Street Fighter 6/Akuma/Strategy

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Neutral

TO-DO


Offense

Frame Traps

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


Spacing Traps

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


Okizeme and Mixups

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

Knockdown KD Adv. Oki/Notes
Forward Throw +28 +9 After dashing in the corner. Can use Oboro Throw {6KKK~LPLK for meaty command grab that beats jabs.
Back Throw +14 Can setup meaty 6HP, but no true strike/throw.
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +32
HKD +47 (CH/PC)
?
214LK, 2HK KD+42 Safejump in the corner. Alternatively Dash 2x to be +4, perfect for strike/throw/shimmy.
214HP KD+47 Dash 2x 5HP for meaty strike or 236HK~2 for +2 in their face. If they don't Back Rise, it will swap sides
214HK KD+34

In the corner manually time 236HP[lvl.2] to be +2 oB or combo into 214HK on hit. Useful against burnt out opponents with only SA1.
Midscreen can setup high/low mixup with DR 6MP/2MK. If timed right, 6MP will be +9 to combo into 5HP. You have enough time to stop and block instead.

SA1 +9 ?
SA2 +29 +97 Near corner, combos into 4HK
SA3/CA +18 Demon is also +18
6KKK~LPLK +20 Can setup a meaty 236HP. Can also do j.236HP air fireball to beat reversals at the risk of having it jumped over depending on height/timing.


vs. Burnout

TO-DO


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK 5MP/2MP 5MK 2MK/2HP 5HP/2HK 5HK
5LP~DR 5 6 7 8 9 10 14
5MP~DR 0 0 0 1 2 3 7


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

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


Defense

Reversals

TO-DO


Anti-Airs

TO-DO


Anti-Projectile

TO-DO

Medium tatsu can pass through fireballs.

Fighting vs. Akuma

TO-DO



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