< Street Fighter 6 | A.K.I.
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Line 104: | Line 104: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo | | notes = Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo | ||
}} | }} | ||
Line 139: | Line 140: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = 2 extra recovery frames on whiff; Sinister Slide cancel: +9/+3; moves A.K.I. forward; useful combo tool after 5MK or in counter-hit routes but does not combo into 236PP; high active frame count makes it useful as a meaty (up to +7/+1); special/DR cancel is delayed until after 2nd active frame | | notes = 2 extra recovery frames on whiff; Sinister Slide cancel: +9/+3; moves A.K.I. forward; useful combo tool after 5MK or in counter-hit routes but does not combo into 236PP; high active frame count makes it useful as a meaty (up to +7/+1); special/DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 172: | Line 174: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents | | notes = Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents | ||
}} | }} | ||
Line 208: | Line 211: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame | | notes = Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame | ||
}} | }} | ||
Line 240: | Line 244: | ||
| superGainHit = 700 (490) | | superGainHit = 700 (490) | ||
| superGainBlk = 350 (175) | | superGainBlk = 350 (175) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = 2 extra recovery frames on whiff; useful poke and combo starter | | notes = 2 extra recovery frames on whiff; useful poke and combo starter | ||
}} | }} | ||
Line 275: | Line 280: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Forces stand on hit; active frames 3-4 whiff on crouching opponents; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg hurtbox is anti-air invuln on frame 10; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame | | notes = Forces stand on hit; active frames 3-4 whiff on crouching opponents; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg hurtbox is anti-air invuln on frame 10; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 313: | Line 318: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2 | | notes = Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2 | ||
}} | }} | ||
Line 348: | Line 354: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = 3f extra recovery on whiff; Sinister Slide cancel: +10/+6; combo/buffer tool with good range | | notes = 3f extra recovery on whiff; Sinister Slide cancel: +10/+6; combo/buffer tool with good range | ||
}} | }} | ||
Line 379: | Line 386: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 2 | |||
| notes = Hitbox does not move during active frames (cannot space to make it safer in neutral); very disjointed hitbox, but easily punished in neutral; has some juggle potential (not a Hard Knockdown when juggled into) | | notes = Hitbox does not move during active frames (cannot space to make it safer in neutral); very disjointed hitbox, but easily punished in neutral; has some juggle potential (not a Hard Knockdown when juggled into) | ||
}} | }} | ||
Line 412: | Line 420: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| notes = Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches | | jugLimit = 0 | ||
| notes = Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches | |||
}} | }} | ||
Line 446: | Line 455: | ||
| superGainHit = 600 (420) | | superGainHit = 600 (420) | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = Solid low poke that can be buffered into Super or linked into 2LP; good option out of Drive Rush, granting block advantage and a link into 2MP | | notes = Solid low poke that can be buffered into Super or linked into 2LP; good option out of Drive Rush, granting block advantage and a link into 2MP | ||
}} | }} | ||
Line 479: | Line 489: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 2 | |||
| notes = Upper body and kicking leg are anti-air invuln 10-14f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame | | notes = Upper body and kicking leg are anti-air invuln 10-14f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 509: | Line 520: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Can be used as a fuzzy instant overhead | | notes = Can be used as a fuzzy instant overhead | ||
}} | }} | ||
Line 539: | Line 550: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = 2 | | jugIncrease = 2 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
Line 569: | Line 580: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames | | notes = Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames | ||
}} | }} | ||
Line 599: | Line 610: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in) | | notes = Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in) | ||
}} | }} | ||
Line 629: | Line 640: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring) | | notes = Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring) | ||
}} | }} | ||
Line 659: | Line 670: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Good jump-in that doesn't extend hurtbox as much as j.HP | | notes = Good jump-in that doesn't extend hurtbox as much as j.HP | ||
}} | }} | ||
Line 693: | Line 704: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = Relatively slow overhead that leads to combos with meaty timing or Drive Rush | | notes = Relatively slow overhead that leads to combos with meaty timing or Drive Rush | ||
}} | }} | ||
Line 726: | Line 738: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super | | notes = 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super | ||
}} | }} | ||
Line 760: | Line 773: | ||
| superGainBlk = 250x2 (125x2) | | superGainBlk = 250x2 (125x2) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0/1 | ||
| notes = 8f extra recovery on whiff; Low Crush 11-26f (not airborne); 1st hit puts airborne opponents into limited juggle state (2nd hit causes air reset); excellent pressure tool, especially using Drive Rush forward momentum; Counter-hit/Punish Counter bonus advantage carries through both hits | | notes = 8f extra recovery on whiff; Low Crush 11-26f (not airborne); 1st hit puts airborne opponents into limited juggle state (2nd hit causes air reset); excellent pressure tool, especially using Drive Rush forward momentum; Counter-hit/Punish Counter bonus advantage carries through both hits | ||
}} | }} | ||
Line 790: | Line 803: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents | | notes = During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents | ||
}} | }} | ||
Line 825: | Line 838: | ||
| superGainHit = 400 (280) | | superGainHit = 400 (280) | ||
| superGainBlk = 200 (100) | | superGainBlk = 200 (100) | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 0 | |||
| notes = 2f extra recovery on block; 2nd LP can be input with any non-crouching direction; () refers to scaled damage from 5LP combo starter; has a 3f blockstring gap between hits; only combos into 236LP or 236HP; Sinister Slide cancel: +4/+3; DR cancel is delayed until after 2nd active frame | | notes = 2f extra recovery on block; 2nd LP can be input with any non-crouching direction; () refers to scaled damage from 5LP combo starter; has a 3f blockstring gap between hits; only combos into 236LP or 236HP; Sinister Slide cancel: +4/+3; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
Line 854: | Line 868: | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 4 | ||
| notes = 5f extra recovery on block; poisons the opponent on hit; triggers Toxic Blossom, launching opponent into limited juggle state; always a true blockstring even at max delay; hitconfirmable from 5HP | | notes = 5f extra recovery on block; poisons the opponent on hit; triggers Toxic Blossom, launching opponent into limited juggle state; always a true blockstring even at max delay; hitconfirmable from 5HP | ||
}} | }} | ||
Line 1,038: | Line 1,052: | ||
| superGainHit = 600 (420) | | superGainHit = 600 (420) | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 1 | ||
| projSpeed = 0.04 | | projSpeed = 0.04 | ||
| notes = Slow-moving 1-hit projectile; can be extremely plus on hit/block from longer ranges or when used with meaty timing; poisons the opponent on hit; extended arm hurtbox is projectile invincible 16-41f; 6P follow-up can be input on frames 30-36 (detonates bubble if it hasn't yet collided with opponent); cancelable into 236KK on frames 35-36 (can help avoid punishes) | | notes = Slow-moving 1-hit projectile; can be extremely plus on hit/block from longer ranges or when used with meaty timing; poisons the opponent on hit; extended arm hurtbox is projectile invincible 16-41f; 6P follow-up can be input on frames 30-36 (detonates bubble if it hasn't yet collided with opponent); cancelable into 236KK on frames 35-36 (can help avoid punishes) | ||
Line 1,071: | Line 1,085: | ||
| superGainHit = 300x2 (210x2) | | superGainHit = 300x2 (210x2) | ||
| superGainBlk = 150x2 (75x2) | | superGainBlk = 150x2 (75x2) | ||
| jugStart = 1 | | jugStart = 0/1 | ||
| jugIncrease = 0 | | jugIncrease = 0/3 | ||
| jugLimit = | | jugLimit = 2 | ||
| projSpeed = 0.02 (1-3f), 0.04 (4f~) | | projSpeed = 0.02 (1-3f), 0.04 (4f~) | ||
| notes = Slow-moving 2-hit OD projectile; can be extremely plus on block from longer ranges or when used with meaty timing; poisons the opponent on hit; 2nd hit knocks opponent into limited juggle state; extended arm hurtbox is projectile invincible 16-36f; 6P follow-up can be input on frames 34-35 (detonates bubble if both hits haven't yet collided with opponent); cancelable into 236KK on frames 32-33 (can help avoid punishes) | | notes = Slow-moving 2-hit OD projectile; can be extremely plus on block from longer ranges or when used with meaty timing; poisons the opponent on hit; 2nd hit knocks opponent into limited juggle state; extended arm hurtbox is projectile invincible 16-36f; 6P follow-up can be input on frames 34-35 (detonates bubble if both hits haven't yet collided with opponent); cancelable into 236KK on frames 32-33 (can help avoid punishes) | ||
Line 1,107: | Line 1,121: | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| jugStart = [1] | | jugStart = [1] | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 6 | ||
| notes = Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom, causing a limited juggle state; the whip is a 1-hit projectile that will detonate the 214LP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike); at close range, there is a 1f gap between the projectile and whip on block (can be delayed to create frame traps from farther ranges) | | notes = Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom, causing a limited juggle state; the whip is a 1-hit projectile that will detonate the 214LP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike); at close range, there is a 1f gap between the projectile and whip on block (can be delayed to create frame traps from farther ranges) | ||
}} | }} | ||
Line 1,136: | Line 1,150: | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = 8 | ||
| notes = Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames | | notes = Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames | ||
}} | }} | ||
Line 1,170: | Line 1,184: | ||
| jugStart = [1] | | jugStart = [1] | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 6 | ||
| notes = Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom; the whip is a projectile that will detonate the 214PP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike) | | notes = Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom; the whip is a projectile that will detonate the 214PP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike) | ||
}} | }} | ||
Line 1,198: | Line 1,212: | ||
| superGainBlk = 450 (225) | | superGainBlk = 450 (225) | ||
| jugStart = 2(1~4) | | jugStart = 2(1~4) | ||
| jugIncrease = | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = 8 | ||
| notes = Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects) | | notes = Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects) | ||
}} | }} | ||
Line 1,250: | Line 1,264: | ||
| superGainHit = 300x2 (210x2) | | superGainHit = 300x2 (210x2) | ||
| superGainBlk = 150x2 (75x2) | | superGainBlk = 150x2 (75x2) | ||
| jugStart = 2 | | jugStart = 1/2 | ||
| jugIncrease = 1 | | jugIncrease = 1/1 | ||
| jugLimit = 1 | | jugLimit = 1/2 | ||
| notes = Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +2 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only | | notes = Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +2 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only | ||
}} | }} | ||
Line 1,286: | Line 1,300: | ||
| jugStart = [1] | | jugStart = [1] | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 3 | ||
| notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] hit launches opponent into a limited juggle state (can follow up with corner 236HP from close range); 6f extra recovery on whiff; slightly better frame advantage from longer ranges; extended arm is projectile invincible 13-16f; sets up a strong corner safe jump on Toxic Blossom hit but requires sacrificing the extra juggle | | notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] hit launches opponent into a limited juggle state (can follow up with corner 236HP from close range); 6f extra recovery on whiff; slightly better frame advantage from longer ranges; extended arm is projectile invincible 13-16f; sets up a strong corner safe jump on Toxic Blossom hit but requires sacrificing the extra juggle | ||
}} | }} | ||
Line 1,316: | Line 1,330: | ||
| superGainHit = 600 (420) | | superGainHit = 600 (420) | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| jugStart = 1[1] | | jugStart = 1 [1] | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 2 | ||
| notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] causes limited juggle crumple state on grounded hit, and a higher juggle (KD +60~72) on airborne hit; cannot hit crouching opponents; can hit standing opponents from close range only; has a good anti-air hitbox but slow startup; sets up a strong corner safe jump on non-TB hit | | notes = Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] causes limited juggle crumple state on grounded hit, and a higher juggle (KD +60~72) on airborne hit; cannot hit crouching opponents; can hit standing opponents from close range only; has a good anti-air hitbox but slow startup; sets up a strong corner safe jump on non-TB hit | ||
}} | }} | ||
Line 1,349: | Line 1,363: | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| invuln = 6-16 Air | | invuln = 6-16 Air | ||
