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

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|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps
|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps
|-
|-
! !! {{clr|L|5LK}}/{{clr|L|2LP}} !! {{clr|L|5LP}}/{{clr|L|2LK}} !! {{clr|M|5MP}} !! {{clr|M|2MK}} !! {{clr|M|5MK}}/{{clr|M|2MP}} !! {{clr|H|5HK}} !! {{clr|H|2HP}}/{{clr|H|2HK}} !! {{clr|H|5HP}} !! {{clr|H|6HK}} !! {{clr|H|6HP}} !! {{clr|M|3MP}}
! !! {{clr|L|5LK}}/{{clr|L|2LP}} !! {{clr|L|5LP}}/{{clr|L|2LK}} !! {{clr|M|5MP}} !! {{clr|M|2MP}}/{{clr|M|2MK}} !! {{clr|M|5MK}} !! {{clr|H|5HK}} !! {{clr|H|2HP}}/{{clr|H|2HK}} !! {{clr|H|5HP}} !! {{clr|H|6HK}} !! {{clr|H|6HP}} !! {{clr|M|3MP}}
|- style="text-align: center
|- style="text-align: center
! {{clr|L|5LP}}{{clr|DR|~DRC}}
! {{clr|L|5LP}}{{clr|DR|~DRC}}
| {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|18}} || {{SF6-Gap|L|26}}
| {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|18}} || {{SF6-Gap|L|26}}
|- style="text-align: center
! {{clr|M|5MP}}{{clr|DR|~DRC}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|19}}
|- style="text-align: center
|- style="text-align: center
! {{clr|L|5LK}}{{clr|DR|~DRC}}
! {{clr|L|5LK}}{{clr|DR|~DRC}}
| {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|15}} || {{SF6-Gap|L|17}} || {{SF6-Gap|L|25}}
| {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|15}} || {{SF6-Gap|L|17}} || {{SF6-Gap|L|25}}
|- style="text-align: center
! {{clr|H|5HK}}{{clr|DR|~DRC}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|15}}
|- style="text-align: center
|- style="text-align: center
! {{clr|L|2LP}}{{clr|DR|~DRC}}
! {{clr|L|2LP}}{{clr|DR|~DRC}}
| {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|24}}
| {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|24}}
|- style="text-align: center
! {{clr|L|5LP}}~{{clr|L|LP}}{{clr|DR|~DRC}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|20}}
|- style="text-align: center
! {{clr|M|5MP}}{{clr|DR|~DRC}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|17}}
|- style="text-align: center
|- style="text-align: center
! {{clr|M|2MP}}{{clr|DR|~DRC}}
! {{clr|M|2MP}}{{clr|DR|~DRC}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|16}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|16}}
|- style="text-align: center
|- style="text-align: center
! {{clr|L|5LP}}~{{clr|L|LP}}{{clr|DR|~DRC}}
! {{clr|H|5HK}}{{clr|DR|~DRC}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|20}}
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|15}}
|}
|}


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===== <big>{{clr|SA|SA1}} into Meaty {{clr|L|214LP}}</big> =====
===== <big>SA1 into Meaty 214LP</big> =====


A.K.I.'s Level 1 Super sends the opponent flying far away if used midscreen, and around 1/3 screen away if used on a cornered opponent. A common oki setup after {{clr|SA|SA1}} is to lock down the opponent with Nightshade Pulse ({{clr|L|214LP}}). This puts A.K.I. at around {{sf6-adv|VP|+12 on Block}} in the corner, and severely limits the opponents movements midscreen (though it gives plenty of time for them to reposition before the projectile connects). However, some characters can punish this projectile on reaction, especially near the corner.
A.K.I.'s {{clr|SA|Level 1 Super}} sends the opponent flying far away if used midscreen, and around 1/3 screen away if used on a cornered opponent. A common oki setup after {{clr|SA|SA1}} is to lock down the opponent with Nightshade Pulse ({{clr|L|214LP}}). This puts A.K.I. at around {{sf6-adv|VP|+12 on Block}} in the corner, and severely limits the opponents movements midscreen (though it gives plenty of time for them to reposition before the projectile connects). However, some characters can punish this projectile on reaction, especially near the corner.


A.K.I. can cancel the end of her {{clr|L|214LP}} into OD Snake Step (236KK), which is strike and projectile invincible. If the opponent tries to punish your meaty fireball with a Super, this will usually keep A.K.I. safe or even allow a punish, though there are some exceptions. The following table lists all wakeup reversals that can punish a meaty {{clr|L|214LP}}, and whether or not OD Snake Step can keep A.K.I. safe.
A.K.I. can cancel the end of her {{clr|L|214LP}} into {{clr|OD|OD Snake Step}} ({{clr|OD|236KK}}), which is strike and projectile invincible. If the opponent tries to punish your meaty fireball with a {{clr|SA|Super}}, this will usually keep A.K.I. safe or even allow a punish, though there are some exceptions. The following table lists all wakeup reversals that can punish a meaty {{clr|L|214LP}}, and whether or not {{clr|OD|OD Snake Step}} can keep A.K.I. safe.




{| class="wikitable"
{| class="wikitable"
! Opponent's<br>Character !! Wakeup<br>Special/Super !! Location !! 236KK Avoids<br>Reversal Punish? !! Notes
! Opponent's<br>Character !! Wakeup<br>Special/Super !! Location !! {{clr|OD|236KK}} Avoids<br>Reversal Punish? !! Notes
|-
|-
| rowspan="3" | A.K.I. || {{clr|SA|SA2}} {{clr|H|(HP)}} || Midscreen || 🟩 Yes || {{clr|SA|SA2}} (HP) whiffs against A.K.I. if too close to the corner
| rowspan="3" | A.K.I. || {{clr|SA|SA2}} {{clr|H|(HP)}} || Midscreen || 🟩 Yes || {{clr|SA|SA2}} ({{clr|H|HP}}) whiffs against A.K.I. if too close to the corner
|-
|-
| {{clr|SA|SA2}} {{clr|L|(LP)}} || rowspan="2" |  Corner || 🟥 No || 236KK recovers directly into LP Super active frames
| {{clr|SA|SA2}} {{clr|L|(LP)}} || rowspan="2" |  Corner || 🟥 No || {{clr|OD|236KK}} recovers directly into {{clr|L|LP}} {{clr|SA|Super}} active frames
|-
|-
| {{clr|SA|SA3}} || 🟩 Yes || -
| {{clr|SA|SA3}} || 🟩 Yes || -
|-
|-
| rowspan="4" | Akuma || {{clr|OD|623PP}} || rowspan="4" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read)<br>Trades hits, with A.K.I. having +3 KD Advantage after wakeup
| rowspan="4" | Akuma || {{clr|OD|623PP}} || rowspan="4" | Corner || 🟨 Yes* || No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read)<br>Trades hits, with A.K.I. having +3 KD Advantage after wakeup
|-
|-
| {{clr|SA|SA2}} || 🟩 Yes || Akuma is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (stricter punish timing)
| {{clr|SA|SA2}} || 🟩 Yes || Akuma is only {{sf6-adv|VM|-8}} after A.K.I.'s {{clr|OD|236KK}} (stricter punish timing)
|-
|-
| {{clr|SA|SA3}} || rowspan="2" | 🟥 No || Akuma gets hit by projectile, and can '''Throw''' punish A.K.I. 236KK in the corner {{sf6-adv|VM|(-7)}}
| {{clr|SA|SA3}} || rowspan="2" | 🟥 No || Akuma gets hit by projectile, and can '''Throw''' punish A.K.I. {{clr|OD|236KK}} in the corner {{sf6-adv|VM|(-7)}}
|-
|-
| {{clr|SA|CA (Demon)}} || A.K.I. cannot jump out or escape Demon with 236KK
| {{clr|SA|CA (Demon)}} || A.K.I. cannot jump out or escape Demon with {{clr|OD|236KK}}
|-
|-
| Blanka || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
| Blanka || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
Line 832: Line 832:
| rowspan="2" | Cammy || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Cammy's {{clr|SA|SA2}} escape
| rowspan="2" | Cammy || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Cammy's {{clr|SA|SA2}} escape
|-
|-
| {{clr|SA|SA3}} || A.K.I. cannot punish Cammy's {{clr|SA|SA3}} escape;<br>If Cammy attempts {{clr|SA|SA3}} midscreen, gets hit by projectile (can be juggled with Drive Rush > delayed 2HP)
| {{clr|SA|SA3}} || A.K.I. cannot punish Cammy's {{clr|SA|SA3}} escape;<br>If Cammy attempts {{clr|SA|SA3}} midscreen, gets hit by projectile (can be juggled with {{clr|DR|DR~}}delayed {{clr|H|2HP}})
|-
|-
| rowspan="2" | Chun-Li || {{clr|SA|SA2}} || rowspan="2" | Corner || 🟩 Yes || -
| rowspan="2" | Chun-Li || {{clr|SA|SA2}} || rowspan="2" | Corner || 🟩 Yes || -
|-
|-
| {{clr|SA|SA3}} || 🟥 No || Chun-Li gets hit by projectile, and can punish A.K.I. 236KK in the corner {{sf6-adv|VM|(-9)}}
| {{clr|SA|SA3}} || 🟥 No || Chun-Li gets hit by projectile, and can '''Throw''' punish A.K.I. {{clr|OD|236KK}} in the corner {{sf6-adv|VM|(-9)}}
|-
|-
| rowspan="2" | Dee Jay || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Dee Jay's {{clr|SA|SA2}} escape
| rowspan="2" | Dee Jay || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Dee Jay's {{clr|SA|SA2}} escape
|-
|-
| {{clr|SA|SA3}} || Dee Jay is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (less optimal punish)
| {{clr|SA|SA3}} || Dee Jay is only {{sf6-adv|VM|-8}} after A.K.I.'s {{clr|OD|236KK}} (less optimal punish)
|-
|-
| Ed || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
| Ed || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
|-
|-
| rowspan="2" | E. Honda || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. can only punish with her own {{clr|SA|SA2}} (HP)
| rowspan="2" | E. Honda || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. can only punish with her own {{clr|SA|SA2}} ({{clr|H|HP}})
|-
|-
| {{clr|SA|SA3}} || -
| {{clr|SA|SA3}} || -
|-
|-
| rowspan="2" | Guile || {{clr|OD|[2]8KK}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>Even on a successful read, A.K.I. is cornered at only +4 with an awkward punish timing
| rowspan="2" | Elena || {{clr|SA|SA2}} || rowspan="2" | Corner || 🟩 Yes || Elena is {{sf6-adv|VM|-26}} after A.K.I.'s {{clr|OD|236KK}}<br>Can {{clr|DR|DR~}}{{clr|H|6HK}} or Microwalk {{clr|H|5HK}} punish
|-
| {{clr|SA|SA3}} || 🟥 No || Elena gets hit by projectile, and can '''Throw''' punish A.K.I. {{clr|OD|236KK}} in the corner {{sf6-adv|VM|(-7)}}
|-
| rowspan="2" | Guile || {{clr|OD|[2]8KK}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read);<br>Even on a successful read, A.K.I. is cornered at only {{sf6-adv|VP|+4}} with an awkward punish timing
|-
|-
| {{clr|SA|SA3}} || 🟩 Yes || -
| {{clr|SA|SA3}} || 🟩 Yes || -
|-
|-
| rowspan="2" | Jamie || {{clr|OD|236KK}} (DL2) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read)
| rowspan="2" | Jamie || {{clr|OD|236KK}} (DL2) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read)
|-
|-
| {{clr|SA|SA3}} || 🟩 Yes || After A.K.I. 236KK, the spacing makes the punish slightly awkward;<br>A.K.I. can reach with a punish 5HP~HP launch, 6HK > 2MP, or Drive Rush 5MP > 5HK
| {{clr|SA|SA3}} || 🟩 Yes || After A.K.I. {{clr|OD|236KK}}, the spacing makes the punish slightly awkward;<br>A.K.I. can reach with a punish {{clr|H|5HP}}~{{clr|H|HP}} launch, {{clr|H|6HK}} > {{clr|M|2MP}}, or {{clr|DR|DR~}}{{clr|M|5MP}} > {{clr|H|5HK}}
|-
|-
| JP || {{clr|SA|SA3}} || Anywhere || 🟩 Yes || -
| JP || {{clr|SA|SA3}} || Anywhere || 🟩 Yes || -
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| Juri || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
| Juri || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
|-
|-
| rowspan="2" | Ken || {{clr|H|623HP}} || rowspan="2" | Corner || rowspan="2" | 🟨 Yes* || rowspan="2" | No Super freeze to react to (236KK to avoid reversal is a risky hard read)
| rowspan="2" | Ken || {{clr|H|623HP}} || rowspan="2" | Corner || rowspan="2" | 🟨 Yes* || rowspan="2" | No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read)
|-
|-
| {{clr|OD|623PP}}
| {{clr|OD|623PP}}
Line 868: Line 872:
| {{clr|SA|SA3}} || -
| {{clr|SA|SA3}} || -
|-
|-
| rowspan="2" | Lily || {{clr|OD|236KK}} (Windclad) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>A.K.I. cannot punish Lily's Windclad OD Condor Spire escape;<br>Midscreen, Lily will fly through projectile but won't reach AKI ({{sf6-adv|VM|-24}} on whiff)
| rowspan="2" | Lily || {{clr|OD|236KK}} (Windclad) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read);<br>A.K.I. cannot punish Lily's Windclad {{clr|OD|OD Condor Spire}} escape;<br>Midscreen, Lily will fly through projectile but won't reach A.K.I. ({{sf6-adv|VM|-24}} on whiff)
|-
|-
| {{clr|SA|SA2}} (Windclad) || 🟩 Yes || Without Windclad stock, hitbox does not reach far enough to punish A.K.I.
| {{clr|SA|SA2}} (Windclad) || 🟩 Yes || Without Windclad stock, hitbox does not reach far enough to punish A.K.I.
Line 874: Line 878:
| Luke || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
| Luke || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
|-
|-
| M. Bison || {{clr|SA|SA3}} || Corner || 🟩 Yes || M. Bison is {{sf6-adv|VM|-27}} after 236KK but recovers a little far away<br>Microwalk + {{clr|H|5HK}} > 2PP~P for a strong crumple punish, or {{clr|4|Drive Rush}} for a closer start
| M. Bison || {{clr|SA|SA3}} || Corner || 🟩 Yes || M. Bison is {{sf6-adv|VM|-27}} after {{clr|OD|236KK}} but recovers a little far away<br>Microwalk + {{clr|H|5HK}} > 2PP~P for a strong crumple punish, or {{clr|DR|Drive Rush}} for a closer start
|-
| rowspan="3" | Mai || {{clr|OD|623PP}} || rowspan="3" | Corner || 🟨 Yes* || No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read)
|-
| {{clr|SA|SA2}} || 🟩 Yes || Mai is left fullscreen at {{sf6-adv|VM|-15}} (too far to punish with anything)
|-
| {{clr|SA|SA3}} || 🟥 No* || Fireball hits Mai; A.K.I. is left cornered at {{sf6-adv|VM|-7}} when dodging with {{clr|OD|236KK}}
|-
|-
| Manon || {{clr|SA|SA2}} || Corner || 🟥 No* || Manon trades with projectile, landing only 1 hit of {{clr|SA|SA2}}<br>If A.K.I. cancels to 236KK, she is cornered and punishable at -9
| Manon || {{clr|SA|SA2}} || Corner || 🟥 No* || Manon trades with projectile, landing only 1 hit of {{clr|SA|SA2}}<br>If A.K.I. cancels to {{clr|OD|236KK}}, she is cornered and '''Throw/Command Throw''' punishable at {{sf6-adv|VM|-9}}
|-
|-
| Marisa || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
| Marisa || {{clr|SA|SA3}} || Corner || 🟩 Yes || -
|-
|-
| rowspan="2" | Rashid || {{clr|OD|236PP}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>Trades with projectile for only 1 hit, so it's better to accept this small risk than to attempt a 236KK cancel
| rowspan="2" | Rashid || {{clr|OD|236PP}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to ({{clr|OD|236KK}} to avoid reversal is a risky hard read);<br>Trades with projectile for only 1 hit, so it's better to accept this small risk than to attempt a {{clr|OD|236KK}} cancel
|-
|-
| {{clr|SA|SA3}} || 🟩 Yes || -
| {{clr|SA|SA3}} || 🟩 Yes || -
|-
|-
| rowspan="2" | Terry || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || Terry is {{sf6-adv|VM|-26}} after A.K.I.'s 236KK<br>If {{clr|SA|SA2}} hits, he can continue with Double/Triple Geyser
| rowspan="2" | Terry || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || Terry is {{sf6-adv|VM|-26}} after A.K.I.'s {{clr|OD|236KK}}<br>If {{clr|SA|SA2}} hits, he can continue with Double/Triple Geyser
|-
|-
| {{clr|SA|SA3}} || After 236KK, Terry is {{sf6-adv|VM|-38}}; A.K.I. can cross-up {{clr|H|j.2HP}} to retake the corner and punish<br>If {{clr|SA|SA3}} hits, A.K.I. only takes 350 damage and recovers point blank to punish Terry's landing {{sf6-adv|VM|(-6)}}
| {{clr|SA|SA3}} || After {{clr|OD|236KK}}, Terry is {{sf6-adv|VM|-38}}; A.K.I. can cross-up {{clr|H|j.2HP}} to retake the corner and punish<br>If {{clr|SA|SA3}} hits, A.K.I. only takes 350 damage and recovers point blank to punish Terry's landing {{sf6-adv|VM|(-6)}}
|-
|-
| Zangief || {{clr|SA|SA2}} || Corner || 🟩 Yes || -
| Zangief || {{clr|SA|SA2}} || Corner || 🟩 Yes || -

