SF6 characters, each with their distinct playstyles and fighting strategies, can be found in Street Fighter 6. But which one is the most suitable for you in light of your present degree of expertise and your preferred class of fighters?
An 18-character launch lineup for Street Fighter 6 is available to players, including Blanka, Cammy, Chun-Li, Dee Jay, Dhalsim, E. Honda, Guile, Jamie, JP, Juri, Ken, Kimberly, Lily, Luke, Manon, Marisa, Ryu, and Zangief. The helpful advice you require to get started is included in our Street Fighter 6 beginner’s guide.
Here, you’ll discover our picks for the finest SF6 characters to play based on your level of expertise and chosen playstyle, as well as the characters’ move lists, helpful attacks, and even some foundational combinations.
SF6 characters: All in one list
Each category is listed briefly below with its corresponding character. Those who wish to enter the conflict straight away might use this as a fast cheat sheet.
Continue reading to learn more about each fighter now playable if you’re interested in a more thorough examination of who each character is and why they fall into the skill and playstyle categories that they do.
The Street Fighter 6 move lists for each character are also included in these thorough descriptions, along with a few sample combinations that anybody may employ to gain an advantage over opponents. So, let’s dive into SF6 characters!
- Blanka
- Cammy
- Chun-Li
- Dee Jay
- Dhalsim
- E. Honda
- Guile
- Jamie
- JP
- Juri
- Ken
- Kimberly
- Lily
- Luke
- Manon
- Marisa
- Ryu
- Zangief
Let’s explore the SF6 characters!
SF6 characters: Blanka
Being cunning and keeping your adversaries on their toes is the name of the game when playing Blanka, staying true to his character. Blanka is capable of swift and unrestricted movement across the screen using a variety of charge and movement strategies.
The centerpiece of Blanka’s strategy is disorienting the opposition, which he excels at doing. He possesses long-ranged normals that make him dangerous at mid-range, but he can also swiftly close the distance and go past an opponent who is being excessively protective thanks to his mobility options.
SF6 characters, his Electric Thunder move is restored and safe on the block despite having a limited range. You may attack first in that scenario and continue your offensive momentum because Blanka has an edge in the Overdrive version on blocks as well.
Effective Attacks:
- The crouching medium kick is one of Blanka’s go-to moves. This low-hitting normal has a good range and may be canceled with a special.
- Coward Crouch (down + 2 punches) – In this unusual strike, Blanka lowers herself to the ground to deflect incoming blows. By just pressing the punch button again, Blanka may follow up from the Coward’s Crouch, striking the target and lifting the opponent into the air, which enables him to conduct his signature juggling combos and cause additional damage.
- One of Blanka’s primary pressure and combo tactics is the rolling attack (hold back, forward, punch). Depending on the power of the button press, he travels varied lengths when using this move, sailing across the screen in a ball. The light form of the rolling attack may be used to mislead the opponent by halting early, allowing Blanka to attempt a cunning mix-up, while the heavy version can be utilized to hurry the opponent down.
Simple Combos:
- Quarter-circle-back kick, quarter-circle-back punch, and Electric Thunder
- Cowardly crouch (down plus two fists), standing hard blow, follow-up blow, light kick (Hold down, up, gentle kick) Up Ball
- Rolling Attack (hold back, forward + medium punch), level 3 super (2x quarter-circle-forward + kick), crouching medium kick, standing light punch, medium punch
SF6 characters: Cammy
Cammy’s playstyle is characterized by her quick movements and far-reaching kick assaults. The goal of this character is to get up in the opponent’s face and leave them no room to breathe. This character is excellent at applying offensive pressure.
Cammy can stop opponents in their tracks with her quick walking and standard assaults. She should use her cunning arsenal of tactics to shut in on and damage her adversaries once she has them doubting themselves.
Her signature Spiral Arrow special move is back and may be employed outside of normal strikes for rapid combinations. It is designed to unleash surprise assaults on the opponent from a distance. Changing up the different versions from different spots on the screen can help Cammy close the gap with safe pressure (if she hits with the tip of it), score stray hits when the opponent isn’t expecting it, or deliver a punishment from a distance. The horizontal distance and speed it travels depend on the strength of the button used.
The option to charge the heavier versions of several special techniques to perform an improved version of them is new to Cammy. Attacks like Spiral Arrow, Cannon Spike, and Hooligan Combination all have this ability, and by strategically employing them, combos and pressure sequences can be more offensively effective.
Effective Attacks:
- Crouching medium kick – A dependable weapon in Cammy’s toolbox. This long-range normal can be specially canceled for hit confirmations and combos, and it’s ideal for striking the opponent with low pokes.
- Quick Spin Knuckle (quarter-circle-back + punch) – This quick, forward-moving blow possesses projectile invincibility on the medium, heavy, and Overdrive versions, making it an excellent weapon for getting through a zoner’s protection. To ensure you receive your punishment, you’ll need to be conscious of where you are on the screen since each form travels at a different speed. However, Cammy may also utilize the light version for a fast chin check in neutral which also brings her closer to the opponent.
- Cannon Spike (forward, down, down-forward + kick): Due to its immunity to leaping strikes, this special move is Cammy’s go-to anti-air move. To get the maximum damage out of it, hit Cannon Spike as soon as the move starts. This move may be utilized to end a badly timed jump-in attempt or as an add-on in juggling combos.
Simple Combos:
- Back + heavy kick, heavy kick, medium punch
- Light crouching kick, light crouching punch, heavy Cannon Spike (forward, down, down-forward + heavy kick), Overdrive Spiral Arrow (quarter-circle-forward + 2x kicks),
- Level 3 super (2x quarter-circle-forward + punch), crouching heavy punch, crouching medium punch
SF6 characters: Chun-Li
Returning to a main Street Fighter entry, Chun-Li encounters what is perhaps her most challenging playstyle yet. Chun’s footsies game is back in full form in SF6 characters, despite the addition of a new stance special move that gives her a variety of new choices.
When Chun gets down to the earth, her usual attacks shift as seen by her Serenity Stream. Players will essentially have to learn to play two characters in one since Chun-Li may switch into a new posture that radically changes how she plays.
Players will be able to change up their attacks while they are in her position by using overheads, rockets, and more. To create opportunities and keep opponents off balance, she can employ techniques outside of her stance, cancel into it, and then unleash one of her many Serenity Stream strikes.
Chun-Li in Street Fighter 6 unquestionably belongs to the advanced category due to his continual need to switch between stances and strong footsies play.
Effective Attacks:
- Standing heavy punch: Chun-Li uses this long-range regular move as one of her primary footsies. Even while this move can’t be specially canceled, when executed properly, it deals a lot of damage and can be challenging for other fighters to handle.
- Crouching medium kick – Chun-Li’s second most potent standard strike. This move may be specially canceled, which makes it effective for applying pressure in neutral. It also confirms into Drive Rush is very effective for longer and more powerful combinations.
- Street Fighter 6’s Tenku Kick (quarter-circle-back + punch – heavy kick) While switching stances with the help of Chun-Li’s Serenity Stream special move is undoubtedly a more sophisticated move, there is one assault here that is noteworthy. Tenku Kick, which Chun-Li uses frequently for her most severe punishments, is a strong kick that follows a back + hard punch combo. It sends the opponent flying into the air.
Simple Combos:
- Hold down, up, and light Spinning Bird Kick (crouching light punch, light punch, light kick)
- Standing medium punches, crouching medium punches, heavy Tensho Kicks (down, down + heavy kick), Overdrive Spinning Bird Kicks (hold down, up + 2x kick buttons),
- Level 3 super (2x quarter-circle-back + kick), Serenity Stream (quarter-circle-back + punch), Overdrive Spinning Bird Kick (hold down, up + 2x kick buttons), and back + heavy punch.
SF6 characters: Dee Jay
Dee Jay’s playstyle is diversified by the use of projectiles, charging strikes, and anti-airs. While Dee Jay can surely use zoning methods to dismantle opponents, he also has a ton of combinations at his disposal to add damage. Dee Jay places a strong emphasis on establishing such opportunities with his new mix-up tools that will keep opponents guessing.
This legendary SF6 characters has new, challenging features added to his repertoire in addition to a fundamentally strong base. You may make Dee Jay’s movement unpredictable and expose unwary adversaries by using several feints to keep them on their toes and anticipating what’s coming next.
His Jus Cool special move is one of Dee Jay’s most recent weapons. He does a fast sway backward with this move, and from there he may follow up with a variety of moves including an aerial strike, a commanding sprint forward, and more to confuse his opponents and employ in combos.
Effective Attacks:
- Crouching heavy kick – For this move, Dee Jay crouches low to the ground and slides across the floor, covering a significant distance quickly. For a safer approach, practice using this technique until it barely connects with the adversary.
- Standing medium punches are excellent for close-quarters pressure and combinations. Use this attack to maintain the rhythm since it is favorable on the block, allowing Dee Jay to move before the opponent can.
- Roll Through Feint (quarter-circle-forward + light kick): This maneuver is essentially a lightened-up version of Dee Jay’s Sobat Kick, but it differs from that move in that it also serves as a rapid spinning feint without a kick. This special move may be used up close to trick opponents and toss them when they assume more hits to follow, or it can be used in neutral to trick opponents into thinking Dee Jay is about to execute a Quick Rolling Sobat (the medium version), when in fact she is only making a feint.
Simple Combos:
- A quarter-circle-back kick and a light Machine Gun Uppercut (standing medium kick, crouching medium punch)
- In corner* Light crouching kick, light crouching punch, medium Jackknife Maximum (hold down, up + medium kick), and heavy Jackknife Maximum (hold down, up + heavy kick)
- Double Rolling Sobat (quarter-circle-forward + heavy kick), Overdrive Jus Cool (quarter-circle-back + 2x kicks), and Crouching Medium Punch
SF6 characters: Dhalsim
In Street Fighter 6, Dhalsim is still a master of yoga and zoning. He can not only keep the opponent at a distance with his long, elastic limbs, erratic missiles, and surprising sneak strikes, but he can also move in when he wants to create delicate offensive pressure.
The main component of Dhalsim’s strategy is his everyday assaults. Many of them have extraordinary range, so they must watch out for his languid punches and kicks whether the opponent is on the ground or in the air.
He can control the area in front of him and the tempo of the match by employing his fireballs, Yoga Arch and Yoga Fire, which cover the air and the ground, respectively. Dhalsim’s signature mix-up in Street Fighter 6 involves sprinkling quick air teleports either in front of or behind the opponent while a fireball is going their way.
Effective Attacks:
- Standing medium punch – For playing Dhalsim at mid-range, this quick normal attack with incredible range is essential. It extends long enough to make initial touch with the adversary at the beginning of a round.
- Yoga Lance – A long-ranged anti-air move that is especially effective when opponents are leaping from a little further away. To compel your opponent to deal with a projectile when they awaken, use Yoga Lance to hit them out of the sky and then utilize its unique cancellable function to shoot into a Yoga shoot or Yoga Arch.
- Yoga Arch (quarter-circle-forward + kick): An arching fireball that can be launched from a variety of distances and covers areas of the screen that are hard for adversaries to access. The fireball is hit more frequently while using the Overdrive version, and it bounces when it reaches the ground, leaving a lingering projectile in play that the opponent must deal with.
Simple Combos:
- Half-circle kick to the rear and a medium Yoga Flame punch.
- Crouching heavy kick, Overdrive Yoga Flame (half-circle-back + 2x punches), and Nirvana Punch (down-back + heavy punch).
- Level 3 super (2x quarter-circle-forward + kick), back medium kick, and Yoga Fire (quarter-circle-forward + punch)
SF6 characters: E. Honda
You’ve come to the correct spot if you’re looking for a powerful combatant with surprising throws and sumo-powered blows. E. Honda hurts his opponent with forward-moving attacks that might compel the adversary into errors that he is ready to take advantage of.
Honda’s strategy is centered on controlling the ground with his strong slaps and precise kicks. Once he has his opponent anticipating their next move, he may unleash erratic forward-moving assaults that could result in him taking unintended damage or weakening his opponent’s defenses.
Signature special maneuvers like the quick Sumo Slam and the multi-hit Hundred Hand Slap can be utilized to put offensive pressure on your opponent. Include E. Honda’s new Sumo Dash special move to have him advance into your opponent’s territory and either maintain pressure on them or increase combo damage.
Effective Attacks:
- Medium punch while crouching – A fantastic standard with good range. This specific assault has a special cancelation option, enabling Honda to confirm rapid hits in neutral.
- Sumo Headbutt (hold back, forward, punch) – A mainstay in Honda’s arsenal, this move can be utilized to apply pressure from a distance, causes significant damage in combos, and, if you’re holding charge when the opponent leaps, it can even anti-air. Sumo Headbutt in Overdrive also has armor that may deflect blows and knock down opponents.
- The Oicho Throw (quarter-circle-back + kick), a classic command throw by E. Honda used to get past an extremely defensive opponent. Make sure to mix them in while up close and putting offensive pressure because the light version grabs from further away and does less damage while the heavy version causes more damage but needs to be hit closer.
Simple Combos:
- Medium Hundred Hand Slap (quarter-circle-back with a medium punch), standing
- Sumo Dash (quarter-circle-forward + kick), punch – punch (during Sumo Dash), light punch – medium punch
- Level 1 super (2x quarter-circle-forward + punch), light Hundred Had Slap (quarter-circle-back + light punch), and light punch (in the corner).
SF6 characters: Guile
Although Guile may use several trickier skills in combat, his primary gameplay and approach are that of a “classic zoner.” To prevent the opponent from entering your space, stay back, hurl Sonic Booms, and utilize normals and Flash Kicks.
You should concentrate on Guile’s two primary special moves, Sonic Boom (a projectile) and Flash Kick (an anti-air), which are similar to those he has used in the past. He is a further excellent choice for individuals who are just getting started because of this quality, which reduces the need to acquire the fundamentals of character acting.
Of course, Guile has more complex moves to learn, such as how to use his Sonic Blade to power up his Sonic Booms as well as to put something on the screen for the opponent to deal with. The ability to perform his Sonic Booms and Flash Kicks with the proper time will confer additional bonuses to the moves is another similarity between them and Luke’s Flash Knuckle.
Effective Attacks:
- Crouching Medium Punch: Guile’s most practical standard strike. This normal may be confirmed in Guile’s Target combination 2 for a rapid bread-and-butter combination when used as a pressure weapon at a closer range.
- Crouching medium kick – Even though this regular attack cannot be canceled with a special move, it has a long range and excels when used as a check-in neutral to prevent an opponent from moving forward or for offensive pressure.
- Perfect Sonic Boom (hold back, punch forward), is a crucial move in Street Fighter 6 that uses Guile’s iconic Sonic Boom projectile. Guile will shout “PERFECT!” in-game when the timing of the input is perfect, signaling that you have successfully executed his just-frame Sonic Boom, which has greater improved attributes like better frame advantage.
Simple Combos:
- Flash Kick (hold down, up, kick), crouching light kick, and crouching light punch
- Target Combo 2 (hold down, up, and heavy kick), crouching medium punch, and heavy flash kick
- Standing medium punch, Level 3 Super (hold back, forward, back, forward, + kick), Target Combo 2 (crouching medium punch – crouching medium punch)
SF6 characters: Jamie
In Street Fighter 6, the up-and-coming challenger Jamie uses break dance moves in addition to a drunken boxing technique to damage his opponents. It doesn’t take much to realize that the Yun and Yang-inspired fighter is a technical character who will need some mental agility and quick thinking to pilot well. His general toolkit is most similar to that of a fighter in the “Rekka” style, like Fei Long.
Jamie’s drinking technique is the foundation of his play strategy. During a fight, Jamie has the opportunity to take a sip from his big jug, and each time he does, his “drunk” level rises by one.
The maximum level is level 4, after which additional powers and other move attributes become available. Once there, Jamie reaches his peak performance and is at his most formidable.
Effective Attacks:
- The medium kick while crouching is one of Jamie’s most useful moves in footsies and neutral. The wide range and unusual cancellability of this low-hitting normal make it a fantastic tool for pressure and hit confirmations into staple combinations.
- Standing medium kick – A superb, long-range poke in the footsies game. One of Jamie’s primary tools for Drive Rush confirmations, which result in longer, harder-hitting combos and corner carry, is the unique cancellable move.
- The Devil Inside (down, down + punch) – For this special move, Jamie swigs from his big jug to up his alcohol intake. The Devil Inside may be added after some powerful actions to allow Jamie safely take a drink after taking the opponent down. This is the core of Jamie’s gameplay, with each of the four levels of drink unlocking new skills and making him stronger overall.
Simple Combos:
- Crouching medium kick, Freeflow Kicks x2 (forward + kick, forward + kick), Freeflow Strikes (quarter-circle-forward + punch).
- Heavy Arrow Kick (forward, down, down-forward + heavy kick), Target Combo 2 (standing light punch – light kick – medium punch), and standing medium punch. — *requires a minimum drink level of 1.
- Level 3 super (2x quarter-circle-forward + punch), medium kick while crouching, light Swagger Step (quarter-circle-back + light punch)
SF6 characters: JP
JP can use a variety of Psycho-Powered missiles and long-range pokes to keep his adversary on the other side of the screen and uncertain about what could happen next. The goal is to keep the opponent out until he decides to go in, at which point cunning mix-ups and challenging circumstances are required.
JP has many special skills that may knock an opponent out of the way if they come too close while maintaining a wall of protection at mid-range. Additionally, he has a command throw that launches a Psycho-Powered clone across the screen to seize on unwary enemies who believe they are stopping a projectile.
His zoning skills include the terrifying Departure attack, which creates a Psycho Power gap in the air and causes thorns to erupt from it to pierce the foe. JP is even able to teleport to the void before the thorns emerge to bridge the gap swiftly. The void appears above the opponent’s head and in front of them, blasting off the thorns after a brief delay (though they may also be manually triggered to change the timing).
Effective Attacks:
- Standing medium punch: A rapid, long-reaching normal with a sizable reach. Utilize this strike while in neutral to nudge your opponent and keep them at bay.
- The powerful punch while crouching is JP’s go-to anti-air move. Although JP holds his cane in his hand when using this normally, he mostly strikes with his fist here, so you’ll have to hit it a little later, but in exchange, you’ll receive a solid anti-air.
- Triglav (down, down + punch) – JP drives his cane into the earth, causing massive Psycho Power thorns to protrude from the surface. This special move may be used to strike enemies from a distance, either striking them directly or being put where you estimate they’ll go, and it can be used in combos. The attack distance fluctuates depending on the power of the button you push.
Simple Combos:
- Triglav (down, down + light punch), back + medium punch, medium punch
- Medium Stribog (quarter-circle-forward plus medium punch), standing heavy kick and crouching medium punch
- Overdrive, Back + Medium Punch, Medium Punch Level 1 Super Stribog (2x quarter-circle-forward + punches), quarter-circle-forward + punches
SF6 characters: Juri
In Street Fighter 6, Juri makes an intriguing comeback, thanks to Capcom’s decision to make her toolbox resemble that of Super Street Fighter 4. She has had several aspects of her playstyle modified in Street Fighter 6 for accessibility, although she still performs best in the hands of an experienced player.
This evil fighter keeps her main Fuhajin/Fuharenkyaku special move in SF6 characters, but the core of her playstyle is much more streamlined. She no longer needs to hold down a kick button to store fireballs or stock particular moves with an initial activation and then unleash them by repeating the move.
She may now use all of her key special techniques in Street Fighter 6 without any additional restrictions. Her Fuhajin is still usable, but now it just stores a charge that enhances her Fuhajin-based special techniques and lets you connect several of them.
Effective Attacks:
- Crouching Medium Kick – An extremely versatile and effective crouching regular strike. The footsies combat frequently employs this strike, which enables Juri players to confirm into a special move or drive rush for a combination.
- Tensinrin, Juri’s trademark upward spinning pinwheel kicks special moves (forward, down, down-forward + punch). This move serves as an anti-air, may be used to terminate bread-and-butter combinations, and can finish juggling combos, and the Overdrive version also serves as an EX wake-up reversal.
- Fuhajin (quarter-circle-back + kick) – In this unique technique, Juri kicks upwards while storing a charge that she may deploy at any time during combat. She may chain together her fireball, flip kick, and multi-kick special attacks with these charges for more effective combos, more damage, and secure pressure.
Simple Combos:
- Tensinrin (forward, down, down-forward + heavy punch), crouching light kick, standing light punch, standing light kick
- Ankensatsu (quarter-circle-forward + medium kick), standing medium kick, crouching medium punch, Sakkai Fuhazan (level 1 super) — *requires 1 Fuhajin stock
- Crouching medium punch, forward heavy punch, and Ankensatsu (quarter-circle-forward + medium kick). Overdrive “Go Ohsatsu” (quarter-circle kick followed by a medium and a hard kick) – level 3 super, medium kick follow-up (2x quarter-circle-forward + kick) — *needs two Fuhajin stocks.
SF6 characters: Ken
Though he began as a straightforward Ryu clone, Ken’s departure from the Street Fighter icon has been increasingly obvious as subsequent titles in the series have been published. In Street Fighter 6, the ferocious Shoto amps up his preference for rush down, resulting in a playstyle that is quick and direct.
Even though Ken still possesses his primary Shoryuken, Hadoken, and Tatsumaki Senpukyaku and may play with them to adopt a more conventional SF6 characters style, it is the tools that go above and beyond these that will help him be most successful.
In Street Fighter 6, Ken may now use his command run and jumping kick V-Skills from Street Fighter 5 as ordinary special techniques, which assist him to keep pressing the opponent. You have the makings of a very offensive-based fighter who won’t let up when you combine these with the return of his Crazy Kicks, a series of kick assaults with numerous follow-ups that may hit high, mid, or low and keep the opponents guessing.
Effective Attacks:
- Crouching Medium Kick – Similar to Ryu, Ken uses his crouching medium kick to push the opponent and mount offense in footsies battles. For a rapid combination with excellent corner carry, it may be utilized to confirm into OverDrive Tatsukmaki Senpukyakku (Hurricane Kick).
- Ken’s Street Fighter 5 V: Quick Dash (2x kick buttons)The traditional special move Skill is back in SF6 characters, and Ken gamers will still find a use for it in this new installment of the venerable fighting game series. Ken uses Quick Dash to charge forward at the opposition and has a variety of follow-ups, making it helpful in staple combos, for pressure when conventional strikes are wiped off, and as a straightforward move for swiftly closing the gap.
- Jinrai Kick (quarter-circle-forward + kick) – In Street Fighter 6, Ken’s “Crazy Kicks” from the Street Fighter 2 series are back in play, and they have a ton of useful features. In this unique technique, Ken performs a commanding kick with three follow-ups that may be utilized to confuse the opposition with an overhead attack, a low strike, or a powerful combo finisher.
Simple Combos:
- Light Hurricane Kick (quarter-circle-back + light kick), light crouching kick, light punch, and medium Dragon Punch (forward, down, down-forward + medium punch).
