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Akali

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~H ender)
  • {2xko} j.[H] is full charged until it auto releases
  • delay the first {2xko} j.2H to hit higher
  • Wont work if you don’t make it to the corner (Basically works anywhere except back to 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]
  • {2xko} M 2M H 3H jump back
  • 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} M but fast so dash {2xko} M is ok but not great
    • {2xko} S1(forward slash)
      • fast and forward advancing
      • {2xko} S1 > assist
      • {2xko} S1~S1 on block
        • can leave gap
      • {2xko} S1 > Super 1 on block or hit
      • puppet-able
    • Double jump > assist
    • {2xko} j.S2 Tag
  • {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} L is good
    • Empty {2xko} L
    • High low
      • Call assist whiff double jump {2xko} L > Falling {2xko} M or Empty {2xko} L
    • Cross-up
      • If assist
        • {2xko} 3H on block > {2xko} j.[S2] to cross up (use assist to cover)
      • If no assist
        • {2xko} 3H double jump is weak to {2xko} 2H
  • If they pushblock when you do {2xko} H use{2xko} S1 assistto gap close and mix again
  • Combo enders
    • Ending combos with {2xko} 2H 2H smoke gives limit strike + smoke oki
    • Ending with {2xko} Super 1 gives more frame advantage