Street Fighter 6/A.K.I./Strategy: Difference between revisions

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(→‎Offense: Added A.K.I.'s anti-air options.)
(→‎Anti-Airs: Reworded, added 236MP, added hitbox images)
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A.K.I. has access to some decent anti-air tools. If the opponent jumps in at certain ranges (e.g. cross-up range), A.K.I. may find it difficult to anti-air them consistently due to her anti-air tools having a limited range/hitbox or slower air-invulnerable frames.
A.K.I. has access to some decent anti-air tools. If the opponent jumps in at certain ranges (e.g. cross-up range), A.K.I. may find it difficult to anti-air them consistently due to her anti-air tools having a limited range/hitbox or slower air-invulnerable frames.


<big>'''5HK'''</big> - A.K.I.'s main anti-air option. It has disjointed upward and forward hitboxes with a good range, making it a good option to deal with jump-ins. It is also special cancelable, allowing for combo extensions in certain situations, or to set up a meaty 214LP (Nightshade Pulse). However, since 5HK has 9f of startup, A.K.I. has to react to the jump-in a bit earlier. Additionally, 5HK does not have a back hitbox, meaning it will whiff if the opponent crosses up behind her.
<big>'''{{clr|H|5HK}}'''</big> - A.K.I.'s main anti-air option. It has disjointed upward and forward hitboxes with a good range, making it an all-around good option to deal with jump-ins. It is also special cancelable, allowing for combo extensions in certain situations, or to set up a meaty {{clr|L|214LP}} (Nightshade Pulse). The main downsides are that it has 9f of startup, meaning A.K.I. will have to react to the jump-in relatively early, and that it does not hit behind, so it will whiff if the opponent crosses up behind her.


<big>'''2HK'''</big> - 2HK is A.K.I.'s crouching anti-air option. If A.K.I. is crouching, it may be worth using 2HK instead of having to stand before being able to use 5HK. Since 2HK is not special cancelable, landing an anti-air 2HK may be less rewarding than an anti-air 5HK. Nevertheless, 2HK functions well as an anti-air, with air invulnerable frames on 10f-14f. Much like 5HK, it will whiff if the opponent crosses up behind her.
<big>'''{{clr|H|2HK}}'''</big> - {{clr|H|2HK}} A.K.I.'s crouching anti-air option. If A.K.I. is crouching, it may be worth using 2HK instead of having to stand before being able to use {{clr|H|2HK}}. It has air invulnerable frames on 10f-14f. Much like 5HK, it will whiff if the opponent crosses up behind her.


<big>'''236HP'''</big> - A.K.I's other main anti-air option, with air invulnerability from 6f - 16f. 236HP applies poison on hit or triggers Toxic Blossom, which makes it one of the more rewarding anti-air options. Additionally, it is able to anti-air more ambiguous jump-ins (ones that may cross-up), unlike her other anti-air options. The downside is 236HP's horizontal hitbox is quite small, which means that it requires good judgment in terms of spacing and timing to ensure that it will hit the opponent. It also takes a bit longer to input 236HP, as opposed to pressing 5HK/2HK, so A.K.I. has to react to the jump somewhat early (especially with her air invulnerability frames starting on frame 6).
<big>'''{{clr|H|236HP}}'''</big> - A.K.I's other main anti-air option, with air invulnerability from 6f - 16f. {{clr|H|236HP}} applies poison on hit or triggers Toxic Blossom, which makes it one of the more rewarding anti-air options. Additionally, it is able to anti-air more ambiguous jump-ins (ones that may cross-up), unlike her other anti-air options. The downside is {{clr|H|236HP}}'s horizontal hitbox is quite small, which means that it requires good judgment in terms of spacing and timing to ensure that it will hit the opponent. It also takes a bit longer to input {{clr|H|236HP}}, as opposed to inputting {{clr|H|5HK}}.


<big>'''j.LK'''/'''j.MP'''</big> - These are good air-to-air options for A.K.I. j.LK has a longer range and is faster at 5f. j.MP is disjointed, but has a weirder, upward hitbox, and is slower at 7f. They are good options for when A.K.I. wants to keep the opponent in the corner, or when the opponent performs an ambiguous jump-in.
<big>'''{{clr|M|236MP}}'''</big> - This may be used as a situational anti-air for opponents jumping further away, or for neutral jumps and jump backs. The hitbox is quite narrow and specific, so it is easy to whiff this move.
 
<big>'''{{clr|L|j.LK}}'''/'''{{clr|M|j.MP}}'''</big> - These are good air-to-air options for A.K.I. {{clr|L|j.LK}} has a longer range and is faster at 5f. {{clr|M|j.MP}} is disjointed, but has a strange, upward hitbox, and is slower at 7f. They are good options for when A.K.I. wants to keep the opponent in the corner, or when the opponent performs an ambiguous jump-in.
 
 
<gallery widths="230px" heights="135px" mode="nolines">
SF6_A.K.I._5hk_hitbox.png| '''{{clr|H|5HK}}''' Hitbox
SF6_A.K.I._2hk_hitbox.png| '''{{clr|H|2HK}}''' Hitbox
SF6_A.K.I._236hp_hitbox.png| '''{{clr|H|236HP}}''' Hitbox
SF6_A.K.I._236mp_hitbox.png| '''{{clr|M|236MP}}''' Hitbox
SF6_A.K.I._jlk_hitbox.png| '''{{clr|L|j.LK}}''' Hitbox
SF6_A.K.I._jmp_hitbox.png| '''{{clr|M|j.MP}}''' Hitbox
</gallery>


=== Frame Traps ===
=== Frame Traps ===

Revision as of 18:22, 19 October 2023


Neutral

TO-DO



Offense

Anti-Airs

A.K.I. has access to some decent anti-air tools. If the opponent jumps in at certain ranges (e.g. cross-up range), A.K.I. may find it difficult to anti-air them consistently due to her anti-air tools having a limited range/hitbox or slower air-invulnerable frames.

5HK - A.K.I.'s main anti-air option. It has disjointed upward and forward hitboxes with a good range, making it an all-around good option to deal with jump-ins. It is also special cancelable, allowing for combo extensions in certain situations, or to set up a meaty 214LP (Nightshade Pulse). The main downsides are that it has 9f of startup, meaning A.K.I. will have to react to the jump-in relatively early, and that it does not hit behind, so it will whiff if the opponent crosses up behind her.

2HK - 2HK A.K.I.'s crouching anti-air option. If A.K.I. is crouching, it may be worth using 2HK instead of having to stand before being able to use 2HK. It has air invulnerable frames on 10f-14f. Much like 5HK, it will whiff if the opponent crosses up behind her.

236HP - A.K.I's other main anti-air option, with air invulnerability from 6f - 16f. 236HP applies poison on hit or triggers Toxic Blossom, which makes it one of the more rewarding anti-air options. Additionally, it is able to anti-air more ambiguous jump-ins (ones that may cross-up), unlike her other anti-air options. The downside is 236HP's horizontal hitbox is quite small, which means that it requires good judgment in terms of spacing and timing to ensure that it will hit the opponent. It also takes a bit longer to input 236HP, as opposed to inputting 5HK.

236MP - This may be used as a situational anti-air for opponents jumping further away, or for neutral jumps and jump backs. The hitbox is quite narrow and specific, so it is easy to whiff this move.

j.LK/j.MP - These are good air-to-air options for A.K.I. j.LK has a longer range and is faster at 5f. j.MP is disjointed, but has a strange, upward hitbox, and is slower at 7f. They are good options for when A.K.I. wants to keep the opponent in the corner, or when the opponent performs an ambiguous jump-in.


