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A.K.I.
A.K.I.

Sinister Slide

↓PP
Sinister Slide
发生
持续
恢复
全体 216
命中
防御
伤害
0
必杀技

A technique that has you slither forward slowly on your back and can be followed up by three different attacks. Input up while slithering to cancel the movement.

Evaluation

A technique that has you slither forward slowly on your back and can be followed up by three different attacks. Input up while slithering to cancel the movement.

How to Use

Cancelable from any normal and serves as A.K.I.'s primary mix-up tool. The three follow-ups — 2PP→P (projectile invulnerable dash-through), 2PP→K (strike), and 2PP→LPLK (command grab) — each cover different defensive options. Input up to cancel the slide movement and reset to neutral. HK → 2PP is the most common entry point, creating a direct strike/throw guess.

How to Counter

Sinister Slide is a stance she can cancel into from any normal. Three follow-ups branch from it:

  • 2PP→P (Venomous Fang): projectile invulnerable
  • 2PP→K (Heel Strike): strike
  • 2PP→LPLK (Entrapment): command grab

When canceled from HK, 2PP becomes a strike/throw mix-up. (You can technically fuzzy with a 4F press timed to 2PP→K, but A.K.I. can delay the input — you can't fully trust it.)

Recommended counters

Fuzzying works in theory, but if A.K.I. delays it just collapses back into a guess. Rather than complicating the read, lean on these branches:

  • Read 2PP→LPLK → 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
  • Read 2PP→K → Drive Impact
    • You lose to 2PP→LPLK, but the damage is low
    • Press DI aggressively to balance the risk/reward

For fuzzy attacks always use a crouching button — standing buttons whiff over the slide.

The clip below records:

  • HK → 2PP→K
  • HK → 2PP→LPLK