#Aki Believers Group
1 messages · Page 3 of 1
I am not crazy lol, I have been trying for hours could not make it work with the kick
Yeah its a link so the timing is a tiny bit tight
Thanks, I will try it later
wtf he wasn’t even crouching
just get past broski
after trying a bunch of the roster ive found the one I want to play what is a bnb that i could learn to play her? the one that ive found is (6hp>5lk>236hp)
that will whiff at many ranges
CrLp crLp hp lash
sthk xx stance kicks is +4 so you can go into crLp or stlk as a route which leads into hp lash
StLp TC xx hp lash or hp bubble is also common
xx stance?
cancel into d.pp
yeha heel strike is the name
you'll be doing a lot of that
CrLp crLp xx hp lash is the easy one
crLp crLp stlk xx hp lash is the harder one and has some range requirements so that it doesn't whiff
in #sf_coaching there's a pinned message with a txt document for the basic Aki combos but also pinned in this channel is bro ski's Aki guide
Aki mains we out here am I right?
We out here yeah
Hikaru be streaming
he calls hp bubble as "tatsumaki"
it's funny because of the motion
Ken imposter detected
We see right through you pal

I don't believe you
I think equally tbh
The only times I didn’t get punish was cause I was to early
And even then it was counter hit
it’s good tech to have
the hard part is making hasanzhu whiff
Well that’s true but you never know
I just watched in Broski's latest vid that, after landing OD Fireball as a frametrap after stMP, he used crHP as a weird framekill?
im gonna really quickly see what the numbers are on that after I finish my tea (and this video)
thats the first time I've seen that and def the first time I saw Broski do it
@slender bone Ive done something in the lab and idk how and now I can't replicate it and Im so confused
I haven't looked
no like
I'm messing with OD fireball
and I swear to god I got a +50 KD
so I continue testing
and now everytime I get a KD with OD fireball, it's +45
and idk what caused it to be +50 the first time
So with respect to KDs, grounded ones are set
certain juggles are set
some air juggles will be semi-random
so that'll affect it
but if it's the same setup, it shouldn't vary unless something else happened
the thing is that I didnt test jump initially
but I swear like 3 different times I got +50
on CH twice, and on pre-jump frames
because the gap is too tight to hit airborne if the opponent hits up
now under the same conditions, with and without being cancelled from stMP
its always +45
and I thought "is it because he's not back-rolling now?" and I knew that couldn't be true cuz backroll doesnt increase recovery time and I was right
but anyway
OD fireball gives a +45 KD
so Broski is framekilling with crHP (40f) to leave himself +5 and slightly closer
im gonna test what the oki is after, if any
also
stMP xx fireball makes a 3f gap (-10 oB)
stMP xx OD fireball leaves only a 2f gap (+1 oB)
okay so
after OD Fireball > crHP, you can meaty the opponent with:
- stMP
- stMK
- crMK
- crMP
you can use normals too and they'll land late, but they're not good because of the spacing and not necessary cause you can just go straight to your mediums for better damage if they mash
stMK allows you to link into stMP because the range isnt too great, and if they block you can do it again to spacing trap
stMP gives you H Whip or M Whip on normal hit but on CH you can get stance ~K and still get the same blossom follow-ups after with stLK, depending on if they're crouched or standing, and if they block it you can DRC ~ stMK (3f gap) to be +2 point-blank and force another guess, or DRC ~ crMK (2f gap) to be +5, and both let you link into stHK if they mash or hold up or you can frametrap with fireball again
likely not, the easier combo is just fireball xx chaser
well
hang on
yeah no
the cancel window and hit-advantage is too small
it's easier to do fireball cuz it frametraps on block and comboes on hit
ye so you probably want to DR or just send fireball
maybe if I was less tired and locked-in with a real match I could do it
anyway, I was writing about crMK, which I was gonna say might be the weakest but it's probably tied for crMP
the problem with crMK is that, if they walk back, and crMK is the only button here that punishes that, you can't follow-up with anything again
you're +5 at max range, too far for stLK and not plus enough for stMP
however, if they block it, you're +1, and you can still frametrap with stLK (+5) and crLP (+6)
crLP is better cuz +6 means you can link into stMP, and stMP means you can do M whip if they're standing or DRC into stMK into etc etc
the only advantage to stLK is that you can immediately go into M whip but only if they're standing, which most characters wont be because crouch jab is their 4-framer
crMP means that you can link into OD whip on normal hit and stance ~K on counter-hit just like stMP, but crMP also has the benefit(?) of creating a true blockstring when you do DRC ~ stMK/crMK
maybe not an objective benefit because it removes the chance of the opponent mashing in that gap and giving you the juicy DR ~ stMK/crMK starter
Denzel if you're still reading can you guess the #1 problem with this frame kill set up
before any of these meaty options come into play
+5 at max range?
max range because the opponent did...?
hold on let me read again because I'm not really sure if the setup has changed
nope same set up, but the opponent is doing one thing that they should always do anyway
back walk but I thought you were in the corner
roll backwards
all the stuff I said before only works in the corner or mid-screen if they don't roll back
yeah I assumed all of this was corner and not midscreen because there's a lot of different issues with setups if they are midscreen
they should all work anyway
more often than not, midscreen you either do specific enders or just manually timed DR
I think crMK would be monumentally better at corner
cuz point-blank
lemme try that rn
wait hang on you can't do this in the corner
because OD fireball > sweep is a combo in the corner
yeah it juggles and it makes you +31
lemme see if this stops happening without CH
yeah no it doesn't
that's still good to know cuz I was starved for a follow-up after OD fireball in the corner to stuff projectile-vulnerable reversals
@slender bone this is a mid-screen, stationary recovery-only set-up
not worth it then
usually not, but still fun to mess around with
I'm a big practicality guy so I wouldn't do it
but now I also need to mess around with what to do after that +31 situation
okay so we've thrown DR~ out of the window
because DR~ anything is too fast
manual timing
im gonna try fHK and see if I can find an auto-timed thing for that
otherwise I'll just use manually timed crMK or stMK
probably nothing great
okay here we go
stand jab, DR ~ stMK
if you do it right, that hits on the 1st frame they're vulnerable
if you use DR~ crMK, it should hit on it's 2nd active frame, again assuming you do it right
stLK, fHK
the 1st kick hits them on the 2nd frame they're vulnerable
if you use crLP or stLP they can jab you between the 2 hits
this becomes MUCH easier to do if you do the instant DR trick (66 > DParry)
inputting 66 on a whiffed DR cancellable move instead buffers a forward dash (unless you input the 66 with ungodly speed or you're literally mashing stand jab and 6)
instead of causing you to DRC the stLP instead of DRing as soon as the attack is over
lots of effort
anything for accuracy
oh yeah and even on trade, you can be as much as +12 with crMK vs crLP
you literally have enough advantage to do an objectively worse combo with stHP, if you so choose
new revelation
you can do a safejump after OD fireball xx chaser
and you can do it after normal fireball xx chaser too
okay not after normal fireball
if you do OD fireball without the follow-up, you get a weird reverse fake-safejump
it's safe against DPs but doesn't hit mashing
also, it's not preferable at all to H whip and it's okizeme because of OD Fireballs increased knockback
if they roll back, no safejump
it's only good in the corner if you JUST used OD Fireball to stuff out a projectile-vulnerable reversal
if they do an SA1, and you've thrown OD fireball, I've found that the super freeze sometimes lets you freely hitconfirm into chaser, so you can continue your offense after at no extra expense
okay so on OD fireball, instead of going into chaser, you can juggle into M whip and that will let you juggle into DR ~stMP xx OD Cruel fate then into a super of your choosing
or you can do M whip DR ~stHK xx stance ~P
and if you have no drive, you can do M whip into SA1 or SA2, or L whip xx SA3
another fun fact, you can make it so OD fireball will hit meaty on the opponents wake up after a spaced normal fireball xx chaser
there is probably a more optimal route here this cuz you can also do DR~ stMP xx stance ~K, or you can do DR~ crMK too which makes it easier to time the stance ~K because somtimes it drops from stMP
you can also directly link the OD fireball into supers too
if you need to use them asap in order to burn out the opponent
PC OD fireball into SA2 will steal 1.5 bars, which is pretty good knowing the okizeme SA2 gives you afterward
or you can do Fireball > M whip then go into any super, because you can tack on more damage without sacrificing any drive-steal
Ive already turned off the game so I cant test this now, but if you wanna do that last thing into SA3, I think you'll have to do L whip beforehand otherwise you'll whiff SA3 if you super-cancel the M whip and without it you'll have to manually time it, but that might reduce your drive-steal by a little bit
I'm too lazy for all of that
Tl;dr: OD fireball is much better than I first thought for offense
Last thing that I didn't lab, AKI can do DI after M Whip TB or OD Whip grounded TB
You just need to do OD/M Whip, DR~ stHK xx DI
I didn't lab it but I saw Broski do it in a vid
links to stmp on hit, gives the +2 trade on block if they mash, has very good range and it’s very fast
hm yeah then I would likely just autopilot for crmk and focus on other stuff
valid
ye it’s not a big deal
lemme read rq what colossus was talking about before
it’s +45 or +46 iirc, if you press and they mash you should get PCd too
but ye the reason ex fireball is so good it’s cause it’s +ob
you reset and pressure them again
Hikaru loves to do that when the enemy is in burnout and in the corner
ye it’s just +1 tho
ah yeah explains why hikaru mostly does it in burnout stuff
+5f oB just like that
and having to guess if he is gonna DI or not too
strong pressure for the enemy
at point-blank with burnout advantage, ye
i.e: that's the minimum advantage
i stole this from hikaru, it's pretty good cause the damage is high and the combo is long enough to make it cost almost just 1 bar of drive
oh that's kind of nice
right Hikaru likes to juggle with ex fireball for some reason
Thx guys
i can see the uses
Idk to me it's just style points
hikaru does a lot of things that arent that common tbh, id love to know the resoning behind them
I prefer ex Whip for combo extension
ye but ex whip doesnt combo from stlk
ex whip is crazy good but a bit hard to get
you need PC stmp or crmp
or sthk ofc
ye even after CH
it just looked orthordox to me
I am not sure what is really better between another st.mp or heels
do you want an extremely niche piece of tech with it
if you PP a crlp you can go stMP xx stance kicks, crlp crlp crlp xx Hwhip and the safejump will always land in front
its a very specific case
yes
neat
helps a lot against people who know aki safejump situations and try to quickrise to fuck up your safejump
but you fuck them up
Its really cool that you can extend this even further into the classic corner shenanigans
the ex fireball is practically free
in terms of drive spend
its very good
Yeah Ifeel like
the more DRCs you use that aren't the xx drcs from st.hk in the corner
the less profficient you are as an aki main
Like I rarely ever see Hikaru go for drcs
i mean max damage is still from 2 drcs
she has a lot of ways to mitigate drive spending tho
japan has a very reserved drive usage
burnout sucks BALLS
wdym always go to burnout! -aki player
It needs to be there based on how the game is but I think there's too many things that destoy drive
Idk man Zangief is just insane at that
burnout should suck for the defender but I feel like we get there too quickly
Depends I have a feeling for most players and in most cases the player just wastes a lot of drive gauge
I think we have to balance it against old stun
Getting hit too many times made you lose faster
Blocking too long gets you in a bad position (but it's faster than I would like)
are there any good frame traps for aki?
also I'm trying to mix up my offense a bit more, my muscle memory always wants to go into stance kicks and I keep putting myself -3 in their face like a dingdong
like delayed TC or TC into something else? I usually do heavy bubble
The TC itself frame traps
oh neat
my favorite one is crmk stlk
without drive rush right? cause of +1?
okay i'm gonna try that too
.
ye you can also confirm the CH stlk into stlp TC
I don't use ex fireball often enough beyond drive rushing behind one
okay thanks these give me ideas
ex fireball is +1 ob, its good
also if you are like roughly here you can cancel it from stmp or sthk and make it super plus
like +5 or +10
good to know
Man I keep feeling like crmp reaches farther than it does lol
I almost never use that button personally
ive forgotten what it is
all of Aki's AAs work in the range they are supposed to work in
Zangief doesn't have a jump altering move so he's not any different to AA compared to someone like Manon
If you're unsure of the range of where he's jumping then you might run into problems trying to AA
wdym unsure of the range
like, I know the range at which when someone jumps, I can AA them
but its whenever he jumps at me, he always falls short of my AA
so if I try to do stHK, he can land and whiff punish me with SPD
or if I do H whip, he lands and does DI
You probably want to actually review those matches and look at the range where your AAs miss
crhk very consistent vs gief
the one with the least reward...
wtf
stopping the jump is the reward
and if you can confirm the CH you get a super too
how do you move away from Chun-li?
HOW?
I meant without PC
Because if you PC then you get a juggle combo
But with stHK on normal hit you can cancel into a fireball and it'll meaty the opponent on landing or puddle for guaranteed poison
why are you thinking about additional reward instead of like...not eating 3000 damage and having to hold a mix?
well, all 3 anti-airs achieve that, right?
yes
and that's the most important part about AAs
additional benefit is secondary
if you can't get the primary use, additional benefit is meaningless
Hi any of you use leverless with aki ?
I have a 16 button leverless and with her i have a lot of non use button, i think it's pretty normal vut maybe i can find an use for the button 🙂
i do and i don’t have all buttons mapped
i just have Parry and DI
I have it similarly to Barca
Thx guy's 🙂
add a button for 2 punches maybe for stance?
👀 i remapped one of my buttons to Mp Hp
I play on 8 button stick, mapped 2 buttons to parry and di and don't use either of them anyway
@austere sedge
btw aki did actually get one small buff, toxic blossom ex lash now properly inherits punish counter advantage on the crumple, giving you a grounded link into 5HK
I wanted to mess with this ^^ new thing
and I think we can optimise the Jamie Super 1 punish even further
because currently there's a gap in Jamie's super that, if you jump it makes him -70 (when you land) while still doing the animation
which is enough time to place a puddle and punish with OD whip
so you can do OD whip for the blossom, then the puddle will re-poison and you can go into stHK for a standing hit and let your imagination do the rest
the same would also apply to Manon SA2 and Gief SA3
the best I can find now for midscreen is:
Place Puddle, OD whip (PC + TB), stHK xx Stance ~K, crLP, crLP, stLK xx M Whip (TB), DR ~ stHK xx stance ~K xx SA3
that's without spending extra drive on like DRC
it leaves you at a deficit of just 0.6 bars from what you started with, plus you can parry the first part of Jamie's super for extra meter
you can opt to change the final stance ~K into just SA2 or SA1, SA2 being the one I recommend because of the better damage, corner carry OR oki based on which version you choose and your distance from the corner
you can take Jamie 65% across the entire screen if you use H SA2 in the route I said
Has Aki been buffed in every single balance patch since she was added??
yes
AKI sweep is real then
HI EVERYONE 
I have a question i am trying toi finish the combo trials for aki
and i have one issue, i cannot manage to like 2LP into Light LVL2
the end in particular
Thanks i will try it 🙂
i am getting better and better i am having so muc h fun with her
i am platine 1
im a d3 tryna pick her up, she feels complex with all these routes so i wanted to know whats her optimal buttons and gameplan? i was told fireball drive rush nd stuff. Also when she does ex whip how come she doesnt do the followup?
She does the follow up only if they were poisoned before the ex whip iirc
Also Aki is complex yes
but
you can simplify
a lot \
you dont need crazy routes
Ask Denzel over here he made it to master with more basic stuff and good game sense @slender bone
sounds good, im tryna just go through ranked w basic stuff eitherway
i dont kno anything crazy i kinda free flow
off of what i see other aki’s do lol
i watch more broski
i’ll try to show a replay later on to get a better idea of how i use her
ask denzel for the easy stuff
ask me for the crazy routes

but regarding gameplan with aki you want to be annoying in the midrange with your buttons and after you score a KD start pressuring like crazy. Her good buttons are stmp, stmk, crhk, crmk, she has her light whip which is an amazing poke and super annoying to deal with, and she’s the queen of fireball drive rush. Her DR is amazing (imo the best in the game contesting deejay and bison) and her crmk gets +9 oH / +5 oB with DR, so she gets mad damage or mixups
it’s hard to get all her stuff in a single message, broski’s guide is very very good tho
I didn't use fireball Dr, crMk, stlk , overhead, od fireball more than 5 times before master
I did the same meaty (hp lash , dash dash crLk or throw) or safe jump
CrLk crLp hp lash
any tip against Cammy dive kick?
notedddd thank you🙏🙏🙏
hard to deal with, most consistent answers are either H Whip or jMK
I usually do to jabs into the buffer
Been playing a lot of Terry and his light wave is usually just a free hit against Aki's fireball, shuts down that fireball drive rush game
But other than that mostly seems like a standard shoto matchup
unplayable /j
hey guys im having trouble with anti airing
i know the main options are 5hk, 2hk and 236hp, i defaulted 5hk as a reaction aa and use 236hp sometimes when im ready for the jump but honestly i feel like im not using the options properly
im having a lot of trouble with people who spam close range jumps to a point where im considering just drive rush out when they do it or slide if possible
my main problem is that i feel like even tho i use it and it works quite frequently, i dont understand them properly so whenever someone sees it im fucked
also i believe i have never used 2hk as an anti air in my whole life, maybe on acident
if they are so close to the point of crossing you up aki cannot antiair with her regular options and you have to jump back LK to catch them
oh thanks ill try that
so lost against terry, it just feels like they can spam the fireball all day long and the launch fist. Not sure what to do against him
I usually attack fireballs with OD fireball but against him you just eat a free attack and he just blocks
launch also doesn't work against his fireball at some ranges because of the ground hitbox, or I'm just too slow or something
I'm going to just record one match and if anyone has tips I'd appreciate them
against his fireball you play like any other fireball (dive/ex flippy daggers)
for burn knuckle you have to learn when it’s plus (screen shakes) and from close you can punish it
doesn't dive sometimes get punished by the fireball? or is it just when you are too slow?
I think that's what I mean, I have used it when I'm close and you just get hit in the transition between stance and dive
which I'm not used to with other fireballs I guess
mh it’s odd tho, aki dive can be used pretty much only if you have a read, the whole thing is 30f so you kinda have to already be in stance
but terry fireball is very slow frame wise, being 48 and 49f
yeah, but I'm not used to having to look at the range. If you're a jump-in close you just get hit, or I am insane
I was just re-testing on training just in case
i can’t be that helpful cause i haven’t played aki since terry is out
since i’m probably going 100% terry
np, I still appreciate the comments a lot
I'm going to post the match because I'm probably doing 100 things wrong which are not just Terry-specific
sure, i can’t watch it for a while if you post the code, while i can watch it rn if you send a youtube link
yep yep, I know
some things I already know:
- One bad oki in the first round
- I'm just too scared of Terry's options and I think I should lab him a bit doing the fireball into launch fist to see what I can do, because he just wins free mixup there everytime
- A couple of things I still don't know the minus / plus and I just get counter-hit
-So first extremely big thing, if you get a PC jumpin you can’t just go into sthk xx qcfHP, you can get an insanely fat combo and do good damage and get oki, something like sthk xx stance kicks, crlp crlp qcfHP is so much better if you don’t wanna spend meter.
-be careful cause aki fthrow is just +19, which means if you fdash for oki you are +0
-you try very hard to DI during burnout when outside the corner, its better to try to get in and start aki loop (even something like flippy daggers to close the gap, or dr in)
-second round was good, just try to push your oki more instead of going fireball after qcfHP KD
-round 3 you were kinda passive, even tho you had some opportunity to get the party started, one thing that caught my eye is that you didn’t try to keep pressuring after hitting a fhk, you are +2 and he never showed you a single reversal in the entire set, so walking back there was a pretty bad choice imo
Regarding terry’s framedata he has no +oB normals, only thing that can be plus are his burn knuckles if spaced (screen will shake if plus) and his feint fireball (+5 on block but extremely slow with like 29f startup).
ok, thanks a lot, I guess I have to study a bit the oki set ups and re-learn the jumpin
st.hk xx heel strike > lights is a bnb
so your jumps should at least be this if you decide not to start with lights
i know it sounds extreme but a single jumpin on a fireball like that should make the round very in your favor
that’s like 35% hp gone into corner and oki
that’s like a 70% chance to win the round
I just learned the other one the first day and didn't bother re-learning it after learning the bnb, but yeah, I get the differences
anyone willing to coach a silver aki?
これにはR.I.P.君も頭を抱えてしまいます
Hey! Send us your replays and we’ll try to do our best to help. Pick some losses you struggle to find what you did wrong and don’t be shy to ask questions!
@verbal whale do i give you the codes or record the replays
recording is always better and you’ll get a faster response, but codes are fine too
just be aware that i live in EU so you might get some delay on my responses, but we have other great akis here that can help 
sinister slide > venomous fang - 2PP > 5P
11+19
15
30
KD +20(34)
-25(-11)
airborne on frames 19-33
gotta be 100% honest i’ve never seen anyone doing dp to beat dive instead of blocking
i try😭😭
What's the route that is mp lash! > walk > st.mp xx hp lash
It doesn't seem like I have enough time after like any normal route
i found out it always works after EX LASH, stlk mp lash(!)
i think you can get it after every Mwhip when you do just 1 stlk
it feels really tight
and you have to be later than youd think with the stmp
it is, i never go for it tbh
I was watching Hikaru do it and went, "well, it's doable then"
but I couldn't remember the route
iirc correctly is about 100 damage more
what I was more interested in was the driveless route
ye but if you don’t wanna spend drive:
dash stlk H whip is much easier
yeah that makes sense
@weary widget @slender bone @verbal whale I’m looking to run a set for analysis.
@weary widget can you run some matches with me?
How + on a KD does AKI need to be in order to get a safejump?
44
no
that's how safe jumps work
+44 to beat 6f dp, 5f or faster smokes you
so you can't do it against Lily with windstock since her's is 5f
for everyone? I thought different characters had different jumps
so there's no wiggle room, has to be +44
Gief and lily need +43, aki needs +44, and Chun needs +46 (iirc? Could be wrong I'm not a Chun player)
correct
if you want to beat 6f or slower dp, you need +44
and everyone else is +42?
also correct
there really isn't much variability in safe jumps
I haven't used my hitbox a whole lot yet, I had work last night so I couldn't practice or anything
There's going to be 1-5 KDs from a character that gives them it
I messed around with it a little after work but ultimately I spent the rest of my night on destiny
I can consistently do down to right QCs
so 236 if I'm facing right, 214 if facing left
but still working on down to left
and I need to re-learn doing DR quickly and integrating it into my comboes
For stick players, hitbox is half easy to do since the right hand buttons are all the same
the left hand movement takes time
what character is doing that
oh yeah you simply don't play hitbox grapplers in anime games
GL isn't a grappler
they are the ones who have those fucked up circle type inputs
his reversal/ender super does more damage if you churn
the normal input is just 632146, 360 is also an option
then 720 adds like 20 more damage and 1080 adds another 20
(he can 1 shot Chipp with the 1080 version)
(Chipp has to be doing his projectile because it can take damage which is shared to him, and both he and the projectile can be hit at the same time causing 2x damage)
lul
it is very funny
Bedman can do it too with install and a normal 632146 or 360
alternatively you can do 632146, Roman Cancel it into a basic air BnB to finish the job cuz he'll be at less than 10%
For 214 you can do 21(2-8) for input because 2 and 8 will cancel each other out because of socd
but won't that make it

Maybe they meant 21(1-8)?
that...might work? 
forgot to say hold back while doing this
to make it back with socd up down canceling eachother out
I think in normal circumstances that's a lot more work than rolling your hands
I setup my fingers so that they land in sequence so i just press my whole hand down instead of doing the motion
ah nice
so supers are just a jitter of my hand
I finally hit Master! Thanks for the coaching and anyone who helped. It’s was a hard grind for me but I learned a lot. Now the game starts.
nice!!
congrats
Thanks
Proud of you
Thank you
hitbox update, practiced some comboes and I'm slowly getting better at inputting down to left inputs
suprisingly clean with the super inputs tho
i went into some casual games and got washed, but the one time I went "okay let's wakeup super" I fucking hit that shit
anyway, here's a silly thing I found after mirror matching another AKI player
if I wasn't poisoned, he wouldn't end comboes with H whip, he would use L whip then 'continue' pressure with stMP
as soon as I realised that was total bs, I mashed every time and it worked every time
L whip is only +1 oH on a non-poisoned opponent
but that got me thinking if there was a spacing trap there, and there is, and it's very easy
if your opponent presses a fast button after the L whip and you press stHK, easy PC pre-poisoned combo
very impractical compared to just doing H whip and doing a safejump, but still funny
https://vxtwitter.com/pochoclo23/status/1801758144151822734?s=46
so i’ve played a bit of aki but ngl i’ve never seen this
I was researching and for long distance st HK with poison on midscreen and this is my best combo, this does even more damage than st LK venomous fang and also requires to use the microwalk before L whip to achieve the l…
- whistles 🤮
It looked interesting until it said microwalk
Yea I burnout after dr cr lp. I can’t get the extra bar to dr 6Hk. But if you level 3 after lwhip that’s still 6421 damage about 60% damage. Still great with less room for error.
what's the command to pull up the character guide spreadsheet again? looking to refine my ken knockdown pressure
?sestze
That one?
yep,thx
so i was labbing with replay takeover today
damn that's cool
Fire
@verbal whale
if you wanna be even more sure crouch it
@verbal whale ok so I somehow misremembered but doing walk st.mp xx hp lash after mp lash! is borderline impossible after heel strike
but it's pretty easy if you do OD lash > st.lk
ye it's probably only reasonable to try after OD lash > st.lk xx mp lash!
ye here i use that tbh
I was trying to figure out why I couldn't do it
turns out I wasn't even doing the right routes to begin with 😌
AKI route #P23AKI 🐍
【QRT of やっしゃん (@yasyan29):】
'#ラシード @kurober @gachikun0423
ベガSA1反撃(様子見等で動けるとき)
バックジャンプ最大溜めワール前ステップODミキサーからラシード最大コンボいけました!中央付近なら大体いけそうです! https://t.co/ud2ogiZDm6'
Hello
How do I get coached lolol
Pretty please 
I've dedicated the past week or so to refining my current combos, which resulted in me hitting Master. Now idk what to do exactly, as my current skillset seems insufficient. I suspect there are some routes I could make more efficient, but most importantly, I believe there are problems with how I play neutral and defend
And I lack a lot of MU knowledge, but I suppose that's something one can only learn by themselves or by getting advice from a desired MU character player
Thank you! I'll find some and post em here. Tis 2 AM at my place and I'm already in bed, so I'll do it next time I hop onto the game.
if you can record vods and post them on youtube i can look at them




interesting
I need to figure out how to not get cooked by Ed but also I need to stop dropping basic combos 😌
I want to ask Hikaru what he thinks her matchups are at
does he read his chat
While I watch his streams it's often at work on mute so I dont hear his voice ever lol
ye he does read chat
cool cool
he also answers in english to english questions
ed is very much like chun imo, you can play outside their range of effectiveness pretty well
also for him charging flicker is risky for ex flippy daggers or dive
I don't think Chun does poorly against Aki tho
i used to think so too but then i spoke to some very high level chuns here and they told me they really struggle in the MU cause chun is forced to engage
and i never understood how good aki is at just being passive and waiting
and hasanzo is a bit weird to counter fireball
in short chun can’t play her strengths in the MU
or @native loom brainwashed me
I think when Aki was weaker and Chun was stronger, Hikaru had Chun firmly in wins
but I don't believe Chun is that much weaker
while it’s true chun hasanzu got nerfed regarding fireball invulnerability
Lets trust them they just don't gaslight themselves that chun is weak like some delusional mains in videogames tend to do
AHEM
ken
or windshitters from league but thats OOT
and that ironically made hasanzo trade with aki’s fireball pretty often
no dw i really trust their opinion
Gotcha
I had some interesting convos with some chun mains in particular
so hence I am bit cautious about them
rea;
real
im ok with being @'d here
and yeah chun aki is one of chun's worst MUs
it is horribad
nabil when he has to press forward
any MU where im forced to walk forward and take initiative is bad MU
EXACTLY
and that hazanshu nerf :(
the funniest MU is aki dhalsim, both say they win it
So you personally think Barca that chun didnt that badly from your experience in matches ye?
from Aki's perspective
ye i personally think aki does good in the MU
it's not immediate to play correctly tho
smth around the lines of 6/4 esque
I can see why you stick to words than numbers 😭
jokes aside
only over 5.5 MU aki has is marisa
marisa is kinda free for aki it's so bad for marisa
you can low profile EVERY one of her specials
Dont think I have seen Marisa in top 16 in any majors this season even
you can low profile st.hp
Personally I’d move JP up to even
https://www.youtube.com/watch?v=dhPRoHj3nn0 fuck this combo btw

Hello
Ok, so
BNTGPUFSS
SVCEXXJPS
YL75E7YUW
These are absolutely TERRIBLE
I've done some crappy DIs that I shouldn't have done because I don't know the mu
But I feel like that's only the tip of the iceberg
And that there are important fundamental issues
Any help appreciated, thanks
I'd be happy to take a look but I'm in the process of moving so you'd have to record them for me lol
I can record them in a minute and upload to youtube if you’d like @worn vortex
I’m always with the idea of setting up a discord bot to do this automatically but never find the time to finish it
No need, I'll do it myself. I appreciate the offer
man how would the bot work?
it’s be phenomenal
my second pc would be just listening to petitions and if someone adds a petition to the queue, copy-pastes the replay ID, starts OBS, uploads to youtube.
Possible problem would be capcom banning me for using scripts in sf6 and thinking I'm hacking in matches.

have a 2nd copy of SF6 
Uploading now
https://www.youtube.com/watch?v=RIzycNC-few
Some things I know:
- Did crappy DIs
- Couldn't block the overhead once

But I'm pretty sure there's much more
i’ll check it rn and then i will send a paragraph here
Thanks a lot
first thing i see is that in the very first round of the very first set you decided to start with a jump back, which i guess it’s a read on a knuckle but still a very hard read that should come from what you see your opponent likes to do, so a bit extreme on round 1 of game 1 (correct me if this is not the case and you already played this player).
This is the main issue i can spot during the whole match, most of the interactions that you lost in the game were a result of you reading some actions that were never showed to you. There are a lot of empty jumps to call out burn knuckle, which aren’t a bad thing unless your opponent is showing you that those did not work. The feeling i got from these games were that you were trying to play reactive to get one big punish and then snowball, but you tried too hard to get it which resulted in getting nothing.
One thing i would absolutely implement are way more fireballs, you started using it in game 3 and that’s when you actually began contesting space and making him a bit more uncomfortable. Her fireball paired with dr makes her approach absolutely busted and gives your opponent little to none room to punish you for it unless they do a good jump, which is a bit of a read from them (and you can always ex slide cancel if you can afford it).
The other thing i noticed is that you never really run your offense when you get the chance, on oki you usually shimmy (even tho he never showed you a tech), on fHK plus frames you shimmy twice (even if he’s not teching) and on oki you often fireball (which can be easily reacted with ex dp, or in terry’s case lvl2 for 50% of your hp).
what i suggest you is looking up some of broski or hikaru’s vods and look how they use their advantageous situations (what do they do on oki? how do they use plus frames? why you think they picked this option?)
Bonus aki tech
if you hit a lvl1 and fireball after you set up a trap. if they jump you can DR stHK antiair into dive, making them bounce on the fb
Sound points, thanks a lot. I guess I'm too scared to throw fireballs because I get jumped on so often, that's part of the reason I jump back on round start, just so that I have more space. I'm also not sure how to play neutral (or if I should at all), as most other characters have faster & longer cancellable buttons, so I often end up blocking something like 2MK and getting DRC'd into guessing. Because of that, I retreat a lot and end up cornered. Perhaps you have some thoughts on this? Thank you
first of all if you want to take space round start doing light slide (qcfLK) is way better and safer imo
regarding aki neutral it's not really a "make them block a long button into DR" character (even tho stmp can do that) but you mainly want to poke with stmk, crmk and crhk to gain space using qcfLP to harass them and get space to fireball and drive rush in order to get in their face and run your offense
it's a very good tool to use, you can bait since it looks like stance, gain space stop drive rushes early
stop drive rushes early
you mean it'll cause the opponent to whiff or put you in a better spot to interrupt?
if they want to reversal the DR or you wanna make them whiff something you can l slide
N6QF8G5ME
3SHW96JG8
QYMY955TY
Hey, can someone take a look at my replays? I'm finding it quite challenging to oppose my offense on my opponent. I always feel like I'm getting stuffed by their normals, constantly trying to find my range backing myself in the corner.
if you can upload those on youtube i can watch them on the train home
@velvet marsh tag me if you'd like me to upload em, I can do it now. I'll make em accessible by link only
I’ll take a look at it now
Going in order of your first match, It seems like you don’t believe any of your hits will connect I noticed a lot of hesitation on the buttons you were pressing too, and I need to work on this too but maybe practice anti airs in the lab so you can get used to recognizing jump ins
Second match pretty much the same thing and in the second round of the match the chun was in burn out with no super, this is AKIs win condition so I recommend next time you’re in that situation just do her burn out loop until you can DI.
Just got done watching the third one so I can summarize everything, What I would tell you to work on is hit confirms, being a bit more aggressive in neutral and in burn out scenarios, and anti airs but again every one struggles with that in their journey at some point and you won’t get 100% of them either so that’s ok but for now just hit the lab and get some more confidence in your buttons and hit confirms
@velvet marsh
Okay appreciate help
I still don't understand one thing
So I launch a fireball
At what moment exactly do I DR behind it?
your goal is to hit the enemy a little bit after he blocked the fireball
so he can’t contest you
to study ranges you can set the dummy up reversal jab on block, then you throw a fireball, if that jab ever comes out you know the timing was wrong
Ok, thanks a lot
Remember its ok to throw out bad fire balls
Oh shit it's the witch hat mod I've seen people use
The clip is smooth as hell tho
probably stupid question but how do I avoid misinputs when reacting to drive rush? I'm noticing in one of every 4 matches I react with st. mp and I get a puddle and I eat a free dr combo
it's a bit hard to know in the moment if I was doing the input of qcf or qcb
same thing happens with jump ins with st. hk but for that at least I have cr. hk or qcf hp
but on drive rush checks I'm a bit lost
why not check with cr.mp then
you're getting puddle because you're doing
/
then trying to stand up and do st.mp
but you can avoid that by just doing cr.mp
it's just slower
right?
cr.mp doesn't have much of a disjoint
you'd run into the same issue with st.mk, except you'd do mk cruel fate instead of puddle
low crush the dr crmk
s.mk my beloved 😌
Oh you beautiful button
Hi! Would someone be willing to give me some matchup knowledge with this character? Everytime I play against it I freeze and I never know what to do
I play Terry though but I am in dire need of knowledge
I am free this evening after work if someone is interested
I’m a diamond aki, if that works for you. I can tell you the basic stuff Aki can do and play some matches
For more complex stuff maybe someone else can chime in or maybe in the Terry discord they have more specific info
Hey that's fine! I really need just a basic idea of the character to know what's safe and what's not since I let an aki player in my tournaments get away with everything
I'll be free in around 1 hour if you're too
sure
No problem, let me know when you are online!
I'm available now
Sure, do you know how to make a room?
I always get invited from friends
Sorry I mean do you know how to invite someone who is not a friend
Just so I don't forget, some key things in my opinion in this mu:
- Terry can spam his fireball and Aki's usual answers (reacting with stance + dive or counter fireball) don't work in this mu, because of the particular fireball Terry has. Aki can dive if she's in stance already but she doesn't have time otherwise, afaik.
- In pressure in the corner, don't let her OD slide. Two options for that, be patient and stay at jump range from her, if she slides you can punish. Another option is grab, grab beats slide with a PC so you hit 2k of damage if you call it.
yeah, tell me your cfn name
Lemoenn
can I mash through the command grab?
ok ok
you can guess, or do a OD dp fore example
I'll eat the dp if I do any of these two
and few Aki's respect od dp there
OD dp
during it?
before it
uh ok
it's going to be tricky
I feel completely clueless
maybe I need to slow it down a bit
I am mashing quite a lot
I think you're not doing that bad, only thing is you either respect too little (you mash when I'm clearly positive after a drive rush or in oki) or you respect too much (you don't go to punish me after I try my offense and I fail)
for example
the kicks
I'm negative and in your face after the kicks
I have to strike/throw guess
you can just try to throw or do a 4 button
the double kicks, breakdance
yeah
I jabbed it and then after it you can take the turn no?
I tried jabbing it twice
yes, but you can try to throw, and I personally eat all damn throws there
Jab throw or straight throw?
straight to throw
got it
you use too much drive as well
Yeah I have very poor drive gauge management
you also use the fireball that's like huge
against aki I think it's better to use the smaller one
that one goes below mine
Yeah I try to bait a parry
and I can't do fireball approach and pressure you
but I'm spamming my OD fireball
that goes against that
maybe it depends on the aki
but if the aki is using OD fireball a lot
use the small fire thingy
I can't approach you with that one
haha yeah
that's alright
lol
last couple of matches for me
np
ok, last things
ggs
ggs
use parry more, you lost a lot of drive in the strings
and delay tech in Aki's oki
Aki goes hard for strike throw
every time I hit you in the corner with a combo or a throw
I have oki there
and I usually went for throws
and occasionally for strike
and very very occasionally for a shimy
delay tech throw beats the first two
and it's not hard to learn
you just have to press throw a bit after you wake up blocking
there are tutorials on it
also every time I hit you with the heavy slash, the vertical whip that launches you in the air, same thing, aki has a safe-jump there
and most akis go for a jumping attack, or empty jump with a throw
maybe I'm not explaining myself very good here haha but those were the things I noticed the most
in general also I think you need to be more aggressive with jumps, I pressured you a lot with normal whip in neutral, and that loses to jump-ins hard
maybe I can also search for some matches I have against Terry where I get demolished, so you can see some examples?
Hello! Any AKI player wants to play today?
@quiet plume I'm up. U still wanna play?
sure
Nice, I'll be ready in like three minutes. My CFN is SuperPinger
I have sent a friend request!
Got it. Check your DMs
I need help with Juri mu
Her buttons are so long I get cornered very quickly
And I can't deal with her dive kick
Feels like a very tough mu, although it's likely I'm just trash
the MU is even, for divekick you kinda have to give up antiairs sometimes, especially if she shows she likes to use it or if you are cracked you can HWhip it but it’s very risky, but unlike cammy or akuma this one is minus on block.
In neutral it’s a bit weird cause her sthp is a god button, but she doesn’t have special ways to get around your fireball dr engage, she does have a DP to stop ex flip but it’s a very hard reaction check. You can Light Whip her fireball on reaction to make a trade that imo i slightly in aki’s favor cause she wasted a stock.
Other than this it’s just the regular juri MU, learn how to make her whiff stock during combos (parry or stand block) and know when she can or can’t shimmy in oki
He summed it up pretty well the only other thing I can add on is you can 5Mp her dive kick on weird angles due to its hurt box
to add to that
Backrising in midscreen after she gets knockdown from 214MK, she can shimmy you out there
however, if you dont backrise she can't
Don't autopilot to only backrising/normal wake up
also while she has some good buttons, you have l whip to harass her
So after almost a full year of aki i’ve decided to actually step away from her, I’ll still try to be as helpful as i can with everyone’s questions and i’ll still give games to anyone who needs it with her, but i probably won’t be that informed on the most recent updates about the characters matchups and tech.
Thanks to everyone who helped me getting to the point i got with the character 
Also to not scare any potential player, it has nothing to do with power level, strenght or whatever, I just don’t enjoy her as much as i used to
who are you going to

Anyone know what new combo routes the patch gave Aki?
In the Aki discord people were sharing the new combo routes yesterday
I can send a link in private if you want ?

btw guys i still labbed the aki change
but i haven’t looked at what broski and hikaru cooked
now it might be decent to go for ex fireball during strings to get the plus frames, since if it hits we get a H Whip in the corner with decent follow-ups
you can do h.whip from heavy flippy dagger's bounce or smth
broski did a funny clip against Honda buttslam
you also get consistent l whip ender there too
ye i saw that
yo
all the legends collected in one thread, gawd damn
Legend? I’m just a dude off the side of the road
12 seconds · Clipped by Dharak Colossus · Original video "The Punk Incident" by Broski
watch this silly broski clip
he poisons punk with H lash
exactly 6 seconds pass
Punk jumps out of the corner
Broski AAs with H lash at such perfect timing
that Punk's poison wears off the insant before the 2nd H whip touches him
it's so perfect that you can't see the healthbar change colour back from purple
and it doesn't play the VFX or SFX that occurs when poison ends
ok ngl guys this combo was insanely hard to hit but my god it's soooo cool
I saw Hikaru practicing or at trying to find out routes for it a few days ago
this one is highest damage i think
with CA it's like 7250
but ngl i would never go for it in game
Hikaru would 
Maybe it’s cause of Ed but this was lowkey kinda easy to pull off in one go for me
with the microwalk into ex flip?
Yeh
I believe this is max damage?
Dude you're a fucking mutant
the corner carry is also very good. lately i’ve been using lvl2 a lot in the corner just because the poison puddle does so much damage
How hard is aki to pickup?
Depends at what level
alr, I'm thinking about picking her up for the first time
Depends on your current level of play but if you keep it simple, it's "easy"
Basic bnb, anti-air, couple of things work fine for the first day (?)
If you want to do all her cool shit, it's hard
bet, I'll try to learn these things
that's cool, I got rashid to master by just doing basic bnbs
oh you're already master? you'll have a smooth time then
I got her to master doing basic stuff too with 1-2 corner meter dumps
where can I find any good beginner guides
I wasn't aware that existed. That'll be useful for when I pick up either Terry or Aki
Hey, does anyone have these written down or recorded? I mean this one is obviously recorded lmao, but there are prolly more insane juggle combos with several DRs like this one. I wanna try out something fancy but can't find it.
I’m looking for some mental stack tips. I have good combos but I struggle capitalizing on my turns which i know that takes knowing when your opponent is negative but I feel it’s a lot learning every character’s frame data. I drop the ball when closing rounds when I have them at low health. My oki is not great but looking for any helpful tips.
Mental stack gets alleviated when you can autopilot other parts of gameplay
What this means in practice is that you're going to have to pick a particular aspect of the game that you're weak at, and put 95% focus on it. This means other aspects will become weaker but after you're satisfied with how you're doing in that one aspect, then move onto something else.
What happens after that point is you put the worked on aspect into unconscious memory which lessens mental stack as a result
hey, picked up aki like 2 or 3 days ago and looking for someone who can maybe help me get better with her? im currently stuck in bronze so i think there is a lot to improve
Top things to learn are basic combos, basic meaties, and what AKI's buttons do
then next is punishes against big moves (which should tie into your combos)
So tell me about the things you know how to do now
so i know what her buttons do for the msot part, i know like 2 or 3 basic strings like lp,lp,qcf-hp, and i know my best poke is mk and cr.mk i think
thats about it
😎 welcome to the club
its the move i use as my anti air most of the time, and i think its either -3 or 4 on block so not safe
it cancels into her stance which can form a frame trap against opponents as well
stance is something i wasnt able to find any use with yet
what you want to practice as combos are
cr.lk > cr.lp xx hp lash
cr.lp > cr.lp xx hp lash
st.lp > st.lp xx hp lash
and the easy follow up if they are not poisoned is to dash twice and try it again
if they are poisoned, keep it simple for now and after they explode into the air just do lp lash
the standing one is a combo i use a lot
ok ok ill try to implement that
it's got a built in frame trap but if you do not confirm it, you're unsafe if you do nothing, and mega unsafe if you do hp lash
its still pretty difficult for me to get close enoiugh to actually use the combo
jump
i mostly win my games through poke
i get punished more often for jumping in than for using those moves
i think im still way to defensive with the way i play
what button do you jump with
since im a bit scared to get close
do you mean which button i use in the air once i jumped?
ye
mostly mk
unless there's a good reason, you're going to be jumping with j.hp 80% of the time
heavies give the most advantage on hit and block, so that's why you use them
ahh okay thats good to know
if you press down in the air while doing a jump, you'll get the cross up only version, so you can use j.hk if that's easier
j.mk has a use but it's kind of advanced
ill try to get used to using hp in the air first ig
aye aye
@slender bone hey i tried to adapt the small tips u gave me and i was able to get out of bronze for the first time 😄
I am big fan of "do only simple things until they no longer work as often"
I didn't use a third of Aki's buttons until master, pretty much only 2-3 attack routes
thats mostly how i play
but i found out i have a big problem with punishing moves, seems like the buttons i use arent fast enough
Thanks for the feedback @slender bone any drills you can recommend to get me started
take a combo you already do, find 2 forks of it
grind 5-10m a day in the lab of it
take into matches
Depends on what your punishing, here’s a general guide I give new people which is if it’s an ex dp or super use your heavy button, if you don’t think either of those will work use your mediums instead
im mostly using mk or cr.mk and try to punish but maybe im just trying to punish at the wrong times or the wrong moves
neither of those buttons cancel into specials
Neither of those are terrible at punishing but they are extremely limited on what they can offer in terms of punishing moreso 5.Mk cause at a certain distance all you can get is 2.Hp which isnt terrible but it isnt what you want the most
Can you give me an example of you trying to punish something?
Like a replay or a clip?
Light punish, close and small gap to punish:
st. lp, st. lp, qcb. hp
Heavy punish, larger range but you need a big gap to punish:
stHK, d+pp~k, crlp, crlp xx qcfHP
I personally reached master with only those two punishes
Once im Home I can Send u some replays of me, there Are probably some big things to Improve in general
First one I try to use some times, second one seems pretty hard, comboing in general is still pretty tough for me
It is hard at first but it is Aki’s main bnb for everything, so it is definitely worth to learn
As a workaround you can use st. Hk -> qcb hp for now which is just a simple cancel
But I do recommend trying in training mode 5-10 min a day the other one until it starts clicking
Okay What exactly does the xx in the Notation mean? And do I just Input the d,pp After the hk?
Xx means cancel, you have to input the next buttons while the first is hitting
Yes. You can activate the Frame meter in training and the Input Display, and put the opponent to Block after the first hit. You’re doing it ok if the opponent doesn’t block.
Ah so just a normal Special cancel?
Okay ill try to practice that combo a Bit so i can get it somewhat consistent
Yep. Commas “,” are usually links and arrows “->” are chains
havent found an exact example of me trying to punish
but i found 2 replays of games that i recently lost
think there is still a lot i can learn from those and some mistakes i werent able to see
hope the quality is alright
nvm its a bit laggy, hope its still somewhat fine
ye they are my go to buttons, in most cases i dont really know what to use instead
ah good to know
A good variety of all your buttons is what you would normally use so try getting used to them and how they work
ok ok ill try to incorporate more of my other buttons
Usually the one I prefer to use at distances where I dont know what theyre going to do is 2.Hk but its a to each their own type of thing
it's good to have a vague idea of why each button is good though. Else incorporating them is a bit hard, you're going blind
I think coaches tend to recommend focusing on light punish (st. lp or cr. lp), heavy punishes (st. hk) and anti-airs (st. hk) when you're starting with a character
I'd keep it simple like that until you get more comfortable with the game
Yeah pretty much
for example in the replays, Juri is doing a lot of incredibly unsafe stuff that leaves her -50 frames (which means you have 50 frames to do whatever) and you're punishing with cr. mk. That's something that you can drill every day or focus in your matches, you see something unsafe (like a missed dp in neutral), you punish with a heavy punish
it doesn't matter if it's a simple cancel like st. hk xx qcb. hp, but it's important to recognize the pattern of "super unsafe move? heavy punish"
was this right? or was i too slow?
ah nvm
i did qcf hp instead of back
this should be it right?
yep, it's that, but you were a bit slow from the hk to the dd+k
ye thats the part thats still a bit tricky for me
since i like never use the d.pp stance thingy
that's normal, just keep trying at it a little bit each day and it gets easier
so more like this speed?
ah lol
also try not to press the punches in the dd
what exactly do you mean by that?
nvm
I just came home after 10 hours of work
and I'm drunk
ignore that comment
lol
hahah okay no worrioes
one thing though, I find better to put the opponent to "Block after first hit"
that way you know if you've done it right or not without having to look at damage or anything
ok ok
is there a reason to use st.hk as a heavy punish instead of hp,hp target combo?
ah i suppose just cause its faster?
so one very important thing with aki is the poison, right, when you hit an enemy that's poisoned, they get a damage hit and they get thrown in the air, and you can juggle from that
one of the best moves for that is qcf. hp
st. hk combo, the one you were training, finishes in qcf. hp
another reason is that st. hk has more variations with Drive Rush where you can finish in supers and other cool stuff
this is important as well, yes. An example of why it's important is the jump-in
modern makes me so tilted

xx
