As an avid SF6 competitor at Midwest tournaments, I get asked constantly for my take on the early metagame and fighter viability rankings. So let‘s dive into the first iteration of the SF6 tier list as determined from demo gameplay and expert panel speculation!
What Makes a Fighter Top Tier?
Successful SF6 teams feature characters with strong combinations of:
- High damage confirms off key neutral wins
- Favorable frame data on key ranged pokes
- Varied combo routes and corner carry
- Strong mix-up and okizeme options to pressure opponents
- Easy access to crush counters and counter hits
- Reliable anti-air and whiff punishment
- Simple execution barriers for new players
- Clearly defined gameplans and matchup spreads
Higher tier fighters excel in multiple categories and have very few glaring flaws holding them back. But the metagame is still evolving! This first tier list ranks the launch roster, but updates will surely shift placement over time.
S Tier: The Podium Fighters
Juri
With some of the highest potential damage in the game and extremely threatening okizeme, Juri earns her top 3 spot once again. She has new tools like counter pierce on her DP as well as continued access to Fuhajin charges. Her corner pressure and frame traps make her very hard to deal with for most of the cast if you can handle her technical inputs.
Notable Normal: s.MK for its range and frame advantage
Bread & Butter Combo: s.LK, c.LK, s.MK xx L.Tensenrin
Damage on Crush Counter Combo: c.HP, s.HK, L.Fuhajin, c.MK xx H.Fuhajin xx Critical Art
Manon
Manon makes her debut appearance bringing incredibly oppressive grab and mid-range games. Her medal system enhances her command grab; at max level few if any characters can deal with her throw pressure. She struggles a bit in neutral without meter but has the tools to make opponents afraid to press buttons.
Key Normal: c.MP for its range and cancellability
Standard Confirm Combo: c.MP, c.MP xx Heavy Command Throw
Max Meter Combo: Fully charged Grand Manege (Command Grab super)
Kimberly
Kimberly instantly moves high up the tiers courtesy of her extremely open and varied combo routes. She converts stray hits easily into continued offense and corner carry. Her teleports combined with projectile and DP assists gives her varied setups as well. The only issue is her learning curve but the payout is massive.
Top Normal: s.MK for its cancel potential
Midscreen BnB Combo: s.LK, s.LP, s.MK xx Bushin Flipkick xx qcf.KK
Juggle Combo: [Air Throw] j.HP, j.d.HK, j.qcf.HP, j.HP xx Air SPD
A Tier: Always Threatening
Guile
Guile retains his ability to lock down huge areas of the screen but also now has additional corner combo routes and setup opportunities. More damage and stun potential per interaction helps offset his lack of mobility to keep him top 5 for now. Sonic Booms and ex.Somersault provide continued strong neutral.
Top Normal: s.HP for priority
Midscreen Confirm: c.LP, c.LP xx Flash Kick
Corner Sleep Combos: Air Throw, d.LK [5 Hits], Sonic Hurricane
Ryu
Ryu has consistently placed high in most Street Fighter titles thanks to well-rounded abilities and easy execution. His fireball game and mid-range whiff punishes continue terrorizing in SF6 while upgrades like a 1-frame link from c.MK help his offense. Still simple enough for beginners but with combos for veterans.
Key Normal: c.MK for confirming potential
Bread n Butter (BnB) Combo: c.LP, s.LK xx L.Tatsumaki Senpukyaku
Max Damage Juggle: s.HP (Crush Counter) xx Hadoken, [Juggle] EX.Shoryuken
B Tier: Balance of Strength and Weakness
E. Honda
Honda has always relied heavily on cornering opponents and forcing mistakes with his command grab. Having both his frontal and side grabs in SF6 gives him continued scary pressure when he gets close. But his slow walking speed and lack of projectiles hold him back from consistent success compared to others.
Top Normal: c.HP‘s deceptive range
Strike Throw Mix: Sumo Headbutt Tick Throws
Super Damage Combo: L.Hundred Hand Slap into Flying Sumo Smash (Super)
Marisa
Marisa enters wielding her sword and shield with unique parries and strong abilities to control space in front of her. But she struggles when pressed and her options fade quickly outside her ideal range. Maintaining proper spacing is mandatory to finding openings with her methodical playstyle.
Top Normal: f.HP (Gladius)
Midscreen Confirm: f.HP (Gladius) xx L.Testamina
Max Charge Punish: Fully charged Quadriga Colosseum
C Tier: Uphill Climb to Success
Zangief
With an extremely close range playstyle centered on landing command throws, Zangief heavily struggles against rushdown and zoning. SF6 has provided more combo opportunities which helps. But his lack of approach tools means highly volatile matchup spreads for mediocre rewards relative to the effort required.
Key Special: Double Lariat
Strike/Throw Mixup: Block String into L.SPD
Wakeup Mixup: Meat Squasher Option Select
Dee Jay
Dee Jay has cool and tricky movement but suffers pronounced weaknesses that require masterful play to navigate. Below average health and limited anti-airs mean losing exchanges carries substantial risk that is difficult to overcome. But veterans who understand his unique style can find situational success.
Top Normal: c.MK for deceptive range
Max Range Punish: f.HP (Machine Gun Upper)
Safe Block String: s.LK, s.LP xx L Rolling Sobat
Future Updates Coming
The Street Fighter 6 early life metagame has only begun developing! As players experiment and push boundaries, I expect to release tier list updates reflecting major shifts in the evolving gameplay:
- New technology discovered
- Matchup knowledge progression
- Post-launch balance adjustments
- Eventual DLC character introduction
For now, these evaluations aim to provide helpful direction on navigating SF6‘s launch state. Foundational knowledge of top picks creates space to explore favorites across any skill level. Good luck jumping in the ring!