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9 Best Super Arts In Street Fighter 6

by Uneeb Khan

Because Street Fighter 6 has so many characters, players will be able to try out each super art to see which one is the best overall.

People could only be amazed for so long by fireballs and spinning kicks in fighting games. They needed something flashier, like a big do-or-die move that could do a lot of damage if it hit, but put the player at a disadvantage if they missed or used it too much. They became super moves, and the balance between risk and reward has changed based on the character, the game, and even the whole series.

In Street Fighter 3: Third Strike, Chun-Li won with her Hoyokusen kick super, while Remy’s Blue Nocturne was useless. So far, Street Fighter 6 has done a better job of making sure that every character has a good set of Super Arts. Still, some of them put on a better show than others. This list ranks the best Super Arts in Street Fighter 6 by how useful they are.

Dhalsim: Yoga Sunburst

Best SF6 Super Arts- Dhalsim Yoga Sunburst

In Street Fighter 5, Oro may have been left behind, but Dhalsim’s super fills his place. Like Oro’s Yagyou Dama, the Yoga Sunburst is a slow fireball that is meant to stop the opponent from moving and make them easier to chain. But it’s not exactly the same. The biggest change is that the Sunburst doesn’t float around the stage. It just tilts up and then tilts down.

But by default, it’s a much bigger explosion. Then it can be charged up to make it bigger and harder to avoid for the opponent. They’ll be stuck at the end of the stage, which is exactly where Dhalsim wants them to be because his weapons can break through their defenses just in time for the Sunburst to hurt them. It takes some work to set up, but it’s worth it when everything works.

Jamie: The Devil’s Song

Best SF6 Super Arts- Jamie Devil's Song

Here, you could put any of Jamie’s supers. Breakin’ is a quick, hard-to-read super kick that can fill up Jamie’s drink meter if the player presses and keeps the button. Then, his Getsuga Saihou automatically throws the opponent into the air, which can lead to juggling attacks. Even though it doesn’t do that when Jamie’s health is low, it can make up for that with the extra damage it does in Critical mode.

Still, players shouldn’t take The Devil’s Song for granted. At first glance, it looks like a simple install super that fills up Jamie’s drink meter to the max. But for skilled players, it gives Jamie’s full set of moves right away. They don’t have to slowly get better at one skill at a time. They can go right into surprising the opponent and putting them under pressure. But it only works for one round, so you have to use it carefully.

Ken: Dragonlash Flame

Best SF6 Super Arts- Ken Dragonlash Flame

Even though Street Fighter 6 made Ken sad, he is still one of the more popular Shotos to play. His simple rushdown version of Ansatsuken is less skilled than Ryu’s, but he can take hits better than Akuma. So, players will probably have a lot of chances to use his Shippu Jinrai Kyaku and Shinryu Reppa to defeat opponents.

Dragonlash Flame, his Level 1 super, is a smaller version of his Guren Senpukyaku Ultra Combo from Super Street Fighter 4. Both were fire kicks that spun around and sent their opponents to the other side of the screen. Even though the Dragonlash isn’t as strong, it has more uses because it can’t be hurt when it first starts up. If it’s done at the right time, it will go through the opponent’s hits and knock them out.

Marisa: Goddess Of The Hunt

Best SF6 Super Arts- Marisa Goddess of the Hunt

Marisa is frightening, and not just because she is as big as a house. She is actually one of the faster characters with a big body, and her moves have a good range. Her Javelin of Marisa can block attacks and hit people who think they can get away by backdashing. Then, her Meteorite’s anti-air and overhead qualities can punish enemies who jump or turtling.

Her Level 3 ability, “Goddess of the Hunt,” really hurts. It doesn’t go as far as the Javelin, but it can still hit an opponent even if they hit you or throw something at you. When that happens, they’ll be at her whim. If its normal or Critical power isn’t enough to kill her opponents, they’ll be stuck in the corner, ready for more pain.

Luke: Pale Rider

Best SF6 Super Arts- Luke Pale Rider

Even though Luke is shown on the box art as the face of SF6, he is not nearly as interesting as the other new characters. He’s not as cool as Jamie, as stylish as Manon, or as graceful as Kimberly. But his core beliefs are stronger than those of those figures. You don’t need drinks, awards, or power-ups for your Walkman. Just normals, specials, and super arts that are strong.

Vulcan Blast can beat other fighters in projectile battles, and Eraser locks them into a combo of swinging hands. For mounted hits in Pale Rider, he has to tackle the opponent, which doesn’t sound as fancy. But it can end combos with a lot of damage, especially in Critical mode. It also starts out unbeatable, so it can punish other players with fireballs and other moves that go wrong.

Kimberly: Bushin Scramble

Best SF6 Super Arts- Kimberly Bushin Scramble

Big tanks like Marisa or Zangief will beat fast characters in a test of power. They might even find it hard to fight Luke and others like him with fire. But they can move quickly all over the stage and hit their opponents with moves that are too fast for them to successfully defend against. Single hits might not make a big difference in their life bar, but when they add up, it becomes a problem.

This is especially true for Kimberly, whose style of ninjitsu is all about avoiding their opponent’s hits and then getting closer to them when they’re weak. The best super in this case is the Bushin Scramble, which can divebomb past bullets and can be used in the air or on the ground to catch enemies at an angle. You can also end juggling routines with a flourish.

Cammy: Killer Bee Spin

Best SF6 Super Arts- Cammy Killer Bee Spin

Dive strikes can be good or bad for people who play fighting games. Their power in the hands of Yun, Yang, and Rufus made them a meme that led to the creation of the joke character Divekick. When it’s tied to a super and can’t be used through a meter, it’s safer. But the Bushin Scramble shows that it can still make opponents work hard. The same is true for Cammy’s Killer Bee Spin, whose sharp flying kick can surprise her opponents.

It can also be used from moves that happen on the ground, so players don’t have to be in the air to do it. It’s not just about making a reference to Street Fighter 2: The Animated Movie. Just remember that this famous choke hold only works on opponents who are on the ground. Clashes in the air won’t kill as many people.

JP: Interdiction

Best SF6 Super Arts- JP Interdiction

The new person with Psycho Power in SF6 is hard to understand. He counts on traps and explosives to keep the other player at the far end of the screen. Before putting spikes, shadow clones, etc. into their routines, players have to know what each button does. He needs to use smart strategies, and his Chornobog and Lovushka supers can help him do that.

Still, players are probably better off waiting until their super meter is full before using it. Then they can use Interdiction on the other player. It is a full-screen throw that pierces the enemy from the inside with spikes, so it will hit anyone who is still standing on the ground. If the move wasn’t fast enough, opponents could jump to avoid it. If they don’t have faster reactions or are already in the air, they will be grabbed.

Guile: Sonic Hurricane

Best SF6 Super Arts- Guile Sonic Hurricane

How do Geometry Dash Subzero players win against Interdiction? By being rude to JP. If they rush him down, counter his moves with their own on reaction, or catch him on wakeup, he won’t have time to use most of his tools, let alone his big supers. With the right play, Ken, Kimberly, Juri, and others like them could stop him. But Guile can kill him and other people just as well from close and mid-range.

His normal strikes are long enough to close the gap and lead into the Sonic Hurricane. It’s a Level 1 super, but it’s powerful enough to cut through multiple bullets. Whether he is blocking or attacking, Guile can break it out. It’s also good for getting opponents when they wake up, and its angled version can now catch opponents who are in the air. Guile’s big Ultra Combo move used to be made better by making it less powerful.

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