Street Fighter 6/Akuma/Strategy

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Neutral

TO-DO


Offense

Frame Traps

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


Spacing Traps

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


Okizeme and Mixups

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

Knockdown KD Adv. Oki/Notes
Forward Throw KD +28 Corner: Dash (+9) or just walk for a manually timed throw loop.
  • Tiger Knee j.236PP can dodge most reversals while giving block advantage or juggles on hit
  • Oboro Throw (6KKK~LPLK) beats wakeup buttons; empty Teleport recovers fast enough to punish jump-out

Midscreen: DR~Delay 6HP beats 4f normals (+1 oB)

Back Throw KD +14 Corner: DR~5MP for auto-timed pressure (but opponent can reversal on reaction to green flash)
  • Meaty 6HP is +6/-1, links to 2MP (or 2HP on Counter-hit)
  • Can walk for a pseudo-throw loop (only loses to immediate 4f normals)

Midscreen: too far for any oki/pressure

Drive Reversal KD +23 Corner: +4 after Dash for auto-timed strike/throw/shimmy
  • Too far for any midscreen oki against Back Rise
2HK HKD +32 +13 after Dash (manually timed strike/throw/shimmy)
  • Manually charge a Lv.2 236{P} for block advantage at any range (good option vs. reversal SA1)
  • Demon Guillotine (236K~P) beats reversal buttons with immediate timing (use 236LK from close, 236MK from mid-range)
    • Delaying the overhead leaves Akuma open to attack, but makes most reversals whiff
HKD +47 (CH/PC) Sets up a strong Demon Raid mixup; 236LK~[2] stays same-side, 236MK~[2] switches sides
  • +2 after Demon Swoop feint; can bait some reversals with well-timed Demon Guillotine (236K~P)
  • Slide ender loses to fast reversal normals
  • +9 after Dash x2 (manually timed strike/throw/shimmy)
KD +42 (Juggle) Safe jump setup in the corner (or midscreen with j.HK if close enough). Can also Dash x2 to be +4 for a perfect strike/throw/shimmy mixup.
  • Most commonly used after LK Tatsu, but applies to any low-height juggle.
6HP~HP~HK
(Kikoku Combination)
KD +35 Corner: Dash (+16) for delayed strike/throw/shimmy
  • Demon Raid mixup is strong; immediate Demon Guillotine to beat normals, delay to make reversals whiff
  • Manually timed Lv.2 236{P} leaves you point blank at +2 oB (good vs. reversal SA1)

Midscreen: DR into delayed strike/throw, or meaty HP Gou Hadoken

  • Can try to chase with Demon Raid (236K~HK is +3 oB); loses to reversals
    • Can bait reversals with an early Demon Guillotine (236K~P), especially if starting with 236MK
623P
(Gou Shoryuken)
LP: KD +38 Dash + DR normal or Throw is most consistent
  • KD Adv. is 1f worse in a low-height juggle, making Dash x2 slightly negative
  • Can throw immediate Lv.2 236{P} and anti-air a jump
  • Teleport + delay Oboro Throw (6KKK~LPLK) works (strict timing midscreen); can also empty Teleport + anti-air if you predict opponent's jump
MP: KD +32 Midscreen: Dash + 6HP (confirm on hit)
  • DR into 6MP or Delay 2MK/5MP/5HP; can also block reversal out of DR
  • Can throw immediate Lv.2 236{P} and anti-air a jump

Corner: Dash leaves Akuma +13 for manually timed oki, or use midscreen DR oki

  • Teleport + slight delay Oboro Throw (6KKK~LPLK) works; can also empty Teleport + anti-air if you predict opponent's jump
HP: KD +30 DR into 6MP or Delay 2MK/5HP; can also block reversal out of DR
  • Can throw immediate Lv.2 236{P} and anti-air a jump

Corner: Dash leaves Akuma +11; can manually time oki or use meaty 5HP (+6/0, links to 2MP)

  • Immediate Oboro Throw (6KKK~LPLK) works; can also empty Teleport + anti-air if you predict opponent's jump
OD: KD +14 Midscreen: DR oki is weak unless you need 1 button to put opponent in Burnout
  • Can throw immediate 236P and anti-air a jump

Corner: point blank manually timed oki; can DR~5MP for better advantage but cannot block reversals

  • Immediate 236PP is +5 oB point blank and juggles to HK Tatsu (good against reversal SA1)
214MK
(MK Tatsu)
KD +41 (Both hits)
KD +38 (2nd hit)
Dash x2 for +3 strike/throw mixup
  • Teleport + delay Oboro Throw (6KKK~LPLK) works; can also empty Teleport + anti-air if you predict opponent's jump
  • 2nd hit of 214MK leaves Akuma 0 after Dash x2; DR after first dash
KD +41~46 (Juggle) Dash x2, but advantage will be slightly variable (manually time strike/throw mixup)
  • Midscreen 4HK > 236LP, DR~5MK > 214MK is KD +45, so +7 after Dash x2
  • Juggles to LP Gou Shoryuken on high corner juggle (KD +45~46)
  • Walk + manually timed Oboro Throw (6KKK~LPLK) works; can also empty Teleport + anti-air if you predict opponent's jump
214HK
(HK Tatsu)
KD +34 (Ground)
KD +31~34 (Juggle)
Midscreen: DR into 6MP or Delay 2MK
  • 6MP is auto-timed to be +5 oB or +9 oH with a link to 5HP
  • DR gives enough time to stop and block wakeup reversal

Corner: manually time Lv.2 236{P}, leaving Akuma +2 oB or giving a juggle into HK Tatsu on hit (good vs. reversal SA1)

  • Can also use the Midscreen setup, but 6MP will usually not get a perfect meaty hit
  • Oboro Throw (6KKK~LPLK) works with slight delay; can also empty Teleport + anti-air if you predict opponent's jump
214MP~6P
(MP Adamant Flame)
KD +32 (Ground)
KD +28~34 (Juggle)
Midscreen: DR~Delay 6HP beats 4f normals (+1 oB)
  • Too far for any real throw pressure

Corner: Dash leaves Akuma +13 for manually timed strike/throw/shimmy (slightly different timing when juggling into 214MP)

  • Whiff 5MP into meaty 5HP: +1 oB, +7 oH for a link to 5MK
214HP~6P
(HP Adamant Flame)
KD +47 (Ground) Dash x2, then meaty 5HP or Walk + Throw
  • 236HK~[2] feint leaves Akuma +2 point blank while threatening a Demon Raid follow-up before landing; side switch if opponent doesn't Back Rise

Corner: allows a follow-up juggle into HK Tatsu

KD +39~43 (Juggle) If 214HP is juggled into (e.g. after Crumple), KD Advantage is worse (no follow-up juggle in the corner)
  • DR into delayed button or Dash + DR
236K/KK~No Input
(Demon Low Slash)
HKD +39 Dash x2 leaves Akuma +4 for strike/throw/shimmy
  • Can meaty Lv.2 236{P} (good vs. reversal SA1)
  • If meterless Slide is spaced out, advantage can be slightly higher
HKD +54 (CH/PC) Dash, whiff 5MK into meaty 5HP: +1 oB, +7 oH for a link to 5MK
  • Whiff 5LP sets up a safe jump nj.HP vs. 6f reversals (fast LP DPs can beat it)
  • Can also just walk/dash to push opponent toward the corner, then manually time oki; Dash x3 leaves Akuma at 0 KD Adv.
236K/KK~P
(Demon Guillotine)
KD +37~41 Dash + walk for manually timed strike/throw oki, or meaty Lv.2 236{P} (good vs. reversal SA1)
  • Most of the time, will be KD +40 (vs. crouch) or KD +38 (vs. stand)
  • Akuma recovers very quickly after landing, giving little time to confirm the hit for auto-timed Dash x2 oki
  • Teleport + delay Oboro Throw (6KKK~LPLK) works; can also empty Teleport + anti-air if you predict opponent's jump
6KKK~LPLK HKD +20 Immediate Gou Hadoken lets Akuma recover in time to anti-air if opponent jumps
  • In the corner, 236HP hits opponent out of early jump frames; can also DR into delayed mediums (high pushback for weak throw pressure)
SA1
(Ground)
KD +9 If fully cornered, can microwalk for a strike/throw mixup
SA1
(Air)
KD +49~ KD Advantage varies based on juggle height and screen position
  • Set up meaty HP Gou Hadoken or chase down with 6KKK Teleport
  • Can pick up a juggle if near the corner
SA2 HKD +29 Midscreen non-cinematic: DR~Delay 6HP/5HP beats 4f normals
  • Near the corner, gives a wallsplat for follow-up juggle unless 214PP~6P wallsplat was already part of the combo
  • Corner non-wallsplat is also HKD +29, or +10 after Dash for strike/throw/shimmy
    • Immediate Oboro Throw (6KKK~LPLK) works on this corner non-wallsplat; can also empty Teleport + anti-air if you predict opponent's jump
SA3/CA
Raging Demon
HKD +18 Drive Rush for strike/throw mixup
  • Timing is a little strict for Throw to beat reversal 4f (but slightly easier after CA)
  • Can also microwalk + 6HP and hitconfirm the follow-up TC


Adamant Flame Punishes

Akuma can punish many unsafe reversals and Supers with HP Adamant Flame (23f startup), leaving him +12. A handful of moves are just barely safe enough to avoid this punish (-19~22), in which case Akuma can start with MP Adamant Flame instead for a +10 punish starter. The following table lists moves where this is relevant (ignoring moves that are usually canceled into something safer):

Character Move Punishable with 214MP
A.K.I. HP Serpent Lash (236HP)
Blanka Wild Lift (2PP~P)
Chun-Li SA1
Dee Jay Machine Gun Uppercut (214P) - all versions
Ed MP/HP Psycho Uppercut (623MP/623HP)
E. Honda OD Sumo Headbutt ([4]6PP)
Taiho Cannon Lift (236K~2P/236KK~2P)
Jamie 4HP~HP~HK (DL3+)
Ken SA2
Luke OD Flash Knuckle (214PP)
Manon OD Rond-point (236KK)
MP/OD Renversé (236MP/236PP)
Marisa Tonitrus 2 (214K~P~P)
Ryu SA2 (Lv.1/Lv.2 only)
Zangief 2HP


vs. Burnout

TO-DO


Drive Rush

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

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK 5MP/2MP 5MK 2MK/2HP 5HP/2HK 6MK 4HK 5HK/6HP 6MP
5LP~DRC 5 6 7 8 9 10 11 13 14 21
5MP~DRC 0 0 0 1 2 3 4 6 7 14
5HP~DRC 0 0 0 0 0 1 2 4 5 12
5LK~DRC 6 7 8 9 10 11 12 14 15 22
5MK~DRC 0 0 0 0 1 2 3 5 6 13
2LP~DRC 5 6 7 8 9 10 11 13 14 21
2MP~DRC 0 0 0 1 2 3 4 6 7 14
2HP~DRC 0 0 0 0 0 0 1 3 4 11
2MK~DRC 0 1 2 3 4 5 6 8 9 16
5MP~MP~DRC 0 0 0 0 0 1 2 4 5 12


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

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +4 2LP, 2HP ...
  • After long-range whiff punish, 5MK is more consistent
5LK~DRC
2LP~DRC +5
5MP~DRC +9 5HP, 5MK > 214LK ...
2MP, 2HP > 214HP~6P ...
  • The 214HP~6P route can lead to a bit more damage in the corner
2MK~DRC +11
5MK~DRC +13 6HP, 2HP ...
  • Generally a stronger combo route than 5HK due to its mid-combo damage scaling
2MP~DRC
5MP~MP~DRC
5HP~DRC +14
2HP~DRC +17


Defense

Reversals

  • OD Gou Shoryuken (623PP) - Fully invincible with fast startup and good range.
  • SA1 (236236P) - Strike/throw invincible, but slow enough that the opponent can meaty with a light normal. Important tool when cornered during Burnout.
  • SA2 (214214P) - Fully invincible with good range.
  • SA3/CA (236236K) - Fully invincible and fast enough to beat nearly all meaty light normals. An expensive risk on defense, but may be worthwhile if the extra damage will secure the win.
    • NOTE: Raging Demon is not an invincible reversal


Anti-Airs

  • Gou Shoryuken (623P) - Fast, consistent, and lots of air invincibility. Allows a cancel into SA3 if it connects low to the ground. Your ideal anti-air of choice in most circumstances. The LP version has the most invincibility, and is ideal for close jumps and cross-cuts. HP has significantly more range, making it useful against characters that can stop their jump momentum early. The OD version also works, but if done too early it skips the cinematic and only deals 300 damage.
  • 2HP - Has a decent vertical hitbox for close range jumps. A bit slower than the frame data suggests, since the disjointed hitbox starts on frame 11.
  • 5HK - Slow and inconsistent, but has a good hitbox and allows juggle follow-ups. Mainly useful out of Drive Rush to catch a midscreen back/neutral jump.
  • 4HK - Risky and slow, with a large vulnerable hurtbox before the active frames. Can be very rewarding if it connects, allowing Lv.2 Gou Hadoken or OD Demon Raid juggles afterward.
  • j.MP - Air-to-air that causes a knockdown. Cancelable into Air Tatsu, Zanku Hadoken, or Air SA1 for extra damage.


Anti-Projectile

  • Gou Hadoken (236P) - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. OD Hadoken will blow through any meterless fireball for a knockdown, letting Akuma establish a more advantageous fireball timing. Charging the fireball to Lv.2 or Lv.3 can also blow through other meterless projectiles if done preemptively.
  • MK Tatsumaki Senpu-kyaku (214K) - Can fly over fireballs, but the delayed invincibility and slower travel speed makes it fairly unreliable as a reaction counter.
  • Demon Blade Kick (236K~K) - The HK Divekick out of Demon Raid travels forward at a great angle for punishing fireballs if you're already in the air. Mix it up with Demon Swoop feints or Demon Guillotine to stop your forward momentum, allowing you to approach more unpredictably with Demon Raid.
  • SA2 (214214P) - Can be used from about half screen on reaction, though it can be difficult against characters that don't extend a wide hurtbox (like Akuma).
  • Raging Demon (5LP~LP~6LK~HP) - After the freeze, Akuma is projectile invincible. In practice, this is difficult to use on reaction due to the slow movement speed and the move's input.


Fighting vs. Akuma

TO-DO



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