Street Fighter 6/Akuma/Strategy: Difference between revisions

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! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes
! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes
|-
|-
| '''Forward Throw''' || +28 || {{sf6-adv|P|+9}} After dashing
| '''Forward Throw''' || +28 || {{sf6-adv|P|+9}} After dashing. Can use Oboro Throw ({{clr|10|6KKK~LPLK}} for meaty command grab that beats jabs.
|-
|-
| '''Back Throw''' || +14 || ?
| '''Back Throw''' || +14 || ?
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| '''{{clr|4|Drive Reversal}}''' || +23 || ?
| '''{{clr|4|Drive Reversal}}''' || +23 || ?
|-
|-
| '''{{clr|H|2HK}}''' || HKD +32<br>HKD +47 (CH/PC)<br>KD +42 (Juggle) || ?
| '''{{clr|H|2HK}}''' || HKD +32<br>HKD +47 (CH/PC)<br> || ?
|-
| '''{{clr|L|214LK}}, {{clr|H|2HK}}''' || KD+42 || Safejump in the corner. Alternatively Dash 2x to be +4, perfect for strike/throw/shimmy.
|-
| '''{{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|214HK}}''' || KD+34 || 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.
|-
|-
| '''{{clr|10|SA1}}''' || +9 || ?
| '''{{clr|10|SA1}}''' || +9 || ?

Revision as of 17:11, 6 June 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. Can use Oboro Throw (6KKK~LPLK for meaty command grab that beats jabs.
Back Throw +14 ?
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +32
HKD +47 (CH/PC)
?
214LK, 2HK KD+42 Safejump in the corner. Alternatively Dash 2x to be +4, perfect for strike/throw/shimmy.
214HP KD+47 Dash 2x 5HP for meaty strike or 236HK~2 for +2 in their face. If they don't Back Rise, it will swap sides
214HK KD+34 In the corner manually time 236HP[lvl.2] to be +2 oB or combo into 214HK on hit. Useful against burnt out opponents with only SA1.
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
Drive Rush Cancel - Blockstring Gaps
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.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


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
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu