< Street Fighter 6 | A.K.I.
(→214HP) |
|||
(10 intermediate revisions by the same user not shown) | |||
Line 14: | Line 14: | ||
| fwdDashSpd = 19 | | fwdDashSpd = 19 | ||
| bwdDashSpd = 23 | | bwdDashSpd = 23 | ||
| fwdDashDist = 1. | | fwdDashDist = 1.300 | ||
| bwdDashDist = 1. | | bwdDashDist = 1.079 | ||
| jumpSpd = 4+40+3 | | jumpSpd = 4+40+3 | ||
| jumpApex = 2.176 | | jumpApex = 2.176 | ||
Line 321: | Line 321: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2 | | notes = 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 | ||
}} | }} | ||
Line 357: | Line 357: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Sinister Slide cancel: +10/+6; combo/buffer tool with good range | | notes = 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 | ||
}} | }} | ||
Line 956: | Line 956: | ||
{{FrameData-SF6 | chara = A.K.I. | moveId = a.k.i._6hphk | moveType = drive | {{FrameData-SF6 | chara = A.K.I. | moveId = a.k.i._6hphk | moveType = drive | ||
| input = 6HPHK | | input = 6HPHK | ||
| name = Feng Shi | | name = Feng Shi (Block) | ||
| images = SF6_A.K.I._6hphk.png | | images = SF6_A.K.I._6hphk.png | ||
| hitboxes = SF6_A.K.I._6hphk_hitbox.png | | hitboxes = SF6_A.K.I._6hphk_hitbox.png | ||
| damage = 500 recoverable | | damage = 500 recoverable | ||
| chip = 125 recoverable | | chip = 125 recoverable | ||
| startup = 20 | | startup = 20 | ||
| active = 3 | | active = 3 | ||
| recovery = 26(31) | | recovery = 26(31) | ||
Line 974: | Line 974: | ||
| hitstop = 20 | | hitstop = 20 | ||
| driveGain = -20000 | | driveGain = -20000 | ||
| invuln = 1-22 | | invuln = 1-22 Full | ||
| armor = Break | | armor = Break | ||
| jugStart = 200 | | jugStart = 200 | ||
| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | |||
{{FrameData-SF6 | chara = A.K.I. | moveId = a.k.i._6hphk_recovery | moveType = drive | |||
| input = 6HPHK | |||
| name = Feng Shi (Recovery) | |||
| images = SF6_A.K.I._6hphk.png | |||
| hitboxes = SF6_A.K.I._6hphk_hitbox.png | |||
| damage = 500 recoverable | |||
| chip = 125 recoverable | |||
| startup = 18 | |||
| active = 3 | |||
| recovery = 26(31) | |||
| total = 46(51) | |||
| guard = LH | |||
| cancel = - | |||
| hitAdv = KD +23 | |||
| blockAdv = {{sf6-adv|VM|-6}} | |||
| punishAdv = KD +23 | |||
| perfParryAdv = {{sf6-adv|VM|-27}} | |||
| blockstun = 23 | |||
| hitstop = 20 | |||
| driveGain = -20000 | |||
| invuln = 1-20 Full | |||
| armor = Break | |||
| jugStart = 200 | |||
| jugIncrease = 100 | |||
| jugLimit = 1 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | |||
}} | }} | ||
Line 1,003: | Line 1,031: | ||
}} | }} | ||
===== 66 ===== | ===== MPMK~66 ===== | ||
{{FrameData-SF6 | chara = A.K.I. | moveId = a.k.i. | {{FrameData-SF6 | chara = A.K.I. | moveId = a.k.i._mpmk_66_pdr | moveType = drive | ||
| input = 66 | | input = MPMK~66 | ||
| name = Drive Rush | | name = Parry Drive Rush | ||
| images = SF6_A.K.I._66.png | | images = SF6_A.K.I._66.png | ||
| hitboxes = SF6_A.K.I._66_hitbox.png | | hitboxes = SF6_A.K.I._66_hitbox.png | ||
| damage = - | | damage = - | ||
| dmgScaling = 15% Multiplier (Mid-Combo) | | dmgScaling = 15% Multiplier (Mid-Combo) | ||
| startup = | | startup = 3+8 | ||
| active = | | active = - | ||
| recovery = | | recovery = 15(37) | ||
| total = | | total = 26(48) | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| driveGain = -10000 | | driveGain = -10000 | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] | | notes = See [[Street_Fighter_6/Gauges#Drive_Rush|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) | ||
}} | |||
{{FrameData-SF6 | chara = A.K.I. | moveId = a.k.i._mpmk_66_drc | moveType = drive | |||
| input = MPMK or 66 | |||
| name = Drive Rush Cancel | |||
| images = SF6_A.K.I._66.png | |||
| hitboxes = SF6_A.K.I._66_hitbox.png | |||
| damage = - | |||
| dmgScaling = 15% Multiplier (Mid-Combo) | |||
| startup = 9 | |||
| active = - | |||
| recovery = 15(37) | |||
| total = 24(46) | |||
| guard = - | |||
| cancel = - | |||
| hitAdv = - | |||
| blockAdv = - | |||
| driveGain = -30000 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|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 | |||
}} | }} | ||
Line 1,417: | Line 1,464: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 56(31) SA | |||
| hitAdv = {{sf6-adv|P|+1}} (KD +38~45) | | hitAdv = {{sf6-adv|P|+1}} (KD +38~45) | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 1,452: | Line 1,500: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 56(31) SA | |||
| hitAdv = {{sf6-adv|P|+3}} (KD +38~45) | | hitAdv = {{sf6-adv|P|+3}} (KD +38~45) | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 1,487: | Line 1,536: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = 56(31) SA | |||
| hitAdv = {{sf6-adv|VP|+4}} (KD +41~50) | | hitAdv = {{sf6-adv|VP|+4}} (KD +41~50) | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
Line 1,504: | Line 1,554: | ||
| jugIncrease = 0/0/0/1 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = 5/5/5/5 | | jugLimit = 5/5/5/5 | ||
| notes = 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 | | notes = 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 | ||
}} | }} | ||
Line 1,520: | Line 1,570: | ||
| total = 67 | | total = 67 | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA2* SA3* | ||
| hitconfirm = 28(19) SA | |||
| hitAdv = HKD +42 {{sf6-adv|P|(+2~3)}} | | hitAdv = HKD +42 {{sf6-adv|P|(+2~3)}} | ||
| blockAdv = {{sf6-adv|P|+2}} | | blockAdv = {{sf6-adv|P|+2}} | ||
Line 1,538: | Line 1,589: | ||
| jugIncrease = 0/0/0/1 | | jugIncrease = 0/0/0/1 | ||
| jugLimit = 5/5/5/5 | | jugLimit = 5/5/5/5 | ||
| notes = 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 4th | | notes = 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 | ||
}} | }} | ||
Line 1,558: | Line 1,609: | ||
| blockAdv = - | | blockAdv = - | ||
| invuln = 8-37 Upper Body Projectile | | invuln = 8-37 Upper Body Projectile | ||
| notes = 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) | | notes = 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 | ||
}} | }} | ||
Line 1,732: | Line 1,783: | ||
| hitboxes = SF6_A.K.I._2pp_lplk_hitbox.png | | hitboxes = SF6_A.K.I._2pp_lplk_hitbox.png | ||
| damage = 1852 (2222) | | damage = 1852 (2222) | ||
| startup = 11+23 | | startup = 11+23 | ||
| active = 3 | | active = 3 | ||
Line 1,779: | Line 1,829: | ||
| jugIncrease = 0/99 | | jugIncrease = 0/99 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| notes = Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range | | notes = 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 | ||
}} | }} | ||
Latest revision as of 06:37, 27 June 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
3MP
6HP
6HK
j.2HP
Target Combos
5LP~LP
5HP~HP
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
A.K.I.
a.k.i._hphk
|
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---|---|---|---|---|---|
HPHK Zao Chi
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
26 | 2 | 35 | 62 | - | 34 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
5000 | 10000 [15000] | -10000 | [3000(2100)] | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-35 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
Crumple (Standing +21, Juggle +46, HKD +104) | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | |||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
A.K.I.
a.k.i._6hphk
|
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---|---|---|---|---|---|
6HPHK Feng Shi (Block)
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
20 | 3 | 26(31) | 48(53) | - | 23 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -20000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +23 | KD +23 | -6 | |||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
A.K.I.
a.k.i._6hphk_recovery
|
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---|---|---|---|---|---|
6HPHK Feng Shi (Recovery)
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
18 | 3 | 26(31) | 46(51) | - | 23 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -20000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +23 | KD +23 | -6 | |||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
A.K.I.
a.k.i._mpmk
|
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---|---|---|---|---|---|
MPMK Drive Parry
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
1 | 12 or until released | 33(1)(11) | 45(3) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -5000,250~ | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
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
A.K.I.
