Reviews from

in the past


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Após o fiasco do street fighter V a Capcom precisava se redimir com o street fighter 6 e eles conseguiram, tudo nesse jogo e incrível, os gráficos, personagens, mecânicas, músicas etc.., minha única crítica vai para o número de personagens no elenco, sinto que poderia ter mais personagens mas tirando isso o resto é perfeito

Enough time has passed for the waters to settle in what seems to be the new era of Street Fighter, or maybe fighting games in general.
As always, new brings change and change brings joy, but also much fear...
And yet, beyond the frustration of microtransactions and overall decision-making regarding monetization in the FG scene, therein lies passion. Although buried beneath massive corporative cynicism, Capcom's passion project burns with life still.
Street Fighter 6 has brought a wave of different ideas and from these ideas new players, but its ultimate reason of success— the perseverance of this franchise, unprofitable, as it exists— remains the same.
Because I don't play fighting games off the need to beat people up, I play fighting games off the need to see myself better.
To learn.
To grow.
To evolve.
In striving to improve from its past mistakes, the sixth entry in this series has done so all of the above.
If learning the complexities of this genre can be in any way meditative, 'SF6' proves the importance of looking deep within oneself. Identifying that which must change before you can keep going. Difficult as it may be, it is fruitful.

A phenomenal fighting game with horrible microtransactions


Street Fighter 6 é um ótimo jogo de luta, com conteúdo diverso tanto online quanto offline, o elenco inicial de personagens não é tão bom, mas a jogabilidade se sobressai, o sistema de Drive Impact é bacana, porém o Drive Rush é algo que estraga um pouco a gameplay. No geral, Street Fighter 6 diverte bastante e garanto que irá agradar tanto a massa casual quanto a galera que curte um competitivo, recomendo bastante esse game.

Excited to see where they take it from here. Street Fighter 6 is one of the best fighting games ever. and I seriously did not think Tekken 8 could beat it and it is close, very close. The three first DLC characters have all been unique and fun and Akuma is coming soon which I am excited about. The art style is great and the game packs a punch I have had so much fun with SF6 and I am excited to follow the game and see who else they will put into the game

And I absolutely suck at it but still so much fun

I only played like half of World Tour mode, but I still put a good 50 hours into this before I felt like putting it down. It's a damn good Street Fighter both online and solo, and doubly impressive after the lackluster release that was V at launch. None of the current DLC characters really interest me so I don't see myself playing it again anytime soon, but if they add Sakura or someone I can definitely see myself jumping back in for another 50 hours.

An incredibly well-designed game. Complex, deep, and skill testing (whether against the AI or another player), while still being accessible. If you're up for the challenge and are ready to engage with some deep gameplay, go for it, because it can feel deeply rewarding. The things surrounding the periphery of the gameplay (single-player; character customization/micro-transactions) are inoffensive at best, but if you end up liking them, a bonus.

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

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

𝐒𝐓𝐑𝐄𝐄𝐓 𝐅𝐈𝐆𝐇𝐓𝐄𝐑 𝟔, me conquistou e eu não consigo parar de pensa nele, muito menos jogar!

O que me faz ter os jogos como meu meio de entretenimento e mídia favorita dentre as demais presentes no mercado é como eles conseguem ser versáteis, não há um limite para um jogo, o limite está dentro do próprio desenvolvedor e quando este quebra suas barreiras para inovar, temos jogos revolucionários e Street Fighter 6, ao meu ver é mais um caso de um jogo que não tem medo de revolucionar.

Carregando o nome da franquia mais importante do seu gênero, o peso de uma nova sequência é evidente, e ver que mesmo com toda essa responsabilidade a equipe por trás desse jogo conseguiu se superar e criar algo que consegue ir além das expectativas, me faz ter esperança mesmo em uma indústria movida a microtransações e games as a services (mesmo que, ainda tenha esses males aqui).

Dito isso, Street Fighter 6 é apaixonante e um jogo ímpar, sem igual. A última vez que eu vi um jogo de luta com tanta qualidade, personalidade, ousadia - que parece não ter medo de ser quem é - foi com um de seus antecessores "Street Fighter III - Third Strike" e eu não podia ficar mais feliz com um jogo que respeita as suas origens, respeita os fãs da velha-guarda e abre portas para novos jogadores sem precisar fazer nenhum sacrifício que divida a comunidade, um jogo democrático desses é raro e as pessoas deviam olhar para ele com outros olhos, um jogo que conseguiu vencer desse jeito é algo extremamente louvável nesses dias.

Falando sobre sua 𝐏𝐄𝐑𝐒𝐎𝐍𝐀𝐋𝐈𝐃𝐀𝐃𝐄:
O jogo ele leva ao extremo o conceito de "lutador de rua", com claras influências as culturas de rua como piche, grafite, gangues de rua e é claro, todo o estilo escolhido para os menus e as músicas, dos cenários aos personagens, tudo remete a essa estética escolhida para o jogo, podemos ver isso até mesmo nos "Drive Impacts" nova mecânica do jogo que tem um forte estilo de grafite e tinta-spray em todos os personagens, e isso não poderia ter ficado melhor!

Agora sobre suas 𝐌𝐄𝐂𝐀̂𝐍𝐈𝐂𝐀𝐒;
Vindo para revolucionar e ousar, Street Fighter 6 ele traz algumas mudanças, com o sistema de Drive, uma barra que permite com que você possa virar uma luta perdida, punir os erros dos seus inimigos, estender combos e por mais que seja um sistema universal, é usado de maneiras diferentes para cada jogador, então, assim como toda a proposta urbana/democrática desse jogo, esse é mais um conceito levado ao estilo de jogo, você têm o seu estilo de jogo, a sua forma de jogar e o jogo respeita isso, a gente vê isso principalmente ao eles mudarem a framedata do jogo, pondo um fim na pressão infinita de seu jogo antecessor "Street Fighter V", sendo um jogo que pressionar se tornou mais difícil e ser punido com um simples errinho se tornou mais fácil. Também temos o burnout, que é um estado que o personagem fica suscetível e mais frágil quando a barra de drive é esgotada, então sim, o jogo ele quer que você guarde recursos e não os gaste de maneira adoidada, pois, você está extremamente mais punível se jogar de forma rushada como nos jogos anteriores.

Fora isso o jogo conta com três modos divertidos, o modo Battle Hub que é uma área online que você pode jogar com outros jogadores, o modo World Tour que funciona como um modo história do seu próprio personagem por Metro City e o que eu venho passando maior parte do meu tempo nas ranqueadas e treinando, o Fighting Ground, aonde, você têm o modo arcade, o modo online clássico com casual e ranqueadas e também o stage de treino.

Enfim, enfatizo novamente como Street Fighter 6 me conquistou, a ponto de me fazer parar de jogar outras coisas que eu estava jogando (Final Fantasy VII Rebirth e Cryostasis, que estou para zerar ainda essa semana) para focar nele. Também digo com clareza que ele se tornou meu fighting game favorito e eu sei que, eu só estou no começo da minha jornada nesse jogo magnífico.

El online va de puta madre, el battle hub me gusta mucho y las salas tambien, pero el world tour se hace demasiado largo.

just buff zangief a bit more and the games perfect please give him back the DOUBLE lariat ITS CALLED DOUBLE FOR A REASON WHYD THEY MAKE IT HIT ONLY ONE SIDE

get this cornball off the box art man

This is the most fun Street Fighter game like ever

É bom
só não é 5 estrelas pq a Chun li é charge
o roster é equivalente a um copo descartável
e não tem a laura


The main story mode is quite lacking and feels more like a tedious grind than anything interesting for the characters. It’s only positive is I can appreciate trying new things and it is despite being average, much better than previous games attempt at a story. The gameplay is solid and a vast improvement from other titles. It is a very good game for beginners to learn the series with easier control setups and mechanics that offer some learning curves but are easy to pick up. The roster is a bit lacking with only 1-2 villains and even then, nothing that matches previous baddies of the series. Newcomers are all around alright, some of the veterans coming back are not all treated equal, and some feel stuck, like Honda who really lacks any character or development over the years.

Would be five stars but I suck at this game.

cool presentation, i'm ass at it, i prefer granblue

Awesome fighting game with shitty MTX

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.

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 very 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. the way it stands, this game has some of the least fun offense to execute of any fighting game i've played.

i still have to commend this game for kickstarting the new generation of fighting game communities and infrastructures—the netcode and overall QoL is incredible—but as it stands i seriously would rather just play any other fighting game over this (except gear). 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.


A common thing you tend to see mid or higher level players of fighting games tend to say is: 'Emergent Mechanics.' To put it simply, emergent mechanics in a game are just multiple systems intersecting in a way seemingly organic. Something that wasn't explicitly hard coded in but arises from things interacting with eachother naturally. It's a common talking point because most modern fighting games tend to be designed in a way where tactics can't naturally emerge. It's a somewhat misleading term, the way people use it. Because mechanically, fighting games are inherently very emergent because they're games where 2 players move asynchronously and mechanical behavior varies based on many different contexts. But there's a bit of truth to it really.

What does this have to do with SF6? Basically everything! This is one of the most stressful and aggravating fighting games I've ever played. It somehow even managed to make me pull an LTG and get salty at shotos. The biggest problem this game has and most modern fighting games have is it's hitbox design. Almost everyone I know who's played this game butts heads with the Drive Rush system. The Drive gauge in general is awful, but I'll get into that in a bit. Drive Rush lets you spend 1/6th of your Drive gauge in neutral to dash forward and any button you press out of it is invariably plus on block because it adds a static, high amount of frame advantage to that button.

The first issue is that the game actually just drops inputs when this is performed. So sometimes you can react to it (which is actually extremely difficult because you have to be watching for a lot of different things all at once, because almost every action in this game will end up consuming your drive gauge, more on that later.) and get bodied anyway. Let's say you get past that hurdle, what now? Well, normally what you'd do is 'check' their drive rush with a quick button you can just throw out. Usually it'd be a jab, but cr.LKs are also good because historically they've been a bit disjointed and although they have less coverage it's safer because you're crouching... If you're fighting a shoto or dee jay or something though, they can just press cr.MP, and that manages to hit lows. Yeah, this crouching, or sometimes even standing punch aimed the midsection hits low kicks from afar. And you can even take 60% max health for trying to hit them with lows. It's not as simple as just positioning or timing better because there simply isn't any favorable hitbox interaction here that isn't reliant on something that's too committal. Like a special move with high priority or a parry. Which, they could just throw that anyway. It's not a raw reaction, but you basically just forced a 50/50 in neutral by pressing a button. This combined with them getting plus frames if you block it anyway, is a very common trend with modern fighting games. It's exactly like nago beyblade, or spark vanish// random super dash+ android barrier, or almost anything in dnf duel, or 66l, etc.

So many modern fighting games all do this exact thing where it's so polarizing to fight advancing attack options, that are plus in basically every context, and I'm honestly sick of it. When people say a game is less emergent, they're very slightly off the mark, but the aspect that's true is how you end up having to fight this. The solution becomes fighting the system more than fighting the opponent. I mentioned the Drive gauge earlier, and this is also what really upsets me. It costs meter to do almost anything, even block. Naturally you'd assume there's some natural push and pull happening here with how you spend your meter. It in a way forces you to take initiative at each turn if you can because it's very volatile what will happen. But this is exactly why this system sucks. If you get hit with a big combo and someone spends their entire gauge and enters exhaustion: Their meter is almost back full because level 3 cinematics take forever.

The ebb and flow in this game is really shallow in an aggravating way because it feels like both sides are contrived to be equally compromised. If you get someone into the corner, you have to actually worry about any number of things they could do that all require a specific solution. They can sweep, use an invincible special move, Drive Impact, Drive Rush, throw, jump, or really any number of things. Obviously the onus is on you to control these options with your own pressure. You'd think that because of the plus frames granted from Drive Rush, meaty buttons would be everything, but they can just perfect parry that. And then you can get blown up for it! Seems like reasonable counterplay but there arent many ways to stop someone from doing this outside of having a command grab. Historically this kind of mechanic has been difficult to implement in a healthy way because on defense it's more difficult than you'd think to have there be a window where you can exploit them for attempting to go for this. It's actually so difficult to do almost anything in this game even if you're way better than someone because the matchups are decided by the most esoteric things possible. The system forces this out because there's very little to the fundamental side of the game. That being hitboxes and such. You can 'check' spaces but every character does it the exact same way. You just counterpoke with your disjointed cr.MP and buffer drive rush within it. If it whiffs, they're not really punishing this. If it hits, you can just win the round. And if your character can't do this, then they're one of the worst characters in the game!

You could say this is one big 'skill issue' but it's not fun game design. I don't care about the single player at all. The music in this game is terrible. This game's visuals are terrible. I hate Kim and Lily's stupid 'The Pjs' ahh foreheads. I hate how every modern fighting game has to have the least intuitive, worst looking combo structures ever. This game makes me feel like there will never be a good fighting game that is also new.

i think once i find a character i really like to play i'll be more interested in this game. But for right now, i'm a tekken freak

there's a lot more stuff since the last time i played (street fighter 4). the drive mechanic seems interesting and i'm really bad at executing qcb on my hitbox xd.