< Street Fighter 6 | A.K.I.
(→236236K: Removed projectile invincibility from the first startup frame) |
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(23 intermediate revisions by 2 users not shown) | |||
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| hitboxes = SF6_A.K.I._5lp_hitbox.png | | hitboxes = SF6_A.K.I._5lp_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 5 | | startup = 5 | ||
| active = 2 | | active = 2 | ||
Line 159: | Line 159: | ||
| guard = LH | | guard = LH | ||
| cancel = TC | | cancel = TC | ||
| hitconfirm = | | hitconfirm = 20 | ||
| hitAdv = {{sf6-adv|P|+1}} | | hitAdv = {{sf6-adv|P|+1}} | ||
| blockAdv = {{sf6-adv|VM|-4}} | | blockAdv = {{sf6-adv|VM|-4}} | ||
Line 167: | Line 167: | ||
| afterDRBlk = {{sf6-adv|E|0}} | | afterDRBlk = {{sf6-adv|E|0}} | ||
| hitstun = 25 | | hitstun = 25 | ||
| blockstun = | | blockstun = 20 | ||
| hitstop = 13 | | hitstop = 13 | ||
| driveDmgBlk = 5000 | | driveDmgBlk = 5000 | ||
Line 187: | Line 187: | ||
| hitboxes = SF6_A.K.I._5lk_hitbox.png | | hitboxes = SF6_A.K.I._5lk_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
Line 198: | Line 198: | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
| punishAdv = {{sf6-adv|VP|+7}} | | punishAdv = {{sf6-adv|VP|+7}} | ||
| perfParryAdv = {{sf6-adv|VM|- | | perfParryAdv = {{sf6-adv|VM|-13}} | ||
| DRcancelHit = {{sf6-adv|VP|+5}} | | DRcancelHit = {{sf6-adv|VP|+5}} | ||
| DRcancelBlk = {{sf6-adv|M|-1}} | | DRcancelBlk = {{sf6-adv|M|-1}} | ||
Line 227: | Line 227: | ||
| active = 3 | | active = 3 | ||
| recovery = 15(17) | | recovery = 15(17) | ||
| total = | | total = 25(27) | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
Line 283: | Line 283: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Forces stand on hit; active frames 3-4 whiff on crouching opponents; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg hurtbox is anti-air invuln on frame 10; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame | | notes = Forces stand on hit; active frames 3-4 whiff on crouching opponents; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg and upper body hurtbox is anti-air invuln on frame 10-12; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| hitboxes = SF6_A.K.I._2lp_hitbox.png | | hitboxes = SF6_A.K.I._2lp_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 4 | | startup = 4 | ||
| active = 2 | | active = 2 | ||
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| hitboxes = SF6_A.K.I._2lk_hitbox.png | | hitboxes = SF6_A.K.I._2lk_hitbox.png | ||
| damage = 200 | | damage = 200 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
Line 447: | Line 447: | ||
| afterDRHit = {{sf6-adv|VP|+9}} | | afterDRHit = {{sf6-adv|VP|+9}} | ||
| afterDRBlk = {{sf6-adv|VP|+5}} | | afterDRBlk = {{sf6-adv|VP|+5}} | ||
| hitstun = | | hitstun = 24 | ||
| blockstun = | | blockstun = 20 | ||
| hitstop = 10 | | hitstop = 10 | ||
| driveDmgBlk = 2000 | | driveDmgBlk = 2000 | ||
Line 458: | Line 458: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Solid low poke that can be buffered into Super or linked into | | notes = Solid low poke that can be buffered into Super or linked into light normals; good option out of Drive Rush, granting block advantage and a link into 5HK or 5MK | ||
}} | }} | ||
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| guard = LH | | guard = LH | ||
| cancel = SA | | cancel = SA | ||
| hitconfirm = | | hitconfirm = 20 SA | ||
| hitAdv = {{sf6-adv|E|0}} | | hitAdv = {{sf6-adv|E|0}} | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 492: | Line 492: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Upper body and kicking leg are anti-air invuln 10- | | notes = Upper body and kicking leg are anti-air invuln 10-15f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 816: | Line 816: | ||
| images = SF6_A.K.I._5lp_lp.png | | images = SF6_A.K.I._5lp_lp.png | ||
| hitboxes = SF6_A.K.I._5lp_lp_hitbox.png | | hitboxes = SF6_A.K.I._5lp_lp_hitbox.png | ||
| damage = 300( | | damage = 300(240) | ||
| startup = 8 | | startup = 8 | ||
| active = 2 | | active = 2 | ||
Line 830: | Line 830: | ||
| DRcancelHit = {{sf6-adv|VP|+6}} | | DRcancelHit = {{sf6-adv|VP|+6}} | ||
| DRcancelBlk = {{sf6-adv|VP|+4}} | | DRcancelBlk = {{sf6-adv|VP|+4}} | ||
| hitstun = | | hitstun = 17 | ||
| blockstun = 15 | | blockstun = 15 | ||
| hitstop = 10 | | hitstop = 10 | ||
Line 841: | Line 841: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = 2f extra recovery on block; 2nd LP can be input with any non-crouching direction; () refers to scaled damage from 5LP combo starter; has a 3f blockstring gap between hits; | | notes = 2f extra recovery on block; 2nd LP can be input with any non-crouching direction; () refers to scaled damage from 5LP combo starter; has a 3f blockstring gap between hits; combos into 236LP, 236HP, 214HP, or 214PP; Sinister Slide cancel: +5/+3; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| notes = Side switch; can | | notes = Side switch; after corner side switch, can dash + microwalk for a pseudo throw loop or Drive Rush for a true strike/throw mixup; can get true throw oki vs. wide characters (1f timing vs. Marisa, 2f timing vs. Blanka/E.Honda/Zangief); midscreen, can chase down with Drive Rush into a manually timed ranged button like 2MK | ||
}} | }} | ||
Line 1,056: | Line 1,056: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.04 | | projSpeed = 0.04 | ||
| notes = Slow-moving 1-hit projectile; can be extremely plus on hit/block from longer ranges or when used with meaty timing; poisons the opponent on hit; extended arm hurtbox is projectile invincible 16-41f; 6P follow-up can be input on frames 30-36 (detonates bubble if it hasn't yet collided with opponent); cancelable into 236KK | | notes = Slow-moving 1-hit projectile; can be extremely plus on hit/block from longer ranges or when used with meaty timing; poisons the opponent on hit; extended arm hurtbox is projectile invincible 16-41f; 6P follow-up can be input on frames 30-36 (detonates bubble if it hasn't yet collided with opponent); cancelable into 236KK from frame 36 until end of recovery (can help avoid punishes or advance forward for pressure) | ||
}} | }} | ||
Line 1,171: | Line 1,171: | ||
| cancel = SA2 SA3 | | cancel = SA2 SA3 | ||
| hitconfirm = 10[15] SA | | hitconfirm = 10[15] SA | ||
| hitAdv = | | hitAdv = KD +25 [KD +41~44] | ||
| blockAdv = {{sf6-adv|VM|-13(-10)}} | | blockAdv = {{sf6-adv|VM|-13(-10)}} | ||
| punishAdv = | | punishAdv = KD +25 [KD +41~44] | ||
| perfParryAdv = {{sf6-adv|VM|-31(-22)}} | | perfParryAdv = {{sf6-adv|VM|-31(-22)}} | ||
| blockstun = 20 | | blockstun = 20 | ||
| hitstop = 3[8(13)] | | hitstop = 3[8(13)] | ||
Line 1,243: | Line 1,242: | ||
| images = SF6_A.K.I._214hp.png | | images = SF6_A.K.I._214hp.png | ||
| hitboxes = SF6_A.K.I._214hp_hitbox.png, SF6_A.K.I._214hp_hitbox2.png | | hitboxes = SF6_A.K.I._214hp_hitbox.png, SF6_A.K.I._214hp_hitbox2.png | ||
| damage = 200, 600 | | damage = 200,600 | ||
| chip = | | chip = 50,150 | ||
| dmgScaling = 15% Immediate | | dmgScaling = 15% Immediate | ||
| startup = 13 | | startup = 13 | ||
| active = 3(14)9 | | active = 3(14)9 | ||
| recovery = | | recovery = 13 | ||
| total = 51 | | total = 51 | ||
| guard = LH | | guard = LH | ||
Line 1,267: | Line 1,266: | ||
| jugIncrease = 1/1 | | jugIncrease = 1/1 | ||
| jugLimit = 1/2 | | jugLimit = 1/2 | ||
| notes = Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to + | | notes = Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +4 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only | ||
}} | }} | ||
Line 1,288: | Line 1,287: | ||
| hitAdv = {{sf6-adv|P|+1(+3)}} [KD +44(46)] | | hitAdv = {{sf6-adv|P|+1(+3)}} [KD +44(46)] | ||
| blockAdv = {{sf6-adv|VM|-8(-6)}} | | blockAdv = {{sf6-adv|VM|-8(-6)}} | ||
| punishAdv = | | punishAdv = KD +55[+61] Crumple | ||
| perfParryAdv = {{sf6-adv|VM|-27(-25)}} | | perfParryAdv = {{sf6-adv|VM|-27(-25)}} | ||
| hitstun = 24 | | hitstun = 24 | ||
Line 1,301: | Line 1,300: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] hit launches opponent into a limited juggle state (can follow up with corner 236HP from close range); 6f extra recovery on whiff; slightly better frame advantage from longer ranges; extended arm is projectile invincible 13-16f; sets up a strong corner safe jump on Toxic Blossom hit but requires sacrificing the extra juggle | | notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] hit launches opponent into a limited juggle state (can follow up with corner 236HP from close range); 6f extra recovery on whiff; slightly better frame advantage from longer ranges; extended arm is projectile invincible 13-16f; sets up a strong corner safe jump on Toxic Blossom hit but requires sacrificing the extra juggle; Punish Counter crumple puts opponent into limited juggle state (cannot follow up with grounded combo); Toxic Blossom PC juggle gives much stronger juggle follow-ups midscreen | ||
}} | }} | ||
Line 1,366: | Line 1,365: | ||
| jugIncrease = 5 | | jugIncrease = 5 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) | | notes = Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; no head hurtbox on frames 4-8; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) | ||
}} | }} | ||
Line 1,418: | Line 1,417: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 56(31) SA | |||
| hitAdv = {{sf6-adv|P|+1}} (KD +38~45) | | hitAdv = {{sf6-adv|P|+1}} (KD +38~45) | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 1,453: | Line 1,453: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 56(31) SA | |||
| hitAdv = {{sf6-adv|P|+3}} (KD +38~45) | | hitAdv = {{sf6-adv|P|+3}} (KD +38~45) | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 1,488: | Line 1,489: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 56(31) SA | |||
| hitAdv = {{sf6-adv|VP|+4}} (KD +41~50) | | hitAdv = {{sf6-adv|VP|+4}} (KD +41~50) | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 1,505: | Line 1,507: | ||
| jugIncrease = 0/0/0/1 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = 5/5/5/5 | | jugLimit = 5/5/5/5 | ||
| notes = Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo | | notes = Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo; pushback on block keeps A.K.I. out of throw range but also weakens her Burnout pressure | ||
}} | }} | ||
Line 1,521: | Line 1,523: | ||
| total = 67 | | total = 67 | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA2* SA3* | ||
| hitconfirm = 28(19) SA | |||
| hitAdv = HKD +42 {{sf6-adv|P|(+2~3)}} | | hitAdv = HKD +42 {{sf6-adv|P|(+2~3)}} | ||
| blockAdv = {{sf6-adv|P|+2}} | | blockAdv = {{sf6-adv|P|+2}} | ||
Line 1,539: | Line 1,542: | ||
| jugIncrease = 0/0/0/1 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = 5/5/5/5 | | jugLimit = 5/5/5/5 | ||
| notes = Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 4th | | notes = Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 3rd/4th hits can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58); Super cancel works only on non-cinematic version; SA2 cancel will not combo unless LP version lands as a counter-hit or Punish Counter | ||
}} | }} | ||
Line 1,559: | Line 1,562: | ||
| blockAdv = - | | blockAdv = - | ||
| invuln = 8-37 Upper Body Projectile | | invuln = 8-37 Upper Body Projectile | ||
| notes = Feint (starts moving forward before retreating); counter-hit state for entire move duration; 8-13f semi-low profile (crouch height); 14-37f low profile; 14-36f crouching state (4f forced standing after recovery unless a crouching attack is input) | | notes = Feint (starts moving forward before retreating); counter-hit state for entire move duration; 8-13f semi-low profile (crouch height); 14-37f low profile; 14-36f crouching state (4f forced standing after recovery unless a crouching attack is input); Distance: -0.965 | ||
}} | }} | ||
Line 1,683: | Line 1,686: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = Projectile 1-19 (Upper Body), 20-33 (Full) | ||
| airborne = 19-33 (FKD) | | airborne = 19-33 (FKD) | ||
| jugStart = 1 | | jugStart = 1 | ||
Line 1,733: | Line 1,736: | ||
| hitboxes = SF6_A.K.I._2pp_lplk_hitbox.png | | hitboxes = SF6_A.K.I._2pp_lplk_hitbox.png | ||
| damage = 1852 (2222) | | damage = 1852 (2222) | ||
| startup = 11+23 | | startup = 11+23 | ||
| active = 3 | | active = 3 | ||
Line 1,780: | Line 1,782: | ||
| jugIncrease = 0/99 | | jugIncrease = 0/99 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range | | notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle | ||
}} | }} | ||
Line 1,789: | Line 1,791: | ||
| images = SF6_A.K.I._214214p.png, SF6_A.K.I._214214p2.png | | images = SF6_A.K.I._214214p.png, SF6_A.K.I._214214p2.png | ||
| hitboxes = SF6_A.K.I._214214p_hitbox.png, SF6_A.K.I._214214p2_hitbox.png, SF6_A.K.I._214214p3_hitbox.png, SF6_A.K.I._214214p4_hitbox.png | | hitboxes = SF6_A.K.I._214214p_hitbox.png, SF6_A.K.I._214214p2_hitbox.png, SF6_A.K.I._214214p3_hitbox.png, SF6_A.K.I._214214p4_hitbox.png | ||
| damage = 300,200x6, | | damage = 300,200x6,1000 (2500) | ||
| chip = 125,80x6,145 (750) | | chip = 125,80x6,145 (750) | ||
| dmgScaling = 40% Minimum | | dmgScaling = 40% Minimum |
Latest revision as of 03:22, 11 June 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
3MP
6HP
6HK
j.2HP
Target Combos
5LP~LP
5HP~HP
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
A.K.I.
a.k.i._hphk
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HPHK Zao Chi
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
26 | 2 | 35 | 62 | - | 34 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
5000 | 10000 [15000] | -10000 | [3000(2100)] | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-35 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
Crumple (Standing +21, Juggle +46, HKD +104) | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | |||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
A.K.I.
a.k.i._6hphk
|
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6HPHK Feng Shi
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
20(18) | 3 | 26(31) | 48(53) | - | 23 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -20000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22(20) Full | Break | - | 200 | 100 | 1 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +23 | KD +23 | -6 | |||
Notes | |||||
18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see Drive Reversal. |
MPMK
A.K.I.
a.k.i._mpmk
|
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MPMK Drive Parry
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
1 | 12 or until released | 33(1)(11) | 45(3) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -5000,250~ | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
66
A.K.I.
a.k.i._66
|
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
9(11) | 45(46) | 24(23) | - | - | |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -10000(-30000) | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.907 (min/throw), 2.437 (min/block), 4.049 (max/final DR frame) |
Special Moves
Nightshade Pulse
214LP
214PP
Nightshade Chaser
214LP~6P
A.K.I.
a.k.i._214lp_6p_burst
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214LP~6P Nightshade Chaser (Burst)
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File:SF6 A.K.I. 214lp 6p burst.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
14 | 6 | 29 | 48 | - | 31 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000 | [2500] | 1000 | 300 (210) | 150 (75) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 3 | 8 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-24 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +42 | KD +42 | -4 | |||
Notes | |||||
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames |
214PP~6P
A.K.I.
a.k.i._214pp_6p_burst
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214PP~6P Nightshade Chaser (Burst)
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File:SF6 A.K.I. 214pp 6p burst.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,150(425) | - | LH | SA2 SA3 | 14[15] SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
14 | 12 | 20 | 45 | - | 30(31) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3500 | [2500] | - | 900 (630) | 450 (225) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2(1~4) | 3 | 8 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-21 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +43(+57) | KD +43(+52~57) | -2(+4) | |||
Notes | |||||
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects) |
Orchid Spring
214MP
Toxic Wreath
214HP
Serpent Lash
236LP
236MP
236HP
236PP
Cruel Fate
214LK
214MK
A.K.I.
a.k.i._214mk
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214MK Cruel Fate
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File:SF6 A.K.I. 214mk.png File:SF6 A.K.I. 214mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,300 (900) | 50x3,75 (225) | 20% Starter | LH | SA3 | 56(31) SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
28 | 2(5)2(4)2(5)2 | 18 land | 67 | 43(30) | 37(24) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
21-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-18 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
+7 (KD +38~45) | +3 (KD +38~45) | -3 | |||
Notes | |||||
Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) |
214HK
A.K.I.
a.k.i._214hk
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214HK Cruel Fate
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File:SF6 A.K.I. 214hk.png File:SF6 A.K.I. 214hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,400 (1000) | 50x3,100 (250) | 20% Starter | LH | SA3 | 56(31) SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
33 | 2(5)2(4)2(5)2 | 18 land | 72 | 44(31) | 37(24) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
26-32 Lower Body Projectile | - | 18-54 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-18 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
+8 (KD +41~50) | +4 (KD +41~50) | -3 | |||
Notes | |||||
Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo; pushback on block keeps A.K.I. out of throw range but also weakens her Burnout pressure |
214KK
A.K.I.
a.k.i._214kk
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214KK Cruel Fate
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![]() File:SF6 A.K.I. 214kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,200x4,600 (1600) | 50x3,100 (250) | - | LH | SA2* SA3* | 28(19) SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
28 | 3(4)2(4)2(5)2 | 18 land | 67 | (29) | 42 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000x4 | [9000] (1250x2) | -20000 | 1200 (840) | 100x4 (50x4) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
23-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-18 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
HKD +42 (+6~7) | HKD +42 (+2~3) | +2 | |||
Notes | |||||
Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 3rd/4th hits can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58); Super cancel works only on non-cinematic version; SA2 cancel will not combo unless LP version lands as a counter-hit or Punish Counter |
Snake Step
236LK
236MK
A.K.I.
a.k.i._236mk
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236MK Snake Step
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File:SF6 A.K.I. 236mk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
39 total | - | - | 39 | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
9-38 Upper Body Projectile | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
Stays on same side; counter-hit state for entire move duration; semi-low profile (crouch height) 9-15f and 39f; crouching state 14f until end of recovery; low profile 16-38f; Distance: 1.94 |
236HK
A.K.I.
a.k.i._236hk
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236HK Snake Step
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File:SF6 A.K.I. 236hk.png File:SF6 A.K.I. 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
43(50~54) total | - | - | 43(50~54) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
11-40(50) Upper Body Projectile | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
Can switch sides with opponent (cross-up version usually has a fixed 23f recovery after passing through; total time depends on distance from opponent); at a very specific spacing, A.K.I. can cross-up with 43f move duration (extremely ambiguous left/right mixup); counter-hit state for entire move duration; projectile invincibility lasts longer on cross-up version; semi-low profile 11-17f (crouch height); crouching state 17f until end of recovery; low profile 18f until end of recovery; collision box disappears 20-31f to allow cross-up; Distance: 3.18 (3.84 cross-up) |
236KK
Sinister Slide
2PP
2PP~8
A.K.I.
a.k.i._2pp_8
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2PP~8 Sinister Slide Exit
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File:SF6 A.K.I. 2pp 8.png File:SF6 A.K.I. 2pp 8 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
- | - | 21 | 21 | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
Can be input after 28f of Sinister Slide; maintains low profile 1-10f and semi-low profile 11-21f (crouch height); fastest total Stance + Exit time is 49f; shortest Slide~Exit travel distance: 0.78 |
Venomous Fang
2PP~P
Heel Strike
2PP~K
Entrapment
2PP~LPLK
Super Arts
236236K
214214P
236236P
236236P (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK