A.K.I.

Who is A.K.I.?

Slithering onto the battlefield with zoning capabilities and powerful okizeme options, A.K.I. is an unconventional and unorthodox character who revolves heavily around her poison mechanic. Some of A.K.I.'s specials poison opponents on hit, which slowly tick away at their life bar. Using this, A.K.I. baits her opponents into making risky play before elegantly maneuvering around them and going for the kill.

A.K.I's most important special is Nightshade Pulse, a slow advancing projectile that causes poison on hit. A.K.I. can send this projectile out to control the screen as she advances behind it or use it as a meaty to maintain advantage. Nightshade is very strong and defines a lot of matchups for A.K.I., as opponents who fail to deal with it will find her slowly closing in on them. However, Nightshade is just one tool in A.K.I.'s tremendously large kit. Serpent Lash acts as a strong midrange poke, while Orchid Spring allows A.K.I. to set up an unblockable poison pool. A.K.I. is also known for having some rather unique approach options. Snake Step and Sinister Slide cause A.K.I. to drop to the floor and go low-profile, allowing her to slide under all sorts of nonsense. Enemy fireballs, high-reaching pokes, and even Drive Impacts - A.K.I. can duck under it all and lash out with any number of follow-ups. Even better, A.K.I. has a command grab out of Snake Step, giving her unique ways to mess with the opponent.

As a defining part of her kit, if A.K.I. hits her opponent with a poison-inducing move while they are already poisoned, they will explode into a "Toxic Blossom" that gives her extended combo opportunities. Thus, A.K.I. can quickly adapt her gameplan from far-reaching pokes into a very scary mixup and okizeme character if she gets the chance. The looping poison setups she can dish out take off a good amount of life, and the consistent safe jumps she can get off of Toxic Blossom combos allow her to continue offense after a combo very safely. Combined with a strong overhead, a few ways to be plus on block, the sheer volume of potential attacks and specials at her disposal, on top of the threat of poison, and A.K.I. can be an absolute menace if she is closed in on the opponent.

In general, A.K.I. has a high number of complex routes for her combos that are dependent on if the opponent is poisoned or not, but the tradeoff is that her huge kit and unique normals allow her pickups off of openings that other characters may struggle to confirm. As well, her defensive options tend to be lackluster, often lacking important invulnerability frames to push through meaties and deep jump-ins. Another important thing is that A.K.I.'s animations are very long, making it difficult for her to play around Drive Impact. She will be constantly looking for it, far more than most other characters, which can result in a lot of mental fatigue. If you can grapple with this fact, and all of the above sounds appealing to you, shed your inhibitions and become one with the queen of toxicity herself.

Pick / Avoid

Play A.K.I. if…

  • Snake Eyes: Characters that reward lots of situational awareness with proper setup.

  • Ready to Strike: Consistent, strong, and low-risk okizeme.

  • Touch of Death: Whittling your opponents down over time.

  • Menacing Movement: Shutting down fireballs and approaching behind your own.

Think twice if…

  • Coiled Up: Weak defensive options, either vulnerable to throws or meaty lights.

  • Toxic Tools: Deliberately playing around Drive Impact.

  • Highly Specialized Assassin: Situational combos.

Vitals

Health10,000
Fwd Walk
0.045
Back Walk
0.032
Fwd Dash
1.30
Back Dash
1.08
Fwd Jump
2.00
Back Jump
1.60
Jump Height
2.18
Throw Range
0.80
Drive Rush
2.44
Jump4+40+3 f

Guides & Data

Players to Watch

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • Modern Controls:
  • Can now select the strength of Cruel Fate (214K) using 1S/2S/3S
  • 2HP
  • Now poisons the opponent on Punish Counter
  • Does not have any unique Toxic Blossom effect if already poisoned
  • Chi Wen (6HP)
  • Active frames increased 3 → 4
  • Recovery decreased 20(21) → 19(20); no change to total duration
  • Blockstun increased 19 → 20
  • Block Advantage increased -4 → -3
  • Now safe at all ranges and easier to time as a meaty on the opponent's wakeup (up to +6 oH / 0 oB)
  • Hitconfirm window increased 17 → 18
  • Note: Not mentioned in patch notes, but a consequence of the extra active frame
  • Qiong Qi (5HP~HP)
  • KD Advantage increased +34 → +44 when not poisoned
  • Now launches the opponent high enough to juggle 2HP / SA1 / SA3 midscreen, or 2HK / 236HP in the corner
  • These midscreen juggles will whiff when starting from farther ranges of 5HP
  • Also sets up a safe jump into j.HK midscreen, but this too whiffs when starting from farther ranges
  • OD Nightshade Chaser (214PP~6P)
  • Now poisons the opponent on Block (but not on Parry)
  • The whip hitbox itself must make contact, so the poison will not occur if only the expanded "burst" projectile is blocked near max range
  • LK Cruel Fate (214LK)
  • Hitstun (final hit) increased 21 → 22
  • Hit Advantage increased +1 → +2
  • No longer extends a projectile invincible hurtbox downward on startup frames 19-23
  • Now gives A.K.I. a true strike/throw mixup on normal hit, a link to 2LP/5LK on Counter-hit, and a link to 5MP on Punish Counter
  • Much more effective and rewarding as a throw bait at close range (harder to anti-air with grounded normals)

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.