This is the same combo as the 5HK combo shown above.
(→Combo Theory: Added spacing) |
(→Picking an Ender: Done with this section for now) |
||
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LP Serpent Lash= | LP Serpent Lash= | ||
{{TheoryBox | {{TheoryBox | ||
| Title = {{clr|L|LP}} Serpent Lash | | Title = {{clr|L|LP}} Serpent Lash ({{clr|L|236LP}}) | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = | ||
| Damage = | | Damage = | ||
| Meter = | | Meter = | ||
Line 129: | Line 129: | ||
| 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. | | 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: | Example enders: | ||
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Toxic Wreath= | Toxic Wreath= | ||
{{TheoryBox | {{TheoryBox | ||
| Title = Toxic Wreath | | Title = Toxic Wreath ({{clr|H|214HP}}) | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = | ||
| Damage = | | Damage = | ||
| Meter = | | Meter = | ||
| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = | | Recipe = | ||
| content = Close range generic combo ender. Gives AKI a workable knockdown and automatically spaces a plus on block Nightshade Pulse in the corner. Applies Poison to boot, boosting the damage and corner carry of the next hit. | | content = Close range generic combo ender. Gives AKI a workable knockdown and automatically spaces a plus on block Nightshade Pulse in the corner. Applies Poison to boot, boosting the damage and corner carry of the next hit. A.K.I. is also safe, if the opponent blocks Toxic Wreath. | ||
}} | }} | ||
|-| | |-| | ||
HP Serpent Lash= | HP Serpent Lash= | ||
{{TheoryBox | {{TheoryBox | ||
| Title = HP Serpent Lash | | Title = {{clr|H|HP}} Serpent Lash ({{clr|H|236HP}}) | ||
| Oneliner = Safe Jump City | | Oneliner = Safe Jump City | ||
| Difficulty = | | Difficulty = | ||
| Damage = | | Damage = | ||
| Meter = | | Meter = | ||
| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = | | Recipe = | ||
| content = One of A.K.I.'s strongest enders, and opens her up to many [[A.K.I./Strategy#236HP_Setups|setups]]. Close range combo ender that doubles as a combo extender when the opponent is Poisoned. Without Poison, {{clr|H|236HP}} gives AKI a safejump, meaty Nightshade midscreen (due to spacing), or plus MK/HK Snake Step. With Poison, it allows AKI to follow up anywhere with a {{clr|5|{{clr|4|DR}}}} {{clr|M|2MP}} juggle > {{clr|H|236HP}} to setup yet another safejump. With corner and poison AKI can route into a {{clr|H|214HP}} juggle, enabling the next ender. | |||
}} | }} | ||
|-| | |-| | ||
Venomous Fang= | Venomous Fang= | ||
{{TheoryBox | {{TheoryBox | ||
| Title = Venomous Fang | | Title = Venomous Fang (2PP~P) | ||
| Oneliner = Welcome to setup city and combo town. | | Oneliner = Welcome to setup city and combo town. | ||
| Difficulty = | | Difficulty = | ||
| Damage = | | Damage = | ||
| Meter = | | Meter = | ||
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| Youtube = | | Youtube = | ||
| Recipe = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}} | | Recipe = juggled, Poisoned opponents > 2PP~P!, {{clr|M|214MP}}, {{clr|L|214LP}} | ||
| content = AKI's best combo ender | | 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 ''+86 KDA'' to work with. Listed here is a safe Orchid Spring and plus Nightshade Pulse setup, but she can also link any of her supers or really go for any kind of setup. This is surprisingly easy to set up in the corner and can be done with as little as 1 bar of Drive. | ||
}} | }} | ||
</tabber> | </tabber> |
Revision as of 15:16, 2 November 2023
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 > 214HP/236HP
Basic light button confirms into a knockdown. A.K.I. may be able to chain three 2LP together depending on her range from the opponent. When unsure, it is always safe to do two 2LP (unless A.K.I. starts very far away, in which case only one 2LP will connect).
Generally, if A.K.I. hit confirms, it is preferred to end with 236HP as she gains access to many setups. 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 frametraps, 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.
Example jump-in combo: j.HP/j.HK > 5HK > 2PP~K, 2LP > 2LP > 236HP
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 |
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5LP~LP | General-purpose close-range TC. Slightly slower than 2LP, but frametraps between hits and is safe on block. |
2LK/2LP > 2LP | Starting with 2LP allows for a third 2LP to chain before being pushed out of range. |
5MK, 5MP | AKI's main medium starter link. 5MP will whiff at further ranges. |
2MK/5HK, 2LP | Alternate medium starter link. |
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. |
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
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
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.
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 safejump, 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 safejump. With corner and poison AKI can route into a 214HP juggle, enabling the next ender.
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 +86 KDA to work with. Listed here is a safe Orchid Spring and plus Nightshade Pulse setup, but she can also link any of her supers or really go for any kind of setup. This is surprisingly easy to set up in the corner and can be done with as little as 1 bar of Drive.
