#Aki Believers Group
1 messages · Page 4 of 1
if you hit a jump-in with hk in the top of the opponent, you're +10. st. hp target combo does not combo, but st. hk does
ahhh i see
makes sense
i was able to hit the combo once last match
then i got autocombod
seems like i get the hang of the string
was able to hit it a couple more times
another question i have is about supers, like i legit never use them cause i dont know when i can
you can fit a super 3 at the end of this string you're practicing now
and because it ends on qcf. hp, you just need one additional qcf. hp to hit the super 3
because the first qcf comes from the special
that's one option
okay that seems hard
another option is to use Aki's awesome cr. hk as a punish counter for DPs, and then using super 1 or super 3. Cr. hk is very good because:
- It causes a massive freeze-stun window where the game freezes, allowing you to hit the super with more time
- It's good even in neutral, as Korn was saying before
- It doesn't cause the damage of the supers to scale
it is harder than the string, yes
try the cr. hk for now, it's probably easier
you have to put the training dummy to be hit with Punish Counter status
damn getting a super out of a normal is really tough
you don't need to cancel this one
it's good if you do it, but it can fit even after the hit
its still a bit tough for me to get the motion input fast enough
take your time
the full string? nice
i think i gotta practice both variants mabye 10-15 mins every day before i hop into ranked
yep, that's a healthy amount
ok maybe thats a stupid question
but without jumping in how do i properly get in range?
you can throw the fireball and walk behind it
one of best ways to enter as an aki is a fireball (ex or not) and drive rushing into it
ok thats probably a noob take but isnt modern just broken?
you can also simply walk slowly
think that ranked is balanced in such a way that you always go against people similar in level to you, modern or not
but no, it isn't broken, it's just very handy especially in bronze-silver. It makes anti-airs and supers easy for everyone
feels just like it to get combos into supers just by holding a button
but ig im just bad lmao
well time to go to bed, i lost like my last 6 games lmao
gonna keep practicing tomorrow
since my clipped replays are kinda laggy maybe someone wants to look over some of the games i lost today, tried to implement a lot of the stuff i learned today.
My usercode: 3179771692
i hope watching other replays works like this lmao
Yeah trust I remember when I first picked up aki when she first dropped I had no idea what I was doing it just takes a little time to get used to her
Alright ill try to Not Play for points that much
Its Hard But until now im having a blast with aki, First time i ever feel Like im actually getting better and she is soo much fun
Cant wait to get actually good on her lmao
yes
damn alright gotta keep practicing that string then
yep
@slender bone or @weary widget can one of you run a set?
I can't right now, no
Ok
Im gonna switch characters rq
ok the ken break didn't create many issues
btw big tip for everyone playing the character, spend some time learing to properly CH confirm stmk, ive been doing it lately and the reward is so damn big
maybe everyone already does it but i've slept on it for a while autopiloting to stmp
but going into crmp xx ex whip on CH is so much more damage and everything
Welcome to the club
Thanks for the tech @verbal whale
I’ve seen people confirm into crHk too is that what you mean as the other option
it goes into crHK/crHP on PC
Omg @regal girder
From a counter hit AA hk, is there no combo conversion that you can get from that? Or is it only for punish counter AA's?
oh so she still gets a combo off of counter hit?
only on PC
or well
on specific jumps you can get a cruel fate
most notably akuma demon flip
hmmm
would it be better to use h whip as an anti air then?
as opposed to just like, in the offchance that HK doesn't PC for the big combo
all 3 antiairs have their own uses and you really need all 3
what's the third other than st hk and h whip?
anyone who could maybe look at a couple of my replays? feels like ive plateued once ive hit silver, or maybe im just stupid but i feel kinda stuck
Depends on if it’s a forced knocked down state you you got it off a drive rush
oh that too
I can take a look
What's your cfn
Or you can just record one and drop it here
Could someone provide some feedback? Silver 2
3FKLEXMR8 PCTB6W8LR
Some stuff I've noticed, but still can't fix:
st. HK works as well, I was mashing MK and st. MK doesn't combo into anything
mashing is a problem for sure but it'll take time
punishing sweep with your own sweep is good
if you go into the replay and do takeover you can try stuff
for #3, I'm curious on why you're using lp lash in combos more often than a specific scenario
oh I didn't know about this takeover feature, I'll take a look later
mostly as a bad habit, it became my BnB combo
it's super cool
you pick a part where you're unsure, takeover and replay it a bunch to see what you can do
for example, where you blocked this sweep
u japanese denzel?
no
yeah
learn words and the kanji will come
learn 火 means fire and 山 means mountain
and 氷 means ice and you get sick things like
火山 - fire mountain = volcano
氷山 - ice mountain = iceberg

i know how to say watashi wa dokushindesu
you can drop watashi wa if it's obvious you're not referring to someone else 
damn
o yeah also, i've seen this combo from broski where after m whip detonate, he dashes up and does st lk h whip, however i cannot replicate this, is this no longer a thing anymore?
it depends on how you got it
I think you can only do st.lk
otherwise the pushback is too much
yeah that was exactly what i tried it from
but i also tried it with just cr lp cr lp xx m lash and dash up st lk hits but h whip doesn't
i was just going with m lash to dash up st lk m lash but i don't get that good oki from h lash i don't think
oof ok i see
i wanna learn some of the cool drive rush combos after detonate but there's so much to learn lol
keep it simple
Ill drop my cfn, if i record Something the Frame rate just dies lmao
Gimme a Sec
it should be 3179771692
On this one you can walk and do 5.Mp
can i really spam ping barca
no
Yeah of course
Maybe
Alright I watched a few games; a few of the most recent ones against a couple Mais and then one against a Juri since I figure nobody knows the Mai mu yet haha
We can get as into this as you want; there's a lot we can talk about
But the things I think you'd benefit the most from
- when you're uncomfortable, you jump back or DI
Most of your games could be won if you just blocked there instead and reacted to something the opponent does to expose themselves - usually that's a jump in that you AA, a DI you counter DI, or something unsafe on block that you punish
Now you're not gonna be 100% on any of those yet, but that's why it's important to get the reps in while they're easy to find!
Try playing a few games where you are absolutely willing to throw as long as you stop every single jump in
You'll get better a lot faster, and then the points will be easy
Same for DIs
Of course those are things you can get really good mileage out of drilling in practice mode too
Punishes are a little less cut and dry so they're harder, but it's worth it to experiment in matches to learn what you can punish
Getting duffed a few times for being wrong is totally worth learning something that's a free hit every time you block it forever
In a similar vein, it'd help you a lot to learn a string you can go into that'd combo on hit without killing you on block
Something real simple like s.lp xx lp xx hp bubble would be fine
Go into hp lash if you know it'll hit
That'll also make a good like, panic punish, if you're not ready for something bigger
You wanna have some strings down that are safe defaults, you know
By defaulting to blocking more often, you'd also corner yourself a lot less, which is huge
- you should practice punishes more in general
You got a few opportunities for big hits you just weren't ready for
I saw the one combo you seem comfortable with a few times; s.hk xx stance xx kicks > c.lp xx c.lp xx hp lash, which is great
But you only seem ready to do it after a DI lands
It doesn't have to be a good combo if you're landing a combo; the difference between none and a mediocre one is enormous
- I didn't see you parrying at all
If you're going to block a fireball, you might as well parry it
Sure beats trying to neutral jump it and eating it on the way down haha
You can stand there parrying stuff forever
Of course you risk being thrown, but not if they're on the other side of the screen
Just something worth being comfortable doing
Or like, if you block a DI you might get wallsplat
But if you parry it, you're okay
You can obviously parry too much but it's a strong option in a lot of situations and I think you'd benefit from using it at least in places where the throw isn't really a threat
If you got better at patient play in general - being content blocking things out, stopping jumps, stopping DIs, knowing your punishes or being able to figure them out mid match
You'd fly up the ranks
damn thanks a lot for all the input
im gonna try to implement all those points one by one
atleast i have a direction now what to focus on
Yeah there's a bunch there for sure, but as you work it in at whatever pace is comfortable you'll see what I mean
o7 good luck soldier
i have one more question, so it feels like i only use medium buttons, i think that comes from me feeling like im never in range to hit light buttons, is that just my imagination or am i spacing wrong? i never feel like i get any opportunities to for example use lp lp hp bubble
i think thats one of my biggest problems in fighting games overall, i feel like im pressing back all the time and dont know how to approach getting close and being the one who is on the offense
When I started, I felt the same way
The answer that satisfied me at the time was using lights for punishes and on my knockdowns
It's hard to get close enough to land a jab otherwise
But if they're on the ground it's easy haha
You can also dash or dr in but of course those are riskier
Okay Aki believers, If I had to prep as a Dia 5 Ken, against a 1950 Aki that beat me 110-1 where should I start
DP's to stop fireball Dr got quickly beat by throwing a low in the mix or baiting
Currently working on the run stop pressure to limit fireball usage
Felt like I couldn't get to a fb Dr myself due to the fucking drill arrow thingy
Where on normal fireball distance I got the lash, on wider/full screen I got the drill
That’s the neat part
You don’t
Now seriously, maybe sharing one or two matches can help
From what I remember, Aki can’t do the stance + push on reaction to your fb
She must read it or be on stance
Nvm, I remember wrong
Ok, knew something was up.
Startup for the drill is 29 frames, if she’s full screen she hits in the 5-7 active frames, so 35 or so frames from full screen
If you’re only looking for that, you can react to Ken’s normal fireballs from middle of the screen but for example you can’t react to Od fireball
Or if you’re really full screen
I mean, at least I can’t, maybe 1950 aki can
Od fireball beats her normal fb dr as well
Another thing would be to increase Aki’s mental stack by varying more your offense with dr yourself or dragonslashes
Another thing would be to check that specific player games and search for shoto matches that they lost (???)
I mean we could explore the matchup but honestly there isnt much you can do to a 1950 player, the fundamental skill gap is so massive the matchup doesnt play any role in the course of the match.
Only big thing ken has against aki is the run, use run often and be SUPER ready to dp the fireball and create pressure with run+hk
It was all played offline in a row
Wait
ehh, then maaaybe here is some good aki vs ken matchup knowledge from a 1950 player lmao
What is the counter DI combo?
there is damage and corner carry one
damage is sthk starter into the usual bnb
corner carry is neutral jump HK, dr sthk xx dive
depends how much meter you want to spend but usually a good one is
place puddle down, jHK, stmk stmp xx MWhip, sthk xx ex whip, dr sthk xx ex flippy daggers, Light whip, whatever super
it’s not the most optimal but it’s easy to remember, easy to execute and gives you access to all supers
Yep i much prefer whats consistent over dmg
it’s still a shit load of dmg don’t worry
you right, 58% with lvl 3, holy shit
ahhh the dive i see
for a DP punish without poison already on the guy, if the starter is st HK pc xx heavy daggers, into cr lp. cr lp stuff, would it be a good idea to DRC from the crouch jabs if I have meter, or is it not worth? I still don't quite understand scaling so was just wondering if going for the meterless bnb route would be better than spending drive gauge
mainly asking because it's from jabs, i don't know if it messes up the scaling big time or not
if you have meter you wanna do
PC stHK, sthk DRC sthk, stmk, stmp DRC stmk, sthk xx stance kicks, crlp, crlk, fireball>followup xx lvl3
if you struggle with the crlp stlk link just do crlp crlp xx hwhip
Like, from a shimmy for example
depends on where you punish
most times it does, if you wanna be sure stick to one
Awesome, thank you
no, you won't be in range on shimmy to do a second st.hk
that st.hk has to be point blank
aki can make space traps right?
ok that's a dumb question, i'm very sure every char can, ig the better question here is, how do you make spacing traps with aki?
you sure can
space traps are kind of hard to teach like “oh just do this”
usually for me stmk and light whip are good tools to create space and make them whiff
to make sure there's no confusion for me, making a space trap is like, you use a move (poke) that has some pushback on block at a distance where the opponent will whiff if they try to take their turn back, yes?
ye you “trap” them with your pushback
a frametrap sets up a trap using framedata, a space trap sets up a trap using space
unlike frametraps spacing gmtrals are extremely character specific, what might trap a character won’t trap another one, it’s a bit more complex
gotcha, which can make moves that are minus on block good with spacing
ahh yeah that makes sense
so it just takes a lot of labbing then? I've noticed that in terms of spacing, that I've been lacking this aspect in my gameplan, which I'd like to implement but i didn't really have an idea of how to start
easiest example for me is always bison scissor kick, it’s technically -5 on block but 99.99% of the time you whiff if you try to take your turn back
it’s a bit of labbing and a bit of feeling imo. You gotta understand what buttons they like pressing and space for them. There are canned spacing traps however.
With aki one that is decent is after a safejump in the corner, you wanna do fHK, stlk xx L Whip
most things will whiff after that
whiff after the f hk or after the whip?
because isn't f hk minus enough so that they can press right after to interrupt any light attempts right after?
ohhhhhhh wait sorry, i was thinking of stand hk, that one is -3 ob iirc
i see thank you, i'll get to labbing then
the golden standard of spacing traps is juri crmk
if it traps that then it kinda traps everything
terry crmk also a good one
i know that ken can as well, to some degree?
ken crmk is kinda short tbh
can aki crosscut with her h whip? i got cross up'd A LOT and it didn't feel good ;-;
no
crosscut works because it takes advantage of dp leniency (and its frame 1 air invulnerability)
you could do the input for it but if it's between the 6f where you're not air invulnerable, you get hit
it's also a strict input
yeah
if you don't have a dp
that's usually the answer
sometimes you can walk under (not as likely)
or od snake step
got it ty
Hey for heavy whip oki, if you drive rush f HK, on block you'd only get a frame trap right? Or can you get a strike throw mixup from there? I tried throwing but i noticed i had to slightly walk forward to do it, so it doesnt really feel like one
pushback on DR f.hk is pretty big, so you typically have to walk
but people who are going to press on +6 are pretty brave tbh
ye microwalk throw connects
I've having trouble having drive rush st mp hit as meaty after h whip, is this a manual time meaty?
Dash before the DR 6HK to make it DI proof
What do you use to whiff punish with aki? I was kinda struggling to get any whiff punishes with any of her buttons
depends on what you're trying to whiff punish
you can use any button depending on what you're trying to catch
I was trying to whiff punish ken's low forward, but maybe it isn't possible then
practice it in training mode
hard one, i usually do crhk or if i'm slow crmk xx lvl1
What would the DP punish look like in the situation of them already being poisoned in the corner?
ideally looking for one with cash out and also one without (meterless)
ohhh so just st hk stance dive into st hk stance kicks into drive rush whatever?
gotcha thank you
tbh i'm working more on more "basic" stuff than combos, I've literally only been converting majority of counter hits i get as well as meaties with just cr lp st lk (m or h) lash lol
idk where and when "optimal" stuff comes into play
you can get really far with basics
for me optimality is something you start developing when you feel like you need more damage
how i approach learning new characters is trying to learn the most optimal combo that can apply to most situations
and just stick to that
I can send a couple of "Optimal" in that case
💯
man, getting cross up'd sucks as aki ;-;
i know the answer to it, which is just jump back light button or mp, but it's just the spacing of stuff that gets me, it'll look like they'll reach my face, and then I then proceed to get hit on my back
im personally a big fan of walking under
at worst you block the crossup
the only time im locked in to stop that is if they are in the corner
hehe my brother doesn't like cower crouch 
he spams DI whenever he blocks something, and i just constantly do st hk into stance, and he hates my guts now
so if you call out a shimmy attempt, would aki still do cr mk to catch or is it another button?
i tried cr mk once and it worked but it was too far to connect with st lk
CrMk xx super
oof, you'd have to use meter? ;-;
ye
yeah aki has no way to properly kill shimmies
it’s very unlikely you’ll connect with stlk
and considering crmk confirm window it’s a VERY big risk you are taking
how about cr hk? easier confirm
doesn’t hit low
IF you catch a walk back button, and the crmk hits CH and they are close enough you can do
crmk CH, crmk xx super
and it will combo
oof
i know i didnt talk in her a lot but i stole hella shit from this thread so thank u barca my glorious king


could you get a spacing trap from doing st lp TC into h. bubble on block?
yes
@verbal whale hey, whenever you're free, would you mind having a quick session with me with aki? I think i am lacking in the neutral aspect of the game by a huge margin, and I also have questions on how to properly pressure in the corner since I just always feel like whenever I get someone in the corner and try something to pressure them, i just get jumped on or get interrupted
sure, tomorrow i should be free, only issue is the timezone, since i live in europe
Ahh gotcha, I'm in NA west, so that's pacific timezone for me
It's the afternoon for me rn, at 1:52 PM
Ahh gotcha
send me some replay codes, i can try to look at them and work something from there
Gotcha, I just had a match with a friend and I did terrible so that should be a good point of reference
I'll just go ahead and send the most recent ones:
MMLADBRF3
TFSGSAYBA
8VMSHBHS7
sure, now i got a dnd session so i cant really look at it, tomorrow i'll check as soon as i have time
There's a lot more replays where I did bad, so if you're interested in those, my cfn is 2b_ornot2b, feel free to pick your poison lmao
Gotcha np, lemme know when you're available for that sesh tho
also if you need games or stuff i think @weary widget is more doable, since he's in NA too
and he's also a better aki than me
esp cause i'm not playing aki recently
Ahh cool gotcha
Ill take a gander in a sec
@regal girder Rq can you walk me through youre thought process in neutral?
i'm gonna be honest
I don't know
what I usually do is just fireball into drive rush, but in terms on like "actual neutral", I really can't tell you
Ok I can work with that
the most i can do is anti air and then it's into oki stuff all over, that's usually how i've been winning stuff thus far
So I noticed that you're a bit "timid"? I don't know how else to put it. I saw you use you're tools for the right situation but there was that one dive where you were a bit too far so I can get that
oh yeah that was just me being dumb, I wanted to try integrating OD dive stuff but yeah that was on me
i know for sure that was a fluke on my part lol
I feel that to an unreal degree
lol
but as for the timid thing I think I get what you're saying?
my ryu friend told me that I give up a lot of space in neutral a lot, and tbh i don't even notice that at times
and I'm also not sure how to really fix that
Well heres an example cause you were parrying which isn't a bad thing but most of the time you wanna walk forward and parry against players who really like their fire ball
And sometimes "giving up space" is what youll kinda want to do in certain match ups but you wanna do it sparringly because otherwise youll get put into the corner and have to guess for your life
ohhh what i didn't know od lash negates fireballs
that's awesome
and also yeah i get ya, I think I'm too used to people making mistakes in neutral so I kinda got used to just holding back and letting them mess up
but against competant players, yea....
But as a for a super basic neutral plan for AKI you'll want to try to keep them back with light whip and 5.Mk, Fireball wars aren't ideal per say so what I do is Fireball into EX slide cause if they do a fireball that goes over my noggin and hits my fireball best case scenario I get a good punish, or you can OD lash through/Dive/EX flippy daggers/Light snake step/Sweep. As for buttons to press in neutral 2.Hk, 5.Hp, 5.Mk, 5.Mp, and 2.Mp are some are youre best option not youre only ones but the ones with the best or most consistent results
right
yea i gotta integrate that as soon as possible
it's hard for me to tell where like
or differentiate the farthest spacing where it'll be a crossup vs the closest spacing where it'll be a normal same side jump in
Works for both up close
awesome, then yeah jump back lk will be my new goal
as for the actual neutral part though
so like, in theory I have an understanding of how to play neutral, but in actual practice it just all goes bad lol
i'm not really sure what it is, people have told me that it's "something that you gain with experience" but like, I'm not really sure how to even do that to even start practicing it
can you convert with something off of counter hit (and PC ig) st mk at tip range?
trying out with some ideas with it but nothings connecting after it
oh there's sweep i guess
Nothing really other than itself, 2.Hk and sweep. since everything else either doesn’t reach or is too slow
oof ok gotcha
i got a cool counter poke moment with it but it was just always out of range to convert it into something
for the fireball drive rush thing, what is the timing of the drive rush to reactively anti air with dr st hk if they jump the fireball?
I'm noticing that they just jump over me and the fireball at times
dr when they jump
what's the pickup if dr hk hits? hk xx venomous fang?
sthk xx dive (fireball hit) dr stmp xx mwhip, dr sthk xx dive
aww shit 2 dives? hell yeah, big corner carry
Off of a forward throw, if I drive rush, is it possible to shimmy out of drive rush? I keep getting thrown when I attempt it
Or block as well i guess
you don't really get that much advantage off f.throw
Oof ok, so the oki there if I go for it is purely just sending it then
Is it possible to 2 touch zangief from a di blocked stun combo, lvl1 wake up, no ca?
no i don’t think you can
does gief lvl1 give you a puddle knockdown?
but that would require aki highest damage combo (7.3k) and 3.7k from a stun DI without using drive, which is not possible
No I don’t think so but it’s very situational
Are these true frame kill meaties I’m trying to work on that and corner setups to keep the pressure.
