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

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< Street Fighter 6‎ | A.K.I.
Revision as of 05:44, 3 September 2023 by Spabobin (talk | contribs) (Created page with "{{TOClimit|3}} {{Character Subnav SF6 | chara=A.K.I.}} == Neutral == TO-DO <br> == Offense == === Frame Traps === TO-DO <br> === Okizeme and Mixups === TO-DO '''Knockdown Advantage:''' All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated. {| class="wikitable" ! Knockdown !! KD Adv. !! Oki/Notes |- | '''Forward Throw''' || +? || ? |- | '''Back Throw''' || +? || ? |- | '''Drive Impact'''<br>(No Crumple) || +35 || ?...")
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Neutral

TO-DO



Offense

Frame Traps

TO-DO


Okizeme and Mixups

TO-DO


Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw +? ?
Back Throw +? ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +?
HKD +? (Punish)
On normal hit:
  • ?

On Punish Counter:

  • ?
Lv.3 Super/CA HKD +? ?


vs. Burnout

TO-DO


Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 2LP 5LK 2LK 5MP 2MP 5MK 2MK 5HP 2HP 5HK 2HK
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. A.K.I.

TO-DO


SF6 Navigation

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A.K.I.
Akuma
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