Character Skills

Street Fighter 6 – Character Skills Guide



This guide covers every skill, ability, special move, Super Art, and unique mechanic for all playable characters in Street Fighter 6. Skills are divided into universal Drive System capabilities and character-specific moves. We include inputs for Classic controls (using standard notation: LP = Light Punch, MP = Medium Punch, HP = Heavy Punch, LK = Light Kick, MK = Medium Kick, HK = Heavy Kick) and note Modern control simplified versions where relevant.

Universal Drive System Skills



The Drive System gives every character access to six core skills consuming Drive Gauge (up to 6 bars):

  • Drive Impact (DI): [HP+HK] or [L2+P] (Modern). A forward-charging, armored attack. Deals heavy chip damage and crumples on hit (can be canceled into punish). One hit of armor (breaks after 2 hits). Costs 1 bar. Use to absorb pokes, punish predictable attacks, or break through pressure. Crumple allows a follow-up combo.

  • Drive Parry (DP): [MP+MK] or [L2+K] (Modern). Hold to parry mid/high attacks (low attacks need crouch parry). Parrying an attack restores a small amount of Drive Gauge. Perfect Parry (timed just before hit) gives huge advantage and can be canceled into Drive Rush. Costs no bar on normal parry; Perfect Parry does not consume gauge.

  • Drive Rush (DR): Press [MP+MK] after a normal cancelable move or after a Drive Parry/Perfect Parry. A quick forward dash that can be used to extend combos or close distance. Costs 3 bars (or 1 bar when canceled from a normal). DR gives +4 frames advantage on block; use for mix-ups and pressure.

  • Drive Reversal (DRV): [Forward + HP+HK] when blocking or in hitstun. A knockback attack that pushes opponent away. Costs 2 bars. Use to escape pressure or punish gaps in blockstrings. Vulnerable if blocked (heavy punish).

  • Overdrive (OD): Press two punch or two kick buttons simultaneously during a special move input. OD moves have enhanced properties (more hits, damage, corner carry) and cost 1 bar each. Many OD moves are safe on block or lead to conversions.


  • Character Skills – Complete Roster



    All characters have four classic inputs: three special moves (each with Light, Medium, Heavy, and OD versions) and three Super Arts (Lv1, Lv2, Lv3). In Modern controls, special moves are performed with a single button + direction, and Super Arts are one-button with cooldown (Lv1 is easy, Lv2/Lv3 require specific conditions). Below is the full list.

    #### A.K.I. – The Poisonous Empress
  • Special Moves:

  • - Ushiori (Charge Down-Up + Punch). A command grab that leaves opponent poisoned. Light version is faster, Heavy leads to combo.
    - Kaku Kairin (QCF + Punch). A sliding low attack that can be feinted. Heavy version has more range but slower.
    - Kai no Hana (QCB + Kick). A deceptive overhead that can hit crouching opponents. Overdrive version adds poison and combo extensions.
  • Super Arts:

  • - Lv1: Vanishing Dash (QCF x2 + Punch). A swift dash that puts opponent into poison state. Excellent anti-zone.
    - Lv2: Serpent's Call (QCF x2 + Kick). Summons a poison explosion from the ground. Good for wake-up pressure.
    - Lv3: Empress of Venom (QCF x2 + All Punches). High-damage, cinematic super with poison buildup.
  • Unique Mechanic: Poison application on many moves – increases damage over time. Her playstyle focuses on spacing, poisoning from afar, then rushing down.


  • #### Blanka – The Wild Beast
  • Special Moves:

  • - Electric Thunder (Charge Back + Punch, then hold). A multi-hit electricity attack. Can be used in air as anti-air. Medium version is standard; Heavy causes tumble.
    - Rolling Attack (Charge Back + Kick). Blanka rolls across the screen. EX version is unblockable? Actually EX rolls through projectiles and hits overhead.
    - Backstep Roll (QCB + Kick). A retreating roll followed by an attack. Use to create space and punish.
  • Super Arts:

  • - Lv1: Blanka-chan Bomb (QCF x2 + Punch). A spinning projectile that hits multiple times.
    - Lv2: Wild Claw (QCF x2 + Kick). A leaping command grab that can be juggled into.
    - Lv3: Shout of Earth (QCF x2 + All Punches). A powerful cinematic grab that throws opponent into the air.
  • Unique Mechanic: None, but his amphibious kicks and pokes are excellent for footsies.


  • #### Cammy – The Killer Bee
  • Special Moves:

  • - Cannon Spike (DP + Kick). Classic anti-air. MP version is safe; HP version juggles.
    - Spiral Arrow (QCB + Kick). A forward dashing kick. Heavy version crosses up. OD version gives hard knockdown.
    - Hooligan Combination (QCF + Kick). A command grab that can be canceled into other moves. Keep opponent guessing.
  • Super Arts:

  • - Lv1: Cannon Strike (QCF x2 + Punch). A fast diving attack. Can be used as combo ender or anti-air.
    - Lv2: Kaiten Ryu (QCF x2 + Kick). A spinning multi-hit kick that leaves Cammy airborne.
    - Lv3: Delta Red Assault (QCF x2 + All Punches). Major damage with cinematic.
  • Unique Mechanic: She has no projectile, relying on speed and close-range pressure. Her dive kick (Hooligan option) is key.


  • #### Chun-Li – The Strongest Woman in the World
  • Special Moves:

  • - Kikoken (QCF + Punch). A projectile. LP version is fast; HP version is slow but multi-hit. OD version breaks fireballs.
    - Spinning Bird Kick (Charge Down + Kick, then up). A multi-hit spinning attack. EX version ends with a launcher.
    - Lightning Legs (QCB + Kick rapidly). A series of quick kicks. Can be mashed for more hits. OD version extends combo.
  • Super Arts:

  • - Lv1: Senretsu (QCF x2 + Punch). A rapid flurry of kicks. Best used raw as a reversal.
    - Lv2: Tensei (QCF x2 + Kick). A charging shoulder tackle that crumples on hit.
    - Lv3: Hoyokusen (QCF x2 + All Punches). Cinematic kicks dealing massive damage.
  • Unique Mechanic: Her stance – Serenity Stream (down-down) – allows cancel into various kicks. Not a skill but a core tool.


  • #### Dee Jay – The Groovemaster
  • Special Moves:

  • - Air Slasher (QCF + Punch). A projectile that travels slowly. EX version is faster and hits twice.
    - Double Roll (QCB + Kick). A forward rolling attack that goes under projectiles. Light version low; Heavy version overhead.
    - Jackknife (Down-Up + Kick). An anti-air knee. EX version gives juggle.
  • Super Arts:

  • - Lv1: Dance with the Devil (QCF x2 + Punch). A series of rhythmic punches.
    - Lv2: Machine Gun Blow (QCF x2 + Kick). A rapid fire punch over distance.
    - Lv3: Enter the Dragon (QCF x2 + All Punches). High damage with beat sync.
  • Unique Mechanic: Rhythm combo system – repeating attacks build a beat meter (little effect on damage but stylish). All moves can be canceled into each other with rhythm.


  • #### Dhalsim – The Mysterious Yogi
  • Special Moves:

  • - Yoga Fire (QCF + Punch). A fireball that travels slowly and can be angled. EX version is three flames.
    - Yoga Flame (HCF + Punch). A close-range flame attack. HP version is larger.
    - Yoga Blast (QCB + Punch). A floating anti-air with extended limbs.
    - Teleport (QCF + Kick forward or backward). Essential for mobility.
  • Super Arts:

  • - Lv1: Yoga Inferno (QCF x2 + Punch). A large multi-hit fire circle.
    - Lv2: Yoga Specter (QCF x2 + Kick). A command grab that teleports and slams.
    - Lv3: Yoga Catastrophe (QCF x2 + All Punches). Cinematic explosion.
  • Unique Mechanic: His long-range pokes and float – he can stay airborne with float (hold down in air). No gauge but critical for zoning.


  • #### E. Honda – The Sumo Champion
  • Special Moves:

  • - Sumo Headbutt (Charge Back + Punch, then forward). A fast headbutt. Heavy version is slower but more damage. OD version is unblockable? Actually EX Headbutt is armor through first hit.
    - Sumo Smash (Charge Down + Punch, then up). An explosive butt slam. EX version causes knockdown.
    - Oicho Throw (Half circle back + Punch). A command grab that can be used off oki.
  • Super Arts:

  • - Lv1: Sumo Hurricane (QCF x2 + Punch). A spinning multi-hit attack.
    - Lv2: Sumo Slap (QCF x2 + Kick). A powerful slap that launches.
    - Lv3: Sumo Thunder (QCF x2 + All Punches). Cinematic sumo strike.
  • Unique Mechanic: His super armor on headbutt; also a charge character.


  • #### Guile – The Sonic Boom Master
  • Special Moves:

  • - Sonic Boom (Charge Back + Punch, then forward). A fast projectile. Light version is faster; Heavy is slower but hits twice. EX version is three hits.
    - Flash Kick (Charge Down + Kick, then up). Anti-air with huge hitbox. EX version juggles.
    - Somersault Shell (QCB + Kick). A backward flip kick. Not used much.
  • Super Arts:

  • - Lv1: Sonic Hurricane (QCF x2 + Punch). A massive multi-hit projectile.
    - Lv2: Falshooting (QCF x2 + Kick). A rapid spin kick.
    - Lv3: G-Mawashi (QCF x2 + All Punches). A powerful command grab with cinematic.
  • Unique Mechanic: Charge inputs – all specials require charge (hold back/down for ~50 frames). Booms are essential for keeping opponent out.


  • #### Jamie – The Drunken Fist Disciple
  • Special Moves:

  • - Lunge Strike (QCF + Punch). A sliding punch that can be feinted. Heavy version goes further.
    - Command Grab (QCB + Punch). A grab that builds Drink level.
    - Slash Spin (DP + Kick). A low kick that can be canceled into drinks.
  • Super Arts:

  • - Lv1: Drunken Fist (QCF x2 + Punch). A series of drunken slaps. Damage scales with Drink level.
    - Lv2: Backslider (QCF x2 + Kick). A low slide that can be followed up.
    - Lv3: Intoxicated Assault (QCF x2 + All Punches). High-damage cinematic.
  • Unique Mechanic: Drink gauge (up to 4 levels) – after a drink (via command grab or taunt), his specials gain extra hits and damage. Level 4 unlocks a new move: Shiko (down-down + Kick) – a low sweep.


  • #### J.P. – The Scheme Master
  • Special Moves:

  • - Torbalan (QCF + Punch). A projectile that travels slowly. EX version tracks?
    - Soul Reaper (QCB + Punch). A command grab that steals health.
    - Soaring Strike (DP + Kick). A jumping kick that can cross up.
  • Super Arts:

  • - Lv1: Dark Descent (QCF x2 + Punch). A multi-hit projectile barrage.
    - Lv2: Soul Eruption (QCF x2 + Kick). A ground explosion that hits low.
    - Lv3: Endgame (QCF x2 + All Punches). Cinematic soul drain.
  • Unique Mechanic: His V-Trigger like system? Actually no; he has a unique meter called Malice that builds when specials hit. At max Malice, his normals and specials have extra range and damage. Also his sentry turret (QCB + Kick) places a mine that explodes after a second.


  • #### Juri – The Tainted Foot
  • Special Moves:

  • - Fuhajin (Hold any kick button to charge; release to release a projectile). Three kick buttons give three different angles (low, mid, high). EX version is super fast and multi-hit.
    - Tensenrin (QCF + Kick). A spinning kick that goes under projectiles.
    - Shosenkotsu (QCB + Kick). A dive kick. Can be used as a cross-up.
  • Super Arts:

  • - Lv1: Feint Rush (QCF x2 + Punch). A series of low kicks.
    - Lv2: Ryodan (QCF x2 + Kick). A powerful axe kick that crumples.
    - Lv3: Tainted Tie (QCF x2 + All Punches). Cinematic foot stomp.
  • Unique Mechanic: Fuha Store – she can store up to three kick charges (by holding kick). Each store charges her next Fuhajin or enhances a special move. Managing Fuha is core to her damage.


  • #### Ken – The Burning Dragon
  • Special Moves:

  • - Hadoken (QCF + Punch). Fireball. MP version is standard; HP version is slower but stronger.
    - Shoryuken (DP + Punch). Anti-air. Heavy version juggles. EX version starts combo.
    - Tatsu (QCB + Kick). A spinning kick that moves forward. Light version short; Heavy version long. EX version crosses up.
    - Run (Forward + MP+MK). Not a special but a stance. Can cancel into Step Kick (MK), Kick Combo (HK), or Grab (no button). Essential for pressure.
  • Super Arts:

  • - Lv1: Shinryuken (QCF x2 + Punch). A powerful uppercut that can be used as anti-air.
    - Lv2: Guren Senpukyaku (QCF x2 + Kick). A multi-hit spinning kick that can be extended.
    - Lv3: Shippu Jinrai (QCF x2 + All Punches). Cinematic multiple hits ending with a flaming kick.
  • Unique Mechanic: Run stance – can cancel into overhead, low, or throw. Mix-up heavy.


  • #### Lily – The Thunder Warrior
  • Special Moves:

  • - Condor Spire (QCF + Punch). A projectile that curves down. EX version hits twice.
    - Condor Dive (QCB + Kick). A diving attack from the air. Can cross up.
    - Tomahawk (DP + Punch). A fast upward chop that launches.
  • Super Arts:

  • - Lv1: Thunder Storm (QCF x2 + Punch). A lightning strike from above.
    - Lv2: Lightning Dance (QCF x2 + Kick). A spinning multi-hit attack.
    - Lv3: Great Spirit (QCF x2 + All Punches). Cinematic spirit slam.
  • Unique Mechanic: Wind Charm – she has three wind charms that build over time or via special moves. Each charm adds extra hits to certain attacks. She can also use charm to enhance her projectile (hold punch after Condor Spire).


  • #### Luke – The Future Champion
  • Special Moves:

  • - Dragonlash (QCF + Punch). A lunging punch that can be charged for more range. EX version has armor.
    - Rising Uppercut (DP + Punch). Anti-air with juggle potential.
    - Avenger (QCB + Punch). A parry stance that can be canceled into a punch follow-up.
  • Super Arts:

  • - Lv1: Flash Knuckle (QCF x2 + Punch). A rapid three-hit punch.
    - Lv2: Hitman Combo (QCF x2 + Kick). A series of kicks ending with a smash.
    - Lv3: Final Fight (QCF x2 + All Punches). Cinematic devastating punches.
  • Unique Mechanic: Perfect Parry is universal; Luke has no special meter. His normals are exceptionally good for footsies.


  • #### Manon – The Ballet Dancer
  • Special Moves:

  • - Baton Twirl (QCF + Punch). A spin attack that can be canceled into command grab.
    - Rond de Jambe (QCB + Kick). A low sweeep that can cancel into another.
    - Piqué (DP + Kick). An anti-air kick that can be followed by aerial attacks.
  • Super Arts:

  • - Lv1: Arabesque (QCF x2 + Punch). A graceful series of kicks.
    - Lv2: Grand Jeté (QCF x2 + Kick). A leaping attack that can cross up.
    - Lv3: Pas de Deux (QCF x2 + All Punches). Cinematic dance of destruction.
  • Unique Mechanic: Medal system – she builds medals by landing her command grab. Each medal increases the damage of her command grab and some specials. Max 5 medals. Command grab is key to her gameplan.


  • #### Marisa – The Gladiator
  • Special Moves:

  • - Gladius (QCF + Punch). A forward charging punch that armor through one hit. EX version breaks guard.
    - Scutum (QCB + Punch). An armored charge that can be held.
    - Phalanx (DP + Kick). An upward kick that launches.
  • Super Arts:

  • - Lv1: Testudo (QCF x2 + Punch). A multiple hitting shield bash.
    - Lv2: Centurion (QCF x2 + Kick). A leaping overhead strike.
    - Lv3: Ballista (QCF x2 + All Punches). Cinematic ground pound.
  • Unique Mechanic: Armored moves – many attacks have hyper armor (on Gladius and Scutum). She can absorb one hit and counter. High damage, slow speed.


  • #### Rashid – The Storm
  • Special Moves:

  • - Spinning Mixer (QCF + Punch). A multi-hit tornado punch. EX version pulls opponent in.
    - Rolling Assault (QCB + Kick). A quick roll that can be used to escape.
    - Eagle Spike (DP + Kick). A diving kick.
  • Super Arts:

  • - Lv1: Turbulent Wind (QCF x2 + Punch). A vertical tornado that traps opponent.
    - Lv2: Desert Storm (QCF x2 + Kick). A forward charging wind attack.
    - Lv3: Cyclone (QCF x2 + All Punches). Cinematic windstorm.
  • Unique Mechanic: Wind Jet – he can hold down after a special to create a small tornado that affects trajectory. Also his Ysaar (air fireball) is a special move (QCF + Kick in air).


  • #### Ryu – The Eternal Challenger
  • Special Moves:

  • - Hadoken (QCF + Punch). Standard fireball. LP version fast; HP version slow but strong.
    - Shoryuken (DP + Punch). Anti-air. HP version has invincibility on start-up? Not fully, but great.
    - Tatsumaki (QCB + Kick). Spinning kick. Light version short; Heavy version long. EX version crosses up.
    - Denjin Charge (Down-Down + both punches). Charge his next Hadoken into a stronger version (Denjin Hadoken) that hits multiple times and causes stagger.
  • Super Arts:

  • - Lv1: Shin Shoryuken (QCF x2 + Punch). A powerful uppercut with invincibility frames.
    - Lv2: Hashogeki (QCF x2 + Kick). A forward blast of energy.
    - Lv3: Metsu Shoryuken (QCF x2 + All Punches). Cinematic series of uppercuts.
  • Unique Mechanic: Denjin Charge gives a powerful fireball. Otherwise, very fundamentals-based.


  • #### Zangief – The Red Cyclone
  • Special Moves:

  • - Spinning Piledriver (360 + Punch). Command grab. Light version is faster; Heavy version does more damage.
    - Borscht Dynamite (DP + Punch after a jump). Air command grab.
    - Banishing Flat (QCB + Punch). A palm strike that pushes back. Useful for space.
    - Flex (Down-Down + Punch). A stance that builds armor. Can be canceled into a lariat (LP+HP) for a counter.
  • Super Arts:

  • - Lv1: Siberian Express (360 + two punches). A screen-wide command grab.
    - Lv2: Aerodynamic Assault (QCF x2 + Kick). A spinning kick that juggles.
    - Lv3: Tundra Storm (360 + all punches). Cinematic double piledriver.
  • Unique Mechanic: None besides command grabs. His lariat (LP+HP) is a universal anti-air.


  • Recommended Builds & Playstyles



    Because SF6 has no traditional RPG skill trees, “builds” refer to your character choice and general strategy:

  • Zoner (Keep Away): Dhalsim, Guile, Juri (with projectiles), J.P. Use long-range pokes and fireballs to control space. Prioritize Drive Impact to punish approaches.

  • Rushdown (Aggressive): Ken, Cammy, Rashid, Luke. Use fast dashes and mix-ups. Drive Rush extensions are vital. Use OD moves to stay safe.

  • Grappler (Command Grab Heavy): Zangief, Manon, Marisa, E. Honda. Focus on landing command grabs and using armored moves to close in. Drive Parry is your friend to close distance.

  • All-Rounder (Balanced): Ryu, Jamie, Chun-Li. Adapt to any situation. Use Drive Reversal to escape pressure.


  • When to Use Each Skill



  • Drive Impact: Use when you predict a poke or startup of a move. Do not spam; punishable if blocked at close range. Best used at mid-range.

  • Drive Parry: Essential for reacting to Fireballs. Use in neutral to bait attacks. Perfect Parry leads to huge damage.

  • Drive Rush: After any cancellable normal (e.g., crouching Medium Kick) do Drive Rush to extend combos. Also use raw (out of parry) to close distance quickly.

  • Overdrive Specials: Use to make unsafe moves safe (e.g., OD Shoryuken is safe on block). Also for combo extensions (OD Tatsu into Super).

  • Super Arts: Use Lv1 for quick damage; Lv2 for corner carry or combo extensions; Lv3 for massive damage punishes. Never throw out raw unless you are sure it will hit.


  • Synergies and Combos



    Every character can use Drive Rush after a cancellable normal to combo into specials or Supers. Example universal combo: c.MK > Drive Rush > b.HP > special. For specific character combos, check the training mode’s sample combos.

    Important Notes



  • All skills are available from the start; no unlocking required (except World Tour Avatar skills).

  • In Modern controls, special moves are simplified to a direction + S (special button). Super Arts require level 1 (S+Down), level 2 (S+Back), level 3 (S+Forward). Modern has auto-combos but reduces damage by 20%.

  • This guide covers all 22 base characters. For DLC characters (Rashid, A.K.I., etc.), see separate DLC guide.


Final Tip: Master your character’s unique mechanic first. Then layer in Drive System skills. Practice setups with Drive Rush to maximize damage.