Street Fighter 6 · Combo Cheat Sheet
AKUMA
Facing right. Cancels shown as >X.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
LP MP HPPunches (round)
LK MK HKKicks (square)
PP KKOD, 2 Drive bars
PC CHPunish counter / counter hit
DR DRC DIDrive Rush / cancel / Impact
LP MP HPLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Gou Hadoken | ↓↘→ P | 1-hit projectile |
| Zanku Hadoken | ↓↘→ P (air) | 1-hit projectile |
| Gou Shoryuken | →↓↘ P | Invincible to airborne strikes on frames 1-8 |
| Adamant Flame | ↓↙← P | Gains extra frame advantage on a grounded Punish Counter (+12) as well as doi… |
| Tatsumaki Zanku-kyaku | ↓↙← K | Airborne on frames 8-72 (Forced Knockdown state) |
| Demon Raid | ↓↘→ K | Airborne on frames 7-45 (Forced Knockdown state) |
| Ashura Senku (backward) | ← KKK | Distance travelled back: 2.128 |
| Messatsu Gohado | ↓↘→↓↘→ P | Strike and Throw invincible on frames 1-14 |
| Tenma Gozanku | ↓↘→↓↘→ K (air) | No form of invincibility on start-up, but is projectile invincible on his leg… |
| Empyrean's End | ↓↙←↓↙← P | Fully invincible on frames 1-11 |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LP, ↓LK, ↓LP >X ↓↙←LP >X →P | 1340 | 0 / 0 | 3 piece light conversion. Leaves you +3 point-blank |
| LP, ↓LK, ↓LP >X →↓↘HP | 1570 | 0 / 0 | 3 piece light conversion |
| LP, LP, LP >X →↓↘HP | 1650 | 0 / 0 | Just worth noting that Akuma's jabs are good enough to give a 3 hit light standing or crouching |
| ↓LP, ↓LP, ↓LP >X →↓↘HP | 1650 | 0 / 0 | – |
| ↓LK, ↓LP >X ↓↙←HK | 1560 | 0 / 0 | qcb+hk whiffs after 3 lights, but works after two. |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LP (PC), ↓HP >X ↓↙←LK, ↓HK | 1950 | 0 / 0 | Point blank 4f punish. |
| ↓LP (PC), HP >X ↓↙←HP >X →P | 1990 | 0 / 0 | Tip range 4f punish. |
| ↓MP (PC), ↓HK | 1620 | 0 / 0 | Tip range 6f punish. |
| ↓MP, ↓HP >X ↓↙←LK, ↓HK | 2640 | 0 / 0 | Close range 6f punish. |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LK, ↓LP, ↓LP >X DRC ~ ↓LP, ↓HP >X ↓↙←LK, →↓↘HP | 1640 | 3 / 0 | – |
| ↓MK >X DRC ~ MP, ↓HP >X ↓↙←LK, →↓↘HP | 2255 | 3 / 0 | – |
| HP >X DRC ~ →HP, ↓HP >X ↓↙←LK, →↓↘HP | 3076 | 3 / 0 | – |
| LP >X DRC ~ LP | – | 3 / 0 | 4f max. 5f gap |
| ↓LP >X DRC ~ ↓LP | – | 3 / 0 | 4f max. 5f gap |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LP, ↓LP, LK >X ↓↙←LK, →↓↘HP | 1710 | 0 / 0 | Corner only. Standing only. |
| ↓LP, ↓LP, LK >X ↓↙←LK, ↓↙←HK | 1750 | 0 / 0 | Corner only. Standing only. |
| HK, MK >X ↓↙←LK, ↓↙←HK | 2940 | 0 / 0 | Conversion off of st. hk. Corner only. |
| DI (crush), MK >X HK, ↓↙←↓↙←P, ←HK >X ↓↘→HK >X K, ↓↙←HK | 3040 | 1 / 2 | – |
Practice First
- LP, ↓LK, ↓LP >X ↓↙←LP >X →P as your everywhere combo.
- LP, ↓LK, ↓LP >X →↓↘HP for a second confirm.
- ↓LP (PC), ↓HP >X ↓↙←LK, ↓HK after blocking a punishable move.
- ↓LK, ↓LP, ↓LP >X DRC ~ ↓LP, ↓HP >X ↓↙←LK, →↓↘HP as your Drive Rush route.
- ↓LP, ↓LP, LK >X ↓↙←LK, →↓↘HP once you can reach the corner.
Translated from FAT's Classic routes using FAT's Modern input for each move (manual motions, not assisted). Routes that use a button Modern doesn't have are left out. Damage shown is Classic's; AUTO (assisted) specials deal less.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
L M HLight / Medium / Heavy
SPSpecial button (+ direction)
AUTOAssist button held
AAOD: two attack buttons
AAny attack button
DR DRC DIDrive Rush / cancel / Impact
L M HLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Gou Hadoken | SP / ↓↘→H | 1-hit projectile |
| Zanku Hadoken | SP / ↓↘→A (air) | 1-hit projectile |
| Gou Shoryuken | →SP / →↓↘H | Invincible to airborne strikes on frames 1-8 |
| Adamant Flame | ↘SP | Gains extra frame advantage on a grounded Punish Counter (+12) as well as doi… |
| Tatsumaki Zanku-kyaku | ↓↙←H | Airborne on frames 8-72 (Forced Knockdown state) |
| Demon Raid | ←SP | Airborne on frames 7-45 (Forced Knockdown state) |
| Ashura Senku (backward) | ←LMH | Distance travelled back: 2.128 |
| Messatsu Gohado | SP+H or →SP+H / ↓↘→↓↘→L | Strike and Throw invincible on frames 1-14 |
| Tenma Gozanku | SP+H / ↓↘→↓↘→L (air) | No form of invincibility on start-up, but is projectile invincible on his leg… |
| Empyrean's End | ←SP+H / ↓↙←↓↙←M | Fully invincible on frames 1-11 |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L, ↓L, ↓L >X →↓↘H | 1570 | 0 / 0 | 3 piece light conversion |
| L, L, L >X →↓↘H | 1650 | 0 / 0 | Just worth noting that Akuma's jabs are good enough to give a 3 hit light standing or crouching |
| ↓L, ↓L, ↓L >X →↓↘H | 1650 | 0 / 0 | – |
| ↓L, ↓L >X ↓↙←H | 1560 | 0 / 0 | qcb+hk whiffs after 3 lights, but works after two. |
Punish Counters
No confirmed combos for this section yet.
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓L, ↓L, ↓L >X DRC ~ ↓L, ↓H >X ↓↙←L, →↓↘H | 1640 | 3 / 0 | – |
| ↓M >X DRC ~ AUTO M, ↓H >X ↓↙←L, →↓↘H | 2255 | 3 / 0 | – |
| H >X DRC ~ →H, ↓H >X ↓↙←L, →↓↘H | 3076 | 3 / 0 | – |
| L >X DRC ~ L | – | 3 / 0 | 4f max. 5f gap |
| ↓L >X DRC ~ ↓L | – | 3 / 0 | 4f max. 5f gap |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓L, ↓L, AUTO L >X ↓↙←L, →↓↘H | 1710 | 0 / 0 | Corner only. Standing only. |
| ↓L, ↓L, AUTO L >X ↓↙←L, ↓↙←H | 1750 | 0 / 0 | Corner only. Standing only. |
| AUTO H, M >X ↓↙←L, ↓↙←H | 2940 | 0 / 0 | Conversion off of st. hk. Corner only. |
Practice First
- L, ↓L, ↓L >X →↓↘H as your everywhere combo.
- L, L, L >X →↓↘H for a second confirm.
- ↓L, ↓L, ↓L >X DRC ~ ↓L, ↓H >X ↓↙←L, →↓↘H as your Drive Rush route.
- ↓L, ↓L, AUTO L >X ↓↙←L, →↓↘H once you can reach the corner.