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The Sinister Slide (悪鬼蛇行 Akki Jakō?, Devilish Slither) is one of A.K.I.'s special attacks, introduced in Street Fighter 6.

Input
Classic Arcade-Stick-Down+Arcade-Button-2xPunch
Modern Arcade-Stick-Down+Modern M+Modern H

Description

SinisterSlide
"A technique that has you slither forward slowly on your back and can be followed up by three different attacks Input up while slithering to cancel the movement."
Street Fighter 6

Executed by performing two downward motions and pressing two punches, A.K.I. slithers across the floor on her back, travelling toward her opponent. While A.K.I. is sliding, she is safe from most projectiles and other special attacks like Gladius. By pressing Arcade-Stick-Up during the slide, she comes to a stop and returns to her feet. Sinister Slide can be cancelled from most of A.K.I.'s normals.

During this, she can follow up with the special moves below.

Venomous Fang

VenomousFang
Input
Classic Arcade-Stick-Down+Arcade-Button-2xPunch>Arcade Button Punch
Modern Arcade-Stick-Down+Modern M+Modern H>Modern Button
"A sudden, sharp forward charge out of Sinister Slide. Useful as a projectile attack deterrent, and poisons the opponent if it hits."
Street Fighter 6

The Venemous Fang (猛毒牙 Mōdokuga?, Toxic Fang) is executed by pressing any punch button (or any attack button) during Sinister Slide. A.K.I. launches herself forward in long arc for a drilling claw attack, poisoning her opponent on contact. This can also trigger Toxic Blossom, causing a crumple state if they are already poisoned. It is very unsafe on block. This move can be used in reaction to the opponent's fireballs or as a part of juggle combos. Venomous Fang also has excellent corner carry, making it useful for pushing the opponent toward the end of the stage.

Heel Strike

HeelStrike
Input
Classic Arcade-Stick-Down+Arcade-Button-2xPunch>Arcade Button Kick
Modern Arcade-Stick-Down+Modern M+Modern H>Arcade-Stick-Down+Modern Button
"Unleashes a pair of revolving kicks as you rise out of Sinister Slide. Effective for use in combos, or for maintaining offensive pressure up close."
Street Fighter 6

The Heel Strike (蛇連咬 Jarenyō?, Snake Bites) is executed by pressing any kick button (or pressing down any attack button) during Sinister Slide. A.K.I. does a double kick with alternating legs to her opponent's shins, staggering them while standing. Unlike Venomous Fang, this move can be difficult for the opponent to punish. It has a faster startup, but inflicts less damage. Heel Strike can be used with Crouching Light Punch as a combo. Similar to Venomous Fang, this move can be used during juggle combos. A.K.I. can also cancel the second kick into her Level 3 Super Art.

Entrapment

A.K.I. choking out  using Entrapment.

A.K.I. choking out Cammy using Entrapment.

Input
Classic Arcade-Stick-Down+Arcade-Button-2xPunch>Arcade Button Kick
Modern Arcade-Stick-Down+Modern M+Modern H>Arcade-Stick-Left+Modern Button
"A constricting grab attack out of Sinister Slide. Useful as a way to break through an opponent's guard when they're wary of other Sinister Slide attacks."
Street Fighter 6

The Entrapment (雁字搦 Ganjigarame?, Bound Hand-and-Foot) is executed by pressing Light Punch and Light Kick simultaneously (or pressing back any attack button) during Sinister Slide. A.K.I. clambers up her opponent for a complex neck-and-arm lock, wrapping her back over the opponent's shoulder while gripping onto her leg hooked under the opponent's arm, dropping them to the floor and incapacitating them. This is the only follow-up that cannot be blocked. It has the longest startup, but inflicts the most damage. It can be used to surprise the opponent, especially if they are blocking while in Burnout. Additionally, Entrapment is useful against Drive Impact or Drive Parry.

Tactics

Sinister Step gives A.K.I. a unique way in approaching the opponent. She can slide under the opponent's projectiles and still be in range for a follow-up. Knowing which attack to perform and when to use it allows A.K.I. to get the most out of Sinister Step. Venomous Fang can lead into potentially high-damaging combos while pushing the opponent closer to the corner. Heel Strike gives A.K.I. a safer follow-up, while Entrapment can break through their defenses. By combining these moves with her gameplan of poisoning the opponent, it can frustrate them and force them to make a mistake.

Gallery

Trivia

  • Unlike most attacks in the game, Entrapment deals a non-rounded total of damage at 1852, uniquely without any damage scaling modifiers similar to Kimberly or Jamie.
    • When hit as a Punish Counter, the 20% damage increase causes Entrapment to deal 2222 damage, referencing A.K.I.'s master F.A.N.G and his obsession with the number two.