Standard routing. Leads to the same 236HP setups after.
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
Good damage and knockdown. Links may be a bit tight.
This is the same combo as the 5HK combo shown above.
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 |
---|---|
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 | 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. |
CH 6HP, 5LK | Converting a counter-hit poke into some damage. 5LK may not reach at further ranges. |
PC 2MK, 2MP | Converting a whiff punish hit into damage and possible knockdown. |
PC 5MK, 2HP | Converting a whiff punish hit into damage and knockdown. |
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. 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
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.
A.K.I.'s preferred ender when the opponent is poisoned. With 236MP!, she gains access to more damaging combos that require less drive gauge or has better corner carry, as well as some setups that are exclusive to 236MP!, such as safejumps that do not depend on the opponent's rise option.
When the opponent is not poisoned, this ender is arguably worse than 236HP midscreen, as it sends the opponent too far away for any meaningful setups. In the corner, she gets the same access to the same setups as 236HP.
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 safe jump, 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 safe jump. 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 +84 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.
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.
For a single drive rush cancel extension, it is better to cancel into the second half of the combo (DRC 5MK, 5HK...) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a medium starter.
For a single drive rush cancel extension, it is better to cancel into the second half of the combo (DRC 5MK, 5HK...) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a heavy starter.
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.
Toxic Blossom 236LP! into some more damage and a decent knockdown advantage. Unlike 236LP!, it does not lead to a safejump setup, however. If A.K.I. is too far, the 2HP may not connect.
Good corner carry and a 236HP ender. Spacing is a little finicky, however. If A.K.I. is too far, the first 5MP might not connect. If the first 5MP connects but is too far from the opponent, 2PP~K can drop. The trick is to cancel into 5MP from the drive rush slightly late, to ensure that 5MP hits cleanly.
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.
Sets up a safejump with forward jump j.HP that does not depend on the opponent's rise option. Better corner carry than the meterless route. If 236MP! procs far away from A.K.I. (e.g. after 2LP > 2LP, 5LK), A.K.I. should cancel the drive rush into 5HK late to ensure she travels the most distance before cancelling into 2PP~K. It is the most consistent after a single 5LK.
Good corner carry from a Toxic Blossom 236MP. If they end up midscreen and recover backwards, the oki options are a bit lacking. However, if they end up in the corner, both an immediate command grab and heel strike will hit meaty, giving you a strike/throw situation.
A.K.I.'s usual BnB route, but this time it works from further away from the corner compared to with a Toxic Blossom 236HP. If she is close enough to the corner, the first PDR is not necessary, as 5HK can be close enough to link without the drive rush.
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. |


Similar to A.K.I.'s corner BnB that leads to Venomous Fang oki, but works further away because of the additional drive rush. 5HK leads to more damage, but 2MP can be more consistent. From 2PP~P, A.K.I. can go directly into a super, or PDR 2HK > Super.

A.K.I.'s corner BnB that leads to Venomous Fang oki or combo extensions. From 2PP~P, A.K.I. can go directly into a super, or PDR 2HK > Super.
Reversal/Throw Whiff Punish
These are essentially a mix of 5HK and 236LP punish counter routes.
Non-Poisoned Routes
Basic punish counter 5HK routing.



Good corner carry and knockdown advantage. Will not work at further ranges. Possible to end in SA1/SA2 instead of 236LP!. A.K.I. can also super cancel the final 236LP! into SA3.






Probably maximum damage in this situation. Hold forward briefly during OD Cruel Fate (214KK) to increase the range of the move. This route does not work in the corner because of the spacing, but will work anywhere else.
- SA1: ~4753 damage
- SA2: ~5306 damage
- SA3: ~6139 damage






Similar to the midscreen version, but replaces PDR 5HK with PDR 5MP in order to combo.
- SA1: ~4556 damage
- SA2: ~5101 damage
- SA3: ~6016 damage
Poisoned Routes

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






A.K.I.'s midscreen max damage Poison PC combo. Can end in any super.
If A.K.I. is ending with SA1, you should not use the last 236LP!.
- SA1: ~4830 damage
- SA2: ~5420 damage
- SA3: ~6339 damage

A.K.I.'s main corner Poison PC combo. Can be extended into a super for extra damage.




Higher damage routing into super. It is possible to extend the combo further and do more damage with 236LP > SA3. For 236LP to connect, A.K.I. has to delay the move a little bit.
If A.K.I. routes into Super without the extension (236LP > SA3), she does:
- SA1: ~4610 damage
- SA2: ~5020 damage
- SA3: ~5920 damage






Very high damage routing that uses up all of A.K.I.'s drive gauge and puts her in burnout. Excellent way to close out a round, but if the opponent lives, it may be risky since A.K.I. is now in burnout.
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.



Extremely good corner carry and knockdown from a punish counter air hit 5HK. Leads to all the usual Venomous Fang knockdown/combo options. The combo may be a bit finicky to pull off.
Drive Impact Combos
As seen in the starter combos section.

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


This route gives more corner carry while sacrificing a tiny bit of damage. When the opponent is poisoned, this route gives access to the massive knockdown advantage from a Toxic Blossom 2PP~P (Venomous Fang).


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.






Cash out route when the opponent is poisoned.
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.

Stun combo into BnB. Lower damage compared to meterless route, but gives access to Venomous Fang knockdown.

More damage compared to the other route. Not a Venomous Fang knockdown, but still ends with the opponent poisoned while allowing throw oki,


A small damage increase over the 1 drive bar route, but gives both Orchid Spring (214MP) and throw oki.




Standard route into Venomous Fang knockdown, making it A.K.I.'s preferred option. 236PP!, 214HP is a tight link that keeps the opponent juggled high up. If the input timing is incorrect, 2PP~P may whiff. It is also possible to follow-up with supers:
- SA1: ~3520 damage
- SA2: ~4000 damage
- SA3: ~4910 damage (~4980 with PDR 2HK > SA3. Uses another drive bar.)



3 Drive Bars route that leads specifically to super for the extra damage. Good for closing out rounds. Delay the 214HP for consistency.





High damage route into a super. Relies on the extra 214KK for more damage. If ending with SA1, omit the 236P for a ~150 damage increase.
- SA1: ~3950 damage
- SA2: ~4210 damage
- SA3: ~5290 damage






Not optimal damage, but ending in 214PP~LP allows A.K.I. to super cancel into either SA2 or SA3, making it the best route to end with SA2.






Optimal stun combo that uses all resources. This utilizes the super cancel from 214MK (M Cruel Fate), and can only be cancelled into SA3.
- CA: ~5685 damage