Table structure:
- moveId - String
- moveType - String
- chara - String
- input - String
- name - Wikitext
- images - List of String, delimiter: ,
- hitboxes - List of String, delimiter: ,
- damage - Wikitext string
- chip - Wikitext string
- dmgScaling - Wikitext string
- startup - Wikitext string
- active - Wikitext string
- recovery - Wikitext string
- total - Wikitext string
- guard - Wikitext string
- cancel - Wikitext string
- hitconfirm - Wikitext string
- hitAdv - Wikitext string
- blockAdv - Wikitext string
- punishAdv - Wikitext string
- perfParryAdv - Wikitext string
- DRcancelHit - Wikitext string
- DRcancelBlk - Wikitext string
- afterDRHit - Wikitext string
- afterDRBlk - Wikitext string
- hitstun - Wikitext string
- blockstun - Wikitext string
- hitstop - Wikitext string
- driveDmgBlk - Wikitext string
- driveDmgHit - Wikitext string
- driveGain - Wikitext string
- superGainHit - Wikitext string
- superGainBlk - Wikitext string
- invuln - Wikitext string
- armor - Wikitext string
- airborne - Wikitext string
- jugStart - Wikitext string
- jugIncrease - Wikitext string
- jugLimit - Wikitext string
- projSpeed - Wikitext string
- atkRange - Wikitext string
- notes - Wikitext string
This table has 1,929 rows altogether.
Page | moveId | moveType | chara | input | name | images | hitboxes | damage | chip | dmgScaling | startup | active | recovery | total | guard | cancel | hitconfirm | hitAdv | blockAdv | punishAdv | perfParryAdv | DRcancelHit | DRcancelBlk | afterDRHit | afterDRBlk | hitstun | blockstun | hitstop | driveDmgBlk | driveDmgHit | driveGain | superGainHit | superGainBlk | invuln | armor | airborne | jugStart | jugIncrease | jugLimit | projSpeed | atkRange | notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214214p | Super | A.K.I. | 214214P | Tainted Talons |
SF6_A.K.I._214214p.png • SF6_A.K.I._214214p2.png | SF6_A.K.I._214214p_hitbox.png • SF6_A.K.I._214214p2_hitbox.png • SF6_A.K.I._214214p3_hitbox.png • SF6_A.K.I._214214p4_hitbox.png | 300,200x6,1000 (2500) |
125,80x6,145 (750) |
40% Minimum |
7 |
53(28)12 |
54 |
153 |
LH |
- |
{{{hitconfirm}}} |
KD +30 |
-19~ |
KD +30 |
-19(-55) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
116~121 total |
{{{hitstop}}} |
625x8 (5000) |
1500,500x6,5500 (10000) |
{{{driveGain}}} |
-20000 |
-20000 |
{{{invuln}}} |
Break |
{{{airborne}}} |
0,99 |
0,99 |
99 |
{{{projSpeed}}} |
{{{atkRange}}} |
No invincibility; Super-priority projectile hitboxes; button strength determines distance (LP close/mid range, MP mid range to full screen, HP full screen); poisons the opponent on hit; creates a pool that lasts 700f, poisoning opponent while in close proximity; reapplies poison as long as opponent is close to pool; pool placement depends on button strength used; poison pool moves forward after MP/HP versions; SA2 poison pool can exist simultaneously with 214MP pool (poison does not stack); MP version can be used to counter projectiles (if too far, may drop out; if too close, A.K.I. will be hit before projectile dissipates); heavier versions can whiff if used from close range, especially vs. crouching; opponent cannot Drive Reversal until the 2nd to last hit (right before poison detonation) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214hk | Special | A.K.I. | 214HK | Cruel Fate |
SF6_A.K.I._214hk.png | SF6_A.K.I._214hk_hitbox.png | 200x3,400 (1000) |
50x3,100 (250) |
20% Starter |
33 |
2(5)2(4)2(5)2 |
18 land |
72 |
LH |
SA3 |
56(31) SA |
+4 (KD +41~50) |
-3 |
+8 (KD +41~50) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
44(31) |
37(24) |
6,6,6,8 |
1000x4 |
[1250x4] |
500x4 |
200x4 (140x4) |
100x4 (50x4) |
26-32 Lower Body Projectile |
{{{armor}}} |
18-54 (FKD) |
1 |
0x3,1 |
5x4 |
{{{projSpeed}}} |
{{{atkRange}}} |
Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo; pushback on block keeps A.K.I. out of throw range but also weakens her Burnout pressure |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214hp | Special | A.K.I. | 214HP | Toxic Wreath |
SF6_A.K.I._214hp.png | SF6_A.K.I._214hp_hitbox.png • SF6_A.K.I._214hp_hitbox2.png | 200,600 |
50,150 |
15% Immediate |
13 |
3(14)9 |
13 |
51 |
LH |
SA3 |
33(6) SA |
KD +40 |
-4 |
KD +40 |
-20 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20,18 (35 total) |
10,2(4) |
1500x2 |
[2000x2] |
1000x2 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1,2 |
1,1 |
1,2 |
{{{projSpeed}}} |
1.77 (1.08) |
Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +4 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214kk | Special | A.K.I. | 214KK | Cruel Fate |
SF6_A.K.I._214kk.png | SF6_A.K.I._214kk_hitbox.png | 200,200x4,600 (1600) |
50x3,100 (250) |
{{{dmgScaling}}} |
28 |
3(4)2(4)2(5)2 |
18 land |
67 |
LH |
SA2* SA3* |
28(19) SA |
HKD +42 (+2~3) |
+2 |
HKD +42 (+6~7) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
(29) |
42 total |
6,6,6,8 |
1000x4 |
[9000] (1250x2) |
-20000 |
1200 (840) |
100x4 (50x4) |
23-27 Lower Body Projectile |
{{{armor}}} |
13-49 (FKD) |
1 |
0x3,1 |
5x4 |
{{{projSpeed}}} |
{{{atkRange}}} |
Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 3rd/4th hits can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58); Super cancel works only on non-cinematic version; SA2 cancel will not combo unless LP version lands as a counter-hit or Punish Counter |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214lk | Special | A.K.I. | 214LK | Cruel Fate |
SF6_A.K.I._214lk.png | SF6_A.K.I._214lk_hitbox.png | 200x4 (800) |
50x4 (200) |
20% Starter |
24 |
2(5)2(4)2(5)2 |
18 land |
63 |
LH |
SA3 |
56(31) SA |
+1 (KD +38~45) |
-3 |
+5 (KD +38~45) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
41(28) |
37(24) |
6,6,6,8 |
1000x4 |
[1250x4] |
500x4 |
200x4 (140x4) |
100x4 (50x4) |
19-23 Lower Body Projectile |
{{{armor}}} |
9-45 (FKD) |
1 |
0x4 |
5,5,7,8 |
{{{projSpeed}}} |
{{{atkRange}}} |
Shortest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214lp | Special | A.K.I. | 214LP | Nightshade Pulse |
SF6_A.K.I._214lp.png | SF6_A.K.I._214lp_hitbox.png | 500 |
125 |
{{{dmgScaling}}} |
17 |
- |
35 |
52 |
LH |
SA3 |
4 SA |
-5 |
-10 |
-1 |
-25 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
31 |
26 |
(8) |
2500 |
[2000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
1 |
0.04 |
{{{atkRange}}} |
Slow-moving 1-hit projectile; can be extremely plus on hit/block from longer ranges or when used with meaty timing; poisons the opponent on hit; extended arm hurtbox is projectile invincible 16-41f; 6P follow-up can be input on frames 30-36 (detonates bubble if it hasn't yet collided with opponent); cancelable into 236KK from frame 36 until end of recovery (can help avoid punishes or advance forward for pressure) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214lp_6p | Special | A.K.I. | 214LP~6P | Nightshade Chaser |
SF6_A.K.I._214lp_6p.png | SF6_A.K.I._214lp_6p_hitbox.png | 500[800] |
125 |
{{{dmgScaling}}} |
13 |
2 |
34 |
48 |
LH |
SA3 |
8[13] SA |
-4 [KD +38] |
-16(-11) |
0 [KD +38] |
-34(-25) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
32 |
20 |
3[8(13)] |
2500 |
[2000] |
1000[3000] |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
?'"`UNIQ--templatestyles-00000000-QINU`"'?[1] |
1 |
6 |
{{{projSpeed}}} |
{{{atkRange}}} |
Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom, causing a limited juggle state; the whip is a 1-hit projectile that will detonate the 214LP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike); at close range, there is a 1f gap between the projectile and whip on block (can be delayed to create frame traps from farther ranges) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214lp_6p_burst | Special | A.K.I. | 214LP~6P | Nightshade Chaser (Burst) |
SF6_A.K.I._214lp_6p_burst.png | SF6_A.K.I._214lp_6p_burst_hitbox.png | 800 |
200 |
{{{dmgScaling}}} |
14 |
6 |
29 |
48 |
LH |
- |
{{{hitconfirm}}} |
KD +42 |
-4 |
KD +42 |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
31 |
13 |
1000 |
[2500] |
1000 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
3 |
8 |
{{{projSpeed}}} |
{{{atkRange}}} |
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214mk | Special | A.K.I. | 214MK | Cruel Fate |
SF6_A.K.I._214mk.png | SF6_A.K.I._214mk_hitbox.png | 200x3,300 (900) |
50x3,75 (225) |
20% Starter |
28 |
2(5)2(4)2(5)2 |
18 land |
67 |
LH |
SA3 |
56(31) SA |
+3 (KD +38~45) |
-3 |
