< Street Fighter 6 | A.K.I.
Click the character's portrait to open their Wiki page.
A.K.I.
Blanka
Cammy

- Quick Notes
- Only the HP version of Spin Knuckle is plus. This version has extra screen shake.
- In Burnout, all versions of Spin Knuckle are plus.
- There will always be a gap before 5HP in Burnout (unless it's from 2HP, which will have a gap before it).
- Spiral Arrows are safe or even 0 on block at max range, but they can only be plus in Burnout.
- Neutral
- Offense
- Defense
Chun-Li
Dee Jay

- Quick Notes
- Deejay's normals are quick and big, but most of them don't cancel when used as pokes.
- Most of Deejay's poking normals, [4]6HP, and 236MK are all vulnerable to Drive Impact.
- Deejay's low presence is lacking, making walking out of his pressure quite strong.
- Jus Cool, Deejay's sway, pulls him back and gives him follow-ups that convert on Punish Counter.
- All of the follow-ups lose to Drive Impact. The only way he can beat it is to sit still.
- Sitting still is technically punishable, but Deejay is quite far away despite how negative he is.
- His 5MP and 6MK are both plus on block. 214K~MK is also plus.
- Deejay's 5MP~MP TC is a gimmicky canned mixup. 5MP~MP~5HP is an unsafe frame trap, and 5MP~MP~4HP is a feign.
- Neutral
- Offense
- Defense
Dhalsim

- Quick Notes
- Neutral
- It may be worth trying to snipe him out of the air with 2PP~P (Venomous Fang)
- 5HK is a good option to beat his teleports
- Dhalsim gets poisoned if his normals go over A.K.I.'s 214MP (Orchid Spring)
- 214LP Nightshade Pulse can be a good way to prevent Dhalsim from poking at a distance
- Offense
- Defense
E.Honda

- Quick Notes
- Neutral
- 214LP (Nightshade Pulse) can be used to stop his regular headbutts
- Offense
- Honda's non-super reversal loses to throws
- Defense
- 5HK is a mostly reliable (outside of crossup range) option against his [2]8K (Buttslam) that leads to a punish counter combo starter
Guile
Jamie
JP
Juri
Ken

- Quick Notes
- Dealing with Jinrai Kicks
- 236LK is the fastest with the least blockstun, 236HK is the slowest with the most.
- Every 236K~6HK follow-up can be ducked under to make it whiff.
- Every initial Jinrai (236LK, 236MK, 236HK) are vulnerable to Drive Impact if they hit the armor. The follow-ups, not so much.
- 236LK can typically be punished (even if slightly delayed) with 5LP if no follow-up is used. Ken yells "."
- 236LK~6LK has a gap (6-9 frames) that can be interrupted.
- 236LK~6MK has a much bigger gap (6-9 frames on hit, 18-21 frames on block) and is easier to interrupt.
- 236MK is more difficult to punish, especially if spaced. 6MP/2MK must be used immediately to punish when not up close. Ken yells "." Modern Ken gets this on 3SP.
- 236MK~6LK has a 2-4f gap and will typically frame trap or trade.
- 236MK~6MK again has a bigger gap (5-7 frames on hit, 14-16 frames on block). It's usually best to block and check Ken afterwards.
- 236HK is not punishable and becomes plus in Burnout. Ken yells "JINRAI!" for this one.
- 236HK~6LK has barely any gap at all and will either true string or frame trap with a 2f gap at most.
- 236HK~6MK has a 9-14f gap on block and combos on hit into a KD.
- Every version of the overhead (236K~6MK) has the same voice line and Ken puts his back to the camera differently.
- Ken can opt for no follow-up to try and bait a parry or a Drive Impact.
- Neutral
- Offense
- Defense
Kimberly

- Quick Notes
- 6HK is a common knowledge check. 5LP after blocking it is the best way to deal with it, as it catches all jumps aside from the backwards one and checks her if she does nothing.
- 236K's follow-ups, aside from the run stop, are all vulnerable to Drive Impact.
- The upwards kick (236K~LK) is plus on block, albeit slow.
- The slide (236K~MK) is always negative, but punishing it can be tricky depending on distance.
- The overhead kick (236MK~HK) is safe, but can be plus if used as a meaty.
- Run stop is only plus on block from heavy normals and if the OD version is used (not accounting for Burnout).
- Arc Step, the proxemety follow-up to her run, has a different set of follow-ups. Kim can do nothing, divekick, or command throw.
- Doing nothing is the safest option for her.
- The divekick is a frame trap that is always unsafe on block.
- The command grab, while a strong option on paper as it catches blocking and parries, is high risk and low reward. She gets 1.2K if she's right and eats a PC jump normal if she's wrong.
- Her other slide, 3MK, can never be plus on block. The best it can be is 0 (not accounting for Burnout).
- j.2MP is a mid that is negative on block if blocked standing.
- Any TC follow-up 5MP normals are -6, TC HP normals are -10, and any other TC normal is -12.
- Neutral
- Offense
- Defense
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief