As promised here we are with the Aki guide for SF6! Decided to do it in the new "starter guide" format, but don't worry still got plenty of goodies for ya! Timestamps in the video as always so skip ahead to whatever makes sense for you, and also this is a late night upload so if you could spare a like it would be greatly appreciated! RU-vid normally doesn't care for late night uploads but I wanted this up today as promised!
Yo rooflemonger. Just wanna give you a progress report. I started fighting games towards DBFZ active life cycle. Since then you've taught me Mortal Kombat, guilty gear and street fighter. I went from your tutorials a few games back to being master player in street fighter who occasionally gets put against a pro from time to time. Thank you for all the education you have given me. You are a light in this community
How long did it take you to be really good at it? Bc i struggle a little bit finding my main to get good with and MK1 for example was a little too complicated for me and i ended up deleting it.. But i really want to get good at least in Street, You got any tips?
@@sonasencepiu my biggest tip is to live in the lab, practice practice practice so you are consistent. There's an answer for everything. You just don't have it yet. And keep watching rooflemonger. For reference I was complete noob and started watching him half way through dragon Ball fighterz life cycle and I'm able to fight masters and top rankers now. Watch your replays too. If something keeps beating you, go into lab and see what your answers are.
@@sonasencepiuheya friend, I wanted to know how your learning is going, I'm just starting out too and I wanted some tips to improve and if it's worth starting in fighting games.
@@sonasencepiualso, i speak for experience, i've coached a bunch of friends who were knew to the genre, on both guilty gear and sf6, my advice is Do Not take the game too seriously and don't take losses too personal, it's ok to be angry at something but after a while just realize that you're bad/stupid and move on, EVERYONE is bad/stupid at the beginning, and if you're too angry to rationalize, take a break, emotions makes you lose, this was a huge part for my friends, once they started to control their anger they've become much stronger To be honest, i too have learned from them, i see how foolish i sound when im angry and that helped me a lot😂
If you are early crew to the video, video probably not 1440p quality yet, sorry! Couldn't wait on processing anymore lol. If you aren't here at the start of the video though then its probably already 1440p and no worries! Hope you enjoy the video
Were you able to get the meterless throw oki option to work? I hit s.LP and then go into stance to throw but I am still getting punished by their c.LP/jab. Roofle does mention it needs to be "frame perfect", and admittedly I am not 100% sure what that means but I am assuming it needs to be timed perfectly. Do you or anyone who happens to read this have tips on being "frame perfect" for this oki option?
@@seanmadsourivong7823 Your assumption is correct. "Frame perfect" means something must be timed to start on one specific frame. For situations like this, the biggest thing you can do is lab it out. You say you keep getting jabbed out by your opponents so I would go to training mode and set the dummy to c.LP as soon as they recover and just practice. As Roofle says in the video, the s.LP after you get the knockdown is to "eat dead air" (frames) and help time going into stance. First, check frame data and look for the exact frame you can get your s.LP to come out, and once you've got to where you can get the s.LP out on the first frame after your recovery, then try stance into throw right after. If you get jabbed out, then you know your timing is too late. Rinse and repeat until you're landing the throw consistently. Hope this helps.
Thank you so much for having the combos written out and in slo-mo. For a new character I can't watch full speed unannotated combos and know what the hell is happening.
Glad we have a guide for A.K.I. I haven't bought yet at the time I write this comment, but I did play around with her using a rental ticket. She'll take some time to learn, but she's very fun from what I played. ^^
You might have mentioned this in the video and I missed it but AKI can sometimes be weak to random DI since her pokes can’t be special canceled. I noticed this a lot when I was playing her.
This was great, thanks! I've spent hours with her in and out of training since she released and you were still able to illuminate some things for me, particularly about her oki setups.
The post knockdown guide was gold for me. Yesterday i made Plat, i think with this knowledge i can push for Diamond now after some more hours in the lab
She’s a cool and unique character, I have to say that her play style is not for me personally but a good addition to the roster. Im sure people are going to pull out bonkers combos and whatnot in time with her.
