“Numpad makes it easier guys!!!! *proceeds to just show a random combo with numbers and letters at the bottom of the screen with no details whatsoever*
Also, if you start a combo when the opponent is poisoned, irrespective of how much time they had left being poisoned, they will remain poisoned until the combo ends or you trigger the poison bloom. (Sorry if this was covered somewhere)
Notably, [214HP] has absolutely abysmal damage scaling. If you're doing a short combo, it's always better to use [236HP]. However, its "raw" damage is actually higher, so, if you did a long combo with maximum scaling, it's actually more damage to do [214HP]. It's also safe on block instead of minus a billion.
figured youd talk more about the absolutely ridiculous oki you get from a +84 knockdown from a poisoned Venomous Fang (coward crouch punch) in the corner, just the 214MP into 214LP setup alone is so insane to me. also after hitting a (...)crLP xx 236H combo on a poisoned opponent, you can do drive rush crMP xx 236HP to get the exact same safe jump setup as a non-poisoned 236HP ender.
it's a little janky but if the opponent is poisoned and you want to meterdump, you should always wait a bit after DR Cancel 5HK before pressing 5MK, to let the poison tick up as much as possible before continuing the combo Also, it's not a great option to do every time, but after a fireball you can follow with coward crouch and potentially land a punch followup if the fireball hits or if they use a fireball to block your own, and just get up from couch or do kicks//throw if you're close enough if it gets blocked
watched a lot of aki videos. im a newbie and a lot of videos just explains combos and strategy, but this video really breaks her down and i got got a lot of wins after this. preciate it man
I’m glad that you’ve made a guide for this character now that I’m maining her alongside Manon, especially regarding the anti-fireball section. They really need to buff twirl, though I feel like anti-fireball moves in general when it comes to sf6 usually comes with some secret fine print. Diaphone’s guide is good too, but the fireball follow up being useless isn’t entirely true as seen in the vid. It even cancels to level 3 to squeeze out even more damage when needed to end rounds or use your last bit of gauge in the super big combos (my favorite thing about this character).
If you do manage to go over a fireball with Cruel Fate H, it'll be a Punish Counter and you can link a crMP instead of crLP for better routes/damage, Same thing with EX Chain through fireballs or Coward Crouch kick after low profiling a DI (or if any other PC instance).
likely most people know this by now but the big advantage of 5lp target combo vs 2 crouch jabs is it’s a natural frame trap, so its not only easy to hitconfirm but it makes stand jab a much better tick throw option
A good mix up to protect against fireball is to either teleport under Ex fireball or to ex CBheavykick can be costly but it helps when pressured at corner or when wanting to pressure turtles I find.
You can actually use heavy punch sweep to catch or just to add a bit more dmg after they fall from being hit by heavy chain toxic bloom (mid screen/away from corner) you can do ex chain if they are poisoned follow up with standing heavy kick into wreath then drive rush into heavy sweep as they fall from the sky
Feel like the jumping stabby stabs, that she does need to have light and medium versions on modern. I know you can press back or forward to change how far she goes on an EX version, but you should be able to do so on the normal down special button version too
Getting a radiologic technologist degree I'm at the part where I work unpaid 40 hour weeks for a year to get 2100 hours clinical time (bout 900 so far)
2LP 2LP 2LP DRIVE RUSH >> 2LP > 2MP is (very slightly) more damage than 2LP 2LP 2LP DRIVE RUSH >> 5LP~LP Oh you put it later in the video. Oddly, I see a lot of 5LP~LP in that combo when playing online.
not sure if anyone mentioned this but one of the strongest things i think aki has, that i found during my play is that her medium punches are actually good single hit confirms to heavy chain, little bit on the harder side but i think its definitely possible, makes st mp a wild 6f normal in my opinion
Anti-air [214K > 236HP] is actually pretty unreliable. The opponent is too low a lot of the time. Maybe you can try to pay attention to their height, and hit-confirm accordingly.
baf makes the best combo guides, actually explains how things works instead of just showing bnbs
he's the goat 🐐
“Numpad makes it easier guys!!!!
*proceeds to just show a random combo with numbers and letters at the bottom of the screen with no details whatsoever*
@Neogears1312 it def does make it easier, but it's not great to just show with no details lmao
Also, if you start a combo when the opponent is poisoned, irrespective of how much time they had left being poisoned, they will remain poisoned until the combo ends or you trigger the poison bloom. (Sorry if this was covered somewhere)
Notably, [214HP] has absolutely abysmal damage scaling. If you're doing a short combo, it's always better to use [236HP]. However, its "raw" damage is actually higher, so, if you did a long combo with maximum scaling, it's actually more damage to do [214HP]. It's also safe on block instead of minus a billion.
@@michaelchilds5278 it always adds 15 to the current general scaling penalty. You can read my website for more details.
figured youd talk more about the absolutely ridiculous oki you get from a +84 knockdown from a poisoned Venomous Fang (coward crouch punch) in the corner, just the 214MP into 214LP setup alone is so insane to me.
also after hitting a (...)crLP xx 236H combo on a poisoned opponent, you can do drive rush crMP xx 236HP to get the exact same safe jump setup as a non-poisoned 236HP ender.
it's a little janky but if the opponent is poisoned and you want to meterdump, you should always wait a bit after DR Cancel 5HK before pressing 5MK, to let the poison tick up as much as possible before continuing the combo
Also, it's not a great option to do every time, but after a fireball you can follow with coward crouch and potentially land a punch followup if the fireball hits or if they use a fireball to block your own, and just get up from couch or do kicks//throw if you're close enough if it gets blocked
Best SF6 Aki Tutorial on the RUclips. Thanks a lot for sharing.
watched a lot of aki videos. im a newbie and a lot of videos just explains combos and strategy, but this video really breaks her down and i got got a lot of wins after this. preciate it man
remarkably thorough, well done
Lk leaping strikes while not airborne immediately is a pretty good throw bait for delay tech considering it's safe and combos on hit
This is hugely helpful. Thank you.
I’m glad that you’ve made a guide for this character now that I’m maining her alongside Manon, especially regarding the anti-fireball section. They really need to buff twirl, though I feel like anti-fireball moves in general when it comes to sf6 usually comes with some secret fine print.
Diaphone’s guide is good too, but the fireball follow up being useless isn’t entirely true as seen in the vid. It even cancels to level 3 to squeeze out even more damage when needed to end rounds or use your last bit of gauge in the super big combos (my favorite thing about this character).
Was waiting for this, thanks Baf, love your guides!
If you do manage to go over a fireball with Cruel Fate H, it'll be a Punish Counter and you can link a crMP instead of crLP for better routes/damage,
Same thing with EX Chain through fireballs or Coward Crouch kick after low profiling a DI (or if any other PC instance).
No jimmy bnb heartbroken, much love baf appreciate the effort
likely most people know this by now but the big advantage of 5lp target combo vs 2 crouch jabs is it’s a natural frame trap, so its not only easy to hitconfirm but it makes stand jab a much better tick throw option
Good shit as always bruh - been watching you for years, you never disappoint
A good mix up to protect against fireball is to either teleport under Ex fireball or to ex CBheavykick can be costly but it helps when pressured at corner or when wanting to pressure turtles I find.
you the realest Baf. You're a wealth of knowledge we truly dont deserve
Thanks for this guide Baf. Good shit, A.K.I is a really fun character and probably my main right about now because of all her cool unique shit.
You can actually use heavy punch sweep to catch or just to add a bit more dmg after they fall from being hit by heavy chain toxic bloom (mid screen/away from corner) you can do ex chain if they are poisoned follow up with standing heavy kick into wreath then drive rush into heavy sweep as they fall from the sky
LETS GOO BEST COMBO VIDS EVER
For the punish counter you get a bit more dmg by ending with heavy punch, heavy punch target combo.
S.HK,COWARD CROUCH PUNCH,S.HK,QCB.HP,DR,HP,HP.
That's much better since it poisons them too
was waiting for this :)
cheers!
Labbing this later, thx!
Great video!
Feel like the jumping stabby stabs, that she does need to have light and medium versions on modern. I know you can press back or forward to change how far she goes on an EX version, but you should be able to do so on the normal down special button version too
Thanks!
I just enjoy these videos and wish a new dlc comes so we blessed again 😊
Bro where have you been I miss your videos
Getting a radiologic technologist degree
I'm at the part where I work unpaid 40 hour weeks for a year to get 2100 hours clinical time (bout 900 so far)
@@Bafael dang good work man! Glad to see you succeeding
@@Bafaelnoice
@@Bafaelarent x-ray machines just fancy hitbox viewers?
@@Bafael Godspeed to you man
thank you, very useful👍
Will Baf play MK1 or get his fancy medical license
I hope he gets his liscense or goes to play MKX with the rest of the discord lol
Very useful.👍
Is it just me or did the screen just vibrate when light chain reacts with poison?
After unpoisoned 236HP in the corner, a forward dash will autotime a meaty overhead for a combo.
2LP 2LP 2LP DRIVE RUSH >> 2LP > 2MP
is (very slightly) more damage than
2LP 2LP 2LP DRIVE RUSH >> 5LP~LP
Oh you put it later in the video. Oddly, I see a lot of 5LP~LP in that combo when playing online.
Youre the best
not sure if anyone mentioned this but one of the strongest things i think aki has, that i found during my play is that her medium punches are actually good single hit confirms to heavy chain, little bit on the harder side but i think its definitely possible, makes st mp a wild 6f normal in my opinion
Also might be worth doing sweep after antiair cr HK
How did I never show this
So far the DLC characters have been really good. I didn't like SFV Akuma at all so I'm quite curious as to what they'll do with him.
Get ready for one button raging demon
@@superbnnsimagine punishing throws with instant air super
i might be blind but does the poison deals dps? i cant see ryu's healtbar melt slowly with the poison
It's slow but yes the poison does damage over time
I’m assuming it does, but does slide command grab beat DI?
Yeah but it has long startup
Damn. No Deejay yet 😔
I dont think her hard kick coward kicks combo works anymore
it does, that's a staple combo for her and it's not going anywhere, just work on your timing.
@@Bafael forward fierce kick? or just regular standing?
Regular standing. I don't think f+hk to coward kicks ever worked outside of drive rush juggles@@lollolz909
WHAT THE FUCK BAFAEL MADE AN AKI GUIDE AND I DINDT SEE? WHY ?
360p time
144p time
Anti-air [214K > 236HP] is actually pretty unreliable. The opponent is too low a lot of the time. Maybe you can try to pay attention to their height, and hit-confirm accordingly.
💯 'promo sm'