STREET FIGHTER 6
MAX DATABASE
エイキ
49 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Sp SA TC
Notes Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo
Standing Medium Punch
5MP5M
Cancel Sp SA
Notes 2 extra recovery frames on whiff/block; Sinister Slide cancel: +9/+5; 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
Standing Heavy Punch
5HP5H
Cancel TC
Notes Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents
Standing Light Kick
5LK5L
Notes Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame
Standing Medium Kick
5MK5M
Cancel -
Notes 2 extra recovery frames on whiff; useful poke and combo starter
Standing Heavy Kick
5HK5H
Notes Forces stand on hit; active frames 3-4 whiff on crouching opponents unless they extend a vertical hurtbox; 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 and upper body hurtbox is anti-air invuln on frame 10-12; 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 Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes Sinister Slide cancel: +10/+6; combo/buffer tool with good range; topmost hurtbox on frames 1-20 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Xiu She
2HP2H
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
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches
Crouching Medium Kick
2MK2M
Cancel SA
Notes Solid low poke that can be buffered into Super or linked into light normals; good option out of Drive Rush, granting block advantage and a link into 5HK or 5MK
Crouching Heavy Kick
2HK2H
Notes Upper body and kicking leg are anti-air invuln 10-15f (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; Super cancel is delayed until after 2nd active frame; extends a hurtbox 1f before active that is vulnerable to projectiles
Sinister Slide
2PP
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)
Heel Strike
2PP~K
Cancel SA3 (2nd)
Notes During Sinister Slide; 3f extra recovery on whiff; low profile 1-15f, semi-low profile 16-27f, crouch-sized hurtbox 28-35f; 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
Venomous Fang
2PP~P
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)
Entrapment
2PP~LPLK2PP~LPL
Notes During Sinister Slide; () refer to Punish Counter damage; good range but slow startup
Pu Lao
3MP3M
Notes Relatively slow overhead that leads to combos with meaty timing or Drive Rush
Chi Wen
6HP6H
Notes 1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super
Qiu Niu
6HK6H
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
Jumping Light Punch
j.LPj.L
Notes Can be used as a fuzzy instant overhead
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; lower body projectile invuln 7-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames; lower body projectile invuln 11-23f except around the attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in)
Jumping Medium Kick
j.MKj.M
Notes Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring); lower body projectile invuln 7-20f except around the attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Good jump-in that doesn't extend hurtbox as much as j.HP; lower body projectile invuln 8-19f except around the attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Snake Step
236HK236H
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)
Serpent Lash
236HP236H
Cancel SA3
Notes Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; no head hurtbox on frames 4-8; 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)
236KK
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)
236LK236L
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); Distance: -0.965
236LP236L
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; Punish Counter crumple puts opponent into limited juggle state (cannot follow up with grounded combo); Toxic Blossom PC juggle gives much stronger juggle follow-ups midscreen
236MK236M
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
236MP236M
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 (close-range hitbox can hit extended vertical hurtbox); 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
236PP
Cancel [TB: SA2 SA3]
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, or +9 on Punish Counter) 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; refunds 2000 Drive gauge on Toxic Blossom hit (after spending the initial 20000, so it will not prevent Burnout if A.K.I. has just under 2 Drive bars)
Cruel Fate
214HK214H
Notes 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; pushback on block keeps A.K.I. out of throw range but also weakens her Burnout pressure
Toxic Wreath
214HP214H
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 +4 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
214KK
Cancel SA2* SA3*
Notes 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 3rd/4th hits 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); Super cancel works only on non-cinematic version; SA2 cancel will not combo unless LP version lands as a counter-hit or Punish Counter
214LK214L
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)
Nightshade Pulse
214LP214L
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 from frame 36 until end of recovery (can help avoid punishes or advance forward for pressure)
Nightshade Chaser
214LP~6P
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)
214MK214M
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)
Orchid Spring
214MP214M
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
214PP
Cancel SA2 SA3
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)
214PP~6P
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)
Deadly Implication
236236K
Notes Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; 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
Tainted Talons
214214P
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)
Claws of Ya Zi
236236P
Notes Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I.