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

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Neutral

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Offense

Frame Traps

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Okizeme and Mixups

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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
5HP~HP KD +34 ?
214HP KD +40 ?
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 near the corner on a grounded opponent, no Toxic Blossom (TB).
... > 236LP TB KD +44 Safe jump near corner
... > 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.
236HP Setups

A.K.I.'s 236HP (Heavy Serpent Lash) is an extremely useful combo ender that gives A.K.I. a lot of setup options, especially in the corner. Midscreen, her setups will depend on the opponent's wake-up option. If her opponent is poisoned and the 236HP hit triggers Toxic Blossom, A.K.I. can DR 2MP > 236HP to gain access to the same setups as she would have without Toxic Blossom.


Midscreen & Corner

These are setups that work both midscreen and near the corner. Doing it in the corner may require some minor adjustments to the setup.

  • 236HP , immediate (jump forward) j.HP/j.2HP

Safejump option. Allows A.K.I. to continue pressure without much risk. Requires reacting to the opponent's wakeup option. If the opponent normal rises, then A.K.I will have to do j.2HP. If the opponent back rises or is put in the corner, j.HP is used.

  • 236HP , 236LK/236MK , 2LP/Throw/Walk back

Meaty/Shimmy option. Using 236MK will put A.K.I. right next to the opponent with +5 frames of advantage, allowing her to continue her offense with a meaty throw or a meaty normal. Keep in mind that A.K.I. will trade with the opponent's 4f button if she uses 5HK. If the opponent back rises, A.K.I. has time to walk back to shimmy, and punish the throw whiff with 5HK. However, if the opponent normal rises, then A.K.I. will not be able to shimmy after 236MK. If A.K.I expects a throw tech from the opponent, she should opt for a meaty 2LP instead in this case. It is also possible to shimmy by using 236LK instead of 236MK if the opponent normal rises, as 236LK has a similar animation to 236MK, but does not move A.K.I. forward. This spaces her well enough for the opponent to whiff their throw, allowing her to punish with 5HK. Near the corner, A.K.I. should also use 236LK to shimmy instead of 236MK.


Corner Only

Note that these options only work in the corner or near the corner. The options presented above for midscreen are also usable here.

  • 236HP , 66 , 3MP , 5LP~LP > 236HP

Overhead option. Dashing forward framekills to allow for a meaty +5 on hit 3MP, allowing A.K.I. to link the hit into her standard BNB. Ending in 236H can allow A.K.I. to loop these setups in the corner.

  • 236HP , (whiff) 5LP , 2PP~LPLK

Meaty command throw option. 5LP framekills. The opponent can only get out of this by jumping or using an invincible reversal. A.K.I. can mix up her options by going for a meaty button if the opponent expects a command throw and jumps.

SA1 into Meaty 214LP

A.K.I.'s Level 1 Super sends the opponent flying far away if used midscreen, and around 1/3 screen away if used on a cornered opponent. A common oki setup after SA1 is to lock down the opponent with Nightshade Pulse (214LP). This puts A.K.I. at around +12 on Block in the corner, and severely limits the opponents movements midscreen (though it gives plenty of time for them to reposition before the projectile connects). However, some characters can punish this projectile on reaction, especially near the corner.

A.K.I. can cancel the end of her 214LP into OD Snake Step (236KK), which is strike and projectile invincible. If the opponent tries to punish your meaty fireball with a Super, this will usually keep A.K.I. safe or even allow a punish, though there are some exceptions. The following table lists all wakeup reversals that can punish a meaty 214LP, and whether or not OD Snake Step can keep A.K.I. safe.


Opponent's
Character
Wakeup
Special/Super
Location 236KK Avoids
Reversal Punish?
Notes
A.K.I. SA2 (HP) Midscreen 🟩 Yes SA2 (HP) whiffs against A.K.I. if too close to the corner
SA2 (LP) Corner πŸŸ₯ No 236KK recovers directly into LP Super active frames
SA3 🟩 Yes -
Blanka SA3 Corner 🟩 Yes -
Cammy SA2 Corner 🟩 Yes A.K.I. cannot punish Cammy's SA2 escape
SA3 A.K.I. cannot punish Cammy's SA3 escape;
If Cammy attempts SA3 midscreen, gets hit by projectile (can be juggled with Drive Rush > delayed 2HP)
Chun-Li SA2 Corner 🟩 Yes -
SA3 πŸŸ₯ No Chun-Li gets hit by projectile, and can punish A.K.I. 236KK in the corner (-9)
Dee Jay SA2 Corner 🟩 Yes A.K.I. cannot punish Dee Jay's SA2 escape
SA3 Dee Jay is only -8 after A.K.I.'s 236KK (less optimal punish)
E. Honda SA2 Corner 🟩 Yes A.K.I. can only punish with her own SA2 (HP)
SA3 -
Guile [2]8KK Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read);
Even on a successful read, A.K.I. is cornered at only +4 with an awkward punish timing
SA3 🟩 Yes -
Jamie 236KK (DL2) Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read)
SA3 🟩 Yes After A.K.I. 236KK, the spacing makes the punish slightly awkward;
A.K.I. can reach with a punish 5HP~HP launch, 6HK > 2MP, or Drive Rush 5MP > 5HK
JP SA3 Anywhere 🟩 Yes -
Juri SA3 Corner 🟩 Yes -
Ken 623HP Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read)
623PP
Kimberly SA2 Corner 🟩 Yes A.K.I. cannot punish Kimberly's SA2 escape
SA3 -
Luke SA3 Corner 🟩 Yes -
Manon SA2 Corner πŸŸ₯ No* Manon trades with projectile, landing only 1 hit of SA2
If A.K.I. cancels to 236KK, she is cornered and punishable at -9
Marisa SA3 Corner 🟩 Yes -
Rashid 236PP Corner 🟨 Yes* No Super freeze to react to (236KK to avoid reversal is a risky hard read);
Trades with projectile for only 1 hit, so it's better to accept this small risk than to attempt a 236KK cancel
SA3 🟩 Yes -
Zangief SA2 Corner 🟩 Yes -

Note: Dhalsim, Lily, and Ryu do not have a reversal that can avoid meaty 214LP



vs. Burnout

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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 ...
2LP~DR
5LP~LP~DR
5MP~DR +11 5HK > 2PP~P ...
5MK, 5HK ...
2MP~DR +12
5HK~DR +16


Defense

Reversals


Anti-Airs

A.K.I. has access to some decent anti-air tools. If the opponent jumps in at certain ranges (e.g. cross-up range), A.K.I. may find it difficult to anti-air them consistently due to her anti-air tools having a limited range/hitbox or slower air-invulnerable frames.

5HK - A.K.I.'s main anti-air option. It has disjointed upward and forward hitboxes with a good range, making it an all-around good option to deal with jump-ins. It is also special cancelable, allowing for combo extensions in certain situations, or to set up a meaty 214LP (Nightshade Pulse). The main downsides are that it has 9f of startup, meaning A.K.I. will have to react to the jump-in relatively early, and that it does not hit behind, so it will whiff if the opponent crosses up behind her.

2HK - 2HK A.K.I.'s crouching anti-air option. If A.K.I. is crouching, it may be worth using 2HK instead of having to stand before being able to use 2HK. It has air invulnerable frames on 10f-14f. Much like 5HK, it will whiff if the opponent crosses up behind her.

236HP - A.K.I's other main anti-air option, with air invulnerability from 6f - 16f. 236HP applies poison on hit or triggers Toxic Blossom, which makes it one of the more rewarding anti-air options. Additionally, it is able to anti-air more ambiguous jump-ins (ones that may cross-up), unlike her other anti-air options. The downside is 236HP's horizontal hitbox is quite small, which means that it requires good judgment in terms of spacing and timing to ensure that it will hit the opponent. It also takes a bit longer to input 236HP, as opposed to inputting 5HK.

236MP - This may be used as a situational anti-air for opponents jumping further away, or for neutral jumps and jump backs. The hitbox is quite narrow and specific, so it is easy to whiff this move.

j.LK/j.MP - These are good air-to-air options for A.K.I. j.LK has a longer range and is faster at 5f. j.MP is much more disjointed, but has a strange, upward hitbox, and is slower at 7f. They are good options for when A.K.I. wants to keep the opponent in the corner, or when the opponent performs an ambiguous jump-in.



Anti-Projectile


Fighting vs. A.K.I.

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