| jugStart = 1[1] | | jugStart = 1 [1] | ||
| jugIncrease = 5 | | jugIncrease = 5 | ||
| jugLimit = | | jugLimit = 2 | ||
| notes = Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) | | notes = Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) | ||
}} | }} | ||
Line 1,418: | Line 1,432: | ||
| invuln = 19-23 Lower Body Projectile | | invuln = 19-23 Lower Body Projectile | ||
| airborne = 9-45 (FKD) | | airborne = 9-45 (FKD) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 0 | | jugIncrease = 0/0/0/0 | ||
| jugLimit = | | jugLimit = 5/5/7/8 | ||
| notes = Shortest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) | | notes = Shortest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) | ||
}} | }} | ||
Line 1,453: | Line 1,467: | ||
| invuln = 21-27 Lower Body Projectile | | invuln = 21-27 Lower Body Projectile | ||
| airborne = 13-49 (FKD) | | airborne = 13-49 (FKD) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 0 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = | | jugLimit = 5/5/5/5 | ||
| notes = Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) | | notes = Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) | ||
}} | }} | ||
Line 1,488: | Line 1,502: | ||
| invuln = 26-32 Lower Body Projectile | | invuln = 26-32 Lower Body Projectile | ||
| airborne = 18-54 (FKD) | | airborne = 18-54 (FKD) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 0 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = | | jugLimit = 5/5/5/5 | ||
| notes = Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo | | notes = Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo | ||
}} | }} | ||
Line 1,522: | Line 1,536: | ||
| invuln = 23-27 Lower Body Projectile | | invuln = 23-27 Lower Body Projectile | ||
| airborne = 13-49 (FKD) | | airborne = 13-49 (FKD) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 0 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = | | jugLimit = 5/5/5/5 | ||
| notes = Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 4th hit can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58) | | notes = Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 4th hit can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58) | ||
}} | }} | ||
Line 1,673: | Line 1,687: | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = During Sinister Slide; poisons the opponent on hit; triggers Toxic Blossom for a crumple state vs. grounded opponents, or a tumbling OTG state vs. airborne opponents; low profile 1-17f; low crush 20-31f; good anti-zoning tool, but can lose to slower projectiles at some ranges; sets up high damage punish combos (but does not combo naturally when canceled from any grounded normals) | | notes = During Sinister Slide; poisons the opponent on hit; triggers Toxic Blossom for a crumple state vs. grounded opponents, or a tumbling OTG state vs. airborne opponents; low profile 1-17f; low crush 20-31f; good anti-zoning tool, but can lose to slower projectiles at some ranges; sets up high damage punish combos (but does not combo naturally when canceled from any grounded normals) | ||
}} | }} | ||
Line 1,706: | Line 1,720: | ||
| superGainBlk = 150x2 (75x2) | | superGainBlk = 150x2 (75x2) | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 1 | | jugIncrease = 1/1 | ||
| jugLimit = | | jugLimit = 2/3 | ||
| notes = During Sinister Slide; 3f extra recovery on whiff; very low profile 1-15f, low profile 16-27f, semi-low profile 28-35f (crouch height); Counter-hit/Punish Counter bonus advantage carries through both hits; good combo tool that is also safe on block; both hits put airborne opponent into limited juggle state; 15f hitconfirm window into SA3 refers to 2nd hit only | | notes = During Sinister Slide; 3f extra recovery on whiff; very low profile 1-15f, low profile 16-27f, semi-low profile 28-35f (crouch height); Counter-hit/Punish Counter bonus advantage carries through both hits; good combo tool that is also safe on block; both hits put airborne opponent into limited juggle state; 15f hitconfirm window into SA3 refers to 2nd hit only | ||
}} | }} | ||
Line 1,763: | Line 1,777: | ||
| invuln = 1 Full, 2-12 Strike/Throw | | invuln = 1 Full, 2-12 Strike/Throw | ||
| armor = Break | | armor = Break | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 99 | ||
| jugLimit = 99 | |||
| notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; hurtbox shifts forward nearly 1 full character length during Super freeze, making it possible to avoid meaty projectiles; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle | | notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; hurtbox shifts forward nearly 1 full character length during Super freeze, making it possible to avoid meaty projectiles; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle | ||
}} | }} | ||
Line 1,793: | Line 1,808: | ||
| superGainBlk = -20000 | | superGainBlk = -20000 | ||
