Street Fighter 6/Akuma/Frame data

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< Street Fighter 6‎ | Akuma
Revision as of 07:03, 29 April 2024 by Spabobin (talk | contribs) (Created page with "{{Character Subnav SF6 | chara=Akuma }} ==Frame Data Tables== ===Character Data=== {{#cargo_query:tables=SF6_CharacterData |fields=CONCAT('100px|link= ')=<big>Akuma</big>,hp=HP,throwRange=Throw<br>Range,fwdWalkSpd=Fwd Walk<br>Speed,bwdWalkSpd=Back Walk<br>Speed,fwdDashSpd=Fwd Dash<br>Speed,bwdDashSpd=Back Dash<br>Speed,fwdDashDist=Fwd Dash<br>Distance,bwdDashDist=Back Dash<br>Distance,jumpSpd=Jump<br>Speed,fwdJumpDist=Fwd Jump<br>Distance,bwdJum...")
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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 0.036 19 23 1.35 0.92 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
5MP 600 6 4 11 20 +4 +1 LH
5HP 800 9 5 18 31 +3 -3 LH
5LK 300 5 3 11 18 +2 -4 LH
5MK 700 7 5 15 26 +3 -3 LH
5HK 400x2 13 3(8)4 15(16) 42(43) +7 +3 LH
2LP 300 4 2 9 14 +5 -1 LH
2MP 600 6 3 14 22 +6 -1 LH
2HP 900 8 8 19 34 0 -8 LH
2LK 200 5 2 10 16 +3 -3 L
2MK 500 8 3 19 29 +1 -6 L
2HK 900 9 3 23(29) 34(38) KD +42 -12 L
j.LP 300 4 10 3 land ~+5(+10) ~+1(+6) H
j.MP 700 8 4 3 land ~+5(+10) ~+5(+7) H
j.HP 800 9 6 3 land ~+12(+14) ~+8(+11) H
j.LK 300 6 10 3 land ~+5(+10) ~+1(+6) H
j.MK 500 7 6 3 land ~+9(+13) ~+5(+9) H
j.HK 800 12 6 3 land ~+11(+15) ~+8(+11) H
6MP 200+400 20 1,3 18 +3 -1 H
6MK 700 10 3 15 27 +5 -4 LH
6HP 800 13 4 20 36 +4 -3 LH
4HK 800 12 5 27 43 KD +47 -15 LH
j.2MK 800 16 13 7 35 -
5MP~MP 1300 7 3 21 30 -1 -6 LH
5MK~HK 1300 20 3 20 42 +1 -3 H
6HP~6HP 1400 11 3 21 33 KD +39 -10 LH
6HP~6HP~HK 2100 9 KD +35 -13 LH

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP +8
5MP +8
5HP +7
5LK +6
5MK +7
5HK +11
2LP +9
2MP +10
2HP +4
2LK +7
2MK +5
2HK KD +47
j.LP ~-2
j.MP ~-2
j.HP ~-2
j.LK ~-2
j.MK ~-2
j.HK ~-2
6MP +7
6MK +9
6HP
4HK KD +47
j.2MK +2(+11)
5MP~MP
5MK~HK
6HP~6HP
6HP~6HP~HK

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 [] () ()
5MP [] () ()
5HP [] () ()
5LK [] () ()
5MK [] () ()
5HK [] () ()
2LP [] () ()
2MP [] () ()
2HP [] () ()
2LK [] () ()
2MK [] () ()
2HK [] () ()
j.LP [] () ()
j.MP [] () ()
j.HP [] () ()
j.LK [] () ()
j.MK [] () ()
j.HK [] () ()
6MP [] () ()
6MK [] () ()
6HP [] () ()
4HK [] () ()
j.2MK [] () ()
5MP~MP [] () ()
5MK~HK [] () ()
6HP~6HP [] () ()
6HP~6HP~HK [] () ()

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
6MP
6MK
6HP
4HK
j.2MK
5MP~MP
5MK~HK
6HP~6HP
6HP~6HP~HK

input Notes
input Notes
5LP
5MP
5HP
5LK
5MK Forces stand
5HK 2 hits; 1st hit forces stand; 2nd hit whiffs on crouch blocking opponents; 1f extra recovery when 2nd hit whiffs
2LP
2MP
2HP Forces stand
2LK
2MK
2HK 6f extra recovery on block; incurs 29f fixed recovery on block regardless of which active frame connects
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
6MP
6MK Even at point blank is safe from most (all?) 4f jabs
6HP
4HK
j.2MK Forward Jump only. Fastest input is 17f jump
5MP~MP
5MK~HK If first hit is blocked, can interrupt with 4f jab.
6HP~6HP
6HP~6HP~HK

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(18) 3 26 48 KD +23 -6 LH
MPMK - 1 12 or until released 33(1)(11) 45(3) - - -
66 - 9(11) 45(46) 24(23) - - - -

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 Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 23
MPMK 50% Multiplier (Perfect)
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
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22(20) Full Break
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK
4LPLK
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; 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.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: ? (min/throw), ? (min/block), ? (max/final DR frame)

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 30 46 0 -4 LH
236MP 700 14 32 46 -2 -6 LH
236HP 700 12 34 46 -4 -8 LH
236PP 400+600 12 29 KD +55 +2 LH
236{LP} 400+600 30-54 29 KD +55 +2 LH
236{MP} 400+600 30-54 29 KD +55 +2 LH
236{HP} 31-55 29 KD +55 +2 LH
236{PP} 400+600 23-31 29 KD +57 +2 LH
236[LP] 600x2 56 28 KD +57 +5 LH
236[MP] 600x2 56 28 KD +57 +5 LH
236[HP] 600x2 KD +57 +5 LH
236[PP] 600x2 31 28 KD +57 +5 LH
j.236P 600 13 ? land LH
j.236PP 300x3 6 ? land LH
623LP 1100 5 10 33 47 KD +38 -22(-23) LH
623MP 700,600 (1300) 6 10 42 57 KD +38 -30 LH
623HP 600,500,400 (1500) 7 11 50 67 KD +30 -36 LH
623PP 300x3,100,900(1900) 6 11 52(5) 68(119) KD +14 -39(-41) LH
214LK 600 12 2 21 34 KD +50 -13 LH
214MK 500x2 (1000) 11 KD +41 -13 LH
214HK 400,300x2,600 (1600) 7 KD +34 -59 LH
214KK 200x3,100,300 (1000) 13 LH
j.214K 11
j.214KK 11
214LP 700 15 3 23 40 +1(+2) -8
214MP 800 19 3 20 41 +2(+3) -4
214HP 900 23 3 19 44 +3 -2
214PP 700 18 3 23 43 +1 -3
214LP~6P 500 9 4 18 28 +3 -10 LH
214MP~6P 600 42 KD +32 -18 LH
214HP~6P 600 KD +47 -14 LH
214PP~6P 240,320 (560) KD +32 -18 LH
236K -
236KK -
236K~No Input 1000 KD +39 +2 L
236KK~No Input 1000 KD +39 +2 L
236K~P 1300 +4(+7) H
236KK~P H
236K~K LH
236KK~K LH
236K~[2] - 45 - - - -
236KK~[2] - 45 - - - -
236KK~j.236P 300x3 (900) LH
236KK~j.214K
4KKK - 49-50 - - -
6KKK - 51-52 - - -
6KKK~LPLK 2200 31 3 50 HKD +20 - T -
j.214PP 1200 8 ? land LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236LP 175
236MP 175
236HP 175
236PP
236{LP}
236{MP}
236{HP}
236{PP}
236[LP]
236[MP]
236[HP]
236[PP]
j.236P
j.236PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
j.214K
j.214KK
214LP
214MP
214HP
214PP
214LP~6P
214MP~6P
214HP~6P
214PP~6P
236K
236KK
236K~No Input
236KK~No Input
236K~P
236KK~P
236K~K
236KK~K
236K~[2]
236KK~[2]
236KK~j.236P
236KK~j.214K
4KKK
6KKK
6KKK~LPLK HKD +20
j.214PP

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 [] () ()
236MP [] () ()
236HP [] () ()
236PP [] -20000 () ()
236{LP} [] () ()
236{MP} [] () ()
236{HP} [] () ()
236{PP} [] -20000 () ()
236[LP] [] () ()
236[MP] [] () ()
236[HP] [] () ()
236[PP] [] -20000 () ()
j.236P [] () ()
j.236PP [] -20000 () ()
623LP [] () ()
623MP [] () ()
623HP [] () ()
623PP [] -20000 () ()
214LK [] () ()
214MK [] () ()
214HK [] () ()
214KK [] -20000 () ()
j.214K [] () ()
j.214KK [] -20000 () ()
214LP [] () ()
214MP [] () ()
214HP [] () ()
214PP [] -20000 () ()
214LP~6P [] () ()
214MP~6P [] () ()
214HP~6P [] () ()
214PP~6P [] -20000 () ()
236K [] () ()
236KK [] -20000 () ()
236K~No Input [] () ()
236KK~No Input [] () ()
236K~P [] () ()
236KK~P [] () ()
236K~K [] () ()
236KK~K [] () ()
236K~[2]
236KK~[2]
236KK~j.236P [] () ()
236KK~j.214K [] () ()
4KKK
6KKK
6KKK~LPLK [] ()
j.214PP [] () ()

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236LP
236MP
236HP
236PP
236{LP}
236{MP}
236{HP}
236{PP}
236[LP]
236[MP]
236[HP]
236[PP]
j.236P
j.236PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
j.214K
j.214KK
214LP
214MP
214HP
214PP
214LP~6P
214MP~6P
214HP~6P
214PP~6P
236K
236KK
236K~No Input
236KK~No Input
236K~P
236KK~P
236K~K
236KK~K
236K~[2]
236KK~[2]
236KK~j.236P
236KK~j.214K
4KKK
6KKK
6KKK~LPLK
j.214PP

input Notes
input Notes
236LP
236MP
236HP
236PP
236{LP}
236{MP}
236{HP}
236{PP}
236[LP]
236[MP]
236[HP]
236[PP]
j.236P Forward Jump only; disappears if Akuma is hit
j.236PP Forward/Neutral Jump only; 3 hits; disappears if Akuma is hit. Minimum jump height is 12f
623LP
623MP
623HP
623PP On hit, full 119f version comes out. On whiff or block, short version with recovery frames comes out.
214LK Whiffs on crouching opponents; puts opponent into limited juggle state
214MK Whiffs on crouching opponents; 2 hits
214HK Can hit crouching opponents; upward angle
214KK Whiffs on crouching opponents; puts opponent into limited juggle state
j.214K Can hit cross-up; puts opponent into limited juggle state
j.214KK Stops Akuma's jump momentum; final hit puts opponent into limited juggle OTG state
214LP
214MP
214HP
214PP
214LP~6P
214MP~6P
214HP~6P
214PP~6P Wallsplats opponent (limited juggle state); can follow up with a juggle if near the corner
236K Button strength determines trajectory (LK short, MK mid, HK far)
236KK Tracks opponent's location regardless of distance
236K~No Input Causes Akuma to auto-correct if Demon Raid crosses up
236KK~No Input Causes Akuma to auto-correct if Demon Raid crosses up
236K~P
236KK~P
236K~K Button strength determines angle (LK short, MK mid, HK far)
236KK~K Button strength determines angle (LK short, MK mid, HK far)
236K~[2] Useful for baiting opponent's Drive Impact or Parry
236KK~[2] Useful for baiting opponent's Drive Impact or Parry
236KK~j.236P 3 hits; does not consume additional Drive gauge; puts opponent into limited juggle state
236KK~j.214K Does not consume additional Drive gauge; puts opponent into limited juggle OTG state (useful after 4HK launch)
4KKK Cannot be canceled into
6KKK Cannot be canceled into; can pass through opponent
6KKK~LPLK Can be activated even after crossing through opponent
j.214PP Forward Jump only; disappears if Akuma is hit

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 2200 10 KD +9 -41 LH
j.236236K 14 - LH
214214P 2800 9 HKD +29 (HKD +97 Wallsplat) -35 LH
236236K 4000 8(2) HKD +18 -41 LH
236236K 4500 8(2) HKD +18 -41 LH
LP~LP~6LK~HP 4700 ?+0 - T
214214K 2900 5 7 87 -58 LH
22PPP 3000 8 30 41 -39 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 30% Minimum KD +9 -
j.236236K 30% Minimum -
214214P 40% Minimum HKD +29 (HKD +97 Wallsplat) -
236236K 50% Minimum; 10% Immediate (Sp) HKD +18 -
236236K 50% Minimum; 10% Immediate (Sp) HKD +18 -
LP~LP~6LK~HP 50% Minimum; 10% Immediate (Sp) -
214214K 750 -85
22PPP 746

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P -10000 -10000
j.236236K -10000 -10000
214214P -20000 -20000
236236K -30000 -30000
236236K -30000 -30000
LP~LP~6LK~HP -30000 -30000
214214K -20000 -20000
22PPP -20000 -20000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P Break
j.236236K Break
214214P Break
236236K Break
236236K Break
LP~LP~6LK~HP Break
214214K Break
22PPP Break

input Notes
input Notes
236236P
j.236236K During Forward or Neutral Jump only; puts airborne opponents into limited juggle state
214214P Wallsplats opponent near the corner (can follow up with a juggle)
236236K Cinematic time regenerates ~? Drive bars for Akuma
236236K Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma
LP~LP~6LK~HP Available at 25% HP or below; cinematic time regenerates ~? Drive bars for Akuma; opponent within throw range cannot jump after the Super freeze
214214K
22PPP



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