Pound for pound the most devastating attacks in fighting games, super combos are naturally meant to carry both high stakes and high rewards. It used to be that it was relatively easy and intuitive to put a hurting on when an opponent rifled off a desperation super that didn’t work out, but things are a bit trickier in Street Fighter 6.
Where players previously just had to keep track of one super per potential opponent, that number is up to three now. What’s more, the nuanced Drive System makes pulling off the best punishes a little more pinpointed and so it’s likely you’ve missed out on round or even game-wining punishes for lack of on the spot knowledge. Don’t worry, we’ve got something to make sure that never happens again.
We’ve put together a guide showing footage of all three supers being performed by all 20 available characters. This also includes the frame data to tell you just how much time you have to wind up for you hardest punishes as well as how many hits you’ll need to block/parry before you’re in the clear to retaliate.
As with most all aspects of the fight in this game, developers took the time to balance supers so that they play more specific roles in the meta.
These maneuvers are also a bit more nuanced in the sense that they play into the overall Drive System (despite not being a direct aspect of it) as players can strategically use supers to deplete their foe’s gauge or give their own some time to replenish.
The art of punishing is more fleshed out in Street Fighter 6 as well, since attackers gain frame advantage bonuses for both Punish Counters and hits that immediately follow Drive Rushes. This changes the calculus even further as combos used to take advantage of missed supers will be different (sometimes vastly so) from bread and butter sequences.
It is the case with the majority of missed supers that you can use a Drive Rush before nailing your foe with your first hit, meaning you’ll be a whopping +8 more than usual after said hit.
Each character has their own max punish routes, and you’ll need to learn those for whomever you play, but if you’re just using routine combos in these situations, you’re missing out. On top of all that, if you’re blocking instead of parrying, you have yet another opportunity to make your SF6 game a little more efficient.
See all the dirty details in the full video below. We lay out some important notes before getting into the examples, but if you know exactly which super(s) you want to check out first you can use the timestamps to quickly navigate around the video.
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Timestamps:
00:00 – Intro and important punish information
02:25 – Ryu’s Supers
02:54 – Ken’s Supers
03:19 – Luke’s Supers
03:42 – JP’s Supers
04:01 – Dee Jay’s Supers
04:20 – Juri’s Supers
04:45 – Cammy’s Supers
05:01 – Chun-Li’s Supers
05:21 – Guile’s Supers
05:39 – Blanka’s Supers
05:56 – Jamie’s Supers
06:26 – Dhalsim’s Supers
07:17 – E. Honda’s Supers
07:32 – Manon’s Supers
07:53 – Lily’s Supers
08:12 – Zangief’s Supers
08:38 – Marisa’s Supers
09:07 – Kimberly’s Supers
09:28 – Rashid’s Supers
09:57 – A.K.I.’s Supers