Street Fighter 6/A.K.I./Resources: Difference between revisions

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(→‎Documents: added note that booleous's doc is no longer being updated)
(Added Patch History)
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[https://docs.google.com/spreadsheets/d/1r5-QVccTpkldNG_FVL9Supu1fBVpumYwDZUp6OeAzzI/ SF6 A.K.I.'s Notes (by Booleous)] (Google Sheets) - no longer being updated.
[https://docs.google.com/spreadsheets/d/1r5-QVccTpkldNG_FVL9Supu1fBVpumYwDZUp6OeAzzI/ SF6 A.K.I.'s Notes (by Booleous)] (Google Sheets) - no longer being updated.
== Patch History ==
{| class="wikitable" style="margin:auto;width:100%"
|-
|'''1.10'''
|-
|'''1.08'''
* {{clr|H|5HP}} Drive Gain increased 2000 -> 3000 <br><br>
* {{clr|H|HP Serpent Lash}} ({{clr|H|236HP}}) Juggle Increase value when triggering {{clr|OD|Toxic Blossom}} decreased 5 -> 2
** Gives more lenient combo routes when comboing into {{clr|H|236HP}} on a poisoned opponent
* {{clr|H|HK Cruel Fate}} ({{clr|H|214HK}}) increased KD advantage when final hit connects mid-air opponent
|-
|'''1.07'''
* {{clr|OD|OD Serpent Lash}} ({{clr|OD|236PP}}) - now applies {{clr|PC|Punish Counter}} advantage to Toxic Blossom crumple
** Now {{sf6-adv|VP|+9}} before opponent becomes airborne, allowing a grounded {{clr|H|5HK}} combo
|-
|'''1.05'''
* {{clr|H|5HP}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}} and Target Combo hitconfirm window 19f -> 20f
* {{clr|L|5LK}} startup 5f -> 4f, recovery 11 -> 12, Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|P|+3}}, Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}
* {{clr|M|5MK}} startup 9f -> 8f, less pushback on hit
* {{clr|H|5HK}} reduced hurtbox and better anti-air invincibility while active
* {{clr|M|2MP}} whiff recovery reduced by 3f (now the same as on hit/block)
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}}, Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}
** Now a much stronger combo/pressure tool out of {{clr|4|Drive Rush}}
* {{clr|H|2HK}} active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter<br><br>
* {{clr|L|5LP}}~{{clr|L|LP}} Hit Advantage {{sf6-adv|E|0}} -> {{sf6-adv|P|+1}} (extra hitstun allows a {{clr|M|5MP}} link when {{clr|4|DR}} canceled)<br><br>
* {{clr|L|236LP}} more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
** Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
* {{clr|H|236HP}} head hurtbox reduced on frame 4 (was frame 6)
* {{clr|L|214LP}} can now be canceled into {{clr|OD|236KK}} until the end of recovery
* {{clr|OD|214PP}}~{{clr|OD|6P}} now causes a knockdown on hit (was {{sf6-adv|VM|-4}} vs. grounded opponent)
* {{clr|H|214HP}} damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
** 2nd hit active frames 7 -> 9 (can now be up to {{sf6-adv|VP|+4}} on block)
* 214K can now be canceled to {{clr|SA|SA3}} after landing; {{clr|H|HK}} version has more pushback (safer on block, worse Burnout pressure)
** {{clr|OD|214KK}} can also be canceled on the non-cinematic version
* 2PP~P projectile invincibility extended until end of active frames
* 2PP~K hitbox expanded and works more consistently in combos
* {{clr|L|236LK}} now moves backwards instead of returning to original position<br><br>
* {{clr|SA|SA1}} hitbox expanded
* {{clr|SA|SA2}} damage on final attack 800 -> 1000
|-
|'''1.04'''
* {{clr|L|2LP}}
** Increased range
* {{clr|M|5MP}}
** Increased number of ctive frames from 3 to 5 (better meaty setups, stronger in neutral)
|}

Revision as of 21:12, 15 June 2025

Documents

The AKI Guide (by Broski) (Google Docs)

SF6 A.K.I.'s Notes (by Booleous) (Google Sheets) - no longer being updated.

Patch History

1.10
1.08
  • 5HP Drive Gain increased 2000 -> 3000

  • HP Serpent Lash (236HP) Juggle Increase value when triggering Toxic Blossom decreased 5 -> 2
    • Gives more lenient combo routes when comboing into 236HP on a poisoned opponent
  • HK Cruel Fate (214HK) increased KD advantage when final hit connects mid-air opponent
1.07
  • OD Serpent Lash (236PP) - now applies Punish Counter advantage to Toxic Blossom crumple
    • Now +9 before opponent becomes airborne, allowing a grounded 5HK combo
1.05
  • 5HP Block Advantage -5 -> -4 and Target Combo hitconfirm window 19f -> 20f
  • 5LK startup 5f -> 4f, recovery 11 -> 12, Hit Advantage +4 -> +3, Block Advantage -2 -> -3
  • 5MK startup 9f -> 8f, less pushback on hit
  • 5HK reduced hurtbox and better anti-air invincibility while active
  • 2MP whiff recovery reduced by 3f (now the same as on hit/block)
  • 2MK Hit Advantage +4 -> +5, Block Advantage -3 -> +1
    • Now a much stronger combo/pressure tool out of Drive Rush
  • 2HK active frames 5 -> 6, recover 21 -> 20, reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter

  • 5LP~LP Hit Advantage 0 -> +1 (extra hitstun allows a 5MP link when DR canceled)

  • 236LP more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
    • Allows a much stronger midscreen juggle on a Toxic Blossom Punish Counter crumple
  • 236HP head hurtbox reduced on frame 4 (was frame 6)
  • 214LP can now be canceled into 236KK until the end of recovery
  • 214PP~6P now causes a knockdown on hit (was -4 vs. grounded opponent)
  • 214HP damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
    • 2nd hit active frames 7 -> 9 (can now be up to +4 on block)
  • 214K can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
    • 214KK can also be canceled on the non-cinematic version
  • 2PP~P projectile invincibility extended until end of active frames
  • 2PP~K hitbox expanded and works more consistently in combos
  • 236LK now moves backwards instead of returning to original position

  • SA1 hitbox expanded
  • SA2 damage on final attack 800 -> 1000
1.04
  • 2LP
    • Increased range
  • 5MP
    • Increased number of ctive frames from 3 to 5 (better meaty setups, stronger in neutral)