< Street Fighter 6 | A.K.I.
Line 101: | Line 101: | ||
! Starter !! Hit Adv. !! Combo Route | ! Starter !! Hit Adv. !! Combo Route | ||
|- | |- | ||
| {{clr|L|5LP}}~DR || style="text-align: center;" | {{sf6-adv| | | {{clr|L|5LP}}~DR || style="text-align: center;" | {{sf6-adv|P|+3}} || No combo without CH/PC | ||
|- | |- | ||
| {{clr|L|5LK}}~DR || rowspan="3" style="text-align: center;" | {{sf6-adv|VP|+5}} || rowspan="3" | ? | |||
|- | |||
| {{clr|L|2LP}}~DR | |||
|- | |||
| {{clr|L|5LP}}~{{clr|L|LP}}~DR | |||
|- | |||
| {{clr|M|5MP}}~DR || style="text-align: center;" | {{sf6-adv|VP|+11}} || rowspan="2" | ? | |||
|- | |||
| {{clr|M|2MP}}~DR || style="text-align: center;" | {{sf6-adv|VP|+12}} | |||
|- | |||
| {{clr|H|5HK}}~DR || style="text-align: center;" | {{sf6-adv|VP|+16}} || ? | |||
|} | |} | ||
Revision as of 06:44, 27 September 2023
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
TO-DO
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +? HKD +? (Punish) |
On normal hit:
On Punish Counter:
|
Lv.3 Super/CA | HKD +? | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
2LP | 5LP/5LK/2LK | 5MP | 2MK | 2MP | 5MK/5HK | 2HP/2HK | 5HP | 6HK | 6HP | 3MP | |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5LK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5HK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5LP~LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +3 | No combo without CH/PC |
5LK~DR | +5 | ? |
2LP~DR | ||
5LP~LP~DR | ||
5MP~DR | +11 | ? |
2MP~DR | +12 | |
5HK~DR | +16 | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. A.K.I.
TO-DO