A.K.I.
![A.K.I.-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2) A.K.I.-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
A.K.I.
Select Character
- Changes
Category
Adjustment Details
- Assisted Combo 2
Adjustment
Combo during Burnout has changed to the following.
Standing Medium Punch > Nightshade Pulse > Nightshade Chaser
- Assisted Combo 3
Adjustment
Combo has changed to the following.
- Basic
Standing Heavy Kick > Overdrive Serpent Lash > Standing Light Kick > Toxic Wreath > Claws of Ya Zi
- During Burnout
Standing Light Kick > Light Serpent Lash > Claws of Ya Zi
- Gluttony (Backwards Throw)
Universal Adjustment
Distance increased between characters when the opponent is thrown into the corner.
- Standing Medium Punch
Adjustment
See AlsoPST to SGT to Ann Arbor, MI, USA to Newport, United Kingdom to Taipei, Taiwan to JST to Munich, Germany to Chennai, India to Jerusalem, Israel to KST to Seoul, South Korea to Berlin, Germany to Beijing, China to Shanghai, China to Seoul, South Korea to NeEST to UTC to CET to PST to KSTIST to EST to CST to MST to PST to JSTJAMIE-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOMHurtbox around the arms during the active frames reduced.
- Standing Heavy Punch
Adjustment
1. Cancel window into Target Combo delayed by 1 frame.
2. Disadvantage on block changed from -5 to -4 frames.
3. Attack hitbox expanded downward.
- Standing Light Kick
Adjustment
1. Attack startup changed from 5 to 4 frames.
2. Recovery changed from 11 to 12 frames.
3. Advantage on hit changed from +4 to +3 frames.
4. Disadvantage on block changed from -2 to -3 frames.
- Standing Medium Kick
Adjustment
1. Attack startup changed from 9 to 8 frames.
2. Overall technique length changed from 28 to 27 frames.
3. Pushback on hit reduced.
- Standing Heavy Kick
Adjustment
1. Hurtbox around the front of the feet during the 1st active frame reduced.
2. Made the hurtbox around the torso anti-air invincible from the 2nd active frame until the end of the active frames.
- Crouching Medium Punch
Adjustment
Recovery when the attack misses changed from 21 to 18 frames, and recovery on block and hit unified.
- Crouching Medium Kick
Adjustment
1. Advantage on hit changed from +4 to +5 frames.
2. Advantage on block changed from -3 to +1 frames.
- Crouching Heavy Kick
Adjustment
1. Active frames changed from 5 to 6 frames.
2. Recovery changed from 21 to 20 frames.
3. Hurtbox on the front of the feet reduced.
4. Movement distance back and forth during the technique increased.
Note: Position when the technique ends has not change.
5. Horizontal blowback on Punish Counter reduced.
- Jumping Heavy Kick
Adjustment
1. Active frames changed from 5 to 8 frames.
2. Hurtbox added during recovery to match visual.
- Hun Dun (Light Punch > Light Punch)
Adjustment
Advantage on hit changed from ±0 to +1 frames.
- Light Serpent Lash (↓↘→ + Light Punch)
Adjustment
1. Attack hitbox expanded forward.
2. The horizontal blowback on hit during Toxic Blossom is reduced.
3. Hit effect on Punish Counter changed to backwards crumple, regardless of whether the opponent is in a normal state or Toxic Blossom has been triggered.
Note: If Toxic Blossom is triggered, the window for a possible follow-up attack is longer.
- Heavy Serpent Lash (↓↘→ + Heavy Punch)
Adjustment
1. The timing for when the hurtbox around the head is reduced changed from the 6th frame to the 4th frame.
2. Input buffer now allowed starting from 10 frames before recovery ends.
- Overdrive Serpent Lash (↓↘→ + Two Punches)
Bug Fix
During a mid-air combo, the second attack would sometimes miss if the opposite was at a high enough elevation, so the attack hitbox for the second attack has been expanded upward.
- Normal Nightshade Pulse (↓↙← + Light Punch)
Adjustment
Can now be canceled into Overdrive Snake Step from the 36th frame of the technique until the end of the recovery frames.
- Overdrive Nightshade Chaser (↓↙← + Two Punches > → + Punch)
Adjustment
Hit effect when the opponent is not in the air changed from knockback to blowback knockdown.
- Toxic Wreath (↓↙← + Heavy Punch)
Adjustment
1. Damage distribution changed from 400+400 to 200+600.
2. Second attack's active frames changed from 7 to 9 frames.
- Normal Cruel Fate (↓↙← + Kick)
Adjustment
1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block.
2. Pushback on block of the heavy version increased.
- Overdrive Cruel Fate (↓↙← + Two Kicks)
Adjustment
1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block when the hit throw version is not triggered.
2. Second attack's hitbox expanded downward.
- Venomous Fang (↓ + Two Punches > Punch)
Adjustment
Projectile invincibility extended until the end of the attack's active frames.
- Heel Strike (↓ + Two Punches > Kick)
Adjustment
1. First attack's hitbox expanded forward.
2. Added an attack hitbox to the second attack that is only used when the opponent is in a combo, allowing players to string together combos more easily.
- Entrapment (↓ + Two Punches > Light Punch + Light Kick)
Adjustment
Removed immediate scaling.
- Light Snake Step (↓↘→ + Light Kick)
Adjustment
Technique now moves backwards.
- SA1 Deadly Implication
Adjustment / Bug Fix
1. Expanded attack hitbox.
2. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
3. Fixed an issue that caused attacks after the first attack hits to miss in certain situations.
- SA2 Tainted Talons
Adjustment
Changed final attack damage from 800 to 1000.
Frame Data