how come you had him jump in the first video (I think that's actually real)
the 2nd video, you definitely don't want to meaty with st.hp, but also you don't want to do lp lash! if you can do something else
the 3rd video looks ok but aren't doing anything particularly special there
I made him jump because when you’re doing some block strings some people neutral jump. The second video what’s the best meaty to do I did dash sthp because the math was came out to hit but what can I do? The third video I was trying to to coner carry after a poisoned dp punish I missed is that what I should do fhk to keep them corner or what?
when you meaty, you don't want punishable moves oB so sthp ain't it
Makes sense
so, I know that the one of the things to aim for in a match is to try to get the enemy in the corner because the corner is a bad place to be, but I think one of many things that I struggle with is actually knowing what to do in the corner, not just with aki in particular, but prolly in general
practice 1-2 strings
what should I be doing in the corner that allows me to bully my opponent in the corner
block strings?
ye
things like st.lp TC xx hp bubble > walk forward and stuff
you won't get a lot but they can't walk backwards so you have positioning advantage
i might already know the answer to this question but do other certain characters get much more in the corner?
ye because better range or ways to extend pressure
so aki just isn't too great in the corner compared to other chars
but getting them in the corner is still a good thing though ig
I dunno
I think she's good but it's not as simple maybe as others
yea, so far with my experience, i feel like I struggle more doing certain things with aki
maybe i should play an easier char, because i geniunely feel like i'm missing a lot of important things in my gameplan that's holding me back from improving
either way i'm definitely lacking in the neutral aspect of the game
i mean yea i can rush down and do meaties and strike throws and anti air, i just can't win in neutral for the life of me
I got pretty far sticking to simple stuff!
I didn't know about doing st. lp tc into h bubble in the corner tho
if they get knocked down, they don't go back right so you can get close for meaties
You can dash forward and get a "meaty" 6.Hk
on knockdown you mean? or in neutral?
Knockdown
Because you cant really meaty it like you can other buttons so I just call it "meaty" for lack of better term
how's the MU with guile?
Not the greatest
You can do a few things to get in easier but its still not fun
it's kind of shitty ye

big W
also I saw brian f made some aki tips about a year ago
learned a few things I didn't before assuming she hasn't changed too much since then
those are prolly still good, she hasn't gotten insane changes i don't think
but for me the chad broski has a long ass guide
really good one, goes over pretty much everything
Yeah I saw that one too but I may need to refresh
I will save that safe jump for the corner
which one? she has many safe jump setups
j hp
wait, i shouldn't say many, majority of them end with h whip lol
yea fjump hp is safe jump
as well as f jump lk, but this is specific for characters that can armor through f jump hp
it will save me some mental calculation than trying to gauge what wakeup they do in midscreen
and trying to do decide if I gotta do j. hp or j. d. hp on the fly doesn't feel good
yea in neutral it's possible, but i can't do it lol
i always go for DR, medium snake step or double dash
I only did double dash until master after hp lash
Not really outside of some very niche situations on anti airing
I think I still struggle with losing my shit if I get thrown a lot
like I make it like it's a personal insult
But I did manage to focus on anti-airing today and some corner combos 
hell yeah
i'm not quite sure, but aki has a lot of really cool anti air conversions that she can do
ideally when they are already poisoned, but yea, she has hella cool anti air combos, which is something that I like a lot
perfect
before I would do light lash but that was riskier
yea, i've learned to use light lash less in those situations
and in neutral too
fireball after they do that air reset backflip is perfect
if they block, i believe you get to drive rush in for pressure
or was that OD fireball
either way, it's a good option for doing that
i believe it's also worth getting in the habit of AA'ing with h lash because it has air invulnerability I think?
i gotta check, but it's great for AA'ing lol
yeah but it feels harder to pull off
it is ngl, but the reward for doing it is so worth it
what is the reward?
yeah you still have the same KD advantage
Doesnt matter to Akuma if he just demonflips over it
anti-airs and corner combos coming along
hell yeah
huh I learned some more tidbits rewatching the broski video, like how medium super 2 is actually better at destroying fireballs than the heavy one
more hits or something?
nah the chains when they come down hit half to a bit full screen, whereas the heavy one goes way the fuck out
so if the fireball is travelling the medium will destroy it more consistently due to where the chain hitboxes are coming in
oh I see
did the full orchid corner combo on another Aki 

what combo is that one? 
normal stun combo
https://www.youtube.com/watch?v=T8q_caOGfTY it's in this clip
i fucked up the follow up but
eyyy that's some progress though nice going dude
Yep
Stupid lily st. Mp''d me to death 
I am gonna fight a terry need quick tips
overhead TC is +2 oH
If you block it, do not check with a short button - use like f.hp, lp lash, or st.mk (sometimes whiffs anyway)
don't try to fireball war him, he will win ;-;
Manon is honestly just keep pressuring her and if you ain’t doing that make her have to fight to come in
nothing more annoying than losing a mirror to a lower rank
it's normal, sometimes it becomes a reality check that you don't know your own character that much cuz you don't really fight mirrors a lot. Just try to identify what it was that was mainly getting you (was it flippy daggers, a lot of drive rush in neutral, DI, drive rush after fireball, whip, etc.)
and ofc learn how to beat it
for me, i encountered a modern aki that just only approached with heavy flip almost always when there was nothing going on
during that same set i managed to find out how to beat it, which was to anti air with heavy whip, back dash to whiff punish it (since he was always doing it at range), and neutral jump
i still tilt heavily when I lose to a character like gief
like I feel like them or blanka players aren't real
Tbf aki has 0 tools to deal with herself
I feel like that's often the case
like fireball loses to anti-fireball moves but there's nothing special in the Aki mirror
in SFV, Mika cr.mk could low profile Mika dropkick which isn't really afforded to anyone other than like Juri and Rashid
nonetheless been rising up the ranks 
Juri could low crush Mika dropckick
But her s.hk also high crushed Mika sweep
And it was always really funny in that mu when neither of you were trying to crush
Cuz you'd both whiff
And then just stand there like what
lmao
i should just one and done if I lose the first game of a mirror match
I feel nihilistic
never one and done unless connection was shit
there's always something to learn bro
Does juri have really long normals or am I just hallucinating
some are long ye
Cr mk is pretty long
And whichever heavy button where she brings her leg behind her back and kicks
St.hp
Yo friends, I just learned aki can go through sim level 2 with ex whip
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Street Fighter 6 🔥SYG Garnet (DHALSIM) Vs Broski (A.K.I.) 🔥 Best High Level Gameplay
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Oh I almost never do that
I will keep sharing the knowledge with you when I find it
two more ranks to master!


You got this big man
im back
the OG AKI believer?
😨
i finished my stuff!
for this semester 

Barca 
I have trouble recognising the spacing for AKI's bnb using heelstrikes
sometimes it leaves me just out of range for H lash for example
it this just part of learning the character?
what kind of range
does heel strike whiff ?
no heel strike hits
how many jabs after
does it hit if you use 1
if for some reason you're far, it's dangerous to use 2
yeah I have trouble recognising when I'm far
perfect practice makes perfect then
it'll take a good amount of time then you'll go "nevermind"
what do you mean with the second sentence?
oops
It'll take a good amount of time before you recognize the spacings to which you normally would do heel strike > cr.lp > cr.lp, but then you recognize the spacing and go, "nevermind, that won't work here"
usually you die a lot before it happens
time spent fucking up, specifically
I've been practicing fucking up daily 
depending on your level you could start adding stlk in these strings
I am
stlk usually has a lot of range
crlp stlk is very safe, but as denzel said you gotta develop a feeling for it
what if the stlk whiffs?
then you were incredibly far
heelkicks > crlp > crlp >stlk?
ye that’s what i do usually
if heavily depends on where you do the heel kicks
in neutral 
What are my best normals in neutral?
cr.hk is decent
the others have their place but you aren't going to use them that much for neutral
f.hp sometimes but that shit can be annoying to space
well st.hp is probably in the same pool as f.hp
I have used many of those in neutral lol
St HK I throw out constantly
When would I use those moves?
I use st HK to coward crouch kicks a lot to try and frame trap
Or aa
Or whiff punish
ye but st.hk as a pressure tool is different
whiff punish typically has a scenario you want to punish in general so that's also different
So neutral is mostly just mediums and maybe cr HK then
ye what I suggest is like
Looking at master Aki players with more than 1600 MR
watch what buttons they be pressing in neutral
after like 10 or so games against different characters, you'll get a general idea of which ones are most common
Nyanpi comes to mind
anyone above 1600 is fine
well have super and not a potato with reactions (me)
it’s 20f tho
I said potato, not dead man
ye you can confirm it too
about confirming
is the process hit button -> see if it connects -> input special / SA / x
or hit button -> input special movement -> see if it connects -> hit button to activate special
the process is:
-press button
-buffer the motion
-see if it hits
-press the button
yes that's the one
okay I did some replay watching, I am seeing a lot of cr. mk, st. mk, st. mp, and cr. hk among various 1600+ MR akis, as you basically said
also a lot of cr. hk anti airs too
and then I practiced in some casual matches
I love crhk AA
is
crhk PC > DR stlk xx qcf hp
fine or can I get something better out of PC anti-air?
are SA1 and SA2 not canceable from flippy daggers?
they are not
until sort of recently, cruel fate didn't cancel into anything
yeah the little bounce got added right?
you could do it early for the first kick to whiff can still get the plus frames and be safe enough to get DI
made it to D3 today :D
didnt even play that well tbh
dropped a lot of sthk into stance
LFGGG
main thing that's helping from your notes is probably actually using SA1 as a reversal :)

new AKI combo
medium lash into medium lash into medium lash into medium lash
wtf goofy af
I’m noticing that higher players I play hit me with a high low light string that catches me walking back to get out of there range after a knock down but I get clipped. Does Aki have something like that I can do and how do I beat that or is it a guess?
block
Yes. do you know what combo I could do to catch them walking back
ok so there's 2 aspects
are you knocked down or is your opponent knocked down
should I be bothering with this right now?
I feel like my pressure is so awkward right now
I go in, if I dont connect a hit I'll have to walk backwards and reevaluate lol
it's -3
ok so the DR st.mp > cr.lp makes sense since it's a frame trap
so you'd do DR st.mp > cr.lp > cr.lp xx hp lash or whatever route you feel works
dr stmp goes into crmp on hit now remember
you should be able to confirm if the dr hit or not
oh cool
i'm ngl i really hate dr stmp
dr crlk is better in every aspect
and now you can do dr crlk and confirm into crmp
while being +2 on block instead of +1
and with a low
my messages werent sending
oh im back
cool
so
my question is more like
what if my hits dont connect
depends what button
stmp is just +1
you are not getting much other than a frametrap without any real throw threat
dr crlk allows for a true strike throw
also +2 on aki is exceptionally good due to her stmp trade combos but that's a bit too advanced now
but ye dr crlk is good af
Due to the changes to 5MP A.K.I. has a new burnout loop that can lead to a stun.💫
︀︀
︀︀Aside from Super Arts, this can only be interrupted by JP's Amnesia and Marisa's Scutum.
︀︀
︀︀#sf6_aki
also guys
PLEASE
learn crmk CH into crmp
it’s so good
crmk or crlk? earlier today you said crlk into crmp
why this as opposed to PH stmp stmp lash?
cause crmp goes into EX lash
ohh
which is extremely extremely strong
you basically get a dr for 2 bars instead of 3
ohh yeah since it brings you closer again
cause you can do […] crmp xx EX Whip, stlk xx mwhip, dash stlk xx H Whip /// walk forward stmp xx HWhip
and those 2 enders are safejumps that always land same side
I'll learn that combo seems fun
love my safejumps
although hitconfirming is really really difficult for me
havent found a way to practice that works for me yet
Yea she needs something like that
When in training mode turn your block settings to random and watch for the hit or block on hit confirm into a special on block do nothing or you can practice throwing if you’re in the right situation. Watch for punish counter or counter hit and differentiate what you should follow up with. Or you can practice by turning on wake up reversal to throw or delayed jab and do nothing. You can practice shimmy’s that way too
Yea it might work I’m trying to dash up after knock down and get in to that to catch them walking back of throw range thanks
oh wait i’ve never realized
I only tried today lmao
I tried hp lash first and it whiffed and then tried mp
"we in it"
what was Aki like in S1? I keep seeing people say she felt incomplete
what's Aki "I can kill without SA3 if I just spend all my drivegauge" type combo?
or combo structure I suppose
I think I've seen it being called loops?
uh aki max damage unpoisoned is
[coming from everything that isn’t a light] DRC, sthk, stmk, stmp DRC stmk, sthk cx stance kicks, crlp, stlk xx fireball followup xx lvl3
if they are poisoned and without corner
[coming from everything that isn’t a light] DRC, sthk, stmk, stmp DRC stmk, sthk cx stance kicks, crlp crlp stlk xx M Whip, fhp xx lvl3
i think he just wants max damage routes
in the corner is
[coming from everything that isn’t a light] DRC, sthk, stmk, stmp DRC stmk, sthk cx stance kicks, crlp crlp stlk xx M Whip,sthk xx HBubble, light whip lvl3
I just sometimes am in these situations where there's a bit of life left but we're in round 2 of 3 and I dont wanna spend my whole lv3
only difference is that with lvl1 ender here you don’t do the light whip
it’s just
[coming from everything that isn’t a light] DRC, sthk, stmk, stmp DRC stmk, sthk cx stance kicks, crlp crlp stlk xx M Whip,sthk xx HBubble, lvl1
the reason is poison damage
oh @slender bone have you seen the new routes
I saw some with mp lash where there was like 4 of them lmao
now you can do M Whip after H Bubble, raw light flippy daggers and you get a meaty overhead by whiffing stlp
it’s pretty sick
oh that's interesting
this only works if you drive rush into sthk hbubble right? does DR add more juggle points or something?
i think yes, you have to dr
it's a fun combo
it’s actually good
cause if after that you whiff stlp and do overhead you can combo after
since it hits mega meaty
only if they press right
no
they also can be crouch blocking
usually overhead is +3 on hit
but some setups make it 4 or 5
how does that work 🤔
most famous example is after Hwhip in the corner you do dash overhead
active frames, overhead has 3 active frames, if it hits on the first active frame is +3, on the second +4, on the 3rd +5. This can be done by doing it right on an opponent wakeup
but the frame meter still says +3 right
nope
it says +4
or +5
try doing in the corner
HWhip
then instant dash overhead
you’ll see it’s +5 iirc
on hit
ohh I got it
ye it’s very good
cool stuff
another famous one is
corner the corner combo
after H bubble
you whiff a sthk
and do overhead
this one is hella good cause it looks like you dropped your combo
I didnt know buttons had variable framedata besides PC and CH
yeah it depends on active frames
oh wait i have another one
so stmp is insane cause it has FIVE active
it means it goes from +5 to +9
if after a throw in the corner you do instant dr stmp
you are +9 on hit
making sthk link possible
and +5 on block iirc
+10
too much stuff to learn 🥲
dr sthk xx medium slide overhead
I mean I dont need all this
on i’m a bit of an aki encyclopedia 
no you don’t i was just dropping knowledge i have on the character
today i beat a guy by doing 2 overhead resets into a DI reset
wanna see the result
for sure
poor fella
yeah deserved rage quit i can’t lie
soo about the DR loop
ive been doing stmp DRC stmk for a while
but it's always better to do stmp DRC sthk?
aki is weird cause she doesn’t really loop
depends
if you only do 1 DRC it’s better to stmk sthk
if you do 2 it’s better to first do sthk stmk stmp then stmk sthk
remember that the last one is always stmk sthk
got it
" crlp, stlk xx fireball followup xx lvl3 " this is giving me a lot of execution trouble
I'll have to grind it out
after the break i got it again

watching broski rn and it seems medium lash is really good as anti air now
im guessing this is directed at barca since they made the og post
i'm in EU tho so it's a bit hard to play online
@slender bone hey you play on leverless right? if youve got time someday, would you mind making a video of you doing this combo? specifically the last part is giving me trouble, i just cant get it down. i only get it sometimes when i mash like crazy
[coming from everything that isn’t a light] DRC, sthk, stmk, stmp DRC stmk, sthk cx stance kicks, crlp, stlk xx fireball followup xx lvl3
ok
just a quick point, ending in fireball and followup is optimal but the difference in damage is not big, so for the sake of consistency H whip is also very good
same combo?
yeah in general after the DRC, sthk, stmk, stmp DRC stmk, sthk cx stance kicks drive dump
totally forgot you could do that
thank you
the video made me get it, thank you
didnt realise you could do the first dp motion at the same time as the bubble followup
oh ye
Yo I'm a new sf6 player and after trying out a bunch of characters I decided tk try aki , wondering if you could give me some pointers on her gameplan and how her buttons work
How much of the game mechanics in general do you already know?
Like how new are you
(I had to screenshot this because it's really funny, go on)
I know all the basic mechanics of the game . Been through like 4 characters just learning
But still a rookie in all aspects of aki
rookie in the sense of the rank? or rookie in the sense of the word?
Word , I've yet to play ranked . Want to properly commit on a character b4 I do
why?
@toxic maple im only a diamond 2 aki, so i still have much to learn but i can show you what i know about the basics of aki in a VC if you'd like
Whenever our free time in our schedules match up ofc
R u American or eu
the best place to start is probably broski’s guide. Analyzes the character on pretty much every aspect
it’s a bit long being 2 and a half hours
I'm like 1hr 10 into that guide rn
oh ye that’s everything you’ll need for a while
We can talk tmr then if your free sometime in the evening for me
Like midday 4 u I think
Sounds good. Whats your timezone, might be better to schedule based on that? I'm NA west so PST
I'm uk so bst
8 hours ahead of u
Oh alr then yeah tomorrow should be fine just give me a ping whenever you're good i should be available tmr
cool sideswitch
For akis, in the corner after you do a cower crouch dive detonate with that +84 ish kd, one of the setups is set down a puddle, whiff st lp and do overhead for meaty, but when i tried this im too far to convert into a combo, st lk whiffs
Are there other meterless meaty overhead setups for aki that can convert?
seems odd
Barca told me a bunch if you scroll up a bit
It definitely hits meaty, its +5 on hit, but yeah it pushes you too far for any type of followup
you sure stlp tc doesn't hit?
From what i was trying out yesterday yea it didnt hit
Ohhhh barcas told some cool stuff above for overheads nicenice
sick
you could've gone into dr sthk ex dive there
After the mp lash?
yes
i know this character
tbf i don’t know if rn its worth to even dr sthk
instead of just doing M whip
i haven’t really been playing aki tbh is patch
MC-Mura with the godlike bait, fellas
0.8/10 ragebait
what’s the bait part, the sfv reference?
thinking that they are taking a massive risk to get around lp lash
Aki light whip is really good (when my opponent uses it)
when i use it however... 🫠 https://t.co/XDVgm9CrR8
QRT: amr_maadawy
I think its about time we talked about this move. Its VERY good and pretty hard to play around without taking a massive risk.Remember these SFV characters when all them long limbs characters had hurtbox 🤔 Maybe that wasn't such a bad idea https://t.co/qgksfjb5qF
L O L
ex dp for JUST that is kinda crazy, but I'd be happy as hell as Aki
99% sure he wanted to ex fireball
yeah
Hi! I'm a 1600 AKI. I've been around 1500/1700 for a full year and I don't know how to improve (like how to train in a meaningful way or watch replays)
Any help is much appreciated!
CFN: Reekee
oh missed this completely
Some important things to check are scenarios where you block something and "could I have killed here"
it happens often enough that you can eke out some more damage
- did I burn myself out for no reason
- are my drive bars lower than my opponent's without having a significant advantage
- remembering your opponent's options / working seriously on matchup specifics

are you learning the confirms?
nah, I was playing against Lemon and suddenly remembered it randomly
and then I hit him with the cr.hk xx ca
both of us were like, "wtf that damage"
ye it’s CRAZY
being on a 900 damage button with 20f confirm too
i use a lot of crhk lvl1s too
ye it’s also a 14f confirm
i use it only on
-stmp PC from weird ranges where another stmp or crmp doesn’t reach
-hard callouts on shimmies
-crmk ch crmk super
the hard callout on shimmy is the only one I've thought about
also against ken jinrai
if i wanna mash between the hits
i go for crmk super often
nice
The iconic Broski CA combo
https://www.youtube.com/watch?v=vESIv-psMkI been on a losing streak today and need help, this was my last match
Ok so im not the best aki here obviously so idk how valuable my tips are gonna be, but what I saw so far on the first round was a failed conversions after getting that crossup lp (or lk i wasnt paying attention), kinda sluggish oki and a lot of reliance for her flip dagger move
So flip dagger is fine cuz it was working here but you wanna be careful with it cuz it could just be reactively AA'd or baited and you take big dmg
Uhhhhh what else
Ohh ok so after you did cr lp cr lp xx h whip, you tried doing the safe jump at midscreen which i do respect, it was just a tad bit late cuz it didnt come out
Me personally at midscreen i rely on drive rush, double dash up, or medium snake step to take that oki
was this the first game in the set
cause no way this guy did round start h tatsu
yeah last game


