< Street Fighter 6 | Akuma
(finished Drive Damage hit/block data) |
(finished AfterDR data and added some notes to all normals/command normals/TCs) |
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Line 94: | Line 94: | ||
| DRcancelHit = {{sf6-adv|VP|+4}} | | DRcancelHit = {{sf6-adv|VP|+4}} | ||
| DRcancelBlk = {{sf6-adv|M|-1}} | | DRcancelBlk = {{sf6-adv|M|-1}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+8}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+3}} | ||
| hitstun = 14 | | hitstun = 14 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 130: | Line 130: | ||
| DRcancelHit = {{sf6-adv|VP|+9}} | | DRcancelHit = {{sf6-adv|VP|+9}} | ||
| DRcancelBlk = {{sf6-adv|VP|+6}} | | DRcancelBlk = {{sf6-adv|VP|+6}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+8}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|VP|+5}} | ||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 16 | | blockstun = 16 | ||
Line 143: | Line 143: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = | | notes = Primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit | ||
}} | }} | ||
Line 166: | Line 166: | ||
| DRcancelHit = {{sf6-adv|VP|+14}} | | DRcancelHit = {{sf6-adv|VP|+14}} | ||
| DRcancelBlk = {{sf6-adv|VP|+8}} | | DRcancelBlk = {{sf6-adv|VP|+8}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+7}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+1}} | ||
| hitstun = 26 | | hitstun = 26 | ||
| blockstun = 20 | | blockstun = 20 | ||
Line 179: | Line 179: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = | | notes = Long-range hitconfirmable poke with a great hitbox | ||
}} | }} | ||
Line 203: | Line 203: | ||
| DRcancelHit = {{sf6-adv|VP|+4}} | | DRcancelHit = {{sf6-adv|VP|+4}} | ||
| DRcancelBlk = {{sf6-adv|M|-2}} | | DRcancelBlk = {{sf6-adv|M|-2}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+6}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|E|0}} | ||
| hitstun = 16 | | hitstun = 16 | ||
| blockstun = 10 | | blockstun = 10 | ||
Line 216: | Line 216: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = | | notes = Good range for a light normal; useful in light confirms, punishes, and neutral buffers | ||
}} | }} | ||
Line 239: | Line 239: | ||
| DRcancelHit = {{sf6-adv|VP|+13}} | | DRcancelHit = {{sf6-adv|VP|+13}} | ||
| DRcancelBlk = {{sf6-adv|VP|+7}} | | DRcancelBlk = {{sf6-adv|VP|+7}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+7}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+1}} | ||
| hitstun = 23 | | hitstun = 23 | ||
| blockstun = 17 | | blockstun = 17 | ||
Line 252: | Line 252: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Forces stand; 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 273: | Line 273: | ||
| punishAdv = {{sf6-adv|VP|+11}} | | punishAdv = {{sf6-adv|VP|+11}} | ||
| perfParryAdv = {{sf6-adv|VM|-17(-29)}} | | perfParryAdv = {{sf6-adv|VM|-17(-29)}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+11}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|VP|+7}}{{sf6-adv|VM|(-9)}} | ||
| hitstun = 37(26) | | hitstun = 37(26) | ||
| blockstun = 33(22) | | blockstun = 33(22) | ||
Line 286: | Line 286: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 0,1 | | 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 (important for combos); 2nd hit whiffs on crouch blocking opponents (if 1st hit is stand blocked, both hits will connect); 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 311: | Line 311: | ||
| DRcancelHit = {{sf6-adv|VP|+5}} | | DRcancelHit = {{sf6-adv|VP|+5}} | ||
| DRcancelBlk = {{sf6-adv|M|-1}} | | DRcancelBlk = {{sf6-adv|M|-1}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+9}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+3}} | ||
| hitstun = 16 | | hitstun = 16 | ||
| blockstun = 10 | | blockstun = 10 | ||
Line 324: | Line 324: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link | ||
}} | }} | ||
Line 347: | Line 347: | ||
| DRcancelHit = {{sf6-adv|VP|+13}} | | DRcancelHit = {{sf6-adv|VP|+13}} | ||
| DRcancelBlk = {{sf6-adv|VP|+6}} | | DRcancelBlk = {{sf6-adv|VP|+6}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+10}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+3}} | ||
| hitstun = 23 | | hitstun = 23 | ||
| blockstun = 16 | | blockstun = 16 | ||
Line 360: | Line 360: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = | | notes = Excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP) | ||
}} | }} | ||
