Street Fighter 6/Akuma/Strategy: Difference between revisions

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** Can bait reversals with an early Demon Guillotine (236K~P), especially if starting with {{clr|M|236MK}}
** Can bait reversals with an early Demon Guillotine (236K~P), especially if starting with {{clr|M|236MK}}
|-
|-
| '''{{clr|H|214HP}}''' || KD +47 || Dash 2x {{clr|H|5HP}} for meaty strike or {{clr|H|236HK~2}} for +2 in their face. If they don't Back Rise, it will swap sides
| '''{{clr|H|214HP}}~{{clr|H|6P}}'''<br>(HP Adamant Flame) || KD +47 (Ground)<br>KD +39~43 (Juggle) || Dash x2 for meaty {{clr|H|5HP}} or Walk + Throw
* {{clr|H|236HK}}~[2] feint leaves Akuma {{sf6-adv|P|+2}} point blank while threatening a Demon Raid follow-up before landing; side switch if opponent doesn't Back Rise
* If juggled into (e.g. after Crumple), KD Advantage is worse; {{clr|DR|DR}} into delayed button or Dash + {{clr|DR|DR}}
Corner: allows a follow-up juggle unless {{clr|H|214HP}} was juggled into
|-
|-
| '''{{clr|H|214HK}}''' || KD +34 ||
| '''{{clr|H|214HK}}'''<br>(HK Tatsu) || KD +34 (Ground)<br>KD +31~34 (Juggle) || Midscreen: {{clr|DR|DR}} into {{clr|M|6MP}} or {{clr|M|Delay 2MK}}
In the corner manually time {{clr|H|236HP[lvl.2]}} to be +2 oB or combo into {{clr|H|214HK}} on hit. Useful against burnt out opponents with only SA1. <br>
* {{clr|M|6MP}} is auto-timed to be {{sf6-adv|VP|+5 oB}} or {{sf6-adv|VP|+9 oH}} with a link to {{clr|H|5HP}}
Midscreen can setup high/low mixup with {{clr|DR|DR}} {{clr|M|6MP}}/{{clr|M|2MK}}. If timed right, {{clr|M|6MP}} will be {{sf6-adv|VP|+9}} to combo into {{clr|H|5HP}}. You have enough time to stop and block instead.
* {{clr|DR|DR}} gives enough time to stop and block wakeup reversal
Corner: manually time Lv.2 236{P}, leaving Akuma {{sf6-adv|P|+2 oB}} or giving a juggle into {{clr|H|HK Tatsu}} on hit (good vs. reversal {{clr|SA|SA1}})
* Can also use the Midscreen setup, but {{clr|M|6MP}} will usually not get a perfect meaty hit
|-
|-
| '''{{clr|OD|6KKK}}~{{clr|L|LPLK}}''' || KD +20 || Can setup a meaty {{clr|H|236HP}}. Can also do {{clr|H|j.236HP}} air fireball to beat reversals at the risk of having it jumped over depending on height/timing.
| '''{{clr|OD|6KKK}}~{{clr|L|LPLK}}''' || HKD +20 || Immediate Gou Hadoken lets Akuma recover in time to anti-air if opponent jumps
* In the corner, {{clr|H|236HP}} hits opponent out of early jump frames; can also {{clr|DR|DR}} into delayed mediums (high pushback for weak throw pressure)
|-
|-
| '''{{clr|SA|SA1}}'''<br>(Ground) || KD +9 || If fully cornered, can microwalk for a strike/throw mixup
| '''{{clr|SA|SA1}}'''<br>(Ground) || KD +9 || If fully cornered, can microwalk for a strike/throw mixup

Revision as of 03:28, 18 July 2024


Neutral

TO-DO


Offense

Frame Traps

String. Frame Gap CH Advantage oH Notes
5LP>5LP 1f +6 While 5LP has more active frames making it an easier meaty on CH, in a frame trap only reason to use it over 2LP is less pushback. Only 2MP is a reliable combo follow-up
2LP>2LP
2LK>2LP
1f
3f
+7 Can combo into 5MK to force standing. Combo into 2MP for easier timing but need to be closer to the opponent.
5MP>5LP>5LP/2LP 3f +6 (+7) At point blank can go into 5LP>5LP for bigger confirm window or 2LP for more advantage. Can autopilot into 5MP,2LP>236HP to be -8 but safe.
5/2MP>236LP
2MK>236LP
1f-3f
3f
+2 Not much reward, but useful to discourage people taking back their turns.
5HK,2MP 3f +8 Can combo into 2nd 2MP as long as you were in range for first hit of 5HK
5/2MP>214MP
5MK>214MP
4f
3f
+4 A frame trap that beats anything slower than 4f and trades into +9 with 4f jabs allowing for 5HP follow-up. Can be risky and punished with 4f. If spaced extremely well can be safe, but not reliable.
5HP>214MP 2f +4 Smaller gap variation.
DR 6MP,2MP 3f +8 Great frame trap after a blocked overhead
DR 2MP,2MP 3f +8 Very common frame trap from Drive Rush pressure
DR 5/2MP>214HP 4f +5 (+9) Trades with 4f lights into 5HP trade combos or beats slower buttons into +5
DR 5HP/6HP,2LP 3f +8 Can convert into 2MP on CH
DR 5HP>214HP
DR 5MK>214HP
2f
3f
+5 Can convert into 2LP,2LP>623HP on CH


Spacing Traps

String Frame Data Beats Loses to Notes
6MK -4 4f jabs Even at point blank range, this is a space trap for 4f jabs. Go to punish is 2MP
5MP, 5LP, 5LK -4 4f jabs, 2MK Good for fishing for crouching medium kicks.


Okizeme and Mixups

Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw KD +28 Corner: Dash (+9) or just walk for a manually timed throw loop.
  • Tiger Knee j.236PP can dodge most reversals while giving block advantage or juggles on hit
  • Oboro Throw (6KKK~LPLK) beats wakeup buttons; empty Teleport recovers fast enough to punish jump-out

Midscreen: DR~Delay 6HP beats 4f normals (+1 oB)

Back Throw KD +14 Corner: DR~5MP for auto-timed pressure (but opponent can reversal on reaction to green flash)
  • Meaty 6HP is +6/-1, links to 2MP (or 2HP on Counter-hit)
  • Can walk for a pseudo-throw loop (only loses to immediate 4f normals)

Midscreen: too far for any oki/pressure

Drive Impact
(No Crumple)
KD +35 ?
Drive Reversal KD +23 Corner: +4 after Dash for auto-timed strike/throw/shimmy
  • Too far for any midscreen oki against Back Rise
2HK HKD +32 +13 after Dash (manually timed strike/throw/shimmy)
  • Manually charge a Lv.2 236{P} for block advantage at any range (good option vs. reversal SA1)
  • Demon Guillotine (236K~P) beats reversal buttons with immediate timing (use 236LK from close, 236MK from mid-range)
    • Delaying the overhead leaves Akuma open to attack, but makes most reversals whiff
HKD +47 (CH/PC) Sets up a strong Demon Raid mixup; 236LK~[2] stays same-side, 236MK~[2] switches sides
  • +2 after Demon Swoop feint; can bait some reversals with well-timed Demon Guillotine (236K~P)
  • Slide ender loses to fast reversal normals
  • +9 after Dash x2 (manually timed strike/throw/shimmy)
KD +42 (Juggle) Safe jump setup in the corner (or midscreen with j.HK if close enough). Can also Dash x2 to be +4 for a perfect strike/throw/shimmy mixup.
  • Most commonly used after LK Tatsu, but applies to any low-height juggle.
6HP~HP~HK
(Kikoku Combination)
KD +35 Corner: Dash (+16) for delayed strike/throw/shimmy
  • Demon Raid mixup is strong; immediate Demon Guillotine to beat normals, delay to make reversals whiff
  • Manually timed Lv.2 236{P} leaves you point blank at +2 oB (good vs. reversal SA1)

Midscreen: DR into delayed strike/throw, or meaty HP Gou Hadoken

  • Can try to chase with Demon Raid (236K~HK is +3 oB); loses to reversals
    • Can bait reversals with an early Demon Guillotine (236K~P), especially if starting with 236MK
214HP~6P
(HP Adamant Flame)
KD +47 (Ground)
KD +39~43 (Juggle)
Dash x2 for meaty 5HP or Walk + Throw
  • 236HK~[2] feint leaves Akuma +2 point blank while threatening a Demon Raid follow-up before landing; side switch if opponent doesn't Back Rise
  • If juggled into (e.g. after Crumple), KD Advantage is worse; DR into delayed button or Dash + DR

Corner: allows a follow-up juggle unless 214HP was juggled into

214HK
(HK Tatsu)
KD +34 (Ground)
KD +31~34 (Juggle)
Midscreen: DR into 6MP or Delay 2MK
  • 6MP is auto-timed to be +5 oB or +9 oH with a link to 5HP
  • DR gives enough time to stop and block wakeup reversal

Corner: manually time Lv.2 236{P}, leaving Akuma +2 oB or giving a juggle into HK Tatsu on hit (good vs. reversal SA1)

  • Can also use the Midscreen setup, but 6MP will usually not get a perfect meaty hit
6KKK~LPLK HKD +20 Immediate Gou Hadoken lets Akuma recover in time to anti-air if opponent jumps
  • In the corner, 236HP hits opponent out of early jump frames; can also DR into delayed mediums (high pushback for weak throw pressure)
SA1
(Ground)
KD +9 If fully cornered, can microwalk for a strike/throw mixup
SA1
(Air)
KD +49~ KD Advantage varies based on juggle height and screen position
  • Set up meaty HP Gou Hadoken or chase down with 6KKK Teleport
  • Can pick up a juggle if near the corner
SA2 HKD +29 Midscreen non-cinematic: DR~Delay 6HP beats 4f normals (+1 oB)
  • Near the corner, gives a wallsplat for follow-up juggle unless 214PP~6P wallsplat was already part of the combo
  • Corner non-wallsplat is also HKD +29, or +10 after Dash for strike/throw/shimmy
SA3/CA
Raging Demon
HKD +18 Drive Rush for strike/throw mixup
  • Timing is a little strict for Throw to beat reversal 4f (but slightly easier after CA)
  • Can also microwalk + 6HP and hitconfirm the follow-up TC


Adamant Flame Punishes

Akuma can punish many unsafe reversals and Supers with HP Adamant Flame (23f startup), leaving him +12. A handful of moves are just barely safe enough to avoid this punish (-19~22), in which case Akuma can start with MP Adamant Flame instead for a +10 punish starter. The following table lists moves where this is relevant (ignoring moves that are usually canceled into something safer):

Character Move Punishable with 214MP
A.K.I. HP Serpent Lash (236HP)
Blanka Wild Lift (2PP~P)
Chun-Li SA1
Dee Jay Machine Gun Uppercut (214P) - all versions
Ed MP/HP Psycho Uppercut (623MP/623HP)
E. Honda OD Sumo Headbutt ([4]6PP)
Taiho Cannon Lift (236K~2P/236KK~2P)
Jamie 4HP~HP~HK (DL3+)
Ken SA2
Luke OD Flash Knuckle (214PP)
Manon OD Rond-point (236KK)
MP/OD Renversé (236MP/236PP)
Marisa Tonitrus 2 (214K~P~P)
Ryu SA2 (Lv.1/Lv.2 only)
Zangief 2HP


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
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK 5MP/2MP 5MK 2MK/2HP 5HP/2HK 6MK 4HK 5HK/6HP 6MP
5LP~DRC 5 6 7 8 9 10 11 13 14 21
5MP~DRC 0 0 0 1 2 3 4 6 7 14
5HP~DRC 0 0 0 0 0 1 2 4 5 12
5LK~DRC 6 7 8 9 10 11 12 14 15 22
5MK~DRC 0 0 0 0 1 2 3 5 6 13
2LP~DRC 5 6 7 8 9 10 11 13 14 21
2MP~DRC 0 0 0 1 2 3 4 6 7 14
2HP~DRC 0 0 0 0 0 0 1 3 4 11
2MK~DRC 0 1 2 3 4 5 6 8 9 16
5MP~MP~DRC 0 0 0 0 0 1 2 4 5 12


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +4 2LP, 2HP ...
  • After long-range whiff punish, 5MK is more consistent
5LK~DRC
2LP~DRC +5
5MP~DRC +9 5HP, 5MK > 214LK ...
2MP, 2HP > 214HP~6P ...
  • The 214HP~6P route can lead to a bit more damage in the corner
2MK~DRC +11
5MK~DRC +13 6HP, 2HP ...
  • Generally a stronger combo route than 5HK due to its mid-combo damage scaling
2MP~DRC
5MP~MP~DRC
5HP~DRC +14
2HP~DRC +17


Defense

Reversals

TO-DO


Anti-Airs

TO-DO


Anti-Projectile

TO-DO

Medium tatsu can pass through fireballs.

Fighting vs. Akuma

TO-DO



SF6 Navigation

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