“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
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
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)
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
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
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.
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.