Line 383: | Line 383: | ||
| DRcancelHit = {{sf6-adv|VP|+17}} | | DRcancelHit = {{sf6-adv|VP|+17}} | ||
| DRcancelBlk = {{sf6-adv|VP|+9}} | | DRcancelBlk = {{sf6-adv|VP|+9}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+4}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|VM|-4}} | ||
| hitstun = 27 | | hitstun = 27 | ||
| blockstun = 19 | | blockstun = 19 | ||
Line 396: | Line 396: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Forces stand | | 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 417: | Line 417: | ||
| punishAdv = {{sf6-adv|VP|+7}} | | punishAdv = {{sf6-adv|VP|+7}} | ||
| perfParryAdv = {{sf6-adv|VM|-10}} | | perfParryAdv = {{sf6-adv|VM|-10}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+7}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+1}} | ||
| hitstun = 15 | | hitstun = 15 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 454: | Line 454: | ||
| DRcancelHit = {{sf6-adv|VP|+11}} | | DRcancelHit = {{sf6-adv|VP|+11}} | ||
| DRcancelBlk = {{sf6-adv|VP|+4}} | | DRcancelBlk = {{sf6-adv|VP|+4}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+5}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|M|-2}} | ||
| hitstun = 23 | | hitstun = 23 | ||
| blockstun = 16 | | blockstun = 16 | ||
Line 467: | Line 467: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Range: 1.473 | | notes = Range: 1.473; extends a wide hurtbox 3f before startup and during recovery | ||
}} | }} | ||
Line 499: | Line 499: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = 6f extra recovery on block; | | 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 701: | Line 701: | ||
| punishAdv = {{sf6-adv|VP|+7}} | | punishAdv = {{sf6-adv|VP|+7}} | ||
| perfParryAdv = {{sf6-adv|VM|-21(-19)}} | | perfParryAdv = {{sf6-adv|VM|-21(-19)}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+7}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+3}} | ||
| hitstun = 26(24) | | hitstun = 26(24) | ||
| blockstun = 22(20) | | blockstun = 22(20) | ||
Line 714: | Line 714: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 0,0 | | jugLimit = 0,0 | ||
| notes = | | 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 | ||
}} | }} | ||
Line 734: | Line 734: | ||
| punishAdv = {{sf6-adv|VP|+9}} | | punishAdv = {{sf6-adv|VP|+9}} | ||
| perfParryAdv = {{sf6-adv|VM|-19}} | | perfParryAdv = {{sf6-adv|VM|-19}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+9}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|E|0}} | ||
| hitstun = 23 | | hitstun = 23 | ||
| blockstun = 17 | | blockstun = 17 | ||
Line 747: | Line 747: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | 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; 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 768: | Line 768: | ||
| punishAdv = {{sf6-adv|VP|+8}} | | punishAdv = {{sf6-adv|VP|+8}} | ||
| perfParryAdv = {{sf6-adv|VM|-22}} | | perfParryAdv = {{sf6-adv|VM|-22}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = {{sf6-adv|VP|+8}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|P|+1}} | ||
| hitstun = 28 | | hitstun = 28 | ||
| blockstun = 21 | | blockstun = 21 | ||
Line 781: | Line 781: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = TC follow-up is always a true blockstring even at max delay | | 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) | ||
}} | }} | ||
Line 805: | Line 805: | ||
| DRcancelHit = KD +69 | | DRcancelHit = KD +69 | ||
| DRcancelBlk = {{sf6-adv|VP|+7}} | | DRcancelBlk = {{sf6-adv|VP|+7}} | ||
| afterDRHit = {{sf6-adv||}} | | afterDRHit = KD +47 {{sf6-adv|VP|Free Juggle}} | ||
| afterDRBlk = {{sf6-adv||}} | | afterDRBlk = {{sf6-adv|VM|-11}} | ||
| blockstun = 17 | | blockstun = 17 | ||
| hitstop = 13 | | hitstop = 13 | ||
Line 817: | Line 817: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = | | 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 | ||
}} | }} | ||
Line 848: | Line 848: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = Forward Jump only | | notes = Forward Jump only; 6f extra landing recovery on whiff; great tool for mixing up jump timings, especially against characters that rely on non-invincible anti-airs; much stronger hurtbox compared to other divekicks; cannot hit cross-up; all landing recovery after the first 2 frames has a crouch-sized hurtbox, and the final recovery frame is in a crouching state | ||
}} | }} | ||
Line 883: | Line 883: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = | | notes = Important combo/hitconfirm tool | ||
}} | }} | ||
Line 915: | Line 915: | ||
| jugIncrease = 3 | | jugIncrease = 3 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| notes = | | notes = Safe overhead Target Combo that's great for chipping Drive gauge; puts airborne opponents into limited juggle OTG state (can be used in juggles where 5MK connects, like wallsplat or DR~5MK routes); 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 making it very difficult to hitconfirm | ||
}} | }} | ||
Line 945: | Line 945: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | 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; puts opponent into limited juggle state; can finish with HK ender midscreen or 623MP in the corner; stronger extensions possible on a higher juggle (like Wallsplat into 2HK or any Super); easily hitconfirmable combo extension | ||
}} | }} | ||
Line 972: | Line 972: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 2 | | 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; puts opponent into limited juggle state; useful midscreen ender (623MP is stronger after a corner 6HP~6HP launch) | ||
}} | }} | ||
Revision as of 08:57, 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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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
|
|||||
---|---|---|---|---|---|
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
|
|||||
---|---|---|---|---|---|
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
|
|||||
---|---|---|---|---|---|
623MP Gou Shoryuken
|
|||||
File:SF6 Akuma 623mp.png File:SF6 Akuma 623mp hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
623HP Gou Shoryuken
|
|||||
File:SF6 Akuma 623hp.png![]() |
|||||
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
|
|||||
---|---|---|---|---|---|
214MK Tatsumaki Zanku-Kyaku
|
|||||
File:SF6 Akuma 214mk.png![]() |
|||||
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 |
- | 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
|
|||||
---|---|---|---|---|---|
214KK Tatsumaki Zanku-Kyaku
|
|||||
File:SF6 Akuma 214kk.png![]() ![]() |
|||||
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 |
- | 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
|
|||||
---|---|---|---|---|---|
j.214KK Aerial Tatsumaki Zanku-Kyaku
|
|||||
File:SF6 Akuma j214kk.png![]() |
|||||
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 |
- | 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 |
|||||
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 |
- | - | - | - | - | - |
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
|
|||||
---|---|---|---|---|---|
214HP Adamant Flame
|
|||||
File:SF6 Akuma 214hp.png File:SF6 Akuma 214hp hitbox.png |
|||||
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 |
- | - | - | - | - | - |
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
|
|||||
---|---|---|---|---|---|
214PP Adamant Flame
|
|||||
File:SF6 Akuma 214pp.png File:SF6 Akuma 214pp hitbox.png |
|||||
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 |
- | - | - | - | - | - |
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
|
|||||
---|---|---|---|---|---|
236KK Demon Raid
|
|||||
File:SF6 Akuma 236kk.png File:SF6 Akuma 236kk hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
236KK~No Input Demon Low Slash
|
|||||
File:SF6 Akuma 236kk no input.png File:SF6 Akuma 236kk no input hitbox.png |
|||||
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; causes Akuma to auto-correct if Demon Raid crosses up |
Demon Guillotine
236K~P
236KK~P
Akuma
akuma_236kk_p
|
|||||
---|---|---|---|---|---|
236KK~P Demon Guillotine
|
|||||
File:SF6 Akuma 236kk p.png File:SF6 Akuma 236kk p hitbox.png |
|||||
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 |
- | 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
|
|||||
---|---|---|---|---|---|
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 |
- | 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
|
|||||
---|---|---|---|---|---|
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 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
|
|||||
---|---|---|---|---|---|
236KK~j.236P Demon Gou Zanku
|
|||||
![]() 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 hits; does not consume additional Drive gauge; puts opponent into limited juggle state |
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 | |||||
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