Street Fighter 6

released on Jun 02, 2023
by Capcom

The evolution of fighting games starts with our traditional Fighting Ground, and then we're turning the genre on its head with World Tour and Battle Hub for a total of three modes where anyone can play to their liking. No one starts off as a champion. You get there step by step, punch by punch. Take up the challenge and bring your game to the next level.


Reviews View More

The game feels extremely fun and has helped me get a bunch of friends into fighting games. It's no 3rd Strike, but it's definitely the best Street Fighter since then IMO.

man THIS was pretty dam cool! i like how the cast looks, the artstyle is very stylized! the gameplay was pretty fun! and the story for each character is alright! note that as im writing this it's not in it's complete state yet so more characters will be added eventually! would still recommend if you really like fighting games

sf6 is still pretty cool—but the more time passes, the more i feel it has core design issues that desperately need to change. i continue to believe that it could become a vastly more interesting game and among the greatest fighting games of all time with a good few tweaks to its mechanics—until then, however, it suffers far too heavily from linear, flowcharty gameplay that discourages creativity and heavily rewards only a single playstyle.

the problem with meter systems in fighting games is that there is generally going to be a specific optimal way to use that meter; and the more pronounced/important said meter system is to winning, the more linear the game tends to become. when meter is the entire game, at some point it feels less like a fighting game and more like a resource management simulator (and not a particularly interesting one, either). this is also one of the many criticisms i have with guilty gear as a series, and why i feel like it doesn't maintain the depth and lasting power of its colleagues.

another big issue with this game is the roster, which is comprised of a majority of characters that are designed to force highly linear and uninteresting RPS scenarios. throw loops aren't the end of the world, especially if they eventually become more resource-dependent in future patches, but they still feel like an addition that doesn't care for the player's time investment, as too much of your time spent with the game is wasted on shallow guesswork. i do still think the game (usually) does a good job of rewarding the more skilled player—it's far more an issue of fun and gamefeel than it is of balance.

i can only hope the patches address my issues, and also that some classic/beloved street fighter characters return that aren't gimmicky messes. rashid and ed are both great DLC additions, but aki and ed feel a bit undertuned—perhaps the game's power level will scale down to theirs over time.

I reinstalled and booted this game up about a month ago with my good pal Trent (www.trentcoleman.com) and it took us about an hour until we uninstalled it again. It's not terrible, but I just don't think I enjoy SF6 compared to other fighting games like Tekken or Guilty Gear.

My friend Trent (www.trentcoleman.com) also created a monstrosity of a character in the character creator but couldn't find out how to play as him in the actual battles. That's when we decided it's time to uninstall

c'est cool un super fg mais j'ai pas kiffé que les batailles de persos custom soient pas a un niveau défini je dois me battre contre mon pote qui a 3 barres de vie de plus et qui me 2shot ptn fdp