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A.K.I.

A.K.I

A.K.I. — 대책

Key Info

  • Sustained overhead with combo follow-up
    • 3MP
  • Defense options
    • Strike invincible from frame 1: 236KK (OD Snake Step)
    • Anti-air invincible from frame 6: 236HP (Heavy Snake Whip)
    • SA1 (236236K) startup 10F, no projectile invincibility
    • SA2 (214214P) startup 7F, no invincibility
    • SA3 (236236P) startup 10F, fully invincible
  • Moves that are plus on block
    • 6HK
    • 214KK
    • 2MK

Neutral Game (Focus Points)

  • Dealing with 214LP (Purple Smoke Bomb)
    • Because A.K.I. has 214LP and the Venom Fang (Moudoku-ga), avoid walking backward as a habit
    • Walking forward and blocking 214LP close reduces A.K.I.'s frame advantage so her overhead and Cancel Rush pressure won't connect cleanly
    • Even after eating 214LP, walk forward as much as possible
  • Be aware of delayed strike pressure
    • A.K.I. finds it difficult to confirm throw whiffs
    • Crossup coverage with special anti-airs is also limited in certain situations — when at disadvantage, mixing in forward jumps can turn things around
  • Watch out for crossup attacks
    • A.K.I.'s crossup (前ジャンプ中) 2HP (Dipping Viper) has an extremely strong hitbox — anti-air normals almost never beat it
    • Special anti-airs also often lose since her attack arrives first — when shimmy-ing, back off fully so she cannot reach you with the crossup
  • A.K.I.'s strong crossup only has a crossup hitbox — it cannot hit on the front side
  • Punish 236K (Snake Step)
    • OD Snake Step (236KK) has strike invincibility
    • On okizeme, when looking for a shimmy, pull back and wait — this creates a window to punish 236KK
    • On meaty jump-in setups, buffer a throw in your jump attack so you can throw 236KK — don't skip this
  • Don't worry about lows
    • A.K.I. has no c.MK Cancel Rush — even at attack range, you can walk back more and create opportunities to whiff punish
  • Watch out for overhead on your wakeup
    • Always be on guard for her overhead setplay during your okizeme

Poison State

When 214LP (Purple Smoke Bomb) or the Snake Whip (蛇頭鞭) hits, you become poisoned. While poisoned, attacks deal more damage and carry further.

Left untreated, poison alone can deal up to 500 damage. Once poisoned, A.K.I.'s anti-air gives her significantly higher return — avoid jumping recklessly. Her projectile 2PPP is also more dangerous in this state.

Recommended Counter

  • When poisoned
    • Jumping is dangerous — 236HP anti-air gives higher return
    • Using projectiles is dangerous — 2PPP gives higher return
  • Removing the poison
    • Poison wears off over time — play patient ground game until it does

236P

  • 236LP (Light Snake Whip)
    • Long-range whip
    • Used mainly as a poke
  • 236MP (Medium Snake Whip)
    • Can put a risk on neutral jumps
  • 236HP (Heavy Snake Whip)
    • A.K.I.'s anti-air special
    • Higher return than anti-airing with normals
  • 236PP (OD Snake Whip)
    • Fires the whip before absorbing a projectile
    • Getting hit pulls you in for high damage

Recommended Counter

  • 236LP
    • Forward jump and Drive Impact are both reliable options — don't remove them from your decision tree
    • At close guard range, fast long-reach normals like standing LK can sometimes punish on block — check per character
  • It's very difficult, but on far-range pokes aim for Just Parry while buffering a forward dash
  • This lets you punish whiffs
  • 236MP
    • The medium version targets neutral jumps
    • The return against neutral jump is high but it's very hard to execute — keep neutral jump in your options because of this move
  • 236HP
    • The heavy version is an anti-air invincible special with a hitbox pointing straight up
    • Since it only covers directly above, empty jumps are extremely effective against A.K.I. players who rely solely on this for anti-air
  • 236PP (OD Snake Whip)
    • Block disadvantage: -14F
    • Punish if you block it at close range

2PP (Serpent's Walk Stance)

A stance cancelled from any normal — the following follow-ups are available:

  • 2PP→P
    • Projectile-invincible escape
  • 2PP→K
    • Strike follow-up
  • 2PP→LPLK
    • Command throw

After cancelling from HK, A.K.I. has two options — keep this in mind:

  • 2PP→K
  • 2PP→LPLK
    • Pressing a 4F button at the timing 2PP→K would hit allows a fuzzy defense, but A.K.I. can delay her option — don't rely on this completely

Recommended Counter

Fuzzy is possible, but if A.K.I. delays, it still becomes a read. Rather than over-complicating the fuzzy, the following approach is cleaner:

  • If you read 2PP→LPLK: hit a heavy attack as fast as possible to maximize damage
    • If she goes for the strike follow-up, you'll get counter hit into her combo — accept this as part of the read
  • If you read 2PP→K: use Drive Impact to get return
    • 2PP→LPLK will beat it, but the damage is low
    • Actively pressing Drive Impact helps balance the risk/return

Fuzzy is not the most reliable, but it's extremely effective against A.K.I. players who always press the fastest button. When doing the fuzzy strike, always use a crouching move — standing attacks will whiff.

The following video has these recorded:

  • HK → 2PP→K
  • HK → 2PP→LPLK

214K (Venom Fang)

  • 214LK
    • Punishable on block
  • 214MK
    • Punishable on block
  • 214HK
    • Punishable on block
  • 214KK (OD Venom Fang)
    • OD version is +2F on block / knockdown on hit
    • Anti-air normals risk getting stuffed — use an invincible anti-air instead
    • If reacting is difficult, Drive Reversal confirms — just use it
      • A.K.I. can counter Drive Reversal with SA3, but the execution is very difficult

Recommended Counter

214KK is +2F at close range. Depending on spacing, shimmy may also be possible — use Drive Reversal to push her back.

Warning

214K is a 4-hit move — if you Just Parry the first hit and immediately Drive Impact, it will get interrupted. To Just Parry into Drive Impact: crouch to whiff the first hit, Just Parry the second hit, then Drive Impact.

This is very difficult mid-match — use your invincible anti-air or a normal with strong anti-air properties instead.

214LP (Purple Smoke Bomb)

A.K.I.'s slow projectile.

  • 214LP
    • A.K.I. has frame advantage the moment it fires, but total recovery is long — jumping has high expected value
    • If fired too late to jump, walk forward and block close rather than backing away
      • This reduces A.K.I.'s advantage, making it harder for her to land strikes or throws after a Rush
    • Follow-up: 214LP→6P
  • 214PP (OD Purple Smoke Bomb)
    • Same basic response — walk forward and block
    • After 214PP → step → forward walk pressure, throwing becomes harder — Parrying after blocking 214LP is also an option
    • Parrying 214LP reduces pushback, making you easier to throw
    • Against 214PP → Raw Rush: be ready to interrupt with Drive Reversal or OD invincible
      • Not walking enough reduces the gap to interrupt — walk properly and read A.K.I.'s actions
      • Follow-up: 214PP→6P

Recommended Counter

  • 214LP
    • At close range: invincible on Rush read, or pull back and go for neutral jump
    • At longer range: there's risk of anti-air or getting the invincible blocked, but it's still better expected value than doing nothing
    • Neutral jump can also convert to high return if it connects
    • If both jumping and invincible are unreliable: Parry before 214LP hits to push your hurtbox forward and break the block string
      • This creates a gap for an invincible reversal, turning it into a read-based exchange

The optimal choice changes by range — walk in close, guard, and prepare for A.K.I.'s Rush. When guarding, use Parry — it widens your guard window and reduces frame disadvantage vs. normal blocking. A Just Parry on top of that is a bonus.

236K (Snake Step)

Travel distance varies by strength.

  • 236LK
    • Feint (no attack)
  • 236MK
  • 236HK
  • 236KK (OD Snake Step)
    • Corner escape / reversal option
    • Throw causes Punish Counter

Recommended Counter

When you have A.K.I. cornered, 236KK lets her escape and you have to chase again — very annoying. Since 236KK gets Punish Counter on throw, go for throws often. If you also want to cover invincible, include delayed tech as an option.

Warning

Delayed tech makes you vulnerable to Punish Counter from A.K.I.'s (前ジャンプ中) 2HP (Dipping Viper). Read the gauge situation and pick the best option.

(前ジャンプ中) 2HP (Dipping Viper)

An absurdly strong crossup hitbox. Has no front-side hitbox.

A very common situation: because there's no front hitbox, A.K.I. players often whiff by accident when the timing is off. If you're Parrying during this, you'll eat a Punish Counter throw and may lose the round right there.

Recommended Counter

On A.K.I.'s close forward jump, don't Parry — walk forward to whiff it, then fuzzy a heavy attack. Losing because the opponent whiffed is brutal on your mental.

214214P (SA2 — Purple Smoke Claw)

Rare in real matches, but there are situations where you block SA2 at long range. There is a punish for blocking it at long range — learn it.

Recommended Counter

  • Parry → Drive Reversal → Rush

LPLK (Forward Throw — Beishi)

A.K.I. is +19F after forward throw. This is A.K.I.'s prime steal opportunity.

  • On back wakeup
    • 214LP becomes safe to use
    • If you read 214LP, switch to in-place wakeup
  • On in-place wakeup
    • If A.K.I. used 214LP on your in-place wakeup, fastest Drive Impact confirms
    • In-place wakeup lets Rush strikes land, but walking shimmy becomes impossible
    • Even with Rush, A.K.I. can meaty jump-in with c.LP to make invincible unsafe

Recommended Counter

  • Unless there's a specific reason, in-place wakeup is the baseline
    • After Rush, A.K.I. cannot walk shimmy
    • After 214LP, Drive Impact confirms
      • Even 1F late and Drive Impact no longer confirms
      • You can buffer DI on wakeup — if A.K.I. used 214LP, DI connects; if she used Rush, the super flash cancels your input so no confirmation needed

If you can confirm 214LP and then Drive Impact that's ideal, but 1F late and it gets reversed. In ranked, A.K.I. players typically use Rush and 214LP after forward throw, so it's relatively easy to adapt — buffering Drive Impact is recommended.

The following video has these recorded:

  • Throw → Raw Rush → 2MK
  • Throw → 214LP

Warning

If A.K.I. used 214PP or did nothing, buffered Drive Impact will come out raw — this is a backup option for when you don't want to confirm manually. Ideally, confirm 214LP first and then Drive Impact.

4LPLK (Back Throw — Taotie)

A.K.I. is +20F after back throw.

  • Rush oki
    • Used against characters with projectile-invincible options
    • In-place wakeup removes shimmy
  • 214LP → Rush
    • Used against characters without projectile invincibility
    • Covers both back wakeup and forward wakeup — a strong A.K.I. option

Recommended Counter

  • Against Rush
    • It becomes a mixup. In-place wakeup removes shimmy — don't carelessly take back wakeup
  • Against 214LP → Rush
    • Recommended: in-place wakeup → walk forward → Parry 214LP (buffer heavy or OD invincible)
      • On successful Just Parry:
        • Just Parrying 214LP causes your attack to hit A.K.I.'s Raw Rush — buffer an attack into the Parry
      • On failed Just Parry:
        • On Rush read, interrupt with OD invincible
        • Walking forward reduces 214LP guard stun and prevents a true block string. Parrying during the string makes Punish Counter easier to eat — walking creates a frame gap instead

Burnout Block String

LP → MP → 2PP→K → LP → MP → 214LK

A string with strong damage and carry distance.

Recommended Counter

It may be confusing to follow, but the 214LK used in the second restart is a low that moves forward — you can whiff it with your own forward-moving low.

Every character can do this — use your character's forward-advancing low to steal damage.

Running Okizeme on A.K.I.

A.K.I.'s reversal options are limited to slow SAs and 236KK — her defense is very weak. Play aggressively with throws.

Recommended Counter

  • Projectile meaty
    • Characters with fireballs should use them as meaty
  • Normal throw
    • 236KK gets Punish Counter on throw — highly recommended
    • If you want to cover invincible, include delayed tech as an option
  • Meaty jump-in
    • Buffer a throw just before the jump attack lands
    • If A.K.I. uses 236KK, you'll throw her out of it
      • A.K.I. has no OD invincible, so you don't need to hold back
      • To avoid accidentally getting back throw, input neutral or forward instead of back
        • A.K.I. only has SA invincibility, so holding forward is fine
  • Light rapid-cancel throw buffer
    • Cancel the rapid-cancel portion of a light into a throw — this only lands a throw when A.K.I. used 236KK
    • When throwing, input neutral or forward, not back