Street Fighter 6/Akuma: Difference between revisions

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Revision as of 19:45, 3 May 2024


Introduction

A demon of combat that has welcomed the Satsui no Hado into his being in his quest to become the ultimate master of the fist.

Akuma has an incredibly versatile toolkit, with strong, far-reaching normals and a high walkspeed to control space, multiple projectiles to force or shield an approach, and incredible corner carry to force his foes into the most dangerous of situations. He's especially good at maintaining his advantageous positions, with certain knockdowns leading to a potentially rewarding vortex that can loop back into itself. All this is counterbalanced by his lower health, a massive drawback that makes each mistake that much more costly and forces him to use each tool in his arsenal wisely to avoid inviting his own destruction.

While Akuma has the traditional shoto toolkit (fireball, DP, tatsu, shoto normals), he puts his own dark spin on them, encouraging peerless aggression. His Gou Hadoken has three vastly different speeds it can be fired at, and can be charged for additional hits. His fireball also has a unique air version called Zanku Hadoken, which can be used to counter DP attempts or set up for continued pressure. His Gou Shoryuken acts as a great combo ender and anti-air, with an OD version that leaves opponents close on hit. His Tatsumaki Zanku-kyaku goes through fireballs like Ryu's, but the heavy version goes into the air, allowing him to cruelly punish bad jumpins. What really sets Akuma apart from the other shotos is his signature Demon Raid. Upon pressing this special, Akuma leaps into the air and can perform a series of followups. He has an overhead, a low, and a divekick, and each option can leave Akuma plus. If opponents try to parry through the followups, Akuma can always call this out by landing and throwing them for a Punish Counter Throw. Demon Raid is an incredible special for allowing Akuma to get his gameplan started, and the OD version even allows Akuma to throw a fireball and counter attempts to stuff his approach. While Demon Raid is strong, it can be easily anti-aired on reaction, requiring Akuma to be very considerate with where he unleashes it.

In the neutral, Akuma leverages his shoto normals of 2MK, 5HP and 5LP/5LK to control space. His fast walkspeed and strong pokes give him a dominating neutral presence. He also has some strong command normals for counterpoking, including the powerful 6MK snap kick and 6HP lunging punch. Once he's gotten you in the corner, Akuma excels at a diverse and threatening offense. He has many ways to be plus, including his 5MP and 5HK, though the latter can be ducked and punished. Akuma can use his new Adamant Flame special to set up shimmys and crush your opponent's Drive Gauge. Successful hits can be brutally effective, as Akuma's combo game is very strong with excellent juggle points OD special extensions. His devastating Empyrean's End Level 2 super leads to combo extensions, and his Level 3 is easy to combo into, allowing him to really pile on the damage. On top of all of this, Akuma also has an alternate CA called Shun Goku Satsu, a 0f comboable command grab that deals incredible damage when it connects. Truly, Akuma is the master of violence.

He's also the master of dying. Akuma's low vitality is a genuine concern in this game, as he has 9000 health compared to the standard 10,000. This might not seem like a lot, but it really is, as Akuma can be two-touched by most of the cast. While opponents may fear his rewarding and dominating offense, Akuma carries a ton of risk in basic play. Opponents who find a opening or make a specific read can punish Akuma harder than anyone else in the cast, especially if they have a Level 3 charged up. Akuma lives and dies by the mastery of the person playing him. If you can pilot him well, he will reward your efforts tenfold. If you like offense-oriented characters and can stay calm on the razor's edge, then embrace the demon with Akuma.

Pick if you like: Avoid if you dislike:
  • Strong pressure options, with many ways to be plus
  • Controlling neutral with long-reaching strikes and fast walkspeed
  • Being able to both zone and quickly approach
  • A diverse but still accessible kit, with good options for every situation
  • Being much more fragile than other characters
  • Needing to make risky and confident plays, with the threat of devastating punishment if you mess up


Classic & Modern Versions Comparison

List of differences with Modern Akuma
Missing Normals
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Skull Splitter (6MP)
Shortcut-Only Specials
  • Adamant Flame (4S)
    • Medium/OD Only
    • Adamant Flame Follow-Up is (4S~6S or 6X)
  • Demon Raid (2S)
    • Medium/OD Only
    • Demon Low Slash is (2S~No Input)
    • Demon Guillotine is (2S~S)
    • Demon Blade Kick is (2S~X)
    • Demon Swoop is (2S~[2])
    • Demon Gou Zanku is (2A[S]~A[S])
    • Demon Gou Rasen is (2A[S]~A[X])
Assist Combos
  • A[L~L]: 5LK ~ HP Gou Hadoken
  • A[M~M~M~M~M]: Viscera Piercer (5MP~MP) ~ OD Adamant Flame ~ Level 2 Super
    • On burnout it will use Viscera Piercer (5MP~MP) ~ M Adamant Flame
  • A[H~H~H~H~H]: 5HK ~ 5MK ~ OD Tatsumaki Zanku-kyaku ~ M Gou Shoryuken ~ Level 3 Super
    • On burnout it will use 5HK ~ 5MK ~ H Gou Shoryuken ~ Level 3 Super
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains


Akuma
SF6 Akuma Portrait.png
Vitals
Life Points 9000
Ground Movement
Forward Walk Speed 0.052
Backward Walk Speed 0.036
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.35
Backward Dash Distance 0.92
Drive Rush Min. Distance (Throw) 0.880
Drive Rush Min. Distance (Block) 2.112
Drive Rush Max Distance 3.425
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Akuma 5lp.png
SF6 Akuma 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 - 300 LH +4 -1


5MP
Standing Medium Punch
5MP
SF6 Akuma 5mp.png
SF6 Akuma 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 11 - 600 LH +4 +1


5HP
Standing Heavy Punch
5HP
SF6 Akuma 5hp.png
SF6 Akuma 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 18 - 800 LH +3 -3


5LK
Standing Light Kick
5LK
SF6 Akuma 5lk.png
SF6 Akuma 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 - 300 LH +2 -4


5MK
Standing Medium Kick
5MK
SF6 Akuma 5mk.png
SF6 Akuma 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 15 - 700 LH +3 -3


5HK
Standing Heavy Kick
5HK
SF6 Akuma 5hk.png
SF6 Akuma 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3(8)4 15(16) - 400x2 LH +7 +3



Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Akuma 2lp.png
SF6 Akuma 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 - 300 LH +5 -1


2MP
Crouching Medium Punch
2MP
SF6 Akuma 2mp.png
SF6 Akuma 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 - 600 LH +6 -1


2HP
Crouching Heavy Punch
2HP
SF6 Akuma 2hp.png
SF6 Akuma 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 8 19 - 900 LH 0 -8


2LK
Crouching Light Kick
2LK
SF6 Akuma 2lk.png
SF6 Akuma 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 - 200 L +3 -3


2MK
Crouching Medium Kick
2MK
SF6 Akuma 2mk.png
SF6 Akuma 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 - 500 L +1 -6


2HK
Crouching Heavy Kick
2HK
SF6 Akuma 2hk.png
SF6 Akuma 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 23(29) - 900 L KD +42 -12



Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Akuma jlp.png
SF6 Akuma jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H ~+5(+10) ~+1(+6)


j.MP
Jumping Medium Punch
j.MP
SF6 Akuma jmp.png
SF6 Akuma jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 3 land - 700 H ~+5(+10) ~+5(+7)


j.HP
Jumping Heavy Punch
j.HP
SF6 Akuma jhp.png
SF6 Akuma jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H ~+12(+14) ~+8(+11)


j.LK
Jumping Light Kick
j.LK
SF6 Akuma jlk.png
SF6 Akuma jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 3 land - 300 H ~+5(+10) ~+1(+6)


j.MK
Jumping Medium Kick
j.MK
SF6 Akuma jmk.png
SF6 Akuma jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H ~+9(+13) ~+5(+9)


j.HK
Jumping Heavy Kick
j.HK
SF6 Akuma jhk.png
SF6 Akuma jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land - 800 H ~+11(+15) ~+8(+11)



Command Normals

6MP
?
6MP
SF6 Akuma 6mp.png
SF6 Akuma 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Skull Splitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 1,3 18 - 200+400 H +3 -1


6MK
?
6MK
SF6 Akuma 6mk.png
SF6 Akuma 6mk hitbox.png
Hitboxes Off
Hitboxes On

6MK
Resso Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 15 - 700 LH +5 -4


4MK
?
4MK
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Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results


6HP
?
6HP
SF6 Akuma 6hp.png
SF6 Akuma 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Kikoku
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 20 - 800 LH +4 -3


4HP
?
4HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

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j.2MK
?
j.2MK
SF6 Akuma j2mk.png
SF6 Akuma j2mk hitbox.png
Hitboxes Off
Hitboxes On

j.2MK
Tenmaku Blade Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 13 7 - 800 - - -



Target Combos

5MP~MP
?
5MP~MP
SF6 Akuma 5mp mp.png
SF6 Akuma 5mp mp hitbox.png
Hitboxes Off
Hitboxes On

5MP~MP
Viscera Piercer
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 21 - 1300 LH -1 -6


4MK~HK
?
4MK~HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

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6HP~HP~HK
?
6HP~HP~HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).

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Hitboxes Off
Hitboxes On

                  No results

No results



Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Akuma lplk.png
SF6 Akuma lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Goshoha
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD + 28 -
  • Punish Counter: HKD +?


Back Throw (4LPLK)
Back Throw
4LPLK
Hitboxes Off
Hitboxes On

4LPLK
Shuretto
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD + 14 -
  • Side switches
  • Punish Counter: HKD +?



Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Akuma hphk.png
SF6 Akuma hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Oni Goroshi
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from -- (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Akuma 6hphk.png
SF6 Akuma 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Souha Double Palm
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26 - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Akuma mpmk.png
SF6 Akuma mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Akuma 66.png
SF6 Akuma 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • ? (min, cancel into immediate Throw)
    • ? (min, earliest blocking/movement frame)
    • ? (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Gou Hadoken (236P)
Gou Hadoken
236P
Hitboxes Off
Hitboxes On

236LP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 30 - 700 LH 0 -4
236MP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 32 - 700 LH -2 -6
236HP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 34 - 700 LH -4 -8
236PP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 29 - 400+600 LH KD +55 +2


Gou Hadoken (Partial Charge) (236{P})
Gou Hadoken (Partial Charge)
236{P}
Hitboxes Off
Hitboxes On

236{LP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
30-54 - 29 - 400+600 LH KD +55 +2
236{MP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
30-54 - 29 - 400+600 LH KD +55 +2
236{HP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
31-55 - 29 - - LH KD +55 +2
236{PP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
23-31 - 29 - 400+600 LH KD +57 +2


Gou Hadoken (Charged) (236[P])
Gou Hadoken (Charged)
236[P]
Hitboxes Off
Hitboxes On

236[LP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
56 - 28 - 600x2 LH KD +57 +5
236[MP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
56 - 28 - 600x2 LH KD +57 +5
236[HP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 600x2 LH KD +57 +5
236[PP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
31 - 28 - 600x2 LH KD +57 +5


Zanku Hadoken (j.236P)
Zanku Hadoken
j.236P
Hitboxes Off
Hitboxes On

j.236P
Zanku Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - ? land - 600 LH - -
j.236PP
Zanku Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 - ? land - 300x3 LH - -


Gou Shoryuken (623P)
Gou Shoryuken
623P
SF6 Akuma 623lp.png

SF6 Akuma 623pp.png
SF6 Akuma 623lp hitbox.png

SF6 Akuma 623pp hitbox.png
Hitboxes Off
Hitboxes On

623LP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 33 - 1100 LH KD +38 -22(-23)
623MP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 42 - 700,600 (1300) LH KD +38 -30
623HP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 11 50 - 600,500,400 (1500) LH KD +30 -36
623PP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 52(5) - 300x3,100,900(1900) LH KD +14 -39(-41)


Tatsumaki Zanku-Kyaku (214K)
Tatsumaki Zanku-Kyaku
214K
Hitboxes Off
Hitboxes On

214LK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 21 - 600 LH KD +50 -13
214MK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - 500x2 (1000) LH KD +41 -13
214HK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - - - 400,300x2,600 (1600) LH KD +34 -59
214KK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - - - 200x3,100,300 (1000) LH - -


Aerial Tatsumaki Zanku-Kyaku (j.214K)
Aerial Tatsumaki Zanku-Kyaku
j.214K
Hitboxes Off
Hitboxes On

j.214K
Aerial Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - - - - -
j.214KK
Aerial Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - - - - -


Adamant Flame (214P)
Adamant Flame
214P
Hitboxes Off
Hitboxes On

214LP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 23 - 700 - +1(+2) -8
214MP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 20 - 800 - +2(+3) -4
214HP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 3 19 - 900 - +3 -2
214PP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 23 - 700 - +1 -3


Demon Raid (236K)
Demon Raid
236K
Hitboxes Off
Hitboxes On

236K
Demon Raid
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
236KK
Demon Raid
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


(slide) (236K~No Input)

236K~No Input
Demon Low Slash
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 1000 L KD +39 +2
236KK~No Input
Demon Low Slash
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 1000 L KD +39 +2


(overhead) (236K~P)
(overhead)
236K~P
Hitboxes Off
Hitboxes On

236K~P
Demon Guillotine
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 1300 H - +4(+7)
236KK~P
Demon Guillotine
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - H - -


(divekick) (236K~K)
(divekick)
236K~K
Hitboxes Off
Hitboxes On

236K~K
Demon Blade Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236KK~K
Demon Blade Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -


(feint) (236K~?)

236K~[2]
Demon Swoop
Startup Active Recovery Cancel Damage Guard On Hit On Block
45 - - - - - - -
236KK~[2]
Demon Swoop
Startup Active Recovery Cancel Damage Guard On Hit On Block
45 - - - - - - -


(air fireball) (236KK~j.236P)
(air fireball)
236KK~j.236P
Hitboxes Off
Hitboxes On

236KK~j.236P
Demon Gou Zanku
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 300x3 (900) LH - -


(air tatsu) (236KK~j.214K)
(air tatsu)
236KK~j.214K
Hitboxes Off
Hitboxes On

236KK~j.214K
Demon Gou Rasen
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


Ashura Senku (6PPP or 4PPP)
Ashura Senku
6PPP or 4PPP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results

No results

Oboro Throw (6PPP~LPLK)
Oboro Throw
6PPP~LPLK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results



Super Arts

Level 1 Super (236236P)
Messatsu Gohado
Level 1 Super Art
236236P
SF6 Akuma 236236p.png
SF6 Akuma 236236p hitbox.png
Hitboxes Off
Hitboxes On

236236P
Messatsu Gohado
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - - - 2200 LH KD +9 -41


Level 1 Super (j.236236K)
Tenma Gozanku
Level 1 Super Art
j.236236K
SF6 Akuma j236236k.png
SF6 Akuma j236236k hitbox.png
Hitboxes Off
Hitboxes On

j.236236K
Tenma Gozanku
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - - - - LH - -


Level 2 Super (214214P)
Empyrean’s End
Level 2 Super Art
214214P
SF6 Akuma 214214p.png
SF6 Akuma 214214p hitbox.png
Hitboxes Off
Hitboxes On

214214P
Empyrean’s End
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - - - 2800 LH HKD +29 (HKD +97 Wallsplat) -35


Level 3 Super (236236K)
Sip of Calamity
Level 3 Super Art
236236K
SF6 Akuma 236236k.png
""

SF6 Akuma 236236k ca.png
Critical Art adds 500 more damage
SF6 Akuma 236236k hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

236236K
Sip of Calamity
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(2) - - - 4000 LH HKD +18 -41
236236K
Sip of Calamity (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(2) - - - 4500 LH HKD +18 -41


Shun Goku Satsu (LP~LP~6LK~HP)
Shun Goku Satsu
Critical Art
LP~LP~6LK~HP
SF6 Akuma lp lp 6lk hp(ca).png
SF6 Akuma lp lp 6lk hp(ca) hitbox.png
Hitboxes Off
Hitboxes On

LP~LP~6LK~HP
Shun Goku Satsu (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
?+0 - - - 4700 T - -



Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Akuma 5pppkkk.png
""
SF6 Akuma 5pppkkk hitbox.png
""
Hitboxes Off
Hitboxes On

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
433 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Akuma 6pppkkk.png
""
SF6 Akuma 6pppkkk hitbox.png
""
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
570 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Akuma 4pppkkk.png
""
SF6 Akuma 4pppkkk hitbox.png
""
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
765 (total) - - - - - - -



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