View table: SF6_FrameData

Table structure:

  1. moveId - String
  2. moveType - String
  3. chara - String
  4. input - String
  5. name - Wikitext
  6. images - List of String, delimiter: ,
  7. hitboxes - List of String, delimiter: ,
  8. damage - Wikitext string
  9. chip - Wikitext string
  10. dmgScaling - Wikitext string
  11. startup - Wikitext string
  12. active - Wikitext string
  13. recovery - Wikitext string
  14. total - Wikitext string
  15. guard - Wikitext string
  16. cancel - Wikitext string
  17. hitconfirm - Wikitext string
  18. hitAdv - Wikitext string
  19. blockAdv - Wikitext string
  20. punishAdv - Wikitext string
  21. perfParryAdv - Wikitext string
  22. DRcancelHit - Wikitext string
  23. DRcancelBlk - Wikitext string
  24. afterDRHit - Wikitext string
  25. afterDRBlk - Wikitext string
  26. hitstun - Wikitext string
  27. blockstun - Wikitext string
  28. hitstop - Wikitext string
  29. driveDmgBlk - Wikitext string
  30. driveDmgHit - Wikitext string
  31. driveGain - Wikitext string
  32. superGainHit - Wikitext string
  33. superGainBlk - Wikitext string
  34. invuln - Wikitext string
  35. armor - Wikitext string
  36. airborne - Wikitext string
  37. jugStart - Wikitext string
  38. jugIncrease - Wikitext string
  39. jugLimit - Wikitext string
  40. projSpeed - Wikitext string
  41. notes - Wikitext string

This table has 1,647 rows altogether.

Recreate data.

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

(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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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)
[Crumple +67(81)]

-25(-11)

KD +20(34)
[Crumple +67(81)]

-43(-29)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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

Template:AfterDRHit

Template:AfterDRBlk

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

Template:AfterDRHit

Template:AfterDRBlk

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

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

-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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

-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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236k Special Akuma 236K

Demon Raid

SF6_Akuma_236k.png SF6_Akuma_236k_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236kk Special Akuma 236KK

Demon Raid

SF6_Akuma_236kk.png SF6_Akuma_236kk_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

-20000

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236kk_? Special Akuma 236KK~?

?

SF6_Akuma_236kk_?.png SF6_Akuma_236kk_?_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236k_? Special Akuma 236K~?

?

SF6_Akuma_236k_?.png SF6_Akuma_236k_?_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236lp Special Akuma 236LP

Gou Hadoken

SF6_Akuma_236lp.png SF6_Akuma_236lp_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236mp Special Akuma 236MP

Gou Hadoken

SF6_Akuma_236mp.png SF6_Akuma_236mp_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

Street Fighter 6/Akuma/Data (edit) akuma_236pp Special Akuma 236PP

Gou Hadoken

SF6_Akuma_236pp.png SF6_Akuma_236pp_hitbox.png

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

-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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

-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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{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}}}

Template:AfterDRHit

Template:AfterDRBlk

[]

()

()

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{projSpeed}}}

More...