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
- notes - Wikitext string
This table has 1,647 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 | 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 | 300,200x6,800 (2300) |
125,80x6,145 (750) |
40% Minimum |
7 |
53(28)12 |
54 |
153 |
LH |
- |
{{{hitconfirm}}} |
KD +30 |
-19~ |
KD +30 |
-19(-55) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
116~121 total |
{{{hitstop}}} |
625x8 (5000) |
1500,500x6,5500 (10000) |
{{{driveGain}}} |
-20000 |
-20000 |
{{{invuln}}} |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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 |
- |
{{{hitconfirm}}} |
+4 (KD +41~50) |
-3 |
+8 (KD +41~50) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
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 air |
0,0,0,1 |
{{{projSpeed}}} |
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 |
|||
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 | 400x2 |
100x2 |
15% Immediate |
13 |
3(14)7 |
15 |
51 |
LH |
SA3 |
33(6) SA |
KD +40 |
-4 |
KD +40 |
-20 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
20,18 (35 total) |
10,2(4) |
1500x2 |
[2000x2] |
1000x2 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2 |
1,1 |
1,2 |
{{{projSpeed}}} |
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 +2 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 |
- |
{{{hitconfirm}}} |
HKD +42 (+2~3) |
+2 |
HKD +42 (+6~7) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
(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 air |
0,0,0,1 |
{{{projSpeed}}} |
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 hit 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) |
|||
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 |
- |
{{{hitconfirm}}} |
+1 (KD +38~45) |
-3 |
+5 (KD +38~45) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
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 air |
0,0,0,0 |
{{{projSpeed}}} |
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}}} |
31 |
26 |
(8) |
2500 |
[2000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 air |
1 |
0.04 |
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 on frames 35-36 (can help avoid punishes) |
|||
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}}} |
32 |
20 |
3[8(13)] |
2500 |
[2000] |
1000[3000] |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
[1] |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
31 |
13 |
1000 |
[2500] |
1000 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
{{{projSpeed}}} |
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 |
- |
{{{hitconfirm}}} |
+3 (KD +38~45) |
-3 |
+7 (KD +38~45) |
-18 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
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 air |
0,0,0,1 |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
30 total |
(7,6) |
1000x2 |
[2500x2] |
-20000 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
0,3 |
0.02 (1-3f), 0.04 (4f~) |
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 |
-4 [KD +31~44] |
-13(-10) |
0 |
-31(-22) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
29 |
20 |
3[8(13)] |
2500 |
[2000] |
{{{driveGain}}} |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
[1] |
1 |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
30(31) |
3(13) |
3500 |
[2500] |
{{{driveGain}}} |
900 (630) |
450 (225) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2(1~4) |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
25 |
2500 |
5000 |
{{{driveGain}}} |
-10000 |
-10000 |
1 Full, 2-12 Strike/Throw |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; hurtbox shifts forward nearly 1 full character length during Super freeze, making it possible to avoid meaty projectiles; 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}}} |
{{{hitstun}}} |
25 |
13 |
7500 |
15000 |
{{{driveGain}}} |
-30000 |
-30000 |
1-12 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
25 |
13 |
10000 |
20000 |
{{{driveGain}}} |
-30000 |
-30000 |
1-12 Full |
Break |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
11-40(50) Upper Body Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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 | 700[800] |
175 |
{{{dmgScaling}}} |
11 |
6 |
32 |
48 |
LH |
SA3 |
17[16] |
KD +44 [KD +53] |
-20 |
KD +44 [KD +53] |
-36 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
18 |
15 |
6000 |
[8000] |
2500 |
600 (420) |
300 (150) |
6-16 Air |
{{{armor}}} |
{{{airborne}}} |
1[1] |
5 |
{{{projSpeed}}} |
Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; 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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-20000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
1-34 Strike, 1-42 Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
8-37 Upper Body Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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) |
||
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) |
+5(+7) [KD +44] |
-27(-25) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
24 |
15 |
12[13] |
3000 |
[5000] |
2000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
[1] |
1 |
{{{projSpeed}}} |
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 |
|||
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
9-38 Upper Body Projectile |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
18 |
12[13] |
5000 |
[7000] |
2000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1[1] |
1 |
{{{projSpeed}}} |
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; 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 +71] |
-28(-25) |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
16 |
10 |
4000 |
[6000] |
-20000 |
500,[500] (350,[350]) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
[1] |
1 |
1 |
{{{projSpeed}}} |
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) 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 |
5 |
21 |
35 |
LH |
SA |
19 SA |
0 |
-3 |
KD +48 Spin |
-24 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
26 |
23 |
13 |
6000 |
[10000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
Upper body and kicking leg are anti-air invuln 10-14f (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}}} |
{{{hitstun}}} |
23 |
13 |
4000 |
[10000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
10% Starter |
5 |
3 |
8 |
15 |
L |
Chn |
{{{hitconfirm}}} |
+3 |
-2 |
+7 |
-9 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
14 |
9 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
10% Starter |
4 |
2 |
9 |
14 |
LH |
Chn Sp SA |
12 |
+4 |
-1 |
+8 |
-9 |
+5 |
0 |
15 |
10 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2 |
||||
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 |
+4 |
-3 |
+8 |
-17 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
23 |
16 |
10 |
2000 |
[4000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
Solid low poke that can be buffered into Super or linked into 2LP; good option out of Drive Rush, granting block advantage and a link into 2MP |
||||
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(21) |
28(31) |
LH |
Sp SA |
15 |
+1 |
-3 |
+5 |
-19 |
+12 |
+8 |
22 |
18 |
11 |
3000 |
[4000] |
1500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
3f extra recovery on whiff; Sinister Slide cancel: +10/+6; combo/buffer tool with good range |
||||
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
Upper Body Projectile 10-197 |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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}}} |
36 total |
32 total |
6,9 |
2000x2 |
[3500x2] |
1500x2 |
300x2 (210x2) |
150x2 (75x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
1,1 |
{{{projSpeed}}} |
During Sinister Slide; 3f extra recovery on whiff; very low profile 1-15f, low profile 16-27f, semi-low profile 28-35f (crouch height); 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}}} |
20% Immediate |
11+23 |
3 |
55 |
80 |
T |
- |
{{{hitconfirm}}} |
HKD +16 |
- |
HKD +16 |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
[10010] |
5000 |
3000 (2100) |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
During Sinister Slide; () refer to Punish Counter damage; good range but slow startup; Range: 1.59 (from moment of input) |
||
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}}} |
{{{hitstun}}} |
20 |
13 |
5000 |
[8000] |
2000 |
1000 (700) |
500 (250) |
Upper Body Projectile 1-19 |
{{{armor}}} |
19-33 (FKD) |
1 |
1 |
{{{projSpeed}}} |
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}}} |
24 |
19 |
11 |
2500 |
[4000] |
1500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
[10000] |
2000 |
2000(1400) [4000(2800)] |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
Side switch; can walk or dash for oki after back throwing opponent into corner |
||
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}}} |
{{{hitstun}}} |
26 |
8 |
2500 |
[2000] |
1000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2 |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
"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 |
27 |
20 |
13 |
5000 |
[8000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
Forces stand on hit; active frames 3-4 whiff on crouching opponents; 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 hurtbox is anti-air invuln on frame 10; 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 |
19 |
+1 |
-5 |
+5 |
-22 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
25 |
19 |
13 |
5000 |
[8000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
17 |
13 |
6000 |
[10000] |
3000 |
600 (420) |
300 (150) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
{{{projSpeed}}} |
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}}} |
10% Starter |
5 |
3 |
11 |
18 |
LH |
Sp SA |
13 |
+4 |
-2 |
+8 |
-12 |
+5 |
-1 |
18 |
12 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
10% Starter |
5 |
2 |
7 |
13 |
LH |
Sp SA TC |
12 Sp, 14 TC |
+4 |
-1 |
+8 |
-7 |
+3 |
-2 |
13 |
8 |
9 |
500 |
[2000] |
250 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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(270) |
{{{chip}}} |
{{{dmgScaling}}} |
8 |
2 |
14(16) |
23(25) |
LH |
Sp SA |
32~33 (13) |
0 |
-3 |
+4 |
-16 |
+5 |
+4 |
16 |
15 |
10 |
1000 |
[4000] |
500 |
400 (280) |
200 (100) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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; only combos into 236LP or 236HP; Sinister Slide cancel: +4/+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}}} |
9 |
3 |
15(17) |
26(28) |
LH |
- |
{{{hitconfirm}}} |
+6 |
-2 |
+10 |
-16 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
24 |
16 |
11 |
4000 |
[6000] |
2000 |
700 (490) |
350 (175) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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 |
22 |
16 |
12 |
3000 |
[4000] |
1500 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
1000x5,5000 (10000) |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
"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._66 | drive | A.K.I. | 66 | Drive Rush |
SF6_A.K.I._66.png | SF6_A.K.I._66_hitbox.png | - |
{{{chip}}} |
15% Multiplier (Mid-Combo) |
9(11) |
45(46) |
24(23) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-10000(-30000) |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.907 (min/throw), 2.437 (min/block), 4.049 (max/final DR frame) |
|||
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}}} |
31(23) |
29(21) |
6,10 |
2000x2 |
[5000x2] |
1500x2 |
500x2 (350x2) |
250x2 (125x2) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
1 |
{{{projSpeed}}} |
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}}} |
26 |
19 |
13 |
6000 |
[6000] |
3000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{projSpeed}}} |
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 |
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 |
-8 |
KD +23 |
-27 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
21 |
20 |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-20000 |
{{{superGainHit}}} |
{{{superGainBlk}}} |
1-22 Full |
Break |
{{{airborne}}} |
200 |
100 |
1 |
{{{projSpeed}}} |
5f extra recovery on hit; 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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
{{{driveGain}}} |
{{{superGainHit}}} |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
"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 |
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}}} |
{{{hitstun}}} |
34 |
25 |
5000 |
10000 [15000] |
-10000 |
[3000(2100)] |
{{{superGainBlk}}} |
{{{invuln}}} |
1-27 |
{{{airborne}}} |
0 |
1 |
0 |
{{{projSpeed}}} |
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}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
19 |
15 |
13 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
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 |
5 |
3 land |
- |
H |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
19 |
15 |
13 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
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}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
19 |
15 |
13 |
4000 |
[5000] |
2000 |
1000 (700) |
500 (250) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
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}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
13 |
9 |
9 |
1500 |
[2000] |
500 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
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}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
13 |
9 |
9 |
1500 |
[2000] |
500 |
300 (210) |
150 (75) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
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}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
17 |
13 |
11 |
2500 |
[4000] |
1000 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
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}}} |
- |
- |
{{{punishAdv}}} |
≤ -2 |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
15 |
11 |
11 |
3000 |
[4000] |
1000 |
500 (350) |
250 (125) |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
2 |
2 |
1 |
{{{projSpeed}}} |
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}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
[10000] |
2000 |
2000(1400) [4000(2800)] |
{{{superGainBlk}}} |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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 |
8 or until released |
29(1)(11) |
37(3) |
- |
- |
{{{hitconfirm}}} |
- |
- |
{{{punishAdv}}} |
{{{perfParryAdv}}} |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{blockstun}}} |
{{{hitstop}}} |
{{{driveDmgBlk}}} |
{{{driveDmgHit}}} |
-5000,250~ |
{{{superGainHit}}} |
{{{superGainBlk}}} |
6 Full (after Perfect Parry) |
{{{armor}}} |
{{{airborne}}} |
{{{jugStart}}} |
{{{jugIncrease}}} |
{{{jugLimit}}} |
{{{projSpeed}}} |
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. |
||
Street Fighter 6/Akuma/Data (edit) | akuma_214214p | Super | Akuma | 214214P | Empyrean’s End |
SF6_Akuma_214214p.png | SF6_Akuma_214214p_hitbox.png | 40% Minimum |
- |
{{{hitconfirm}}} |
- |
- |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{driveGain}}} |
-20000 |
-20000 |
Break |
||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214hk | Special | Akuma | 214HK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214hk.png | SF6_Akuma_214hk_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
{{{projSpeed}}} |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214hp | Special | Akuma | 214HP | Adamant Flame |
SF6_Akuma_214hp.png | SF6_Akuma_214hp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
{{{projSpeed}}} |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214kk | Special | Akuma | 214KK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214kk.png | SF6_Akuma_214kk_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
-20000 |
() |
() |
{{{projSpeed}}} |
|||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214lk | Special | Akuma | 214LK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214lk.png | SF6_Akuma_214lk_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
{{{projSpeed}}} |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214lp | Special | Akuma | 214LP | Adamant Flame |
SF6_Akuma_214lp.png | SF6_Akuma_214lp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
{{{projSpeed}}} |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214mk | Special | Akuma | 214MK | Tatsumaki Zanku-Kyaku |
SF6_Akuma_214mk.png | SF6_Akuma_214mk_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
{{{projSpeed}}} |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214mp | Special | Akuma | 214MP | Adamant Flame |
SF6_Akuma_214mp.png | SF6_Akuma_214mp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
{{{projSpeed}}} |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_214pp | Special | Akuma | 214PP | Adamant Flame |
SF6_Akuma_214pp.png | SF6_Akuma_214pp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
-20000 |
() |
() |
{{{projSpeed}}} |
|||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236236k | Super | Akuma | 236236K | Sip of Calamity |
SF6_Akuma_236236k.png | SF6_Akuma_236236k_hitbox.png | 50% Minimum; 10% Immediate (Sp) |
- |
{{{hitconfirm}}} |
- |
- |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{driveGain}}} |
-30000 |
-30000 |
Break |
Cinematic time regenerates ~? Drive bars for Akuma |
|||||||||||||||||||||
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 | 50% Minimum; 10% Immediate (Sp) |
- |
{{{hitconfirm}}} |
- |
- |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{driveGain}}} |
-30000 |
-30000 |
Break |
Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma |
|||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236236p | Super | Akuma | 236236P | Messatsu Gohado |
SF6_Akuma_236236p.png | SF6_Akuma_236236p_hitbox.png | 30% Minimum |
- |
{{{hitconfirm}}} |
- |
- |
{{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
{{{hitstun}}} |
{{{driveGain}}} |
-10000 |
-10000 |
Break |
||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236hp | Special | Akuma | 236HP | Gou Hadoken |
SF6_Akuma_236hp.png | SF6_Akuma_236hp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236hp_hold | Special | Akuma | 236[HP] | SF6_Akuma_236hp_hold.png | SF6_Akuma_236hp_hold_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
||||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236k | Special | Akuma | 236K | Demon Raid |
SF6_Akuma_236k.png | SF6_Akuma_236k_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk | Special | Akuma | 236KK | Demon Raid |
SF6_Akuma_236kk.png | SF6_Akuma_236kk_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
-20000 |
() |
() |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_? | Special | Akuma | 236KK~? | ? |
SF6_Akuma_236kk_?.png | SF6_Akuma_236kk_?_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_j214k | Special | Akuma | 236KK~j.214K | ? |
SF6_Akuma_236kk_j214k.png | SF6_Akuma_236kk_j214k_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_j236p | Special | Akuma | 236KK~j.236P | ? |
SF6_Akuma_236kk_j236p.png | SF6_Akuma_236kk_j236p_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_k | Special | Akuma | 236KK~K | ? |
SF6_Akuma_236kk_k.png | SF6_Akuma_236kk_k_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_no_input | Special | Akuma | 236KK~No Input | ? |
SF6_Akuma_236kk_no_input.png | SF6_Akuma_236kk_no_input_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236kk_p | Special | Akuma | 236KK~P | ? |
SF6_Akuma_236kk_p.png | SF6_Akuma_236kk_p_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236k_? | Special | Akuma | 236K~? | ? |
SF6_Akuma_236k_?.png | SF6_Akuma_236k_?_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236k_k | Special | Akuma | 236K~K | ? |
SF6_Akuma_236k_k.png | SF6_Akuma_236k_k_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236k_no_input | Special | Akuma | 236K~No Input | ? |
SF6_Akuma_236k_no_input.png | SF6_Akuma_236k_no_input_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236k_p | Special | Akuma | 236K~P | ? |
SF6_Akuma_236k_p.png | SF6_Akuma_236k_p_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236lp | Special | Akuma | 236LP | Gou Hadoken |
SF6_Akuma_236lp.png | SF6_Akuma_236lp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236lp_hold | Special | Akuma | 236[LP] | SF6_Akuma_236lp_hold.png | SF6_Akuma_236lp_hold_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
||||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236mp | Special | Akuma | 236MP | Gou Hadoken |
SF6_Akuma_236mp.png | SF6_Akuma_236mp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236mp_hold | Special | Akuma | 236[MP] | SF6_Akuma_236mp_hold.png | SF6_Akuma_236mp_hold_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
() |
() |
||||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236pp | Special | Akuma | 236PP | Gou Hadoken |
SF6_Akuma_236pp.png | SF6_Akuma_236pp_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
-20000 |
() |
() |
||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_236pp_hold | Special | Akuma | 236[PP] | SF6_Akuma_236pp_hold.png | SF6_Akuma_236pp_hold_hitbox.png | {{{DRcancelHit}}} |
{{{DRcancelBlk}}} |
[] |
-20000 |
() |
() |
|||||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_2hk | ground_normal | Akuma | 2HK | Crouching Heavy Kick |
SF6_Akuma_2hk.png | SF6_Akuma_2hk_hitbox.png | {{{chip}}} |
[] |
() |
() |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_2hp | ground_normal | Akuma | 2HP | Crouching Heavy Punch |
SF6_Akuma_2hp.png | SF6_Akuma_2hp_hitbox.png | {{{chip}}} |
[] |
() |
() |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
Forces stand |
|||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_2lk | ground_normal | Akuma | 2LK | Crouching Light Kick |
SF6_Akuma_2lk.png | SF6_Akuma_2lk_hitbox.png | {{{chip}}} |
[] |
() |
() |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_2lp | ground_normal | Akuma | 2LP | Crouching Light Punch |
SF6_Akuma_2lp.png | SF6_Akuma_2lp_hitbox.png | {{{chip}}} |
[] |
() |
() |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_2mk | ground_normal | Akuma | 2MK | Crouching Medium Kick |
SF6_Akuma_2mk.png | SF6_Akuma_2mk_hitbox.png | {{{chip}}} |
[] |
() |
() |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |
||||||||||||||||||||||||||
Street Fighter 6/Akuma/Data (edit) | akuma_2mp | ground_normal | Akuma | 2MP | Crouching Medium Punch |
SF6_Akuma_2mp.png | SF6_Akuma_2mp_hitbox.png | {{{chip}}} |
[] |
() |
() |
{{{invuln}}} |
{{{armor}}} |
{{{airborne}}} |
{{{projSpeed}}} |