AKI is a good example of a character doesn't need to be top tier to be both fun and well designed. She's a testament of how far capcom has come with making characters feel engaging and satisfying to play.
my favorite (fake?) tech with aki is using medium slide consistently in the corner after H-Whip into grab. once they start consistently grab teching, I use light slide instead. It always pushes aki far enough away that wake up grabs will never reach and you can get a fat HK punish counter. People see you slide on the floor but rarely notice that it’s L-Slide, especially when you don’t use it all game.
Can you shimmy after the 236MK in the corner? I was looking at her setups on the wiki and it says that, on normal rise, she can't shimmy midscreen after 236MK.
@@SomeRandomDude821 I dont think you can shimmy the 236MK. everytime i try it and move back i still get grabbed before i can take a single step back ;_; . thats how i found out about the 236LK which essentially functions as the shimmy in slide setups, but this only works deep in the corner from what I can tell.
If you do end up taking questions from these comments for a second one or such. 1. What kind of outfit do you want from her outfit 3? 2. If season 2 did make one or both of her medium kicks special cancellable so she could do "long poke > DRC > shenanigans" like a lot of the better characters, INSTEAD of buffing the unique parts of her like adding new Toxic Bloom activations, would you be satisfied or disappointed with her being buffed like that?
1) I'm honestly not too bothered about costumes, capcom has been cooking with the costume 3's so far so I'll probably like whatever the make 2) Giving one of her medium kicks special cancellability /would/ be a giant buff, but personally I would be very disappointed with her being buffed like that. I don't like the feeling of turning every character into Luke/Ken if you just give them crouch mk xx drive rush. Characters are fun when they all have unique diverse tools. One of the reasons I dropped DBFZ a few years back was because the game had such a narrow range of character archetypes that every time a character had a single unique tool (oki after level 3, OTGs, multiple lows in a string etc) they pretty much automatically became top tier.
I agree about not buffing A.K.I. to function like Luke or Ken, but I’d rather see her frame data improved so that she can more consistently punish silly projectiles like Guile’s.
EDIT: sorry for the essay beforehand but hear me out please 😂 I have been trying to get your opinion on an AKI move for weeks but you been ignoring me lol? A few videos ago you were griping that AKI has no side switch combo move when she’s in the corner. Also in another video you were watching Hikaru’s gameplay and noticed he would fireball and then OD dash slide (snake step) pass the opponent to then try and hit the opponent with crouch HK from behind whilst the fireball was still coming from the front. Those vids got me thinking. So don’t you think they should have made her dive move (venomous fang) activate from her dash slide (snake step) and NOT coward crouch slide (sinister slide). This way the heavy/OD version dash slide to dive move could go pass the opponent and immediately turn around and pounce the opponent from behind (similar to Cammy’s OD spinning knuckle or how hooligan dive kick cross cuts). It would be great as another way to rushdown opponents after a fireball and also would be great when she’s cornered, as a side switch cross up move combo. For instance just imagine at 20:35 Ryu went to attack you in the corner as you did H dash slide then you immediately activated her dive move as you passed him which would automatically turn around and pounce on him and then you could continue to combo on after her dive or get Oki. Also since coward crouch dive is deemed as an anti fireball. Executing it as an anti fireball is hard. It would be easier to execute it as an anti-fireball from H/M dash slide (as dash slide starts up and moves faster than coward crouch) and her OD dash slide to dive could possibly be invincible and plus on block. Also L dash slide (the feign version) could activate a bait version of her dive by doing a short dive instead of a long one (similar to how Blanka baits with L rainbow ball). All in all this would have added another level of dynamism to her play and she would have been a definite top tier if they did this.
It would make her anti-fireball game better for sure and possibly give more reason to use LK/HK dash, might open up some new combo routes too. Neat idea but I don't know if it would make a big difference to her overall strength.
@@BroskiFGC It may bring her bad matchup’s (Guile, JP, Chun Li, Dee Jay, Cammy, Lily) to a more even level by her having “fireball then M/H/OD dash slide to dive” as an option. AKI would be able to play an alternative fireball rushdown game which as it is atm these characters currently shutdown down. Also dash slide to dive would be so much quicker on start up and so work as a much better anti-fireball (similar to spinning knuckle) against the difficult projectile character matchups with the OD version being fireball invincible at every stage of the dive. Could also help against the other hard matchups (Kim, Juri and Rashid) to relieve pressure and act as a reversal/punish counter through H/OD dash slide to (reverse) dive. So all these matchups could go from really bad to even or just bad.
Fantastic video. I m planning to learn Aki simple because people dont take her serious. But, for me, she a SNK char in a Capcom game. That s why so many SF veterans think that she is trash.
at 19:27 : regarding on her snake dash, the light version feels oddly situational when trying to bait DI for a whiff punish if you already committed either 2MP/5MP.
I feel like her archetype is the "wild card", kinda like Blanka (Though I can think of a couple of versions of this in other games, too... Soul Calibur's Voldo, Them's Fightin' Herds' Paprika, Bloody Roar's Busuzema, Guilty Gear's Faust, Dead or Alive's Brad Wong, Doctor Bosconovich in Tekken). A character who is practically overflowing with "fake" tools designed to trick your opponent into opening themselves up, usually trading the individual effectiveness of their tools for a wide toolbelt of gimmicks... though typically the most successful versions of this archetype don't really rely on their gimmicks all that much, meaning when they DO pull one of them out it's a complete surprise.
24:45 as it turns out you can still get a 5LK off of a trade with JP's crouching light punch, and because of spacing all you can get meterless is 5LK->L Lash. A good bit weaker but you can still convert.
Do you think level 2 super is worth using as a utility super for the poison mat? I've tried using it when my opponent is cornered so they're forced to be standing on it, so that sometimes leads to a counterhit forward hk -> mp -> medium whip which crumples and repoisons to lead to the whole stun combo. But I feel like a lot of times the opponent either gets out of the corner or the hit i get is a non counter hit forward hk, which leads to the hp whip which doesnt repoison, so in both cases the puddle their isnt really doing much. TLDR: Is lvl 2 worth doing for poison puddle combos, or does is the utility rarely helpful and you should just use it when it would burnout/kill
Generally no, I don't think it's worth it. For me level 2 is mostly only used either 1) when I need a kill combo and level 3 would be overkill, 2) a fullscreen fireball punish done VERY early, or 3) fullscreen chip kill when the opponent is in burnout. In my opinion the poison pool from level 2 doesn't offer much utility when most combo enders in the corner give you a regular pool setup anyway. I've studied some replays from other AKI players and I've seen Hikaru use it sometimes in the Guile matchup to create a long-lasting poison state on Guile to slowly drain Guile's health even when he's just sitting back and chucking booms, but generally it's not great outside of the above situations.
It’s actually a good anti air if you can execute it fast enough and can read which of the 3 distances is appropriate to set it on. And then you can set them up for poison detonation combos. Yeah I think it’s great in the corner. No clue if it’s optimal though. I tend to use her super meter liberally since I hardly ever burn out and use those resources more (she can do a lot of damage without any OD meter whatsoever)
Why not use 5MK to stop Drive Rushes? More range, great hitbox priority, +8 on CH, etc. Only 1F slower than 2MP but much better hitbox and range and potentially a CH conversion into 2MP stuff. You get hit a lot by Luke's DR 4HP when using 5MP, maybe try using 5MK there instead. Also it's very likely that Capcom makes her 5MP -4 on block, or increase its pushback so it can't loop on burnout. That's the exact nerf they gave Jamie's lvl 4 rekka from the beta times. And for the exact same reason; prevent the burnout loop.
