Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
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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) |
Both combos show some of AKI's basic normal hit combos. The first shows off the 5MK 5MP link. Get familiar with 5MP, it's a core part of how her combo structure works. The second combo is a little longer, but can also be used after Punish Counter Drive Impact.
Either special works as an ender, but only 236HP works as an extender. This will be detailed later, but keep it in mind. For now, just try and get one of these consistent.
Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
Combo | Notes |
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5LP~LP | General-purpose close-range TC. Slightly slower than 2LP but good as a check regardless. |
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. |
2MK/5HK, 2LP | Alternate medium starter link. Whenever this is in range to work from 2MK, 2LK > 2LP is always better. 5HK > 2PP~K does more damage but is much harder to confirm and leaves AKI point blank and -3 if done on block. |
5HK > 2PP~K, 2LP*n | AKI's highest damage normal hit starter. 236PP can be used instead of 2PP~K to apply Poison. |
2MP > 236LP/236PP | Converts a poke into a little more damage. |
Combo | Notes |
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CH 2LP/5LP, 5MP | Adds a smidgen of damage before converting into a special move. |
CH 5MP, 2LP/5LP | Confirms 5MP into a little more damage or into a special move for Toxic Blossom more safely. |
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 |
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PC 2LP, 2MP |
Combo | Notes |
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Combo | Notes |
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PC 5MP, 5MP |
Combo | Notes |
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PC 2MK, 2MP/2MK | 2MP won't link properly after 2MK at max range, which heavily limits AKI's options afterwards. |
Combo | Notes |
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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.
Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo.
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.
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.
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.
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.
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 pick up a DRC juggle anywhere and a 214HP juggle in the corner to re-apply poison.
AKI's best combo ender by far. If juggled into, Toxic Blossom 2PP~P gives her a shocking +86 KDA to work with. Listed here is a safe Orchid Spring and plus Nightshade Pulse setup, but she can also link any of her supers or really go for any kind of setup. This is surprisingly easy to set up in the corner and can be done with as little as 1 bar of Drive.
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.
WIP
Looping poison setups (if 214MP is setup afterwards) that lead back into AKI's best knockdown. Learn this.
Requires Orchid Spring to be setup beforehand, but can always be done after a Stun. The starter is relatively unique, but the combo afterwards should start to look familiar.
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