< Street Fighter 6 | A.K.I.
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Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
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A.K.I.

- Quick Notes
- Fireball can be punished with Venomous Fang / jump-ins on reaction.
- Neutral
- Sinister Slide (2PP) to bait out fireballs at a distance.
- Many of her ranged buttons lose to jump-ins and Drive Impacts.
- Offense
- Throws will beat out her non-metered reversal options outside of Drive Reversal.
- Defense
- If the opposing A.K.I. successfully venomous fangs the fireball, it is possible to cancel fireball into OD snake step (236KK) to escape punishment..
Akuma

- Quick Notes
- Fireball can be punished with Venomous Fang
- Neutral
- Crouch block is good to duck under Akuma's 5HK. Punish with PC 2MK, 5HK...
- Preemptively going into Sinister Slide to beat out fireballs and air fireballs can be good at a distance.
- Offense
- Defense
- Air Fireballs: at closer ranges 2HK is the most consistent option. At further ranges, A.K.I. can do a forward jump of her own, a drive impact, OD Serpent Lash (236PP) or Venomous Fang (2PP~P). These options mostly lose to a regular jump in, so only use them when certain Akuma is using an air fireball. If unsure, backdash is a safe option.
- Punish Akuma's Demon Raid (214K/Demon Flip) with 5HK for a full juggle
Blanka

- Quick Notes
- Throw out fireballs very sparingly
- 5HK to anti air Backstep Rolling Attack (Rainbow Ball)
- Punish 3HP with 5HK, 6HP with 2HP if not spaced
- Neutral
- Be very cautious when throwing out fireballs. Blanka can 3HP them on reaction.
- Offense
- When pressuring Blanka a delayed 5HK is a good option that will cover both wakeup OD Vertical Rolling Attack ([2]8KK/Up Ball) and wakeup OD Aerial Rolling Attack (j.[4]6PP/Air Ball).
- Defense
- All versions of Rolling Attack ([4]6P/Blanka Ball) can be punished by doing a drive impact the moment before Blanka makes contact. The timing is quite strict and will leave A.K.I. open for a large punish if timed incorrectly. Perfect parry is the safer but less rewarding option.
- Blanka 6HP is safe at max range but can be punished with 2HP if not spaced correctly.
- Blanka 3HP can be consistently punished by 5HK even if it hits very late.
- Backstep Rolling Attack (63214K/Rainbow Ball) can be anti aired by 5HK for a free juggle.
Cammy

- Quick Notes
- Jump back j.MK is a good anti air to beat out divekicks
- Be careful throwing out fireballs when Cammy has three bars of meter
- Jab beats out most of Hooligan mixup options.
- Neutral
- When Cammy has three bars of meter, be careful when throwing out a fireball as she can punish it from fullscreen on reaction. During the super flash, it is always worth trying to cancel the fireball into OD Snake Step (236KK).
- Offense
- Defense
- Divekicks can be beaten most consistently by H Serpent Lash (236HP), but it must be performed as early as possible. She will be forced into a juggle if she is anti aired with a normal, so it is possible to get big reward from 5HK and 2HK. Jump back j.MK is also an extremely good anti air. It will consistently beat divekick and due to the forced punish counter Cammy will be knocked down, allowing A.K.I. to drive rush back in for pressure.
- Try to intercept Spin Knuckle with 2LP or 5MP.
- In Burnout, all versions of Spin Knuckle are plus.
- There will always be a gap before 5HP in Burnout (unless it's from 2HP, which will have a gap before it).
- At max range, Spiral Arrows are safe or even 0 on block, but they can only be plus in Burnout.
- Many of Cammy’s hooligan mixups can be stuffed with a jab, this will also put Cammy into a forced knockdown state, allowing further juggles.
Beating Cammy's SA3 Startup: whiff OD Snake Step (236KK), no punish
- Useful if Cammy uses SA3 on reaction to your Drive Rush; in neutral, you can just jump away.
- The anti-air invuln on 236HP is insufficient to counter this Super the way most other characters can meterlessly
Chun-Li

- Quick Notes
- Neutral
- Offense
- Defense
Serenity Stream stance will low-profile the following moves:
- 5LP, 5MP, 214LP/PP
- 214K: only final hit connects; OD version gets no follow-up animation
Dee Jay

- Quick Notes
- Deejay's normals are quick and big, but most of them don't cancel when used as pokes.
- Most of Deejay's poking normals, [4]6HP, and 236MK are all vulnerable to Drive Impact.
- Deejay's low presence is lacking, making walking out of his pressure quite strong.
- Jus Cool, Deejay's sway, pulls him back and gives him follow-ups that convert on Punish Counter.
- All of the follow-ups lose to Drive Impact. The only way he can beat it is to sit still.
- Sitting still is technically punishable, but Deejay is quite far away despite how negative he is.
- His 5MP and 6MK are both plus on block. 214K~MK is also plus.
- Deejay's 5MP~MP TC is a gimmicky canned mixup. 5MP~MP~5HP is an unsafe frame trap, and 5MP~MP~4HP is a feign.
- Neutral
- Offense
- Defense
Dhalsim

- Quick Notes
- Neutral
- It may be worth trying to snipe him out of the air with 2PP~P (Venomous Fang)
- 5HK is a good option to beat his teleports
- Dhalsim gets poisoned if his normals go over A.K.I.'s 214MP (Orchid Spring)
- 214LP Nightshade Pulse can be a good way to prevent Dhalsim from poking at a distance
- Offense
- Defense
Ed
E.Honda

