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

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* Back Throw
* Back Throw
** Knockdown advantage reduced, {{sf6-adv|VP|+27}} -> {{sf6-adv|VP|+20}} (no meterless corner oki or midscreen {{clr|DR|DR}} oki)<br><br>
** Knockdown advantage reduced, {{sf6-adv|VP|+27}} -> {{sf6-adv|VP|+20}} (no meterless corner oki or midscreen {{clr|DR|DR}} oki)<br><br>

Latest revision as of 21:13, 16 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SF6 A.K.I.'s Notes (by Booleous) (Google Sheets) - no longer being updated.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

  • Back Throw
    • Knockdown advantage reduced, +27 -> +20 (no meterless corner oki or midscreen DR oki)

  • 5MP
    • Blockstun increased from 16f to 18f; recovery on block now slower, 14f to 16f (no change to Block advantage)
    • Block Advantage of DR Cancel increased, +5 -> +7; Increased Sinister Slide Cancel Block Advantage +3 -> +5
  • 2MP
    • Startup reduced from 8f to 7f
  • 2MK
    • Starter scaling increased, 10% -> 20%
  • 5HP
    • Increased pushback on block (safer as a neutral poke)
  • 2HK
    • Extended foot hurtbox upwards until end of recovery (increasing its risk as a hitconfirmable midrange poke)

  • Chi Wen (6HP)
    • Changed properties on airborne hit from air reset to knockdown

  • OD Nightshade Pulse (214PP)
    • 20% starter scaling added
  • MP Serpent Lash (236MP)
    • Now has quicker startup, 17f to 14f; active frames also increased from 6f to 9f; recovery reduced, 24f to 21f; total frames reduced from 46f to 43f
    • No change to hit/block advantage
  • Cruel Fate (214K/214KK)
    • Combo-only hitbox expanded forward on all hits (except the last hit of meterless version)
    • OD version: expanded collision box upward to make it harder for opponents to jump over A.K.I.
  • Heel Strike (2PP~K)
    • Pushback on block increased when opponent is in Burnout (limit of 3 loops of 5MP > 2PP~K, 2LP ...)
  • 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
  • OD Serpent Lash (236PP)
    • Now applies Punish Counter advantage to Toxic Blossom crumple
    • Now +9 before opponent becomes airborne, allowing a grounded 5HK combo
  • 5MP
    • Increased height of collision pushbox to prevent sideswaps in juggles
  • 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
  • 2LP
    • Increased range
  • 5MP
    • Increased number of active frames from 3 to 5 (better meaty setups, stronger in neutral)