Street Fighter 6/Akuma/Frame data

From SuperCombo Wiki


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
SF6 Akuma Portrait.png 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 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 -

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)



SF6 Navigation

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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry