Street Fighter Duel Tier List

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Learn everything from the Street Fighter Duel Tier List! Choose your captivating champion! Step into the arena! Destroy your opponents with your combos! K.O. !

Street Fighter World is back with Street Fighter: Duel, released by A PLUS JAPAN on February 27, 2023! Street Fighter: Duel, eagerly awaited by mobile gamers, is now available for download on Google Play Store and the App Store, featuring legendary champions. The world needs your courage! So, which of these powerful characters will you choose to use? Stop thinking and start reading our Street Fighter Duel Tier List to crush your opponents to the ground!

Street Fighter Duel Tier List

In our Street Fighter Duel Tier List, we have shared the best champions for you along with their important information. We designed the Street Fighter Duel Tier List based on player feedback and the balance in the latest updates. You can find all kinds of information in this article that can help you. You can prioritize the characters you personally admire and have more enjoyable hours, or you can choose the strongest characters and easily secure victories!

T0


T1


T2


T3

Tier List Overview Criteria

  • T0: This is the highest tier in a tier list, reserved for the most powerful or effective options in the game. Characters or strategies in this tier are considered to be essential picks for competitive play and are often banned in tournaments.
  • T1: This tier is just below T0-tier and includes characters or strategies that are still very strong and effective, but not quite as dominant as those in the T0-tier.
  • T2: This tier includes characters or strategies that are considered to be average or balanced in terms of their strength and effectiveness. They may have some strengths and weaknesses, but they are not as dominant as those in the higher tiers.
  • T3: This is the lowest tier in a tier list, reserved for the weakest or least effective options in the game. Characters or strategies in this tier are often considered to be inferior to other options and may be rarely used in competitive play.

It’s important to note that the exact definitions and criteria for each tier can vary depending on the game and the community creating the tier list. Additionally, a character or strategy’s placement in a tier list is not always an accurate reflection of its overall strength or effectiveness, as factors such as player skill and game balance can also play a significant role.

Street Fighter Duel Best Champions

We have ranked the best characters in our Street Fighter Duel Tier List for you. Now let’s continue with the features of the top champions!

Elena

Skills

Here are the details of Elena’s listed abilities and their levels:

SUPER BRAVE DANCE

Level 1: Elena strikes the nearest enemy 4 times in a row for damage equal to 460% of her ATK. All teammates receive ATK UP (20%) for 10 seconds.
Level 2: All teammates receive 1x Speed UP (20) for 10 seconds.
Level 3: Increases the duration of ATK and speed UP to 15 seconds.

COMBO HEALING DANCE
  • Level 1: Elena heals all teammates for 12% of her max HP.
  • Level 2: Increases the HP healed to 15% of Elena’s max HP.
  • Level 3: This skill has an additional 50% healing effect on targets below 30% of their max HP.
COMBO HURRICANE TOWER
  • Level 1: Elena performs a charged dance that grants all teammates 20% DMG Reduction for 8 seconds.
  • Level 2: Fills the Super Combo Gauge by 50.
  • Level 3: Increases the Super Combo Gauge accumulated to 10.
PASSIVE RHINO HIDE
  • Level 1: At the start of the battle, Elena performs a dance that increases the HP of the allied fighter with the highest ATK by 20% of Elena’s max HP.
  • Level 2: Also increases the target’s DEF by 20% of Elena’s DEF.
  • Level 3: Increases the HP bonus to 30% of Elena’s max HP.
  • Level 4: Increases the DEF bonus to 30% of Elena’s DEF.
Fighting Spirit
  • HP Bonus: 24%
  • ATK Bonus: 12%
  • DEF Bonus: 24%
  • Effect Resist: 18%

GUARDIAN OF THE WILD

  • Curing Dance replaces Healing Dance.
  • All teammates are healed for 15% of Elena’s max HP.
  • The healing effect is increased by 50% on allies under 30% of their max HP.
  • Additionally, all teammates recover 2% of their max HP every second for 65.

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position.
  • When performing a Super Combo or Combo, the assisted fighter is healed for 8% of Elena’s max HP.

[UNLOCKED AT +10]

  • Increases the healing duration of Curing Dance to 95.

[UNLOCKED AT +20]

  • Increases the healing duration of Curing Dance to 125.

[UNLOCKED AT +30]

  • Curing Dance has a 60% chance to trigger Brave Dance (Lv. 3).
  • This is considered a Trigger Skill.

Rose

Skills
SUPER ILLUSION SPARK
  • Swings the yellow cloth to lash at the nearest target 7 times, dealing Soul DMG equal to 516% of ATK in total.
  • Gains one of the following tarot cards (no duplicates):
    • Wands: Crit UP (10%)
    • Pentacle: Pressure UP (10%)
    • Cups: Effect Accuracy UP (20%)
    • Swords: Speed UP (20)
  • Level 2: Increases DMG to 593% of ATK.
  • Level 3: After collecting all 4 tarot cards, dealing DMG triggers an AoE Soul DMG equal to 277% of ATK at the target’s location. Trigger interval: 10 seconds.
COMBO DESTINY TAROT
  • Buff: Destiny Tarot is inflicted on all enemy targets.
  • Level 2: All teammates receive 1x Life Tarot.
  • Level 3: When deployed in the starting lineup, all teammates gain 1x Life Tarot, and all enemy targets are inflicted with 1x Destiny Tarot.
  • Destiny Tarot: Increases DMG taken by 5%. Target explodes if it takes Soul DMG, using up 1 stack and dealing area DMG equal to 120% ATK. There is also a 25% base chance of inflicting Weaken. Stacks up to 3 times.
  • Life Tarot: Reduces DMG taken by 15%. Target explodes if it takes a ranged attack, using up 1 stack and restoring HP equal to 60% ATK to allies in the area. Stacks up to 3 times.
COMBO AURA SOUL SPARK
  • AoE: Launches Aura Soul Spark that strikes multiple targets 8 times, dealing Soul DMG equal to 626% of ATK.
  • For each stack of Weaken on the target, the DMG is increased by 10%.
  • Level 2: For each stack of Weaken on the target, the DMG of this skill is increased by 12%.
  • Level 3: If the target has at least 5x Weaken, this skill ignores 30% of the target’s DEF.
  • Weaken: Decreases ATK by 5% for 15 seconds. Stacks up to 10 times.
PASSIVE SOUL FORTUNE
  • Upon entering the battle, the fighter gains 1x Joker tarot card.
  • After performing a Super Combo or Combo, the Joker tarot card is consumed to record the HP percentage of all allied fighters.
  • When HP falls below 20% or after 12 seconds, this effect is triggered, restoring HP back to the recorded percentage.
  • The healing cannot exceed 40% of max HP.
  • Level 2: Rose regains 1x Joker tarot card 40 seconds after it is consumed.
  • Level 3: When the Joker tarot card triggers, the healing cannot exceed 60% of max HP.
  • Level 4: Rose regains 1x Joker tarot card 30 seconds after it is consumed.
Fighting Spirit
  • HP Bonus: 33%
  • ATK Bonus: 33%
  • DMG Bonus: 6%
  • DMG Reduction: 6%

THE MAGICIAN

  • After other allied fighters unleash skills, they will also randomly gain 1 of the 4 tarot cards (no duplicates):
    • Wands: Crit UP (10%)
    • Pentacle: Pressure UP (10%)
    • Cups: Effect Accuracy UP (20%)
    • Swords: Speed UP (20)

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position.
  • When the assisted fighter unleashes a skill, they gain 1 of the random 4 tarot cards (no duplicates).
  • When all 4 tarot cards are collected, the assisted fighter gains an additional 10% of Rose’s ATK.

[UNLOCKED AT +10]

  • Increases the effect potency of the 4 tarot cards by 100%.

[UNLOCKED AT +20]

  • When another allied fighter gains 1 of the 4 random cards, Rose has a 50% chance to receive the same card.

[UNLOCKED AT +30]

  • After collecting all 4 random tarot cards, the Trigger Skill DMG is increased to 367% of ATK, and it has a 40% base chance to inflict Silence on the enemy for 3 seconds.
  • Silence: Cannot use skills proactively.
  • Base chance: Affected by Effect Accuracy and Effect Resist.

STREET POISON

Skills
SUPER CRESCENT OF AEOLUS
  • Unleashes the Crescent of Aeolus that penetrates multiple targets.
  • Hits all enemies once for DMG equal to 277% of ATK.
  • If there’s only 1 enemy target, increase the DMG by 30%.
  • Level 2: Increases DMG to 318% of ATK.
  • Level 3: If there’s only 1 enemy target, increase the DMG to 70%.
COMBO ALARMING ARROW
  • Buff: Grants all teammates 1x Toxic Love, increases their Crit DMG by 30% for 6 seconds. Stacks up to 5 times.
  • Level 2: Each stack of Toxic Love provides an additional 15% Pressure.
  • Level 3: Each stack of Toxic Love provides an additional 15% ATK.
COMBO OBSESSED HEART
  • Single: Summons an Obsessed Heart, dealing DMG equal to 508% of ATK to a single target it touches with a 40% base chance to inflict Charm for 3 seconds.
  • Level 2: Triggers Ring of Obsession 3 times if the Charm effect is resisted, each dealing AoE DMG equal to 48% of ATK.
  • Level 3: Increases the base chance of inflicting Charm to 60%. Triggers Ring of Obsession 5 times when the Charm effect is resisted.
  • Charm: The target attacks its allies and cannot use active skills.
  • Base chance: Affected by Effect Accuracy and Effect Resist.
PASSIVE CAPTIVE CURSE
  • When taking DMG, 75% chance to receive Love Mark. Trigger interval: 12 seconds.
  • Level 2: When Love Mark is removed, additionally recovers HP equal to 120% of ATK.
  • Level 3: Trigger interval: 10 seconds.
  • Level 4: When Love Mark is removed, the HP recovery effect is applied to all teammates.
  • Love Mark: Cannot move proactively.
Fighting Spirit

