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.


Pick if you like: Avoid if you dislike:
  • BEING THE HARDEST WORKING MAN ON THE PLANET
  • Marisa TODs


Classic & Modern Versions Comparison

List of differences with Modern Akuma
Missing Normals
Missing Command Normals
Shortcut-Only Specials
Miscellaneous Changes


Akuma
SF6 Akuma Portrait.png
Vitals
Life Points 9000
Ground Movement
Forward Walk Speed
Backward Walk Speed
Forward Dash Speed
Backward Dash Speed
Forward Dash Distance
Backward Dash Distance
Drive Rush Min. Distance (Throw)
Drive Rush Min. Distance (Block)
Drive Rush Max Distance
Jumping
Jump Speed
Jump Apex
Forward Jump Distance
Backward Jump Distance
Throws
Throw Range
Throw Hurtbox
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
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 - - - - LH - -


5MP
Standing Medium Punch
5MP
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 - - - - LH - -


5HP
Standing Heavy Punch
5HP
Hitboxes Off
Hitboxes On

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


5LK
Standing Light Kick
5LK
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 - - - - LH - -


5MK
Standing Medium Kick
5MK
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - - - - LH - -


5HK
Standing Heavy Kick
5HK
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - - - - LH - -



Crouching Normals

2LP
Crouching Light Punch
2LP
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 - - - - LH - -


2MP
Crouching Medium Punch
2MP
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 - - - - LH - -


2HP
Crouching Heavy Punch
2HP
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 - - - - LH - -


2LK
Crouching Light Kick
2LK
Hitboxes Off
Hitboxes On

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


2MK
Crouching Medium Kick
2MK
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 - - - - L - -


2HK
Crouching Heavy Kick
2HK
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - - - - L - -



Jumping Normals

j.LP
Jumping Light Punch
j.LP
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H - -


j.MP
Jumping Medium Punch
j.MP
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 - 3 land - - H - -


j.HP
Jumping Heavy Punch
j.HP
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 3 land - - H - -


j.LK
Jumping Light Kick
j.LK
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - 3 land - - H - -


j.MK
Jumping Medium Kick
j.MK
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 3 land - - H - -


j.HK
Jumping Heavy Kick
j.HK
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 3 land - - H - -



Command Normals

6MP
Skull Splitter
Overhead
6MP
Hitboxes Off
Hitboxes On

6MP
Skull Splitter
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 - - - - H - -


6MK
Resso Snap Kick
Toe Kick
6MK
Hitboxes Off
Hitboxes On

6MK
Resso Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - - - - LH - -


6HP
Kikoku
6HP
Hitboxes Off
Hitboxes On

6HP
Kikoku
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - - - - LH - -


4HK
Rago High Kick
4HK
Hitboxes Off
Hitboxes On

4HK
Rago High Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - - - - LH - -


j.2MK
Tenmaku Blade Kick
Divekick
j.2MK
Hitboxes Off
Hitboxes On

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



Target Combos

5MP~MP
Viscera Piercer
5MP~MP
Hitboxes Off
Hitboxes On

5MP~MP
Viscera Piercer
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - - - - LH - -


5MK~HK
Bone Crusher Axe Kick
5MK~HK
Hitboxes Off
Hitboxes On

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


6HP~6HP~HK

6HP~6HP
Kikoku Combination 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - - - - LH - -
6HP~6HP~HK
Kikoku Combination 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - - - - LH - -



Throws

Forward Throw (LPLK)
Forward Throw
LPLK
Hitboxes Off
Hitboxes On

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


Back Throw (4LPLK)
Back Throw
4LPLK
Hitboxes Off
Hitboxes On

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



Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
Hitboxes Off
Hitboxes On

HPHK
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)
Hitboxes Off
Hitboxes On

6HPHK
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26 - 500 recoverable LH KD +23 -8
  • 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
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(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
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:
    • ? (min, cancel into immediate Throw)
    • ? (min, earliest blocking/movement frame)
    • ? (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Gou Hadoken (236P)

236LP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - - - - LH - -
236MP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - - - - LH - -
236HP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - - - - LH - -
236PP
Gou Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - - - - LH - -


Gou Hadoken Lv.2 (236{P})

236{LP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236{MP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236{HP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236{PP}
Gou Hadoken Lv.2
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -


Gou Hadoken Lv.3 (236[P])

236[LP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236[MP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236[HP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
236[PP]
Gou Hadoken Lv.3
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -


Zanku Hadoken (j.236P)

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


Gou Shoryuken (623P)

623LP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 - - - - LH - -
623MP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 - - - - LH - -
623HP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - - - - LH - -
623PP
Gou Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 - - - - LH - -


Tatsumaki Zanku-Kyaku (214K)

214LK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - - - - LH - -
214MK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 - - - - LH - -
214HK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - - - - LH - -
214KK
Tatsumaki Zanku-Kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 - - - - LH - -


Aerial Tatsumaki Zanku-Kyaku (j.214K)

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)

214LP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 - - - - - - -
214MP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 - - - - - - -
214HP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 - - - - - - -
214PP
Adamant Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 - - - - - - -


Adamant Flame Follow-Up (214P~6P)

214LP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
214MP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
214HP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -
214PP~6P
Adamant Flame Follow-Up
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - LH - -


Demon Raid (236K)

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
- - - - - - - -


Demon Low Slash (236K~No Input)

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


Demon Guillotine (236K~P)

236K~P
Demon Guillotine
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - H - -
236KK~P
Demon Guillotine
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - H - -


Demon Blade Kick (236K~K)

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])

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


Demon Gou Zanku (236KK~j.236P)
Demon Gou Zanku
Air Fireball
236KK~j.236P
Hitboxes Off
Hitboxes On

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


Demon Gou Rasen (236KK~j.214K)
Demon Gou Rasen
Air Tatsu
236KK~j.214K
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)

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


Oboro Throw (6KKK~LPLK)
Oboro Throw
6KKK~LPLK
Hitboxes Off
Hitboxes On

6KKK~LPLK
Oboro Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
- - - - - T - -



Super Arts

Level 1 Super (236236P)
Messatsu Gohado
Level 1 Super Art
236236P
Hitboxes Off
Hitboxes On

236236P
Messatsu Gohado
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 - - - - LH - -


Level 1 Super (j.236236K)
Tenma Gozanku
Level 1 Super Art
j.236236K
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
Hitboxes Off
Hitboxes On

214214P
Empyrean’s End
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - - - - LH - -


Level 3 Super (236236K)
Sip of Calamity
Level 3 Super Art
236236K

File:SF6 Akuma 236236k ca.png
Critical Art adds 500 more damage
File: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 - - - - LH - -
236236K
Sip of Calamity (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 - - - - LH - -


Shun Goku Satsu (LP~LP~6LK~HP)
Shun Goku Satsu
Critical Art
LP~LP~6LK~HP
Hitboxes Off
Hitboxes On

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



Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
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Hitboxes Off
Hitboxes On

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

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
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""
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
(total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
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""
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
(total) - - - - - - -



SF6 Navigation

General
FAQ •
Controls •
HUD •
Glossary •
Movement •
Offense •
Defense •
Gauges •
Game Data •
Patch Notes •
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
A.K.I. •
Blanka •
Cammy •
Chun-Li •
Dee Jay •
Dhalsim •
E. Honda •
Ed •
Guile •
Jamie •
JP •
Juri •
Ken •
Kimberly •
Lily •
Luke •
Manon •
Marisa •
Rashid •
Ryu •