Street Fighter 6/A.K.I.

From SuperCombo Wiki


Introduction

A poison-wielding apprentice of F.A.N.G, the former Shadaloo officer. Enchanted by the power of toxins, nothing brings her more joy than testing them on a new target—other than attention from her “master,” that is.

Slithering onto the battlefield as a zoner with emphasis on okizeme, A.K.I. is an unconventional and unorthodox character who revolves heavily around her poison mechanic. Some of A.K.I.'s specials poison opponents on hit, which slowly tick away at their life bar. Using this, A.K.I. baits her opponents into making risky play before elegantly maneuvering around them and going for the kill.

A.K.I's most important special is Nightshade Pulse, a slow advancing projectile that causes poison on hit. A.K.I. can send this projectile out to control the screen as she advances behind it or use it as a meaty to maintain advantage. Nightshade is very strong and defines a lot of matchups for A.K.I., as opponents who fail to deal with it will find her slowly closing in on them. However, Nightshade is just one tool in A.K.I.'s tremendously large kit. Serpent Lash acts as a very strong midrange poke, while Orchid Spring allows A.K.I. to set up an unblockable poison pool. A.K.I. is also known for having some rather unique approach options. Snake Step and Sinister Slide cause A.K.I. to drop to the floor and go low-profile, allowing her to slide under all sorts of nonsense. Enemy fireballs, high-reaching pokes, and even some Drive Impacts- A.K.I. can duck under it all and lash out with any number of follow-ups. Even better, A.K.I. has a rewarding command grab out of Snake Step, giving her unique ways to mess with the opponent.

Even better, if A.K.I. hits her opponent with a poison-inducing move while they are already poisoned, they will explode into a "Toxic Blossom" that gives her extended combo opportunities. Thus, A.K.I. can transform from a long-range zoner into a very scary mixup and okizeme character if you give her the chance. The looping poison setups she can dish out take off a good amount of life, and the consistent safe jumps she can get off of Toxic Blossom combos allow her to continue offense after a combo very safely. Combined with a strong overhead, a few ways to be plus on block, the sheer volume of potential attacks and specials at her disposal, on top of the threat of poison, and A.K.I. can be an absolute menace if she's closed in on you.

In general, A.K.I. has a high number of difficult or complex routes for her combos, but the tradeoff is that her huge kit and unique normals allow her pickups off of openings that other characters may struggle to confirm. As well, her defensive options tend to be lackluster, often lacking important invulnerability frames to push through meaties. Another important thing is that A.K.I.'s animations are very long, making it difficult for her to play around Drive Impact. She will be constantly looking for it, far more than most other characters, which can result in a lot of mental fatigue. If you can grapple with this fact, and all of the above sounds appealing to you, shed your inhibitions and become one with the queen of toxicity herself.

Pick if you like: Avoid if you dislike:
  • Characters that reward lots of situational awareness with proper setup.
  • Consistent, strong, and low-risk okizeme.
  • Whittling your opponents down over time.
  • Shutting down fireballs approaching behind your own.
  • Weak defensive options, either vulnerable to throws or meaty lights.
  • Deliberately playing around Drive Impact.
  • Situational combos


Classic & Modern Versions Comparison

List of differences with Modern A.K.I.
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
Shortcut-Only Specials
  • Cruel Fate (Heavy/OD Only) (2S)
  • Snake Step (Medium/OD Only) (5S)
Miscellaneous Changes


Poison & Toxic Blossom

A.K.I. has several moves that inflict a poison status on the opponent, which is indicated by a purple glow. A poisoned character will take 1 damage per frame (60 damage per second) until the effect wears off. Poison naturally runs out after 7 seconds (for a total of 420 damage), but can also be stopped by inflicting damage on A.K.I. before then.


The poison pool placed on the ground with Orchid Spring (214MP) or Tainted Talons (214214P) is unblockable. The poison will be constantly reapplied as long as the opponent is nearby, which can allow the total duration to extend well beyond 7 seconds.

Characters cannot die to poison damage, so A.K.I. will always have to land the final blow herself.

SF6 A.K.I. PoisonExample.png
Toxic Blossom:

Some special moves and Target Combos have a different effect when hitting a poisoned opponent. In addition to dealing extra damage, triggering "Toxic Blossom" gives better knockdown advantage, juggle height, or even crumple states that allow powerful follow-up combos. Toxic Blossom detonates the poison within the opponent's body, ending the poison effect immediately.

Much of A.K.I.'s complexity stems from managing the opponent's poison status to achieve optimal combo routes based on whether Toxic Blossom can be triggered. It's important to note that poison will not run out while a character is in hitstun, so you can safely proceed with a Toxic Blossom combo route without additional time management.

SF6 A.K.I. ToxicBlossomExample.png



A.K.I.
SF6 A.K.I. Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.0452
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.30
Backward Dash Distance 1.08
Drive Rush Min. Distance (Throw) 0.907
Drive Rush Min. Distance (Block) 2.437
Drive Rush Max Distance 4.049
Jumping
Jump Speed 4+40+3
Jump Apex 2.176
Forward Jump Distance 2.00
Backward Jump Distance 1.60
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 A.K.I. 5lp.png
SF6 A.K.I. 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 7 Sp SA TC 300 LH +4 -1
  • Cancel Hitconfirm Window: 12f / 14f (TC)
  • Drive Rush cancel advantage: +3 oH / -2 oB
  • Sinister Slide Cancel Advantage: +1 oH / -4 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Fairly short and stubby for a 5f light normal, and not easily comboed into since it doesn't chain. The main use of 5LP is for its Target Combo extension of 5LP~LP, which can lead to combos on hit or a frame trap on block. In conjunction with its great frame data, it’s easy to steal your turn after your opponent blocks this, as they can easily be dissuaded from trying to take back their turn after via Target Combo stagger pressure.

5MP
Standing Medium Punch
5MP
SF6 A.K.I. 5mp.png
SF6 A.K.I. 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5 14(16) Sp SA 600 LH +3 -3
  • 2f extra recovery on whiff
  • Cancel Hitconfirm Window: 16f
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +11 oH / +5 oB
  • Sinister Slide Cancel Advantage: +9 oH / +3 oB


The forward movement of 5MP makes it great in spacing traps and allows it to link consistently after 5MK or counter-hit lights even at max range. It unfortunately does not have enough hitstun to combo into 236PP naturally, which limits the possible extensions from a hitconfirm.

The high active frame count makes it useful in meaty setups, as well as countering Drive Rush in neutral. Combos to 5MK or 5HK after a DR Cancel. In some Drive Rush juggles, 5MP is required when other buttons are too slow.

Oppressive when the opponent is in Burnout, reminiscent of Manon's 5MP, although not quite as strong.

5HP
Standing Heavy Punch
5HP
SF6 A.K.I. 5hp.png
SF6 A.K.I. 5hp hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 21 TC 800 LH +1 -5
  • Cancel Hitconfirm Window: 19f (TC)


A strong forward-stabbing poke that can avoid some low attacks with its great hurtbox. It is hitconfirmable into a Target Combo follow-up that poisons the opponent or launches on hit with Toxic Blossom. The whiff recovery makes it risky to whiff in neutral, however, and it is very susceptible to Drive Impact.

5LK
Standing Light Kick
5LK
SF6 A.K.I. 5lk.png
SF6 A.K.I. 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 300 LH +4 -2
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +5 oH / -1 oB
  • Sinister Slide Cancel Advantage: +6 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A fairly standard 5f startup 5LK. The lower portion of the hitbox is high enough to avoid some low pokes near the foot, allowing her to buffer it as a counterpoke. A.K.I. rarely encounters a +5 on hit scenario, so it has very limited use in combos.

5MK
Standing Medium Kick
5MK
SF6 A.K.I. 5mk.png
SF6 A.K.I. 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 15(17) - 700 LH +6 -2
  • 2f extra recovery on whiff


A good poke and combo starter, linking naturally into 5MP; the forward movement of 5MP allows 5MK to be a threat from considerable range even despite its lack of cancelability. After Drive Rush or a Punish Counter start, it can link into itself or 5HK for greatly improved damage.

5HK
Standing Heavy Kick
5HK
SF6 A.K.I. 5hk.png
Everything and the kitchen sink
SF6 A.K.I. 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 19 Sp SA 800 LH +4 -3
  • Punish Counter: +12 Stagger (grounded), limited juggle state (airborne)
  • Forces Stand; active frames 3-4 whiff on crouching opponents
  • Anti-Air Invuln: 5-12f (Head) / 10f (Leg)
    • Good AA on frames 10-12 but cannot hit cross-up
  • Cancel Hitconfirm Window: 18f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +16 oH / +9 oB
  • Sinister Slide Cancel Advantage: +15 oH / +8 oB
  • Extends a hurtbox 1f before active that is vulnerable to projectiles


An important anti-air, combo, and juggle tool and A.K.I.'s only special cancelable heavy normal. As an anti-air, it covers a large space above and in front of A.K.I., and can be canceled to 214LP for a safe meaty projectile. With good timing, it can be very effective against jump-ins with strong downward hitboxes due to the anti-air invincibility frames on her head and kicking leg. Despite the strong hitbox, it cannot anti-air if the opponent crosses up with a close range jump.

5HK combos naturally to Heel Strike, which allows follow-up links and is even safe on block if the combo drops. A Punish Counter allows her to combo into HK Cruel Fate or Venomous Fang, which both give strong conversions at a range where Heel Strike can whiff. 5HK is also one of A.K.I.'s most important juggle tools when used out of Drive Rush.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 A.K.I. 2lp.png
SF6 A.K.I. 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 300 LH +4 -1
  • Chains into 2LP/2LK; true blockstring into 2LP
  • Cancel Hitconfirm Window: 12f
  • Drive Rush cancel advantage: +5 oH / 0 oB
  • Sinister Slide Cancel Advantage: +3 oH / -2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A.K.I.'s only 4 frame option, and one of the very few light normal chains that does not have a gap on block. The range is average, but can be used for a 3-hit light chain when starting from close range. If used as a punish starter, it can link to 2MP for consistent cancel options.

2MP
Crouching Medium Punch
2MP
SF6 A.K.I. 2mp.png
SF6 A.K.I. 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 18(21) Sp SA 600 LH +1 -3
  • 3f extra recovery on whiff
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +12 oH / +8 oB
  • Sinister Slide Cancel Advantage: +10 oH / +6 oB


Another of A.K.I.'s important cancelable normals. The range is decent, but the high whiff recovery carries some risk in neutral compared to 5MP or 5MK. It is most commonly used in counter-hit, punish, or Drive Rush routes when A.K.I. is at +8 hit advantage. It works slightly better than 5MP when canceled, allowing her to combo into 236PP for a close range combo extension.

2HP
Crouching Heavy Punch
2HP
SF6 A.K.I. 2hp.png
SF6 A.K.I. 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 28 - 900 L HKD +27 -8
  • Counter-hit/Punish Counter: HKD +49
  • Has juggle potential; not a Hard Knockdown when juggled into


A.K.I.'s 2HP is her sweep, comparable to 2HK from most other characters. Despite the animation, it is not really a slide, so it cannot be spaced safely in neutral. The hitbox is quite disjointed, allowing it to out-prioritize other neutral buttons, but the long recovery and forward lunge makes it extremely risky to throw out as a random guess in footsies.

2LK
Crouching Light Kick
2LK
SF6 A.K.I. 2lk.png
SF6 A.K.I. 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +3 -2
  • Chains into 2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A.K.I.'s fastest low-hitting normal. It has deceptively long range, making it useful for stuffing the opponent's Drive Rush or simply harassing with extended light chains. She can even chain 4 normals on block with a string like 2LP~2LP~2LK~2LK; while this can score a few small hits, 2LK's high pushback reduces its effectiveness as a combo starter. If used out of Drive Rush, the pushback becomes irrelevant, and it can open up the opponent with a combo into 5MP.

2LK has a niche use as a 5f punish starter at ranges where her other light normals cannot reach. It can link into 2MK near max range, allowing for an optional Super cancel to increase the punish damage.

2MK
Crouching Medium Kick
2MK
SF6 A.K.I. 2mk.png
SF6 A.K.I. 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 16 SA 600 L +4 -3
  • Cancel Hitconfirm Window: 14f (Super)
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A fast 2MK that can link naturally into 2LP at close range. When used out of Drive Rush, it can link at much further ranges into 2MP while also gaining slight advantage on block. As a neutral poke, the low whiff recovery makes it hard to punish; it can also be buffered into a Super Art to make it even more threatening.

2HK
Crouching Heavy Kick
2HK
SF6 A.K.I. 2hk.png
SF6 A.K.I. 2hk hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 21 SA 900 LH 0 -3
  • Punish Counter: KD +48 Spin (limited juggle state)
  • Puts airborne opponents into limited juggle state on Counter-hit/Punish Counter
  • Anti-Air Invuln: 10-14f (Upper Body/Leg); cannot hit cross-up
  • Cancel Hitconfirm Window: 19f (Super)
    • Super cancel is delayed until after 2nd active frame
  • Has high juggle potential (causes air reset)
  • Extends a hurtbox 1f before active that is vulnerable to projectiles


A.K.I.'s 2HK is an upward kick rather than a sweep, allowing it to function as an anti-air. The active frames have some anti-air invincibility that helps against ranged jump-ins, but it loses to closer jumps and cross-ups. While the hitbox is not quite as disjointed as 5HK, being able to act from a crouching state allows it to be used a little later without being hit by a downward-angled air normal.

The hitbox of 2HK serves it well as a poke in neutral as well. It can be canceled into Super with a long hitconfirm window for easy reactions, and it launches the opponent upon scoring a Punish Counter. It does extend a hurtbox that loses to projectiles right before the active frames begin, so it can't trade effectively against fireball characters.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 A.K.I. jlp.png
SF6 A.K.I. jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H - -
  • Can be used as a fuzzy instant overhead

j.MP
Jumping Medium Punch
j.MP
SF6 A.K.I. jmp.png
SF6 A.K.I. jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 3 land - 700 H - -
  • Puts airborne opponents into limited juggle state
  • Shifts A.K.I.'s hurtbox upward during startup


A useful air-to-air, but the hitbox aims quite high which limits the angle it can be used from.

j.HP
Jumping Heavy Punch
j.HP
This button is very good to jump in
SF6 A.K.I. jhp.png
SF6 A.K.I. jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 800 H - -
  • Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter


A strong jump normal that doesn't extend a hurtbox until the active frames begin.

j.LK
Jumping Light Kick
j.LK
SF6 A.K.I. jlk.png
SF6 A.K.I. jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -
  • Can hit cross-up


A.K.I.'s longest ranged horizontal jump-in, giving it some air-to-air utility. The cross-up hitbox can be useful to apply an immediate tick throw after landing, but otherwise j.2HP is far better in that context.

j.MK
Jumping Medium Kick
j.MK
SF6 A.K.I. jmk.png
SF6 A.K.I. jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 600 H - -
  • Can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring)


A standard but solid jump-in attack with a downward angle. It's faster than her other buttons with a similar approach angle.

j.HK
Jumping Heavy Kick
j.HK
SF6 A.K.I. jhk.png
SF6 A.K.I. jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 3 land - 800 H - -


Good jump-in with a fairly retracted hurtbox compared to j.HP.


Command Normals

3MP
Pu Lao
3MP
SF6 A.K.I. 3mp.png
SF6 A.K.I. 3mp hitbox.png
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3MP
Pu Lao
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 3 18 - 600 H +3 -2
  • Can combo afterward with meaty timing, Drive Rush, or Counter-hit


While a bit lacking in range and speed, A.K.I. has plenty of opportunities to safely approach from a Drive Rush to force a high/low mixup. Having more visual effects on the screen like poison status and an Orchid Spring puddle can make it harder for the opponent to notice the attack's startup animation. With 3 active frames, it's not too difficult to set up a meaty overhead to allow a follow-up link, like corner 236HP, Dash + 3MP.

6HP
Chi Wen
6HP
SF6 A.K.I. 6hp.png
SF6 A.K.I. 6hp hitbox.png
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6HP
Chi Wen
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 20(21) SA 900 LH +3 -4
  • 1f extra recovery on whiff
  • Cancel Hitconfirm Window: 17f (Super)


A great advancing poke that is safe on block due to pushback. On hit, it can be confirmed into Super with good reactions. This makes it safe against Drive Impact as long as you have meter, making it even better as a poke in neutral.

6HK
Qiu Niu
6HK
SF6 A.K.I. 6hk.png
SF6 A.K.I. 6hk hitbox.png
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6HK
Qiu Niu
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3(5)3 16(24) - 400x2 LH +4 +2
  • Low Crush 11-26f (not airborne)
  • 8f extra recovery on whiff
  • 1st hit puts opponent into limited juggle state
    • 2nd hit causes air reset unless performed out of Drive Rush
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A.K.I.'s only normal that is naturally plus on block, 6HK is an incredible pressure tool that benefits greatly from Drive Rush momentum. Setting this up after a 214LP projectile in neutral is an easy way to approach, leading to combos on hit or strike/throw mixups on block, while also chipping away at the opponent's Drive gauge. The invincible lower body hurtbox allows it to hop over low pokes, giving A.K.I. a direct counter to one of the game's strongest neutral tools.

j.2HP
Gong Fu
j.2HP
SF6 A.K.I. j2hp.png
SF6 A.K.I. j2hp hitbox.png
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j.2HP
Gong Fu
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 3 land - 800 H - -
  • Forward Jump only; can only hit as a cross-up
  • Causes spike knockdown vs. airborne opponents
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A technique borrowed from her master, A.K.I. is able to land a cross-up jump normal at a range most characters can't match. Her floaty jump makes this an important tool, as the opponent could otherwise easily walk under for a free punish on landing recovery. This jump-in will whiff if attempted on a fully cornered opponent, as they cannot be crossed up.


Target Combos

5LP~LP
Hun Dun
5LP~LP
SF6 A.K.I. 5lp lp.png
SF6 A.K.I. 5lp lp hitbox.png
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5LP~LP
Hun Dun
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 14(16) Sp SA 300(270) LH 0 -3
  • 2f extra recovery on block; 3f blockstring gap between hits
  • () refers to scaled damage after a 5LP combo starter
  • Cancel Hitconfirm Window: 13f (single hit) / 32-33f (full TC)
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +5 oH / +4 oB
  • Sinister Slide Cancel Advantage: +4 oH / +3 oB


This Target Combo can act as a substitute for having a chainable 5LP. It moves A.K.I. forward slightly for a more consistent finish, though her options are somewhat limited; the only specials that combo are 236LP, 236HP, and 214HP. A Drive Rush extension also works, but the damage scaling makes it fairly week.

The most important property of this TC is the small gap on block, as 2LP chains are true blockstrings that cannot catch a mashing opponent. 5LP~LP can become a true blockstring if the initial 5LP starts from a Drive Rush, or if the opponent is in Burnout.

5HP~HP
Qiong Qi
5HP~HP
SF6 A.K.I. 5hp hp.png
SF6 A.K.I. 5hp hp hitbox.png
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5HP~HP
Qiong Qi
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 24(29) - 400 LH KD +34[+54] -15
  • 5f extra recovery on block; always a true blockstring even at max delay
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned


This Target Combo is relatively easy to hitconfirm from 5HP, making it a great neutral tool that can knock down and inflict poison while setting up 214LP for continued pressure. If the opponent is already poisoned, the Toxic Blossom launch is high enough to juggle a DR~5HK for great damage and corner carry.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 A.K.I. lplk.png
SF6 A.K.I. lplk hitbox.png
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LPLK
Whisper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +19 -
  • Punish Counter: HKD +19
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Sets up a corner throw loop that requires precise walk timing to beat reversal 4f normals. The maximum time A.K.I. can walk forward is 17f, and the timing window is 2 frames (3f for Marisa, and 4f for Blanka, E. Honda, and Zangief).

Midscreen, A.K.I. can threaten with some Drive Rush buttons but does not get real oki. DR~5HP can trade with 4f normals, usually linking into a follow-up 5HP~HP knockdown. A slightly delayed DR~5MP leaves her closer and allows a link to 5HK on counter-hit or another 5MP on regular hit. Stronger options like 6HK or another throw can only work if the opponent respects your other meaty options first.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 A.K.I. 4lplk.png
SF6 A.K.I. lplk hitbox.png
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4LPLK
Gluttony
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +27 -
  • Side switch
  • Punish Counter: HKD +27
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, A.K.I. can walk or dash for another strike/throw mixup.

Midscreen, she can set up a safe Nightshade Pulse that recovers fast enough to beat a forward jump attack. If the opponent uses a ranged anti-projectile Super like Cammy's SA3, the Nightshade Pulse can be canceled on reaction into 236KK to keep her safe. Some anti-projectile moves like Cammy's OD Spin Knuckle can punish this projectile while not giving much time to react with a 236KK cancel, so it's important to know what options the opponent has to counter this.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 A.K.I. hphk.png
SF6 A.K.I. hphk hitbox.png
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HPHK
Zao Chi
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 5HK (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HK: 7[3]
  • 2MP: 10[6]
  • 5MP, 5LP~LP: 12[8]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • DR~2MP > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • 5HK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 A.K.I. 6hphk.png
SF6 A.K.I. 6hphk hitbox.png
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6HPHK
Feng Shi
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 A.K.I. mpmk.png
SF6 A.K.I. mpmk hitbox.png
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MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 A.K.I. 66.png
SF6 A.K.I. 66 hitbox.png
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66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.907 (min, cancel into immediate Throw)
    • 2.437 (min, earliest blocking/movement frame)
    • 4.049 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Nightshade Pulse (214LP)
Nightshade Pulse
Poison Bubble
214LP
SF6 A.K.I. 214lp.png

SF6 A.K.I. 214pp.png
SF6 A.K.I. 214lp hitbox.png

SF6 A.K.I. 214pp hitbox.png
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214LP
Nightshade Pulse
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 - 35 SA3 500 LH -5 -10
  • Slow 1-hit projectile; applies poison on hit
  • Cancel Hitconfirm Window: 4f (Super)
  • Extended arm hurtbox 16-41f (only vulnerable to strikes)
  • Cancelable into 6P follow-up on frames 30-36 (detonates bubble if on-screen)
  • Cancelable into 236KK on frames 35-36 (can avoid punishes)
  • Projectile Speed: 0.04
214PP
Nightshade Pulse
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 28 SA2 SA3 300,400 LH KD +45 +1
  • Slow 2-hit OD projectile; applies poison on hit; 2nd hit puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 12f (Super)
  • Extended arm hurtbox 16-36f (only vulnerable to strikes)
  • Cancelable into 6P follow-up on frames 34-35 (detonates bubble if on-screen)
  • Cancelable into 236KK on frames 32-33 (can avoid punishes)
  • Projectile Speed: 0.02 (1-3f) / 0.04 (4f~)


Nightshade Pulse is an extremely slow projectile that defines much of A.K.I.'s neutral and oki gameplan. If used from long range, she can safely advance behind it while reacting to the opponent's jump or evasive maneuvers. After a knockdown, it can be used as a meaty tool to stuff reversal Level 1 Supers and gain massive frame advantage on hit or block. Because it's cancelable into OD Snake Step, A.K.I. can even keep herself safe if the opponent tries to take advantage of the projectile's slow recovery. If used at close range, it's quite punishable on block; on hit, A.K.I. is technically unsafe but can always end with the Nightshade Chaser (6P) extension.

OD Nightshade Pulse acts mostly the same, except it is +1 on block even at point blank and causes a juggle state on hit. The OD projectile priority also shuts down the opponent's fireball game unless they use their own OD projectile, making it an even better shield to advance behind.


Nightshade Chaser (214LP~6P)
Nightshade Chaser
Poison Detonation
214LP~6P
SF6 A.K.I. 214lp 6p.png

SF6 A.K.I. 214pp 6p.png
SF6 A.K.I. 214lp 6p hitbox.png

SF6 A.K.I. 214lp 6p burst hitbox.png

SF6 A.K.I. 214pp 6p hitbox.png

SF6 A.K.I. 214pp 6p burst hitbox.png
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214LP~6P
Nightshade Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 34 SA3 500[800] LH -4 [KD +38] -16(-11)
  • Whip acts as a 1-hit projectile; if Perfect Parried, causes strike screen-freeze
  • Cancel Hitconfirm Window: 8f [TB: 13f] (Super)
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Toxic Blossom hit puts opponent into limited juggle state
  • After blocked close-range 214LP, creates a 1f blockstring gap into 6P follow-up (can delay 6P to create larger frame trap gap)
214LP~6P
Nightshade Chaser (Burst)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 6 29 - 800 LH KD +42 -4
  • Detonates the 214LP bubble; applies poison on hit
214PP~6P
Nightshade Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 5 28 SA2 SA3 600[800] LH -4 [KD +31~44] -13(-10)
  • Whip acts as a 1-hit projectile; if Perfect Parried, causes strike screen-freeze
  • Cancel Hitconfirm Window: 10f [TB: 15f] (Super)
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Toxic Blossom hit puts opponent into limited juggle state
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
214PP~6P
Nightshade Chaser (Burst)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 12 20 SA2 SA3 800x2 LH KD +43(+52~57) -2(+4)
  • Detonates the 214PP bubble; applies poison on hit
  • Cancel Hitconfirm Window: 14f [TB: 15f] (Super)
  • Different properties if detonating at max range, or after 1 hit of 214PP has already connected (Damage, chip, launch height, juggle potential)


Nightshade Chaser is the whip follow-up to Nightshade Pulse that can be activated on hit, block, or whiff. It's much more unsafe than the projectile itself, but can also be used to frame trap the opponent trying to punish 214LP on block. At close range, there is a 1f gap between the bubble the and 6P follow-up, which can be increased by delaying the 6P input; at farther ranges, it will form a true blockstring. If the initial projectile hits and poisons the opponent, 6P will active Toxic Blossom for a knockdown.

If the poison bubble hasn't dissipated, 6P can detonate it to change the move's properties. It becomes much safer on block than the normal whip ender, and can knock down even if the opponent wasn't initially poisoned. The OD version in particular has some very complicated interactions depending on the exact timing and spacing of the bubble burst; it's possible to space the move precisely to achieve a high launch with a juggle follow-up.


Orchid Spring (214MP)
Orchid Spring
Poison Pool
214MP
SF6 A.K.I. 214mp.png
SF6 A.K.I. 214mp hitbox.png
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214MP
Orchid Spring
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 [160] 20 - - - - -
  • Pool is placed on frame 26 and stays active for the next 160 frames
  • Poisons the opponent (cannot be blocked); constantly re-applies poison as long as opponent is in close proximity
  • Cannot use another 214MP until first one dissipates (but can use alongside SA2 poison pool)
  • A.K.I. is in a Counter-hit state for entire 46f move animation


Orchid Spring places a pool of poison in front of A.K.I. which will poison any opponent in close proximity even if they block. Just like the poison status, the pool immediately disappears if A.K.I. takes any damage. It's particularly useful on long knockdowns or stuns when A.K.I. can set it up safely, ensuring that the next combo will get a Toxic Blossom effect. It can also be used to control the opponent's movement somewhat; while it doesn't prevent them from approaching, many players will be hesitant to simply walk into it especially if they are at a life disadvantage.


Toxic Wreath (214HP)
Toxic Wreath
Poison Slash
214HP
SF6 A.K.I. 214hp.png
SF6 A.K.I. 214hp hitbox.png
SF6 A.K.I. 214hp hitbox2.png
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214HP
Toxic Wreath
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3(14)7 15 SA3 400x2 LH KD +40 -4
  • Strike hitbox (no projectile durability); extended arm hitbox is projectile invuln 13-21f
  • Cancel Hitconfirm Window: 33f (Super); 6f if only 2nd hit connects
  • Applies poison on hit (does not trigger Toxic Blossom)
  • Puts opponent into a limited juggle state; much higher launch vs. airborne opponents
  • Applies 15% immediate damage scaling when comboed into


Toxic Wreath is a useful combo and juggle tool, as well as a relatively safe blockstring ender due to its high pushback. It forms a true blockstring from mediums and heavies, but leaves a small gap after 5LK (2f) and 2LP (4f), allowing for frame traps and trade combos. If you time the 2nd hit as a meaty, it can be up to +2 on block. Outside of close range, it's possible for 214HP to whiff in blockstrings, leaving A.K.I. very unsafe.

In the corner, the pushback will automatically set up a meaty Nightshade Pulse (214LP) in grounded combos, giving A.K.I. excellent block pressure. Juggles into Toxic Wreath launch the opponent much higher than a grounded hit, allowing follow-ups in the corner; in some situations it's even possible to land a DR~2HP or HP SA2 after a midscreen juggle. After a corner juggle ender, you will have to manually time the meaty 214LP projectile; a quick backwards microwalk is a consistent way to do this, though your exact frame advantage will vary slightly based on timing.


Serpent Lash (236P)
Serpent Lash
Poison Whip
236P
SF6 A.K.I. 236lp.png
Straight forward

SF6 A.K.I. 236mp.png
Slight upward angle

SF6 A.K.I. 236hp.png
Directly above

SF6 A.K.I. 236pp.png
Straight forward
SF6 A.K.I. 236lp hitbox.png
Straight forward

SF6 A.K.I. 236mp hitbox.png
Slight upward angle

SF6 A.K.I. 236hp hitbox.png
Directly above

SF6 A.K.I. 236pp hitbox.png
Straight forward
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236LP
Serpent Lash
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 20(26) SA3 500[800] LH +1(+3) [KD +44(46)] -8(-6)
  • 6f extra recovery on whiff; better frame advantage on later active frames
  • Strike hitbox with 1-hit projectile durability; extended arm is projectile invuln 13-16f
  • Cancel Hitconfirm Window: 16f [TB: 17f] (Super)
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Toxic Blossom hit puts opponent into a limited juggle state


LP Serpent Lash is a strong mid-range poke that is generally safe when spaced out. It can clash with projectiles in neutral to keep A.K.I. safe, but is not useful as an anti-zoning tool. It has high juggle potential, making it a useful juggle ender especially with SA3 stocked. The knockdown from a Toxic Blossom hit can lead to a follow-up juggle into 236HP or any Super Art in the corner; alternatively, you can sacrifice some damage for a safe jump to continue pressure.

236MP
Serpent Lash
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 6 24 SA3 600[700] LH KD +44 [Crumple +69] -12
  • Strike hitbox with 1-hit projectile durability; cannot hit crouching opponents
  • Cancel Hitconfirm Window: 16f [TB: 17f] (Super)
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Toxic Blossom hit causes limited juggle crumple state on grounded hit, or higher juggle (KD +60~72) on airborne hit


MP Serpent Lash is primarily a combo tool, though it can be used as an anti-air at farther ranges (like against an opponent neutral jumping A.K.I.'s Nightshade Pulse). The crumple state from a Toxic Blossom hit allows for powerful follow-up juggles, but it's important to confirm the opponent is standing before comboing into it (or use 5HK for its Force Stand property). If the opponent is airborne, the higher launch height still gives great follow-up juggles like DR~5HK anywhere on the screen.

While 236MP has some utility as a poke against tall standing characters, it is liable to whiff and allow opponents to more easily close the gap. The regular version sets up a corner safe jump on a grounded hit; unlike Toxic Blossom 236LP, this does not involve sacrificing a corner juggle.

236HP
Serpent Lash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 32 SA3 700[800] LH KD +44 [KD +53] -20
  • Anti-Air Invuln: 6-16f; Semi-Low Profile 9-30f (crouch height)
  • Can anti-air cross-ups; strike hitbox with no projectile clash
  • Cancel Hitconfirm Window: 17f [TB: 16f] (Super)
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Toxic Blossom hit causes a higher launch (allows follow-ups midscreen or in the corner)


HP Serpent Lash is a fairly reliable anti-air, though it does not have immediate air invincibility. As a result, some stronger jump-ins and divekicks can be hard to deal with. The upside is that it works well against cross-ups, so ambiguous jumps are less of threat.

The horizontal range of 236HP is relatively short, though it generally works even from 3-hit light combos. The regular version sets up a safe jump anywhere on screen if it hits a grounded opponent; however, if the opponent is midscreen and doesn't back rise, you must react with a late cross-up j.2HP to avoid whiffing, which can be difficult to do on reaction. Toxic Blossom causes a much higher launch, which allows a 236LP follow-up or a DR~5HK juggle for better damage and corner carry. In the corner, you can save meter with a simple 214HP juggle instead.

236PP
Serpent Lash
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 5 25 [TB: SA2 SA3] 600[800] LH +4 [Crumple +71] -14(-11)
  • Strike hitbox with 1-hit OD projectile durability; extended arm is projectile invuln 20-25f
  • Cancel Hitconfirm Window: [TB: 73f] (Super)
  • Applies poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Toxic Blossom hit causes crumple on grounded hit (+5 before opponent becomes airborne)
    • Resets juggle counter to 0 (free juggle state) on airborne Toxic Blossom juggle
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into
    • Toxic Blossom version: applies 10% damage scaling to next hit when beginning a combo (no additional mid-combo scaling)


OD Serpent Lash is a powerful combo and anti-zoning tool with a trajectory similar to the LP version, but with more range. It will cleanly go through any meterless projectile and pull you close for a full combo, though if A.K.I. is too close to the opponent she can get hit before the whip connects; it also does not work against multi-hit OD projectiles.

On hit, the pull animation is completely invincible once it begins. It can link to 2LP, and due to the poison A.K.I. can follow up with 236HP, 236LP anywhere on screen. Hitting an airborne opponent will pull them in, allowing a quick juggle. On a grounded Toxic Blossom hit, the extra follow-up causes a crumple that leads to great damage. If it hits airborne, it completely resets the juggle counter, which can lead to extremely powerful extended juggles.


Cruel Fate (214K)
Cruel Fate
Leaping Claw
214K
SF6 A.K.I. 214lk.png

SF6 A.K.I. 214kk.png
SF6 A.K.I. 214lk hitbox.png
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214LK
Cruel Fate
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 2(5)2(4)2(5)2 18 land - 200x4 (800) LH +1 (KD +38~45) -3
  • Lower Body Projectile Invuln: 19-23f; Airborne 9-45f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
214MK
Cruel Fate
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 2(5)2(4)2(5)2 18 land - 200x3,300 (900) LH +3 (KD +38~45) -3
  • Lower Body Projectile Invuln: 21-27f; Airborne 13-49f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
214HK
Cruel Fate
Startup Active Recovery Cancel Damage Guard On Hit On Block
33 2(5)2(4)2(5)2 18 land - 200x3,400 (1000) LH +4 (KD +41~50) -3
  • Lower Body Projectile Invuln: 26-32f; Airborne 18-54f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
214KK
Cruel Fate
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 3(4)2(4)2(5)2 18 land - 200,200x4,600 (1600) LH HKD +42 (+2~3) +2
  • Lower Body Projectile Invuln: 23-27f; Airborne 13-49f (Forced Knockdown state)
  • Applies poison on hit; causes limited juggle OTG bounce vs. airborne opponents


A.K.I. leaps into the air and comes down with a multi-hit claw stab. The LK version is fast but short-ranged, the HK version is long-ranged but slow, and the MK version is in between both. It hits 4 times against standing opponents and twice against crouching opponents, affecting the total damage, meter build, and Drive damage. The HK version is the only one with enough frame advantage to link naturally into 2LP, but landing a Counter-hit or Punish Counter (like after a successful fireball punish) will carry the bonus advantage through all hits, opening up more combo opportunities. If 214K connects on an airborne opponent, it they are knocked down with plenty of time for an oki setup.

All meterless versions are safe but minus on block, and give slight frame advantage if the opponent is in Burnout. Having multiple hits, Cruel Fate can break Drive Impact; however, if the opponent crouches and inputs Drive Impact as late as possible (when 214K would only connect twice), it can result in a full combo punish for the opponent. This makes it a fairly high risk, low reward offensive option if you're not using it to counter a specific option like a projectile or a whiffed throw escape.

OD Cruel Fate is most similar to the MK version, but can be steered left or right to change its distance. It transitions into a grab animation on hit, guaranteeing the full damage and follow-up oki. At certain ranges, the later active frames can cause a weak non-cinematic hit, giving slight hit advantage but no follow-up combo. Unlike the meterless versions, it is plus on block and cannot be countered with a late Drive Impact, making it a much better offensive approach option. It can also be used in juggle combos to force a ground bounce.

All versions of Cruel Fate recover with a crouching-sized hurtbox, although A.K.I. is still considered standing. This can affect the punish options if this move is whiffed in neutral.


Snake Step (236K)
Snake Step
Slide
236K
SF6 A.K.I. 236lk.png

SF6 A.K.I. 236kk.png
SF6 A.K.I. 236lk hitbox.png
Light Version

SF6 A.K.I. 236mk hitbox.png
Medium/Heavy Version

SF6 A.K.I. 236kk hitbox.png
OD Version
Hitboxes Off
Hitboxes On

236LK
Snake Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
37 total - - - - - - -
  • Feint; starts dash animation, then steps back to original spot; Counter-hit state for entire duration
  • Upper Body Projectile Invuln: 8-37f; Semi-Low Profile 8-13f; Low Profile 14-37f
  • Crouching state 14-36f; 4f forced standing at the end (only 1f after inputting immediate crouching button)
236MK
Snake Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
39 total - - - - - - -
  • Command dash, always stays on same side; Counter-hit state for entire duration
  • Upper Body Projectile Invuln: 9-38f; Semi-Low Profile 9-15f and 39f; Low Profile 16-38f
  • Crouching state 14f until end of recovery (no forced standing)
  • Movement Distance: 1.94
236HK
Snake Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
43(50~54) total - - - - - - -
  • Command dash, can cross-up (collision box disappears frames 20-31); Counter-hit state for entire duration
  • Upper Body Projectile Invuln: 11-40(50)f; extended on cross-up version
  • Semi-Low Profile 11-17f; Low Profile 18f until end of recovery; Crouching state 17f until end of recovery (no forced standing)
  • After cross-up, enters a 23f recovery animation; total move duration varies based on timing of cross-up
  • Movement Distance: 3.18 (3.84 cross-up)
236KK
Snake Step
Startup Active Recovery Cancel Damage Guard On Hit On Block
42(48~57) - - - - - - -
  • Command dash, can cross-up (collision box disappears frames 7-33); vulnerable to Punish Counter Throws for entire duration
  • Strike Invuln: 1-34f; Projectile Invuln: 1-42f; entire animation is strike/projectile invuln on cross-up version
  • Crouching state 17f until end of recovery (no forced standing)
  • After cross-up, enters a 23f recovery animation; total move duration varies based on timing of cross-up (48~57f)
  • Movement Distance: 4.06 (3.52 cross-up)


A slithering command dash that can avoid high attacks and many projectiles during the low profile frames. The LK version retreats back to its original spot, but can still be used to make certain attacks whiff over her; this is especially useful against fast projectiles, as they will disappear behind A.K.I. before she recovers. Against slower projectiles, she may be forced to block on the forced standing frame during recovery. The MK version is a more traditional command dash, sliding forward and potentially giving A.K.I. a punish on a predicted fireball.

HK Snake Step is similar to MK, but has the potential to cross-up at closer ranges. This usually extends the total dash time, making it easier to react to. However, with extremely precise spacing, it's possible to get a cross-up version with the same 43f duration as the same-side version, setting up an ambiguous left/right mixup.

OD Snake Step acts like the HK version, but has full body strike and projectile invincibility. There are only 8 punishable recovery frames at the end of the dash, and if A.K.I. crosses up then it becomes completely immune to a strike or projectile punish. While this sounds like it would be a great defensive option, it's a bit underwhelming. It is vulnerable to throws, and the throw can even be option selected after a whiffed meaty jab. It is best used at unexpected timings where the opponent is less likely to be looking to react to it, like a gap in a blockstring. Even if you rarely use this move, the opponent may structure their offense in a predictable manner to avoid having their screen position reversed. On the other hand, if you notice your opponent using more committal oki options, you can take advantage of the easy corner escape and force them to respect it.


Sinister Slide (2PP)
Sinister Slide
Slither
2PP
SF6 A.K.I. 2pp.png
SF6 A.K.I. 2pp hitbox.png
Hitboxes Off
Hitboxes On

2PP
Sinister Slide
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(28) [185] 20 - - - - -
  • Upper Body Projectile Invuln: 10-197f
  • Semi-Low Profile: 10-15f (crouch height); Low Profile: 16-197f
  • Follow-ups can be input after 11f (28f for Exit Stance)
  • Automatically exits stance after 216f (no low profile or projectile invuln)
2PP~8
Sinister Slide Exit
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 21 - - - - -
  • Can be input after 28f of Sinister Slide (fastest total time: 49f)
  • Low Profile: 1-10f; Semi-Low Profile: 11-21f (crouch height)
  • Shortest travel distance: 0.78


A.K.I. drops to the floor and slowly advances forward in a low profile state. While slithering, she can duck under most projectiles, as well as moves like Marisa's Phalanx/Gladius or Lily's Condor Spire. While should be used sparingly in neutral, it's possible to start slithering from long range, then safely exit the stance if your opponent doesn't give you anything to react to with a follow-up.


Venomous Fang (2PP~P)
Venomous Fang
2PP~P
SF6 A.K.I. 2pp p.png
SF6 A.K.I. 2pp p hitbox.png
Hitboxes Off
Hitboxes On

2PP~P
Venomous Fang
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+19 15 30 - 1100 LH KD +20(34)
[Crumple +67(81)]
-25(-11)
  • Upper Body Projectile Invuln: 1-19f; Airborne 19-33f (Forced Knockdown state)
  • Low Profile 1-17f; Low Crush 20-31f
  • Applies Poison on hit; triggers Toxic Blossom if opponent is poisoned
  • Toxic Blossom hit causes crumple on grounded hit or tumbling OTG juggle state on airborne hit


A.K.I. lunges quickly across the screen for a surprise attack. It's very unsafe on block even when perfectly spaced, so it should only be used in combos or on reaction to projectiles. As an anti-zoning tool it's fairly effective if A.K.I. is already in her Sinister Slide stance, but generally too slow if you try to enter the stance on reaction to a projectile. Slow projectiles are also difficult to avoid if starting from farther ranges.

Venomous Fang does not combo naturally from any of A.K.I.'s normals. Instead, it's primarily used in punishes, Drive Rush routes, or juggles. It can lead to massive corner carry, as well as high damage if Toxic Blossom is triggered.


Heel Strike (2PP~K)
Heel Strike
2PP~K
SF6 A.K.I. 2pp k.png
SF6 A.K.I. 2pp k hitbox.png
SF6 A.K.I. 2pp k hitbox2.png
Hitboxes Off
Hitboxes On

2PP~K
Heel Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+11 3(9)3 17(20) SA3 (2nd) 300x2 LH +4 -3
  • Very Low Profile 1-15f; Low Profile 16-27f; Semi-Low Profile 28-35f (crouch height)
  • 3f extra recovery on whiff
  • Cancel Hitconfirm Window: 33f (Super); 15f if only 2nd hit connects
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Puts airborne opponents into limited juggle state


A useful combo tool that links into 2LP on the ground and allows follow-up juggles in the air. It's the only option out of Sinister Slide that is safe on block. In Burnout it becomes +1 on block; combined with Heel Strike's forward movement, this gives A.K.I. some tricky block pressure with the threat of a command grab reset.


Entrapment (2PP~LPLK)
Entrapment
2PP~LPLK
SF6 A.K.I. 2pp lplk.png
SF6 A.K.I. 2pp lplk hitbox.png
Hitboxes Off
Hitboxes On

2PP~LPLK
Entrapment
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+23 3 55 - 1852 (2222) T HKD +16 -
  • () refers to Punish Counter damage
  • Range: 1.59 (from moment of input)
  • Applies 20% immediate damage scaling when comboed into (e.g. after Stun)


A command grab with good range but slow startup. Useful to catch opponents who attempt to Parry or Drive Impact A.K.I.'s other options out of Sinister Slide, or as a reset option when applying Burnout pressure.


Super Arts

Level 1 Super (236236K)
Deadly Implication
Level 1 Super Art
236236K
SF6 A.K.I. 236236k.png
SF6 A.K.I. 236236k hitbox.png
Hitboxes Off
Hitboxes On

236236K
Deadly Implication
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 68 - 850,950 (1800) LH KD +30 -46
  • Full Invuln: 1f; Strike/Throw Invuln: 2-12f; Armor Break
  • Good anti-air (cannot hit cross-up)
  • Hurtbox shifts forward 1 full character length during Super freeze (can avoid some meaty projectiles)
  • On hit, transitions to a cinematic and poisons the opponent
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


A.K.I.'s most reliable reversal against everything but meaty projectiles. At 10f startup, most characters can safely bait this with a perfectly timed light normal. The anti-air hitbox is reliable as long as the opponent isn't too close. It works well as a juggle ender, inflicting poison for extra damage.

The distance separating A.K.I. from the opponent after the cinematic hit varies based on starting screen position; there is nearly full screen separation when used midscreen, but only about 1/3 screen distance if near the corner. This is important, because A.K.I. would ideally like to set up Nightshade Pulse (214LP) for frame advantage and screen control. JP's SA3 and A.K.I.'s HP SA2 can punish a full screen Nightshade Pulse if it is not canceled with 236KK. In the corner, many other characters have ways to punish the projectile, some of which can't be avoided with a 236KK cancel (or which don't give a Super freeze to react in this way). Check the Strategy Page for a full list of moves that can punish this setup.

If SA1 trades with a projectile right as it hits the opponent, they will be launched high into a limited juggle float state, usually allowing a follow-up juggle with Drive Rush.

Level 2 Super (214214P)
Tainted Talons
Level 2 Super Art
214214P
SF6 A.K.I. 214214p.png

SF6 A.K.I. 214214p2.png

SF6 A.K.I. 214214p4 hitbox.png
Button Strength Determines Distance
Hitboxes Off
Hitboxes On

214214P
Tainted Talons
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 53(28)12 54 - 300,200x6,800 (2300) LH KD +30 -19~
  • Armor Break; no invincibility, but Super-priority projectiles can dissipate fireballs
  • Creates an unblockable poison pool that poisons the opponent in close proximity, lasting for 700f
  • Button strength determines attack distance and placement of poison pool (LP close, MP mid/far, HP full screen)
    • MP/HP versions cause poison pool to slowly move forward
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
    • Distribution: 1500,500x6,5500 (hit) / 625x8 (block)
  • 40% minimum damage scaling


Tainted Talons is a unique Super with multiple uses. It can punish moves from long range, finish juggles, and set up an unblockable poison pool that deals extensive damage if the opponent cannot escape or quickly land a hit on A.K.I.

The MP version is a fairly strong projectile counter at mid/far range, but not quite full screen. If too close, A.K.I. will get hit out of startup as it won't hit close enough to dissipate the fireball; from full screen, the HP version will usually not interact with the opposing projectile at all, unless it is a particularly slow fireball.

The poison pool from SA2 prevents the use of another SA2 until it disappears; however, it can exist simultaneously with the 214MP pool. If both pools are active, it does not stack the poison time or damage. Like 214MP, it constantly reapplies the poison as long as the opponent is touching it, causing it to last much longer.

The opponent cannot activate Drive Reversal against this Super until the final whip connects (2nd to last hit overall). If the opponent is under 1/2 bar of Drive Gauge and can't hold Parry, there is essentially nothing they can do to avoid Burnout unless they have a Super that punishes A.K.I.'s ranged SA2 startup. While SA2 can be made mostly safe at long range due to pushback, a well-timed Drive Reversal right before the final explosion occurs can allow them to stay close enough for a Drive Rush punish. However, if they input it too early, the explosion will simply punish the Drive Reversal recovery.

Level 3 Super (236236P)
Claws of Ya Zi
Level 3 Super Art
236236P
SF6 A.K.I. 236236p.png

SF6 A.K.I. 236236p ca.png
Critical Art adds 500 more damage
SF6 A.K.I. 236236p hitbox.png
Hitboxes Off
Hitboxes On

236236P
Claws of Ya Zi
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 58 - 4000 LH HKD +30 -36
  • Full Invuln: 1-12f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2.2 Drive bars for A.K.I.
  • 50% minimum damage scaling; applies a 10% damage scaling penalty when canceled from special moves
236236P
Claws of Ya Zi
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 58 - 4500 LH HKD +21 -36
  • Full Invuln: 1-12f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.2 Drive bars for A.K.I.
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A big damage combo ender or fully invincible reversal. While the hitbox looks like a tall anti-air, most of its vertical range only works in juggles; the actual hitbox is much lower than it appears and it cannot hit cross-up, causing it to be a mediocre anti-air. It moves forward around 1/3 screen, which is enough to work in most juggle routes but not far enough to threaten opponents in neutral with a reaction punish.

While a regular SA3 has better knockdown advantage than CA, it also leaves the opponent much farther away. Both allow for a DR~6HK to apply pressure, though a Drive Rush into Throw will not beat reversal 4f normals. Still, the threat of a meaty normal can open up a throw opportunity, and A.K.I. has enough time to block and bait reversals during the dash.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 A.K.I. 5pppkkk.png
"The master's prized poison... ahh, a perfect, beautiful, most brilliantly crafted poison! Now you'll get a taste."

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
611 (total) - - - - - - -
  • Builds 1 bar of Super gauge after 411 frames
    • 1000 Super gauge on frames 303, 324, 346, 363, and 383; 5000 Super gauge on frame 411

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 A.K.I. 6pppkkk.png
"Time for some experimentation... I bet poison would work wonders on you."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
484 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 A.K.I. 4pppkkk.png
"Isn't he wonderful?"
SF6 A.K.I. 4pppkkk hitbox.png
"Isn't he wonderful?"
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
175 32 258(264) - 600 LH KD -197 -239
  • The F.A.N.G bubble has a large projectile hitbox behind A.K.I.
  • Popping the bubble by colliding with it makes A.K.I. angry.



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