Latest revision as of 21:07, 15 June 2025


Neutral

A.K.I.'s neutral is at her strongest when she is able to approach behind her slow moving fireball 214LP/214PP. However, unless she is quite far out from the opponent, it is very risky to use her fireball, as there is a significant recovery allowing opponents to jump-in on her for a huge punish. Therefore, it is often best to play footsies with the opponent at midrange, until she is able to pressure the opponent up close, or until the opponent moves back enough for A.K.I. to be able to set up her fireball safely.


Footsies

Close RangePlenty of options


Some of her good close range buttons, ordered according to their range:

Note: 5LP, 2LP, 5LK ranges are quite close to each other.

A.K.I. does very well when she is right up close to her opponent. She has a wide variety of tools to reset her pressure or to open up the opponents with frame traps.

  • Her 5LP~LP target combo combos on hit and frame-traps on block, making it a good option to use. The second hit of the target combo also moves her forward slightly, making it more consistent to hit compared to two 2LPs.
  • Her 2LP and 2LK chain into each other, and 2LK has a decent range. On hit, 2LP can be canceled into 236HP, giving her access to 236HP knockdown setups.
  • 5LK has slightly more range than 2LP/5LP and is special cancelable. This can be a good tool for interrupt opponent's buttons or used for checking their walk forwards with little risk due to the low recovery of the move.
  • 5MP is similar in that sense, but links to 2LP or 2PP~K on counterhit, making it more rewarding. 5MP also moves A.K.I. closer to the opponent, and provides more blockstun allowing for better options off a drive rush cancel.

Outside of these options, A.K.I. can also use 3MP for an overhead option that is +3 on hit for a pressure reset or to close out the round. It is best used sparingly, as the reward isn't great and is reactable.

Zoning

A.K.I. has access to some far-range pokes that enables her to harass the opponent at a distance. However, over-reliance on these tools can lead to A.K.I. getting punished for it, as these tools have a significant recovery, allowing the opponents to jump-in on her with relative ease (as A.K.I. does not have access to a meterless frame 1 air invincible move, unlike some other characters). Despite this, they are still essential to A.K.I.'s overall gameplan, as it adds to her overall damage and allows her to safely approach the opponent in some cases.

236LP (L Serpent Lash)


236LP is A.K.I.'s main "fireball" tool. It has a good range, and poisons the opponent on hit, encouraging the opponent to either approach A.K.I. or is forced to take the damage from the poison. It also allows A.K.I. to get more damaging combo extensions if A.K.I. hits the opponent soon after. At a distance, it is safe on block, and if the opponent jumps in on A.K.I., the recovery is not as bad as 214LP, meaning she will likely be able to block or parry the jump-in. If the opponent is already poisoned, Toxic Blossom will activate on hit, the opponent will be knocked down and A.K.I. will be able to pressure the opponent easily. In the corner, this will allow A.K.I. to perform a safe jump.

Another advantage 236LP has over traditional fireballs is that it will beat projectile-invincible moves, as 236LP is not really a projectile. For example, Cammy's Spin Knuckle will lose out to this move.


Anti-Projectile

A.K.I. has access to a wide arsenal of situational anti-projectile tools, each best used under a specific circumstance. Most of her anti-projectile tools will work best when performed preemptively, as they all have a significant startup.

236PP (OD Serpent Lash)


236PP is one of A.K.I.'s more rewarding anti-projectile tool, allowing her to link into 2LP on hit. If the opponent is not poisoned, it will apply poison to the opponent on hit. If the opponent is already poisoned, the opponent will be put into a crumple state, leading to higher damage routes.

However, it comes with several caveats. 236PP cleanly beats meterless projectiles, but loses to multi-hitting OD projectiles. The range is also more limited than it seems, requiring A.K.I. to be somewhat closer to the opponent for the tip to reach. She is also not strike-invincible during the startup animation, meaning she can be hit out of it. The final caveat is that the startup for this move is quite significant at 21f, which means A.K.I. has to preemptively use this in order to beat the opponent's projectiles. If she uses it on reaction to the opponent's projectile, it will still destroy the opponent's projectile but may be too slow to actually land a hit during the opponent's recovery.


Offense

Drive Rush

Approaching with Drive Rushes

A.K.I.'s offense greatly benefits from drive rushes. Her drive rush is quite fast and covers a lot of distance, which enables her to be able to open up the opponent from afar into a combo and knockdown. Additionally, she is able to quickly approach the opponent by drive rushing behind her fireball (214LP/214PP), which makes for an extremely powerful offensive option.

PDR 6HKPlus frames...


Drive Rush 6HK is an extremely powerful tool as it is +6 on block and +8 on hit. Since the duration is relatively long, players can hit confirm into 2MP/5MP on hit and 5HK on counter-hits. As it is +6 on block, A.K.I. can safely link into 5MP for a true blockstring, or she can go for frame trap options with 2MP (leaves a 2f gap) and 5HK (leaves a 3f gap), or simply opt for a throw if the opponent keeps on blocking. She can even reset the pressure again with another 6HK if the opponent has shown to respect her pressure too much.

Be careful, as this option will lose to Drive Impacts and leave her very vulnerable for punishes if she whiffs!

Here are some example strings she can use:

  • On hit: PDR 6HK, 5MP > Ender
  • On counter-hits: PDR 6HK, 5HK > 2PP~K, 2LP > 2LP, 5LK > Ender
  • On block: PDR 6HK, 5HK frametrap

Drive Rush Cancel Frame Data

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LK/2LP 5LP/2LK 5MP 2MP/2MK 5MK 5HK 2HP/2HK 5HP 6HK 6HP 3MP
5LP~DRC 6 7 8 9 10 11 12 14 16 18 26
5LK~DRC 5 6 7 8 9 10 11 13 15 17 25
2LP~DRC 4 5 6 7 8 9 10 12 14 16 24
5LP~LP~DRC 0 1 2 3 4 5 6 8 10 12 20
5MP~DRC 0 0 0 0 1 2 3 5 7 9 17
2MP~DRC 0 0 0 0 0 1 2 4 6 8 16
5HK~DRC 0 0 0 0 0 0 1 3 5 7 15

The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +3 No combo without CH/PC
5LK~DRC +5 5LP/2LP, 5MK, 5MP ...
2LP~DRC
5LP~LP~DRC +6 5LP/2LP, 5MK, 5MP ...
5MP > 2PP~K ...
5MP, 5MP ...
5MP~DRC +11 5HK > 2PP~P ...
5MK, 5HK ...
2MP~DRC +12
5HK~DRC +16

Frame Traps

Some commonly used frame traps are listed in the table below. Any frame trap with at least a 4f gap is mashable with the opponent's 4f button. The smallest possible gap is listed for special cancel frame traps. It is often possible to increase the gap by manually delaying the special cancel further.

Frame Trap Table
String Gap Notes
5LP~LP 3f Can safely cancel into 214HP on block without any gap.
6HK, 5MP 4f If the opponent mashes, A.K.I. can combo back into 5MP on trade except for E.honda, Manon, and JP
2LP > 214HP 4f If the opponent mashes, A.K.I. is usually +9 to +10 on trade, so she can continue the combo with 5HK or 5MP
214LP~6P 1f Does not frame trap at further ranges.
PDR 2LK, 5MP 4f
5MP > 214LP 3f Can continue to frame trap with ~6P follow-up.
2MP > 2PP~K 5f
PDR 5MP/2MP, 2LP 4f
5HK > 2PP~K 3f
6HK, 2LP 2f
j.HP, 6HK 2f j.HP is assumed to hit as deep as possible
PDR 6HK, 5HK 3f

Jump-ins

j.HPAmazing jump-in button


One of A.K.I.'s best jump-in buttons and is her go-to option for jump-ins. Hits extremely deep and from extremely high up, allowing A.K.I. to easily punish a lot of characters in their whiff recovery when she is in the air. For example, if A.K.I. jumps in anticipation of a delayed throw tech from the opponent, she can consistently punish their recovery with j.HP when most other characters will not be able to. When used high up in the air, it can also be difficult for the opponent to react and cleanly anti-air this button without an air invincible move. Combos into her BnB on hit, and gives great frame advantage on block.

j.HP will not hit cross-up, so do be careful if A.K.I. jumps and ends up crossing up her opponent because she will whiff the j.HP.

Okizeme

Knockdown Advantage Table

All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw +19 Gives corner throw loops by walking forward with 16-17f manual timing
  • Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD)
Back Throw +27 After back throwing opponent into corner, walk/dash and manually time oki
  • Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD)
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HP HKD +27
HKD +49 (CH/PC)
On normal hit:
  • +6 after Forward Dash for point blank oki

On Punish Counter:

  • +11 after Forward Dash x2, or +10 after 236MK for easy oki
5HP~HP KD +34 ?
214HP KD +40 ?
... > 236HP KD +44 Sets up a safe jump. Just hold up forward and meaty with j.HP or j.2HP. You'll have to react to the opponent's recovery direction midscreen. Works on a grounded opponent, no Toxic Blossom (TB).
... > 236MP KD +44 Another safe jump setup. Only works near the corner on a grounded opponent, no Toxic Blossom (TB).
... > 236LP TB KD +44 Safe jump near corner
... > 236HP TB, PDR 2MP > 236HP KD +44 Safe jump setup for Toxic Blossom routes. As demonstrated with this example, 236HP can also setup a safe jump in a juggle if the opponent is at a specific height.
... > 236MP TB, PDR 5MP > 2PP~K, PDR 5MP > 236HP KD +44 Safe jump setup for Toxic Blossom routes. You can end the combo early with PDR 5MP > 236HP instead of 2PP~K for a cheaper safe jump, but the extra damage and corner carry is usually worth one more bar of drive gauge.
... > 2PP~P TB > 5MP > 236HP KD +44 Another safe jump setup. The 236MP TB route above can also work with 2PP~P TB.
... > 236PP TB > 5MP > 236HP KD +44 Another safe jump setup. The 236MP TB route above can also work with 236PP TB.
SA1 - 236236K
(Deadly Implication)
+30 ?
  • Meaty 214LP grants strong frame advantage, and can cancel to 236KK if opponent uses reversal Super
SA2 - 214214P
(Tainted Talons)
+30 ?
SA3 - 236236P
(Claws of Ya Zi)
HKD +30 Leaves opponent full screen away:
  • Drive Rush for a ranged meaty strike, but no true throw oki
  • Can block to bait fast reversals
CA - 236236P
(Claws of Ya Zi)
HKD +21 Leaves the opponent a bit closer than SA3:
  • DR~6HK trades with 4f normals (approx. +14/+6 for pressure or a trade combo)
  • No true throw oki
236HP Setups

A.K.I.'s 236HP (Heavy Serpent Lash) is an extremely useful combo ender that gives A.K.I. a lot of setup options, especially in the corner. Midscreen, her setups will depend on the opponent's wake-up option. If her opponent is poisoned and the 236HP hit triggers Toxic Blossom, A.K.I. can DR 2MP > 236HP to gain access to the same setups as she would have without Toxic Blossom.


Anywhere

These are setups that work both anywhere on the screen. Doing it in the corner may require some minor adjustments to the setup.

Safejumps
236HP, immediate (jump forward) j.HP/j.2HP

Allows A.K.I. to continue pressure without much risk. Requires reacting to the opponent's wakeup option. If the opponent normal rises, then A.K.I will have to do j.2HP. If the opponent back rises or is put in the corner, j.HP is used.

Note that there are specific setups that allow safejumps without having to react to the opponent's wakeup options. In that scenario, only j.HP will work.


Corner Only

Note that these options only work in the corner or near the corner. The options presented above for midscreen are also usable here.

  • 236HP, 66, 3MP, 5LP~LP > 236HP

Overhead option. Dashing forward frame kills to allow for a meaty +5 on hit 3MP, allowing A.K.I. to link the hit into 2LP/5LP > 236HP. Ending in 236H can allow A.K.I. to loop these setups in the corner. Also works midscreen if the opponent normal rises.

  • 236HP, (whiff) 5LP, 2PP~LPLK

Meaty command throw option. 5LP frame kills. The opponent can only get out of this by jumping or using an invincible reversal. A.K.I. can mix up her options by going for a meaty button if the opponent expects a command throw and jumps.

236MP Setups

In general, A.K.I. does not have as many options after a normal hit 236MP compared to 236HP. In the corner, since it is still a +44 knockdown from 236MP, she gains her usual 236HP setup.


Near Corner

  • 236HP!, PDR 5HK > 236MP, 236HK

Meaty option that is agnostic to the opponent's tech (normal rise/back rise) option. This leaves A.K.I. at a +5 advantage, allowing her to safely throw or use lights as a meaty option. Also gives a slightly better corner carry compared to the usual 2MP > 236HP route, especially if the opponent chooses to normal rise there.

