender in the corner.
|-
| 5HK > 6HP > 623HP || Anywhere || 2380 || 0 || +1 || Does not work as easily from further distances. 623HP ender does not work on PC 5HK.
|-
| 6HP > 4HK(1) > 214HK || Anywhere || 1700 (2540) || 0 || +1 || Heavy punish starter. Can choose between damage or safe jump with 623HP ender.
|-
| 6HP > 236MK!, 6MP > 5HP > 214MK || Anywhere || 2680 || 0 || 0 || Typical heavy punish starter with stocks.
|-
| PC 6HP, 5MP > 5MK > 5HK > 5HP > 236HK, 236236K || Anywhere || 4270 (4370) || 0 || 0/-1 || High damage DP/Super punish.
|-
| ... > 5HK > 2HP > jc dl.j.MP > j.HP > j.HK || Corner || 3060 || 0 || 0 || Looping corner 50/50 setup. Works from any hit in the corner, even lights.
|-
| DI 6MP > 5MK > 4HK > 2HP > jc j.MP > j.MK > j.HP > j.HK || Corner || 2820 || 0 || 0 || Way to access 50/50 if DI wallsplats, works on hit and on block.
|}
 
{{Character Subnav SF6 | chara=Juri }}
{{Navbox-SF6}}
{{Navbox-SF6}}
[[Category:Street Fighter 6]]
[[Category:Street Fighter 6]]
[[Category:Juri]]
[[Category:A.K.I.]]

Latest revision as of 15:31, 26 December 2024


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.

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, 5MP, 5MK > 236MP, 5HK > 236PP, 214HP, PDR 5HK > 214KK > Super

High damage route into a super. Relies on the extra 214KK for more damage.

  • SA1: ~3805 damage
  • SA2: ~4210 damage
  • SA3: ~5130 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


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Elena
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Elena
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry