Street Fighter 6/A.K.I./Resources

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< Street Fighter 6‎ | A.K.I.
Revision as of 21:16, 15 June 2025 by AkashicAYS (talk | contribs) (→‎Patch History: Reformatted some sections)

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SF6 A.K.I.'s Notes (by Booleous) (Google Sheets) - no longer being updated.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
1.05
  • 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 active frames from 3 to 5 (better meaty setups, stronger in neutral)