+7 (KD +38~45) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
43(30) |
37(24) |
6,6,6,8 |
1000x4 |
[1250x4] |
500x4 |
200x4 (140x4) |
100x4 (50x4) |
21-27 Lower Body Projectile |
{{{armor}}} |
13-49 (FKD) |
1 |
0x3,1 |
5x4 |
{{{projSpeed}}} |
{{{atkRange}}} |
Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214mp | Special | A.K.I. | 214MP | Orchid Spring |
SF6_A.K.I._214mp.png | SF6_A.K.I._214mp_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
26 |
[160] |
20 |
46 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Places a pool of poison on the ground that poisons the opponent; poison cannot be blocked, and is constantly reapplied as long as the opponent is in close proximity; cannot use another 214MP until the first one has dissipated (can exist alongside SA2 poison pool, but the poison damage does not stack between them); A.K.I. is in a counter-hit state for entire 46f attack animation |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214pp | Special | A.K.I. | 214PP | Nightshade Pulse |
SF6_A.K.I._214pp.png | SF6_A.K.I._214pp_hitbox.png | 300,400 |
75,100 |
{{{dmgScaling}}} |
16 |
- |
28 |
44 |
LH |
SA2 SA3 |
12 SA |
KD +45 |
+1 |
KD +45 |
-7 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
30 total |
(7,6) |
1000x2 |
[2500x2] |
-20000 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
0,1 |
0,3 |
2,2 |
0.02 (1-3f), 0.04 (4f~) |
{{{atkRange}}} |
Slow-moving 2-hit OD projectile; can be extremely plus on block from longer ranges or when used with meaty timing; poisons the opponent on hit; 2nd hit knocks opponent into limited juggle state; extended arm hurtbox is projectile invincible 16-36f; 6P follow-up can be input on frames 34-35 (detonates bubble if both hits haven't yet collided with opponent); cancelable into 236KK on frames 32-33 (can help avoid punishes) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214pp_6p | Special | A.K.I. | 214PP~6P | Nightshade Chaser |
SF6_A.K.I._214pp_6p.png | SF6_A.K.I._214pp_6p_hitbox.png | 600[800] |
150 |
Combo (2 hits) |
13 |
5 |
28 |
45 |
LH |
SA2 SA3 |
10[15] SA |
KD +25 [KD +41~44] |
-13(-10) |
KD +25 [KD +41~44] |
-31(-22) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20 |
3[8(13)] |
2500 |
[2000] |
{{{driveGain}}} |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
?'"`UNIQ--templatestyles-00000002-QINU`"'?[1] |
1 |
6 |
{{{projSpeed}}} |
{{{atkRange}}} |
Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom; the whip is a projectile that will detonate the 214PP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._214pp_6p_burst | Special | A.K.I. | 214PP~6P | Nightshade Chaser (Burst) |
SF6_A.K.I._214pp_6p_burst.png | SF6_A.K.I._214pp_6p_burst_hitbox.png | 800x2 |
200,150(425) |
{{{dmgScaling}}} |
14 |
12 |
20 |
45 |
LH |
SA2 SA3 |
14[15] SA |
KD +43(+52~57) |
-2(+4) |
KD +43(+57) |
-21 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
30(31) |
3(13) |
3500 |
[2500] |
{{{driveGain}}} |
900 (630) |
450 (225) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2(1~4) |
3 |
8 |
{{{projSpeed}}} |
{{{atkRange}}} |
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236236k | Super | A.K.I. | 236236K | Deadly Implication |
SF6_A.K.I._236236k.png | SF6_A.K.I._236236k_hitbox.png | 850,950 (1800) |
500 |
30% Minimum |
10 |
3 |
68 |
80 |
LH |
- |
{{{hitconfirm}}} |
KD +30 |
-46 |
KD +30 |
-69 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
25 |
2500 |
5000 |
{{{driveGain}}} |
-10000 |
-10000 |
1-12 Strike/Throw |
Break |
{{{airborne}}} |
1 |
0,99 |
99 |
{{{projSpeed}}} |
1.853 |
Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle |
|
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236236p | Super | A.K.I. | 236236P | Claws of Ya Zi |
SF6_A.K.I._236236p.png | SF6_A.K.I._236236p_hitbox.png | 4000 |
1000 |
50% Minimum; 10% Immediate (Sp) |
10 |
3 |
58 |
70 |
LH |
- |
{{{hitconfirm}}} |
HKD +30 |
-36 |
HKD +30 |
-59 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
25 |
13 |
7500 |
15000 |
{{{driveGain}}} |
-30000 |
-30000 |
1-12 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
99 |
{{{projSpeed}}} |
1.948 |
Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I. |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236236p(ca) | Super | A.K.I. | 236236P | Claws of Ya Zi |
SF6_A.K.I._236236p_ca.png | SF6_A.K.I._236236p_hitbox.png | 4500 |
1250 |
50% Minimum; 10% Immediate (Sp) |
10 |
3 |
58 |
70 |
LH |
- |
{{{hitconfirm}}} |
HKD +21 |
-36 |
HKD +21 |
-59 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
25 |
13 |
10000 |
20000 |
{{{driveGain}}} |
-30000 |
-30000 |
1-12 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
99 |
{{{projSpeed}}} |
1.948 |
Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I. |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236hk | Special | A.K.I. | 236HK | Snake Step |
SF6_A.K.I._236hk.png | SF6_A.K.I._236hk_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
43(50~54) total |
- |
- |
43(50~54) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
11-40(50) Upper Body Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Can switch sides with opponent (cross-up version usually has a fixed 23f recovery after passing through; total time depends on distance from opponent); at a very specific spacing, A.K.I. can cross-up with 43f move duration (extremely ambiguous left/right mixup); counter-hit state for entire move duration; projectile invincibility lasts longer on cross-up version; semi-low profile 11-17f (crouch height); crouching state 17f until end of recovery; low profile 18f until end of recovery; collision box disappears 20-31f to allow cross-up; Distance: 3.18 (3.84 cross-up) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236hp | Special | A.K.I. | 236HP | Serpent Lash |
SF6_A.K.I._236hp.png | SF6_A.K.I._236hp_hitbox.png • SF6_A.K.I._236hp_hitbox_2.png | 700[800] |
175 |
{{{dmgScaling}}} |
11 |
6 |
32 |
48 |
LH |
SA3 |
17[16] |
KD +44 [KD +53] |
-20 |
KD +44 [KD +53] |
-36 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
18 |
15 |
6000 |
[8000] |
2500 |
600 (420) |
300 (150) |
6-16 Air |
{{{armor}}} |
{{{airborne}}} |
1 / ?'"`UNIQ--templatestyles-00000006-QINU`"'?[1] |
5 / ?'"`UNIQ--templatestyles-00000007-QINU`"'?[2] |
2 |
{{{projSpeed}}} |
{{{atkRange}}} |
Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; no head hurtbox on frames 4-8; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236kk | Special | A.K.I. | 236KK | Snake Step |
SF6_A.K.I._236kk.png | SF6_A.K.I._236kk_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
42(48~57) |
- |
- |
42(48~57) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-20000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
1-34 Strike, 1-42 Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Entire animation is vulnerable to Punish Counter Throws; crouching state 17f until end of recovery; Same-side version: 42f total animation, 8 recovery frames at the end that are vulnerable to strikes; Cross-up version: the entire animation is strike/projectile invincible; total duration of cross-up version depends on distance from opponent (23f fixed recovery time after passing through); collision box disappears 7-33f to allow cross-up; Distance: 4.06 (3.52 cross-up) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236lk | Special | A.K.I. | 236LK | Snake Step |
SF6_A.K.I._236lk.png | SF6_A.K.I._236lk_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
37 total |
- |
- |
37 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
8-37 Upper Body Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Feint (starts moving forward before retreating); counter-hit state for entire move duration; 8-13f semi-low profile (crouch height); 14-37f low profile; 14-36f crouching state (4f forced standing after recovery unless a crouching attack is input); Distance: -0.965 |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236lp | Special | A.K.I. | 236LP | Serpent Lash |
SF6_A.K.I._236lp.png | SF6_A.K.I._236lp_hitbox.png | 500[800] |
125 |
{{{dmgScaling}}} |
14 |
3 |
20(26) |
36(42) |
LH |
SA3 |
16[17] |
+1(+3) [KD +44(46)] |
-8(-6) |
KD +55[+61] Crumple |
-27(-25) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
24 |
15 |
12[13] |
3000 |
[5000] |
2000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 / ?'"`UNIQ--templatestyles-00000003-QINU`"'?[1] / ?'"`UNIQ--templatestyles-00000004-QINU`"'?-1 PC |
1 |
3 |
{{{projSpeed}}} |
{{{atkRange}}} |
Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] hit launches opponent into a limited juggle state (can follow up with corner 236HP from close range); 6f extra recovery on whiff; slightly better frame advantage from longer ranges; extended arm is projectile invincible 13-16f; sets up a strong corner safe jump on Toxic Blossom hit but requires sacrificing the extra juggle; Punish Counter crumple puts opponent into limited juggle state (cannot follow up with grounded combo); Toxic Blossom PC juggle gives much stronger juggle follow-ups midscreen |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236mk | Special | A.K.I. | 236MK | Snake Step |
SF6_A.K.I._236mk.png | SF6_A.K.I._236mk_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
39 total |
- |
- |
39 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
9-38 Upper Body Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Stays on same side; counter-hit state for entire move duration; semi-low profile (crouch height) 9-15f and 39f; crouching state 14f until end of recovery; low profile 16-38f; Distance: 1.94 |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236mp | Special | A.K.I. | 236MP | Serpent Lash |
SF6_A.K.I._236mp.png | SF6_A.K.I._236mp_hitbox.png | 600[700] |
150 |
{{{dmgScaling}}} |
17 |
6 |
24 |
46 |
LH |
SA3 |
16[17] |
KD +44 [Crumple +69] |
-12 |
KD +44 [Crumple +69] |
-28 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
18 |
12[13] |
5000 |
[7000] |
2000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 / ?'"`UNIQ--templatestyles-00000005-QINU`"'?[-1 ground] |
1 |
2 |
{{{projSpeed}}} |
{{{atkRange}}} |
Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] causes limited juggle crumple state on grounded hit, and a higher juggle (KD +60~72) on airborne hit; cannot hit crouching opponents (close-range hitbox can hit extended vertical hurtbox); can hit standing opponents from close range only; has a good anti-air hitbox but slow startup; sets up a strong corner safe jump on non-TB hit |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._236pp | Special | A.K.I. | 236PP | Serpent Lash |
SF6_A.K.I._236pp.png | SF6_A.K.I._236pp_hitbox.png | 600[800] |
150 |
20%[10%] Starter; Combo (2 hits) |
21 |
5 |
25 |
50 |
LH |
[TB: SA2 SA3] |
[73] |
+4 [Crumple +71] |
-14(-11) |
+8 [Crumple +75] |
-28(-25) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
16 |
10 |
4000 |
[6000] |
-20000 |
500,[500] (350,[350]) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2 / ?'"`UNIQ--templatestyles-00000008-QINU`"'?[-1] |
1 |
1 |
{{{projSpeed}}} |
{{{atkRange}}} |
Strike hitbox with 1-hit OD projectile durability; poisons opponent on hit; A.K.I. pulls herself toward opponent on hit (fully invincible during pull animation); [Toxic Blossom] causes crumple on grounded hit (+5 before opponent becomes airborne, or +9 on Punish Counter) and resets the juggle counter vs. airborne opponents (free juggle state); only the [Toxic Blossom] follow-up is Super cancelable; slightly better block advantage if spaced out (cannot hit on final active frame in neutral, as hitbox doesn't move after 4th active frame); extended arm is projectile invincible 20-25f (great anti-projectile tool due to speed and range); Counter-hit/Punish Counter bonus advantage carries through the follow-up hit; mid-combo damage scaling does not apply to Toxic Blossom version |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2hk | ground_normal | A.K.I. | 2HK | Crouching Heavy Kick |
SF6_A.K.I._2hk.png | SF6_A.K.I._2hk_hitbox.png | 900 |
{{{chip}}} |
{{{dmgScaling}}} |
10 |
6 |
20 |
35 |
LH |
SA |
20 SA |
0 |
-3 |
KD +48 Spin |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+4 |
+1 |
26 |
23 |
13 |
6000 |
[10000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
2 |
{{{projSpeed}}} |
1.601 |
Upper body and kicking leg are anti-air invuln 10-15f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2hp | ground_normal | A.K.I. | 2HP | Crouching Heavy Punch |
SF6_A.K.I._2hp.png | SF6_A.K.I._2hp_hitbox.png | 900 |
{{{chip}}} |
{{{dmgScaling}}} |
10 |
3 |
28 |
40 |
L |
- |
{{{hitconfirm}}} |
HKD +27 |
-8 |
HKD +49 |
-29 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
HKD +27 |
-4 |
{{{hitstun}}} |
23 |
13 |
4000 |
[10000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
2 |
{{{projSpeed}}} |
1.923 |
Hitbox does not move during active frames (cannot space to make it safer in neutral); very disjointed hitbox, but easily punished in neutral; has some juggle potential (not a Hard Knockdown when juggled into) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2lk | ground_normal | A.K.I. | 2LK | Crouching Light Kick |
SF6_A.K.I._2lk.png | SF6_A.K.I._2lk_hitbox.png | 200 |
{{{chip}}} |
20% Starter |
5 |
3 |
8 |
15 |
L |
Chn |
{{{hitconfirm}}} |
+3 |
-2 |
+7 |
-9 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+7 |
+2 |
14 |
9 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.19 |
Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2lp | ground_normal | A.K.I. | 2LP | Crouching Light Punch |
SF6_A.K.I._2lp.png | SF6_A.K.I._2lp_hitbox.png | 300 |
{{{chip}}} |
20% Starter |
4 |
2 |
9 |
14 |
LH |
Chn Sp SA |
12 |
+4 |
-1 |
+8 |
-9 |
+5 |
0 |
+8 |
+3 |
15 |
10 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
0.96 |
Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2mk | ground_normal | A.K.I. | 2MK | Crouching Medium Kick |
SF6_A.K.I._2mk.png | SF6_A.K.I._2mk_hitbox.png | 600 |
{{{chip}}} |
10% Starter |
7 |
3 |
16 |
25 |
L |
SA |
14 SA |
+5 |
+1 |
+9 |
-17 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+9 |
+5 |
24 |
20 |
10 |
2000 |
[4000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.34 |
Solid low poke that can be buffered into Super or linked into light normals; good option out of Drive Rush, granting block advantage and a link into 5HK or 5MK |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2mp | ground_normal | A.K.I. | 2MP | Crouching Medium Punch |
SF6_A.K.I._2mp.png | SF6_A.K.I._2mp_hitbox.png | 600 |
{{{chip}}} |
{{{dmgScaling}}} |
8 |
3 |
18 |
28 |
LH |
Sp SA |
15 |
+1 |
-3 |
+5 |
-19 |
+12 |
+8 |
+5 |
+1 |
22 |
18 |
11 |
3000 |
[4000] |
1500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.375 |
Sinister Slide cancel: +10/+6; combo/buffer tool with good range; topmost hurtbox on frames 1-21 is vulnerable only to aerial attacks, preventing its use as an anti-air |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2pp | Special | A.K.I. | 2PP | Sinister Slide |
SF6_A.K.I._2pp.png | SF6_A.K.I._2pp_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
11(28) |
[185] |
20 |
216 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
Upper Body Projectile 10-197 |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Semi-low profile 10-15f (crouch height); low profile 16-197f; Cancelable into follow-ups after 11f; can input up to exit stance after 28f (stance exit takes 21f on its own); automatically exits stance after 216f if no input is made (no low profile or projectile invincibility) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2pp_8 | Special | A.K.I. | 2PP~8 | Sinister Slide Exit |
SF6_A.K.I._2pp_8.png | SF6_A.K.I._2pp_8_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
- |
- |
21 |
21 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Can be input after 28f of Sinister Slide; maintains low profile 1-10f and semi-low profile 11-21f (crouch height); fastest total Stance + Exit time is 49f; shortest Slide~Exit travel distance: 0.78 |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2pp_k | Special | A.K.I. | 2PP~K | Heel Strike |
SF6_A.K.I._2pp_k.png | SF6_A.K.I._2pp_k_hitbox.png • SF6_A.K.I._2pp_k_hitbox2.png | 300x2 |
75x2 |
{{{dmgScaling}}} |
11+11 |
3(9)3 |
17(20) |
42(45) |
LH |
SA3 (2nd) |
33(15) SA |
+4 |
-3 |
+8 |
-21 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
36 total |
32 total |
6,9 |
2000x2 |
[3500x2] |
1500x2 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1,1 |
2,3 |
{{{projSpeed}}} |
{{{atkRange}}} |
During Sinister Slide; 3f extra recovery on whiff; low profile 1-15f, semi-low profile 16-27f, crouch-sized hurtbox 28-35f; Counter-hit/Punish Counter bonus advantage carries through both hits; good combo tool that is also safe on block; both hits put airborne opponent into limited juggle state; 15f hitconfirm window into SA3 refers to 2nd hit only |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2pp_lplk | Special | A.K.I. | 2PP~LPLK | Entrapment |
SF6_A.K.I._2pp_lplk.png | SF6_A.K.I._2pp_lplk_hitbox.png | 1852 (2222) |
{{{chip}}} |
{{{dmgScaling}}} |
11+23 |
3 |
55 |
80 |
T |
- |
{{{hitconfirm}}} |
HKD +16 |
- |
HKD +16 |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
[10010] |
5000 |
3000 (2100) |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
1.59 |
During Sinister Slide; () refer to Punish Counter damage; good range but slow startup |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._2pp_p | Special | A.K.I. | 2PP~P | Venomous Fang |
SF6_A.K.I._2pp_p.png | SF6_A.K.I._2pp_p_hitbox.png | 1100 |
275 |
{{{dmgScaling}}} |
11+19 |
15 |
30 |
63 |
LH |
- |
{{{hitconfirm}}} |
KD +20(34) |
-25(-11) |
KD +20(34) |
-43(-29) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20 |
13 |
5000 |
[8000] |
2000 |
1000 (700) |
500 (250) |
Projectile 1-19 (Upper Body), 20-33 (Full) |
{{{armor}}} |
19-33 (FKD) |
1 / ?'"`UNIQ--templatestyles-00000009-QINU`"'?[-1 ground] |
1 |
5 |
{{{projSpeed}}} |
{{{atkRange}}} |
During Sinister Slide; poisons the opponent on hit; triggers Toxic Blossom for a crumple state vs. grounded opponents, or a tumbling OTG state vs. airborne opponents; low profile 1-17f; low crush 20-31f; good anti-zoning tool, but can lose to slower projectiles at some ranges; sets up high damage punish combos (but does not combo naturally when canceled from any grounded normals) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._3mp | ground_normal | A.K.I. | 3MP | Pu Lao |
SF6_A.K.I._3mp.png | SF6_A.K.I._3mp_hitbox.png | 600 |
{{{chip}}} |
{{{dmgScaling}}} |
24 |
3 |
18 |
44 |
H |
- |
{{{hitconfirm}}} |
+3 |
-2 |
+7 |
-19 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+7 |
+2 |
24 |
19 |
11 |
2500 |
[4000] |
1500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.440 |
Relatively slow overhead that leads to combos with meaty timing or Drive Rush |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._4lplk | throw | A.K.I. | 4LPLK | Gluttony |
SF6_A.K.I._4lplk.png | SF6_A.K.I._lplk_hitbox.png | 1200 (2040) |
{{{chip}}} |
20% Immediate |
5 |
3 |
23 |
30 |
T |
- |
{{{hitconfirm}}} |
KD +27 |
- |
HKD +27 |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
[10000] |
2000 |
2000(1400) [4000(2800)] |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
0.80 |
Side switch; after corner side switch, can dash + microwalk for a pseudo throw loop or Drive Rush for a true strike/throw mixup; can get true throw oki vs. wide characters (1f timing vs. Marisa, 2f timing vs. Blanka/E.Honda/Zangief); midscreen, can chase down with Drive Rush into a manually timed ranged button like 2MK |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._4pppkkk | taunt | A.K.I. | 4PPPKKK | Back Taunt |
SF6_A.K.I._4pppkkk.png | SF6_A.K.I._4pppkkk_hitbox.png | 600 |
150 |
{{{dmgScaling}}} |
175 |
32 |
258(264) |
464 |
LH |
- |
{{{hitconfirm}}} |
KD -197 |
-239 |
KD -197 |
-254 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
26 |
8 |
2500 |
[2000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2 |
1 |
2 |
{{{projSpeed}}} |
{{{atkRange}}} |
"Isn't he wonderful? Ahhh~"; "Ugh, you're a trifling little pest." bubbles have a large projectile hitbox behind A.K.I.; if popped, A.K.I. says a second line and enters a different recovery animation; puts opponent into limited juggle state |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5hk | ground_normal | A.K.I. | 5HK | Standing Heavy Kick |
SF6_A.K.I._5hk.png | SF6_A.K.I._5hk_hitbox.png | 800 |
{{{chip}}} |
{{{dmgScaling}}} |
9 |
4 |
19 |
31 |
LH |
Sp SA |
18 |
+4 |
-3 |
+12 Stagger |
-21 |
+16 |
+9 |
+8 |
+1 |
27 |
20 |
13 |
5000 |
[8000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.376 |
Forces stand on hit; active frames 3-4 whiff on crouching opponents unless they extend a vertical hurtbox; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg and upper body hurtbox is anti-air invuln on frame 10-12; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5hp | ground_normal | A.K.I. | 5HP | Standing Heavy Punch |
SF6_A.K.I._5hp.png | SF6_A.K.I._5hp_hitbox.png | 800 |
{{{chip}}} |
{{{dmgScaling}}} |
12 |
3 |
21 |
35 |
LH |
TC |
20 |
+1 |
-4 |
+5 |
-22 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+5 |
0 |
25 |
20 |
13 |
5000 |
[8000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.782 |
Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5hp_hp | ground_normal | A.K.I. | 5HP~HP | Qiong Qi |
SF6_A.K.I._5hp_hp.png | SF6_A.K.I._5hp_hp_hitbox.png | 400 |
{{{chip}}} |
{{{dmgScaling}}} |
14 |
3 |
24(29) |
40(45) |
LH |
- |
{{{hitconfirm}}} |
KD +34[+54] |
-15 |
KD +34[+54] |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
17 |
13 |
6000 |
[10000] |
3000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
4 |
{{{projSpeed}}} |
{{{atkRange}}} |
5f extra recovery on block; poisons the opponent on hit; triggers Toxic Blossom, launching opponent into limited juggle state; always a true blockstring even at max delay; hitconfirmable from 5HP |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5lk | ground_normal | A.K.I. | 5LK | Standing Light Kick |
SF6_A.K.I._5lk.png | SF6_A.K.I._5lk_hitbox.png | 300 |
{{{chip}}} |
20% Starter |
4 |
3 |
12 |
18 |
LH |
Sp SA |
13 |
+3 |
-3 |
+7 |
-13 |
+5 |
-1 |
+7 |
+1 |
18 |
12 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.04 |
Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5lp | ground_normal | A.K.I. | 5LP | Standing Light Punch |
SF6_A.K.I._5lp.png | SF6_A.K.I._5lp_hitbox.png | 300 |
{{{chip}}} |
20% Starter |
5 |
2 |
7 |
13 |
LH |
Sp SA TC |
12 Sp, 14 TC |
+4 |
-1 |
+8 |
-7 |
+3 |
-2 |
+8 |
+3 |
13 |
8 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
0.90 |
Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5lp_lp | ground_normal | A.K.I. | 5LP~LP | Hun Dun |
SF6_A.K.I._5lp_lp.png | SF6_A.K.I._5lp_lp_hitbox.png | 300(240) |
{{{chip}}} |
{{{dmgScaling}}} |
8 |
2 |
14(16) |
23(25) |
LH |
Sp SA |
32~33 (13) |
+1 |
-3 |
+5 |
-16 |
+6 |
+4 |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
17 |
15 |
10 |
1000 |
[4000] |
500 |
400 (280) |
200 (100) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
1 |
{{{projSpeed}}} |
{{{atkRange}}} |
2f extra recovery on block; 2nd LP can be input with any non-crouching direction; () refers to scaled damage from 5LP combo starter; has a 3f blockstring gap between hits; combos into 236LP, 236HP, 214HP, or 214PP; Sinister Slide cancel: +5/+3; DR cancel is delayed until after 2nd active frame |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5mk | ground_normal | A.K.I. | 5MK | Standing Medium Kick |
SF6_A.K.I._5mk.png | SF6_A.K.I._5mk_hitbox.png | 700 |
{{{chip}}} |
{{{dmgScaling}}} |
8 |
3 |
15(17) |
25(27) |
LH |
- |
{{{hitconfirm}}} |
+6 |
-2 |
+10 |
-16 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+10 |
+2 |
24 |
16 |
11 |
4000 |
[6000] |
2000 |
700 (490) |
350 (175) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.48 |
2 extra recovery frames on whiff; useful poke and combo starter |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5mp | ground_normal | A.K.I. | 5MP | Standing Medium Punch |
SF6_A.K.I._5mp.png | SF6_A.K.I._5mp_hitbox.png | 600 |
{{{chip}}} |
{{{dmgScaling}}} |
6 |
5 |
14(16) |
24(26) |
LH |
Sp SA |
16 |
+3 |
-3 |
+7 |
-17 |
+11 |
+5 |
+7 |
+1 |
22 |
16 |
12 |
3000 |
[4000] |
1500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.269 |
2 extra recovery frames on whiff; Sinister Slide cancel: +9/+3; moves A.K.I. forward; useful combo tool after 5MK or in counter-hit routes but does not combo into 236PP; high active frame count makes it useful as a meaty (up to +7/+1); special/DR cancel is delayed until after 2nd active frame |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._5pppkkk | taunt | A.K.I. | 5PPPKKK | Neutral Taunt |
SF6_A.K.I._5pppkkk.png | {{{hitboxes}}} | - |
{{{chip}}} |
{{{dmgScaling}}} |
611 (total) |
- |
- |
611 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
1000x5,5000 (10000) |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
"The master's prized poison... ahh, a perfect, beautiful, most brilliantly crafted poison! Now you'll get a taste."; builds 1 bar of Super gauge after 411f (1000 Super gauge on frames 303, 324, 346, 363, 383, then 5000 Super gauge on frame 411) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._6hk | ground_normal | A.K.I. | 6HK | Qiu Niu |