Once again, my teacher Roof is teaching all of us! Thank you once more man, thank you so very much man 🙏🏻🔥 oh and 2:38, maaaan I use Zangief, I don't care about wake up options lool 😢
to a degree yes! I didn't go omega in depth in the combos as this is meant to be the more general starter guide though. Normally combos/guide are two separate things but trying a new format starting with MK1, one where it doesn't take most of my week two make those two videos lol
the poison reminds me of testaments stinky effect in ggst! but with more utility, been to busy learning mk1 (finally get it n am having fun) to play her but she looks like my kinda character good mid range, command grab n interesting mechanics! the puddle bullying looks fun lol
This is the best guide I've watched on her, so thanks! I use modern and thankfully you can do everything in this vid even on modern, so capcom did a great job adapting her to MC for people like me. Another vid with DI hit/wall bounce combos + burnout stun combos would be good. Although I think I have a good handle on them. Doing setup to lay down the poison puddle in corner that leads into a mixup can pretty much give you the 60%+ damage combos with level3. It feels so good to land these combos. Only thing that is confusing to me is mid screen, Ive seen people anti air lash, DR into bubble, DR into HK+that flying kick, into super etc. I can never land the bubble in that combo as seems to only work in corner. So showing anti air options that lead into big stuff would be great also. Cheers mate.
There's also a lot of setups, some pretty easy to do too, after the corner combo QCB+HP, DR stHK xx Stance+P. Instead of going into super, you let the combo drop to be +84 or something like that, as said in the video you always get to lay a puddle of poison but then you can do more. After Venomous Fang you can do QCB+MP (you place the puddle), then immediately QCB+LP (fireball), this will hit very meaty giving you +12 on block (enough to frame trap with forward Heavy Kick) and a straight combo on hit (with both stHP or fHK, at your pleasure). Since they're gonna be poisoned if you go for QCF+HP it will trigger Toxic Bloom allowing you to juggle again in QCB+HP restarting the same sequence. This is pretty easy to do, and it's great to both pressure in general and bust some defensive options such as characters who have to rely on Super 1 to reversal (fireball will always beat Super 1) or, more interestingly, JP's Amnesia, OD or not. Amnesia doesn't counter fireballs so a JP who mashes it will be counter-hit straight into the blender again. Another setup I stole from Nemo was, always after Venomous Fang, QCB+MP (puddle), whiff stLP, overhead that hits meaty to be +5, you're too far to combo from jabs but you can do stLK into QCF+LP or, the complicated stuff Nemo does, stLKxxDR stLP, stMPxxQCF+HP, back into the loop. You can also whiff stMP after placing the puddle in that sequence to be +12 straight in their face. After Venomous Fang you can also not lay the puddle and whiff a sweep and then jump forward to get a safe jump, you can backdash and then whiff a stLP and then do fireball to be +22 on block and be far enough to avoid reversals (I think that's the point of giving up a free puddle), you should also be able to try to go for a hard 50/50 after placing the puddle by going into stance and then either wait to hit them meaty with the legs or go for command grab. Her mid-screen options are also pretty good, although not as oppressive obviously. Every time you land a QCF+HP you get to choose between medium slide pressure, double dash, safe jump, DR offense into either crMK or overhead that both lead into combos, and so on. My impression is that AKI is less of a real zoner and more of a character with some full-screen and mid-range options who aren't the best in their kind, but once she lands literally anything she can get the party started really hard. She's a snowball character who lies in wait until she gets an opening and then can ruin you off a single sequence.
A video idea just accured to me. So im the type of player that cannot thrive with a character unless i invest a lot of time into them. Not bc im ass (with a character that isnt my main at least lmao) but bc i just need time to acclimate to a characters moveset and stats more than the average player before i feel confident to pull them out at a tournament. My process is basic day 1 strats then lab out road blocks i run into whether i be higher damaging punishes, match up specific interactions, etc. Its a long grind for me when i play a game like sf6 where i dont have the legacy knowledge nor the strong fundamental understanding for the game at its core rather than my own character knowledge. So the video idea is how to quickly pick a character up or at least create your own road map to becoming proficient with a brand new character.
Maybe...probably definitely because I suck, I have difficulty timing the drive rush after Heavy lash. The timing seems a bit odd. I am a Dee Jay main and when OD Jus cool-->Maximum strike-->drive rush then I'm ok. The transition seem more fluid. With A.K.I. it seems odd and I'm having a hard to with consistency. Tips?
I always struggle doing long combos, so I'm a big fan of characters with good neutral game so I can mostly rely on game sense and pokes. I picked her up yesterday (i mean, that design) but I keep getting hit out of serpent slide, though, it's annoying.
I think it's pretty funny how online people have mastered her corner combos already. She has pretty hard combo trials imo but I've been getting hit by the wildest shit in the corner. Not very ususal in the first week of the character(at least not in my plat 5 level)
its not zero risk as you still get thrown, and throw loops are the strongest offense in the corner which means you have exactly zero defense against it