Episode 479: The Three Best and Worst Super Arts in Street Fighter 6 (So Far)

Hiya!

I was so hoping for Terry Bogard to be available in Street Fighter 6 by now. Unfortunately, it seems like Capcom is holding off from releasing him for now as he’s most likely going to come out with some balance changes to the rest of the cast as well as adding a couple of new modes. No doubt they’re trying to fine tune things to make sure nothing gets broken with the update.

Still, I have a lot of Street Fighter 6 on the mind because of Terry’s impending release. So, while I wait, I might as well give you my thoughts on the best and worst Super Arts in Street Fighter 6. Although I’m no way a Master ranked player with any of the roster, I do generally have a good idea on who has good Super Arts or trash Super Arts. While they all have their uses, you will definitely see some Super Arts used more than others for various reasons. It may be how easy they are to combo into or works well with a character’s toolkit. Whatever the reason, some of them are more useful than others.

So, let’s go check out the best and worst Super Arts in Street Fighter 6! I’m going to be going through the gamut and specifying them based on their level as some characters may have a really awesome Level 1 Super Art but a rather crappy Level 2. Also, this is just for the current cast as of now, obviously. Anyway, let’s go to the list!

Best Level 1 Super Art: Ken‘s Dragonlash Flame

In all honesty, all of Ken’s Super Arts are very good because of how well he can easily tack them on at the end of most of his combos. This is not why I say Ken’s Dragonlash Flame is the best Level 1 Super Art in Street Fighter 6, however. There are some other fantastic Level 1 Super Arts, such as Cammy’s Spin Drive Smasher which has more range and has incredible corner carry, which were really strong contenders here. The thing that makes Ken edge all of them out is the fact his Dragonlash Flame is one of the only Super Arts which can switch sides with the opponent.

This might not seem like a big deal but, if Ken is in the corner himself and he uses this as a reversal, then it’s his opponent’s turn with his back to the wall. This also makes it a great option even if Ken has 2 Super Arts bars stocked as he can choose whether he uses this or his Level 2 Super Art, the Shippu Jinrai Kyaku. If he’s trying to push the opponent to the corner, Ken can use the Level 2. If he wants to switch sides, he uses the Level 1.

The only other Level 1 Super Art which can switch sides is Manon‘s Arabesque. While it has the same property of switching sides, it doesn’t have the same utility as Manon can’t really combo into it as easily as Ken can with the Dragonlash Flame. The only real Level 1 Super Art which may be more useful might be the aforementioned Spin Dive Smasher Cammy has. However, I do feel the ability to switch sides comes off as more useful.

Worst Level 1 Super Art: Zangief‘s Aerial Russian Slam

A great Level 1 Super Art can be kind of like a Swiss Army knife as it can have many uses. A really terrible Level 1 Super Art is highly specific and can only be used effectively in very specific cases. Zangief’s Aerial Russian Slam is definitely the latter. Unlike the others, Zangief’s Level 1 Super Art can only be used against airborne opponents. That’s it! In other words, if the opponent refuses to leave the ground, the only way you can land this move is if you can launch them in the air. It can be done but only with things like a Punish Counter with his standing heavy kick. Good luck with that!

The Aerial Russian Slam also has a couple of other glaring problems. It has 11 startup frames, meaning you can’t really use it as a reversal against jump ins if Zangief is getting up off the ground. It’s hitbox isn’t that great, leading to Zangief flying under crossups attacks. It’s only real saving grace is, if the Zangief player is doing his job, his opponent would try to jump away when the Russian wrestler gets in too close in fear of eating a Spinning Piledriver. This is absolutely the time to protect the Russian skies when they try to jump away.

Some would say Dee Jay‘s The Greatest Sobat might be the weakest Level 1 as it’s the only one which doesn’t have any kind of invincibility frames to it and it can be difficult to combo into. However, The Greatest Sobat isn’t supposed to be a combo ender. It’s supposed to be a combo starter after a Punish Counter! It will cause a crumple state when used as a Punish Counter, allowing Dee Jay to Drive Rush in with any of his long combo strings.

Best Level 2 Super Art: Rashid‘s Ysaar

The Level 2 Super Arts are rather unique for some Street Fighter 6 characters. While some do straight up damage, others will give the character some kind of buff to give them a new move or enhance themselves with some kind of gimmick. Rashid’s Ysaar does both! This Level 2 has him tossing out a slow moving whirlwind at his opponent. Not only can it beat out virtually all projectiles, it’s so tall that Rashid’s opponents can’t just over it! The only way to beat it is to use some kind of projectile invincible move like M. Bison’s OD Psycho Crusher or most Level 3 Super Arts.

It doesn’t stop there as Rashid can use the Ysaar’s wind to buff some of his special attacks, such as his Spinning Mixer and Eagle Spike. The Ysaar can also be kicked into his opponent at high speed if Rashid hits it with his Arabian Sky High. Is it any wonder why you rarely see Rashid’s Level 3 Super Art as most of them are dumping their Super Art meter into this?

The only Level 2 Super Art that comes close to Rashid’s Ysaar’s utility is Ed‘s Psycho Cannon as, timing the right moves while the ball is on screen after hitting an OD version of his Psycho Blitz, Ed players can combo their opponents from one corner to the other. It also is virtually indestructible to other projectiles aside from, you guessed it, Rashid’s Ysaar as the latter has one more hit, meaning it’ll break through the Psycho Cannon and still keep on going for one more attack.

Worst Level 2 Super Art: Cammy‘s Killer Bee Spin

I really wanted to love Cammy’s Killer Bee Spin. It’s a reference to the Street Fighter anime film. It’s one of the most cool looking Level 2 Super Arts and it has two versions! If you activate the Killer Bee Spin on the ground, it’ll go into the neckbreaker throw animation for massive damage. If done while jumping, Cammy will do a multi-hitting version of her Cannon Strike which will juggle the opponent into the air. She can then do a juggle combo to extend the damage.

Sounds awesome, right? Well, there are a couple of issues with the Killer Bee Spin. One of which is you have to air the move. How far it moves forward is dependent on which punch button you use, meaning you can undershoot or overshoot the attack! It’s also not as useful as Cammy’s Level 1 Super Art, the Spin Drive Smasher, as it doesn’t have any corner carry. It might me more advisable to just have 2 Spin Dive Smashers in reserve rather than burning the meter for a single Killer Bee Spin.

Jamie‘s The Devil’s Song Level 2 Super Art is also pretty bad. While it does instantly get him up to 4 drinks, the effect is only temporary. Also, a really good Jamie player would find ways to sneak in drinks during the match anyway. The Devil’s Song does have its uses as it can be used as a combo extender as, after the drinking animation is done, Jamie can still continue the combo afterwards. It’s also might be a good idea to burn through 2 meters after knocking down the opponent to keep the pressure on, especially if the timer is running out.

Best Level 3 Super Art/Critical Art: Marisa‘s Goddess of the Hunt

It was hard to select the best Level 3 Super Art and Critical Art of Street Fighter 6. All of them have their uses and their all invincible during startup, making them the ultimate wake up tool. However, in the end, I would have to go with mommy Marisa’s Goddess of the Hunt. While most of the roster have combos which can end in their Level 3 Super Art/Critical Art, Marisa’s already high damage output and combo setups makes hers particularly more deadly.

There is one other additional property which makes Goddess of the Hunt scary. It automatically sends the opponent to the corner. This allows Marisa to instantly force her opponent’s back to the wall with just one move! So, even if you use this early in the round, it’s still useful as you put the person you’re fighting trying to find a way out of the corner while you can concentrate on controlling their escape.

The only other Level 3 Super Art or Critical Art which may almost be as good would be Cammy’s Delta Red Assault. Not only is it easy to combo into thanks to Cammy’s ability to combo into it, it also can be used as a really good anti-projectile attack as it’s completely invincible and travels almost the entire length of the screen. While Marisa’s Goddess of the Hunt doesn’t move as far, the mere fact it sends the opponent to the wall in an instant edges it out.

Worst Level 3 Super Art/Critical Art: Lily‘s Raging Typhoon

While I do say all Level 3 Super Arts/Critical Arts are really good, there are a couple who just aren’t as good as the others. In my opinion, Lily got the short end of the stick when it comes to this. While her Raging Typhoon is normally the 2nd most damaging Level 3 Super Art/Critical Art in Street Fighter 6, it has a couple of limiting factors. For one, it’s not like Zangief’s Bolshoi Storm Buster as it’s not an instantaneous command grab. The opponent can jump after they see the cutscene animation as long as they weren’t doing anything. This means you cannot surprise anyone with it as the game itself will give the opponent more than enough time to react to the starting animation.

Additionally, Lily doesn’t have a lot of specials which can combo into it. The only one would actually be the medium version of her Condor Wind. She can link into the Raging Typhoon from most of her heavy punch attacks but having that little buffer of adding just a smidge more damage from a special attack would have benefitted her.

Once again, Manon has a Super Art which is close to being the worse. In this case, that would be her Pas de Deux, another Super Art/Critical Art command grab opponents can jump out of. However, there are a few things which does make it better than Lily’s Raging Typhoon. For one, Manon has some really good combo routes into it and she can pop them into the air, snatch them as their landing with her Renverse hit grab to link into Pas de Deux. Additionally, the damage it does increases depending on Manon’s Medal level. At 5 levels, a Pas de Deux Critical Art does a whopping 5100 points of damage, edging out Lily’s Raging Typhoon Critical Art by 100 points. Sure, Manon would have to work hard for it but, then again, that’s part of the life of a Manon main, right?

Byee!

Who do you think has the best and worst Super Arts in Street Fighter 6 right now? Let me know in the comments section below!

One thought on “Episode 479: The Three Best and Worst Super Arts in Street Fighter 6 (So Far)

  1. Pingback: Episode 617: Three Buff and Three Nerf Suggestions for Street Fighter 6’s Season 3 | 3rd World Geeks

Leave a comment