Fighting game developers spend countless hours meticulously adjusting the hitboxes on every single move, but that doesn’t mean there still isn’t some weirdness that can occur in the final product.
Our own Jon ‘Catalyst’ Grey recently got literally hit by some visual deception using A.K.I. in Street Fighter 6.
As soon as the opposing Juri jumped, Catalyst attempted to anti-air out of the sky with the Tainted Talons level 2 Super Art.
Though you can see the chains pass through her multiple times, they all whiff and let the opponent get in with a Punish Counter to rub salt on the missed attempt.
We do have to point out that the heavy punch version of the Super was used here, and the game technically tells you that the light version is the best at anti-airing.
While there are some gaps, taking a look at a hitbox visualizer of the move still shows even the heavy version makes a pretty sizable wall of individual hitboxes that appear hard to miss with at face value.
Doing some anti-air testing in SF6 itself in Training Mode, I found it difficult to make the Super miss at any strength level, but clearly it’s not going to catch everything.
We’re not really advocating for a change here with this exchange. Just take this as another reminder that not everything works like it appears in SF6 or this genre as a whole.