Akali
Midscreen
Section titled “Midscreen”3H Re-jump Midscreen to Corner {2xko} M H 3H > j.c. j.2H j.H > 2H j.2H j.H j.c. j.2H j.H > 2H j.M j.H j.c. j.M j.H j.S2 dash 2H 2H
- 418 dmg
- Limit strike
Midscreen to Corner BnB (Sajam Practical) {2xko} M H 3H > j.c. j.[H] (land) dash > 2H j.2H j.H j.c. j.2H j.H > 2H j.H j.S2 dash S2 Super 1
- 420 dmg
- 363 dmg for meterless variant (
{2xko} 2H~Hender) {2xko} j.[H]is full charged until it auto releases- delay the first
{2xko} j.2Hto hit higher - Wont work if you don’t make it to the corner (Basically works anywhere except back to corner)
Corner
Section titled “Corner”3H Wall Jump BnB {2xko} M H 3H j.[S2] 66 (wall jump) j.2H > M 2H j.H j.[S2] 66 (wall jump) j.2H j.H > 2H j.[S2] 66 (wall jump) j.2H j.S2 j.[2H] j.S1 2H 2H [S2]
- 522 dmg
- for
{2xko} j.[S2]wait until it starts hitting and then press 66 to wall jump cancel - Smoke oki
Corner Limit Strike j.L
{2xko} M H 3H > j.c. j.[H] (land) j.H j.2H M j.L j.H j.2H > 2M H 2H > j.M j.H j.c. j.M j.H j.S2 > H 2H~H - Mid to corner
- 437 dmg
- Smoke oki
Tag launcher Ender
{2xko} 2T > j.[H] j.[S2] 66 (walljump) j.H j.[S2] j.c. j.2H j.S1 > H 2H~H [S2]
Block String
Section titled “Block String”{2xko} M 2M H 3H jump back
Gameplan
Section titled “Gameplan”- Sajam guide
- Fast back dash, leaving is good
- Double jump for evasion and calling assist
- Cross-up or jump back to hit same side when calling assist
- Approach options
- Dash
{2xko} L - Short
{2xko} Mbut fast so dash{2xko} Mis ok but not great {2xko} S1(forward slash)- fast and forward advancing
{2xko} S1 > assist{2xko} S1~S1on block- can leave gap
{2xko} S1 > Super 1on block or hit- puppet-able
- Double jump > assist
{2xko} j.S2Tag
- Dash
{2xko} 3S2(teleport)- good to call assist to cross up
- Tag when blocked
- Primary Mix
{2xko} 2S1(kunai)- Bait wakeup attack
{2xko} S2(chain swipe)- hard to punish when spaced
- -9 but has pushback
- call assist after
{2xko} 3H- Overhead mix tool
- Falling
{2xko} Lis good - Empty
{2xko} L - High low
- Call assist whiff double jump
{2xko} L> Falling{2xko} Mor Empty{2xko} L
- Call assist whiff double jump
- Cross-up
- If assist
{2xko} 3Hon block >{2xko} j.[S2]to cross up (use assist to cover)
- If no assist
{2xko} 3Hdouble jump is weak to{2xko} 2H
- If assist
- If they pushblock when you do
{2xko} Huse{2xko} S1assistto gap close and mix again - Combo enders
- Ending combos with
{2xko} 2H 2H smokegives limit strike + smoke oki - Ending with
{2xko} Super 1gives more frame advantage
- Ending combos with