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A.K.I.

A.K.I

A.K.I. — 角色使用

バーンアウト固め連携

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Jumping Heavy Punch

A.K.I.'s main jump-in tool for landing big damage. Connects into standing heavy normals and special cancels on the ground for high-damage routes. Best used on confirmed jump-ins rather than risky neutral jumps.

Jumping Light Punch

Primarily an air-to-air option. Its fast startup makes it useful when you need to contest the opponent's jump quickly. Can also be used on safe jump timings where a slower air normal would be too risky.

Jumping Medium Punch

A well-rounded jump-in option. Works as both a jump-in starter for ground combos and an air-to-air tool when the timing is right. Leads into ground combo routes on hit.

Jumping Heavy Kick

A high-damage jump-in that links into ground combo routes. Best used on reads or confirmed approach angles due to its slower startup. On hit, leads into grounded pressure and special cancel routes for solid damage.

Jumping Light Kick

Used mainly in air-to-air situations and safe jump timings. Its fast startup lets A.K.I. challenge jumps that would beat slower air options, and keeps risk low when landing on an opponent's wakeup.

Jumping Medium Kick

Serves as both a jump-in attack and an air-to-air option. A solid default air button when you need range and coverage without committing to the heavier jump attacks.

CA Claws of Ya Zi

Activates automatically in place of SA3 when A.K.I.'s health is below 25%. Functions identically to SA3 but with dramatically increased damage, making any confirm into it a potential round ender. Treat it like SA3 in terms of usage — but always be aware it can close out a round from unexpected health levels.

SA2 Tainted Talons

SA2 is a long-range advancing Super Art that fires a Nightshade Pulse projectile and follows it with a charge. Because of its range, it can occasionally be blocked from mid-screen. Its most notable use case is as a high-damage combo ender when A.K.I. has the bar stocked, or as a punish on a specific read. Rarely seen in standard neutral but worth knowing if you're on the receiving end of a full-screen cancel.

Toxic Wreath

Used in combos and pressure strings to apply the poison status. Cancels from mid normals and works as a close-range confirm tool. The poison buildup from repeated use accelerates damage over time, so landing this in a combo or blockstring puts the opponent on a timer.

Cruel Fate

Cruel Fate (214K) is primarily used as an aerial ambush tool to fly over the opponent's ground-level pokes. 214LK/MK/HK all land as punishable overheads on block, so they're risky if read. The OD version (214KK) is the exception — it's +2 on block, knockdown on hit, and is used for surprise oki. The key use case is catching opponents who are committing hard to ground-based pressure or whiffed moves.

Nightshade Pulse

Nightshade Pulse is A.K.I.'s primary zoning and oki tool. 214LP fires a slow bubble that gives A.K.I. frame advantage on block, and she can follow with Drive Rush to apply strike/throw pressure or cancel into 214LP→6P (Nightshade Chaser) to widen the bubble's coverage. The OD version (214PP) is faster and stronger. Used heavily in post-throw oki and to create poison-buildup pressure from mid-range.

Nightshade Chaser

Nightshade Chaser (214LP→6P) is always used as a follow-up to Nightshade Pulse (214LP). It bursts the bubble mid-travel, widening its attack range and making the full string harder to escape. Used to convert the advantage gained from 214LP into a wider hitbox threat, and forces opponents to commit to a response rather than simply blocking the single bubble. The talons themselves also poison on contact.

Orchid Spring

Plants a poison pool on the ground that lingers as a zoning tool. Used to control space, limit the opponent's approach options, and set up oki situations. On hit the pool applies poison status, adding consistent chip damage over the remaining round.

SA1 Deadly Implication

SA1 is a command grab that activates quickly and is difficult to react to. Best used as a punish after a blocked move, or as a surprise reversal when under heavy pressure. On hit it deals solid damage and leaves A.K.I. in a favorable position.

SA3 Claws of Ya Zi

SA3 is A.K.I.'s invincible Super Art, serving as her primary reversal tool and a high-damage combo ender. Use it to escape pressure when cornered, or cancel from heavy normals in combo for maximum damage. Its invincibility window makes it valuable as a read against meaty pressure or Sinister Slide follow-ups.

Snake Step

Snake Step (236K) is A.K.I.'s forward dash with a low-profile trajectory. 236LK is a short feint used to bait reactions. 236MK is the core oki tool — used after knockdowns to close distance at +5 and threaten both meaty pressure and a shimmy-less guess. 236HK covers more ground for neutral movement. 236KK (OD) is a longer version that can be panic-counter thrown on read, making it a risk if overused. The low profile during the dash can also dodge some mid-range pokes.

Serpent Lash

Used to control mid-range space and apply poison from a distance. 236LP is a long-range poking whip used to check the opponent's movement. 236MP covers vertical space against neutral jumps. 236HP is an anti-air with invincibility above her head. 236PP (OD) absorbs projectiles and pulls the opponent in for high damage. Each version serves a specific defensive or neutral purpose rather than combo use.

Crouching Heavy Kick

A.K.I.'s sweep. Used to score knockdowns in neutral or as a mix-up option against opponents who are over-blocking high. On knockdown, creates oki opportunities to follow up with Nightshade Pulse or Sinister Slide pressure.

Xiu She

Fast startup makes it effective for both interrupting the opponent and starting combos from a crouching position. Chains into other light normals and cancels into specials.

Crouching Light Kick

A staple low button for pressure and mix-ups. Chains into light normals for confirm routes. Useful for tick throw setups by walking into throw range after a blocked crouching light.

Crouching Light Punch

Fast startup makes it A.K.I.'s go-to button for mashing on wakeup or interrupting close-range pressure. Chains into itself and other lights to build confirm strings into specials.

Crouching Medium Kick

One of A.K.I.'s main poking tools. Good reach as a low hit makes it valuable for both neutral and meaty setups. Cancelable into specials for extended damage, and pairs well with Drive Rush for frame-tight follow-ups.

Crouching Medium Punch

A solid filler normal in combo and pressure routes. Cancelable into specials, making it a reliable link from light confirms into Nightshade Pulse or Sinister Slide setups.

Sinister Slide

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.

Heel Strike

The strike follow-up from Sinister Slide. Used as one half of the HK → 2PP mix-up alongside Entrapment (2PP→LPLK). On counter hit, links into further combo damage. Functions as the safer option when the opponent is likely to mash, since it beats throw attempts.

Entrapment

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.

Venomous Fang

The projectile-invulnerable follow-up from Sinister Slide. Used specifically to pass through an opponent's projectile while A.K.I. is in the slide, turning their fireball into an opportunity. Also functions as a surprise approach option when the opponent is conditioned to expect Heel Strike or Entrapment. Poisons the opponent on hit.

Pu Lao

A stepping mid punch with decent forward reach. Used to control mid-range space or as a combo starter. Cancelable into specials, giving A.K.I. access to her pressure tools from a slightly extended range.

Gluttony

Gluttony is A.K.I.'s back throw, leaving her at +20 advantage. After a back throw, A.K.I. chooses between Drive Rush meaty pressure (against characters with projectile invulnerability) or 214LP → Drive Rush (against characters without it). The latter covers both in-place and back tech, making it her strongest oki route off this throw.

Qiu Niu

A powerful forward step punch that covers ground. Used as a mid-range poke and in combo routes. Cancelable into specials, enabling A.K.I. to connect into her poison-based specials from a slight distance.

Chi Wen

A high-damage advancing kick. Used in combo routes where A.K.I. needs to close distance while dealing damage. Its forward movement makes it useful for carrying the opponent to the corner when combined with other pressure tools.

Standing Heavy Kick

One of A.K.I.'s most important normals. Canceling into 2PP (Sinister Slide) creates a two-way mix-up between Heel Strike (2PP→K) and Entrapment (2PP→LPLK). Knowing this cancel is essential for understanding A.K.I.'s offense.

Standing Heavy Punch

A key damage-dealing normal. Used as a combo ender after light or medium confirms, or to cancel into specials for extended damage routes. Also works as a mid-range check to contest the opponent's approach.

Qiong Qi (2nd Hit)

The natural second hit from a standing HP. Delivers additional damage in combo routes and can be canceled into specials for further extensions, making HP→HP a core sequence in A.K.I.'s high-damage confirms.

Standing Light Kick

One of A.K.I.'s key close-range normals. Fast startup makes it reliable for punishing blocked moves and continuing pressure strings. Links into light and medium normals for combo extensions.

Standing Light Punch

Used as a mash option on wakeup or at close range. Chains into itself and other light normals, enabling confirm combos into specials. Also functions as a close-range check to stop the opponent from acting.

Whisper

Whisper is A.K.I.'s forward throw, leaving her at +19 advantage. After a forward throw, A.K.I. chooses between Drive Rush meaty (against characters with projectile invulnerability) or 214LP → Drive Rush (against characters without). The latter covers both in-place and back tech and is A.K.I.'s strongest oki option off forward throw.

Hun Dun (2nd Hit)

Connects naturally as the second hit in an LP chain. Useful for maintaining pressure after the first light punch hits or is blocked, and extends light confirm routes into specials.

Standing Medium Kick

Serves as a mid-range poke and combo filler. Cancelable into specials for extended block strings or combo damage. Works well as a follow-up after Drive Rush to apply meaty pressure.

Standing Medium Punch

A core normal for A.K.I.'s offense. Used in block strings and combo routes from light normals. Cancelable into specials, making it a key link for Sinister Slide setups and other special extensions.