Street Fighter 6/Akuma/Data: Difference between revisions

From SuperCombo Wiki
(all hitstun, blockstun, hitstop, projSpeed)
 
(50 intermediate revisions by 9 users not shown)
Line 21: Line 21:
| bwdJumpDist  = 1.52
| bwdJumpDist  = 1.52
| dRushMin      = 0.880
| dRushMin      = 0.880
| dRushBlock    = 2.112
| dRushBlock    = 2.121
| dRushMax      = 3.425
| dRushMax      = 3.425
}}
}}
Line 80: Line 80:
| hitboxes      = SF6_Akuma_5lp_hitbox.png
| hitboxes      = SF6_Akuma_5lp_hitbox.png
| damage        = 300
| damage        = 300
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 4
| startup      = 4
| active        = 3
| active        = 3
Line 86: Line 86:
| total        = 13
| total        = 13
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Chn Sp SA
| hitconfirm    =  
| hitconfirm    = 13
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-1}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+8}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+4}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|M|-1}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 14
| blockstun    =  
| blockstun    = 9
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 117: Line 117:
| hitboxes      = SF6_Akuma_5mp_hitbox.png
| hitboxes      = SF6_Akuma_5mp_hitbox.png
| damage        = 600
| damage        = 600
| dmgScaling    =
| startup      = 6
| startup      = 6
| active        = 4
| active        = 4
Line 123: Line 122:
| total        = 20
| total        = 20
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA TC
| hitconfirm    =  
| hitconfirm    = 16
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|P|+1}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+8}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+9}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+6}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 19
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 154: Line 153:
| hitboxes      = SF6_Akuma_5hp_hitbox.png
| hitboxes      = SF6_Akuma_5hp_hitbox.png
| damage        = 800
| damage        = 800
| dmgScaling    =
| startup      = 9
| startup      = 9
| active        = 5
| active        = 5
Line 160: Line 158:
| total        = 31
| total        = 31
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 19
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|P|+3}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-3}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+7}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+14}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+8}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 26
| blockstun    =  
| blockstun    = 20
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 191: Line 189:
| hitboxes      = SF6_Akuma_5lk_hitbox.png
| hitboxes      = SF6_Akuma_5lk_hitbox.png
| damage        = 300
| damage        = 300
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 5
| startup      = 5
| active        = 3
| active        = 3
Line 197: Line 195:
| total        = 18
| total        = 18
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 13
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|P|+2}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-4}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+6}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+4}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|M|-2}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 16
| blockstun    =  
| blockstun    = 10
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 228: Line 226:
| hitboxes      = SF6_Akuma_5mk_hitbox.png
| hitboxes      = SF6_Akuma_5mk_hitbox.png
| damage        = 700
| damage        = 700
| dmgScaling    =
| startup      = 7
| startup      = 7
| active        = 5
| active        = 5
Line 234: Line 231:
| total        = 26
| total        = 26
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA TC
| hitconfirm    =  
| hitconfirm    = 17 (15*)
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|P|+3}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-3}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+7}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+13}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+7}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 17
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 255: Line 252:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Forces stand
| notes        = Forces stand; only 15f to hitconfirm TC cancel without CH/PC/DR
}}
}}


Line 263: Line 260:
| name          = Standing Heavy Kick
| name          = Standing Heavy Kick
| images        = SF6_Akuma_5hk.png, SF6_Akuma_5hk_2.png
| images        = SF6_Akuma_5hk.png, SF6_Akuma_5hk_2.png
| hitboxes      = SF6_Akuma_5hk_hitbox.png, SF6_Akuma_5hk_hitbox2.png
| hitboxes      = SF6_Akuma_5hk_hitbox.png, SF6_Akuma_5hk_2_hitbox.png
| damage        = 400x2
| damage        = 400x2
| dmgScaling    =  
| dmgScaling    = Combo (2 hits)
| startup      = 13
| startup      = 13
| active        = 3(8)4
| active        = 3(8)4
Line 271: Line 268:
| total        = 42(43)
| total        = 42(43)
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|VP|+7}}
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|P|+3}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|+11}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 37(26)
| blockstun    =  
| blockstun    = 33(22)
| hitstop      =  
| hitstop      = 8(10),13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 303: Line 297:
| hitboxes      = SF6_Akuma_2lp_hitbox.png
| hitboxes      = SF6_Akuma_2lp_hitbox.png
| damage        = 300
| damage        = 300
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 4
| startup      = 4
| active        = 2
| active        = 2
Line 309: Line 303:
| total        = 14
| total        = 14
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Chn Sp SA
| hitconfirm    =  
| hitconfirm    = 13
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|VP|+5}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-1}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+9}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+5}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|M|-1}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 16
| blockstun    =  
| blockstun    = 10
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 340: Line 334:
| hitboxes      = SF6_Akuma_2mp_hitbox.png
| hitboxes      = SF6_Akuma_2mp_hitbox.png
| damage        = 600
| damage        = 600
| dmgScaling    =
| startup      = 6
| startup      = 6
| active        = 3
| active        = 3
Line 346: Line 339:
| total        = 22
| total        = 22
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 16
| hitAdv        = {{sf6-adv|VP|+6}}
| hitAdv        = {{sf6-adv|VP|+6}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-1}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+10}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+13}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+6}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 377: Line 370:
| hitboxes      = SF6_Akuma_2hp_hitbox.png
| hitboxes      = SF6_Akuma_2hp_hitbox.png
| damage        = 900
| damage        = 900
| dmgScaling    =
| startup      = 8
| startup      = 8
| active        = 8
| active        = 8
Line 383: Line 375:
| total        = 34
| total        = 34
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 17
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|E|0}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-8}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+4}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+17}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+9}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 27
| blockstun    =  
| blockstun    = 19
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 414: Line 406:
| hitboxes      = SF6_Akuma_2lk_hitbox.png
| hitboxes      = SF6_Akuma_2lk_hitbox.png
| damage        = 200
| damage        = 200
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 5
| startup      = 5
| active        = 2
| active        = 2
Line 420: Line 412:
| total        = 16
| total        = 16
| guard        = L
| guard        = L
| cancel        =  
| cancel        = Chn
| hitconfirm    =
| hitAdv        = {{sf6-adv|P|+3}}
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-3}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|+7}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 15
| blockstun    =  
| blockstun    = 9
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 451: Line 440:
| hitboxes      = SF6_Akuma_2mk_hitbox.png
| hitboxes      = SF6_Akuma_2mk_hitbox.png
| damage        = 500
| damage        = 500
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 8
| startup      = 8
| active        = 3
| active        = 3
Line 457: Line 446:
| total        = 29
| total        = 29
| guard        = L
| guard        = L
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 13
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|P|+1}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-6}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|+5}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+11}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+4}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 478: Line 467:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Range: 1.473
}}
}}


Line 488: Line 477:
| hitboxes      = SF6_Akuma_2hk_hitbox.png
| hitboxes      = SF6_Akuma_2hk_hitbox.png
| damage        = 900
| damage        = 900
| dmgScaling    =
| startup      = 9
| startup      = 9
| active        = 3
| active        = 3
Line 494: Line 482:
| total        = 34(38)
| total        = 34(38)
| guard        = L
| guard        = L
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +32
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-12}}
| blockAdv      = {{sf6-adv|VM|-12}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = KD +47
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRHit    = KD +32
| DRcancelBlk  = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|VM|-8}}
| afterDRHit    = {{sf6-adv||}}
| blockstun    = 18
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 13
| hitstun      =
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 529: Line 513:
| active        = 10
| active        = 10
| recovery      = 3 land
| recovery      = 3 land
| total        =  
| total        = -
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+5(+10)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|P|+1}}{{sf6-adv|VP|(+6)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 13
| blockstun    =  
| blockstun    = 9
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 559: Line 543:
| active        = 4
| active        = 4
| recovery      = 3 land
| recovery      = 3 land
| total        =  
| total        = -
| guard        = H
| guard        = H
| cancel        =  
| cancel        = Sp SA1
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+5(+10)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+5(+7)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 15
| blockstun    =  
| blockstun    = 11
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 589: Line 573:
| active        = 6
| active        = 6
| recovery      = 3 land
| recovery      = 3 land
| total        =  
| total        = -
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+12(+14)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+8(+11)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 19
| blockstun    =  
| blockstun    = 15
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 619: Line 603:
| active        = 10
| active        = 10
| recovery      = 3 land
| recovery      = 3 land
| total        =  
| total        = -
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+5(+10)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|P|+1}}{{sf6-adv|VP|(+6)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 14
| blockstun    =  
| blockstun    = 10
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 649: Line 633:
| active        = 6
| active        = 6
| recovery      = 3 land
| recovery      = 3 land
| total        =  
| total        = -
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+9(+13)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+5(+9)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 17
| blockstun    =  
| blockstun    = 13
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 679: Line 663:
| active        = 6
| active        = 6
| recovery      = 3 land
| recovery      = 3 land
| total        =  
| total        = -
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+11(+15)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+8(+11)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 19
| blockstun    =  
| blockstun    = 15
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 706: Line 690:
| images        = SF6_Akuma_6mp.png
| images        = SF6_Akuma_6mp.png
| hitboxes      = SF6_Akuma_6mp_hitbox.png
| hitboxes      = SF6_Akuma_6mp_hitbox.png
| damage        =  
| damage        = 200,400
| dmgScaling    =
| startup      = 20
| startup      = 20
| active        =  
| active        = 1(1)3
| recovery      =  
| recovery      = 18
| total        =  
| total        = 42
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|P|+3}}
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-1}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|+7}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 26(24)
| blockstun    =  
| blockstun    = 22(20)
| hitstop      =  
| hitstop      = 8,12
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 743: Line 723:
| images        = SF6_Akuma_6mk.png
| images        = SF6_Akuma_6mk.png
| hitboxes      = SF6_Akuma_6mk_hitbox.png
| hitboxes      = SF6_Akuma_6mk_hitbox.png
| damage        =  
| damage        = 700
| dmgScaling    =
| startup      = 10
| startup      = 10
| active        =  
| active        = 3
| recovery      =  
| recovery      = 15
| total        =  
| total        = 27
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|VP|+5}}
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-4}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|+9}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 17
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 771: Line 747:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Even at point blank is safe from most (all?) 4f jabs
}}
}}


Line 780: Line 756:
| images        = SF6_Akuma_6hp.png
| images        = SF6_Akuma_6hp.png
| hitboxes      = SF6_Akuma_6hp_hitbox.png
| hitboxes      = SF6_Akuma_6hp_hitbox.png
| damage        =  
| damage        = 800
| dmgScaling    =
| startup      = 13
| startup      = 13
| active        =  
| active        = 4
| recovery      =  
| recovery      = 20
| total        =  
| total        = 36
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = TC
| hitconfirm    =  
| hitconfirm    = 20
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-3}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| hitstun      = 28
| blockstun    =  
| blockstun    = 21
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 808: Line 781:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = TC follow-up is always a true blockstring even at max delay
}}
}}


Line 817: Line 790:
| images        = SF6_Akuma_4hk.png
| images        = SF6_Akuma_4hk.png
| hitboxes      = SF6_Akuma_4hk_hitbox.png
| hitboxes      = SF6_Akuma_4hk_hitbox.png
| damage        =  
| damage        = 800
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 12
| startup      = 12
| active        =  
| active        = 5
| recovery      =  
| recovery      = 27
| total        =  
| total        = 43
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 19
| hitAdv        = {{sf6-adv||}}
| hitAdv        = KD +47
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-15}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = KD +47
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = KD +69
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+7}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =
| blockstun    = 17
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 854: Line 826:
| images        = SF6_Akuma_j2mk.png
| images        = SF6_Akuma_j2mk.png
| hitboxes      = SF6_Akuma_j2mk_hitbox.png
| hitboxes      = SF6_Akuma_j2mk_hitbox.png
| damage        =  
| damage        = 800
| startup      =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| active        =  
| startup      = 16
| recovery      =  
| active        = 13
| total        =  
| recovery      = 7
| guard        =  
| total        = 35
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+2}}{{sf6-adv|VP|(+11)}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|M|-3}}{{sf6-adv|VP|(+6)}}
| punishAdv    = {{sf6-adv|VP|+6(+15)}}
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 19
| blockstun    =  
| blockstun    = 14
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 875: Line 849:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Forward Jump only
| notes        = Forward Jump only; fastest input is 17f jump
}}
}}


Line 885: Line 859:
| images        = SF6_Akuma_5mp_mp.png
| images        = SF6_Akuma_5mp_mp.png
| hitboxes      = SF6_Akuma_5mp_mp_hitbox.png
| hitboxes      = SF6_Akuma_5mp_mp_hitbox.png
| damage        =  
| damage        = 700
| dmgScaling    =  
| dmgScaling    = Combo (2 hits)
| startup      = 7
| startup      = 7
| active        =  
| active        = 3
| recovery      =  
| recovery      = 21
| total        =  
| total        = 30
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = Sp SA
| hitconfirm    =  
| hitconfirm    = 38
| hitAdv        = {{sf6-adv||}}
| hitAdv        = {{sf6-adv|M|-1}}
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-6}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+13}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+8}}
| afterDRHit    = {{sf6-adv||}}
| hitstun      = 23
| afterDRBlk    = {{sf6-adv||}}
| blockstun    = 18
| hitstun      =  
| hitstop      = 13
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 922: Line 894:
| images        = SF6_Akuma_5mk_hk.png
| images        = SF6_Akuma_5mk_hk.png
| hitboxes      = SF6_Akuma_5mk_hk_hitbox.png
| hitboxes      = SF6_Akuma_5mk_hk_hitbox.png
| damage        =  
| damage        = 600
| dmgScaling    =  
| dmgScaling    = Combo (2 hits)
| startup      = 20
| startup      = 20
| active        =  
| active        = 3
| recovery      =  
| recovery      = 20
| total        =  
| total        = 42
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|P|+1}}
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|M|-3}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| hitstun      = 24
| DRcancelBlk  = {{sf6-adv||}}
| blockstun    = 20
| afterDRHit    = {{sf6-adv||}}
| hitstop      = 12
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =  
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 950: Line 917:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Interruptible 5f gap between hits on block (up to 8f at max delay); will not combo on final 2 cancelable frames of 5MK without CH/PC/DR starter
}}
}}


Line 959: Line 926:
| images        = SF6_Akuma_6hp_6hp.png
| images        = SF6_Akuma_6hp_6hp.png
| hitboxes      = SF6_Akuma_6hp_6hp_hitbox.png
| hitboxes      = SF6_Akuma_6hp_6hp_hitbox.png
| damage        =  
| damage        = 600
| dmgScaling    =
| startup      = 11
| startup      = 10
| active        = 3
| active        =  
| recovery      = 21
| recovery      =  
| total        = 33
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = TC
| hitconfirm    =  
| hitconfirm    = 41-42
| hitAdv        = {{sf6-adv||}}
| hitAdv        = KD +39
| blockAdv      = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-10}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| blockstun    = 17
| DRcancelBlk  = {{sf6-adv||}}
| hitstop      = 10
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 987: Line 948:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Always a true blockstring even at max delay
}}
}}


Line 996: Line 957:
| images        = SF6_Akuma_6hp_6hp_hk.png
| images        = SF6_Akuma_6hp_6hp_hk.png
| hitboxes      = SF6_Akuma_6hp_6hp_hk_hitbox.png
| hitboxes      = SF6_Akuma_6hp_6hp_hk_hitbox.png
| damage        =  
| damage        = 875(700)
| dmgScaling    =
| startup      = 9
| startup      = 9
| active        =  
| active        =  
Line 1,003: Line 963:
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +35
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-13}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv||}}
| blockstun    = 13
| DRcancelBlk  = {{sf6-adv||}}
| hitstop      = 13
| afterDRHit    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv||}}
| hitstun      =
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 1,024: Line 978:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = () refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay
}}
}}


Line 1,042: Line 996:
| guard        = T
| guard        = T
| cancel        = -
| cancel        = -
| hitAdv        = KD +
| hitAdv        = KD + 28
| blockAdv      = -
| blockAdv      = -
| punishAdv    = HKD +
| punishAdv    = HKD + 28
| driveDmgHit  = [10000]
| driveDmgHit  = [10000]
| driveGain    = 2000
| driveGain    = 2000
Line 1,065: Line 1,019:
| guard        = T
| guard        = T
| cancel        = -
| cancel        = -
| hitAdv        = KD +
| hitAdv        = KD + 14
| blockAdv      = -
| blockAdv      = -
| punishAdv    = HKD +
| punishAdv    = HKD + 14
| driveDmgHit  = [10000]
| driveDmgHit  = [10000]
| driveGain    = 2000
| driveGain    = 2000
Line 1,126: Line 1,080:
| perfParryAdv  = {{sf6-adv|VM|-27}}
| perfParryAdv  = {{sf6-adv|VM|-27}}
| blockstun    = 23
| blockstun    = 23
| hitstop      =  
| hitstop      = 20
| driveGain    = -20000
| driveGain    = -20000
| invuln        = 1-22(20) Full
| invuln        = 1-22(20) Full
Line 1,174: Line 1,128:
| cancel        = -
| cancel        = -
| driveGain    = -10000(-30000)
| driveGain    = -10000(-30000)
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: ? (min/throw), ? (min/block), ? (max/final DR frame)
| notes        = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.880 (min/throw), 2.121 (min/block), 3.425 (max/final DR frame)
}}
}}


Line 1,185: Line 1,139:
| images        = SF6_Akuma_236lp.png
| images        = SF6_Akuma_236lp.png
| hitboxes      = SF6_Akuma_236lp_hitbox.png
| hitboxes      = SF6_Akuma_236lp_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =
| startup      = 16~32
| startup      = 16
| active        = -
| active        =  
| recovery      = 30
| recovery      =  
| total        = 46
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 4
| hitAdv        =  
| hitAdv        = {{sf6-adv|E|0}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-4}}
| punishAdv    =  
| punishAdv    = {{sf6-adv|VP|+4}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-20}}
| hitstun      =  
| hitstun      = 31
| blockstun    =  
| blockstun    = 27
| hitstop      =  
| hitstop      = 8
| driveDmgBlk  =  
| driveDmgBlk  = 2500
| driveDmgHit  = []
| driveDmgHit  = [3000]
| driveGain    =  
| driveGain    = 1000
| superGainHit  = ()
| superGainHit  = 600 (420)
| superGainBlk  = ()
| superGainBlk  = 300 (150)
| invuln        =
| jugStart      = 1
| armor        =
| jugIncrease  = 2
| airborne      =
| jugLimit      = 1
| jugStart      =  
| projSpeed    = 0.055
| jugIncrease  =  
| notes        = 1-hit projectile; slowest movement speed and startup but fastest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); arm hurtbox is not extended (slight leg hurtbox extension on frame 16~)
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


Line 1,223: Line 1,173:
| images        = SF6_Akuma_236mp.png
| images        = SF6_Akuma_236mp.png
| hitboxes      = SF6_Akuma_236mp_hitbox.png
| hitboxes      = SF6_Akuma_236mp_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =
| startup      = 14~30
| startup      = 14
| active        = -
| active        =  
| recovery      = 32
| recovery      =  
| total        = 46
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 4
| hitAdv        =  
| hitAdv        = {{sf6-adv|M|-2}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-6}}
| punishAdv    =  
| punishAdv    = {{sf6-adv|P|+2}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-22}}
| hitstun      =  
| hitstun      = 31
| blockstun    =  
| blockstun    = 27
| hitstop      =  
| hitstop      = 8
| driveDmgBlk  =  
| driveDmgBlk  = 2500
| driveDmgHit  = []
| driveDmgHit  = [3000]
| driveGain    =  
| driveGain    = 1000
| superGainHit  = ()
| superGainHit  = 600 (420)
| superGainBlk  = ()
| superGainBlk  = 300 (150)
| invuln        =
| jugStart      = 1
| armor        =
| jugIncrease  = 2
| airborne      =
| jugLimit      = 1
| jugStart      =  
| projSpeed    = 0.075
| jugIncrease  =  
| notes        = 1-hit projectile; middle ground for startup, movement speed, and recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); arm hurtbox is not extended (slight leg hurtbox extension on frame 14~)
| jugLimit      =  
}}
| projSpeed    =  
 
| notes        =  
===== 236HP =====
}}
 
===== 236HP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236hp | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236hp | moveType = Special
| input        = 236HP
| input        = 236HP
Line 1,261: Line 1,207:
| images        = SF6_Akuma_236hp.png
| images        = SF6_Akuma_236hp.png
| hitboxes      = SF6_Akuma_236hp_hitbox.png
| hitboxes      = SF6_Akuma_236hp_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =
| startup      = 12~28
| startup      = 12
| active        = -
| active        =  
| recovery      = 34
| recovery      =  
| total        = 46
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 4
| hitAdv        =  
| hitAdv        = {{sf6-adv|VM|-4}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-8}}
| punishAdv    =  
| punishAdv    = {{sf6-adv|E|0}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-24}}
| hitstun      =  
| hitstun      = 31
| blockstun    =  
| blockstun    = 27
| hitstop      =  
| hitstop      = 8
| driveDmgBlk  =  
| driveDmgBlk  = 2500
| driveDmgHit  = []
| driveDmgHit  = [3000]
| driveGain    =  
| driveGain    = 1000
| superGainHit  = ()
| superGainHit  = 600 (420)
| superGainBlk  = ()
| superGainBlk  = 300 (150)
| invuln        =
| jugStart      = 1
| armor        =
| jugIncrease  = 2
| airborne      =
| jugLimit      = 1
| jugStart      =  
| projSpeed    = 0.095
| jugIncrease  =  
| notes        = 1-hit projectile; fastest movement speed and startup but slowest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); arm hurtbox is not extended (slight leg hurtbox extension on frame 12~)
| jugLimit      =  
}}
| projSpeed    =  
 
| notes        =  
===== 236PP =====
}}
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp | moveType = Special
 
| input        = 236PP
===== 236PP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp | moveType = Special
| input        = 236PP
| name          = Gou Hadoken
| name          = Gou Hadoken
| images        = SF6_Akuma_236pp.png
| images        = SF6_Akuma_236pp.png
| hitboxes      = SF6_Akuma_236pp_hitbox.png
| hitboxes      = SF6_Akuma_236pp_hitbox.png
| damage        =  
| damage        = 400,600
| chip          =  
| chip          = 100,150
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      = 14
| startup      = 12~27
| active        =  
| active        = -
| recovery      =  
| recovery      = 29
| total        =  
| total        = 41~56
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA2 SA3
| hitconfirm    =  
| hitconfirm    = 12
| hitAdv        =  
| hitAdv        = KD +55
| blockAdv      =  
| blockAdv      = {{sf6-adv|P|+2}}
| punishAdv    =  
| punishAdv    = KD +55
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-8}}
| hitstun      =
| blockstun    = 32 total
| blockstun    =  
| hitstop      = 9,10
| hitstop      =  
| driveDmgBlk  = 1250x2
| driveDmgBlk  =  
| driveDmgHit  = [2500x2]
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  = ()
| superGainHit  = 300x2 (210x2)
| superGainBlk  = ()
| superGainBlk  = 150x2 (75x2)
| invuln       =  
| jugStart      = 1
| armor         =  
| jugIncrease  = 0,2
| airborne     =  
| jugLimit      = 1,6
| jugStart      =  
| projSpeed    = 0.095
| jugIncrease  =  
| notes        = 2 hits; holding buttons for 24f gives the fully charged 3-hit version; holding button 9-23f extends the startup while still giving uncharged version; projectile hitbox comes out 4f after button release; puts opponents into limited juggle state; arm hurtbox is not extended (slight leg hurtbox extension on frame 12~)
| jugLimit      =  
}}
| projSpeed    =  
 
| notes        =  
==== Charged Gou Hadoken ====
===== 236{P} =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236p_partial_hold | moveType = Special
| input        = 236{P}
| name          = Gou Hadoken Lv.2
| images        = SF6_Akuma_236p_partial_hold.png
| hitboxes      = SF6_Akuma_236p_partial_hold_hitbox.png
| damage        = 400,600
| chip          = 100,150
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      = (25~48)+6
| active       = -
| recovery      = 29
| total         = 60~83
| guard        = LH
| cancel        = SA3
| hitconfirm    = 15
| hitAdv        = KD +55
| blockAdv     = {{sf6-adv|P|+2}}
| punishAdv    = KD +55
| perfParryAdv  = {{sf6-adv|VM|-8}}
| blockstun    = 32 total
| hitstop      = 9,10
| driveDmgBlk  = 1250x2
| driveDmgHit  = [2500x2]
| driveGain    = 500x2
| superGainHit  = 300x2 (210x2)
| superGainBlk  = 150x2 (75x2)
| jugStart      = 1
| jugIncrease  = 0,2
| jugLimit      = 1,6
| projSpeed    = LP 0.07 / MP 0.085 / HP 0.105
| notes        = 2 hits; projectile speed depends on button strength; button must be held at least 25f and up to 48f for Lv.2 version (total startup 31~54f); projectile hitbox comes out 6f after button release; puts opponents into limited juggle state; useful in certain combo/juggle routes and for zoning; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~
}}
}}


==== Gou Hadoken Lv.2 ====
===== 236[P] =====
===== 236{LP} =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236p_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236lp_partial_hold | moveType = Special
| input        = 236[P]
| input        = 236{LP}
| name          = Gou Hadoken Lv.3
| name          = Gou Hadoken Lv.2
| images        = SF6_Akuma_236p_hold.png
| images        = SF6_Akuma_236lp_partial_hold.png
| hitboxes      = SF6_Akuma_236p_hold_hitbox.png
| hitboxes      = SF6_Akuma_236lp_partial_hold_hitbox.png
| damage        = 300x2,600 (1200)
| damage        =  
| chip          = 75x2,150 (300)
| chip          =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| dmgScaling    =  
| startup      = 56
| startup      =  
| active        = -
| active        =  
| recovery      = 28
| recovery      =  
| total        = 84
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 12
| hitAdv        =  
| hitAdv        = KD +57
| blockAdv      =  
| blockAdv      = {{sf6-adv|VP|+5}}
| punishAdv    =  
| punishAdv    = KD +57
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VP|+4}}
| hitstun      =
| blockstun    = 34 total
| blockstun    =  
| hitstop      = 5,5,10
| hitstop      =  
| driveDmgBlk  = 1000x3
| driveDmgBlk  =  
| driveDmgHit  = [2000x2,3000]
| driveDmgHit  = []
| driveGain    = 300x2,400
| driveGain    =  
| superGainHit  = 200x3 (140x3)
| superGainHit  = ()
| superGainBlk  = 100x3 (50x3)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 0,0,2
| armor        =
| jugLimit      = 1,1,6
| airborne      =
| projSpeed    = LP 0.09 / MP 0.115 / HP 0.145
| jugStart      =  
| notes        = 3 hits; projectile speed depends on button strength; button must be held 49f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


===== 236{MP} =====
===== 236[PP] =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236mp_partial_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp_hold | moveType = Special
| input        = 236{MP}
| input        = 236[PP]
| name          = Gou Hadoken Lv.2
| name          = OD Gou Hadoken Lv.2
| images        = SF6_Akuma_236mp_partial_hold.png
| images        = SF6_Akuma_236pp_hold.png
| hitboxes      = SF6_Akuma_236mp_partial_hold_hitbox.png
| hitboxes      = SF6_Akuma_236pp_hold_hitbox.png
| damage        =  
| damage        = 300x2,600 (1200)
| chip          =  
| chip          = 75x2,150 (300)
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = 31
| active        =  
| active        = -
| recovery      =  
| recovery      = 28
| total        =  
| total        = 59
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA2 SA3
| hitconfirm    =  
| hitconfirm    = 12
| hitAdv        =  
| hitAdv        = KD +57
| blockAdv      =  
| blockAdv      = {{sf6-adv|VP|+5}}
| punishAdv    =  
| punishAdv    = KD +57
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VP|+4}}
| hitstun      =
| blockstun    = 34 total
| blockstun    =  
| hitstop      = 5,5,10
| hitstop      =  
| driveDmgBlk  = 1000x3
| driveDmgBlk  =  
| driveDmgHit  = [2000x2,3000]
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  = 200x3 (140x3)
| superGainHit  = ()
| superGainBlk  = 100x3 (50x3)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 0,0,2
| armor        =
| jugLimit      = 1,1,6
| airborne      =
| projSpeed    = 0.145
| jugStart      =  
| notes        = 3 hits; buttons must be held 24f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 10~
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


===== 236{HP} =====
=== Zanku Hadoken ===
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236hp_partial_hold | moveType = Special
===== j.236P =====
| input        = 236{HP}
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j236p | moveType = Special
| name          = Gou Hadoken Lv.2
| input        = j.236P
| images        = SF6_Akuma_236hp_partial_hold.png
| name          = Zanku Hadoken
| hitboxes      = SF6_Akuma_236hp_partial_hold_hitbox.png
| images        = SF6_Akuma_j236p.png
| damage        =  
| hitboxes      = SF6_Akuma_j236p_hitbox.png
| chip          =  
| damage        = 600
| dmgScaling    =  
| chip          = 150
| startup      =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| active        =  
| startup      = 13
| recovery      =  
| active        = -
| total        =  
| recovery      = 9(2) land
| total        = -
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = varies
| hitAdv        =  
| blockAdv      = varies
| blockAdv      =  
| punishAdv    = varies
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-20~}}
| perfParryAdv  =  
| hitstun      = 28
| hitstun      =  
| blockstun    = 26
| blockstun    =  
| hitstop      = 8
| hitstop      =  
| driveDmgBlk  = 2500
| driveDmgBlk  =  
| driveDmgHit  = [3000]
| driveDmgHit  = []
| driveGain    = 2000
| driveGain    =  
| superGainHit  = 1000 (700)
| superGainHit  = ()
| superGainBlk  = 500 (250)
| superGainBlk  = ()
| airborne      = Until Land (FKD)
| invuln        =
| jugStart      = 0
| armor        =
| jugIncrease  = 0
| airborne      =  
| jugLimit      = 3
| jugStart      =  
| projSpeed    = LP 0.04 / MP 0.055 / HP 0.075
| jugIncrease  =  
| notes        = Forward Jump only on airborne frame 9-33; 1-hit projectile; dissipates if Akuma is hit; button strength determines fireball trajectory (LP ~35 degrees / MP ~45 degrees, HP ~50 degrees); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately -5 oB vs. tall characters, -3 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


===== 236{PP} =====
===== j.236PP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp_partial_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j236pp | moveType = Special
| input        = 236{PP}
| input        = j.236PP
| name          = Gou Hadoken Lv.2
| name          = Zanku Hadoken
| images        = SF6_Akuma_236pp_partial_hold.png
| images        = SF6_Akuma_j236pp.png
| hitboxes      = SF6_Akuma_236pp_partial_hold_hitbox.png
| hitboxes      = SF6_Akuma_j236pp_hitbox.png
| damage        =  
| damage        = 300x3
| chip          =  
| chip          = 75x3
| dmgScaling    =
| startup      = 6(21)
| startup      =  
| active        = -
| active        =  
| recovery      = 9(2) land
| recovery      =  
| total        = -
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD~
| hitAdv        =  
| blockAdv      = varies
| blockAdv      =  
| punishAdv    = KD~
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|P|+1~}}
| perfParryAdv  =  
| blockstun    = 29 total
| hitstun      =
| hitstop      = 7x2,8 (8x3)
| blockstun    =  
| driveDmgBlk  = 2000x2,1000
| hitstop      =  
| driveDmgHit  = [2000,0,1000]
| driveDmgBlk  =  
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  = ()
| superGainHit  = 300x2,400 (210x2,280)
| superGainBlk  = ()
| superGainBlk  = 150x2,200 (75x2,100)
| invuln        =
| airborne      = Until Land (FKD)
| armor        =
| jugStart      = 1 / 0 air
| airborne      =  
| jugIncrease  = 0,0,0
| jugStart      =  
| jugLimit      = 5,5,5
| jugIncrease  =  
| projSpeed    = 0.075
| jugLimit      =  
| notes        = Forward/Neutral Jump only on airborne frame 9-33; 3-hit OD projectile; dissipates if Akuma is hit; creates stationary projectile on frames 6-20, then shoots downward at ~50 degree angle (this projectile will only have 2 hits if the initial hitbox collided with opponent); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); puts grounded opponents into limited juggle state; advantage varies significantly depending on timing/spacing/angle (at worst, approximately -3 oB vs. tall characters, -1 oB vs. standard characters, but +1~3 if all hits Perfect Parried); foot hurtbox is projectile invuln 1f~land
| projSpeed    =  
| notes        =  
}}
}}


==== Gou Hadoken Lv.3 ====
=== Gou Shoryuken ===
===== 236[LP] =====
===== 623LP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236lp_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623lp | moveType = Special
| input        = 236[LP]
| input        = 623LP
| name          = Gou Hadoken Lv.3
| name          = Gou Shoryuken
| images        = SF6_Akuma_236lp_hold.png
| images        = SF6_Akuma_623lp.png
| hitboxes      = SF6_Akuma_236lp_hold_hitbox.png
| hitboxes      = SF6_Akuma_623lp_hitbox.png
| damage        =  
| damage        = 1100(800)
| chip          =  
| chip          = 275
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      =  
| startup      = 5
| active        =  
| active        = 10
| recovery      =  
| recovery      = 21+12 land
| total        =  
| total        = 47
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 17
| hitAdv        =  
| hitAdv        = KD +38
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-23}}
| punishAdv    =  
| punishAdv    = KD +38
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-41}}
| hitstun      =
| blockstun    = 20
| blockstun    =  
| hitstop      = 15
| hitstop      =  
| driveDmgBlk  = 4000
| driveDmgBlk  =  
| driveDmgHit  = [5000]
| driveDmgHit  = []
| driveGain    = 2000
| driveGain    =  
| superGainHit  = 1000 (700)
| superGainHit  = ()
| superGainBlk  = 500 (250)
| superGainBlk  = ()
| invuln        = 1-14 Air
| invuln        =  
| airborne      = 7-35 (FKD)
| armor        =
| jugStart      = 1
| airborne      =  
| jugIncrease  = 1
| jugStart      =  
| jugLimit      = 5
| jugIncrease  =  
| notes        = Puts opponent into limited juggle state; 300 less damage on active frames 4-10; cannot hit cross-up; only the first active frame can cancel into SA3
| jugLimit      =  
| projSpeed    =
| notes        =  
}}
}}


===== 236[MP] =====
===== 623MP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236mp_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623mp | moveType = Special
| input        = 236[MP]
| input        = 623MP
| name          = Gou Hadoken Lv.3
| name          = Gou Shoryuken
| images        = SF6_Akuma_236mp_hold.png
| images        = SF6_Akuma_623mp.png
| hitboxes      = SF6_Akuma_236mp_hold_hitbox.png
| hitboxes      = SF6_Akuma_623mp_hitbox.png
| damage        =  
| damage        = 700,600 (1300)
| chip          =  
| chip          = 175,150 (325)
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      =  
| startup      = 6
| active        =  
| active        = 2,8
| recovery      =  
| recovery      = 30+12 land
| total        =  
| total        = 57
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 17
| hitAdv        =  
| hitAdv        = KD +32
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-30}}
| punishAdv    =  
| punishAdv    = KD +32
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-50}}
| hitstun      =
| blockstun    = 22 total
| blockstun    =  
| hitstop      = 15,11
| hitstop      =  
| driveDmgBlk  = 2000x2
| driveDmgBlk  =  
| driveDmgHit  = [5000]
| driveDmgHit  = []
| driveGain    = 1000x2
| driveGain    =  
| superGainHit  = 500x2 (350x2)
| superGainHit  = ()
| superGainBlk  = 250x2 (125x2)
| superGainBlk  = ()
| invuln        = 1-9 Air
| invuln        =  
| airborne      = 8-42 (FKD)
| armor        =
| jugStart      = 1
| airborne      =  
| jugIncrease  = 1,1
| jugStart      =  
| jugLimit      = 5,7
| jugIncrease  =  
| notes        = Puts opponent into limited juggle state; cannot hit cross-up; only the first active frame can cancel into SA3
| jugLimit      =  
| projSpeed    =
| notes        =  
}}
}}


===== 236[HP] =====
===== 623HP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236hp_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623hp | moveType = Special
| input        = 236[HP]
| input        = 623HP
| name          = Gou Hadoken Lv.3
| name          = Gou Shoryuken
| images        = SF6_Akuma_236hp_hold.png
| images        = SF6_Akuma_623hp.png
| hitboxes      = SF6_Akuma_236hp_hold_hitbox.png
| hitboxes      = SF6_Akuma_623hp_hitbox.png
| damage        =  
| damage        = 600,500,400 (1500)
| chip          =  
| chip          = 150,125,(100) (375/275)
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      =  
| startup      = 7
| active        =  
| active        = 2,3,6
| recovery      =  
| recovery      = 35+15 land
| total        =  
| total        = 67
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 17
| hitAdv        =  
| hitAdv        = KD +30
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-36(-39)}}
| punishAdv    =  
| punishAdv    = KD +30
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-52(-59)}}
| hitstun      =
| blockstun    = 25(22) total
| blockstun    =  
| hitstop      = 15,7,6
| hitstop      =  
| driveDmgBlk  = 2000x2~3
| driveDmgBlk  =  
| driveDmgHit  = [5000]
| driveDmgHit  = []
| driveGain    = 700x3
| driveGain    =  
| superGainHit  = 400x3 (280x3)
| superGainHit  = ()
| superGainBlk  = 200x2~3 (100x2~3)
| superGainBlk  = ()
| invuln        = 1-8 Air
| invuln        =  
| airborne      = 9-52 (FKD)
| armor        =
| jugStart      = 1
| airborne      =  
| jugIncrease  = 1,1,1
| jugStart      =  
| jugLimit      = 5,7,8
| jugIncrease  =  
| notes        = Puts opponent into limited juggle state; 3f worse on block and 100 less chip damage vs. crouching; cannot hit cross-up; only the first active frame can cancel into SA3
| jugLimit      =  
| projSpeed    =
| notes        =  
}}
}}


===== 236[PP] =====
===== 623PP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623pp | moveType = Special
| input        = 236[PP]
| input        = 623PP
| name          = Gou Hadoken Lv.3
| name          = Gou Shoryuken
| images        = SF6_Akuma_236pp_hold.png
| images        = SF6_Akuma_623pp.png
| hitboxes      = SF6_Akuma_236pp_hold_hitbox.png
| hitboxes      = SF6_Akuma_623pp_hitbox.png
| damage        =  
| damage        = 300x3,1000 (1900)
| chip          =  
| chip          = 75x2~3 (225/150)
| dmgScaling    =  
| startup      = 6
| startup      =  
| active        = 2,2,7
| active        =  
| recovery      = 37+15 land
| recovery      =  
| total        = 68
| total        =  
| guard        = LH
| cancel        = -
| hitAdv        = KD +14
| blockAdv      = {{sf6-adv|VM|-39(-41)}}
| punishAdv    = KD +14
| perfParryAdv  = {{sf6-adv|VM|-61}}
| blockstun    = 24(22) total
| hitstop      = 11,4,10
| driveDmgBlk  = 2500,1250,(1250)
| driveGain    = -20000
| superGainHit  = 200x5 (140x5)
| superGainBlk  = 100x2~3 (50x2~3)
| invuln        = 1-8 Full
| airborne      = 8-53 (FKD)
| jugStart      = 1(23)
| jugIncrease  = 1,1,1,10,10
| jugLimit      = 7,8,9,50,50
| notes        = 2f worse on block and 75 less chip damage vs. crouching; cannot hit cross-up; transitions to follow-up slam on hit if either of the first 2 hits connect (active frames 1-4); if only 3rd hit connects, does not perform the slam and does only 300 damage; recovery/total refers to whiff/block version
}}
 
=== Tatsumaki Zanku-Kyaku ===
===== 214LK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214lk | moveType = Special
| input        = 214LK
| name          = Tatsumaki Zanku-Kyaku
| images        = SF6_Akuma_214lk.png
| hitboxes      = SF6_Akuma_214lk_hitbox.png
| damage        = 600
| chip          = 150
| dmgScaling    = Combo (2 hits)
| startup      = 12
| active        = 2
| recovery      = 21
| total        = 34
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +50
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-13}}
| blockAdv      =  
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 16
| blockstun    =  
| hitstop      = 12
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 1,633: Line 1,612:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Whiffs on crouching opponents; puts opponent into limited juggle state
| notes        =  
}}
}}


=== Zanku Hadoken ===
===== 214MK =====
===== j.236P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214mk | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j236p | moveType = Special
| input        = 214MK
| input        = j.236P
| name          = Tatsumaki Zanku-Kyaku
| name          = Zanku Hadoken
| images        = SF6_Akuma_214mk.png
| images        = SF6_Akuma_j236p.png
| hitboxes      = SF6_Akuma_214mk_hitbox.png
| hitboxes      = SF6_Akuma_j236p_hitbox.png
| damage        = 500x2 (1000)
| damage        =  
| chip          = 125x2
| chip          =  
| dmgScaling    = Combo (2 hits)
| dmgScaling    =  
| startup      = 11
| startup      =  
| active        =  
| active        =  
| recovery      = ? land
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +41
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-13}}
| blockAdv      =  
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 20x2 (35 total)
| blockstun    =  
| hitstop      = 8,15
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 1,672: Line 1,647:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Whiffs on crouching opponents; 2 hits
| notes        = Forward Jump only; disappears if Akuma is hit
}}
}}


===== j.236PP =====
===== 214HK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j236pp | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214hk | moveType = Special
| input        = j.236PP
| input        = 214HK
| name          = Zanku Hadoken
| name          = Tatsumaki Zanku-Kyaku
| images        = SF6_Akuma_j236pp.png
| images        = SF6_Akuma_214hk.png
| hitboxes      = SF6_Akuma_j236pp_hitbox.png
| hitboxes      = SF6_Akuma_214hk_hitbox.png
| damage        =  
| damage        = 400,300x2,600 (1600)
| chip          =  
| chip          = 100
| dmgScaling    =
| startup      = 7
| startup      =  
| active        =  
| active        =  
| recovery      = ? land
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +34
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-59}}
| blockAdv      =  
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 21
| blockstun    =  
| hitstop      = 10,3x2,12
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 1,710: Line 1,681:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Can hit crouching opponents; upward angle
| notes        = Forward/Neutral Jump only; 3 hits; disappears if Akuma is hit
}}
}}


=== Gou Shoryuken ===
===== 214KK =====
===== 623LP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214kk | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623lp | moveType = Special
| input        = 214KK
| input        = 623LP
| name          = Tatsumaki Zanku-Kyaku
| name          = Gou Shoryuken
| images        = SF6_Akuma_214kk.png
| images        = SF6_Akuma_623lp.png
| hitboxes      = SF6_Akuma_214kk_hitbox.png, SF6_Akuma_214kk_2_hitbox.png
| hitboxes      = SF6_Akuma_623lp_hitbox.png
| damage        = 200x3,100,300 (1000)
| damage        =  
| chip          = 50x2,(25,50,75) (100~250)
| chip          =  
| startup      = 13
| dmgScaling    =
| startup      = 5
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 34 total
| blockstun    =  
| hitstop      = 6,2,1,4,13
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    = -20000
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 1,749: Line 1,715:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit); puts opponent into limited juggle state
}}
}}


===== 623MP =====
=== Aerial Tatsumaki Zanku-Kyaku ===
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623mp | moveType = Special
===== j.214K =====
| input        = 623MP
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j214k | moveType = Special
| name          = Gou Shoryuken
| input        = j.214K
| images        = SF6_Akuma_623mp.png
| name          = Aerial Tatsumaki Zanku-Kyaku
| hitboxes      = SF6_Akuma_623mp_hitbox.png
| images        = SF6_Akuma_j214k.png
| damage        =  
| hitboxes      = SF6_Akuma_j214k_hitbox.png
| chip          =  
| damage        = 900
| dmgScaling    =  
| chip          = 225
| startup      = 6
| dmgScaling    = 30% Starter
| startup      = 11
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 20(16)
| blockstun    =  
| hitstop      = 15
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 1,786: Line 1,751:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Can hit cross-up; puts opponent into limited juggle state
}}
}}


===== 623HP =====
===== j.214KK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623hp | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j214kk | moveType = Special
| input        = 623HP
| input        = j.214KK
| name          = Gou Shoryuken
| name          = Aerial Tatsumaki Zanku-Kyaku
| images        = SF6_Akuma_623hp.png
| images        = SF6_Akuma_j214kk.png
| hitboxes      = SF6_Akuma_623hp_hitbox.png
| hitboxes      = SF6_Akuma_j214kk_hitbox.png
| damage        =  
| damage        = 200x4,500 (1300)
| chip          =
| dmgScaling    = Combo (2 hits)
| dmgScaling    =  
| startup      = 11
| startup      = 7
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      =  
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| hitstop      = 6,2x3,12
| blockstun    =
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    = -20000
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 1,823: Line 1,784:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state; cannot hit cross-up or grounded opponents
}}
}}


===== 623PP =====
=== Adamant Flame ===
{{FrameData-SF6 | chara = Akuma | moveId = akuma_623pp | moveType = Special
===== 214LP =====
| input        = 623PP
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214lp | moveType = Special
| name          = Gou Shoryuken
| input        = 214LP
| images        = SF6_Akuma_623pp.png
| name          = Adamant Flame
| hitboxes      = SF6_Akuma_623pp_hitbox.png
| images        = SF6_Akuma_214lp.png
| damage        =  
| hitboxes      = SF6_Akuma_214lp_hitbox.png
| chip          =  
| damage        = 700
| dmgScaling    =
| chip          = 175
| startup      = 6
| startup      = 15
| active        =  
| active        = 3
| recovery      =  
| recovery      = 23
| total        =  
| total        = 40
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+1(+2)}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-8}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 27
| blockstun    =  
| blockstun    = 18
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 1,860: Line 1,821:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = 6P follow-up is a true blockstring even at max delay
}}
}}


=== Tatsumaki Zanku-Kyaku ===
===== 214MP =====
===== 214LK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214mp | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214lk | moveType = Special
| input        = 214MP
| input        = 214LK
| name          = Adamant Flame
| name          = Tatsumaki Zanku-Kyaku
| images        = SF6_Akuma_214mp.png
| images        = SF6_Akuma_214lk.png
| hitboxes      = SF6_Akuma_214mp_hitbox.png
| hitboxes      = SF6_Akuma_214lk_hitbox.png
| damage        = 800
| damage        =  
| chip          = 200
| chip          =  
| startup      = 19
| dmgScaling    =
| active        = 3
| startup      = 12
| recovery      = 20
| active        =  
| total        = 41
| recovery      =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+2(+3)}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-4}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 25
| blockstun    =  
| blockstun    = 19
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 1,898: Line 1,857:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Whiffs on crouching opponents; puts opponent into limited juggle state
| notes        = 6P follow-up is a true blockstring even at max delay
}}
}}


===== 214MK =====
===== 214HP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214mk | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214hp | moveType = Special
| input        = 214MK
| input        = 214HP
| name          = Tatsumaki Zanku-Kyaku
| name          = Adamant Flame
| images        = SF6_Akuma_214mk.png
| images        = SF6_Akuma_214hp.png
| hitboxes      = SF6_Akuma_214mk_hitbox.png
| hitboxes      = SF6_Akuma_214hp_hitbox.png
| damage        =  
| damage        = 900
| chip          =  
| chip          = 225
| dmgScaling    =
| startup      = 23
| startup      = 11
| active        = 3
| active        =  
| recovery      = 19
| recovery      =  
| total        = 44
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+3}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|MM|-2}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 25
| blockstun    =  
| blockstun    = 20
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 1,935: Line 1,893:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Whiffs on crouching opponents; 2 hits
| notes        = 6P follow-up is a true blockstring even at max delay
}}
}}


===== 214HK =====
===== 214PP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214hk | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214pp | moveType = Special
| input        = 214HK
| input        = 214PP
| name          = Tatsumaki Zanku-Kyaku
| name          = Adamant Flame
| images        = SF6_Akuma_214hk.png
| images        = SF6_Akuma_214pp.png
| hitboxes      = SF6_Akuma_214hk_hitbox.png
| hitboxes      = SF6_Akuma_214pp_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 7
| startup      = 18
| active        =  
| active        = 3
| recovery      =  
| recovery      = 23
| total        =  
| total        = 43
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA2 SA3
| hitconfirm    =  
| hitconfirm    = 17 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+1}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|M|-3}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 27
| blockstun    =  
| blockstun    = 23
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    = -20000
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 1,972: Line 1,930:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Can hit crouching opponents; upward angle
| notes        =  
}}
}}


===== 214KK =====
==== Adamant Flame Follow-up ====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214kk | moveType = Special
===== 214LP~6P =====
| input        = 214KK
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214lp_6p | moveType = Special
| name          = Tatsumaki Zanku-Kyaku
| input        = 214LP~6P
| images        = SF6_Akuma_214kk.png
| name          = Adamant Flame Follow-Up
| hitboxes      = SF6_Akuma_214kk_hitbox.png
| images        = SF6_Akuma_214lp_6p.png
| damage        =  
| hitboxes      = SF6_Akuma_214lp_6p_hitbox.png
| chip          =  
| damage        = 500
| dmgScaling    =
| chip          = 125
| startup      = 13
| startup      = 9
| active        =  
| active        = 4
| recovery      =  
| recovery      = 18
| total        =  
| total        = 28
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 45-48
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+3}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-10}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 25
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 16
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 2,009: Line 1,967:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Whiffs on crouching opponents; puts opponent into limited juggle state
| notes        = True blockstring from 214LP even at max delay
}}
}}


=== Aerial Tatsumaki Zanku-Kyaku ===
===== 214MP~6P =====
===== j.214K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214mp_6p | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j214k | moveType = Special
| input        = 214MP~6P
| input        = j.214K
| name          = Adamant Flame Follow-Up
| name          = Aerial Tatsumaki Zanku-Kyaku
| images        = SF6_Akuma_214mp_6p.png
| images        = SF6_Akuma_j214k.png
| hitboxes      = SF6_Akuma_214mp_6p_hitbox.png
| hitboxes      = SF6_Akuma_j214k_hitbox.png
| damage        = 600
| damage        =  
| chip          = 150
| chip          =  
| startup      =  
| dmgScaling    =
| startup      = 11
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        = 42
| guard        =  
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 45-48
| hitAdv        =  
| hitAdv        = KD +32
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-18}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 18
| blockstun    =  
| hitstop      = 16
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 2,047: Line 2,002:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Can hit cross-up; puts opponent into limited juggle state
| notes        = True blockstring from 214MP even at max delay
}}
}}


===== j.214KK =====
===== 214HP~6P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j214kk | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214hp_6p | moveType = Special
| input        = j.214KK
| input        = 214HP~6P
| name          = Aerial Tatsumaki Zanku-Kyaku
| name          = Adamant Flame Follow-Up
| images        = SF6_Akuma_j214kk.png
| images        = SF6_Akuma_214hp_6p.png
| hitboxes      = SF6_Akuma_j214kk_hitbox.png
| hitboxes      = SF6_Akuma_214hp_6p_hitbox.png
| damage        =  
| damage        = 600
| chip          =  
| chip          = 150
| dmgScaling    =  
| dmgScaling    = Combo (3 hits)
| startup      = 11
| startup      =  
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        =  
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 47-50
| hitAdv        =  
| hitAdv        = KD +47
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-14}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 18
| blockstun    =  
| hitstop      = 16
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 2,084: Line 2,038:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state
| notes        = True blockstring from 214HP even at max delay
}}
}}


=== Adamant Flame ===
===== 214PP~6P =====
===== 214LP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214pp_6p | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214lp | moveType = Special
| input        = 214PP~6P
| input        = 214LP
| name          = Adamant Flame Follow-Up
| name          = Adamant Flame
| images        = SF6_Akuma_214pp_6p.png
| images        = SF6_Akuma_214lp.png
| hitboxes      = SF6_Akuma_214pp_6p_hitbox.png
| hitboxes      = SF6_Akuma_214lp_hitbox.png
| damage        = 300,400 (240,320)
| damage        =  
| chip          = 75,100
| chip          =  
| startup      =  
| dmgScaling    =
| startup      = 15
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        =  
| guard        = LH
| cancel        =  
| cancel        = SA2 SA3
| hitconfirm    =  
| hitconfirm    = 54-57
| hitAdv        =  
| hitAdv        = KD +32
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-18}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 24 total
| blockstun    =  
| hitstop      = 7,17(15)
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    = -20000
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 2,122: Line 2,073:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = () refers to scaled damage from 214PP combo starter; true blockstring from 214PP even at max delay; wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner
}}
}}


===== 214MP =====
=== Demon Raid ===
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214mp | moveType = Special
===== 236K =====
| input        = 214MP
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k | moveType = Special
| name          = Adamant Flame
| input        = 236K
| images        = SF6_Akuma_214mp.png
| name          = Demon Raid
| hitboxes      = SF6_Akuma_214mp_hitbox.png
| images        = SF6_Akuma_236k.png
| damage        =  
| hitboxes      = SF6_Akuma_236k_hitbox.png
| chip          =
| damage        = -
| dmgScaling    =
| startup      =  
| startup      = 19
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        =  
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = -
| hitAdv        =  
| blockAdv      = -
| blockAdv      =  
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =  
| airborne      =  
| jugStart      =
| notes        = Button strength determines trajectory (LK short, MK mid, HK far). Akuma is in counter-hit state for entire duration.
| jugIncrease  =
| jugLimit      =
| notes        =  
}}
}}


===== 214HP =====
===== 236KK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214hp | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk | moveType = Special
| input        = 214HP
| input        = 236KK
| name          = Adamant Flame
| name          = Demon Raid
| images        = SF6_Akuma_214hp.png
| images        = SF6_Akuma_236kk.png
| hitboxes      = SF6_Akuma_214hp_hitbox.png
| hitboxes      = SF6_Akuma_236kk_hitbox.png
| damage        =  
| damage        = -
| chip          =
| startup      =  
| dmgScaling    =
| startup      = 23
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        =  
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = -
| hitAdv        =  
| blockAdv      = -
| blockAdv      =  
| driveGain    = -20000
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =  
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =  
| airborne      =  
| jugStart      =
| notes        = Tracks opponent's location regardless of distance
| jugIncrease  =
| jugLimit      =
| notes        =  
}}
}}


===== 214PP =====
==== Demon Low Slash ====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214pp | moveType = Special
===== 236K~No Input =====
| input        = 214PP
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_no_input | moveType = Special
| name          = Adamant Flame
| input        = 236K~No Input
| images        = SF6_Akuma_214pp.png
| name          = Demon Low Slash
| hitboxes      = SF6_Akuma_214pp_hitbox.png
| images        = SF6_Akuma_236k_no_input.png
| damage        =  
| hitboxes      = SF6_Akuma_236k_no_input_hitbox.png
| chip          =  
| damage        = 1000
| dmgScaling    =
| chip          = 250
| startup      = 19
| startup      = 53
| active        =  
| active        = 4
| recovery      =  
| recovery      = 19
| total        =  
| total        = 71
| guard        =  
| guard        = L
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +39
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|+2}}
| blockAdv      =  
| punishAdv    = KD +54
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 21
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 2,233: Line 2,148:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Causes Akuma to auto-correct if Demon Raid crosses up
}}
}}


==== Adamant Flame Follow-up ====
===== 236KK~No Input =====
===== 214LP~6P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_no_input | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214lp_6p | moveType = Special
| input        = 236KK~No Input
| input        = 214LP~6P
| name          = Demon Low Slash
| name          = Adamant Flame Follow-Up
| images        = SF6_Akuma_236kk_no_input.png
| images        = SF6_Akuma_214lp_6p.png
| hitboxes      = SF6_Akuma_236kk_no_input_hitbox.png
| hitboxes      = SF6_Akuma_214lp_6p_hitbox.png
| damage        = 1000
| damage        =  
| chip          = 250
| chip          =  
| startup      = 53
| dmgScaling    =
| active        = 4
| startup      =  
| recovery      = 15
| active        =  
| total        = 71
| recovery      =  
| guard        = L
| total        =  
| cancel        = -
| guard        = LH
| hitAdv        = KD +39
| cancel        =  
| blockAdv      = {{sf6-adv|P|+2}}
| hitconfirm    =
| punishAdv    = KD +54
| hitAdv        =  
| blockAdv      =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 21
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 2,271: Line 2,182:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        =  
| notes        = Causes Akuma to auto-correct if Demon Raid crosses up
}}
}}


===== 214MP~6P =====
==== Demon Guillotine ====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214mp_6p | moveType = Special
===== 236K~P =====
| input        = 214MP~6P
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_p | moveType = Special
| name          = Adamant Flame Follow-Up
| input        = 236K~P
| images        = SF6_Akuma_214mp_6p.png
| name          = Demon Guillotine
| hitboxes      = SF6_Akuma_214mp_6p_hitbox.png
| images        = SF6_Akuma_236k_p.png
| damage        =  
| hitboxes      = SF6_Akuma_236k_p_hitbox.png
| chip          =  
| damage        = 1300
| dmgScaling    =
| chip          = 325
| startup      =  
| startup      = 16 (33)
| active        =  
| active        = 7
| recovery      =  
| recovery      = 9
| total        =  
| total        = 31
| guard        = LH
| guard        = H
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +38 (+41)
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|+4(+7)}}
| blockAdv      =  
| punishAdv    = KD +39
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 20
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 2,311: Line 2,220:
}}
}}


===== 214HP~6P =====
===== 236KK~P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214hp_6p | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_p | moveType = Special
| input        = 214HP~6P
| input        = 236KK~P
| name          = Adamant Flame Follow-Up
| name          = Demon Guillotine
| images        = SF6_Akuma_214hp_6p.png
| images        = SF6_Akuma_236kk_p.png
| hitboxes      = SF6_Akuma_214hp_6p_hitbox.png
| hitboxes      = SF6_Akuma_236kk_p_hitbox.png
| damage        =  
| damage        = 1300
| chip          =  
| chip          = 325
| dmgScaling    =
| startup      = 16 (31)
| startup      =  
| active        = 6
| active        =  
| recovery      = 9
| recovery      =  
| total        = 30
| total        =  
| guard        = H
| guard        = LH
| cancel        = -
| cancel        =  
| hitAdv        = KD +39
| hitconfirm    =
| blockAdv      = {{sf6-adv|P|+5(+7)}}
| hitAdv        =  
| punishAdv    = KD +39
| blockAdv      =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 20
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 2,348: Line 2,254:
}}
}}


===== 214PP~6P =====
==== Demon Blade Kick ====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214pp_6p | moveType = Special
===== 236K~K =====
| input        = 214PP~6P
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_k | moveType = Special
| name          = Adamant Flame Follow-Up
| input        = 236K~K
| images        = SF6_Akuma_214pp_6p.png
| name          = Demon Blade Kick
| hitboxes      = SF6_Akuma_214pp_6p_hitbox.png
| images        = SF6_Akuma_236k_k.png
| damage        =  
| hitboxes      = SF6_Akuma_236k_k_hitbox.png
| chip          =  
| damage        = 700
| dmgScaling    =  
| chip          = 175
| startup      =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| active        =  
| startup      = 13 (30)
| recovery      =  
| active        = 11
| total        =  
| recovery      = 9
| total        = 32
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+10)}}
| hitAdv        =  
| blockAdv      = {{sf6-adv|M|-4}}{{sf6-adv|VP|(+5)}}
| blockAdv      =  
| punishAdv    = {{sf6-adv|VP|+5(+14)}}
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 20
| blockstun    =  
| blockstun    = 15
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  = 0.5
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| superGainBlk  =  ()
Line 2,382: Line 2,288:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| notes        = Wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner
| notes        = Button strength determines angle (LK short, MK mid, HK far)
}}
}}


=== Demon Raid ===
===== 236KK~K =====
===== 236K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_k | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k | moveType = Special
| input        = 236KK~K
| input        = 236K
| name          = Demon Blade Kick
| name          = Demon Raid
| images        = SF6_Akuma_236kk_k.png
| images        = SF6_Akuma_236k.png
| hitboxes      = SF6_Akuma_236kk_k_hitbox.png
| hitboxes      = SF6_Akuma_236k_hitbox.png
| damage        = 700
| damage        =  
| chip          = 175
| chip          =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| dmgScaling    =  
| startup      = 13 (31)
| startup      =  
| active        = 10
| active        =  
| recovery      = 9
| recovery      =  
| total        = 31
| total        =  
| guard        = LH
| guard        = -
| cancel        = -
| cancel        =  
| hitAdv        = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+10)}}
| hitconfirm    =
| blockAdv      = {{sf6-adv|M|-4}}{{sf6-adv|VP|(+5)}}
| hitAdv        =  
| punishAdv    = {{sf6-adv|VP|+5(+14)}}
| blockAdv      =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =  
| hitstun      = 20
| blockstun    =  
| blockstun    = 15
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  = 0.5
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    =  
Line 2,420: Line 2,324:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Button strength determines angle (LK short, MK mid, HK far)
| notes        = Button strength determines trajectory (LK short, MK mid, HK far)
}}
}}


===== 236KK =====
==== Demon Swoop ====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk | moveType = Special
===== 236K~[2] =====
| input        = 236KK
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_2_hold | moveType = Special
| name          = Demon Raid
| input        = 236K~[2]
| images        = SF6_Akuma_236kk.png
| name          = Demon Swoop
| hitboxes      = SF6_Akuma_236kk_hitbox.png
| images        = SF6_Akuma_236k_2_hold.png
| damage        =  
| hitboxes      = SF6_Akuma_236k_2_hold_hitbox.png
| chip          =
| damage        = -
| dmgScaling    =
| startup      = 45
| startup      =  
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        = 45
| guard        = -
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =  
| hitAdv        = -
| hitAdv        =  
| blockAdv      = -
| blockAdv     =  
| airborne     =  
| punishAdv    =  
| notes        = Useful for baiting opponent's Drive Impact or Parry
| perfParryAdv  =  
}}
| hitstun      =  
 
| blockstun    =  
===== 236KK~[2] =====
| hitstop       =  
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_2_hold | moveType = Special
| driveDmgBlk  =  
| input        = 236KK~[2]
| driveDmgHit  = []
| name          = Demon Swoop
| driveGain    = -20000
| images        = SF6_Akuma_236kk_2_hold.png
| superGainHit  = ()
| hitboxes      = SF6_Akuma_236kk_2_hold_hitbox.png
| superGainBlk  = ()
| damage        = -
| invuln       =  
| startup       = 45
| armor        =  
| active        =  
| recovery      =  
| total        = 45
| guard        = -
| cancel        = -
| hitAdv       = -
| blockAdv      = -
| airborne      =  
| airborne      =  
| jugStart      =
| notes        = Useful for baiting opponent's Drive Impact or Parry
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Tracks opponent's location regardless of distance
}}
}}


==== Demon Low Slash ====
==== Demon Gou Zanku ====
===== 236K~No Input =====
===== 236KK~j.236P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_no_input | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_j236p | moveType = Special
| input        = 236K~No Input
| input        = 236KK~j.236P
| name          = Demon Low Slash
| name          = Demon Gou Zanku
| images        = SF6_Akuma_236k_no_input.png
| images        = SF6_Akuma_236kk_j236p.png
| hitboxes      = SF6_Akuma_236k_no_input_hitbox.png
| hitboxes      = SF6_Akuma_236kk_j236p_hitbox.png
| damage        =  
| damage        = 300x3 (900)
| chip          =  
| chip          = 75x3 (225)
| dmgScaling    =
| startup      = 16+6(21)
| startup      =  
| active        = -
| active        =  
| recovery      = 9(2) land
| recovery      =  
| total        = -
| total        =  
| guard        = LH
| guard        = L
| cancel        = -
| cancel        =  
| hitAdv        = KD +63(+74)
| hitconfirm    =
| blockAdv      = varies
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  =  
| hitstun      =
| blockstun    = 29 total
| blockstun    =  
| hitstop      = 7x2,8 (8x3)
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  = []
Line 2,497: Line 2,398:
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =  
| projSpeed    = 0.075
| notes        = Causes Akuma to auto-correct if Demon Raid crosses up
| notes        = 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state
}}
}}


===== 236KK~No Input =====
==== Demon Gou Rasen ====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_no_input | moveType = Special
===== 236KK~j.214K =====
| input        = 236KK~No Input
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_j214k | moveType = Special
| name          = Demon Low Slash
| input        = 236KK~j.214K
| images        = SF6_Akuma_236kk_no_input.png
| name          = Demon Gou Rasen
| hitboxes      = SF6_Akuma_236kk_no_input_hitbox.png
| images        = SF6_Akuma_236kk_j214k.png
| damage        =  
| hitboxes      = SF6_Akuma_236kk_j214k_hitbox.png
| chip          =
| damage        = 200x4,500 (1300)
| dmgScaling    =  
| dmgScaling    = Combo (2 hits)
| startup      =  
| startup      = 16+5
| active        =  
| active        = 2(2)3(2)3(1)3(1)2
| recovery      =  
| recovery      = 10 land
| total        =  
| total        = -
| guard        = L
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +50
| hitAdv        =  
| blockAdv      = -
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    = KD +50
| punishAdv    =  
| hitstop      = 6,2x3,12
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =  
| driveDmgBlk  =
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =  
| invuln        =  
| armor        =
| airborne      =  
| airborne      =  
| jugStart      =  
| jugStart      =  
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch); cannot hit cross-up or grounded opponents
| notes        = Causes Akuma to auto-correct if Demon Raid crosses up
}}
}}


==== Demon Guillotine ====
=== Ashura Senku ===
===== 236K~P =====
===== 4KKK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_p | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_4kkk | moveType = Special
| input        = 236K~P
| input        = 4KKK
| name          = Demon Guillotine
| name          = Ashura Senku (Backward)
| images        = SF6_Akuma_236k_p.png
| images        = SF6_Akuma_4kkk.png
| hitboxes      = SF6_Akuma_236k_p_hitbox.png
| hitboxes      = SF6_Akuma_4kkk_hitbox.png
| damage        =  
| damage        = -
| chip          =
| startup      = 49-50
| dmgScaling    =
| startup      =  
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = H
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = -
| hitAdv        =  
| blockAdv      = -
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =  
| invuln        =  
| armor        =
| notes        = Cannot be canceled into
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =  
}}
}}


===== 236KK~P =====
===== 6KKK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_p | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6kkk | moveType = Special
| input        = 236KK~P
| input        = 6KKK
| name          = Demon Guillotine
| name          = Ashura Senku (Forward)
| images        = SF6_Akuma_236kk_p.png
| images        = SF6_Akuma_6kkk.png
| hitboxes      = SF6_Akuma_236kk_p_hitbox.png
| hitboxes      = SF6_Akuma_6kkk_hitbox.png
| damage        =  
| damage        = -
| chip          =
| startup      = 51-52
| dmgScaling    =
| startup      =  
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = H
| guard        = -
| cancel        =  
| cancel        = Sp*
| hitconfirm    =  
| hitAdv        = -
| hitAdv       =  
| blockAdv      = -
| blockAdv      = {{sf6-adv|P|}}
| invuln       =  
| punishAdv    =  
| notes        = Cannot be canceled into; can pass through opponent
| perfParryAdv  =  
}}
| hitstun       =  
 
| blockstun    =  
==== Oboro Throw ====
| hitstop      =  
====== 6KKK~LPLK ======
| driveDmgBlk  =  
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6kkk_lplk | moveType = Special
| input        = 6KKK~LPLK
| name          = Oboro Throw
| images        = SF6_Akuma_6kkk_lplk.png, SF6_Akuma_6kkk_lplk_2.png
| hitboxes      = SF6_Akuma_6kkk_lplk_hitbox.png
| damage        = 2200
| startup       = 31
| active        = 3
| recovery      = 50
| total        =
| guard        = T
| cancel        = -
| hitAdv        = HKD +20
| blockAdv      = -
| punishAdv    = HKD +20
| driveDmgHit  = []
| driveDmgHit  = []
| driveGain    =  
| driveGain    =  
| superGainHit  =  ()
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =  
| invuln        =  
| armor        =
| airborne      =
| jugStart      =  
| jugStart      =  
| jugIncrease  =
| notes        = Can be activated even after crossing through opponent
| jugLimit      =
}}
| projSpeed    =
| notes        =  
}}


==== Demon Blade Kick ====
== Super Arts ==
===== 236K~K =====
===== 236236P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_k | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236236p | moveType = Super
| input        = 236K~K
| input        = 236236P
| name          = Demon Blade Kick
| name          = Messatsu Gohado
| images        = SF6_Akuma_236k_k.png
| images        = SF6_Akuma_236236p.png
| hitboxes      = SF6_Akuma_236k_k_hitbox.png
| hitboxes      = SF6_Akuma_236236p_hitbox.png
| damage        =  
| damage        = 400x4,600 (2200)
| chip          =  
| chip          = 100x5 (500)
| dmgScaling    =  
| dmgScaling    = 30% Minimum
| startup      =  
| startup      = 10
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +9
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-41}}
| blockAdv      =  
| punishAdv    = KD +9
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  =  
| blockstun    = 56 total
| hitstun      =
| hitstop      = 39 total
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  =  
| driveGain    =  
| superGainHit  = -10000
| superGainHit  = ()
| superGainBlk  = -10000
| superGainBlk  = ()
| invuln        =  
| invuln        =  
| armor        =  
| armor        = Break
| airborne      =
| jugStart      =  
| jugStart      =  
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =  
| projSpeed    = 0.12
| notes        = Button strength determines angle (LK short, MK mid, HK far)
| notes        =  
}}
}}


===== 236KK~K =====
====== j.236236K ======
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_k | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j236236k | moveType = Super
| input        = 236KK~K
| input        = j.236236K
| name          = Demon Blade Kick
| name          = Tenma Gozanku
| images        = SF6_Akuma_236kk_k.png
| images        = SF6_Akuma_j236236k.png
| hitboxes      = SF6_Akuma_236kk_k_hitbox.png
| hitboxes      = SF6_Akuma_j236236k_hitbox.png
| damage        =  
| damage        = 400x5 (2000)
| chip          =  
| chip          = 100x5 (500)
| dmgScaling    =  
| dmgScaling    = 10% Starter; Combo (5% extra); 30% Minimum
| startup      =  
| startup      = 14
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        =  
| hitAdv        =  
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =  
| punishAdv    =  
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-}}
| hitstun      =
| blockstun    = 39 total
| blockstun    =  
| hitstop      = 7x4,0 (8x5)
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  =  
| driveGain    =  
| superGainHit  = -10000
| superGainHit  = ()
| superGainBlk  = -10000
| superGainBlk  = ()
| invuln        =  
| invuln        =  
| armor        =  
| armor        = Break
| airborne      =  
| airborne      =  
| jugStart      =  
| jugStart      =  
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =  
| projSpeed    = 0.075
| notes        = Button strength determines angle (LK short, MK mid, HK far)
| notes        = During Forward or Neutral Jump only; puts airborne opponents into limited juggle state
}}
}}


==== Demon Swoop ====
===== 214214P =====
===== 236K~[2] =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214214p | moveType = Super
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236k_2_hold | moveType = Special
| input        = 214214P
| input        = 236K~[2]
| name          = Empyrean’s End
| name          = Demon Swoop
| images        = SF6_Akuma_214214p.png
| images        = SF6_Akuma_236k_2_hold.png
| hitboxes      = SF6_Akuma_214214p_hitbox.png
| hitboxes      = SF6_Akuma_236k_2_hold_hitbox.png
| damage        = 2800
| damage        = -
| chip          = 750
| startup      =  
| dmgScaling    = 40% Starter; Combo (4 hits); 40% Minimum
| startup      = 9
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = -
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = HKD +29 (HKD +97 Wallsplat)
| blockAdv      = -
| blockAdv      = {{sf6-adv|VM|-35}}
| punishAdv    = HKD +29 (HKD +97 Wallsplat)
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    = 20
| hitstop      = 16
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -20000
| superGainBlk  = -20000
| invuln        =
| armor        = Break
| airborne      =  
| airborne      =  
| notes        = Useful for baiting opponent's Drive Impact or Parry
| jugStart      =
| jugIncrease  =
| jugLimit      =
| notes        = Wallsplats opponent near the corner (can follow up with a juggle)
}}
}}


===== 236KK~[2] =====
===== 236236K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_2_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236236k | moveType = Super
| input        = 236KK~[2]
| input        = 236236K
| name          = Demon Swoop
| name          = Sip of Calamity
| images        = SF6_Akuma_236kk_2_hold.png
| images        = SF6_Akuma_236236k.png
| hitboxes      = SF6_Akuma_236kk_2_hold_hitbox.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| damage        = -
| damage        = 4000
| startup      =  
| chip          = 1000
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = 8(2)
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = -
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = HKD +18
| blockAdv      = -
| blockAdv      = {{sf6-adv|VM|-41}}
| punishAdv    = HKD +18
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    = 21
| hitstop      = 12
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -30000
| superGainBlk  = -30000
| invuln        =
| armor        = Break
| airborne      =  
| airborne      =  
| notes        = Useful for baiting opponent's Drive Impact or Parry
| jugStart      =
| jugIncrease  =
| jugLimit      =
| notes        = Cinematic time regenerates ~? Drive bars for Akuma
}}
}}


==== Demon Gou Zanku ====
====== 236236K (CA) ======
===== 236KK~j.236P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236236k(ca) | moveType = Super
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_j236p | moveType = Special
| input        = 236236K
| input        = 236KK~j.236P
| name          = Sip of Calamity (CA)
| name          = Demon Gou Zanku
| images        = SF6_Akuma_236236k_ca.png
| images        = SF6_Akuma_236kk_j236p.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| hitboxes      = SF6_Akuma_236kk_j236p_hitbox.png
| damage        = 4500
| damage        =  
| chip          = 1250
| chip          =  
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| dmgScaling    =  
| startup      = 8(2)
| startup      =  
| active        =  
| active        =  
| recovery      =  
| recovery      =  
| total        =  
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = HKD +18
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-41}}
| blockAdv      =  
| punishAdv    = HKD +18
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  =  
| blockstun    = 21
| hitstun      =
| hitstop      = 12
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveDmgHit  =  
| driveGain    =  
| superGainHit  = -30000
| superGainHit  = ()
| superGainBlk  = -30000
| superGainBlk  = ()
| invuln        =  
| invuln        =  
| armor        =  
| armor        = Break
| airborne      =  
| airborne      =  
| jugStart      =  
| jugStart      =  
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma
| notes        = 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state
}}
}}


==== Demon Gou Rasen ====
===== LP~LP~6LK~HP (CA) =====
===== 236KK~j.214K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_lp_lp_6lk_hp(ca) | moveType = Super
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236kk_j214k | moveType = Special
| input        = LP~LP~6LK~HP
| input        = 236KK~j.214K
| name          = Shun Goku Satsu (CA)
| name          = Demon Gou Rasen
| images        = SF6_Akuma_lp_lp_6lk_hp(ca).png
| images        = SF6_Akuma_236kk_j214k.png
| hitboxes      = SF6_Akuma_lp_lp_6lk_hp(ca)_hitbox.png
| hitboxes      = SF6_Akuma_236kk_j214k_hitbox.png
| damage        = 4700
| damage        =  
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| chip          =
| startup      = 6+0
| dmgScaling    =  
| active        = 23
| startup      =  
| recovery      = 57
| active        =  
| total        = 84
| recovery      =  
| guard        = T
| total        =  
| cancel        = -
| guard        =  
| hitAdv        = HKD + 18
| cancel        =  
| blockAdv      = -
| hitconfirm    =
| punishAdv    = HKD +18
| hitAdv        =  
| driveDmgHit  = 20000
| blockAdv      =  
| superGainHit  = -30000
| punishAdv    =  
| invuln        =  
| perfParryAdv  =
| armor        = Break
| hitstun      =
| airborne      =  
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  = ()
| superGainBlk  =  ()
| invuln        =  
| armor        =  
| airborne      =  
| jugStart      =  
| jugStart      =  
| jugIncrease  =  
| jugIncrease  =  
| jugLimit      =  
| jugLimit      =  
| projSpeed    =
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze
| notes        = Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch)
}}
}}


=== Ashura Senku ===
== Hidden Arts ==
===== 4KKK =====
=== Double Zanku Hadoken ===
{{FrameData-SF6 | chara = Akuma | moveId = akuma_4kkk | moveType = Special
===== j.214PP =====
| input        = 4KKK
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j214pp | moveType = Special
| name          = Ashura Senku (Backward)
| input        = j.214PP
| images        = SF6_Akuma_4kkk.png
| name          = Double Zanku Hadoken
| hitboxes      = SF6_Akuma_4kkk_hitbox.png
| images        = SF6_Akuma_j214pp.png
| damage        = -
| hitboxes      = SF6_Akuma_j214pp_hitbox.png
| startup      =  
| damage        = 600x2
| active        =  
| chip          = 150x2
| recovery      =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| total        =  
| startup      = 8(21)
| guard        = -
| active        = -
| cancel        =  
| recovery      = 9(2) land
| hitAdv        = -
| total        = -
| blockAdv      = -
| guard        = LH
| invuln        =  
| cancel        = -
| notes        = Cannot be canceled into
| hitAdv        = {{sf6-adv|VP|varies}}
| blockAdv      = {{sf6-adv|VP|varies}}
| punishAdv    = {{sf6-adv|VP|varies}}
| perfParryAdv  = {{sf6-adv|VM|-10~}}
| hitstun      = 28 each
| blockstun    = 26 each
| hitstop      = 8 each
| driveDmgBlk  = 2500x2
| driveDmgHit  = [3000]
| driveGain    = 2000x2
| superGainHit  = 1000x2 (700x2)
| superGainBlk  = 500x2 (250x2)
| airborne      = Until Land (FKD)
| jugStart      = 0
| jugIncrease  = 0,0
| jugLimit      = 3,3
| projSpeed    = 0.04 (1st) / 0.055 (2nd)
| notes        = Shin Akuma only (Back Taunt~Down Taunt); forward Jump only on airborne frame 9-33; throws 2 consecutive 1-hit fireballs (2nd fireball travels faster and farther); dissipates if Akuma is hit; fireballs travel downward at ~45 degree angle; on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately +5 oB vs. tall characters, +7 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land
}}
}}


===== 6KKK =====
=== Misogi ===
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6kkk | moveType = Special
===== 214214K =====
| input        = 6KKK
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214214k | moveType = Super
| name          = Ashura Senku (Forward)
| input        = 214214K
| images        = SF6_Akuma_6kkk.png
| name          = Misogi
| hitboxes      = SF6_Akuma_6kkk_hitbox.png
| images        = SF6_Akuma_214214k.png
| damage        = -
| hitboxes      = SF6_Akuma_214214k_hitbox.png
| startup      =  
| damage        = 2900
| active        =  
| chip          = 750
| recovery      =  
| dmgScaling    = 40% Minimum
| total        =  
| startup      = 5(9~10)
| guard        = -
| active        = 7
| cancel        =  
| recovery      = 88(85)
| hitAdv        = -
| total        = 99(96)
| blockAdv      = -
| guard        = LH
| invuln        =  
| cancel        = -
| notes        = Cannot be canceled into; can pass through opponent
| hitAdv        = KD +25(26)
| blockAdv      = {{sf6-adv|VM|-58(-57)}}
| punishAdv    = KD +29(30)
| perfParryAdv  = {{sf6-adv|VM|-86(-85)}}
| blockstun    = 33(32)
| hitstop      = 5
| driveDmgBlk  = 5000
| driveDmgHit  = 10000
| superGainHit  = -20000
| superGainBlk  = -20000
| invuln        = 1-11 Full
| armor        = Break
| jugLimit      = 50
| notes        = Shin Akuma only (Back Taunt~Down Taunt); teleports above opponent from anywhere on screen; 3f less recovery on whiff or Perfect Parry; startup is functionally 9f on grounded opponents (10f vs. standard-height crouchers); much less KD advantage and 2f more recovery vs. airborne opponents; cannot be canceled into from OD specials like other Level 2 Supers; cannot be beaten with anti-air invincibility since Akuma is fully invuln and technically never goes airborne
}}
}}


==== Oboro Throw ====
=== Kongou-Kokuretsuzan ===
====== 6KKK~LPLK ======
===== 22PPP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6kkk_lplk | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_22ppp | moveType = Super
| input        = 6KKK~LPLK
| input        = 22PPP
| name          = Oboro Throw
| name          = Kongou-Kokuretsuzan
| images        = SF6_Akuma_6kkk_lplk.png
| images        = SF6_Akuma_22ppp.png
| hitboxes      = SF6_Akuma_6kkk_lplk_hitbox.png
| hitboxes      = SF6_Akuma_22ppp_hitbox.png
| damage        =  
| damage        = 330x8,360 (3000)
| dmgScaling    =  
| chip          = 82x8,90 (746)
| startup      =  
| dmgScaling    = 40% Minimum
| active        =  
| startup      = 8
| recovery      =  
| active        = 30
| total        =  
| recovery      = 41
| guard        = T
| total        = 78
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = KD +38
| blockAdv      = -
| blockAdv      = {{sf6-adv|VM|-39}}
| punishAdv    =  
| punishAdv    = KD +38
| driveDmgHit   = []
| perfParryAdv  = {{sf6-adv|VM|-62}}
| driveGain    =  
| blockstun    = 32 total
| superGainHit  =  ()
| hitstop      = 2x8,12
| invuln        =  
| driveDmgBlk   = 500x8,1000 (5000)
| jugStart      =  
| driveDmgHit  = 1000x8,2000 (10000)
| notes        = Can be activated even after crossing through opponent
| superGainHit  = -20000
| superGainBlk = -20000
| invuln        = 1-11 Full
| armor        = Break
| jugStart      = 1
| jugIncrease  = 0
| jugLimit      = 99
| notes        = Shin Akuma only (Back Taunt~Down Taunt); 9-hit Super projectile with a massive vertical hitbox; cannot be canceled into from OD specials like other Level 2 Supers; puts opponent into limited juggle state (but very difficult to launch high enough for a follow-up)
}}
 
== Taunts ==
===== 5PPPKKK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_5pppkkk | moveType = taunt
| input        = 5PPPKKK
| name          = Neutral Taunt
| images        = SF6_Akuma_5pppkkk.png
| hitboxes      = SF6_Akuma_5pppkkk_hitbox.png
| damage        = -
| startup      = 433 (total)
| active        = -
| recovery      = -
| total        = 433
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| notes        = "Witness the abyss before you."
}}
}}


== Super Arts ==
===== 6PPPKKK =====
===== 236236P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6pppkkk | moveType = taunt
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236236p | moveType = Super
| input        = 6PPPKKK
| input        = 236236P
| name          = Forward Taunt
| name          = Messatsu Gohado
| images        = SF6_Akuma_6pppkkk.png
| images        = SF6_Akuma_236236p.png
| hitboxes      = SF6_Akuma_6pppkkk_hitbox.png
| hitboxes      = SF6_Akuma_236236p_hitbox.png
| damage        = -
| damage        = 2200
| startup      = 570(514) (total)
| chip          =
| active        = -
| dmgScaling    = 30% Minimum
| recovery      = -
| startup      = 10
| total        = 570(514)
| active        =  
| hitAdv        = -
| recovery      =  
| blockAdv      = -
| total        =  
| guard        = -
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =
| notes        = Fullscreen proximity guard box on frames 107-570 (prevents opponent from walking back); "Are you prepared to tread down this path? If you are afraid... run."; "Hmph... you are a disgrace." (after opponent switches sides, resulting in shorter taunt animation)
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -10000
| superGainBlk  = -10000
| invuln        =
| armor        = Break
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =  
}}
}}


====== j.236236K ======
===== 4PPPKKK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_j236236k | moveType = Super
{{FrameData-SF6 | chara = Akuma | moveId = akuma_4pppkkk | moveType = taunt
| input        = j.236236K
| input        = 4PPPKKK
| name          = Tenma Gozanku
| name          = Back Taunt
| images        = SF6_Akuma_j236236k.png
| images        = SF6_Akuma_4pppkkk.png
| hitboxes      = SF6_Akuma_j236236k_hitbox.png
| hitboxes      = SF6_Akuma_4pppkkk_hitbox.png
| damage        =
| damage        = -
| chip          =
| startup      = 765 (total)
| dmgScaling    = 30% Minimum
| active        = -
| startup      = 14
| recovery      = -
| active        =
| total        = 765
| recovery      =
| total        =
| guard        = LH
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -10000
| superGainBlk  = -10000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = During Forward or Neutral Jump only; puts airborne opponents into limited juggle state
}}
 
===== 214214P =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214214p | moveType = Super
| input        = 214214P
| name          = Empyrean’s End
| images        = SF6_Akuma_214214p.png
| hitboxes      = SF6_Akuma_214214p_hitbox.png
| damage        =
| chip          =
| dmgScaling    = 40% Minimum
| startup      = 9
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -20000
| superGainBlk  = -20000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Wallsplats opponent near the corner (can follow up with a juggle)
}}
 
===== 236236K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236236k | moveType = Super
| input        = 236236K
| name          = Sip of Calamity
| images        = SF6_Akuma_236236k.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| damage        =
| chip          =
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = 8
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -30000
| superGainBlk  = -30000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Cinematic time regenerates ~? Drive bars for Akuma
}}
 
====== 236236K (CA) ======
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236236k(ca) | moveType = Super
| input        = 236236K
| name          = Sip of Calamity (CA)
| images        = SF6_Akuma_236236k_ca.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| damage        =
| chip          =
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = 8
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -30000
| superGainBlk  = -30000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma
}}
 
===== LP~LP~6LK~HP (CA) =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_lp_lp_6lk_hp(ca) | moveType = Super
| input        = LP~LP~6LK~HP
| name          = Shun Goku Satsu (CA)
| images        = SF6_Akuma_lp_lp_6lk_hp(ca).png
| hitboxes      = SF6_Akuma_lp_lp_6lk_hp(ca)_hitbox.png
| damage        =
| chip          =
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = ?+0
| active        =
| recovery      =
| total        =
| guard        = T
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -30000
| superGainBlk  = -30000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze
}}
 
== Hidden Super Arts ==
===== 214214K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214214k | moveType = Super
| input        = 214214K
| name          = Misogi
| images        = SF6_Akuma_214214k.png
| hitboxes      = SF6_Akuma_214214k_hitbox.png
| damage        = 2900
| chip          = 750
| dmgScaling    =
| startup      = 5
| active        = 7
| recovery      = 87
| total        =
| guard        = LH
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-58}}
| punishAdv    =
| perfParryAdv  = {{sf6-adv|VM|-85}}
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -20000
| superGainBlk  = -20000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =
}}
 
===== 22PPP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_22ppp | moveType = Super
| input        = 22PPP
| name          = Kongou-Kokuretsuzan
| images        = SF6_Akuma_22ppp.png
| hitboxes      = SF6_Akuma_22ppp_hitbox.png
| damage        = 3000
| chip          = 746
| dmgScaling    =
| startup      = 8
| active        = 30
| recovery      = 41
| total        =
| guard        = LH
| cancel        = -
| hitAdv        =
| blockAdv      = {{sf6-adv|VM|-39}}
| punishAdv    =
| perfParryAdv  =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =
| superGainHit  = -20000
| superGainBlk  = -20000
| invuln        =
| armor        = Break
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =
}}
 
== Taunts ==
===== 5PPPKKK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_5pppkkk | moveType = taunt
| input        = 5PPPKKK
| name          = Neutral Taunt
| images        = SF6_Akuma_5pppkkk.png
| hitboxes      =  
| damage        = -
| startup      = 433 (total)
| active        = -
| recovery      = -
| total        = 433
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| notes        = "Witness the abyss before you."
}}
 
===== 6PPPKKK =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6pppkkk | moveType = taunt
| input        = 6PPPKKK
| name          = Forward Taunt
| images        = SF6_Akuma_6pppkkk.png
| hitboxes      =
| damage        = -
| startup      = 570 (total)
| active        = -
| recovery      = -
| total        = 570
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| notes        = Fullscreen proximity guard box on frames 107-570 (prevents opponent from walking back); "Are you prepared to tread down this path? If you are afraid... run."; "Hmph... you are a disgrace." (after opponent switches sides)
| notes        = "You have piqued my interest. Attack if you dare." "How disappointing." (if no attack); inputting a Down Taunt (2PPPKKK) on frames 592-628 causes Akuma to pull out a rice ball (gains 3 bars of Super meter and becomes Shin Akuma if fully consumed)
}}
}}


===== 4PPPKKK =====
====== 4PPPKKK~2PPPKKK ======
{{FrameData-SF6 | chara = Akuma | moveId = akuma_4pppkkk | moveType = taunt
{{FrameData-SF6 | chara = Akuma | moveId = akuma_4pppkkk_2pppkkk | moveType = taunt
| input        = 4PPPKKK
| input        = 4PPPKKK~2PPPKKK
| name          = Back Taunt
| name          = Back~Down Taunt
| images        = SF6_Akuma_4pppkkk.png, SF6_Akuma_4pppkkk_2pppkkk.png
| images        = SF6_Akuma_4pppkkk_2pppkkk.png
| hitboxes      =  
| hitboxes      = SF6_Akuma_4pppkkk_hitbox.png
| damage        = -
| damage        = -
| startup      = 765 (total)
| startup      = 1604
| active        = -
| active        = -
| recovery      = -
| recovery      = 186
| total        = 765
| total        = 1790
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| notes        = "You have piqued my interest. Attack if you dare." "How disappointing." (if no attack)
| superGainHit  = 5000x2,10000x2
| notes        = Inputting a Down Taunt on frames 592-628 of Back Taunt causes Akuma to pull out a rice ball; while eating, Akuma gains Super meter on each bite (1/2 bar on frames 931 and 1129, then 1 bar on frames 1353 and 1604); becomes Shin Akuma on frame 1604 (gains access to Hidden Arts: Double Zanku Hadoken, Misogi, and Kongou-Kokuretsuzan); if Akuma is hit before frame 1604, he does not become Shin Akuma
}}
}}


Line 3,216: Line 2,878:
| name          = Down Taunt
| name          = Down Taunt
| images        = SF6_Akuma_2pppkkk.png
| images        = SF6_Akuma_2pppkkk.png
| hitboxes      =  
| hitboxes      = SF6_Akuma_2pppkkk_hitbox.png
| damage        = -
| damage        = -
| startup      = 123 (total)
| startup      = 123 (total)
Line 3,226: Line 2,888:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| notes        = ""
| notes        = "滅 (Metsu!)"
}}
}}



Latest revision as of 21:03, 21 June 2024


Character Vitals

Akuma
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Akuma Portrait.png SF6 Akuma Face.png 9000 0.8 / 0.33 4+38+3 2.115 0.880
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.052 19 1.35 1.90 2.121
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.036 23 0.92 1.52 3.425


Normals

Standing Normals

5LP
Akuma
akuma_5lp

5LP

Standing Light Punch
SF6 Akuma 5lp.png
SF6 Akuma 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 7 13 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+4 -1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
5MP
Akuma
akuma_5mp

5MP

Standing Medium Punch
SF6 Akuma 5mp.png
SF6 Akuma 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA TC 16
Startup Active Recovery Total Hitstun Blockstun
6 4 11 20 19 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+9 +6
Punish Advantage Hit Advantage Block Advantage
+8 +4 +1
Notes
5HP
Akuma
akuma_5hp

5HP

Standing Heavy Punch
SF6 Akuma 5hp.png
SF6 Akuma 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 19
Startup Active Recovery Total Hitstun Blockstun
9 5 18 31 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+14 +8
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
5LK
Akuma
akuma_5lk

5LK

Standing Light Kick
SF6 Akuma 5lk.png
SF6 Akuma 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 3 11 18 16 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+4 -2
Punish Advantage Hit Advantage Block Advantage
+6 +2 -4
Notes
5MK
Akuma
akuma_5mk

5MK

Standing Medium Kick
SF6 Akuma 5mk.png
SF6 Akuma 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA TC 17 (15*)
Startup Active Recovery Total Hitstun Blockstun
7 5 15 26 23 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+13 +7
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Forces stand; only 15f to hitconfirm TC cancel without CH/PC/DR
5HK
Akuma
akuma_5hk

5HK

Standing Heavy Kick
SF6 Akuma 5hk.pngSF6 Akuma 5hk 2.png
SF6 Akuma 5hk hitbox.pngSF6 Akuma 5hk 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
13 3(8)4 15(16) 42(43) 37(26) 33(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- -
Punish Advantage Hit Advantage Block Advantage
+11 +7 +3
Notes
2 hits; 1st hit forces stand; 2nd hit whiffs on crouch blocking opponents; 1f extra recovery when 2nd hit whiffs

Crouching Normals

2LP
Akuma
akuma_2lp

2LP

Crouching Light Punch
SF6 Akuma 2lp.png
SF6 Akuma 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 2 9 14 16 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+5 -1
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
2MP
Akuma
akuma_2mp

2MP

Crouching Medium Punch
SF6 Akuma 2mp.png
SF6 Akuma 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
6 3 14 22 23 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+13 +6
Punish Advantage Hit Advantage Block Advantage
+10 +6 -1
Notes
2HP
Akuma
akuma_2hp

2HP

Crouching Heavy Punch
SF6 Akuma 2hp.png
SF6 Akuma 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH Sp SA 17
Startup Active Recovery Total Hitstun Blockstun
8 8 19 34 27 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+17 +9
Punish Advantage Hit Advantage Block Advantage
+4 0 -8
Notes
Forces stand
2LK
Akuma
akuma_2lk

2LK

Crouching Light Kick
SF6 Akuma 2lk.png
SF6 Akuma 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 20% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 2 10 16 15 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
2MK
Akuma
akuma_2mk

2MK

Crouching Medium Kick
SF6 Akuma 2mk.png
SF6 Akuma 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
8 3 19 29 23 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+11 +4
Punish Advantage Hit Advantage Block Advantage
+5 +1 -6
Notes
Range: 1.473
2HK
Akuma
akuma_2hk

2HK

Crouching Heavy Kick
SF6 Akuma 2hk.png
SF6 Akuma 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
9 3 23(29) 34(38) - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
KD +32 -8 - -
Punish Advantage Hit Advantage Block Advantage
KD +47 KD +32 -12
Notes
6f extra recovery on block; incurs 29f fixed recovery on block regardless of which active frame connects

Jumping Normals

j.LP
Akuma
akuma_jlp

j.LP

Jumping Light Punch
SF6 Akuma jlp.png
SF6 Akuma jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
4 10 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- ~+5(+10) ~+1(+6)
Notes
j.MP
Akuma
akuma_jmp

j.MP

Jumping Medium Punch
SF6 Akuma jmp.png
SF6 Akuma jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H Sp SA1 -
Startup Active Recovery Total Hitstun Blockstun
8 4 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- ~+5(+10) ~+5(+7)
Notes
j.HP
Akuma
akuma_jhp

j.HP

Jumping Heavy Punch
SF6 Akuma jhp.png
SF6 Akuma jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- ~+12(+14) ~+8(+11)
Notes
j.LK
Akuma
akuma_jlk

j.LK

Jumping Light Kick
SF6 Akuma jlk.png
SF6 Akuma jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 10 3 land - 14 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- ~+5(+10) ~+1(+6)
Notes
j.MK
Akuma
akuma_jmk

j.MK

Jumping Medium Kick
SF6 Akuma jmk.png
SF6 Akuma jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- ~+9(+13) ~+5(+9)
Notes
j.HK
Akuma
akuma_jhk

j.HK

Jumping Heavy Kick
SF6 Akuma jhk.png
SF6 Akuma jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
12 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- ~+11(+15) ~+8(+11)
Notes

Command Normals

6MP
Akuma
akuma_6mp

6MP

Skull Splitter
SF6 Akuma 6mp.png
SF6 Akuma 6mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,400 - - H - -
Startup Active Recovery Total Hitstun Blockstun
20 1(1)3 18 42 26(24) 22(20)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -1
Notes
6MK
Akuma
akuma_6mk

6MK

Resso Snap Kick
SF6 Akuma 6mk.png
SF6 Akuma 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
10 3 15 27 23 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- -
Punish Advantage Hit Advantage Block Advantage
+9 +5 -4
Notes
Even at point blank is safe from most (all?) 4f jabs
6HP
Akuma
akuma_6hp

6HP

Kikoku
SF6 Akuma 6hp.png
SF6 Akuma 6hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH TC 20
Startup Active Recovery Total Hitstun Blockstun
13 4 20 36 28 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- -
Punish Advantage Hit Advantage Block Advantage
+4 -3
Notes
TC follow-up is always a true blockstring even at max delay
4HK
Akuma
akuma_4hk

4HK

Rago High Kick
SF6 Akuma 4hk.png
SF6 Akuma 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter LH Sp SA 19
Startup Active Recovery Total Hitstun Blockstun
12 5 27 43 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
KD +69 +7
Punish Advantage Hit Advantage Block Advantage
KD +47 KD +47 -15
Notes
j.2MK
Akuma
akuma_j2mk

j.2MK

Tenmaku Blade Kick
SF6 Akuma j2mk.png
SF6 Akuma j2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter; Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
16 13 7 35 19 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+6(+15) +2(+11) -3(+6)
Notes
Forward Jump only; fastest input is 17f jump

Target Combos

5MP~MP
Akuma
akuma_5mp_mp

5MP~MP

Viscera Piercer
SF6 Akuma 5mp mp.png
SF6 Akuma 5mp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - Combo (2 hits) LH Sp SA 38
Startup Active Recovery Total Hitstun Blockstun
7 3 21 30 23 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - +13 +8
Punish Advantage Hit Advantage Block Advantage
-1 -6
Notes
5MK~HK
Akuma
akuma_5mk_hk

5MK~HK

Bone Crusher Axe Kick
SF6 Akuma 5mk hk.png
SF6 Akuma 5mk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - Combo (2 hits) H - -
Startup Active Recovery Total Hitstun Blockstun
20 3 20 42 24 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3
Notes
Interruptible 5f gap between hits on block (up to 8f at max delay); will not combo on final 2 cancelable frames of 5MK without CH/PC/DR starter
6HP~6HP
Akuma
akuma_6hp_6hp

6HP~6HP

Kikoku Combination 1
SF6 Akuma 6hp 6hp.png
SF6 Akuma 6hp 6hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH TC 41-42
Startup Active Recovery Total Hitstun Blockstun
11 3 21 33 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 -10
Notes
Always a true blockstring even at max delay
6HP~6HP~HK
Akuma
akuma_6hp_6hp_hk

6HP~6HP~HK

Kikoku Combination 2
SF6 Akuma 6hp 6hp hk.png
SF6 Akuma 6hp 6hp hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
875(700) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 - 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 -13
Notes
() refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay

Throws

Forward Throw
Akuma
akuma_lplk

LPLK

Goshoha
SF6 Akuma lplk.png
SF6 Akuma lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD + 28 KD + 28 -
Notes
Back Throw
Akuma
akuma_4lplk

4LPLK

Shuretto
SF6 Akuma 4lplk.png
File:SF6 Akuma 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD + 14 KD + 14 -
Notes

Drive Moves

HPHK
Akuma
akuma_hphk

HPHK

Oni Goroshi
SF6 Akuma hphk.png
SF6 Akuma hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Akuma
akuma_6hphk

6HPHK

Souha Double Palm
SF6 Akuma 6hphk.png
SF6 Akuma 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20(18) 3 26 48 - 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22(20) Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -6
Notes
18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see Drive Reversal.
MPMK
Akuma
akuma_mpmk

MPMK

Drive Parry
SF6 Akuma mpmk.png
SF6 Akuma mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 12 or until released 33(1)(11) 45(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
66
Akuma
akuma_66

66

Drive Rush
SF6 Akuma 66.png
SF6 Akuma 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.880 (min/throw), 2.121 (min/block), 3.425 (max/final DR frame)

Special Moves

Gou Hadoken

236LP
Akuma
akuma_236lp

236LP

Gou Hadoken
SF6 Akuma 236lp.png
SF6 Akuma 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
16~32 - 30 46 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.055
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 2 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+4 0 -4
Notes
1-hit projectile; slowest movement speed and startup but fastest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); arm hurtbox is not extended (slight leg hurtbox extension on frame 16~)
236MP
Akuma
akuma_236mp

236MP

Gou Hadoken
File:SF6 Akuma 236mp.png
File:SF6 Akuma 236mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
14~30 - 32 46 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.075
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 2 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+2 -2 -6
Notes
1-hit projectile; middle ground for startup, movement speed, and recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); arm hurtbox is not extended (slight leg hurtbox extension on frame 14~)
236HP
Akuma
akuma_236hp

236HP

Gou Hadoken
File:SF6 Akuma 236hp.png
File:SF6 Akuma 236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
12~28 - 34 46 31 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.095
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 2 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
0 -4 -8
Notes
1-hit projectile; fastest movement speed and startup but slowest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); arm hurtbox is not extended (slight leg hurtbox extension on frame 12~)
236PP
Akuma
akuma_236pp

236PP

Gou Hadoken
File:SF6 Akuma 236pp.png
SF6 Akuma 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,600 100,150 20% Starter; Combo (2 hits) LH SA2 SA3 12
Startup Active Recovery Total Hitstun Blockstun
12~27 - 29 41~56 - 32 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2) 0.095
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,2 1,6
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +55 KD +55 +2
Notes
2 hits; holding buttons for 24f gives the fully charged 3-hit version; holding button 9-23f extends the startup while still giving uncharged version; projectile hitbox comes out 4f after button release; puts opponents into limited juggle state; arm hurtbox is not extended (slight leg hurtbox extension on frame 12~)

Charged Gou Hadoken

236{P}
Akuma
akuma_236p_partial_hold

236{P}

Gou Hadoken Lv.2
SF6 Akuma 236p partial hold.png
SF6 Akuma 236p partial hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,600 100,150 20% Starter; Combo (2 hits) LH SA3 15
Startup Active Recovery Total Hitstun Blockstun
(25~48)+6 - 29 60~83 - 32 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] 500x2 300x2 (210x2) 150x2 (75x2) LP 0.07 / MP 0.085 / HP 0.105
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,2 1,6
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +55 KD +55 +2
Notes
2 hits; projectile speed depends on button strength; button must be held at least 25f and up to 48f for Lv.2 version (total startup 31~54f); projectile hitbox comes out 6f after button release; puts opponents into limited juggle state; useful in certain combo/juggle routes and for zoning; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~
236[P]
Akuma
akuma_236p_hold

236[P]

Gou Hadoken Lv.3
SF6 Akuma 236p hold.png
SF6 Akuma 236p hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2,600 (1200) 75x2,150 (300) 20% Starter; Combo (2 hits) LH SA3 12
Startup Active Recovery Total Hitstun Blockstun
56 - 28 84 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [2000x2,3000] 300x2,400 200x3 (140x3) 100x3 (50x3) LP 0.09 / MP 0.115 / HP 0.145
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,0,2 1,1,6
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+4 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +57 KD +57 +5
Notes
3 hits; projectile speed depends on button strength; button must be held 49f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~
236[PP]
Akuma
akuma_236pp_hold

236[PP]

OD Gou Hadoken Lv.2
File:SF6 Akuma 236pp hold.png
SF6 Akuma 236pp hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2,600 (1200) 75x2,150 (300) 20% Starter; Combo (2 hits) LH SA2 SA3 12
Startup Active Recovery Total Hitstun Blockstun
31 - 28 59 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [2000x2,3000] -20000 200x3 (140x3) 100x3 (50x3) 0.145
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,0,2 1,1,6
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+4 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +57 KD +57 +5
Notes
3 hits; buttons must be held 24f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 10~

Zanku Hadoken

j.236P
Akuma
akuma_j236p

j.236P

Zanku Hadoken
SF6 Akuma j236p.png
SF6 Akuma j236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 20% Starter; Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
13 - 9(2) land - 28 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 2000 1000 (700) 500 (250) LP 0.04 / MP 0.055 / HP 0.075
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 0 0 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20~ - - - -
Punish Advantage Hit Advantage Block Advantage
varies varies varies
Notes
Forward Jump only on airborne frame 9-33; 1-hit projectile; dissipates if Akuma is hit; button strength determines fireball trajectory (LP ~35 degrees / MP ~45 degrees, HP ~50 degrees); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately -5 oB vs. tall characters, -3 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land
j.236PP
Akuma
akuma_j236pp

j.236PP

Zanku Hadoken
File:SF6 Akuma j236pp.png
SF6 Akuma j236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x3 75x3 - LH - -
Startup Active Recovery Total Hitstun Blockstun
6(21) - 9(2) land - - 29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2,1000 [2000,0,1000] -20000 300x2,400 (210x2,280) 150x2,200 (75x2,100) 0.075
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 / 0 air 0,0,0 5,5,5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+1~ - - - -
Punish Advantage Hit Advantage Block Advantage
KD~ KD~ varies
Notes
Forward/Neutral Jump only on airborne frame 9-33; 3-hit OD projectile; dissipates if Akuma is hit; creates stationary projectile on frames 6-20, then shoots downward at ~50 degree angle (this projectile will only have 2 hits if the initial hitbox collided with opponent); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); puts grounded opponents into limited juggle state; advantage varies significantly depending on timing/spacing/angle (at worst, approximately -3 oB vs. tall characters, -1 oB vs. standard characters, but +1~3 if all hits Perfect Parried); foot hurtbox is projectile invuln 1f~land

Gou Shoryuken

623LP
Akuma
akuma_623lp

623LP

Gou Shoryuken
SF6 Akuma 623lp.png
SF6 Akuma 623lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100(800) 275 20% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
5 10 21+12 land 47 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air - 7-35 (FKD) 1 1 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-41 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -23
Notes
Puts opponent into limited juggle state; 300 less damage on active frames 4-10; cannot hit cross-up; only the first active frame can cancel into SA3
623MP
Akuma
akuma_623mp

623MP

Gou Shoryuken
File:SF6 Akuma 623mp.png
File:SF6 Akuma 623mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700,600 (1300) 175,150 (325) 20% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
6 2,8 30+12 land 57 - 22 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [5000] 1000x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Air - 8-42 (FKD) 1 1,1 5,7
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-50 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +32 KD +32 -30
Notes
Puts opponent into limited juggle state; cannot hit cross-up; only the first active frame can cancel into SA3
623HP
Akuma
akuma_623hp

623HP

Gou Shoryuken
File:SF6 Akuma 623hp.png
SF6 Akuma 623hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600,500,400 (1500) 150,125,(100) (375/275) 20% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
7 2,3,6 35+15 land 67 - 25(22) total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2~3 [5000] 700x3 400x3 (280x3) 200x2~3 (100x2~3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Air - 9-52 (FKD) 1 1,1,1 5,7,8
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-52(-59) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +30 KD +30 -36(-39)
Notes
Puts opponent into limited juggle state; 3f worse on block and 100 less chip damage vs. crouching; cannot hit cross-up; only the first active frame can cancel into SA3
623PP
Akuma
akuma_623pp

623PP

Gou Shoryuken
SF6 Akuma 623pp.png
SF6 Akuma 623pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x3,1000 (1900) 75x2~3 (225/150) - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 2,2,7 37+15 land 68 - 24(22) total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500,1250,(1250) - -20000 200x5 (140x5) 100x2~3 (50x2~3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Full - 8-53 (FKD) 1(23) 1,1,1,10,10 7,8,9,50,50
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-61 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +14 KD +14 -39(-41)
Notes
2f worse on block and 75 less chip damage vs. crouching; cannot hit cross-up; transitions to follow-up slam on hit if either of the first 2 hits connect (active frames 1-4); if only 3rd hit connects, does not perform the slam and does only 300 damage; recovery/total refers to whiff/block version

Tatsumaki Zanku-Kyaku

214LK
Akuma
akuma_214lk

214LK

Tatsumaki Zanku-Kyaku
SF6 Akuma 214lk.png
SF6 Akuma 214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
12 2 21 34 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 -13
Notes
Whiffs on crouching opponents; puts opponent into limited juggle state
214MK
Akuma
akuma_214mk

214MK

Tatsumaki Zanku-Kyaku
File:SF6 Akuma 214mk.png
SF6 Akuma 214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 (1000) 125x2 Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
11 - 20x2 (35 total)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +41 -13
Notes
Whiffs on crouching opponents; 2 hits
214HK
Akuma
akuma_214hk

214HK

Tatsumaki Zanku-Kyaku
SF6 Akuma 214hk.png
SF6 Akuma 214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,300x2,600 (1600) 100 - LH - -
Startup Active Recovery Total Hitstun Blockstun
7 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 -59
Notes
Can hit crouching opponents; upward angle
214KK
Akuma
akuma_214kk

214KK

Tatsumaki Zanku-Kyaku
File:SF6 Akuma 214kk.png
SF6 Akuma 214kk hitbox.pngSF6 Akuma 214kk 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x3,100,300 (1000) 50x2,(25,50,75) (100~250) - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] -20000 () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
Notes
Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit); puts opponent into limited juggle state

Aerial Tatsumaki Zanku-Kyaku

j.214K
Akuma
akuma_j214k

j.214K

Aerial Tatsumaki Zanku-Kyaku
SF6 Akuma j214k.png
SF6 Akuma j214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 30% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
11 - 20(16)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
Notes
Can hit cross-up; puts opponent into limited juggle state
j.214KK
Akuma
akuma_j214kk

j.214KK

Aerial Tatsumaki Zanku-Kyaku
File:SF6 Akuma j214kk.png
SF6 Akuma j214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x4,500 (1300) - Combo (2 hits) - - -
Startup Active Recovery Total Hitstun Blockstun
11 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] -20000 () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
Notes
Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state; cannot hit cross-up or grounded opponents

Adamant Flame

214LP
Akuma
akuma_214lp

214LP

Adamant Flame
SF6 Akuma 214lp.png
SF6 Akuma 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 15 / 20 (6P)
Startup Active Recovery Total Hitstun Blockstun
15 3 23 40 27 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+1(+2) -8
Notes
6P follow-up is a true blockstring even at max delay
214MP
Akuma
akuma_214mp

214MP

Adamant Flame
File:SF6 Akuma 214mp.png
File:SF6 Akuma 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 15 / 20 (6P)
Startup Active Recovery Total Hitstun Blockstun
19 3 20 41 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+2(+3) -4
Notes
6P follow-up is a true blockstring even at max delay
214HP
Akuma
akuma_214hp

214HP

Adamant Flame
File:SF6 Akuma 214hp.png
File:SF6 Akuma 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 - LH SA3 15 / 20 (6P)
Startup Active Recovery Total Hitstun Blockstun
23 3 19 44 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+3 -2
Notes
6P follow-up is a true blockstring even at max delay
214PP
Akuma
akuma_214pp

214PP

Adamant Flame
File:SF6 Akuma 214pp.png
File:SF6 Akuma 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 20% Starter LH SA2 SA3 17 / 20 (6P)
Startup Active Recovery Total Hitstun Blockstun
18 3 23 43 27 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] -20000 () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3
Notes

Adamant Flame Follow-up

214LP~6P
Akuma
akuma_214lp_6p

214LP~6P

Adamant Flame Follow-Up
SF6 Akuma 214lp 6p.png
SF6 Akuma 214lp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 - LH SA3 45-48
Startup Active Recovery Total Hitstun Blockstun
9 4 18 28 25 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+3 -10
Notes
True blockstring from 214LP even at max delay
214MP~6P
Akuma
akuma_214mp_6p

214MP~6P

Adamant Flame Follow-Up
SF6 Akuma 214mp 6p.png
SF6 Akuma 214mp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 45-48
Startup Active Recovery Total Hitstun Blockstun
42 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +32 -18
Notes
True blockstring from 214MP even at max delay
214HP~6P
Akuma
akuma_214hp_6p

214HP~6P

Adamant Flame Follow-Up
SF6 Akuma 214hp 6p.png
SF6 Akuma 214hp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 Combo (3 hits) LH SA3 47-50
Startup Active Recovery Total Hitstun Blockstun
- 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +47 -14
Notes
True blockstring from 214HP even at max delay
214PP~6P
Akuma
akuma_214pp_6p

214PP~6P

Adamant Flame Follow-Up
SF6 Akuma 214pp 6p.png
SF6 Akuma 214pp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,400 (240,320) 75,100 - LH SA2 SA3 54-57
Startup Active Recovery Total Hitstun Blockstun
- 24 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] -20000 () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +32 -18
Notes
() refers to scaled damage from 214PP combo starter; true blockstring from 214PP even at max delay; wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner

Demon Raid

236K
Akuma
akuma_236k

236K

Demon Raid
SF6 Akuma 236k.png
SF6 Akuma 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Button strength determines trajectory (LK short, MK mid, HK far). Akuma is in counter-hit state for entire duration.
236KK
Akuma
akuma_236kk

236KK

Demon Raid
File:SF6 Akuma 236kk.png
File:SF6 Akuma 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Tracks opponent's location regardless of distance

Demon Low Slash

236K~No Input
Akuma
akuma_236k_no_input

236K~No Input

Demon Low Slash
SF6 Akuma 236k no input.png
SF6 Akuma 236k no input hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - L - -
Startup Active Recovery Total Hitstun Blockstun
53 4 19 71 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +54 KD +39 +2
Notes
Causes Akuma to auto-correct if Demon Raid crosses up
236KK~No Input
Akuma
akuma_236kk_no_input

236KK~No Input

Demon Low Slash
File:SF6 Akuma 236kk no input.png
File:SF6 Akuma 236kk no input hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - L - -
Startup Active Recovery Total Hitstun Blockstun
53 4 15 71 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +54 KD +39 +2
Notes
Causes Akuma to auto-correct if Demon Raid crosses up

Demon Guillotine

236K~P
Akuma
akuma_236k_p

236K~P

Demon Guillotine
SF6 Akuma 236k p.png
SF6 Akuma 236k p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1300 325 - H - -
Startup Active Recovery Total Hitstun Blockstun
16 (33) 7 9 31 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +38 (+41) +4(+7)
Notes
236KK~P
Akuma
akuma_236kk_p

236KK~P

Demon Guillotine
File:SF6 Akuma 236kk p.png
File:SF6 Akuma 236kk p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1300 325 - H - -
Startup Active Recovery Total Hitstun Blockstun
16 (31) 6 9 30 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +39 +5(+7)
Notes

Demon Blade Kick

236K~K
Akuma
akuma_236k_k

236K~K

Demon Blade Kick
SF6 Akuma 236k k.png
SF6 Akuma 236k k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 20% Starter; Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
13 (30) 11 9 32 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
0.5 [] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+5(+14) +1(+10) -4(+5)
Notes
Button strength determines angle (LK short, MK mid, HK far)
236KK~K
Akuma
akuma_236kk_k

236KK~K

Demon Blade Kick
File:SF6 Akuma 236kk k.png
File:SF6 Akuma 236kk k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 20% Starter; Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
13 (31) 10 9 31 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
0.5 [] () () -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
+5(+14) +1(+10) -4(+5)
Notes
Button strength determines angle (LK short, MK mid, HK far)

Demon Swoop

236K~[2]
Akuma
akuma_236k_2_hold

236K~[2]

Demon Swoop
SF6 Akuma 236k 2 hold.png
SF6 Akuma 236k 2 hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
45 45 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Useful for baiting opponent's Drive Impact or Parry
236KK~[2]
Akuma
akuma_236kk_2_hold

236KK~[2]

Demon Swoop
File:SF6 Akuma 236kk 2 hold.png
File:SF6 Akuma 236kk 2 hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
45 45 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Useful for baiting opponent's Drive Impact or Parry

Demon Gou Zanku

236KK~j.236P
Akuma
akuma_236kk_j236p

236KK~j.236P

Demon Gou Zanku
SF6 Akuma 236kk j236p.png
File:SF6 Akuma 236kk j236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x3 (900) 75x3 (225) - LH - -
Startup Active Recovery Total Hitstun Blockstun
16+6(21) - 9(2) land - - 29 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
[] () () 0.075
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - -
Punish Advantage Hit Advantage Block Advantage
KD +63(+74) varies
Notes
3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state

Demon Gou Rasen

236KK~j.214K
Akuma
akuma_236kk_j214k

236KK~j.214K

Demon Gou Rasen
SF6 Akuma 236kk j214k.png
File:SF6 Akuma 236kk j214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x4,500 (1300) - Combo (2 hits) - - -
Startup Active Recovery Total Hitstun Blockstun
16+5 2(2)3(2)3(1)3(1)2 10 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [] () - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
-
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 KD +50 -
Notes
Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch); cannot hit cross-up or grounded opponents

Ashura Senku

4KKK
Akuma
akuma_4kkk

4KKK

Ashura Senku (Backward)
SF6 Akuma 4kkk.png
SF6 Akuma 4kkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
49-50 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cannot be canceled into
6KKK
Akuma
akuma_6kkk

6KKK

Ashura Senku (Forward)
SF6 Akuma 6kkk.png
SF6 Akuma 6kkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - Sp* -
Startup Active Recovery Total Hitstun Blockstun
51-52 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cannot be canceled into; can pass through opponent

Oboro Throw

6KKK~LPLK
Akuma
akuma_6kkk_lplk

6KKK~LPLK

Oboro Throw
SF6 Akuma 6kkk lplk.pngSF6 Akuma 6kkk lplk 2.png
SF6 Akuma 6kkk lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2200 - - T - -
Startup Active Recovery Total Hitstun Blockstun
31 3 50 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [] () - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +20 HKD +20 -
Notes
Can be activated even after crossing through opponent

Super Arts

236236P
Akuma
akuma_236236p

236236P

Messatsu Gohado
SF6 Akuma 236236p.png
SF6 Akuma 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x4,600 (2200) 100x5 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
10 - 56 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- -10000 -10000 0.12
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +9 KD +9 -41
Notes
j.236236K
Akuma
akuma_j236236k

j.236236K

Tenma Gozanku
SF6 Akuma j236236k.png
SF6 Akuma j236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x5 (2000) 100x5 (500) 10% Starter; Combo (5% extra); 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
14 - 39 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- -10000 -10000 0.075
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Break
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
During Forward or Neutral Jump only; puts airborne opponents into limited juggle state
214214P
Akuma
akuma_214214p

214214P

Empyrean’s End
SF6 Akuma 214214p.png
SF6 Akuma 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2800 750 40% Starter; Combo (4 hits); 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
9 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Break
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 (HKD +97 Wallsplat) HKD +29 (HKD +97 Wallsplat) -35
Notes
Wallsplats opponent near the corner (can follow up with a juggle)
236236K
Akuma
akuma_236236k

236236K

Sip of Calamity
SF6 Akuma 236236k.png
SF6 Akuma 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
8(2) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Break
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD +18 -41
Notes
Cinematic time regenerates ~? Drive bars for Akuma
236236K (CA)
Akuma
akuma_236236k(ca)

236236K

Sip of Calamity (CA)
SF6 Akuma 236236k ca.png
SF6 Akuma 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
8(2) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Break
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD +18 -41
Notes
Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma
LP~LP~6LK~HP (CA)
Akuma
akuma_lp_lp_6lk_hp(ca)

LP~LP~6LK~HP

Shun Goku Satsu (CA)
SF6 Akuma lp lp 6lk hp(ca).png
SF6 Akuma lp lp 6lk hp(ca) hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4700 - 50% Minimum; 10% Immediate (Sp) T - -
Startup Active Recovery Total Hitstun Blockstun
6+0 23 57 84 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 20000 - -30000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
Break
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD + 18 -
Notes
Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze

Hidden Arts

Double Zanku Hadoken

j.214PP
Akuma
akuma_j214pp

j.214PP

Double Zanku Hadoken
SF6 Akuma j214pp.png
SF6 Akuma j214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150x2 20% Starter; Combo (2 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
8(21) - 9(2) land - 28 each 26 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [3000] 2000x2 1000x2 (700x2) 500x2 (250x2) 0.04 (1st) / 0.055 (2nd)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 0 0,0 3,3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10~ - - - -
Punish Advantage Hit Advantage Block Advantage
varies varies varies
Notes
Shin Akuma only (Back Taunt~Down Taunt); forward Jump only on airborne frame 9-33; throws 2 consecutive 1-hit fireballs (2nd fireball travels faster and farther); dissipates if Akuma is hit; fireballs travel downward at ~45 degree angle; on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately +5 oB vs. tall characters, +7 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land

Misogi

214214K
Akuma
akuma_214214k

214214K

Misogi
SF6 Akuma 214214k.png
SF6 Akuma 214214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2900 750 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
5(9~10) 7 88(85) 99(96) - 33(32)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break - - - 50
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-86(-85) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29(30) KD +25(26) -58(-57)
Notes
Shin Akuma only (Back Taunt~Down Taunt); teleports above opponent from anywhere on screen; 3f less recovery on whiff or Perfect Parry; startup is functionally 9f on grounded opponents (10f vs. standard-height crouchers); much less KD advantage and 2f more recovery vs. airborne opponents; cannot be canceled into from OD specials like other Level 2 Supers; cannot be beaten with anti-air invincibility since Akuma is fully invuln and technically never goes airborne

Kongou-Kokuretsuzan

22PPP
Akuma
akuma_22ppp

22PPP

Kongou-Kokuretsuzan
SF6 Akuma 22ppp.png
SF6 Akuma 22ppp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
330x8,360 (3000) 82x8,90 (746) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
8 30 41 78 - 32 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x8,1000 (5000) 1000x8,2000 (10000) - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break - 1 0 99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-62 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -39
Notes
Shin Akuma only (Back Taunt~Down Taunt); 9-hit Super projectile with a massive vertical hitbox; cannot be canceled into from OD specials like other Level 2 Supers; puts opponent into limited juggle state (but very difficult to launch high enough for a follow-up)

Taunts

5PPPKKK
Akuma
akuma_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Akuma 5pppkkk.png
SF6 Akuma 5pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
433 (total) - - 433 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Witness the abyss before you."
6PPPKKK
Akuma
akuma_6pppkkk

6PPPKKK

Forward Taunt
SF6 Akuma 6pppkkk.png
SF6 Akuma 6pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
570(514) (total) - - 570(514) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Fullscreen proximity guard box on frames 107-570 (prevents opponent from walking back); "Are you prepared to tread down this path? If you are afraid... run."; "Hmph... you are a disgrace." (after opponent switches sides, resulting in shorter taunt animation)
4PPPKKK
Akuma
akuma_4pppkkk

4PPPKKK

Back Taunt
SF6 Akuma 4pppkkk.png
SF6 Akuma 4pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
765 (total) - - 765 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You have piqued my interest. Attack if you dare." "How disappointing." (if no attack); inputting a Down Taunt (2PPPKKK) on frames 592-628 causes Akuma to pull out a rice ball (gains 3 bars of Super meter and becomes Shin Akuma if fully consumed)
4PPPKKK~2PPPKKK
Akuma
akuma_4pppkkk_2pppkkk

4PPPKKK~2PPPKKK

Back~Down Taunt
SF6 Akuma 4pppkkk 2pppkkk.png
SF6 Akuma 4pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
1604 - 186 1790 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - 5000x2,10000x2 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Inputting a Down Taunt on frames 592-628 of Back Taunt causes Akuma to pull out a rice ball; while eating, Akuma gains Super meter on each bite (1/2 bar on frames 931 and 1129, then 1 bar on frames 1353 and 1604); becomes Shin Akuma on frame 1604 (gains access to Hidden Arts: Double Zanku Hadoken, Misogi, and Kongou-Kokuretsuzan); if Akuma is hit before frame 1604, he does not become Shin Akuma
2PPPKKK
Akuma
akuma_2pppkkk

2PPPKKK

Down Taunt
SF6 Akuma 2pppkkk.png
SF6 Akuma 2pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
123 (total) - - 123 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"滅 (Metsu!)"



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu