Full Move List Compendium
This compendium provides a comprehensive overview of every character's special moves, Super Arts, and unique mechanics in Street Fighter 6. Understanding the full move list for your chosen character, as well as those of your opponents, is crucial for developing effective strategies, executing combos, and mastering the game's intricate combat system. Explore the diverse arsenal available to each fighter.
Street Fighter 6 boasts a rich and varied roster, each with a unique set of special moves, Super Arts, and mechanics. This compendium serves as a reference to understand the full capabilities of every fighter, enabling deeper strategic play and combo execution.
Understanding Move Notation
Before diving in, familiarize yourself with standard fighting game notation:
- P: Punch (Light, Medium, Heavy)
- K: Kick (Light, Medium, Heavy)
- QCF: Quarter-Circle Forward (Down, Down-Forward, Forward)
- QCB: Quarter-Circle Back (Down, Down-Back, Back)
- DP: Dragon Punch motion (Forward, Down, Down-Forward)
- HCF: Half-Circle Forward (Back, Down-Forward, Down, Down-Back, Back)
- HCB: Half-Circle Back (Forward, Down-Back, Down, Down-Forward, Forward)
- 360: Full 360-degree motion
- +: Indicates pressing buttons simultaneously
- ,: Indicates a sequence of inputs
Character Move Lists (Examples)
Below are examples of move lists for a few characters. Note that specific properties (damage, stun, frame data) can vary and are best learned through practice and in-game resources.
Ryu
| Move | Input | Description |
|---|---|---|
| Hadoken | QCF + P | Projectile |
| Shoryuken | DP + P | Anti-air, Reversal |
| Tatsumaki Senpukyaku | QCB + K | Spinning Kick |
| Super Art 1: Hashogeki | QCF, QCF + P | Close-range energy blast |
| Super Art 2: Koryu Rekka | QCB, QCB + K | Multi-hit combo |
| Super Art 3: Metsu Shoryuken | QCF, QCF + P (Requires Level 3 Meter) | Invincible, high-damage Shoryuken |
Chun-Li
| Move | Input | Description |
|---|---|---|
| Kikosho | QCF + P | Energy blast |
| Hyakuretsukyaku | QCB + K | Lightning Kick |
| Spinning Bird Kick | DP + K | Aerial spinning kick |
| Super Art 1: Kikoho | QCF, QCF + P | Large energy sphere |
| Super Art 2: Hoyokusen | QCB, QCB + K | Rapid kick combo |
| Super Art 3: Tenshokyaku | QCF, QCF + K (Requires Level 3 Meter) | Invincible aerial combo |
Luke
| Move | Input | Description |
|---|---|---|
| Flash Knuckle | DP + P | Forward-moving punch |
| Sand Blast | QCF + P | Projectile |
| Rocket Uppercut | DP + K | Anti-air |
| Super Art 1: Savage Riser | QCF, QCF + P | Powerful uppercut |
| Super Art 2: Rapid Fire | QCB, QCB + K | Barrage of punches |
| Super Art 3: Final Showdown | QCF, QCF + K (Requires Level 3 Meter) | Devastating combo finisher |
Drive System Moves
In addition to character-specific moves, all characters have access to the Drive System:
- Drive Impact: Heavy attack with armor.
- Drive Parry: Defensive maneuver to deflect attacks.
- Drive Rush: Quick dash forward to extend pressure or combos.
- Overdrive: Enhanced versions of special moves, consuming Drive Gauge.
- Drive Reversal: Defensive maneuver to push opponent away.
This compendium is a starting point. The best way to learn a move list is to practice each move in Training Mode and experiment with how they can be combined.