[SF6] Akuma Countermeasures Guide [Win Just by Reading]

A comprehensive Akuma countermeasure guide for SF6 (Street Fighter 6).

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)

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

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

623P

  • 623LP
  • 623MP
  • 623HP
  • 623PP

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

(During forward jump) 236P

  • (During forward jump) 236LP
  • (During forward jump) 236MP
  • (During forward jump) 236HP
  • (Neutral or forward jump) 236PP

HK

A normal that gives Akuma +3F Advantage on Block. Walk Shimmy is not possible.

6KKK→LPLK

Akuma is +20F on Hit. On Hit, only HP connects as meaty when Rush is used.

LPLK

Akuma is +28F. In midscreen, Back Rise gives no Oki.

4LPLK

Akuma is +14F.

Quick Rise: only HP is meaty. Back Rise: nothing connects even with Rush.

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