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| <gallery widths="150px" heights="135px" mode="nolines"> | | <gallery widths="150px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._5lp_hitbox.png| '''{{clr|L|5LP}}''' Hitbox |
| SF6_A.K.I._2lp_hitbox.png| '''{{clr|L|2LP}}''' Hitbox | | SF6_A.K.I._2lp_hitbox.png| '''{{clr|L|2LP}}''' Hitbox |
| SF6_A.K.I._5lp_hitbox.png| '''{{clr|L|5LP}}''' Hitbox
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| SF6_A.K.I._5lk_hitbox.png| '''{{clr|L|5LK}}''' Hitbox | | SF6_A.K.I._5lk_hitbox.png| '''{{clr|L|5LK}}''' Hitbox |
| SF6_A.K.I._2lk_hitbox.png| '''{{clr|L|2LK}}''' Hitbox | | SF6_A.K.I._2lk_hitbox.png| '''{{clr|L|2LK}}''' Hitbox |
| SF6_A.K.I._5mp_hitbox.png| '''{{clr|M|5MP}}''' Hitbox | | SF6_A.K.I._5mp_hitbox.png| '''{{clr|M|5MP}}''' Hitbox |
| SF6_A.K.I._6hk_hitbox.png| '''{{clr|H|6HK}}''' Hitbox
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| </gallery> | | </gallery> |
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| Note: {{clr|L|2LP}}, {{clr|L|5LP}}, {{clr|L|5LK}} ranges are quite close to each other. | | Note: {{clr|L|5LP}}, {{clr|L|2LP}}, {{clr|L|5LK}} ranges are quite close to each other. |
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| A.K.I. does very well when she is right up close to her opponent. She has a wide variety of tools to reset her pressure or to open up the opponents with frame traps. | | A.K.I. does very well when she is right up close to her opponent. She has a wide variety of tools to reset her pressure or to open up the opponents with frame traps. |
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| | * Her {{clr|L|5LP}}~{{clr|L|LP}} target combo combos on hit and frame-traps on block, making it a good option to use. The second hit of the target combo also moves her forward slightly, making it more consistent to hit compared to two {{clr|L|2LP}}s. |
| * Her {{clr|L|2LP}} and {{clr|L|2LK}} chain into each other, and {{clr|L|2LK}} has a decent range. On hit, {{clr|L|2LP}} can be canceled into {{clr|H|236HP}}, giving her access to {{clr|H|236HP}} knockdown setups. | | * Her {{clr|L|2LP}} and {{clr|L|2LK}} chain into each other, and {{clr|L|2LK}} has a decent range. On hit, {{clr|L|2LP}} can be canceled into {{clr|H|236HP}}, giving her access to {{clr|H|236HP}} knockdown setups. |
| * Her {{clr|L|5LP}}~{{clr|L|LP}} target combo combos on hit and frame-traps on block, making it a good option to use.
| | * {{clr|L|5LK}} has slightly more range than {{clr|L|2LP}}/{{clr|L|5LP}} and is special cancelable. This can be a good tool for interrupt opponent's buttons or used for checking their walk forwards with little risk due to the low recovery of the move. |
| * {{clr|L|5LK}} has slightly more range than {{clr|L|2LP}}/{{clr|L|5LP}} and is special cancelable, but is not exactly hit confirmable so its uses may be somewhat limited. | |
| * {{clr|M|5MP}} is similar in that sense, but links to {{clr|L|2LP}} or 2PP~K on counterhit, making it more rewarding. {{clr|M|5MP}} also moves A.K.I. closer to the opponent, and provides more blockstun allowing for better options off a drive rush cancel. | | * {{clr|M|5MP}} is similar in that sense, but links to {{clr|L|2LP}} or 2PP~K on counterhit, making it more rewarding. {{clr|M|5MP}} also moves A.K.I. closer to the opponent, and provides more blockstun allowing for better options off a drive rush cancel. |
| * {{clr|H|6HK}} is A.K.I.'s pressure reset tool, as it is +2 on block, and links into {{clr|L|2LP}} on hit. It is relatively slow compared to her other options, so use it when the opponent has shown to respect A.K.I's pressure.
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| Outside of these options, A.K.I. can also use {{clr|M|3MP}} for an overhead option that is +3 on hit for a pressure reset or to close out the round. It is best used sparingly, as the reward isn't great and is reactable. | | Outside of these options, A.K.I. can also use {{clr|M|3MP}} for an overhead option that is +3 on hit for a pressure reset or to close out the round. It is best used sparingly, as the reward isn't great and is reactable. |
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| <gallery widths="150px" heights="135px" mode="nolines"> | | <gallery widths="150px" heights="135px" mode="nolines"> |
| SF6_A.K.I._2mk_hitbox.png| '''{{clr|M|2MK}}''' Hitbox | | SF6_A.K.I._2mk_hitbox.png| '''{{clr|M|2MK}}''' Hitbox |
| SF6_A.K.I._5mk_hitbox.png| '''{{clr|M|5MK}}''' Hitbox
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| SF6_A.K.I._2mp_hitbox.png| '''{{clr|M|2MP}}''' Hitbox | | SF6_A.K.I._2mp_hitbox.png| '''{{clr|M|2MP}}''' Hitbox |
| SF6_A.K.I._5hk.png| '''{{clr|H|5HK}}''' Hitbox | | SF6_A.K.I._5hk.png| '''{{clr|H|5HK}}''' Hitbox |
| | SF6_A.K.I._5mk_hitbox.png| '''{{clr|M|5MK}}''' Hitbox |
| SF6_A.K.I._2hk.png| '''{{clr|H|2HK}}''' Hitbox | | SF6_A.K.I._2hk.png| '''{{clr|H|2HK}}''' Hitbox |
| SF6_A.K.I._5hp_hitbox.png| '''{{clr|H|5HP}}''' Hitbox | | SF6_A.K.I._6hk_hitbox.png| '''{{clr|H|6HK}}''' Hitbox |
| </gallery> | | </gallery> |
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| Note: {{clr|M|2MK}}, {{clr|M|5MK}}, {{clr|M|2MP}}, and {{clr|H|5HK}} ranges are very close to one another. | | Note: {{clr|M|2MP}} and {{clr|H|5HK}} have the same range. The first hit of {{clr|H|6HK}} and {{clr|H|2HK}} also have the same range. |
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| A.K.I. somewhat struggles at this range, as a lot of her normals are not special-cancelable making it very susceptible to Drive Impacts, and their reward on hit is not that great. | | A.K.I. somewhat struggles at this range, as a lot of her normals are not special-cancelable making it very susceptible to Drive Impacts, and their reward on hit is not that great. |
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| * {{clr|M|2MK}} links to {{clr|L|5LK}} > {{clr|L|236LP}} on counterhit at closer ranges. It is super cancelable, but isn't easy to hit confirm (14f window). It is also a low, so it might catch opponents walking back. On PC, links to {{clr|M|2MP}}, allowing for a decent conversion from a whiff punish. | | * {{clr|M|2MK}} links to {{clr|L|5LK}} at closer ranges. On counter-hit, it links into {{clr|M|5MP}}, and on punish counter, it links into {{clr|H|5HK}}. It is super cancelable, but isn't easy to hit confirm (14f window). It is an important tool for checking walk backs, and is plus on block on top of all this. |
| * {{clr|M|5MK}} has a good, disjointed hitbox that functions well as a poke. Doesn't convert to much unless close range (links to {{clr|M|5MP}}) or on PC (links to {{clr|H|2HP}} or Level 3). | | * {{clr|M|2MP}} and {{clr|H|5HK}} are both special cancelable with a similar range. Both of these are easily whiff punishable, so be careful with whiffing them. These buttons are good to drive rush cancel off of to extend her pressure. {{clr|H|5HK}} > {{clr|L|236LP}} is also a true blockstring that combos on hit and depletes one drive gauge on block if the opponent does not parry, making it a good poking string. |
| * {{clr|M|2MP}} and {{clr|H|5HK}} are both special cancelable with an okay range. {{clr|H|5HK}} has a significant recovery on whiff, so A.K.I. should use that sparingly. These buttons are good to drive rush cancel off of to extend her pressure.
| | * {{clr|M|5MK}} has a good, disjointed hitbox that functions very well as a poke. Doesn't convert to much unless close range (links to {{clr|M|5MP}}) or on PC (links to {{clr|H|2HP}} or Level 3). One of her best pokes. |
| * {{clr|H|2HK}} knocks the opponent down on punish counters and is safe on block. It is super cancelable, and is much easier to do compared to {{clr|M|2MK}} (19f window). | | * {{clr|H|2HK}} knocks the opponent down on punish counters and is safe on block. It is super cancelable, and is much easier to hit confirm compared to {{clr|M|2MK}} (19f window). Additionally, it also cannot be low crushed, making it a good tool against moves like Zangief's {{clr|M|6MK}}. |
| * At further ranges, {{clr|H|5HP}} may be A.K.I.'s best tool as it is hit-confirmable into a knockdown or toxic blossom. It is also a good whiff punish tool, reaching further than expected. Up close, however, it is very punishable on block up close, so make sure to space it well. | | * {{clr|H|6HK}} is A.K.I.'s pressure reset tool, as it is +2 on block, and links into {{clr|L|2LP}}/{{clr|L|5LK}} on hit. It is relatively slow compared to her other options, especially at a range where only the 2nd hit connects, so use it when the opponent has shown to respect A.K.I's pressure. {{clr|H|6HK}} does low crush later in its startup, so it could be good to use when calling out lows. |
| }} | | }} |
| |-| | | |-| |
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| SF6_A.K.I._6hp_hitbox.png| '''{{clr|H|6HP}}''' Hitbox | | SF6_A.K.I._6hp_hitbox.png| '''{{clr|H|6HP}}''' Hitbox |
| SF6_A.K.I._236lp_hitbox.png| '''{{clr|L|236LP}}''' Hitbox | | SF6_A.K.I._236lp_hitbox.png| '''{{clr|L|236LP}}''' Hitbox |
| SF6_A.K.I._2lk_hitbox.png| '''Drive Rush {{clr|L|2LK}}'''
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| SF6_A.K.I._2mk_hitbox.png| '''Drive Rush {{clr|L|2MK}}'''
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| </gallery> | | </gallery> |
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| A.K.I. has some decent options at this range. They are mostly pokes that harass the opponent from further out. At ranges further than {{clr|L|236LP}}, A.K.I. can quickly reach the opponent with some drive rush normals, leading to good reward on hit and good pressure on block. Outside of these ranges, A.K.I. can also start setting up her fireballs before approaching. | | A.K.I. has some decent options at this range. They are mostly pokes that harass the opponent from further out. Keep in mind that these tools are quite susceptible to Drive Impacts. At ranges further than {{clr|L|236LP}}, A.K.I. can quickly reach the opponent with some drive rush normals, leading to good reward on hit and good pressure on block. Outside of these ranges, A.K.I. can also start setting up her fireballs before approaching. |
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| * {{clr|H|5HP}} makes another appearance as its tip reaches further than expected. It is a good idea to understand this button's ranges as it can be quite deceptive. | | * At further ranges, {{clr|H|5HP}} is one of A.K.I.'s better tools as it is hit-confirmable into a knockdown or toxic blossom. It is a good whiff punish tool, reaching further than expected. Up close, however, it is punishable on block up close, so make sure to space it well. |
| * {{clr|H|2HP}} moves A.K.I. forward and knocks the opponent down on hit, but is punishable on block. | | * {{clr|H|2HP}} moves A.K.I. forward and knocks the opponent down on hit, but is punishable on block. |
| * {{clr|H|6HP}} is a good poke option that moves A.K.I. significantly forward. It is super cancelable with a 17f window, which means that it is hit confirmable and a good option against the opponent's drive impact. On counter-hit, it links into {{clr|L|5LK}} > {{clr|L|236LP}} if A.K.I. is close enough to the opponent. | | * {{clr|H|6HP}} is a good poke option that moves A.K.I. significantly forward. It is super cancelable with a 17f window, which means that it is hit confirmable and a good option against the opponent's drive impact. On counter-hit, it links into {{clr|L|5LK}} > {{clr|L|236LP}} if A.K.I. is close enough to the opponent. |
| * {{clr|L|236LP}} recovers faster than A.K.I.'s fireball and beats characters' anti-fireball tools (such as Cammy's spin knuckle or Marisa's Phalanx). It is a good option, because she usually recovers in time to block opponent's jump-ins (unless they perform it preemptively). Applies poison on hit, which further incentivizes opponents to approach A.K.I. | | * {{clr|L|236LP}} recovers faster than A.K.I.'s fireball and beats characters' anti-fireball tools (such as Cammy's spin knuckle or Marisa's Phalanx). It is a good option, because she usually recovers in time to block opponent's jump-ins (unless they perform it preemptively). Applies poison on hit, which further incentivizes opponents to approach A.K.I. |
| * Drive Rush {{clr|L|2LK}}/{{clr|M|2MK}} are both amazing options that are still relatively fast (11+5f for {{clr|L|2LK}} and 11+7f for {{clr|M|2MK}}). Because A.K.I.'s drive rush travels very far and is quite fast, this makes it a scary option to close the gap between A.K.I. and her opponent, especially if the opponent back walks often. On hit, both options link into {{clr|M|5MP}} > {{clr|H|236HP}}, although {{clr|M|5MP}} can whiff if A.K.I. is too far from the opponent. They are +2 and +1 on block, respectively, meaning that even if the opponent blocks them, A.K.I. is still able to pressure the opponent on block. | | * Drive Rush {{clr|L|2LK}}/{{clr|M|2MK}}/{{clr|M|5MP}} are all great options that are still relatively fast (11+5f for {{clr|L|2LK}} and 11+7f for {{clr|M|2MK}}). Because A.K.I.'s drive rush travels very far and is quite fast, this makes it a scary option to close the gap between A.K.I. and her opponent, especially if the opponent back walks often. While drive rush {{clr|M|2MK}} is slower than the other two options, it is +5 on block, making it extremely threatening as A.K.I. can safely continue her pressure after. |
| }} | | }} |
| </tabber> | | </tabber> |
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| </gallery> | | </gallery> |
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| A.K.I.'s character-defining stance that puts her into a low-profile state that ducks under most projectiles, and a lot of other moves. The upper-body invincibility starts on frame 10, meaning A.K.I. is able to use this on reaction and duck under opponent's projectiles. This is similar to jumping projectiles, as it leaves the opponent's projectile on screen longer rendering them unable to throw out another projectile. It also does not drain A.K.I.'s drive gauge, unlike simply blocking the opponent's projectile. | | A.K.I.'s character-defining stance that puts her into a low-profile state that ducks under most projectiles, as well as a lot of other moves. The upper-body invincibility starts on frame 10, meaning A.K.I. is able to use this on reaction and duck under opponent's projectiles. This is similar to jumping projectiles, as it leaves the opponent's projectile on screen longer rendering them unable to throw out another projectile. It also does not drain A.K.I.'s drive gauge, unlike simply blocking the opponent's projectile. |
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| The caveat to this is Sinister Slide has a significant recovery when exiting the stance, so it is important to use this when A.K.I. is far away from the opponent enough to not get punished on exit, or be sure to use of her follow-ups to avoid the exit recovery. It is important to note that her K follow-up (Heel Strike) does not have any projectile-invincible property, and A.K.I. will get hit out of it by a projectile. | | The caveat to this is Sinister Slide has a significant recovery when exiting the stance, so it is important to use this when A.K.I. is far away from the opponent enough to not get punished on exit, or be sure to use of her follow-ups to avoid the exit recovery. It is important to note that her K follow-up (Heel Strike) does not have any projectile-invincible property, and A.K.I. will get hit out of it by a projectile. |
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| </gallery> | | </gallery> |
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| A.K.I.'s only anti-projectile follow-up from her Sinister Slide stance. Like many of her anti-projectile tools, this move has a slow startup, especially combined with the startup with 2PP. It is best used when A.K.I. is already in her Sinister Slide stance, expecting for the opponent to throw out a projectile. While in her stance, it is possible to hit the opponent with Venomous Fang on reaction. It works particularly well against faster moving projectiles, such as Luke's sandblast (236P). It also works decently well against Ryu and Ken's projectiles at closer ranges, but mistiming can lead to death as A.K.I. is -25 on block. This move only has upper body projectile invulnerability from frame 1 to frame 19, so it is important to use it in the right situations. | | A.K.I.'s only anti-projectile follow-up from her Sinister Slide stance. Like many of her anti-projectile tools, this move has a slow startup, especially combined with the startup with 2PP. It is best used when A.K.I. is already in her Sinister Slide stance, expecting for the opponent to throw out a projectile. While in her stance, it is possible to hit the opponent with Venomous Fang on reaction. It works particularly well against faster moving projectiles, such as Luke's sandblast (236P). It also works decently well against Ryu and Ken's projectiles at closer ranges, but mistiming can lead to death as A.K.I. is -25 on block. |
| }} | | }} |
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| </gallery> | | </gallery> |
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| Snake Step is similar to A.K.I.'s 2PP (Sinister Slide) stance, allowing her to low profile underneath projectiles for a set duration. The {{clr|L|LK}} version leaves A.K.I. at the same spot, making it useful in making projectiles whiff without having to jump, though the timing may be tight against slower moving projectiles. If she mistimes it, she will recover from Snake Step and will be forced to block the projectile. The other versions move A.K.I. forward a set distance, potentially allowing A.K.I. to punish the opponent's recovery after using a fireball. The OD version is strike invulnerable, allowing her to potentially move through the opponent's other moves, leaving them for a whiff punish. This is especially good against characters that attack from afar, such as JP, Dhalsim, or Guile. | | Snake Step is similar to A.K.I.'s 2PP (Sinister Slide) stance, allowing her to low profile underneath projectiles for a set duration. The {{clr|L|LK}} version leaves A.K.I. at the same spot, making it useful in making projectiles whiff without having to jump, though the timing may be tight against slower moving projectiles. If she mistimes it, she will recover from Snake Step and will be forced to block the projectile. The other versions move A.K.I. forward a set distance, potentially allowing A.K.I. to punish the opponent's recovery after using a fireball. The OD version is strike invulnerable, allowing her to potentially move through the opponent's other moves, leaving them for a whiff punish. This is better against characters that attack from afar, such as JP, Dhalsim, or Guile. |
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| With the exception of the {{clr|L|LK}} version, the other versions are best used preemptively as the total duration is too long for it to be used on reaction. A.K.I. is also in counter-hit state during the slide, so it is important to be careful when using this move in neutral. | | With the exception of the {{clr|L|LK}} version, the other versions are best used sparingly and preemptively as the total duration is too long for it to be used on reaction. A.K.I. is also in counter-hit state during the slide, so it is important to be careful when using this move in neutral. |
| }} | | }} |
| </tabber> | | </tabber> |
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| A.K.I.'s offense greatly benefits from drive rushes. Her drive rush is quite fast and covers a lot of distance, which enables her to be able to open up the opponent from afar into a combo and knockdown. Additionally, she is able to quickly approach the opponent by drive rushing behind her fireball ({{clr|L|214LP}}/214PP), which makes for an extremely powerful offensive option. | | A.K.I.'s offense greatly benefits from drive rushes. Her drive rush is quite fast and covers a lot of distance, which enables her to be able to open up the opponent from afar into a combo and knockdown. Additionally, she is able to quickly approach the opponent by drive rushing behind her fireball ({{clr|L|214LP}}/214PP), which makes for an extremely powerful offensive option. |
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| Here are some good options for A.K.I. to use out of drive rushes (either performed raw or behind a fireball):
| | <tabber> |
| * {{clr|4|PDR}} {{clr|H|6HK}}, {{clr|H|5HK}}/{{clr|M|5MP}}...