  • 236MP!, PDR 5HK > 214LK, 2LP > DI

Corner meaty DI reset option. This is one of A.K.I.'s few tricky corner DI reset options.


Rise Independent Safejump Setups

A.K.I.'s usual midscreen safejump setups require reacting to the opponent's rise option (if they normal rise, she has to use j.2HP, back rise, she has to use j.HP). This can be difficult, and often times, she gets punished for reacting wrongly.

The setups listed below help to prevent this problem from happening as it guarantees a same-side safejump with j.HP regardless of the opponent's rise option. Most of these setups require the opponent to be poisoned before (with some character-specific exceptions), so when the opponent is not poisoned, A.K.I. will have to still react to the opponent's rise option for the safejump, or go for a different setup.

236MP! Meterless Setup
5HK > 2PP~K, 5LK > 236MP!

A.K.I.'s most basic and drive-efficient option for setting up a rise independent safejump j.HP. This option only works if A.K.I. is relatively close to the opponent before 236MP!, which means that it is best to immediately go into 5LK > 236MP! from her stance kicks.


SA1 into Meaty 214LP

A.K.I.'s Level 1 Super sends the opponent flying far away if used midscreen, and around 1/3 screen away if used on a cornered opponent. A common oki setup after SA1 is to lock down the opponent with Nightshade Pulse (214LP). This puts A.K.I. at around +12 on Block in the corner, and severely limits the opponents movements midscreen (though it gives plenty of time for them to reposition before the projectile connects). However, some characters can punish this projectile on reaction, especially near the corner.

A.K.I. can cancel the end of her 214LP into OD Snake Step (236KK), which is strike and projectile invincible. If the opponent tries to punish your meaty fireball with a Super, this will usually keep A.K.I. safe or even allow a punish, though there are some exceptions. The following table lists all wakeup reversals that can punish a meaty 214LP, and whether or not OD Snake Step can keep A.K.I. safe.


Opponent's
Character
Wakeup
Special/Super
Location 236KK Avoids
Reversal Punish?
Notes
A.K.I. SA2 (HP) Midscreen 🟩 Yes SA2 (HP) whiffs against A.K.I. if too close to the corner
SA2 (LP) Corner 🟥 No 236KK recovers directly into LP Super active frames
SA3 🟩 Yes -
Akuma 623PP Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read)
Trades hits, with A.K.I. having +3 KD Advantage after wakeup
SA2 🟩 Yes Akuma is only -8 after A.K.I.'s 236KK (stricter punish timing)
SA3 🟥 No Akuma gets hit by projectile, and can Throw punish A.K.I. 236KK in the corner (-7)
CA (Demon) A.K.I. cannot jump out or escape Demon with 236KK
Blanka SA3 Corner 🟩 Yes -
Cammy SA2 Corner 🟩 Yes A.K.I. cannot punish Cammy's SA2 escape
SA3 A.K.I. cannot punish Cammy's SA3 escape;
If Cammy attempts SA3 midscreen, gets hit by projectile (can be juggled with DR~delayed 2HP)
Chun-Li SA2 Corner 🟩 Yes -
SA3 🟥 No Chun-Li gets hit by projectile, and can Throw punish A.K.I. 236KK in the corner (-9)
Dee Jay SA2 Corner 🟩 Yes A.K.I. cannot punish Dee Jay's SA2 escape
SA3 Dee Jay is only -8 after A.K.I.'s 236KK (less optimal punish)
Ed SA3 Corner 🟩 Yes -
E. Honda SA2 Corner 🟩 Yes A.K.I. can only punish with her own SA2 (HP)
SA3 -
Elena SA2 Corner 🟩 Yes Elena is -26 after A.K.I.'s 236KK
Can DR~6HK or Microwalk 5HK punish
SA3 🟥 No Elena gets hit by projectile, and can Throw punish A.K.I. 236KK in the corner (-7)
Guile [2]8KK Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read);
Even on a successful read, A.K.I. is cornered at only +4 with an awkward punish timing
SA3 🟩 Yes -
Jamie 236KK (DL2) Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read)
SA3 🟩 Yes After A.K.I. 236KK, the spacing makes the punish slightly awkward;
A.K.I. can reach with a punish 5HP~HP launch, 6HK > 2MP, or DR~5MP > 5HK
JP SA3 Anywhere 🟩 Yes -
Juri SA3 Corner 🟩 Yes -
Ken 623HP Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read)
623PP
Kimberly SA2 Corner 🟩 Yes A.K.I. cannot punish Kimberly's SA2 escape
SA3 -
Lily 236KK (Windclad) Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read);
A.K.I. cannot punish Lily's Windclad OD Condor Spire escape;
Midscreen, Lily will fly through projectile but won't reach A.K.I. (-24 on whiff)
SA2 (Windclad) 🟩 Yes Without Windclad stock, hitbox does not reach far enough to punish A.K.I.
Luke SA3 Corner 🟩 Yes -
M. Bison SA3 Corner 🟩 Yes M. Bison is -27 after 236KK but recovers a little far away
Microwalk + 5HK > 2PP~P for a strong crumple punish, or Drive Rush for a closer start
Mai 623PP Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read)
SA2 🟩 Yes Mai is left fullscreen at -15 (too far to punish with anything)
SA3 🟥 No* Fireball hits Mai; A.K.I. is left cornered at -7 when dodging with 236KK
Manon SA2 Corner 🟥 No* Manon trades with projectile, landing only 1 hit of SA2
If A.K.I. cancels to 236KK, she is cornered and Throw/Command Throw punishable at -9
Marisa SA3 Corner 🟩 Yes -
Rashid 236PP Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read);
Trades with projectile for only 1 hit, so it's better to accept this small risk than to attempt a 236KK cancel
SA3 🟩 Yes -
Terry SA2 Corner 🟩 Yes Terry is -26 after A.K.I.'s 236KK
If SA2 hits, he can continue with Double/Triple Geyser
SA3 After 236KK, Terry is -38; A.K.I. can cross-up j.2HP to retake the corner and punish
If SA3 hits, A.K.I. only takes 350 damage and recovers point blank to punish Terry's landing (-6)
Zangief SA2 Corner 🟩 Yes -
Opponent's
Character
Wakeup
Special/Super
Location 236KK Avoids
Reversal Punish?
Notes

Note: Dhalsim and Ryu do not have a reversal that can avoid meaty 214LP



vs. Burnout

TO-DO


Defense

Reversals

A.K.I. has limited access to invincible reversal options, requiring meter to be able to use her strike and throw invincible options. Nevertheless, she has decent tools that can be used to catch opponents off-guard when they don't respect A.K.I.'s defensive options.

OD Snake Step (236KK) - "OD Slide" is A.K.I.'s situational reversal that can be extremely good for escaping the corner. While it is strike-invincible, the opponent can throw A.K.I. right back into the corner for a Punish Counter that depletes 1 Drive bar. The opponent can even perform an option select by pressuring with a light normal while still getting a throw punish. This doesn't make it useless as an escape option; opponents who overuse this option select are more predictable, weakening their offense overall. 236KK can also be used against jumps or moves with more reactable startup.

SA1 (236236K) - A.K.I.'s Level 1 Super that is both strike and throw invincible. It is still vulnerable to projectiles, however, so be careful against characters with that can pressure with meaty projectiles or frame trap with a projectile cancel. At 10f startup, many characters can safely pressure A.K.I. with a fast light normal, making it a somewhat risky reversal on wakeup.

SA3 (236236P) - A.K.I.'s Level 3 Super that is fully invincible on startup. Similar uses to SA1 (including the mediocre startup) but without the weakness to projectiles. It also has better horizontal range.

2LP/2LK - while not a "true reversal", these are good options to catch opponents trying to shimmy, or performing a move that does not hit meaty on A.K.I.'s wakeup. 2LP is her fastest option, at 4f startup, and 2LK is 5f, but is able to catch opponents walking backwards.


Anti-Airs

A.K.I. has access to some decent anti-air tools. If the opponent jumps in at certain ranges (e.g. cross-up range), A.K.I. may find it difficult to anti-air them consistently due to her anti-air tools having a limited range/hitbox or slower air-invulnerable frames.

5HK - A.K.I.'s main anti-air option. It has a disjointed vertical hitboxes, good range, and anti-air invuln frames, making it a consistent option against most jump-ins. It is also special cancelable, allowing for rewarding Punish Counter juggles or setting up a meaty Nightshade Pulse (214LP). At 9 frames, it is slightly slower than some similar anti-air normals, and loses to cross-up attacks, forcing A.K.I. to pick other options at close range.

2HK - Better horizontal range than 5HK, making it a better option at farther ranges. It has upper body invincibility during the active frames, and the crouching hurtbox gives a little more time to react to jumps. Like 5HK, it whiffs against cross-ups. If the opponent inputs an air attack, the Counter-hit/Punish Counter will put the opponent into a juggle state, allowing a cancel into Super to connect; just be wary of empty jumps, as this will whiff. A Punish Counter also causes a higher juggle state and gives more time to confirm into a follow-up, including Drive Rush extensions.

HP Serpent Lash (236HP) - A.K.I's other main anti-air option, with air invulnerability on frames 6-16 and a reduced head hurtbox. 236HP applies poison on hit, or triggers Toxic Blossom when already poisoned, making it one of the more rewarding anti-air options. The downside is that it is quite slow, requiring fast reactions. The horizontal hitbox is also quite small, and will whiff underneath jump-ins near cross-up range.

MP Serpent Lash (236MP) - A situational anti-air for opponents jumping further away, or for neutral/back jumps. The hitbox is quite narrow and specific, making it difficult to space properly.

j.LK/j.MP - These are good air-to-air options for A.K.I. j.MP is a 7f disjointed button that will knock the opponent down on hit. Meanwhile, j.LK has a longer range and is faster at 5f, but will not knock the opponent down on hit. They are good options for when A.K.I. wants to keep the opponent in the corner, or when the opponent performs an ambiguous jump-in.

SA1 (236236K) - Reliable outside of cross-up range due to its invincibility and large disjointed hitbox. Buffering this in neutral against Divekick characters can make it easier to deal with their air approach.



Fighting vs. A.K.I.

When defending against Sinister Slide, you can use a delayed 4 frame normal, such as a crouching jab, to option select against all possible followups.


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