input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 3 | 7 | 13 | +4 | -1 | LH | Chn Sp SA | 13 |
5MP | 600 | 6 | 4 | 11 | 20 | +4 | +1 | LH | Sp SA TC | 16 |
5HP | 800 | 9 | 5 | 18 | 31 | +3 | -3 | LH | Sp SA | 19 |
5LK | 300 | 5 | 3 | 11 | 18 | +2 | -4 | LH | Sp SA | 13 |
5MK | 700 | 7 | 5 | 15 | 26 | +3 | -3 | LH | Sp SA TC | 17 (15*) |
5HK | 400x2 | 13(24) | 3(8)4 | 15(16) | 42(43) | +7 | +3(-13) | LH | - | |
2LP | 300 | 4 | 2 | 9 | 14 | +5 | -1 | LH | Chn Sp SA | 13 |
2MP | 600 | 6 | 3 | 14 | 22 | +6 | -1 | LH | Sp SA | 16 |
2HP | 900 | 8 | 8 | 19 | 34 | 0 | -8 | LH | Sp SA | 17 |
2LK | 200 | 5 | 2 | 10 | 16 | +3 | -3 | L | Chn | |
2MK | 500 | 8 | 3 | 19 | 29 | +1 | -6 | L | Sp SA | 13 |
2HK | 900 | 9 | 3 | 23(29) | 34(38) | HKD +32 | -12 | L | - | |
j.LP | 300 | 4 | 10 | 3 land | +4(+9) | 0(+5) | H | - | ||
j.MP | 700 | 8 | 4 | 3 land | +9(+11) | +5(+7) | H | Sp SA1 | ||
j.HP | 800 | 9 | 6 | 3 land | +8(+15) | +4(+11) | H | - | ||
j.LK | 300 | 6 | 10 | 3 land | +5(+10) | +1(+6) | H | - | ||
j.MK | 500 | 7 | 6 | 3 land | +8(+13) | +4(+9) | H | - | ||
j.HK | 800 | 12 | 6 | 3 land | +9(+15) | +5(+11) | H | - | ||
6MP | 200,400 | 20 | 1(1)3 | 18 | 42 | +3 | -1 | H,H | - | |
6MK | 700 | 10 | 3 | 15(18/19) | 27(30/31) | +5 | -4 | LH | - | |
6HP | 800 | 13 | 4 | 20 | 36 | +4 | -3 | LH | TC | 20 |
4HK | 800 | 12 | 5 | 27 | 43 | KD +47 | -15 | LH | Sp SA | 19 |
j.2MK | 800 | 16 | until land | 7(13) land | +1(+11) | -4(+6) | LH | - | ||
5MP~MP | 700 | 7 | 3 | 21 | 30 | -1 | -6 | LH | Sp SA | 38 |
5MK~HK | 600 | 20 | 3 | 20 | 42 | +1 | -3 | H | - | |
6HP~6HP | 600 | 10 | 3 | 21(24) | 33(36) | KD +39 | -10 | LH | TC | 41-42 |
6HP~6HP~HK | 875(700) | 9 | 3 | 24 | 35 | KD +35 | -13 | LH | - |
< Street Fighter 6 | Akuma
Frame Data Tables
Character Data
Akuma | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
9000 | 0.8 | 0.052 | 0.035 | 19 | 23 | 1.352 | 0.923 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -8 | +4 | -1 | +8 | +3 | 14 | 9 | 9 |
5MP | +8 | -13 | +9 | +6 | +8 | +5 | 19 | 16 | 11 | |
5HP | +7 | -21 | +14 | +8 | +7 | +1 | 26 | 20 | 13 | |
5LK | 20% Starter | +6 | -12 | +4 | -2 | +6 | 0 | 16 | 10 | 9 |
5MK | +7 | -18 | +13 | +7 | +7 | +1 | 23 | 17 | 11 | |
5HK | Combo (2 hits) | +11 | -17(-29) | +11 | +7(-9) | 37(26) | 33(22) | 8(10),13 | ||
2LP | 20% Starter | +9 | -9 | +5 | -1 | +9 | +3 | 16 | 10 | 9 |
2MP | +10 | -15 | +13 | +6 | +10 | +3 | 23 | 16 | 11 | |
2HP | +4 | -25 | +17 | +9 | +4 | -4 | 27 | 19 | 13 | |
2LK | 20% Starter | +7 | -10 | +7 | +1 | 15 | 9 | 9 | ||
2MK | 20% Starter | +5 | -20 | +11 | +4 | +5 | -2 | 23 | 16 | 9 |
2HK | HKD +47 | -28 | HKD +32 | -8 | 18 | 13 | ||||
j.LP | +8(+13) | -7(-2) | 13 | 9 | 9 | |||||
j.MP | +13(+15) | -4(-2) | 15 | 11 | 11 | |||||
j.HP | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
j.LK | +9(+14) | -7(-2) | 14 | 10 | 9 | |||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.HK | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
6MP | +7 | -21(-19) | +7 | +3 | 26(24) | 22(20) | 8,12 | |||
6MK | +9 | -19 | +9 | 0 | 23 | 17 | 11 | |||
6HP | +8 | -22 | +8 | +1 | 28 | 21 | 13 | |||
4HK | 20% Starter | KD +47 | -30 | KD +69 | +7 | KD +47 Free Juggle | -11 | 17 | 13 | |
j.2MK | 20% Starter; Combo (2 hits) | +5(+15) | -16(-6) | 19 | 14 | 13 | ||||
5MP~MP | Combo (2 hits) | +3 | +13 | +8 | 23 | 18 | 13 | |||
5MK~HK | Combo (2 hits) | +5 | -21 | 24 | 20 | 12 | ||||
6HP~6HP | KD +39 | 17 | 10 | |||||||
6HP~6HP~HK | 13 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
5HK | 3000x2 | [5000x2] | 1500x2 | 500x2 (350x2) | 250x2 (125x2) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2HP | 6000 | [8000] | 3000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 500 (350) | 250 (125) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6MP | 1250x2 | [2500x2] | 750x2 | 250x2 (175x2) | 125x2 (62x2) |
6MK | 4000 | [6000] | 2000 | 500 (350) | 250 (125) |
6HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
4HK | 5000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.2MK | 4000 | [5000] | 3000 | 1000 (700) | 500 (250) |
5MP~MP | 2000 | [4000] | 1500 | 500 (350) | 250 (125) |
5MK~HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6HP~6HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
6HP~6HP~HK | 2000 | 2500 | 1000 (700) | 500 (250) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.02 | 1 | 1 | 0 | |||
5MP | 0.95 | 1 | 1 | 0 | |||
5HP | 1.483 | 1 | 1 | 0 | |||
5LK | 1.303 | 1 | 1 | 0 | |||
5MK | 1.23 | 1 | 1 | 0 | |||
5HK | 2.532 (1.82) | 1,1 air | 1,1 | 0,1 | |||
2LP | 1.00 | 1 | 1 | 0 | |||
2MP | 1.18 | 1 | 1 | 0 | |||
2HP | 0.90 | 1 | 1 | 0 | |||
2LK | 1.05 | 1 | 1 | 0 | |||
2MK | 1.473 | 1 | 1 | 0 | |||
2HK | 1.783 | 1 | 1 | 2 | |||
j.LP | 0.80 | 1 | 1 | 0 | |||
j.MP | 0.97 | 1 | 1 | 0 | |||
j.HP | 1.06 | 1 | 0 | 0 | |||
j.LK | 0.55 | 1 | 1 | 0 | |||
j.MK | 1.15 | 1 | 1 | 0 | |||
j.HK | 1.20 | 1 | 0 | 0 | |||
6MP | 1.861 (1.791) | 1 | 1,1 | 0,0 | |||
6MK | 1.649 | 1 | 1 | 0 | |||
6HP | 1.957 | 1 | 1 | 0 | |||
4HK | 1.134 | 1 | 1 | 0 | |||
j.2MK | 1 | 0 | 1 | ||||
5MP~MP | 1 | 1 | 1 | ||||
5MK~HK | 1 | 3 | 3 | ||||
6HP~6HP | 1 | 1 | 1 | ||||
6HP~6HP~HK | 1 | 0 | 2 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK; fastest chain timing (more useful vs. DI) |
5MP | Primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit |
5HP | Long-range hitconfirmable poke with a great hitbox; special/DR cancel is delayed until after 3rd active frame |
5LK | Good range for a light normal; useful in light confirms, punishes, and neutral buffers; DR cancel is delayed until after active frames |
5MK | Forces stand (important for 214LK in combos and whiff punishes); high active frame count and good hitbox for counterpoking and for meaty pressure; only 15f to hitconfirm TC cancel without CH/PC/DR |
5HK | 2 hits; 1st hit forces stand (important for combos); both the 2nd hit and the farthest-reaching hitbox of 1st hit whiff on crouching opponents unless they extend a vertical hurtbox; if 1st hit is stand blocked, both hits will connect on block; 1f extra recovery when 2nd hit whiffs; Counter-hit/Punish Counter advantage carries through both hits; great punish starter since scaling doesn't apply; both hits put airborne opponents into limited juggle state |
2LP | Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | Excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP); topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | Forces stand (important combo/punish tool for 214LK); head/arm hurtbox is anti-air invuln while active on frames 8-15; good anti-air for vertical approaches but cannot hit cross-up (anti-air hitbox takes ~11f to come out, making it slower than average); only cancelable on active frames 1-3 |
2LK | Chains into 5LP/2LP/2LK; 2LK~2LK chain has a 4f blockstring gap that can trade with reversal normals |
2MK | Extends a wide hurtbox 3f before startup and during recovery; special/DR cancel is delayed until after active frames; DI cancel can occur on 1st active frame |
2HK | 6f extra recovery on block; good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); can set up auto-timed safe jumps when juggled into (like after 214LK); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing) |
j.LP | Fast air-to-air; can be used as a fuzzy instant overhead |
j.MP | Puts airborne opponents into limited juggle state but no juggle potential on its own; lenient cancel window to juggle into j.214K/j.236P/Air SA1 |
j.HP | Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for air approaches |
j.LK | Cross-up |
j.MK | Cross-up; shifts Akuma's hurtbox upward during startup |
j.HK | Most horizontal range of Akuma's air normals |
6MP | 2-hits; fast overhead with excellent reward (5MK) when used out of Drive Rush; if blocked, gets strong frame traps but is out of throw range; 2nd hit is no longer an overhead if the first hit connects |
6MK | 3f extra recovery on block, 4f extra recovery on whiff; whiffed version extends a wider hurtbox during recovery; long-range poke with great hitbox priority; good whiff punish tool that allows a link to 2HK from closer ranges, or into SA2 from around Akuma's 2MK range; safe from all reversal 4f normal even at point blank (except Zangief 2LK, which gets no follow-up) |
6HP | Solid poke with easy hitconfirm timing; TC follow-up is always a true blockstring even at max delay; more damaging than 5HK when used mid-combo due to lack of damage scaling; useful out of Drive Rush for long-range oki (e.g. after midscreen throw) |
4HK | Puts opponents into limited juggle state (free juggle if used out of Drive Rush); upper body and kicking leg is anti-air invuln while active (frames 12-16); unreliable anti-air due to slow startup and extended vertical hurtbox before the invuln starts; being a cancelable launcher allows Akuma to juggle into Demon Raid follow-ups or charged fireballs |
j.2MK | Forward Jump only; 6f extra landing recovery on whiff; great tool for mixing up jump timings, especially against characters that rely on non-invincible anti-airs; much stronger hurtbox compared to other divekicks; cannot hit cross-up; all landing recovery after the first 2 frames has a crouch-sized hurtbox, and the final recovery frame is in a crouching state |
5MP~MP | Important combo/hitconfirm tool; always a true blockstring from 5MP |
5MK~HK | Safe overhead Target Combo that's great for chipping Drive gauge; puts airborne opponents into limited juggle OTG state (can be used in juggles where 5MK connects, like wallsplat or DR~5MK routes); interruptible 5f gap between hits on block (up to 8f at max delay); will not combo on final 2 cancelable frames of 5MK without CH/PC/DR starter making it very difficult to hitconfirm |
6HP~6HP | 3f extra recovery on block; always a true blockstring even at max delay; puts opponent into limited juggle state; can finish with HK ender midscreen or 623MP in the corner; stronger extensions possible on a higher juggle (like Wallsplat into 2HK or any Super); easily hitconfirmable combo extension |
6HP~6HP~HK | () refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay; puts opponent into limited juggle state; useful midscreen ender (623MP is stronger after a corner 6HP~6HP launch) |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD + 28 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD + 14 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD + 28 | ||||
4LPLK | 20% Immediate | HKD + 14 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.561 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.736 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.736 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can walk or Dash + walk for manually-timed corner throw loop; immediate TK OD Air Fireball can stuff some wakeup reversals and leave Akuma plus on block; midscreen, cannot get strike/throw mixup but can Drive Rush into delayed 6HP to beat wakeup 4f normals (+1 oB) |
4LPLK | 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 |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | 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. |
MPMK~66 | 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 cancelable 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: 0.880 (min/throw), 2.121 (min/block), 3.425 (max/final DR frame) |
MPMK or 66 | 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 cancelable 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 |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236LP | 700 | 16~32 | - | 30 | 46 | 0 | -4 | LH | SA3 | 4 |
236MP | 700 | 14~30 | - | 32 | 46 | -2 | -6 | LH | SA3 | 4 |
236HP | 700 | 12~28 | - | 34 | 46 | -4 | -8 | LH | SA3 | 4 |
236PP | 400,600 | 12~27 | - | 29 | 41~56 | KD +55 | +2 | LH | SA2 SA3 | 12 |
236{P} | 400,600 | (25~48)+6 | - | 29 | 60~83 | KD +55 | +2 | LH | SA3 | 15 |
236[P] | 300x2,600 (1200) | 56 | - | 28 | 84 | KD +57 | +5 | LH | SA3 | 12 |
236[PP] | 300x2,600 (1200) | 31 | - | 28 | 59 | KD +57 | +5 | LH | SA2 SA3 | 12 |
j.236P | 600 | 13 | - | 9(2) land | varies | varies | LH | - | ||
j.236PP | 300x3 | 6(21) | - | 9(2) land | KD~ | varies | LH | - | ||
623LP | 1100(800) | 5 | 10 | 21+12 land | 47 | KD +38 | -23 | LH | SA3 | 17 |
623MP | 700,600 (1300) | 6 | 2,8 | 30+12 land | 57 | KD +32 | -30 | LH | SA3 | 17 |
623HP | 600,500,400 (1500) | 7 | 2,3,6 | 35+15 land | 67 | KD +30 | -36(-39) | LH | SA3 | 17 |
623PP | 300x3,700 (1700) | 6 | 2,2,7 | 37+15 land | 68 | KD +14 | -39(-41) | LH | - | |
214LK | 600 | 12 | 2 | 14+7(13) land | 34(40) | KD +50 | -13 | LH | - | |
214MK | 500x2 (1000) | 11 | 2(13)2 | 11+20 land | 58 | KD +41(38) | -13(-28) | LH | - | |
214HK | 400,300x2,600 (1600) | 7 | 3(6)3(9)3(18)3 | 21+14(20) land | 86(92) | KD +34 | -59 | LH | - | |
214KK | 200x3,100,300 (1000) | 13 | 2(4)2(4)2(3)2(4)2 | 7+19 land | 63 | KD +47 | -17(-35) | LH | - | |
j.214K | 900 | 11 | 2(5)2(5)2 | 16 land | KD +46(+52) | -2(+3) Front -6(-1) Back | LH | - | ||
j.214KK | 200x4,500 (1300) | 11 | 2(1)3(1)3(1)3(2)2 | 16 land | KD +40(+53) | - | - | - | ||
214LP | 700 | 15 | 3 | 23 | 40 | +1 | -8 | LH | SA3 | 15 / 20 (6P) |
214MP | 800 | 19 | 3 | 20(23) | 41(44) | +2 | -4 | LH | SA3 | 15 / 20 (6P) |
214HP | 900 | 23 | 3 | 19(21) | 44(46) | +3 | -2 | LH | SA3 | 15 / 20 (6P) |
214PP | 700 | 18 | 3 | 23 | 43 | +1 | -3 | LH | SA2 SA3 | 17 / 20 (6P) |
214LP~6P | 500 | 7 | 4 | 18(22) | 28(32) | +3 | -10 | LH | SA3 | 45-48 |
214MP~6P | 600 | 7 | 4 | 32 | 42 | KD +32 | -18 | LH | SA3 | 45-48 |
214HP~6P | 600 | 11 | 4 | 28 | 42 | KD +47 | -14 | LH | SA3 | 47-50 |
214PP~6P | 300,400 (240,320) | 7 | 4(4)3 | 25(31) | 42(48) | HKD +45(+63) | -18 | LH | SA2 SA3 | 54-57 |
236K | - | 18~40 | - | - | - | - | - | - | ||
236KK | - | 16~40 | - | - | - | - | - | - | ||
236K~No Input | 1000 | 53 | 4 | 15(19) | 71(75) | HKD +39(+42) | +2(+5) | L | - | |
236KK~No Input | 1000 | 53 | 4 | 15(19) | 71(75) | HKD +39 | +2 | L | - | |
236K~P | 1300 | 18+16 | until land | 9 land | KD +37(+41) | +3(+7) | H | - | ||
236KK~P | 1300 | 16+16 | until land | 9 land | KD +37(+41) | +3(+7) | H | - | ||
236K~K | 700 | 18+13 | until land | 9(14) land | 0(+10) | -5(+5) | LH | - | ||
236KK~K | 700 | 16+13 | until land | 9(14) land | 0(+10) | -5(+5) | LH | - | ||
236K~[2] | - | 40 | - | 2+3(8) land | 45(50) | - | - | - | - | |
236KK~[2] | - | 40 | - | 2+3(8) land | 45(50) | - | - | - | - | |
236KK~j.236P | 300x3 (900) | 16+6(21) | - | 9(2) land | KD~ (varies) | -3~ (varies) | LH | - | ||
236KK~j.214K | 200x4,500 (1300) | 16+5 | 2(2)3(2)3(1)3(1)2 | 10 land | KD +46(+53) | - | - | - | ||
4KKK | - | - | - | 49 total | 49 | - | - | - | - | |
6KKK | - | (23~) | - | 51 | 51 total | - | - | - | Sp* | |
6KKK~LPLK | 2200 (2900) | (23~37)+8 | 3 | 50 | 83(97) | HKD +20 | - | T | - | |
j.214PP | 600x2 | 8(21) | - | 9(2) land | varies | varies | LH | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236LP | 175 | +4 | -20 | 27 | 8 | |
236MP | 175 | +2 | -22 | 27 | 8 | |
236HP | 175 | 0 | -24 | 27 | 8 | |
236PP | 100,150 | 20% Starter; Combo (2 hits) | KD +55 | -8 | 32 total | 9,10 |
236{P} | 100,150 | 20% Starter; Combo (2 hits) | KD +55 | -8 | 32 total | 9,10 |
236[P] | 75x2,150 (300) | 20% Starter; Combo (2 hits) | KD +57 | +4 | 34 total | 5,5,10 |
236[PP] | 75x2,150 (300) | 20% Starter; Combo (2 hits) | KD +57 | +4 | 34 total | 5,5,10 |
j.236P | 150 | 20% Starter; Combo (2 hits) | varies | -20~ | 26 | 8 |
j.236PP | 75x3 | KD~ | +1~ | 29 total | 7x2,8 (8x3) | |
623LP | 275 | 20% Starter | KD +38 | -41 | 20 | 15 |
623MP | 175,150 (325) | 20% Starter | KD +32 | -50 | 22 total | 15,11 |
623HP | 150,125,(100) (375/275) | 20% Starter | KD +30 | -52(-59) | 25(22) total | 15,7,6 |
623PP | 75x2~3 (225/150) | KD +14 | -61 | 24(22) total | 11,4,10 | |
214LK | 150 | Combo (2 hits) | KD +50 | -27 | 16 | 12 |
214MK | 125x2 | Combo (2 hits) | KD +41(38) | -31(-46) | 20x2 (35 total) | 8,15 |
214HK | 100 | KD +34 | -78 | 21 | 10,3x2,12 | |
214KK | 50x2,(25,50,75) (100~250) | KD +47 | -25(-49) | 34 total | 6,2,1,4,13 | |
j.214K | 225 | 30% Starter | KD +46(+52) | -22(-15) | 20(16) | 15 |
j.214KK | Combo (2 hits) | KD +40(+53) | 6,2x3,12 | |||
214LP | 175 | +5 | -24 | 18 | 11 | |
214MP | 200 | +10 | -21 | 19 | 11 | |
214HP | 225 | +12 | -20 | 20 | 11 | |
214PP | 175 | 20% Starter | KD +78 Crumple | -24 | 23 | 11 |
214LP~6P | 125 | +7 | -24 | 16 | 16 | |
214MP~6P | 150 | KD +32 | -34 | 18 | 16 | |
214HP~6P | 150 | Combo (3 hits) | KD +47 | -30 | 18 | 16 |
214PP~6P | 75,100 | HKD +45(+63) | -32 | 24 total | 7,17(15) | |
236K | ||||||
236KK | ||||||
236K~No Input | 250 | HKD +54(+57) | -17(-14) | 21 | 13 | |
236KK~No Input | 250 | HKD +54 | -17 | 21 | 13 | |
236K~P | 325 | KD +37(+41) | -15(-11) | 20 | 13 | |
236KK~P | 325 | KD +37(+41) | -15(-11) | 20 | 13 | |
236K~K | 175 | 20% Starter; Combo (2 hits) | +4(+14) | -18(-8) | 15 | 13 |
236KK~K | 175 | 20% Starter; Combo (2 hits) | +4(+14) | -18(-8) | 15 | 13 |
236K~[2] | ||||||
236KK~[2] | ||||||
236KK~j.236P | 75x3 (225) | KD~ (varies) | 0~ | 29 total | 7x2,8 (8x3) | |
236KK~j.214K | Combo (2 hits) | KD +46(+53) | 6,2x3,12 | |||
4KKK | ||||||
6KKK | ||||||
6KKK~LPLK | HKD +20 | |||||
j.214PP | 150x2 | 20% Starter; Combo (2 hits) | varies | -10~ | 26 each | 8 each |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236LP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236MP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236HP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236PP | 1250x2 | [2500x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
236{P} | 1250x2 | [2500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
236[P] | 1000x3 | [2000x2,3000] | 300x2,400 | 200x3 (140x3) | 100x3 (50x3) |
236[PP] | 1000x3 | [2000x2,3000] | -20000 | 200x3 (140x3) | 100x3 (50x3) |
j.236P | 2500 | [3000] | 2000 | 1000 (700) | 500 (250) |
j.236PP | 2000x2,1000 | [2000,0,1000] | -20000 | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) |
623LP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
623MP | 2000x2 | [5000] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
623HP | 2000x2~3 | [5000] | 700x3 | 400x3 (280x3) | 200x2~3 (100x2~3) |
623PP | 2500,1250,(1250) | -20000 | 200x5 (140x5) | 100x2~3 (50x2~3) | |
214LK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
214MK | 2500x2 | [5000] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
214HK | 5000 | [1000x3,2000] | 500x4 (500) | 250x4 (175x4) | 500 (250) |
214KK | 800x5 | [1000x4,6000] | -20000 | 1000 (700) | 100x2,80x2,100 (50x2,40x2,50) |
j.214K | 4000 | [5000] | 2000 | 600 (420) | 300 (150) |
j.214KK | [1000x4,6000] | -20000 | 200x5 (140x5) | ||
214LP | 6000 | [6000] | 500 | 500 (350) | 250 (125) |
214MP | 6000 | [10000] | 500 | 500 (350) | 250 (125) |
214HP | 6000 | [10000] | 500 | 500 (350) | 250 (125) |
214PP | 6000 | [10000] | -20000 | 500 (350) | 250 (125) |
214LP~6P | 4000 | [7000] | 500 | 500 (350) | 250 (125) |
214MP~6P | 4000 | [7000] | 500 | 500 (350) | 250 (125) |
214HP~6P | 4000 | [7000] | 500 | 500 (350) | 250 (125) |
214PP~6P | 2000x2 | [7000] | 500,250 (350,175) | 250,125 (125,62) | |
236K | |||||
236KK | -20000 | ||||
236K~No Input | 4000 | [10000] | 1000 | 1000 (700) | 500 (250) |
236KK~No Input | 4000 | [10000] | 1000 | 1000 (700) | 500 (250) |
236K~P | 6000 | [5000] | 1000 | 1000 (700) | 500 (250) |
236KK~P | 6000 | [5000] | 1000 | 1000 (700) | 500 (250) |
236K~K | 4000 | [5000] | 1000 | 1000 (700) | 500 (250) |
236KK~K | 4000 | [5000] | 1000 | 1000 (700) | 500 (250) |
236K~[2] | |||||
236KK~[2] | |||||
236KK~j.236P | 2000x2,1000 | [2000,0,1000] | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) | |
236KK~j.214K | [1000x4,6000] | 200x5 (140x5) | |||
4KKK | |||||
6KKK | |||||
6KKK~LPLK | [10000] | 5000 [6500] | 3000(2100) [4000(2800)] | ||
j.214PP | 2500x2 | [3000] | 2000x2 | 1000x2 (700x2) | 500x2 (250x2) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236LP | 1 | 2 | 1 | ||||
236MP | 1 | 2 | 1 | ||||
236HP | 1 | 2 | 1 | ||||
236PP | 1 | 0,2 | 1,6 | ||||
236{P} | 1 | 0,2 | 1,6 | ||||
236[P] | 1 | 0,0,2 | 1,1,6 | ||||
236[PP] | 1 | 0,0,2 | 1,1,6 | ||||
j.236P | Until Land (FKD) | 0 | 0 | 3 | |||
j.236PP | Until Land (FKD) | 1 / 0 air | 0,0,0 | 5,5,5 | |||
623LP | 1-14 Air | 7-35 (FKD) | 0.906 (1st) | 1 | 1 | 5 [7] | |
623MP | 1-9 Air | 8-42 (FKD) | 0.966 (1st) | 1 | 1,1 | 5,7 | |
623HP | 1-8 Air | 9-52 (FKD) | 1.124 (1st) | 1 | 1,1,1 | 5,7,8 [9] | |
623PP | 1-8 Full | 8-53 (FKD) | 1.006 (1st) | 1(23) | 1,1,1,10,10 | 7,8,9,50,50 | |
214LK | 5-27 (FKD) | 2 | 1 | 0 | |||
214MK | 8-38 Lower Body Projectile | 5-38 (FKD) | 2 | 0,2 | 5,5 | ||
214HK | 8-72 (FKD) | 1 | 0,0,0,1 | 5,5,5,8 | |||
214KK | 5-44 (FKD) | 3 | 1,1,0,0,1 | 10,11,12,13,14 | |||
j.214K | Until Land (FKD) | 2 | 1 | 8 | |||
j.214KK | Until Land (FKD) | 2 | 0,0,0,0,1 | 10,11,12,13,8 | |||
214LP | 1.714 | 0 | 0 | 3 | |||
214MP | 2.064 | 0 | 0 | 3 | |||
214HP | 2.316 | 0 | 0 | 3 | |||
214PP | 2.134 | 0 | 0 | 3 | |||
214LP~6P | 1 air | 1 | 10 | ||||
214MP~6P | 1 | 1 | 10 | ||||
214HP~6P | 1 | 1 | 10 | ||||
214PP~6P | 0 / 2 air | 1,1 | 10,15 | ||||
236K | 7-45 (FKD) | ||||||
236KK | 7-45 (FKD) | ||||||
236K~No Input | 1 | 1 | 5 | ||||
236KK~No Input | 1 | 1 | 5 | ||||
236K~P | Until Land (FKD) | 1 | 0 | 5 | |||
236KK~P | Until Land (FKD) | 1 | 0 | 5 | |||
236K~K | Until Land (FKD) | 1 | 0 | 4 | |||
236KK~K | Until Land (FKD) | 1 | 0 | 4 | |||
236K~[2] | Until Land (FKD) | ||||||
236KK~[2] | Until Land (FKD) | ||||||
236KK~j.236P | Until Land (FKD) | 1 / 0 air | 0,0,0 | 5,5,5 | |||
236KK~j.214K | Until Land (FKD) | 2 | 0,0,0,0,1 | 10,11,12,13,8 | |||
4KKK | |||||||
6KKK | |||||||
6KKK~LPLK | 1.076 | ||||||
j.214PP | Until Land (FKD) | 0 | 0,0 | 3,3 |
input | Notes |
---|---|
input | Notes |
236LP | 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~ |
236MP | 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~ |
236HP | 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~ |
236PP | 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~ |
236{P} | 2-hit projectile; projectile speed depends on button strength; button must be held at least 25f and up to 48f for Lv.2 version (total startup 31~54f); projectile hitbox comes out 6f after button release; puts opponents into limited juggle state; useful in certain combo/juggle routes and for zoning; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~ |
236[P] | 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~ |
236[PP] | 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~ |
j.236P | Forward Jump only on airborne frame 9-33; 1-hit projectile; dissipates if Akuma is hit; button strength determines fireball trajectory (LP ~35 degrees / MP ~45 degrees, HP ~50 degrees); 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); advantage varies significantly depending on timing/spacing/angle (at worst, approximately -5 oB vs. tall characters, -3 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land; upper half of hitbox only connects on opponents mid-combo |
j.236PP | 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; upper half of hitbox only connects on opponents mid-combo |
623LP | Puts opponent into limited juggle state; 300 less damage and higher juggle limit on active frames 4-10; cannot hit cross-up; only the first active frame can cancel into SA3 |
623MP | Puts opponent into limited juggle state; cannot hit cross-up; only the first active frame can cancel into SA3 |
623HP | 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; higher juggle limit on active frame 7~ |
623PP | 2f worse on block and 75 less chip damage vs. crouching; cannot hit cross-up; transitions to follow-up slam on hit if either of the first 2 hits connect (active frames 1-4); if only 3rd hit connects, does not perform the slam and does only 300 damage; recovery/total refers to whiff/block version |
214LK | 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 |
214MK | 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 | 6f extra recovery on block/whiff; can hit crouching opponents; upward angle, primarily used as a juggle ender for damage and corner carry |
214KK | 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 |
j.214K | During forward jump only; can hit cross-up but does not hit overhead; puts opponent into limited juggle state; KD and block advantage depends on how high it connects; 4f less blockstun on cross-up version; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land |
j.214KK | 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 |
214LP | 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 |
214MP | 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 | 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 | 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 |
214LP~6P | 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) |
214MP~6P | Cannot come out on whiff; true blockstring from 214MP even at max delay; puts opponents into limited juggle state |
214HP~6P | 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 |
214PP~6P | () 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 |
236K | 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) |
236KK | 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) |
236K~No Input | 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 |
236KK~No Input | 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 |
236K~P | 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) |
236KK~P | 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) |
236K~K | 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) |
236KK~K | 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) |
236K~[2] | 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 |
236KK~[2] | 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 |
236KK~j.236P | 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 |
236KK~j.214K | 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 |
4KKK | Cannot be canceled into; travels back ~1/2 screen; no collision box on frames 15-37; no invincibility whatsoever; counter-hit state for entire duration; Distance: 2.128 |
6KKK | Cannot be canceled into; no collision box on frames 17-35 (can pass through opponent); no invincibility whatsoever, but passing through opponent may cause attack hitbox to whiff; counter-hit state for entire duration; frames 24-38 are cancelable into Oboro Throw follow-up; Distance: 3.663 |
6KKK~LPLK | Total startup 31-45f depending on input timing; can be activated even after passing through opponent; 1.076 Range does not including 6KKK travel distance (maximum total range of 3.697) |
j.214PP | Shin Akuma only (Back Taunt~Down Taunt); forward Jump only on airborne frame 9-33; throws 2 consecutive 1-hit fireballs (2nd fireball travels faster and farther); dissipates if Akuma is hit; fireballs travel downward at ~45 degree angle; 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); advantage varies significantly depending on timing/spacing/angle (at worst, approximately +5 oB vs. tall characters, +7 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land; upper half of hitbox only connects on opponents mid-combo |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236P | 400x4,600 (2200) | 10 | - | 96 | 106 | KD +9 | -41 | LH |
j.236236K | 400x5 (2000) | 14 | - | 23(33) land | KD +49~ | -28~ | LH | |
214214P | 2800 | 9 | 3 | 52 | 63 | HKD +29 (HKD +97 Wallsplat) | -35 | LH |
236236K | 4000 | 8(2) | 4 | 58 | 69 | HKD +18 | -41 | LH |
236236K | 4500 | 8(2) | 4 | 58 | 69 | HKD +18 | -41 | LH |
LP~LP~6LK~HP | 4700 | 6+0 | 21 | 57 | 84 | HKD + 18 | - | T |
214214K | 2900 | 5(9~10) | 7 | 88(85) | 99(96) | KD +25(26) | -58(-57) | LH |
22PPP | 330x8,360 (3000) | 8 | 30 | 41 | 78 | KD +38 | -39 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236P | 100x5 (500) | 30% Minimum | KD +9 | -42 | 56 total | 39 total |
j.236236K | 100x5 (500) | 10% Starter; Combo (5% extra); 30% Minimum | KD +49~ | -12~ | 39 total | 7x4,0 (8x5) |
214214P | 750 | 40% Starter; Combo (4 hits); 40% Minimum | HKD +29 (HKD +97 Wallsplat) | -53 | 20 | 16 |
236236K | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +18 | -60 | 21 | 12 |
236236K | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +18 | -60 | 21 | 12 |
LP~LP~6LK~HP | 50% Minimum; 10% Immediate (Sp) | HKD +18 | ||||
214214K | 750 | 40% Minimum | KD +29(30) | -86(-85) | 33(32) | 5 |
22PPP | 82x8,90 (746) | 40% Minimum | KD +38 | -62 | 32 total | 2x8,12 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236P | 500x5 | 1000x5 | -10000 | -10000 |
j.236236K | 500x5 | 1000x5 | -10000 | -10000 |
214214P | 5000 | 10000 | -20000 | -20000 |
236236K | 7500 | 15000 | -30000 | -30000 |
236236K | 10000 | 20000 | -30000 | -30000 |
LP~LP~6LK~HP | 20000 | -30000 | ||
214214K | 5000 | 10000 | -20000 | -20000 |
22PPP | 500x8,1000 (5000) | 1000x8,2000 (10000) | -20000 | -20000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1-14 Strike/Throw | Break | 100 | 1x4,100 | 99 | ||
j.236236K | Break | Until Land (FKD) | 1 | 0,0,0,0,1 | 5,5,5,5,5 | ||
214214P | 1-11 Full | Break | 1.873 | 1 (Forced) | 1 | 100 | |
236236K | 1-11 Full | Break | 1.628 | 99 | |||
236236K | 1-11 Full | Break | 1.628 | 99 | |||
LP~LP~6LK~HP | 1 Full, 6-27 Projectile | Break | 0.765 | ||||
214214K | 1-11 Full | Break | 50 | ||||
22PPP | 1-11 Full | Break | 1 | 0 | 99 |
input | Notes |
---|---|
input | Notes |
236236P | 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 |
j.236236K | 5-hit Super projectile; during Forward or Neutral Jump only; 10f extra landing recovery on block/whiff; KD advantage varies significantly depending on angle and distance from opponent; puts airborne opponents into limited juggle state; travels down at ~45 degree angle; projectile speed/angle is not affected by button strength; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); dissipates if Akuma is hit; can be used while OD projectiles are on-screen; leg hurtbox is projectile invuln until landing; crouching state on final recovery frame |
214214P | 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 |
236236K | 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 |
236236K | 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 |
LP~LP~6LK~HP | Available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Akuma; command grab that can be comboed into on grounded opponents; entire startup happens before the Super freeze, making the grab inescapable if the opponent is within throw range; very short range makes it unable to punish most -6 attacks; Range does not include travel distance (max total distance 2.927); generally impractical as a fireball counter due to the slow travel speed and input requirement (unless opponent has a much slower fireball recovery, or a chargeable fireball that can easily be reacted to) |
214214K | 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 |
22PPP | 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) |