| | Drive Rush 6HK= |
| Drive Rush {{clr|H|6HK}} is an extremely powerful tool as it is +6 on block and +8 on hit. Since the duration is relatively long, players can hit confirm into {{clr|M|2MP}}/{{clr|M|5MP}} on hit, {{clr|H|5HK}} on counterhit, and other options on block. As it is +6 on block, A.K.I. can safely link into {{clr|M|5MP}} for a true blockstring, or she can go for frame trap options with {{clr|M|2MP}} (leaves a 2f gap) and {{clr|H|5HK}} (leaves a 3f gap). She can even reset the pressure again with another {{clr|H|6HK}} if the opponent has shown to respect her pressure too much. | | {{TheoryBox |
| * {{clr|4|PDR}} {{clr|L|2LK}}/{{clr|M|2MK}}, {{clr|M|5MP}}...
| | | Title = {{clr|4|PDR}} {{clr|H|6HK}} |
| This is an excellent option to open up opponents that walk back a lot. Both Drive Rush {{clr|L|2LK}} and {{clr|M|2MK}} links to {{clr|M|5MP}} on hit if A.K.I. is close enough to the opponent. On block, Drive Rush {{clr|L|2LK}} is +2, and Drive Rush {{clr|M|2MK}} is +1, meaning that linking into {{clr|M|5MP}} leaves a big enough gap (4f and 5f, respectively) for the opponents to successfully mash out of the string. It is possible to hit confirm the initial Drive Rush hit and opt for a safer blockstring option such as {{clr|L|2LP}} instead. Overall, Drive Rush {{clr|L|2LK}} is a better option as it is faster and has better frame advantage compared to {{clr|M|2MK}}, but {{clr|M|2MK}} reaches further and has an easier link window on hit. It is also important to note that if the opponent Drive Impacts A.K.I.'s Drive Rush {{clr|L|2LK}}, she will likely be able to recover and counter DI. It is less likely that she will be able to do this with Drive Rush {{clr|M|2MK}}.
| | | Oneliner = Plus frames... |
| * {{clr|4|PDR}} {{clr|M|5MP}}, {{clr|M|5MP}}...
| | | Difficulty = |
| Another good option, especially if the opponent has shown to use DI a lot as {{clr|M|5MP}} is special cancelable, meaning A.K.I. can cancel it into DI on reaction. On hit, A.K.I. can link it into another {{clr|M|5MP}} before special canceling. Her reward on block is less, as she is +1, meaning that another {{clr|M|5MP}} will leave a 5f gap for the opponent to mash through.
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._6hk_hitbox.png| '''{{clr|H|6HK}}''' Hitbox |
| | </gallery> |
| | |
| | Drive Rush {{clr|H|6HK}} is an extremely powerful tool as it is +6 on block and +8 on hit. Since the duration is relatively long, players can hit confirm into {{clr|M|2MP}}/{{clr|M|5MP}} on hit and {{clr|H|5HK}} on counter-hits. As it is +6 on block, A.K.I. can safely link into {{clr|M|5MP}} for a true blockstring, or she can go for frame trap options with {{clr|M|2MP}} (leaves a 2f gap) and {{clr|H|5HK}} (leaves a 3f gap), or simply opt for a throw if the opponent keeps on blocking. She can even reset the pressure again with another {{clr|H|6HK}} if the opponent has shown to respect her pressure too much. |
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| | {{clr|3|Be careful, as this option will lose to Drive Impacts and leave her very vulnerable for punishes if she whiffs!}} |
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| | Here are some example strings she can use: |
| | * On hit: <code>{{clr|4|PDR}} {{clr|H|6HK}}, {{clr|M|5MP}} > Ender</code> |
| | * On counter-hits: <code>{{clr|4|PDR}} {{clr|H|6HK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > Ender</code> |
| | * On block: <code>{{clr|4|PDR}} {{clr|H|6HK}}, {{clr|H|5HK}} frametrap</code> |
| | }} |
| | |-| |
| | Drive Rush 2MK= |
| | {{TheoryBox |
| | | Title = {{clr|4|PDR}} {{clr|M|2MK}} |
| | | Oneliner = Fantastic combo starter |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._2mk_hitbox.png| '''{{clr|M|2MK}}''' Hitbox |
| | </gallery> |
| | |
| | Drive Rush {{clr|M|2MK}} is an excellent tool for opening up opponents, especially those that walks back often. {{clr|M|2MK}}'s range is quite long, and will link into {{clr|H|5HK}} on hit, giving A.K.I. a full BnB conversion. It is +5 on block, allowing A.K.I. to safely frametrap with {{clr|M|5MP}}, or continue on with her lights for a true blockstring. {{clr|H|5HK}} will also frametrap, but since there is a 4f gap there, opponents' jabs will trade with A.K.I., leaving her able to continue on with at trade combo. If done from further ranges, A.K.I. may have to walk up slightly to be able to threaten the opponent with a throw on block. |
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| | {{clr|3|Be careful, as this option usually loses to Drive Impacts.}} |
| | |
| | Here are some example strings she can use: |
| | * On hit: <code>{{clr|4|PDR}} {{clr|M|2MK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > Ender</code> |
| | * On block: <code>{{clr|4|PDR}} {{clr|M|2MK}}, {{clr|M|5MP}} frametrap</code> |
| | }} |
| | |-| |
| | Drive Rush 2LK= |
| | {{TheoryBox |
| | | Title = {{clr|4|PDR}} {{clr|L|2LK}} |
| | | Oneliner = A faster way to open up opponents |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._2lk_hitbox.png| '''{{clr|L|2LK}}''' Hitbox |
| | </gallery> |
| | |
| | This functions similarly to A.K.I.'s {{clr|4|PDR}} {{clr|M|2MK}}. It has less range and gives her less reward on hit and block, but is much faster and is better for catching opponents off guard. Additionally, it will lose to Drive Impacts much less often compared to Drive Rush {{clr|M|2MK}} because she will recover sooner. |
| | |
| | A.K.I. will be +7 on hit, allowing her to link into {{clr|M|5MP}} (although, not at max range). On counter-hits, she can combo into {{clr|H|5HK}} just like with {{clr|M|2MK}}. She is +2 on block, meaning that {{clr|M|5MP}} will trade and give her a trade combo with opponents' 4f buttons. For a safer blockstring, she can continue her pressure with {{clr|L|2LP}}/{{clr|L|5LP}}, although this may be difficult to confirm. |
| | |
| | Here are some example strings she can use: |
| | * On hit: <code>{{clr|4|PDR}} {{clr|L|2LK}}, {{clr|M|5MP}} > Ender</code> |
| | * On counter-hit: <code>{{clr|4|PDR}} {{clr|L|2LK}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > Ender</code> |
| | * On block: <code>{{clr|4|PDR}} {{clr|L|2LK}}, {{clr|L|5LP}}~{{clr|L|LP}} frametrap</code> |
| | }} |
| | |-| |
| | Drive Rush 5MP= |
| | {{TheoryBox |
| | | Title = {{clr|4|PDR}} {{clr|M|5MP}} |
| | | Oneliner = Fast and forward moving! |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._5mp_hitbox.png| '''{{clr|M|5MP}}''' Hitbox |
| | </gallery> |
| | |
| | Since {{clr|M|5MP}} moves A.K.I. forward, this option can allow A.K.I. to reach quite far quickly. Since it is special cancellable, this is also safe to Drive Impacts. It is a good, relatively low-risk option to start pressure with A.K.I. that has a deceptively far-reaching range. |
| | |
| | On a regular hit, A.K.I. can link into another {{clr|M|5MP}}. On counter hits, she is able to link into {{clr|H|5HK}} for her regular BnB. She is usually +1 on block, which means she can safely continue her pressure on block with 4f buttons (e.g. {{clr|L|2LP}}), or trade with opponents' 4f buttons with {{clr|L|5LP}}/{{clr|L|2LK}}. Again, if the opponent has shown to be respectful of A.K.I.'s pressure, she can opt for other options on block such as {{clr|M|2MK}} to catch walk backs. |
| | |
| | In certain knockdown situations, such as a corner throw or a punish counter throw, A.K.I. can drive rush {{clr|M|5MP}} for an auto-timed meaty {{clr|M|5MP}} that can be up to +4 on block and +10 on hit, allowing her to combo into {{clr|H|5HK}} on normal hit. |
| | |
| | Here are some example strings she can use: |
| | * On hit: <code>{{clr|4|PDR}} {{clr|M|5MP}}, {{clr|M|5MP}} > Ender</code> |
| | * On counter-hit: <code>{{clr|4|PDR}} {{clr|M|5MP}}, {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > Ender</code> |
| | * On block: <code>{{clr|4|PDR}} {{clr|M|5MP}}, {{clr|L|2LP}} frametrap</code> |
| | }} |
| | </tabber> |
|
| |
|
| ===== <big>Drive Rush Cancel Frame Data</big> ===== | | ===== <big>Drive Rush Cancel Frame Data</big> ===== |
Line 357: |
Line 447: |
| {| class="wikitable" | | {| class="wikitable" |
| |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | | |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps |
| | - | | |- |
| ! !! {{clr|L|2LP}} !! {{clr|L|5LP}}/{{clr|L|5LK}}/{{clr|L|2LK}} !! {{clr|M|5MP}} !! {{clr|M|2MK}} !! {{clr|M|2MP}} !! {{clr|M|5MK}}/{{clr|H|5HK}} !! {{clr|H|2HP}}/{{clr|H|2HK}} !! {{clr|H|5HP}} !! {{clr|H|6HK}} !! {{clr|H|6HP}} !! {{clr|M|3MP}} | | ! !! {{clr|L|5LK}}/{{clr|L|2LP}} !! {{clr|L|5LP}}/{{clr|L|2LK}} !! {{clr|M|5MP}} !! {{clr|M|2MK}} !! {{clr|M|5MK}}/{{clr|M|2MP}} !! {{clr|H|5HK}} !! {{clr|H|2HP}}/{{clr|H|2HK}} !! {{clr|H|5HP}} !! {{clr|H|6HK}} !! {{clr|H|6HP}} !! {{clr|M|3MP}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|L|5LP}}~DR | | ! {{clr|L|5LP}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|18}} || {{SF6-Gap|L|26}} | | | {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|18}} || {{SF6-Gap|L|26}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|M|5MP}}~DR | | ! {{clr|M|5MP}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|19}} | | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|19}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|L|5LK}}~DR | | ! {{clr|L|5LK}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|15}} || {{SF6-Gap|L|17}} || {{SF6-Gap|L|25}} | | | {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|15}} || {{SF6-Gap|L|17}} || {{SF6-Gap|L|25}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|H|5HK}}~DR | | ! {{clr|H|5HK}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|15}} | | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|15}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|L|2LP}}~DR | | ! {{clr|L|2LP}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|24}} | | | {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|16}} || {{SF6-Gap|L|24}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|M|2MP}}~DR | | ! {{clr|M|2MP}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|16}} | | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|16}} |
| |- style="text-align: center | | |- style="text-align: center |
| ! {{clr|L|5LP}}~{{clr|L|LP}}~DR | | ! {{clr|L|5LP}}~{{clr|L|LP}}{{clr|DR|~DRC}} |
| | {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|20}} | | | {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|20}} |
| |} | | |} |
Line 389: |
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| ! Starter !! Hit Adv. !! Combo Route | | ! Starter !! Hit Adv. !! Combo Route |
| |- | | |- |
| | {{clr|L|5LP}}~DR || style="text-align: center;" | {{sf6-adv|P|+3}} || No combo without CH/PC | | | {{clr|L|5LP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|P|+3}} || No combo without {{clr|PC|CH}}/{{clr|PC|PC}} |
| |- | | |- |
| | {{clr|L|5LK}}~DR || rowspan="3" style="text-align: center;" | {{sf6-adv|VP|+5}} || rowspan="3" | {{clr|L|2LP}}/{{clr|L|5LK}}, {{clr|M|2MP}}/{{clr|M|5MP}} ... | | | {{clr|L|5LK}}{{clr|DR|~DRC}} || rowspan="2" style="text-align: center;" | {{sf6-adv|VP|+5}} || rowspan="2" | {{clr|L|5LP}}/{{clr|L|2LP}}, {{clr|M|5MK}}, {{clr|M|5MP}} ... |
| |- | | |- |
| | {{clr|L|2LP}}~DR | | | {{clr|L|2LP}}{{clr|DR|~DRC}} |
| |- | | |- |
| | {{clr|L|5LP}}~{{clr|L|LP}}~DR | | | {{clr|L|5LP}}~{{clr|L|LP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+6}} || {{clr|L|5LP}}/{{clr|L|2LP}}, {{clr|M|5MK}}, {{clr|M|5MP}} ...<br>{{clr|M|5MP}} > 2PP~K ...<br>{{clr|M|5MP}}, {{clr|M|5MP}} ... |
| |- | | |- |
| | {{clr|M|5MP}}~DR || style="text-align: center;" | {{sf6-adv|VP|+11}} || rowspan="3" | {{clr|H|5HK}} > 2PP~P ...<br>{{clr|M|5MK}}, {{clr|H|5HK}} ... | | | {{clr|M|5MP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+11}} || rowspan="3" | {{clr|H|5HK}} > 2PP~P ...<br>{{clr|M|5MK}}, {{clr|H|5HK}} ... |
| |- | | |- |
| | {{clr|M|2MP}}~DR || style="text-align: center;" | {{sf6-adv|VP|+12}} | | | {{clr|M|2MP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+12}} |
| |- | | |- |
| | {{clr|H|5HK}}~DR || style="text-align: center;" | {{sf6-adv|VP|+16}} | | | {{clr|H|5HK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+16}} |
| |} | | |} |
|
| |
|
| |
|
| === Frame Traps === | | === Frame Traps === |
Line 441: |
Line 530: |
| === Jump-ins === | | === Jump-ins === |
|
| |
|
| TO-DO
| | <tabber> |
| | j.HP= |
| | {{TheoryBox |
| | | Title = {{clr|H|j.HP}} |
| | | Oneliner = Amazing jump-in button |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._jhp_hitbox.png| '''{{clr|H|j.HP}}''' Hitbox |
| | </gallery> |
| | |
| | One of A.K.I.'s best jump-in buttons and is her go-to option for jump-ins. Hits extremely deep and from extremely high up, allowing A.K.I. to easily punish a lot of characters in their whiff recovery when she is in the air. For example, if A.K.I. jumps in anticipation of a delayed throw tech from the opponent, she can consistently punish their recovery with {{clr|H|j.HP}} when most other characters will not be able to. When used high up in the air, it can also be difficult for the opponent to react and cleanly anti-air this button without an air invincible move. Combos into her BnB on hit, and gives great frame advantage on block. |
| | |
| | {{clr|H|j.HP}} will not hit cross-up, so do be careful if A.K.I. jumps and ends up crossing up her opponent because she will whiff the {{clr|H|j.HP}}. |
| | }} |
| | |-| |
| | j.HK= |
| | {{TheoryBox |
| | | Title = {{clr|H|j.HK}} |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._jhk_hitbox.png| '''{{clr|H|j.HK}}''' Hitbox |
| | </gallery> |
| | |
| | Works very similarly to {{clr|H|j.HP}}, though the vertical reach isn't as good. The advantage to using this button is that it is faster compared to {{clr|H|j.HP}}, which makes it consistent to use as part of a combo, or for beating out air-to-air attempts, especially since its hurtbox is fairly retracted. |
| | }} |
| | |-| |
| | j.2HP= |
| | {{TheoryBox |
| | | Title = {{clr|H|j.2HP}} |
| | | Oneliner = Cross-up button |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._j2hp_hitbox.png| '''{{clr|H|j.2HP}}''' Hitbox |
| | </gallery> |
| | |
| | A.K.I.'s dedicated cross-up button. {{clr|H|j.2HP}} will only hit crossup, so use it if A.K.I.'s jump will end up crossing over the opponent. This button will always whiff in the corner. This is also A.K.I.'s go-to button for when her safejumps will cross over the opponent. |
| | }} |
| | |-| |
| | j.LK= |
| | {{TheoryBox |
| | | Title = {{clr|L|j.LK}} |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = |
| | | content = |
| | <gallery widths="200px" heights="135px" mode="nolines"> |
| | SF6_A.K.I._jlk_hitbox.png| '''{{clr|L|j.LK}}''' Hitbox |
| | </gallery> |
|
| |
|
| | This button can hit cross-up, but has a lower hitstun and blockstun value compared to {{clr|H|j.2HP}} and {{clr|H|j.HP}}. It is best used when the player is not certain if A.K.I. will cross over the opponent or not. |
| | }} |
| | </tabber> |
|
| |
|
| === Okizeme === | | === Okizeme === |
Line 450: |
Line 612: |
|
| |
|
| {| class="wikitable" | | {| class="wikitable" |
| ! Knockdown !! KD Adv. !! Oki/Notes | | ! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes |
| |- | | |- |
| | '''Forward Throw''' || +19 || Gives corner throw loops by walking forward with 16-17f manual timing | | | '''Forward Throw''' || +19 || Gives corner throw loops by walking forward with 16-17f manual timing |
Line 462: |
Line 624: |
| | '''Drive Reversal''' || +23 || ? | | | '''Drive Reversal''' || +23 || ? |
| |- | | |- |
| | '''{{clr|H|2HP}}''' || HKD +27<br>HKD +49 (Punish) || On normal hit: | | | '''{{clr|H|2HP}}''' || HKD +27<br>HKD +49 (CH/PC) || On normal hit: |
| * +6 after Forward Dash for point blank oki | | * +6 after Forward Dash for point blank oki |
| On Punish Counter: | | On Punish Counter: |
Line 470: |
Line 632: |
| |- | | |- |
| | '''{{clr|H|214HP}} || KD +40 || ? | | | '''{{clr|H|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)
| |
| * {{clr|4|DR}}~{{clr|H|6HK}} trades with 4f normals (approx. +14 for a combo conversion, or +6 if blocked)
| |
| |- | | |- |
| | '''... > {{clr|H|236HP}}''' || KD +44 || Sets up a safe jump. Just hold up forward and meaty with {{clr|H|j.HP}} or {{clr|H|j.2HP}}. You'll have to react to the opponent's recovery direction midscreen. Works on a grounded opponent, no Toxic Blossom (TB). | | | '''... > {{clr|H|236HP}}''' || KD +44 || Sets up a safe jump. Just hold up forward and meaty with {{clr|H|j.HP}} or {{clr|H|j.2HP}}. You'll have to react to the opponent's recovery direction midscreen. Works on a grounded opponent, no Toxic Blossom (TB). |
Line 491: |
Line 647: |
| | '''... > 236PP TB > {{clr|M|5MP}} > {{clr|H|236HP}}''' || KD +44 || Another safe jump setup. The {{clr|M|236MP}} TB route above can also work with 236PP TB. | | | '''... > 236PP TB > {{clr|M|5MP}} > {{clr|H|236HP}}''' || KD +44 || Another safe jump setup. The {{clr|M|236MP}} TB route above can also work with 236PP TB. |
| |- | | |- |
| | | '''{{clr|10|SA1}} - 236236K'''<br>(Deadly Implication) || +30 || ? |
| | * Meaty {{clr|L|214LP}} grants strong frame advantage, and can cancel to {{clr|10|236KK}} if opponent uses reversal Super |
| | |- |
| | | '''{{clr|10|SA2}} - 214214P'''<br>(Tainted Talons) || +30 || ? |
| | |- |
| | | '''{{clr|10|SA3}} - 236236P'''<br>(Claws of Ya Zi) || HKD +30 || Leaves opponent full screen away: |
| | * {{clr|4|Drive Rush}} for a ranged meaty strike, but no true throw oki |
| | * Can block to bait fast reversals |
| | |- |
| | | '''{{clr|10|CA}} - 236236P'''<br>(Claws of Ya Zi) || HKD +21 || Leaves the opponent a bit closer than {{clr|10|SA3}}: |
| | * {{clr|4|DR~}}{{clr|H|6HK}} trades with 4f normals (approx. {{sf6-adv|VP|+14}}/{{sf6-adv|VP|+6}} for pressure or a trade combo) |
| | * No true throw oki |
| |} | | |} |
|
| |
|
| |
|
| |
|
| ===== <big>{{clr|H|236HP}} Setups</big> ===== | | ===== <big>{{clr|H|236HP}} Setups</big> ===== |
Line 500: |
Line 666: |
|
| |
|
|
| |
|
| <big>'''Midscreen & Corner'''</big> | | <big>'''Anywhere'''</big> |
| | |
| | These are setups that work both anywhere on the screen. Doing it in the corner may require some minor adjustments to the setup. |
|
| |
|
| These are setups that work both midscreen and near the corner. Doing it in the corner may require some minor adjustments to the setup.
| | <tabber> |
| | Safejumps= |
| | {{TheoryBox |
| | | Title = Safejumps |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=774MaffBSto&ab_channel=Basinator |
| | | Recipe = {{clr|H|236HP}}, immediate (jump forward) {{clr|H|j.HP}}/{{clr|H|j.2HP}} |
| | | content = Allows A.K.I. to continue pressure without much risk. Requires reacting to the opponent's wakeup option. If the opponent normal rises, then A.K.I will have to do {{clr|H|j.2HP}}. If the opponent back rises or is put in the corner, {{clr|H|j.HP}} is used. |
|
| |
|
| * <code>{{clr|H|236HP}}, immediate (jump forward) {{clr|H|j.HP}}/{{clr|H|j.2HP}}</code>
| | Note that there are specific setups that allow safejumps without having to react to the opponent's wakeup options. In that scenario, only {{clr|H|j.HP}} will work. |
| '''Safe jump option'''. Allows A.K.I. to continue pressure without much risk. Requires reacting to the opponent's wakeup option. If the opponent normal rises, then A.K.I will have to do {{clr|H|j.2HP}}. If the opponent back rises or is put in the corner, {{clr|H|j.HP}} is used.
| | }} |
| * <code>{{clr|H|236HP}}, {{clr|L|236LK}}/{{clr|M|236MK}} , {{clr|L|2LP}}/Throw/Walk back</code>
| | |-| |
| '''Meaty/Shimmy option'''. Using {{clr|M|236MK}} will put A.K.I. right next to the opponent with +5 frames of advantage, allowing her to continue her offense with a meaty throw or a meaty normal. Keep in mind that A.K.I. will trade with the opponent's 4f button if she uses {{clr|H|5HK}}. If the opponent back rises, A.K.I. has time to walk back to shimmy, and [[Street_Fighter_6/A.K.I./Combos#Reversal/-9_Punish_(No_Poison)-2|punish]] the throw whiff with {{clr|H|5HK}}. However, if the opponent normal rises, then A.K.I. will not be able to shimmy after {{clr|M|236MK}}. If A.K.I expects a throw tech from the opponent, she should opt for a meaty {{clr|L|2LP}} instead in this case. It is also possible to shimmy by using {{clr|L|236LK}} instead of {{clr|M|236MK}} if the opponent normal rises, as {{clr|L|236LK}} has a similar animation to {{clr|M|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 {{clr|H|5HK}}. Near the corner, A.K.I. should also use {{clr|L|236LK}} to shimmy instead of {{clr|M|236MK}}. One last thing to note is A.K.I. will not be able to chain {{clr|L|2LK}} into other buttons if the opponent back rises.
| | 236MK= |
| * <code>{{clr|H|236HP}}, 66, 66 {{clr|L|2LP}}/Throw/Jump/Backdash</code>
| | {{TheoryBox |
| '''Closer Meaty/"Shimmy" option'''. Dashing forward twice will put A.K.I. closer to the opponent than the {{clr|M|236MK}} option, and leaves her +6, which means the opponent cannot use normal moves to interrupt her {{clr|H|5HK}}. With this option, A.K.I. can meaty the opponent with {{clr|L|2LK}} and be able to chain into her other normals without whiffing, unlike the previous option (if the opponent back rises). She can also choose to throw the opponent on wakeup. The downside to this option is that A.K.I. does not have a "good" shimmy option, in that walking backwards will not leave enough space for the opponent to whiff their throw. She can, however, backdash if she expects the opponent to throw, but this will lose to reversals. A good option to partially cover both reversals and throws is to jump. If A.K.I. jumps, she is able to punish the opponent's throw whiff with {{clr|H|j.HP}} as it hits from quite high up. On the other hand, if the opponent uses their invincible reversal, A.K.I. may be able to avoid getting hit depending on the character.
| | | Title = {{clr|M|236MK}} |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=c7mRnE30Xvw&ab_channel=Basinator |
| | | Recipe = {{clr|H|236HP}}, {{clr|M|236MK}}, Normal/Throw |
| | | content = Using {{clr|M|236MK}} will put A.K.I. right next to the opponent with +5 frames of advantage, allowing her to continue her offense with a meaty throw or a meaty normal. Keep in mind that A.K.I. will trade with the opponent's 4f button if she uses {{clr|H|5HK}} (A.K.I. will be +11 here, meaning she can follow-up with a trade combo such as {{clr|H|5HK}} > 2PP~K, {{clr|L|5LK}} > {{clr|H|236HP}}). If the opponent back rises, A.K.I. has time to walk back to shimmy, and [[Street_Fighter_6/A.K.I./Combos#Poisoned_Routes|punish]] the throw whiff with {{clr|H|5HK}}. However, if the opponent normal rises, then A.K.I. will not be able to shimmy after {{clr|M|236MK}}. Instead, if A.K.I expects a throw tech from the opponent, she can backdash for a guaranteed punish, or neutral jump {{clr|H|j.HP}}, which will only punish delayed throw techs (but not immediate throw techs). Near the corner, A.K.I. can also use {{clr|L|236LK}} to shimmy instead of {{clr|M|236MK}}. |
| | }} |
| | |-| |
| | Double Dash= |
| | {{TheoryBox |
| | | Title = Double Dash |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=RDGUPp4jx7c&ab_channel=Basinator |
| | | Recipe = {{clr|H|236HP}}, 66, 66 Normal/Throw |
| | | content = Dashing forward twice will put A.K.I. closer to the opponent than the {{clr|M|236MK}} option, and leaves her +6, which means the opponent cannot use normal moves to interrupt her {{clr|H|5HK}}. She can also choose to throw the opponent on wakeup, however, if she inputs the throw immediately, this will whiff. She will have to delay the throw by at least 1 frame. The downside to this option is that A.K.I. does not have a "good" shimmy option, in that walking backwards will not leave enough space for the opponent to whiff their throw. She can, however, backdash if she expects the opponent to throw, but this will lose to reversals. A good option to partially cover both reversals and throws is to jump. If A.K.I. jumps, she is able to punish the opponent's throw whiff with {{clr|H|j.HP}} as it hits from quite high up. If the opponent uses their invincible reversal, A.K.I. may be able to avoid getting hit depending on the character. |
| | }} |
| | </tabber> |
|
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| <br> | | <br> |
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| * <code>{{clr|H|236HP}}, 66, {{clr|M|3MP}}, {{clr|L|5LP}}~{{clr|L|LP}} > {{clr|H|236HP}}</code> | | * <code>{{clr|H|236HP}}, 66, {{clr|M|3MP}}, {{clr|L|5LP}}~{{clr|L|LP}} > {{clr|H|236HP}}</code> |
| '''Overhead option'''. Dashing forward frame kills to allow for a meaty +5 on hit {{clr|M|3MP}}, allowing A.K.I. to link the hit into {{clr|L|2LP}}/{{clr|L|5LP}} > {{clr|H|236HP}}. Ending in {{clr|H|236H}} can allow A.K.I. to loop these setups in the corner. | | '''Overhead option'''. Dashing forward frame kills to allow for a meaty +5 on hit {{clr|M|3MP}}, allowing A.K.I. to link the hit into {{clr|L|2LP}}/{{clr|L|5LP}} > {{clr|H|236HP}}. Ending in {{clr|H|236H}} can allow A.K.I. to loop these setups in the corner. Also works midscreen if the opponent normal rises. |
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|
| * <code>{{clr|H|236HP}}, (whiff) {{clr|L|5LP}}, 2PP~{{clr|L|LPLK}}</code> | | * <code>{{clr|H|236HP}}, (whiff) {{clr|L|5LP}}, 2PP~{{clr|L|LPLK}}</code> |
| '''Meaty command throw option'''. {{clr|L|5LP}} frame kills. 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. | | '''Meaty command throw option'''. {{clr|L|5LP}} frame kills. 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. |
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| ===== <big>{{clr|M|236MP}} Setups</big> ===== | | ===== <big>{{clr|M|236MP}} Setups</big> ===== |
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| ===== <big>SA1 into Meaty {{clr|L|214LP}}</big> ===== | | ===== <big>Rise Independent Safejump Setups</big> ===== |
| | |
| | A.K.I.'s usual midscreen safejump setups require reacting to the opponent's rise option (if they normal rise, she has to use {{clr|H|j.2HP}}, back rise, she has to use {{clr|H|j.HP}}). This can be difficult, and often times, she gets punished for reacting wrongly. |
| | |
| | The setups listed below help to prevent this problem from happening as it guarantees a same-side safejump with {{clr|H|j.HP}} regardless of the opponent's rise option. Most of these setups require the opponent to be poisoned before (with some character-specific exceptions), so when the opponent is not poisoned, A.K.I. will have to still react to the opponent's rise option for the safejump, or go for a different setup. |
| | |
| | <tabber> |
| | 236MP! Meterless= |
| | {{TheoryBox |
| | | Title = {{clr|M|236MP}}! Meterless Setup |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=4FphFLhKKps&t=7s |
| | | Recipe = {{clr|H|5HK}} > 2PP~K, {{clr|L|5LK}} > {{clr|M|236MP!}} |
| | | content = A.K.I.'s most basic and drive-efficient option for setting up a rise independent safejump {{clr|H|j.HP}}. This option only works if A.K.I. is relatively close to the opponent before {{clr|M|236MP}}!, which means that it is best to immediately go into {{clr|L|5LK}} > {{clr|M|236MP}}! from her stance kicks. |
| | }} |
| | |-| |
| | 236MP! Corner Carry= |
| | {{TheoryBox |
| | | Title = {{clr|M|236MP}}! Corner Carry ({{drive sf6}}{{drive sf6}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=4FphFLhKKps&t=16s |
| | | Recipe = {{clr|H|5HK}} > 2PP~K, {{clr|L|5LK}} > {{clr|M|236MP!}}, {{clr|4|PDR}} {{clr|H|5HK}} > 2PP~K, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}} |
| | | content = This route gives A.K.I. the best corner carry and uses up two drive gauge bars. This setup is most consistent when A.K.I. is closer to her opponent before {{clr|M|236MP}}!. It is possible to perform this setup even when A.K.I. is further away from her opponent before {{clr|M|236MP}}!, she will just have to delay her {{clr|H|5HK}} during the drive rush to maximize the distance she travels to ensure that she is close enough to the opponent for the {{clr|H|5HK}}. |
| | }} |
| | |-| |
| | 236HP!= |
| | {{TheoryBox |
| | | Title = {{clr|H|236HP}}! ({{drive sf6}}) |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=4FphFLhKKps&t=26s |
| | | Recipe = {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP!}}, {{clr|4|PDR}} {{clr|M|2MP}} > {{clr|H|236HP}} |
| | | content = Unlike the previous two setups, for this setup to work, A.K.I. has to be relatively far away from the opponent before {{clr|H|236HP}}!. This setup is more inconsistent compared to the previous two due to the difficulty in judging whether or not A.K.I. is far enough from the opponent before the {{clr|H|236HP}}!. If A.K.I. is in range to connect three lights ({{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}}), then the same-side safejump is always guaranteed. However, often times, she will not be in range for that, and it is up to the player to judge whether or not A.K.I. is sufficiently far enough from the opponent for the same-side safejump. |
| | }} |
| | |-| |
| | Character-specific 236HP= |
| | {{TheoryBox |
| | | Title = Character-specific {{clr|H|236HP}} Setup |
| | | Oneliner = |
| | | Difficulty = |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = https://www.youtube.com/watch?v=4FphFLhKKps&t=42s |
| | | Recipe = {{clr|H|5HK}} > 2PP~K, {{clr|L|2LP}} > {{clr|L|2LP}}, {{clr|L|5LK}} > {{clr|H|236HP}} |
| | | content = If A.K.I. gets the right spacing before the {{clr|H|236HP}}, she can get a guaranteed same-side safejump against certain characters without requiring the opponent to be poisoned. |
| | |
| | Currently, this only works against: |
| | * Marisa |
| | * E. Honda |
| | * Blanka |
| | * Zangief |
| | }} |
| | </tabber> |
| | |
| | |
| | ===== <big>{{clr|SA|SA1}} into Meaty {{clr|L|214LP}}</big> ===== |
|
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|
| 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 ({{clr|L|214LP}}). This puts A.K.I. at around {{sf6-adv|VP|+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, especially near the corner. | | 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 {{clr|SA|SA1}} is to lock down the opponent with Nightshade Pulse ({{clr|L|214LP}}). This puts A.K.I. at around {{sf6-adv|VP|+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, especially near the corner. |
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| A.K.I. can cancel the end of her {{clr|L|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 there are some exceptions. The following table lists all wakeup reversals that can punish a meaty {{clr|L|214LP}}, and whether or not OD Snake Step can keep A.K.I. safe. | | A.K.I. can cancel the end of her {{clr|L|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 there are some exceptions. The following table lists all wakeup reversals that can punish a meaty {{clr|L|214LP}}, and whether or not OD Snake Step can keep A.K.I. safe. |
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| ! Opponent's<br>Character !! Wakeup<br>Special/Super !! Location !! 236KK Avoids<br>Reversal Punish? !! Notes | | ! Opponent's<br>Character !! Wakeup<br>Special/Super !! Location !! 236KK Avoids<br>Reversal Punish? !! Notes |
| |- | | |- |
| | rowspan="3" | A.K.I. || SA2 {{clr|H|(HP)}} || Midscreen || 🟩 Yes || SA2 (HP) whiffs against A.K.I. if too close to the corner | | | rowspan="3" | A.K.I. || {{clr|SA|SA2}} {{clr|H|(HP)}} || Midscreen || 🟩 Yes || {{clr|SA|SA2}} (HP) whiffs against A.K.I. if too close to the corner |
| |- | | |- |
| | SA2 {{clr|L|(LP)}} || rowspan="2" | Corner || 🟥 No || 236KK recovers directly into LP Super active frames | | | {{clr|SA|SA2}} {{clr|L|(LP)}} || rowspan="2" | Corner || 🟥 No || 236KK recovers directly into LP Super active frames |
| |- | | |- |
| | SA3 || 🟩 Yes || - | | | {{clr|SA|SA3}} || 🟩 Yes || - |
| |- | | |- |
| | Blanka || SA3 || Corner || 🟩 Yes || - | | | rowspan="4" | Akuma || {{clr|OD|623PP}} || rowspan="4" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read)<br>Trades hits, with A.K.I. having +3 KD Advantage after wakeup |
| |- | | |- |
| | rowspan="2" | Cammy || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Cammy's SA2 escape | | | {{clr|SA|SA2}} || 🟩 Yes || Akuma is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (stricter punish timing) |
| |- | | |- |
| | SA3 || A.K.I. cannot punish Cammy's SA3 escape;<br>If Cammy attempts SA3 midscreen, gets hit by projectile (can be juggled with Drive Rush > delayed 2HP) | | | {{clr|SA|SA3}} || rowspan="2" | 🟥 No || Akuma gets hit by projectile, and can '''Throw''' punish A.K.I. 236KK in the corner {{sf6-adv|VM|(-7)}} |
| |- | | |- |
| | rowspan="2" | Chun-Li || SA2 || rowspan="2" | Corner || 🟩 Yes || - | | | {{clr|SA|CA (Demon)}} || A.K.I. cannot jump out or escape Demon with 236KK |
| |- | | |- |
| | SA3 || 🟥 No || Chun-Li gets hit by projectile, and can punish A.K.I. 236KK in the corner {{sf6-adv|VM|(-9)}} | | | Blanka || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| |- | | |- |
| | rowspan="2" | Dee Jay || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Dee Jay's SA2 escape | | | rowspan="2" | Cammy || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Cammy's {{clr|SA|SA2}} escape |
| |- | | |- |
| | SA3 || Dee Jay is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (less optimal punish) | | | {{clr|SA|SA3}} || A.K.I. cannot punish Cammy's {{clr|SA|SA3}} escape;<br>If Cammy attempts {{clr|SA|SA3}} midscreen, gets hit by projectile (can be juggled with Drive Rush > delayed 2HP) |
| |- | | |- |
| | rowspan="2" | E. Honda || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. can only punish with her own SA2 (HP) | | | rowspan="2" | Chun-Li || {{clr|SA|SA2}} || rowspan="2" | Corner || 🟩 Yes || - |
| |- | | |- |
| | SA3 || - | | | {{clr|SA|SA3}} || 🟥 No || Chun-Li gets hit by projectile, and can punish A.K.I. 236KK in the corner {{sf6-adv|VM|(-9)}} |
| |- | | |- |
| | rowspan="2" | Guile || {{clr|10|[2]8KK}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>Even on a successful read, A.K.I. is cornered at only +4 with an awkward punish timing | | | rowspan="2" | Dee Jay || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Dee Jay's {{clr|SA|SA2}} escape |
| |- | | |- |
| | SA3 || 🟩 Yes || - | | | {{clr|SA|SA3}} || Dee Jay is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (less optimal punish) |
| |- | | |- |
| | rowspan="2" | Jamie || {{clr|10|236KK}} (DL2) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read) | | | Ed || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| |- | | |- |
| | SA3 || 🟩 Yes || After A.K.I. 236KK, the spacing makes the punish slightly awkward;<br>A.K.I. can reach with a punish 5HP~HP launch, 6HK > 2MP, or Drive Rush 5MP > 5HK | | | rowspan="2" | E. Honda || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. can only punish with her own {{clr|SA|SA2}} (HP) |
| |- | | |- |
| | JP || SA3 || Anywhere || 🟩 Yes || - | | | {{clr|SA|SA3}} || - |
| |- | | |- |
| | Juri || SA3 || Corner || 🟩 Yes || - | | | rowspan="2" | Guile || {{clr|OD|[2]8KK}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>Even on a successful read, A.K.I. is cornered at only +4 with an awkward punish timing |
| | |- |
| | | {{clr|SA|SA3}} || 🟩 Yes || - |
| | |- |
| | | rowspan="2" | Jamie || {{clr|OD|236KK}} (DL2) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read) |
| | |- |
| | | {{clr|SA|SA3}} || 🟩 Yes || After A.K.I. 236KK, the spacing makes the punish slightly awkward;<br>A.K.I. can reach with a punish 5HP~HP launch, 6HK > 2MP, or Drive Rush 5MP > 5HK |
| | |- |
| | | JP || {{clr|SA|SA3}} || Anywhere || 🟩 Yes || - |
| | |- |
| | | Juri || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| |- | | |- |
| | rowspan="2" | Ken || {{clr|H|623HP}} || rowspan="2" | Corner || rowspan="2" | 🟨 Yes* || rowspan="2" | No Super freeze to react to (236KK to avoid reversal is a risky hard read) | | | rowspan="2" | Ken || {{clr|H|623HP}} || rowspan="2" | Corner || rowspan="2" | 🟨 Yes* || rowspan="2" | No Super freeze to react to (236KK to avoid reversal is a risky hard read) |
| |- | | |- |
| | {{clr|10|623PP}} | | | {{clr|OD|623PP}} |
| | |- |
| | | rowspan="2" | Kimberly || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Kimberly's {{clr|SA|SA2}} escape |
| | |- |
| | | {{clr|SA|SA3}} || - |
| | |- |
| | | rowspan="2" | Lily || {{clr|OD|236KK}} (Windclad) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>A.K.I. cannot punish Lily's Windclad OD Condor Spire escape;<br>Midscreen, Lily will fly through projectile but won't reach AKI ({{sf6-adv|VM|-24}} on whiff) |
| | |- |
| | | {{clr|SA|SA2}} (Windclad) || 🟩 Yes || Without Windclad stock, hitbox does not reach far enough to punish A.K.I. |
| | |- |
| | | Luke || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| | |- |
| | | M. Bison || {{clr|SA|SA3}} || Corner || 🟩 Yes || M. Bison is {{sf6-adv|VM|-27}} after 236KK but recovers a little far away<br>Microwalk + {{clr|H|5HK}} > 2PP~P for a strong crumple punish, or {{clr|4|Drive Rush}} for a closer start |
| |- | | |- |
| | rowspan="2" | Kimberly || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Kimberly's SA2 escape | | | rowspan="3" | Mai || {{clr|OD|623PP}} || rowspan="3" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read) |
| |- | | |- |
| | SA3 || - | | | {{clr|SA|SA2}} || 🟩 Yes || Mai is left fullscreen at {{sf6-adv|VM|-15}} (too far to punish with anything) |
| |- | | |- |
| | rowspan="2" | Lily || {{clr|10|236KK}} (Windclad) || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>A.K.I. cannot punish Lily's Windclad OD Condor Spire escape;<br>Midscreen, Lily will fly through projectile but won't reach AKI ({{sf6-adv|VM|-24}} on whiff)
| | | {{clr|SA|SA3}} || 🟥 No* || Fireball hits Mai; A.K.I. is left cornered at {{sf6-adv|VM|-7}} when dodging with {{clr|OD|236KK}} |
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| | SA2 (Windclad) || 🟩 Yes || Without Windclad stock, hitbox does not reach far enough to punish A.K.I. | | | Manon || {{clr|SA|SA2}} || Corner || 🟥 No* || Manon trades with projectile, landing only 1 hit of {{clr|SA|SA2}}<br>If A.K.I. cancels to 236KK, she is cornered and punishable at -9 |
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| | Luke || SA3 || Corner || 🟩 Yes || - | | | Marisa || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
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| | Manon || SA2 || Corner || 🟥 No* || Manon trades with projectile, landing only 1 hit of SA2<br>If A.K.I. cancels to 236KK, she is cornered and punishable at -9 | | | rowspan="2" | Rashid || {{clr|OD|236PP}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>Trades with projectile for only 1 hit, so it's better to accept this small risk than to attempt a 236KK cancel |
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| | Marisa || SA3 || Corner || 🟩 Yes || - | | | {{clr|SA|SA3}} || 🟩 Yes || - |
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| | rowspan="2" | Rashid || {{clr|10|236PP}} || rowspan="2" | Corner || 🟨 Yes* || No Super freeze to react to (236KK to avoid reversal is a risky hard read);<br>Trades with projectile for only 1 hit, so it's better to accept this small risk than to attempt a 236KK cancel | | | rowspan="2" | Terry || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || Terry is {{sf6-adv|VM|-26}} after A.K.I.'s 236KK<br>If {{clr|SA|SA2}} hits, he can continue with Double/Triple Geyser |
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| | SA3 || 🟩 Yes || - | | | {{clr|SA|SA3}} || After 236KK, Terry is {{sf6-adv|VM|-38}}; A.K.I. can cross-up {{clr|H|j.2HP}} to retake the corner and punish<br>If {{clr|SA|SA3}} hits, A.K.I. only takes 350 damage and recovers point blank to punish Terry's landing {{sf6-adv|VM|(-6)}} |
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| | Zangief || SA2 || Corner || 🟩 Yes || - | | | Zangief || {{clr|SA|SA2}} || Corner || 🟩 Yes || - |
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| ! Opponent's<br>Character !! Wakeup<br>Special/Super !! Location !! 236KK Avoids<br>Reversal Punish? !! Notes | | ! Opponent's<br>Character !! Wakeup<br>Special/Super !! Location !! 236KK Avoids<br>Reversal Punish? !! Notes |
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| A.K.I. has limited access to invincible reversal options, requiring meter to be able to use her strike and throw invincible options. Nevertheless, she has decent tools that can be used to catch opponents off-guard when they don't respect A.K.I.'s defensive options. | | A.K.I. has limited access to invincible reversal options, requiring meter to be able to use her strike and throw invincible options. Nevertheless, she has decent tools that can be used to catch opponents off-guard when they don't respect A.K.I.'s defensive options. |
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| <big>'''236KK'''</big> - "OD Slide" is A.K.I.'s situational reversal that can be extremely good for escaping the corner. While it is strike-invincible, it is not throw-invincible, meaning the opponent is able to punish counter throw her during the animation. Additionally, the opponent is able to perform an option select on A.K.I.'s wakeup that will either perform a meaty jab or throw if she decides to use 236KK. Having said that, it is still plenty strong and has its uses. For starters, if the opponent chooses to perform the option select, their okizeme's strength is quite weak if A.K.I. simply blocks the jab. Another safe situation to use 236KK is if the opponent jumps or performs a move with longer startup. Outside of that, it is still worth using, especially if the opponent is not ready for it, as it's extremely good at allowing A.K.I. to escape corner pressure without much consequences. | | <big>'''{{clr|OD|OD Snake Step}} ({{clr|OD|236KK}})'''</big> - "OD Slide" is A.K.I.'s situational reversal that can be extremely good for escaping the corner. While it is strike-invincible, the opponent can throw A.K.I. right back into the corner for a {{clr|PC|Punish Counter}} that depletes 1 Drive bar. The opponent can even perform an option select by pressuring with a light normal while still getting a throw punish. This doesn't make it useless as an escape option; opponents who overuse this option select are more predictable, weakening their offense overall. {{clr|OD|236KK}} can also be used against jumps or moves with more reactable startup. |
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| <big>'''236236K'''</big> - is A.K.I.'s level 1 super that is both strike and throw invincible. It is, however, not projectile invincible, so be careful when using it against characters with a good projectile game. It is fairly slow at a 10f startup, but is otherwise a decent reversal option. It is also able to anti-air quite well. | | <big>'''{{clr|SA|SA1}} ({{clr|SA|236236K}})'''</big> - A.K.I.'s Level 1 Super that is both strike and throw invincible. It is still vulnerable to projectiles, however, so be careful against characters with that can pressure with meaty projectiles or frame trap with a projectile cancel. At 10f startup, many characters can safely pressure A.K.I. with a fast light normal, making it a somewhat risky reversal on wakeup. |
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| <big>'''236236P'''</big> - is A.K.I.'s level 3 super that is fully invincible on startup. Similar uses to 236236K, except this is also a good option against characters that choose to throw a fireball on A.K.I.'s wakeup, as she travels a decent distance while being projectile invincible on startup. | | <big>'''{{clr|SA|SA3}} ({{clr|SA|236236P}})'''</big> - A.K.I.'s Level 3 Super that is fully invincible on startup. Similar uses to {{clr|SA|SA1}} (including the mediocre startup) but without the weakness to projectiles. It also has better horizontal range. |
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| <big>'''{{clr|L|2LP}}/{{clr|L|2LK}}'''</big> - while not a "true reversal", these are good options to catch opponents trying to shimmy, or performing a move that does not hit meaty on A.K.I.'s wakeup. {{clr|L|2LP}} is her fastest option, at 4f startup, and {{clr|L|2LK}} is 5f, but is able to catch opponents walking backwards. | | <big>'''{{clr|L|2LP}}/{{clr|L|2LK}}'''</big> - while not a "true reversal", these are good options to catch opponents trying to shimmy, or performing a move that does not hit meaty on A.K.I.'s wakeup. {{clr|L|2LP}} is her fastest option, at 4f startup, and {{clr|L|2LK}} is 5f, but is able to catch opponents walking backwards. |
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| <gallery widths="270px" heights="135px" mode="nolines"> | | <gallery widths="270px" heights="135px" mode="nolines"> |
| SF6_A.K.I._236kk_hitbox.png| '''236KK''' Hitbox | | SF6_A.K.I._236kk_hitbox.png| '''{{clr|OD|236KK}}''' Hitbox |
| SF6_A.K.I._236236k_hitbox.png| '''236236K''' Hitbox | | SF6_A.K.I._236236k_hitbox.png| '''{{clr|SA|SA1}}''' Hitbox |
| SF6_A.K.I._236236p_hitbox.png| '''236236P''' Hitbox | | SF6_A.K.I._236236p_hitbox.png| '''{{clr|SA|SA3}}''' Hitbox |
| SF6_A.K.I._2lp_hitbox.png| '''{{clr|L|2LP}}''' Hitbox | | SF6_A.K.I._2lp_hitbox.png| '''{{clr|L|2LP}}''' Hitbox |
| SF6_A.K.I._2lk_hitbox.png| '''{{clr|L|2LK}}''' Hitbox | | SF6_A.K.I._2lk_hitbox.png| '''{{clr|L|2LK}}''' Hitbox |
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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. |
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| <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 rewarding 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>'''{{clr|H|5HK}}'''</big> - A.K.I.'s main anti-air option. It has a disjointed vertical hitboxes, good range, and anti-air invuln frames, making it a consistent option against most jump-ins. It is also special cancelable, allowing for rewarding {{clr|PC|Punish Counter}} juggles or setting up a meaty {{clr|L|Nightshade Pulse}} ({{clr|L|214LP}}). At 9 frames, it is slightly slower than some similar anti-air normals, and loses to cross-up attacks, forcing A.K.I. to pick other options at close range. |
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| <big>'''{{clr|H|2HK}}'''</big> - Better horizontal distance compared to {{clr|H|5HK}}, which makes it a better option in certain situations. It is super cancelable. Punish counters hits leave a very generous window to hit-confirm into a super or Drive Rush combo extensions. It has air invulnerable frames on 10f - 14f. Much like 5HK, it will whiff if the opponent crosses up behind her. | | <big>'''{{clr|H|2HK}}'''</big> - Better horizontal range than {{clr|H|5HK}}, making it a better option at farther ranges. It has upper body invincibility during the active frames, and the crouching hurtbox gives a little more time to react to jumps. Like {{clr|H|5HK}}, it whiffs against cross-ups. If the opponent inputs an air attack, the {{clr|PC|Counter-hit/Punish Counter}} will put the opponent into a juggle state, allowing a cancel into {{clr|SA|Super}} to connect; just be wary of empty jumps, as this will whiff. A {{clr|PC|Punish Counter}} also causes a higher juggle state and gives more time to confirm into a follow-up, including {{clr|DR|Drive Rush}} extensions. |
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| <big>'''{{clr|H|236HP}}'''</big> - A.K.I's other 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. The downside is that it is quite slow, meaning it requires fast reactions. The horizontal hitbox is also quite small, and will not hit on more ambiguous cross-up jump-ins. | | <big>'''{{clr|H|HP Serpent Lash}} ({{clr|H|236HP}})'''</big> - A.K.I's other main anti-air option, with air invulnerability on frames 6-16 and a reduced head hurtbox. {{clr|H|236HP}} applies poison on hit, or triggers Toxic Blossom when already poisoned, making it one of the more rewarding anti-air options. The downside is that it is quite slow, requiring fast reactions. The horizontal hitbox is also quite small, and will whiff underneath jump-ins near cross-up range. |
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| <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|M|MP Serpent Lash}} ({{clr|M|236MP}})'''</big> - A situational anti-air for opponents jumping further away, or for neutral/back jumps. The hitbox is quite narrow and specific, making it difficult to space properly. |
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| <big>'''{{clr|L|j.LK}}'''/'''{{clr|M|j.MP}}'''</big> - These are good air-to-air options for A.K.I. {{clr|M|j.MP}} is a 7f disjointed button that will knock the opponent down on hit. Meanwhile, {{clr|L|j.LK}} has a longer range and is faster at 5f, but will not knock the opponent down on hit. 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|L|j.LK}}'''/'''{{clr|M|j.MP}}'''</big> - These are good air-to-air options for A.K.I. {{clr|M|j.MP}} is a 7f disjointed button that will knock the opponent down on hit. Meanwhile, {{clr|L|j.LK}} has a longer range and is faster at 5f, but will not knock the opponent down on hit. 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. |
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| | <big>'''{{clr|SA|SA1}} ({{clr|SA|236236K}})'''</big> - Reliable outside of cross-up range due to its invincibility and large disjointed hitbox. Buffering this in neutral against Divekick characters can make it easier to deal with their air approach. |
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| == Fighting vs. A.K.I. == | | == Fighting vs. A.K.I. == |
| === TO-DO ===
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| | When defending against Sinister Slide, you can use a delayed 4 frame normal, such as a crouching jab, to option select against all possible followups. |
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| {{Character Subnav SF6|chara=A.K.I.|tag=AKI}} | | {{Character Subnav SF6|chara=A.K.I.|tag=AKI}} |