Akali
Midscreen
Section titled “Midscreen”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~Hender) j.[H]is full charged until it auto releases- delay the first
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”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
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
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”M 2M H 3H jump back
Gameplan
Section titled “Gameplan”- Sajam guide
- Neutral revolves around double jump
j.Hhuge 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.2Hcross-up - forces respect which allows you to use other options
- Other Approach options (For when they are scared of jump)
- Dash `L{:2xko}
- Short
Mbut fast so dashMis ok but not great S1(forward slash)- fast and forward advancing
S1 > assistS1~S1on block- can leave gap
S1 > Super 1on block or hit- puppet-able
- Double jump > assist
j.S2Tag
- 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
Lis good - Empty
L - High low
- Call assist whiff double jump
L> FallingMor EmptyL
- Call assist whiff double jump
- Cross-up
- If assist
3Hon block >j.[S2]to cross up (use assist to cover)
- If no assist
3Hdouble jump is weak to2H
- If assist
- If they pushblock when you do
HuseS1assistto gap close and mix again - Combo enders
- Ending combos with
2H 2H smokegives limit strike + smoke oki - Ending with
Super 1gives more frame advantage
- Ending combos with