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Akali

M 2M H 3H j.[H] > j.H j.2H M > j.L j.H j.2H M > j.2H j.M j.H j.M j.H j.S2 dash 2H (Limit Strike)
  • Recommended

3H Re-jump Midscreen to Corner (Easier)

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{:2xko}`
  • 418 dmg
  • Limit strike

Midscreen to Corner BnB (Easier)

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 (2H~H ender)
  • j.[H] is full charged until it auto releases
  • delay the first 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

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 j.[S2] wait until it starts hitting and then press 66 to wall jump cancel
  • Smoke oki

Corner Limit Strike j.L

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
2T > j.[H] j.[S2] 66 (walljump) j.H j.[S2] j.c. j.2H j.S1 > H 2H~H [S2]
M 2M H 3H jump back
  • Sajam guide
  • Neutral revolves around double jump
    • j.H huge and very scary for the opponent
    • bait anti- airs
    • best to play at range that empty jumping on someone will cause your opponent to whiff - When you see this you can do j.H - Can also double jump to bail
    • If they air to air you just block.
    • jump back land whiff punish
    • jump back call assist
    • jump over punish
    • jump over kunai > assist
    • jump over j.2H cross-up
    • forces respect which allows you to use other options
  • Other Approach options (For when they are scared of jump)
    • Dash `L{:2xko}
    • Short M but fast so dash M is ok but not great
    • S1(forward slash)
      • fast and forward advancing
      • S1 > assist
      • S1~S1 on block
        • can leave gap
      • S1 > Super 1 on block or hit
      • puppet-able
    • Double jump > assist
    • j.S2 Tag
  • Fast back dash, leaving is good
  • 3S2(teleport)
    • good to call assist to cross up
    • Tag when blocked
    • Primary Mix
  • 2S1(kunai)
    • Bait wakeup attack
  • S2(chain swipe)
    • hard to punish when spaced
    • -9 but has pushback
    • call assist after
  • 3H
    • Overhead mix tool
    • Falling L is good
    • Empty L
    • High low
      • Call assist whiff double jump L > Falling M or Empty L
    • Cross-up
      • If assist
        • 3H on block > j.[S2] to cross up (use assist to cover)
      • If no assist
        • 3H double jump is weak to 2H
  • If they pushblock when you do H useS1 assistto gap close and mix again
  • Combo enders
    • Ending combos with 2H 2H smoke gives limit strike + smoke oki
    • Ending with Super 1 gives more frame advantage