Standard routing. Leads to the same 236HP setups after.
m (The 5 Drive stun combo had the 5MP and the 5MK swapped around. 5MK links into 5MP on regular hit, not the other way around.) |
m (forgot to update the video. Sorry for the multiple rapid edits.) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 165: | Line 165: | ||
| Youtube = | | Youtube = | ||
| Recipe = | | Recipe = | ||
| content = Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down. | | content = Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down. Note that in corner combos in which this move can juggle into lvl1, it is often more damaging to forgo this move and combo directly into the super if the opponent is Poisoned. This is due to the poison damage during the lvl1 animation doing more damage than the scaled LP Serpent Lash, which triggers Toxic Blossom and removes the poison. | ||
Example enders: | Example enders: | ||
Line 839: | Line 839: | ||
| Meter = | | Meter = | ||
| Anchor = | | Anchor = | ||
| Youtube = https://www.youtube.com/watch?v= | | Youtube = https://www.youtube.com/watch?v=EBDVjQqWEkM&ab_channel=itloaf | ||
| 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 > Super | | Recipe = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK > {{clr|L|236P}} > Super | ||
| content = High damage route into a super. Relies on the extra 214KK for more damage. | | content = High damage route into a super. Relies on the extra 214KK for more damage. If ending with SA1, omit the {{clr|L|236P}} for a ~150 damage increase. | ||
* SA1: ~ | * SA1: ~3950 damage | ||
* SA2: ~4210 damage | * SA2: ~4210 damage | ||
* SA3: ~ | * SA3: ~5290 damage | ||
}} | }} | ||
|-| | |-| |
Latest revision as of 18:59, 3 March 2025
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Starter Combos
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.
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
This is the same combo as the 5HK combo shown above.
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 Theory
Picking an Ender
Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down. Note that in corner combos in which this move can juggle into lvl1, it is often more damaging to forgo this move and combo directly into the super if the opponent is Poisoned. This is due to the poison damage during the lvl1 animation doing more damage than the scaled LP Serpent Lash, which triggers Toxic Blossom and removes the poison.
Example enders:
- anything special cancelable > 236LP
- ... > 2PP~K (juggle), 236LP
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.
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.
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 | ![]() ![]() ![]() |
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! | ![]() ![]() |
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 | ![]() |
Drive rush 5MK into BnB. |
PDR 2MK/5MK, 5MP > 236HP | ![]() |
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 | ![]() |
24f overhead option. Decent mix option. |
PDR 6HK, 5MP > 236HP | ![]() |
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 | ![]() |
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.
Good knockdown advantage, but the opponent loses the poison state.
236MP! Combo Extensions
These are combo extensions that can be added on after 236MP procs Toxic Blossom as part of a combo.
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.
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 | ![]() |
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 | ![]() |
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 | ![]() |
Better damage and better corner carry, but loses access to her usual 236HP setup. |
... > 236HP!, PDR 5HK > DRC 5HK > 22P~P | ![]() ![]() ![]() ![]() |
For expensive corner carry (only works at max range 236HP!) |
...236HP!, PDR 2MP/5MP > 2PP~K, PDR 2MP/5MP > 214MP/Super | ![]() |
Corner carry route. Can end with super to squeez out some extra damage. Good option for closing out rounds. |
Reversal/Throw Whiff Punish
These are essentially a mix of 5HK and 236LP punish counter routes.
Non-Poisoned Routes
Basic punish counter 5HK routing.
Poisoned Routes

A.K.I.'s midscreen Poison PC combo. Good damage and corner carry.
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.


Simple combo off of a punish counter air hit 5HK.
Drive Impact Combos
As seen in the starter combos section.

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