My problem with the hair is the implementation. I find how she looks in her concept art to be really cool design wise, the hair also. But when it comes to the actual 3d model there's just something off about it, maybe it's too short? Doesn't go low enough? One thing for sure is I hate how her hair looks from the under side, how her sides are completely thin aside from the top -- it just looks weird and I'd rather not be able to see it, which in a way makes me wish it is longer to cover it
From a character design standpoint her hair was likely shortened on the sides because without this her face would almost always be hidden and in a game where such care was put into the expressions they wanted to avoid that.
In your December Patch Breakdown video, you said her corner bnb sets up a frame kill into meaty 3MP that gets +5 on hit, allowing a 5LK confirm. The bnb is: ..236HP, 214HP, pDR 5HK xx 2PP > P, 214MP, frame kill 5LP, 3MP (the ".." is just stand-in for any opener that leads to the combo) This sequence does get the +5 on hit as shown in the video and I am able to replicate it myself, I cannot get the 5LK to combo afterwards. I looked around a bit to see this conversion in a match and haven't found any. Does this really set up a 5LK combo? It seems like the 5LK only connects if the opponent wakes up with a button, otherwise the 5LK whiffs Any help or clarification will be greatly appreciated! EDIT: I messed around with it more, and the thought crossed my mind to try it against big bodies, because I know some Guile Boom loop routes change on them. Sure enough, the 5LK does combo on them. So at the very least this high/low mixup after this combo is a true mixup on big bodies. But if I'm missing something that makes this work against the rest of the cast, again, any help would be appreciated. Thank you in advance!
Yo, so I just realized when you were showcasing A.K.I.’s DI combo that you only used one bar per drive rush. Is that an A.K.I.-exclusive thing? Whenever I drive rush it uses 3 bars
Cancelling normal moves into Drive Rush costs three bars. Aki's combos usually don't require you to do that though. He waits until the move has fully ended and he's essentially back-to-neutral, then he uses Drive Rush, which always costs one bar to do from neutral. A cool trick to make the input easier is to input your move and then hold parry, which will activate as soon as your character can. While holding parry you now just have to double tap forward at the right time to insta-drive-rush as soon as your move ends.
That’s what I was wondering. Not canceling the moves shouldn’t allow a combo. Which is why I’m wondering if being able to combo without normal-canceling is an A.K.I. thing.
@@DrSwazzA lot of characters can combo by using Parry>Drive Rush ( press forward twice during parry ). Usually after a launch where you can only do a special or super ender, you can instead do a parry into drive rush to link a normal and cancel that instead. Some moves like Ryu's lvl2 super can cause a rolling state near the wall if it punish counters or fully charges, which gives enough time to drive rush as well. Some anti-air normals also launch jumping opponents higher if they punish counter. So the rule of thumb is if a heavy button punish counters, you probably have enough time to neutral DR.
I know in Germany there's an incentive to put your shopping cart back with the little locking devices that you have to put a coin in to get a cart, and you get the coin back when you put the cart back... no such thing in America, at least not the part I'm in.
Yes because American infrastructure is car based. It means that doing grocery on a whim is unheard of and it becomes a massive once per week affair. So you end up buying a lot at once and you need a cart for that.
To add to the first comment, there's a piece of A.K.I. art that can be unlocked via World Tour that showcases a younger version of herself when she first meets F.A.N.G. She has long black hair that's styled into a nice, braided ponytail. I think that could be a great look for her for a future outfit.
I was not expecting such a profound first question, nor did I expect such a well-informed answer
If Chun and A.K.I. ever go shopping together Chun better be ready to bring the cart back
AKI is a good example of a character doesn't need to be top tier to be both fun and well designed.
She's a testament of how far capcom has come with making characters feel engaging and satisfying to play.
Yup. She's so fun to play, she may not be the strongest, but damn is she satisfying to pull off.
Wow broski why dont you and aki get a room, also love that you defend her hair.
I'd be very jealous.
@@stevenbrunelle3156of Aki or Broski?
@@AaronW0885 Haha of Broski.
Unique hair is always cool to see.
These little kids never seen an editorial look. She looks stunning. Not everyone needs to look conventionaly attractive to the T
Q+A.K.I would've been a cool title.
Just got my AKI to Platinum yesterday 🙏🏽 thanks for inspiring me. Learned some of your combos which helped me climb all the way from Silver
Pikachu mains A.K.I. and not Blanka???
my favorite (fake?) tech with aki is using medium slide consistently in the corner after H-Whip into grab. once they start consistently grab teching, I use light slide instead. It always pushes aki far enough away that wake up grabs will never reach and you can get a fat HK punish counter. People see you slide on the floor but rarely notice that it’s L-Slide, especially when you don’t use it all game.
Can you shimmy after the 236MK in the corner? I was looking at her setups on the wiki and it says that, on normal rise, she can't shimmy midscreen after 236MK.
Thank you. I’ll be trying that out 😂. Just now getting used to her slide after getting familiar with her more important moves
@@SomeRandomDude821 I dont think you can shimmy the 236MK. everytime i try it and move back i still get grabbed before i can take a single step back ;_; . thats how i found out about the 236LK which essentially functions as the shimmy in slide setups, but this only works deep in the corner from what I can tell.
The cobra hair rules.
I have questions, but not specifically about AKI so I'll just hold off until the next stream.
When does he stream? Im in the states so I I think I just miss it due to time zone
6:16 This feels like it'd make a great Will it Kill submission
as someone who just started learning AKI, thanks for this
Preaching the truth about her hair. Love your content Broski :) AKI is cool
If you do end up taking questions from these comments for a second one or such.
1. What kind of outfit do you want from her outfit 3?
2. If season 2 did make one or both of her medium kicks special cancellable so she could do "long poke > DRC > shenanigans" like a lot of the better characters, INSTEAD of buffing the unique parts of her like adding new Toxic Bloom activations, would you be satisfied or disappointed with her being buffed like that?
1) I'm honestly not too bothered about costumes, capcom has been cooking with the costume 3's so far so I'll probably like whatever the make
2) Giving one of her medium kicks special cancellability /would/ be a giant buff, but personally I would be very disappointed with her being buffed like that. I don't like the feeling of turning every character into Luke/Ken if you just give them crouch mk xx drive rush. Characters are fun when they all have unique diverse tools. One of the reasons I dropped DBFZ a few years back was because the game had such a narrow range of character archetypes that every time a character had a single unique tool (oki after level 3, OTGs, multiple lows in a string etc) they pretty much automatically became top tier.
Did they confirm outfit 3s yet ?
I agree about not buffing A.K.I. to function like Luke or Ken, but I’d rather see her frame data improved so that she can more consistently punish silly projectiles like Guile’s.
@@Pikachu-qr4yb the original roster already got their outfit 3 and season 1 DLC will all get theirs once Akuma releases.
aki's hair is elite design, thank you
youre 100% right about the hair. im not buying guiles costume 3 for that exact reason
He combs the air in the victory pose and that sucks
I hate his default hair but combing the air is very silly
@@HellecticMojohe combs the lock of hair he has in the front
You're becoming one of my favorite content creators. You're so chill and thoughtfull.
Much love from France.
Sorry for the English typos if any.
I haven't fought a single AKI since her release. which is a shame really i find her really interesting
omg jarlswagdog
EDIT: sorry for the essay beforehand but hear me out please 😂
I have been trying to get your opinion on an AKI move for weeks but you been ignoring me lol?
A few videos ago you were griping that AKI has no side switch combo move when she’s in the corner. Also in another video you were watching Hikaru’s gameplay and noticed he would fireball and then OD dash slide (snake step) pass the opponent to then try and hit the opponent with crouch HK from behind whilst the fireball was still coming from the front. Those vids got me thinking.
So don’t you think they should have made her dive move (venomous fang) activate from her dash slide (snake step) and NOT coward crouch slide (sinister slide). This way the heavy/OD version dash slide to dive move could go pass the opponent and immediately turn around and pounce the opponent from behind (similar to Cammy’s OD spinning knuckle or how hooligan dive kick cross cuts).
It would be great as another way to rushdown opponents after a fireball and also would be great when she’s cornered, as a side switch cross up move combo. For instance just imagine at 20:35 Ryu went to attack you in the corner as you did H dash slide then you immediately activated her dive move as you passed him which would automatically turn around and pounce on him and then you could continue to combo on after her dive or get Oki.
Also since coward crouch dive is deemed as an anti fireball. Executing it as an anti fireball is hard. It would be easier to execute it as an anti-fireball from H/M dash slide (as dash slide starts up and moves faster than coward crouch) and her OD dash slide to dive could possibly be invincible and plus on block.
Also L dash slide (the feign version) could activate a bait version of her dive by doing a short dive instead of a long one (similar to how Blanka baits with L rainbow ball).
All in all this would have added another level of dynamism to her play and she would have been a definite top tier if they did this.
It would make her anti-fireball game better for sure and possibly give more reason to use LK/HK dash, might open up some new combo routes too. Neat idea but I don't know if it would make a big difference to her overall strength.
@@BroskiFGC It may bring her bad matchup’s (Guile, JP, Chun Li, Dee Jay, Cammy, Lily) to a more even level by her having “fireball then M/H/OD dash slide to dive” as an option. AKI would be able to play an alternative fireball rushdown game which as it is atm these characters currently shutdown down. Also dash slide to dive would be so much quicker on start up and so work as a much better anti-fireball (similar to spinning knuckle) against the difficult projectile character matchups with the OD version being fireball invincible at every stage of the dive.
Could also help against the other hard matchups (Kim, Juri and Rashid) to relieve pressure and act as a reversal/punish counter through H/OD dash slide to (reverse) dive.
So all these matchups could go from really bad to even or just bad.
Wow nice intro
Fantastic video. I m planning to learn Aki simple because people dont take her serious. But, for me, she a SNK char in a Capcom game. That s why so many SF veterans think that she is trash.
I actually use light slide a lot to bait Guile Flash Kicks. Sometimes they Sonic Boom instead and it flies right over my head.
i feel like aki’s command grab was implemented for opponents that like to parry a lot
This video was incredible. Thank you for your work on sharing tech Broski, this is hella helpful for us AKI players.
Great video, wanna add that the trade combo at 24:20 also does not work against Honda
that combo on jamie is insane
at 19:27 : regarding on her snake dash, the light version feels oddly situational when trying to bait DI for a whiff punish if you already committed either 2MP/5MP.
AKI better burnout pressure than even Sim? I think it's debatable
That's so true what you said about her fitting into any achetype. Like a snake she just sheds her skin constantly.
I feel like her archetype is the "wild card", kinda like Blanka (Though I can think of a couple of versions of this in other games, too... Soul Calibur's Voldo, Them's Fightin' Herds' Paprika, Bloody Roar's Busuzema, Guilty Gear's Faust, Dead or Alive's Brad Wong, Doctor Bosconovich in Tekken). A character who is practically overflowing with "fake" tools designed to trick your opponent into opening themselves up, usually trading the individual effectiveness of their tools for a wide toolbelt of gimmicks... though typically the most successful versions of this archetype don't really rely on their gimmicks all that much, meaning when they DO pull one of them out it's a complete surprise.
24:45 as it turns out you can still get a 5LK off of a trade with JP's crouching light punch, and because of spacing all you can get meterless is 5LK->L Lash. A good bit weaker but you can still convert.
25:54 hey at least it's a safe jump against Blanka ;P
that fireball trap is nasty
Huh, for some reason i can't pick up my opponent with F. Hk after they roll in the corner. Great video by the way!!
Aki command grab is great on wake up
AKI is cool
Finally chapter "thoughts on women" lmao
31:21
They couldn't fix her
Do you think level 2 super is worth using as a utility super for the poison mat? I've tried using it when my opponent is cornered so they're forced to be standing on it, so that sometimes leads to a counterhit forward hk -> mp -> medium whip which crumples and repoisons to lead to the whole stun combo. But I feel like a lot of times the opponent either gets out of the corner or the hit i get is a non counter hit forward hk, which leads to the hp whip which doesnt repoison, so in both cases the puddle their isnt really doing much.
TLDR: Is lvl 2 worth doing for poison puddle combos, or does is the utility rarely helpful and you should just use it when it would burnout/kill
Generally no, I don't think it's worth it. For me level 2 is mostly only used either 1) when I need a kill combo and level 3 would be overkill, 2) a fullscreen fireball punish done VERY early, or 3) fullscreen chip kill when the opponent is in burnout. In my opinion the poison pool from level 2 doesn't offer much utility when most combo enders in the corner give you a regular pool setup anyway. I've studied some replays from other AKI players and I've seen Hikaru use it sometimes in the Guile matchup to create a long-lasting poison state on Guile to slowly drain Guile's health even when he's just sitting back and chucking booms, but generally it's not great outside of the above situations.
It’s actually a good anti air if you can execute it fast enough and can read which of the 3 distances is appropriate to set it on. And then you can set them up for poison detonation combos. Yeah I think it’s great in the corner. No clue if it’s optimal though. I tend to use her super meter liberally since I hardly ever burn out and use those resources more (she can do a lot of damage without any OD meter whatsoever)
@@Pikachu-qr4ybYou can also link into it from a 236HP antiair, if it detonates
Why not use 5MK to stop Drive Rushes? More range, great hitbox priority, +8 on CH, etc. Only 1F slower than 2MP but much better hitbox and range and potentially a CH conversion into 2MP stuff. You get hit a lot by Luke's DR 4HP when using 5MP, maybe try using 5MK there instead.
Also it's very likely that Capcom makes her 5MP -4 on block, or increase its pushback so it can't loop on burnout. That's the exact nerf they gave Jamie's lvl 4 rekka from the beta times. And for the exact same reason; prevent the burnout loop.
Not cancelable. If they catch you using it they can DR into drive impact.
My problem with the hair is the implementation. I find how she looks in her concept art to be really cool design wise, the hair also. But when it comes to the actual 3d model there's just something off about it, maybe it's too short? Doesn't go low enough? One thing for sure is I hate how her hair looks from the under side, how her sides are completely thin aside from the top -- it just looks weird and I'd rather not be able to see it, which in a way makes me wish it is longer to cover it
Same. I think her hair should at least come down lower if not changed entirely for a future outfit.
From a character design standpoint her hair was likely shortened on the sides because without this her face would almost always be hidden and in a game where such care was put into the expressions they wanted to avoid that.
Adressing your point on Akis hair: Look how much people hate Guiles hair for his costume 3. I think that proves your assessment.
that's a good aki tutorial
How can you tell when the DP follow up (cr.jab, cr. jab ~ blah) will fail? Sometimes the jabs push the opponent out of range:/
I feel like aki would shop online
What if A.K.I's throw poisoned people but also if she threw someone while they're poisoned it gave her a (scaled) combo
Combo might be insane bc of wall carry off a midscreen throw, but making it trigger blossom and get a good chunk more damage could be neat.
Why no mention on med kick into med punch?
Edit: nvm. Forgot its a q&a vid and not a guide per se.
Against DJ you're+9 after f hk, st mp trade, so you get st hk od fireball and drive rush for a million damage
In your December Patch Breakdown video, you said her corner bnb sets up a frame kill into meaty 3MP that gets +5 on hit, allowing a 5LK confirm. The bnb is:
..236HP, 214HP, pDR 5HK xx 2PP > P, 214MP, frame kill 5LP, 3MP
(the ".." is just stand-in for any opener that leads to the combo)
This sequence does get the +5 on hit as shown in the video and I am able to replicate it myself, I cannot get the 5LK to combo afterwards. I looked around a bit to see this conversion in a match and haven't found any. Does this really set up a 5LK combo? It seems like the 5LK only connects if the opponent wakes up with a button, otherwise the 5LK whiffs
Any help or clarification will be greatly appreciated!
EDIT:
I messed around with it more, and the thought crossed my mind to try it against big bodies, because I know some Guile Boom loop routes change on them. Sure enough, the 5LK does combo on them. So at the very least this high/low mixup after this combo is a true mixup on big bodies.
But if I'm missing something that makes this work against the rest of the cast, again, any help would be appreciated. Thank you in advance!
Would it be OP if poison drained drive gauge or even just stopped it from recovering?
A.K.I. is cool and you are too
What are your go too meaty setups for akis overhead? i can never seem to land it consistently.
A.K.I. is C.O.O.L.
Aki IS cool!
Most of this info is moot because of patch... 😅😅 New video idea updating these questions and adding more Q&As?
Yo, so I just realized when you were showcasing A.K.I.’s DI combo that you only used one bar per drive rush. Is that an A.K.I.-exclusive thing? Whenever I drive rush it uses 3 bars
Cancelling normal moves into Drive Rush costs three bars.
Aki's combos usually don't require you to do that though. He waits until the move has fully ended and he's essentially back-to-neutral, then he uses Drive Rush, which always costs one bar to do from neutral.
A cool trick to make the input easier is to input your move and then hold parry, which will activate as soon as your character can.
While holding parry you now just have to double tap forward at the right time to insta-drive-rush as soon as your move ends.
That’s what I was wondering. Not canceling the moves shouldn’t allow a combo. Which is why I’m wondering if being able to combo without normal-canceling is an A.K.I. thing.
@@DrSwazzA lot of characters can combo by using Parry>Drive Rush ( press forward twice during parry ). Usually after a launch where you can only do a special or super ender, you can instead do a parry into drive rush to link a normal and cancel that instead.
Some moves like Ryu's lvl2 super can cause a rolling state near the wall if it punish counters or fully charges, which gives enough time to drive rush as well.
Some anti-air normals also launch jumping opponents higher if they punish counter. So the rule of thumb is if a heavy button punish counters, you probably have enough time to neutral DR.
I got cooked in a video 🫡
The manon downplayers shall prevail
What do you think A.K.I. stands for, assuming it's an acronym?
Acute Kidney Injury
Ostracized by the AKI community? I guess Brosky will stop talking to himself. :^
Chill AKI is a classy lady she would def put the cart back.!!!!!!! Stop playing my girl...(SHuuSH dont tell Kimberly i said that)
A.K.I is cool :)
AKI best shoto?
YEAH FUCK THE HATERS AKI'S GREAT AND HER HAIR IS COOL unrelated I am an AKI main
Is the shopping cart an american thing? Ive ever only heard that from americans
I know in Germany there's an incentive to put your shopping cart back with the little locking devices that you have to put a coin in to get a cart, and you get the coin back when you put the cart back... no such thing in America, at least not the part I'm in.
Yes because American infrastructure is car based. It means that doing grocery on a whim is unheard of and it becomes a massive once per week affair. So you end up buying a lot at once and you need a cart for that.
I wish I was confident enough to attempt those combos. I worry about my meter too much, plus I drop them sometimes. There’s no hope for me😭😭😭
A.K.I is sexy af, but that hair..... I hope Capcom gives her different hair for her Outfit 3.
To add to the first comment, there's a piece of A.K.I. art that can be unlocked via World Tour that showcases a younger version of herself when she first meets F.A.N.G. She has long black hair that's styled into a nice, braided ponytail. I think that could be a great look for her for a future outfit.