View table: SF6_FrameData

Table structure:

  1. moveId - String
  2. moveType - String
  3. chara - String
  4. input - String
  5. name - Wikitext
  6. images - List of String, delimiter: ,
  7. hitboxes - List of String, delimiter: ,
  8. damage - Wikitext string
  9. chip - Wikitext string
  10. dmgScaling - Wikitext string
  11. startup - Wikitext string
  12. active - Wikitext string
  13. recovery - Wikitext string
  14. total - Wikitext string
  15. guard - Wikitext string
  16. cancel - Wikitext string
  17. hitconfirm - Wikitext string
  18. hitAdv - Wikitext string
  19. blockAdv - Wikitext string
  20. punishAdv - Wikitext string
  21. perfParryAdv - Wikitext string
  22. DRcancelHit - Wikitext string
  23. DRcancelBlk - Wikitext string
  24. afterDRHit - Wikitext string
  25. afterDRBlk - Wikitext string
  26. hitstun - Wikitext string
  27. blockstun - Wikitext string
  28. hitstop - Wikitext string
  29. driveDmgBlk - Wikitext string
  30. driveDmgHit - Wikitext string
  31. driveGain - Wikitext string
  32. superGainHit - Wikitext string
  33. superGainBlk - Wikitext string
  34. invuln - Wikitext string
  35. armor - Wikitext string
  36. airborne - Wikitext string
  37. jugStart - Wikitext string
  38. jugIncrease - Wikitext string
  39. jugLimit - Wikitext string
  40. projSpeed - Wikitext string
  41. atkRange - Wikitext string
  42. notes - Wikitext string

This table has 1,929 rows altogether.

Recreate data.

Page moveId moveType chara input name images hitboxes damage chip dmgScaling startup active recovery total guard cancel hitconfirm hitAdv blockAdv punishAdv perfParryAdv DRcancelHit DRcancelBlk afterDRHit afterDRBlk hitstun blockstun hitstop driveDmgBlk driveDmgHit driveGain superGainHit superGainBlk invuln armor airborne jugStart jugIncrease jugLimit projSpeed atkRange notes
Street Fighter 6/A.K.I./Data (edit) a.k.i._214214p Super A.K.I. 214214P

Tainted Talons

SF6_A.K.I._214214p.png SF6_A.K.I._214214p2.png SF6_A.K.I._214214p_hitbox.png SF6_A.K.I._214214p2_hitbox.png SF6_A.K.I._214214p3_hitbox.png SF6_A.K.I._214214p4_hitbox.png

300,200x6,1000 (2500)

125,80x6,145 (750)

40% Minimum

7

53(28)12

54

153

LH

-

{{{hitconfirm}}}

KD +30

-19~

KD +30

-19(-55)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

116~121 total

{{{hitstop}}}

625x8 (5000)

1500,500x6,5500 (10000)

{{{driveGain}}}

-20000

-20000

{{{invuln}}}

Break

{{{airborne}}}

0,99

0,99

99

{{{projSpeed}}}

{{{atkRange}}}

No invincibility; Super-priority projectile hitboxes; button strength determines distance (LP close/mid range, MP mid range to full screen, HP full screen); poisons the opponent on hit; creates a pool that lasts 700f, poisoning opponent while in close proximity; reapplies poison as long as opponent is close to pool; pool placement depends on button strength used; poison pool moves forward after MP/HP versions; SA2 poison pool can exist simultaneously with 214MP pool (poison does not stack); MP version can be used to counter projectiles (if too far, may drop out; if too close, A.K.I. will be hit before projectile dissipates); heavier versions can whiff if used from close range, especially vs. crouching; opponent cannot Drive Reversal until the 2nd to last hit (right before poison detonation)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214hk Special A.K.I. 214HK

Cruel Fate

SF6_A.K.I._214hk.png SF6_A.K.I._214hk_hitbox.png

200x3,400 (1000)

50x3,100 (250)

20% Starter

33

2(5)2(4)2(5)2

18 land

72

LH

SA3

56(31) SA

+4 (KD +41~50)

-3

+8 (KD +41~50)

-18

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

44(31)

37(24)

6,6,6,8

1000x4

[1250x4]

500x4

200x4 (140x4)

100x4 (50x4)

26-32 Lower Body Projectile

{{{armor}}}

18-54 (FKD)

1

0x3,1

5x4

{{{projSpeed}}}

{{{atkRange}}}

Farthest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg); can link naturally into 2LP for a follow-up combo; pushback on block keeps A.K.I. out of throw range but also weakens her Burnout pressure

Street Fighter 6/A.K.I./Data (edit) a.k.i._214hp Special A.K.I. 214HP

Toxic Wreath

SF6_A.K.I._214hp.png SF6_A.K.I._214hp_hitbox.png SF6_A.K.I._214hp_hitbox2.png

200,600

50,150

15% Immediate

13

3(14)9

13

51

LH

SA3

33(6) SA

KD +40

-4

KD +40

-20

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20,18 (35 total)

10,2(4)

1500x2

[2000x2]

1000x2

300x2 (210x2)

150x2 (75x2)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1,2

1,1

1,2

{{{projSpeed}}}

1.77 (1.08)

Strike hitbox (no projectile durability); poisons opponent on hit; puts opponent into limited juggle state; extended arm is projectile invincible 13-21f; useful combo and juggle tool; relatively safe blockstring ender, but can whiff in cancels outside close range; can get significantly better frame advantage on a late meaty connect (up to +4 on block); leaves a 2f blockstring gap when canceled from 5LK, or a 4f gap (trade combo) when canceled from 2LP; 6f hitconfirm window into SA3 refers to 2nd hit only

Street Fighter 6/A.K.I./Data (edit) a.k.i._214kk Special A.K.I. 214KK

Cruel Fate

SF6_A.K.I._214kk.png SF6_A.K.I._214kk_hitbox.png

200,200x4,600 (1600)

50x3,100 (250)

{{{dmgScaling}}}

28

3(4)2(4)2(5)2

18 land

67

LH

SA2* SA3*

28(19) SA

HKD +42 (+2~3)

+2

HKD +42 (+6~7)

-18

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

(29)

42 total

6,6,6,8

1000x4

[9000] (1250x2)

-20000

1200 (840)

100x4 (50x4)

23-27 Lower Body Projectile

{{{armor}}}

13-49 (FKD)

1

0x3,1

5x4

{{{projSpeed}}}

{{{atkRange}}}

Hold left/right to steer trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits on non-cinematic version; landing recovery has a crouch-sized hurtbox despite being in a standing state; goes into grab animation on a grounded hit for full damage and follow-up oki, but 3rd/4th hits can get a non-cinematic hit late in the active frames (400~640 damage); poisons opponent on hit (cinematic or non-cinematic); puts airborne opponents into a limited juggle OTG state (KD +51~58); Super cancel works only on non-cinematic version; SA2 cancel will not combo unless LP version lands as a counter-hit or Punish Counter

Street Fighter 6/A.K.I./Data (edit) a.k.i._214lk Special A.K.I. 214LK

Cruel Fate

SF6_A.K.I._214lk.png SF6_A.K.I._214lk_hitbox.png

200x4 (800)

50x4 (200)

20% Starter

24

2(5)2(4)2(5)2

18 land

63

LH

SA3

56(31) SA

+1 (KD +38~45)

-3

+5 (KD +38~45)

-18

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

41(28)

37(24)

6,6,6,8

1000x4

[1250x4]

500x4

200x4 (140x4)

100x4 (50x4)

19-23 Lower Body Projectile

{{{armor}}}

9-45 (FKD)

1

0x4

5,5,7,8

{{{projSpeed}}}

{{{atkRange}}}

Shortest trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214lp Special A.K.I. 214LP

Nightshade Pulse

SF6_A.K.I._214lp.png SF6_A.K.I._214lp_hitbox.png

500

125

{{{dmgScaling}}}

17

-

35

52

LH

SA3

4 SA

-5

-10

-1

-25

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

31

26

(8)

2500

[2000]

1000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

1

0.04

{{{atkRange}}}

Slow-moving 1-hit projectile; can be extremely plus on hit/block from longer ranges or when used with meaty timing; poisons the opponent on hit; extended arm hurtbox is projectile invincible 16-41f; 6P follow-up can be input on frames 30-36 (detonates bubble if it hasn't yet collided with opponent); cancelable into 236KK from frame 36 until end of recovery (can help avoid punishes or advance forward for pressure)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214lp_6p Special A.K.I. 214LP~6P

Nightshade Chaser

SF6_A.K.I._214lp_6p.png SF6_A.K.I._214lp_6p_hitbox.png

500[800]

125

{{{dmgScaling}}}

13

2

34

48

LH

SA3

8[13] SA

-4 [KD +38]

-16(-11)

0 [KD +38]

-34(-25)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

32

20

3[8(13)]

2500

[2000]

1000[3000]

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

?'"`UNIQ--templatestyles-00000000-QINU`"'?[1]

1

6

{{{projSpeed}}}

{{{atkRange}}}

Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom, causing a limited juggle state; the whip is a 1-hit projectile that will detonate the 214LP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike); at close range, there is a 1f gap between the projectile and whip on block (can be delayed to create frame traps from farther ranges)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214lp_6p_burst Special A.K.I. 214LP~6P

Nightshade Chaser (Burst)

SF6_A.K.I._214lp_6p_burst.png SF6_A.K.I._214lp_6p_burst_hitbox.png

800

200

{{{dmgScaling}}}

14

6

29

48

LH

-

{{{hitconfirm}}}

KD +42

-4

KD +42

-24

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

31

13

1000

[2500]

1000

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

3

8

{{{projSpeed}}}

{{{atkRange}}}

Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 1-hit projectile hitbox with 6 active frames

Street Fighter 6/A.K.I./Data (edit) a.k.i._214mk Special A.K.I. 214MK

Cruel Fate

SF6_A.K.I._214mk.png SF6_A.K.I._214mk_hitbox.png

200x3,300 (900)

50x3,75 (225)

20% Starter

28

2(5)2(4)2(5)2

18 land

67

LH

SA3

56(31) SA

+3 (KD +38~45)

-3

+7 (KD +38~45)

-18

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

43(30)

37(24)

6,6,6,8

1000x4

[1250x4]

500x4

200x4 (140x4)

100x4 (50x4)

21-27 Lower Body Projectile

{{{armor}}}

13-49 (FKD)

1

0x3,1

5x4

{{{projSpeed}}}

{{{atkRange}}}

Medium trajectory; cannot hit cross-up; Counter-hit/Punish Counter bonus advantage applies to all hits; landing recovery has a crouch-sized hurtbox despite being in a standing state; first 2 hits will whiff on crouching opponents (less damage, chip, Drive Dmg)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214mp Special A.K.I. 214MP

Orchid Spring

SF6_A.K.I._214mp.png SF6_A.K.I._214mp_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

26

[160]

20

46

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Places a pool of poison on the ground that poisons the opponent; poison cannot be blocked, and is constantly reapplied as long as the opponent is in close proximity; cannot use another 214MP until the first one has dissipated (can exist alongside SA2 poison pool, but the poison damage does not stack between them); A.K.I. is in a counter-hit state for entire 46f attack animation

Street Fighter 6/A.K.I./Data (edit) a.k.i._214pp Special A.K.I. 214PP

Nightshade Pulse

SF6_A.K.I._214pp.png SF6_A.K.I._214pp_hitbox.png

300,400

75,100

{{{dmgScaling}}}

16

-

28

44

LH

SA2 SA3

12 SA

KD +45

+1

KD +45

-7

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

30 total

(7,6)

1000x2

[2500x2]

-20000

300x2 (210x2)

150x2 (75x2)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

0,1

0,3

2,2

0.02 (1-3f), 0.04 (4f~)

{{{atkRange}}}

Slow-moving 2-hit OD projectile; can be extremely plus on block from longer ranges or when used with meaty timing; poisons the opponent on hit; 2nd hit knocks opponent into limited juggle state; extended arm hurtbox is projectile invincible 16-36f; 6P follow-up can be input on frames 34-35 (detonates bubble if both hits haven't yet collided with opponent); cancelable into 236KK on frames 32-33 (can help avoid punishes)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214pp_6p Special A.K.I. 214PP~6P

Nightshade Chaser

SF6_A.K.I._214pp_6p.png SF6_A.K.I._214pp_6p_hitbox.png

600[800]

150

Combo (2 hits)

13

5

28

45

LH

SA2 SA3

10[15] SA

KD +25 [KD +41~44]

-13(-10)

KD +25 [KD +41~44]

-31(-22)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20

3[8(13)]

2500

[2000]

{{{driveGain}}}

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

?'"`UNIQ--templatestyles-00000002-QINU`"'?[1]

1

6

{{{projSpeed}}}

{{{atkRange}}}

Poisons opponent on hit; refers to the non-burst version (projectile dissipates, causing the whip to strike the opponent rather than the bubble); [] refers to data when whip connects during Toxic Blossom; the whip is a projectile that will detonate the 214PP bubble if still active on-screen (despite being a projectile, a perfect parry gives screen freeze like a strike)

Street Fighter 6/A.K.I./Data (edit) a.k.i._214pp_6p_burst Special A.K.I. 214PP~6P

Nightshade Chaser (Burst)

SF6_A.K.I._214pp_6p_burst.png SF6_A.K.I._214pp_6p_burst_hitbox.png

800x2

200,150(425)

{{{dmgScaling}}}

14

12

20

45

LH

SA2 SA3

14[15] SA

KD +43(+52~57)

-2(+4)

KD +43(+57)

-21

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

30(31)

3(13)

3500

[2500]

{{{driveGain}}}

900 (630)

450 (225)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

2(1~4)

3

8

{{{projSpeed}}}

{{{atkRange}}}

Poisons opponent on hit; striking the bubble projectile before it makes contact with the opponent causes it to burst, dealing more damage; the burst itself is a large stationary 2-hit OD projectile hitbox; damage/chip/KD Advantage are changed if only 1 hit of the detonation connects on opponent (this can happen when detonating from max range, or immediately after the first hit of 214PP connects); opponent is launched higher on hit, allowing follow-up juggles (much more juggle potential if only the 1 hit of 214PP Burst connects)

Street Fighter 6/A.K.I./Data (edit) a.k.i._236236k Super A.K.I. 236236K

Deadly Implication

SF6_A.K.I._236236k.png SF6_A.K.I._236236k_hitbox.png

850,950 (1800)

500

30% Minimum

10

3

68

80

LH

-

{{{hitconfirm}}}

KD +30

-46

KD +30

-69

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

25

2500

5000

{{{driveGain}}}

-10000

-10000

1-12 Strike/Throw

Break

{{{airborne}}}

1

0,99

99

{{{projSpeed}}}

1.853

Poisons opponent on hit; good anti-air hitbox but cannot hit cross-up; transition to a cinematic on hit; very short horizontal range; if SA1 trades with a projectile right as it hits, opponent will be launched into a high limited juggle float state, allowing a follow-up juggle

Street Fighter 6/A.K.I./Data (edit) a.k.i._236236p Super A.K.I. 236236P

Claws of Ya Zi

SF6_A.K.I._236236p.png SF6_A.K.I._236236p_hitbox.png

4000

1000

50% Minimum; 10% Immediate (Sp)

10

3

58

70

LH

-

{{{hitconfirm}}}

HKD +30

-36

HKD +30

-59

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

25

13

7500

15000

{{{driveGain}}}

-30000

-30000

1-12 Full

Break

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

99

{{{projSpeed}}}

1.948

Cannot hit cross-up; cinematic time regenerates ~2.2 Drive bars for A.K.I.

Street Fighter 6/A.K.I./Data (edit) a.k.i._236236p(ca) Super A.K.I. 236236P

Claws of Ya Zi

SF6_A.K.I._236236p_ca.png SF6_A.K.I._236236p_hitbox.png

4500

1250

50% Minimum; 10% Immediate (Sp)

10

3

58

70

LH

-

{{{hitconfirm}}}

HKD +21

-36

HKD +21

-59

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

25

13

10000

20000

{{{driveGain}}}

-30000

-30000

1-12 Full

Break

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

99

{{{projSpeed}}}

1.948

Cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for A.K.I.

Street Fighter 6/A.K.I./Data (edit) a.k.i._236hk Special A.K.I. 236HK

Snake Step

SF6_A.K.I._236hk.png SF6_A.K.I._236hk_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

43(50~54) total

-

-

43(50~54)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

11-40(50) Upper Body Projectile

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Can switch sides with opponent (cross-up version usually has a fixed 23f recovery after passing through; total time depends on distance from opponent); at a very specific spacing, A.K.I. can cross-up with 43f move duration (extremely ambiguous left/right mixup); counter-hit state for entire move duration; projectile invincibility lasts longer on cross-up version; semi-low profile 11-17f (crouch height); crouching state 17f until end of recovery; low profile 18f until end of recovery; collision box disappears 20-31f to allow cross-up; Distance: 3.18 (3.84 cross-up)

Street Fighter 6/A.K.I./Data (edit) a.k.i._236hp Special A.K.I. 236HP

Serpent Lash

SF6_A.K.I._236hp.png SF6_A.K.I._236hp_hitbox.png SF6_A.K.I._236hp_hitbox_2.png

700[800]

175

{{{dmgScaling}}}

11

6

32

48

LH

SA3

17[16]

KD +44 [KD +53]

-20

KD +44 [KD +53]

-36

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

18

15

6000

[8000]

2500

600 (420)

300 (150)

6-16 Air

{{{armor}}}

{{{airborne}}}

1 / ?'"`UNIQ--templatestyles-00000006-QINU`"'?[1]

5 / ?'"`UNIQ--templatestyles-00000007-QINU`"'?[2]

2

{{{projSpeed}}}

{{{atkRange}}}

Strike hitbox (no projectile clash); poisons opponent on hit; [Toxic Blossom] causes a higher launch on hit; no head hurtbox on frames 4-8; semi-low profile 9-30f (crouch height); only 1st active frame can realistically hit grounded opponents at close range; can anti-air vs. cross-ups; sets up a strong safe jump on non-TB hit midscreen or in the corner (must use cross-up j.2HP if opponent does not back rise midscreen)

Street Fighter 6/A.K.I./Data (edit) a.k.i._236kk Special A.K.I. 236KK

Snake Step

SF6_A.K.I._236kk.png SF6_A.K.I._236kk_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

42(48~57)

-

-

42(48~57)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-20000

{{{superGainHit}}}

{{{superGainBlk}}}

1-34 Strike, 1-42 Projectile

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Entire animation is vulnerable to Punish Counter Throws; crouching state 17f until end of recovery; Same-side version: 42f total animation, 8 recovery frames at the end that are vulnerable to strikes; Cross-up version: the entire animation is strike/projectile invincible; total duration of cross-up version depends on distance from opponent (23f fixed recovery time after passing through); collision box disappears 7-33f to allow cross-up; Distance: 4.06 (3.52 cross-up)

Street Fighter 6/A.K.I./Data (edit) a.k.i._236lk Special A.K.I. 236LK

Snake Step

SF6_A.K.I._236lk.png SF6_A.K.I._236lk_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

37 total

-

-

37

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

8-37 Upper Body Projectile

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Feint (starts moving forward before retreating); counter-hit state for entire move duration; 8-13f semi-low profile (crouch height); 14-37f low profile; 14-36f crouching state (4f forced standing after recovery unless a crouching attack is input); Distance: -0.965

Street Fighter 6/A.K.I./Data (edit) a.k.i._236lp Special A.K.I. 236LP

Serpent Lash

SF6_A.K.I._236lp.png SF6_A.K.I._236lp_hitbox.png

500[800]

125

{{{dmgScaling}}}

14

3

20(26)

36(42)

LH

SA3

16[17]

+1(+3) [KD +44(46)]

-8(-6)

KD +55[+61] Crumple

-27(-25)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

24

15

12[13]

3000

[5000]

2000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1 / ?'"`UNIQ--templatestyles-00000003-QINU`"'?[1] / ?'"`UNIQ--templatestyles-00000004-QINU`"'?-1 PC

1

3

{{{projSpeed}}}

{{{atkRange}}}

Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] hit launches opponent into a limited juggle state (can follow up with corner 236HP from close range); 6f extra recovery on whiff; slightly better frame advantage from longer ranges; extended arm is projectile invincible 13-16f; sets up a strong corner safe jump on Toxic Blossom hit but requires sacrificing the extra juggle; Punish Counter crumple puts opponent into limited juggle state (cannot follow up with grounded combo); Toxic Blossom PC juggle gives much stronger juggle follow-ups midscreen

Street Fighter 6/A.K.I./Data (edit) a.k.i._236mk Special A.K.I. 236MK

Snake Step

SF6_A.K.I._236mk.png SF6_A.K.I._236mk_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

39 total

-

-

39

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

9-38 Upper Body Projectile

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Stays on same side; counter-hit state for entire move duration; semi-low profile (crouch height) 9-15f and 39f; crouching state 14f until end of recovery; low profile 16-38f; Distance: 1.94

Street Fighter 6/A.K.I./Data (edit) a.k.i._236mp Special A.K.I. 236MP

Serpent Lash

SF6_A.K.I._236mp.png SF6_A.K.I._236mp_hitbox.png

600[700]

150

{{{dmgScaling}}}

17

6

24

46

LH

SA3

16[17]

KD +44 [Crumple +69]

-12

KD +44 [Crumple +69]

-28

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

18

12[13]

5000

[7000]

2000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1 / ?'"`UNIQ--templatestyles-00000005-QINU`"'?[-1 ground]

1

2

{{{projSpeed}}}

{{{atkRange}}}

Strike hitbox with 1-hit projectile durability; poisons opponent on hit; [Toxic Blossom] causes limited juggle crumple state on grounded hit, and a higher juggle (KD +60~72) on airborne hit; cannot hit crouching opponents (close-range hitbox can hit extended vertical hurtbox); can hit standing opponents from close range only; has a good anti-air hitbox but slow startup; sets up a strong corner safe jump on non-TB hit

Street Fighter 6/A.K.I./Data (edit) a.k.i._236pp Special A.K.I. 236PP

Serpent Lash

SF6_A.K.I._236pp.png SF6_A.K.I._236pp_hitbox.png

600[800]

150

20%[10%] Starter; Combo (2 hits)

21

5

25

50

LH

[TB: SA2 SA3]

[73]

+4 [Crumple +71]

-14(-11)

+8 [Crumple +75]

-28(-25)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

16

10

4000

[6000]

-20000

500,[500] (350,[350])

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

2 / ?'"`UNIQ--templatestyles-00000008-QINU`"'?[-1]

1

1

{{{projSpeed}}}

{{{atkRange}}}

Strike hitbox with 1-hit OD projectile durability; poisons opponent on hit; A.K.I. pulls herself toward opponent on hit (fully invincible during pull animation); [Toxic Blossom] causes crumple on grounded hit (+5 before opponent becomes airborne, or +9 on Punish Counter) and resets the juggle counter vs. airborne opponents (free juggle state); only the [Toxic Blossom] follow-up is Super cancelable; slightly better block advantage if spaced out (cannot hit on final active frame in neutral, as hitbox doesn't move after 4th active frame); extended arm is projectile invincible 20-25f (great anti-projectile tool due to speed and range); Counter-hit/Punish Counter bonus advantage carries through the follow-up hit; mid-combo damage scaling does not apply to Toxic Blossom version

Street Fighter 6/A.K.I./Data (edit) a.k.i._2hk ground_normal A.K.I. 2HK

Crouching Heavy Kick

SF6_A.K.I._2hk.png SF6_A.K.I._2hk_hitbox.png

900

{{{chip}}}

{{{dmgScaling}}}

10

6

20

35

LH

SA

20 SA

0

-3

KD +48 Spin

-24

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+4

+1

26

23

13

6000

[10000]

3000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

2

{{{projSpeed}}}

1.601

Upper body and kicking leg are anti-air invuln 10-15f (during active frames); decent anti-air but cannot hit cross-up; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; Punish Counter puts grounded opponents into limited juggle state; has high juggle potential, causing an air reset; extended hurtbox 1f before active is vulnerable to projectiles; Super cancel is delayed until after 2nd active frame

Street Fighter 6/A.K.I./Data (edit) a.k.i._2hp ground_normal A.K.I. 2HP

Crouching Heavy Punch

SF6_A.K.I._2hp.png SF6_A.K.I._2hp_hitbox.png

900

{{{chip}}}

{{{dmgScaling}}}

10

3

28

40

L

-

{{{hitconfirm}}}

HKD +27

-8

HKD +49

-29

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

HKD +27

-4

{{{hitstun}}}

23

13

4000

[10000]

3000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

2

{{{projSpeed}}}

1.923

Hitbox does not move during active frames (cannot space to make it safer in neutral); very disjointed hitbox, but easily punished in neutral; has some juggle potential (not a Hard Knockdown when juggled into)

Street Fighter 6/A.K.I./Data (edit) a.k.i._2lk ground_normal A.K.I. 2LK

Crouching Light Kick

SF6_A.K.I._2lk.png SF6_A.K.I._2lk_hitbox.png

200

{{{chip}}}

20% Starter

5

3

8

15

L

Chn

{{{hitconfirm}}}

+3

-2

+7

-9

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+7

+2

14

9

9

500

[2000]

250

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.19

Chains into 2LP/2LK; highest range light normal, can be used in 4-hit blockstrings and to stuff grounded approaches

Street Fighter 6/A.K.I./Data (edit) a.k.i._2lp ground_normal A.K.I. 2LP

Crouching Light Punch

SF6_A.K.I._2lp.png SF6_A.K.I._2lp_hitbox.png

300

{{{chip}}}

20% Starter

4

2

9

14

LH

Chn Sp SA

12

+4

-1

+8

-9

+5

0

+8

+3

15

10

9

500

[2000]

250

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

0.96

Chains into 2LP/2LK (true blockstring into 2LP); Sinister Slide cancel: +3/-2; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air

Street Fighter 6/A.K.I./Data (edit) a.k.i._2mk ground_normal A.K.I. 2MK

Crouching Medium Kick

SF6_A.K.I._2mk.png SF6_A.K.I._2mk_hitbox.png

600

{{{chip}}}

10% Starter

7

3

16

25

L

SA

14 SA

+5

+1

+9

-17

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+9

+5

24

20

10

2000

[4000]

1000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.34

Solid low poke that can be buffered into Super or linked into light normals; good option out of Drive Rush, granting block advantage and a link into 5HK or 5MK

Street Fighter 6/A.K.I./Data (edit) a.k.i._2mp ground_normal A.K.I. 2MP

Crouching Medium Punch

SF6_A.K.I._2mp.png SF6_A.K.I._2mp_hitbox.png

600

{{{chip}}}

{{{dmgScaling}}}

8

3

18

28

LH

Sp SA

15

+1

-3

+5

-19

+12

+8

+5

+1

22

18

11

3000

[4000]

1500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.375

Sinister Slide cancel: +10/+6; combo/buffer tool with good range; topmost hurtbox on frames 1-21 is vulnerable only to aerial attacks, preventing its use as an anti-air

Street Fighter 6/A.K.I./Data (edit) a.k.i._2pp Special A.K.I. 2PP

Sinister Slide

SF6_A.K.I._2pp.png SF6_A.K.I._2pp_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

11(28)

[185]

20

216

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

Upper Body Projectile 10-197

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Semi-low profile 10-15f (crouch height); low profile 16-197f; Cancelable into follow-ups after 11f; can input up to exit stance after 28f (stance exit takes 21f on its own); automatically exits stance after 216f if no input is made (no low profile or projectile invincibility)

Street Fighter 6/A.K.I./Data (edit) a.k.i._2pp_8 Special A.K.I. 2PP~8

Sinister Slide Exit

SF6_A.K.I._2pp_8.png SF6_A.K.I._2pp_8_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

-

-

21

21

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Can be input after 28f of Sinister Slide; maintains low profile 1-10f and semi-low profile 11-21f (crouch height); fastest total Stance + Exit time is 49f; shortest Slide~Exit travel distance: 0.78

Street Fighter 6/A.K.I./Data (edit) a.k.i._2pp_k Special A.K.I. 2PP~K

Heel Strike

SF6_A.K.I._2pp_k.png SF6_A.K.I._2pp_k_hitbox.png SF6_A.K.I._2pp_k_hitbox2.png

300x2

75x2

{{{dmgScaling}}}

11+11

3(9)3

17(20)

42(45)

LH

SA3 (2nd)

33(15) SA

+4

-3

+8

-21

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

36 total

32 total

6,9

2000x2

[3500x2]

1500x2

300x2 (210x2)

150x2 (75x2)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1,1

2,3

{{{projSpeed}}}

{{{atkRange}}}

During Sinister Slide; 3f extra recovery on whiff; low profile 1-15f, semi-low profile 16-27f, crouch-sized hurtbox 28-35f; Counter-hit/Punish Counter bonus advantage carries through both hits; good combo tool that is also safe on block; both hits put airborne opponent into limited juggle state; 15f hitconfirm window into SA3 refers to 2nd hit only

Street Fighter 6/A.K.I./Data (edit) a.k.i._2pp_lplk Special A.K.I. 2PP~LPLK

Entrapment

SF6_A.K.I._2pp_lplk.png SF6_A.K.I._2pp_lplk_hitbox.png

1852 (2222)

{{{chip}}}

{{{dmgScaling}}}

11+23

3

55

80

T

-

{{{hitconfirm}}}

HKD +16

-

HKD +16

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

[10010]

5000

3000 (2100)

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

1.59

During Sinister Slide; () refer to Punish Counter damage; good range but slow startup

Street Fighter 6/A.K.I./Data (edit) a.k.i._2pp_p Special A.K.I. 2PP~P

Venomous Fang

SF6_A.K.I._2pp_p.png SF6_A.K.I._2pp_p_hitbox.png

1100

275

{{{dmgScaling}}}

11+19

15

30

63

LH

-

{{{hitconfirm}}}

KD +20(34)
[Crumple +67(81)]

-25(-11)

KD +20(34)
[Crumple +67(81)]

-43(-29)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20

13

5000

[8000]

2000

1000 (700)

500 (250)

Projectile 1-19 (Upper Body), 20-33 (Full)

{{{armor}}}

19-33 (FKD)

1 / ?'"`UNIQ--templatestyles-00000009-QINU`"'?[-1 ground]

1

5

{{{projSpeed}}}

{{{atkRange}}}

During Sinister Slide; poisons the opponent on hit; triggers Toxic Blossom for a crumple state vs. grounded opponents, or a tumbling OTG state vs. airborne opponents; low profile 1-17f; low crush 20-31f; good anti-zoning tool, but can lose to slower projectiles at some ranges; sets up high damage punish combos (but does not combo naturally when canceled from any grounded normals)

Street Fighter 6/A.K.I./Data (edit) a.k.i._3mp ground_normal A.K.I. 3MP

Pu Lao

SF6_A.K.I._3mp.png SF6_A.K.I._3mp_hitbox.png

600

{{{chip}}}

{{{dmgScaling}}}

24

3

18

44

H

-

{{{hitconfirm}}}

+3

-2

+7

-19

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+7

+2

24

19

11

2500

[4000]

1500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.440

Relatively slow overhead that leads to combos with meaty timing or Drive Rush

Street Fighter 6/A.K.I./Data (edit) a.k.i._4lplk throw A.K.I. 4LPLK

Gluttony

SF6_A.K.I._4lplk.png SF6_A.K.I._lplk_hitbox.png

1200 (2040)

{{{chip}}}

20% Immediate

5

3

23

30

T

-

{{{hitconfirm}}}

KD +27

-

HKD +27

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

[10000]

2000

2000(1400) [4000(2800)]

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

0.80

Side switch; after corner side switch, can dash + microwalk for a pseudo throw loop or Drive Rush for a true strike/throw mixup; can get true throw oki vs. wide characters (1f timing vs. Marisa, 2f timing vs. Blanka/E.Honda/Zangief); midscreen, can chase down with Drive Rush into a manually timed ranged button like 2MK

Street Fighter 6/A.K.I./Data (edit) a.k.i._4pppkkk taunt A.K.I. 4PPPKKK

Back Taunt

SF6_A.K.I._4pppkkk.png SF6_A.K.I._4pppkkk_hitbox.png

600

150

{{{dmgScaling}}}

175

32

258(264)

464

LH

-

{{{hitconfirm}}}

KD -197

-239

KD -197

-254

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

26

8

2500

[2000]

1000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

2

1

2

{{{projSpeed}}}

{{{atkRange}}}

"Isn't he wonderful? Ahhh~"; "Ugh, you're a trifling little pest." bubbles have a large projectile hitbox behind A.K.I.; if popped, A.K.I. says a second line and enters a different recovery animation; puts opponent into limited juggle state

Street Fighter 6/A.K.I./Data (edit) a.k.i._5hk ground_normal A.K.I. 5HK

Standing Heavy Kick

SF6_A.K.I._5hk.png SF6_A.K.I._5hk_hitbox.png

800

{{{chip}}}

{{{dmgScaling}}}

9

4

19

31

LH

Sp SA

18

+4

-3

+12 Stagger

-21

+16

+9

+8

+1

27

20

13

5000

[8000]

2000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.376

Forces stand on hit; active frames 3-4 whiff on crouching opponents unless they extend a vertical hurtbox; important combo and juggle tool (combos into 2PP~K naturally, and 2PP~P on Punish Counter); staggers opponent on grounded Punish Counter and launches into a high limited juggle state on airborne Punish Counter; good anti-air on frames 10-12 but cannot hit cross-up; head hurtbox is anti-air invuln 5-12f; kicking leg and upper body hurtbox is anti-air invuln on frame 10-12; extends a hurtbox 1f before active that is vulnerable to projectiles; Sinister Slide cancel: +15/+8; DR cancel is delayed until after 2nd active frame

Street Fighter 6/A.K.I./Data (edit) a.k.i._5hp ground_normal A.K.I. 5HP

Standing Heavy Punch

SF6_A.K.I._5hp.png SF6_A.K.I._5hp_hitbox.png

800

{{{chip}}}

{{{dmgScaling}}}

12

3

21

35

LH

TC

20

+1

-4

+5

-22

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+5

0

25

20

13

5000

[8000]

3000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.782

Very good poke that can avoid some low attacks; hitconfirmable into 5HP~HP Target Combo, which is especially strong vs. poisoned opponents

Street Fighter 6/A.K.I./Data (edit) a.k.i._5hp_hp ground_normal A.K.I. 5HP~HP

Qiong Qi

SF6_A.K.I._5hp_hp.png SF6_A.K.I._5hp_hp_hitbox.png

400

{{{chip}}}

{{{dmgScaling}}}

14

3

24(29)

40(45)

LH

-

{{{hitconfirm}}}

KD +34[+54]

-15

KD +34[+54]

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

17

13

6000

[10000]

3000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

4

{{{projSpeed}}}

{{{atkRange}}}

5f extra recovery on block; poisons the opponent on hit; triggers Toxic Blossom, launching opponent into limited juggle state; always a true blockstring even at max delay; hitconfirmable from 5HP

Street Fighter 6/A.K.I./Data (edit) a.k.i._5lk ground_normal A.K.I. 5LK

Standing Light Kick

SF6_A.K.I._5lk.png SF6_A.K.I._5lk_hitbox.png

300

{{{chip}}}

20% Starter

4

3

12

18

LH

Sp SA

13

+3

-3

+7

-13

+5

-1

+7

+1

18

12

9

500

[2000]

250

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.04

Sinister Slide cancel: +6/0; DR cancel is delayed until after 1st recovery frame

Street Fighter 6/A.K.I./Data (edit) a.k.i._5lp ground_normal A.K.I. 5LP

Standing Light Punch

SF6_A.K.I._5lp.png SF6_A.K.I._5lp_hitbox.png

300

{{{chip}}}

20% Starter

5

2

7

13

LH

Sp SA TC

12 Sp, 14 TC

+4

-1

+8

-7

+3

-2

+8

+3

13

8

9

500

[2000]

250

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

0.90

Sinister Slide cancel: +1/-4; short range and not chainable, primarily used for the 5LP~LP Target Combo

Street Fighter 6/A.K.I./Data (edit) a.k.i._5lp_lp ground_normal A.K.I. 5LP~LP

Hun Dun

SF6_A.K.I._5lp_lp.png SF6_A.K.I._5lp_lp_hitbox.png

300(240)

{{{chip}}}

{{{dmgScaling}}}

8

2

14(16)

23(25)

LH

Sp SA

32~33 (13)

+1

-3

+5

-16

+6

+4

{{{afterDRHit}}}

{{{afterDRBlk}}}

17

15

10

1000

[4000]

500

400 (280)

200 (100)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

1

{{{projSpeed}}}

{{{atkRange}}}

2f extra recovery on block; 2nd LP can be input with any non-crouching direction; () refers to scaled damage from 5LP combo starter; has a 3f blockstring gap between hits; combos into 236LP, 236HP, 214HP, or 214PP; Sinister Slide cancel: +5/+3; DR cancel is delayed until after 2nd active frame

Street Fighter 6/A.K.I./Data (edit) a.k.i._5mk ground_normal A.K.I. 5MK

Standing Medium Kick

SF6_A.K.I._5mk.png SF6_A.K.I._5mk_hitbox.png

700

{{{chip}}}

{{{dmgScaling}}}

8

3

15(17)

25(27)

LH

-

{{{hitconfirm}}}

+6

-2

+10

-16

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+10

+2

24

16

11

4000

[6000]

2000

700 (490)

350 (175)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.48

2 extra recovery frames on whiff; useful poke and combo starter

Street Fighter 6/A.K.I./Data (edit) a.k.i._5mp ground_normal A.K.I. 5MP

Standing Medium Punch

SF6_A.K.I._5mp.png SF6_A.K.I._5mp_hitbox.png

600

{{{chip}}}

{{{dmgScaling}}}

6

5

14(16)

24(26)

LH

Sp SA

16

+3

-3

+7

-17

+11

+5

+7

+1

22

16

12

3000

[4000]

1500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.269

2 extra recovery frames on whiff; Sinister Slide cancel: +9/+3; moves A.K.I. forward; useful combo tool after 5MK or in counter-hit routes but does not combo into 236PP; high active frame count makes it useful as a meaty (up to +7/+1); special/DR cancel is delayed until after 2nd active frame

Street Fighter 6/A.K.I./Data (edit) a.k.i._5pppkkk taunt A.K.I. 5PPPKKK

Neutral Taunt

SF6_A.K.I._5pppkkk.png {{{hitboxes}}}

-

{{{chip}}}

{{{dmgScaling}}}

611 (total)

-

-

611

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

1000x5,5000 (10000)

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

"The master's prized poison... ahh, a perfect, beautiful, most brilliantly crafted poison! Now you'll get a taste."; builds 1 bar of Super gauge after 411f (1000 Super gauge on frames 303, 324, 346, 363, 383, then 5000 Super gauge on frame 411)

Street Fighter 6/A.K.I./Data (edit) a.k.i._6hk ground_normal A.K.I. 6HK

Qiu Niu

SF6_A.K.I._6hk.png SF6_A.K.I._6hk_hitbox.png

400x2

{{{chip}}}

20% Starter

14

3(5)3

16(24)

40(48)

LH

-

{{{hitconfirm}}}

+4

+2

+8

-17

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+8

+6

31(23)

29(21)

6,10

2000x2

[5000x2]

1500x2

500x2 (350x2)

250x2 (125x2)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0,1

{{{projSpeed}}}

1.736 (1.548)

8f extra recovery on whiff; Low Crush 11-26f (not airborne); 1st hit puts airborne opponents into limited juggle state (2nd hit causes air reset); excellent pressure tool, especially using Drive Rush forward momentum; Counter-hit/Punish Counter bonus advantage carries through both hits

Street Fighter 6/A.K.I./Data (edit) a.k.i._6hp ground_normal A.K.I. 6HP

Chi Wen

SF6_A.K.I._6hp.png SF6_A.K.I._6hp_hitbox.png

900

{{{chip}}}

{{{dmgScaling}}}

16

3

20(21)

38(39)

LH

SA

17

+3

-4

+7

-22

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

+7

0

26

19

13

6000

[6000]

3000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

2.162 (2.076)

1f extra recovery on whiff; great poke that is safe on block due to pushback; hitconfirmable into Super

Street Fighter 6/A.K.I./Data (edit) a.k.i._6hphk drive A.K.I. 6HPHK

Feng Shi (Block)

SF6_A.K.I._6hphk.png SF6_A.K.I._6hphk_hitbox.png

500 recoverable

125 recoverable

{{{dmgScaling}}}

20

3

26(31)

48(53)

LH

-

{{{hitconfirm}}}

KD +23

-6

KD +23

-27

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

23

20

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-20000

{{{superGainHit}}}

{{{superGainBlk}}}

1-22 Full

Break

{{{airborne}}}

200

100

1

{{{projSpeed}}}

1.978

Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal.

Street Fighter 6/A.K.I./Data (edit) a.k.i._6hphk_recovery drive A.K.I. 6HPHK

Feng Shi (Recovery)

SF6_A.K.I._6hphk.png SF6_A.K.I._6hphk_hitbox.png

500 recoverable

125 recoverable

{{{dmgScaling}}}

18

3

26(31)

46(51)

LH

-

{{{hitconfirm}}}

KD +23

-6

KD +23

-27

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

23

20

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-20000

{{{superGainHit}}}

{{{superGainBlk}}}

1-20 Full

Break

{{{airborne}}}

200

100

1

{{{projSpeed}}}

1.978

Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal.

Street Fighter 6/A.K.I./Data (edit) a.k.i._6pppkkk taunt A.K.I. 6PPPKKK

Forward Taunt

SF6_A.K.I._6pppkkk.png {{{hitboxes}}}

-

{{{chip}}}

{{{dmgScaling}}}

484 (total)

-

-

484

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

"Time for some experimentation... I bet poison would work wonders on you."

Street Fighter 6/A.K.I./Data (edit) a.k.i._hphk drive A.K.I. HPHK

Zao Chi

SF6_A.K.I._hphk.png SF6_A.K.I._hphk_hitbox.png

800

200

20% Starter (Hit)
20% Multiplier (Block)

26

2

35

62

LH

-

{{{hitconfirm}}}

KD +35 / Wall Splat KD +65

-3 / Wall Splat HKD +72

Crumple (Standing +21, Juggle +46, HKD +104)

-35

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

34

25

5000

10000 [15000]

-10000

[3000(2100)]

{{{superGainBlk}}}

{{{invuln}}}

1-27

{{{airborne}}}

0

1

0

{{{projSpeed}}}

2.50

See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.

Street Fighter 6/A.K.I./Data (edit) a.k.i._j2hp air_normal A.K.I. j.2HP

Gong Fu

SF6_A.K.I._j2hp.png SF6_A.K.I._j2hp_hitbox.png

800

{{{chip}}}

20% Starter

9

5

3 land

-

H

-

{{{hitconfirm}}}

+5(+15)

+1(+11)

+9(+19)

-12(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

19

15

13

4000

[5000]

2000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

0

0

{{{projSpeed}}}

0.46

During forward jump only; can only hit as a cross-up; causes spike knockdown vs. airborne opponents

Street Fighter 6/A.K.I./Data (edit) a.k.i._jhk air_normal A.K.I. j.HK

Jumping Heavy Kick

SF6_A.K.I._jhk.png SF6_A.K.I._jhk_hitbox.png

800

{{{chip}}}

{{{dmgScaling}}}

8

8

3 land

-

H

-

{{{hitconfirm}}}

+8(+15)

+4(+11)

+12(+19)

-9(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

19

15

13

4000

[5000]

2000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

0

0

{{{projSpeed}}}

1.23 (1.13)

Good jump-in that doesn't extend hurtbox as much as j.HP

Street Fighter 6/A.K.I./Data (edit) a.k.i._jhp air_normal A.K.I. j.HP

Jumping Heavy Punch

SF6_A.K.I._jhp.png SF6_A.K.I._jhp_hitbox.png

800

{{{chip}}}

{{{dmgScaling}}}

11

6

3 land

-

H

-

{{{hitconfirm}}}

+5(+15)

+1(+11)

+9(+19)

-12(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

19

15

13

4000

[5000]

2000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

0

0

{{{projSpeed}}}

0.99

Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; strong jump-in that doesn't extend hurtbox before active frames

Street Fighter 6/A.K.I./Data (edit) a.k.i._jlk air_normal A.K.I. j.LK

Jumping Light Kick

SF6_A.K.I._jlk.png SF6_A.K.I._jlk_hitbox.png

300

{{{chip}}}

{{{dmgScaling}}}

5

6

3 land

-

H

-

{{{hitconfirm}}}

+4(+10)

0(+6)

+8(+14)

-8(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

14

10

9

1500

[2000]

500

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.14

Cross-up; good air-to-air (A.K.I.'s longest horizontal jump-in)

Street Fighter 6/A.K.I./Data (edit) a.k.i._jlp air_normal A.K.I. j.LP

Jumping Light Punch

SF6_A.K.I._jlp.png SF6_A.K.I._jlp_hitbox.png

300

{{{chip}}}

{{{dmgScaling}}}

5

9

3 land

-

H

-

{{{hitconfirm}}}

+2(+9)

-2(+5)

+6(+13)

-9(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

13

9

9

1500

[2000]

500

300 (210)

150 (75)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

0.68

Can be used as a fuzzy instant overhead

Street Fighter 6/A.K.I./Data (edit) a.k.i._jmk air_normal A.K.I. j.MK

Jumping Medium Kick

SF6_A.K.I._jmk.png SF6_A.K.I._jmk_hitbox.png

600

{{{chip}}}

{{{dmgScaling}}}

7

6

3 land

-

H

-

{{{hitconfirm}}}

+4(+13)

0(+9)

+8(+17)

-11(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

17

13

11

2500

[4000]

1000

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

0

{{{projSpeed}}}

1.03

Solid jump-in attack; can be used as a fuzzy instant overhead (opponent must be in Burnout for true blockstring)

Street Fighter 6/A.K.I./Data (edit) a.k.i._jmp air_normal A.K.I. j.MP

Jumping Medium Punch

SF6_A.K.I._jmp.png SF6_A.K.I._jmp_hitbox.png

700

{{{chip}}}

{{{dmgScaling}}}

7

4

3 land

-

H

-

{{{hitconfirm}}}

+9(+11)

+5(+7)

+13(+15)

-4(-2)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

15

11

11

3000

[4000]

1000

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

2

2

1

{{{projSpeed}}}

0.93

Puts airborne opponents into limited juggle state; useful air-to-air but aims very high; shifts A.K.I.'s hurtbox upward during startup

Street Fighter 6/A.K.I./Data (edit) a.k.i._lplk throw A.K.I. LPLK

Whisper

SF6_A.K.I._lplk.png SF6_A.K.I._lplk_hitbox.png

1200 (2040)

{{{chip}}}

20% Immediate

5

3

23

30

T

-

{{{hitconfirm}}}

KD +19

-

HKD +19

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

[10000]

2000

2000(1400) [4000(2800)]

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

0.80

Can walk 16-17f for a corner throw loop (strict timing to beat 4f normals); 1f more lenient vs. Marisa and 2f more lenient vs. Blanka/E.Honda/Zangief

Street Fighter 6/A.K.I./Data (edit) a.k.i._mpmk drive A.K.I. MPMK

Drive Parry

SF6_A.K.I._mpmk.png SF6_A.K.I._mpmk_hitbox.png

-

{{{chip}}}

50% Multiplier (Perfect)

1

12 or until released

33(1)(11)

45(3)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-5000,250~

{{{superGainHit}}}

{{{superGainBlk}}}

6 Full (after Perfect Parry)

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

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.

Street Fighter 6/A.K.I./Data (edit) a.k.i._mpmk_66_drc drive A.K.I. MPMK or 66

Drive Rush Cancel

SF6_A.K.I._66.png SF6_A.K.I._66_hitbox.png

-

{{{chip}}}

15% Multiplier (Mid-Combo)

9

-

15(37)

24(46)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-30000

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelabe into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties

Street Fighter 6/A.K.I./Data (edit) a.k.i._mpmk_66_pdr drive A.K.I. MPMK~66

Parry Drive Rush

SF6_A.K.I._66.png SF6_A.K.I._66_hitbox.png

-

{{{chip}}}

15% Multiplier (Mid-Combo)

3+8

-

15(37)

26(48)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-10000

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelabe into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.907 (min/throw), 2.437 (min/block), 4.049 (max/final DR frame)

Street Fighter 6/Akuma/Data (edit) akuma_214214k Super Akuma 214214K

Misogi

SF6_Akuma_214214k.png SF6_Akuma_214214k_hitbox.png

2900

750

40% Minimum

5(9~10)

7

88(85)

99(96)

LH

-

{{{hitconfirm}}}

KD +25(26)

-58(-57)

KD +29(30)

-86(-85)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

33(32)

5

5000

10000

{{{driveGain}}}

-20000

-20000

1-11 Full

Break

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

50

{{{projSpeed}}}

{{{atkRange}}}

Shin Akuma only (Back Taunt~Down Taunt); teleports above opponent from anywhere on screen; 3f less recovery on whiff or Perfect Parry; startup is functionally 9f on grounded opponents (10f vs. standard-height crouchers); much less KD advantage and 2f more recovery vs. airborne opponents; cannot be canceled into from OD specials like other Level 2 Supers; cannot be beaten with anti-air invincibility since Akuma is fully invuln and technically never goes airborne

Street Fighter 6/Akuma/Data (edit) akuma_214214p Super Akuma 214214P

Empyrean’s End

SF6_Akuma_214214p.png SF6_Akuma_214214p_hitbox.png

2800

750

40% Starter; Combo (4 hits); 40% Minimum

9

3

52

63

LH

-

{{{hitconfirm}}}

HKD +29 (HKD +97 Wallsplat)

-35

HKD +29 (HKD +97 Wallsplat)

-53

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20

16

5000

10000

{{{driveGain}}}

-20000

-20000

1-11 Full

Break

{{{airborne}}}

1 (Forced)

1

100

{{{projSpeed}}}

1.873

Sends the opponent tumbling ~1/3 screen; causes wallsplat near corner (unless 214PP~6P wallsplat occurred earlier in the combo); the cinematic resets the opponent's juggle counter, allowing a follow-up wallsplat juggle regardless of previous juggle state; wallsplat is similar to Drive Impact, allowing moves to juggle that normally would not be possible; close-range opponent cannot jump away after the Super freeze to avoid chip damage

Street Fighter 6/Akuma/Data (edit) akuma_214hk Special Akuma 214HK

Tatsumaki Zanku-Kyaku

SF6_Akuma_214hk.png SF6_Akuma_214hk_hitbox.png

400,300x2,600 (1600)

100

{{{dmgScaling}}}

7

3(6)3(9)3(18)3

21+14(20) land

86(92)

LH

-

{{{hitconfirm}}}

KD +34

-59

KD +34

-78

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

21

10,3x2,12

5000

[1000x3,2000]

500x4 (500)

250x4 (175x4)

500 (250)

{{{invuln}}}

{{{armor}}}

8-72 (FKD)

1

0,0,0,1

5,5,5,8

{{{projSpeed}}}

{{{atkRange}}}

6f extra recovery on block/whiff; can hit crouching opponents; upward angle, primarily used as a juggle ender for damage and corner carry

Street Fighter 6/Akuma/Data (edit) akuma_214hp Special Akuma 214HP

Adamant Flame

SF6_Akuma_214hp.png SF6_Akuma_214hp_hitbox.png

900

225

{{{dmgScaling}}}

23

3

19(21)

44(46)

LH

SA3

15 / 20 (6P)

+3

-2

+12

-20

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

25

20

11

6000

[10000]

500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

0

0

3

{{{projSpeed}}}

2.316

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)

Street Fighter 6/Akuma/Data (edit) akuma_214hp_6p Special Akuma 214HP~6P

Adamant Flame Follow-Up

SF6_Akuma_214hp_6p.png SF6_Akuma_214hp_6p_hitbox.png

600

150

Combo (3 hits)

11

4

28

42

LH

SA3

47-50

KD +47

-14

KD +47

-30

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

18

16

4000

[7000]

500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

10

{{{projSpeed}}}

{{{atkRange}}}

Cannot come out on whiff; true blockstring from 214HP even at max delay; puts opponents into limited juggle state with follow-up juggles possible in the corner

Street Fighter 6/Akuma/Data (edit) akuma_214kk Special Akuma 214KK

Tatsumaki Zanku-Kyaku

SF6_Akuma_214kk.png SF6_Akuma_214kk_hitbox.png SF6_Akuma_214kk_2_hitbox.png

200x3,100,300 (1000)

50x2,(25,50,75) (100~250)

{{{dmgScaling}}}

13

2(4)2(4)2(3)2(4)2

7+19 land

63

LH

-

{{{hitconfirm}}}

KD +47

-17(-35)

KD +47

-25(-49)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

34 total

6,2,1,4,13

800x5

[1000x4,6000]

-20000

1000 (700)

100x2,80x2,100 (50x2,40x2,50)

{{{invuln}}}

{{{armor}}}

5-44 (FKD)

3

1,1,0,0,1

10,11,12,13,14

{{{projSpeed}}}

{{{atkRange}}}

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

Street Fighter 6/Akuma/Data (edit) akuma_214lk Special Akuma 214LK

Tatsumaki Zanku-Kyaku

SF6_Akuma_214lk.png SF6_Akuma_214lk_hitbox.png

600

150

Combo (2 hits)

12

2

14+7(13) land

34(40)

LH

-

{{{hitconfirm}}}

KD +50

-13

KD +50

-27

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

16

12

4000

[5000]

2000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

5-27 (FKD)

2

1

0

{{{projSpeed}}}

{{{atkRange}}}

6f extra recovery on block/whiff; whiffs on crouching opponents (for consistency, cancel from 5MK or 2HP); cannot hit cross-up; puts opponent into limited juggle state; allows juggle into 623P (close range), 2HK (safe jump setup), or any Super

Street Fighter 6/Akuma/Data (edit) akuma_214lp Special Akuma 214LP

Adamant Flame

SF6_Akuma_214lp.png SF6_Akuma_214lp_hitbox.png

700

175

{{{dmgScaling}}}

15

3

23

40

LH

SA3

15 / 20 (6P)

+1

-8

+5

-24

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

27

18

11

6000

[6000]

500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

0

0

3

{{{projSpeed}}}

1.714

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 6-12 (can make low attacks whiff); only version of 214P that can combo from 2LP/5LK

Street Fighter 6/Akuma/Data (edit) akuma_214lp_6p Special Akuma 214LP~6P

Adamant Flame Follow-Up

SF6_Akuma_214lp_6p.png SF6_Akuma_214lp_6p_hitbox.png

500

125

{{{dmgScaling}}}

7

4

18(22)

28(32)

LH

SA3

45-48

+3

-10

+7

-24

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

25

16

16

4000

[7000]

500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1 air

1

10

{{{projSpeed}}}

{{{atkRange}}}

4f extra recovery on block; cannot come out on whiff; true blockstring from 214LP even at max delay; keeps opponent grounded for strike/throw mixup (requires microwalk if midscreen)

Street Fighter 6/Akuma/Data (edit) akuma_214mk Special Akuma 214MK

Tatsumaki Zanku-Kyaku

SF6_Akuma_214mk.png SF6_Akuma_214mk_hitbox.png

500x2 (1000)

125x2

Combo (2 hits)

11

2(13)2

11+20 land

58

LH

-

{{{hitconfirm}}}

KD +41(38)

-13(-28)

KD +41(38)

-31(-46)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20x2 (35 total)

8,15

2500x2

[5000]

1000x2

500x2 (350x2)

250x2 (125x2)

8-38 Lower Body Projectile

{{{armor}}}

5-38 (FKD)

2

0,2

5,5

{{{projSpeed}}}

{{{atkRange}}}

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

Street Fighter 6/Akuma/Data (edit) akuma_214mp Special Akuma 214MP

Adamant Flame

SF6_Akuma_214mp.png SF6_Akuma_214mp_hitbox.png

800

200

{{{dmgScaling}}}

19

3

20(23)

41(44)

LH

SA3

15 / 20 (6P)

+2

-4

+10

-21

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

25

19

11

6000

[10000]

500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

0

0

3

{{{projSpeed}}}

2.064

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)

Street Fighter 6/Akuma/Data (edit) akuma_214mp_6p Special Akuma 214MP~6P

Adamant Flame Follow-Up

SF6_Akuma_214mp_6p.png SF6_Akuma_214mp_6p_hitbox.png

600

150

{{{dmgScaling}}}

7

4

32

42

LH

SA3

45-48

KD +32

-18

KD +32

-34

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

18

16

4000

[7000]

500

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

10

{{{projSpeed}}}

{{{atkRange}}}

Cannot come out on whiff; true blockstring from 214MP even at max delay; puts opponents into limited juggle state

Street Fighter 6/Akuma/Data (edit) akuma_214pp Special Akuma 214PP

Adamant Flame

SF6_Akuma_214pp.png SF6_Akuma_214pp_hitbox.png

700

175

20% Starter

18

3

23

43

LH

SA2 SA3

17 / 20 (6P)

+1

-3

KD +78 Crumple

-24

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

27

23

11

6000

[10000]

-20000

500 (350)

250 (125)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

0

0

3

{{{projSpeed}}}

2.134

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

Street Fighter 6/Akuma/Data (edit) akuma_214pp_6p Special Akuma 214PP~6P

Adamant Flame Follow-Up

SF6_Akuma_214pp_6p.png SF6_Akuma_214pp_6p_hitbox.png

300,400 (240,320)

75,100

{{{dmgScaling}}}

7

4(4)3

25(31)

42(48)

LH

SA2 SA3

54-57

HKD +45(+63)

-18

HKD +45(+63)

-32

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

24 total

7,17(15)

2000x2

[7000]

{{{driveGain}}}

500,250 (350,175)

250,125 (125,62)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

0 / 2 air

1,1

10,15

{{{projSpeed}}}

{{{atkRange}}}

() refers to scaled damage from 214PP combo starter; 6f extra recovery on block; cannot come out on whiff; true blockstring from 214PP even at max delay; sends opponent to the edge of the screen for a wallsplat unless SA2 wallsplat occurred earlier in the combo (much less KD advantage, around +26~33); grounded wallsplat puts opponent into free juggle state (limited juggle state vs. airborne); allows a follow-up juggle if near the corner; KD advantage varies significantly depending on distance from corner

Street Fighter 6/Akuma/Data (edit) akuma_22ppp Super Akuma 22PPP

Kongou-Kokuretsuzan

SF6_Akuma_22ppp.png SF6_Akuma_22ppp_hitbox.png

330x8,360 (3000)

82x8,90 (746)

40% Minimum

8

30

41

78

LH

-

{{{hitconfirm}}}

KD +38

-39

KD +38

-62

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

32 total

2x8,12

500x8,1000 (5000)

1000x8,2000 (10000)

{{{driveGain}}}

-20000

-20000

1-11 Full

Break

{{{airborne}}}

1

0

99

{{{projSpeed}}}

{{{atkRange}}}

Shin Akuma only (Back Taunt~Down Taunt); 9-hit Super projectile with a massive vertical hitbox; cannot be canceled into from OD specials like other Level 2 Supers; puts opponent into limited juggle state (but very difficult to launch high enough for a follow-up)

Street Fighter 6/Akuma/Data (edit) akuma_236236k Super Akuma 236236K

Sip of Calamity

SF6_Akuma_236236k.png SF6_Akuma_236236k_hitbox.png

4000

1000

50% Minimum; 10% Immediate (Sp)

8(2)

4

58

69

LH

-

{{{hitconfirm}}}

HKD +18

-41

HKD +18

-60

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

21

12

7500

15000

{{{driveGain}}}

-30000

-30000

1-11 Full

Break

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

99

{{{projSpeed}}}

1.628

Cinematic time regenerates ~1.9 Drive bars for Akuma; close-range opponent cannot jump away after the Super freeze to avoid chip damage; only 2f startup when canceled from 623P/214P/214P~6P; leaves opponent in range for microwalk 6HP pressure or Drive Rush oki

Street Fighter 6/Akuma/Data (edit) akuma_236236k(ca) Super Akuma 236236K

Sip of Calamity (CA)

SF6_Akuma_236236k_ca.png SF6_Akuma_236236k_hitbox.png

4500

1250

50% Minimum; 10% Immediate (Sp)

8(2)

4

58

69

LH

-

{{{hitconfirm}}}

HKD +18

-41

HKD +18

-60

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

21

12

10000

20000

{{{driveGain}}}

-30000

-30000

1-11 Full

Break

{{{airborne}}}

{{{jugStart}}}

{{{jugIncrease}}}

99

{{{projSpeed}}}

1.628

Available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Akuma; close-range opponent cannot jump away after the Super freeze to avoid chip damage; only 2f startup when canceled from 623P/214P/214P~6P; leaves opponent in range for microwalk 6HP pressure or Drive Rush oki

Street Fighter 6/Akuma/Data (edit) akuma_236236p Super Akuma 236236P

Messatsu Gohado

SF6_Akuma_236236p.png SF6_Akuma_236236p_hitbox.png

400x4,600 (2200)

100x5 (500)

30% Minimum

10

-

96

106

LH

-

{{{hitconfirm}}}

KD +9

-41

KD +9

-42

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

56 total

39 total

500x5

1000x5

{{{driveGain}}}

-10000

-10000

1-14 Strike/Throw

Break

{{{airborne}}}

100

1x4,100

99

0.12

{{{atkRange}}}

5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen; slower startup allows opponents (except Dhalsim/Lily/Zangief) to avoid with a jump after the screen freeze

Street Fighter 6/Akuma/Data (edit) akuma_236hp Special Akuma 236HP

Gou Hadoken

SF6_Akuma_236hp.png SF6_Akuma_236hp_hitbox.png

700

175

{{{dmgScaling}}}

12~28

-

34

46

LH

SA3

4

-4

-8

0

-24

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

31

27

8

2500

[3000]

1000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

2

1

0.095

{{{atkRange}}}

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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 14~

Street Fighter 6/Akuma/Data (edit) akuma_236k Special Akuma 236K

Demon Raid

SF6_Akuma_236k.png SF6_Akuma_236k_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

18~40

-

-

{{{total}}}

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

7-45 (FKD)

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Button strength determines trajectory (LK short, MK mid, HK far); counter-hit state for entire duration; cancelable into follow-ups on frames 18-40; on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down)

Street Fighter 6/Akuma/Data (edit) akuma_236kk Special Akuma 236KK

Demon Raid

SF6_Akuma_236kk.png SF6_Akuma_236kk_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

16~40

-

-

{{{total}}}

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

-20000

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

7-45 (FKD)

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

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)

Street Fighter 6/Akuma/Data (edit) akuma_236kk_2_hold Special Akuma 236KK~[2]

Demon Swoop

SF6_Akuma_236kk_2_hold.png SF6_Akuma_236kk_2_hold_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

40

-

2+3(8) land

45(50)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Acts like an empty jump (with the same 45f duration) that puts Akuma point blank; 5f extra landing recovery when crossing over opponent; 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

Street Fighter 6/Akuma/Data (edit) akuma_236kk_j214k Special Akuma 236KK~j.214K

Demon Gou Rasen

SF6_Akuma_236kk_j214k.png SF6_Akuma_236kk_j214k_hitbox.png

200x4,500 (1300)

{{{chip}}}

Combo (2 hits)

16+5

2(2)3(2)3(1)3(1)2

10 land

{{{total}}}

-

-

{{{hitconfirm}}}

KD +46(+53)

-

KD +46(+53)

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

6,2x3,12

{{{driveDmgBlk}}}

[1000x4,6000]

{{{driveGain}}}

200x5 (140x5)

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

2

0,0,0,0,1

10,11,12,13,8

{{{projSpeed}}}

{{{atkRange}}}

Can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); 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

Street Fighter 6/Akuma/Data (edit) akuma_236kk_j236p Special Akuma 236KK~j.236P

Demon Gou Zanku

SF6_Akuma_236kk_j236p.png SF6_Akuma_236kk_j236p_hitbox.png

300x3 (900)

75x3 (225)

{{{dmgScaling}}}

16+6(21)

-

9(2) land

{{{total}}}

LH

-

{{{hitconfirm}}}

KD~ (varies)

-3~ (varies)

KD~ (varies)

0~

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

29 total

7x2,8 (8x3)

2000x2,1000

[2000,0,1000]

{{{driveGain}}}

300x2,400 (210x2,280)

150x2,200 (75x2,100)

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

1 / 0 air

0,0,0

5,5,5

0.075

{{{atkRange}}}

3-hit OD projectile; can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); 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

Street Fighter 6/Akuma/Data (edit) akuma_236kk_k Special Akuma 236KK~K

Demon Blade Kick

SF6_Akuma_236kk_k.png SF6_Akuma_236kk_k_hitbox.png

700

175

20% Starter; Combo (2 hits)

16+13

until land

9(14) land

{{{total}}}

LH

-

{{{hitconfirm}}}

0(+10)

-5(+5)

+4(+14)

-18(-8)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

20

15

13

4000

[5000]

1000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

1

0

4

{{{projSpeed}}}

{{{atkRange}}}

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)

Street Fighter 6/Akuma/Data (edit) akuma_236kk_no_input Special Akuma 236KK~No Input

Demon Low Slash

SF6_Akuma_236kk_no_input.png SF6_Akuma_236kk_no_input_hitbox.png

1000

250

{{{dmgScaling}}}

53

4

15(19)

71(75)

L

-

{{{hitconfirm}}}

HKD +39

+2

HKD +54

-17

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

21

13

4000

[10000]

1000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

5

{{{projSpeed}}}

{{{atkRange}}}

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

Street Fighter 6/Akuma/Data (edit) akuma_236kk_p Special Akuma 236KK~P

Demon Guillotine

SF6_Akuma_236kk_p.png SF6_Akuma_236kk_p_hitbox.png

1300

325

{{{dmgScaling}}}

16+16

until land

9 land

{{{total}}}

H

-

{{{hitconfirm}}}

KD +37(+41)

+3(+7)

KD +37(+41)

-15(-11)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20

13

6000

[5000]

1000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

1

0

5

{{{projSpeed}}}

{{{atkRange}}}

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)

Street Fighter 6/Akuma/Data (edit) akuma_236k_2_hold Special Akuma 236K~[2]

Demon Swoop

SF6_Akuma_236k_2_hold.png SF6_Akuma_236k_2_hold_hitbox.png

-

{{{chip}}}

{{{dmgScaling}}}

40

-

2+3(8) land

45(50)

-

-

{{{hitconfirm}}}

-

-

{{{punishAdv}}}

{{{perfParryAdv}}}

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

{{{blockstun}}}

{{{hitstop}}}

{{{driveDmgBlk}}}

{{{driveDmgHit}}}

{{{driveGain}}}

{{{superGainHit}}}

{{{superGainBlk}}}

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

{{{jugStart}}}

{{{jugIncrease}}}

{{{jugLimit}}}

{{{projSpeed}}}

{{{atkRange}}}

Acts like an empty jump (with the same 45f duration) with adjustable distance; 5f extra landing recovery when crossing over opponent; useful for baiting opponent's anti-air, Drive Impact, or Parry; must be inputting any Down direction on frame 41 of 236K; cannot block during landing recovery, and Akuma is in a counter-hit state for entire duration; crouching state on final recovery frame

Street Fighter 6/Akuma/Data (edit) akuma_236k_k Special Akuma 236K~K

Demon Blade Kick

SF6_Akuma_236k_k.png SF6_Akuma_236k_k_hitbox.png

700

175

20% Starter; Combo (2 hits)

18+13

until land

9(14) land

{{{total}}}

LH

-

{{{hitconfirm}}}

0(+10)

-5(+5)

+4(+14)

-18(-8)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

20

15

13

4000

[5000]

1000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

1

0

4

{{{projSpeed}}}

{{{atkRange}}}

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)

Street Fighter 6/Akuma/Data (edit) akuma_236k_no_input Special Akuma 236K~No Input

Demon Low Slash

SF6_Akuma_236k_no_input.png SF6_Akuma_236k_no_input_hitbox.png

1000

250

{{{dmgScaling}}}

53

4

15(19)

71(75)

L

-

{{{hitconfirm}}}

HKD +39(+42)

+2(+5)

HKD +54(+57)

-17(-14)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

21

13

4000

[10000]

1000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

1

5

{{{projSpeed}}}

{{{atkRange}}}

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; can be spaced for better frame advantage

Street Fighter 6/Akuma/Data (edit) akuma_236k_p Special Akuma 236K~P

Demon Guillotine

SF6_Akuma_236k_p.png SF6_Akuma_236k_p_hitbox.png

1300

325

{{{dmgScaling}}}

18+16

until land

9 land

{{{total}}}

H

-

{{{hitconfirm}}}

KD +37(+41)

+3(+7)

KD +37(+41)

-15(-11)

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

20

13

6000

[5000]

1000

1000 (700)

500 (250)

{{{invuln}}}

{{{armor}}}

Until Land (FKD)

1

0

5

{{{projSpeed}}}

{{{atkRange}}}

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)

Street Fighter 6/Akuma/Data (edit) akuma_236lp Special Akuma 236LP

Gou Hadoken

SF6_Akuma_236lp.png SF6_Akuma_236lp_hitbox.png

700

175

{{{dmgScaling}}}

16~32

-

30

46

LH

SA3

4

0

-4

+4

-20

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

31

27

8

2500

[3000]

1000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

2

1

0.055

{{{atkRange}}}

1-hit projectile; slowest movement speed and startup but fastest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 16~ and on arms (projectile invuln) from frame 18~

Street Fighter 6/Akuma/Data (edit) akuma_236mp Special Akuma 236MP

Gou Hadoken

SF6_Akuma_236mp.png SF6_Akuma_236mp_hitbox.png

700

175

{{{dmgScaling}}}

14~30

-

32

46

LH

SA3

4

-2

-6

+2

-22

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

31

27

8

2500

[3000]

1000

600 (420)

300 (150)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

2

1

0.075

{{{atkRange}}}

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); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 14~ and on arms (projectile invuln) from frame 16~

Street Fighter 6/Akuma/Data (edit) akuma_236pp Special Akuma 236PP

Gou Hadoken

SF6_Akuma_236pp.png SF6_Akuma_236pp_hitbox.png

400,600

100,150

20% Starter; Combo (2 hits)

12~27

-

29

41~56

LH

SA2 SA3

12

KD +55

+2

KD +55

-8

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

32 total

9,10

1250x2

[2500x2]

-20000

300x2 (210x2)

150x2 (75x2)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

0,2

1,6

0.095

{{{atkRange}}}

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 airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 16~

Street Fighter 6/Akuma/Data (edit) akuma_236pp_hold Special Akuma 236[PP]

OD Gou Hadoken Lv.2

SF6_Akuma_236pp_hold.png SF6_Akuma_236pp_hold_hitbox.png

300x2,600 (1200)

75x2,150 (300)

20% Starter; Combo (2 hits)

31

-

28

59

LH

SA2 SA3

12

KD +57

+5

KD +57

+4

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

34 total

5,5,10

1000x3

[2000x2,3000]

-20000

200x3 (140x3)

100x3 (50x3)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

0,0,2

1,1,6

0.145

{{{atkRange}}}

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~

Street Fighter 6/Akuma/Data (edit) akuma_236p_hold Special Akuma 236[P]

Gou Hadoken Lv.3

SF6_Akuma_236p_hold.png SF6_Akuma_236p_hold_hitbox.png

300x2,600 (1200)

75x2,150 (300)

20% Starter; Combo (2 hits)

56

-

28

84

LH

SA3

12

KD +57

+5

KD +57

+4

{{{DRcancelHit}}}

{{{DRcancelBlk}}}

{{{afterDRHit}}}

{{{afterDRBlk}}}

{{{hitstun}}}

34 total

5,5,10

1000x3

[2000x2,3000]

300x2,400

200x3 (140x3)

100x3 (50x3)

{{{invuln}}}

{{{armor}}}

{{{airborne}}}

1

0,0,2

1,1,6

LP 0.09 / MP 0.115 / HP 0.145

{{{atkRange}}}

3-hit projectile; projectile speed depends on button strength; button must be held 49f 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 13~

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