AKI, for Yuzu


How to Snake Lady

AKI is both simpler than she seems but also kinda fussy. She doesn't have far reaching cancelable normals and a lot of her better combos require standing confirms or counterhit confirms. Her safe jumps require quickly IDing back rolls vs ground. But she has a lot of great options, a fast drive rush, and a really annoying fireball!

This one is going to be harder than the Cammy one but it's hard to help. AKI has very uneven power and a 2 step process to getting her best combos.

For more detailed info, check Broski's Guide

Move Summary

Normals

The Important ones

Stuff that you should focus on when starting.

5HK and 2HK are also your anti airs so they're technically important, but their utility otherwise is FUSSY.

The Trickier Ones

Most of her other moves. Important but also fussy or with caveats. General trend: AKI has less range and options off her normals than you'd think.

She has like a sweep and like 2LK is good to throw in there but whatever. 2MP is a real button with uses but just like don't press it.

Air Ones

AKI has bad crossup normals, which makes bad jumps punishing. When you're in the right range, her jump-ins have ridiculous hitboxes. Again, fussy.

Her other air buttons are fine, j.MP has the most worthless juggle in the game probably like you can jump back with j.MK I guess?

Specials

AKI has a lot of specials on a lot of different directions, with sometimes different buttons basically being different moves. Some moves inflict poison and if they're already poisoned, you trigger a "toxic blossom" effect that launches.

236[X]P

The lashes. All inflict poison/trigger toxic blossom on hit.

214[X]P

The ""Projectiles"", even though only one is. They all apply poison but have no toxic blossom effects.

214[X]K

Flippy daggers. Button changes range. HP version is the only version you can combo after on normal hit. EX is +1 and steerable. Don't worry about this move, besides messing around.

236[X]K

Snake step/slide.

2PP

Coward crouch. Has 3.. or well, 4 followups. Goes understand. Low profiles lots of stuff.

Supers

Her supers are pretty cool but not crazy.

Level 1 - 236236K

Reversal, though slow. Poisons. Does a lot of extra damage if they're already poisoned. No special effect or anything, the poison damage just keeps ticking.

Level 2 - 214214K

I almost never use this but it's cool. she shoots like missile things??? Button choice changes whether its in front of you, the middle of the stage, or max range. Punishes some shit, but hard to use.

Level 3 - 236236P

Fast reversal. Does a lot of damage. Typical level 3.

How to actually play this Bitch

Obnoxiously zone before rushing that shit down. Throw her slow ass fireball and anti air them and then when they sit still or start parrying, DR in to either throw them or do DR 6HK into mix.

Your moves don't have great range a lot of the time, so stay a good bit away and rely on your specials, using your normals to stop approaches and jump-ins. This also helps deal with her bad crossup defense.

Basic combos and OKI

So you hit with a real hit, what now? You won't be doing a lot of DRC combos, so don't worry about those. Most if your goal will be, especially if their unpolished, to combo into 236HP/uplash.

2LP 2LP 2LP 236HP or 2LP 2LP 5LK 236HP or 5LP->5LP 236HP or 5MK 5MP 236HP or DR 5MP 5MP 236HP, ect ect ect.

Now you have "The good knockdown" for AKI, the +44, AND they're poisoned.

The Hard OKI / Safe Jump

You jump forward and read their techroll, doing either a normal jump in or j.2HP, depending on what they do. There is no easy way to do this besides reacting. Sometimes you can exploit people doing the same thing every time to autopilot it, but it's hard and if you're wrong you'll get thrown or worse.

If you're right, you're hella plus and can shimmy them, to do 6HK as a frame trap into another, weaker shimmy, or do 2MK to catch them standing, or 5HK and go for her good combo.

For the sake of combo theory, lets go with her "good combo"

j.HP 5HK 2PP->K 2LP 5LK 236MP DR 5HK 2PP->K DR 2MP 236HP

with a non driverush version of...

j.HP 5HK 2PP->K 2LP 5LK 236MP 66 5LK 236HP

This knockdown knocks into itself. Also the driverush version tends to space things out, making you sure you won't need a crossup. This and the corner let you do safejump OKI without having to react.

Note on Safejumps Honda and Marisa can kinda use armor to ignore this. Be warned!

The Easier OKI

Easier, but still good. Even if you do the hard OKI, you should do both.

Option 1 You do 236MP and then either throw or 5MP as a strike throw. Mix in a low sometimes~

Option 2 You Driverush and mix between 6MP and 2MK. timing 6MP is tricky.

Combo for 6MP is 6MP 2LP 236HP [DR 2MP 236 HP], with the optional part being for if they were poisoned. for DR 2MK, go into 5HK and do the combos The Hard Oki, or keep it simple and do DR 2MK 5MK 5MP 236HP. If they're poisoned it can be worth it to try and standing confirm so you can do 236MP instead, doing the various followups like in the Hard Oki section.

Throw and Corner OKI

Midscreen throw doesn't get you much. You can do DR 5MK and if it hits, do 5HP->5HP. If they start parrying you can throw. If you backthrow you're more plus and can do DR 6HK and then do a shimmy attempt.

In the corner she can throw loop, but you gotta manually time it.

She has a whole bunch of other cool corner OKI but that's in the Broski guide and is pretty advanced, requiring some long corner combos to get to.

A more Clear Cut Basic Combo List

2LP 2LP 2LP 236HP + whatever light variations.

Bread and butter light chains. Your abare mash combo. On block either stop before 236HP or do a different safe special.

2LP 2LP 5LK 236MP toxic blossom pop

It's only worth trying to confirm standing if they're already poisoned. Remember, 5LK is the only light that combos into 236MP. Off this you can do a few followups we've already seen.

... 66 5LK 236HP is meterless and repoisons them and gives a good knockdown.

... DR 5HK 2PP->K DR 2MP 236HP Much more damaging and only 2 bars. Gives a good knockdown AND you don't have to worry about crossups. j.HK or j.HP will almost always work off this route.

This conversion can be used anywhere a grounded 236HP can bit hit so I'll keep the following combos simple.

5MK 5MP 236HP Requires you to be a little closer than you'd like.

PC 5MK 5MK A whiff punish combo on punish counter. Gives you a little bit more reward. If you're super close at the start you can add a 5MP 236HP at the end.

CH 5MP 2LP 236HP Not that hard with some practice. Since 5MP is impossible to confirm on its own, you should either autopilot the 2LPs, or DRC it for pressure/a longer combo.

5MP DRC 5MK 5MP 236HP Not meter efficient, but if you're doing 5MP DRC this works

PC 2HK DR 5LK 236HP Gets the good knockdown! Normal extension theory doesn't work here because this is an air hit. If they're poisoned you can instead do...

PC 2HK DR 5LK 236MP DR 5HK 2PP->P which does 30% on it's own.

Comboing into Super

any ground hitting 236HP can be canceled into level 3. Doesn't work on hair hit. Instead of doing DR 2MP 236HP 236236P, just go right from 2MP into super. I find these routes way easier and you have the benefit of it working for Level 1 too.

If you anti air with 236HP when they're already poisoned, you can sometimes just add a level 1 after. I don't do this much but maybe I should?

Other Random Notes

Burnout String

2LP 2LP 5MP is a cool burnout string. You can do 5MP 2PP->K 2LP for some variation. You can also cancel 5MP into Light or Medium Daggers for MORE variation but this has a much bigger gap

If they're in burnout, 5MP->DI is tight but throwable. 5HK->DI is air tight.

... Don't worry about her optimal shit just do a jump-in combo.

Her Other Normals

2LK You can do like 2LK 2LP 2LP or w/e it's good but just don't wanna make things more confusing

6HP has good range and is a decent option after a throwbreak. You can confirm it into super but that's... hard. Doable, though. No special cancel. Kinda just a specific, if good, move.

2HP No real reason to sweep when 2HK(they have the same startup) does the crush counter popup. Has some use in some combo routes. It's an actual low though so you can use it to call out walking backward.... not really worth it, though.

j.MP It has a juggle that is super hard to do ANYTHING with. I have never gotten meaningful use out of it in a match.