236HP! Routings
Drive Rush Cancel Extensions
Combos
Punish Counter/Drive Rush
Combo | Notes |
---|---|
PC 2LP, 2MP |
Combo | Notes |
---|---|
Combo | Notes |
---|---|
PC 5MP, 5MP PC 5MP, 2PP~K |
If certain that 5MP will connect, the 2PP~K route may be a better option. |
Combo | Notes |
---|---|
PC 2MK, 2MP/2MK | 2MP won't link properly after 2MK at max range, which heavily limits AKI's options afterwards. |
Combo | Notes |
---|---|
PC 5MP, 2PP~K |
PC 5HK, 5HK > 236PP, > ...
Two main starters for DP punishes when the opponent isn't poisoned. Both of these combos can be extended if the opponent was poisoned beforehand, but there are generally better routes to go for if that's the case.
(Near corner, 1 drive gauge) PC 5HK > 2PP~P!, 214HP, DR 5HK > 2PP~P! > SA1/SA2/SA3
(Near corner, 4 drive gauges) PC 5HK > 2PP~P!, 5HK > 2PP~K, DR 5HK > DRC 6HK > 236LP > SA3 (~6200 damage)
(Near corner, 6 drive gauges) PC 5HK > 2PP~P!, 5HK > 2PP~K, DR 5HK > DRC 5HK > DRC 5HK > 214HK > SA1/SA3 (~6400 damage)
Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo.
2MP/5HK DRC 5MK, 5HK > 2PP~K, 2LP > ...
AKI gets very little reward for using DRC from her light normals and 5MP. The biggest damage increase she gets is whenever 5MK is available, which is only from heavier buttons.
DR 3MK, 5MP
DR 6HK, 2MP
CH DR 6HK, 5HK
2MK 2MP is listed here a second time as it's much more consistent thanks to the momentum of Drive Rush. Otherwise, all of her non-5HK Punish Counter routes work.
Combo Extensions
AKI uses Drive Rush for a lot of her combo extensions, as Toxic Blossom gives her a launch off her common combo enders. This is by no means a complete list, just something to get started with.
medium/heavy normal DRC 5MK, 5HK DRC 5MK, 5HK > 2PP~K, 2LP*n > ...
WIP
2) ... > 236HP!, DR 5HK > 236MP
3) ... > 236HP!, DR 2MP > 236HP
4) ... > 236HP!, DR 5MP > 2PP~K, 236LP
5) ... > 236HP!, DR 5HK > DRC 5HK > 22P~P
6) ... > 236HP!, DR 2MP/5MP > 2PP~K, DR 2MP/5MP > SA1/SA3
236HP! Is a versatile combo tool and one of the more common conversions since it can be combo'd from light normals. Aki has many viable combos from it depending on resources, corner spacing, and whether you want to go for corner carry, damage, or oki. 1) For a meterless extension. It builds enough space to safely throw out a projectile, but doesn't work at max range 236HP! such as after 2LPx3. 2) For an enhanced version of the first route with better damage and corner carry. 3) For a safe jump anywhere. 4) For a mix of extra damage and corner carry at the cost of stricter spacing (Doesn't work at max range 236HP!). 5) For expensive corner carry (only works at max range 236HP!). 6) For closing out a round if you need that extra damage before cancelling into a super.
DI (Crumple), 5HK > 214HP, DR 5HK > 2PP~P!
Looping poison setups (if 214MP is setup afterwards) that lead back into AKI's best knockdown. Learn this.
0 drive: ... > j.HP, 5HK > 236MP!, 5HK > 2PP~K, 236LP! (2903, Orchid Spring is +4 on oki)
1 drive: ... > j.HP, 5HK > 236MP!, DR 5HK > 2PP~K, 236MP!, 236LP (2832 + poison, can cancel to SA3)
2 drive: ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, 236MP! (2984, Orchid Spring is +19 on oki)
3 drive: ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, DR 5HK > 2PP~P! (3109, Orchid Spring is +38 on oki)
3 drive super ender: ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, DR 5HK > 2PP~K (SA1 ender ~3820, SA2 ender ~4140)
4 drive SA3 combo: ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, DR 5HK > 2PP~P!, DR 2HK > SA3 (5181)
5 drive: ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 236LP > SA3
6 drive: ... > j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 236LP, 214PP~LP > SA2/SA3
The 0 drive combo allows you to end in Orchid Spring, but doesn't give a throw mixup on oki due to spacing. 1 drive combo is less damage, but ends with the opponent poisoned while allowing throw oki. 2 drive combo is a small damage increase over 1 drive, but gives Orchid Spring AND throw oki. 3 drive combo 1 gives the best Orchid Spring oki, but if you end in SA1 or SA2 doesn't deal as much damage as combo 2 due to less poison time. 4 drive combo is a very minor damage boost over 3 drive, but the extra hit can get you the meter you need for a super. The links are quite tight for the 6 drive combo, but does the most damage.