
Here comes Capcom’s newest challenger! Street Fighter™ 6 launches worldwide on June 2nd, 2023 and represents the next evolution of the Street Fighter™ series! Street Fighter 6 spans three distinct game modes, including World Tour, Fighting Ground and Battle Hub.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 35.43/day in the week to Sep 2 → 45.14/day in the week after.
About

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
調整が少なすぎ
Really fun game. but the fact this game sits over 150 dollars if you want to buy all the dlc makes this game a complete rip off.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best JP #33, worst US #94 · 10 markets collected
Reviews, worldwide (the counter carries no country): 36.29/day in the week to Jul 21 → 32/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, French, Italian, German, Spanish - Spain, Arabic, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese +2 more
| $39.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Out of touch developers and greedy practices with lackluster content kills this game completely for me. since the game released no one has liked throw loops so they decide to lean even more into it. They patch out characters weakness dulling out the gameplay even more than it already is with drive rush and throw loops being a win conditions. No new maps for Ingrid or Yasmine and i cant see any more being added. Same problem for skins each character gets one maybe two skins and nothing else other than some lackluster color ways. The most recent balance patch was the worst one I've seen since I've started playing this game or maybe in my entire time in the fgc at all. This game isn't for me it's not for people that enjoy street fighter past nostalgia and playing it after there nine to five. There's nothing wrong with liking this game but it's impossible to not admit this game is in a horrible state. They won't add your favorite characters, they won't add new skins, and they won't properly fix there game. It's not for me.
お願い行動のドライブインパクトがアーマー付きのガードさせて確定反撃のない突進技で、相手の技をアーマーで受けると特殊やられにしてコンボが入るのですが、このリターンが大きすぎて地上戦を全否定しています。さらに、インパクトガード時ののけぞりが画面端に当たると壁やられになりコンボにつながるため、画面端に相手を追い詰めていると実質的なガード不能技になります。対処としてこちらもドライブインパクトで返すかドライブパリィというゲージ使用のガードを使うかスーパーアーツでアーマーブレイクを起こすか垂直飛びを置いてかみ合いを狙うというのが全キャラで可能なのですが、4つ目は相手が何もしていなければ大きな隙を晒し、それ以外はインパクトの発生フレームである26f以内に反応しなければならず、それに反応できないプレイヤーに人権が存在しません。また、ドライブインパクトは必殺技キャンセル可能な通常技からキャンセルして出せるのですが、キャンセル可能な猶予が短すぎてキャンセルで返せずに確定するということが多発します。そうなると、インパクトを画面を見ずに連打してくる相手に対してまともな地上戦ができないのでただインパクトを見て返すだけの無意味な時間が始まります。インパクトがなかったとしてもこのゲームはステージの幅が小さい割にどのキャラも簡単に相手キャラを運べるため一瞬で画面端に到達します。このゲームは画面端の攻めが苛烈なのにそれを凌ぐ手段が弱く作られており、簡単な起き攻めを何回も仕掛けられてじゃんけんの試行回数で勝負が決まるということが頻発します。 総括すると、このゲームは自称は格闘ゲームですが実態は無駄に操作が難しいパーティーゲームなので、格闘ゲームをやりたいという方には一切お勧めできません。
買わない方が良い、旨いもん食ってRPGとかやってる方がマシ クラッシュ多すぎ、ランクで落ちると萎える
ストレスが溜まるだけのクソゲー
As someone not great with fighting games, modern controls are a game changer and I appreciate being able to actually experience the game this way. Wish more fighters had modern control options
The drive system is very annoying and unfun.
This is probably the best game in the series for jumping in as a beginner. Crossplay with rollback netcode, short load times, a well crafted practice mode, and a theater mode with replay takeover to review your matches. Every fighting game should have these features. SF6 has them all The online community is thriving with tons of players. Now has never been a better time to get into the Street Fighter franchise
If you like throw loops, drive rush, and zoning then you will love SF6. For my part however, I just can't find the fun. Drive rush is, IMO, a very annoying system that makes all the matches feel very samey. And to make matters worse, Capcom is extremely conservative with balance changes so the stale meta isn't going to be shifting anytime soon. I hope you like throw loops. Add the weirdly realistic visual style combined with anime touches and you wind up with some of the least attractive fighters in years. While, the 3D models are complex and have a big poly count, the art style is simply not attractive. Modern is a great idea, but it feels pasted on. This is something games like Granblue do way, way better since it is baked into their core design. I still applaud Capcom for trying to make the game fun for a broader audience, but Modern needs a lot of buffs if they are ever going to get there. Overall, an ugly convoluted mess of a fighter.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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