< Street Fighter 6 | Akuma
(→5HK) |
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(41 intermediate revisions by the same user not shown) | |||
Line 11: | Line 11: | ||
| throwHurtbox = 0.33 | | throwHurtbox = 0.33 | ||
| fwdWalkSpd = 0.052 | | fwdWalkSpd = 0.052 | ||
| bwdWalkSpd = 0. | | bwdWalkSpd = 0.035 | ||
| fwdDashSpd = 19 | | fwdDashSpd = 19 | ||
| bwdDashSpd = 23 | | bwdDashSpd = 23 | ||
| fwdDashDist = 1. | | fwdDashDist = 1.352 | ||
| bwdDashDist = 0. | | bwdDashDist = 0.923 | ||
| jumpSpd = 4+38+3 | | jumpSpd = 4+38+3 | ||
| jumpApex = 2.115 | | jumpApex = 2.115 | ||
Line 68: | Line 68: | ||
| jugLimit = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state) | | jugLimit = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state) | ||
| projSpeed = (Movement speed of projectiles; if movement speed changes over time, list multiple values) | | projSpeed = (Movement speed of projectiles; if movement speed changes over time, list multiple values) | ||
| atkRange = (Range for certain attacks, generally normals/throws/DI; moves with extra horizontal movement listed as MaxRange(MinRange), e.g. Slides or 2-hit moves) | |||
| notes = (Additional details about the move that do not have their own dedicated field) | | notes = (Additional details about the move that do not have their own dedicated field) | ||
---> | ---> | ||
Line 107: | Line 108: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Chains into 5LP/2LP/2LK | | atkRange = 1.02 | ||
| notes = Chains into 5LP/2LP/2LK; fastest chain timing (more useful vs. DI) | |||
}} | }} | ||
Line 143: | Line 145: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.95 | |||
| notes = Primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit | | notes = Primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit | ||
}} | }} | ||
Line 179: | Line 182: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.483 | |||
| notes = Long-range hitconfirmable poke with a great hitbox; special/DR cancel is delayed until after 3rd active frame | | notes = Long-range hitconfirmable poke with a great hitbox; special/DR cancel is delayed until after 3rd active frame | ||
}} | }} | ||
Line 216: | Line 220: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.303 | |||
| notes = Good range for a light normal; useful in light confirms, punishes, and neutral buffers; DR cancel is delayed until after active frames | | notes = Good range for a light normal; useful in light confirms, punishes, and neutral buffers; DR cancel is delayed until after active frames | ||
}} | }} | ||
Line 252: | Line 257: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.23 | |||
| 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 | | 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 283: | Line 289: | ||
| superGainHit = 500x2 (350x2) | | superGainHit = 500x2 (350x2) | ||
| superGainBlk = 250x2 (125x2) | | superGainBlk = 250x2 (125x2) | ||
| jugStart = 1 | | jugStart = 1,1 air | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 0,1 | | jugLimit = 0,1 | ||
| notes = 2 hits; 1st hit forces stand (important for combos); 2nd hit | | atkRange = 2.532 (1.82) | ||
| notes = 2 hits; 1st hit forces stand (important for combos); both the 2nd hit and the farthest-reaching hitbox of 1st hit whiff on crouching opponents unless they extend a vertical hurtbox; if 1st hit is stand blocked, both hits will connect on block; 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 | |||
}} | }} | ||
Line 324: | Line 331: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.00 | |||
| notes = Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
Line 360: | Line 368: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.18 | |||
| notes = Excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP); topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP); topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
Line 396: | Line 405: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.90 | |||
| 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 | | 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 430: | Line 440: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Chains into 5LP/2LP/2LK | | atkRange = 1.05 | ||
| notes = Chains into 5LP/2LP/2LK; 2LK~2LK chain has a 4f blockstring gap that can trade with reversal normals | |||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| | | atkRange = 1.473 | ||
| notes = Extends a wide hurtbox 3f before startup and during recovery; special/DR cancel is delayed until after active frames; DI cancel can occur on 1st active frame | |||
}} | }} | ||
Line 499: | Line 511: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.783 | |||
| 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) | | 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) | ||
}} | }} | ||
Line 515: | Line 528: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+4(+9)}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|E|0}}{{sf6-adv|VP|(+5)}} | ||
| punishAdv = | | punishAdv = {{sf6-adv|VP|+8(+13)}} | ||
| perfParryAdv = | | perfParryAdv = {{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 13 | | hitstun = 13 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 530: | Line 543: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.80 | |||
| notes = Fast air-to-air; can be used as a fuzzy instant overhead | | notes = Fast air-to-air; can be used as a fuzzy instant overhead | ||
}} | }} | ||
Line 545: | Line 559: | ||
| guard = H | | guard = H | ||
| cancel = Sp SA1 | | cancel = Sp SA1 | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+9(+11)}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|VP|+5(+7)}} | ||
| punishAdv = | | punishAdv = {{sf6-adv|VP|+13(+15)}} | ||
| perfParryAdv = | | perfParryAdv = {{sf6-adv|VM|-4}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 15 | | hitstun = 15 | ||
| blockstun = 11 | | blockstun = 11 | ||
Line 560: | Line 574: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.97 | |||
| 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 | | 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 575: | Line 590: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+8(+15)}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|VP|+4(+11)}} | ||
| punishAdv = | | punishAdv = {{sf6-adv|VP|+12(+19)}} | ||
| perfParryAdv = | | perfParryAdv = {{sf6-adv|VM|-9}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 590: | Line 605: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.06 | |||
| notes = Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for air approaches | | notes = Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for air approaches | ||
}} | }} | ||
Line 605: | Line 621: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+5(+10)}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+6)}} | ||
