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

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(→‎Patch History: Reformatted some sections)
(→‎Patch History: Added 1.06 Patch Notes and Reformatted 1.05)
 
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** Now applies {{clr|PC|Punish Counter}} advantage to Toxic Blossom crumple
** 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
** Now {{sf6-adv|VP|+9}} before opponent becomes airborne, allowing a grounded {{clr|H|5HK}} combo
|-
|'''1.06'''
* {{clr|M|5MP}}
** Increased height of collision pushbox to prevent sideswaps in juggles
|-
|-
|'''1.05'''
|'''1.05'''
* {{clr|H|5HP}} Block Advantage {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}} and Target Combo hitconfirm window 19f -> 20f
* {{clr|H|5HP}}  
* {{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}}
** Increased Block Advantage, {{sf6-adv|VM|-5}} -> {{sf6-adv|VM|-4}} and Target Combo hitconfirm window from 19f to 20f
* {{clr|M|5MK}} startup 9f -> 8f, less pushback on hit
* {{clr|L|5LK}}
* {{clr|H|5HK}} reduced hurtbox and better anti-air invincibility while active
** Reduced startup from 5f to 4f, lengthened recovery from 11f to 12f, and decreased Hit Advantage, {{sf6-adv|VP|+4}} -> {{sf6-adv|P|+3}}, and Block Advantage, {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}
* {{clr|M|2MP}} whiff recovery reduced by 3f (now the same as on hit/block)
* {{clr|M|5MK}}
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}}, Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}
** Given faster startup of 9f from 8f, less pushback on hit
* {{clr|H|5HK}}  
** Reduced hurtbox around feet
** Gave torso hurtbox anti-air invincibility while active
* {{clr|M|2MP}}  
** Whiff recovery reduced by 3f (now the same as on hit/block)
* {{clr|M|2MK}}  
** Increased Hit Advantage, {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}}, and Block Advantage, {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}
** Now a much stronger combo/pressure tool out of {{clr|4|Drive Rush}}
** 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|H|2HK}}  
* {{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>
** Has more active frames, from 5 to 6, and the recovery was reduced from 21f to 20f
* {{clr|L|236LP}} more range, less pushback on Toxic Blossom hit, and crumples on Punish Counter
** Reduced horizontal hurtbox, and more consistent juggle state out of {{clr|PC|Punish Counter}} thanks to reduced blowback<br><br>
** 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|Hun Dun}} ({{clr|L|5LP}}~{{clr|L|LP}})
* {{clr|L|214LP}} can now be canceled into {{clr|OD|236KK}} until the end of recovery
** Increased 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|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)
* {{clr|L|LP Serpent Lash}} ({{clr|L|236LP}})
** 2nd hit active frames 7 -> 9 (can now be up to {{sf6-adv|VP|+4}} on block)
** Has more range, less pushback on {{clr|OD|Toxic Blossom}} hit, and crumples on {{clr|PC|Punish Counter}}
* 214K can now be canceled to {{clr|SA|SA3}} after landing; {{clr|H|HK}} version has more pushback (safer on block, worse Burnout pressure)
** Allows a much stronger midscreen juggle on a {{clr|OD|Toxic Blossom}} {{clr|PC|Punish Counter}} crumple
** {{clr|OD|214KK}} can also be canceled on the non-cinematic version
* {{clr|H|HP Serpent Lash}} ({{clr|H|236HP}})
* 2PP~P projectile invincibility extended until end of active frames
** Head hurtbox is reduced earlier, on frame 4 (was frame 6)
* 2PP~K hitbox expanded and works more consistently in combos
** Input buffer extended to 10f before recovery ends
* {{clr|L|236LK}} now moves backwards instead of returning to original position<br><br>
* {{clr|OD|OD Serpent Lash}} ({{clr|OD|236PP}})
* {{clr|SA|SA1}} hitbox expanded
** Attack hitbox for 2nd attack is taller to prevent it missing in juggles
* {{clr|SA|SA2}} damage on final attack 800 -> 1000
* {{clr|L|Nightshade Pulse}} ({{clr|L|214LP}})
** Can now be canceled into {{clr|OD|236KK}} until the end of recovery
* {{clr|OD|OD Nightshade Chaser}} ({{clr|OD|214PP}}~{{clr|OD|6P}})
** Now causes a knockdown on hit (was {{sf6-adv|VM|-4}} vs. grounded opponent)
* {{clr|H|Toxic Wreath}} ({{clr|H|214HP}})
** Damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
** 2nd hit has increased active frames, from 7f to 9f (can now be up to {{sf6-adv|VP|+4}} on block)
* Cruel Fate (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|OD Cruel Fate}} ({{clr|OD|214KK}})
** Can also be canceled on the non-cinematic version
** Hitbox on 2nd attack is increased downwards
* Venomous Fang (2PP~P)
** Projectile invincibility extended until end of active frames
* Heel Strike (2PP~K)
** Hitbox expanded and works more consistently in combos
* Entrapment (2PP~PK)
** Removed immediate scaling
* {{clr|L|236LK Snake Step}} ({{clr|L|236LK}})
** Now moves backwards instead of returning to original position<br><br>
 
* {{clr|SA|SA1}} ({{clr|SA|236236K}})
** Hitbox expanded and fixed issue causing super to fall out after 1st attack
** Fixed issue where it was completely invincible (now only Strike and Throw invul like everyone else's {{clr|SA|SA1}})
* {{clr|SA|SA2}} ({{clr|SA|214214P}})
** Damage on final attack increased, 800 -> 1000
|-
|-
|'''1.04'''
|'''1.04'''

Latest revision as of 21:48, 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 Gauge Gain increased, 2000 -> 3000

  • HP Serpent Lash (236HP)
    • Relaxed Juggle Increase value when triggering Toxic Blossom, from 5 to 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
1.06
  • 5MP
    • Increased height of collision pushbox to prevent sideswaps in juggles
1.05
  • 5HP
    • Increased Block Advantage, -5 -> -4 and Target Combo hitconfirm window from 19f to 20f
  • 5LK
    • Reduced startup from 5f to 4f, lengthened recovery from 11f to 12f, and decreased Hit Advantage, +4 -> +3, and Block Advantage, -2 -> -3
  • 5MK
    • Given faster startup of 9f from 8f, less pushback on hit
  • 5HK
    • Reduced hurtbox around feet
    • Gave torso hurtbox anti-air invincibility while active
  • 2MP
    • Whiff recovery reduced by 3f (now the same as on hit/block)
  • 2MK
    • Increased Hit Advantage, +4 -> +5, and Block Advantage, -3 -> +1
    • Now a much stronger combo/pressure tool out of Drive Rush
  • 2HK
    • Has more active frames, from 5 to 6, and the recovery was reduced from 21f to 20f
    • Reduced horizontal hurtbox, and more consistent juggle state out of Punish Counter thanks to reduced blowback

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

  • LP Serpent Lash (236LP)
    • Has 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
  • HP Serpent Lash (236HP)
    • Head hurtbox is reduced earlier, on frame 4 (was frame 6)
    • Input buffer extended to 10f before recovery ends
  • OD Serpent Lash (236PP)
    • Attack hitbox for 2nd attack is taller to prevent it missing in juggles
  • Nightshade Pulse (214LP)
    • Can now be canceled into 236KK until the end of recovery
  • OD Nightshade Chaser (214PP~6P)
    • Now causes a knockdown on hit (was -4 vs. grounded opponent)
  • Toxic Wreath (214HP)
    • Damage distribution changed: 400,400 -> 200,600 (improves juggles where only 2nd hit connects)
    • 2nd hit has increased active frames, from 7f to 9f (can now be up to +4 on block)
  • Cruel Fate (214K)
    • Can now be canceled to SA3 after landing; HK version has more pushback (safer on block, worse Burnout pressure)
  • OD Cruel Fate (214KK)
    • Can also be canceled on the non-cinematic version
    • Hitbox on 2nd attack is increased downwards
  • Venomous Fang (2PP~P)
    • Projectile invincibility extended until end of active frames
  • Heel Strike (2PP~K)
    • Hitbox expanded and works more consistently in combos
  • Entrapment (2PP~PK)
    • Removed immediate scaling
  • 236LK Snake Step (236LK)
    • Now moves backwards instead of returning to original position

  • SA1 (236236K)
    • Hitbox expanded and fixed issue causing super to fall out after 1st attack
    • Fixed issue where it was completely invincible (now only Strike and Throw invul like everyone else's SA1)
  • SA2 (214214P)
    • Damage on final attack increased, 800 -> 1000
1.04
  • 2LP
    • Increased range
  • 5MP
    • Increased number of active frames from 3 to 5 (better meaty setups, stronger in neutral)