Street Fighter 6/Akuma

From SuperCombo Wiki


Introduction

A demon of combat that has welcomed the Satsui no Hado into his being in his quest to become the ultimate master of the fist.

Akuma has an incredibly versatile toolkit, with strong, far-reaching normals and a high walkspeed to control space, multiple projectiles to force or shield an approach, and incredible corner carry to force his foes into the most dangerous of situations. He's especially good at maintaining his advantageous positions, with certain knockdowns leading to a potentially rewarding vortex that can loop back into itself. All this is counterbalanced by his lower health, a massive drawback that makes each mistake that much more costly and forces him to use each tool in his arsenal wisely to avoid inviting his own destruction.

While Akuma has the traditional shoto toolkit (fireball, DP, tatsu, shoto normals), he puts his own dark spin on them, encouraging peerless aggression. His Gou Hadoken has three vastly different speeds it can be fired at, and can be charged for additional hits. His fireball also has a unique air version called Zanku Hadoken, which can be used to counter DP attempts or set up for continued pressure. His Gou Shoryuken acts as a great combo ender and anti-air, with an OD version that leaves opponents close on hit. His Tatsumaki Zanku-kyaku goes through fireballs like Ryu's, but the heavy version goes into the air, allowing him to cruelly punish bad jumpins. What really sets Akuma apart from the other shotos is his signature Demon Raid. Upon pressing this special, Akuma leaps into the air and can perform a series of followups. He has an overhead, a low, and a divekick, and each option can leave Akuma plus. If opponents try to parry through the followups, Akuma can always call this out by landing and throwing them for a Punish Counter Throw. Demon Raid is an incredible special for allowing Akuma to get his gameplan started, and the OD version even allows Akuma to throw a fireball and counter attempts to stuff his approach. While Demon Raid is strong, it can be easily anti-aired on reaction, requiring Akuma to be very considerate with where he unleashes it.

In the neutral, Akuma leverages his shoto normals of 2MK, 5HP and 5LP/5LK to control space. His fast walkspeed and strong pokes give him a dominating neutral presence. He also has some strong command normals for counterpoking, including the powerful 6MK snap kick and 6HP lunging punch. Once he's gotten you in the corner, Akuma excels at a diverse and threatening offense. He has many ways to be plus, including his 5MP and 5HK, though the latter can be ducked and punished. Akuma can use his new Adamant Flame special to set up shimmys and crush your opponent's Drive Gauge. Successful hits can be brutally effective, as Akuma's combo game is very strong with excellent juggle points OD special extensions. His devastating Empyrean's End Level 2 super leads to combo extensions, and his Level 3 is easy to combo into, allowing him to really pile on the damage. On top of all of this, Akuma also has an alternate CA called Shun Goku Satsu, a 0f comboable command grab that deals incredible damage when it connects. Truly, Akuma is the master of violence.

He's also the master of dying. Akuma's low vitality is a genuine concern in this game, as he has 9000 health compared to the standard 10,000. This might not seem like a lot, but it really is, as Akuma can be two-touched by most of the cast. While opponents may fear his rewarding and dominating offense, Akuma carries a ton of risk in basic play. Opponents who find a opening or make a specific read can punish Akuma harder than anyone else in the cast, especially if they have a Level 3 charged up. Akuma lives and dies by the mastery of the person playing him. If you can pilot him well, he will reward your efforts tenfold. If you like offense-oriented characters and can stay calm on the razor's edge, then embrace the demon with Akuma.

Pick if you like: Avoid if you dislike:
  • Strong pressure options, with many ways to be plus
  • Controlling neutral with long-reaching strikes and fast walkspeed
  • Being able to both zone and quickly approach
  • A diverse but still accessible kit, with good options for every situation
  • Being much more fragile than other characters
  • Needing to make risky and confident plays, with the threat of devastating punishment if you mess up


Classic & Modern Versions Comparison

List of differences with Modern Akuma
Missing Normals
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Skull Splitter (6MP)
Shortcut-Only Specials
  • Adamant Flame (4S)
    • Medium/OD Only
    • Adamant Flame Follow-Up is (4S~6S or 6X)
  • Demon Raid (2S)
    • Medium/OD Only
    • Demon Low Slash is (2S~No Input)
    • Demon Guillotine is (2S~S)
    • Demon Blade Kick is (2S~X)
    • Demon Swoop is (2S~[2])
    • Demon Gou Zanku is (2A[S]~A[S])
    • Demon Gou Rasen is (2A[S]~A[X])
Assist Combos
  • A[L~L]: 5LK ~ HP Gou Hadoken
  • A[M~M~M~M~M]: Viscera Piercer (5MP~MP) ~ OD Adamant Flame ~ Level 2 Super
    • On burnout it will use Viscera Piercer (5MP~MP) ~ M Adamant Flame
  • A[H~H~H~H~H]: 5HK ~ 5MK ~ OD Tatsumaki Zanku-kyaku ~ M Gou Shoryuken ~ Level 3 Super
    • On burnout it will use 5HK ~ 5MK ~ H Gou Shoryuken ~ Level 3 Super
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains


Akuma
SF6 Akuma Portrait.png
Vitals
Life Points 9000
Ground Movement
Forward Walk Speed 0.052
Backward Walk Speed 0.036
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.35
Backward Dash Distance 0.92
Drive Rush Min. Distance (Throw) 0.880
Drive Rush Min. Distance (Block) 2.112
Drive Rush Max Distance 3.425
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Akuma 5lp.png
SF6 Akuma 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 - 300 LH +4 -1


5MP
Standing Medium Punch
5MP
SF6 Akuma 5mp.png
SF6 Akuma 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 11 - 600 LH +4 +1


Akuma's main pressure normal aside from his light normals. Plus on block and frame traps into said lights. Comes with a TC attached for combos.

On counter-hit be linked into 5MP~MP TC at point blank range for extra damage. At longer ranges can be linked into 2MP (whiff at max range) and 5LK to be safer on block for less damage. It may be more practical to use 5MP~MP TC and cancel into 236P for safety instead.

5HP
Standing Heavy Punch
5HP
SF6 Akuma 5hp.png
SF6 Akuma 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 18 - 800 LH +3 -3


Long reaching, special cancelable and fast shoto-style 5HP. Very easy for Akuma to bully opponents with, especially considering his swift walk speed.

Most reliable damage cancel is 214HP and 214PP in the corner. It can also combo into 214P tatsu, but this will whiff at further ranges.

On Punish Counter links into 5MK at close range.

5LK
Standing Light Kick
5LK
SF6 Akuma 5lk.png
SF6 Akuma 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 - 300 LH +2 -4


5MK
Standing Medium Kick
5MK
SF6 Akuma 5mk.png
SF6 Akuma 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 15 - 700 LH +3 -3
  • Forces stand on hit.


Force stand property makes this an important combo tool to cancel into 214LK and 214MK

5HK
Standing Heavy Kick
5HK
SF6 Akuma 5hk.png
SF6 Akuma 5hk 2.png
SF6 Akuma 5hk hitbox.png
SF6 Akuma 5hk 2 hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3(8)4 15(16) - 400x2 LH +7 +3
  • Second hit can be ducked if the first hit is blocked.
    • Ducking the second hit leaves Akuma -13.
  • Forces stand on hit.



Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Akuma 2lp.png
SF6 Akuma 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 - 300 LH +5 -1


2MP
Crouching Medium Punch
2MP
SF6 Akuma 2mp.png
SF6 Akuma 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 - 600 LH +6 -1


Similar to Luke's 2MP, this button is incredible with a disjointed hitbox. While it's not +oB, it is extremely +oH, linking into itself at mid range.

Most reliable cancel is into 214MP~6P. Cancel into 236LP for spacing and 214HK at point blank range. Cancel into 214PP~6P in the corner for wallsplat extensions.

On CH can combo into 5MK for optimal combos or 2MK at max range if the former would whiff.

On PC can combo into 5HP making this a great shimmy button. At max range when whiff punishing, can cancel directly into 214HP~6P

In DR can link into 5HP too.

2HP
Crouching Heavy Punch
2HP
SF6 Akuma 2hp.png
SF6 Akuma 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 8 19 - 900 LH 0 -8
  • Forces stand on hit.


Another button that forces stand so you can confirm into your various Tatsus. Great combo filler due to the high damage and it cancels to almost any special.

2LK
Crouching Light Kick
2LK
SF6 Akuma 2lk.png
SF6 Akuma 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 - 200 L +3 -3


2MK
Crouching Medium Kick
2MK
SF6 Akuma 2mk.png
SF6 Akuma 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 - 500 L +1 -6


2HK
Crouching Heavy Kick
2HK
SF6 Akuma 2hk.png
SF6 Akuma 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 23(29) - 900 L KD +42 -12



Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Akuma jlp.png
SF6 Akuma jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 10 3 land - 300 H ~+5(+10) ~+1(+6)


j.MP
Jumping Medium Punch
j.MP
SF6 Akuma jmp.png
SF6 Akuma jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 3 land - 700 H ~+5(+10) ~+5(+7)


Akuma's prime air to air button. Allows for air to ground conversions by using j.214KK, j.236PP, or Air Level 1 Super.

j.HP
Jumping Heavy Punch
j.HP
SF6 Akuma jhp.png
SF6 Akuma jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H ~+12(+14) ~+8(+11)


j.LK
Jumping Light Kick
j.LK
SF6 Akuma jlk.png
SF6 Akuma jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 3 land - 300 H ~+5(+10) ~+1(+6)


j.MK
Jumping Medium Kick
j.MK
SF6 Akuma jmk.png
SF6 Akuma jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H ~+9(+13) ~+5(+9)


j.HK
Jumping Heavy Kick
j.HK
SF6 Akuma jhk.png
SF6 Akuma jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land - 800 H ~+11(+15) ~+8(+11)



Command Normals

6MP
Skull Splitter
Overhead
6MP
SF6 Akuma 6mp.png
SF6 Akuma 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Skull Splitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 1,3 18 - 200+400 H +3 -1


Akuma's overhead to start offenses with good range. DR 6MP links into 2MP or 5MK, the latter link being very important becauses it forces stand as this move is very likely to hit them crouching, allowing Akuma to combo into 214LK.

6MK
Resso Snap Kick
Toe Kick
6MK
SF6 Akuma 6mk.png
SF6 Akuma 6mk hitbox.png
Hitboxes Off
Hitboxes On

6MK
Resso Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 15 - 700 LH +5 -4


A solid poking normal with great range, but little reward on hit. On Punish Counter notably links into 2HK for a knockdown, or Level 2 Super for a potential combo near the corner.

6HP
Kikoku
6HP
SF6 Akuma 6hp.png
SF6 Akuma 6hp hitbox.png
Hitboxes Off
Hitboxes On

6HP
Kikoku
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 20 - 800 LH +4 -3


Due to scaling, 6HP is the preferred link in DRC over 5HK

4HK
Rago High Kick
4HK
SF6 Akuma 4hk.png
SF6 Akuma 4hk hitbox.png
Hitboxes Off
Hitboxes On

4HK
Rago High Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 5 27 - 800 LH KD +47 -15


j.2MK
Tenmaku Blade Kick
Divekick
j.2MK
SF6 Akuma j2mk.png
SF6 Akuma j2mk hitbox.png
Hitboxes Off
Hitboxes On

j.2MK
Tenmaku Blade Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 13 7 - 800 - - -



Target Combos

5MP~MP
Viscera Piercer
5MP~MP
SF6 Akuma 5mp mp.png
SF6 Akuma 5mp mp hitbox.png
Hitboxes Off
Hitboxes On

5MP~MP
Viscera Piercer
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 21 - 1300 LH -1 -6


5MK~HK
Bone Crusher Axe Kick
5MK~HK
SF6 Akuma 5mk hk.png
SF6 Akuma 5mk hk hitbox.png
Hitboxes Off
Hitboxes On

5MK~HK
Bone Crusher Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 20 - 1300 H +1 -3


Somewhat sneaky, safe on block overhead. Has situational use during combos, if used from a Drive Rush, causes a ground bounce on air hit.

6HP~6HP~HK
Kikoku Combination
6HP~6HP~HK
SF6 Akuma 6hp 6hp.png

SF6 Akuma 6hp 6hp hk.png
SF6 Akuma 6hp 6hp hitbox.png

SF6 Akuma 6hp 6hp hk hitbox.png
Hitboxes Off
Hitboxes On

6HP~6HP
Kikoku Combination 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 21 - 1400 LH KD +39 -10
6HP~6HP~HK
Kikoku Combination 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - - - 2100 LH KD +35 -13


Key hit-confirmable TC for Akuma. 6HP~6HP can be finished into 623MP for more damage in the corner.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Akuma lplk.png
SF6 Akuma lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Goshoha
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD + 28 -
  • Punish Counter: HKD +?


Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Akuma 4lplk.png
SF6 Akuma lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Shuretto
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD + 14 -
  • Side switches
  • Punish Counter: HKD +?



Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Akuma hphk.png
SF6 Akuma hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Oni Goroshi
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from -- (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Akuma 6hphk.png
SF6 Akuma 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Souha Double Palm
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26 - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Akuma mpmk.png
SF6 Akuma mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Akuma 66.png
SF6 Akuma 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.880 (min, cancel into immediate Throw)
    • 2.112 (min, earliest blocking/movement frame)
    • 3.425 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Gou Hadoken (236P)
Gou Hadoken
Fireball
236P
SF6 Akuma 236lp.png
SF6 Akuma 236lp hitbox.png

SF6 Akuma 236pp hitbox.png
Hitboxes Off
Hitboxes On

236LP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 30 - 700 LH 0 -4
236MP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 32 - 700 LH -2 -6
236HP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 34 - 700 LH -4 -8
236PP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 29 - 400+600 LH KD +55 +2


Gou Hadoken Lv.2 (236{P})
Gou Hadoken Lv.2
236{P}
SF6 Akuma 236lp partial hold.png
SF6 Akuma 236lp partial hold hitbox.png

SF6 Akuma 236pp partial hold hitbox.png
Hitboxes Off
Hitboxes On

236{LP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
30-54 - 29 - 400+600 LH KD +55 +2
236{MP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
30-54 - 29 - 400+600 LH KD +55 +2
236{HP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
31-55 - 29 - - LH KD +55 +2
236{PP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
23-31 - 29 - 400+600 LH KD +57 +2


Gou Hadoken Lv.3 (236[P])
Gou Hadoken Lv.3
Red Fireball
236[P]
SF6 Akuma 236lp hold.png
SF6 Akuma 236lp hold hitbox.png

SF6 Akuma 236pp hold hitbox.png
Hitboxes Off
Hitboxes On

236[LP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
56 - 28 - 600x2 LH KD +57 +5
236[MP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
56 - 28 - 600x2 LH KD +57 +5
236[HP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 600x2 LH KD +57 +5
236[PP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
31 - 28 - 600x2 LH KD +57 +5


Zanku Hadoken (j.236P)
Zanku Hadoken
Air Fireball
j.236P
SF6 Akuma j236p.png
SF6 Akuma j236p hitbox.png

SF6 Akuma j236pp hitbox.png
Hitboxes Off
Hitboxes On

j.236P
Zanku Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - ? land - 600 LH - -
j.236PP
Zanku Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 - ? land - 300x3 LH - -


Gou Shoryuken (623P)
Gou Shoryuken
Dragon Punch
623P
SF6 Akuma 623lp.png

SF6 Akuma 623pp.png
OD Followup
SF6 Akuma 623lp hitbox.png
LP/MP Version

SF6 Akuma 623hp hitbox.png
HP Version

SF6 Akuma 623pp hitbox.png
OD Version
Hitboxes Off
Hitboxes On

623LP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 33 - 1100 LH KD +38 -22(-23)
623MP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 42 - 700,600 (1300) LH KD +38 -30
623HP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 11 50 - 600,500,400 (1500) LH KD +30 -36
623PP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 11 52(5) - 300x3,100,900(1900) LH KD +14 -39(-41)


Tatsumaki Zanku-Kyaku (214K)
Tatsumaki Zanku-Kyaku
214K
SF6 Akuma 214lk.png
L/M/OD Version

SF6 Akuma 214hk.png
HK Version
SF6 Akuma 214lk hitbox.png
LK Verion

SF6 Akuma 214mk hitbox.png
MK Version

SF6 Akuma 214hk hitbox.png
HK Version

SF6 Akuma 214kk hitbox.png
OD Version
SF6 Akuma 214kk 2 hitbox.png
On Hit Only
Hitboxes Off
Hitboxes On

214LK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 21 - 600 LH KD +50 -13
214MK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - 500x2 (1000) LH KD +41 -13
214HK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - - - 400,300x2,600 (1600) LH KD +34 -59
214KK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - - - 200x3,100,300 (1000) LH - -


Light and Medium versions will whiff on crouching opponents. Start combos with 5HK or use 5MK or 2HP to force stand.

214LK can combo into 623HP for damage or 2HK for a safejump.

Ending combos with 214HK does slightly more damage than 623HP, and has a few more frames of knockdown advantage.

Aerial Tatsumaki Zanku-Kyaku (j.214K)
Aerial Tatsumaki Zanku-Kyaku
j.214K
SF6 Akuma j214k.png
SF6 Akuma j214k hitbox.png

SF6 Akuma j214kk hitbox.png
Hitboxes Off
Hitboxes On

j.214K
Aerial Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - - - - -
j.214KK
Aerial Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - - - - -


Adamant Flame (214P)
Adamant Flame
214P
SF6 Akuma 214lp.png
SF6 Akuma 214lp hitbox.png
Hitboxes Off
Hitboxes On

214LP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 23 - 700 - +1(+2) -8
214MP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 20 - 800 - +2(+3) -4
214HP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 3 19 - 900 - +3 -2
214PP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 23 - 700 - +1 -3


Shifts Akuma backwards during startup. Can be used to shimmy, but can't be point blank as you will get grabbed in startup.

On PC, Medium and Heavy versions put you +10/+12 on first hit respectively, allowing you to link to your best extensions. Using a follow up for non-OD versions leads to worse or no combos.

Adamant Flame Follow-Up (214P~6P)
Adamant Flame Follow-Up
214P~6P
SF6 Akuma 214lp 6p.png
LP version

SF6 Akuma 214mp 6p.png
MP version

SF6 Akuma 214hp 6p.png
HP version

SF6 Akuma 214pp 6p.png
OD version
SF6 Akuma 214lp 6p hitbox.png
LP version

SF6 Akuma 214mp 6p hitbox.png
MP version

SF6 Akuma 214hp 6p hitbox.png
HP version

SF6 Akuma 214pp 6p hitbox.png
OD version
Hitboxes Off
Hitboxes On

214LP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 18 - 500 LH +3 -10
214MP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 600 LH KD +32 -18
214HP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 600 LH KD +47 -14
214PP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 240,320 (560) LH KD +32 -18


All version count as an additional hit for combo damage and scaling. So 5HPxx214P~6P is 100/100/80.

Light version leaves the opponent standing, useful for Raging Demon combos.

Medium version lets you knockdown when you can't force stand on an opponent.

Heavy version will lead to a 623HP or 214HK follow up in the corner. It count as 3 hit for scaling purposes ( So 5HPxx214P~6P,623HP is 100/100/80/50)

OD version wallsplats and is an important combo tool to maximize corner damage. If used as a combo starter, it counts for two hit for scaling purposes ( so the next hits will be at 80/70/60 scaling etc). If used mid-combo, it doesn't.

Demon Raid (236K)
Demon Raid
Demon Flip
236K
SF6 Akuma 236k.png
SF6 Akuma 236k hitbox.png
Hitboxes Off
Hitboxes On

236K
Demon Raid
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -
236KK
Demon Raid
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


  • Earliest actionable followup: 33f
  • Latest actionable followup: 55f

Akuma's signature "demon flip". A command jump that leaves Akuma airborne and has four possible followups: an overhead, a divekick, a sweep, and a feint.

Each button strength changes Akuma's approach angle. LK leaves him at one character length away, MK puts him about halfscreen, and HK sends him fullscreen. Akuma is airbone for at minimum 33f before he can commit to a followup, making this a much faster jump than the standard 45f. That said, Akuma can still be anti-aired on reaction, as any DP will cut through his followups.

When Akuma uses Demon Raid, he puts the opponent in an RPS. Either they can hold Drive Parry to defuse the incoming three-way mixup, or Akuma can land and PC Throw them. Each followup can leave Akuma plus, making this a fairly skewed situation in his favor. As Akuma can cancel into this special from any special-cancellable button, he can blitz his opponents quite quickly.

OD Demon Raid causes Akuma to track to the opponent's location at the same speed, making it an effective tool for calling out fullscreen zoning. As well, he gains two additional followups: Demon Gou Zankou and Demon Gou Rasen, both of which can call out opponent's attempts to anti-air Demon Raid. The former even gives Akuma a combo on hit, making it very effective.

Demon Low Slash (236K~No Input)
Demon Low Slash
Slide
236K~No Input
SF6 Akuma 236k no input.png
SF6 Akuma 236k no input hitbox.png
Hitboxes Off
Hitboxes On

236K~No Input
Demon Low Slash
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 1000 L KD +39 +2
236KK~No Input
Demon Low Slash
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 1000 L KD +39 +2


Demon Guillotine (236K~P)
Demon Guillotine
Overhead
236K~P
SF6 Akuma 236k p.png
SF6 Akuma 236k p hitbox.png
Hitboxes Off
Hitboxes On

236K~P
Demon Guillotine
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 1300 H - +4(+7)
236KK~P
Demon Guillotine
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - H - -


Demon Blade Kick (236K~K)
Demon Blade Kick
Divekick
236K~K
SF6 Akuma 236k k.png
SF6 Akuma 236k k hitbox.png
Hitboxes Off
Hitboxes On

236K~K
Demon Blade Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236KK~K
Demon Blade Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -


Demon Swoop (236K~[2])
Demon Swoop
Feint
236K~[2]
SF6 Akuma 236k 2 hold.png
SF6 Akuma 236k 2 hold hitbox.png
Hitboxes Off
Hitboxes On

236K~[2]
Demon Swoop
Startup Active Recovery Cancel Damage Guard On Hit On Block
45 - - - - - - -
236KK~[2]
Demon Swoop
Startup Active Recovery Cancel Damage Guard On Hit On Block
45 - - - - - - -


Demon Gou Zanku (236KK~j.236P)
Demon Gou Zanku
Air Fireball
236KK~j.236P
SF6 Akuma 236kk j236p.png
SF6 Akuma j236pp hitbox.png
Hitboxes Off
Hitboxes On

236KK~j.236P
Demon Gou Zanku
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - 300x3 (900) LH - -


Demon Gou Rasen (236KK~j.214K)
Demon Gou Rasen
Air Tatsu
236KK~j.214K
SF6 Akuma 236kk j214k.png
SF6 Akuma j214kk hitbox.png
Hitboxes Off
Hitboxes On

236KK~j.214K
Demon Gou Rasen
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - - - -


Ashura Senku (6KKK or 4KKK)
Ashura Senku
Teleport
6KKK or 4KKK
SF6 Akuma 6kkk.png

SF6 Akuma 4kkk.png
SF6 Akuma 6kkk hitbox.png

SF6 Akuma 4kkk hitbox.png
Hitboxes Off
Hitboxes On

6KKK
Ashura Senku (Forward)
Startup Active Recovery Cancel Damage Guard On Hit On Block
51-52 - - - - - - -
4KKK
Ashura Senku (Backward)
Startup Active Recovery Cancel Damage Guard On Hit On Block
49-50 - - - - - - -


Oboro Throw (6KKK~LPLK)
Oboro Throw
6KKK~LPLK
SF6 Akuma 6kkk lplk.png
SF6 Akuma 6kkk lplk 2.png
SF6 Akuma 6kkk lplk hitbox.png
Hitboxes Off
Hitboxes On

6KKK~LPLK
Oboro Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
31 3 50 - 2200 T HKD +20 -



Super Arts

Level 1 Super (236236P)
Messatsu Gohado
Level 1 Super Art
236236P
SF6 Akuma 236236p.png
SF6 Akuma 236236p hitbox.png
Hitboxes Off
Hitboxes On

236236P
Messatsu Gohado
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - - - 2200 LH KD +9 -41


Level 1 Super (j.236236K)
Tenma Gozanku
Level 1 Super Art
j.236236K
SF6 Akuma j236236k.png
SF6 Akuma j236236k hitbox.png
Hitboxes Off
Hitboxes On

j.236236K
Tenma Gozanku
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - - - - LH - -


Level 2 Super (214214P)
Empyrean’s End
Level 2 Super Art
214214P
SF6 Akuma 214214p.png
SF6 Akuma 214214p hitbox.png
Hitboxes Off
Hitboxes On

214214P
Empyrean’s End
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - - - 2800 LH HKD +29 (HKD +97 Wallsplat) -35


Level 3 Super (236236K)
Sip of Calamity
Level 3 Super Art
236236K
SF6 Akuma 236236k.png
"Weaklings must perish!"

SF6 Akuma 236236k ca.png
Critical Art adds 500 more damage
SF6 Akuma 236236k hitbox.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

236236K
Sip of Calamity
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(2) - - - 4000 LH HKD +18 -41
236236K
Sip of Calamity (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(2) - - - 4500 LH HKD +18 -41


- 2 frame startup when cancelled into from Gou Shoryuken and Adamant Flame

Shun Goku Satsu (LP~LP~6LK~HP)
Shun Goku Satsu
Critical Art (Raging Demon)
LP~LP~6LK~HP
SF6 Akuma lp lp 6lk hp(ca).png
"DIE ONE THOUSAND DEATHS!"
SF6 Akuma lp lp 6lk hp(ca) hitbox.png
Hitboxes Off
Hitboxes On

LP~LP~6LK~HP
Shun Goku Satsu (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
?+0 - - - 4700 T - -


  • 0f startup, can be comboed into
  • Can be hit out of startup after meter is spent. Projectile invincible
  • Only available in CA state (sub 30% HP)

Akuma's secret weapon, the iconic Raging Demon. A 0f at minimum range, comboable, travelling, high damage command grab. Does a preposterous 4700 damage on raw hit. If it will KO, Akuma will recite a poem during the attack: "Usurp the heavens, embrace the sorrow, become the demon!"

Shun Goku Satsu can only be used when Akuma is in CA state, making it a last resort. It immediately makes him threatening even if he's on the back foot, but the move cannot be used as a reversal thanks to the odd input. As well, opponents can jump the super upon seeing the cinematic animation that signals it, making in unwise to use in the midrange. Instead, cancelling into it from a Drive Rush or on hit is key to using it.

The move is also projectile invincible, allowing Akuma to zoot through projectiles and punish their use. Again, this is unwise outside of being a direct callout.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Akuma 5pppkkk.png
"Witness the abyss before you."
SF6 Akuma 5pppkkk hitbox.png
"Witness the abyss before you."
Hitboxes Off
Hitboxes On

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
433 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Akuma 6pppkkk.png
"Are you prepared to tread down this path? If you are afraid... run."
SF6 Akuma 6pppkkk hitbox.png
"Are you prepared to tread down this path? If you are afraid... run."
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
570 (total) - - - - - - -
  • Triggers proximity guard on frames ?-? (prevents opponent from walking back)
  • Special dialogue if opponent jumps over Akuma

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Akuma 4pppkkk.png
"You have piqued my interest. Attack if you dare."
SF6 Akuma 4pppkkk 2pppkkk.png
"I'm satiated." HIDDEN ARTS UNLOCKED
SF6 Akuma 4pppkkk hitbox.png
"You have piqued my interest. Attack if you dare."
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
765 (total) - - - - - - -
  • Inputting 2PPPKKK while he turns his head back will trigger a unique extended taunt, once completed Akuma will gain access to two Hidden Super Arts and one Hidden Special Move.

Down Taunt (2PPPKKK)
Down Taunt
2PPPKKK
SF6 Akuma 2pppkkk.png
" æ»… "
SF6 Akuma 2pppkkk hitbox.png
"æ»…"
Hitboxes Off
Hitboxes On

2PPPKKK
Down Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
123 (total) - - - - - - -


Hidden Arts

Double Zanku Hadoken (j.214PP)
Double Zanku Hadoken
Hidden Special Move
j.214PP
SF6 Akuma j214pp.png
SF6 Akuma j214pp hitbox.png
Hitboxes Off
Hitboxes On

j.214PP
Double Zanku Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 - ? land - 1200 LH - -
  • Only accessible after performing secret taunt input.
  • Can only be performed from a forward jump.


Level 2 Super (214214K)
Misogi
Hidden Super Art
214214K
SF6 Akuma 214214k.png
SF6 Akuma 214214k hitbox.png
Hitboxes Off
Hitboxes On

214214K
Misogi
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 87 - 2900 LH - -58
  • Only accessible after performing secret taunt input.
  • Costs 2 bars to perform.


Level 2 Super (22PPP)
Kongou-Kokuretsuzan
Hidden Super Art (KKZ)
22PPP
SF6 Akuma 22ppp.png
SF6 Akuma 22ppp hitbox.png
Hitboxes Off
Hitboxes On

22PPP
Kongou-Kokuretsuzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 30 41 - 3000 LH - -39
  • Only accessible after performing secret taunt input.
  • Costs 2 bars to perform.




SF6 Navigation

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A.K.I.
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Ed
E. Honda
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JP
Juri
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Zangief
Data
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