Street Fighter 6/A.K.I./Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

A.K.I. HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 A.K.I. Portrait.png 10000 0.8 0.0452 0.032 19 23 1.30 1.08 4+40+3 2.00 1.60 2.176

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 5 2 7 13 +4 -1 LH Sp SA TC 12 Sp, 14 TC
5MP 600 6 5 14(16) 24(26) +3 -3 LH Sp SA 16
5HP 800 12 3 21 35 +1 -5 LH TC 19
5LK 300 5 3 11 18 +4 -2 LH Sp SA 13
5MK 700 9 3 15(17) 26(28) +6 -2 LH -
5HK 800 9 4 19 31 +4 -3 LH Sp SA 18
2LP 300 4 2 9 14 +4 -1 LH Chn Sp SA 12
2MP 600 8 3 18(21) 28(31) +1 -3 LH Sp SA 15
2HP 900 10 3 28 40 HKD +27 -8 L -
2LK 200 5 3 8 15 +3 -2 L Chn
2MK 600 7 3 16 25 +4 -3 L SA 14 SA
2HK 900 10 5 21 35 0 -3 LH SA 19 SA
j.LP 300 5 9 3 land - - - H -
j.MP 700 7 4 3 land - - - H -
j.HP 800 11 6 3 land - - - H -
j.LK 300 5 6 3 land - - - H -
j.MK 600 7 6 3 land - - - H -
j.HK 800 8 5 3 land - - - H -
3MP 600 24 3 18 44 +3 -2 H -
6HP 900 16 3 20(21) 38(39) +3 -4 LH SA 17
6HK 400x2 14 3(5)3 16(24) 40(48) +4 +2 LH -
j.2HP 800 9 5 3 land - - - H -
5LP~LP 300(270) 8 2 14(16) 23(25) 0 -3 LH Sp SA 32~33 (13)
5HP~HP 400 14 3 24(29) 40(45) KD +34[+54] -15 LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -7 +3 -2 13 8 9
5MP +7 -17 +11 +5 22 16 12
5HP +5 -22 25 19 13
5LK 10% Starter +8 -12 +5 -1 18 12 9
5MK +10 -16 24 16 11
5HK +12 Stagger -21 +16 +9 27 20 13
2LP 10% Starter +8 -9 +5 0 15 10 9
2MP +5 -19 +12 +8 22 18 11
2HP HKD +49 -29 23 13
2LK 10% Starter +7 -9 14 9 9
2MK 10% Starter +8 -17 23 16 10
2HK KD +48 Spin -24 26 23 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
3MP +7 -19 24 19 11
6HP +7 -22 26 19 13
6HK 20% Starter +8 -17 31(23) 29(21) 6,10
j.2HP 20% Starter -2 19 15 13
5LP~LP +4 -16 +5 +4 16 15 10
5HP~HP KD +34[+54] 17 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 5000 [8000] 2000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 4000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 600 (420) 300 (150)
2HK 6000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 3000 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
3MP 2500 [4000] 1500 500 (350) 250 (125)
6HP 6000 [6000] 3000 1000 (700) 500 (250)
6HK 2000x2 [5000x2] 1500x2 500x2 (350x2) 250x2 (125x2)
j.2HP 4000 [5000] 2000 1000 (700) 500 (250)
5LP~LP 1000 [4000] 500 400 (280) 200 (100)
5HP~HP 6000 [10000] 3000 600 (420) 300 (150)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP 1 1 0
5MP 1 1 0
5HP 1 1 0
5LK 1 1 0
5MK 1 1 0
5HK 1 1 0
2LP 1 1 0
2MP 1 1 0
2HP 1 1 2
2LK 1 1 0
2MK 1 1 0
2HK 1 1 2
j.LP 1 1 0
j.MP 2 2 1
j.HP 1 0 0
j.LK 1 1 0
j.MK 1 1 0
j.HK 1 0 0
3MP 1 1 0
6HP 1 1 0
6HK 1 1 0/1
j.2HP 1 0 0
5LP~LP 1 1 1
5HP~HP 1 1 4

input Notes
input Notes
5LP Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo
5MP 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 Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents
5LK Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame
5MK 2 extra recovery frames on whiff; useful poke and combo starter
5HK 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
2LP Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2
2MP 3f extra recovery on whiff; Sinister Slide cancel: +10/+6; combo/buffer tool with good range
2HP 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 Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches
2MK 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 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
j.LP Can be used as a fuzzy instant overhead
j.MP 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 Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames
j.LK Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in)
j.MK Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring)
j.HK Good jump-in that doesn't extend hurtbox as much as j.HP
3MP Relatively slow overhead that leads to combos with meaty timing or Drive Rush
6HP 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super
6HK 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 During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents
5LP~LP 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 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

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +19 - T
4LPLK 1200 (2040) 5 3 23 30 KD +27 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +19
4LPLK 20% Immediate HKD +27
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK 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
4LPLK Side switch; can walk or dash for oki after back throwing opponent into corner
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK 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 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
214LP 500 17 - 35 52 -5 -10 LH SA3 4 SA
214PP 300,400 16 - 28 44 KD +45 +1 LH SA2 SA3 12 SA
214LP~6P 500[800] 13 2 34 48 -4 [KD +38] -16(-11) LH SA3 8[13] SA
214LP~6P 800 14 6 29 48 KD +42 -4 LH -
214PP~6P 600[800] 13 5 28 45 -4 [KD +31~44] -13(-10) LH SA2 SA3 10[15] SA
214PP~6P 800x2 14 12 20 45 KD +43(+52~57) -2(+4) LH SA2 SA3 14[15] SA
214MP - 26 [160] 20 46 - - - -
214HP 400x2 13 3(14)7 15 51 KD +40 -4 LH SA3 33(6) SA
236LP 500[800] 14 3 20(26) 36(42) +1(+3) [KD +44(46)] -8(-6) LH SA3 16[17]
236MP 600[700] 17 6 24 46 KD +44 [Crumple +69] -12 LH SA3 16[17]
236HP 700[800] 11 6 32 48 KD +44 [KD +53] -20 LH SA3 17[16]
236PP 600[800] 21 5 25 50 +4 [Crumple +71] -14(-11) LH [TB: SA2 SA3] [73]
214LK 200x4 (800) 24 2(5)2(4)2(5)2 18 land 63 +1 (KD +38~45) -3 LH -
214MK 200x3,300 (900) 28 2(5)2(4)2(5)2 18 land 67 +3 (KD +38~45) -3 LH -
214HK 200x3,400 (1000) 33 2(5)2(4)2(5)2 18 land 72 +4 (KD +41~50) -3 LH -
214KK 200,200x4,600 (1600) 28 3(4)2(4)2(5)2 18 land 67 HKD +42 (+2~3) +2 LH -
236LK - 37 total - - 37 - - - -
236MK - 39 total - - 39 - - - -
236HK - 43(50~54) total - - 43(50~54) - - - -
236KK - 42(48~57) - - 42(48~57) - - - -
2PP - 11(28) [185] 20 216 - - - -
2PP~8 - - - 21 21 - - - -
2PP~P 1100 11+19 15 30 63 KD +20(34)
[Crumple +67(81)]
-25(-11) LH -
2PP~K 300x2 11+11 3(9)3 17(20) 42(45) +4 -3 LH SA3 (2nd) 33(15) SA
2PP~LPLK 1852 (2222) 11+23 3 55 80 HKD +16 - T -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
214LP 125 -1 -25 26 (8)
214PP 75,100 KD +45 -7 30 total (7,6)
214LP~6P 125 0 [KD +38] -34(-25) 20 3[8(13)]
214LP~6P 200 KD +42 -24 31 13
214PP~6P 150 Combo (2 hits) 0 -31(-22) 20 3[8(13)]
214PP~6P 200,150(425) KD +43(+57) -21 30(31) 3(13)
214MP
214HP 100x2 15% Immediate KD +40 -20 20,18 (35 total) 10,2(4)
236LP 125 +5(+7) [KD +44] -27(-25) 15 12[13]
236MP 150 KD +44 [Crumple +69] -28 18 12[13]
236HP 175 KD +44 [KD +53] -36 18 15
236PP 150 20%[10%] Starter; Combo (2 hits) +8 [Crumple +71] -28(-25) 16 10
214LK 50x4 (200) 20% Starter +5 (KD +38~45) -18 37(24) 6,6,6,8
214MK 50x3,75 (225) 20% Starter +7 (KD +38~45) -18 37(24) 6,6,6,8
214HK 50x3,100 (250) 20% Starter +8 (KD +41~50) -18 37(24) 6,6,6,8
214KK 50x3,100 (250) HKD +42 (+6~7) -18 42 total 6,6,6,8
236LK
236MK
236HK
236KK
2PP
2PP~8
2PP~P 275 KD +20(34)
[Crumple +67(81)]
-43(-29) 20 13
2PP~K 75x2 +8 -21 32 total 6,9
2PP~LPLK 20% Immediate HKD +16

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
214LP 2500 [2000] 1000 600 (420) 300 (150)
214PP 1000x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
214LP~6P 2500 [2000] 1000[3000] 600 (420) 300 (150)
214LP~6P 1000 [2500] 1000 300 (210) 150 (75)
214PP~6P 2500 [2000] 600 (420) 300 (150)
214PP~6P 3500 [2500] 900 (630) 450 (225)
214MP
214HP 1500x2 [2000x2] 1000x2 300x2 (210x2) 150x2 (75x2)
236LP 3000 [5000] 2000 600 (420) 300 (150)
236MP 5000 [7000] 2000 600 (420) 300 (150)
236HP 6000 [8000] 2500 600 (420) 300 (150)
236PP 4000 [6000] -20000 500,[500] (350,[350]) 250 (125)
214LK 1000x4 [1250x4] 500x4 200x4 (140x4) 100x4 (50x4)
214MK 1000x4 [1250x4] 500x4 200x4 (140x4) 100x4 (50x4)
214HK 1000x4 [1250x4] 500x4 200x4 (140x4) 100x4 (50x4)
214KK 1000x4 [9000] (1250x2) -20000 1200 (840) 100x4 (50x4)
236LK
236MK
236HK
236KK -20000
2PP
2PP~8
2PP~P 5000 [8000] 2000 1000 (700) 500 (250)
2PP~K 2000x2 [3500x2] 1500x2 300x2 (210x2) 150x2 (75x2)
2PP~LPLK [10010] 5000 3000 (2100)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
214LP 1 1 1
214PP 0/1 0/3 2
214LP~6P [1] 1 6
214LP~6P 1 3 8
214PP~6P [1] 1 6
214PP~6P 2(1~4) 3 8
214MP
214HP 1/2 1/1 1/2
236LP 1 [1] 1 3
236MP 1 [-1] 1 2
236HP 6-16 Air 1 [1] 5 2
236PP 2 [-1] 1 1
214LK 19-23 Lower Body Projectile 9-45 (FKD) 1 0/0/0/0 5/5/7/8
214MK 21-27 Lower Body Projectile 13-49 (FKD) 1 0/0/0/1 5/5/5/5
214HK 26-32 Lower Body Projectile 18-54 (FKD) 1 0/0/0/1 5/5/5/5
214KK 23-27 Lower Body Projectile 13-49 (FKD) 1 0/0/0/1 5/5/5/5
236LK 8-37 Upper Body Projectile
236MK 9-38 Upper Body Projectile
236HK 11-40(50) Upper Body Projectile
236KK 1-34 Strike, 1-42 Projectile
2PP Upper Body Projectile 10-197
2PP~8
2PP~P Upper Body Projectile 1-19 19-33 (FKD) 1 1 5
2PP~K 1 1/1 2/3
2PP~LPLK

input Notes
input Notes
214LP 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 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)
214LP~6P 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)
214LP~6P 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 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)
214PP~6P 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)
214MP 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
214HP 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
236LP 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 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 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 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
214LK 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 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 Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo
214KK Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 4th hit can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58)
236LK 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 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 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 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)
2PP 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 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
2PP~P 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)
2PP~K 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
2PP~LPLK During Sinister Slide; () refer to Punish Counter damage; good range but slow startup; Range: 1.59 (from moment of input)

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 850,950 (1800) 10 3 68 80 KD +30 -46 LH
214214P 300,200x6,800 (2300) 7 53(28)12 54 153 KD +30 -19~ LH
236236P 4000 10 3 58 70 HKD +30 -36 LH
236236P 4500 10 3 58 70 HKD +21 -36 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 500 30% Minimum KD +30 -69 25
214214P 125,80x6,145 (750) 40% Minimum KD +30 -19(-55) 116~121 total
236236P 1000 50% Minimum; 10% Immediate (Sp) HKD +30 -59 25 13
236236P 1250 50% Minimum; 10% Immediate (Sp) HKD +21 -59 25 13

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 2500 5000 -10000 -10000
214214P 625x8 (5000) 1500,500x6,5500 (10000) -20000 -20000
236236P 7500 15000 -30000 -30000
236236P 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-12 Strike/Throw Break 1 0/99 99
214214P Break 0/99 0/99 99
236236P 1-12 Full Break 99
236236P 1-12 Full Break 99

input Notes
input Notes
236236K 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 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 Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I.
236236P Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I.



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