A.K.I.

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
5
13
300
High
Special, Super, Target Combo
--
--
+4
-1
2
7
Hitbox Image
Standing Medium Punch
6
26
600
High
Special, Super
Has 16 frames of recovery on hit, but 18 on whiff. In February 27, 2024 patch: active frames increased from 3 to 5.
--
+3
-3
5
16 (18)
Hitbox Image
Standing Heavy Punch
12
35
800
High
Target Combo
--
--
+1
-5
3
21
Hitbox Image
Standing Light Kick
5
18
300
High
Special, Super
--
--
+4
-2
3
11
Hitbox Image
Standing Medium Kick
9
28
700
High
--
Has 15 recovery frames on hit, but 17 on whiff.
--
+6
-2
3
15 (17)
Hitbox Image
Standing Heavy Kick
9
31
800
High
Special, Super
Stagger of +12 on Punish Counter, limited juggle state on anti-air Punish Counter.
--
+4
-3
4
19
Hitbox Image
Crouching Light Punch
4
14
300
High
Chain, Special, Super
In February 27, 2024 patch: increased hitbox size forward.
--
+4
-1
2
9
Hitbox Image
Crouching Medium Punch
8
31
600
High
Special, Super
18 recovery frames on hit, 21 on whiff.
--
+1
-3
3
18 (21)
Hitbox Image
Crouching Heavy Punch
10
40
900
Low
--
--
--
Knockdown +27
-8
3
28
Hitbox Image
Crouching Light Kick
5
15
200
Low
Chain
--
--
+3
-2
3
9
Hitbox Image
Crouching Medium Kick
7
25
600
Low
Super
20% damage scaling to followup combo hits.
--
+4
-3
3
16
Hitbox Image
Crouching Heavy Kick
10
35
900
High
Super
Limited juggle state on Punish Counter, Knockdown +48.
--
0
-3
5
21

Unique Attacks

Hitbox Image
Down-Forward + Medium Punch (Pu Lao)
24
44
600
Overhead
--
--
--
+3
-2
3
18
Hitbox Image
Forward + Heavy Punch (Chi Wen)
16
39
900
High
Super
20 recovery frames on hit, but 21 on whiff.
--
+3
-4
3
20 (21)
Hitbox Image
Forward + Heavy Kick (Qiu Niu)
14
48
400, 400
High
Special, Super
16 recovery frames on hit, but 24 on whiff. Low Crushes on frames 11-26.
--
+4
+2
3, 3
16 (24)

Target Combos

Light Punch, Light Punch (Hun Dun)
5, 8
13, 23
300, 300
High
Special, Super
Second hit always scales to 270. Second hit has 14 recovery frames on hit, but 16 on whiff.
--
+4, 0
-1, -3
2, 2
7, 14(16)
Heavy Punch, Heavy Punch (Qiong Qi)
12, 14
35, 40
800, 400
High
--
Second hit Poisons on hit. 24 recovery frames on hit, but 29 on block. Knockdown of +54 if opponent is already poisoned. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent.
--
+1, Knockdown +34 (Knockdown +54)
-5
3, 3
21, 24(29)

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+2...+9
-2...+5
9
3 Landing
Hitbox Image
Jump Medium Punch
7
--
700
Overhead
Special
Juggle state on air hit.
--
+9...+11
+5...+7
4
3 Landing
Hitbox Image
Jump Heavy Punch
11
--
800
Overhead
--
--
--
+6...+14
+2...+11
6
3 Landing
Hitbox Image
Jump Light Kick
5
--
300
Overhead
--
Crosses up.
--
+4...+9
+0...+5
6
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
--
--
+5...+12
+3...+9
6
3 Landing
Hitbox Image
Jump Heavy Kick
8
--
800
Overhead
--
--
--
+9...+15
+5...+11
5
3 Landing
Hitbox Image
Forward Jump, Down + Heavy Punch
9
--
800
Overhead
--
Can only hit Cross Up.
--
+6...+14
+2...+9
5
3 Landing

Special Moves

Nightshade Pulse
17
Down, Down-Back, Back + Light Punch
42
500
High
Poisons on hit. Cancellable into Forward+HP followup (Nightshade Chaser) on frames 30-36. Cancellable into OD Snake Step on frames 35-36.
--
-5...
-10...
...
35
Nightshade Pulse (Overdrive)
16
Down, Down-Back, Back + PP
44
300, 400
High
Poisons on hit. Cancellable into Forward+HP followup (Nightshade Chaser) on frames 34-35. Cancellable into OD Snake Step on frames 32-33. Second hit puts opponent into a limited juggle state.
--
Knockdown +45...
+1...
...
35
Nightshade Chaser
13
Nightshade Pulse > Forward + Heavy Punch
48...
500 (800)
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. Possible to have up to a 5-frame delay for activation.
--
-4 (Knockdown +38)
-16...
2
34
Nightshade Chaser, Burst
14
Nightshade Pulse > Forward + Heavy Punch
**
800
High
Poisons on hit. Detonates the Nightshade Pulse.
--
Knockdown +42...
-4
6
29
Nightshade Chaser (Overdrive)
13
Nightshade Pulse (Overdrive) > Forward + Heavy Punch
45
600 (800)
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. Possible to have up to a 5-frame delay for activation.
--
-4 (Knockdown +31...+44)
-13...
5
28
Nightshade Chaser (Overdrive), Burst
14
Nightshade Pulse (Overdrive) > Forward + Heavy Punch
**
800, 800
High
Poisons on hit. Detonates the Nightshade Pulse. Different advantage on hit/block if both Nightshade Pulse projectile hits connect first, versus one hit first, versus only detonation hitting.
--
Knockdown +43...+57
-13...+2
12
20
Orchid Spring
26
Down, Down-Back, Back + Medium Punch
46
--
Unblockable
Places a pool on the ground for 160 frames. Poisons opponent (unblockable). Re-applies poison as long as opponent is in range. Can only have one Orchid Spring active at a time.
--
--
--
160
20
Orchid Wreath
13
Down, Down-Back, Back + Heavy Punch
51
400, 400
High
Poisons on hit. Limited juggle state on hit. Not a projectile, so will not clash with other projectiles.
--
Knockdown +40
-4
3, 7
15
Serpent Lash (Light Punch)
14
Down, Down-Forward, Forward + Light Punch
42
500 (800)
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. 20 recovery frames on hit, but 26 on whiff. Clashes with projectiles, but is a strike.
--
+1...+3
-8...-6
3
20 (26)
Serpent Lash (Medium Punch)
17
Down, Down-Forward, Forward + Medium Punch
46
600 (700)
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. Forces a Crumple when detonating Poison. Only the early active frames will hit grounded opponents.
--
Knockdown +44 (Crumple +69)
-12
6
24
Serpent Lash (Heavy Punch)
11
Down, Down-Forward, Forward + Heavy Punch
48
700 (800)
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. Anti-air invincible on frames 6-16.
--
Knockdown +44 (Crumple +53)
-20
6
32
Serpent Lash (Overdrive)
21
Down, Down-Forward, Forward + PP
50... (85...)
600 (800)
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. Forces a Crumple when detonating Poison. Clashes with projectiles, but is a strike.
--
+4 (Crumple +71)
-14 (-11)
5
25
Cruel Fate (Light Kick)
24
Down, Down-Back, Back + Light Kick
63
200, 200, 200, 200
High
Knockdown on airborne opponents.
--
+1 (Knockdown +38...)
-3
2, 2, 2, 2
18 Landing
Cruel Fate (Medium Kick)
28
Down, Down-Back, Back + Medium Kick
67
200, 200, 200, 300
High
Knockdown on airborne opponents.
--
+3 (Knockdown +38...)
-3
2, 2, 2, 2
18 Landing
Cruel Fate (Heavy Kick)
33
Down, Down-Back, Back + Heavy Kick
72
200, 200, 200, 400
High
Knockdown on airborne opponents.
--
+4 (Knockdown +41...)
-3
2, 2, 2, 2
18 Landing
Cruel Fate (Overdrive)
28
Down, Down-Back, Back + KK
67 (224 on hit)
200, 200, 200, 200, 200, 600
High
Knockdown on airborne opponents. Can hold left/right to steer the move. Hit-grab animation on early hit.
--
Knockdown +42
+2
3, 2, 2, 2
18 Landing
Snake Step (Light Kick)
--
Down, Down-Forward, Forward + Light Kick
37
--
--
A fake/feint dash. Upper body projectile invincible on frames 8-37.
--
--
--
--
--
Snake Step (Medium Kick)
--
Down, Down-Forward, Forward + Medium Kick
39
--
--
A command dash. Upper body projectile invincible on frames 9-38. Will not cross up.
--
--
--
--
--
Snake Step (Heavy Kick)
--
Down, Down-Forward, Forward + Heavy Kick
43 (50...54)
--
--
A command dash. Upper body projectile invincible on frames 11-40(50...54). Can cross up.
--
--
--
--
--
Snake Step (Overdrive)
--
Down, Down-Forward, Forward + KK
42 (48..57)
--
--
A command dash. Can cross up. Strike invincible on frames 1-34, Projectile invincible on frames 1-42. Strike and Projectile invincible for entire duration on cross up. Throws will punish counter for the entire duration of the move.
--
--
--
--
--
Sinister Slide
11 (28)
Down + PP
...216
--
--
Can be cancelled with "Up" input. Upper body projectile invincible on frames 10-197. Followups are usable from frame 11 onward, stance-cancel from frame 28 onward.
--
--
--
...185
20
Venomous Fang
11...+19
Sinister Slide > Punch
63
1100
High
Poisons on hit. Detonates Poison (Toxic Blossom) when hitting a poisoned opponent. Forces a Crumple when detonating Poison.
--
Knockdown +20...+34 (Crumple +67...+81)
-25...-11
15
30
Heel Strike
11...+11
Sinister Slide > Kick
45
300, 300
High
17 recovery frames on hit, but 20 on whiff. Limited juggle state on aerial opponents.
--
+4
-3
3, 3
17 (20)
Entrapment
11...+23
Sinister Slide > Light Punch + Light Kick
80 (226)
1852
Throw
17 recovery frames on hit, but 20 on whiff. Limited juggle state on aerial opponents.
--
Hard Knockdown +16
--
3
55

Super Arts

Deadly Implication (Level 1)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
87
850, 950
High
Strike/throw invincible on frames 1-12. Breaks armor. Poisons on hit.
--
Knockdown +30
-46
3
68
Shin Hashogeki (Level 2)
7
Down, Down-Back, Back, Down, Down-Back, Back + P
56
2600 (3000)
High
Breaks armor. Creates an ublockable poison pool for ~700 frames (does not prevent Orchid Spring pools). Light/Medium/Heavy Punch determines attack distance as well a the placement of the poison pool. MP and HP versions make the poison pool move forward slowly.
--
Knockdown +30
-19
**
54
Claws of Ya Zi (Level 3)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
70
4000 (4500)
High
Fully invincible on frames 1-12. Breaks armor. Critical Art in parenthesis.
--
Hard Knockdown +30 (Hard Knockdown +21)
-36
3
58

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.52
Back Walk Speed — 3.2
Forward Dash — 19 frames / 130.00 distance
Back Dash — 23 frames / 108.00 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 129 (hit)
1200
Throw
--
--
--
+19
3
23
Back Throw
5
30 (whiff) / 156 (hit)
1200
Throw
--
--
--
+27
3
23