Skip to main content
A.K.I.
A.K.I.

Entrapment

↓PPthenLPLK
Entrapment
发生
23
持续
23-25
恢复
55
命中
D
防御
伤害
1852
必杀技

A constricting grab attack out of Sinister Slide. Useful as a way to break through an opponent's guard when they're wary of other Sinister Slide attacks.

Evaluation

A constricting grab attack out of Sinister Slide. Useful as a way to break through an opponent's guard when they're wary of other Sinister Slide attacks.

How to Use

The command-grab follow-up from Sinister Slide. Used as the throw option in the HK → 2PP mix-up alongside Heel Strike (2PP→K). Catches opponents who block or hold crouch after the slide, and deals solid damage with good oki on knockdown. The mix-up value comes from the opponent not being able to fuzzy both options consistently.

How to Counter

Entrapment is the command-grab branch out of Sinister Slide (2PP); paired with Heel Strike (the strike branch) it forms a strike/throw mix-up.

Recommended counters

  • Read 2PP→LPLK (Entrapment) → mash a max-damage heavy on reaction
    • You lose to the strike (it counter-hits into a combo) but accept that as the cost of doing business
  • Fuzzying works in theory, but A.K.I. can delay it — better to win the read with a damage-payoff option

The clip below records:

  • HK → 2PP→K
  • HK → 2PP→LPLK