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

From SuperCombo Wiki
< Street Fighter 6‎ | A.K.I.
Revision as of 06:21, 1 October 2023 by YouKnow (talk | contribs) (→‎Okizeme and Mixups: Expanding on safe jumps)


Neutral

TO-DO



Offense

Frame Traps

TO-DO


Okizeme and Mixups

TO-DO


Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw +19 Gives corner throw loops by walking forward with 16-17f manual timing
  • Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD)
Back Throw +27 After back throwing opponent into corner, walk/dash and manually time oki
  • Midscreen, oki is fairly weak even with Drive Rush (unless Punish HKD)
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HP HKD +27
HKD +49 (Punish)
On normal hit:
  • +6 after Forward Dash for point blank oki

On Punish Counter:

  • +11 after Forward Dash x2, or +10 after 236MK for easy oki
SA3 HKD +30 Can Drive Rush full screen for a ranged meaty strike, but risky to attempt real oki
  • Gives enough time to bait a reversal out of Drive Rush
CA HKD +21 CA leaves A.K.I. closer, allowing better Drive Rush meaties (but still no true throw oki)
  • DR~6HK trades with 4f normals (approx. +14 for a combo conversion, or +6 if blocked)
... > 236HP KD +44 Sets up a safe jump. Just hold up forward and meaty with j.HP or j.2HP. You'll have to react to the opponent's recovery direction midscreen. Works on a grounded opponent, no Toxic Blossom (TB).
... > 236MP KD +44 Another safe jump setup. Only works on a grounded opponent, no Toxic Blossom (TB).
... > 236HP TB, PDR 2MP > 236HP KD +44 Safe jump setup for Toxic Blossom routes. As demonstrated with this example, 236HP can also setup a safe jump in a juggle if the opponent is at a specific height.
... > 236MP TB, PDR 5MP > 2PP~K, PDR 5MP > 236HP KD +44 Safe jump setup for Toxic Blossom routes. You can end the combo early with PDR 5MP > 236HP instead of 2PP~K for a cheaper safe jump, but the extra damage and corner carry is usually worth one more bar of drive gauge.
... > 2PP~P TB > 5MP > 236HP KD +44 Another safe jump setup. The 236MP TB route above can also work with 2PP~P TB.
... > 236PP TB > 5MP > 236HP KD +44 Another safe jump setup. The 236MP TB route above can also work with 236PP TB.


vs. Burnout

TO-DO


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
2LP 5LP/5LK/2LK 5MP 2MK 2MP 5MK/5HK 2HP/2HK 5HP 6HK 6HP 3MP
5LP~DR 6 7 8 9 10 11 12 14 16 18 26
5MP~DR 0 0 1 2 3 4 5 7 9 11 19
5LK~DR 5 6 7 8 9 10 11 13 15 17 25
5HK~DR 0 0 0 0 0 0 1 3 5 7 15
2LP~DR 4 5 6 7 8 9 10 12 14 16 24
2MP~DR 0 0 0 0 0 1 2 4 6 8 16
5LP~LP~DR 0 1 2 3 4 5 6 8 10 12 20


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +3 No combo without CH/PC
5LK~DR +5 2LP/5LK, 2MP etc.
2LP~DR
5LP~LP~DR
5MP~DR +11 5HK > 2PP~P
5MK, 5HK
2MP~DR +12
5HK~DR +16 See above


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. A.K.I.

TO-DO


SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry