This is the multi-page printable view of this section. Click here to print.

Return to the regular view of this page.

A.K.I.

Street Fighter 6 A.K.I. guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] A.K.I. Frame Data with Video

A.K.I.

2 - [SF6] A.K.I. Countermeasures Guide [Win Just by Reading]

Comprehensive A.K.I. countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

Poison State

Getting hit by 214LP or Venomous Fang causes poison status. While poisoned, taking damage extends carry distance and damage.

Poison deals up to 500 damage if you do nothing. While poisoned, anti-air returns increase — don’t jump carelessly. Projectiles are also dangerous due to 2PPP.

236P

  • 236LP
    • Long-range whip
    • Mainly used as a poke
  • 236MP
    • Can punish neutral jumps
  • 236HP
    • A.K.I.’s anti-air
    • Higher return than normal anti-air
  • 236PP
    • Fires the whip while nullifying projectiles
    • Getting hit pulls you in for huge damage

2PP

A stance that can be cancelled from any normal. Follow-ups:

  • 2PP > P
    • Projectile evade
  • 2PP > K
    • Strike
  • 2PP > LPLK
    • Command Grab

HK cancel into 2PP is a true mixup:

  • 2PP > K
  • 2PP > LPLK
    • Pressing 4F at the timing 2PP > K arrives allows Fuzzy, but A.K.I. can also delay, so it’s not fully reliable

214K

  • 214LK
    • Punishable
  • 214MK
    • Punishable
  • 214HK
    • Punishable
  • 214KK
    • OD version: A.K.I. +2F on Block / knockdown on Hit
    • Normal anti-air is more likely to get beaten — use anti-air invincible
    • If reacting is too hard, Drive Reversal is guaranteed so just use it
      • A.K.I. can counter D Reversal with SA3 but it’s very difficult

214LP

A.K.I.’s slow projectile.

  • 214LP
    • A.K.I.’s turn starts when fired, but total recovery is long so jump has high expected value
    • If jump won’t make it in time, walk forward and Block at close range
      • Shortens A.K.I.’s Advantage so Rush strikes and throw are harder to meaty
    • Follow-up:
      • 214LP > 6P
  • 214PP
    • OD version: same basic counter — walk forward and Block
    • 214PP > Step > Walk forward offense: throw becomes difficult, so Parrying 214LP is fine
    • Parrying 214LP reduces Block pushback, making throw easier to land
    • 214PP > Raw Rush: interrupt with D Reversal or OD invincible
      • Walking forward less means less interrupt frames, so walk properly and watch A.K.I.’s actions
      • Follow-up:
        • 214PP > 6P

236K

Movement distance changes based on strength.

  • 236LK
    • Feint
  • 236MK
  • 236HK
  • 236KK
    • Corner escape reversal
    • Throw gives Punish Counter

(Forward jump) 2HP

An abnormally strong cross-up attack. Has no front hitbox.

A common occurrence: since it has no front hitbox, A.K.I. frequently whiffs the attack by mistake. If you’re Parrying when that happens, you eat a Punish Counter throw leading to a loss — also very common.

214214P

Rarely happens in real matches, but you may end up Blocking 214214P from far. There’s a punish method for long-range Block, so remember it.

LPLK

A.K.I. has +19F Advantage. A.K.I.’s gimmick point.

  • On Back Rise
    • 214LP becomes safe
    • If you read 214LP: Quick Rise instead
  • On Quick Rise
    • If Quick Rise into 214LP: fastest Drive Impact is guaranteed
    • Quick Rise: Rush strikes are meatied but walk Shimmy is impossible
    • Even with Rush, jab safe jumps, so invincible is not a stable option

4LPLK

A.K.I. has +20F Advantage.

  • Rush Oki
    • Against characters with projectile evade, this becomes the option
    • Quick Rise makes Shimmy impossible
  • 214LP > Rush
    • Against characters without projectile evade, this becomes the option
    • Can force both Quick Rise and Back Rise to deal with it — A.K.I.’s strong choice

When Applying Oki

A.K.I.’s reversal options are limited to slow SAs and 236KK — her defense is very weak. Go for throws aggressively.