< Street Fighter 6 | Akuma
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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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 (Block)
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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 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 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 | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Akuma
akuma_6hphk_recovery
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6HPHK Souha Double Palm (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 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 | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Akuma
akuma_mpmk
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MPMK Drive Parry
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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~); puts airborne opponents into limited juggle state |
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~); puts airborne opponents into limited juggle state |
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-hit OD projectile; 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-hit OD projectile; 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
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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 | 2500x2 | [5000] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
8-38 Lower Body Projectile | - | 5-38 (FKD) | 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 | |||||
2 hits; whiffs on crouching opponents; cannot hit cross-up; puts opponent into limited juggle state (follow-up requires higher juggle connect, like after wallsplat); 2nd hit has 3f worse KD advantage; -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 | 800x5 | [1000x4,6000] | -20000 | 1000 (700) | 100x2,80x2,100 (50x2,40x2,50) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 5-44 (FKD) | 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; cannot hit cross-up; puts opponent into limited juggle state (combos into 623LP/MP/PP); performs final kick on hit only |
Aerial Tatsumaki Zanku-Kyaku
j.214K
j.214KK
Akuma
akuma_j214kk
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j.214KK Aerial Tatsumaki Zanku-Kyaku
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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 |
- | - | [1000x4,6000] | -20000 | 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 +40(+53) | - | ||||
Hit Advantage | Block Advantage | ||||
KD +40(+53) | - | ||||
Notes | |||||
During forward jump only; cannot hit cross-up or against grounded opponents; stops Akuma's jump momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state (combos into 623LP/MP/PP on lower connect, but more lenient after high connect like j.MP > j.214KK); KD advantage depends on how high it connects; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land |
Adamant Flame
214LP
214MP
Akuma
akuma_214mp
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214MP Adamant Flame
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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) | 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 (+10) 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); foot hurtbox is pulled back on frames 6-15 (can make low attacks whiff) |
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) | 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 (+12) 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); foot hurtbox is pulled back on frames 6-18 (can make low attacks whiff) |
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 | 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); grounded Punish Counter crumple is +16 before opponent becomes airborne; foot hurtbox is pulled back on frames 6-14 (can make low attacks whiff); combos from Punish Counter 5LK/2LP |
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 |
- | - | 7-45 (FKD) | - | - | - |
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; counter-hit state for entire duration; cancelable into follow-ups on frames 16-40 (16-38 for Fireball/Tatsu follow-ups); on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down) |
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) | 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; recovery is in a crouching state until the final frame (final 5f 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 |
- | 6000 | [5000] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 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 | |||||
Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing) |
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 |
- | 4000 | [5000] | 1000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 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); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs) |
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 |
- | - | Until Land (FKD) | - | - | - |
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 | |||||
Acts like an empty jump (with the same 45f duration) that puts Akuma point blank; useful for baiting opponent's Drive Impact or Parry; must be inputting any Down direction on frame 41 of 236KK; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame |
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 |
- | 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-hit OD projectile; can be input on frame 16-38 of 236KK; does not consume additional Drive gauge; 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; foot hurtbox is projectile invuln 1f~land |
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 |
- | - | [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 | |||||
Can be input on frame 16-38 of 236KK; does not consume additional Drive gauge; cannot hit cross-up or against grounded opponents; stops Akuma's air momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state; KD advantage depends on how high it connects (useful after 4HK launch, allowing most juggle enders to combo); Akuma is in a crouching state on frames 4-10 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land |
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