SF6_A.K.I._6hk.png | SF6_A.K.I._6hk_hitbox.png | 400x2 |
{{{chip}}} |
20% Starter |
14 |
3(5)3 |
16(24) |
40(48) |
LH |
- |
{{{hitconfirm}}} |
+4 |
+2 |
+8 |
-17 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+8 |
+6 |
31(23) |
29(21) |
6,10 |
2000x2 |
[5000x2] |
1500x2 |
500x2 (350x2) |
250x2 (125x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0,1 |
{{{projSpeed}}} |
1.736 (1.548) |
8f extra recovery on whiff; Low Crush 11-26f (not airborne); 1st hit puts airborne opponents into limited juggle state (2nd hit causes air reset); excellent pressure tool, especially using Drive Rush forward momentum; Counter-hit/Punish Counter bonus advantage carries through both hits |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._6hp | ground_normal | A.K.I. | 6HP | Chi Wen |
SF6_A.K.I._6hp.png | SF6_A.K.I._6hp_hitbox.png | 900 |
{{{chip}}} |
{{{dmgScaling}}} |
16 |
3 |
20(21) |
38(39) |
LH |
SA |
17 |
+3 |
-4 |
+7 |
-22 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
+7 |
0 |
26 |
19 |
13 |
6000 |
[6000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
2.162 (2.076) |
1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._6hphk | drive | A.K.I. | 6HPHK | Feng Shi (Block) |
SF6_A.K.I._6hphk.png | SF6_A.K.I._6hphk_hitbox.png | 500 recoverable |
125 recoverable |
{{{dmgScaling}}} |
20 |
3 |
26(31) |
48(53) |
LH |
- |
{{{hitconfirm}}} |
KD +23 |
-6 |
KD +23 |
-27 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
23 |
20 |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-20000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
1-22 Full |
Break |
{{{airborne}}} |
200 |
100 |
1 |
{{{projSpeed}}} |
1.978 |
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._6hphk_recovery | drive | A.K.I. | 6HPHK | Feng Shi (Recovery) |
SF6_A.K.I._6hphk.png | SF6_A.K.I._6hphk_hitbox.png | 500 recoverable |
125 recoverable |
{{{dmgScaling}}} |
18 |
3 |
26(31) |
46(51) |
LH |
- |
{{{hitconfirm}}} |
KD +23 |
-6 |
KD +23 |
-27 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
23 |
20 |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-20000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
1-20 Full |
Break |
{{{airborne}}} |
200 |
100 |
1 |
{{{projSpeed}}} |
1.978 |
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._6pppkkk | taunt | A.K.I. | 6PPPKKK | Forward Taunt |
SF6_A.K.I._6pppkkk.png | {{{hitboxes}}} | - |
{{{chip}}} |
{{{dmgScaling}}} |
484 (total) |
- |
- |
484 |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
"Time for some experimentation... I bet poison would work wonders on you." |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._hphk | drive | A.K.I. | HPHK | Zao Chi |
SF6_A.K.I._hphk.png | SF6_A.K.I._hphk_hitbox.png | 800 |
200 |
20% Starter (Hit) |
26 |
2 |
35 |
62 |
LH |
- |
{{{hitconfirm}}} |
KD +35 / Wall Splat KD +65 |
-3 / Wall Splat HKD +72 |
Crumple (Standing +21, Juggle +46, HKD +104) |
-35 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
34 |
25 |
5000 |
10000 [15000] |
-10000 |
[3000(2100)] |
{{{superGainBlk}}} |
{{{invuln}}} |
1-27 |
{{{airborne}}} |
0 |
1 |
0 |
{{{projSpeed}}} |
2.50 |
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._j2hp | air_normal | A.K.I. | j.2HP | Gong Fu |
SF6_A.K.I._j2hp.png | SF6_A.K.I._j2hp_hitbox.png | 800 |
{{{chip}}} |
20% Starter |
9 |
5 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+5(+15) |
+1(+11) |
+9(+19) |
-12(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
19 |
15 |
13 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0 |
0 |
{{{projSpeed}}} |
0.46 |
During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._jhk | air_normal | A.K.I. | j.HK | Jumping Heavy Kick |
SF6_A.K.I._jhk.png | SF6_A.K.I._jhk_hitbox.png | 800 |
{{{chip}}} |
{{{dmgScaling}}} |
8 |
8 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+8(+15) |
+4(+11) |
+12(+19) |
-9(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
19 |
15 |
13 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0 |
0 |
{{{projSpeed}}} |
1.23 (1.13) |
Good jump-in that doesn't extend hurtbox as much as j.HP |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._jhp | air_normal | A.K.I. | j.HP | Jumping Heavy Punch |
SF6_A.K.I._jhp.png | SF6_A.K.I._jhp_hitbox.png | 800 |
{{{chip}}} |
{{{dmgScaling}}} |
11 |
6 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+5(+15) |
+1(+11) |
+9(+19) |
-12(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
19 |
15 |
13 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0 |
0 |
{{{projSpeed}}} |
0.99 |
Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._jlk | air_normal | A.K.I. | j.LK | Jumping Light Kick |
SF6_A.K.I._jlk.png | SF6_A.K.I._jlk_hitbox.png | 300 |
{{{chip}}} |
{{{dmgScaling}}} |
5 |
6 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+4(+10) |
0(+6) |
+8(+14) |
-8(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
14 |
10 |
9 |
1500 |
[2000] |
500 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.14 |
Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._jlp | air_normal | A.K.I. | j.LP | Jumping Light Punch |
SF6_A.K.I._jlp.png | SF6_A.K.I._jlp_hitbox.png | 300 |
{{{chip}}} |
{{{dmgScaling}}} |
5 |
9 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+2(+9) |
-2(+5) |
+6(+13) |
-9(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
13 |
9 |
9 |
1500 |
[2000] |
500 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
0.68 |
Can be used as a fuzzy instant overhead |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._jmk | air_normal | A.K.I. | j.MK | Jumping Medium Kick |
SF6_A.K.I._jmk.png | SF6_A.K.I._jmk_hitbox.png | 600 |
{{{chip}}} |
{{{dmgScaling}}} |
7 |
6 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+4(+13) |
0(+9) |
+8(+17) |
-11(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
17 |
13 |
11 |
2500 |
[4000] |
1000 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
0 |
{{{projSpeed}}} |
1.03 |
Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring) |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._jmp | air_normal | A.K.I. | j.MP | Jumping Medium Punch |
SF6_A.K.I._jmp.png | SF6_A.K.I._jmp_hitbox.png | 700 |
{{{chip}}} |
{{{dmgScaling}}} |
7 |
4 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
+9(+11) |
+5(+7) |
+13(+15) |
-4(-2) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
15 |
11 |
11 |
3000 |
[4000] |
1000 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2 |
2 |
1 |
{{{projSpeed}}} |
0.93 |
Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; shifts A.K.I.'s hurtbox upward during startup |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._lplk | throw | A.K.I. | LPLK | Whisper |
SF6_A.K.I._lplk.png | SF6_A.K.I._lplk_hitbox.png | 1200 (2040) |
{{{chip}}} |
20% Immediate |
5 |
3 |
23 |
30 |
T |
- |
{{{hitconfirm}}} |
KD +19 |
- |
HKD +19 |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
[10000] |
2000 |
2000(1400) [4000(2800)] |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
0.80 |
Can walk 16-17f for a corner throw loop (strict timing to beat 4f normals); 1f more lenient vs. Marisa and 2f more lenient vs. Blanka/E.Honda/Zangief |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._mpmk | drive | A.K.I. | MPMK | Drive Parry |
SF6_A.K.I._mpmk.png | SF6_A.K.I._mpmk_hitbox.png | - |
{{{chip}}} |
50% Multiplier (Perfect) |
1 |
12 or until released |
33(1)(11) |
45(3) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-5000,250~ |
{{{superGainHit}}} |
{{{superGainBlk}}} |
6 Full (after Perfect Parry) |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._mpmk_66_drc | drive | A.K.I. | MPMK or 66 | Drive Rush Cancel |
SF6_A.K.I._66.png | SF6_A.K.I._66_hitbox.png | - |
{{{chip}}} |
15% Multiplier (Mid-Combo) |
9 |
- |
15(37) |
24(46) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-30000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelabe into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Street Fighter 6/A.K.I./Data (edit) | a.k.i._mpmk_66_pdr | drive | A.K.I. | MPMK~66 | Parry Drive Rush |
SF6_A.K.I._66.png | SF6_A.K.I._66_hitbox.png | - |
{{{chip}}} |
15% Multiplier (Mid-Combo) |
3+8 |
- |
15(37) |