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 +19 Gives corner throw loops by walking forward with 16-17f manual timing
  • Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD)
Back Throw +27 After back throwing opponent into corner, walk/dash and manually time oki
  • Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD)
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HP HKD +27
HKD +49 (Punish)
On normal hit:
  • +6 after Forward Dash for point blank oki

On Punish Counter:

  • +11 after Forward Dash x2, or +10 after 236MK for easy oki
5HP~HP KD +34 ?
214HP KD +40 ?
SA3 HKD +30 Can Drive Rush full screen for a ranged meaty strike, but risky to attempt real oki
  • Gives enough time to bait a reversal out of Drive Rush
CA HKD +21 CA leaves A.K.I. closer, allowing better Drive Rush meaties (but still no true throw oki)
  • DR~6HK trades with 4f normals (approx. +14 for a combo conversion, or +6 if blocked)
... > 236HP KD +44 Sets up a safe jump. Just hold up forward and meaty with j.HP or j.2HP. You'll have to react to the opponent's recovery direction midscreen. Works on a grounded opponent, no Toxic Blossom (TB).
... > 236MP KD +44 Another safe jump setup. Only works near the corner on a grounded opponent, no Toxic Blossom (TB).
... > 236LP TB KD +44 Safe jump near corner
... > 236HP TB, PDR 2MP > 236HP KD +44 Safe jump setup for Toxic Blossom routes. As demonstrated with this example, 236HP can also setup a safe jump in a juggle if the opponent is at a specific height.
... > 236MP TB, PDR 5MP > 2PP~K, PDR 5MP > 236HP KD +44 Safe jump setup for Toxic Blossom routes. You can end the combo early with PDR 5MP > 236HP instead of 2PP~K for a cheaper safe jump, but the extra damage and corner carry is usually worth one more bar of drive gauge.
... > 2PP~P TB > 5MP > 236HP KD +44 Another safe jump setup. The 236MP TB route above can also work with 2PP~P TB.
... > 236PP TB > 5MP > 236HP KD +44 Another safe jump setup. The 236MP TB route above can also work with 236PP TB.
236HP Setups

A.K.I.'s 236HP (Heavy Serpent Lash) is an extremely useful combo ender that gives A.K.I. a lot of setup options, especially in the corner. Midscreen, her setups will depend on the opponent's wake-up option. If her opponent is poisoned and the 236HP hit triggers Toxic Blossom, A.K.I. can DR 2MP > 236HP to gain access to the same setups as she would have without Toxic Blossom.


Midscreen

Note that these setups also work in the corner.

  • 236HP , immediate (jump forward) j.HP/j.2HP

Simple safejump option to continue pressure. Requires reacting to the opponent's wakeup option. If the opponent normal rises, then A.K.I will have to do j.2HP. If the opponent back rises or is put in the corner, j.HP is used.

  • 236HP , 236LK/236MK , 2LP/Throw/Walk back

Another simple option that allows A.K.I. to continue her pressure. Using 236MK will put A.K.I. right next to the opponent, allowing her to continue her offense with a meaty throw or 2LP. If the opponent back rises, A.K.I. has time to walk back to shimmy. However, if the opponent normal rises, then A.K.I. will not be able to shimmy after 236MK. It is possible to shimmy by using 236LK instead of 236MK if the opponent normal rises, as 236LK has a similar animation to 236MK, but does not move A.K.I. forward. This spaces her well enough for the opponent to whiff their throw, allowing her to punish with 5HK.


Corner Only

Note that these options only work in the corner or near the corner. The options presented above for midscreen are also usable here.

  • 236HP , 66 , 3MP , 5LP~LP > 236H

Overhead option. Dashing forward framekills to allow for a meaty +5 on hit 3MP, allowing A.K.I. to link the hit into her standard BNB. Ending in 236H can allow A.K.I. to loop these setups in the corner.

  • 236HP , (whiff) 5LP , 2PP~LPLK

Meaty command throw option. 5LP framekills. The opponent can only get out of this by jumping or using an invincible reversal. A.K.I. can mix up her options by going for a meaty button if the opponent expects a command throw and jumps.

SA1 into Meaty 214LP

A.K.I.'s Level 1 Super sends the opponent flying far away if used midscreen, and around 1/3 screen away if used on a cornered opponent. A common oki setup after SA1 is to lock down the opponent with Nightshade Pulse (214LP). This puts A.K.I. at around +12 on Block in the corner, and severely limits the opponents movements midscreen (though it gives plenty of time for them to reposition before the projectile connects). However, some characters can punish this projectile on reaction, particularly when near the corner.

A.K.I. can cancel the end of her 214LP into OD Snake Step (236KK), which is strike and projectile invincible. If the opponent tries to punish your meaty fireball with a Super, this will usually keep A.K.I. safe or even allow a punish, though not always. These are the moves to be aware of when applying 214LP pressure.


Corner Punishes: Can't save yourself with reaction OD Snake Step

  • A.K.I. LP SA2
    • OD Snake Step recovers directly into the LP Super active frames
  • Chun-Li SA3
    • OD Snake Step will cause Chun to get hit by the fireball, but A.K.I. will be cornered and punishable at -9
  • Guile [2]8KK
    • No Super freeze to react to; OD Snake Step as a hard read leaves A.K.I. only +4 with an awkward punish timing
  • Jamie 236KK (DL2)
    • No Super freeze to react to
  • Ken 623PP/623HP
    • No Super freeze to react to
  • Manon SA2
    • Trades with projectile for 1 hit + knockdown; OD Snake Step leaves A.K.I. punishable in the corner
  • Rashid 236PP
    • No Super freeze to react to; trades with projectile for only 1 hit + knockdown


Fullscreen Punishes: OD Snake Step can escape

  • A.K.I. HP SA2
  • JP SA3


Corner Punishes: OD Snake Step can escape

  • A.K.I. SA3
    • A defensive 236LK or 2PP can also avoid the meaty fireball, but are punishable if reacted to
  • Blanka SA3
  • Cammy SA3, SA2
    • Both Supers escape and cannot be punished after OD Snake Step cancel
  • Chun-Li SA2
  • Dee Jay SA3, SA2
    • SA2 escapes safely, and SA3 is only -8 after OD Snake Step
  • E. Honda SA3, SA2
    • After OD Snake Step to avoid Honda's SA2, can only punish with A.K.I.'s own SA2
  • Kimberly SA3, SA2
    • SA2 is safe on whiff vs. reaction OD Snake Step
  • Guile SA3
  • Jamie SA3
    • Strict punish timing after reaction OD Snake Step
  • Juri SA3
  • Luke SA3
  • Marisa SA3
  • Rashid SA3
  • Zangief SA2


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
Drive Rush Cancel - Blockstring Gaps
2LP 5LP/5LK/2LK 5MP 2MK 2MP 5MK/5HK 2HP/2HK 5HP 6HK 6HP 3MP
5LP~DR 6 7 8 9 10 11 12 14 16 18 26
5MP~DR 0 0 1 2 3 4 5 7 9 11 19
5LK~DR 5 6 7 8 9 10 11 13 15 17 25
5HK~DR 0 0 0 0 0 0 1 3 5 7 15
2LP~DR 4 5 6 7 8 9 10 12 14 16 24
2MP~DR 0 0 0 0 0 1 2 4 6 8 16
5LP~LP~DR 0 1 2 3 4 5 6 8 10 12 20


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +3 No combo without CH/PC
5LK~DR +5 2LP/5LK, 2MP ...
2LP~DR
5LP~LP~DR
5MP~DR +11 5HK > 2PP~P ...
5MK, 5HK ...
2MP~DR +12
5HK~DR +16


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. A.K.I.

TO-DO


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