Street Fighter 6/Akuma/Data: Difference between revisions

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(finished airborne/invuln)
 
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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|-8}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+4}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|M|-1}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+8}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+3}}
| hitstun      =  
| hitstun      = 14
| blockstun    =  
| blockstun    = 9
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  = 500
| driveDmgHit  = []
| driveDmgHit  = [2000]
| driveGain    =  
| driveGain    = 250
| superGainHit  = ()
| superGainHit  = 300 (210)
| superGainBlk  = ()
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Chains into 5LP/2LP/2LK
}}
}}


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|-13}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+9}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+6}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+8}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|VP|+5}}
| hitstun      =  
| hitstun      = 19
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 3000
| driveDmgHit  = []
| driveDmgHit  = [4000]
| driveGain    =  
| driveGain    = 1500
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit
}}
}}


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|-21}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+14}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+8}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+7}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+1}}
| hitstun      =  
| hitstun      = 26
| blockstun    =  
| blockstun    = 20
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  = 5000
| driveDmgHit  = []
| driveDmgHit  = [8000]
| driveGain    =  
| driveGain    = 2000
| superGainHit  = ()
| superGainHit  = 1000 (700)
| superGainBlk  = ()
| superGainBlk  = 500 (250)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Long-range hitconfirmable poke with a great hitbox
}}
}}


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|-12}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+4}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|M|-2}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+6}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|E|0}}
| hitstun      =  
| hitstun      = 16
| blockstun    =  
| blockstun    = 10
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  = 500
| driveDmgHit  = []
| driveDmgHit  = [2000]
| driveGain    =  
| driveGain    = 250
| superGainHit  = ()
| superGainHit  = 300 (210)
| superGainBlk  = ()
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Good range for a light normal; useful in light confirms, punishes, and neutral buffers
}}
}}


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|-18}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+13}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+7}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+7}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+1}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 17
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 4000
| driveDmgHit  = []
| driveDmgHit  = [6000]
| driveGain    =  
| driveGain    = 2000
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Forces stand
| notes        = Forces stand (important for 214LK in combos and whiff punishes); high active frame count and good hitbox for counterpoking and for meaty pressure; 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(24)
| active        = 3(8)4
| active        = 3(8)4
| recovery      = 15(16)
| recovery      = 15(16)
| 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}}{{sf6-adv|VM|(-13)}}
| blockAdv      = {{sf6-adv||}}
| punishAdv    = {{sf6-adv|VP|+11}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|-17(-29)}}
| perfParryAdv  = {{sf6-adv|VM|}}
| afterDRHit    = {{sf6-adv|VP|+11}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRBlk   = {{sf6-adv|VP|+7}}{{sf6-adv|VM|(-9)}}
| DRcancelBlk  = {{sf6-adv||}}
| hitstun      = 37(26)
| afterDRHit   = {{sf6-adv||}}
| blockstun    = 33(22)
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 8(10),13
| hitstun      =  
| driveDmgBlk  = 3000x2
| blockstun    =  
| driveDmgHit  = [5000x2]
| hitstop      =  
| driveGain    = 1500x2
| driveDmgBlk  =  
| superGainHit  = 500x2 (350x2)
| driveDmgHit  = []
| superGainBlk  = 250x2 (125x2)
| driveGain    =  
| jugStart      = 1
| superGainHit  = ()
| jugIncrease  = 1,1
| superGainBlk  = ()
| jugLimit      = 0,1
| jugStart      =  
| notes        = 2 hits; 1st hit forces stand (important for combos); 2nd hit whiffs on crouch blocking opponents (if 1st hit is stand blocked, both hits will connect); 1f extra recovery when 2nd hit whiffs; Counter-hit/Punish Counter advantage carries through both hits; great punish starter since scaling doesn't apply; both hits put airborne opponents into limited juggle state
| jugIncrease  =  
| jugLimit      =  
| notes        = 2 hits; 1st hit forces stand; 2nd hit whiffs on crouch blocking opponents; 1f extra recovery when 2nd hit whiffs
}}
}}


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|-9}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+5}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|M|-1}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+9}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+3}}
| hitstun      =  
| hitstun      = 16
| blockstun    =  
| blockstun    = 10
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  = 500
| driveDmgHit  = []
| driveDmgHit  = [2000]
| driveGain    =  
| driveGain    = 250
| superGainHit  = ()
| superGainHit  = 300 (210)
| superGainBlk  = ()
| superGainBlk  = 150 (75)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link
}}
}}


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|-15}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+13}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+6}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+10}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+3}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 3000
| driveDmgHit  = []
| driveDmgHit  = [4000]
| driveGain    =  
| driveGain    = 1500
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP)
}}
}}


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|-25}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+17}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+9}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+4}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|VM|-4}}
| hitstun      =  
| hitstun      = 27
| blockstun    =  
| blockstun    = 19
| hitstop      =  
| hitstop      = 13
| driveDmgBlk  =  
| driveDmgBlk  = 6000
| driveDmgHit  = []
| driveDmgHit  = [8000]
| driveGain    =  
| driveGain    = 3000
| superGainHit  = ()
| superGainHit  = 1000 (700)
| superGainBlk  = ()
| superGainBlk  = 500 (250)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        = Forces stand
| notes        = Forces stand (important combo/punish tool for 214LK); head/arm hurtbox is anti-air invuln while active on frames 8-15; good anti-air for vertical approaches but cannot hit cross-up (anti-air hitbox takes ~11f to come out, making it slower than average); only cancelable on active frames 1-3
}}
}}


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|-10}}
| perfParryAdv  = {{sf6-adv|VM|}}
| afterDRHit    = {{sf6-adv|VP|+7}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+1}}
| DRcancelBlk  = {{sf6-adv||}}
| hitstun      = 15
| afterDRHit    = {{sf6-adv||}}
| blockstun    = 9
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 9
| hitstun      =  
| driveDmgBlk  = 500
| blockstun    =  
| driveDmgHit  = [2000]
| hitstop      =  
| driveGain    = 250
| driveDmgBlk  =  
| superGainHit  = 300 (210)
| driveDmgHit  = []
| superGainBlk  = 150 (75)
| driveGain    =  
| jugStart      = 1
| superGainHit  = ()
| jugIncrease  = 1
| superGainBlk  = ()
| jugLimit      = 0
| jugStart      =  
| notes        = Chains into 5LP/2LP/2LK
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


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|-20}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = {{sf6-adv|VP|+11}}
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+4}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+5}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|M|-2}}
| hitstun      =  
| hitstun      = 23
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 9
| driveDmgBlk  =  
| driveDmgBlk  = 2000
| driveDmgHit  = []
| driveDmgHit  = [4000]
| driveGain    =  
| driveGain    = 1000
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 1
| jugLimit      =  
| jugLimit      = 0
| notes        =  
| notes        = Range: 1.473; extends a wide hurtbox 3f before startup and during recovery
}}
}}


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        = HKD +32
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-12}}
| blockAdv      = {{sf6-adv|VM|-12}}
| punishAdv    = {{sf6-adv|VP|}}
| punishAdv    = HKD +47
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|-28}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRHit    = HKD +32
| DRcancelBlk  = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|VM|-8}}
| afterDRHit    = {{sf6-adv||}}
| blockstun    = 18
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 13
| hitstun      =
| driveDmgBlk  = 4000
| blockstun    =  
| driveDmgHit  = [10000]
| hitstop      =  
| driveGain    = 3000
| driveDmgBlk  =  
| superGainHit  = 1000 (700)
| driveDmgHit  = []
| superGainBlk  = 500 (250)
| driveGain    =  
| jugStart      = 1
| superGainHit  = ()
| jugIncrease  = 1
| superGainBlk  = ()
| jugLimit      = 2
| jugStart      =  
| notes        = 6f extra recovery on block; good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); can set up auto-timed safe jumps when juggled into (like after 214LK); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing)
| jugIncrease  =  
| jugLimit      =  
| notes        = 6f extra recovery on block; incurs 29f fixed recovery on block regardless of which active frame connects
}}
}}


Line 529: Line 513:
| active        = 10
| active        = 10
| recovery      = 3 land
| recovery      = 3 land
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+4(+9)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|E|0}}{{sf6-adv|VP|(+5)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| punishAdv    = ~{{sf6-adv|VP|+8(+13)}}
| hitstun      =  
| perfParryAdv  = ~{{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}}
| blockstun    =  
| hitstun      = 13
| hitstop      =  
| blockstun    = 9
| driveDmgBlk  =  
| hitstop      = 9
| driveDmgHit  = []
| driveDmgBlk  = 1500
| driveGain    =  
| driveDmgHit  = [2000]
| superGainHit  = ()
| driveGain    = 500
| superGainBlk  = ()
| superGainHit  = 300 (210)
| jugStart      =  
| superGainBlk  = 150 (75)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 1
| notes        =  
| jugLimit      = 0
| notes        = Fast air-to-air; can be used as a fuzzy instant overhead
}}
}}


Line 559: Line 543:
| active        = 4
| active        = 4
| recovery      = 3 land
| recovery      = 3 land
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = Sp SA1
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+9(+11)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+5(+7)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| punishAdv    = ~{{sf6-adv|VP|+13(+15)}}
| hitstun      =  
| perfParryAdv  = ~{{sf6-adv|VM|-4}}{{sf6-adv|M|(-2)}}
| blockstun    =  
| hitstun      = 15
| hitstop      =  
| blockstun    = 11
| driveDmgBlk  =  
| hitstop      = 11
| driveDmgHit  = []
| driveDmgBlk  = 2500
| driveGain    =  
| driveDmgHit  = [4000]
| superGainHit  = ()
| driveGain    = 1000
| superGainBlk  = ()
| superGainHit  = 500 (350)
| jugStart      =  
| superGainBlk  = 250 (125)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 1
| notes        =  
| jugLimit      = 0
| notes        = Puts airborne opponents into limited juggle state but no juggle potential on its own; lenient cancel window to juggle into j.214K/j.236P/Air SA1
}}
}}


Line 589: Line 573:
| active        = 6
| active        = 6
| recovery      = 3 land
| recovery      = 3 land
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+8(+15)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+4(+11)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| punishAdv    = ~{{sf6-adv|VP|+12(+19)}}
| hitstun      =  
| perfParryAdv  = ~{{sf6-adv|VM|-9}}{{sf6-adv|M|(-2)}}
| blockstun    =  
| hitstun      = 19
| hitstop      =  
| blockstun    = 15
| driveDmgBlk  =  
| hitstop      = 13
| driveDmgHit  = []
| driveDmgBlk  = 4000
| driveGain    =  
| driveDmgHit  = [5000]
| superGainHit  = ()
| driveGain    = 2000
| superGainBlk  = ()
| superGainHit  = 1000 (700)
| jugStart      =  
| superGainBlk  = 500 (250)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 0
| notes        =  
| jugLimit      = 0
| notes        = Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for air approaches
}}
}}


Line 619: Line 603:
| active        = 10
| active        = 10
| recovery      = 3 land
| recovery      = 3 land
| 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}}
| punishAdv    = ~{{sf6-adv|VP|+9(+14)}}
| hitstun      =  
| perfParryAdv  = ~{{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}}
| blockstun    =  
| hitstun      = 14
| hitstop      =  
| blockstun    = 10
| driveDmgBlk  =  
| hitstop      = 9
| driveDmgHit  = []
| driveDmgBlk  = 1500
| driveGain    =  
| driveDmgHit  = [2000]
| superGainHit  = ()
| driveGain    = 500
| superGainBlk  = ()
| superGainHit  = 300 (210)
| jugStart      =  
| superGainBlk  = 150 (75)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 1
| notes        =  
| jugLimit      = 0
| notes        = Cross-up
}}
}}


Line 649: Line 633:
| active        = 6
| active        = 6
| recovery      = 3 land
| recovery      = 3 land
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+8(+13)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+4(+9)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| punishAdv    = ~{{sf6-adv|VP|+12(+17)}}
| hitstun      =  
| perfParryAdv  = ~{{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}}
| blockstun    =  
| hitstun      = 17
| hitstop      =  
| blockstun    = 13
| driveDmgBlk  =  
| hitstop      = 11
| driveDmgHit  = []
| driveDmgBlk  = 2500
| driveGain    =  
| driveDmgHit  = [4000]
| superGainHit  = ()
| driveGain    = 1000
| superGainBlk  = ()
| superGainHit  = 500 (350)
| jugStart      =  
| superGainBlk  = 250 (125)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 1
| notes        =  
| jugLimit      = 0
| notes        = Cross-up; shifts Akuma's hurtbox upward during startup
}}
}}


Line 679: Line 663:
| active        = 6
| active        = 6
| recovery      = 3 land
| recovery      = 3 land
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = ~{{sf6-adv|VP|+9(+15)}}
| blockAdv      = -
| blockAdv      = ~{{sf6-adv|VP|+5(+11)}}
| perfParryAdv  = ~{{sf6-adv|M|-2}}
| punishAdv    = ~{{sf6-adv|VP|+13(+19)}}
| hitstun      =  
| perfParryAdv  = ~{{sf6-adv|VM|-8}}{{sf6-adv|M|(-2)}}
| blockstun    =  
| hitstun      = 19
| hitstop      =  
| blockstun    = 15
| driveDmgBlk  =  
| hitstop      = 13
| driveDmgHit  = []
| driveDmgBlk  = 4000
| driveGain    =  
| driveDmgHit  = [5000]
| superGainHit  = ()
| driveGain    = 2000
| superGainBlk  = ()
| superGainHit  = 1000 (700)
| jugStart      =  
| superGainBlk  = 500 (250)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 0
| notes        =  
| jugLimit      = 0
| notes        = Most horizontal range of Akuma's air normals
}}
}}


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|-21(-19)}}
| perfParryAdv  = {{sf6-adv|VM|}}
| afterDRHit    = {{sf6-adv|VP|+7}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+3}}
| DRcancelBlk  = {{sf6-adv||}}
| hitstun      = 26(24)
| afterDRHit    = {{sf6-adv||}}
| blockstun    = 22(20)
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 8,12
| hitstun      =  
| driveDmgBlk  = 1250x2
| blockstun    =  
| driveDmgHit  = [2500x2]
| hitstop      =  
| driveGain    = 750x2
| driveDmgBlk  =  
| superGainHit  = 250x2 (175x2)
| driveDmgHit  = []
| superGainBlk  = 125x2 (62x2)
| driveGain    =  
| jugStart      = 1
| superGainHit  = ()
| jugIncrease  = 1,1
| superGainBlk  = ()
| jugLimit      = 0,0
| jugStart      =  
| notes        = 2-hits; fast overhead with excellent reward (5MK) when used out of Drive Rush; if blocked, gets strong frame traps but is out of throw range
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


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(18)
| total        =  
| total        = 27(30)
| 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|-19}}
| perfParryAdv  = {{sf6-adv|VM|}}
| afterDRHit    = {{sf6-adv|VP|+9}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|E|0}}
| DRcancelBlk  = {{sf6-adv||}}
| hitstun      = 23
| afterDRHit    = {{sf6-adv||}}
| blockstun    = 17
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 11
| hitstun      =  
| driveDmgBlk  = 4000
| blockstun    =  
| driveDmgHit  = [6000]
| hitstop      =  
| driveGain    = 2000
| driveDmgBlk  =  
| superGainHit  = 500 (350)
| driveDmgHit  = []
| superGainBlk  = 250 (125)
| driveGain    =  
| jugStart      = 1
| superGainHit  = ()
| jugIncrease  = 1
| superGainBlk  = ()
| jugLimit      = 0
| jugStart      =  
| notes        = 3f extra recovery on whiff/block; long-range poke with great hitbox priority; good whiff punish tool that allows a link to 2HK from closer ranges, or into SA2 from around Akuma's 2MK range; safe from all reversal 4f normal even at point blank (except Zangief 2LK, which gets no follow-up)
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


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|+8}}
| perfParryAdv  = {{sf6-adv|VM|}}
| perfParryAdv  = {{sf6-adv|VM|-22}}
| DRcancelHit  = {{sf6-adv||}}
| afterDRHit    = {{sf6-adv|VP|+8}}
| DRcancelBlk  = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|P|+1}}
| afterDRHit    = {{sf6-adv||}}
| hitstun      = 28
| afterDRBlk    = {{sf6-adv||}}
| blockstun    = 21
| hitstun      =  
| hitstop      = 13
| blockstun    =  
| driveDmgBlk  = 5000
| hitstop      =  
| driveDmgHit  = [8000]
| driveDmgBlk  =  
| driveGain    = 2000
| driveDmgHit  = []
| superGainHit  = 1000 (700)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| jugStart      = 1
| superGainBlk  = ()
| jugIncrease  = 1
| jugStart      =  
| jugLimit      = 0
| jugIncrease  =  
| notes        = Solid poke with easy hitconfirm timing; TC follow-up is always a true blockstring even at max delay; more damaging than 5HK when used mid-combo due to lack of damage scaling; useful out of Drive Rush for long-range oki (e.g. after midscreen throw)
| jugLimit      =  
| notes        =  
}}
}}


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|-30}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelHit  = KD +69
| DRcancelBlk  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+7}}
| afterDRHit    = {{sf6-adv||}}
| afterDRHit    = KD +47 {{sf6-adv|VP|Free Juggle}}
| afterDRBlk    = {{sf6-adv||}}
| afterDRBlk    = {{sf6-adv|VM|-11}}
| hitstun      =
| blockstun    = 17
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  = 5000
| driveDmgBlk  =  
| driveDmgHit  = [5000]
| driveDmgHit  = []
| driveGain    = 2000
| driveGain    =  
| superGainHit  = 1000 (700)
| superGainHit  = ()
| superGainBlk  = 500 (250)
| superGainBlk  = ()
| jugStart      = 1
| jugStart      =  
| jugIncrease  = 1
| jugIncrease  =  
| jugLimit      = 0
| jugLimit      =  
| notes        = Puts opponents into limited juggle state (free juggle if used out of Drive Rush); upper body and kicking leg is anti-air invuln while active (frames 12-16); unreliable anti-air due to slow startup and extended vertical hurtbox before the invuln starts; being a cancelable launcher allows Akuma to juggle into Demon Raid follow-ups or charged fireballs
| notes        =  
}}
}}


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        = until land
| total        =
| recovery      = 7(13) land
| guard        =  
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+11)}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-4}}{{sf6-adv|VP|(+6)}}
| perfParryAdv  =  
| punishAdv    = {{sf6-adv|VP|+5(+15)}}
| hitstun      =  
| perfParryAdv  = {{sf6-adv|VM|-16(-6)}}
| blockstun    =  
| hitstun      = 19
| hitstop      =  
| blockstun    = 14
| driveDmgBlk  =  
| hitstop      = 13
| driveDmgHit  = []
| driveDmgBlk  = 4000
| driveGain    =  
| driveDmgHit  = [5000]
| superGainHit  = ()
| driveGain    = 2000
| superGainBlk  = ()
| superGainHit  = 1000 (700)
| jugStart      =  
| superGainBlk  = 500 (250)
| jugIncrease  =  
| jugStart      = 1
| jugLimit      =  
| jugIncrease  = 0
| notes        = Forward Jump only
| jugLimit      = 1
| notes        = Forward Jump only; 6f extra landing recovery on whiff; great tool for mixing up jump timings, especially against characters that rely on non-invincible anti-airs; much stronger hurtbox compared to other divekicks; cannot hit cross-up; all landing recovery after the first 2 frames has a crouch-sized hurtbox, and the final recovery frame is in a crouching state
}}
}}


Line 885: Line 858:
| 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|P|+3}}
| perfParryAdv  = {{sf6-adv|VM|}}
| DRcancelHit  = {{sf6-adv|VP|+13}}
| DRcancelHit  = {{sf6-adv||}}
| DRcancelBlk  = {{sf6-adv|VP|+8}}
| DRcancelBlk  = {{sf6-adv||}}
| hitstun      = 23
| afterDRHit    = {{sf6-adv||}}
| blockstun    = 18
| afterDRBlk    = {{sf6-adv||}}
| hitstop      = 13
| hitstun      =  
| driveDmgBlk  = 2000
| blockstun    =  
| driveDmgHit  = [4000]
| hitstop      =  
| driveGain    = 1500
| driveDmgBlk  =  
| superGainHit  = 500 (350)
| driveDmgHit  = []
| superGainBlk  = 250 (125)
| driveGain    =  
| jugStart      = 1
| superGainHit  = ()
| jugIncrease  = 1
| superGainBlk  = ()
| jugLimit      = 1
| jugStart      =  
| notes        = Important combo/hitconfirm tool
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 922: Line 892:
| 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|+5}}
| punishAdv    = {{sf6-adv|VP|}}
| perfParryAdv  = {{sf6-adv|VM|-21}}
| perfParryAdv  = {{sf6-adv|VM|}}
| hitstun      = 24
| DRcancelHit  = {{sf6-adv||}}
| blockstun    = 20
| DRcancelBlk  = {{sf6-adv||}}
| hitstop      = 12
| afterDRHit    = {{sf6-adv||}}
| driveDmgBlk  = 4000
| afterDRBlk    = {{sf6-adv||}}
| driveDmgHit  = [5000]
| hitstun      =  
| driveGain    = 2000
| blockstun    =  
| superGainHit  = 1000 (700)
| hitstop      =  
| superGainBlk  = 500 (250)
| driveDmgBlk  =  
| jugStart      = 1
| driveDmgHit  = []
| jugIncrease  = 3
| driveGain    =  
| jugLimit      = 3
| superGainHit  = ()
| notes        = Safe overhead Target Combo that's great for chipping Drive gauge; puts airborne opponents into limited juggle OTG state (can be used in juggles where 5MK connects, like wallsplat or DR~5MK routes); 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 making it very difficult to hitconfirm
| superGainBlk  = ()
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 959: Line 924:
| 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      = 10
| startup      = 10
| active        =  
| active        = 3
| recovery      =  
| recovery      = 21(24)
| total        =  
| total        = 33(36)
| 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    = KD +39
| perfParryAdv  = {{sf6-adv|VM|}}
| blockstun    = 17
| DRcancelHit  = {{sf6-adv||}}
| hitstop      = 10
| DRcancelBlk  = {{sf6-adv||}}
| driveDmgBlk  = 5000
| afterDRHit    = {{sf6-adv||}}
| driveDmgHit  = [8000]
| afterDRBlk    = {{sf6-adv||}}
| driveGain    = 2000
| hitstun      =
| superGainHit  = 1000 (700)
| blockstun    =  
| superGainBlk  = 500 (250)
| hitstop      =  
| jugStart      = 1
| driveDmgBlk  =  
| jugIncrease  = 1
| driveDmgHit  = []
| jugLimit      = 1
| driveGain    =  
| notes        = 3f extra recovery on block; always a true blockstring even at max delay; puts opponent into limited juggle state; can finish with HK ender midscreen or 623MP in the corner; stronger extensions possible on a higher juggle (like Wallsplat into 2HK or any Super); easily hitconfirmable combo extension
| superGainHit  = ()
| superGainBlk  = ()
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 996: Line 954:
| 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        = 3
| recovery      =  
| recovery      = 24
| total        =  
| total        = 35
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +35
| hitAdv        = {{sf6-adv||}}
| blockAdv      = {{sf6-adv|VM|-13}}
| blockAdv      = {{sf6-adv||}}
| blockstun    = 13
| punishAdv    = {{sf6-adv|VP|}}
| hitstop      = 13
| perfParryAdv  = {{sf6-adv|VM|}}
| driveDmgBlk  = 2000
| DRcancelHit  = {{sf6-adv||}}
| driveGain    = 2500
| DRcancelBlk  = {{sf6-adv||}}
| superGainHit  = 1000 (700)
| afterDRHit    = {{sf6-adv||}}
| superGainBlk  = 500 (250)
| afterDRBlk    = {{sf6-adv||}}
| jugStart      = 1
| hitstun      =
| jugIncrease  = 0
| blockstun    =  
| jugLimit      = 2
| hitstop      =  
| notes        = () refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay; puts opponent into limited juggle state; useful midscreen ender (623MP is stronger after a corner 6HP~6HP launch)
| driveDmgBlk  =  
| driveDmgHit  = []
| driveGain    =  
| superGainHit  = ()
| superGainBlk  = ()
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 1,042: Line 990:
| 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
| superGainHit  = 2000(1400) [4000(2800)]
| superGainHit  = 2000(1400) [4000(2800)]
| notes        =  
| notes        = Can walk or Dash + walk for manually-timed corner throw loop; immediate TK Air Fireball can stuff some wakeup reversals and leave Akuma plus on block; midscreen, cannot get strike/throw mixup but can Drive Rush into delayed 6HP to beat wakeup 4f normals (+1 oB)
}}
}}


Line 1,065: Line 1,013:
| 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
| superGainHit  = 2000(1400) [4000(2800)]
| superGainHit  = 2000(1400) [4000(2800)]
| notes        =  
| notes        = Side switches; can walk for pseudo-throw loop after throwing opponent into corner (loses to reversal 4f normals); can use immediate DR~5MP for stronger oki (but loses to invincible reversals on reaction); immediate 6HP hits meaty, becoming +6/-1 with a link to 2MP on hit or 2HP on Counter-hit
}}
}}


Line 1,126: Line 1,074:
| 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
| armor        = Break
| armor        = Break
| jugStart      =  
| jugStart      = 200
| jugIncrease  =  
| jugIncrease  = 100
| jugLimit      =  
| jugLimit      = 1
| notes        = 18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
| notes        = 18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]].
}}
}}
Line 1,168: Line 1,116:
| active        = 45(46)
| active        = 45(46)
| recovery      = 24(23)
| recovery      = 24(23)
| total        = -
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
Line 1,174: Line 1,121:
| 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 1,132:
| 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 1,166:
| 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        =  
}}
}}


Line 1,261: Line 1,200:
| 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        =  
}}
}}


Line 1,299: Line 1,234:
| 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        =  
}}
}}


==== Gou Hadoken Lv.2 ====
==== Charged Gou Hadoken ====
===== 236{LP} =====
===== 236{P} =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236lp_partial_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236p_partial_hold | moveType = Special
| input        = 236{LP}
| input        = 236{P}
| name          = Gou Hadoken Lv.2
| name          = Gou Hadoken Lv.2
| images        = SF6_Akuma_236lp_partial_hold.png
| images        = SF6_Akuma_236p_partial_hold.png
| hitboxes      = SF6_Akuma_236lp_partial_hold_hitbox.png
| hitboxes      = SF6_Akuma_236p_partial_hold_hitbox.png
| damage        =  
| damage        = 400,600
| chip          =  
| chip          = 100,150
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = (25~48)+6
| active        =  
| active        = -
| recovery      =  
| recovery      = 29
| total        =  
| total        = 60~83
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15
| 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    = 500x2
| driveGain    =  
| superGainHit  = 300x2 (210x2)
| superGainHit  = ()
| superGainBlk  = 150x2 (75x2)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 0,2
| armor        =
| jugLimit      = 1,6
| airborne      =
| projSpeed    = LP 0.07 / MP 0.085 / HP 0.105
| jugStart      =  
| 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~
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


===== 236{MP} =====
===== 236[P] =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236mp_partial_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236p_hold | moveType = Special
| input        = 236{MP}
| input        = 236[P]
| name          = Gou Hadoken Lv.2
| images        = SF6_Akuma_236mp_partial_hold.png
| hitboxes      = SF6_Akuma_236mp_partial_hold_hitbox.png
| damage        =
| chip          =
| dmgScaling    =
| startup      =
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        =
| hitconfirm    =
| hitAdv        =
| blockAdv      =
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =
}}
 
===== 236{HP} =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236hp_partial_hold | moveType = Special
| input        = 236{HP}
| name          = Gou Hadoken Lv.2
| images        = SF6_Akuma_236hp_partial_hold.png
| hitboxes      = SF6_Akuma_236hp_partial_hold_hitbox.png
| damage        =
| chip          =
| dmgScaling    =
| startup      =
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        =
| hitconfirm    =
| hitAdv        =
| blockAdv      =
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =
}}
 
===== 236{PP} =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp_partial_hold | moveType = Special
| input        = 236{PP}
| name          = Gou Hadoken Lv.2
| images        = SF6_Akuma_236pp_partial_hold.png
| hitboxes      = SF6_Akuma_236pp_partial_hold_hitbox.png
| damage        =
| chip          =
| dmgScaling    =
| startup      =
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        =
| hitconfirm    =
| hitAdv        =
| blockAdv      =
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    = -20000
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =
}}
 
==== Gou Hadoken Lv.3 ====
===== 236[LP] =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236lp_hold | moveType = Special
| input        = 236[LP]
| name          = Gou Hadoken Lv.3
| name          = Gou Hadoken Lv.3
| images        = SF6_Akuma_236lp_hold.png
| images        = SF6_Akuma_236p_hold.png
| hitboxes      = SF6_Akuma_236lp_hold_hitbox.png
| hitboxes      = SF6_Akuma_236p_hold_hitbox.png
| damage        =  
| damage        = 300x2,600 (1200)
| chip          =  
| chip          = 75x2,150 (300)
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = 56
| active        =  
| active        = -
| recovery      =  
| recovery      = 28
| total        =  
| total        = 84
| 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] =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236mp_hold | moveType = Special
| input        = 236[MP]
| name          = Gou Hadoken Lv.3
| images        = SF6_Akuma_236mp_hold.png
| hitboxes      = SF6_Akuma_236mp_hold_hitbox.png
| damage        =
| chip          =
| dmgScaling    =
| startup      =
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        =
| hitconfirm    =
| hitAdv        =
| blockAdv      =
| punishAdv    =  
| perfParryAdv  =  
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        =
}}
 
===== 236[HP] =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236hp_hold | moveType = Special
| input        = 236[HP]
| name          = Gou Hadoken Lv.3
| images        = SF6_Akuma_236hp_hold.png
| hitboxes      = SF6_Akuma_236hp_hold_hitbox.png
| damage        =
| chip          =
| dmgScaling    =
| startup      =
| active        =
| recovery      =
| total        =
| guard        = LH
| cancel        =
| hitconfirm    =
| hitAdv        =
| blockAdv      =
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =  
| hitstop      =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveGain    =  
| superGainHit  = ()
| superGainBlk  = ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


Line 1,602: Line 1,334:
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp_hold | moveType = Special
{{FrameData-SF6 | chara = Akuma | moveId = akuma_236pp_hold | moveType = Special
| input        = 236[PP]
| input        = 236[PP]
| name          = Gou Hadoken Lv.3
| name          = OD Gou Hadoken Lv.2
| images        = SF6_Akuma_236pp_hold.png
| images        = SF6_Akuma_236pp_hold.png
| hitboxes      = SF6_Akuma_236pp_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    = -20000
| superGainHit  = ()
| superGainHit  = 200x3 (140x3)
| superGainBlk  = ()
| superGainBlk  = 100x3 (50x3)
| invuln        =
| jugStart      = 1
| armor        =
| jugIncrease  = 0,0,2
| airborne      =
| jugLimit      = 1,1,6
| jugStart      =  
| projSpeed    = 0.145
| jugIncrease  =  
| 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~
| jugLimit      =  
| projSpeed    =  
| notes        =  
}}
}}


Line 1,644: Line 1,372:
| images        = SF6_Akuma_j236p.png
| images        = SF6_Akuma_j236p.png
| hitboxes      = SF6_Akuma_j236p_hitbox.png
| hitboxes      = SF6_Akuma_j236p_hitbox.png
| damage        =  
| damage        = 600
| chip          =  
| chip          = 150
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = 13
| active        =  
| active        = -
| recovery      = ? land
| 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        = Forward Jump only; disappears if Akuma is hit
}}
}}


Line 1,682: Line 1,406:
| images        = SF6_Akuma_j236pp.png
| images        = SF6_Akuma_j236pp.png
| hitboxes      = SF6_Akuma_j236pp_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      = ? land
| 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        = Forward/Neutral Jump only; 3 hits; disappears if Akuma is hit
}}
}}


Line 1,721: Line 1,439:
| images        = SF6_Akuma_623lp.png
| images        = SF6_Akuma_623lp.png
| hitboxes      = SF6_Akuma_623lp_hitbox.png
| hitboxes      = SF6_Akuma_623lp_hitbox.png
| damage        =  
| damage        = 1100(800)
| chip          =  
| chip          = 275
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 5
| 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      =  
| notes        =  
}}
}}


Line 1,758: Line 1,474:
| images        = SF6_Akuma_623mp.png
| images        = SF6_Akuma_623mp.png
| hitboxes      = SF6_Akuma_623mp_hitbox.png
| hitboxes      = SF6_Akuma_623mp_hitbox.png
| damage        =  
| damage        = 700,600 (1300)
| chip          =  
| chip          = 175,150 (325)
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 6
| 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      =  
| notes        =  
}}
}}


Line 1,795: Line 1,509:
| images        = SF6_Akuma_623hp.png
| images        = SF6_Akuma_623hp.png
| hitboxes      = SF6_Akuma_623hp_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      = 7
| 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      =  
| notes        =  
}}
}}


Line 1,832: Line 1,544:
| images        = SF6_Akuma_623pp.png
| images        = SF6_Akuma_623pp.png
| hitboxes      = SF6_Akuma_623pp_hitbox.png
| hitboxes      = SF6_Akuma_623pp_hitbox.png
| damage        =  
| damage        = 300x3,1000 (1900)
| chip          =  
| chip          = 75x2~3 (225/150)
| dmgScaling    =
| startup      = 6
| startup      = 6
| active        =  
| active        = 2,2,7
| recovery      =  
| recovery      = 37+15 land
| total        =  
| total        = 68
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +14
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-39(-41)}}
| blockAdv      =  
| punishAdv    = KD +14
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-61}}
| perfParryAdv  =  
| blockstun    = 24(22) total
| hitstun      =
| hitstop      = 11,4,10
| blockstun    =  
| driveDmgBlk  = 2500,1250,(1250)
| hitstop      =  
| driveDmgBlk  =  
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  = ()
| superGainHit  = 200x5 (140x5)
| superGainBlk  = ()
| superGainBlk  = 100x2~3 (50x2~3)
| invuln        =  
| invuln        = 1-8 Full
| armor        =
| airborne      = 8-53 (FKD)
| airborne      =  
| jugStart      = 1(23)
| jugStart      =  
| jugIncrease  = 1,1,1,10,10
| jugIncrease  =  
| jugLimit      = 7,8,9,50,50
| jugLimit      =  
| 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
| notes        =  
}}
}}


Line 1,870: Line 1,577:
| images        = SF6_Akuma_214lk.png
| images        = SF6_Akuma_214lk.png
| hitboxes      = SF6_Akuma_214lk_hitbox.png
| hitboxes      = SF6_Akuma_214lk_hitbox.png
| damage        =  
| damage        = 600
| chip          =  
| chip          = 150
| dmgScaling    =  
| dmgScaling    = Combo (2 hits)
| startup      = 12
| startup      = 12
| active        =  
| active        = 2
| recovery      =  
| recovery      = 14+7(13) land
| total        =  
| total        = 34(40)
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +50
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-13}}
| blockAdv      =  
| punishAdv    = KD +50
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-27}}
| perfParryAdv  =  
| blockstun    = 16
| hitstun      =
| hitstop      = 12
| blockstun    =  
| driveDmgBlk  = 4000
| hitstop      =  
| driveDmgHit  = [5000]
| driveDmgBlk  =  
| driveGain    = 2000
| driveDmgHit  = []
| superGainHit  = 1000 (700)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| airborne      = 5-27 (FKD)
| superGainBlk  = ()
| jugStart      = 2
| invuln        =
| jugIncrease  = 1
| armor        =
| jugLimit      = 0
| airborne      =  
| notes        = 6f extra recovery on block/whiff; whiffs on crouching opponents; puts opponent into limited juggle state
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        = Whiffs on crouching opponents; puts opponent into limited juggle state
}}
}}


Line 1,907: Line 1,610:
| images        = SF6_Akuma_214mk.png
| images        = SF6_Akuma_214mk.png
| hitboxes      = SF6_Akuma_214mk_hitbox.png
| hitboxes      = SF6_Akuma_214mk_hitbox.png
| damage        =  
| damage        = 500x2 (1000)
| chip          =  
| chip          = 125x2
| dmgScaling    =  
| dmgScaling    = Combo (2 hits)
| startup      = 11
| startup      = 11
| active        =  
| active        = 2(13)2
| recovery      =  
| recovery      = 11+20 land
| total        =  
| total        = 58
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +41(38)
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-13(-28)}}
| blockAdv      =  
| punishAdv    = KD +41(38)
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-31(-46)}}
| perfParryAdv  =  
| blockstun    = 20x2 (35 total)
| hitstun      =
| hitstop      = 8,15
| blockstun    =  
| driveDmgBlk  = 2500x2
| hitstop      =  
| driveDmgHit  = [5000]
| driveDmgBlk  =  
| driveGain    = 1000x2
| driveDmgHit  = []
| superGainHit  = 500x2 (350x2)
| driveGain    =  
| superGainBlk  = 250x2 (125x2)
| superGainHit  = ()
| invuln        = 8-38 Lower Body Projectile
| superGainBlk  = ()
| airborne      = 5-38 (FKD)
| invuln        =  
| jugStart      = 2
| armor        =
| jugIncrease  = 0,2
| airborne      =  
| jugLimit      = 5,5
| jugStart      =  
| notes        = Whiffs on crouching opponents; 2 hits; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block
| jugIncrease  =  
| jugLimit      =  
| notes        = Whiffs on crouching opponents; 2 hits
}}
}}


Line 1,944: Line 1,644:
| images        = SF6_Akuma_214hk.png
| images        = SF6_Akuma_214hk.png
| hitboxes      = SF6_Akuma_214hk_hitbox.png
| hitboxes      = SF6_Akuma_214hk_hitbox.png
| damage        =  
| damage        = 400,300x2,600 (1600)
| chip          =  
| chip          = 100
| dmgScaling    =
| startup      = 7
| startup      = 7
| active        =  
| active        = 3(6)3(9)3(18)3
| recovery      =  
| recovery      = 21+14(20) land
| total        =  
| total        = 86(92)
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +34
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-59}}
| blockAdv      =  
| punishAdv    = KD +34
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-78}}
| perfParryAdv  =  
| blockstun    = 21
| hitstun      =
| hitstop      = 10,3x2,12
| blockstun    =  
| driveDmgBlk  = 5000
| hitstop      =  
| driveDmgHit  = [1000x3,2000]
| driveDmgBlk  =  
| driveGain    = 500x4 (500)
| driveDmgHit  = []
| superGainHit  = 250x4 (175x4)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| airborne      = 8-72 (FKD)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 0,0,0,1
| armor        =
| jugLimit      = 5,5,5,8
| airborne      =  
| notes        = 6f extra recovery on block/whiff; can hit crouching opponents; upward angle
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        = Can hit crouching opponents; upward angle
}}
}}


Line 1,980: Line 1,675:
| name          = Tatsumaki Zanku-Kyaku
| name          = Tatsumaki Zanku-Kyaku
| images        = SF6_Akuma_214kk.png
| images        = SF6_Akuma_214kk.png
| hitboxes      = SF6_Akuma_214kk_hitbox.png
| hitboxes      = SF6_Akuma_214kk_hitbox.png, SF6_Akuma_214kk_2_hitbox.png
| damage        =  
| damage        = 200x3,100,300 (1000)
| chip          =  
| chip          = 50x2,(25,50,75) (100~250)
| dmgScaling    =
| startup      = 13
| startup      = 13
| active        =  
| active        = 2(4)2(4)2(3)2(4)2
| recovery      =  
| recovery      = 7+19 land
| total        =  
| total        = 63
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +46
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-17(-35)}}
| blockAdv      =  
| punishAdv    = KD +46
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-25(-49)}}
| perfParryAdv  =  
| blockstun    = 34 total
| hitstun      =
| hitstop      = 6,2,1,4,13
| blockstun    =  
| driveDmgBlk  = 800x5
| hitstop      =  
| driveDmgHit  = [1000x4,6000]
| driveDmgBlk  =  
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  = ()
| superGainHit  = 1000 (700)
| superGainBlk  = ()
| superGainBlk  = 100x2,80x2,100 (50x2,40x2,50)
| invuln        =
| airborne      = 5-44 (FKD)
| armor        =
| jugStart      = 3
| airborne      =  
| jugIncrease  = 1,1,0,0,1
| jugStart      =  
| jugLimit      = 10,11,12,13,14
| jugIncrease  =  
| notes        = Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage); puts opponent into limited juggle state
| jugLimit      =  
| notes        = Whiffs on crouching opponents; puts opponent into limited juggle state
}}
}}


Line 2,019: Line 1,709:
| images        = SF6_Akuma_j214k.png
| images        = SF6_Akuma_j214k.png
| hitboxes      = SF6_Akuma_j214k_hitbox.png
| hitboxes      = SF6_Akuma_j214k_hitbox.png
| damage        =  
| damage        = 900
| chip          =  
| chip          = 225
| dmgScaling    =  
| dmgScaling    = 30% Starter
| startup      = 11
| startup      = 11
| active        =  
| active        = 2(5)2(5)2
| recovery      =  
| recovery      = 16 land
| total        =
| guard        = LH
| guard        =  
| cancel        = -
| cancel        =  
| hitAdv        = KD +46(+52)
| hitconfirm    =
| blockAdv      = {{sf6-adv|M|-2}}{{sf6-adv|P|(+3)}} Front<br>{{sf6-adv|VM|-6}}{{sf6-adv|M|(-1)}} Back
| hitAdv        =  
| punishAdv    = KD +46(+52)
| blockAdv      =  
| perfParryAdv  = {{sf6-adv|VM|-22(-15)}}
| punishAdv    =  
| blockstun    = 20(16)
| perfParryAdv  =  
| hitstop      = 15
| hitstun      =
| driveDmgBlk  = 4000
| blockstun    =  
| driveDmgHit  = [5000]
| hitstop      =  
| driveGain    = 2000
| driveDmgBlk  =  
| superGainHit  = 600 (420)
| driveDmgHit  = []
| superGainBlk  = 300 (150)
| driveGain    =  
| airborne      = Until Land (FKD)
| superGainHit  = ()
| jugStart      = 2
| superGainBlk  = ()
| jugIncrease  = 1
| invuln        =
| jugLimit      = 8
| armor        =
| airborne      =  
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        = Can hit cross-up; puts opponent into limited juggle state
| notes        = Can hit cross-up; puts opponent into limited juggle state
}}
}}
Line 2,056: Line 1,741:
| images        = SF6_Akuma_j214kk.png
| images        = SF6_Akuma_j214kk.png
| hitboxes      = SF6_Akuma_j214kk_hitbox.png
| hitboxes      = SF6_Akuma_j214kk_hitbox.png
| damage        =  
| damage        = 200x4,500 (1300)
| chip          =
| dmgScaling    = Combo (2 hits)
| dmgScaling    =  
| startup      = 11
| startup      = 11
| active        =  
| active        = 2(1)3(1)3(1)3(2)2
| recovery      =  
| recovery      = 16 land
| total        =
| guard        = -
| guard        =  
| cancel        = -
| cancel        =  
| hitAdv        = KD +40(+53)
| hitconfirm    =
| blockAdv      = -
| hitAdv        =  
| punishAdv    = KD +40(+53)
| blockAdv      =  
| hitstop      = 6,2x3,12
| punishAdv    =  
| driveDmgHit  = [1000x4,6000]
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =  
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  = ()
| superGainHit  = 200x5 (140x5)
| superGainBlk  = ()
| airborne      = Until Land (FKD)
| invuln        =
| jugStart      = 2
| armor        =
| jugIncrease  = 0,0,0,0,1
| airborne      =
| jugLimit      = 10,11,12,13,8
| jugStart      =  
| notes        = Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state; cannot hit cross-up or grounded opponents
| jugIncrease  =  
| jugLimit      =  
| notes        = Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state
}}
}}


Line 2,094: Line 1,769:
| images        = SF6_Akuma_214lp.png
| images        = SF6_Akuma_214lp.png
| hitboxes      = SF6_Akuma_214lp_hitbox.png
| hitboxes      = SF6_Akuma_214lp_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =
| startup      = 15
| startup      = 15
| active        =  
| active        = 3
| recovery      =  
| recovery      = 23
| total        =  
| total        = 40
| guard        =  
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+1}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-8}}
| punishAdv    =  
| punishAdv    = {{sf6-adv|VP|+5}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-24}}
| hitstun      =  
| hitstun      = 27
| blockstun    =  
| blockstun    = 18
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 6000
| driveDmgHit  = []
| driveDmgHit  = [6000]
| driveGain    =  
| driveGain    = 500
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| invuln        =
| jugStart      = 0
| armor        =
| jugIncrease  = 0
| airborne      =
| jugLimit      = 3
| jugStart      =  
| notes        = 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise)
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,131: Line 1,802:
| images        = SF6_Akuma_214mp.png
| images        = SF6_Akuma_214mp.png
| hitboxes      = SF6_Akuma_214mp_hitbox.png
| hitboxes      = SF6_Akuma_214mp_hitbox.png
| damage        =  
| damage        = 800
| chip          =  
| chip          = 200
| dmgScaling    =
| startup      = 19
| startup      = 19
| active        =  
| active        = 3
| recovery      =  
| recovery      = 20(23)
| total        =  
| total        = 41(44)
| guard        =  
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+2}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-4}}
| punishAdv    =  
| punishAdv    = {{sf6-adv|VP|+10}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-21}}
| hitstun      =  
| hitstun      = 25
| blockstun    =  
| blockstun    = 19
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 6000
| driveDmgHit  = []
| driveDmgHit  = [10000]
| driveGain    =  
| driveGain    = 500
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| invuln        =
| jugStart      = 0
| armor        =
| jugIncrease  = 0
| airborne      =
| jugLimit      = 3
| jugStart      =  
| notes        = 3f extra recovery on whiff; extra advantage on Punish Counter makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise)
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,168: Line 1,835:
| images        = SF6_Akuma_214hp.png
| images        = SF6_Akuma_214hp.png
| hitboxes      = SF6_Akuma_214hp_hitbox.png
| hitboxes      = SF6_Akuma_214hp_hitbox.png
| damage        =  
| damage        = 900
| chip          =  
| chip          = 225
| dmgScaling    =
| startup      = 23
| startup      = 23
| active        =  
| active        = 3
| recovery      =  
| recovery      = 19(21)
| total        =  
| total        = 44(46)
| guard        =  
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 15 / 20 (6P)
| hitAdv        =  
| hitAdv        = {{sf6-adv|P|+3}}
| blockAdv      =  
| blockAdv      = {{sf6-adv|M|-2}}
| punishAdv    =  
| punishAdv    = {{sf6-adv|VP|+12}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-20}}
| hitstun      =  
| hitstun      = 25
| blockstun    =  
| blockstun    = 20
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 6000
| driveDmgHit  = []
| driveDmgHit  = [10000]
| driveGain    =  
| driveGain    = 500
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| invuln        =
| jugStart      = 0
| armor        =
| jugIncrease  = 0
| airborne      =
| jugLimit      = 3
| jugStart      =  
| notes        = 2f extra recovery on whiff; extra advantage on Punish Counter makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise)
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,205: Line 1,868:
| images        = SF6_Akuma_214pp.png
| images        = SF6_Akuma_214pp.png
| hitboxes      = SF6_Akuma_214pp_hitbox.png
| hitboxes      = SF6_Akuma_214pp_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =  
| dmgScaling    = 20% Starter
| startup      = 19
| startup      = 18
| active        =  
| active        = 3
| recovery      =  
| recovery      = 23
| total        =  
| total        = 43
| guard        =  
| 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    = KD +78 Crumple
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-24}}
| hitstun      =  
| hitstun      = 27
| blockstun    =  
| blockstun    = 23
| hitstop      =  
| hitstop      = 11
| driveDmgBlk  =  
| driveDmgBlk  = 6000
| driveDmgHit  = []
| driveDmgHit  = [10000]
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| invuln        =
| jugStart      = 0
| armor        =
| jugIncrease  = 0
| airborne      =
| jugLimit      = 3
| jugStart      =  
| notes        = Can be spaced in neutral for +2f better advantage (very precise)
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,243: Line 1,903:
| images        = SF6_Akuma_214lp_6p.png
| images        = SF6_Akuma_214lp_6p.png
| hitboxes      = SF6_Akuma_214lp_6p_hitbox.png
| hitboxes      = SF6_Akuma_214lp_6p_hitbox.png
| damage        =  
| damage        = 500
| chip          =  
| chip          = 125
| dmgScaling    =
| startup      = 7
| startup      =  
| active        = 4
| active        =  
| recovery      = 18(22)
| recovery      =  
| total        = 28(32)
| total        =  
| 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    = {{sf6-adv|VP|+7}}
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-24}}
| hitstun      =  
| hitstun      = 25
| blockstun    =  
| blockstun    = 16
| hitstop      =  
| hitstop      = 16
| driveDmgBlk  =  
| driveDmgBlk  = 4000
| driveDmgHit  = []
| driveDmgHit  = [7000]
| driveGain    =  
| driveGain    = 500
| superGainHit  = ()
| superGainHit  = 500 (350)
| superGainBlk  = ()
| superGainBlk  = 250 (125)
| invuln        =
| jugStart      = 1 air
| armor        =
| jugIncrease  = 1
| airborne      =
| jugLimit      = 10
| jugStart      =  
| notes        = 4f extra recovery on block; true blockstring from 214LP even at max delay
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,280: Line 1,936:
| images        = SF6_Akuma_214mp_6p.png
| images        = SF6_Akuma_214mp_6p.png
| hitboxes      = SF6_Akuma_214mp_6p_hitbox.png
| hitboxes      = SF6_Akuma_214mp_6p_hitbox.png
| damage        =  
| damage        = 600
| chip          =  
| chip          = 150
| dmgScaling    =
| startup      = 7
| startup      =  
| active        = 4
| active        =  
| recovery      = 32
| recovery      =  
| total        = 42
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 45-48
| hitAdv        =  
| hitAdv        = KD +32
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-18}}
| punishAdv    =  
| punishAdv    = KD +32
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-34}}
| hitstun      =
| blockstun    = 18
| blockstun    =  
| hitstop      = 16
| hitstop      =  
| driveDmgBlk  = 4000
| driveDmgBlk  =  
| driveDmgHit  = [7000]
| driveDmgHit  = []
| driveGain    = 500
| driveGain    =  
| superGainHit  = 500 (350)
| superGainHit  = ()
| superGainBlk  = 250 (125)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 1
| armor        =
| jugLimit      = 10
| airborne      =
| notes        = True blockstring from 214MP even at max delay
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,317: Line 1,968:
| images        = SF6_Akuma_214hp_6p.png
| images        = SF6_Akuma_214hp_6p.png
| hitboxes      = SF6_Akuma_214hp_6p_hitbox.png
| hitboxes      = SF6_Akuma_214hp_6p_hitbox.png
| damage        =  
| damage        = 600
| chip          =  
| chip          = 150
| dmgScaling    =  
| dmgScaling    = Combo (3 hits)
| startup      =  
| startup      = 11
| active        =  
| active        = 4
| recovery      =  
| recovery      = 28
| total        =  
| total        = 42
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA3
| hitconfirm    =  
| hitconfirm    = 47-50
| hitAdv        =  
| hitAdv        = KD +47
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-14}}
| punishAdv    =  
| punishAdv    = KD +47
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-30}}
| hitstun      =
| blockstun    = 18
| blockstun    =  
| hitstop      = 16
| hitstop      =  
| driveDmgBlk  = 4000
| driveDmgBlk  =  
| driveDmgHit  = [7000]
| driveDmgHit  = []
| driveGain    = 500
| driveGain    =  
| superGainHit  = 500 (350)
| superGainHit  = ()
| superGainBlk  = 250 (125)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 1
| armor        =
| jugLimit      = 10
| airborne      =
| notes        = True blockstring from 214HP even at max delay
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        =  
}}
}}


Line 2,354: Line 2,001:
| images        = SF6_Akuma_214pp_6p.png
| images        = SF6_Akuma_214pp_6p.png
| hitboxes      = SF6_Akuma_214pp_6p_hitbox.png
| hitboxes      = SF6_Akuma_214pp_6p_hitbox.png
| damage        =  
| damage        = 300,400 (240,320)
| chip          =  
| chip          = 75,100
| dmgScaling    =
| startup      = 7
| startup      =  
| active        = 4(4)3
| active        =  
| recovery      = 25(31)
| recovery      =  
| total        = 42(48)
| total        =  
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = SA2 SA3
| hitconfirm    =  
| hitconfirm    = 54-57
| hitAdv        =  
| hitAdv        = KD +45(+63)
| blockAdv      =  
| blockAdv      = {{sf6-adv|VM|-18}}
| punishAdv    =  
| punishAdv    = KD +45(+63)
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-32}}
| hitstun      =
| blockstun    = 24 total
| blockstun    =  
| hitstop      = 7,17(15)
| hitstop      =  
| driveDmgBlk  = 2000x2
| driveDmgBlk  =  
| driveDmgHit  = [7000]
| driveDmgHit  = []
| superGainHit  = 500,250 (350,175)
| driveGain    = -20000
| superGainBlk  = 250,125 (125,62)
| superGainHit  = ()
| jugStart      = 0 / 2 air
| superGainBlk  = ()
| jugIncrease  = 1,1
| invuln        =
| jugLimit      = 10,15
| armor        =
| notes        = () refers to scaled damage from 214PP combo starter; 6f extra recovery on block; true blockstring from 214PP even at max delay; wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner
| airborne      =
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| notes        = Wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner
}}
}}


Line 2,392: Line 2,033:
| images        = SF6_Akuma_236k.png
| images        = SF6_Akuma_236k.png
| hitboxes      = SF6_Akuma_236k_hitbox.png
| hitboxes      = SF6_Akuma_236k_hitbox.png
| damage        =  
| damage        = -
| chip          =
| startup      = 18~40
| dmgScaling    =
| active        = -
| startup      =  
| recovery      = -
| active        =  
| recovery      =  
| total        =
| guard        = -
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = -
| hitAdv        =  
| blockAdv      = -
| blockAdv      =  
| airborne      = 7-45 (FKD)
| punishAdv    =
| notes        = Button strength determines trajectory (LK short, MK mid, HK far). Akuma is in counter-hit state for entire duration.
| perfParryAdv  =
| hitstun      =
| blockstun    =  
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    =
| superGainHit  =  ()
| superGainBlk  =  ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Button strength determines trajectory (LK short, MK mid, HK far)
}}
}}


Line 2,430: Line 2,051:
| images        = SF6_Akuma_236kk.png
| images        = SF6_Akuma_236kk.png
| hitboxes      = SF6_Akuma_236kk_hitbox.png
| hitboxes      = SF6_Akuma_236kk_hitbox.png
| damage        =  
| damage        = -
| chip          =
| startup      = 16~40
| dmgScaling    =
| active        = -
| startup      =  
| recovery      = -
| active        =  
| recovery      =  
| total        =
| guard        = -
| guard        = -
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = -
| hitAdv        =  
| blockAdv      = -
| blockAdv      =  
| punishAdv    =
| perfParryAdv  =
| hitstun      =
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  = []
| driveGain    = -20000
| driveGain    = -20000
| superGainHit  =  ()
| airborne      = 7-45 (FKD)
| superGainBlk  = ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =
| jugIncrease  =
| jugLimit      =
| projSpeed    =
| notes        = Tracks opponent's location regardless of distance
| notes        = Tracks opponent's location regardless of distance
}}
}}
Line 2,469: Line 2,071:
| images        = SF6_Akuma_236k_no_input.png
| images        = SF6_Akuma_236k_no_input.png
| hitboxes      = SF6_Akuma_236k_no_input_hitbox.png
| hitboxes      = SF6_Akuma_236k_no_input_hitbox.png
| damage        =  
| damage        = 1000
| chip          =  
| chip          = 250
| dmgScaling    =
| startup      = 53
| startup      =  
| active        = 4
| active        =  
| recovery      = 15(19)
| recovery      =  
| total        = 71(75)
| total        =  
| guard        = L
| guard        = L
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = HKD +39(+42)
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|+2}}{{sf6-adv|VP|(+5)}}
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    = HKD +54(+57)
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-17(-14)}}
| perfParryAdv  =  
| blockstun    = 21
| hitstun      =
| hitstop      = 13
| blockstun    =  
| driveDmgBlk  = 4000
| hitstop      =  
| driveDmgHit  = [10000]
| driveDmgBlk  =  
| driveGain    = 1000
| driveDmgHit  = []
| superGainHit  = 1000 (700)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| jugStart      = 1
| superGainBlk  = ()
| jugIncrease  = 1
| invuln        =
| jugLimit      = 5
| armor        =
| notes        = 4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage
| airborne      =
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        = Causes Akuma to auto-correct if Demon Raid crosses up
}}
}}


Line 2,507: Line 2,102:
| images        = SF6_Akuma_236kk_no_input.png
| images        = SF6_Akuma_236kk_no_input.png
| hitboxes      = SF6_Akuma_236kk_no_input_hitbox.png
| hitboxes      = SF6_Akuma_236kk_no_input_hitbox.png
| damage        =  
| damage        = 1000
| chip          =  
| chip          = 250
| dmgScaling    =
| startup      = 53
| startup      =  
| active        = 4
| active        =  
| recovery      = 15(19)
| recovery      =  
| total        = 71(75)
| total        =  
| guard        = L
| guard        = L
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = HKD +39
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|+2}}
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    = HKD +54
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-17}}
| perfParryAdv  =  
| blockstun    = 21
| hitstun      =
| hitstop      = 13
| blockstun    =  
| driveDmgBlk  = 4000
| hitstop      =  
| driveDmgHit  = [10000]
| driveDmgBlk  =  
| driveGain    = 1000
| driveDmgHit  = []
| superGainHit  = 1000 (700)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| jugStart      = 1
| superGainBlk  = ()
| jugIncrease  = 1
| invuln        =
| jugLimit      = 5
| armor        =
| notes        = 4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up
| airborne      =
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        = Causes Akuma to auto-correct if Demon Raid crosses up
}}
}}


Line 2,546: Line 2,134:
| images        = SF6_Akuma_236k_p.png
| images        = SF6_Akuma_236k_p.png
| hitboxes      = SF6_Akuma_236k_p_hitbox.png
| hitboxes      = SF6_Akuma_236k_p_hitbox.png
| damage        =  
| damage        = 1300
| chip          =  
| chip          = 325
| dmgScaling    =
| startup      = 18+16
| startup      =  
| active        = until land
| active        =  
| recovery      = 9 land
| recovery      =  
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +37(+41)
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|+3}}{{sf6-adv|VP|(+7)}}
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    = KD +37(+41)
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-15(-11)}}
| perfParryAdv  =  
| blockstun    = 20
| hitstun      =
| hitstop      = 13
| blockstun    =  
| driveDmgBlk  = 6000
| hitstop      =  
| driveDmgHit  = [5000]
| driveDmgBlk  =  
| driveGain    = 1000
| driveDmgHit  = []
| superGainHit  = 1000 (700)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| airborne      = Until Land (FKD)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 0
| armor        =
| jugLimit      = 5
| airborne      =  
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        =  
| notes        =  
}}
}}
Line 2,584: Line 2,165:
| images        = SF6_Akuma_236kk_p.png
| images        = SF6_Akuma_236kk_p.png
| hitboxes      = SF6_Akuma_236kk_p_hitbox.png
| hitboxes      = SF6_Akuma_236kk_p_hitbox.png
| damage        =  
| damage        = 1300
| chip          =  
| chip          = 325
| dmgScaling    =
| startup      = 16+16
| startup      =  
| active        = until land
| active        =  
| recovery      = 9 land
| recovery      =  
| total        =
| guard        = H
| guard        = H
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD +37(+41)
| hitAdv        =  
| blockAdv      = {{sf6-adv|P|+3}}{{sf6-adv|VP|(+7)}}
| blockAdv      = {{sf6-adv|P|}}
| punishAdv    = KD +37(+41)
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-15(-11)}}
| perfParryAdv  =  
| blockstun    = 20
| hitstun      =
| hitstop      = 13
| blockstun    =  
| driveDmgBlk  = 6000
| hitstop      =  
| driveDmgHit  = [5000]
| driveDmgBlk  =  
| driveGain    = 1000
| driveDmgHit  = []
| superGainHit  = 1000 (700)
| driveGain    =  
| superGainBlk  = 500 (250)
| superGainHit  = ()
| airborne      = Until Land (FKD)
| superGainBlk  = ()
| jugStart      = 1
| invuln        =
| jugIncrease  = 0
| armor        =
| jugLimit      = 5
| airborne      =  
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        =  
| notes        =  
}}
}}
Line 2,623: Line 2,197:
| images        = SF6_Akuma_236k_k.png
| images        = SF6_Akuma_236k_k.png
| hitboxes      = SF6_Akuma_236k_k_hitbox.png
| hitboxes      = SF6_Akuma_236k_k_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = 18+13
| active        =  
| active        = until land
| recovery      =  
| recovery      = 9(14) land
| total        =
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|E|0}}{{sf6-adv|VP|(+10)}}
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-5}}{{sf6-adv|VP|(+5)}}
| blockAdv      =  
| punishAdv    = {{sf6-adv|VP|+4(+14)}}
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-18(-8)}}
| perfParryAdv  =  
| hitstun      = 20
| hitstun      =  
| blockstun    = 15
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  = 4000
| driveDmgBlk  =  
| driveDmgHit  = [5000]
| driveDmgHit  = []
| driveGain    = 1000
| driveGain    =  
| superGainHit  = 1000 (700)
| superGainHit  = ()
| superGainBlk  = 500 (250)
| superGainBlk  = ()
| airborne      = Until Land (FKD)
| invuln        =
| jugStart      = 1
| armor        =
| jugIncrease  = 0
| airborne      =  
| jugLimit      = 4
| jugStart      =  
| notes        = 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far)
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        = Button strength determines angle (LK short, MK mid, HK far)
}}
}}


Line 2,661: Line 2,230:
| images        = SF6_Akuma_236kk_k.png
| images        = SF6_Akuma_236kk_k.png
| hitboxes      = SF6_Akuma_236kk_k_hitbox.png
| hitboxes      = SF6_Akuma_236kk_k_hitbox.png
| damage        =  
| damage        = 700
| chip          =  
| chip          = 175
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = 16+13
| active        =  
| active        = until land
| recovery      =  
| recovery      = 9(14) land
| total        =
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|E|0}}{{sf6-adv|VP|(+10)}}
| hitAdv        =  
| blockAdv      = {{sf6-adv|VM|-5}}{{sf6-adv|VP|(+5)}}
| blockAdv      =  
| punishAdv    = {{sf6-adv|VP|+4(+14)}}
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-18(-8)}}
| perfParryAdv  =  
| hitstun      = 20
| hitstun      =  
| blockstun    = 15
| blockstun    =  
| hitstop      = 13
| hitstop      =  
| driveDmgBlk  = 4000
| driveDmgBlk  =  
| driveDmgHit  = [5000]
| driveDmgHit  = []
| driveGain    = 1000
| driveGain    =  
| superGainHit  = 1000 (700)
| superGainHit  = ()
| superGainBlk  = 500 (250)
| superGainBlk  = ()
| airborne      = Until Land (FKD)
| invuln        =
| jugStart      = 1
| armor        =
| jugIncrease  = 0
| airborne      =  
| jugLimit      = 4
| jugStart      =  
| notes        = 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far)
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        = Button strength determines angle (LK short, MK mid, HK far)
}}
}}


Line 2,701: Line 2,265:
| hitboxes      = SF6_Akuma_236k_2_hold_hitbox.png
| hitboxes      = SF6_Akuma_236k_2_hold_hitbox.png
| damage        = -
| damage        = -
| startup      =  
| startup      = 40
| active        =  
| active        = -
| recovery      =  
| recovery      = 2+3 land
| total        =  
| total        = 45
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| airborne      =  
| airborne      = Until Land (FKD)
| notes        = Useful for baiting opponent's Drive Impact or Parry
| notes        = Useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236K
}}
}}


Line 2,720: Line 2,284:
| hitboxes      = SF6_Akuma_236kk_2_hold_hitbox.png
| hitboxes      = SF6_Akuma_236kk_2_hold_hitbox.png
| damage        = -
| damage        = -
| startup      =  
| startup      = 40
| active        =  
| active        = -
| recovery      =  
| recovery      = 2+3 land
| total        =  
| total        = 45
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| airborne      =  
| airborne      = Until Land (FKD)
| notes        = Useful for baiting opponent's Drive Impact or Parry
| notes        = Useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236KK
}}
}}


Line 2,739: Line 2,303:
| images        = SF6_Akuma_236kk_j236p.png
| images        = SF6_Akuma_236kk_j236p.png
| hitboxes      = SF6_Akuma_236kk_j236p_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        =
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = KD~ (varies)
| hitAdv        =  
| blockAdv      = {{sf6-adv|M|-3~}} (varies)
| blockAdv      =  
| punishAdv    = KD~ (varies)
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|E|0~}}
| perfParryAdv  =  
| blockstun    = 29 total
| hitstun      =
| hitstop      = 7x2,8 (8x3)
| blockstun    =  
| driveDmgBlk  = 2000x2,1000
| hitstop      =  
| driveDmgHit  = [2000,0,1000]
| driveDmgBlk  =  
| superGainHit  = 300x2,400 (210x2,280)
| driveDmgHit  = []
| superGainBlk  = 150x2,200 (75x2,100)
| driveGain    =
| airborne      = Until Land (FKD)
| superGainHit  = ()
| jugStart      = 1 / 0 air
| superGainBlk  = ()
| jugIncrease  = 0,0,0
| invuln        =
| jugLimit      = 5,5,5
| armor        =
| projSpeed    = 0.075
| airborne      =  
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =  
| notes        = 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state
| notes        = 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state
}}
}}
Line 2,778: Line 2,335:
| images        = SF6_Akuma_236kk_j214k.png
| images        = SF6_Akuma_236kk_j214k.png
| hitboxes      = SF6_Akuma_236kk_j214k_hitbox.png
| hitboxes      = SF6_Akuma_236kk_j214k_hitbox.png
| damage        =  
| damage        = 200x4,500 (1300)
| chip          =
| dmgScaling    = Combo (2 hits)
| dmgScaling    =  
| startup      = 16+5
| startup      =  
| active        = 2(2)3(2)3(1)3(1)2
| active        =  
| recovery      = 10 land
| recovery      =  
| guard        = -
| total        =
| cancel        = -
| guard        =  
| hitAdv        = KD +46(+53)
| cancel        =  
| blockAdv      = -
| hitconfirm    =
| punishAdv    = KD +46(+53)
| hitAdv        =  
| hitstop      = 6,2x3,12
| blockAdv      =  
| driveDmgHit  = [1000x4,6000]
| punishAdv    =  
| superGainHit  = 200x5 (140x5)
| perfParryAdv  =
| airborne      = Until Land (FKD)
| hitstun      =
| jugStart      = 2
| blockstun    =
| jugIncrease  = 0,0,0,0,1
| hitstop      =  
| jugLimit      = 10,11,12,13,8
| driveDmgBlk  =
| 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
| driveDmgHit  = []
| driveGain    =
| superGainHit  = ()
| superGainBlk  = ()
| invuln        =
| armor        =
| airborne      =
| jugStart      =  
| jugIncrease  =  
| jugLimit      =  
| projSpeed    =
| notes        = Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch)
}}
}}


Line 2,818: Line 2,363:
| hitboxes      = SF6_Akuma_4kkk_hitbox.png
| hitboxes      = SF6_Akuma_4kkk_hitbox.png
| damage        = -
| damage        = -
| startup      =  
| startup      = -
| active        =  
| active        = -
| recovery      =  
| recovery      = 49 total
| total        =  
| total        = 49
| guard        = -
| guard        = -
| cancel        =  
| cancel        = -
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| invuln        =
| notes        = Cannot be canceled into; travels back ~1/2 screen; no collision box on frames 15-37; no invincibility whatsoever
| notes        = Cannot be canceled into
}}
}}


Line 2,837: Line 2,381:
| hitboxes      = SF6_Akuma_6kkk_hitbox.png
| hitboxes      = SF6_Akuma_6kkk_hitbox.png
| damage        = -
| damage        = -
| startup      =  
| startup      = (23~)
| active        =  
| active        = -
| recovery      =  
| recovery      = 51
| total        =  
| total        = 51 total
| guard        = -
| guard        = -
| cancel        =  
| cancel        = Sp*
| hitAdv        = -
| hitAdv        = -
| blockAdv      = -
| blockAdv      = -
| invuln        =
| notes        = Cannot be canceled into; no collision box on frames 17-35 (can pass through opponent); no invincibility whatsoever, but passing through opponent may cause attack hitbox to whiff; frames 24-38 are cancelable into Oboro Throw follow-up;
| notes        = Cannot be canceled into; can pass through opponent
}}
}}


Line 2,856: Line 2,399:
| images        = SF6_Akuma_6kkk_lplk.png, SF6_Akuma_6kkk_lplk_2.png
| images        = SF6_Akuma_6kkk_lplk.png, SF6_Akuma_6kkk_lplk_2.png
| hitboxes      = SF6_Akuma_6kkk_lplk_hitbox.png
| hitboxes      = SF6_Akuma_6kkk_lplk_hitbox.png
| damage        =  
| damage        = 2200
| dmgScaling    =
| startup      = (23~37)+8
| startup      =  
| active        = 3
| active        =  
| recovery      = 50
| recovery      =  
| total        = 83(97)
| total        =  
| guard        = T
| guard        = T
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = HKD +20
| blockAdv      = -
| blockAdv      = -
| punishAdv    =  
| punishAdv    = HKD +20
| driveDmgHit  = []
| driveDmgHit  = [10000]
| driveGain    =  
| driveGain    = 5000 [6500]
| superGainHit  = ()
| superGainHit  = 3000(2100) [4000(2800)]
| invuln        =
| notes        = Total startup 31-45f depending on input timing; can be activated even after passing through opponent; Range: 1.076 (not including 6KKK travel distance)
| jugStart      =
| notes        = Can be activated even after crossing through opponent
}}
}}


Line 2,882: Line 2,422:
| images        = SF6_Akuma_236236p.png
| images        = SF6_Akuma_236236p.png
| hitboxes      = SF6_Akuma_236236p_hitbox.png
| hitboxes      = SF6_Akuma_236236p_hitbox.png
| damage        = 2200
| damage        = 400x4,600 (2200)
| chip          =  
| chip          = 100x5 (500)
| dmgScaling    = 30% Minimum
| dmgScaling    = 30% Minimum
| startup      = 10
| startup      = 10
| active        =  
| active        = -
| recovery      =  
| recovery      = 96
| total        =  
| total        = 106
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = KD +9
| blockAdv      = {{sf6-adv|VM|-}}
| blockAdv      = {{sf6-adv|VM|-41}}
| punishAdv    =  
| punishAdv    = KD +9
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  = {{sf6-adv|VM|-42}}
| blockstun    =  
| blockstun    = 56 total
| hitstop      =  
| hitstop      = 39 total
| driveDmgBlk  =  
| driveDmgBlk  = 500x5
| driveDmgHit  =  
| driveDmgHit  = 1000x5
| superGainHit  = -10000
| superGainHit  = -10000
| superGainBlk  = -10000
| superGainBlk  = -10000
| invuln        =  
| invuln        = 1-14 Strike/Throw
| armor        = Break
| armor        = Break
| jugStart      =  
| jugStart      = 100
| jugIncrease  =  
| jugIncrease  = 1x4,100
| jugLimit      =  
| jugLimit      = 99
| projSpeed    =  
| projSpeed    = 0.12
| notes        =  
| notes        = 5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen
}}
}}


Line 2,916: Line 2,456:
| images        = SF6_Akuma_j236236k.png
| images        = SF6_Akuma_j236236k.png
| hitboxes      = SF6_Akuma_j236236k_hitbox.png
| hitboxes      = SF6_Akuma_j236236k_hitbox.png
| damage        =  
| damage        = 400x5 (2000)
| chip          =  
| chip          = 100x5 (500)
| dmgScaling    = 30% Minimum
| dmgScaling    = 10% Starter; Combo (5% extra); 30% Minimum
| startup      = 14
| startup      = 14
| active        =  
| active        = -
| recovery      =  
| recovery      = 23(33) land
| total        =
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = KD +49~
| blockAdv      = {{sf6-adv|VM|-}}
| blockAdv      = {{sf6-adv|VM|-28~}}
| punishAdv    =  
| punishAdv    = KD +49~
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  = {{sf6-adv|VM|-12~}}
| blockstun    =  
| blockstun    = 39 total
| hitstop      =  
| hitstop      = 7x4,0 (8x5)
| driveDmgBlk  =  
| driveDmgBlk  = 500x5
| driveDmgHit  =  
| driveDmgHit  = 1000x5
| superGainHit  = -10000
| superGainHit  = -10000
| superGainBlk  = -10000
| superGainBlk  = -10000
| invuln        =
| armor        = Break
| armor        = Break
| airborne      =  
| airborne      = Until Land (FKD)
| jugStart      =  
| jugStart      = 1
| jugIncrease  =  
| jugIncrease  = 0,0,0,0,1
| jugLimit      =  
| jugLimit      = 5,5,5,5,5
| projSpeed    =  
| projSpeed    = 0.075
| notes        = During Forward or Neutral Jump only; puts airborne opponents into limited juggle state
| notes        = 5-hit Super projectile; during Forward or Neutral Jump only; 10f extra landing recovery on block/whiff; puts airborne opponents into limited juggle state; travels down at ~45 degree angle; projectile speed/angle is not affected by button strength; can be used while OD projectiles are on-screen; leg hurtbox is projectile invuln until landing
}}
}}


Line 2,951: Line 2,489:
| images        = SF6_Akuma_214214p.png
| images        = SF6_Akuma_214214p.png
| hitboxes      = SF6_Akuma_214214p_hitbox.png
| hitboxes      = SF6_Akuma_214214p_hitbox.png
| damage        =  
| damage        = 2800
| chip          =  
| chip          = 750
| dmgScaling    = 40% Minimum
| dmgScaling    = 40% Starter; Combo (4 hits); 40% Minimum
| startup      = 9
| startup      = 9
| active        =  
| active        = 3
| recovery      =  
| recovery      = 52
| total        =  
| total        = 63
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = HKD +29 (HKD +97 Wallsplat)
| blockAdv      = {{sf6-adv|VM|-}}
| blockAdv      = {{sf6-adv|VM|-35}}
| punishAdv    =  
| punishAdv    = HKD +29 (HKD +97 Wallsplat)
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  = {{sf6-adv|VM|-53}}
| blockstun    =  
| blockstun    = 20
| hitstop      =  
| hitstop      = 16
| driveDmgBlk  =  
| driveDmgBlk  = 5000
| driveDmgHit  =  
| driveDmgHit  = 10000
| superGainHit  = -20000
| superGainHit  = -20000
| superGainBlk  = -20000
| superGainBlk  = -20000
| invuln        =  
| invuln        = 1-11 Full
| armor        = Break
| armor        = Break
| airborne      =
| jugStart      = 1 (Forced)
| jugStart      =  
| jugIncrease  = 1
| jugIncrease  =  
| jugLimit      = 100
| jugLimit      =  
| notes        = Wallsplats opponent near the corner unless opponent was already wallsplat with 214PP~6P (can follow up with a juggle regardless of original juggle count)
| projSpeed    =
| notes        = Wallsplats opponent near the corner (can follow up with a juggle)
}}
}}


Line 2,986: Line 2,522:
| images        = SF6_Akuma_236236k.png
| images        = SF6_Akuma_236236k.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| damage        =  
| damage        = 4000
| chip          =  
| chip          = 1000
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = 8
| startup      = 8(2)
| active        =  
| active        = 4
| recovery      =  
| recovery      = 58
| total        =  
| total        = 69
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = HKD +18
| blockAdv      = {{sf6-adv|VM|-}}
| blockAdv      = {{sf6-adv|VM|-41}}
| punishAdv    =  
| punishAdv    = HKD +18
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  = {{sf6-adv|VM|-60}}
| blockstun    =  
| blockstun    = 21
| hitstop      =  
| hitstop      = 12
| driveDmgBlk  =  
| driveDmgBlk  = 7500
| driveDmgHit  =  
| driveDmgHit  = 15000
| superGainHit  = -30000
| superGainHit  = -30000
| superGainBlk  = -30000
| superGainBlk  = -30000
| invuln        =  
| invuln        = 1-11 Full
| armor        = Break
| armor        = Break
| airborne      =
| jugLimit      = 99
| jugStart      =
| notes        = Cinematic time regenerates ~? Drive bars for Akuma; only 2f startup when canceled from 623P
| jugIncrease  =
| jugLimit      =  
| projSpeed    =
| notes        = Cinematic time regenerates ~? Drive bars for Akuma
}}
}}


Line 3,021: Line 2,553:
| images        = SF6_Akuma_236236k_ca.png
| images        = SF6_Akuma_236236k_ca.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| hitboxes      = SF6_Akuma_236236k_hitbox.png
| damage        =  
| damage        = 4500
| chip          =  
| chip          = 1250
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = 8
| startup      = 8(2)
| active        =  
| active        = 4
| recovery      =  
| recovery      = 58
| total        =  
| total        = 69
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = HKD +18
| blockAdv      = {{sf6-adv|VM|-}}
| blockAdv      = {{sf6-adv|VM|-41}}
| punishAdv    =  
| punishAdv    = HKD +18
| perfParryAdv  = {{sf6-adv|VM|-}}
| perfParryAdv  = {{sf6-adv|VM|-60}}
| blockstun    =  
| blockstun    = 21
| hitstop      =  
| hitstop      = 12
| driveDmgBlk  =  
| driveDmgBlk  = 10000
| driveDmgHit  =  
| driveDmgHit  = 20000
| superGainHit  = -30000
| superGainHit  = -30000
| superGainBlk  = -30000
| superGainBlk  = -30000
| invuln        =  
| invuln        = 1-11 Full
| armor        = Break
| armor        = Break
| airborne      =
| jugLimit      = 99
| jugStart      =
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; only 2f startup when canceled from 623P
| jugIncrease  =
| jugLimit      =  
| projSpeed    =
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma
}}
}}


Line 3,056: Line 2,584:
| images        = SF6_Akuma_lp_lp_6lk_hp(ca).png
| images        = SF6_Akuma_lp_lp_6lk_hp(ca).png
| hitboxes      = SF6_Akuma_lp_lp_6lk_hp(ca)_hitbox.png
| hitboxes      = SF6_Akuma_lp_lp_6lk_hp(ca)_hitbox.png
| damage        =  
| damage        = 4700
| chip          =
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| dmgScaling    = 50% Minimum; 10% Immediate (Sp)
| startup      = ?+0
| startup      = 6+0
| active        =  
| active        = 21
| recovery      =  
| recovery      = 57
| total        =  
| total        = 84
| guard        = T
| guard        = T
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = HKD + 18
| blockAdv      = {{sf6-adv|VM|-}}
| blockAdv      = -
| punishAdv    =  
| punishAdv    = HKD +18
| perfParryAdv  = {{sf6-adv|VM|-}}
| driveDmgHit  = 20000
| blockstun    =
| hitstop      =
| driveDmgBlk  =
| driveDmgHit  =  
| superGainHit  = -30000
| superGainHit  = -30000
| superGainBlk  = -30000
| invuln        = 1 Full, 6-27 Projectile
| invuln        =  
| armor        = Break
| 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
| notes        = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze
}}
}}
Line 3,093: Line 2,610:
| images        = SF6_Akuma_j214pp.png
| images        = SF6_Akuma_j214pp.png
| hitboxes      = SF6_Akuma_j214pp_hitbox.png
| hitboxes      = SF6_Akuma_j214pp_hitbox.png
| damage        =  
| damage        = 600x2
| chip          =  
| chip          = 150x2
| dmgScaling    =  
| dmgScaling    = 20% Starter; Combo (2 hits)
| startup      =  
| startup      = 8(21)
| active        =  
| active        = -
| recovery      = ? land
| recovery      = 9(2) land
| total        =
| guard        = LH
| guard        = LH
| cancel        =  
| cancel        = -
| hitconfirm    =
| hitAdv        = {{sf6-adv|VP|varies}}
| hitAdv        =  
| blockAdv      = {{sf6-adv|VP|varies}}
| blockAdv      =  
| punishAdv    = {{sf6-adv|VP|varies}}
| punishAdv    =  
| perfParryAdv  = {{sf6-adv|VM|-10~}}
| perfParryAdv  =  
| hitstun      = 28 each
| hitstun      =  
| blockstun    = 26 each
| blockstun    =  
| hitstop      = 8 each
| hitstop      =  
| driveDmgBlk  = 2500x2
| driveDmgBlk  =  
| driveDmgHit  = [3000]
| driveDmgHit  = []
| driveGain    = 2000x2
| driveGain    =  
| superGainHit  = 1000x2 (700x2)
| superGainHit  = ()
| superGainBlk  = 500x2 (250x2)
| superGainBlk  = ()
| airborne      = Until Land (FKD)
| invuln        =
| jugStart      = 0
| armor        =
| jugIncrease  = 0,0
| airborne      =  
| jugLimit      = 3,3
| jugStart      =  
| projSpeed    = 0.04 (1st) / 0.055 (2nd)
| jugIncrease  =  
| 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
| jugLimit      =  
| projSpeed    =  
| notes        = Forward Jump only; disappears if Akuma is hit
}}
}}


=== Misogi ===
===== 214214K =====
===== 214214K =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214214k | moveType = Super
{{FrameData-SF6 | chara = Akuma | moveId = akuma_214214k | moveType = Super
Line 3,133: Line 2,647:
| damage        = 2900
| damage        = 2900
| chip          = 750
| chip          = 750
| dmgScaling    =  
| dmgScaling    = 40% Minimum
| startup      = 5
| startup      = 5(9~10)
| active        = 7
| active        = 7
| recovery      = 87
| recovery      = 88(85)
| total        =  
| total        = 99(96)
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = KD +25(26)
| blockAdv      = {{sf6-adv|VM|-58}}
| blockAdv      = {{sf6-adv|VM|-58(-57)}}
| punishAdv    =  
| punishAdv    = KD +29(30)
| perfParryAdv  = {{sf6-adv|VM|-85}}
| perfParryAdv  = {{sf6-adv|VM|-86(-85)}}
| blockstun    =  
| blockstun    = 33(32)
| hitstop      =  
| hitstop      = 5
| driveDmgBlk  =  
| driveDmgBlk  = 5000
| driveDmgHit  =  
| driveDmgHit  = 10000
| superGainHit  = -20000
| superGainHit  = -20000
| superGainBlk  = -20000
| superGainBlk  = -20000
| invuln        =  
| invuln        = 1-11 Full
| armor        = Break
| armor        = Break
| airborne      =
| jugLimit      = 50
| jugStart      =
| 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
| jugIncrease  =
| jugLimit      =  
| projSpeed    =
| notes        =  
}}
}}


=== Kongou-Kokuretsuzan ===
===== 22PPP =====
===== 22PPP =====
{{FrameData-SF6 | chara = Akuma | moveId = akuma_22ppp | moveType = Super
{{FrameData-SF6 | chara = Akuma | moveId = akuma_22ppp | moveType = Super
Line 3,166: Line 2,677:
| images        = SF6_Akuma_22ppp.png
| images        = SF6_Akuma_22ppp.png
| hitboxes      = SF6_Akuma_22ppp_hitbox.png
| hitboxes      = SF6_Akuma_22ppp_hitbox.png
| damage        = 3000
| damage        = 330x8,360 (3000)
| chip          = 746
| chip          = 82x8,90 (746)
| dmgScaling    =  
| dmgScaling    = 40% Minimum
| startup      = 8
| startup      = 8
| active        = 30
| active        = 30
| recovery      = 41
| recovery      = 41
| total        =  
| total        = 78
| guard        = LH
| guard        = LH
| cancel        = -
| cancel        = -
| hitAdv        =  
| hitAdv        = KD +38
| blockAdv      = {{sf6-adv|VM|-39}}
| blockAdv      = {{sf6-adv|VM|-39}}
| punishAdv    =  
| punishAdv    = KD +38
| perfParryAdv  =  
| perfParryAdv  = {{sf6-adv|VM|-62}}
| blockstun    =  
| blockstun    = 32 total
| hitstop      =  
| hitstop      = 2x8,12
| driveDmgBlk  =  
| driveDmgBlk  = 500x8,1000 (5000)
| driveDmgHit  =  
| driveDmgHit  = 1000x8,2000 (10000)
| superGainHit  = -20000
| superGainHit  = -20000
| superGainBlk  = -20000
| superGainBlk  = -20000
| invuln        =  
| invuln        = 1-11 Full
| armor        = Break
| armor        = Break
| airborne      =
| jugStart      = 1
| jugStart      =  
| jugIncrease  = 0
| jugIncrease  =  
| jugLimit      = 99
| jugLimit      =  
| 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)
| projSpeed    =
| notes        =  
}}
}}


Line 3,201: Line 2,710:
| name          = Neutral Taunt
| name          = Neutral Taunt
| images        = SF6_Akuma_5pppkkk.png
| images        = SF6_Akuma_5pppkkk.png
| hitboxes      =  
| hitboxes      = SF6_Akuma_5pppkkk_hitbox.png
| damage        = -
| damage        = -
| startup      = 433 (total)
| startup      = 433 (total)
Line 3,219: Line 2,728:
| name          = Forward Taunt
| name          = Forward Taunt
| images        = SF6_Akuma_6pppkkk.png
| images        = SF6_Akuma_6pppkkk.png
| hitboxes      =  
| hitboxes      = SF6_Akuma_6pppkkk_hitbox.png
| damage        = -
| damage        = -
| startup      = 570 (total)
| startup      = 570(514) (total)
| active        = -
| active        = -
| recovery      = -
| recovery      = -
| total        = 570
| total        = 570(514)
| 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        = 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)
}}
}}


Line 3,236: Line 2,745:
| input        = 4PPPKKK
| input        = 4PPPKKK
| name          = Back Taunt
| name          = Back Taunt
| images        = SF6_Akuma_4pppkkk.png, SF6_Akuma_4pppkkk_2pppkkk.png
| images        = SF6_Akuma_4pppkkk.png
| hitboxes      =  
| hitboxes      = SF6_Akuma_4pppkkk_hitbox.png
| damage        = -
| damage        = -
| startup      = 765 (total)
| startup      = 765 (total)
Line 3,247: Line 2,756:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| notes        = "You have piqued my interest. Attack if you dare." "How disappointing." (if no attack)
| 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 ======
{{FrameData-SF6 | chara = Akuma | moveId = akuma_4pppkkk_2pppkkk | moveType = taunt
| input        = 4PPPKKK~2PPPKKK
| name          = Back~Down Taunt
| images        = SF6_Akuma_4pppkkk_2pppkkk.png
| hitboxes      = SF6_Akuma_4pppkkk_hitbox.png
| damage        = -
| startup      = 1604
| active        = -
| recovery      = 186
| total        = 1790
| hitAdv        = -
| blockAdv      = -
| guard        = -
| cancel        = -
| 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 3,255: Line 2,783:
| 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 3,265: Line 2,793:
| guard        = -
| guard        = -
| cancel        = -
| cancel        = -
| notes        = ""
| notes        = "滅 (Metsu!)"
}}
}}



Latest revision as of 09:45, 23 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
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +8 +3 +4 -1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/2LK
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
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +8 +5 +9 +6
Punish Advantage Hit Advantage Block Advantage
+8 +4 +1
Notes
Primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit
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
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +7 +1 +14 +8
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Long-range hitconfirmable poke with a great hitbox
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
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +6 0 +4 -2
Punish Advantage Hit Advantage Block Advantage
+6 +2 -4
Notes
Good range for a light normal; useful in light confirms, punishes, and neutral buffers
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
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +7 +1 +13 +7
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Forces stand (important for 214LK in combos and whiff punishes); high active frame count and good hitbox for counterpoking and for meaty pressure; 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(24) 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
3000x2 [5000x2] 1500x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,1 0,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17(-29) +11 +7(-9) - -
Punish Advantage Hit Advantage Block Advantage
+11 +7 +3(-13)
Notes
2 hits; 1st hit forces stand (important for combos); 2nd hit whiffs on crouch blocking opponents (if 1st hit is stand blocked, both hits will connect); 1f extra recovery when 2nd hit whiffs; Counter-hit/Punish Counter advantage carries through both hits; great punish starter since scaling doesn't apply; both hits put airborne opponents into limited juggle state

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
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +9 +3 +5 -1
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link
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
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15 +10 +3 +13 +6
Punish Advantage Hit Advantage Block Advantage
+10 +6 -1
Notes
Excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP)
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
6000 [8000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 +4 -4 +17 +9
Punish Advantage Hit Advantage Block Advantage
+4 0 -8
Notes
Forces stand (important combo/punish tool for 214LK); head/arm hurtbox is anti-air invuln while active on frames 8-15; good anti-air for vertical approaches but cannot hit cross-up (anti-air hitbox takes ~11f to come out, making it slower than average); only cancelable on active frames 1-3
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
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Chains into 5LP/2LP/2LK
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
2000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +5 -2 +11 +4
Punish Advantage Hit Advantage Block Advantage
+5 +1 -6
Notes
Range: 1.473; extends a wide hurtbox 3f before startup and during recovery
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
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 HKD +32 -8 - -
Punish Advantage Hit Advantage Block Advantage
HKD +47 HKD +32 -12
Notes
6f extra recovery on block; good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); can set up auto-timed safe jumps when juggled into (like after 214LK); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing)

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
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-7(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
~+8(+13) ~+4(+9) ~0(+5)
Notes
Fast air-to-air; can be used as a fuzzy instant overhead
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
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-4(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
~+13(+15) ~+9(+11) ~+5(+7)
Notes
Puts airborne opponents into limited juggle state but no juggle potential on its own; lenient cancel window to juggle into j.214K/j.236P/Air SA1
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
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-9(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
~+12(+19) ~+8(+15) ~+4(+11)
Notes
Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for air approaches
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
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-7(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
~+9(+14) ~+5(+10) ~+1(+6)
Notes
Cross-up
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
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-7(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
~+12(+17) ~+8(+13) ~+4(+9)
Notes
Cross-up; shifts Akuma's hurtbox upward during startup
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
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-8(-2) - - - -
Punish Advantage Hit Advantage Block Advantage
~+13(+19) ~+9(+15) ~+5(+11)
Notes
Most horizontal range of Akuma's air normals

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
1250x2 [2500x2] 750x2 250x2 (175x2) 125x2 (62x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,1 0,0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21(-19) +7 +3 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -1
Notes
2-hits; fast overhead with excellent reward (5MK) when used out of Drive Rush; if blocked, gets strong frame traps but is out of throw range
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(18) 27(30) 23 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +9 0 - -
Punish Advantage Hit Advantage Block Advantage
+9 +5 -4
Notes
3f extra recovery on whiff/block; long-range poke with great hitbox priority; good whiff punish tool that allows a link to 2HK from closer ranges, or into SA2 from around Akuma's 2MK range; safe from all reversal 4f normal even at point blank (except Zangief 2LK, which gets no follow-up)
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
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +8 +1 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 -3
Notes
Solid poke with easy hitconfirm timing; TC follow-up is always a true blockstring even at max delay; more damaging than 5HK when used mid-combo due to lack of damage scaling; useful out of Drive Rush for long-range oki (e.g. after midscreen throw)
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
5000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 KD +47 Free Juggle -11 KD +69 +7
Punish Advantage Hit Advantage Block Advantage
KD +47 KD +47 -15
Notes
Puts opponents into limited juggle state (free juggle if used out of Drive Rush); upper body and kicking leg is anti-air invuln while active (frames 12-16); unreliable anti-air due to slow startup and extended vertical hurtbox before the invuln starts; being a cancelable launcher allows Akuma to juggle into Demon Raid follow-ups or charged fireballs
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 until land 7(13) land - 19 14
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 0 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16(-6) - - - -
Punish Advantage Hit Advantage Block Advantage
+5(+15) +1(+11) -4(+6)
Notes
Forward Jump only; 6f extra landing recovery on whiff; great tool for mixing up jump timings, especially against characters that rely on non-invincible anti-airs; much stronger hurtbox compared to other divekicks; cannot hit cross-up; all landing recovery after the first 2 frames has a crouch-sized hurtbox, and the final recovery frame is in a crouching state

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
2000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - +13 +8
Punish Advantage Hit Advantage Block Advantage
+3 -1 -6
Notes
Important combo/hitconfirm tool
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
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 3 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Safe overhead Target Combo that's great for chipping Drive gauge; puts airborne opponents into limited juggle OTG state (can be used in juggles where 5MK connects, like wallsplat or DR~5MK routes); 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 making it very difficult to hitconfirm
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
10 3 21(24) 33(36) - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 1
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 -10
Notes
3f extra recovery on block; always a true blockstring even at max delay; puts opponent into limited juggle state; can finish with HK ender midscreen or 623MP in the corner; stronger extensions possible on a higher juggle (like Wallsplat into 2HK or any Super); easily hitconfirmable combo extension
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 3 24 35 - 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 - 2500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0 2
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; puts opponent into limited juggle state; useful midscreen ender (623MP is stronger after a corner 6HP~6HP launch)

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
Can walk or Dash + walk for manually-timed corner throw loop; immediate TK Air Fireball can stuff some wakeup reversals and leave Akuma plus on block; midscreen, cannot get strike/throw mixup but can Drive Rush into delayed 6HP to beat wakeup 4f normals (+1 oB)
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
Side switches; can walk for pseudo-throw loop after throwing opponent into corner (loses to reversal 4f normals); can use immediate DR~5MP for stronger oki (but loses to invincible reversals on reaction); immediate 6HP hits meaty, becoming +6/-1 with a link to 2MP on hit or 2HP on Counter-hit

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 - 200 100 1
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 14+7(13) land 34(40) - 16
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
- - 5-27 (FKD) 2 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 KD +50 -13
Notes
6f extra recovery on block/whiff; 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 2(13)2 11+20 land 58 - 20x2 (35 total)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [5000] 1000x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
8-38 Lower Body Projectile - 5-38 (FKD) 2 0,2 5,5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31(-46) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +41(38) KD +41(38) -13(-28)
Notes
Whiffs on crouching opponents; 2 hits; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block
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 3(6)3(9)3(18)3 21+14(20) land 86(92) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [1000x3,2000] 500x4 (500) 250x4 (175x4) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 8-72 (FKD) 1 0,0,0,1 5,5,5,8
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-78 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -59
Notes
6f extra recovery on block/whiff; 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 2(4)2(4)2(3)2(4)2 7+19 land 63 - 34 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [1000x4,6000] -20000 1000 (700) 100x2,80x2,100 (50x2,40x2,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 5-44 (FKD) 3 1,1,0,0,1 10,11,12,13,14
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25(-49) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +46 KD +46 -17(-35)
Notes
Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage); 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 2(5)2(5)2 16 land - - 20(16)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 1 8
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22(-15) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +46(+52) KD +46(+52) -2(+3) Front
-6(-1) Back
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 2(1)3(1)3(1)3(2)2 16 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [1000x4,6000] -20000 200x5 (140x5) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 0,0,0,0,1 10,11,12,13,8
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40(+53) KD +40(+53) -
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
6000 [6000] 500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -8
Notes
6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise)
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(23) 41(44) 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+10 +2 -4
Notes
3f extra recovery on whiff; extra advantage on Punish Counter makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise)
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(21) 44(46) 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 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
+12 +3 -2
Notes
2f extra recovery on whiff; extra advantage on Punish Counter makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise)
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
6000 [10000] -20000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +78 Crumple +1 -3
Notes
Can be spaced in neutral for +2f better advantage (very precise)

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
7 4 18(22) 28(32) 25 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 1 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -10
Notes
4f extra recovery on block; 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
7 4 32 42 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-34 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +32 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
11 4 28 42 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [7000] 500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +47 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
7 4(4)3 25(31) 42(48) - 24 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [7000] - 500,250 (350,175) 250,125 (125,62) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 / 2 air 1,1 10,15
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +45(+63) KD +45(+63) -18
Notes
() refers to scaled damage from 214PP combo starter; 6f extra recovery on block; 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
18~40 - - - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 7-45 (FKD) - - -
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
16~40 - - - - -
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
- - 7-45 (FKD) - - -
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 15(19) 71(75) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17(-14) - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +54(+57) HKD +39(+42) +2(+5)
Notes
4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage
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(19) 71(75) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +54 HKD +39 +2
Notes
4f extra recovery on whiff; 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
18+16 until land 9 land - - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [5000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 0 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15(-11) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +37(+41) KD +37(+41) +3(+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+16 until land 9 land - - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [5000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 0 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15(-11) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +37(+41) KD +37(+41) +3(+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
18+13 until land 9(14) land - 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 0 4
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18(-8) - - - -
Punish Advantage Hit Advantage Block Advantage
+4(+14) 0(+10) -5(+5)
Notes
5f extra recovery on whiff; 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
16+13 until land 9(14) land - 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 1 0 4
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18(-8) - - - -
Punish Advantage Hit Advantage Block Advantage
+4(+14) 0(+10) -5(+5)
Notes
5f extra recovery on whiff; 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
40 - 2+3 land 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
- - Until Land (FKD) - - -
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; must be inputting any Down direction on frame 41 of 236K
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
40 - 2+3 land 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
- - Until Land (FKD) - - -
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; must be inputting any Down direction on frame 41 of 236KK

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
2000x2,1000 [2000,0,1000] - 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
0~ - - - -
Punish Advantage Hit Advantage Block Advantage
KD~ (varies) KD~ (varies) -3~ (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
- [1000x4,6000] - 200x5 (140x5) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) 2 0,0,0,0,1 10,11,12,13,8
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +46(+53) KD +46(+53) -
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 total 49 - -
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; travels back ~1/2 screen; no collision box on frames 15-37; no invincibility whatsoever
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
(23~) - 51 51 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
- - -
Notes
Cannot be canceled into; no collision box on frames 17-35 (can pass through opponent); no invincibility whatsoever, but passing through opponent may cause attack hitbox to whiff; frames 24-38 are cancelable into Oboro Throw follow-up;

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
(23~37)+8 3 50 83(97) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 [6500] 3000(2100) [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 +20 HKD +20 -
Notes
Total startup 31-45f depending on input timing; can be activated even after passing through opponent; Range: 1.076 (not including 6KKK travel distance)

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 - 96 106 - 56 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 1000x5 - -10000 -10000 0.12
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Strike/Throw Break - 100 1x4,100 99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-42 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +9 KD +9 -41
Notes
5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen
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 - 23(33) land - - 39 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x5 1000x5 - -10000 -10000 0.075
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break Until Land (FKD) 1 0,0,0,0,1 5,5,5,5,5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12~ - - - -
Punish Advantage Hit Advantage Block Advantage
KD +49~ KD +49~ -28~
Notes
5-hit Super projectile; during Forward or Neutral Jump only; 10f extra landing recovery on block/whiff; puts airborne opponents into limited juggle state; travels down at ~45 degree angle; projectile speed/angle is not affected by button strength; can be used while OD projectiles are on-screen; leg hurtbox is projectile invuln until landing
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 3 52 63 - 20
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 - 1 (Forced) 1 100
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-53 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 (HKD +97 Wallsplat) HKD +29 (HKD +97 Wallsplat) -35
Notes
Wallsplats opponent near the corner unless opponent was already wallsplat with 214PP~6P (can follow up with a juggle regardless of original juggle count)
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) 4 58 69 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break - - - 99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-60 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD +18 -41
Notes
Cinematic time regenerates ~? Drive bars for Akuma; only 2f startup when canceled from 623P
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) 4 58 69 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break - - - 99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-60 - - - -
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; only 2f startup when canceled from 623P
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 21 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
1 Full, 6-27 Projectile 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!)"



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