< Street Fighter 6 | Akuma
(finished all DriveGain and SuperGain) |
(finished juggle data, removed all unnecessary Armor variables) |
||
Line 104: | Line 104: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
Line 140: | Line 140: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 176: | Line 176: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 213: | Line 213: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 249: | Line 249: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Forces stand; only 15f to hitconfirm TC cancel without CH/PC/DR | | notes = Forces stand; only 15f to hitconfirm TC cancel without CH/PC/DR | ||
}} | }} | ||
Line 283: | Line 283: | ||
| superGainHit = 500x2 (350x2) | | superGainHit = 500x2 (350x2) | ||
| superGainBlk = 250x2 (125x2) | | superGainBlk = 250x2 (125x2) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1,1 | ||
| jugLimit = | | jugLimit = 0,1 | ||
| notes = 2 hits; 1st hit forces stand; 2nd hit whiffs on crouch blocking opponents; 1f extra recovery when 2nd hit whiffs | | notes = 2 hits; 1st hit forces stand; 2nd hit whiffs on crouch blocking opponents; 1f extra recovery when 2nd hit whiffs | ||
}} | }} | ||
Line 321: | Line 321: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
Line 357: | Line 357: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 393: | Line 393: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Forces stand | | notes = Forces stand | ||
}} | }} | ||
Line 427: | Line 427: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
Line 464: | Line 464: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Range: 1.473 | | notes = Range: 1.473 | ||
}} | }} | ||
Line 496: | Line 496: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 2 | ||
| notes = 6f extra recovery on block; incurs 29f fixed recovery on block regardless of which active frame connects | | notes = 6f extra recovery on block; incurs 29f fixed recovery on block regardless of which active frame connects | ||
}} | }} | ||
Line 527: | Line 527: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| 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 617: | Line 617: | ||
| superGainHit = 300 (210) | | superGainHit = 300 (210) | ||
| superGainBlk = 150 (75) | | superGainBlk = 150 (75) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Cross-up | | notes = Cross-up | ||
}} | }} | ||
Line 647: | Line 647: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Cross-up; shifts Akuma's hurtbox upward during startup | | notes = Cross-up; shifts Akuma's hurtbox upward during startup | ||
}} | }} | ||
Line 677: | Line 677: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Most horizontal range of Akuma's air normals | | notes = Most horizontal range of Akuma's air normals | ||
}} | }} | ||
Line 711: | Line 711: | ||
| superGainHit = 250x2 (175x2) | | superGainHit = 250x2 (175x2) | ||
| superGainBlk = 125x2 (62x2) | | superGainBlk = 125x2 (62x2) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1,1 | ||
| jugLimit = | | jugLimit = 0,0 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 744: | Line 744: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = 3f extra recovery on whiff/block; safe from all reversal 4f normal even at point blank (except Zangief 2LK, which gets no follow-up) | | notes = 3f extra recovery on whiff/block; safe from all reversal 4f normal even at point blank (except Zangief 2LK, which gets no follow-up) | ||
}} | }} | ||
Line 778: | Line 778: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = TC follow-up is always a true blockstring even at max delay | | notes = TC follow-up is always a true blockstring even at max delay | ||
}} | }} | ||
Line 814: | Line 814: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 845: | Line 845: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 1 | ||
| notes = Forward Jump only | | notes = Forward Jump only | ||
}} | }} | ||
Line 880: | Line 880: | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 1 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 912: | Line 912: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = 3 | ||
| notes = Interruptible 5f gap between hits on block (up to 8f at max delay); will not combo on final 2 cancelable frames of 5MK without CH/PC/DR starter | | notes = Interruptible 5f gap between hits on block (up to 8f at max delay); will not combo on final 2 cancelable frames of 5MK without CH/PC/DR starter | ||
}} | }} | ||
Line 942: | Line 942: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 1 | ||
| notes = 3f extra recovery on block; always a true blockstring even at max delay | | notes = 3f extra recovery on block; always a true blockstring even at max delay | ||
}} | }} | ||
Line 970: | Line 970: | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 2 | ||
| notes = () refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay | | notes = () refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay | ||
}} | }} | ||
Line 1,079: | Line 1,079: | ||
| invuln = 1-22(20) Full | | invuln = 1-22(20) Full | ||
| armor = Break | | armor = Break | ||
| jugStart = | | jugStart = 200 | ||
| jugIncrease = | | jugIncrease = 100 | ||
| jugLimit = | | jugLimit = 1 | ||
| notes = 18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = 18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
Line 1,599: | Line 1,599: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 2 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | 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; puts opponent into limited juggle state | ||
}} | }} | ||
Line 1,634: | Line 1,633: | ||
| superGainBlk = 250x2 (125x2) | | superGainBlk = 250x2 (125x2) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 2 | ||
| jugIncrease = | | jugIncrease = 0,2 | ||
| jugLimit = | | jugLimit = 5,5 | ||
| notes = Whiffs on crouching opponents; 2 hits; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block | | notes = Whiffs on crouching opponents; 2 hits; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block | ||
}} | }} | ||
Line 1,668: | Line 1,666: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0,0,0,1 | ||
| jugLimit = | | 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 | ||
}} | }} | ||
Line 1,702: | Line 1,699: | ||
| superGainBlk = 100x2,80x2,100 (50x2,40x2,50) | | superGainBlk = 100x2,80x2,100 (50x2,40x2,50) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 3 | ||
| jugIncrease = | | jugIncrease = 1,1,0,0,1 | ||
| jugLimit = | | jugLimit = 10,11,12,13,14 | ||
| notes = Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage); puts opponent into limited juggle state | | notes = Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage); puts opponent into limited juggle state | ||
}} | }} | ||
Line 1,737: | Line 1,733: | ||
| superGainBlk = 300 (150) | | superGainBlk = 300 (150) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 2 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 8 | ||
| notes = Can hit cross-up; puts opponent into limited juggle state | | notes = Can hit cross-up; puts opponent into limited juggle state | ||
}} | }} | ||
Line 1,767: | Line 1,762: | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 2 | ||
| jugIncrease = | | jugIncrease = 0,0,0,0,1 | ||
| jugLimit = | | jugLimit = 10,11,12,13,8 | ||
| notes = Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state; cannot hit cross-up or grounded opponents | | notes = Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state; cannot hit cross-up or grounded opponents | ||
}} | }} | ||
Line 1,802: | Line 1,797: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 0 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | 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) | | notes = 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise) | ||
}} | }} | ||
Line 1,838: | Line 1,832: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 0 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | 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) | | 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) | ||
}} | }} | ||
Line 1,874: | Line 1,867: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 0 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | 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) | | 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) | ||
}} | }} | ||
Line 1,911: | Line 1,903: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 0 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 3 | ||
| notes = Can be spaced in neutral for +2f better advantage (very precise) | | notes = Can be spaced in neutral for +2f better advantage (very precise) | ||
}} | }} | ||
Line 1,948: | Line 1,939: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 air | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 10 | ||
| notes = 4f extra recovery on block; true blockstring from 214LP even at max delay | | notes = 4f extra recovery on block; true blockstring from 214LP even at max delay | ||
}} | }} | ||
Line 1,983: | Line 1,973: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 10 | ||
| notes = True blockstring from 214MP even at max delay | | notes = True blockstring from 214MP even at max delay | ||
}} | }} | ||
Line 2,019: | Line 2,008: | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 10 | ||
| notes = True blockstring from 214HP even at max delay | | notes = True blockstring from 214HP even at max delay | ||
}} | }} | ||
Line 2,053: | Line 2,041: | ||
| superGainBlk = 250,125 (125,62) | | superGainBlk = 250,125 (125,62) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 0 / 2 air | ||
| jugIncrease = | | jugIncrease = 1,1 | ||
| jugLimit = | | 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; wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner | | notes = () refers to scaled damage from 214PP combo starter; 6f extra recovery on block; true blockstring from 214PP even at max delay; wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner | ||
}} | }} | ||
Line 2,126: | Line 2,113: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | 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; causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage | ||
}} | }} | ||
Line 2,160: | Line 2,146: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = 4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up | | notes = 4f extra recovery on whiff; causes Akuma to auto-correct if Demon Raid crosses up | ||
}} | }} | ||
Line 2,194: | Line 2,179: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 2,227: | Line 2,211: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = | | notes = | ||
}} | }} | ||
Line 2,263: | Line 2,246: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | 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) | ||
}} | }} | ||
Line 2,298: | Line 2,280: | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0 | ||
| jugLimit = | | 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) | ||
}} | }} | ||
Line 2,370: | Line 2,351: | ||
| superGainBlk = 150x2,200 (75x2,100) | | superGainBlk = 150x2,200 (75x2,100) | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 / 0 air | ||
| jugIncrease = | | jugIncrease = 0,0,0 | ||
| jugLimit = | | jugLimit = 5,5,5 | ||
| projSpeed = 0.075 | | projSpeed = 0.075 | ||
| notes = 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state | | notes = 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state | ||
Line 2,401: | Line 2,381: | ||
| invuln = | | invuln = | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 2 | ||
| jugIncrease = | | jugIncrease = 0,0,0,0,1 | ||
| jugLimit = | | jugLimit = 10,11,12,13,8 | ||
| notes = Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch); cannot hit cross-up or grounded opponents | | notes = Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch); cannot hit cross-up or grounded opponents | ||
}} | }} | ||
Line 2,464: | Line 2,444: | ||
| 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; Range: 1.076 (not including 6KKK travel distance) | | notes = Total startup 31-45f depending on input timing; can be activated even after passing through opponent; Range: 1.076 (not including 6KKK travel distance) | ||
}} | }} | ||
Line 2,496: | Line 2,475: | ||
| invuln = | | invuln = | ||
| armor = Break | | armor = Break | ||
| jugStart = | | jugStart = 100 | ||
| jugIncrease = | | jugIncrease = 1x4,100 | ||
| jugLimit = | | jugLimit = 99 | ||
| projSpeed = 0.12 | | projSpeed = 0.12 | ||
| notes = | | notes = | ||
Line 2,530: | Line 2,509: | ||
| armor = Break | | armor = Break | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = | | jugIncrease = 0,0,0,0,1 | ||
| jugLimit = | | jugLimit = 5,5,5,5,5 | ||
| projSpeed = 0.075 | | projSpeed = 0.075 | ||
| notes = During Forward or Neutral Jump only; 10f extra landing recovery on block/whiff; puts airborne opponents into limited juggle state | | notes = During Forward or Neutral Jump only; 10f extra landing recovery on block/whiff; puts airborne opponents into limited juggle state | ||
Line 2,565: | Line 2,544: | ||
| armor = Break | | armor = Break | ||
| airborne = | | airborne = | ||
| jugStart = | | jugStart = 1 (Forced) | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 100 | ||
| notes = Wallsplats opponent near the corner (can follow up with a juggle) | | notes = Wallsplats opponent near the corner unless opponent was already wallsplat with 214PP~6P (can follow up with a juggle regardless of original juggle count) | ||
}} | }} | ||
Line 2,598: | Line 2,577: | ||
| invuln = | | invuln = | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | |||
| jugLimit = | |||
| notes = Cinematic time regenerates ~? Drive bars for Akuma | | notes = Cinematic time regenerates ~? Drive bars for Akuma | ||
}} | }} | ||
Line 2,632: | Line 2,608: | ||
| invuln = | | invuln = | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | |||
| jugLimit = | |||
| notes = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma | | notes = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma | ||
}} | }} | ||
Line 2,660: | Line 2,633: | ||
| invuln = | | invuln = | ||
| armor = Break | | armor = Break | ||
| notes = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze | | notes = Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze | ||
}} | }} |
Revision as of 07:35, 23 June 2024
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 |
- | - | - | - | - | - |
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 | 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 |
- | - | - | - | - | - |
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
|
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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(18) | 3 | 26 | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22(20) Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see Drive Reversal. |
MPMK
Akuma
akuma_mpmk
|
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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. |
66
Akuma
akuma_66
|
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---|---|---|---|---|---|
66 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 |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | -10000(-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. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.880 (min/throw), 2.121 (min/block), 3.425 (max/final DR frame) |
Special Moves
Gou Hadoken
236LP
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); arm hurtbox is not extended (slight leg hurtbox extension on frame 14~) |
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); arm hurtbox is not extended (slight leg hurtbox extension on frame 12~) |
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 hits; holding buttons for 24f gives the fully charged 3-hit version; holding button 9-23f extends the startup while still giving uncharged version; projectile hitbox comes out 4f after button release; puts opponents into limited juggle state; arm hurtbox is not extended (slight leg hurtbox extension on frame 12~) |
Charged Gou Hadoken
236{P}
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 hits; buttons must be held 24f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 10~ |
Zanku Hadoken
j.236P
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 |
Gou Shoryuken
623LP
623MP
Akuma
akuma_623mp
|
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---|---|---|---|---|---|
623MP Gou Shoryuken
|
|||||
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 |
- | - | - | - | - | - |
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 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
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 |
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 | [] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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 | |||||
Whiffs on crouching opponents; 2 hits; -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 | [] | -20000 | 1000 (700) | 100x2,80x2,100 (50x2,40x2,50) | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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 +46 | -25(-49) | ||||
Hit Advantage | Block Advantage | ||||
KD +46 | -17(-35) | ||||
Notes | |||||
Whiffs on crouching opponents (if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage); puts opponent into limited juggle state |
Aerial Tatsumaki Zanku-Kyaku
j.214K
j.214KK
Akuma
akuma_j214kk
|
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---|---|---|---|---|---|
j.214KK Aerial Tatsumaki Zanku-Kyaku
|
|||||
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 |
- | - | [] | -20000 | 200x5 (140x5) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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 | |||||
Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state; cannot hit cross-up or grounded opponents |
Adamant Flame
214LP
214MP
Akuma
akuma_214mp
|
|||||
---|---|---|---|---|---|
214MP Adamant Flame
|
|||||
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) | [] | 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 |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+10 | -21 | ||||
Hit Advantage | Block Advantage | ||||
+2 | -4 | ||||
Notes | |||||
3f extra recovery on whiff; extra advantage on Punish Counter makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise) |
214HP
Akuma
akuma_214hp
|
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---|---|---|---|---|---|
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) | [] | 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 |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+12 | -20 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -2 | ||||
Notes | |||||
2f extra recovery on whiff; extra advantage on Punish Counter makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise) |
214PP
Akuma
akuma_214pp
|
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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 | [] | -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 |
- | - | - | - | - | - |
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) |
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
|
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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 |
- | - | - | - | - | |
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 |
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) | [] | 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; 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
|
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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 |
- | [] | 1000 | 1000 (700) | 500 (250) | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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 | |||||
Demon Blade Kick
236K~K
236KK~K
Akuma
akuma_236kk_k
|
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---|---|---|---|---|---|
236KK~K Demon Blade Kick
|
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File:SF6 Akuma 236kk k.png File:SF6 Akuma 236kk k hitbox.png |
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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 |
- | 0.5 | [] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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) |
Demon Swoop
236K~[2]
236KK~[2]
Akuma
akuma_236kk_2_hold
|
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---|---|---|---|---|---|
236KK~[2] Demon Swoop
|
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File:SF6 Akuma 236kk 2 hold.png File:SF6 Akuma 236kk 2 hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
40 | - | 2+3 land | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | - | - | - | - | - |
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 | |||||
Useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236KK |
Demon Gou Zanku
236KK~j.236P
Akuma
akuma_236kk_j236p
|
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---|---|---|---|---|---|
236KK~j.236P Demon Gou Zanku
|
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![]() File:SF6 Akuma 236kk j236p hitbox.png |
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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 |
- | [] | - | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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 hits; does not consume additional Drive gauge; puts opponent into limited juggle state |
Demon Gou Rasen
236KK~j.214K
Akuma
akuma_236kk_j214k
|
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---|---|---|---|---|---|
236KK~j.214K Demon Gou Rasen
|
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![]() File:SF6 Akuma 236kk j214k hitbox.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 |
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 |
- | - | [] | - | 200x5 (140x5) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 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 | |||||
Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch); cannot hit cross-up or grounded opponents |
Ashura Senku
4KKK
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