Street Fighter 6/A.K.I./Combos

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Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Starter Combos

Light confirms
Very Easy
2LP > 2LP > 2LP > 214HP/236HP
5LP~LP > 214HP/236HP
2LK > 2LP > 214HP/236HP

Basic light button confirms into a knockdown. A.K.I. may be able to chain three 2LP together depending on her range from the opponent. When unsure, it is always safe to do two 2LP (unless A.K.I. starts very far away, in which case only one 2LP will connect).

Generally, if A.K.I. hit confirms, it is preferred to end with 236HP as she gains access to many setups. However, when unsure, A.K.I. can safely end the string with 214HP even if the opponent is blocking.

5HK starter
Very Easy
5HK > 2PP~K, 2LP > 2LP > 236HP

This is A.K.I.'s bread and butter combo. She can also route into this combo from a jump-in j.HP/j.HK, or from a drive rush cancel. On block, 5HK > 2PP~K frame traps, but A.K.I.'s turn ends after the Heel Strike, as she will be -3 on block.

From a 236HP knockdown, she gains access to many setups, making it one of her preferred enders in a combo.

Example jump-in combo: j.HP/j.HK > 5HK > 2PP~K, 2LP > 2LP > 236HP

236HP! Extensions
Easy
236HP!, PDR 2MP > 236HP

Standard routing. Leads to the same 236HP setups after.

236HP! Extensions
Medium
236HP!, PDR 5HK > 214HP, PDR 5HK > 2PP~P!

Leads to Venomous Fang knockdown near corner. This route also works in the corner.

236HP! Extensions
Easy
236HP!, 214HP, PDR 5HK > 2PP~P!

A shorter version of the near corner route, but is easier to perform and uses less Drive gauge.

Drive Impact
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP > 236HP

This is the same combo as the 5HK combo shown above.

Drive Impact
Easy
DI, 5HK > 214HP, DR 5HK > 2PP~P

From 2PP~P, it is possible to extend further into a super, or DR 2HK > super for extra damage. Otherwise, A.K.I. gains access to a lot of setups during the knockdown.


Links & Chains

A non-comprehensive list of important links and chains A.K.I. has access to.

Combo Notes
5LP~LP General-purpose close-range TC. Slightly slower than 2LP, but frame traps between hits and is safe on block.
2LK/2LP > 2LP Starting with 2LP allows for a third 2LP to chain before being pushed out of range.
5MK, 5MP AKI's main medium starter link. 5MP will whiff at further ranges.
2MK/5HK, 2LP Alternate medium starter link.

Combo Notes
CH 2LP/5LP, 5MP Adds some damage, and 5MP reaches where another 2LP might have whiffed.
CH 2MP/5MP, 2PP~K, 2LP > 2LP > 236HP Confirms MP into BNB.
CH 2MP/5MP, 2LP > 2LP Easier to hit confirm, and leaves less gap on block than previous route.
CH 5MK, 2MP Converts CH 5MK into a special move or a Drive Rush for a knockdown.
CH 2MK/5HK, 5MP Less useful than it may seem due to 5MP's short reach, but important nonetheless.
CH 6HP, 5LK Converting a counter-hit poke into some damage. 5LK may not reach at further ranges.
PC 2MK, 2MP Converting a whiff punish hit into damage and possible knockdown.
PC 5MK, 2HP Converting a whiff punish hit into damage and knockdown.

Combo Notes
DR 2LK/2MK, 5MP Drive rush low starter. 2LK is faster, but 2MK reaches further. 5MP may whiff at further ranges.
DR 5MK, 5HK Drive rush starter that goes into BnB.
DR 5MK, 5MK, 5MP Higher damage route from 5MK, but doesn't go into BnB without another DRC.
DR 6HK, 5MP/2MP Drive rush starter with decent range and a lot of + frames on block.
DR 2LP/5LP/5LK, 5MP/2MP Drive rush light starter for some extra damage.


Combo Theory

Picking an Ender

LP Serpent Lash (236LP)


Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down.

Example enders:

  • anything special cancelable > 236LP
  • ... > 2PP~K (juggle), 236LP

Toxic Wreath (214HP)


Close range generic combo ender. Gives AKI a workable knockdown and automatically spaces a plus on block Nightshade Pulse in the corner. Applies Poison to boot, boosting the damage and corner carry of the next hit. A.K.I. is also safe, if the opponent blocks Toxic Wreath.

HP Serpent Lash (236HP)Safe Jump City


One of A.K.I.'s strongest enders, and opens her up to many setups. Close range combo ender that doubles as a combo extender when the opponent is Poisoned. Without Poison, 236HP gives AKI a safe jump, meaty Nightshade midscreen (due to spacing), or plus MK/HK Snake Step. With Poison, it allows AKI to follow up anywhere with a DR 2MP juggle > 236HP to setup yet another safe jump. With corner and poison AKI can route into a 214HP juggle, enabling the next ender.

Venomous Fang (2PP~P)Welcome to setup city and combo town.


juggled, Poisoned opponents > 2PP~P!, 214MP, 214LP

AKI's best combo ender, as it opens her up to a wide variety of setups and combos when the opponent is Poisoned. However, it is not easy to combo into this, as she can only route into it safely in specific situations (e.g. punish counters, 236HP!). If juggled into, Toxic Blossom 2PP~P gives her a shocking +84 KDA to work with. Listed here is a safe Orchid Spring and plus Nightshade Pulse setup, but she can also link any of her supers or really go for any kind of setup. This is surprisingly easy to set up in the corner and can be done with as little as 1 bar of Drive.

Drive Rush Cancel Extensions

Using DRC to extend combos

A.K.I. can arbitrarily extend her combos after a cancelable button by drive rush canceling. This may be a good option if the opponent's health is low and A.K.I. is able to finish them off by extending her combos for a bit longer. She can also extend her combos to gain access to better setups, or just for more corner carry.

For Drive Rush Cancels from 5MP, 2MP, or 5HK, A.K.I.'s preferred combo extension route is:

  • ... > DRC 5MK > 5HK, 2PP~K, 2LP > 2LP > Ender
    • This route is a good option to end the combo extension with, as A.K.I. can end with 236HP to gain access to her setups.
  • ... > DRC 5MK, 5MK, 5MP > DRC 5MK > 5HK, 2PP~K, 2LP > 2LP > Ender
    • Cashout route. Uses up all her drive gauge. Good option to close out rounds.

For Drive Rush Cancels from 2LP, 5LK, or 5LP~LP, A.K.I.'s preferred combo extension route is ... > DRC 2LP, 5MP > Ender/Combo Extension

Example full combo:

  • 2LP > 2LP > 2LP > DRC 2LP, 5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP (> SA3)


Main Combos

236HP is only one possible ender for these combos. On block, 214HP is preferred as it is safe on block. These combos work anywhere on the screen, provided that A.K.I. is close enough to the opponent.

Light Starter

Listed here are some combos that may be good for mashing out of pressure.

Combo Drive Gauge Used Notes
2LP > 2LP > (2LP >) 236HP - 4f starter. 2LP can potentially chain into itself three times depending on the A.K.I.'s distance from the opponent.
5LP~LP > 236HP - 5f starter. Target combo into a knockdown.
2LK > 2LP > 236HP - 5f low starter into a knockdown.
CH 2LP/5LP, 5MP > 236HP - Counter-hit light starter. 5MP can hit where another 2LP could have whiffed.

Medium Starter

These combos can be done at ranges further than with light starters, but still require A.K.I. to be somewhat close to her opponents.

Combo Drive Gauge Used Notes
5MK, 5MP > 236HP - Decent range starter, though 5MP can easily whiff at further ranges.
5MP/2MP > 214LP~6P - Frame traps for each of the hits, and combos on hit. Good tool for making opponents respect A.K.I.'s 5MP. The fireball follow-up leaves A.K.I. -16 on block, so be careful when using it.
2MP/5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 5MP: 6f starter with an okay range. 2MP: 8f starter with a better range. Drive gauge used to extend combo into a knockdown.
2MP > 236PP, 2LP > 2LP > 2LP > 236HP! SF6 drive gauge.pngSF6 drive gauge.png Routing into OD Serpent Lash and Toxic Blossom. Only works from 2MP or 5HK. 236HP! extensions can be found here.
CH 5MP, 2LP > 2LP > 236HP - 6f counter-hit starter into a knockdown. Plenty of time to hit confirm.
CH 2MP/5MP > 2PP~K, 2LP > 2LP > 236HP - 5MP: another 6f counter-hit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring.
PC 2MK, 2MP > 236HP - Whiff punish into a H lash knockdown. Connects well at further ranges.
PC 5MK, 2HP - Convert whiff punish with 5MK into a knockdown.

Heavy Starter

Punish Counter 5HK routes can be found here.

Combo Drive Gauge Used Notes
5HK > 2PP~K, 2LP > 2LP > 236HP - A.K.I.'s BnB.
5HK > 214LP~6P - Similar to her 5MP route above.
CH 6HP, 5LK > 236LP - Far range counter-hit combo. Only 236LP works at far ranges.
CH 6HK, 5MP > 236HP -

Drive Rush Starter

These routes also work when inserted in as a drive rush cancel from medium/heavy buttons (with the exception of her command normals).

Combo Drive Gauge Used Notes
PDR 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge half.png Drive rush 5MK into BnB.
PDR 2MK/5MK, 5MP > 236HP SF6 drive gauge half.png 5MK: 7f low starter that has a decent range. 2MK: 5f low starter with a slightly worse range. 5MP will whiff at further ranges.
PDR 3MP, 5MP > 236HP SF6 drive gauge half.png 24f overhead option. Decent mix option.
PDR 6HK, 5MP > 236HP SF6 drive gauge half.png A bit slow, but a good approach option. Very plus on block, and plenty of time to confirm.
CH PDR 6HK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge half.png Counter-hit route, leads to more damage and corner carry.

236HP! Combo Extensions

These are combo extensions that can be added on after 236HP procs Toxic Blossom as part of a combo.

Combo Drive Gauge Used Drive Notes
...236HP!, PDR 2MP > 236HP SF6 drive gauge half.png Her go-to option, as it opens her up to the same setups after a regular 236HP (e.g. safe jumps).
...236HP!, dl 236LP - Meterless option for when her drive gauge is low. It builds enough space to safely throw out a projectile. Doesn't work at max range 236HP!
... > 236HP!, PDR 5MP > 2PP~K, 236LP SF6 drive gauge half.png For a mix of extra damage and corner carry at the cost of stricter spacing (doesn't work at max range 236HP!)
...236HP!, PDR 5HK > 236MP SF6 drive gauge half.png Better damage and better corner carry, but loses access to her usual 236HP setup.
... > 236HP!, PDR 5HK > DRC 5HK > 22P~P SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge half.png For expensive corner carry (only works at max range 236HP!)
...236HP!, PDR 2MP/5MP > 2PP~K, PDR 2MP/5MP > Super SF6 drive gauge.png Squeezes out some extra damage. Good option for closing out rounds.

Drive Gauge Used: SF6 drive gauge half.png
Easy
...236HP!, 214HP, PDR 5HK > 2PP~P

A.K.I.'s corner BnB that leads to Venomous Fang oki or combo extensions. From 2PP~P, A.K.I. can go directly into a super, or PDR 2HK > Super.

Reversal/Throw Whiff Punish

These are essentially 5HK punish counter routes.

Non-Poisoned Routes

Meterless
Very Easy
PC 5HK > 214HK, 2LP > 2LP > 2LP > 236HP

Basic punish counter 5HK routing.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge half.png
Easy
PC 5HK > 5HK > 236PP, 2LP > 2LP > 2LP > 236HP!, PDR 2MP > 236HP

Gives more corner carry and damage. The second 5HK may whiff at further ranges. Only use this combo if A.K.I. is close to the opponent.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 6137
PDR PC 5HK, 5HK > 214PP, PDR 5HK > 236MP!, PDR 5HK > 214KK6, SA1/SA2/236LP > SA3

Probably maximum damage in this situation. Hold forward briefly during OD Cruel Fate (214KK) to increase the range of the move. This route does not work in the corner because of the spacing!

  • SA1: ~4074 damage
  • SA2: ~5034 damage
  • SA3: ~6137 damage

Poisoned Routes

Drive Gauge Usage: SF6 drive gauge half.png
Easy
Damage: 3685
PC 5HK, 2PP~P!, 5HK > 214HP, PDR 2HP

A.K.I.'s midscreen Poison PC combo. Good damage and corner carry.

Drive Gauge Usage: SF6 drive gauge half.png
Medium
Damage: 3934
PC 5HK, 2PP~P!, 214HP, PDR 5HK > 2PP~P! (> SA1/SA2/SA3)

A.K.I.'s main corner Poison PC combo. Can be extended into a super for extra damage.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge half.png
Medium
Damage: 6210
PC 5HK > 2PP~P!, 5HK > 2PP~K, DR 5HK > DRC 6HK > Super/236LP > SA3

Higher damage routing into super. It is possible to extend the combo further and do more damage with 236LP > SA3. For 236LP to connect, A.K.I. has to delay the move a little bit.

If A.K.I. routes into Super without the extension (236LP > SA3), she does:

  • SA1: ~4610 damage
  • SA2: ~5020 damage
  • SA3: ~5920 damage

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 6442
PC 5HK > 2PP~P!, 5HK > 2PP~K, DR 5HK > DRC 5HK > DRC 5HK > 214HK > SA1/SA2/SA3

Very high damage routing that uses up all of A.K.I.'s drive gauge and puts her in burnout. Excellent way to close out a round, but if the opponent lives, it may be risky since A.K.I. is now in burnout.

Anti-Air Combos

It is quite difficult to hit confirm the punish counter 5HK. A.K.I. can option select her follow-ups to cancel into 214PP if the hit is not a punish counter hit.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
Damage: 2785
(Air Hit) PC 5HK, 214KK, 236MP, 236LP

Simple combo off of a punish counter air hit 5HK.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 3244
(Air Hit) PC 5HK, 214KK, PDR 5HK > 2PP~P

Extremely good corner carry and knockdown from a punish counter air hit 5HK. Leads to all the usual Venomous Fang knockdown/combo options. The combo may be a bit finicky to pull off.

Drive Impact Combos

As seen in the starter combos section.

Punish Counter
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP > 236HP

This is the same combo as the 5HK combo shown above.

Corner Wallsplat
Easy
DI, 5HK > 214HP, DR 5HK > 2PP~P

From 2PP~P, it is possible to extend further into a super, or DR 2HK > super for extra damage. Otherwise, A.K.I. gains access to a lot of setups during the knockdown.

Stun Combos

The opener for all of these combos can be adjusted for better consistency or higher damage. The opener listed below is 214MP, j.HP, 5HK.

  • j.HK can be used instead of j.HP for more consistent routing with the same damage (this is because j.HK has higher hitstun than j.HP)
  • 5MK, 5MP can be used instead of 5HK for more damage in certain routes.

Example alternate opener: 214MP, j.HK, 5MK, 5MP > ...

Meterless
Easy
Damage: 2706
214MP, j.HP, 5HK > 236MP!, 5HK > 2PP~K, 236LP!

Meterless route that gives a +50 knockdown for A.K.I. if performed correctly. This allows her to end in Orchid Spring (and leaves her +4), but doesn't give a throw mixup on oki due to spacing.

Drive Gauge Usage: SF6 drive gauge.png
Easy
Damage: 2655
214MP, j.HP, 5HK > 236MP!, 5HK > 214HP, PDR 5HK > 2PP~P

Stun combo into BnB. Lower damage compared to meterless route, but gives access to Venomous Fang knockdown.

Drive Gauge Usage: SF6 drive gauge.png
Easy
Damage: 2710
214MP, j.HP, 5HK > 236MP!, PDR 5HK > 2PP~K, 236MP!, 236LP

More damage compared to the other route. Not a Venomous Fang knockdown, but still ends with the opponent poisoned while allowing throw oki,

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
Damage: 2752
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP

A small damage increase over the 1 drive bar route, but gives both Orchid Spring (214MP) and throw oki.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png(SF6 drive gauge.png)
Medium
Damage: 2913
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, 5HK > 2PP~P!

Standard route into Venomous Fang knockdown, making it A.K.I.'s preferred option. 236PP!, 214HP is a tight link that keeps the opponent juggled high up. If the input timing is incorrect, 2PP~P may whiff. It is also possible to follow-up with supers:

  • SA1: ~3520 damage
  • SA2: ~4000 damage
  • SA3: ~4910 damage (~4980 with PDR 2HK > SA3. Uses another drive bar.)

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 3697 (SA1)
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, 214HP, PDR 5HK > 2PP~K, Super

3 Drive Bars route that leads specifically to super for the extra damage. Good for closing out rounds. Delay the 214HP for consistency.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Medium
Damage: 5030 (SA3)
214MP, j.HP, 5HK > 236MP, 5HK > 236PP, PDR 5HK > 214KK > Super

High damage route into a super. Ending with PDR > 2HK > Super does less damage.

  • SA1: ~3710 damage
  • SA2: ~4030 damage
  • SA3: ~5030 damage

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png
Hard
Damage: 5089 (SA3)
214MP, j.HP, 5HK > 236MP!, 5HK > 236PP!, DR 5HK > 214KK, 214PP~LP > SA2/SA3

Tight links but does the most damage. Ending in 214PP~LP allows A.K.I. to super cancel into either SA2 or SA3.


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