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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. 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|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._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}} 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|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|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|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|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|M|2MP}} and {{clr|H|5HK}} are both special cancelable with a decent 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|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}}. |
| * {{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).
| | * {{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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| * 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 very punishable on block up close, so make sure to space it well. | | * 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 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. Note that because of its upper body projectile invulnerability property, it will not be able to avoid ground projectiles like Juri's fireball. | | 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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| |+ 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}} |
| |} | | |} |
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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}} |
| |} | | |} |
|
| |
|
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| === 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 === |
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| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = https://www.youtube.com/watch?v=RDGUPp4jx7c&ab_channel=Basinator |
| | Recipe = {{clr|H|236HP}}, 66, 66 Normal/Throw | | | 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. 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. | | | 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> | | </tabber> |
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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. |
|
| |
|
| 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. | | 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> ===== |
| | |
| | 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. |
|
| |
|
| 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 |
| | |- |
| | | {{clr|SA|SA2}} {{clr|L|(LP)}} || rowspan="2" | Corner || 🟥 No || 236KK recovers directly into LP Super active frames |
| | |- |
| | | {{clr|SA|SA3}} || 🟩 Yes || - |
| |- | | |- |
| | SA2 {{clr|L|(LP)}} || rowspan="2" | Corner || 🟥 No || 236KK recovers directly into LP Super active frames | | | 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 |
| |- | | |- |
| | SA3 || 🟩 Yes || - | | | {{clr|SA|SA2}} || 🟩 Yes || Akuma is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (stricter punish timing) |
| |- | | |- |
| | Blanka || SA3 || Corner || 🟩 Yes || - | | | {{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" | Cammy || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Cammy's SA2 escape | | | {{clr|SA|CA (Demon)}} || A.K.I. cannot jump out or escape Demon with 236KK |
| |- | | |- |
| | 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) | | | Blanka || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| |- | | |- |
| | rowspan="2" | Chun-Li || SA2 || rowspan="2" | Corner || 🟩 Yes || - | | | rowspan="2" | Cammy || {{clr|SA|SA2}} || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Cammy's {{clr|SA|SA2}} escape |
| |- | | |- |
| | SA3 || 🟥 No || Chun-Li gets hit by projectile, and can punish A.K.I. 236KK in the corner {{sf6-adv|VM|(-9)}} | | | {{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" | Dee Jay || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Dee Jay's SA2 escape | | | rowspan="2" | Chun-Li || {{clr|SA|SA2}} || rowspan="2" | Corner || 🟩 Yes || - |
| |- | | |- |
| | SA3 || Dee Jay is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (less optimal punish) | | | {{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" | E. Honda || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. can only punish with her own SA2 (HP) | | | 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 || - | | | {{clr|SA|SA3}} || Dee Jay is only {{sf6-adv|VM|-8}} after A.K.I.'s 236KK (less optimal punish) |
| |- | | |- |
| | 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 | | | Ed || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| |- | | |- |
| | SA3 || 🟩 Yes || - | | | 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) |
| |- | | |- |
| | 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)
| | | {{clr|SA|SA3}} || - |
| |- | | |- |
| | 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" | 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 |
| |- | | |- |
| | JP || SA3 || Anywhere || 🟩 Yes || - | | | {{clr|SA|SA3}} || 🟩 Yes || - |
| |- | | |- |
| | Juri || SA3 || Corner || 🟩 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. |
| |- | | |- |
| | rowspan="2" | Kimberly || SA2 || rowspan="2" | Corner || rowspan="2" | 🟩 Yes || A.K.I. cannot punish Kimberly's SA2 escape | | | Luke || {{clr|SA|SA3}} || Corner || 🟩 Yes || - |
| |- | | |- |
| | SA3 || - | | | 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" | 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) | | | 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) |
| |- | | |- |
| | SA2 (Windclad) || 🟩 Yes || Without Windclad stock, hitbox does not reach far enough to punish A.K.I. | | | {{clr|SA|SA2}} || 🟩 Yes || Mai is left fullscreen at {{sf6-adv|VM|-15}} (too far to punish with anything) |
| |- | | |- |
| | Luke || SA3 || Corner || 🟩 Yes || - | | | {{clr|SA|SA3}} || 🟥 No* || Fireball hits Mai; A.K.I. is left cornered at {{sf6-adv|VM|-7}} when dodging with {{clr|OD|236KK}} |
| |- | | |- |
| | 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 | | | 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 |
| |- | | |- |
| | Marisa || SA3 || Corner || 🟩 Yes || - | | | Marisa || {{clr|SA|SA3}} || Corner || 🟩 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" | 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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| | SA3 || 🟩 Yes || - | | | {{clr|SA|SA3}} || 🟩 Yes || - |
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| | Zangief || SA2 || Corner || 🟩 Yes || - | | | 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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| | | {{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 || {{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}} |