< Street Fighter 6 | A.K.I.
Line 1,577: | Line 1,577: | ||
| images = SF6_A.K.I._236lk.png | | images = SF6_A.K.I._236lk.png | ||
| hitboxes = SF6_A.K.I._236lk_hitbox.png | | hitboxes = SF6_A.K.I._236lk_hitbox.png | ||
| damage = | | damage = - | ||
| startup = 37 total | | startup = 37 total | ||
| active = | | active = - | ||
| recovery = | | recovery = - | ||
| invuln = | | invuln = 8-37 Upper Body Projectile | ||
| hitAdv = | | hitAdv = - | ||
| blockAdv = | | blockAdv = - | ||
| guard = | | guard = - | ||
| cancel = | | cancel = - | ||
| notes = Feint (starts moving forward before retreating); counter-hit state for entire move duration; 8-13f semi-low profile (~crouch height); 14-37f low profile; 14-36f crouching state (4f forced standing after recovery unless a crouching attack is input) | |||
| notes = Feint | |||
}} | }} | ||
Line 1,613: | Line 1,595: | ||
| images = SF6_A.K.I._236mk.png | | images = SF6_A.K.I._236mk.png | ||
| hitboxes = SF6_A.K.I._236mk_hitbox.png | | hitboxes = SF6_A.K.I._236mk_hitbox.png | ||
| damage = | | damage = - | ||
| startup = 39 total | | startup = 39 total | ||
| active = | | active = - | ||
| recovery = | | recovery = - | ||
| invuln = | | invuln = 9-38 Upper Body Projectile | ||
| hitAdv = | | hitAdv = - | ||
| blockAdv = | | blockAdv = - | ||
| guard = | | guard = - | ||
| cancel = | | cancel = - | ||
| 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 | |||
| notes = Stays on same side | |||
}} | }} | ||
Line 1,649: | Line 1,613: | ||
| images = SF6_A.K.I._236hk.png | | images = SF6_A.K.I._236hk.png | ||
| hitboxes = SF6_A.K.I._236hk_hitbox.png | | hitboxes = SF6_A.K.I._236hk_hitbox.png | ||
| damage = | | damage = - | ||
| startup = 43(50~54) total | |||
| startup = 43 total | | active = - | ||
| active = | | recovery = - | ||
| recovery = | | invuln = 11-40(50) Upper Body Projectile | ||
| invuln = | | hitAdv = - | ||
| hitAdv = | | blockAdv = - | ||
| blockAdv = | | guard = - | ||
| guard = | | cancel = - | ||
| cancel = | | 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 | ||
| notes = Can switch sides with opponent | |||
}} | }} | ||
Line 1,686: | Line 1,632: | ||
| hitboxes = SF6_A.K.I._236kk_hitbox.png | | hitboxes = SF6_A.K.I._236kk_hitbox.png | ||
| cost = 2 Drive | | cost = 2 Drive | ||
| damage = | | damage = - | ||
| startup = 42(48~57) | |||
| startup = | | active = - | ||
| active = | | recovery = - | ||
| recovery = | | invuln = 1-34 Strike, 1-42 Projectile | ||
| invuln = 1 | | hitAdv = - | ||
| hitAdv = | | blockAdv = - | ||
| blockAdv = | | guard = - | ||
| guard = | | cancel = - | ||
| cancel = | |||
| selfDriveOH = -20000 | | selfDriveOH = -20000 | ||
| selfDriveOB = -20000 | | selfDriveOB = -20000 | ||
| notes = Same-side version: 8 recovery frames at the end that are vulnerable to strikes, 42f total animation; Cross-up version: the entire animation is strike/projectile invincible; both versions are in a Punish Counter state against Throws; total duration of cross-up version depends on distance from opponent (23f fixed recovery time after passing through) | |||
| notes = | |||
}} | }} | ||
Revision as of 15:13, 27 September 2023
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
|
|||||
---|---|---|---|---|---|
HPHK Zao Chi
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 5000 | 10000 [15000] | - | - | - |
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 | ||||
- | -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
|
|||||
---|---|---|---|---|---|
6HPHK Feng Shi
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26 | - | 21 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
Armor Break; See Drive Reversal. |
MPMK
A.K.I.
a.k.i._mpmk
|
|||||
---|---|---|---|---|---|
MPMK Drive Parry
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (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. |
66
A.K.I.
a.k.i._66
|
|||||
---|---|---|---|---|---|
66 Drive Rush
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.907 (min/throw), 2.437 (min/block), 4.049 (max/final DR frame) |
Special Moves
Nightshade Pulse
214LP
214PP
Nightshade Chaser
214LP~6P
A.K.I.
a.k.i._214lp_6p_burst
|
|||||
---|---|---|---|---|---|
214LP~6P Nightshade Chaser (Burst)
|
|||||
File:SF6 A.K.I. 214lp 6p burst.png![]() |
|||||
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 |
- | 1000 | [2500] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | ||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -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 |
214PP~6P
A.K.I.
a.k.i._214pp_6p_burst
|
|||||
---|---|---|---|---|---|
214PP~6P Nightshade Chaser (Burst)
|
|||||
File:SF6 A.K.I. 214pp 6p burst.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,150(425) | - | LH | su2 su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 12 | 20 | - | 30 | 3(13) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 3500 | [2500] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2(1~4) | ||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +43(+52~57) | -2(-1) | ||||
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; properties change 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 followup 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
|
|||||
---|---|---|---|---|---|
214MK Cruel Fate
|
|||||
File:SF6 A.K.I. 214mk.png File:SF6 A.K.I. 214mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3, 300 | - | LH | - | ||
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 2(5)2(4)2(5)2 | 18 | |||
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | [] | - | - | - | |
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 | ||||
+3 | -3 | ||||
Notes | |||||
214HK
A.K.I.
a.k.i._214hk
|
|||||
---|---|---|---|---|---|
214HK Cruel Fate
|
|||||
File:SF6 A.K.I. 214hk.png File:SF6 A.K.I. 214hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3, 400 | - | LH | - | ||
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
33 | 2(5)2(4)2(5)2 | 18 | |||
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | [] | - | - | - | |
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 | ||||
+4 | -3 | ||||
Notes | |||||
214KK
A.K.I.
a.k.i._214kk
|
|||||
---|---|---|---|---|---|
214KK Cruel Fate
|
|||||
![]() File:SF6 A.K.I. 214kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200, 200x4, 600 | - | LH | - | ||
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 3(4)2(4)2(5)2 | 18 | |||
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | [] | - | - | - | |
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 | ||||
KD +42 | +2 | ||||
Notes | |||||
Snake Step
236LK
236MK
A.K.I.
a.k.i._236mk
|
|||||
---|---|---|---|---|---|
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 |
- | - | - | - | - | - |
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 |
236HK
A.K.I.
a.k.i._236hk
|
|||||
---|---|---|---|---|---|
236HK Snake Step
|
|||||
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 |
- | - | - | - | - | - |
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 |
236KK
Sinister Slide
2PP
Venomous Fang
2PP~P
Heel Strike
2PP~K
Entrapment
2PP~LPLK
Super Arts
236236K
214214P
236236P
236236P(CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK