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{{AttackDataCargo-SF6/Query|a.k.i._5lp}} | {{AttackDataCargo-SF6/Query|a.k.i._5lp}} | ||
* '''Cancel Hitconfirm Window:''' 12f (special), 14f (TC) | * '''Cancel Hitconfirm Window:''' 12f (special), 14f (TC) | ||
* Sinister Slide Cancel Advantage: +1/-4 | * '''Drive Rush cancel advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB | ||
* Applies | * '''Sinister Slide Cancel Advantage:''' {{sf6-adv|P|+1}} oH / {{sf6-adv|VM|-4}} oB | ||
* Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | |||
<br> | <br> | ||
Fairly short and stubby for a 5f light normal, and not easily comboed into since it doesn't chain. The main use of 5LP is for its Target Combo extension of 5LP~LP, which can lead to combos on hit or a frame trap on block. In conjunction with its great frame data, it’s easy to steal your turn after your opponent blocks this, as they can easily be dissuaded from trying to take back their turn after via Target Combo stagger pressure. | Fairly short and stubby for a 5f light normal, and not easily comboed into since it doesn't chain. The main use of 5LP is for its Target Combo extension of 5LP~LP, which can lead to combos on hit or a frame trap on block. In conjunction with its great frame data, it’s easy to steal your turn after your opponent blocks this, as they can easily be dissuaded from trying to take back their turn after via Target Combo stagger pressure. | ||
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* 2f extra recovery on whiff | * 2f extra recovery on whiff | ||
* '''Cancel Hitconfirm Window:''' 16f | * '''Cancel Hitconfirm Window:''' 16f | ||
* Sinister Slide Cancel Advantage: +9/+3 | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+5}} oB | ||
* '''Sinister Slide Cancel Advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|P|+3}} oB | |||
<br> | <br> | ||
The forward movement of 5MP makes it great in spacing traps and allows it to link consistently after 5MK or counter-hit lights even at max range. It works great as a neutral buffer into Drive Rush where it combos to 5MK or 5HK. Its speed also allows it to work in some Drive Rush juggles when other buttons are too slow. It unfortunately does not have enough hitstun to combo into 236PP naturally, which limits the possible extensions from a hitconfirm. Oppressive when the opponent is in burnout, reminiscent of Manon 5MP, although not quite as strong. | The forward movement of 5MP makes it great in spacing traps and allows it to link consistently after 5MK or counter-hit lights even at max range. It works great as a neutral buffer into Drive Rush where it combos to 5MK or 5HK. Its speed also allows it to work in some Drive Rush juggles when other buttons are too slow. It unfortunately does not have enough hitstun to combo into 236PP naturally, which limits the possible extensions from a hitconfirm. Oppressive when the opponent is in burnout, reminiscent of Manon 5MP, although not quite as strong. | ||
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{{AttackDataCargo-SF6/Query|a.k.i._5lk}} | {{AttackDataCargo-SF6/Query|a.k.i._5lk}} | ||
* '''Cancel Hitconfirm Window:''' 13f | * '''Cancel Hitconfirm Window:''' 13f | ||
* Sinister Slide Cancel Advantage: +6/0 | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | ||
* Applies | * '''Sinister Slide Cancel Advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB | ||
* Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | |||
<br> | <br> | ||
A fairly standard 5f startup 5LK. The lower portion of the hitbox is high enough to avoid some low pokes near the foot, allowing her to buffer it as a counterpoke. A.K.I. rarely encounters a +5 on hit scenario, so it has very limited use in combos. | A fairly standard 5f startup 5LK. The lower portion of the hitbox is high enough to avoid some low pokes near the foot, allowing her to buffer it as a counterpoke. A.K.I. rarely encounters a +5 on hit scenario, so it has very limited use in combos. | ||
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* Forces Stand; active frames 3-4 whiff on crouching opponents | * Forces Stand; active frames 3-4 whiff on crouching opponents | ||
* '''Cancel Hitconfirm Window:''' 18f | * '''Cancel Hitconfirm Window:''' 18f | ||
* Sinister Slide Cancel Advantage: +15/+8 | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+9}} oB | ||
* '''Sinister Slide Cancel Advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+8}} oB | |||
<br> | <br> | ||
An important anti-air, combo, and juggle tool and A.K.I.'s only special cancelable heavy normal. As an anti-air, it covers a large space above and in front of A.K.I., and can be canceled to 214LP for a safe meaty projectile. Despite the strong hitbox, it cannot anti-air if the opponent crosses up behind her. The head hurtbox has some anti-air invincibility on frames 5-12, as well as the kicking leg on frame 10, helping A.K.I. against characters with strong downward-reaching jump normals. | An important anti-air, combo, and juggle tool and A.K.I.'s only special cancelable heavy normal. As an anti-air, it covers a large space above and in front of A.K.I., and can be canceled to 214LP for a safe meaty projectile. Despite the strong hitbox, it cannot anti-air if the opponent crosses up behind her. The head hurtbox has some anti-air invincibility on frames 5-12, as well as the kicking leg on frame 10, helping A.K.I. against characters with strong downward-reaching jump normals. | ||
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* Chains into 2LP/2LK; true blockstring into 2LP | * Chains into 2LP/2LK; true blockstring into 2LP | ||
* '''Cancel Hitconfirm Window:''' 12f | * '''Cancel Hitconfirm Window:''' 12f | ||
* Sinister Slide Cancel Advantage: +3/-2 | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | ||
* Applies | * '''Sinister Slide Cancel Advantage:''' {{sf6-adv|P|+3}} oH / {{sf6-adv|M|-2}} oB | ||
* Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | |||
<br> | <br> | ||
A.K.I.'s only 4 frame option, and one of the very few light normal chains that does not have a gap on block. The range is average, but can be used for a 3-hit light chain when starting from close range. If used as a punish starter, it can link to 2MP for consistent cancel options. | A.K.I.'s only 4 frame option, and one of the very few light normal chains that does not have a gap on block. The range is average, but can be used for a 3-hit light chain when starting from close range. If used as a punish starter, it can link to 2MP for consistent cancel options. | ||
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* 3f extra recovery on whiff | * 3f extra recovery on whiff | ||
* '''Cancel Hitconfirm Window:''' 15f | * '''Cancel Hitconfirm Window:''' 15f | ||
* Sinister Slide Cancel Advantage: +10/+6 | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB | ||
* '''Sinister Slide Cancel Advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB | |||
<br> | <br> | ||
Another of A.K.I.'s important cancelable normals. The range is decent, but the high whiff recovery carries some risk in neutral compared to 5MP or 5MK. It is most commonly used in counter-hit, punish, or Drive Rush routes when A.K.I. is at +8 hit advantage. It works slightly better than 5MP when canceled, allowing her to combo into 236PP for a close range combo extension. | Another of A.K.I.'s important cancelable normals. The range is decent, but the high whiff recovery carries some risk in neutral compared to 5MP or 5MK. It is most commonly used in counter-hit, punish, or Drive Rush routes when A.K.I. is at +8 hit advantage. It works slightly better than 5MP when canceled, allowing her to combo into 236PP for a close range combo extension. | ||
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{{AttackDataCargo-SF6/Query|a.k.i._2lk}} | {{AttackDataCargo-SF6/Query|a.k.i._2lk}} | ||
* Chains into 2LP/2LK | * Chains into 2LP/2LK | ||
* Applies | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | ||
<br> | <br> | ||
A.K.I.'s fastest low normal. It has deceptively long range, making it useful for stuffing the opponent's Drive Rush or simply harassing with extended light chains. She can even chain 4 normals on block with a string like 2LP~2LP~2LK~2LK; while this can score a few small hits, 2LK's high pushback reduces its effectiveness as a combo starter. If used out of Drive Rush, the pushback becomes irrelevant, and it can open up the opponent with a combo into 5MP. | A.K.I.'s fastest low normal. It has deceptively long range, making it useful for stuffing the opponent's Drive Rush or simply harassing with extended light chains. She can even chain 4 normals on block with a string like 2LP~2LP~2LK~2LK; while this can score a few small hits, 2LK's high pushback reduces its effectiveness as a combo starter. If used out of Drive Rush, the pushback becomes irrelevant, and it can open up the opponent with a combo into 5MP. | ||
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{{AttackDataCargo-SF6/Query|a.k.i._2mk}} | {{AttackDataCargo-SF6/Query|a.k.i._2mk}} | ||
* '''Cancel Hitconfirm Window:''' 14f (Super) | * '''Cancel Hitconfirm Window:''' 14f (Super) | ||
* Applies | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | ||
<br> | <br> | ||
A fast 2MK that can link naturally into 2LP at close range. When used out of Drive Rush, it can link at much further ranges into 2MP while also gaining slight advantage on block. As a neutral poke, the low whiff recovery makes it hard to punish; it can also be buffered into a Super Art to make it even more threatening. | A fast 2MK that can link naturally into 2LP at close range. When used out of Drive Rush, it can link at much further ranges into 2MP while also gaining slight advantage on block. As a neutral poke, the low whiff recovery makes it hard to punish; it can also be buffered into a Super Art to make it even more threatening. | ||
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* '''Low Crush''' 11-26f (not airborne) | * '''Low Crush''' 11-26f (not airborne) | ||
* Counter-hit/Punish Counter bonus advantage carries through both hits | * Counter-hit/Punish Counter bonus advantage carries through both hits | ||
* Applies | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
<br> | <br> | ||
A.K.I.'s only normal that is naturally plus on block, 6HK is an incredible pressure tool that benefits greatly from Drive Rush momentum. Setting this up after a 214LP projectile in neutral is an easy way to approach, leading to combos on hit or strike/throw mixups on block, while also chipping away at the opponent's Drive gauge. The invincible lower body hurtbox allows it to hop over low pokes, giving A.K.I. a direct counter to one of the game's strongest neutral tools. | A.K.I.'s only normal that is naturally plus on block, 6HK is an incredible pressure tool that benefits greatly from Drive Rush momentum. Setting this up after a 214LP projectile in neutral is an easy way to approach, leading to combos on hit or strike/throw mixups on block, while also chipping away at the opponent's Drive gauge. The invincible lower body hurtbox allows it to hop over low pokes, giving A.K.I. a direct counter to one of the game's strongest neutral tools. | ||
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* Forward Jump only; can only hit as a cross-up | * Forward Jump only; can only hit as a cross-up | ||
* Causes spike knockdown vs. airborne opponents | * Causes spike knockdown vs. airborne opponents | ||
* Applies | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
<br> | <br> | ||
A technique borrowed from her master, A.K.I. is able to land a cross-up jump normal at a range most characters can't match. Her floaty jump makes this an important tool, as the opponent could otherwise easily walk under for a free punish on landing recovery. This jump-in will whiff if attempted on a fully cornered opponent, as they cannot be crossed up. | A technique borrowed from her master, A.K.I. is able to land a cross-up jump normal at a range most characters can't match. Her floaty jump makes this an important tool, as the opponent could otherwise easily walk under for a free punish on landing recovery. This jump-in will whiff if attempted on a fully cornered opponent, as they cannot be crossed up. | ||
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* 2f extra recovery on block; 3f blockstring gap between hits | * 2f extra recovery on block; 3f blockstring gap between hits | ||
* () refers to scaled damage after a 5LP combo starter | * () refers to scaled damage after a 5LP combo starter | ||
* '''Cancel Hitconfirm Window:''' 13f (single hit) / 32-33f (full TC) | * '''Cancel Hitconfirm Window:''' 13f (single hit) / 32-33f (full TC) | ||
* '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|VP|+4}} oB | |||
* '''Sinister Slide Cancel Advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|P|+3}} oB | |||
<br> | <br> | ||
This Target Combo can act as a substitute for having a chainable 5LP. It moves A.K.I. forward slightly for a more consistent finish, though her options are somewhat limited; the only specials that combo are 236LP, 236HP, and 214HP, and a Drive Rush extension is fairly weak due to the high damage scaling. The most important property of this TC is the small gap on block, as 2LP chains are true blockstrings that cannot catch a mashing opponent. 5LP~LP can become a true blockstring if the initial 5LP starts from a Drive Rush, or if the opponent is in Burnout. | This Target Combo can act as a substitute for having a chainable 5LP. It moves A.K.I. forward slightly for a more consistent finish, though her options are somewhat limited; the only specials that combo are 236LP, 236HP, and 214HP, and a Drive Rush extension is fairly weak due to the high damage scaling. The most important property of this TC is the small gap on block, as 2LP chains are true blockstrings that cannot catch a mashing opponent. 5LP~LP can become a true blockstring if the initial 5LP starts from a Drive Rush, or if the opponent is in Burnout. | ||
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=====<font style="visibility:hidden; float:right">5HP~HP</font>===== | =====<font style="visibility:hidden; float:right">5HP~HP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Qiong Qi | ||
| subtitle = | | subtitle = | ||
| input = 5HP~HP | | input = 5HP~HP | ||
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* Toxic Blossom hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | * Toxic Blossom hit puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | ||
* '''Cancel Hitconfirm Window:''' 10f [TB: 15f] (Super) | * '''Cancel Hitconfirm Window:''' 10f [TB: 15f] (Super) | ||
* Counts as 2 hits for damage scaling when comboed into | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | ||
{{AttackDataCargo-SF6/Query|a.k.i._214pp_6p_burst}} | {{AttackDataCargo-SF6/Query|a.k.i._214pp_6p_burst}} | ||
* Detonates the 214PP bubble; applies poison on hit | * Detonates the 214PP bubble; applies poison on hit | ||
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* Applies poison on hit; triggers Toxic Blossom if opponent is poisoned | * Applies poison on hit; triggers Toxic Blossom if opponent is poisoned | ||
* Toxic Blossom hit puts opponent into a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | * Toxic Blossom hit puts opponent into a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | ||
* '''Cancel Hitconfirm Window:''' | * '''Cancel Hitconfirm Window:''' 16f [TB: 17f] (Super) | ||
<br> | <br> | ||
LP Serpent Lash is a strong mid-range poke that is generally safe when spaced out. It can clash with projectiles in neutral to keep A.K.I. safe, but is not useful as an anti-zoning tool. It has high juggle potential, making it a useful juggle ender especially with Level 3 Super stocked. The knockdown from a Toxic Blossom hit can lead to a followup juggle into 236HP or any Super Art in the corner; alternatively, you can sacrifice some damage for a safe jump to continue pressure. | LP Serpent Lash is a strong mid-range poke that is generally safe when spaced out. It can clash with projectiles in neutral to keep A.K.I. safe, but is not useful as an anti-zoning tool. It has high juggle potential, making it a useful juggle ender especially with Level 3 Super stocked. The knockdown from a Toxic Blossom hit can lead to a followup juggle into 236HP or any Super Art in the corner; alternatively, you can sacrifice some damage for a safe jump to continue pressure. | ||
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* Applies poison on hit; triggers Toxic Blossom if opponent is poisoned | * Applies poison on hit; triggers Toxic Blossom if opponent is poisoned | ||
* Toxic Blossom hit causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] crumple state on grounded hit, or higher juggle (KD +60~72) on airborne hit | * Toxic Blossom hit causes [[Street_Fighter_6/Glossary#Juggles|limited juggle]] crumple state on grounded hit, or higher juggle (KD +60~72) on airborne hit | ||
* '''Cancel Hitconfirm Window:''' | * '''Cancel Hitconfirm Window:''' 16f [TB: 17f] (Super) | ||
<br> | <br> | ||
MP Serpent Lash is primarily a combo tool, though it can be used as an anti-air at farther ranges (like against an opponent neutral jumping A.K.I.'s Nightshade Pulse). The crumple state from a Toxic Blossom hit allows for powerful followup juggles, but it's important to confirm the opponent is standing before comboing into it (or use 5HK for its Force Stand property). If the opponent is airborne, the higher launch height still gives great followup juggles like Drive Rush 5HK anywhere on the screen. | MP Serpent Lash is primarily a combo tool, though it can be used as an anti-air at farther ranges (like against an opponent neutral jumping A.K.I.'s Nightshade Pulse). The crumple state from a Toxic Blossom hit allows for powerful followup juggles, but it's important to confirm the opponent is standing before comboing into it (or use 5HK for its Force Stand property). If the opponent is airborne, the higher launch height still gives great followup juggles like Drive Rush 5HK anywhere on the screen. | ||
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* Applies poison on hit; triggers Toxic Blossom if opponent is poisoned | * Applies poison on hit; triggers Toxic Blossom if opponent is poisoned | ||
* Toxic Blossom hit causes a higher launch (allows followups midscreen or in the corner) | * Toxic Blossom hit causes a higher launch (allows followups midscreen or in the corner) | ||
* '''Cancel Hitconfirm Window:''' | * '''Cancel Hitconfirm Window:''' 17f [TB: 16f] (Super) | ||
<br> | <br> | ||
HP Serpent Lash is a fairly reliable anti-air, though it does not have immediate air invincibility. As a result, some stronger jump-ins and divekicks can be hard to deal with. The upside is that it works well against cross-ups, so ambiguous jumps are less of threat. | HP Serpent Lash is a fairly reliable anti-air, though it does not have immediate air invincibility. As a result, some stronger jump-ins and divekicks can be hard to deal with. The upside is that it works well against cross-ups, so ambiguous jumps are less of threat. | ||
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* Toxic Blossom hit causes crumple on grounded hit ({{sf6-adv|VP|+5}} before opponent becomes airborne) | * Toxic Blossom hit causes crumple on grounded hit ({{sf6-adv|VP|+5}} before opponent becomes airborne) | ||
** Resets juggle counter to 0 ([[Street_Fighter_6/Glossary#Juggles|free juggle state]]) on airborne Toxic Blossom juggle | ** Resets juggle counter to 0 ([[Street_Fighter_6/Glossary#Juggles|free juggle state]]) on airborne Toxic Blossom juggle | ||
* Regular version: applies | * Regular version: applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into | ||
* Toxic Blossom version: applies | * Toxic Blossom version: applies 10% damage scaling to next hit when beginning a combo | ||
* '''Cancel Hitconfirm Window:''' [ | * '''Cancel Hitconfirm Window:''' [TB: 73f] (Super) | ||
<br> | <br> | ||
OD Serpent Lash is a powerful combo and anti-zoning tool with a trajectory similar to the LP version, but with more range. It will cleanly go through any meterless projectile and pull you close for a full combo, though if A.K.I. is too close to the opponent she can get hit before the whip connects; it also does not work against multi-hit OD projectiles. | OD Serpent Lash is a powerful combo and anti-zoning tool with a trajectory similar to the LP version, but with more range. It will cleanly go through any meterless projectile and pull you close for a full combo, though if A.K.I. is too close to the opponent she can get hit before the whip connects; it also does not work against multi-hit OD projectiles. | ||
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{{AttackDataCargo-SF6/Query|a.k.i._214lk}} | {{AttackDataCargo-SF6/Query|a.k.i._214lk}} | ||
* '''Lower Body Projectile Invuln:''' 19-23f; '''Airborne''' 9-45f (Forced Knockdown state) | * '''Lower Body Projectile Invuln:''' 19-23f; '''Airborne''' 9-45f (Forced Knockdown state) | ||
* Applies | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
{{AttackDataCargo-SF6/Query|a.k.i._214mk}} | {{AttackDataCargo-SF6/Query|a.k.i._214mk}} | ||
* '''Lower Body Projectile Invuln:''' 21-27f; '''Airborne''' 13-49f (Forced Knockdown state) | * '''Lower Body Projectile Invuln:''' 21-27f; '''Airborne''' 13-49f (Forced Knockdown state) | ||
* Applies | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
{{AttackDataCargo-SF6/Query|a.k.i._214hk}} | {{AttackDataCargo-SF6/Query|a.k.i._214hk}} | ||
* '''Lower Body Projectile Invuln:''' 26-32f; '''Airborne''' 18-54f (Forced Knockdown state) | * '''Lower Body Projectile Invuln:''' 26-32f; '''Airborne''' 18-54f (Forced Knockdown state) | ||
* Applies | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
{{AttackDataCargo-SF6/Query|a.k.i._214kk}} | {{AttackDataCargo-SF6/Query|a.k.i._214kk}} | ||
* '''Lower Body Projectile Invuln:''' 23-27f; '''Airborne''' 13-49f (Forced Knockdown state) | * '''Lower Body Projectile Invuln:''' 23-27f; '''Airborne''' 13-49f (Forced Knockdown state) | ||
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* Counter-hit/Punish Counter bonus advantage carries through both hits | * Counter-hit/Punish Counter bonus advantage carries through both hits | ||
* Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | ||
* '''Cancel Hitconfirm Window:''' 33f (Super, 2nd hit) | |||
<br> | <br> | ||
A useful combo tool that links into 2LP on the ground and allows followup juggles in the air. It's the only option out of Sinister Slide that is safe on block. In Burnout it becomes {{sf6-adv|P|+1}} on block; combined with Heel Strike's forward movement, this gives A.K.I. some tricky block pressure with the threat of a command grab reset. | A useful combo tool that links into 2LP on the ground and allows followup juggles in the air. It's the only option out of Sinister Slide that is safe on block. In Burnout it becomes {{sf6-adv|P|+1}} on block; combined with Heel Strike's forward movement, this gives A.K.I. some tricky block pressure with the threat of a command grab reset. | ||
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{{AttackDataCargo-SF6/Query|a.k.i._2pp_lplk}} | {{AttackDataCargo-SF6/Query|a.k.i._2pp_lplk}} | ||
* () refers to Punish Counter damage | * () refers to Punish Counter damage | ||
* Applies 20% immediate damage scaling when comboed into (after Stun) | * Applies 20% immediate damage scaling when comboed into (e.g. after Stun) | ||
<br> | <br> | ||
A command grab with good range but slow startup. Useful to catch opponents who attempt to Parry or Drive Impact A.K.I.'s other options out of Sinister Slide, or as a reset option when applying Burnout pressure. | A command grab with good range but slow startup. Useful to catch opponents who attempt to Parry or Drive Impact A.K.I.'s other options out of Sinister Slide, or as a reset option when applying Burnout pressure. | ||
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* Available at 25% HP or below; depletes 2 Drive bars from opponent on hit | * Available at 25% HP or below; depletes 2 Drive bars from opponent on hit | ||
** Cinematic time regenerates ~2.2 Drive bars for A.K.I. | ** Cinematic time regenerates ~2.2 Drive bars for A.K.I. | ||
* 50% minimum damage scaling; applies | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | ||
<br> | <br> | ||
A big damage combo ender or fully invincible reversal. While the hitbox looks like a tall anti-air, most of its vertical range only works in juggles; the actual hitbox is much lower than it appears, causing it to be a mediocre anti-air. It moves forward around 1/3 screen, which is enough to work in most juggle routes but not far enough to threaten opponents in neutral with a reaction punish. | A big damage combo ender or fully invincible reversal. While the hitbox looks like a tall anti-air, most of its vertical range only works in juggles; the actual hitbox is much lower than it appears, causing it to be a mediocre anti-air. It moves forward around 1/3 screen, which is enough to work in most juggle routes but not far enough to threaten opponents in neutral with a reaction punish. |
Revision as of 00:42, 16 November 2023
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Early game information
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Introduction
A poison-wielding apprentice of F.A.N.G, the former Shadaloo officer. Enchanted by the power of toxins, nothing brings her more joy than testing them on a new target—other than attention from her “master,” that is.
Slithering onto the battlefield with zoning capabilities and powerful okizeme options, A.K.I. is an unconventional and unorthodox character who revolves heavily around her poison mechanic. Some of A.K.I.'s specials poison opponents on hit, which slowly tick away at their life bar. Using this, A.K.I. baits her opponents into making risky play before elegantly maneuvering around them and going for the kill.
A.K.I's most important special is Nightshade Pulse, a slow advancing projectile that causes poison on hit. A.K.I. can send this projectile out to control the screen as she advances behind it or use it as a meaty to maintain advantage. Nightshade is very strong and defines a lot of matchups for A.K.I., as opponents who fail to deal with it will find her slowly closing in on them. However, Nightshade is just one tool in A.K.I.'s tremendously large kit. Serpent Lash acts as a strong midrange poke, while Orchid Spring allows A.K.I. to set up an unblockable poison pool. A.K.I. is also known for having some rather unique approach options. Snake Step and Sinister Slide cause A.K.I. to drop to the floor and go low-profile, allowing her to slide under all sorts of nonsense. Enemy fireballs, high-reaching pokes, and even Drive Impacts - A.K.I. can duck under it all and lash out with any number of follow-ups. Even better, A.K.I. has a command grab out of Snake Step, giving her unique ways to mess with the opponent.
As a defining part of her kit, if A.K.I. hits her opponent with a poison-inducing move while they are already poisoned, they will explode into a "Toxic Blossom" that gives her extended combo opportunities. Thus, A.K.I. can quickly adapt her gameplan from far-reaching pokes into a very scary mixup and okizeme character if she gets the chance. The looping poison setups she can dish out take off a good amount of life, and the consistent safe jumps she can get off of Toxic Blossom combos allow her to continue offense after a combo very safely. Combined with a strong overhead, a few ways to be plus on block, the sheer volume of potential attacks and specials at her disposal, on top of the threat of poison, and A.K.I. can be an absolute menace if she is closed in on the opponent.
In general, A.K.I. has a high number of complex routes for her combos that are dependent on if the opponent is poisoned or not, but the tradeoff is that her huge kit and unique normals allow her pickups off of openings that other characters may struggle to confirm. As well, her defensive options tend to be lackluster, often lacking important invulnerability frames to push through meaties and deep jump-ins. Another important thing is that A.K.I.'s animations are very long, making it difficult for her to play around Drive Impact. She will be constantly looking for it, far more than most other characters, which can result in a lot of mental fatigue. If you can grapple with this fact, and all of the above sounds appealing to you, shed your inhibitions and become one with the queen of toxicity herself.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Poison & Toxic Blossom
A.K.I. | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.0452 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.300 |
Backward Dash Distance | 1.079 |
Drive Rush Min. Distance (Throw) | 0.907 |
Drive Rush Min. Distance (Block) | 2.437 |
Drive Rush Max Distance | 4.049 |
Jumping | |
Jump Speed | 4+40+3 |
Jump Apex | 2.176 |
Forward Jump Distance | 2.00 |
Backward Jump Distance | 1.60 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 7 | Sp SA TC | 300 | LH | +4 | -1 |
- Cancel Hitconfirm Window: 12f (special), 14f (TC)
- Drive Rush cancel advantage: +3 oH / -2 oB
- Sinister Slide Cancel Advantage: +1 oH / -4 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
Fairly short and stubby for a 5f light normal, and not easily comboed into since it doesn't chain. The main use of 5LP is for its Target Combo extension of 5LP~LP, which can lead to combos on hit or a frame trap on block. In conjunction with its great frame data, it’s easy to steal your turn after your opponent blocks this, as they can easily be dissuaded from trying to take back their turn after via Target Combo stagger pressure.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 5 | 14(16) | Sp SA | 600 | LH | +3 | -3 |
- 2f extra recovery on whiff
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +11 oH / +5 oB
- Sinister Slide Cancel Advantage: +9 oH / +3 oB
The forward movement of 5MP makes it great in spacing traps and allows it to link consistently after 5MK or counter-hit lights even at max range. It works great as a neutral buffer into Drive Rush where it combos to 5MK or 5HK. Its speed also allows it to work in some Drive Rush juggles when other buttons are too slow. It unfortunately does not have enough hitstun to combo into 236PP naturally, which limits the possible extensions from a hitconfirm. Oppressive when the opponent is in burnout, reminiscent of Manon 5MP, although not quite as strong.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 3 | 21 | TC | 800 | LH | +1 | -4 |
- Cancel Hitconfirm Window: 19f (TC)
A strong forward-stabbing poke that can avoid some low attacks with its great hurtbox. It is hitconfirmable into a Target Combo followup that poisons the opponent or launches on hit with Toxic Blossom. The whiff recovery makes it risky to whiff in neutral, however, and it is very susceptible to Drive Impact.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 12 | Sp SA | 300 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +5 oH / -1 oB
- Sinister Slide Cancel Advantage: +6 oH / 0 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
A fairly standard 5f startup 5LK. The lower portion of the hitbox is high enough to avoid some low pokes near the foot, allowing her to buffer it as a counterpoke. A.K.I. rarely encounters a +5 on hit scenario, so it has very limited use in combos.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 15(17) | - | 700 | LH | +6 | -2 |
- 2f extra recovery on whiff
A good poke and combo starter, linking naturally into 5MP; the forward movement of 5MP allows 5MK to be a threat from considerable range even despite its lack of cancelability. After Drive Rush or a Punish Counter start, it can link into itself or 5HK for greatly improved damage.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 19 | Sp SA | 800 | LH | +4 | -3 |
- Punish Counter: +12 Stagger (grounded), limited juggle state (airborne)
- Forces Stand; active frames 3-4 whiff on crouching opponents
- Cancel Hitconfirm Window: 18f
- Drive Rush cancel advantage: +16 oH / +9 oB
- Sinister Slide Cancel Advantage: +15 oH / +8 oB
An important anti-air, combo, and juggle tool and A.K.I.'s only special cancelable heavy normal. As an anti-air, it covers a large space above and in front of A.K.I., and can be canceled to 214LP for a safe meaty projectile. Despite the strong hitbox, it cannot anti-air if the opponent crosses up behind her. The head hurtbox has some anti-air invincibility on frames 5-12, as well as the kicking leg on frame 10, helping A.K.I. against characters with strong downward-reaching jump normals.
5HK combos naturally to 2PP~K, which allows followup links and is even safe on block if the combo drops. A Punish Counter allows her to combo into 214HK or 2PP~P, which both give strong conversions at a range where 2PP~K can whiff. 5HK is also one of A.K.I.'s most important juggle tools when used out of Drive Rush.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 9 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 2LP/2LK; true blockstring into 2LP
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +5 oH / 0 oB
- Sinister Slide Cancel Advantage: +3 oH / -2 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
A.K.I.'s only 4 frame option, and one of the very few light normal chains that does not have a gap on block. The range is average, but can be used for a 3-hit light chain when starting from close range. If used as a punish starter, it can link to 2MP for consistent cancel options.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 18 | Sp SA | 600 | LH | +1 | -3 |
- 3f extra recovery on whiff
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: +12 oH / +8 oB
- Sinister Slide Cancel Advantage: +10 oH / +6 oB
Another of A.K.I.'s important cancelable normals. The range is decent, but the high whiff recovery carries some risk in neutral compared to 5MP or 5MK. It is most commonly used in counter-hit, punish, or Drive Rush routes when A.K.I. is at +8 hit advantage. It works slightly better than 5MP when canceled, allowing her to combo into 236PP for a close range combo extension.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 28 | - | 900 | L | HKD +27 | -8 |
- Counter-hit/Punish Counter: HKD +49
- Has juggle potential; not a Hard Knockdown when juggled into
A.K.I.'s 2HP is her sweep, comparable to 2HK from most other characters. Despite the animation, it is not really a slide, so it cannot be spaced safely in neutral. The hitbox is quite disjointed, allowing it to out-prioritize other neutral buttons, but the long recovery and forward lunge makes it extremely risky to throw out as a random guess in footsies.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 8 | Chn | 200 | L | +3 | -2 |
- Chains into 2LP/2LK
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
A.K.I.'s fastest low normal. It has deceptively long range, making it useful for stuffing the opponent's Drive Rush or simply harassing with extended light chains. She can even chain 4 normals on block with a string like 2LP~2LP~2LK~2LK; while this can score a few small hits, 2LK's high pushback reduces its effectiveness as a combo starter. If used out of Drive Rush, the pushback becomes irrelevant, and it can open up the opponent with a combo into 5MP.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 16 | SA | 600 | L | +5 | +1 |
- Cancel Hitconfirm Window: 14f (Super)
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
A fast 2MK that can link naturally into 2LP at close range. When used out of Drive Rush, it can link at much further ranges into 2MP while also gaining slight advantage on block. As a neutral poke, the low whiff recovery makes it hard to punish; it can also be buffered into a Super Art to make it even more threatening.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 6 | 20 | SA | 900 | LH | 0 | -3 |
- Punish Counter: KD +48 Spin
- Puts airborne opponents into limited juggle state on Counter-hit/Punish Counter
- Has high juggle potential (causes air reset)
- Active frames 2-5 (meaty timing) are considered a low
- Cancel Hitconfirm Window: 19f (Super)
A.K.I.'s 2HK is an upward kick rather than a sweep, allowing it to function as an anti-air. Her upper body and kicking leg are anti-air invincible during the active frames (10-14f), but it cannot work against cross-ups. While the hitbox is not quite as disjointed as 5HK, being able to act from a crouching state allows it to be used a little later without being hit by a downward-angled air normal.
The hitbox of 2HK serves it well as a poke in neutral as well. It can be canceled into Super with a long hitconfirm window for easy reactions, and it launches the opponent upon scoring a Punish Counter. It does extend a hurtbox that loses to projectiles right before the active frames begin, so it can't trade effectively against fireball characters.
For some reason, the later active frames are considered a low despite not matching the animation at all. This may be an unintended bug.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 9 | 3 land | - | 300 | H | +2(+9) | -2(+5) |
- Can be used as a fuzzy instant overhead
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 4 | 3 land | - | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
A useful air-to-air, but the hitbox aims quite high which limits the angle it can be used from.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 6 | 3 land | - | 800 | H | +5(+15) | +1(+11) |
- Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter
A strong jump normal that doesn't extend a hurtbox until the active frames begin.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 6 | 3 land | - | 300 | H | +4(+10) | 0(+6) |
- Can hit cross-up
A.K.I.'s longest ranged horizontal jump-in, giving it some air-to-air utility. The cross-up hitbox can be useful to apply an immediate tick throw after landing, but otherwise j.2HP is far better in that context.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 6 | 3 land | - | 600 | H | +4(+13) | 0(+9) |
A standard but solid jump-in attack with a downward angle. It's faster than her other buttons with a similar approach angle.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 8 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Good jump-in with a fairly retracted hurtbox compared to j.HP.
Command Normals
3MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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24 | 3 | 18 | - | 600 | H | +3 | -2 |
- Relatively slow overhead that leads to combos with meaty timing, Drive Rush, or Counter-hit
While a bit lacking in range and speed, A.K.I. has plenty of opportunities to safely approach from a Drive Rush to force a high/low mixup. Having more visual effects on the screen like poison status and an Orchid Spring puddle can make it harder for the opponent to notice the attack's startup animation.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 3 | 20(21) | SA | 900 | LH | +3 | -4 |
- 1f extra recovery on whiff
- Cancel Hitconfirm Window: 17f (Super)
A great advancing poke that is safe on block due to pushback. On hit, it can be confirmed into Super with good reactions. This makes it safe against drive impact as long as you have meter, making it even better as a poke in neutral.
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 3(5)3 | 16(24) | - | 400x2 | LH | +4 | +2 |
- 8f extra recovery on whiff; 1st hit puts opponent into limited juggle state
- 2nd hit causes air reset unless performed out of Drive Rush
- Low Crush 11-26f (not airborne)
- Counter-hit/Punish Counter bonus advantage carries through both hits
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A.K.I.'s only normal that is naturally plus on block, 6HK is an incredible pressure tool that benefits greatly from Drive Rush momentum. Setting this up after a 214LP projectile in neutral is an easy way to approach, leading to combos on hit or strike/throw mixups on block, while also chipping away at the opponent's Drive gauge. The invincible lower body hurtbox allows it to hop over low pokes, giving A.K.I. a direct counter to one of the game's strongest neutral tools.
j.2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 5 | 3 land | - | 800 | H | +5(+15) | +1(+11) |
- Forward Jump only; can only hit as a cross-up
- Causes spike knockdown vs. airborne opponents
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A technique borrowed from her master, A.K.I. is able to land a cross-up jump normal at a range most characters can't match. Her floaty jump makes this an important tool, as the opponent could otherwise easily walk under for a free punish on landing recovery. This jump-in will whiff if attempted on a fully cornered opponent, as they cannot be crossed up.
Target Combos
5LP~LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 2 | 14(16) | Sp SA | 300(240) | LH | +1 | -3 |
- 2f extra recovery on block; 3f blockstring gap between hits
- () refers to scaled damage after a 5LP combo starter
- Cancel Hitconfirm Window: 13f (single hit) / 32-33f (full TC)
- Drive Rush cancel advantage: +5 oH / +4 oB
- Sinister Slide Cancel Advantage: +4 oH / +3 oB
This Target Combo can act as a substitute for having a chainable 5LP. It moves A.K.I. forward slightly for a more consistent finish, though her options are somewhat limited; the only specials that combo are 236LP, 236HP, and 214HP, and a Drive Rush extension is fairly weak due to the high damage scaling. The most important property of this TC is the small gap on block, as 2LP chains are true blockstrings that cannot catch a mashing opponent. 5LP~LP can become a true blockstring if the initial 5LP starts from a Drive Rush, or if the opponent is in Burnout.
5HP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 3 | 24(29) | - | 400 | LH | KD +34[+54] | -15 |
- 5f extra recovery on block; always a true blockstring even at max delay
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit launches opponent into a limited juggle state
This Target Combo is relatively easy to hitconfirm from 5HP, making it a great neutral tool that can knock down and inflict poison while setting up a 214LP for continued pressure. If the opponent is already poisoned, the Toxic Blossom launch is high enough to juggle a Drive Rush 5HK for great damage and corner carry.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +19 | - |
- Punish Counter: +19 HKD
- 20% immediate damage scaling when comboed into (e.g. after Crumple)
Sets up a corner throw loop that requires precise walk timing to beat reversal 4f normals. The maximum time A.K.I. can walk forward is 17f, and the timing window is 2 frames (3f for Marisa, and 4f for Blanka, E. Honda, and Zangief).
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +27 | - |
- Side switches
- Punish Counter: +27 HKD
- 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, A.K.I. can walk or dash for another strike/throw mixup. Midscreen, she can set up a safe Nightshade Pulse that recovers fast enough to beat a forward jump attack. If the opponent uses a ranged anti-projectile Super like Cammy's SA3, the Nightshade Pulse can be canceled on reaction into 236KK to keep her safe. Some anti-projectile moves like Cammy's OD Spin Knuckle can punish this projectile while not giving much time to react with a 236KK cancel, so it's important to know what options the opponent has to counter this.
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HK: 7[3]
- 2MP: 10[6]
- 5MP, 5LP~LP: 12[8]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- 0.907 (min, cancel into immediate Throw)
- 2.437 (min, earliest blocking/movement frame)
- 4.049 (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Nightshade Pulse (214LP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | - | 35 | SA3 | 500 | LH | -5 | -10 |
- Slow 1-hit projectile; applies poison on hit
- Extended arm hurtbox 16-41f (only vulnerable to strikes)
- Cancelable into 6P followup on frames 30-36 (detonates bubble if on-screen)
- Cancelable into 236KK on frames 35-36 (can avoid punishes)
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 28 | SA2 SA3 | 300,400 | LH | KD +45 | +1 |
- Slow 2-hit OD projectile; applies poison on hit; 2nd hit puts opponent into limited juggle state
- Extended arm hurtbox 16-36f (only vulnerable to strikes)
- Cancelable into 6P followup on frames 34-35 (detonates bubble if on-screen)
- Cancelable into 236KK on frames 32-33 (can avoid punishes)
- Cancel Hitconfirm Window: 12f (Super)
Nightshade Pulse is an extremely slow projectile that defines much of A.K.I.'s neutral and oki gameplan. If used from long range, she can safely advance behind it while reacting to the opponent's jump or evasive maneuvers. After a knockdown, it can be used as a meaty tool to stuff reversal Level 1 Supers and gain massive frame advantage on hit or block. Because it's cancelable into OD Snake Step, A.K.I. can even keep herself safe if the opponent tries to take advantage of the projectile's slow recovery. If used at close range, it's quite punishable on block; on hit, A.K.I. is technically unsafe but can always end with the Nightshade Chaser (6P) extension.
OD Nightshade Pulse acts mostly the same, except it is +1 on block even at point blank and causes a juggle state on hit. The OD projectile priority also shuts down the opponent's fireball game unless they use their own OD projectile, making it an even better shield to advance behind.
Nightshade Chaser (214LP~6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 34 | SA3 | 500[800] | LH | -4 [KD +38] | -16(-11) |
- Whip acts as a 1-hit projectile; if Perfect Parried, causes strike screen-freeze
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit puts opponent into limited juggle state
- After blocked close-range 214LP, creates a 1f blockstring gap into 6P followup (can delay 6P to create larger frame trap gap)
- Cancel Hitconfirm Window: 8f [TB: 13f] (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 29 | - | 800 | LH | KD +42 | -4 |
- Detonates the 214P bubble; applies poison on hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 5 | 28 | SA2 SA3 | 600[800] | LH | KD +25 [KD +41~44] | -13(-10) |
- Whip acts as a 1-hit projectile; if Perfect Parried, causes strike screen-freeze
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit puts opponent into limited juggle state
- Cancel Hitconfirm Window: 10f [TB: 15f] (Super)
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 12 | 20 | SA2 SA3 | 800x2 | LH | KD +43(+52~57) | -2(+4) |
- Detonates the 214PP bubble; applies poison on hit
- Different properties if detonating at max range, or after 1 hit of 214PP has already connected (Damage, chip, launch height, juggle potential)
- Cancel Hitconfirm Window: 14f [TB: 15f] (Super)
Nightshade Chaser is the whip followup to Nightshade Pulse that can be activated on hit, block, or whiff. It's much more unsafe than the projectile itself, but can also be used to frame trap the opponent trying to punish 214P on block. If the initial projectile hits and poisons the opponent, 6P will active Toxic Blossom for a knockdown.
If the poison bubble hasn't dissipated, 6P can detonate it to change the move's properties. It becomes much safer on block than the normal whip ender, and can knock down even if the opponent wasn't initially poisoned. The OD version in particular has some very complicated interactions depending on the exact timing and spacing of the bubble burst; it's possible to space the move precisely to achieve a high launch with a juggle followup.
Orchid Spring (214MP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | [160] | 20 | - | - | - | - | - |
- Pool is placed on frame 26 and stays active for the next 160 frames
- Poisons the opponent (cannot be blocked); constantly re-applies poison as long as opponent is in close proximity
- Cannot use another 214MP until first one dissipates (but can use alongside SA2 poison pool)
- A.K.I. is in a Counter-hit state for entire 46f move animation
Orchid Spring places a pool of poison in front of A.K.I. which will poison any opponent in close proximity even if they block. Just like the poison status, the pool immediately disappears if A.K.I. takes any damage. It's particularly useful on long knockdowns or stuns when A.K.I. can set it up safely, ensuring that the next combo will get a Toxic Blossom effect. It can also be used to control the opponent's movement somewhat; while it doesn't prevent them from approaching, many players will be hesitant to simply walk into it especially if they are at a life disadvantage.
Toxic Wreath (214HP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3(14)9 | 13 | SA3 | 200,600 | LH | KD +40 | -4 |
- Strike hitbox (no projectile durability); extended arm hitbox is projectile invuln 13-21f
- Applies poison on hit (does not trigger Toxic Blossom)
- Puts opponent into a limited juggle state; much higher launch vs. airborne opponents
- Cancel Hitconfirm Window: 33f (Super)
- Applies 15% immediate damage scaling when comboed into
Toxic Wreath is a useful combo and juggle tool, as well as a relatively safe blockstring ender due to its high pushback. It forms a true blockstring from mediums and heavies, but leaves a small gap after 5LK (2f) and 2LP (4f), allowing for frame traps and trade combos. Outside of close range, it's possible for 214HP to whiff in blockstrings, leaving A.K.I. very unsafe.
In the corner, the pushback will automatically set up a meaty Nightshade Pulse (214LP) in grounded combos, giving A.K.I. excellent block pressure. Juggles into Toxic Wreath launch the opponent much higher than a grounded hit, allowing followups in the corner; in some situations it's even possible to land a Drive Rush 2HP or HP SA2 after a midscreen juggle. After a corner juggle ender, you will have to manually time the meaty 214LP projectile; a quick backwards microwalk is a consistent way to do this, though your exact frame advantage will vary slightly based on timing.
Serpent Lash (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 20(26) | SA3 | 500[800] | LH | +1(+3) [KD +44(46)] | -8(-6) |
- 6f extra recovery on whiff; better frame advantage on later active frames
- Strike hitbox with 1-hit projectile durability; extended arm is projectile invuln 13-16f
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit puts opponent into a limited juggle state
- Cancel Hitconfirm Window: 16f [TB: 17f] (Super)
LP Serpent Lash is a strong mid-range poke that is generally safe when spaced out. It can clash with projectiles in neutral to keep A.K.I. safe, but is not useful as an anti-zoning tool. It has high juggle potential, making it a useful juggle ender especially with Level 3 Super stocked. The knockdown from a Toxic Blossom hit can lead to a followup juggle into 236HP or any Super Art in the corner; alternatively, you can sacrifice some damage for a safe jump to continue pressure.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 6 | 24 | SA3 | 600[700] | LH | KD +44 [Crumple +69] | -12 |
- Strike hitbox with 1-hit projectile durability; cannot hit crouching opponents
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit causes limited juggle crumple state on grounded hit, or higher juggle (KD +60~72) on airborne hit
- Cancel Hitconfirm Window: 16f [TB: 17f] (Super)
MP Serpent Lash is primarily a combo tool, though it can be used as an anti-air at farther ranges (like against an opponent neutral jumping A.K.I.'s Nightshade Pulse). The crumple state from a Toxic Blossom hit allows for powerful followup juggles, but it's important to confirm the opponent is standing before comboing into it (or use 5HK for its Force Stand property). If the opponent is airborne, the higher launch height still gives great followup juggles like Drive Rush 5HK anywhere on the screen.
While 236MP has some utility as a poke against tall standing characters, it is liable to whiff and allow opponents to more easily close the gap. The regular version sets up a corner safe jump on a grounded hit; unlike Toxic Blossom 236LP, this does not involve sacrificing a corner juggle.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 6 | 32 | SA3 | 700[800] | LH | KD +44 [KD +53] | -20 |
- Anti-Air Invuln: 6-16f; Semi-Low Profile 9-30f (crouch height)
- Can anti-air cross-ups; strike hitbox with no projectile clash
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit causes a higher launch (allows followups midscreen or in the corner)
- Cancel Hitconfirm Window: 17f [TB: 16f] (Super)
HP Serpent Lash is a fairly reliable anti-air, though it does not have immediate air invincibility. As a result, some stronger jump-ins and divekicks can be hard to deal with. The upside is that it works well against cross-ups, so ambiguous jumps are less of threat.
The horizontal range of 236HP is relatively short, though it generally works even from 3-hit light combos. The regular version sets up a safe jump anywhere on screen if it hits a grounded opponent; however, if the opponent is midscreen and doesn't back rise, you must react with a late cross-up j.2HP to avoid whiffing, which can be difficult to do on reaction. Toxic Blossom causes a much higher launch, which allows a 236LP followup or a Drive Rush 5HK juggle for better damage and corner carry. In the corner, you can save meter with a simple 214HP juggle instead.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 5 | 25 | [TB: SA2 SA3] | 600[800] | LH | +4 [Crumple +71] | -14(-11) |
- Strike hitbox with 1-hit OD projectile durability; extended arm is projectile invuln 20-25f
- Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
- Counter-hit/Punish Counter bonus advantage carries through both hits
- Toxic Blossom hit causes crumple on grounded hit (+5 before opponent becomes airborne)
- Resets juggle counter to 0 (free juggle state) on airborne Toxic Blossom juggle
- Regular version: applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into
- Toxic Blossom version: applies 10% damage scaling to next hit when beginning a combo
- Cancel Hitconfirm Window: [TB: 73f] (Super)
OD Serpent Lash is a powerful combo and anti-zoning tool with a trajectory similar to the LP version, but with more range. It will cleanly go through any meterless projectile and pull you close for a full combo, though if A.K.I. is too close to the opponent she can get hit before the whip connects; it also does not work against multi-hit OD projectiles.
On hit, the pull animation is completely invincible once it begins. It can link to 2LP, and due to the poison A.K.I. can follow up with 236HP, 236LP anywhere on screen. Hitting an airborne opponent will pull them in, allowing a quick juggle. On a grounded Toxic Blossom hit, the extra followup causes a crumple that leads to great damage. If it hits airborne, it completely resets the juggle counter, which can lead to extremely powerful extended juggles.
Cruel Fate (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 2(5)2(4)2(5)2 | 18 land | SA3 | 200x4 (800) | LH | +1 (KD +38~45) | -3 |
- Lower Body Projectile Invuln: 19-23f; Airborne 9-45f (Forced Knockdown state)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28 | 2(5)2(4)2(5)2 | 18 land | SA3 | 200x3,300 (900) | LH | +3 (KD +38~45) | -3 |
- Lower Body Projectile Invuln: 21-27f; Airborne 13-49f (Forced Knockdown state)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
33 | 2(5)2(4)2(5)2 | 18 land | SA3 | 200x3,400 (1000) | LH | +4 (KD +41~50) | -3 |
- Lower Body Projectile Invuln: 26-32f; Airborne 18-54f (Forced Knockdown state)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28 | 3(4)2(4)2(5)2 | 18 land | SA2* SA3* | 200,200x4,600 (1600) | LH | HKD +42 (+2~3) | +2 |
- Lower Body Projectile Invuln: 23-27f; Airborne 13-49f (Forced Knockdown state)
- Applies poison on hit; causes limited juggle OTG bounce vs. airborne opponents
A.K.I. leaps into the air and comes down with a multi-hit claw stab. The LK version is fast but short-ranged, the HK version is long-ranged but slow, and the MK version is in between both. It hits 4 times against standing opponents and twice against crouching opponents, affecting the total damage, meter build, and Drive damage. The HK version is the only one with enough frame advantage to link naturally into 2LP, but landing a Counter-hit or Punish Counter (like after a successful fireball punish) will carry the bonus advantage through all hits, opening up more combo opportunities. If 214K connects on an airborne opponent, it they are knocked down with plenty of time for an oki setup.
All meterless versions are safe but minus on block, and give slight frame advantage if the opponent is in Burnout. Having multiple hits, Cruel Fate can break Drive Impact; however, if the opponent crouches and inputs Drive Impact as late as possible (when 214K would only connect twice), it can result in a full combo punish for the opponent. This makes it a fairly high risk, low reward offensive option if you're not using it to counter a specific option like a projectile or a whiffed throw escape.
OD Cruel Fate is most similar to the MK version, but can be steered left or right to change its distance. It transitions into a grab animation on hit, guaranteeing the full damage and followup oki. At certain ranges, the later active frames can cause a weak non-cinematic hit, giving slight hit advantage but no followup combo. Unlike the meterless versions, it is plus on block and cannot be countered with a late Drive Impact, making it a much better offensive approach option. It can also be used in juggle combos to force a ground bounce.
All versions of Cruel Fate recover with a crouching-sized hurtbox, although A.K.I. is still considered standing. This can affect the punish options if this move is whiffed in neutral.
Snake Step (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
37 total | - | - | - | - | - | - | - |
- Feint; starts dash animation, then steps back to original spot; Counter-hit state for entire duration
- Upper Body Projectile Invuln: 8-37f; Semi-Low Profile 8-13f; Low Profile 14-37f
- Crouching state 14-36f; 4f forced standing at the end (only 1f after inputting immediate crouching button)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
39 total | - | - | - | - | - | - | - |
- Command dash, always stays on same side; Counter-hit state for entire duration
- Upper Body Projectile Invuln: 9-38f; Semi-Low Profile 9-15f and 39f; Low Profile 16-38f
- Crouching state 14f until end of recovery (no forced standing)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
43(50~54) total | - | - | - | - | - | - | - |
- Command dash, can cross-up (collision box disappears frames 20-31); Counter-hit state for entire duration
- Upper Body Projectile Invuln: 11-40(50)f; extended on cross-up version
- Semi-Low Profile 11-17f; Low Profile 18f until end of recovery; Crouching state 17f until end of recovery (no forced standing)
- After cross-up, enters a 23f recovery animation; total move duration varies based on timing of cross-up
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
42(48~57) | - | - | - | - | - | - | - |
- Command dash, can cross-up (collision box disappears frames 7-33); vulnerable to Punish Counter Throws for entire duration
- Strike Invuln: 1-34f; Projectile Invuln: 1-42f; entire animation is strike/projectile invuln on cross-up version
- Crouching state 17f until end of recovery (no forced standing)
- After cross-up, enters a 23f recovery animation; total move duration varies based on timing of cross-up (48~57f)
A slithering command dash that can avoid high attacks and many projectiles during the low profile frames. The LK version retreats back to its original spot, but can still be used to make certain attacks whiff over her; this is especially useful against fast projectiles, as they will disappear behind A.K.I. before she recovers. Against slower projectiles, she may be forced to block on the forced standing frame during recovery. The MK version is a more traditional command dash, sliding forward and potentially giving A.K.I. a punish on a predicted fireball.
HK Snake Step is similar to MK, but has the potential to cross-up at closer ranges. This usually extends the total dash time, making it easier to react to. However, with extremely precise spacing, it's possible to get a cross-up version with the same 43f duration as the same-side version, setting up an ambiguous left/right mixup.
OD Snake Step acts like the HK version, but has full body strike and projectile invincibility. There are only 8 punishable recovery frames at the end of the dash, and if A.K.I. crosses up then it becomes completely immune to a strike or projectile punish. While this sounds like it would be a great defensive option, it's a bit underwhelming. It is vulnerable to throws, and the throw can even be option selected after a whiffed meaty jab. It is best used at unexpected timings where the opponent is less likely to be looking to react to it, like a gap in a blockstring. Even if you rarely use this move, the opponent may structure their offense in a predictable manner to avoid having their screen position reversed. On the other hand, if you notice your opponent using more committal oki options, you can take advantage of the easy corner escape and force them to respect it.
Sinister Slide (2PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(28) | [185] | 20 | - | - | - | - | - |
- Upper Body Projectile Invuln: 10-197f
- Semi-Low Profile: 10-15f (crouch height); Low Profile: 16-197f
- Followups can be input after 11f (28f for Exit Stance)
- Automatically exits stance after 216f (no low profile or projectile invuln)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 21 | - | - | - | - | - |
- Can be input after 28f of Sinister Slide (fastest total time: 49f)
- Low Profile: 1-10f; Semi-Low Profile: 11-21f (crouch height)
A.K.I. drops to the floor and slowly advances forward in a low profile state. While slithering, she can duck under most projectiles, as well as moves like Marisa's Phalanx/Gladius or Lily's Condor Spire. While should be used sparingly in neutral, it's possible to start slithering from long range, then safely exit the stance if your opponent doesn't give you anything to react to with a followup.
Venomous Fang (2PP~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+19 | 15 | 30 | - | 1100 | LH | KD +20(34) [Crumple +67(81)] |
-25(-11) |
- Upper Body Projectile Invuln: 1-19f; Low Crush 20-31f; Airborne 19-33f (Forced Knockdown state)
- Applies Poison on hit; triggers Toxic Blossom if opponent is poisoned
- Toxic Blossom hit causes crumple on grounded hit or tumbling OTG juggle state on airborne hit
A.K.I. lunges quickly across the screen for a surprise attack. It's very unsafe on block even when perfectly spaced, so it should only be used in combos or on reaction to projectiles. As an anti-zoning tool it's fairly effective if A.K.I. is already in her Sinister Slide stance, but generally too slow if you try to enter the stance on reaction to a projectile. Slow projectiles are also difficult to avoid if starting from farther ranges.
Venomous Fang does not combo naturally from any of A.K.I.'s normals. Instead, it's primarily used in punishes, Drive Rush routes, or juggles. It can lead to massive corner carry, as well as high damage if Toxic Blossom is triggered.
Heel Strike (2PP~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+11 | 3(9)3 | 17(20) | SA3 (2nd) | 300x2 | LH | +4 | -3 |
- Very Low Profile 1-15f; Low Profile 16-27f; Semi-Low Profile 28-35f (crouch height)
- 3f extra recovery on whiff
- Counter-hit/Punish Counter bonus advantage carries through both hits
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 33f (Super, 2nd hit)
A useful combo tool that links into 2LP on the ground and allows followup juggles in the air. It's the only option out of Sinister Slide that is safe on block. In Burnout it becomes +1 on block; combined with Heel Strike's forward movement, this gives A.K.I. some tricky block pressure with the threat of a command grab reset.
Entrapment (2PP~LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+23 | 3 | 55 | - | 1852 (2222) | T | HKD +16 | - |
- () refers to Punish Counter damage
- Applies 20% immediate damage scaling when comboed into (e.g. after Stun)
A command grab with good range but slow startup. Useful to catch opponents who attempt to Parry or Drive Impact A.K.I.'s other options out of Sinister Slide, or as a reset option when applying Burnout pressure.
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 68 | - | 850,950 (1800) | LH | KD +30 | -46 |
- Strike/Throw Invuln: 1-12f; Armor Break
- Good anti-air (cannot hit cross-up)
- Hurtbox shifts forward 1 full character length during Super freeze (can avoid some meaty projectiles)
- On hit, transitions to a cinematic and poisons the opponent
- Depletes 1/2 Drive bar from opponent on hit
- 30% minimum damage scaling
A.K.I.'s most reliable reversal against everything but meaty projectiles. At 10f startup, most characters can safely bait this with a perfectly timed light normal. The anti-air hitbox is reliable as long as the opponent isn't too close. It works well as a juggle ender, inflicting poison for extra damage.
The distance separating A.K.I. from the opponent after the cinematic hit varies based on starting screen position; there is nearly full screen separation when used midscreen, but only about 1/3 screen distance if near the corner. This is important, because A.K.I. would ideally like to set up Nightshade Pulse (214LP) for frame advantage and screen control. JP's SA3 and A.K.I.'s HP SA2 can punish a full screen Nightshade Pulse if it is not canceled with 236KK. In the corner, many other characters have ways to punish the projectile, some of which can't be avoided with a 236KK cancel (or which don't give a Super freeze to react in this way). Check the Strategy Page for a full list of moves that can punish this setup.
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 53(28)12 | 54 | - | 300,200x6,1000 (2500) | LH | KD +30 | -19~ |
- Armor Break; no invincibility, but Super-priority projectiles can dissipate fireballs
- Creates an unblockable poison pool that poisons the opponent in close proximity, lasting for 700f
- Button strength determines attack distance and placement of poison pool (LP close, MP mid/far, HP full screen)
- MP/HP versions cause poison pool to slowly move forward
- Depletes 1 Drive bar from opponent on hit
- 40% minimum damage scaling
Tainted Talons is a unique Super with multiple uses; it can punish moves from long range, finish juggles, and set up the opponent into an unblockable poison pool that will force them to take extensive damage if they cannot escape or damage A.K.I. quickly.
The MP version is a fairly strong projectile counter at mid/far range, but not quite full screen. If too close, A.K.I. will get hit out of startup as it won't hit close enough to dissipate the fireball; from full screen, the HP version will usually not interact with the opposing projectile at all, unless it is a particularly slow fireball.
The poison pool from SA2 prevents the use of another SA2 until it disappears; however, it can exist simultaneously with the 214MP pool. If both pools are active, it does not stack the poison time or damage. Like 214MP, it constantly reapplies the poison as long as the opponent is touching it, causing it to last much longer.
Level 3 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 58 | - | 4000 | LH | HKD +30 | -36 |
- Full Invuln: 1-12f; Armor Break
- Depletes 1.5 Drive bars from opponent on hit
- Cinematic time regenerates ~2.2 Drive bars for A.K.I.
- 50% minimum damage scaling; applies a 10% damage scaling penalty when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 58 | - | 4500 | LH | HKD +21 | -36 |
- Full Invuln: 1-12f; Armor Break
- Available at 25% HP or below; depletes 2 Drive bars from opponent on hit
- Cinematic time regenerates ~2.2 Drive bars for A.K.I.
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A big damage combo ender or fully invincible reversal. While the hitbox looks like a tall anti-air, most of its vertical range only works in juggles; the actual hitbox is much lower than it appears, causing it to be a mediocre anti-air. It moves forward around 1/3 screen, which is enough to work in most juggle routes but not far enough to threaten opponents in neutral with a reaction punish.
While a regular SA3 has better knockdown advantage than CA, it also leaves the opponent much farther away. Both allow for a Drive Rush into 6HK to apply pressure, though a Drive Rush into Throw will not beat reversal 4f normals. Still, the threat of a meaty normal can open up a throw opportunity, and A.K.I. has enough time to block and bait reversals during the dash.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
611 (total) | - | - | - | - | - | - | - |
- Builds 1 bar of Super gauge after 411 frames
- 1000 Super gauge on frames 303, 324, 346, 363, and 383; 5000 Super gauge on frame 411
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
484 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
175 | 32 | 258(264) | - | 600 | LH | KD -197 | -239 |
- The F.A.N.G bubble has a large projectile hitbox behind A.K.I.
- Popping the bubble by colliding with it makes A.K.I. angry.