Here’s a friendly and terrifying reminder why you should never let yourself get burnt out against A.K.I. in Street Fighter 6











A.K.I. isn’t considered one of the stronger characters here in the current version of Street Fighter 6, but that doesn’t mean she can’t be effective in the right hands. Some of her tools, when utilized in certain ways and situations, can actually be absolutely devastating, and there is probably no better player who frequently puts this on display than content creator and pro competitor Broski.






He recently posted a Street Fighter 6 clip on Twitter that features the “new world record” for what he calls a “ggs” scenario, which essentially refers to the moment A.K.I. has her opponent burnt out and they no longer have any super meter. Once those criteria are met, A.K.I.’s win is basically guaranteed, and with this footage Broski gives us all a reminder of why it’s incredibly important to never let yourself get burnt out against her if you don’t have super meter.









One thing folks learned early on is that when A.K.I. has her opponent burnt out, she can string together some amazing pressure that can be virtually inescapable. The way it works is, A.K.I.’s normals — specifically her crouching light punch and standing medium punch — have frame data that, when boosted by the added 4 frames of advantage that burnout offers, create fantastic frame traps when strung together.


If the A.K.I. player’s blockstrings and pressure are tight, the opponent essentially has to hold the pressure until they’re pushed to the corner, then they can simply get hit with Drive Impact into a stun and ultimately eat a big combo. Should the opponent try to challenge and hit a button in between the blockstrings, they’ll get opened up and hit with a combo, so if they don’t have at least one super stocked, they pretty much can’t escape unless the A.K.I. player makes a mistake.


This is why Broski calls this particular situation “ggs.” The moment his opponent gets burnt out and has already spent all of their super meter (especially after a level 3), they have pretty much lost the game then and there — hence, “good games.”



With this clip, we see that Broski’s opponent, a Cammy player, punishes a fireball with her level 3 super from nearly full screen away. After level 3 runs its course, the Cammy player sits with a little over three bars of Drive Gauge left, and because Broski is cornered, he knows that the opponent is likely going to attempt a Drive impact.


Cammy does indeed go for Drive Impact, which leaves her at just over two bars of Drive Gauge left, but because Broski knew it was coming he was able to cater his punish to target their Drive Gauge and force them into burn out.


He perfect parries the Drive Impact to gain more of his own Drive Gauge back, hits them with Drive Impact, and then combos into level 3. This completely wipes Cammy of all of her remaining Drive Gauge, sends her into burn out, and leaves her in prime position to be pressured on her wake up.


Just like Broski predicted, the moment he Drive Rushed in and started the burn out pressure, the round was over. Using perfectly calculated blockstrings, Broski is able to push the opponent all the way to the corner, then hit a meaty Drive Impact to get the stun and close out with a hard-hitting combo.




The lesson here is that there are some characters you typically want at least one bar of super stocked for when you’re in burnout. A.K.I. is definitely one of those characters, so be sure to watch your resources carefully when fighting her.








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