Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
TO-DO
Knockdown Advantage: 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
|
Back Throw | +27 | After back throwing opponent into corner, walk/dash and manually time oki
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HP | HKD +27 HKD +49 (Punish) |
On normal hit:
On Punish Counter:
|
5HP~HP | KD +34 | ? |
214HP | KD +40 | ? |
SA3 | HKD +30 | Can Drive Rush full screen for a ranged meaty strike, but risky to attempt real oki
|
CA | HKD +21 | CA leaves A.K.I. closer, allowing better Drive Rush meaties (but still no true throw oki)
|
... > 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 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, particularly when 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 not always. These are the moves to be aware of when applying 214LP pressure.
Corner Punishes: Can't save yourself with reaction OD Snake Step
- A.K.I. LP SA2
- OD Snake Step recovers directly into the LP Super active frames
- Chun-Li SA3
- OD Snake Step will cause Chun to get hit by the fireball, but A.K.I. will be cornered and punishable at -9
- Guile [2]8KK
- No Super freeze to react to; OD Snake Step as a hard read leaves A.K.I. only +4 with an awkward punish timing
- Jamie 236KK (DL2)
- No Super freeze to react to
- Ken 623PP/623HP
- No Super freeze to react to
- Manon SA2
- Trades with projectile for 1 hit + knockdown; OD Snake Step leaves A.K.I. punishable in the corner
- Rashid 236PP
- No Super freeze to react to; trades with projectile for only 1 hit + knockdown
Fullscreen Punishes: OD Snake Step can escape
- A.K.I. HP SA2
- JP SA3
Corner Punishes: OD Snake Step can escape
- A.K.I. SA3
- A defensive 236LK or 2PP can also avoid the meaty fireball, but are punishable if reacted to
- Blanka SA3
- Cammy SA3, SA2
- Both Supers escape and cannot be punished after OD Snake Step cancel
- Chun-Li SA2
- Dee Jay SA3, SA2
- SA2 escapes safely, and SA3 is only -8 after OD Snake Step
- E. Honda SA3, SA2
- After OD Snake Step to avoid Honda's SA2, can only punish with A.K.I.'s own SA2
- Kimberly SA3, SA2
- SA2 is safe on whiff vs. reaction OD Snake Step
- Guile SA3
- Jamie SA3
- Strict punish timing after reaction OD Snake Step
- Juri SA3
- Luke SA3
- Marisa SA3
- Rashid SA3
- Zangief SA2
vs. Burnout
TO-DO
Drive Rush
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 |
2LP | 5LP/5LK/2LK | 5MP | 2MK | 2MP | 5MK/5HK | 2HP/2HK | 5HP | 6HK | 6HP | 3MP | |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 16 | 18 | 26 |
5MP~DR | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 | 11 | 19 |
5LK~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 15 | 17 | 25 |
5HK~DR | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 5 | 7 | 15 |
2LP~DR | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 24 |
2MP~DR | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 4 | 6 | 8 | 16 |
5LP~LP~DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 12 | 20 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +3 | No combo without CH/PC |
5LK~DR | +5 | 2LP/5LK, 2MP ... |
2LP~DR | ||
5LP~LP~DR | ||
5MP~DR | +11 | 5HK > 2PP~P ... 5MK, 5HK ... |
2MP~DR | +12 | |
5HK~DR | +16 |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. A.K.I.
TO-DO