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Akuma
1 - [SF6] Akuma Frame Data with Video
2 - [SF6] Akuma Countermeasures Guide [Win Just by Reading]
Basic Info
- Active-frame Overhead leads to combo
- 6MP
- Defensive Options
- Has 6F Startup OD invincible reversal: 623PP
- If you play Luke or Kimberly, avoid using Rush after throws
- Has 5F Startup anti-air invincible 623LP
- 236236P has 14F Startup, no Projectile invincible
- 214214P has 9F Startup, Projectile invincible
- 236236K has 8F Startup
- Has 6F Startup OD invincible reversal: 623PP
- Moves that are plus on Block
- HK
- 236PP
- 236LP (Lv2)
- 236LP (Lv3)
- 236MP (Lv2)
- 236MP (Lv3)
- 236HP (Lv2)
- 236HP (Lv3)
Neutral (Awareness Priority)
- Dealing with fireballs
- Don’t reversal jump after Blocking a fireball
- Only jump if you get a Just Parry
- Always input a heavy attack with Parry, aiming for return on Just Parry
- Don’t reversal jump after Blocking a fireball
- Dealing with HK
- Blocking HK gives Akuma +2 frames and starts his offense
- Doesn’t hit crouching opponents
- If you duck it, punish with a medium or better, not a light
- 214P
- If you can’t distinguish strengths, go with 4F light into Punish Counter route
- (During forward jump) 236P
- If using a special anti-air, wait and do it late
- Pressing too early will get hit by the fireball
- Forward jumping when you see Akuma jump is also effective
- This results in an air Hit, so choose your character’s max route
- If using a special anti-air, wait and do it late
- Accept midscreen throws
- The situation after midscreen LPLK isn’t very strong
- Rush doesn’t give Oki either, so it’s better to accept the throw
- The situation after midscreen LPLK isn’t very strong
236P
Akuma’s hadouken. Startup and speed change with strength. Holding changes the frame data on Block.
- 236LP (Lv1)
- 236LP (Lv2)
- 236LP (Lv3)
- 236MP (Lv1)
- 236MP (Lv2)
- 236MP (Lv3)
- 236HP (Lv1)
- 236HP (Lv2)
- 236HP (Lv3)
Neutral (Awareness Priority)
- 236LP (Lv1)
- Even on successful Just Parry, no attack is guaranteed, so return to Neutral
- 236HP (Lv1)
- Input Rush or heavy attack with Just Parry
- 236LP (Lv3)
- If 236LP (Lv1) is held at point blank, Akuma has Advantage, so play the mixup
- 236MP (Lv3)
- If 236LP (Lv3) is held at point blank, Akuma has Advantage, so play the mixup
- 236HP (Lv3)
- If 236LP (Lv3) is held at point blank, Akuma has Advantage, so play the mixup
Neutral (Awareness Priority)
If you focus too much on Just Parry, you’ll inevitably get baited by 6KKK→LPLK. Don’t overdo the Just Parry counter. Recognize that committing to forward jumps and projectile-invincible moves is also important.214K
Akuma’s hurricane kick. Mainly used as a combo ender.
- 214LK
- Only hits standing opponents
- Akuma is -13F on Block
- 214MK
- Only hits standing opponents
- Akuma is -13F on Block
- 214HK
- Akuma is -59F on Block
- 214KK
Recommended Counter
- 214LK
- Only hits standing opponents
- Uses 2HK as the combo followup on Hit
- The post-Hit situation isn’t great, so knowledgeable Akuma players rarely use it – no need to learn this
- 214MK
- +41F on ground Hit
- Forward jump can be anti-aired by 5F DP, so remember this
- Only hits standing opponents
- Forward step micro walk allows Shimmy Oki
- +41F on ground Hit
- 214HK
- On Hit, recovery choice creates a mixup, so remember this
- Quick Rise
- When Rush is used, walk Shimmy is not possible
- Oki without Rush
- Back Rise
- No Oki without Rush
236K
Startup and distance change with strength.
- 236LK
- 236MK
- 236HK
- 236KK
Followups from here:
Normal version
- 236K→[no followup]
- Akuma +4F on Block
- 236K→P
- Akuma +4F on Block
- 236K→K
- Akuma +2F Advantage on waist Block
- +3F at the feet
- 236K→2
OD version
- 236KK→236P
- 236KK→214K
Recommended Counter
Using a special anti-air to swat it down is ideal, but 236K→2 feint and 236LK exist, making it less effective.
Since dealing with feints in ranked is tedious, Fuzzy jab is recommended. Press jab at the timing you’d Block 236K→K when you see 236K→P. It’s very hard to do every time in a match, but do it if you can.
The following has the following recorded:
- 236K→(no input)
- 236K→P
- 236K→K
- 236K→2
However, remember that once you Block it, Akuma already has Advantage, so ideally you’d air-to-air.
Caution
Fuzzy is possible but only against Akuma players who don’t delay the followup. If the followup is delayed, the Fuzzy timing shifts. However, in that case the air-to-air window increases, so try to air-to-air.623P
- 623LP
- 623MP
- 623HP
- 623PP
Recommended Counter
The properties are relatively good. Don’t jump recklessly.214P
Akuma’s special move with almost no Punish. Extremely high damage when landing in the corner.
- 214LP
- Akuma is -8F on Block
- Outside throw range
- 214MP
- Akuma is -4F on Block
- Outside throw range
- 214HP
- Akuma is -3F on Block
- Inside throw range
- 214PP
- Akuma is -3F on Block
- Inside throw range
Recommended Counter
If distinguishing strengths on Block is difficult, press 4F after Blocking.
You’d want to include throw as an option, but 214LP and 214MP are outside throw range, making it very hard to throw. Once you’re comfortable, add throw as an option against 214HP and 214PP.
(During forward jump) 236P
- (During forward jump) 236LP
- (During forward jump) 236MP
- (During forward jump) 236HP
- (Neutral or forward jump) 236PP
Recommended Counter
The response changes depending on your character’s anti-air capabilities, so check what’s effective for your character. Characters with anti-air invincible moves should wait and anti-air late.
Characters without anti-air invincible moves can get return by forward jumping when they see Akuma’s forward jump.
If both are difficult, try your best with air-to-air.
HK
A normal that gives Akuma +3F Advantage on Block. Walk Shimmy is not possible.
Recommended Counter
After Blocking, keep in mind that walk Shimmy is not possible when choosing your options. If the opponent backsteps, HP is guaranteed against throw, so recognize that teching is also dangerous.
Up to low ranks, the following is recommended:
- Parry
- Akuma’s midscreen normal throw situation isn’t great
- Punish Counter throw also isn’t great, so accept it and go for a chance
If you successfully crouch Block, Akuma is -13F so land a heavy Punish.
6KKK→LPLK
Akuma is +20F on Hit. On Hit, only HP connects as meaty when Rush is used.
Recommended Counter
When you see Rush, aiming for Just Parry has the highest expected value.LPLK
Akuma is +28F. In midscreen, Back Rise gives no Oki.
Recommended Counter
Take Back Rise.4LPLK
Akuma is +14F.
Quick Rise: only HP is meaty. Back Rise: nothing connects even with Rush.