< Street Fighter 6 | A.K.I.
No edit summary |
(→2PP~K) |
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(10 intermediate revisions by 2 users not shown) | |||
Line 108: | Line 108: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.90 | |||
| notes = Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo | | notes = Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.269 | |||
| notes = 2 extra recovery frames on whiff; Sinister Slide cancel: +9/+3; moves A.K.I. forward; useful combo tool after 5MK or in counter-hit routes but does not combo into 236PP; high active frame count makes it useful as a meaty (up to +7/+1); special/DR cancel is delayed until after 2nd active frame | | notes = 2 extra recovery frames on whiff; Sinister Slide cancel: +9/+3; moves A.K.I. forward; useful combo tool after 5MK or in counter-hit routes but does not combo into 236PP; high active frame count makes it useful as a meaty (up to +7/+1); special/DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 172: | Line 174: | ||
| driveDmgBlk = 5000 | | driveDmgBlk = 5000 | ||
| driveDmgHit = [8000] | | driveDmgHit = [8000] | ||
| driveGain = | | driveGain = 3000 | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
Line 178: | Line 180: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.782 | |||
| notes = Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents | | notes = Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.04 | |||
| notes = Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame | | notes = Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.48 | |||
| notes = 2 extra recovery frames on whiff; useful poke and combo starter | | notes = 2 extra recovery frames on whiff; useful poke and combo starter | ||
}} | }} | ||
Line 284: | Line 289: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Forces stand on hit; active frames 3-4 whiff on crouching opponents; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg and upper body hurtbox is anti-air invuln on frame 10-12; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame | | atkRange = 1.376 | ||
| notes = Forces stand on hit; active frames 3-4 whiff on crouching opponents unless they extend a vertical hurtbox; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg and upper body hurtbox is anti-air invuln on frame 10-12; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame | |||
}} | }} | ||
Line 322: | Line 328: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.96 | |||
| notes = Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.375 | |||
| notes = Sinister Slide cancel: +10/+6; combo/buffer tool with good range; topmost hurtbox on frames 1-21 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Sinister Slide cancel: +10/+6; combo/buffer tool with good range; topmost hurtbox on frames 1-21 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.923 | |||
| notes = Hitbox does not move during active frames (cannot space to make it safer in neutral); very disjointed hitbox, but easily punished in neutral; has some juggle potential (not a Hard Knockdown when juggled into) | | notes = Hitbox does not move during active frames (cannot space to make it safer in neutral); very disjointed hitbox, but easily punished in neutral; has some juggle potential (not a Hard Knockdown when juggled into) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.19 | |||
| notes = Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches | | notes = Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.34 | |||
| notes = Solid low poke that can be buffered into Super or linked into light normals; good option out of Drive Rush, granting block advantage and a link into 5HK or 5MK | | notes = Solid low poke that can be buffered into Super or linked into light normals; good option out of Drive Rush, granting block advantage and a link into 5HK or 5MK | ||
}} | }} | ||
Line 493: | Line 504: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.601 | |||
| notes = Upper body and kicking leg are anti-air invuln 10-15f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame | | notes = Upper body and kicking leg are anti-air invuln 10-15f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 510: | Line 522: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|P|+2}}{{sf6-adv|VP|(+9)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|M|-2}}{{sf6-adv|VP|(+5)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+6(+13)}} | ||
| perfParryAdv = {{sf6-adv|VM|-9}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 13 | | hitstun = 13 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 524: | Line 537: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.68 | |||
| notes = Can be used as a fuzzy instant overhead | | notes = Can be used as a fuzzy instant overhead | ||
}} | }} | ||
Line 540: | Line 554: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+9(+11)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+5(+7)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+13(+15)}} | ||
| perfParryAdv = {{sf6-adv|VM|-4}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 15 | | hitstun = 15 | ||
| blockstun = 11 | | blockstun = 11 | ||
Line 554: | Line 569: | ||
| jugIncrease = 2 | | jugIncrease = 2 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 0.93 | |||
| notes = Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; shifts A.K.I.'s hurtbox upward during startup | | notes = Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; shifts A.K.I.'s hurtbox upward during startup | ||
}} | }} | ||
Line 570: | Line 586: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+5(+15)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+11)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+9(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM|-12}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.99 | |||
| notes = Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames | | notes = Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+4(+10)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|E|0}}{{sf6-adv|VP|(+6)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+8(+14)}} | ||
| hitstun = | | perfParryAdv = {{sf6-adv|VM|-8}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 14 | |||
| blockstun = 10 | | blockstun = 10 | ||
| hitstop = 9 | | hitstop = 9 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.14 | |||
| notes = Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in) | | notes = Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in) | ||
}} | }} | ||
Line 630: | Line 650: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+4(+13)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|E|0}}{{sf6-adv|VP|(+9)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+8(+17)}} | ||
| perfParryAdv = {{sf6-adv|VM|-11}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 13 | | blockstun = 13 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.03 | |||
| notes = Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring) | | notes = Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring) | ||
}} | }} | ||
Line 660: | Line 682: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+8(+15)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+4(+11)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+12(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM|-9}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.23 (1.13) | |||
| notes = Good jump-in that doesn't extend hurtbox as much as j.HP | | notes = Good jump-in that doesn't extend hurtbox as much as j.HP | ||
}} | }} | ||
Line 708: | Line 732: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.440 | |||
| notes = Relatively slow overhead that leads to combos with meaty timing or Drive Rush | | notes = Relatively slow overhead that leads to combos with meaty timing or Drive Rush | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.162 (2.076) | |||
| notes = 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super | | notes = 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0,1 | | jugLimit = 0,1 | ||
| atkRange = 1.736 (1.548) | |||
| notes = 8f extra recovery on whiff; Low Crush 11-26f (not airborne); 1st hit puts airborne opponents into limited juggle state (2nd hit causes air reset); excellent pressure tool, especially using Drive Rush forward momentum; Counter-hit/Punish Counter bonus advantage carries through both hits | | notes = 8f extra recovery on whiff; Low Crush 11-26f (not airborne); 1st hit puts airborne opponents into limited juggle state (2nd hit causes air reset); excellent pressure tool, especially using Drive Rush forward momentum; Counter-hit/Punish Counter bonus advantage carries through both hits | ||
}} | }} | ||
Line 793: | Line 820: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+5(+15)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+11)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+9(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM|-12}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.46 | |||
| notes = During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents | | notes = During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Can walk 16-17f for a corner throw loop (strict timing to beat 4f normals); 1f more lenient vs. Marisa and 2f more lenient vs. Blanka/E.Honda/Zangief | | notes = Can walk 16-17f for a corner throw loop (strict timing to beat 4f normals); 1f more lenient vs. Marisa and 2f more lenient vs. Blanka/E.Honda/Zangief | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Side switch; after corner side switch, can dash + microwalk for a pseudo throw loop or Drive Rush for a true strike/throw mixup; can get true throw oki vs. wide characters (1f timing vs. Marisa, 2f timing vs. Blanka/E.Honda/Zangief); midscreen, can chase down with Drive Rush into a manually timed ranged button like 2MK | | notes = Side switch; after corner side switch, can dash + microwalk for a pseudo throw loop or Drive Rush for a true strike/throw mixup; can get true throw oki vs. wide characters (1f timing vs. Marisa, 2f timing vs. Blanka/E.Honda/Zangief); midscreen, can chase down with Drive Rush into a manually timed ranged button like 2MK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.50 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.978 | |||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
Line 1,008: | Line 1,041: | ||
| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.978 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = 1.77 (1.08) | |||
| notes = Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +4 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only | | notes = Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +4 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only | ||
}} | }} | ||
Line 1,380: | Line 1,415: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] causes limited juggle crumple state on grounded hit, and a higher juggle (KD +60~72) on airborne hit; cannot hit crouching opponents; can hit standing opponents from close range only; has a good anti-air hitbox but slow startup; sets up a strong corner safe jump on non-TB hit | | notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] causes limited juggle crumple state on grounded hit, and a higher juggle (KD +60~72) on airborne hit; cannot hit crouching opponents (close-range hitbox can hit extended vertical hurtbox); can hit standing opponents from close range only; has a good anti-air hitbox but slow startup; sets up a strong corner safe jump on non-TB hit | ||
}} | }} | ||
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| name = Serpent Lash | | name = Serpent Lash | ||
| images = SF6_A.K.I._236hp.png | | images = SF6_A.K.I._236hp.png | ||
| hitboxes = SF6_A.K.I._236hp_hitbox.png | | hitboxes = SF6_A.K.I._236hp_hitbox.png,SF6_A.K.I._236hp_hitbox_2.png | ||
| damage = 700[800] | | damage = 700[800] | ||
| chip = 175 | | chip = 175 | ||
Line 1,411: | Line 1,446: | ||
| invuln = 6-16 Air | | invuln = 6-16 Air | ||
| jugStart = 1 / {{clr|OD|[1]}} | | jugStart = 1 / {{clr|OD|[1]}} | ||
| jugIncrease = 5 | | jugIncrease = 5 / {{clr|OD|[2]}} | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; no head hurtbox on frames 4-8; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) | | notes = Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; no head hurtbox on frames 4-8; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) | ||
Line 1,773: | Line 1,808: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 2,3 | | jugLimit = 2,3 | ||
| notes = During Sinister Slide; 3f extra recovery on whiff; | | notes = During Sinister Slide; 3f extra recovery on whiff; low profile 1-15f, semi-low profile 16-27f, crouch-sized hurtbox 28-35f; Counter-hit/Punish Counter bonus advantage carries through both hits; good combo tool that is also safe on block; both hits put airborne opponent into limited juggle state; 15f hitconfirm window into SA3 refers to 2nd hit only | ||
}} | }} | ||
Line 1,796: | Line 1,831: | ||
| driveGain = 5000 | | driveGain = 5000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| notes = During Sinister Slide; () refer to Punish Counter damage; good range but slow startup | | atkRange = 1.59 | ||
| notes = During Sinister Slide; () refer to Punish Counter damage; good range but slow startup | |||
}} | }} | ||
Line 1,830: | Line 1,866: | ||
| jugIncrease = 0,99 | | jugIncrease = 0,99 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 1.853 | |||
| notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle | | notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle | ||
}} | }} | ||
Line 1,892: | Line 1,929: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 1.948 | |||
| notes = Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I. | | notes = Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I. | ||
}} | }} | ||
Line 1,923: | Line 1,961: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 1.948 | |||
| notes = Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I. | | notes = Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I. | ||
}} | }} |
Latest revision as of 02:55, 12 March 2025
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
3MP
6HP
6HK
j.2HP
Target Combos
5LP~LP
5HP~HP
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
A.K.I.
a.k.i._hphk
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HPHK Zao Chi
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.50 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
A.K.I.
a.k.i._6hphk
|
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---|---|---|---|---|---|
6HPHK Feng Shi (Block)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.978 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
A.K.I.
a.k.i._6hphk_recovery
|
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---|---|---|---|---|---|
6HPHK Feng Shi (Recovery)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.978 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
A.K.I.
a.k.i._mpmk
|
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---|---|---|---|---|---|
MPMK Drive Parry
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
A.K.I.
a.k.i._mpmk_66_pdr
|
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---|---|---|---|---|---|
MPMK~66 Parry Drive Rush
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelabe into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.907 (min/throw), 2.437 (min/block), 4.049 (max/final DR frame) |
A.K.I.
a.k.i._mpmk_66_drc
|
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---|---|---|---|---|---|
MPMK or 66 Drive Rush Cancel
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelabe into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Nightshade Pulse
214LP
214PP
Nightshade Chaser
214LP~6P
A.K.I.
a.k.i._214lp_6p_burst
|
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---|---|---|---|---|---|
214LP~6P Nightshade Chaser (Burst)
|
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File:SF6 A.K.I. 214lp 6p burst.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 6 | 29 | - | 31 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 1000 | [2500] | 1000 | 300 (210) | 150 (75) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 3 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -24 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -4 | ||||
Notes | |||||
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames |
214PP~6P
A.K.I.
a.k.i._214pp_6p_burst
|
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---|---|---|---|---|---|
214PP~6P Nightshade Chaser (Burst)
|
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File:SF6 A.K.I. 214pp 6p burst.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,150(425) | - | LH | SA2 SA3 | 14[15] SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 12 | 20 | - | 30(31) | 3(13) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 3500 | [2500] | - | 900 (630) | 450 (225) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2(1~4) | 3 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +43(+57) | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +43(+52~57) | -2(+4) | ||||
Notes | |||||
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects) |
Orchid Spring
214MP
Toxic Wreath
214HP
Serpent Lash
236LP
236MP
236HP
236PP
Cruel Fate
214LK
214MK
A.K.I.
a.k.i._214mk
|
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214MK Cruel Fate
|
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File:SF6 A.K.I. 214mk.png File:SF6 A.K.I. 214mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,300 (900) | 50x3,75 (225) | 20% Starter | LH | SA3 | 56(31) SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 2(5)2(4)2(5)2 | 18 land | 43(30) | 37(24) | 6,6,6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
67 | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
21-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0x3,1 | 5x4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 (KD +38~45) | -18 | ||||
Hit Advantage | Block Advantage | ||||
+3 (KD +38~45) | -3 | ||||
Notes | |||||
Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) |
214HK
A.K.I.
a.k.i._214hk
|
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214HK Cruel Fate
|
|||||
File:SF6 A.K.I. 214hk.png File:SF6 A.K.I. 214hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,400 (1000) | 50x3,100 (250) | 20% Starter | LH | SA3 | 56(31) SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
33 | 2(5)2(4)2(5)2 | 18 land | 44(31) | 37(24) | 6,6,6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
72 | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
26-32 Lower Body Projectile | - | 18-54 (FKD) | 1 | 0x3,1 | 5x4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+8 (KD +41~50) | -18 | ||||
Hit Advantage | Block Advantage | ||||
+4 (KD +41~50) | -3 | ||||
Notes | |||||
Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo; pushback on block keeps A.K.I. out of throw range but also weakens her Burnout pressure |
214KK
A.K.I.
a.k.i._214kk
|
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---|---|---|---|---|---|
214KK Cruel Fate
|
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![]() File:SF6 A.K.I. 214kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,200x4,600 (1600) | 50x3,100 (250) | - | LH | SA2* SA3* | 28(19) SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 3(4)2(4)2(5)2 | 18 land | (29) | 42 total | 6,6,6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
67 | 1000x4 | [9000] (1250x2) | -20000 | 1200 (840) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
23-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0x3,1 | 5x4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +42 (+6~7) | -18 | ||||
Hit Advantage | Block Advantage | ||||
HKD +42 (+2~3) | +2 | ||||
Notes | |||||
Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 3rd/4th hits can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58); Super cancel works only on non-cinematic version; SA2 cancel will not combo unless LP version lands as a counter-hit or Punish Counter |
Snake Step
236LK
236MK
A.K.I.
a.k.i._236mk
|
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---|---|---|---|---|---|
236MK Snake Step
|
|||||
File:SF6 A.K.I. 236mk.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
39 total | - | - | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
39 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
9-38 Upper Body Projectile | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Stays on same side; counter-hit state for entire move duration; semi-low profile (crouch height) 9-15f and 39f; crouching state 14f until end of recovery; low profile 16-38f; Distance: 1.94 |
236HK
A.K.I.
a.k.i._236hk
|
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---|---|---|---|---|---|
236HK Snake Step
|
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File:SF6 A.K.I. 236hk.png File:SF6 A.K.I. 236hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
43(50~54) total | - | - | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
43(50~54) | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
11-40(50) Upper Body Projectile | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can switch sides with opponent (cross-up version usually has a fixed 23f recovery after passing through; total time depends on distance from opponent); at a very specific spacing, A.K.I. can cross-up with 43f move duration (extremely ambiguous left/right mixup); counter-hit state for entire move duration; projectile invincibility lasts longer on cross-up version; semi-low profile 11-17f (crouch height); crouching state 17f until end of recovery; low profile 18f until end of recovery; collision box disappears 20-31f to allow cross-up; Distance: 3.18 (3.84 cross-up) |
236KK
Sinister Slide
2PP
2PP~8
A.K.I.
a.k.i._2pp_8
|
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---|---|---|---|---|---|
2PP~8 Sinister Slide Exit
|
|||||
File:SF6 A.K.I. 2pp 8.png File:SF6 A.K.I. 2pp 8 hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
- | - | 21 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
21 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can be input after 28f of Sinister Slide; maintains low profile 1-10f and semi-low profile 11-21f (crouch height); fastest total Stance + Exit time is 49f; shortest Slide~Exit travel distance: 0.78 |
Venomous Fang
2PP~P
Heel Strike
2PP~K
Entrapment
2PP~LPLK
Super Arts
236236K
214214P
236236P
236236P (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK