Street Fighter 6/Akuma/Resources: Difference between revisions

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(Created page with "{{Character Subnav SF6 | chara=Akuma }} == Players to Watch == == Documents == == Videos == == Plain Text == ''You can write your own content here, or post transcriptions from potentially impermanent sources here. Please make a new Level 3 Heading for each section under Plain Text.'' == Twitter/Socials == {{Navbox-SF6}} Category: Street Fighter 6")
 
(Added Patch History)
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== Videos ==
== Videos ==


== Patch History ==
<tabber>
|-| 1.10 =
{| class="wikitable" style="margin:auto;width:100%"
|
* {{clr|L|2LK}} can be chain canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
* {{clr|M|2MP}} whiff recovery increased 14 -> 16; total whiff animation 22 -> 24; increased pushback on hit
** Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
* {{clr|H|2HK}} grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes)
* {{clr|H|Rago High Kick}} ({{clr|H|4HK}}) increased pushback on block
* {{clr|H|Kikoku Combination 1}} ({{clr|H|6HP}}) reduced pushback on block; Drive Gain increased 2000 -> 3000
** Extends a wider hurtbox until the end of recovery
* Gou Hadoken (236P) pushback on block reduced on meterless versions
* Lv.2 Gou Hadoken (236[P]) increased opponent's Drive gain on Parry 4000 -> 5000
* Zanku Hadoken (j.236P) starter scaling increased 20% -> 40% on meterless version
* {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) 3rd hit no longer connects on grounded opponents
** Can no longer break {{clr|DR|DI}} armor on its own, and has the same advantage vs. standing/crouching opponents
* {{clr|H|HP Adamant Flame}} ({{clr|H|214HP}}) Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}}; blockstun 20 -> 19
** Pushback on block reduced (except vs. Burnout)
* {{clr|OD|OD Demon Raid}} ({{clr|OD|236KK}}) can now be canceled into {{clr|SA|Air SA1}} until frame 38
* Demon Blade Kick (236K~K) starter scaling increased 20%-> 30% on meterless version
* {{clr|SA|Air SA1}} extends a combo-only hitbox upward for juggle consistency
|-| 1.09 =
{| class="wikitable" style="margin:auto;width:100%"
|
* Forward Ashura Senku (6KKK) - expanded throw hurtbox backwards to make it harder to avoid throws when passing through opponent
|-| 1.08 =
{| class="wikitable" style="margin:auto;width:100%"
|
* Back Walk Speed reduced 0.036 -> 0.035
* {{clr|M|2MK}} can now cancel to {{clr|DR|Drive Impact}} 2f earlier (on the first active frame)
* {{clr|H|2HK}} pushback on block reduced for both Akuma and the opponent; easier for many characters to punish
* {{clr|M|Resso Snap Kick}} ({{clr|M|6MK}}) on whiff, recovery 18 -> 19 and extended hurtbox
* {{clr|M|Tenmaku Blade Kick}} ({{clr|M|j.2MK}}) Drive Gain 2000 -> 3000
* Gou Hadoken (236P/{{clr|OD|236PP}}) forward hurtbox extended from the 3rd active frame onward
* {{clr|OD|OD Gou Shoryuken}} ({{clr|OD|623PP}}) total damage 1900 -> 1700
* {{clr|OD|OD Tatsumaki Zanku-kyaku}} ({{clr|OD|214KK}}) KD Advantage +46 -> +47
* Demon Swoop (236K~[2]/{{clr|OD|236KK~[2]}}) 5f extra landing recovery when crossing over opponent
|-| 1.06 =
{| class="wikitable" style="margin:auto;width:100%"
|
* {{clr|M|j.2MK}}: fixed bug where combo scaling was reduced when it hit immediately before landing
* 623P/214K: fixed bug where Drive Gain on Perfect Parry was less than intended
* j.236P/{{clr|10|j.236PP}} hurtbox expanded forward; upper half of hitbox only hits opponent in combos
** This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials
* {{clr|10|6KKK}}/{{clr|10|4KKK}} (Teleport) hurtbox expanded during movement and will not completely overlap with cornered opponent
** This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent
</tabber>
== Plain Text ==
== Plain Text ==
''You can write your own content here, or post transcriptions from potentially impermanent sources here. Please make a new Level 3 Heading for each section under Plain Text.''
''You can write your own content here, or post transcriptions from potentially impermanent sources here. Please make a new Level 3 Heading for each section under Plain Text.''

Revision as of 19:36, 17 June 2025


Players to Watch

Documents

Videos

Patch History

  • 2LK can be chain canceled 1f earlier (improves light chain consistency and can always frame trap vs. 4f normals)
  • 2MP whiff recovery increased 14 -> 16; total whiff animation 22 -> 24; increased pushback on hit
    • Foot hurtbox from frame 6~ expanded upward; arm hurtbox expanded upward and outward until end of recovery
  • 2HK grounded hit HKD +32 -> KD +40; juggle hit KD +42 -> KD +37 (no longer has a safe jump or oki after 2 dashes)


  • Rago High Kick (4HK) increased pushback on block
  • Kikoku Combination 1 (6HP) reduced pushback on block; Drive Gain increased 2000 -> 3000
    • Extends a wider hurtbox until the end of recovery


  • Gou Hadoken (236P) pushback on block reduced on meterless versions
  • Lv.2 Gou Hadoken (236[P]) increased opponent's Drive gain on Parry 4000 -> 5000
  • Zanku Hadoken (j.236P) starter scaling increased 20% -> 40% on meterless version
  • OD Gou Shoryuken (623PP) 3rd hit no longer connects on grounded opponents
    • Can no longer break DI armor on its own, and has the same advantage vs. standing/crouching opponents
  • HP Adamant Flame (214HP) Block Advantage -2 -> -3; blockstun 20 -> 19
    • Pushback on block reduced (except vs. Burnout)
  • OD Demon Raid (236KK) can now be canceled into Air SA1 until frame 38
  • Demon Blade Kick (236K~K) starter scaling increased 20%-> 30% on meterless version


  • Air SA1 extends a combo-only hitbox upward for juggle consistency
  • Forward Ashura Senku (6KKK) - expanded throw hurtbox backwards to make it harder to avoid throws when passing through opponent
  • Back Walk Speed reduced 0.036 -> 0.035
  • 2MK can now cancel to Drive Impact 2f earlier (on the first active frame)
  • 2HK pushback on block reduced for both Akuma and the opponent; easier for many characters to punish
  • Resso Snap Kick (6MK) on whiff, recovery 18 -> 19 and extended hurtbox
  • Tenmaku Blade Kick (j.2MK) Drive Gain 2000 -> 3000
  • Gou Hadoken (236P/236PP) forward hurtbox extended from the 3rd active frame onward
  • OD Gou Shoryuken (623PP) total damage 1900 -> 1700
  • OD Tatsumaki Zanku-kyaku (214KK) KD Advantage +46 -> +47
  • Demon Swoop (236K~[2]/236KK~[2]) 5f extra landing recovery when crossing over opponent
  • j.2MK: fixed bug where combo scaling was reduced when it hit immediately before landing
  • 623P/214K: fixed bug where Drive Gain on Perfect Parry was less than intended
  • j.236P/j.236PP hurtbox expanded forward; upper half of hitbox only hits opponent in combos
    • This makes it easier to maneuver over the air fireball and to anti-air Akuma with air invincible specials
  • 6KKK/4KKK (Teleport) hurtbox expanded during movement and will not completely overlap with cornered opponent
    • This makes it harder for Teleport to avoid attacks even when he hasn't fully passed through opponent

Plain Text

You can write your own content here, or post transcriptions from potentially impermanent sources here. Please make a new Level 3 Heading for each section under Plain Text.

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