Street Fighter 6 is a fighting game that has a lot more depth than what generally meets the eye. There is so much going on at any given time, and the meta really hands you knowledge checks every few seconds that keep players on their toes.
We’re only a little over a year into this game’s lifespan and there is still so much to learn about what’s going on. Fortunately, this new video from MC Mura provides an in-depth look at air attacks in Street Fighter 6, how they’ve changed since past games, and shares some details about them that you might not have known.
Now, in Street Fighter games traditionally there exist air attacks whose purpose is to be used as an air-to-air interaction. The idea is to anti-air your opponent by meeting them in the air with a jumping attack of your own, and these maneuvers usually have special properties that make them more beneficial to attempt and allow the user to follow up in different ways.
One of the most popular and well-known examples of these types of attacks is Bison’s Hell Attack, which sees him hit medium punch – medium punch in the air for a quick target combo that not only works great as a swift air-to-air, but also juggles the opponent and allows for a combo after. You might know this move from a game like Street Fighter 4 where it was prominently used.
As Mura points out, these unique air attacks have traditionally been used sparingly and were only relegated to few select characters on the roster. However, in Street Fighter 6, not only does every single character have one, but there are different types that do different things for a variety of situations.
We’ll let Mura do most of the explaining here, but something that many of us might not have realized up front is that there are actually different types of air-to-airs that are meant to be used for different things.
While Juri’s jumping medium punch and Marisa’s jumping medium punch might technically do the same thing in leaving the opponent in a juggle state, both have unique functions in that Juri’s is mainly meant to be used to cancel a special move into, while Marisa’s is meant to be used for the target combo it’s attached to and knock the foe down.
It’s very important to know these distinctions and what kind of air-to-air attack your own character has as they can be very useful tools in battle. Check out Mura’s video below for the full breakdown.