AEOLUS SPRING

  • Piercing Shot replaces Alarming Arrow.
  • Performs a piercing attack that deals DMG equal to 120% of ATK to all targets, granting all teammates 1x Toxic Love.
  • Toxic Love increases their Crit DMG by 30%, Pressure by 15%, and ATK by 15% for 6 seconds. Stacks up to 5 times.

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position.
  • When there’s only one enemy, the assist fighter’s Crit DMG is increased by 16% when they attack.

[UNLOCKED AT +10]

  • Piercing Shot fills the Super Combo Gauge by 80.

[UNLOCKED AT +20]

  • 25% chance to additionally grant 1x Toxic Love.

[UNLOCKED AT +30]

  • 20 seconds after the battle begins, Piercing Shot replaces regular attacks.

EVIL RYU

Skills
SUPER DRAGON SLAM
  • All friendly fighters gain 2x Satsui no Iki but lose 1% of their current HP.
  • The first strike on the first target to the front deals Soul DMG equal to 525% ATK.
  • Then, another strike deals DMG equal to 97% ATK to enemies within the area of effect.
  • Level 2: 8% boost to the DMG dealt with Dragon Slam for 1x Satsui no Iki active.
  • Level 3: Dragon Slam is unleashed when the stack count of Satsui no Iki exceeds 3.
  • Fighter has Super Armor while unleashing the skill and takes 50% less DMG.
  • Satsui no Iki: Fighter takes 10% less Soul DMG and 5% less DMG for all other types of DMG. Their Pressure is also increased by 10%. Satsui no Iki lasts 30 seconds and can stack up to 10 times.
COMBO METSU HADOKEN
  • Skill cannot be unleashed by the player.
  • Is automatically unleashed once if, after Shoryuken is unleashed, the stack count of Satsui no Iki is greater than 5. Trigger interval: 18 seconds.
  • Deals Soul DMG equal to 382% ATK to one target.
  • The enemy’s Energy level is also lowered by 60 for every 1x Satsui no Iki active.
  • Level 2: Every 1x Satsui no Iki expended lowers the enemy’s Energy by 100.
  • Level 3: Every 1x Satsui no Iki expended lowers the enemy’s Energy by 120.
COMBO SHORYUKEN
  • Skill cannot be unleashed by the player.
  • Automatically unleashed once when a teammate uses Combo 3.
  • All friendly fighters lose 1% of their current HP but gain 1x Satsui no Iki.
  • Fighter strikes 6 times at the enemy with the lowest percentage of HP, dealing Soul DMG equal to 750% of ATK.
  • DMG dealt is increased by 8% for every 1x Satsui no Iki active.
  • Level 2: When the fighter’s Satsui no Iki stack count exceeds 3, the skill will ignore a certain amount of the target’s DEF, with the amount being a given percentage of the HP already lost by the fighter.
  • Level 3: When the fighter’s Satsui no Iki stack count exceeds 3, the skill will ignore any shields and DMG Immunity effects active on the target.
PASSIVE SATSUI SURGE
  • Fighter gains 1x Satsui no Iki when deployed in the starting lineup.
  • All friendly fighters lose 15% of their current HP but deal 15% more DMG until the end of the battle.
  • Shun Goku Satsu is unleashed when Dragon Slam or Shoryuken results in a kill.
  • All friendly fighters lose 1% of their current HP but gain another 1x Satsui no Iki.
  • Shun Goku Satsu deals Soul DMG equal to 735% ATK to the enemy with the lowest HP by percentage.
  • The character has Control Immunity when unleashing the skill.
  • Level 2: Increases the DMG boost to 25%.
  • Level 3: Increases DMG dealt with Shun Goku Satsu to 845% of ATK.
  • Level 4: When an enemy uses Combo 3 when Evil Ryu has less than 60% HP, Shun Goku Satsu is unleashed on that enemy once.
Fighting Spirit
  • HP Bonus: 28%
  • ATK Bonus: 33%
  • Crit DMG: 15%
  • DEF Bonus: 19%

SATSUI SURGE

  • When an enemy uses Combo 3 when Evil Ryu has less than 30% HP, Shun Goku Satsu is unleashed on that enemy once. Triggers once per battle.

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position.
  • Assisted fighter loses 15% of their HP when deployed in the starting lineup.
  • However, they also deal 20% more DMG until the end of the battle.

[UNLOCKED AT +10]

  • Unleashing Shun Goku Satsu can interrupt the target’s skill.

[UNLOCKED AT +20]

  • Shun Goku Satsu has a 100% base chance of inflicting Silence on enemies hit within the next 6 seconds.
  • This effect cannot be dispelled.

[UNLOCKED AT +30]

  • Increases the DMG dealt with Shun Goku Satsu by 30%.
  • The skill now also ignores the target’s shields and DMG Immunity effects.

Silence: Cannot use skills proactively. Base chance: Affected by Effect Accuracy and Effect Resist.

AKUMA

Skills
SUPER GOSHORYUKEN
  • Single target skill.
  • Strike the nearest enemy 3 times with a charged Shoryuken, dealing DMG equal to 69S% of ATK.
  • Life Steal Rate is increased by 20% while the skill is performed.
  • Level 2: Increases DMG to 799% of ATK.
  • Level 3: Gain 1 stack of Conquer upon use. If there are already 3 stacks of Conquer, gain 1 stack of Extreme instead.
COMBO SHAKUNETSU HADOKEN
  • Single target skill.
  • Unleashes a fire-engulfed Kikoken at the nearest target for a heavy hit, dealing Flame DMG equal to 327% of ATK.
  • 100% base chance of inflicting 1 stack of Burn on the target.
  • Level 2: After unleashing the skill, gain 1 stack of Conquer.
  • Level 3: Gain a 20% increase to Flame and Soul DMG for 15 seconds upon use.
  • Burn: Target loses HP equal to 7% of ATK every second for 15 seconds. Stacks up to 20 times.
  • Base chance: Affected by Effect Accuracy and Effect Resist.
COMBO RAGING DEMON
  • Single target skill.
  • Instantly strike the enemy anchor fighter 7 times, dealing Flame DMG equal to 715% of ATK.
  • 50% base chance of inflicting 1x Burn.
  • After unleashing, gain 1x Extreme and lose all stacks of Conquer.
  • If 3x Extreme are active, skill changes to Shin Shun Goku Satsu on its next use.
  • Shin Shun Goku Satsu: Uses up all Extreme stacks to strike the enemy anchor fighter 7 times, dealing Soul DMG equal to 1,105% of ATK and with a 50% base chance of inflicting 1x Weaken.
  • No Conquer stacks are consumed when using this skill.
  • Level 2: Increases Raging Demon and Shin Shun Goku Satsu’s base chance of inflicting Burn and Weaken respectively to 100%.
  • Level 3: Increases Raging Demon’s DMG to 786% of ATK. Increases Shin Shun Goku Satsu’s DMG to 1271% of ATK.
  • Burn: Target loses HP equal to 7% of ATK every second for 15 seconds. Stacks up to 20 times.
  • Weaken: Decreases ATK by 5% for 15 seconds. Stacks up to 10 times.
  • Base chance: Affected by Effect Accuracy and Effect Resist.
PASSIVE MASTER OF THE FIST
  • Increases DMG dealt by 0.3% and reduces DMG received by 0.3% for every 1% HP lost.
  • Level 2: Gain 1 stack of Conquer and 1 stack of Extreme upon defeating an enemy fighter.
  • Level 3: Increases DMG dealt by 0.5% and reduces DMG received by 0.5% for every 1% HP lost.
  • Level 4: Gain 1 stack of Conquer and 1 stack of Extreme when an allied fighter is defeated.
Fighting Spirit
  • HP Bonus: 23%
  • ATK Bonus: 37%
  • DEF Bonus: 19%
  • Pressure: 7.5%

HE OF A THOUSAND HITS

  • When Conquer is active, normal attacks become Ashura Senku.
  • Ashura Senku deals 50% more DMG and fills the Super Combo Gauge by an additional 50 points.

[UNLOCKED AT +5]

  • Assist Skill: Effective when a fighter is in an assist position.
  • Summons a fireball when an assisted fighter deals damage with a Combo.
  • The fireball deals Flame DMG equal to 50% of ATK to enemy targets within its area of effect.
  • Trigger interval: 5 seconds.

[UNLOCKED AT +10]

  • When the enemy is afflicted by Burn:
    • Shin Shun Goku Satsu DMG increases by 20%.
  • When the enemy is afflicted by Weaken:
    • Shin Shun Goku Satsu DMG increases by 20%.

[UNLOCKED AT +20]

  • Unleashing Ashura Senku gives a 40% chance to gain 1x Extreme.

[UNLOCKED AT +30]

  • Akuma becomes an Ashura after using Shin Shun Goku Satsu.
  • When in Ashura form, Akuma unleashes Shakunetsu Hadoken (Lv. 3) after the enemy unleashes a Combo or Super Combo:
    • It counts as a Trigger Skill.
    • It deals 25% more DMG.
    • It will not grant Conquer.
  • Ashura form expires after Shakunetsu.

Burn: Target loses HP equal to 7% of ATK every second for 15 seconds. Stacks up to 20 times.

Weaken: Decreases ATK by 5% for 15 seconds. Stacks up to 10 times.

Chun Li

Skills
KIKOSHO
  • AoE skill.
  • Charges up energy and strikes multiple targets within a small area in front of the fighter, dealing DMG equal to 150% of ATK to each target.
  • Lowers the DMG Resist Rate of the targets by 10% for 5 seconds.
  • Unleashes an energy wave that penetrates all enemy targets and deals DMG equal to 170% of ATK.
  • The energy wave grows in size and causes an additional 10% DMG for each enemy target it passes through, stacking up to two times.

[UNLOCKED AT +2]

  • Fills the Super Combo Gauge by an additional 150 upon defeating an enemy.

[UNLOCKED AT +3]

  • Adjusts the DMG bonus when penetrating enemies to 18%.
COMBO: REVERSE WHIRLWIND KICK
  • AoE skill.
  • Jumps upside-down and strikes multiple enemies with 10 kicks, dealing DMG equal to 468% of ATK to each enemy.

[UNLOCKED AT +2]

  • DMG increases by 25% if the skill does not score a Crit.

[UNLOCKED AT +3]

  • DMG increases to 620% of ATK.
COMBO: SENRETSUKYAKU
  • Single target skill.
  • Strikes the enemy with 9 kicks, dealing DMG equal to 850% of ATK.

[UNLOCKED AT +2]

  • Deals 3% additional DMG for each stack of Armor Break on the target.

[UNLOCKED AT +3]

  • Increases DMG Bonus for each stack of Armor Break to 4%.

Armor Break: Decreases DEF by 3% for 15 seconds. Stacks up to 10 times.

PASSIVE: HEAVENLY KICKS
  • Fills the Super Combo Gauge by 100 upon scoring a Crit with a skill.
  • Trigger interval: 10 seconds.

[UNLOCKED AT +2]

  • Additionally increases ATK by 5% when this effect triggers.
  • Lasts 12.5 seconds and stacks up to 5 times.

[UNLOCKED AT +3]

  • Energy Restoration increased to 125.

[UNLOCKED AT +4]

  • Trigger interval is reduced to 7.5 seconds.
Fighting Spirit

WHIRLWIND

  • Replaces Senretsukyaku.
  • Strikes multiple targets 2 times, dealing DMG to each target equal to 250% of ATK.
  • Strikes the nearest enemy with 5 kicks, dealing DMG equal to 650% of ATK.
  • Each stack of Armor Break on the target increases the DMG by 4%.

[UNLOCKED AT +5]

  • Assist Skill: Effective when a fighter is in an assist position.
  • Assist fighters receive 15% of Chun-Li’s Crit.

[UNLOCKED AT +10]

  • Increases DMG Bonus of each stack of Armor Break to 5%.

[UNLOCKED AT +20]

  • Whirlwind grants all teammates 50 Speed and increases the whole team’s Super Combo Gauge progress gained from regular attacks by 100% for 15 seconds.

[UNLOCKED AT +30]

  • Each Crit triggered by Whirlwind fills the Super Combo Gauge by an additional 30.

Armor Break: Decreases DEF by 3% for 15 seconds. Stacks up to 10 times.

Fashion Blanka

Skills
JUNGLE WILDFIRE
  • AoE skill that spews raging flames, striking enemies in a large area 6 times.
  • Deals Flame DMG equal to 473% of ATK.
  • Each attack has a 20% base chance to inflict 1x Burn.
  • LV.2: When the skill inflicts Burn on the target, the fighter has a 35% chance to receive 1x Wildfire.
  • LV.3: Increases DMG to 520% of ATK and the base chance to inflict Burn to 25%.

[UNLOCKED AT +5]

  • Assist Skill: Effective when a fighter is in an assist position.
  • Fashion Blanka takes Flame DMG equal to 80% of Fashion Blanka’s ATK if attacked while charging.

[UNLOCKED AT +10]

  • Shooting flames in “Scorched Power” consumes 1x Wildfire.
  • Wildfire effects consumed by this skill have a 40% chance to be resumed.

[UNLOCKED AT +20]

  • Blanka receives 1x Wildfire every 7 times the trail of fire in “Spinball Smash” deals DMG.

[UNLOCKED AT +30]

  • Extends the duration of the trail of fire in “Spinball Smash” to 5 seconds.
  • Increases the DMG of “Jungle Wildfire” to 520% of ATK and the base chance to inflict Burn to 25%.

Burn: Target loses HP equal to 7% of ATK every second for 15 seconds. Stacks up to 20 times.

Wildfire: When dealing DMG, there is a 35% chance to remove 1x Wildfire and deal additional Flame DMG equal to 310% of ATK. Stacks up to 12 times.

PASSIVE: PRAIRIE WILDFIRE
  • Gain 1x Wildfire every 6 seconds after the battle begins.
  • LV.2: Gains 1x DEF Up (5%) for 12 seconds whenever Wildfire is lost.
  • LV.3: Upon entering the battle, the fighter gains 2x Wildfire.
  • LV.4: Gains 1x ATK Up (5%) for 12 seconds whenever Wildfire is lost. Stacks up to 12 times.
Fighting Spirit

RAGING WILDFIRE

  • When allies take Flame DMG, there is a 15% chance to receive 1x Wildfire. Trigger interval: 3 seconds.

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position.
  • When the assisted fighter deals Flame DMG, there is a 12% chance to receive 1x ATK UP equal to 8% of Fashion Blanka’s ATK for 12 seconds. Stacks up to 4 times.
  • When taking Flame DMG, there is a 12% chance to receive 1x DEF UP equal to 8% of Fashion Blanka’s DEF for 12 seconds. Stacks up to 5 times.

[UNLOCKED AT +10]

  • When other teammates deal Flame DMG, there is a 15% chance to gain 1x Wildfire. Trigger interval: 3 seconds.

[UNLOCKED AT +20]

  • When the fighter consumes Wildfire, there is a 40% chance to grant a random ally 1x Wildfire.

[UNLOCKED AT +30]

  • Increases the chance for other allies to receive Wildfire to 80%.
  • When other allies consume Wildfire, they also receive the DEF and ATK bonuses from Prairie Wildfire.

Wildfire: When dealing DMG, there is a 35% chance to remove 1x Wildfire and deal additional Flame DMG equal to 310% of ATK. Stacks up to 12 times.

E. Honda

Skills
SUPER: OROCHI SLAMMER
  • Grabs hold of the nearest target and strikes it 3 times in a row, dealing DMG equal to 546% of ATK.
  • Gains DMG Sharing for 10 seconds.

[UNLOCKED AT +2]

  • DMG Sharing boosts the entire team’s DMG Resist Rate by 30%.

[UNLOCKED AT +3]

  • Extends DMG Sharing duration to 16 seconds.

DMG Sharing: 30% of the DMG received by E. Honda is shared with the team.

COMBO: SUMO HEADBUTT
  • Headbutts the nearest enemy 2 times, dealing DMG equal to 297% of ATK.
  • Each strike has a 50% base chance to Stun the target for 3 seconds.
  • Inflicts E. Honda with Stun for 2 seconds.

[UNLOCKED AT +2]

  • While the target is successfully Stunned, their DEF is reduced by 40% until the Stun effect expires.

[UNLOCKED AT +3]

  • Reduces the chance of self-inflicted Stun by 50%.

Stun: Cannot move, attack, or use active skills.

COMBO: SUPER KILLER HEAD RAM
  • Strikes the nearest enemy with 5 consecutive hits, dealing DMG equal to 586% of ATK.
  • Triggers a Bullet Wall that lasts 8 seconds and can block 5 ranged attacks.

[UNLOCKED AT +2]

  • Extends the duration of the Bullet Wall to 12 seconds.

[UNLOCKED AT +3]

  • The Bullet Wall is capable of blocking 8 ranged attacks.
PASSIVE: SUMO BLOOD
  • E. Honda gains Desperation when his HP is less than 20%. Trigger interval: 30 seconds.

[UNLOCKED AT +2]

  • Reduces the trigger interval for Desperation to 20 seconds.

[UNLOCKED AT +3]

  • Increases the DMG Resist provided by Desperation to 50%.

[UNLOCKED AT +4]

  • Desperation is triggered when E. Honda’s HP is less than 30%.
  • Desperation provides DMG Resist by 30% with DMG Immunity during the first 2 seconds.
Fighting Spirit

SUMO WRESTLER

  • Restores 2% of max HP every second while Desperation is active.