- Heavy Dragon Punch (forward, down, and down-forward + heavy punch), Target Combo 1 (crouching light punch), Quick Dash (2 kick buttons), and Target Combo 2 (standing medium punch + heavy punch).
- Level 3 super (2x quarter-circle-forward + punch), Quick Dash (2x kick buttons), heavy Dragon Punch (forward, down, down-forward + heavy punch), Target Combo 1 (standing medium punch – heavy punch)
SF6 characters: Kimberly
Kimberly is a teenage wannabe ninja who is studying Bushinryu under Street Fighter Alpha and Guy from Final Fight. She thus draws a lot of inspiration for her playstyle from both Guy and Zeku from Street Fighter V.
Kimberly has a wide range of alternatives at her disposal, and she performs best when her adversary is trapped and taking the brunt of her deadly mix-ups. She can attack from several angles, is very mobile, and most importantly, she can set up frightful mix-ups and offensive pressure scenarios.
Kimberly will stock spray paint cans that she can use as shuriken bombs in combat using her special move, Genius at Play. With this power, players will want to master Kim’s fundamental mix-ups and how to set them up from different locations on the screen to bring out her finest.
She also possesses a teleport special move, which gives her already extensive move set one more depth. Kimberly is a fantastic choice for anybody wishing to play a quick and fashionable character.
Effective Attacks:
- Standing medium kick – One of Kimberly’s most effective pokes in the footsies game, the standing MK has a wide range. She frequently uses this move to confirm into Drive Rush even though it cannot be specially canceled and has a great range.
- Hisen Kick – Kimberly begins her Hisen Kick, a forward leaping kick that covers a lot of ground rapidly, by kicking heavily forward. This technique is excellent for beginning offensive pressure since it allows Kimberly access to follow-ups that include her bouncing off the opponent and moving either straight up, ahead (for a cross-up), or backward to safety.
- Sprint (quarter-circle-forward + kick): During this command run special move, Kimberly sprints across the stage, covering a lot of territories extremely rapidly. This move features several follow-ups, like a quick low slide, an overhead strike, and a fake out, which she may utilize to apply pressure, cause confusion, narrow the distance between her and the opponent, and even incorporate into standard combos.
Simple Combos:
- Light Bushin Senpukyaku (quarter-circle-back + light kick), light crouching kick, light crouching punch, and light crouching punch.
- Sprint – Shadow Slide (quarter-circle-forward + kick – medium kick), Target Combo 1 (standing medium punch – heavy punch), and medium punch while crouching.
- Standing heavy punch, level 3 super (2x quarter-circle-forward + punch), heavy Vagabond Edge (quarter-circle-forward + heavy punch).
SF6 characters: Lily
Lily may be little, but she makes up for her diminutive stature with power. She is a grappler-style character with a good range on basic strikes from the war clubs she carries and the ability to use the force of the wind to augment some of her special abilities.
Lily uses several strikes and moves that were initially used in Street Fighter by T. Hawk, a character from the original Street Fighter 2, who is also from the same tribe.
The range of Lily’s war clubs will be used by those who wish to play her to poke at the opposition, dominate the area in front of her, and stop them from moving forward. Once that’s done, she may use a variety of forward-moving special techniques to narrow the gap before unleashing her devastating Mexican Typhoon command throw to do massive amounts of damage.
The foundation of Lily’s playstyle is her Condor Wind special move, which, every time she performs it, stores a wind buff (up to three). Lily may use Windclad versions of special techniques like Condor Spire, Condor Dive, and Tomahawk Buster to increase her hits and damage, as well as her blocking advantage and mobility.
Effective Attacks:
- Back + Heavy Punch – A powerful, far-reaching poke in neutral. In addition to serving as the beginning of one of Lily’s target combos, this strike is specially cancellable.
- Condor Wind (quarter-circle-back + punch) – Lily can stock wind bonuses with this move. The light version is faster and functions as a raw power-up, whilst the medium and heavy versions have an attack linked to it that will stock one wind boost on hit or the block.
- Lily’s primary command throw attack is the Mexican Typhoon (360-degree motion plus punch). Lily can do a lot of damage with her special move in a single motion, and since it’s a command throw, it can’t be blocked. When confronting a near opponent who is being extremely defensive, use this technique.
Simple Combos:
- Tomahawk Buster (forward, down, down-forward + light kick), crouching light kick, and light punch
- Overdrive Condor Spire (quarter-circle-forward + 2x kicks), crouching light punch, crouching light punch, crouching light punch
- Drive Impact, Back + Heavy Punch, Medium Punch, Heavy Punch, Heavy Kick Level 3 Super Condor Wind (2x quarter-circle-back + punch), quarter-circle-back + medium punch
SF6 characters: Luke
Luke, a brand-new global fighter who serves as SF6 characters, is essentially Ryu for a new and younger generation. Luke possesses a projectile, an uppercut, and an attack that will carry the adversary across the screen similar to the old Shoto so that he may corner them and provide offensive pressure.
Luke shares Ryu’s fundamental playstyle, but he also has several exciting and distinctive techniques and attacks that will help newbies acquire a decent understanding of what Street Fighter 6 is all about.
Luke’s Sand Blast projectile is quick and effective against pressure, while his Rising Uppercut acts as a potent counterair for opponents who attempt to fly over it or take a risky raw leap. One of Luke’s primary weapons is the Flash Knuckle, a swift, largely stationary uppercut that can be charged to improve its juggling ability and earn stronger follow-ups, however, the timing of the charge is crucial for it to function in combos.
The MMA fighter also possesses standard strikes that, when engaged, cause him to advance, providing him the benefit of deceptive range and punishments from a greater distance. With all of these skills at his disposal, Luke is a fighter who will be effective as a beginner combatant, though it will take some time and practice to master some of his key tools.
Effective Attacks:
- Crouching Medium Punch – One of Luke’s most recognizable and potent neutral pokes. This technique may be used to buffer a special move (often Overdrive Flash Knuckle) to score a rapid combo when the opponent messes up and gets tagged. It’s ideal for applying pressure to the opponent on the block.
- Standing Medium Punch – Luke pushes forward slightly with this rapid strike, making it a superb poke at deceiving range. For a rapid 4-hit confirm combination that brings down the opponent, it may be canceled into his Target combination 4.
- Luke’s most significant special maneuver is called Flash Knuckle (quarter-circle-back + punch + hold punch). The opponent is juggled when the charged version of this move is utilized (and timed appropriately), or when the Overdrive version is used for a simpler combination that results in greater damage with a subsequent strike.
Simple Combos:
- Light Flash Knuckle (quarter-circle-back + light punch), light crouching kick, light crouching punch, light crouching kick, and light crouching punch
- Heavy Rising Uppercut (forward, down, down-forward + heavy punch), Overdrive Flash Knuckle (quarter-circle-back + 2x punch), and medium punch when crouching.
- Kneeling heavy punch, level 1 super (2x quarter-circle-forward + punch), charged medium Flash Knuckle (quarter-circle-back + medium punch hold-release), charged light Flash Knuckle (quarter-circle-back + light punch hold-release).
SF6 characters: Manon
Manon is well-rounded and uses ballet kicks to poke her opponent and control the battle. As her particular mechanism levels up, her strong judo throws break past protection and harm her opponent.
Use her kick normals’ different ranges to manage space, and after Manon’s anti-airs have conditioned your opponent not to leap, select your place and close the distance. However, Manon possesses multiple target combinations that have a vacuum effect and suck the opponent toward her so she may attack with a command throw or standard pressure.
Manon’s “Medal” mechanism, which increases by one with each command throw, makes her distinctive. Her command grabs become lethal at level five, while her command throws get stronger and more damaging with each level.
Manon’s Rond-point special move can also prevent her opponent from attacking. This rapid, upwards kick is helpful in combos and as an anti-air. If you strike the heavy version, Manon can follow up for greater damage.
Effective Attacks:
- Standing medium punch—A strong poke that propels Manon. It’s ideal for attacking and closing the gap.
- Renversé (quarter-circle-forward + punch)—Manon spins toward her opponent and captures them, raising her medal level. Holding the punch button makes Manon spin, which can pass through missiles and fool the opponent.
- Temps Lié (heavy punch-heavy punch) – Manon might suck her opponent closer with this target combo. It’s dangerous on the block, so you’ll need to check that you landed the first big punch before triggering the second and completing the target combination, but standing heavy punch provides you plenty of time to react and confirm.
Simple Combos:
- Quarter-circle-back medium kick, medium Dégagé
- Crouching light kick, crouching light punch, Overdrive Rond-point (quarter-circle-forward + 2x kicks), medium Dégagé (quarter-circle-back + medium kick)
- Standing medium kick, Overdrive Rond-point (2x kicks), level 1 super (2x quarter-circle-forward + kick)
SF6 characters: Marisa
Marisa is a formidable Street Fighter 6 fighter. Her long-range normal attacks and armor on some maneuvers allow her to absorb and destroy enemies.
Marisa’s distinctive normals and heavy normals may be charged by holding the button. Doing so will increase your frame advantage on block and reduce the opponent’s Drive Gauge.
Marisa’s Scutum special move is a stance move and counter. She can shoot multiple follow-ups, including a command throw, and if the opponent hits her with a high or mid assault, she will absorb it and respond with a rapid forward thrust.
Marisa smashes her enemies. This gentle giant may bully opponents.
Effective Attacks:
- Standing Heavy Punch – A powerful, ranged regular strike. By holding down the button, this move gains a frame advantage on the block.
- Phalanx (forth, down, down-forward + punch) – Marisa leaps into the air for a tremendous downward punch. Phalanx’s upper-body armor lets you move first after the opponent blocks, giving it a useful tool for commencing pressure.
- Dimachaerus (quarter-circle-back + punch) – A wide-swinging uppercut with a follow-up punch that knocks the opponent down. The light and Overdrive versions of this special move are powerful anti-airs and can extend combinations and deliver more damage.
Simple Combos:
- Quarter-circle-back + punch-punch Dimachaerus (crouching light kick, light punch, light punch)
- Quarter-circle-forward + medium punch Gladius
- Medium punch, Overdrive Gladius (quarter-circle-forward + 2x punches), level 2 super (2x quarter-circle-back + punch)
SF6 characters: Ryu
Ryu’s playstyle is Street Fighter’s foundation. He can zone with fireballs, carry with Hurricane Kicks, and anti-air with Dragon Punch.
His Hadokens, Shoryukens, and Tatsumaki Senpukyakus are suitable for beginners and intermediate fighters. Ryu, like Luke, has several new moves that will take time to perfect.
Ryu’s Hashogeki concentrates ki in his palms and hits the opponent with a quick flash of energy, while the new Denjin Charge technique engulfs his fists in the Power of Nothingness and boosts his special moves like Hadoken and Hashogeki.
Ryu is a great starting place for beginners or Street Fighter 2 veterans.
Effective Attacks:
- Crouching Medium Kick—A great neutral poke that can be employed in footsies to push the opponent or whiff punish and confirm into a special attack.
- Denjin Charge (down, down + punch) boosts special attacks like Hadoken (fireball) and Hashogeki (palm burst). Use this technique from a safe distance or after a knockdown to make Ryu’s fireball stronger and harder to handle while zoning.
- Shoryuken, Ryu’s anti-air special move. Use this Dragon Punch to stop opponents from jumping in on you or the Overdrive version as a wake-up EX reversal to stop the opponent’s pressure.
Simple Combos:
- Crouching light kick, crouching punch, standing light punch, heavy Shoryuken (forward, down, down-forward + heavy punch).
- Standing medium punch, crouching medium punch, Overdrive High Blade Kick (quarter-circle-forward + 2x kick), Shoryuken (forward, down, down-forward + heavy punch).
- Solar Plexus Strike, crouching medium punch, heavy punch Shoryuken, level 3 super (2x quarter-circle-forward + kick)
SF6 characters: Zangief
Zangief is pure grappler. He’s slow, but his powerful throws can cause a lot of damage.
Playing Zangief requires patience and good reads because grappling is hard. If you can master those, his explosive potential is unmatched. Zangief’s long-range normals can strategically destroy opponents at mid-range. Zangief may close in and unleash his strong command throws, which have great range and damage, once they start doubting themselves.
Zangief’s Double Lariat counters deceptive jump-in attempts. His level 1 super, Aerial Russian Slam, is an excellent anti-air that causes more damage and should be employed when you know your opponent will jump at you.
Effective Attacks:
- Standing light kick—A swift normal with good range that doesn’t leave you susceptible. This assault can poke and build up problematic tick command throw ranges in block strings.
- Screw Piledriver (360 motion + punch)—Zangief’s SPD command throw. Chief’s signature move grabs excessively defensive opponents to do massive damage.
- Headbutt (forward + heavy punch) – This rapid command normally hits hard and gives Zangief an advantage on hit and block. Use your frame advantage to pressurize with standard attacks or launch one of Zangief’s command throws to open the opponent up.
Simple Combos:
- Crouching light kick, crouching light punch, Double Lariat (2x punches)
- Crouching light kick, standing light punch, Overdrive Double Lariat (3 punches).
- Crouching medium punch, level 1 super (2x quarter-circle-forward + hold punch), Overdrive Borscht Dynamite (jump, 360 motion, 2x kicks)
SF6 characters: Conclucion
Street Fighter 6 offers a diverse roster of SF6 characters, each written with unique playstyles and strategies. Whether you’re a beginner or a seasoned player, there is a character that suits your expertise level and preferred class of fighters. With the launch lineup of 18 characters, including Blanka, Cammy, Chun-Li, and many more, players have a wide range of options to choose from.
By referring to the Street Fighter 6 beginner’s guide and exploring the move lists and combinations of each character, you can discover the best SF6 characters that align with your skills and playstyle. So dive into the world of SF6 characters and unleash your fighting prowess in the game!
You learned every SF6 characters, also you might check out: Street Fighter Duel Shadaloo Labyrinth solutions.