Super Arts (スーパーアーツ, Sūpā Ātsu?) are enhanced special moves introduced in the Street Fighter III series, Street Fighter X Tekken and Street Fighter 6, effectively taking the place of Super Combos.
Description
Street Fighter III series
Each character is given 3 specific Super Arts to choose from before the beginning of the match, giving the player a chance to come up with a strategy on how to use it effectively against the opponent. Each Super Art can stock up to 1-3 bars in the Super Gauge and 2-6 EX Specials, depending on the character and the Art that the player is using. Naturally, the Super Art is best not used recklessly during a match, as doing so will leave a character wide open for a punishing situation.
Super Street Fighter IV works similarly, with the introduction of a 2nd Ultra Combo for each character, and the ability to pick one before a match.
Capcom Fighting Evolution
Super Arts are available to the Street Fighter III characters (Chun-Li, Alex, Yun and Urien). Since there is no Super Art selection before a match, their Super Gauges are always the same (2 bars long) and can use multiple Super Arts. However, only Alex and Urien have access to all three of their Super Arts, and Chun-Li and Yun are missing Tensei Ranka and Genei Jin respectively.
Street Fighter X Tekken
Super Arts return in Street Fighter X Tekken, though only in name; they function differently, taking two sections of the three-section Cross Gauge to perform, no matter which character is chosen. It is also possible to perform Super Arts without spending meter by Super Charging certain moves.
Super Arts do not cause any Provisional Damage as the attack causes it's own damage where most other attacks leave a percentage that can be recovered from the health they take away. Unlike throws and Cross Arts Super Arts do not take away any remaining recoverable health alongside the damage. When the opponent is using Cross Assault super arts go into cinematics as usual assuming their connection requirements are met and use the remaining time of the opponent but do not automatically end the assault as Cross Arts will. Using a Cross Art while in Cross Assault mode will end the remaining time if done via command but doesn't automatically end if done via the normal or EX version of a character's Super Charge, though the Cinematics will take up time of the assault as usual.
Street Fighter 6
Super Arts in Street Fighter 6 combine aspects of Street Fighter Alpha's Super Combos and Street Fighter III's Super Arts.
Each character has at least three Super Arts that costs one, two, and three bars of the Super Gauge respectively. EX Specials are now tied to the Drive Gauge via Overdrive attacks, making Super Arts more free to use in combos. When a character is at low health, their Level 3 Super Art turns into a Critical Art, dealing extra damage along with altered visuals, like Ryu's Shin Shoryuken gaining an electrical effect or Luke countering a punch from his opponent during Pale Rider. Super Art Cancels vary depending on their level, with Level 1 being only cancellable from normal attacks and some Unique Attacks, Level 2 from Overdrive attacks, and Level 3 from Special Attacks. Level 3 Super Arts deal 4000 damage with a handful of exceptions:
- Getsuga Saiho: 2600 damage, allows for juggles afterward.
- Raging Typhoon: 4500 damage, can only be super cancelled from Condor Wind, limiting combo routes.
- Bolshoi Storm Buster: 4800 damage, can only be canceled from the first hit of OD Double Lariat.
- Pas de Deux: 4000-4600 damage depending on current Medal Level.
Critical Arts add an additional 500 damage. Super Arts also drain Drive Gauge on hit, taking away half of a Drive bar for every Super bar spent, up to a total of two for a Critical Art. During the animation, the user also regains some of their Drive Gauge, often at around 2 bars, though results may vary greatly depending on the character.
List of Super Arts
Street Fighter III series
Character | Super Art I | Super Art II | Super Art III | Special Information |
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Messatsu Gou Hadou: Akuma unleashes a more powerful Gohadoken that hits up to 6 times if it connects. Tenma Gou Zankuu: Akuma unleashes a powered-up Zanku Hadoken in the air to crush the opponent beneath. Unlike Super Arts from the rest of the cast, both of these are usable with the same selection, likely because both are air and ground variants of the same move.
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Messatsu Gou Shouryuu: Similar to Ken`s Shoryureppa without the scorching effect, Akuma performs three destructive Shoryukens that inflict heavy damage. Super Art Stock: 2 |
Messatsu-Gourasen: Akuma does an upwards spiral kick that pulls the opponent in, and ends with a powerful kick that knock the opponent away with great force. Messatsu-Gousenpuu: Akuma performs a midair variant of the Messatsu-Gourasen. Unlike Super Arts from the rest of the cast, both of these are usable with the same selection, likely because both are air and ground variants of the same move. Super Art Stock: 2 |
Shungokusatsu: Akuma dashes towards the opponent, grabbing them and executing a deadly multi-hit combo. Invincible at start up. Kongou Kokuretsuzan: Akuma slams his fist into the ground, causing a massive explosion of energy around himself. First hit is unparriable.
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Hyper Bomb: This Super Art works in two ways. 1: Alex will grab the opponent and perform 2 suplexes, ending with a Power Bomb.
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Boomerang Raid: Alex does two sets of punch-and-chops, and ends with a suplex or a Power Bomb, depending on how many hits the opponent takes while this move connects. Super Art Stock: 2 |
Stun Gun Headbutt: Alex homes in on his opponent. He grabs them and does 4 damaging headbutts that instantly stun the opponent, leaving them open for more punishment. Super Art Stock: 2 |
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Kikou Shou: Chun-Li unleashes a powered-up version of the Kikoken and uses its concussive power to topple her opponent. Super Art Stock: 1 |
Houyoku Sen : Chun-Li rushes her opponent with 2 flurries of rapid kicks, followed by a powerful kick that launches them in the air. Super Art Stock: 2 |
Tenshi Ranka: Chun-Li starts with a flip kick that launches her adversary in the air, and comes crashing down with a heavy kick. Super Art Stock: 3 |
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Rocket Upper: Dudley lifts his opponent up with 2 Jet Uppercuts and ends with a large spiraling one. Super Art Stock: 2 |
Rolling Thunder: Dudley does a Dempsey Roll to power a series of swings at his opponent, and ends with a powerful uppercut (damage depends on the punch button being pressed repeatedly). Super Art Stock: 1 |
Corkscrew Blow : Dudley unleashes a powerful, yet quick spiral-like punch. Super Art Stock: 3 |
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Spinning Beat: Elena does three Spinning Scythes that hit several times. Super Art Stock: 3 |
Brave Dance: Elena lunges herself at her opponent. If the move connects she does a series of kicking combos that ends with a powerful kick that sends the opponent flying. Super Art Stock: 2 |
Healing: A unique Super Art that allows Elena to regain up to 1/3 of her life energy bar if given the opportunity.
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Meteor Strike: Gill summons a meteor shower that inflicts a juggle state on impact. | Seraphic Wing: Large radius hit, inflicts massive damage even on block. Cannot be parried. | Resurrection: Activates automatically if Gill is K.O.ed with a full Super Meter. Pushes back, but can be damaged out before full health is recovered. After activation, no more Super Meter can be gained for the rest of the round. | Gill never needs to choose a super art - he always has access to all three. |
Gigas Breaker: Hugo does two Shootdown Backbreakers, and ends with a devastating Moonsault Press. Super Art Stock: 1 |
Megaton Press: Hugo jumps in the air towards his opponent. If the move connects, Hugo does several flips in the air then throws his enemy down and slams on them with earth-shattering force. Super Art Stock: 2 |
Hammer Frenzy: Hugo rushes towards his opponents and delivers 4 powerful hits that ends with a Giant Palm Bomber. Super Art Stock: 2 |
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Kasumi Suzaku: Ibuki unleashes a barrage of kunai at her opponent from the air. Super Art Stock: 3 |
Yoroi Dooshi: This Super Art works in two ways: 1: If the opponent is not close, she will release a burst of energy from her hand to damage her enemy.
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Hashin Shou: Ibuki delivers 6 quick and powerful kicks to her opponent (this move was only used in New Generation and 2nd Impact). Yami Shigure: Ibuki tosses four kunai to trap her opponent, and swiftly hits them 4 times (this was introduced in 3rd Strike).
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Shoryureppa: Ken does three powerful Shoryukens in succession. Super Art Stock: 2 |
Shinryuken: Ken does a Shoryuken that corkscrews vertically into the air, creating a vacuum that sucks in the opponent and strikes him/her multiple times (damage depends on the kick button being pressed repeatedly). Super Art Stock: 1 |
Shippu Jinraikyaku: Ken does 5 kicks and ends with a vertical Tatsumaki Senpukyaku. Super Art Stock: 3 |
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Seichusen Godanzuki: Makoto hits her opponent in the groin, followed by three more punches and a powerful punch that sends her opponent flying while she poses. Super Art Stock: 1 |
Abare Tosanami : Makoto jumps away and does a dive kick towards the opponent. If the move connects, she will do 2 more hits and end the combo with a Fukiage (the distance this Super Art will travel depends on the kick button that's pressed). Super Art Stock: 2 |
Tanden Renki: Makoto focuses her mind and body to allow her normal and special moves to inflict more damage but at the cost of being able to block, The Super Art Gauge will drain quickly while this skill is in effect. Super Art Stock: 1 |
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Magnetic Storm: Necro does a Electric Blaster that causes a vacuum effect and damages the opponent if he/she is close enough (damage depends on the punch button being pressed repeatedly). Super Art Stock: 1 |
Slam Dance: Necro does two suplexes and ends with a throw that send the opponent flying. Super Art Stock: 1 |
Electric Snake: Necro discharges electricity from his hands and sends 3 electric snakes to the opponent, inflicting a huge amount of stun. Super Art Stock: 2 |
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Kishin Riki: The Gauge becomes a timer, and all punches and air punches become unblockable command throws and air throws, respectively. Activate with one punch button. Kishin-Tsui: Oro hops towards enemy and executes a command throw. Activate with two punch buttons.
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Yagyou Dama: Oro fires a large, slow-moving projectile. (Button pressed determines arc.) Activate with one punch button. Yagyou-Odama: Oro leaps into the air and fires a stronger projectile downward. Activate with two punch buttons.
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Tengu Stone: The Gauge becomes a timer, and three objects float above Oro's head and help him attack, increasing hits and damage. Activate with one punch button. Tengu Midareishi: Like Tengu Stone, but the timer is shorter and objects can juggle with each hit. Activate with two punch buttons. For this Super Art the Super Art Gauge will drain quickly while this skill is in effect.
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Critical Combo Attack: Q does 3 Dashing Straight and 1 Dashing Leg Attack, ending with 1 more Dashing Head Attack to the opponent. Super Art Stock: 3 |
Deadly Double Combination: If this move connects, Q punches the opponent with earth-shattering force and launches them in the air with a double-handed strike. Super Art Stock: 1 |
Total Destruction: Q charges himself up with an orange/red aura. The strength of the punch or kick button used determines the damage output. The Super Art Gauge will drain quickly while this skill is in effect. Method 1: If the player use punch, Q will use one hand to reach the opponent. If the move connects, it will do moderate but effective damage.
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Light of Justice: Remy launches several high & low Lights of Virtue at the opponent. Super Art Stock: 2 |
Supreme Rising Rage Flash: Remy does three powerful Rising Rage Flashes in rapid succession. Super Art Stock: 2 |
Blue Nocturne: A Counter Super Art. Remy flashes blue for a second. If the opponent strikes him during that time, he will launch 6 fast strikes that end with a Rising Rage Flash. |
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Shinkuu-Hadouken (Vacuum Surge Fist): Ryu launches a powerful Hadoken that hits the opponent 5 times. Super Art Stock: 2 |
Shin Shoryuken: Ryu hits the opponents abdomen with concussive force, then extends his other hand to the opponent's jaw and launches them away into the air with a Shoryuken. Super Art Stock: 1 |
Denjin Hadouken: Ryu launches an unblockable Hadouken that deals large stun damage. The longer you charge before release, the higher the stun damage. Super Art Stock: 1 |
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Hadou Burst: Sean launches a one-hit Hadoken. Super Art Stock: 3 |
Shoryuu Cannon: Like Ken's Shoryureppa, Sean executes multiple Shoryukens (damage depends on the punch button being pressed repeatedly). Super Art Stock: 2 |
Hyper Tornado: Sean rushes to his opponent with a tackle. If the move connects Sean will hit the opponent several times before ending the combo with a vertical Tornado that lifts him/her in the air and a Ryuubi Kyaku to knock the opponent down to the ground. Super Art Stock: 1 |
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X.N.D.L.: Twelve uses his shapeshifting abilities to use his arms to create a more powerful N.D.L. attack that travels through the ground to hit the opponent several times. Super Art Stock: 2 |
X.F.L.A.T.: Twelve shapeshifts into a unique type of jet and perform a D.R.A. from the air. If the move connects, the opponent is knocked upwards, and Twelve will fly through them several mores times. Super Art Stock: 1 |
X.C.O.P.Y.: Twelve shapeshifts into the opponent he's facing, allowing him to use the opponent's special moves and their normal attacks/combos. The Super Art Gauge will drain quickly while this skill is in effect. Super Art Stock: 1 |
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Tyrant Slaughter: Urien does four Chariot Tackles and follows with a powerful clothesline. Super Art Stock: 2 |
Temporal Thunder: Urien unleashes a more powerful Metallic Sphere. The damage of this unique Super Art depends on the distance between Urien and his opponent. Super Art Stock: 2 |
Aegis Reflector: Urien creates a purple flashing glass-like shield that can hit 6 times. The distance the shield travels depends on the punch button used. It can also reflect the opponent's projectile moves, even if it's a Super Art. Super Art Stock: 2 |
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Raishin Mahha Ken: Yang performs a mantis claw-like strike. If the move connects, Yang will follow up with 6 swift hits. Super Art Stock: 1 |
Tenshin Senkyuutai: Yang does a Senkyutai that launches his opponent in the air with him, and does 3 more midair kicks. Super Art Stock: 2 |
Sei'ei Enbu: A "Custom Combo" Super Art where Yang creates phantom illusions of himself and is able to use his normal or special moves to strike his opponent several times. The Super Art gauge will constantly drain while this Super Art is in effect. Super Art Stock: 1 |
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Yun |
You-hou: Yun lands three powerful strikes on the opponent, the third of which sends him/her flying. Super Art Stock: 1 |
Sourai Rengeki: Yun will strike his opponent several times and ends the Super Art with a spinning kick that sends the opponent flying. Super Art Stock: 3 |
Gen'ei-jin: A "Custom Combo" Super Art where Yun's speed increases dramatically, and he is able to link his normals and specials more easily, leading to long, damaging juggle combos. The Super Art gauge will constantly drain while this Super Art is in effect. Super Art Stock: 1 |
Street Fighter X Tekken
Street Fighter 6
Gallery
Street Fighter X Tekken
Street Fighter
Tekken
Trivia
- The SFXT Cross Arts have 2 angles, the first when used normally or via the Super Charge mechanic. The second angle is used when the Super Art is used from a Cross Art.
- King's Super Art is based off his sequence of Chain Throws in his native series, his Super Art is the only one with an ending variation in the game.
- Super Art effectively replaces Super Combos is because some super move is a high damaged one hit, like Sean's Hadou Burst.