Super Arts in Street Fighter 6: What to know and when to go cover image

Super Arts in Street Fighter 6: What to know and when to go

Too many meters? Let us break down the new Super Arts Gauge in SF6.

First added in the Super Street Fighter II era, nothing defines the franchise--and fighting games--more than super attacks. Flashy, iconic, and powerful, the Super Arts of Street Fighter 6 are no different. However, with a new game in the series comes new rules and expectations. Along with a number of systems renovations, it appears the newest entry in Street Fighter has also changed the way super meter operates.

Whether you're in the open beta this weekend or preparing to take on the world on June 2 we've got the info you need to know about Super Arts. Get that double fireball motion ready.

What are Super Arts in Street Fighter 6?

The biggest change with the Super Arts of Street Fighter 6 is to how Overdrive moves--once known as EX moves--operate. No longer do these empowered versions of your special moves drain super meter. Instead, your Overdrive Gauge underneath your health bar takes care of that. That's right: No more trying to decide if you should hold onto your Super Gauge for armor break moves or to save up for the big finish.

Likewise, each fighter in Street Fighter 6 now has access to at least three Super Arts. These correspond to level one, two, or three and drain the corresponding amount of Super Gauge. Fighters gain Super Gauge when an attack hits or on block, but not for a whiffed attack. You'll start each new match with the Super Arts Gauge at zero.

Cancelling Super Arts

Along with all of those changes is a major one: The way fighters cancel normal attacks into Super Arts. Below is a list of the various interactions:

  • Lv. 1 Super can be cancelled from Normals only.
  • Level 2 Super can be cancelled from Normals and OD Specials.
  • Lv. 3 Super/CA can be cancelled from Normals and Specials.
    • Not all Normals and Specials are cancellable into Super Arts

The most notable interaction is being able to cancel into a Level 2 Super via an Overdriven Special Attack. This potentially leads to a number of juggles and shenanigans.

Drive vs Arts

The other interaction to know is how Super Arts attack in Street Fighter 6 drain your opponent's Overdrive Meter. Not only do they temporarily prevent passive regeneration, but it gives you a chance to build your Overdrive back. Here's the amount drained:

Lv.1 Super
Lv.2 Super
Lv.3 Super
Critical Art
0.5 Bar
1 Bar
1.5 Bar
2 Bar

This gives fighters an incentive to use their Super Arts instead of holding onto them for other mechanics. This is a major change for the Street Fighter franchise and one that may take players some getting used to over time. That said, this feels like a more open system and one that rewards using it, lest you lose it.

Stay tuned to esports.gg for esports news and Street Fighter 6 info.