User:Basinator

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Revision as of 12:56, 2 November 2023 by Basinator (talk | contribs) (→‎Starter Combos: Added video for light confirms)


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

Light confirms
Very Easy
2LP > 2LP > 2LP > 214HP/236HP
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.

5HK starter
Easy
5HK > 2PP~K, 2LP > 2LP > 236HP

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

Drive Impact
Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP > 236HP

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

Drive Impact
Easy
DI, 5HK > 214HP , DR 5HK > 2PP~P

From 2PP~P, it is possible to extend further into a super, or DR 2HK > super for extra damage.

Links & Chains

Combo Notes
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 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 Theory

Picking an Ender

LP Serpent Lash
Very Easy


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.

Example enders:

  • anything special cancelable > 236LP
  • ... > 2PP~K (juggle), 236LP

Toxic Wreath
Easy


anything special cancelable > 214HP

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.

HP Serpent LashSafe Jump City
Medium


anything special cancelable > 236HP
... > DR 5MP/2MP (juggle) > 236HP

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.

Venomous FangWelcome to setup city and combo town.
Hard


juggled, Poisoned opponents > 2PP~P!, 214MP, 214LP

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.

236HP! Routings

Drive Rush Cancel Extensions

Combos

Punish Counter/Drive Rush

-4 Punishes
Combo Notes
PC 2LP, 2MP

-5 Punishes
Combo Notes

-6 Punishes
Combo Notes
PC 5MP, 5MP
PC 5MP, 2PP~K
If certain that 5MP will connect, the 2PP~K route may be a better option.

-7 Punishes
Combo Notes
PC 2MK, 2MP/2MK 2MP won't link properly after 2MK at max range, which heavily limits AKI's options afterwards.

-8 Punishes
Combo Notes
PC 5MP, 2PP~K
Reversal/Throw Whiff Punish
Easy


PC 5HK > 214HK, 2LP > ...
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.

Reversal/Throw Whiff Punish
Medium


PC 5HK > 2PP~P!, 5HK > ...
(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.

Drive Rush Cancel
Medium


light normal DRC > 2LP/5LP, 2MP/5MP
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.

Raw Drive Rush
Easy


DR 2MK, 2MP
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.

DRC Drive Dump
Medium


light normal DRC 2LP/5LP, 5MP DRC 5MK, 5HK > 2PP~K, 2LP*n > ...
medium/heavy normal DRC 5MK, 5HK DRC 5MK, 5HK > 2PP~K, 2LP*n > ...

WIP

Midscreen 236HP!
Medium


1) ... > 236HP!, 236LP
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.

Generic Corner Combo
Medium


... > 236HP!, (DR 5HK >) 214HP, DR 5HK > 2PP~P!
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.

Orchid Spring Stun Combos
Medium


214MP...
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.


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