a.k.i._mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
3+8 | - | 15(37) | 26(48) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -10000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
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) |
A.K.I.
a.k.i._mpmk_66_drc
|
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---|---|---|---|---|---|
MPMK or 66 Drive Rush Cancel
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
9 | - | 15(37) | 24(46) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -30000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
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 |
Special Moves
Nightshade Pulse
214LP
214PP
Nightshade Chaser
214LP~6P
A.K.I.
a.k.i._214lp_6p_burst
|
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---|---|---|---|---|---|
214LP~6P Nightshade Chaser (Burst)
|
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File:SF6 A.K.I. 214lp 6p burst.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
14 | 6 | 29 | 48 | - | 31 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000 | [2500] | 1000 | 300 (210) | 150 (75) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 3 | 8 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-24 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +42 | KD +42 | -4 | |||
Notes | |||||
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
A.K.I.
a.k.i._214pp_6p_burst
|
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---|---|---|---|---|---|
214PP~6P Nightshade Chaser (Burst)
|
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File:SF6 A.K.I. 214pp 6p burst.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,150(425) | - | LH | SA2 SA3 | 14[15] SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
14 | 12 | 20 | 45 | - | 30(31) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3500 | [2500] | - | 900 (630) | 450 (225) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 2(1~4) | 3 | 8 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-21 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +43(+57) | KD +43(+52~57) | -2(+4) | |||
Notes | |||||
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) |
Orchid Spring
214MP
Toxic Wreath
214HP
Serpent Lash
236LP
236MP
236HP
236PP
Cruel Fate
214LK
214MK
A.K.I.
a.k.i._214mk
|
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---|---|---|---|---|---|
214MK Cruel Fate
|
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File:SF6 A.K.I. 214mk.png File:SF6 A.K.I. 214mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,300 (900) | 50x3,75 (225) | 20% Starter | LH | SA3 | 56(31) SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
28 | 2(5)2(4)2(5)2 | 18 land | 67 | 43(30) | 37(24) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
21-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-18 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
+7 (KD +38~45) | +3 (KD +38~45) | -3 | |||
Notes | |||||
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
A.K.I.
a.k.i._214hk
|
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---|---|---|---|---|---|
214HK Cruel Fate
|
|||||
File:SF6 A.K.I. 214hk.png File:SF6 A.K.I. 214hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,400 (1000) | 50x3,100 (250) | 20% Starter | LH | SA3 | 56(31) SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
33 | 2(5)2(4)2(5)2 | 18 land | 72 | 44(31) | 37(24) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000x4 | [1250x4] | 500x4 | 200x4 (140x4) | 100x4 (50x4) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
26-32 Lower Body Projectile | - | 18-54 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-18 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
+8 (KD +41~50) | +4 (KD +41~50) | -3 | |||
Notes | |||||
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
A.K.I.
a.k.i._214kk
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214KK Cruel Fate
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File:SF6 A.K.I. 214kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,200x4,600 (1600) | 50x3,100 (250) | - | LH | SA2* SA3* | 28(19) SA |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
28 | 3(4)2(4)2(5)2 | 18 land | 67 | (29) | 42 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1000x4 | [9000] (1250x2) | -20000 | 1200 (840) | 100x4 (50x4) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
23-27 Lower Body Projectile | - | 13-49 (FKD) | 1 | 0/0/0/1 | 5/5/5/5 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-18 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
HKD +42 (+6~7) | HKD +42 (+2~3) | +2 | |||
Notes | |||||
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 |
Snake Step
236LK
236MK
A.K.I.
a.k.i._236mk
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236MK Snake Step
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File:SF6 A.K.I. 236mk.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
39 total | - | - | 39 | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
9-38 Upper Body Projectile | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
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
A.K.I.
a.k.i._236hk
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236HK Snake Step
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File:SF6 A.K.I. 236hk.png File:SF6 A.K.I. 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
43(50~54) total | - | - | 43(50~54) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
11-40(50) Upper Body Projectile | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
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
Sinister Slide
2PP
2PP~8
A.K.I.
a.k.i._2pp_8
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2PP~8 Sinister Slide Exit
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File:SF6 A.K.I. 2pp 8.png File:SF6 A.K.I. 2pp 8 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
- | - | 21 | 21 | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
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 |
Venomous Fang
2PP~P
Heel Strike
2PP~K
Entrapment
2PP~LPLK
Super Arts
236236K
214214P
236236P
236236P (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK