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Ahri

Easy

M H S1~S1 > j.6S2~4S2 > j.S2 > j.2S1 > air dash j.H > Super 2
  • j.6S2 might miss depending on distance

Side swap bnb limit strike

M H 6S2 8S2 j.S1 airdash j.{H} (land) > dash {H} j.2H j.H H j.2H j.H airdash j.M j.3S2 2M S2   
  • Need to end at the wall to work
  • Good if your back is near corner

Same side bnb limit strike

M H 6S2 7S2 delay j.S1 airdash {H} (land) > dash H j.2H j.H H j.2H j.H airdash j.M j.3S2 2M S2
  • Same as above but a little less damage
  • Do this combo instead of the above if its easier to get to the wall this way.
  • Tip: air dash and start charging j.H right after the j.S1 projectile hits the opponent. Release when you’re about to reach the ground. Even if you don’t charge for long enough, it should still work.
  • Ends after j.3S2 if you don’t make it to the corner
  • If you do make it to the corner you can do 2S1 after so that a fireball hits them as they wake up

Orb super fix limit strike

2H j.H airdash H j.S2 dash Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • If you think you are going to drop the combo or if you just want to super you can tack this onto the end of basically any combo.

Orb super fix limit strike (-1 spirit rush)

2H j.H j.3S2 Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • For if you already wall slumped them

I think all of these combos also work in the corner but not sure

Corner fireball

L M H S1~S1~S1 air dash j.{H} H 2H j.H j.2S2 Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • Good combo from block string
  • If one of the first two fireball hits finish the combo
  • If they block stop (or air dash away if its the air fireball)
  • Very good corner pressure.
    • I see many Ahris do this as a default option in the corner.

Easy

L L M H S2 
  • -6f on block
  • I think you can leave a gap between the lights that’s big enough to hit people who are mashing but small enough that you don’t get hit
  • Can also leave a small gap between H and S2
  • Not very scary midscreen. Good in corner with assist

Easy + Fireball (Corner)

L L M H S2 > S1~S1
  • can airdash after second fireball S1
  • Gap between S2 and fireball but very hard to escape.
  • Gap between fireballs. Again, hard to deal with.
  • Many Ahris default to this in the corner.

Easy Mix

L airdash j.2H

Easy Mix 2

L 2L airdash j.2H
  • ‘2L{:2xko}’ spaces you for the j.2H

Easy fireball ender

L L M H S1 
  • leaves you far away

Easy run away ender

L L M H 7S2 j.S1 airdash back j.H 
  • leaves you very far away

Advanced Midscreen air dash mix-up

L L M jump airdash j.2H j.H 6S2
  • Can combo if it hits.
  • Can leave gap between the lights
  • Do not do 6S2 if they block
  • Very hard to block

Corner fireball

L M H S1~S1~S1 air dash j.{H} H 2H j.H j.2S2 Super 1 j.L j.L j.6S2 j.L > S2 S2 
  • If one of the first two fireball hits finish the combo
  • If they block stop (or air dash away if its the air fireball)
  • Very good corner pressure if you can do it.
    • Can substitute an easier combo here if you want. The important concept is that you can combo after landing a fireball in the corner
  • I see many Ahris do this as a default option in the corner.

Corner Incoming

Neutral Jump > j.S1 > airdash j.H
  • first jump fireball is just to stall in the air

Meaty Projectile Cross-up

2S1 jump over j.H

Meaty Projectile Default

2S1 wait
  • Sajam guide
  • ahris normals are good want to use both ground and air options
  • go hit dash 2M and M
    • 2M goes a little further and hits low
  • anti air with 2H
    • Often good to just wait for your opponent to jump at you.
      • Happens a lot when you are new
  • air dash at them
    • air dash > M or H
    • air dash > 2H for cross-up
    • Will avoid a lot of your opponents attacks
  • throw air fireballs (j.S1 and j.2S1)
    • Can air dash forward or backwards after
      • air dash > M or H
        • better players know you want to do this so don’t be predictable
    • Can use spirit rush (j.S2) after fireball
      • any (non upwards) direction
      • Very good to do air fireball > spirit rush > M or H or another fireball
      • If you do not do a move after spirit rush you are hittable until you touch the ground. Very unsafe.
    • Air dash, air fireball, air spirit rush, normal attack can be done in basically any order.
  • Spirit rush up-forward and throw out an attack
    • 9.S2 air dash j.H > j.2H j.H ...
    • Slightly more advanced
    • Skip air dash depending on range
    • Using assist
    • Hits overhead
  • If your opponent blocks spirit rush (6S2) you will die. It makes you bounce in the air on block and you are vulnerable until you hit the ground.
  • Assist > 2S1 > Tag