- Quick Notes
- Neutral
- 214LP (Nightshade Pulse) can be used to stop his regular headbutts
- Offense
- Honda's non-super reversal loses to throws
- Defense
- 5HK is a mostly reliable (outside of crossup range) option against his [2]8K (Buttslam) that leads to a punish counter combo starter
Guile

- Quick Notes
- Neutral
- Anti-projectile tools such as 214PP (OD Serpent Lash} and 214K (Cruel Fate) may be used preemptively against his fireballs
- A.K.I. can not contest Guile at further ranges. It may be a good idea to play up close, poking with 5HP and 5MK amongst other buttons, while whiff punishing him when possible
- Occasionally using DI against his pokes may be a good idea. A lot of them are not special-cancellable and loses to DI.
- Know roughly when Guile is not holding charge to be able to jump-in on him. If it is likely that he will throw out a projectile, jumping in is also possible.
- Offense
- Safejump is a good option against flashkick-heavy Guile players
- Try not to let Guile regain control of the stage. Keep him in the corner if he forward jumps by using j.MP or j.LK.
- Defense
- His upside down kick (6HK) is -8 on block. If done up close, A.K.I. can punish it.
- His drive rush hop kick 4LK is +0 on block always. Stop his pressure by using 2LP for a trade.
Jamie

- Quick Notes
- Neutral
- Try to stay within a set distance from Jamie in order to be able to drive rush punish his drinks on reaction.
- Offense
- Jamie's invincible reversal are extremely susceptible to jumps and will whiff. After H Serpent Lash (236HP), A.K.I. can double dash jump to bait out both throws and invincible reversals (his 623KK and supers).
- Do not attempt a chip KO with raw SA2 if Jamie has 2 drinks. He can use HK Bakkai to pass through, and will either hit A.K.I. or whiff right next to her for a full punish.
- Defense
- Mix up between back-rise and normal-rise on wakeup. If Jamie often goes for a drink after a knockdown, perform a normal-rise and drive rush in to punish it.
- Jamie's rekka1 (236P) is -6 on block, and A.K.I. is often in range to punish it with 5MP > 2PP~K, 2LP > 2LP > 236HP.
- Jamie's palm (214P) can sometimes be -6, depending on the version (L and M are -6 at worst), so it is important to judge the spacing carefully before pressing 5MP to punish.
JP

- Quick Notes
- Neutral
- Offense
- Defense
OD Amnesia Bombs:
- After blocking/parrying the first bomb, instant j.MP makes the second bomb whiff
- Be careful if JP is nearby, as he can hit you during your prejump frames for a combo
Juri
Ken

- Quick Notes
- Dealing with Jinrai Kicks
- 236LK is the fastest with the least blockstun, 236HK is the slowest with the most.
- Every 236K~6HK follow-up can be ducked under to make it whiff.
- Every initial Jinrai (236LK, 236MK, 236HK) are vulnerable to Drive Impact if they hit the armor. The follow-ups, not so much.
- 236LK can typically be punished (even if slightly delayed) with 5LP if no follow-up is used. Ken yells "."
- 236LK~6LK has a gap (6-9 frames) that can be interrupted.
- 236LK~6MK has a much bigger gap (6-9 frames on hit, 18-21 frames on block) and is easier to interrupt.
- 236MK is more difficult to punish, especially if spaced. 6MP/2MK must be used immediately to punish when not up close. Ken yells "." Modern Ken gets this on 3SP.
- 236MK~6LK has a 2-4f gap and will typically frame trap or trade.
- 236MK~6MK again has a bigger gap (5-7 frames on hit, 14-16 frames on block). It's usually best to block and check Ken afterwards.
- 236HK is not punishable and becomes plus in Burnout. Ken yells "JINRAI!" for this one.
- 236HK~6LK has barely any gap at all and will either true string or frame trap with a 2f gap at most.
- 236HK~6MK has a 9-14f gap on block and combos on hit into a KD.
- Every version of the overhead (236K~6MK) has the same voice line and Ken puts his back to the camera differently.
- Ken can opt for no follow-up to try and bait a parry or a Drive Impact.
- Neutral
- Offense
- Defense
Kimberly

- Quick Notes
- 6HK is a common knowledge check. 5LP after blocking it is the best way to deal with it, as it catches all jumps aside from the backwards one and checks her if she does nothing.
- 236K's follow-ups, aside from the run stop, are all vulnerable to Drive Impact.
- The upwards kick (236K~LK) is plus on block, albeit slow.
- The slide (236K~MK) is always negative, but punishing it can be tricky depending on distance.
- The overhead kick (236MK~HK) is safe, but can be plus if used as a meaty.
- Run stop is only plus on block from heavy normals and if the OD version is used (not accounting for Burnout).
- Arc Step, the proxemety follow-up to her run, has a different set of follow-ups. Kim can do nothing, divekick, or command throw.
- Doing nothing is the safest option for her.
- The divekick is a frame trap that is always unsafe on block.
- The command grab, while a strong option on paper as it catches blocking and parries, is high risk and low reward. She gets 1.2K if she's right and eats a PC jump normal if she's wrong.
- Her other slide, 3MK, can never be plus on block. The best it can be is 0 (not accounting for Burnout).
- j.2MP is a mid that is negative on block if blocked standing.
- Any TC follow-up 5MP normals are -6, TC HP normals are -10, and any other TC normal is -12.
- Neutral
- Offense
- Defense
Lily
Luke

- Quick Notes
- Neutral
- If A.K.I. is already in her Sinister Slide stance (2PP), she can use Venomous Fang (2PP~P) to punish Luke's sandblast on reaction, even at further ranges.
- Offense
- Defense
M.Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
A lot of the notes are taken from The AKI Guide (by Broski).