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position.
  • After the battle begins, 8% of the DMG dealt to allied fighters is transferred to E. Honda.

[UNLOCKED AT +10]

  • Restores 3% of max HP every second while Desperation is active.

[UNLOCKED AT +20]

  • Extends the duration of Desperation by 3 seconds.

[UNLOCKED AT +30]

  • When Desperation triggers, if E. Honda is in a DMG Sharing status, other teammates will receive the same HP recovery effect.

Desperation: Increases DMG Resist by 30% with DMG Immunity during the first 2 seconds.

DMG Sharing: 30% of the DMG received is shared by E. Honda.

M. Bison

Skills
ULTIMATE NIGHTMARE
  • Spin kicks the nearest target 2 times, dealing DMG equal to 263% of ATK.
  • Followed by a ground pound that generates an energy beam, hitting multiple targets for Soul DMG equal to 153% of ATK.
  • The energy beam has a 100% base chance to inflict 1x Weaken on the enemy.

[UNLOCKED AT +2]

  • Increases Spin Kick DMG to 288% of ATK and Energy Beam DMG to 168% of ATK.
  • The first 2 hits have a 25% base chance to inflict 1x Weaken on the target.

[UNLOCKED AT +3]

  • Increases Beam DMG to 168% of ATK.
  • The first 2 hits have a 25% base chance to inflict 1x Weaken on the target.
  • While Infernal King is active, the skill deals an additional 0.5% DMG for every 1% of Missing HP.

Weaken: Decreases ATK by 5% for 15s. Stacks up to 10 times.

COMBO: PSYCHO ABSORB
  • Holds the nearest target in the air and strikes 3 times, dealing DMG equal to 398% of ATK.
  • Converts 20% of the skill DMG into M. Bison’s HP.

[UNLOCKED AT +2]

  • Increases DMG to 438% of ATK and the ATK absorbed to 30% of Skill DMG.

[UNLOCKED AT +3]

  • While Infernal King is active, ignores the target’s Dodge, Parry, and Shields.
COMBO: PSYCHO IMPACT
  • Charges soul energy and penetrates multiple targets in a spiral, striking each target 3 times and dealing 306% Soul DMG.
  • Each strike absorbs 1% of M. Bison’s ATK from the target.
  • Each target’s ATK can be absorbed up to 15 times, and M. Bison may receive up to 45 stacks of this bonus.

[UNLOCKED AT +2]

  • This skill cannot be interrupted.

[UNLOCKED AT +3]

  • While Infernal King is active, the skill deals 110% True Soul DMG to the enemy rear Position with a 30% base chance to inflict 1x Delusion.

Infernal King: Increases DMG by 30%. Cannot receive any healing from others.

Delusion: The target takes True DMG equal to 30% of ATK. Removes the Weaken effect from the enemy target and inflicts Stun. The duration of the Stun scales with the number of Weaken stacks removed.

PASSIVE: RETURN OF THE INFERNO
  • Upon entering the battle, deals Soul DMG equal to 144% of ATK to all enemies.
  • Before M. Bison takes fatal DMG, if any ally still survives, M. Bison becomes immune to DMG for 3s, restores 40% of max HP, and unleashes Return of the Inferno, dealing Soul DMG equal to 265% of ATK to all enemies.
  • After unleashing Return of the Inferno for the first time, M. Bison enters the Infernal King status, which lasts until the battle ends.

[UNLOCKED AT +2]

  • M. Bison will unleash Return of the Inferno when the allied fighter unleashes Combo 3 for the first time.

[UNLOCKED AT +3]

  • M. Bison will unleash Return of the Inferno when the allied fighter unleashes Combo 3 for the second time.

[My apologies, but I couldn’t find any more information regarding the ability unlocks for the “Return of the Inferno” passive at levels 4 and above. However, based on the information provided, the ability “Return of the Inferno” triggers various effects when M. Bison enters the Infernal King status, including dealing Soul DMG to all enemies, becoming immune to DMG, restoring HP, and unleashing Return of the Inferno. The Infernal King status grants an increase in DMG and prevents healing from others. The ability also mentions the chance to inflict Weaken on enemies during Return of the Inferno, which decreases ATK.

Fighting Spirit

INFERNAL BEAST

  • Starting from the 2nd use, each Return of the Inferno will further increase the DMG Bonus from Infernal King by another 15%, up to a total of 75%.

[UNLOCKED AT +5]

  • Assist Skill: Takes effect when the fighter is in an assist position. When the assisted fighter takes fatal DMG, they are healed back to 30% of max HP and gain Infernal King until death.
  • This effect grants 15% increased DMG but prevents healing from others.

[UNLOCKED AT +10]

  • While Infernal King is active, M. Bison gains Shadow Attack.
  • Shadow Attack: Each attack additionally deals 10% True Soul DMG.

[UNLOCKED AT +20]

  • Infernal King will affect other teammates, increasing their DMG by 20%.

[UNLOCKED AT +30]

  • While Infernal King is active, other teammates will also trigger Shadow Attack when they hit enemies.

Infernal King: Increases DMG by 30%. Cannot receive any healing from others.

Guile

Skills
SUPER: SONIC HURRICANE
  • Charge and release a spinning wave which lands a heavy hit on the nearest enemy for DMG equal to 106% of ATK.
  • Additionally, trigger an explosion that hits multiple enemies for 317% of ATK and inflicts 1x Armor Break.

[UNLOCKED AT +2]

  • The explosion causes 30% additional DMG to enemies with more than 70% HP.

[UNLOCKED AT +3]

  • The explosion inflicts 1x Armor Break.

Armor Break: Decreases DEF by 3% for 15s. Stacks up to 10 times.

COMBO: SONIC BLADE
  • Charges and hurls three Sonic Waves at the nearest target to deliver heavy hits, dealing DMG equal to 417% of ATK in total.
  • Each strike has a 15% chance to inflict 1x Armor Break.

[UNLOCKED AT +2]

  • Increases DMG to 469% of ATK.
  • Obtains 1 stack of Saber when unleashed.

[UNLOCKED AT +3]

  • DMG increases by 25% when HP is higher than 90%.

Armor Break: Decreases DEF by 3% for 15s. Stacks up to 10 times.

Saber: Each stack allows the fighter’s attacks to ignore 7% of enemy DEF. Stacks up to 5 times and cannot be dispelled.

COMBO: SOMERSAULT EXPLOSION
  • Vaults backward several times and strikes multiple targets within range 3 times, dealing DMG equal to 502% of ATK to each target.

[UNLOCKED AT +2]

  • Increases the DMG dealt to enemies to 552%. At 3x Saber, the fighter consumes 2x Saber to trigger an additional explosion that deals AoE DMG equal to 288% of ATK.

[UNLOCKED AT +3]

  • At 5x Saber, the final kick consumes 4x Saber to trigger 2 additional explosions that deal AoE DMG equal to 288% of ATK.

Saber: Each stack allows the fighter’s attacks to ignore 7% of enemy DEF. Stacks up to 5 times and cannot be dispelled.

PASSIVE: KNIFE EDGE
  • 30% chance of gaining Saber when dealing ranged DMG to an enemy.
  • Lasts 15s. Trigger interval: 5s.

[UNLOCKED AT +2]

  • Trigger interval: 2.5s.

[UNLOCKED AT +3]

  • Increases the chance to receive Saber to 50%.

[UNLOCKED AT +4]

  • Trigger interval: 0.5s.

Saber: Each stack allows the fighter’s attacks to ignore 7% of enemy DEF. Stacks up to 5 times and cannot be dispelled.

Fighting Spirit

SABER KICK

  • Kicks out a sonic blade that strikes multiple targets within range 2 times, dealing DMG equal to 522% of ATK to each of them and inflicting 1x Armor Break.

[UNLOCKED AT +5]

  • 25% chance to gain Saber when the assisted fighter deals ranged DMG.
  • Stacks up to 5 times and lasts 15s. Trigger interval: 8s.

[UNLOCKED AT +10]

  • Saber Kick increases DMG Resist by 30%.

[UNLOCKED AT +20]

  • Immune to control and obtains Super Armor when unleashing Saber Kick.

[UNLOCKED AT +30]

  • Saber Kick’s bonus explosion effects no longer consume Saber stacks.

Armor Break: Decreases DEF by 3% for 15s. Stacks up to 10 times.

Saber: Each stack allows the fighter’s attacks to ignore 7% of enemy DEF. Stacks up to 5 times and cannot be dispelled.

How To Reroll In Street Fighter Duel

  • Sign in with a guest account
  • Open your server launch bag
  • If you get the character you want great, if not you need to:
    • Tap the player icon
    • Go to settings
    • Hit select server
    • Choose a new server
  • Rinse and repeat those steps until you get the character that you want

Summary

I hope you liked our Street Fighter Duel Tier List. While writing this article, we took all the sources into account as usual and believe that we have done a great ranking! You can also read the character stats in the continuation of our Street Fighter Duel Tier List. With the information you gather here, you can distinguish between tank, support, assassin, and balanced roles. For more, you can always visit our website!