| armor = Break | | armor = Break | ||
| jugIncrease = | | jugStart = 0/99 | ||
| jugLimit = | | jugIncrease = 0/99 | ||
| jugLimit = 99 | |||
| notes = No invincibility; Super-priority projectile hitboxes; button strength determines distance (LP close/mid range, MP mid range to full screen, HP full screen); poisons the opponent on hit; creates a pool that lasts 700f, poisoning opponent while in close proximity; reapplies poison as long as opponent is close to pool; pool placement depends on button strength used; poison pool moves forward after MP/HP versions; SA2 poison pool can exist simultaneously with 214MP pool (poison does not stack); MP version can be used to counter projectiles (if too far, may drop out; if too close, A.K.I. will be hit before projectile dissipates); heavier versions can whiff if used from close range, especially vs. crouching; opponent cannot Drive Reversal until the 2nd to last hit (right before poison detonation) | | notes = No invincibility; Super-priority projectile hitboxes; button strength determines distance (LP close/mid range, MP mid range to full screen, HP full screen); poisons the opponent on hit; creates a pool that lasts 700f, poisoning opponent while in close proximity; reapplies poison as long as opponent is close to pool; pool placement depends on button strength used; poison pool moves forward after MP/HP versions; SA2 poison pool can exist simultaneously with 214MP pool (poison does not stack); MP version can be used to counter projectiles (if too far, may drop out; if too close, A.K.I. will be hit before projectile dissipates); heavier versions can whiff if used from close range, especially vs. crouching; opponent cannot Drive Reversal until the 2nd to last hit (right before poison detonation) | ||
}} | }} | ||
Line 1,825: | Line 1,841: | ||
| invuln = 1-12 Full | | invuln = 1-12 Full | ||
| armor = Break | | armor = Break | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 99 | |||
| notes = Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I. | | notes = Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I. | ||
}} | }} | ||
Line 1,857: | Line 1,874: | ||
| invuln = 1-12 Full | | invuln = 1-12 Full | ||
| armor = Break | | armor = Break | ||
| jugIncrease = | | jugStart = 1 | ||
| jugLimit = | | jugIncrease = 1 | ||
| jugLimit = 99 | |||
| notes = Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I. | | notes = Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I. | ||
}} | }} | ||
Line 1,924: | Line 1,942: | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| jugStart = 2 | | jugStart = 2 | ||
| jugIncrease = 1 | |||
| jugLimit = 2 | |||
| notes = "Isn't he wonderful? Ahhh~"; "Ugh, you're a trifling little pest." bubbles have a large projectile hitbox behind A.K.I.; if popped, A.K.I. says a second line and enters a different recovery animation; puts opponent into limited juggle state | | notes = "Isn't he wonderful? Ahhh~"; "Ugh, you're a trifling little pest." bubbles have a large projectile hitbox behind A.K.I.; if popped, A.K.I. says a second line and enters a different recovery animation; puts opponent into limited juggle state | ||
}} | }} |
Revision as of 08:27, 5 May 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
3MP
6HP
6HK
j.2HP
Target Combos
5LP~LP
5HP~HP
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
A.K.I.
a.k.i._hphk
|
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HPHK Zao Chi
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
A.K.I.
a.k.i._6hphk
|
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6HPHK Feng Shi
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 21 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
5f extra recovery on hit; see Drive Reversal. |
MPMK
A.K.I.
a.k.i._mpmk
|
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---|---|---|---|---|---|
MPMK Drive Parry
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
37(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66
A.K.I.
a.k.i._66
|
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66 Drive Rush
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | -10000(-30000) | - | - | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. 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
|
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214LP~6P Nightshade Chaser (Burst)
|
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File:SF6 A.K.I. 214lp 6p burst.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 6 | 29 | - | 31 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 1000 | [2500] | 1000 | 300 (210) | 150 (75) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 3 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -24 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -4 | ||||
Notes | |||||
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames |
214PP~6P
A.K.I.
