
A.K.I
A.K.I. — Counter-Guide
Key Info
- Has sustained overhead with combo follow-up
- 3MP
- Defense
- Strike invincible starting on frame 1: 236KK
- Anti-air invincible 236HP with 6F startup
- 236236K — 10F startup, no projectile invincibility
- 214214P — 7F startup, no invincibility
- 236236P — 10F startup, full invincibility
- Moves plus on block
- 6HK
- 214KK
- 2MK
Neutral Play (Mindset)
- Handling 214LP
- Because of 214LP and Nightshade Chaser (214LP → 6P), do not back up in general
- Walking forward while guarding 214LP shortens A.K.I.'s frame advantage so overheads and rush attacks don't connect cleanly
- Even after 214LP lands, try to walk forward as much as possible
- Be aware of delayed strikes
- A.K.I. struggles to confirm throw whiffs.
- Additionally, her anti-air specials can have difficulty dealing with cross-ups, so mixing in forward jumps at advantage can often turn the situation around.
- Watch out for cross-up attacks
- A.K.I.'s cross-up attack has an extremely strong hitbox and rarely gets knocked out by normal anti-airs
- Special anti-air often gets beaten by her jump attack arriving first as well, so during shimmy: back up enough so cross-ups can't reach
- Know that A.K.I.'s strong cross-up only has a cross-up hitbox and does not hit from the front
- Punish 236K
- OD Snake Step (236KK) has strike invincibility
- When going for shimmy during oki, back up properly and wait — this creates time to punish 236KK
- When choosing safe jump during oki, buffer input a throw at the attack moment — this lets you grab her out of 236KK
- Ignore low attacks
- She has no crouching MK cancel rush, so using more backward walking to create counterpoke opportunities is fine even when in attack range
- Watch the overhead during oki (wakeup pressure)
- Always be alert to overhead setplay sequences being frequent
Poison State
Being hit by 214LP or Serpent Lash (236P) puts you in poison state. While poisoned, getting hit extends carry distance and increases combo damage.
Without doing anything after being poisoned, you take a maximum of 500 additional poison damage. While poisoned, anti-air reward increases — don't jump carelessly. Watch out for the projectile 2PP too.
Recommended Counter
- While poisoned
- Jumping: 236HP anti-air reward increases — dangerous
- Projectile: 2PP reward increases — dangerous
- Clear the poison
- Poison disappears over time, so playing ground-based neutral patiently is fine until it wears off
Serpent Lash
- 236LP
- Long-range whip used mainly as a poke
- 236MP
- Can put risk on neutral jump
- 236HP
- A.K.I.'s anti-air
- Higher reward than normal anti-air
- 236PP
- Fires the whip before canceling the projectile
- Getting hit pulls you in for big damage
Recommended Counter
- 236LP
- Forward jump or Drive Impact (DI) tends to land, so don't exclude them as options.
- Close-range guard: fast-startup long-range normals like standing light kick may be a punish combo — check character-by-character
- Very difficult, but against far-range pokes: aim for perfect parry and buffer dash input (→→)
- This lets you put risk on the whiff
- 236MP
- Medium version is used against neutral jump
- It does give reward on neutral jump but is actually very hard to do, so the existence of this move shouldn't stop you from neutral jumping
- 236HP
- Heavy version is used as anti-air invincible with upward-only priority
- Since it only has an upward hitbox, whiff-under jumps are very effective if this is her only anti-air
- 236PP
- -14F on block
- Punish combo at close range on block
Sinister Slide
A stance that can be cancelled from any normal attack. Follow-up options:
- 2PP → P (Venomous Fang)
- Projectile absorption
- 2PP → K (Heel Strike)
- Strike attack
- 2PP → LPLK
- Command grab
HK cancelled into 2PP becomes a two-way mix-up — keep this in mind.
- 2PP → K (Heel Strike)
- 2PP → LPLK
- Pressing a 4F move at the 2PP → K timing is fuzzy-possible, but A.K.I. can delay it, so you can't fully rely on it
Recommended Counter
Fuzzy is possible but if the opponent holds delayed timing as an option it still becomes a 50/50. Rather than making the mix-up complex, the following approach is better:
- Read 2PP → LPLK: hit fastest heavy attack for high reward
- On the strike follow-up, it becomes counter hit into combo, but accept that as a 50/50
- Read 2PP → K (Heel Strike): use Drive Impact (DI) for reward
- 2PP → LPLK loses to DI, but the damage is low
- Aggressively push Drive Impact to balance risk-reward
Fuzzy is not very reliable, but it is possible — for A.K.I. players who only press at fastest timing it's very effective. When doing the fuzzy strike, always use a crouching move. Standing move will whiff.
The following are recorded in the video:
- HK → 2PP → K (Heel Strike)
- HK → 2PP → LPLK
Cruel Fate
- 214LK
- Punish combo available
- 214MK
- Punish combo available
- 214HK
- Punish combo available
- 214KK
- On block: A.K.I. is +2F / knockdown on hit
- Normal anti-air risks getting stuffed — use anti-air invincible move to knock it down
- If reaction is tight, Drive Reversal confirms — just use it.
- A.K.I. has the option of super counter (super art counter) SA3 to beat Drive Reversal, but it's very difficult.
Recommended Counter
OD Cruel Fate (214KK) is +2F at close range. Depending on distance, shimmy may also be possible — use Drive Reversal to push her out.
Warning
Cruel Fate (214K) is a 4-hit move. If you get a perfect parry on the first hit and use Drive Impact, it gets beaten by subsequent hits. To use perfect parry → Drive Impact: you need to crouch-guard the first hit to whiff it, then perfect parry the second hit before using Drive Impact.
This is hard in a real match, so just use an anti-air invincible move or a well-matched normal instead.
Nightshade Pulse
A.K.I.'s slow-speed projectile.
- 214LP
- When fired, it becomes A.K.I.'s turn, but total recovery is long so jump-in expected value is high.
- If it's fired at a timing where you can't jump in, walk forward and guard close rather than backing up.
- A.K.I.'s frame advantage shortens, making subsequent rush strikes and throws less likely to connect.
- Follow-up: 214LP → 6P
- 214PP
- Same basic response as the normal version: walk forward and guard
- If 214PP → step → forward walk is used in sequence, throw becomes hard — parrying after 214LP guard is also valid
- Parrying 214LP itself reduces guard pushback and makes throws easier to land on you — be careful
- If 214PP → raw rush is used, counter with Drive Reversal or OD reversal
- Walking forward too little reduces the window to counter, so walk properly and watch A.K.I.'s actions
- Follow-up: 214PP → 6P
Recommended Counter
- 214LP
- Close to mid-range: if you see rush, use reversal or draw her in and neutral jump
- Long range: risks being anti-aired or reversal being blocked, but "doing nothing" is worse — at least limit the damage
- Also, a neutral jump hitting is a potential reward
- If jump and reversal are both difficult: press parry before guarding 214LP — this brings your own hurtbox forward and denies the second hit block string
- This creates a gap where you can use a reversal, so making that reversal mix-up is also valid
Close-range guard and prepare for her rush. When guarding, use parry — it expands your guard hitbox and reduces block disadvantage compared to normal guard. Bonus if you land a perfect parry.
Snake Step
Travel distance changes by strength.
- 236LK
- Feint
- 236MK
- 236HK
- 236KK
- Corner-escape reversal option
- Throw gives punish counter
Recommended Counter
When you're cornering her and she escapes with 236KK, you end up chasing again — very annoying. Since 236KK can be throw punish countered, use throws more frequently. If you also want to cover reversals, delayed throw is also an option.
Warning
Delayed throw gets punish countered by A.K.I.'s (forward jump) 2HP. Check meter situation and choose the optimal option.
Gong Fu
An abnormally-hitboxed cross-up attack. No hitbox from the front.
A common situation is that A.K.I. player whiffs it because they mistakenly cross-up — this happens a lot. If you were parrying, you get punish counter thrown and potentially lose from there — very bad for morale.
Recommended Counter
On close A.K.I. forward jump: don't parry — walk forward to whiff it, then fuzzy-press a heavy button. Losing from the opponent's mistake is very demoralizing.
SA2 Tainted Talons
Rarely happens in practice, but you may guard 214214P at long range. Know the punish method for long-range guard situations.
Recommended Counter
- Parry → Drive Reversal → rush
Whisper
A.K.I. is +19F — a mix-up pressure situation.
- On back-roll recovery
- 214LP becomes safe.
- If you read 214LP, take in-place recovery
- On in-place recovery
- If 214LP was used, fastest Drive Impact confirms.
- In-place recovery prevents rush strikes from meating, but walk shimmy becomes impossible.
- Even with rush, jab (crouching LP) makes OD reversal safe — so OD reversal is not a stable choice
Recommended Counter
- In-place recovery as default unless there's a specific reason not to
- If rush was used, A.K.I. cannot walk shimmy
- If 214LP was used, Drive Impact confirms
- Even 1F late and Drive Impact won't confirm
- Buffer input DI on wakeup is possible. If the opponent uses 214LP, DI lands; if she rushes, the super flash cancels the input — no need to confirm
Even if you can confirm 214LP visually and then DI, 1F late means it gets beaten. In ranked matches, A.K.I. players basically use rush and 214LP after forward throw, so it's relatively easy to counter — DI buffer on wakeup is recommended.
The following are recorded in the video:
- Throw → raw rush → 2MK
- Throw → 214LP
Warning
If it was 214PP or A.K.I. did nothing, Drive Impact will leak out. Think of this as a fallback for when confirmation becomes too tedious. Ideally, confirm 214LP visually and then Drive Impact.
Gluttony
A.K.I. is +20F.
- Rush + oki (wakeup pressure)
- Used against characters with projectile invincibility
- In-place recovery prevents shimmy
- 214LP → rush
- Used against characters without projectile invincibility
- Can apply pressure to both in-place and back-roll recovery — a strong option for A.K.I.
Recommended Counter
- Against rush
- Becomes a mix-up. Taking in-place recovery prevents shimmy — don't carelessly take back-roll recovery
- Against 214LP → rush
- In-place recovery → walk forward → parry 214LP is recommended
- On perfect parry success
- If you perfect parry 214LP, your attack hits the raw rush attempt. Buffer an attack into the parry
- On perfect parry failure
- On seeing rush, use OD reversal to cut in
- Walking forward shortens 214LP block disadvantage and prevents block string — creating a gap. The goal is to walk forward and create that frame "space"
- On perfect parry success
- In-place recovery → walk forward → parry 214LP is recommended
Burnout Pressure Sequence
LP → MP → 2PP → K (Heel Strike) → LP → MP → 214LK
A sequence excellent at chip damage and carry distance.
Recommended Counter
You might not know what's happening, but the 214LK used in the second blockstring re-setup is a forward-moving low attack and can be whiffed by walking forward.
Every character can do this, so earn your reward with your character's forward-moving low attack.
Applying Oki (Wakeup Pressure) on A.K.I.
A.K.I.'s reversal options are only slow SAs and 236KK — her defense is extremely weak. Go for throws aggressively.
Recommended Counter
- Projectile meaty
- If your character has a projectile, meaty with it
- Normal throw
- 236KK gets punish countered by throw — highly recommended
- When you want to cover reversals, delayed throw is also an option
- Safe jump
- Buffer input a throw just before the jump attack lands
- This lets you grab her out of 236KK
- A.K.I. has no OD reversal, so no need to input backward
- To avoid accidentally getting a back throw, input neutral or forward rather than backward
- A.K.I. only has SA invincibility, so forward input is fine
- Light attack cancel-chain buffer
- By inputting throw in the cancel window of a light attack chain, you only grab her if she uses 236KK
- When throwing, input neutral or forward — not backward