input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 5 | 2 | 7 | 13 | +4 | -1 | LH | Sp SA TC | 12 Sp, 14 TC |
5MP | 600 | 6 | 5 | 14(16) | 24(26) | +3 | -3 | LH | Sp SA | 16 |
5HP | 800 | 12 | 3 | 21 | 35 | +1 | -4 | LH | TC | 20 |
5LK | 300 | 4 | 3 | 12 | 18 | +3 | -3 | LH | Sp SA | 13 |
5MK | 700 | 8 | 3 | 15(17) | 25(27) | +6 | -2 | LH | - | |
5HK | 800 | 9 | 4 | 19 | 31 | +4 | -3 | LH | Sp SA | 18 |
2LP | 300 | 4 | 2 | 9 | 14 | +4 | -1 | LH | Chn Sp SA | 12 |
2MP | 600 | 8 | 3 | 18 | 28 | +1 | -3 | LH | Sp SA | 15 |
2HP | 900 | 10 | 3 | 28 | 40 | HKD +27 | -8 | L | - | |
2LK | 200 | 5 | 3 | 8 | 15 | +3 | -2 | L | Chn | |
2MK | 600 | 7 | 3 | 16 | 25 | +5 | +1 | L | SA | 14 SA |
2HK | 900 | 10 | 6 | 20 | 35 | 0 | -3 | LH | SA | 20 SA |
j.LP | 300 | 5 | 9 | 3 land | - | +2(+9) | -2(+5) | H | - | |
j.MP | 700 | 7 | 4 | 3 land | - | +9(+11) | +5(+7) | H | - | |
j.HP | 800 | 11 | 6 | 3 land | - | +5(+15) | +1(+11) | H | - | |
j.LK | 300 | 5 | 6 | 3 land | - | +4(+10) | 0(+6) | H | - | |
j.MK | 600 | 7 | 6 | 3 land | - | +4(+13) | 0(+9) | H | - | |
j.HK | 800 | 8 | 8 | 3 land | - | +8(+15) | +4(+11) | H | - | |
3MP | 600 | 24 | 3 | 18 | 44 | +3 | -2 | H | - | |
6HP | 900 | 16 | 3 | 20(21) | 38(39) | +3 | -4 | LH | SA | 17 |
6HK | 400x2 | 14 | 3(5)3 | 16(24) | 40(48) | +4 | +2 | LH | - | |
j.2HP | 800 | 9 | 5 | 3 land | - | +5(+15) | +1(+11) | H | - | |
5LP~LP | 300(240) | 8 | 2 | 14(16) | 23(25) | +1 | -3 | LH | Sp SA | 32~33 (13) |
5HP~HP | 400 | 14 | 3 | 24(29) | 40(45) | KD +34[+54] | -15 | LH | - |
< Street Fighter 6 | A.K.I.
Frame Data Tables
Character Data
A.K.I. | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.0452 | 0.032 | 19 | 23 | 1.300 | 1.079 | 4+40+3 | 2.00 | 1.60 | 2.176 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -7 | +3 | -2 | +8 | +3 | 13 | 8 | 9 |
5MP | +7 | -17 | +11 | +5 | +7 | +1 | 22 | 16 | 12 | |
5HP | +5 | -22 | +5 | 0 | 25 | 20 | 13 | |||
5LK | 20% Starter | +7 | -13 | +5 | -1 | +7 | +1 | 18 | 12 | 9 |
5MK | +10 | -16 | +10 | +2 | 24 | 16 | 11 | |||
5HK | +12 Stagger | -21 | +16 | +9 | +8 | +1 | 27 | 20 | 13 | |
2LP | 20% Starter | +8 | -9 | +5 | 0 | +8 | +3 | 15 | 10 | 9 |
2MP | +5 | -19 | +12 | +8 | +5 | +1 | 22 | 18 | 11 | |
2HP | HKD +49 | -29 | HKD +27 | -4 | 23 | 13 | ||||
2LK | 20% Starter | +7 | -9 | +7 | +2 | 14 | 9 | 9 | ||
2MK | 10% Starter | +9 | -17 | +9 | +5 | 24 | 20 | 10 | ||
2HK | KD +48 Spin | -24 | +4 | +1 | 26 | 23 | 13 | |||
j.LP | +6(+13) | -9(-2) | 13 | 9 | 9 | |||||
j.MP | +13(+15) | -4(-2) | 15 | 11 | 11 | |||||
j.HP | +9(+19) | -12(-2) | 19 | 15 | 13 | |||||
j.LK | +8(+14) | -8(-2) | 14 | 10 | 9 | |||||
j.MK | +8(+17) | -11(-2) | 17 | 13 | 11 | |||||
j.HK | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
3MP | +7 | -19 | +7 | +2 | 24 | 19 | 11 | |||
6HP | +7 | -22 | +7 | 0 | 26 | 19 | 13 | |||
6HK | 20% Starter | +8 | -17 | +8 | +6 | 31(23) | 29(21) | 6,10 | ||
j.2HP | 20% Starter | +9(+19) | -12(-2) | 19 | 15 | 13 | ||||
5LP~LP | +5 | -16 | +6 | +4 | 17 | 15 | 10 | |||
5HP~HP | KD +34[+54] | 17 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 3000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 700 (490) | 350 (175) |
5HK | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
2HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
3MP | 2500 | [4000] | 1500 | 500 (350) | 250 (125) |
6HP | 6000 | [6000] | 3000 | 1000 (700) | 500 (250) |
6HK | 2000x2 | [5000x2] | 1500x2 | 500x2 (350x2) | 250x2 (125x2) |
j.2HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
5LP~LP | 1000 | [4000] | 500 | 400 (280) | 200 (100) |
5HP~HP | 6000 | [10000] | 3000 | 600 (420) | 300 (150) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 0.90 | 1 | 1 | 0 | |||
5MP | 1.269 | 1 | 1 | 0 | |||
5HP | 1.782 | 1 | 1 | 0 | |||
5LK | 1.04 | 1 | 1 | 0 | |||
5MK | 1.48 | 1 | 1 | 0 | |||
5HK | 1.376 | 1 | 1 | 0 | |||
2LP | 0.96 | 1 | 1 | 0 | |||
2MP | 1.375 | 1 | 1 | 0 | |||
2HP | 1.923 | 1 | 1 | 2 | |||
2LK | 1.19 | 1 | 1 | 0 | |||
2MK | 1.34 | 1 | 1 | 0 | |||
2HK | 1.601 | 1 | 1 | 2 | |||
j.LP | 0.68 | 1 | 1 | 0 | |||
j.MP | 0.93 | 2 | 2 | 1 | |||
j.HP | 0.99 | 1 | 0 | 0 | |||
j.LK | 1.14 | 1 | 1 | 0 | |||
j.MK | 1.03 | 1 | 1 | 0 | |||
j.HK | 1.23 (1.13) | 1 | 0 | 0 | |||
3MP | 1.440 | 1 | 1 | 0 | |||
6HP | 2.162 (2.076) | 1 | 1 | 0 | |||
6HK | 1.736 (1.548) | 1 | 1 | 0,1 | |||
j.2HP | 0.46 | 1 | 0 | 0 | |||
5LP~LP | 1 | 1 | 1 | ||||
5HP~HP | 1 | 1 | 4 |
input | Notes |
---|---|
input | Notes |
5LP | Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo |
5MP | 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 |
5HP | Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents |
5LK | Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame |
5MK | 2 extra recovery frames on whiff; useful poke and combo starter |
5HK | 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 |
2LP | 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 |
2MP | 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 |
2HP | 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) |
2LK | Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches |
2MK | 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 |
2HK | 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 |
j.LP | Can be used as a fuzzy instant overhead |
j.MP | Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; shifts A.K.I.'s hurtbox upward during startup |
j.HP | Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames |
j.LK | Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in) |
j.MK | Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring) |
j.HK | Good jump-in that doesn't extend hurtbox as much as j.HP |
3MP | Relatively slow overhead that leads to combos with meaty timing or Drive Rush |
6HP | 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super |
6HK | 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 |
j.2HP | During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents |
5LP~LP | 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 |
5HP~HP | 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 |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +19 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +27 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +19 | ||||
4LPLK | 20% Immediate | HKD +27 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.50 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.978 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.978 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | 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 |
4LPLK | 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 |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | 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. |
MPMK~66 | 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) |
MPMK or 66 | 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 |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
214LP | 500 | 17 | - | 35 | 52 | -5 | -10 | LH | SA3 | 4 SA |
214PP | 300,400 | 16 | - | 28 | 44 | KD +45 | +1 | LH | SA2 SA3 | 12 SA |
214LP~6P | 500[800] | 13 | 2 | 34 | 48 | -4 [KD +38] | -16(-11) | LH | SA3 | 8[13] SA |
214LP~6P | 800 | 14 | 6 | 29 | 48 | KD +42 | -4 | LH | - | |
214PP~6P | 600[800] | 13 | 5 | 28 | 45 | KD +25 [KD +41~44] | -13(-10) | LH | SA2 SA3 | 10[15] SA |
214PP~6P | 800x2 | 14 | 12 | 20 | 45 | KD +43(+52~57) | -2(+4) | LH | SA2 SA3 | 14[15] SA |
214MP | - | 26 | [160] | 20 | 46 | - | - | - | - | |
214HP | 200,600 | 13 | 3(14)9 | 13 | 51 | KD +40 | -4 | LH | SA3 | 33(6) SA |
236LP | 500[800] | 14 | 3 | 20(26) | 36(42) | +1(+3) [KD +44(46)] | -8(-6) | LH | SA3 | 16[17] |
236MP | 600[700] | 17 | 6 | 24 | 46 | KD +44 [Crumple +69] | -12 | LH | SA3 | 16[17] |
236HP | 700[800] | 11 | 6 | 32 | 48 | KD +44 [KD +53] | -20 | LH | SA3 | 17[16] |
236PP | 600[800] | 21 | 5 | 25 | 50 | +4 [Crumple +71] | -14(-11) | LH | [TB: SA2 SA3] | [73] |
214LK | 200x4 (800) | 24 | 2(5)2(4)2(5)2 | 18 land | 63 | +1 (KD +38~45) | -3 | LH | SA3 | 56(31) SA |
214MK | 200x3,300 (900) | 28 | 2(5)2(4)2(5)2 | 18 land | 67 | +3 (KD +38~45) | -3 | LH | SA3 | 56(31) SA |
214HK | 200x3,400 (1000) | 33 | 2(5)2(4)2(5)2 | 18 land | 72 | +4 (KD +41~50) | -3 | LH | SA3 | 56(31) SA |
214KK | 200,200x4,600 (1600) | 28 | 3(4)2(4)2(5)2 | 18 land | 67 | HKD +42 (+2~3) | +2 | LH | SA2* SA3* | 28(19) SA |
236LK | - | 37 total | - | - | 37 | - | - | - | - | |
236MK | - | 39 total | - | - | 39 | - | - | - | - | |
236HK | - | 43(50~54) total | - | - | 43(50~54) | - | - | - | - | |
236KK | - | 42(48~57) | - | - | 42(48~57) | - | - | - | - | |
2PP | - | 11(28) | [185] | 20 | 216 | - | - | - | - | |
2PP~8 | - | - | - | 21 | 21 | - | - | - | - | |
2PP~P | 1100 | 11+19 | 15 | 30 | 63 | KD +20(34) [Crumple +67(81)] | -25(-11) | LH | - | |
2PP~K | 300x2 | 11+11 | 3(9)3 | 17(20) | 42(45) | +4 | -3 | LH | SA3 (2nd) | 33(15) SA |
2PP~LPLK | 1852 (2222) | 11+23 | 3 | 55 | 80 | HKD +16 | - | T | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
214LP | 125 | -1 | -25 | 26 | (8) | |
214PP | 75,100 | KD +45 | -7 | 30 total | (7,6) | |
214LP~6P | 125 | 0 [KD +38] | -34(-25) | 20 | 3[8(13)] | |
214LP~6P | 200 | KD +42 | -24 | 31 | 13 | |
214PP~6P | 150 | Combo (2 hits) | KD +25 [KD +41~44] | -31(-22) | 20 | 3[8(13)] |
214PP~6P | 200,150(425) | KD +43(+57) | -21 | 30(31) | 3(13) | |
214MP | ||||||
214HP | 50,150 | 15% Immediate | KD +40 | -20 | 20,18 (35 total) | 10,2(4) |
236LP | 125 | KD +55[+61] Crumple | -27(-25) | 15 | 12[13] | |
236MP | 150 | KD +44 [Crumple +69] | -28 | 18 | 12[13] | |
236HP | 175 | KD +44 [KD +53] | -36 | 18 | 15 | |
236PP | 150 | 20%[10%] Starter; Combo (2 hits) | +8 [Crumple +75] | -28(-25) | 16 | 10 |
214LK | 50x4 (200) | 20% Starter | +5 (KD +38~45) | -18 | 37(24) | 6,6,6,8 |
214MK | 50x3,75 (225) | 20% Starter | +7 (KD +38~45) | -18 | 37(24) | 6,6,6,8 |
214HK | 50x3,100 (250) | 20% Starter | +8 (KD +41~50) | -18 | 37(24) | 6,6,6,8 |
214KK | 50x3,100 (250) | HKD +42 (+6~7) | -18 | 42 total | 6,6,6,8 | |
236LK | ||||||
236MK | ||||||
236HK | ||||||
236KK | ||||||
2PP | ||||||
2PP~8 | ||||||
2PP~P | 275 | KD +20(34) [Crumple +67(81)] | -43(-29) | 20 | 13 | |
2PP~K | 75x2 | +8 | -21 | 32 total | 6,9 | |
2PP~LPLK | HKD +16 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
214LP | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
214PP | 1000x2 | [2500x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
214LP~6P | 2500 | [2000] | 1000[3000] | 600 (420) | 300 (150) |
214LP~6P | 1000 | [2500] | 1000 | 300 (210) | 150 (75) |
214PP~6P | 2500 | [2000] | 600 (420) | 300 (150) | |
214PP~6P | 3500 | [2500] | 900 (630) | 450 (225) | |
214MP | |||||
214HP | 1500x2 | [2000x2] | 1000x2 | 300x2 (210x2) | 150x2 (75x2) |
236LP | 3000 | [5000] | 2000 | 600 (420) | 300 (150) |
236MP | 5000 | [7000] | 2000 | 600 (420) | 300 (150) |
236HP | 6000 | [8000] | 2500 | 600 (420) | 300 (150) |
236PP | 4000 | [6000] | -20000 | 500,[500] (350,[350]) | 250 (125) |
214LK | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
214MK | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
214HK | 1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
214KK | 1000x4 | [9000] (1250x2) | -20000 | 1200 (840) | 100x4 (50x4) |
236LK | |||||
236MK | |||||
236HK | |||||
236KK | -20000 | ||||
2PP | |||||
2PP~8 | |||||
2PP~P | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
2PP~K | 2000x2 | [3500x2] | 1500x2 | 300x2 (210x2) | 150x2 (75x2) |
2PP~LPLK | [10010] | 5000 | 3000 (2100) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
214LP | 1 | 1 | 1 | ||||
214PP | 0,1 | 0,3 | 2,2 | ||||
214LP~6P | '"`UNIQ--templatestyles-00000000-QINU`"'[1] | 1 | 6 | ||||
214LP~6P | 1 | 3 | 8 | ||||
214PP~6P | '"`UNIQ--templatestyles-00000002-QINU`"'[1] | 1 | 6 | ||||
214PP~6P | 2(1~4) | 3 | 8 | ||||
214MP | |||||||
214HP | 1.77 (1.08) | 1,2 | 1,1 | 1,2 | |||
236LP | 1 / '"`UNIQ--templatestyles-00000003-QINU`"'[1] / '"`UNIQ--templatestyles-00000004-QINU`"'-1 PC | 1 | 3 | ||||
236MP | 1 / '"`UNIQ--templatestyles-00000005-QINU`"'[-1 ground] | 1 | 2 | ||||
236HP | 6-16 Air | 1 / '"`UNIQ--templatestyles-00000006-QINU`"'[1] | 5 / '"`UNIQ--templatestyles-00000007-QINU`"'[2] | 2 | |||
236PP | 2 / '"`UNIQ--templatestyles-00000008-QINU`"'[-1] | 1 | 1 | ||||
214LK | 19-23 Lower Body Projectile | 9-45 (FKD) | 1 | 0x4 | 5,5,7,8 | ||
214MK | 21-27 Lower Body Projectile | 13-49 (FKD) | 1 | 0x3,1 | 5x4 | ||
214HK | 26-32 Lower Body Projectile | 18-54 (FKD) | 1 | 0x3,1 | 5x4 | ||
214KK | 23-27 Lower Body Projectile | 13-49 (FKD) | 1 | 0x3,1 | 5x4 | ||
236LK | 8-37 Upper Body Projectile | ||||||
236MK | 9-38 Upper Body Projectile | ||||||
236HK | 11-40(50) Upper Body Projectile | ||||||
236KK | 1-34 Strike, 1-42 Projectile | ||||||
2PP | Upper Body Projectile 10-197 | ||||||
2PP~8 | |||||||
2PP~P | Projectile 1-19 (Upper Body), 20-33 (Full) | 19-33 (FKD) | 1 / '"`UNIQ--templatestyles-00000009-QINU`"'[-1 ground] | 1 | 5 | ||
2PP~K | 1 | 1,1 | 2,3 | ||||
2PP~LPLK | 1.59 |
input | Notes |
---|---|
input | Notes |
214LP | 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) |
214PP | 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) |
214LP~6P | 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) |
214LP~6P | 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 |
214PP~6P | 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) |
214PP~6P | 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) |
214MP | 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 |
214HP | 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 |
236LP | 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 |
236MP | 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 |
236HP | 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) |
236PP | 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 |
214LK | 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) |
214MK | 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) |
214HK | 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 |
214KK | 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 |
236LK | 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 |
236MK | 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 |
236HK | 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) |
236KK | 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) |
2PP | 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) |
2PP~8 | 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 |
2PP~P | 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) |
2PP~K | 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 |
2PP~LPLK | During Sinister Slide; () refer to Punish Counter damage; good range but slow startup |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 850,950 (1800) | 10 | 3 | 68 | 80 | KD +30 | -46 | LH |
214214P | 300,200x6,1000 (2500) | 7 | 53(28)12 | 54 | 153 | KD +30 | -19~ | LH |
236236P | 4000 | 10 | 3 | 58 | 70 | HKD +30 | -36 | LH |
236236P | 4500 | 10 | 3 | 58 | 70 | HKD +21 | -36 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 500 | 30% Minimum | KD +30 | -69 | 25 | |
214214P | 125,80x6,145 (750) | 40% Minimum | KD +30 | -19(-55) | 116~121 total | |
236236P | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +30 | -59 | 25 | 13 |
236236P | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +21 | -59 | 25 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 2500 | 5000 | -10000 | -10000 |
214214P | 625x8 (5000) | 1500,500x6,5500 (10000) | -20000 | -20000 |
236236P | 7500 | 15000 | -30000 | -30000 |
236236P | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-12 Strike/Throw | Break | 1.853 | 1 | 0,99 | 99 | |
214214P | Break | 0,99 | 0,99 | 99 | |||
236236P | 1-12 Full | Break | 1.948 | 99 | |||
236236P | 1-12 Full | Break | 1.948 | 99 |
input | Notes |
---|---|
input | Notes |
236236K | 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 |
214214P | 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) |
236236P | Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I. |
236236P | Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I. |