< Street Fighter 6 | Akuma
(Added knockdown numbers) |
(some things idk just look at the diff) |
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| '''{{clr|10|SA1}}''' || +9 || ? | | '''{{clr|10|SA1}}''' || +9 || ? | ||
|- | |- | ||
| '''{{clr|10|SA2}}''' || +29 || +97 Near corner, combos into 4HK | | '''{{clr|10|SA2}}''' || +29 || {{sf6-adv|P|+97}} Near corner, combos into {{clr|H|4HK}} | ||
|- | |- | ||
| '''{{clr|10|SA3/CA}}''' || +18 || Demon is also {{sf6-adv|P|+18}} | | '''{{clr|10|SA3/CA}}''' || +18 || Demon is also {{sf6-adv|P|+18}} | ||
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|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | ||
|- | |- | ||
! !! {{clr|L|5LP | ! !! {{clr|L|5LP/2LP}} !! {{clr|L|5LK/2LK}} !! {{clr|M|5MP/2MP}} !! {{clr|M|5MK}} !! {{clr|M|2MK}}/{{clr|H|2HP}} !! {{clr|H|5HP}}/{{clr|H|2HK}} !! {{clr|H|5HK}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|L|5LP}}{{clr|4|~DR}} | ! {{clr|L|5LP}}{{clr|4|~DR}} | ||
| {{SF6-Gap|L| | | {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|14}} | ||
|- style="text-align: center | |||
! {{clr|M|5MP}}{{clr|4|~DR}} | |||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|7}} | |||
|} | |} |
Revision as of 07:25, 23 May 2024
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
TO-DO
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +28 | +9 After dashing |
Back Throw | +14 | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +32 HKD +47 (CH/PC) KD +42 (Juggle) |
? |
SA1 | +9 | ? |
SA2 | +29 | +97 Near corner, combos into 4HK |
SA3/CA | +18 | Demon is also +18 |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 5LK/2LK | 5MP/2MP | 5MK | 2MK/2HP | 5HP/2HK | 5HK | |
---|---|---|---|---|---|---|---|
5LP~DR | 5 | 6 | 7 | 8 | 9 | 10 | 14 |
5MP~DR | 0 | 0 | 0 | 1 | 2 | 3 | 7 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. Akuma
TO-DO