< Street Fighter 6 | A.K.I.
Line 26: | Line 26: | ||
! Knockdown !! KD Adv. !! Oki/Notes | ! Knockdown !! KD Adv. !! Oki/Notes | ||
|- | |- | ||
| '''Forward Throw''' || + | | '''Forward Throw''' || +19 || Gives corner throw loops by walking forward with 16-17f manual timing | ||
* Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD) | |||
|- | |- | ||
| '''Back Throw''' || + | | '''Back Throw''' || +27 || After back throwing opponent into corner, walk/dash and manually time oki | ||
* Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD) | |||
|- | |- | ||
| '''Drive Impact'''<br>(No Crumple) || +35 || ? | | '''Drive Impact'''<br>(No Crumple) || +35 || ? | ||
Line 34: | Line 36: | ||
| '''Drive Reversal''' || +23 || ? | | '''Drive Reversal''' || +23 || ? | ||
|- | |- | ||
| ''' | | '''2HP''' || HKD +27<br>HKD +49 (Punish) || On normal hit: | ||
* | * +6 after Forward Dash for point blank oki | ||
On Punish Counter: | On Punish Counter: | ||
* | * +11 after Forward Dash x2, or +10 after 236MK for easy oki | ||
|- | |- | ||
| ''' | | '''SA3''' || HKD +30 || Can Drive Rush full screen for a ranged meaty strike, but risky to attempt real oki | ||
* Gives enough time to bait a reversal out of Drive Rush | |||
|- | |||
| '''CA''' || HKD +21 || CA leaves A.K.I. closer, allowing better Drive Rush meaties (but still no true throw oki) | |||
* DR~6HK trades with 4f normals (approx. +14 for a combo conversion, or +6 if blocked) | |||
|} | |} | ||
Revision as of 07:21, 27 September 2023
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
TO-DO
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +19 | Gives corner throw loops by walking forward with 16-17f manual timing
|
Back Throw | +27 | After back throwing opponent into corner, walk/dash and manually time oki
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HP | HKD +27 HKD +49 (Punish) |
On normal hit:
On Punish Counter:
|
SA3 | HKD +30 | Can Drive Rush full screen for a ranged meaty strike, but risky to attempt real oki
|
CA | HKD +21 | CA leaves A.K.I. closer, allowing better Drive Rush meaties (but still no true throw oki)
|
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
2LP | 5LP/5LK/2LK | 5MP | 2MK | 2MP | 5MK/5HK | 2HP/2HK | 5HP | 6HK | 6HP | 3MP | |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 16 | 18 | 26 |
5MP~DR | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 | 11 | 19 |
5LK~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 15 | 17 | 25 |
5HK~DR | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 5 | 7 | 15 |
2LP~DR | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 24 |
2MP~DR | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 4 | 6 | 8 | 16 |
5LP~LP~DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 12 | 20 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +3 | No combo without CH/PC |
5LK~DR | +5 | ? |
2LP~DR | ||
5LP~LP~DR | ||
5MP~DR | +11 | ? |
2MP~DR | +12 | |
5HK~DR | +16 | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. A.K.I.
TO-DO