On the surface, there are clear differences between a character’s level 3 super and their Critical Art in Street Fighter 6. Most players know that Critical Arts are a harder-hitting version of a fighter’s level 3 that becomes accessible when their health drops under 25%, and the animation for this big, cinematic maneuver also tends to change between the two.
However, there are far more differences when looking at these two attacks on a character specific level that are much less known about, and some are incredibly important and powerful. In MC Mura’s latest video, he delves into what traits, abilities, and advantages certain characters get from both level 3 and CA, and in some cases, level 3 ends up being a stronger choice for certain situations.
Now, the most obvious example of a character who has a major difference between their level 3 super and their Critical Art is Jamie. This one is well known, but with level 3 Jamie gets the ability to juggle afterward and continue the combo, whereas Critical Art is a set knockdown.
But other characters have differences between their two versions also, though they’re more subtle — and in some cases just as important.
Starting with a character like Cammy, we see that her level 3 super leaves her at +17 frames of advantage and pushed back to about Drive Rush distance away from the opponent. After Critical Art, she is left at just about the same distance away, but is +22 instead.
So, numbers are cool and all, but what does that actually mean? Well, that extra 5 frames of advantage makes it so that Cammy can raw Drive Rush in, cut it short with a light punch, and bait out the faster level 1 supers and OD reversals allowing her to block in time where she would normally get hit doing the same thing after her standard level 3.
An even more extreme example can be found with Blanka, where we see that his standard level 3 leaves him at +50 advantage, but nearly full screen away. Critical Art, on the other hand, leaves him at +14, but he’s closer to the opponent.
As Mura points out, after CA Blanka can’t really get much in the way of significant pressure opting for something like his forward + heavy punch on the opponent’s wake up as one his better options here. After level 3, though, that +50 allows Blanka to dash forward, Drive Rush, and get meaty pressure, he can toss out a Blanka-Chan doll and still have time for a follow up, and so much more.
There are several of these cases in Street Fighter 6, and whether you’re playing one of these characters or just fighting against them, this video has information that every serious player will want to know. Be sure to check it out below.