STREET FIGHTER 6
MAX DATABASE
豪鬼
100 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; fastest chain timing (more useful vs. DI)
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes 2f extra recovery on whiff; primary tool for block pressure (high active frame count makes it strong for oki); leads into much stronger combos on counter-hit
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes Long-range hitconfirmable poke with a great hitbox; special/DR cancel is delayed until after 3rd active frame
Standing Light Kick
5LK5L
Notes Good range for a light normal; useful in light confirms, punishes, and neutral buffers; DR cancel is delayed until after active frames
Standing Medium Kick
5MK5M
Notes Forces stand (important for 214LK in combos and whiff punishes); high active frame count and good hitbox for counterpoking and for meaty pressure; only 15f to hitconfirm TC cancel without CH/PC/DR
Standing Heavy Kick
5HK5H
Cancel -
Notes 2 hits; 1st hit forces stand (important for combos); both the 2nd hit and the farthest-reaching hitbox of 1st hit whiff on crouching opponents unless they extend a vertical hurtbox; if 1st hit is stand blocked, both hits will connect on block; 1f extra recovery when 2nd hit whiffs; Counter-hit/Punish Counter advantage carries through both hits; great punish starter since scaling doesn't apply; both hits put airborne opponents into limited juggle state
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; Akuma's best light normal for combos due to 5LK link and 5MK counter-hit link; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 2f extra recovery on whiff; excellent button for combos, midscreen buffers, and Drive Rush pressure (more rewarding than 5MP); topmost hurtbox on frames 1-8 is vulnerable only to aerial strikes (preventing its use as an anti-air); extends a wider hurtbox until the end of recovery
Crouching Heavy Punch
2HP2H
Notes Forces stand (important combo/punish tool for 214LK); head/arm hurtbox is anti-air invuln while active on frames 8-15; good anti-air for vertical approaches but cannot hit cross-up (anti-air hitbox takes ~11f to come out, making it slower than average); only cancelable on active frames 1-3 with 1f extra hitstun on these frames
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK
Crouching Medium Kick
2MK2M
Notes Extends a wide hurtbox 3f before startup and during recovery; special/DR cancel is delayed until after active frames; DI cancel can occur on 1st active frame
Low Cutter
2HK2H
Notes 6f extra recovery on block; good range and hitbox priority; has some juggle potential (no Hard Knockdown when juggled into); KD +37 when juggled into (like after 214LK); on block, always plays out a fixed 29f recovery (cannot be made safer with meaty timing)
Bone Crusher Axe Kick
5MK~HK5MK~H
Notes Safe overhead Target Combo that's great for chipping Drive gauge; puts airborne opponents into limited juggle OTG state (can be used in juggles where 5MK connects, like wallsplat or DR~5MK routes); interruptible 5f gap between hits on block (up to 8f at max delay); will not combo on final 2 cancelable frames of 5MK without CH/PC/DR starter making it very difficult to hitconfirm
Viscera Piercer
5MP~MP5MP~M
Notes Important combo/hitconfirm tool; always a true blockstring from 5MP
Rago High Kick
4HK4H
Notes Puts opponents into limited juggle state (free juggle if used out of Drive Rush); upper body and kicking leg is anti-air invuln while active (frames 12-16); unreliable anti-air due to slow startup and extended vertical hurtbox before the invuln starts; being a cancelable launcher allows Akuma to juggle into Demon Raid follow-ups or charged fireballs
Ashura Senku (Backward)
4KKK
Notes Cannot be canceled into; travels back ~1/2 screen; no collision box on frames 15-37; no invincibility whatsoever; counter-hit state for entire duration; Distance: 2.128
Oboro Throw
6KKK~LPLK6KKK~LPL
Notes Total startup 31-45f depending on input timing; can be activated even after passing through opponent; 1.076 Range does not including 6KKK travel distance (maximum total range of 3.697)
Skull Splitter
6MP6M
Notes 2-hits; fast overhead with excellent reward (5MK) when used out of Drive Rush; if blocked, Akuma is out of throw range (can frame trap with CH 2LP into 5MK to punish reversal 4f jabs); 2nd hit is no longer an overhead if the first hit connects
Kikoku
6HP6H
Cancel TC
Notes Solid poke with easy hitconfirm timing; TC follow-up is always a true blockstring even at max delay; more damaging than 5HK when used mid-combo due to lack of damage scaling; useful out of Drive Rush for long-range oki (e.g. after midscreen throw); extends a wider hurtbox until the end of recovery
Kikoku Combination 1
6HP~6HP6HP~6H
Notes 3f extra recovery on block; always a true blockstring even at max delay; puts opponent into limited juggle state; can finish with HK ender midscreen or 623MP in the corner; stronger extensions possible on a higher juggle (like Wallsplat into 2HK or any Super); easily hitconfirmable combo extension
Kikoku Combination 2
6HP~6HP~HK6HP~6HP~H
Notes () refers to scaled damage after 6HP~6HP combo starter; always a true blockstring even at max delay; puts opponent into limited juggle state; useful midscreen ender (623MP is stronger after a corner 6HP~6HP launch)
Resso Snap Kick
6MK6M
Notes 3f extra recovery on block, 4f extra recovery on whiff; whiffed version extends a wider hurtbox during recovery; long-range poke with great hitbox priority; good whiff punish tool that allows a link to 2HK from closer ranges, or into SA2 from around Akuma's 2MK range; safe from all reversal 4f normal even at point blank (except Zangief 2LK, which gets no follow-up)
Ashura Senku (Forward)
6KKK
Cancel Sp*
Notes Cannot be canceled into; no collision box on frames 17-35 (can pass through opponent); no invincibility whatsoever, but passing through opponent may cause attack hitbox to whiff; counter-hit state for entire duration; frames 24-38 are cancelable into Oboro Throw follow-up; Distance: 3.663
Jumping Light Punch
j.LPj.L
Notes Fast air-to-air; can be used as a fuzzy instant overhead
Jumping Medium Punch
j.MPj.M
Cancel Sp SA1
Notes Puts airborne opponents into limited juggle state but no juggle potential on its own; lenient cancel window to juggle into j.214K/j.236P/Air SA1; lower body projectile invuln 8-23f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good hitbox priority for air approaches; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Most horizontal range of Akuma's air normals; lower body projectile invuln 12-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Zanku Hadoken
j.236P
Notes Forward Jump only on airborne frame 9-33; 1-hit projectile; dissipates if Akuma is hit; button strength determines fireball trajectory (LP ~35 degrees / MP ~45 degrees, HP ~50 degrees); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately -5 oB vs. tall characters, -3 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
Tenmaku Blade Kick
j.2MKj.2M
Notes Forward Jump only; 6f extra landing recovery on whiff; great tool for mixing up jump timings, especially against characters that rely on non-invincible anti-airs; much stronger hurtbox compared to other divekicks; cannot hit cross-up; all landing recovery after the first 2 frames has a crouch-sized hurtbox, and the final recovery frame is in a crouching state; kicking leg is projectile invuln on frame 14 until landing
Aerial Tatsumaki Zanku-Kyaku
j.214K
Notes During forward jump only; can hit cross-up but does not hit overhead; puts opponent into limited juggle state; KD and block advantage depends on how high it connects; 4f less blockstun on cross-up version; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land
Double Zanku Hadoken
j.214PP
Notes Shin Akuma only (Back Taunt~Down Taunt); forward Jump only on airborne frame 9-33; throws 2 consecutive 1-hit fireballs (2nd fireball travels faster and farther); dissipates if Akuma is hit; fireballs travel downward at ~45 degree angle; on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); advantage varies significantly depending on timing/spacing/angle (at worst, approximately +5 oB vs. tall characters, +7 oB vs. standard characters, and unsafe on Perfect Parry; always enough hit advantage to link); foot hurtbox is projectile invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
j.236PP
Notes Forward/Neutral Jump only on airborne frame 9-33; 3-hit OD projectile; dissipates if Akuma is hit; creates stationary projectile on frames 6-20, then shoots downward at ~50 degree angle (this projectile will only have 2 hits if the initial hitbox collided with opponent); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); puts grounded opponents into limited juggle state; advantage varies significantly depending on timing/spacing/angle (at worst, approximately -3 oB vs. tall characters, -1 oB vs. standard characters, but +1~3 if all hits Perfect Parried); foot hurtbox is projectile invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
Gou Hadoken
236HP236H
Cancel SA3
Notes 1-hit projectile; fastest movement speed and startup but slowest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 14~
Gou Hadoken Lv.3
236[P]
Notes 4-hit projectile; 5f extra recovery if projectile does not make contact within the first 21 active frames; projectile speed depends on button strength; button must be held 49f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 13~
Demon Raid
236K
Notes Button strength determines trajectory (LK short, MK mid, HK far); counter-hit state for entire duration; cancelable into follow-ups on frames 18-40; on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down)
Demon Blade Kick
236K~K
Notes 5f extra recovery on whiff; button strength determines angle (LK short, MK mid, HK far); puts airborne opponents into limited juggle state (or maintains juggle state if used mid-combo); extends a large projectile invincible hurtbox on frame 11 until landing (making the divekick easier to anti-air while still being useful for avoiding fireballs)
Demon Guillotine
236K~P
Notes Overhead with many active frames, making it good for meaty pressure; strong hitbox and mid-air pause makes it more difficult to anti-air; cannot hit cross-up; frames 4-8 of landing recovery have a crouch-sized hurtbox (but still standing)
Demon Low Slash
236K~No Input
Notes 4f extra recovery on whiff; recovery is in a crouching state until the final frame (final 5f on whiff); causes Akuma to auto-correct if Demon Raid crosses up; can be spaced for better frame advantage
236KK
Notes Tracks opponent's location regardless of distance; counter-hit state for entire duration; cancelable into follow-ups on frames 16-40 (16-38 for Fireball/Tatsu and Air SA1 follow-ups); on frame 41, automatically transitions to Demon Low Slash (or Demon Swoop if holding Down)
Demon Gou Rasen
236KK~j.214K
Notes Can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; cannot hit cross-up or against grounded opponents; stops Akuma's air momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state; KD advantage depends on how high it connects (useful after 4HK launch, allowing most juggle enders to combo); Akuma is in a crouching state on frames 4-10 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land
Demon Gou Zanku
236KK~j.236P
Notes 3-hit OD projectile; can be input on frame 16-38 of 236KK (unless Gou Hadoken is on-screen); does not consume additional Drive gauge; dissipates if Akuma is hit; creates stationary projectile on frames 6-20, then shoots downward at ~50 degree angle (this projectile will only have 2 hits if the initial hitbox collided with opponent); on hit only, landing recovery after 2f is cancelable into any action except walking/jumping; projectile hitbox is considered an airborne attack (can be avoided with anti-air invuln moves); puts airborne opponents into free juggle state (or maintains existing juggle state); puts grounded opponents into limited juggle state; advantage varies significantly depending on timing/spacing/angle; foot hurtbox is projectile invuln 1f~land
236LP236L
Notes 1-hit projectile; slowest movement speed and startup but fastest recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 16~ and on arms (projectile invuln) from frame 18~
236MP236M
Notes 1-hit projectile; middle ground for startup, movement speed, and recovery; can hold button to charge fireball to a higher level for more hits (25f for Lv.2, 49f for Lv.3); puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 14~ and on arms (projectile invuln) from frame 16~
236PP
Cancel SA2 SA3
Notes 2-hit OD projectile; holding buttons for 24f gives the fully charged 3-hit version; holding button 9-23f extends the startup while still giving uncharged version; projectile hitbox comes out 4f after button release; puts airborne opponents into limited juggle state; slight hurtbox extension on legs from frame 12~ and on arms (projectile invuln) from frame 16~
OD Gou Hadoken Lv.2
236[PP]
Notes 4-hit OD projectile; 5f extra recovery if projectile does not make contact within the first 21 active frames; buttons must be held 24f to perform full charge; puts opponents into limited juggle state; extended arm hurtbox is projectile invuln while charging; has an extended leg hurtbox on frames 10~
Gou Shoryuken
623HP623H
Notes Puts opponent into limited juggle state; 3f worse on block and 100 less chip damage vs. crouching; cannot hit cross-up; only the first active frame can cancel into SA3; higher juggle limit on active frame 7~
623LP623L
Notes Puts opponent into limited juggle state; 300 less damage and higher juggle limit on active frames 4-10; cannot hit cross-up; only the first active frame can cancel into SA3
623MP623M
Notes Puts opponent into limited juggle state; cannot hit cross-up; only the first active frame can cancel into SA3
623PP
Notes Can only hit twice vs. grounded opponents (will not break DI armor); cannot hit cross-up; transitions to follow-up slam on hit if either of the first 2 hits connect (active frames 1-4); if only 3rd hit connects, does not perform the slam and does only 300 damage; recovery/total refers to whiff/block version
Tatsumaki Zanku-Kyaku
214HK214H
Notes 6f extra recovery on block/whiff; can hit crouching opponents; upward angle, primarily used as a juggle ender for damage and corner carry
Adamant Flame
214HP214H
Notes 2f extra recovery on whiff; extra advantage on Punish Counter (+12) makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-18 (can make low attacks whiff); has more pushback on block vs. Burnout
Adamant Flame Follow-Up
214HP~6P
Notes Cannot come out on whiff; true blockstring from 214HP even at max delay; puts opponents into limited juggle state with follow-up juggles possible in the corner
214KK
Notes Whiffs on crouching opponents; if 1st hit is stand blocked, opponent can crouch block after 2nd hit resulting in much worse disadvantage; cannot hit cross-up; puts opponent into limited juggle state (combos into 623LP/MP/PP); performs final kick on hit only
214LK214L
Notes 6f extra recovery on block/whiff; whiffs on crouching opponents (for consistency, cancel from 5MK or 2HP); cannot hit cross-up; puts opponent into limited juggle state; allows juggle into 623P (close range), 2HK (safe jump setup), or any Super
214LP214L
Notes 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-12 (can make low attacks whiff); only version of 214P that can combo from 2LP/5LK
214LP~6P
Notes 4f extra recovery on block; cannot come out on whiff; true blockstring from 214LP even at max delay; keeps opponent grounded for strike/throw mixup (requires microwalk if midscreen)
214MK214M
Notes 2 hits; whiffs on crouching opponents; cannot hit cross-up; puts opponent into limited juggle state (follow-up requires higher juggle connect, like after wallsplat); 2nd hit has 3f worse KD advantage; -28 oB refers to fuzzy guard scenario where 1st hit can connect vs. crouch block
214MP214M
Notes 3f extra recovery on whiff; extra advantage on Punish Counter (+10) makes it a strong shimmy tool; 6P follow-up is a true blockstring even at max delay; can be spaced in neutral for +1f better advantage (very precise); foot hurtbox is pulled back on frames 6-15 (can make low attacks whiff)
214MP~6P
Notes Cannot come out on whiff; true blockstring from 214MP even at max delay; puts opponents into limited juggle state
214PP
Notes Can be spaced in neutral for +2f better advantage (very precise); grounded Punish Counter crumple is +16 before opponent becomes airborne; foot hurtbox is pulled back on frames 6-14 (can make low attacks whiff); combos from Punish Counter 5LK/2LP; 2f slower startup when canceled from 2MK to prevent it from comboing naturally
214PP~6P
Notes () refers to scaled damage from 214PP combo starter; 6f extra recovery on block; cannot come out on whiff; true blockstring from 214PP even at max delay; sends opponent to the edge of the screen for a wallsplat unless SA2 wallsplat occurred earlier in the combo (much less KD advantage, around +26~33); grounded wallsplat puts opponent into free juggle state (limited juggle state vs. airborne); allows a follow-up juggle if near the corner; KD advantage varies significantly depending on distance from corner
j.214KK
Notes During forward jump only; cannot hit cross-up or against grounded opponents; stops Akuma's jump momentum; performs final kick on hit only, which slams opponent down into a limited juggle OTG state (combos into 623LP/MP/PP on lower connect, but more lenient after high connect like j.MP > j.214KK); KD advantage depends on how high it connects; Akuma is in a crouching state on frames 4-16 of landing recovery; lower foot/leg hurtbox is projectile invuln 1f~land
Shun Goku Satsu (CA)
LP~LP~6LK~HPLP~LP~6LK~H
Notes Available at 25% HP or below; cinematic time regenerates ~2.3 Drive bars for Akuma; command grab that can be comboed into on grounded opponents; entire startup happens before the Super freeze, making the grab inescapable if the opponent is within throw range; very short range makes it unable to punish most -6 attacks; Range does not include travel distance (max total distance 2.927); generally impractical as a fireball counter due to the slow travel speed and input requirement (unless opponent has a much slower fireball recovery, or a chargeable fireball that can easily be reacted to)
Messatsu Gohado
236236P
Notes 5-hit Super projectile; projectile speed is not affected by button strength; can be used while OD projectiles are on-screen; slower startup allows opponents (except Dhalsim/Lily/Zangief) to avoid with a jump after the screen freeze
Empyrean’s End
214214P
Notes Sends the opponent tumbling ~1/3 screen; causes wallsplat near corner (unless 214PP~6P wallsplat occurred earlier in the combo); the cinematic resets the opponent's juggle counter, allowing a follow-up wallsplat juggle regardless of previous juggle state; wallsplat is similar to Drive Impact, allowing moves to juggle that normally would not be possible; close-range opponent cannot jump away after the Super freeze to avoid chip damage