< Street Fighter 6 | A.K.I.
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
|
Back Throw | +27 | After back throwing opponent into corner, walk/dash and manually time oki
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HP | HKD +27 HKD +49 (Punish) |
On normal hit:
On Punish Counter:
|
SA3 | HKD +30 | Can Drive Rush full screen for a ranged meaty strike, but risky to attempt real oki
|
CA | HKD +21 | CA leaves A.K.I. closer, allowing better Drive Rush meaties (but still no true throw oki)
|
... > 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 near the corner 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 |
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.
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