FIGHTER GUIDE IORI'S STRATEGY

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

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for A.K.I..

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Home›Fighter Guides›A.K.I.›Matchup Guide
MATCHUP GUIDE

A.K.I. Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Keep the poison state attached to the sequence you study

A.K.I. changes conversions when the opponent is poisoned. The same lash animation can therefore lead to a different continuation or knockdown. Watch the poison state and the actual combo ending rather than choosing your wake-up action from the first hit you remember.

What to watch for

Serpent Lash with poison already applied

The combo guide separates ordinary lash hits from poison-burst conversions. When rebuilding a replay, set the poison state before the hit; otherwise the dummy may never reach the situation that caused trouble.

Heavy Lash into two dashes

The setplay source uses this route for crouching medium kick, standing heavy kick, or a delayed throw. The two dashes are an approach to a decision, not proof of one fixed attack.

How to deal with common situations

A Drive Rush follows the lash knockdown

Her listed alternatives include a medium-punch strike, a low, an overhead, throw, and stopping into a shimmy. Identify the branch that hit you instead of assuming the green approach always ends in a low.

A forward heavy punch lands later than expected

The notes use deliberately whiffed normals to time this attack after the ender. Testing the move immediately from neutral does not reproduce that contact. Include the timing actions before judging an interruption.

Distance-specific responses

At lash range

Pay attention to whether a hit starts poison or triggers a burst. Do not mentally reset after the first contact when the poisoned version can continue into another conversion.

Along the dash approach

Count the movement after the actual ender. The documented two-dash heavy-Lash route and a Drive Rush route should be separate defensive recordings.

At wake-up contact

Watch for the delayed throw or the retreat after the rush. Throw-teching immediately against every approach gives the shimmy a predictable target.

Common mistakes

  • Recreating a poison-burst replay with poison disabled.
  • Testing the ender but omitting the two dashes.
  • Treating a timed forward heavy punch as neutral contact.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Reproduce the poison conversion

    Record the troublesome lash route first without poison and then with poison already present. Confirm which continuation actually connects. Label the resulting knockdown before practicing defense against its follow-up.

  2. Separate dashes from Drive Rush

    Build heavy Lash into two dashes and the chosen strike or delayed throw. In another slot use the documented Drive Rush low or overhead. Randomize only verified setups; note which movement cue you missed.

Uses A.K.I.’s poison-specific Serpent Lash conversions and heavy-Lash dash, Drive Rush, and timed forward-heavy-punch sections. Frame counts and poison-burst values remain in the current data pages. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA1 Deadly Implication-46Test a punish that reaches at the recorded spacing.
SA3 Claws of Ya Zi-36Test a punish that reaches at the recorded spacing.
CA Claws of Ya Zi-36Test a punish that reaches at the recorded spacing.
Venomous Fang-25Test a punish that reaches at the recorded spacing.
H Serpent Lash-20Test a punish that reaches at the recorded spacing.
SA2 Tainted Talons-19Test a punish that reaches at the recorded spacing.
Nightshade Chaser-16Test a punish that reaches at the recorded spacing.
Qiong Qi (2)-15Test a punish that reaches at the recorded spacing.
OD Serpent Lash-14Test a punish that reaches at the recorded spacing.
OD Nightshade Chaser-13Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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