FIGHTER GUIDE IORI'S STRATEGY

A.K.I.
A.K.I.

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Home›Fighter Guides›A.K.I.›Combos & Okizeme
COMBO ROUTES

A.K.I. Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (32)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit ☠ = the opponent is poisoned

Serpent Lash = 236P Nightshade Pulse = 214LP Nightshade Chaser = Nightshade Pulse > 6HP Orchid Spring (poison pool) = 214MP Toxic Wreath = 214HP Cruel Fate = 214K Snake Step = 236K Sinister Slide = 2PP Venomous Fang = Sinister Slide > P Heel Strike = Sinister Slide > K Entrapment = Sinister Slide > LP+LK

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

OD Nightshade Chaser

OD Nightshade Pulse into Nightshade Chaser applies poison even on a normal block, including against burned-out opponents. It does not apply poison if Drive Parried.

Qiong Qi: st.HP > HP

Without poison, the 2nd hit now causes a spinning knockdown with longer launch time, allowing follow-ups at close range or in the corner. Against a poisoned opponent, it still triggers Toxic Blossom.

6HP

Active duration changed from 3F to 4F, and block advantage from -4F to -3F. Meaty setups from +18F became stronger.

cr.HP

On Punish Counter, this poisons the opponent.

L Cruel Fate

Hit advantage changed from +1F to +2F, and the lower hurtbox was reduced.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

cr.LP > cr.LP > st.LK > H Serpent Lash

H Serpent Lash leaves approximately +44F.

low starter

cr.LK > cr.LP > cr.LP > H Serpent Lash

2. Basic st.MK route

st.MK > st.MP > H Serpent Lash

Continue into wake-up pressure at +44F after H Serpent Lash.

3. st.MP into a safe buffered follow-up

st.MP > Toxic Wreath

Toxic Wreath leaves approximately +40F on hit and is -4F on block.

4 st.MPDrive Rush

st.MP > CDR st.MK > st.HK > Heel Strike > cr.LPx2 > st.LK > H Serpent Lash

5 DR low

DR cr.LK > st.MP > H Serpent Lash

DR cr.LK hit: +7F block: +2F

6 DR overhead

DR 3MP > st.MP > H Serpent Lash

hit: +7F block: +2F

7 DR cr.MK

DR cr.MK > st.HK > Heel Strike > cr.LPx2 > st.LK > H Serpent Lash

DR cr.MK hit: +9F block: +5F

8 st.HK Punish Counter

st.HK PC > H Cruel Fate > cr.LPx2 > st.LK > H Serpent Lash

9 cr.HK Punish Counter

cr.HK PC > M Serpent Lash

extension

cr.HK PC > DR st.MP > Heel Strike > L Serpent Lash

/ Year4 cr.HK PC

10. H Serpent Lash: Toxic Blossom against a poisoned opponent

cr.LPx2 > st.LK > H Serpent Lash☠ > DR cr.MP > H Serpent Lash

Return to +44F wake-up pressure.

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ESSENTIAL ROUTES04

M Serpent Lash against a poisoned opponent

M Serpent Lash☠ > Toxic Blossom > crumple at +69F

Example

M Serpent Lash☠ > st.HK > Heel Strike > L Serpent Lash

corner

M Serpent Lash☠ > st.HK > Toxic Wreath > DR st.HK > Venomous Fang > Orchid Spring

Damage plus poison-pool setup.

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ESSENTIAL ROUTES05

Toxic Blossom from H Serpent Lash

H Serpent Lash > hit +44F

H Serpent Lash☠ > Toxic Blossom > crumple at +53F

anti-air Example

H Serpent Lash☠ > M Serpent Lash

Using 1 meter bar

H Serpent Lash☠ > DR st.HK > Venomous Fang

high damage Example

H Serpent Lash☠ > DR st.HK > OD Cruel Fate > DR st.MP > M Serpent Lash☠ > DR st.HK > OD Cruel Fate > SA3

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ESSENTIAL ROUTES06

Year4: Qiong Qi

Qiong Qi = st.HP > HP

Without poison: knockdown at approximately +34F.

With poison: Toxic Blossom into a knockdown at approximately +54F.

Example against a poisoned opponent

Qiong Qi☠ > M Serpent Lash

extension

Qiong Qi☠ > DR st.HK > Toxic Wreath > DR cr.HP

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ESSENTIAL ROUTES07

OD Serpent Lash

Without poison

OD Serpent Lash > hit +4F

With poison

OD Serpent Lash☠ > Toxic Blossom > crumple at +71F

Example

cr.MP > OD Serpent Lash > st.LK > M Serpent Lash

Then

> forward dash st.LK > Heel Strike > L Serpent Lash

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COMBO ROUTES08

DR MP starters

DR st.MP > hit +7F > block +1F

hit Example

DR st.MP > cr.MP > OD Serpent Lash > st.LK > M Serpent Lash☠ > walk forward slightly > H Serpent Lash

After the opponent blocks

Options: cr.LP, throw, or walk back to shimmy.

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COMBO ROUTES09

Invincible-Reversal Punishes

basic

st.HK PC > H Cruel Fate > cr.LPx2 > st.LK > H Serpent Lash

Approximately 3000 damage plus +44F wake-up pressure.

For maximum damage, extend with OD Serpent Lash and Toxic Blossom.

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ESSENTIAL ROUTES10

Corner: without poison

cr.MP > OD Serpent Lash > st.LK > M Serpent Lash > follow-up options

After Toxic Blossom:

• st.HK • Toxic Wreath • Heel Strike • Venomous Fang • Orchid Spring

Choose a follow-up from these options.

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ESSENTIAL ROUTES11

Corner poison-pool setup route

M Serpent Lash☠ > st.HK > Toxic Wreath > DR st.HK > Venomous Fang > Orchid Spring

After placing the poison pool: approximately +38F.

Continue into corner setplay.

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SETPLAY12

Key Frame Advantage by Ender

H Serpent Lash > +44F

M Serpent Lash > +44F

M Serpent Lash Toxic Blossom > crumple at +69F

H Serpent Lash Toxic Blossom > crumple at +53F

OD Serpent Lash Toxic Blossom > crumple at +71F

Toxic Wreath > +40F

Nightshade Chaser / projectile explosion > approximately +42F

OD Cruel Fate > +42F

H Cruel Fate airborne hit > +41F…

OD Nightshade Pulse > +45F…

cr.HP > +27F

cr.HK PC > +48F

Qiong Qi without poison > +34F

Qiong Qi with poison > +54F

forward throw > +19F

back throw > +27F

SA1 > +30F

SA2 > +30F

SA3 > +30F

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SETPLAY13

Setplay

1 H Serpent Lash +44F: Important

H Serpent Lash > +44F

two forward dashes

A.K.I.'s forward dash takes 19F.

44 - 19 - 19 = +6F

From there:

• cr.MK • st.HK • throw

An immediate throw is slightly too early; delay it by a few frames.

2 H Serpent Lash +44 > DROkizeme

H Serpent Lash > DR

Options

DR st.MP > strike

DR cr.MK > low

DR 3MP > overhead

DR throw > throw

Stop DR early and walk back to shimmy.

3 H Serpent Lash +44 > 6HP active-frame meaty

Pattern A

+44 > cr.LK > cr.LK > 6HP

Pattern B

+44 > st.MP whiff > 6HP

Leave approximately +18F, then connect 6HP on its later active frames.

Approximate values

hit: +6F block: 0F

On hit

> st.MP > H Serpent Lash

4 +37F > forward dash > 6HP

+37F situation > forward dash (19F) > +18F remaining > 6HP as a late-active-frame meaty

Approximate values

hit: +6F block: 0F

5 +32F > cr.LP whiff > 6HP

+32F > whiff cr.LP (14F) > +18F remaining > 6HP as a late-active-frame meaty

6 +31F > st.LP whiff > 6HP

+31F > whiff st.LP (13F) > +18F remaining > 6HP as a late-active-frame meaty

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SETPLAY14

+18F > 6HP Setplay

Learn the following as variations of the same setup.

+44 > cr.LKx2 > +18

+37 > forward dash > +18

+32 > cr.LP whiff > +18

+31 > st.LP whiff > +18

From there:

> 6HP active-frame meaty

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COMBO ROUTES15

Safe jump after H Serpent Lash

H Serpent Lash > +44F

Depending on spacing:

• forward jump HP • Jcr.HP

Choose between these options as appropriate.

Recovery choice, spacing, and corner position affect the setup. Confirm a consistent route in Training Mode.

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COMBO ROUTES16

safe jump > shimmy

j.HP safe jump > make the opponent block > walk back slightly > bait a throw tech > st.HK PC

From there:

st.HK PC > H Cruel Fate > light attacks > H Serpent Lash > +44F again

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ESSENTIAL ROUTES17

OD Cruel Fate

OD Cruel Fatehit > +42F

A baseline for a safe jump.

OD Cruel Fate on block > +2F

From there:

• cr.LK • throw

Against delayed throw techs:

• cr.MK • st.HK

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ESSENTIAL ROUTES18

After forward throw

forward throw > +19F

Options

Options: DR st.MP, DR cr.MK, DR throw, or wait and observe.

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ESSENTIAL ROUTES19

After a back throw

back throw > +27F

After switching sides in the corner, for example:

• 6HP • 6HK • DR strike

These are easier to time as meaties.

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ESSENTIAL ROUTES20

Toxic Wreath +40F

Toxic Wreath > +40F

From there:

• DR st.MP • DR cr.MK • DR 3MP • DR throw • shimmy

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ESSENTIAL ROUTES21

Poison pool at +38F

corner

Combo > Venomous Fang > Orchid Spring

After placement: approximately +38F.

From there, use DR into:

• st.MP • cr.MK • 3MP • throw • shimmy

The opponent will want to escape the poison pool. Watch for:

• jump • walk forward • invincible reversal

Aim to catch these escape attempts.

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ESSENTIAL ROUTES22

Poison pool into late-active Nightshade Pulse

Venomous Fang☠ > Orchid Spring > Nightshade Pulseactive-frame meaty

A late-active blocked hit can leave approximately +12F in some cases.

From there:

Continue pressure with 6HK or another suitable option.

Watch out for invincible reversals.

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ESSENTIAL ROUTES23

New in Year 4: OD Nightshade Chaser applies poison on block

OD Nightshade Pulse > Nightshade Chaser > block

In Year 4, this poisons the opponent.

Drive Parry prevents the poison application.

When to use it

The aim here is to apply poison on block rather than force point-blank pressure.

Poison the blocking opponent > make them move > use L Serpent Lash, a preemptive st.MK, anti-air H Serpent Lash, or a whiff punish.

Look for these opportunities.

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ESSENTIAL ROUTES24

Key properties of Drive Rush attacks

DR cr.LK > hit +7 / block +2

DR st.MP > hit +7 / block +1

DR cr.MK > hit +9 / block +5

DR 3MP > hit +7 / block +2

From H Serpent Lash at +44:

overhead low throw shimmy

Build pressure around these options.

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ESSENTIAL ROUTES25

6 HK

6HK > startup 14F > hit +4 > block +2

Avoids lows from frame 11 onward.

After the opponent blocks

Options: walk forward and throw, cr.LP, or walk back to shimmy.

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COMBO ROUTES26

SA2 poison pool

SA2 > startup 7F > Damage2600 > hit after+30F

After the attack, it leaves a large poison pool that lasts a long time.

This can coexist with regular Orchid Spring.

basic

SA2 > keep the opponent inside the poison pool > strike / throw / overhead > Toxic Blossom > a large combo.

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COMBO ROUTES27

SA3

SA3 > 4000

CA > 4500

startup 10F

On hit: hard knockdown at +30F.

At the end of a Toxic Blossom combo, this provides substantial damage to finish the round.

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ESSENTIAL ROUTES28

Against a stunned opponent

basic

Orchid Spring > j.HP > st.MK > st.MP > M Serpent Lash

Depending on the remaining Drive meter:

• st.HK • OD Serpent Lash • DR st.HK • Venomous Fang • H Cruel Fate • SA

Extend with these options.

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ESSENTIAL ROUTES29

10 Practical Starter Routes

1. cr.LPx2 > st.LK > H Serpent Lash

2. st.MK > st.MP > H Serpent Lash

3. st.MP > CDR > st.MK > st.HK > Heel Strike > light attacks > H Serpent Lash

4. DR cr.MK > st.HK > Heel Strike > H Serpent Lash

5. st.HK PC > H Cruel Fate > light attacks > H Serpent Lash

6. H Serpent Lash +44 > DR st.MP / DR cr.MK / DR 3MP / throw / shimmy

7. +44 > cr.LK x2 > 6HP on a later active frame

8. M Serpent Lash☠ > st.HK > Toxic Wreath > DR st.HK > Venomous Fang > Orchid Spring

9. OD Cruel Fate: +42F on hit for a safe jump; +2F on block for cr.LK / throw pressure.

10. OD Nightshade Pulse > blocked Nightshade Chaser > new in Year 4: poison even on block.

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ESSENTIAL ROUTES30

Current Game Plan

Apply poison with Serpent Lash or a projectile > knock down > H Serpent Lash at +44F > overhead / low / throw / shimmy > Toxic Blossom > carry to the corner > place the poison pool > open the opponent up again > Toxic Blossom combo > finish with a Super Art.

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ESSENTIAL ROUTES31

Notes for Older Guides

Use the following current-version replacements.

OD Nightshade Chaser applies poison even on a normal block.

Qiong Qi causes a spinning knockdown even without poison, improving follow-ups at close range and in the corner.

6HP has 4F of active duration and is -3F on block, improving late-active setplay.

cr.HP Punish Counter applies poison.

L Cruel Fate is +2F on hit.

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ESSENTIAL ROUTES32

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; A.K.I. research material; Year 4 A.K.I. combo and setplay research; August 2026 research on late-active 6HP setups and stun combos.

A.K.I.'s routes vary considerably with poison state, spacing, standing versus crouching hits, corner position, and hit height.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.