FIGHTER GUIDE IORI'S STRATEGY
A.K.I.
A.K.I.Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for A.K.I..
- Health
- 10000
- Published data
- 4 sections
A.K.I.

FRAME DATA
A.K.I. Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 5 | 5-6 | 7 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 4 | 4-6 | 12 | 3 | -3 | C | 300 | — |
| Normal Attacks | Standing Medium Punch | 6 | 6-10 | 14 | 3 | -3 | C | 600 | block, On whiff: 2F additional recovery. |
| Normal Attacks | Standing Medium Kick | 8 | 8-10 | 15 | 6 | -2 | 700 | On whiff: 2F additional recovery. | |
| Normal Attacks | Standing Heavy Punch | 12 | 12-14 | 21 | 1 | -4 | 800 | — | |
| Normal Attacks | Standing Heavy Kick | 9 | 9-12 | 19 | 4 | -3 | C | 800 | Forces stand. On Punish Counter: +12F |
| Normal Attacks | Crouching Light Punch | 4 | 4-5 | 9 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Crouching Light Kick | 5 | 5-7 | 8 | 3 | -2 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Medium Punch | 7 | 7-9 | 18 | 1 | -3 | C | 600 | — |
| Normal Attacks | Crouching Medium Kick | 7 | 7-9 | 16 | 5 | 1 | SA | 600 | — |
| Normal Attacks | Crouching Heavy Punch | 10 | 10-12 | 28 | D | -8 | 900 | On Punish Counter: longer knockdown and hard knockdown., | |
| Normal Attacks | Crouching Heavy Kick | 10 | 10-15 | 20 | 0 | -3 | SA | 900 | On Punish Counter: launch knockdown. |
| Normal Attacks | Jumping Light Punch | 5 | 5-13 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 5 | 5-10 | landing recovery 3 | 300 | Cross-up property. | |||
| Normal Attacks | Jumping Medium Punch | 7 | 7-10 | landing recovery 3 | 700 | Causes a launch knockdown on airborne hit. | |||
| Normal Attacks | Jumping Medium Kick | 7 | 7-12 | landing recovery 3 | 600 | — | |||
| Normal Attacks | Jumping Heavy Punch | 11 | 11-16 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 8 | 8-15 | landing recovery 3 | 800 | — | |||
| Unique Attacks | Pu Lao | 24 | 24-26 | 18 | 3 | -3 | 600 | — | |
| Unique Attacks | Chi Wen | 16 | 16-19 | 20 | 3 | -3 | SA | 900 | hit, On block: recovery 1F decrease |
| Unique Attacks | Qiu Niu | 14 | 14-24 / 14-16, 22-24 | 16 | 4 | 2 | 800 | On whiff: 8F additional recovery. | |
| Unique Attacks | Gong Fu | 9 | 9-13 | landing recovery 3 | 800 | Causes a slam knockdown on airborne hit. | |||
| Unique Attacks | Hun Dun(2) | 8 | 8-9 | 15 | 1 | -3 | C | 300 | — |
| Unique Attacks | Qiong Qi (2) | 14 | 14-16 | 24 | D | -15 | 400 | On hit: On hit: when Jump-in change | |
| Special Moves | Nightshade Pulse | 17 | total 52 | -5 | -10 | ※SA3 | 500 | On hit: 30-36F dedicated follow-up Note: 35-52F OD version Snake Step | |
| Special Moves | Nightshade Chaser | 13 | 13-14 | 34 | -4 | -16 | SA3 | ※500 | On hit: On hit: Note: when Damage800/launch knockdown Projectile clash property (1) |
| Special Moves | OD Nightshade Pulse | 16 | total 44 | D | 1 | ※SA2 | 700 | On hit: 34-35F dedicated follow-up Note: 32-33F OD version Snake Step | |
| Special Moves | OD Nightshade Chaser | 13 | 13-17 | 28 | D | -13 | SA2 | ※600 | hit/On block: On hit: Note: when Damage800/launch knockdown Projectile clash property (1) |
| Special Moves | Nightshade Chaser (Burst) | D | 800 | On hit: | |||||
| Special Moves | OD Nightshade Chaser (Burst) | D | 1600 | On hit: | |||||
| Special Moves | Orchid Spring | 26 | ※ | total 46 | 0 | when 160F active frames | |||
| Special Moves | Toxic Wreath | 13 | 13-38 / 13-15, 30-38 | 13 | D | -4 | SA3 | 800 | On hit: |
| Special Moves | L Serpent Lash | 14 | 14-16 | 26 | 1 | -8 | SA3 | ※500 | On hit: On hit: Note: when Damage800/launch knockdown Projectile clash property (1) On Punish Counter: crumple +16Note: when+22 |
| Special Moves | M Serpent Lash | 14 | 14-22 | 21 | D | -12 | SA3 | ※600 | On hit: On hit: Note: when Damage700/crumple Projectile clash property (1) |
| Special Moves | H Serpent Lash | 11 | 11-16 | 32 | D | -20 | SA3 | ※700 | 6-16F airborne strike; On hit: On hit: Note: when Damage800/ Jump-in change |
| Special Moves | OD Serpent Lash | 21 | 21-25 | 25 | 4 | -14 | ※ | ※600 | On hit: On hit: change/ Note: when Damage800/crumple Note: when only SA2, SA3 Projectile clash property (1) |
| Special Moves | L Cruel Fate | 24 | 24-45 / 24-25, 31-32, 37-38, 44-45 | landing recovery 18 | 2 | -3 | SA3 | 800 | 9-45F airborne |
| Special Moves | M Cruel Fate | 28 | 28-49 / 28-29, 35-36, 41-42, 48-49 | landing recovery 18 | 3 | -3 | SA3 | 900 | 13-49F airborne |
| Special Moves | H Cruel Fate | 33 | 33-54 / 33-34, 40-41, 46-47, 53-54 | landing recovery 18 | 4 | -3 | SA3 | 1000 | 18-54F airborne |
| Special Moves | OD Cruel Fate | 28 | 28-49 / 28-30, 35-36, 41-42, 48-49 | landing recovery 18 | D | 2 | ※SA2 | 1600 | 13-49F airborne On hit: On airborne hit: move change Damage1000/ground bounce Note: movewhen only Cancelable |
| Special Moves | L Snake Step | total 37 | 0 | — | |||||
| Special Moves | M Snake Step | total 39 | 0 | — | |||||
| Special Moves | H Snake Step | total ※43 | 0 | during opponent after animation Note: when 50F | |||||
| Special Moves | OD Snake Step | total ※42 | 0 | during opponent after animation 1-34F strike; projectile invulnerable Note: when 48F when1-48F strike; projectile invulnerable | |||||
| Special Moves | Sinister Slide | total 216 | 0 | 11-179F dedicated follow-up Follow-up available28-179F animation Follow-up available | |||||
| Special Moves | Venomous Fang | 19 | 19-33 | 30 | D | -25 | 1100 | On hit: On hit: Note: when Damage1100/crumple | |
| Special Moves | Heel Strike | 11 | 11-25 / 11-13, 23-25 | 20 | 4 | -3 | SA3 | 600 | — |
| Special Moves | Entrapment | 23 | 23-25 | 55 | D | 1852 | On Punish Counter: Damage (2222) | ||
| Super Arts | SA1 Deadly Implication | 10 | 10-12 | 68 | D | -46 | 1800 | 1-12F strike/throw invulnerable On hit: Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change | |
| Super Arts | SA2 Tainted Talons | 7 | ※ | 65 | D | -19 | 2500 | On hit: Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change Note: attackafter startup active frames700F | |
| Super Arts | SA3 Claws of Ya Zi | 10 | 10-12 | 58 | D | -36 | 4000 | 1-12F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Super Arts | CA Claws of Ya Zi | 10 | 10-12 | 58 | D | -36 | 4500 | 1-12F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. | |
| Normal Throws | Whisper | 5 | 5-7 | 23 | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | |||
| Normal Throws | Gluttony | 5 | 5-7 | 23 | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | |||
| Common System | Forward Dash | total 19 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Zao Chi | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Feng Shi | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Feng Shi | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