Street Fighter 6taunts or emotes are a lesser-known feature that many new players may not be familiar with. While they may not have the same usefulness as they do inclassicStreet Fightergames, taunts can still be flashy ways to tease opponents and even potentially win a match.
However, only experienced players can effectively incorporate them into their strategies as either psychological or physical threats. With this guide, players can learn what taunts are, how they are executed, and which ones are the most effective.

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What Are Taunts?
In theStreet Fighterfranchise, taunts arecharacter-specific animations used to mock opponents. InSF6, each character has three taunts designated for back, forward, and neutral inputs. However, only a few of these moves affect gameplay.
Taunts were first introduced in theStreet Fighter Alphaseries, and have since become a secret part of each character’s moveset. InStreet Fighter 3: Third Strike, taunts even boosted certain players' moves and inflicted damage. However, in recent games, taunts have evolved into more of an emote rather than a practical form of provocation.

How to Taunt in Street Fighter 6
To perform a taunt, players need topress all six kick and punch buttons simultaneouslyon boththe Classic and Modern control types. For other variants, they must do the same while holding the back or forward keys on the D-Pad.
How to Do
Neutral Taunt
Light Punch + Medium Punch + Heavy Punch + Light Kick + Medium Kick + Heavy Kick
Back Taunt
Back on the D-Pad + Light Punch + Medium Punch + Heavy Punch + Light Kick + Medium Kick + Heavy Kick
Forward Taunt
Forward on the D-Pad + Light Punch + Medium Punch + Heavy Punch + Light Kick + Medium Kick + Heavy Kick
How to Change the Emote Input
To modify the control mapping for taunts, access the Multi Menu and navigate to the Options section. Under the Controls tab, choose “Edit Control Mapping.” Hover over the Taunt option, and press a different button to customize its input.
R3 or RS is the optimal choice for a taunt button, as it serves no other purpose during gameplay.

The Best Taunts in Street Fighter 6
Street Fighter 6offers only eight taunts that actually affect both thephysical and psychologicalstate of the opponent. These teases are considered the most effective ones in the game.
Blanka’s Juggling (Back Taunt)
Blanka’s back taunt is a juggling move that allows him to refill his Blanka-Chan Doll bar and obtain an additional bomb every time he performs it. While he starts a match with three explosive dolls, he can stack up to five by juggling and taunting his opponent.
One potential drawback of using this move is its extended recovery time. Blanka requires over 200 frames to complete his juggling and obtain a projectile. Additionally,the taunt cannot be canceled, and the opponent has the opportunity to attack Blanka the entire time.

Marisa’s Baiting (Forward Taunt)
With her baiting taunt, Marisa leans forward and asks the opponent to hit her. However, what sets this maneuver apart is its armored nature, allowing it to withstand the enemy’s initial strike with no damage.
AlthoughMarisa can absorb the first hit, the taunt has a frame disadvantage of at least two strikes, making her vulnerable to damage from follow-up attacks.

E. Honda’s Kakegoe (Neutral Taunt)
Inspired by his Sumo background, E. Honda has a kakegoe taunt that encourages the opponents to attack him. But like Marisa’s tease, Honda’s neutral taunt is also armored, letting him survive a few jabs.
Note that armored taunts are not invincible against armor-breaking attacks. Any charged, Special, orSuper movecould penetrate these stances and damage the player.

Jamie’s Drop & Pop (Neutral Taunt)
Although it is the longest taunt, Jamie’s drop & pop is a creative way of evading projectiles. During this move, Jamie falls to the ground and gets back up immediately, giving the player a few advantageous frames for dodging fireballs as well as some standing and high attacks.
Be aware that Jamie’s taunt can take up to 700 frames, making it the riskiest tease in the game. Players should only use it when they are confident that their opponent will not attack for a few seconds.

Dee Jay’s Resting (Forward Taunt)
One of Dee Jay’s mocking moves is to sit on the ground and wait for the opponent to attack, which players can use to avoid projectiles.
Like other taunts, Dee Jay’s resting move has long active and recovery frames, and can be vulnerable to low attacks. It’s best for players only to use it when the opponent is far away on the other side of the battlefield.

Chun-Li’s Zhe Sha (Neutral Taunt)
One of Chun-Li’s taunts is Zhe Sha, which can deal 300 damage, similar to a neutral jab. Interestingly, it is the only taunt that can be used in combos, as it can be paired with aDrive Impact movethat has stunned the enemy.
Lily’s Polaroid Camera (Neutral Taunt)
Lily may have a limited range of moves, but she possesses a unique taunt that caneffectively block projectiles. When she uses her neutral taunt, which involves a Polaroid camera flash, her opponent receives one point of damage, and normal fireballs are stopped. It’s important to note, however, that this move’s projectile invincibility only works against low-damage fireballs, and it won’t be sufficient to deflect Special ones.
Dhalsim’s Levitation (Back and Forward Taunt)
Although they come withthe risk of punishment, Dhalsim’s back and forward taunts enable him to hover and avoid low strikes. However, these moves are susceptible to standing and high attacks, rendering them hazardous in most circumstances.
Street Fighter 6is available now for PS4, PS5, Xbox Series X|S, and PC.

