Street Fighter 6
Powered by Capcom’s proprietary RE ENGINE, the Street Fighter 6 experience spans across three distinct game modes featuring World Tour, Fighting Ground and Battle Hub.
Diverse Roster of 18 Fighters
Play legendary masters and new fan favorites like Ryu, Chun-Li, Luke, Jamie, Kimberly and more in this latest edition with each character featuring striking new redesigns and exhilarating cinematic specials.
Dominate the Fighting Ground
Street Fighter 6 offers a highly evolved combat system with three control types – Classic, Modern and Dynamic – allowing you to quickly play to your skill level.
The new Real Time Commentary Feature adds all the hype of a competitive match as well as easy-to-understand explanations about your gameplay.
The Drive Gauge is a new system to manage your resources. Use it wisely in order to claim victory.
Explore the Streets in World Tour
Discover the meaning of strength in World Tour, an immersive, single-player story mode. Take your avatar and explore Metro City and beyond. Meet Masters who will take you under their wing and teach you their style and techniques.
Seek Rivals in the Battle Hub
The Battle Hub represents a core mode of Street Fighter 6 where players can gather and communicate, and become stronger together. Use the avatar you create in World Tour to check out cabinets on the Battle Hub floor and play against other players, or head over to the Game Center to enjoy some of Capcom’s classic arcade games.
Your path to becoming a World Warrior starts here.
Steam User 85
There is no official "big brother mode", but a random person I matched against beat the crap out of me and then spent a solid 2 hours just rematching and doing basic moves until I learned to block. I must have went 60-0 against this Akuma but learned the basics in the process and can now hadouken consistently. Talk about welcoming community.
Steam User 246
As a core product, Street Fighter 6 is a triumph. Capcom took years of feedback about what did and didn't work through the Street Fighter 5 era, listened and adapted. The product is polished to a mirror sheen. As a fighting game, the systems are really well thought out, work together, and provide for a fantastic fighting experience that can be picked up easily enough but have significant depth to them. The roster is diverse, reasonably sized, and has enough variety that you can find someone that you'll like playing. The newcomers in particular landed incredibly well, with designs like Marisa, Manon and Kimberly being instantly iconic and full of personality. The online experience, critical for a modern day fighting title, is also superb, with fantastic rollback netcode, plenty of features, a sensibly balanced ranked ladder, good matchmaking, and quick load times. It's easy to load up SF6, play a bunch of online rounds, and feel like you got a great gaming experience.
Capcom also did a very savvy thing, centering the experience around two overlapping tentpoles; World Tour mode and Modern controls. World Tour is effectively what a big budget beat-em-up would look like in the modern era - roaming around some open world maps, getting into fights, getting money and experience and cosmetics to dress up your (extremely customizable and potentially grotesquely deformed) avatar. All the while, you're interacting with the SF6 roster, learning their styles, mixing and matching moves, and getting to know them as characters outside of the fighting arena. It's part extended mechanics tutorial, part street brawl, and really quite a lot of fun. It also plays extremely well with Modern controls, which is a fully usable control scheme that cuts the execution requirements from the traditional 6 button technical input scheme to a four button version that includes some simple auto-combos and one-button specials. While purists might get snobby about it, Modern does exactly what it sets out to do - lets less experienced players be competitive in versus matches, and shift the focus from technical control inputs to the more important strategic layer of movement, positioning, traps, and mindgames, which is where fighting games shine.
All this said, SF6 is being tremendously let down and hurt by some very questionable ongoing development and business decisions. The game itself, outside of the traditional season pass DLC characters we have so far (two of them released, two announced), has been stagnating in a way that some of its contemporaries are not; Capcom has elected to go with an annual balance patch, which means the meta hasn't really shifted since launch and characters with glaring weaknesses in their kit remain undertuned and underrepresented. Ongoing content releases have mostly been focused on avatar cosmetics and other items that can't be used or show up outside of gimmick avatar battles. Most of these come through the now-obligatory premium battlepasses; while the paid tracks ultimately can be self-sustaining if you play enough matches, they cycle extremely quickly and turn SF6 into the grindy type of live service experience. Capcom also has gotten into using predatory micro and macrotransaction practices, using a combination of secondary mobile-style currencies (sold in bundles that never quite fit right, of course) and extremely overpriced premium cosmetics (fifteen dollar TMNT costumes, anyone? fifteen dollars per turtle, that is). This culminated in the long awaited Outfit 3 release, with new costumes for the whole roster - a breath of fresh air for a stagnating visual experience marred by the costumes being expensive (six dollars each), not available in any sort of bulk bundle, and only available using Capcom's secondary currency. There is no world in which it can be considered justifiable to have to pay over 100 dollars for a roster-wide single outfit update, even if they were available a-la carte and are very high quality designs.
So, SF6. I do recommend it if you like or want to like fighting games, because it's really a great 2D fighter. That said, if you are sensitive to or put off by some of the gaming industry's worst practices, they're showing up in full force here and there's no real indication that Capcom is listening to player feedback on the subject. It's certainly killed a lot of my drive to follow and play the game on an ongoing fashion, and I have to note it as a real black eye on the experience.
Steam User 68
Tired of your teammates throwing your comp games? Play Street Fighter 6
Tired of spin-botting cheaters? Play Street Fighter 6
Tired of Overwatch? Play Street Fighter 6
Even if you're new to the genre, there are plenty of ways to make this game still enjoyable. Absolutely worth it.
Steam User 206
Great game! The only downside is: You cant unlock new characters by playing the game, only buying it.
I know it was ever like this but it is about time for it to change.
Capcom needs to monetize with cosmetic only.
Steam User 33
Very fun and beginner friendly fighting game. Easy to learn, hard to master.
Steam User 40
Being a few months after release, i think its confident to say that this is a clear sign of evolution from the previous entries and shows that it not only learned from itself but from other fighting games as well.
I'm not gonna pretend and be a pro and say i know the ins and outs of all the mechanics in this game but as a casual that keeps up with the competitive scene and plays semi-regularly, I think the fusion of mechanics has really made the game continuously engaging and entertaining. The spectacle is there, watching matches feels hype with drive impact and parry, and they're easy enough to use that you'll get beginners to occasionally pull off crazy stuff like countering a DI or getting lucky and hitting a perfect parry but they still keep their balance to where if they can be worked around if you know what you're doing and have that experience.
Outside of just pvp, SF6 brings a lot to the table too. It's world tour mode, lets you create your own character, customize and mix and match iconic moves from the rest of the roster, and from my own subjective opinion take your custom character through a decently engaging story. It also has helpful teaching tools like the mini-games sprinkled throughout the world like the basketball parry, hadoken pizza teaching you motion inputs, etc. Its battle hub, creates a pretty nice place to socialize with other players using your avatar. There you can meet sit at a cab and play other players normally, play extreme battles, or play some old school arcade games like SF2, final fight and others.
I also have to bring up its accessibility and while i don't personally get a lot of use out of these features, it really is great to see the consideration going in. It has settings letting audio queues play that will inform the player of the situation in a match, like the distance between charcaters, side positioning, cross-up attack hit, health and bar status, high/mid/low attack type.
I also do wanna be completely honest and say, its a far from perfect game, currently its monetization policies seem to be so predatory even if they aren't very intrusive. The inclusion of battle passes, most collaborations items or cosmetics seem to strictly for the avatar that if you play this regularly you honestly wont use to often, and said items if purchasable are ridiculously expensive and that extends to outfits for characters as well, I believe if you wanna purchase all the recently released "outfit 3" for each character, it'll end up running you around $100.
In conclusion because i'm starting to ramble, This is a really fun game, that'll give you hours of playtime and if you stick with it regularly it has so much to offer as a player and spectator. But it sucks that even tho its a full priced game, it still tries to take every dime you have.
Steam User 27
The game is very beginner friendly. It's easy to pick up due to the addition of Modern control, whether you use classic or modern the combos are still satisfying and fun to execute. overall i give it a solid 9/10, my only gripe is you can't earn the currency to buy characters like you did in Street Fighter 5.