| punishAdv = | | punishAdv = {{sf6-adv|VP|+9(+14)}} | ||
| perfParryAdv = | | perfParryAdv = {{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 14 | | hitstun = 14 | ||
| blockstun = 10 | | blockstun = 10 | ||
Line 620: | Line 636: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.55 | |||
| notes = Cross-up | | notes = Cross-up | ||
}} | }} | ||
Line 635: | Line 652: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+8(+13)}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|VP|+4(+9)}} | ||
| punishAdv = | | punishAdv = {{sf6-adv|VP|+12(+17)}} | ||
| perfParryAdv = | | perfParryAdv = {{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 13 | | blockstun = 13 | ||
Line 650: | Line 667: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.15 | |||
| notes = Cross-up; shifts Akuma's hurtbox upward during startup | | notes = Cross-up; shifts Akuma's hurtbox upward during startup | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+9(+15)}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|VP|+5(+11)}} | ||
| punishAdv = | | punishAdv = {{sf6-adv|VP|+13(+19)}} | ||
| perfParryAdv = | | perfParryAdv = {{sf6-adv|VM|-8}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 680: | Line 698: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.20 | |||
| notes = Most horizontal range of Akuma's air normals | | notes = Most horizontal range of Akuma's air normals | ||
}} | }} | ||
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| recovery = 18 | | recovery = 18 | ||
| total = 42 | | total = 42 | ||
| guard = H | | guard = H,H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|P|+3}} | | hitAdv = {{sf6-adv|P|+3}} | ||
Line 714: | Line 733: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 0,0 | | jugLimit = 0,0 | ||
| 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 | | atkRange = 1.861 (1.791) | ||
| 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; 2nd hit is no longer an overhead if the first hit connects | |||
}} | }} | ||
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| startup = 10 | | startup = 10 | ||
| active = 3 | | active = 3 | ||
| recovery = 15(18) | | recovery = 15(18/19) | ||
| total = 27(30) | | total = 27(30/31) | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
Line 747: | Line 767: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = 3f extra recovery on whiff | | atkRange = 1.649 | ||
| notes = 3f extra recovery on block, 4f extra recovery on whiff; whiffed version extends a wider hurtbox during recovery; 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) | |||
}} | }} | ||
Line 781: | Line 802: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.957 | |||
| 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) | | 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) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.134 | |||
| 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 = 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 | ||
}} | }} | ||
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| driveDmgBlk = 4000 | | driveDmgBlk = 4000 | ||
| driveDmgHit = [5000] | | driveDmgHit = [5000] | ||
| driveGain = | | driveGain = 3000 | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
Line 883: | Line 906: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = Important combo/hitconfirm tool | | notes = Important combo/hitconfirm tool; always a true blockstring from 5MP | ||
}} | }} | ||
Line 996: | Line 1,019: | ||
| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| 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) | | atkRange = 0.80 | ||
| notes = Can walk or Dash + walk for manually-timed corner throw loop; immediate TK OD 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 1,019: | Line 1,043: | ||
| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| 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 | | 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 1,031: | Line 1,056: | ||
| damage = 800 | | damage = 800 | ||
| chip = 200 | | chip = 200 | ||
| dmgScaling = 20% Starter | | dmgScaling = 20% Starter (Hit)<br>20% Multiplier (Block) | ||
| startup = 26 | | startup = 26 | ||
| active = 2 | | active = 2 | ||
Line 1,052: | Line 1,077: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.561 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
Line 1,058: | Line 1,084: | ||
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6hphk | moveType = drive | {{FrameData-SF6 | chara = Akuma | moveId = akuma_6hphk | moveType = drive | ||
| input = 6HPHK | | input = 6HPHK | ||
| name = Souha Double Palm | | name = Souha Double Palm (Block) | ||
| images = SF6_Akuma_6hphk.png | | images = SF6_Akuma_6hphk.png | ||
| hitboxes = SF6_Akuma_6hphk_hitbox.png | | hitboxes = SF6_Akuma_6hphk_hitbox.png | ||
| damage = 500 recoverable | | damage = 500 recoverable | ||
| chip = 125 recoverable | | chip = 125 recoverable | ||
| startup = 20 | | startup = 20 | ||
| active = 3 | | active = 3 | ||
| recovery = 26 | | recovery = 26(31) | ||
| total = 48 | | total = 48(53) | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
Line 1,076: | Line 1,102: | ||
| hitstop = 20 | | hitstop = 20 | ||
| driveGain = -20000 | | driveGain = -20000 | ||
| invuln = 1-22 | | invuln = 1-22 Full | ||
| armor = Break | | armor = Break | ||
| jugStart = 200 | | jugStart = 200 | ||
| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = | | atkRange = 1.736 | ||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | |||
}} | |||
{{FrameData-SF6 | chara = Akuma | moveId = akuma_6hphk_recovery | moveType = drive | |||
| input = 6HPHK | |||
| name = Souha Double Palm (Recovery) | |||
| images = SF6_Akuma_6hphk.png | |||
| hitboxes = SF6_Akuma_6hphk_hitbox.png | |||
| damage = 500 recoverable | |||
| chip = 125 recoverable | |||
| startup = 18 | |||
| active = 3 | |||
| recovery = 26(31) | |||
| total = 46(51) | |||
| guard = LH | |||
| cancel = - | |||
| hitAdv = KD +23 | |||
| blockAdv = {{sf6-adv|VM|-6}} | |||
| punishAdv = KD +23 | |||
| perfParryAdv = {{sf6-adv|VM|-27}} | |||
| blockstun = 23 | |||
| hitstop = 20 | |||
| driveGain = -20000 | |||
| invuln = 1-20 Full | |||
| armor = Break | |||
| jugStart = 200 | |||
| jugIncrease = 100 | |||
| jugLimit = 1 | |||
| atkRange = 1.736 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | |||
}} | }} | ||
Line 1,105: | Line 1,161: | ||
}} | }} | ||
===== 66 ===== | ===== MPMK~66 ===== | ||
{{FrameData-SF6 | chara = Akuma | moveId = | {{FrameData-SF6 | chara = Akuma | moveId = akuma_mpmk_66_pdr | moveType = drive | ||
| input = 66 | | input = MPMK~66 | ||
| name = Drive Rush | | name = Parry Drive Rush | ||
| images = SF6_Akuma_66.png | | images = SF6_Akuma_66.png | ||
| hitboxes = SF6_Akuma_66_hitbox.png | | hitboxes = SF6_Akuma_66_hitbox.png | ||
| damage = - | | damage = - | ||
| dmgScaling = 15% Multiplier (Mid-Combo) | | dmgScaling = 15% Multiplier (Mid-Combo) | ||
| startup = | | startup = 3+8 | ||
| active = | | active = - | ||
| | | recovery = 15(37) | ||
| total = 26(48) | |||
| guard = - | |||
| cancel = - | |||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| driveGain = -10000 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.880 (min/throw), 2.121 (min/block), 3.425 (max/final DR frame) | |||
}} | |||
{{FrameData-SF6 | chara = Akuma | moveId = akuma_mpmk_66_drc | moveType = drive | |||
| input = MPMK or 66 | |||
| name = Drive Rush Cancel | |||
| images = SF6_Akuma_66.png | |||
| hitboxes = SF6_Akuma_66_hitbox.png | |||
| damage = - | |||
| dmgScaling = 15% Multiplier (Mid-Combo) | |||
| startup = 9 | |||
| active = - | |||
| recovery = 15(37) | |||
| total = 24(46) | |||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| driveGain = | | hitAdv = - | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] | | blockAdv = - | ||
| driveGain = -30000 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties | |||
}} | }} | ||
Line 1,157: | Line 1,233: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.055 | | projSpeed = 0.055 | ||
| 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); | | 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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 16~ and on arms (projectile invuln) from frame 18~ | ||
}} | }} | ||
Line 1,191: | Line 1,267: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.075 | | projSpeed = 0.075 | ||
| 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); | | 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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 14~ and on arms (projectile invuln) from frame 16~ | ||
}} | }} | ||
Line 1,225: | Line 1,301: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.095 | | projSpeed = 0.095 | ||
| 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); | | 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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 14~ | ||
}} | }} | ||
Line 1,259: | Line 1,335: | ||
| jugLimit = 1,6 | | jugLimit = 1,6 | ||
| projSpeed = 0.095 | | projSpeed = 0.095 | ||
| notes = 2 | | notes = 2-hit OD projectile; 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 airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 16~ | ||
}} | }} | ||
Line 1,294: | Line 1,370: | ||
| jugLimit = 1,6 | | jugLimit = 1,6 | ||
| projSpeed = LP 0.07 / MP 0.085 / HP 0.105 | | projSpeed = LP 0.07 / MP 0.085 / HP 0.105 | ||
| notes = 2 | | notes = 2-hit projectile; 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~ | ||
}} | }} | ||
Line 1,328: | Line 1,404: | ||
| jugLimit = 1,1,6 | | jugLimit = 1,1,6 | ||
| projSpeed = LP 0.09 / MP 0.115 / HP 0.145 | | projSpeed = LP 0.09 / MP 0.115 / HP 0.145 | ||
| notes = 3 | | notes = 3-hit projectile; 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~ | ||
}} | }} | ||
Line 1,362: | Line 1,438: | ||
| jugLimit = 1,1,6 | | jugLimit = 1,1,6 | ||
| projSpeed = 0.145 | | projSpeed = 0.145 | ||
| notes = 3 | | notes = 3-hit OD projectile; 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~ | ||
}} | }} | ||
Line 1,397: | Line 1,473: | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| projSpeed = LP 0.04 / MP 0.055 / HP 0.075 | | projSpeed = LP 0.04 / MP 0.055 / HP 0.075 | ||
| 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 | | 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; upper half of hitbox only connects on opponents mid-combo | ||
}} | }} | ||
Line 1,429: | Line 1,505: | ||
| jugLimit = 5,5,5 | | jugLimit = 5,5,5 | ||
| projSpeed = 0.075 | | projSpeed = 0.075 | ||
| 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 | | 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; upper half of hitbox only connects on opponents mid-combo | ||
}} | }} | ||
Line 1,464: | Line 1,540: | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 [7] | ||
| 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 | | atkRange = 0.906 (1st) | ||
| notes = Puts opponent into limited juggle state; 300 less damage and higher juggle limit on active frames 4-10; cannot hit cross-up; only the first active frame can cancel into SA3 | |||
}} | }} | ||
Line 1,500: | Line 1,577: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 5,7 | | jugLimit = 5,7 | ||
| atkRange = 0.966 (1st) | |||
| notes = Puts opponent into limited juggle state; cannot hit cross-up; only the first active frame can cancel into SA3 | | notes = Puts opponent into limited juggle state; cannot hit cross-up; only the first active frame can cancel into SA3 | ||
}} | }} | ||
Line 1,534: | Line 1,612: | ||
| jugStart = 1 | | jugStart = 1 | ||
| jugIncrease = 1,1,1 | | jugIncrease = 1,1,1 | ||
| jugLimit = 5,7,8 | | jugLimit = 5,7,8 [9] | ||
| 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 | | atkRange = 1.124 (1st) | ||
| 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; higher juggle limit on active frame 7~ | |||
}} | }} | ||
Line 1,544: | Line 1,623: | ||
| images = SF6_Akuma_623pp.png | | images = SF6_Akuma_623pp.png | ||
| hitboxes = SF6_Akuma_623pp_hitbox.png | | hitboxes = SF6_Akuma_623pp_hitbox.png | ||
| damage = 300x3, | | damage = 300x3,700 (1700) | ||
| chip = 75x2~3 (225/150) | | chip = 75x2~3 (225/150) | ||
| startup = 6 | | startup = 6 | ||
Line 1,567: | Line 1,646: | ||
| jugIncrease = 1,1,1,10,10 | | jugIncrease = 1,1,1,10,10 | ||
| jugLimit = 7,8,9,50,50 | | jugLimit = 7,8,9,50,50 | ||
| atkRange = 1.006 (1st) | |||
| 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 = 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 | ||
}} | }} | ||
Line 1,601: | Line 1,681: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = 6f extra recovery on block/whiff; whiffs on crouching opponents; puts opponent into limited juggle state | | notes = 6f extra recovery on block/whiff; whiffs on crouching opponents (for consistency, cancel from 5MK or 2HP); cannot hit cross-up; puts opponent into limited juggle state; allows juggle into 623P (close range), 2HK (safe jump setup), or any Super | ||
}} | }} | ||
Line 1,635: | Line 1,715: | ||
| jugIncrease = 0,2 | | jugIncrease = 0,2 | ||
| jugLimit = 5,5 | | jugLimit = 5,5 | ||
| notes = | | notes = 2 hits; whiffs on crouching opponents; cannot hit cross-up; puts opponent into limited juggle state (follow-up requires higher juggle connect, like after wallsplat); 2nd hit has 3f worse KD advantage; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block | ||
}} | }} | ||
Line 1,667: | Line 1,747: | ||
| jugIncrease = 0,0,0,1 | | jugIncrease = 0,0,0,1 | ||
| jugLimit = 5,5,5,8 | | jugLimit = 5,5,5,8 | ||
| notes = 6f extra recovery on block/whiff; can hit crouching opponents; upward angle | | notes = 6f extra recovery on block/whiff; can hit crouching opponents; upward angle, primarily used as a juggle ender for damage and corner carry | ||
}} | }} | ||
Line 1,684: | Line 1,764: | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = KD + | | hitAdv = KD +47 | ||
| blockAdv = {{sf6-adv|VM|-17(-35)}} | | blockAdv = {{sf6-adv|VM|-17(-35)}} | ||
| punishAdv = KD + | | punishAdv = KD +47 | ||
| perfParryAdv = {{sf6-adv|VM|-25(-49)}} | | perfParryAdv = {{sf6-adv|VM|-25(-49)}} | ||
| blockstun = 34 total | | blockstun = 34 total | ||
Line 1,699: | Line 1,779: | ||
| jugIncrease = 1,1,0,0,1 | | jugIncrease = 1,1,0,0,1 | ||
| jugLimit = 10,11,12,13,14 | | jugLimit = 10,11,12,13,14 | ||
| notes = Whiffs on crouching opponents | | notes = Whiffs on crouching opponents; if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage; cannot hit cross-up; puts opponent into limited juggle state (combos into 623LP/MP/PP); performs final kick on hit only | ||
}} | }} | ||
Line 1,732: | Line 1,812: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 8 | | jugLimit = 8 | ||
| notes = | | notes = During forward jump only; can hit cross-up but does not hit overhead; puts opponent into limited juggle state; KD and block advantage depends on how high it connects; 4f less blockstun on cross-up version; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land | ||
}} | }} | ||
Line 1,759: | Line 1,839: | ||
| jugIncrease = 0,0,0,0,1 | | jugIncrease = 0,0,0,0,1 | ||
| jugLimit = 10,11,12,13,8 | | jugLimit = 10,11,12,13,8 | ||
| notes = | | notes = During forward jump only; cannot hit cross-up or against grounded opponents; stops Akuma's jump momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state (combos into 623LP/MP/PP on lower connect, but more lenient after high connect like j.MP > j.214KK); KD advantage depends on how high it connects; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land | ||
}} | }} | ||
Line 1,793: | Line 1,873: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| notes = 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise) | | atkRange = 1.714 | ||
| notes = 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-12 (can make low attacks whiff); only version of 214P that can combo from 2LP/5LK | |||
}} | }} | ||
Line 1,826: | Line 1,907: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| 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) | | atkRange = 2.064 | ||
| notes = 3f extra recovery on whiff; extra advantage on Punish Counter (+10) 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); foot hurtbox is pulled back on frames 6-15 (can make low attacks whiff) | |||
}} | }} | ||
Line 1,859: | Line 1,941: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| 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) | | atkRange = 2.316 | ||
| notes = 2f extra recovery on whiff; extra advantage on Punish Counter (+12) 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); foot hurtbox is pulled back on frames 6-18 (can make low attacks whiff) | |||
}} | }} | ||
Line 1,893: | Line 1,976: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| notes = Can be spaced in neutral for +2f better advantage (very precise) | | atkRange = 2.134 | ||
| notes = Can be spaced in neutral for +2f better advantage (very precise); grounded Punish Counter crumple is +16 before opponent becomes airborne; foot hurtbox is pulled back on frames 6-14 (can make low attacks whiff); combos from Punish Counter 5LK/2LP | |||
}} | }} | ||
Line 1,927: | Line 2,011: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = 4f extra recovery on block; true blockstring from 214LP even at max delay | | notes = 4f extra recovery on block; cannot come out on whiff; true blockstring from 214LP even at max delay; keeps opponent grounded for strike/throw mixup (requires microwalk if midscreen) | ||
}} | }} | ||
Line 1,959: | Line 2,043: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = | | notes = Cannot come out on whiff; true blockstring from 214MP even at max delay; puts opponents into limited juggle state | ||
}} | }} | ||
Line 1,992: | Line 2,076: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = | | notes = Cannot come out on whiff; true blockstring from 214HP even at max delay; puts opponents into limited juggle state with follow-up juggles possible in the corner | ||
}} | }} | ||
Line 2,010: | Line 2,094: | ||
| cancel = SA2 SA3 | | cancel = SA2 SA3 | ||
| hitconfirm = 54-57 | | hitconfirm = 54-57 | ||
| hitAdv = | | hitAdv = HKD +45(+63) | ||
| blockAdv = {{sf6-adv|VM|-18}} | | blockAdv = {{sf6-adv|VM|-18}} | ||
| punishAdv = | | punishAdv = HKD +45(+63) | ||
| perfParryAdv = {{sf6-adv|VM|-32}} | | perfParryAdv = {{sf6-adv|VM|-32}} | ||
| blockstun = 24 total | | blockstun = 24 total | ||
Line 2,023: | Line 2,107: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10,15 | | jugLimit = 10,15 | ||
| notes = () refers to scaled damage from 214PP combo starter; 6f extra recovery on block; true blockstring from 214PP even at max delay; | | notes = () refers to scaled damage from 214PP combo starter; 6f extra recovery on block; cannot come out on whiff; true blockstring from 214PP even at max delay; sends opponent to the edge of the screen for a wallsplat unless SA2 wallsplat occurred earlier in the combo (much less KD advantage, around +26~33); grounded wallsplat puts opponent into free juggle state (limited juggle state vs. airborne); allows a follow-up juggle if near the corner; KD advantage varies significantly depending on distance from corner | ||
}} | }} | ||
Line 2,042: | Line 2,126: | ||
| blockAdv = - | | blockAdv = - | ||
| airborne = 7-45 (FKD) | | airborne = 7-45 (FKD) | ||
| notes = Button strength determines trajectory (LK short, MK mid, HK far) | | notes = Button strength determines trajectory (LK short, MK mid, HK far); counter-hit state for entire duration; cancelable into follow-ups on frames 18-40; on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down) | ||
}} | }} | ||
Line 2,061: | Line 2,145: | ||
| driveGain = -20000 | | driveGain = -20000 | ||
| airborne = 7-45 (FKD) | | airborne = 7-45 (FKD) | ||
| notes = Tracks opponent's location regardless of distance | | notes = Tracks opponent's location regardless of distance; counter-hit state for entire duration; cancelable into follow-ups on frames 16-40 (16-38 for Fireball/Tatsu follow-ups); on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down) | ||
}} | }} | ||
Line 2,093: | Line 2,177: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = 4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage | | notes = 4f extra recovery on whiff; recovery is in a crouching state until the final frame (final 5f on whiff); causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage | ||
}} | }} | ||
Line 2,124: | Line 2,208: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = 4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up | | notes = 4f extra recovery on whiff; recovery is in a crouching state until the final frame (final 5f on whiff); causes Akuma to auto-correct if Demon Raid crosses up | ||
}} | }} | ||
Line 2,156: | Line 2,240: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = | | notes = Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing) | ||
}} | }} | ||
Line 2,187: | Line 2,271: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = | | notes = Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing) | ||
}} | }} | ||
Line 2,221: | Line 2,305: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far) | | notes = 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs) | ||
}} | }} | ||
Line 2,254: | Line 2,338: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far) | | notes = 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs) | ||
}} | }} | ||
Line 2,267: | Line 2,351: | ||
| startup = 40 | | startup = 40 | ||
| active = - | | active = - | ||
| recovery = 2+3 land | | recovery = 2+3(8) land | ||
| total = 45 | | total = 45(50) | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
Line 2,274: | Line 2,358: | ||
| blockAdv = - | | blockAdv = - | ||
| airborne = Until Land (FKD) | | airborne = Until Land (FKD) | ||
| notes = | | notes = Acts like an empty jump (with the same 45f duration) with adjustable distance; 5f extra landing recovery when crossing over opponent; useful for baiting opponent's anti-air, Drive Impact, or Parry; must be inputting any Down direction on frame 41 of 236K; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame | ||
}} | }} | ||
Line 2,286: | Line 2,370: | ||
| startup = 40 | | startup = 40 | ||
| active = - | | active = - | ||
| recovery = 2+3 land | | recovery = 2+3(8) land | ||
| total = 45 | | total = 45(50) | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
Line 2,293: | Line 2,377: | ||
| blockAdv = - | | blockAdv = - | ||
| airborne = Until Land (FKD) | | airborne = Until Land (FKD) | ||
| notes = | | notes = Acts like an empty jump (with the same 45f duration) that puts Akuma point blank; 5f extra landing recovery when crossing over opponent; useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236KK; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame | ||
}} | }} | ||
Line 2,325: | Line 2,409: | ||
| jugLimit = 5,5,5 | | jugLimit = 5,5,5 | ||
| projSpeed = 0.075 | | projSpeed = 0.075 | ||
| notes = 3 | | notes = 3-hit OD projectile; can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; 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; foot hurtbox is projectile invuln 1f~land | ||
}} | }} | ||
Line 2,352: | Line 2,436: | ||
| jugIncrease = 0,0,0,0,1 | | jugIncrease = 0,0,0,0,1 | ||
| jugLimit = 10,11,12,13,8 | | jugLimit = 10,11,12,13,8 | ||
| notes = | | notes = Can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; cannot hit cross-up or against grounded opponents; stops Akuma's air momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state; KD advantage depends on how high it connects (useful after 4HK launch, allowing most juggle enders to combo); Akuma is in a crouching state on frames 4-10 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land | ||
}} | }} | ||
Line 2,371: | Line 2,455: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| notes = Cannot be canceled into; travels back ~1/2 screen; no collision box on frames 15-37; no invincibility whatsoever; Distance: 2.128 | | notes = Cannot be canceled into; travels back ~1/2 screen; no collision box on frames 15-37; no invincibility whatsoever; counter-hit state for entire duration; Distance: 2.128 | ||
}} | }} | ||
Line 2,389: | Line 2,473: | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| 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; Distance: 3.663 | | 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; counter-hit state for entire duration; frames 24-38 are cancelable into Oboro Throw follow-up; Distance: 3.663 | ||
}} | }} | ||
Line 2,412: | Line 2,496: | ||
| driveGain = 5000 [6500] | | driveGain = 5000 [6500] | ||
| superGainHit = 3000(2100) [4000(2800)] | | superGainHit = 3000(2100) [4000(2800)] | ||
| notes = Total startup 31-45f depending on input timing; can be activated even after passing through opponent; | | atkRange = 1.076 | ||
| notes = Total startup 31-45f depending on input timing; can be activated even after passing through opponent; 1.076 Range does not including 6KKK travel distance (maximum total range of 3.697) | |||
}} | }} | ||
Line 2,447: | Line 2,532: | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| projSpeed = 0.12 | | projSpeed = 0.12 | ||
| notes = 5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen | | notes = 5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen; slower startup allows opponents (except Dhalsim/Lily/Zangief) to avoid with a jump after the screen freeze | ||
}} | }} | ||
Line 2,480: | Line 2,565: | ||
| jugLimit = 5,5,5,5,5 | | jugLimit = 5,5,5,5,5 | ||
| projSpeed = 0.075 | | projSpeed = 0.075 | ||
| 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 | | notes = 5-hit Super projectile; during Forward or Neutral Jump only; 10f extra landing recovery on block/whiff; KD advantage varies significantly depending on angle and distance from opponent; puts airborne opponents into limited juggle state; travels down at ~45 degree angle; projectile speed/angle is not affected by button strength; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); dissipates if Akuma is hit; can be used while OD projectiles are on-screen; leg hurtbox is projectile invuln until landing; crouching state on final recovery frame | ||
}} | }} | ||
Line 2,513: | Line 2,598: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 100 | | jugLimit = 100 | ||
| notes = | | atkRange = 1.873 | ||
| notes = Sends the opponent tumbling ~1/3 screen; causes wallsplat near corner (unless 214PP~6P wallsplat occurred earlier in the combo); the cinematic resets the opponent's juggle counter, allowing a follow-up wallsplat juggle regardless of previous juggle state; wallsplat is similar to Drive Impact, allowing moves to juggle that normally would not be possible; close-range opponent cannot jump away after the Super freeze to avoid chip damage | |||
}} | }} | ||
Line 2,544: | Line 2,630: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| notes = Cinematic time regenerates ~ | | atkRange = 1.628 | ||
| notes = Cinematic time regenerates ~1.9 Drive bars for Akuma; close-range opponent cannot jump away after the Super freeze to avoid chip damage; only 2f startup when canceled from 623P/214P/214P~6P; leaves opponent in range for microwalk 6HP pressure or Drive Rush oki | |||
}} | }} | ||
Line 2,575: | Line 2,662: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| notes = Available at 25% HP or below; cinematic time regenerates ~ | | atkRange = 1.628 | ||
| notes = Available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Akuma; close-range opponent cannot jump away after the Super freeze to avoid chip damage; only 2f startup when canceled from 623P/214P/214P~6P; leaves opponent in range for microwalk 6HP pressure or Drive Rush oki | |||
}} | }} | ||
Line 2,599: | Line 2,687: | ||
| invuln = 1 Full, 6-27 Projectile | | invuln = 1 Full, 6-27 Projectile | ||
| armor = Break | | armor = Break | ||
| notes = Available at 25% HP or below; cinematic time regenerates ~ | | atkRange = 0.765 | ||
| notes = Available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Akuma; command grab that can be comboed into on grounded opponents; entire startup happens before the Super freeze, making the grab inescapable if the opponent is within throw range; very short range makes it unable to punish most -6 attacks; Range does not include travel distance (max total distance 2.927); generally impractical as a fireball counter due to the slow travel speed and input requirement (unless opponent has a much slower fireball recovery, or a chargeable fireball that can easily be reacted to) | |||
}} | }} | ||
Line 2,635: | Line 2,724: | ||
| jugLimit = 3,3 | | jugLimit = 3,3 | ||
| projSpeed = 0.04 (1st) / 0.055 (2nd) | | projSpeed = 0.04 (1st) / 0.055 (2nd) | ||
| notes = Shin Akuma only (Back Taunt~Down Taunt); forward Jump only on airborne frame 9-33; throws 2 consecutive 1-hit fireballs (2nd fireball travels faster and farther); dissipates if Akuma is hit; fireballs travel downward at ~45 degree angle; on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately +5 oB vs. tall characters, +7 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land | | 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; upper half of hitbox only connects on opponents mid-combo | ||
}} | }} | ||
Latest revision as of 04:52, 9 March 2025
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6MP
6MK
6HP
4HK
j.2MK
Target Combos
5MP~MP
5MK~HK
6HP~6HP
6HP~6HP~HK
Throws
Forward Throw
Back Throw
Akuma
akuma_4lplk
|
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4LPLK Shuretto
|
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![]() File:SF6 Akuma 4lplk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 (2040) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 23 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
30 | - | [10000] | 2000 | 2000(1400) [4000(2800)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.80 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD + 14 | - | ||||
Hit Advantage | Block Advantage | ||||
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
|
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---|---|---|---|---|---|
HPHK Oni Goroshi
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.561 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
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
|
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---|---|---|---|---|---|
6HPHK Souha Double Palm (Block)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.736 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Akuma
akuma_6hphk_recovery
|
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---|---|---|---|---|---|
6HPHK Souha Double Palm (Recovery)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.736 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Akuma
akuma_mpmk
|
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MPMK Drive Parry
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry 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. |
MPMK~66
Akuma
akuma_mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.880 (min/throw), 2.121 (min/block), 3.425 (max/final DR frame) |
Akuma
akuma_mpmk_66_drc
|
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MPMK or 66 Drive Rush Cancel
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Gou Hadoken
236LP
236MP
Akuma
akuma_236mp
|
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236MP Gou Hadoken
|
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File:SF6 Akuma 236mp.png File:SF6 Akuma 236mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14~30 | - | 32 | 31 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 2 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.075 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+2 | -22 | ||||
Hit Advantage | Block Advantage | ||||
-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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 14~ and on arms (projectile invuln) from frame 16~ |
236HP
Akuma
akuma_236hp
|
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236HP Gou Hadoken
|
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File:SF6 Akuma 236hp.png File:SF6 Akuma 236hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12~28 | - | 34 | 31 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 2 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.095 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
0 | -24 | ||||
Hit Advantage | Block Advantage | ||||
-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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 14~ |
236PP
Akuma
akuma_236pp
|
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236PP Gou Hadoken
|
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File:SF6 Akuma 236pp.png![]() |
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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 | Hitstun | Blockstun | Hitstop |
12~27 | - | 29 | - | 32 total | 9,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
41~56 | 1250x2 | [2500x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 0,2 | 1,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.095 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +55 | -8 | ||||
Hit Advantage | Block Advantage | ||||
KD +55 | +2 | ||||
Notes | |||||
2-hit OD projectile; 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 airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 16~ |
Charged Gou Hadoken
236{P}
236[P]
236[PP]
Akuma
akuma_236pp_hold
|
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236[PP] OD Gou Hadoken Lv.2
|
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File:SF6 Akuma 236pp hold.png![]() |
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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 | Hitstun | Blockstun | Hitstop |
31 | - | 28 | - | 34 total | 5,5,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 1000x3 | [2000x2,3000] | -20000 | 200x3 (140x3) | 100x3 (50x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 0,0,2 | 1,1,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.145 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +57 | +4 | ||||
Hit Advantage | Block Advantage | ||||
KD +57 | +5 | ||||
Notes | |||||
3-hit OD projectile; 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
j.236PP
Akuma
akuma_j236pp
|
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j.236PP Zanku Hadoken
|
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File:SF6 Akuma j236pp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x3 | 75x3 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6(21) | - | 9(2) land | - | 29 total | 7x2,8 (8x3) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2000x2,1000 | [2000,0,1000] | -20000 | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 / 0 air | 0,0,0 | 5,5,5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.075 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD~ | +1~ | ||||
Hit Advantage | Block Advantage | ||||
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; upper half of hitbox only connects on opponents mid-combo |
Gou Shoryuken
623LP
623MP
Akuma
akuma_623mp
|
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623MP Gou Shoryuken
|
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File:SF6 Akuma 623mp.png File:SF6 Akuma 623mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700,600 (1300) | 175,150 (325) | 20% Starter | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 2,8 | 30+12 land | - | 22 total | 15,11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
57 | 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 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.966 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +32 | -50 | ||||
Hit Advantage | Block Advantage | ||||
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
|
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623HP Gou Shoryuken
|
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File:SF6 Akuma 623hp.png![]() |
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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 | Hitstun | Blockstun | Hitstop |
7 | 2,3,6 | 35+15 land | - | 25(22) total | 15,7,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
67 | 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 [9] |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.124 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +30 | -52(-59) | ||||
Hit Advantage | Block Advantage | ||||
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; higher juggle limit on active frame 7~ |
623PP
Tatsumaki Zanku-Kyaku
214LK
214MK
Akuma
akuma_214mk
|
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---|---|---|---|---|---|
214MK Tatsumaki Zanku-Kyaku
|
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File:SF6 Akuma 214mk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 (1000) | 125x2 | Combo (2 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(13)2 | 11+20 land | - | 20x2 (35 total) | 8,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
58 | 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 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +41(38) | -31(-46) | ||||
Hit Advantage | Block Advantage | ||||
KD +41(38) | -13(-28) | ||||
Notes | |||||
2 hits; whiffs on crouching opponents; cannot hit cross-up; puts opponent into limited juggle state (follow-up requires higher juggle connect, like after wallsplat); 2nd hit has 3f worse KD advantage; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block |
214HK
214KK
Akuma
akuma_214kk
|
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---|---|---|---|---|---|
214KK Tatsumaki Zanku-Kyaku
|
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File:SF6 Akuma 214kk.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,100,300 (1000) | 50x2,(25,50,75) (100~250) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | 2(4)2(4)2(3)2(4)2 | 7+19 land | - | 34 total | 6,2,1,4,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
63 | 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 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +47 | -25(-49) | ||||
Hit Advantage | Block Advantage | ||||
KD +47 | -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; cannot hit cross-up; puts opponent into limited juggle state (combos into 623LP/MP/PP); performs final kick on hit only |
Aerial Tatsumaki Zanku-Kyaku
j.214K
j.214KK
Akuma
akuma_j214kk
|
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---|---|---|---|---|---|
j.214KK Aerial Tatsumaki Zanku-Kyaku
|
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File:SF6 Akuma j214kk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x4,500 (1300) | - | Combo (2 hits) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(1)3(1)3(1)3(2)2 | 16 land | - | - | 6,2x3,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | [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 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +40(+53) | - | ||||
Hit Advantage | Block Advantage | ||||
KD +40(+53) | - | ||||
Notes | |||||
During forward jump only; cannot hit cross-up or against grounded opponents; stops Akuma's jump momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state (combos into 623LP/MP/PP on lower connect, but more lenient after high connect like j.MP > j.214KK); KD advantage depends on how high it connects; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land |
Adamant Flame
214LP
214MP
Akuma
akuma_214mp
|
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---|---|---|---|---|---|
214MP Adamant Flame
|
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File:SF6 Akuma 214mp.png File:SF6 Akuma 214mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | SA3 | 15 / 20 (6P) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
19 | 3 | 20(23) | 25 | 19 | 11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
41(44) | 6000 | [10000] | 500 | 500 (350) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 0 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.064 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+10 | -21 | ||||
Hit Advantage | Block Advantage | ||||
+2 | -4 | ||||
Notes | |||||
3f extra recovery on whiff; extra advantage on Punish Counter (+10) 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); foot hurtbox is pulled back on frames 6-15 (can make low attacks whiff) |
214HP
Akuma
akuma_214hp
|
|||||
---|---|---|---|---|---|
214HP Adamant Flame
|
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File:SF6 Akuma 214hp.png File:SF6 Akuma 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
900 | 225 | - | LH | SA3 | 15 / 20 (6P) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23 | 3 | 19(21) | 25 | 20 | 11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44(46) | 6000 | [10000] | 500 | 500 (350) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 0 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.316 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+12 | -20 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -2 | ||||
Notes | |||||
2f extra recovery on whiff; extra advantage on Punish Counter (+12) 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); foot hurtbox is pulled back on frames 6-18 (can make low attacks whiff) |
214PP
Akuma
akuma_214pp
|
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---|---|---|---|---|---|
214PP Adamant Flame
|
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File:SF6 Akuma 214pp.png File:SF6 Akuma 214pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | 20% Starter | LH | SA2 SA3 | 17 / 20 (6P) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 23 | 27 | 23 | 11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
43 | 6000 | [10000] | -20000 | 500 (350) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 0 | 3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.134 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +78 Crumple | -24 | ||||
Hit Advantage | Block Advantage | ||||
+1 | -3 | ||||
Notes | |||||
Can be spaced in neutral for +2f better advantage (very precise); grounded Punish Counter crumple is +16 before opponent becomes airborne; foot hurtbox is pulled back on frames 6-14 (can make low attacks whiff); combos from Punish Counter 5LK/2LP |
Adamant Flame Follow-up
214LP~6P
214MP~6P
214HP~6P
214PP~6P
Demon Raid
236K
236KK
Akuma
akuma_236kk
|
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---|---|---|---|---|---|
236KK Demon Raid
|
|||||
File:SF6 Akuma 236kk.png File:SF6 Akuma 236kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16~40 | - | - | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 7-45 (FKD) | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Tracks opponent's location regardless of distance; counter-hit state for entire duration; cancelable into follow-ups on frames 16-40 (16-38 for Fireball/Tatsu follow-ups); on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down) |
Demon Low Slash
236K~No Input
236KK~No Input
Akuma
akuma_236kk_no_input
|
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---|---|---|---|---|---|
236KK~No Input Demon Low Slash
|
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File:SF6 Akuma 236kk no input.png File:SF6 Akuma 236kk no input hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1000 | 250 | - | L | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
53 | 4 | 15(19) | - | 21 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
71(75) | 4000 | [10000] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +54 | -17 | ||||
Hit Advantage | Block Advantage | ||||
HKD +39 | +2 | ||||
Notes | |||||
4f extra recovery on whiff; recovery is in a crouching state until the final frame (final 5f on whiff); causes Akuma to auto-correct if Demon Raid crosses up |
Demon Guillotine
236K~P
236KK~P
Akuma
akuma_236kk_p
|
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---|---|---|---|---|---|
236KK~P Demon Guillotine
|
|||||
File:SF6 Akuma 236kk p.png File:SF6 Akuma 236kk p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1300 | 325 | - | H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16+16 | until land | 9 land | - | 20 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 6000 | [5000] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 0 | 5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37(+41) | -15(-11) | ||||
Hit Advantage | Block Advantage | ||||
KD +37(+41) | +3(+7) | ||||
Notes | |||||
Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing) |
Demon Blade Kick
236K~K
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 | Hitstun | Blockstun | Hitstop |
16+13 | until land | 9(14) land | 20 | 15 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 0 | 4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+4(+14) | -18(-8) | ||||
Hit Advantage | Block Advantage | ||||
0(+10) | -5(+5) | ||||
Notes | |||||
5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs) |
Demon Swoop
236K~[2]
236KK~[2]
Akuma
akuma_236kk_2_hold
|
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---|---|---|---|---|---|
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 | Hitstun | Blockstun | Hitstop |
40 | - | 2+3(8) land | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(50) | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Acts like an empty jump (with the same 45f duration) that puts Akuma point blank; 5f extra landing recovery when crossing over opponent; useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236KK; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame |
Demon Gou Zanku
236KK~j.236P
Akuma
akuma_236kk_j236p
|
|||||
---|---|---|---|---|---|
236KK~j.236P Demon Gou Zanku
|
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![]() File:SF6 Akuma 236kk j236p hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x3 (900) | 75x3 (225) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16+6(21) | - | 9(2) land | - | 29 total | 7x2,8 (8x3) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 2000x2,1000 | [2000,0,1000] | - | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 / 0 air | 0,0,0 | 5,5,5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.075 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD~ (varies) | 0~ | ||||
Hit Advantage | Block Advantage | ||||
KD~ (varies) | -3~ (varies) | ||||
Notes | |||||
3-hit OD projectile; can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; 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; foot hurtbox is projectile invuln 1f~land |
Demon Gou Rasen
236KK~j.214K
Akuma
akuma_236kk_j214k
|
|||||
---|---|---|---|---|---|
236KK~j.214K Demon Gou Rasen
|
|||||
![]() 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 | Hitstun | Blockstun | Hitstop |
16+5 | 2(2)3(2)3(1)3(1)2 | 10 land | - | - | 6,2x3,12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | [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 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +46(+53) | - | ||||
Hit Advantage | Block Advantage | ||||
KD +46(+53) | - | ||||
Notes | |||||
Can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; cannot hit cross-up or against grounded opponents; stops Akuma's air momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state; KD advantage depends on how high it connects (useful after 4HK launch, allowing most juggle enders to combo); Akuma is in a crouching state on frames 4-10 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land |
Ashura Senku
4KKK
6KKK
Oboro Throw
6KKK~LPLK
Super Arts
236236P
j.236236K
214214P
236236K
236236K (CA)
LP~LP~6LK~HP (CA)
Hidden Arts
Double Zanku Hadoken
j.214PP
Misogi
214214K
Kongou-Kokuretsuzan
22PPP
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
4PPPKKK~2PPPKKK
2PPPKKK