a.k.i._214pp_6p_burst
|
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---|---|---|---|---|---|
214PP~6P Nightshade Chaser (Burst)
|
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File:SF6 A.K.I. 214pp 6p burst.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,150(425) | - | LH | SA2 SA3 | 14[15] SA |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 12 | 20 | - | 30(31) | 3(13) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 3500 | [2500] | - | 900 (630) | 450 (225) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2(1~4) | 3 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +43(+57) | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +43(+52~57) | -2(+4) | ||||
Notes | |||||
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects) |
Orchid Spring
214MP
Toxic Wreath
214HP
Serpent Lash
236LP
236MP
236HP
236PP
Cruel Fate
214LK
214MK
A.K.I.
a.k.i._214mk
|
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214MK Cruel Fate
|
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File:SF6 A.K.I. 214mk.png File:SF6 A.K.I. 214mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,300 (900) | 50x3,75 (225) | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 2(5)2(4)2(5)2 | 18 land | 43(30) | 37(24) | 6,6,6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
67 | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
21-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 (KD +38~45) | -18 | ||||
Hit Advantage | Block Advantage | ||||
+3 (KD +38~45) | -3 | ||||
Notes | |||||
Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) |
214HK
A.K.I.
a.k.i._214hk
|
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214HK Cruel Fate
|
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File:SF6 A.K.I. 214hk.png File:SF6 A.K.I. 214hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,400 (1000) | 50x3,100 (250) | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
33 | 2(5)2(4)2(5)2 | 18 land | 44(31) | 37(24) | 6,6,6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
72 | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
26-32 Lower Body Projectile | - | 18-54 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+8 (KD +41~50) | -18 | ||||
Hit Advantage | Block Advantage | ||||
+4 (KD +41~50) | -3 | ||||
Notes | |||||
Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo |
214KK
A.K.I.
a.k.i._214kk
|
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---|---|---|---|---|---|
214KK Cruel Fate
|
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![]() File:SF6 A.K.I. 214kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,200x4,600 (1600) | 50x3,100 (250) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 3(4)2(4)2(5)2 | 18 land | (29) | 42 total | 6,6,6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
67 | 1000x4 | [9000] (1250x2) | -20000 | 1200 (840) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
23-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +42 (+6~7) | -18 | ||||
Hit Advantage | Block Advantage | ||||
HKD +42 (+2~3) | +2 | ||||
Notes | |||||
Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 4th hit can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58) |
Snake Step
236LK
236MK
A.K.I.
a.k.i._236mk
|
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---|---|---|---|---|---|
236MK Snake Step
|
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File:SF6 A.K.I. 236mk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
39 total | - | - | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
39 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
9-38 Upper Body Projectile | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Stays on same side; counter-hit state for entire move duration; semi-low profile (crouch height) 9-15f and 39f; crouching state 14f until end of recovery; low profile 16-38f; Distance: 1.94 |
236HK
A.K.I.
a.k.i._236hk
|
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236HK Snake Step
|
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File:SF6 A.K.I. 236hk.png File:SF6 A.K.I. 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
43(50~54) total | - | - | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
43(50~54) | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
11-40(50) Upper Body Projectile | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can switch sides with opponent (cross-up version usually has a fixed 23f recovery after passing through; total time depends on distance from opponent); at a very specific spacing, A.K.I. can cross-up with 43f move duration (extremely ambiguous left/right mixup); counter-hit state for entire move duration; projectile invincibility lasts longer on cross-up version; semi-low profile 11-17f (crouch height); crouching state 17f until end of recovery; low profile 18f until end of recovery; collision box disappears 20-31f to allow cross-up; Distance: 3.18 (3.84 cross-up) |
236KK
Sinister Slide
2PP
2PP~8
A.K.I.
a.k.i._2pp_8
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2PP~8 Sinister Slide Exit
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File:SF6 A.K.I. 2pp 8.png File:SF6 A.K.I. 2pp 8 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
- | - | 21 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
21 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can be input after 28f of Sinister Slide; maintains low profile 1-10f and semi-low profile 11-21f (crouch height); fastest total Stance + Exit time is 49f; shortest Slide~Exit travel distance: 0.78 |
Venomous Fang
2PP~P
Heel Strike
2PP~K
Entrapment
2PP~LPLK
Super Arts
236236K
214214P
236236P
236236P (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK