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

From SuperCombo Wiki


Character Vitals

A.K.I.
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 A.K.I. Portrait.png SF6 A.K.I. Face.png 10000 0.8 / 0.33 4+40+3 2.176 0.907
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.0452 19 1.30 2.00 2.437
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.032 23 1.08 1.60 4.049


Normals

Standing Normals

5LP
A.K.I.
a.k.i._5lp

5LP

Standing Light Punch
SF6 A.K.I. 5lp.png
SF6 A.K.I. 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA TC 12 Sp, 14 TC
Startup Active Recovery Total Hitstun Blockstun
5 2 7 13 13 8
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 +8 +3 +3 -2
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo
5MP
A.K.I.
a.k.i._5mp

5MP

Standing Medium Punch
SF6 A.K.I. 5mp.png
SF6 A.K.I. 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
6 5 14(16) 24(26) 22 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +7 +1 +11 +5
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
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
5HP
A.K.I.
a.k.i._5hp

5HP

Standing Heavy Punch
SF6 A.K.I. 5hp.png
SF6 A.K.I. 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH TC 19
Startup Active Recovery Total Hitstun Blockstun
12 3 21 35 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +5 -1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -5
Notes
Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents
5LK
A.K.I.
a.k.i._5lk

5LK

Standing Light Kick
SF6 A.K.I. 5lk.png
SF6 A.K.I. 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 3 11 18 18 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +8 +2 +5 -1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -2
Notes
Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame
5MK
A.K.I.
a.k.i._5mk

5MK

Standing Medium Kick
SF6 A.K.I. 5mk.png
SF6 A.K.I. 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 3 15(17) 26(28) 24 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +10 +2 - -
Punish Advantage Hit Advantage Block Advantage
+10 +6 -2
Notes
2 extra recovery frames on whiff; useful poke and combo starter
5HK
A.K.I.
a.k.i._5hk

5HK

Standing Heavy Kick
SF6 A.K.I. 5hk.png
SF6 A.K.I. 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 18
Startup Active Recovery Total Hitstun Blockstun
9 4 19 31 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +8 +1 +16 +9
Punish Advantage Hit Advantage Block Advantage
+12 Stagger +4 -3
Notes
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

Crouching Normals

2LP
A.K.I.
a.k.i._2lp

2LP

Crouching Light Punch
SF6 A.K.I. 2lp.png
SF6 A.K.I. 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
4 2 9 14 15 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +8 +3 +5 0
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2
2MP
A.K.I.
a.k.i._2mp

2MP

Crouching Medium Punch
SF6 A.K.I. 2mp.png
SF6 A.K.I. 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
8 3 18(21) 28(31) 22 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +5 +1 +12 +8
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
3f extra recovery on whiff; Sinister Slide cancel: +10/+6; combo/buffer tool with good range
2HP
A.K.I.
a.k.i._2hp

2HP

Crouching Heavy Punch
SF6 A.K.I. 2hp.png
SF6 A.K.I. 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
10 3 28 40 - 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 HKD +27 -4 - -
Punish Advantage Hit Advantage Block Advantage
HKD +49 HKD +27 -8
Notes
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)
2LK
A.K.I.
a.k.i._2lk

2LK

Crouching Light Kick
SF6 A.K.I. 2lk.png
SF6 A.K.I. 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 3 8 15 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +7 +2 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -2
Notes
Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches
2MK
A.K.I.
a.k.i._2mk

2MK

Crouching Medium Kick
SF6 A.K.I. 2mk.png
SF6 A.K.I. 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - 10% Starter L SA 14 SA
Startup Active Recovery Total Hitstun Blockstun
7 3 16 25 23 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +8 +1 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 -3
Notes
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
2HK
A.K.I.
a.k.i._2hk

2HK

Crouching Heavy Kick
SF6 A.K.I. 2hk.png
SF6 A.K.I. 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH SA 19 SA
Startup Active Recovery Total Hitstun Blockstun
10 5 21 35 26 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 +4 +1 - -
Punish Advantage Hit Advantage Block Advantage
KD +48 Spin 0 -3
Notes
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

Jumping Normals

j.LP
A.K.I.
a.k.i._jlp

j.LP

Jumping Light Punch
SF6 A.K.I. jlp.png
SF6 A.K.I. jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 9 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be used as a fuzzy instant overhead
j.MP
A.K.I.
a.k.i._jmp

j.MP

Jumping Medium Punch
SF6 A.K.I. jmp.png
SF6 A.K.I. jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 4 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 2 2 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; shifts A.K.I.'s hurtbox upward during startup
j.HP
A.K.I.
a.k.i._jhp

j.HP

Jumping Heavy Punch
SF6 A.K.I. jhp.png
SF6 A.K.I. jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
11 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames
j.LK
A.K.I.
a.k.i._jlk

j.LK

Jumping Light Kick
SF6 A.K.I. jlk.png
SF6 A.K.I. jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 6 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in)
j.MK
A.K.I.
a.k.i._jmk

j.MK

Jumping Medium Kick
SF6 A.K.I. jmk.png
SF6 A.K.I. jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring)
j.HK
A.K.I.
a.k.i._jhk

j.HK

Jumping Heavy Kick
SF6 A.K.I. jhk.png
SF6 A.K.I. jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 5 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Good jump-in that doesn't extend hurtbox as much as j.HP

Command Normals

3MP
A.K.I.
a.k.i._3mp

3MP

Pu Lao
SF6 A.K.I. 3mp.png
SF6 A.K.I. 3mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - H - -
Startup Active Recovery Total Hitstun Blockstun
24 3 18 44 24 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +7 +2 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -2
Notes
Relatively slow overhead that leads to combos with meaty timing or Drive Rush
6HP
A.K.I.
a.k.i._6hp

6HP

Chi Wen
SF6 A.K.I. 6hp.png
SF6 A.K.I. 6hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH SA 17
Startup Active Recovery Total Hitstun Blockstun
16 3 20(21) 38(39) 26 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [6000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +7 0 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -4
Notes
1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super
6HK
A.K.I.
a.k.i._6hk

6HK

Qiu Niu
SF6 A.K.I. 6hk.png
SF6 A.K.I. 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
14 3(5)3 16(24) 40(48) 31(23) 29(21)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [5000x2] 1500x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +8 +6 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 +2
Notes
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
j.2HP
A.K.I.
a.k.i._j2hp

j.2HP

Gong Fu
SF6 A.K.I. j2hp.png
SF6 A.K.I. j2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter H - -
Startup Active Recovery Total Hitstun Blockstun
9 5 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents

Target Combos

5LP~LP
A.K.I.
a.k.i._5lp_lp

5LP~LP

Hun Dun
SF6 A.K.I. 5lp lp.png
SF6 A.K.I. 5lp lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300(270) - - LH Sp SA 32~33 (13)
Startup Active Recovery Total Hitstun Blockstun
8 2 14(16) 23(25) 16 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [4000] 500 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 - - +5 +4
Punish Advantage Hit Advantage Block Advantage
+4 0 -3
Notes
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
5HP~HP
A.K.I.
a.k.i._5hp_hp

5HP~HP

Qiong Qi
SF6 A.K.I. 5hp hp.png
SF6 A.K.I. 5hp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 3 24(29) 40(45) - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34[+54] KD +34[+54] -15
Notes
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

Throws

Forward Throw
A.K.I.
a.k.i._lplk

LPLK

Whisper
SF6 A.K.I. lplk.png
SF6 A.K.I. lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +19 KD +19 -
Notes
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
Back Throw
A.K.I.
a.k.i._4lplk

4LPLK

Gluttony
SF6 A.K.I. 4lplk.png
SF6 A.K.I. lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +27 KD +27 -
Notes
Side switch; can walk or dash for oki after back throwing opponent into corner

Drive Moves

HPHK
A.K.I.
a.k.i._hphk

HPHK

Zao Chi
SF6 A.K.I. hphk.png
SF6 A.K.I. hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
A.K.I.
a.k.i._6hphk

6HPHK

Feng Shi
SF6 A.K.I. 6hphk.png
SF6 A.K.I. 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
A.K.I.
a.k.i._mpmk

MPMK

Drive Parry
SF6 A.K.I. mpmk.png
SF6 A.K.I. mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
A.K.I.
a.k.i._66

66

Drive Rush
SF6 A.K.I. 66.png
SF6 A.K.I. 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. 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)

Special Moves

Nightshade Pulse

214LP
A.K.I.
a.k.i._214lp

214LP

Nightshade Pulse
SF6 A.K.I. 214lp.png
SF6 A.K.I. 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 - LH SA3 4 SA
Startup Active Recovery Total Hitstun Blockstun
17 - 35 52 31 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] 1000 600 (420) 300 (150) 0.04
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
-1 -5 -10
Notes
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)
214PP
A.K.I.
a.k.i._214pp

214PP

Nightshade Pulse
SF6 A.K.I. 214pp.png
SF6 A.K.I. 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,400 75,100 - LH SA2 SA3 12 SA
Startup Active Recovery Total Hitstun Blockstun
16 - 28 44 - 30 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2) 0.02 (1-3f), 0.04 (4f~)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +45 KD +45 +1
Notes
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)

Nightshade Chaser

214LP~6P
A.K.I.
a.k.i._214lp_6p

214LP~6P

Nightshade Chaser
SF6 A.K.I. 214lp 6p.png
SF6 A.K.I. 214lp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500[800] 125 - LH SA3 8[13] SA
Startup Active Recovery Total Hitstun Blockstun
13 2 34 48 32 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] 1000[3000] 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - [1]
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-34(-25) - - - -
Punish Advantage Hit Advantage Block Advantage
0 [KD +38] -4 [KD +38] -16(-11)
Notes
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)
A.K.I.
a.k.i._214lp_6p_burst

214LP~6P

Nightshade Chaser (Burst)
File:SF6 A.K.I. 214lp 6p burst.png
SF6 A.K.I. 214lp 6p burst hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 6 29 48 - 31
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [2500] 1000 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -4
Notes
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames
214PP~6P
A.K.I.
a.k.i._214pp_6p

214PP~6P

Nightshade Chaser
SF6 A.K.I. 214pp 6p.png
SF6 A.K.I. 214pp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600[800] 150 Combo (2 hits) LH SA2 SA3 10[15] SA
Startup Active Recovery Total Hitstun Blockstun
13 5 28 45 29 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] - 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - [1] 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31(-22) - - - -
Punish Advantage Hit Advantage Block Advantage
0 -4 [KD +31~44] -13(-10)
Notes
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)
A.K.I.
a.k.i._214pp_6p_burst

214PP~6P

Nightshade Chaser (Burst)
File:SF6 A.K.I. 214pp 6p burst.png
SF6 A.K.I. 214pp 6p burst hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800x2 200,150(425) - LH SA2 SA3 14[15] SA
Startup Active Recovery Total Hitstun Blockstun
14 12 20 45 - 30(31)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3500 [2500] - 900 (630) 450 (225) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 2(1~4)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +43(+57) KD +43(+52~57) -2(+4)
Notes
Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects)

Orchid Spring

214MP
A.K.I.
a.k.i._214mp

214MP

Orchid Spring
SF6 A.K.I. 214mp.png
SF6 A.K.I. 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
26 [160] 20 46 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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

Toxic Wreath

214HP
A.K.I.
a.k.i._214hp

214HP

Toxic Wreath
SF6 A.K.I. 214hp.png
SF6 A.K.I. 214hp hitbox.pngSF6 A.K.I. 214hp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 15% Immediate LH SA3 33(6) SA
Startup Active Recovery Total Hitstun Blockstun
13 3(14)7 15 51 - 20,18 (35 total)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [2000x2] 1000x2 300x2 (210x2) 150x2 (75x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 2 1,1 1,2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -4
Notes
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

Serpent Lash

236LP
A.K.I.
a.k.i._236lp

236LP

Serpent Lash
SF6 A.K.I. 236lp.png
SF6 A.K.I. 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500[800] 125 - LH SA3 16[17]
Startup Active Recovery Total Hitstun Blockstun
14 3 20(26) 36(42) 24 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - [1] 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27(-25) - - - -
Punish Advantage Hit Advantage Block Advantage
+5(+7) [KD +44] +1(+3) [KD +44(46)] -8(-6)
Notes
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
236MP
A.K.I.
a.k.i._236mp

236MP

Serpent Lash
SF6 A.K.I. 236mp.png
SF6 A.K.I. 236mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600[700] 150 - LH SA3 16[17]
Startup Active Recovery Total Hitstun Blockstun
17 6 24 46 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [7000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1[1] 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +44 [Crumple +69] KD +44 [Crumple +69] -12
Notes
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
236HP
A.K.I.
a.k.i._236hp

236HP

Serpent Lash
SF6 A.K.I. 236hp.png
SF6 A.K.I. 236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700[800] 175 - LH SA3 17[16]
Startup Active Recovery Total Hitstun Blockstun
11 6 32 48 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 2500 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-16 Air - - 1[1] 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +44 [KD +53] KD +44 [KD +53] -20
Notes
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)
236PP
A.K.I.
a.k.i._236pp

236PP

Serpent Lash
SF6 A.K.I. 236pp.png
SF6 A.K.I. 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600[800] 150 20%[10%] Starter; Combo (2 hits) LH [TB: SA2 SA3] [73]
Startup Active Recovery Total Hitstun Blockstun
21 5 25 50 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] -20000 500,[500] (350,[350]) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - [1] 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28(-25) - - - -
Punish Advantage Hit Advantage Block Advantage
+8 [Crumple +71] +4 [Crumple +71] -14(-11)
Notes
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

Cruel Fate

214LK
A.K.I.
a.k.i._214lk

214LK

Cruel Fate
SF6 A.K.I. 214lk.png
SF6 A.K.I. 214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x4 (800) 50x4 (200) 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
24 2(5)2(4)2(5)2 18 land 63 41(28) 37(24)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 [1250x4] 500x4 200x4 (140x4) 100x4 (50x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
19-23 Lower Body Projectile - 9-45 (FKD) 1 air 0,0,0,0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 (KD +38~45) +1 (KD +38~45) -3
Notes
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)
214MK
A.K.I.
a.k.i._214mk

214MK

Cruel Fate
File:SF6 A.K.I. 214mk.png
File:SF6 A.K.I. 214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x3,300 (900) 50x3,75 (225) 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
28 2(5)2(4)2(5)2 18 land 67 43(30) 37(24)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 [1250x4] 500x4 200x4 (140x4) 100x4 (50x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
21-27 Lower Body Projectile - 13-49 (FKD) 1 air 0,0,0,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 (KD +38~45) +3 (KD +38~45) -3
Notes
Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg)
214HK
A.K.I.
a.k.i._214hk

214HK

Cruel Fate
File:SF6 A.K.I. 214hk.png
File:SF6 A.K.I. 214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x3,400 (1000) 50x3,100 (250) 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
33 2(5)2(4)2(5)2 18 land 72 44(31) 37(24)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 [1250x4] 500x4 200x4 (140x4) 100x4 (50x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
26-32 Lower Body Projectile - 18-54 (FKD) 1 air 0,0,0,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
+8 (KD +41~50) +4 (KD +41~50) -3
Notes
Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; 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
214KK
A.K.I.
a.k.i._214kk

214KK

Cruel Fate
SF6 A.K.I. 214kk.png
File:SF6 A.K.I. 214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,200x4,600 (1600) 50x3,100 (250) - LH - -
Startup Active Recovery Total Hitstun Blockstun
28 3(4)2(4)2(5)2 18 land 67 (29) 42 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 [9000] (1250x2) -20000 1200 (840) 100x4 (50x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
23-27 Lower Body Projectile - 13-49 (FKD) 1 air 0,0,0,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +42 (+6~7) HKD +42 (+2~3) +2
Notes
Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; 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)

Snake Step

236LK
A.K.I.
a.k.i._236lk

236LK

Snake Step
SF6 A.K.I. 236lk.png
SF6 A.K.I. 236lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
37 total - - 37 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
8-37 Upper Body Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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)
236MK
A.K.I.
a.k.i._236mk

236MK

Snake Step
File:SF6 A.K.I. 236mk.png
SF6 A.K.I. 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
39 total - - 39 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-38 Upper Body Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Stays on same side; counter-hit state for entire move duration; semi-low profile (crouch height) 9-15f and 39f; crouching state 14f until end of recovery; low profile 16-38f; Distance: 1.94
236HK
A.K.I.
a.k.i._236hk

236HK

Snake Step
File:SF6 A.K.I. 236hk.png
File:SF6 A.K.I. 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
43(50~54) total - - 43(50~54) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
11-40(50) Upper Body Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can switch sides with opponent (cross-up version usually has a fixed 23f recovery after passing through; total time depends on distance from opponent); at a very specific spacing, A.K.I. can cross-up with 43f move duration (extremely ambiguous left/right mixup); counter-hit state for entire move duration; projectile invincibility lasts longer on cross-up version; semi-low profile 11-17f (crouch height); crouching state 17f until end of recovery; low profile 18f until end of recovery; collision box disappears 20-31f to allow cross-up; Distance: 3.18 (3.84 cross-up)
236KK
A.K.I.
a.k.i._236kk

236KK

Snake Step
SF6 A.K.I. 236kk.png
SF6 A.K.I. 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
42(48~57) - - 42(48~57) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-34 Strike, 1-42 Projectile - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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)

Sinister Slide

2PP
A.K.I.
a.k.i._2pp

2PP

Sinister Slide
SF6 A.K.I. 2pp.png
SF6 A.K.I. 2pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
11(28) [185] 20 216 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Upper Body Projectile 10-197 - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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)
2PP~8
A.K.I.
a.k.i._2pp_8

2PP~8

Sinister Slide Exit
File:SF6 A.K.I. 2pp 8.png
File:SF6 A.K.I. 2pp 8 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 21 21 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be input after 28f of Sinister Slide; maintains low profile 1-10f and semi-low profile 11-21f (crouch height); fastest total Stance + Exit time is 49f; shortest Slide~Exit travel distance: 0.78

Venomous Fang

2PP~P
A.K.I.
a.k.i._2pp_p

2PP~P

Venomous Fang
SF6 A.K.I. 2pp p.png
SF6 A.K.I. 2pp p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 275 - LH - -
Startup Active Recovery Total Hitstun Blockstun
11+19 15 30 63 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Upper Body Projectile 1-19 - 19-33 (FKD) 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-43(-29) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +20(34)
[Crumple +67(81)]
KD +20(34)
[Crumple +67(81)]
-25(-11)
Notes
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)

Heel Strike

2PP~K
A.K.I.
a.k.i._2pp_k

2PP~K

Heel Strike
SF6 A.K.I. 2pp k.png
SF6 A.K.I. 2pp k hitbox.pngSF6 A.K.I. 2pp k hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2 75x2 - LH SA3 (2nd) 33(15) SA
Startup Active Recovery Total Hitstun Blockstun
11+11 3(9)3 17(20) 42(45) 36 total 32 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [3500x2] 1500x2 300x2 (210x2) 150x2 (75x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 -3
Notes
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

Entrapment

2PP~LPLK
A.K.I.
a.k.i._2pp_lplk

2PP~LPLK

Entrapment
SF6 A.K.I. 2pp lplk.png
SF6 A.K.I. 2pp lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1852 (2222) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
11+23 3 55 80 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10010] 5000 3000 (2100) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +16 HKD +16 -
Notes
During Sinister Slide; () refer to Punish Counter damage; good range but slow startup; Range: 1.59 (from moment of input)

Super Arts

236236K
A.K.I.
a.k.i._236236k

236236K

Deadly Implication
SF6 A.K.I. 236236k.png
SF6 A.K.I. 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
850,950 (1800) 500 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3 68 80 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 5000 - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-12 Strike/Throw Break - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-69 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +30 KD +30 -46
Notes
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
214214P
A.K.I.
a.k.i._214214p

214214P

Tainted Talons
SF6 A.K.I. 214214p.pngSF6 A.K.I. 214214p2.png
SF6 A.K.I. 214214p hitbox.pngSF6 A.K.I. 214214p2 hitbox.pngSF6 A.K.I. 214214p3 hitbox.pngSF6 A.K.I. 214214p4 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,200x6,800 (2300) 125,80x6,145 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
7 53(28)12 54 153 - 116~121 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
625x8 (5000) 1500,500x6,5500 (10000) - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-55) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +30 KD +30 -19~
Notes
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)
236236P
A.K.I.
a.k.i._236236p

236236P

Claws of Ya Zi
SF6 A.K.I. 236236p.png
SF6 A.K.I. 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3 58 70 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-12 Full Break - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-59 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +30 HKD +30 -36
Notes
Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I.
236236P (CA)
A.K.I.
a.k.i._236236p(ca)

236236P

Claws of Ya Zi
SF6 A.K.I. 236236p ca.png
SF6 A.K.I. 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3 58 70 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-12 Full Break - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-59 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +21 HKD +21 -36
Notes
Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I.

Taunts

5PPPKKK
A.K.I.
a.k.i._5pppkkk

5PPPKKK

Neutral Taunt
SF6 A.K.I. 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
611 (total) - - 611 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - 1000x5,5000 (10000) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"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)
6PPPKKK
A.K.I.
a.k.i._6pppkkk

6PPPKKK

Forward Taunt
SF6 A.K.I. 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
484 (total) - - 484 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Time for some experimentation... I bet poison would work wonders on you."
4PPPKKK
A.K.I.
a.k.i._4pppkkk

4PPPKKK

Back Taunt
SF6 A.K.I. 4pppkkk.png
SF6 A.K.I. 4pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
175 32 258(264) 464 - 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] 1000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 2 - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-254 - - - -
Punish Advantage Hit Advantage Block Advantage
KD -197 KD -197 -239
Notes
"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



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