26(48) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-10000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelabe into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.907 (min/throw), 2.437 (min/block), 4.049 (max/final DR frame) |
Street Fighter 6/Akuma/Data (edit) | akuma_214214k | Super | Akuma | 214214K | Misogi |
SF6_Akuma_214214k.png | SF6_Akuma_214214k_hitbox.png | 2900 |
750 |
40% Minimum |
5(9~10) |
7 |
88(85) |
99(96) |
LH |
- |
{{{hitconfirm}}} |
KD +25(26) |
-58(-57) |
KD +29(30) |
-86(-85) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
33(32) |
5 |
5000 |
10000 |
{{{driveGain}}} |
-20000 |
-20000 |
1-11 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
50 |
{{{projSpeed}}} |
{{{atkRange}}} |
Shin Akuma only (Back Taunt~Down Taunt); teleports above opponent from anywhere on screen; 3f less recovery on whiff or Perfect Parry; startup is functionally 9f on grounded opponents (10f vs. standard-height crouchers); much less KD advantage and 2f more recovery vs. airborne opponents; cannot be canceled into from OD specials like other Level 2 Supers; cannot be beaten with anti-air invincibility since Akuma is fully invuln and technically never goes airborne |
Street Fighter 6/Akuma/Data (edit) | akuma_214214p | Super | Akuma | 214214P | Empyrean’s End |
SF6_Akuma_214214p.png | SF6_Akuma_214214p_hitbox.png | 2800 |
750 |
40% Starter; Combo (4 hits); 40% Minimum |
9 |
3 |
52 |
63 |
LH |
- |
{{{hitconfirm}}} |
HKD +29 (HKD +97 Wallsplat) |
-35 |
HKD +29 (HKD +97 Wallsplat) |
-53 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20 |
16 |
5000 |
10000 |
{{{driveGain}}} |
-20000 |
-20000 |
1-11 Full |
Break |
{{{airborne}}} |
1 (Forced) |
1 |
100 |
{{{projSpeed}}} |
1.873 |
Sends the opponent tumbling ~1/3 screen; causes wallsplat near corner (unless 214PP~6P wallsplat occurred earlier in the combo); the cinematic resets the opponent's juggle counter, allowing a follow-up wallsplat juggle regardless of previous juggle state; wallsplat is similar to Drive Impact, allowing moves to juggle that normally would not be possible; close-range opponent cannot jump away after the Super freeze to avoid chip damage |
Street Fighter 6/Akuma/Data (edit) | akuma_214hk | Special | Akuma | 214HK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214hk.png | SF6_Akuma_214hk_hitbox.png | 400,300x2,600 (1600) |
100 |
{{{dmgScaling}}} |
7 |
3(6)3(9)3(18)3 |
21+14(20) land |
86(92) |
LH |
- |
{{{hitconfirm}}} |
KD +34 |
-59 |
KD +34 |
-78 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
21 |
10,3x2,12 |
5000 |
[1000x3,2000] |
500x4 (500) |
250x4 (175x4) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
8-72 (FKD) |
1 |
0,0,0,1 |
5,5,5,8 |
{{{projSpeed}}} |
{{{atkRange}}} |
6f extra recovery on block/whiff; can hit crouching opponents; upward angle, primarily used as a juggle ender for damage and corner carry |
Street Fighter 6/Akuma/Data (edit) | akuma_214hp | Special | Akuma | 214HP | Adamant Flame |
SF6_Akuma_214hp.png | SF6_Akuma_214hp_hitbox.png | 900 |
225 |
{{{dmgScaling}}} |
23 |
3 |
19(21) |
44(46) |
LH |
SA3 |
15 / 20 (6P) |
+3 |
-2 |
+12 |
-20 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
25 |
20 |
11 |
6000 |
[10000] |
500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
0 |
0 |
3 |
{{{projSpeed}}} |
2.316 |
2f extra recovery on whiff; extra advantage on Punish Counter (+12) makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-18 (can make low attacks whiff) |
Street Fighter 6/Akuma/Data (edit) | akuma_214hp_6p | Special | Akuma | 214HP~6P | Adamant Flame Follow-Up |
SF6_Akuma_214hp_6p.png | SF6_Akuma_214hp_6p_hitbox.png | 600 |
150 |
Combo (3 hits) |
11 |
4 |
28 |
42 |
LH |
SA3 |
47-50 |
KD +47 |
-14 |
KD +47 |
-30 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
18 |
16 |
4000 |
[7000] |
500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
10 |
{{{projSpeed}}} |
{{{atkRange}}} |
Cannot come out on whiff; true blockstring from 214HP even at max delay; puts opponents into limited juggle state with follow-up juggles possible in the corner |
Street Fighter 6/Akuma/Data (edit) | akuma_214kk | Special | Akuma | 214KK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214kk.png | SF6_Akuma_214kk_hitbox.png • SF6_Akuma_214kk_2_hitbox.png | 200x3,100,300 (1000) |
50x2,(25,50,75) (100~250) |
{{{dmgScaling}}} |
13 |
2(4)2(4)2(3)2(4)2 |
7+19 land |
63 |
LH |
- |
{{{hitconfirm}}} |
KD +47 |
-17(-35) |
KD +47 |
-25(-49) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
34 total |
6,2,1,4,13 |
800x5 |
[1000x4,6000] |
-20000 |
1000 (700) |
100x2,80x2,100 (50x2,40x2,50) |
{{{invuln}}} |
{{{armor}}} |
5-44 (FKD) |
3 |
1,1,0,0,1 |
10,11,12,13,14 |
{{{projSpeed}}} |
{{{atkRange}}} |
Whiffs on crouching opponents; if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage; cannot hit cross-up; puts opponent into limited juggle state (combos into 623LP/MP/PP); performs final kick on hit only |
Street Fighter 6/Akuma/Data (edit) | akuma_214lk | Special | Akuma | 214LK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214lk.png | SF6_Akuma_214lk_hitbox.png | 600 |
150 |
Combo (2 hits) |
12 |
2 |
14+7(13) land |
34(40) |
LH |
- |
{{{hitconfirm}}} |
KD +50 |
-13 |
KD +50 |
-27 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
16 |
12 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
5-27 (FKD) |
2 |
1 |
0 |
{{{projSpeed}}} |
{{{atkRange}}} |
6f extra recovery on block/whiff; whiffs on crouching opponents (for consistency, cancel from 5MK or 2HP); cannot hit cross-up; puts opponent into limited juggle state; allows juggle into 623P (close range), 2HK (safe jump setup), or any Super |
Street Fighter 6/Akuma/Data (edit) | akuma_214lp | Special | Akuma | 214LP | Adamant Flame |
SF6_Akuma_214lp.png | SF6_Akuma_214lp_hitbox.png | 700 |
175 |
{{{dmgScaling}}} |
15 |
3 |
23 |
40 |
LH |
SA3 |
15 / 20 (6P) |
+1 |
-8 |
+5 |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
27 |
18 |
11 |
6000 |
[6000] |
500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
0 |
0 |
3 |
{{{projSpeed}}} |
1.714 |
6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-12 (can make low attacks whiff); only version of 214P that can combo from 2LP/5LK |
Street Fighter 6/Akuma/Data (edit) | akuma_214lp_6p | Special | Akuma | 214LP~6P | Adamant Flame Follow-Up |
SF6_Akuma_214lp_6p.png | SF6_Akuma_214lp_6p_hitbox.png | 500 |
125 |
{{{dmgScaling}}} |
7 |
4 |
18(22) |
28(32) |
LH |
SA3 |
45-48 |
+3 |
-10 |
+7 |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
25 |
16 |
16 |
4000 |
[7000] |
500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 air |
1 |
10 |
{{{projSpeed}}} |
{{{atkRange}}} |
4f extra recovery on block; cannot come out on whiff; true blockstring from 214LP even at max delay; keeps opponent grounded for strike/throw mixup (requires microwalk if midscreen) |
Street Fighter 6/Akuma/Data (edit) | akuma_214mk | Special | Akuma | 214MK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214mk.png | SF6_Akuma_214mk_hitbox.png | 500x2 (1000) |
125x2 |
Combo (2 hits) |
11 |
2(13)2 |
11+20 land |
58 |
LH |
- |
{{{hitconfirm}}} |
KD +41(38) |
-13(-28) |
KD +41(38) |
-31(-46) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20x2 (35 total) |
8,15 |
2500x2 |
[5000] |
1000x2 |
500x2 (350x2) |
250x2 (125x2) |
8-38 Lower Body Projectile |
{{{armor}}} |
5-38 (FKD) |
2 |
0,2 |
5,5 |
{{{projSpeed}}} |
{{{atkRange}}} |
2 hits; whiffs on crouching opponents; cannot hit cross-up; puts opponent into limited juggle state (follow-up requires higher juggle connect, like after wallsplat); 2nd hit has 3f worse KD advantage; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block |
Street Fighter 6/Akuma/Data (edit) | akuma_214mp | Special | Akuma | 214MP | Adamant Flame |
SF6_Akuma_214mp.png | SF6_Akuma_214mp_hitbox.png | 800 |
200 |
{{{dmgScaling}}} |
19 |
3 |
20(23) |
41(44) |
LH |
SA3 |
15 / 20 (6P) |
+2 |
-4 |
+10 |
-21 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
25 |
19 |
11 |
6000 |
[10000] |
500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
0 |
0 |
3 |
{{{projSpeed}}} |
2.064 |
3f extra recovery on whiff; extra advantage on Punish Counter (+10) makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-15 (can make low attacks whiff) |
Street Fighter 6/Akuma/Data (edit) | akuma_214mp_6p | Special | Akuma | 214MP~6P | Adamant Flame Follow-Up |
SF6_Akuma_214mp_6p.png | SF6_Akuma_214mp_6p_hitbox.png | 600 |
150 |
{{{dmgScaling}}} |
7 |
4 |
32 |
42 |
LH |
SA3 |
45-48 |
KD +32 |
-18 |
KD +32 |
-34 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
18 |
16 |
4000 |
[7000] |
500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
10 |
{{{projSpeed}}} |
{{{atkRange}}} |
Cannot come out on whiff; true blockstring from 214MP even at max delay; puts opponents into limited juggle state |
Street Fighter 6/Akuma/Data (edit) | akuma_214pp | Special | Akuma | 214PP | Adamant Flame |
SF6_Akuma_214pp.png | SF6_Akuma_214pp_hitbox.png | 700 |
175 |
20% Starter |
18 |
3 |
23 |
43 |
LH |
SA2 SA3 |
17 / 20 (6P) |
+1 |
-3 |
KD +78 Crumple |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
27 |
23 |
11 |
6000 |
[10000] |
-20000 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
0 |
0 |
3 |
{{{projSpeed}}} |
2.134 |
Can be spaced in neutral for +2f better advantage (very precise); grounded Punish Counter crumple is +16 before opponent becomes airborne; foot hurtbox is pulled back on frames 6-14 (can make low attacks whiff); combos from Punish Counter 5LK/2LP |
Street Fighter 6/Akuma/Data (edit) | akuma_214pp_6p | Special | Akuma | 214PP~6P | Adamant Flame Follow-Up |
SF6_Akuma_214pp_6p.png | SF6_Akuma_214pp_6p_hitbox.png | 300,400 (240,320) |
75,100 |
{{{dmgScaling}}} |
7 |
4(4)3 |
25(31) |
42(48) |
LH |
SA2 SA3 |
54-57 |
HKD +45(+63) |
-18 |
HKD +45(+63) |
-32 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
24 total |
7,17(15) |
2000x2 |
[7000] |
{{{driveGain}}} |
500,250 (350,175) |
250,125 (125,62) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
0 / 2 air |
1,1 |
10,15 |
{{{projSpeed}}} |
{{{atkRange}}} |
() refers to scaled damage from 214PP combo starter; 6f extra recovery on block; cannot come out on whiff; true blockstring from 214PP even at max delay; sends opponent to the edge of the screen for a wallsplat unless SA2 wallsplat occurred earlier in the combo (much less KD advantage, around +26~33); grounded wallsplat puts opponent into free juggle state (limited juggle state vs. airborne); allows a follow-up juggle if near the corner; KD advantage varies significantly depending on distance from corner |
Street Fighter 6/Akuma/Data (edit) | akuma_22ppp | Super | Akuma | 22PPP | Kongou-Kokuretsuzan |
SF6_Akuma_22ppp.png | SF6_Akuma_22ppp_hitbox.png | 330x8,360 (3000) |
82x8,90 (746) |
40% Minimum |
8 |
30 |
41 |
78 |
LH |
- |
{{{hitconfirm}}} |
KD +38 |
-39 |
KD +38 |
-62 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
32 total |
2x8,12 |
500x8,1000 (5000) |
1000x8,2000 (10000) |
{{{driveGain}}} |
-20000 |
-20000 |
1-11 Full |
Break |
{{{airborne}}} |
1 |
0 |
99 |
{{{projSpeed}}} |
{{{atkRange}}} |
Shin Akuma only (Back Taunt~Down Taunt); 9-hit Super projectile with a massive vertical hitbox; cannot be canceled into from OD specials like other Level 2 Supers; puts opponent into limited juggle state (but very difficult to launch high enough for a follow-up) |
Street Fighter 6/Akuma/Data (edit) | akuma_236236k | Super | Akuma | 236236K | Sip of Calamity |
SF6_Akuma_236236k.png | SF6_Akuma_236236k_hitbox.png | 4000 |
1000 |
50% Minimum; 10% Immediate (Sp) |
8(2) |
4 |
58 |
69 |
LH |
- |
{{{hitconfirm}}} |
HKD +18 |
-41 |
HKD +18 |
-60 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
21 |
12 |
7500 |
15000 |
{{{driveGain}}} |
-30000 |
-30000 |
1-11 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
99 |
{{{projSpeed}}} |
1.628 |
Cinematic time regenerates ~1.9 Drive bars for Akuma; close-range opponent cannot jump away after the Super freeze to avoid chip damage; only 2f startup when canceled from 623P/214P/214P~6P; leaves opponent in range for microwalk 6HP pressure or Drive Rush oki |
Street Fighter 6/Akuma/Data (edit) | akuma_236236k(ca) | Super | Akuma | 236236K | Sip of Calamity (CA) |
SF6_Akuma_236236k_ca.png | SF6_Akuma_236236k_hitbox.png | 4500 |
1250 |
50% Minimum; 10% Immediate (Sp) |
8(2) |
4 |
58 |
69 |
LH |
- |
{{{hitconfirm}}} |
HKD +18 |
-41 |
HKD +18 |
-60 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
21 |
12 |
10000 |
20000 |
{{{driveGain}}} |
-30000 |
-30000 |
1-11 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
99 |
{{{projSpeed}}} |
1.628 |
Available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Akuma; close-range opponent cannot jump away after the Super freeze to avoid chip damage; only 2f startup when canceled from 623P/214P/214P~6P; leaves opponent in range for microwalk 6HP pressure or Drive Rush oki |
Street Fighter 6/Akuma/Data (edit) | akuma_236236p | Super | Akuma | 236236P | Messatsu Gohado |
SF6_Akuma_236236p.png | SF6_Akuma_236236p_hitbox.png | 400x4,600 (2200) |
100x5 (500) |
30% Minimum |
10 |
- |
96 |
106 |
LH |
- |
{{{hitconfirm}}} |
KD +9 |
-41 |
KD +9 |
-42 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
56 total |
39 total |
500x5 |
1000x5 |
{{{driveGain}}} |
-10000 |
-10000 |
1-14 Strike/Throw |
Break |
{{{airborne}}} |
100 |
1x4,100 |
99 |
0.12 |
{{{atkRange}}} |
5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen; slower startup allows opponents (except Dhalsim/Lily/Zangief) to avoid with a jump after the screen freeze |
Street Fighter 6/Akuma/Data (edit) | akuma_236hp | Special | Akuma | 236HP | Gou Hadoken |
SF6_Akuma_236hp.png | SF6_Akuma_236hp_hitbox.png | 700 |
175 |
{{{dmgScaling}}} |
12~28 |
- |
34 |
46 |
LH |
SA3 |
4 |
-4 |
-8 |
0 |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
31 |
27 |
8 |
2500 |
[3000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
2 |
1 |
0.095 |
{{{atkRange}}} |
1-hit projectile; fastest movement speed and startup but slowest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 14~ |
Street Fighter 6/Akuma/Data (edit) | akuma_236k | Special | Akuma | 236K | Demon Raid |
SF6_Akuma_236k.png | SF6_Akuma_236k_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
18~40 |
- |
- |
{{{total}}} |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
7-45 (FKD) |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Button strength determines trajectory (LK short, MK mid, HK far); counter-hit state for entire duration; cancelable into follow-ups on frames 18-40; on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down) |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk | Special | Akuma | 236KK | Demon Raid |
SF6_Akuma_236kk.png | SF6_Akuma_236kk_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
16~40 |
- |
- |
{{{total}}} |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-20000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
7-45 (FKD) |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Tracks opponent's location regardless of distance; counter-hit state for entire duration; cancelable into follow-ups on frames 16-40 (16-38 for Fireball/Tatsu follow-ups); on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down) |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_2_hold | Special | Akuma | 236KK~[2] | Demon Swoop |
SF6_Akuma_236kk_2_hold.png | SF6_Akuma_236kk_2_hold_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
40 |
- |
2+3(8) land |
45(50) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Acts like an empty jump (with the same 45f duration) that puts Akuma point blank; 5f extra landing recovery when crossing over opponent; useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236KK; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_j214k | Special | Akuma | 236KK~j.214K | Demon Gou Rasen |
SF6_Akuma_236kk_j214k.png | SF6_Akuma_236kk_j214k_hitbox.png | 200x4,500 (1300) |
{{{chip}}} |
Combo (2 hits) |
16+5 |
2(2)3(2)3(1)3(1)2 |
10 land |
{{{total}}} |
- |
- |
{{{hitconfirm}}} |
KD +46(+53) |
- |
KD +46(+53) |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
6,2x3,12 |
{{{driveDmgBlk}}} |
[1000x4,6000] |
{{{driveGain}}} |
200x5 (140x5) |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
2 |
0,0,0,0,1 |
10,11,12,13,8 |
{{{projSpeed}}} |
{{{atkRange}}} |
Can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; cannot hit cross-up or against grounded opponents; stops Akuma's air momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state; KD advantage depends on how high it connects (useful after 4HK launch, allowing most juggle enders to combo); Akuma is in a crouching state on frames 4-10 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_j236p | Special | Akuma | 236KK~j.236P | Demon Gou Zanku |
SF6_Akuma_236kk_j236p.png | SF6_Akuma_236kk_j236p_hitbox.png | 300x3 (900) |
75x3 (225) |
{{{dmgScaling}}} |
16+6(21) |
- |
9(2) land |
{{{total}}} |
LH |
- |
{{{hitconfirm}}} |
KD~ (varies) |
-3~ (varies) |
KD~ (varies) |
0~ |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
29 total |
7x2,8 (8x3) |
2000x2,1000 |
[2000,0,1000] |
{{{driveGain}}} |
300x2,400 (210x2,280) |
150x2,200 (75x2,100) |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
1 / 0 air |
0,0,0 |
5,5,5 |
0.075 |
{{{atkRange}}} |
3-hit OD projectile; can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; dissipates if Akuma is hit; creates stationary projectile on frames 6-20, then shoots downward at ~50 degree angle (this projectile will only have 2 hits if the initial hitbox collided with opponent); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); puts grounded opponents into limited juggle state; advantage varies significantly depending on timing/spacing/angle; foot hurtbox is projectile invuln 1f~land |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_k | Special | Akuma | 236KK~K | Demon Blade Kick |
SF6_Akuma_236kk_k.png | SF6_Akuma_236kk_k_hitbox.png | 700 |
175 |
20% Starter; Combo (2 hits) |
16+13 |
until land |
9(14) land |
{{{total}}} |
LH |
- |
{{{hitconfirm}}} |
0(+10) |
-5(+5) |
+4(+14) |
-18(-8) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
20 |
15 |
13 |
4000 |
[5000] |
1000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
1 |
0 |
4 |
{{{projSpeed}}} |
{{{atkRange}}} |
5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs) |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_no_input | Special | Akuma | 236KK~No Input | Demon Low Slash |
SF6_Akuma_236kk_no_input.png | SF6_Akuma_236kk_no_input_hitbox.png | 1000 |
250 |
{{{dmgScaling}}} |
53 |
4 |
15(19) |
71(75) |
L |
- |
{{{hitconfirm}}} |
HKD +39 |
+2 |
HKD +54 |
-17 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
21 |
13 |
4000 |
[10000] |
1000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
5 |
{{{projSpeed}}} |
{{{atkRange}}} |
4f extra recovery on whiff; recovery is in a crouching state until the final frame (final 5f on whiff); causes Akuma to auto-correct if Demon Raid crosses up |
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_p | Special | Akuma | 236KK~P | Demon Guillotine |
SF6_Akuma_236kk_p.png | SF6_Akuma_236kk_p_hitbox.png | 1300 |
325 |
{{{dmgScaling}}} |
16+16 |
until land |
9 land |
{{{total}}} |
H |
- |
{{{hitconfirm}}} |
KD +37(+41) |
+3(+7) |
KD +37(+41) |
-15(-11) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20 |
13 |
6000 |
[5000] |
1000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
1 |
0 |
5 |
{{{projSpeed}}} |
{{{atkRange}}} |
Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing) |
Street Fighter 6/Akuma/Data (edit) | akuma_236k_2_hold | Special | Akuma | 236K~[2] | Demon Swoop |
SF6_Akuma_236k_2_hold.png | SF6_Akuma_236k_2_hold_hitbox.png | - |
{{{chip}}} |
{{{dmgScaling}}} |
40 |
- |
2+3(8) land |
45(50) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
{{{atkRange}}} |
Acts like an empty jump (with the same 45f duration) with adjustable distance; 5f extra landing recovery when crossing over opponent; useful for baiting opponent's anti-air, Drive Impact, or Parry; must be inputting any Down direction on frame 41 of 236K; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame |
Street Fighter 6/Akuma/Data (edit) | akuma_236k_k | Special | Akuma | 236K~K | Demon Blade Kick |
SF6_Akuma_236k_k.png | SF6_Akuma_236k_k_hitbox.png | 700 |
175 |
20% Starter; Combo (2 hits) |
18+13 |
until land |
9(14) land |
{{{total}}} |
LH |
- |
{{{hitconfirm}}} |
0(+10) |
-5(+5) |
+4(+14) |
-18(-8) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
20 |
15 |
13 |
4000 |
[5000] |
1000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
1 |
0 |
4 |
{{{projSpeed}}} |
{{{atkRange}}} |
5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs) |
Street Fighter 6/Akuma/Data (edit) | akuma_236k_no_input | Special | Akuma | 236K~No Input | Demon Low Slash |
SF6_Akuma_236k_no_input.png | SF6_Akuma_236k_no_input_hitbox.png | 1000 |
250 |
{{{dmgScaling}}} |
53 |
4 |
15(19) |
71(75) |
L |
- |
{{{hitconfirm}}} |
HKD +39(+42) |
+2(+5) |
HKD +54(+57) |
-17(-14) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
21 |
13 |
4000 |
[10000] |
1000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1 |
5 |
{{{projSpeed}}} |
{{{atkRange}}} |
4f extra recovery on whiff; recovery is in a crouching state until the final frame (final 5f on whiff); causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage |
Street Fighter 6/Akuma/Data (edit) | akuma_236k_p | Special | Akuma | 236K~P | Demon Guillotine |
SF6_Akuma_236k_p.png | SF6_Akuma_236k_p_hitbox.png | 1300 |
325 |
{{{dmgScaling}}} |
18+16 |
until land |
9 land |
{{{total}}} |
H |
- |
{{{hitconfirm}}} |
KD +37(+41) |
+3(+7) |
KD +37(+41) |
-15(-11) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
20 |
13 |
6000 |
[5000] |
1000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
Until Land (FKD) |
1 |
0 |
5 |
{{{projSpeed}}} |
{{{atkRange}}} |
Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing) |
Street Fighter 6/Akuma/Data (edit) | akuma_236lp | Special | Akuma | 236LP | Gou Hadoken |
SF6_Akuma_236lp.png | SF6_Akuma_236lp_hitbox.png | 700 |
175 |
{{{dmgScaling}}} |
16~32 |
- |
30 |
46 |
LH |
SA3 |
4 |
0 |
-4 |
+4 |
-20 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
31 |
27 |
8 |
2500 |
[3000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
2 |
1 |
0.055 |
{{{atkRange}}} |
1-hit projectile; slowest movement speed and startup but fastest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 16~ and on arms (projectile invuln) from frame 18~ |
Street Fighter 6/Akuma/Data (edit) | akuma_236mp | Special | Akuma | 236MP | Gou Hadoken |
SF6_Akuma_236mp.png | SF6_Akuma_236mp_hitbox.png | 700 |
175 |
{{{dmgScaling}}} |
14~30 |
- |
32 |
46 |
LH |
SA3 |
4 |
-2 |
-6 |
+2 |
-22 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
31 |
27 |
8 |
2500 |
[3000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
2 |
1 |
0.075 |
{{{atkRange}}} |
1-hit projectile; middle ground for startup, movement speed, and recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 14~ and on arms (projectile invuln) from frame 16~ |
Street Fighter 6/Akuma/Data (edit) | akuma_236pp | Special | Akuma | 236PP | Gou Hadoken |
SF6_Akuma_236pp.png | SF6_Akuma_236pp_hitbox.png | 400,600 |
100,150 |
20% Starter; Combo (2 hits) |
12~27 |
- |
29 |
41~56 |
LH |
SA2 SA3 |
12 |
KD +55 |
+2 |
KD +55 |
-8 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
32 total |
9,10 |
1250x2 |
[2500x2] |
-20000 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0,2 |
1,6 |
0.095 |
{{{atkRange}}} |
2-hit OD projectile; holding buttons for 24f gives the fully charged 3-hit version; holding button 9-23f extends the startup while still giving uncharged version; projectile hitbox comes out 4f after button release; puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 16~ |
Street Fighter 6/Akuma/Data (edit) | akuma_236pp_hold | Special | Akuma | 236[PP] | OD Gou Hadoken Lv.2 |
SF6_Akuma_236pp_hold.png | SF6_Akuma_236pp_hold_hitbox.png | 300x2,600 (1200) |
75x2,150 (300) |
20% Starter; Combo (2 hits) |
31 |
- |
28 |
59 |
LH |
SA2 SA3 |
12 |
KD +57 |
+5 |
KD +57 |
+4 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
34 total |
5,5,10 |
1000x3 |
[2000x2,3000] |
-20000 |
200x3 (140x3) |
100x3 (50x3) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0,0,2 |
1,1,6 |
0.145 |
{{{atkRange}}} |
3-hit OD projectile; buttons must be held 24f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 10~ |
Street Fighter 6/Akuma/Data (edit) | akuma_236p_hold | Special | Akuma | 236[P] | Gou Hadoken Lv.3 |
SF6_Akuma_236p_hold.png | SF6_Akuma_236p_hold_hitbox.png | 300x2,600 (1200) |
75x2,150 (300) |
20% Starter; Combo (2 hits) |
56 |
- |
28 |
84 |
LH |
SA3 |
12 |
KD +57 |
+5 |
KD +57 |
+4 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{afterDRHit}}} |
{{{afterDRBlk}}} |
{{{hitstun}}} |
34 total |
5,5,10 |
1000x3 |
[2000x2,3000] |
300x2,400 |
200x3 (140x3) |
100x3 (50x3) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0,0,2 |
1,1,6 |
LP 0.09 / MP 0.115 / HP 0.145 |
{{{atkRange}}} |
3-hit projectile; projectile speed depends on button strength; button must be held 49f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~ |