
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.
Most likely between $23.3M and $66.1M. How we estimate →
Checked against 8 developer-reported games
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 3055 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
このゲームに5000円の価値はないです。YouTubeに騙されないようにしてください。紛れもないゴミです
TLDR: Aggressive monetization, ignoring player feedback over metrics, broken mechanics, no competitive integrity. The current meta gives a major advantage for DLC characters, there's literally no reason to play certain characters who require a lot of skill and effort, even if you try to play passively or aggressively when the situation demands it, not to mention the control types are incredibly one sided, with classic controls you need complex inputs and timing in order to execute a combo correctly which takes more time, even with the damage nerfs of modern controls and some moves taken away from them they still have inhuman reaction time because one button does all the work for them such as combos, anti air, and supers. Its blatantly obvious where there priorities lie, aggressive monetization, hyping up broken DLC characters while releasing them overpowered to drive sales and metrics rather than listening to user reviews. They don't care if you put time and effort into improving skill all they care about is syphoning money from there fanbase. Do not waste your time and money on this game, if you care about skill and competitive integrity. I'm only writing this review because i genuinely wanted to like the game and it had a lot of potential. I'm just very disappointed in where the game is heading.
A great product as a Fighting Game, but a terrible Street Fighter game. Street Fighter 6 is polished, functional, popular, and designed to succeed as a modern competitive Fighting Game. My problem is that it does not feel like a genuine Street Fighter game. It feels like Capcom created a different Fighting Game, built it around an oversized universal system, and then placed the Street Fighter name and characters on top of it. One of the biggest problems is the Drive System. Drive Rush, Drive Impact, parry, and burnout dominate nearly every aspect of the game. Instead of individual characters and their unique abilities defining each match, everyone is constantly interacting with the same universal mechanics. Some people call this depth, but to many players, it makes the cast feel homogenized. Too many matches are filled with the same Drive Rush effects, Drive Impact attempts, parries, and burnout situations. The characters still have differences, but the Drive System often feels more important than the characters themselves. Drive Rush is especially obnoxious. It turns neutral into the constant threat of an opponent suddenly sliding across the screen behind a plus-on-block normal. Drive Impact becomes less threatening at higher levels, but remains visually intrusive. Parry weakens some of the satisfaction of traditional defense. Burnout is an interesting idea, but because the Drive Gauge controls so many mechanics, the game revolves around managing one oversized resource. The presentation also tries far too hard. SF6 desperately wants to appear modern, urban, loud, stylish, accessible, and esports-ready all at once. Instead of feeling naturally cool, it feels focus-tested and manufactured. The realistic graphical direction does not help. Many characters look uncanny rather than appealing. Street Fighter works best when its characters are exaggerated, colorful, and larger than life. Pushing those proportions toward realism creates an uncanny middle ground. Street Fighter IV has bold proportions, heavy brush effects, exaggerated expressions, and a visual style that immediately stood out. Street Fighter V built on that stylized direction with more detailed models, stronger colors, and dramatic visual effects. Both games had some visual flaws, including inconsistent character models and awkward-looking faces, but their overall artistic direction remained strong. Both games understood that Street Fighter characters should look exaggerated and larger than life. The roster is another major disappointment. Street Fighter IV and Street Fighter V both have strong rosters, and I would put them roughly on par. They simply cover different sides of the series. If you want Fei Long, Gen, Dudley, Makoto, Yun, Yang, C. Viper, or Abel, you go to SF4. If you want Karin, R. Mika, Alex, Urien, Gill, Oro, Rose, or Lucia, you go to SFV. Neither roster replaces the other. SF6 instead leaves too many established fighters behind while pushing newcomers who mostly feel uninspired, overdesigned, and forgettable. New characters are not automatically bad. Every classic character was new once. But newcomers need enough personality to justify taking the spotlight. Most of SF6’s additions do not feel like future icons. They feel like focus-tested archetypes created to fill demographic and gameplay categories, while characters with decades of history and established fan followings are either missing or being held back for seasonal DLC. Despite Capcom’s enormous catalogue, this roster rarely feels like a celebration of Street Fighter’s history. It feels like legacy fighters are being replaced by nobodies and then slowly sold back to players. The monetization makes that problem worse. Capcom charges $30 for a yearly pass containing only four fighters. Four characters spread across an entire year is underwhelming, and the gaps between releases make every season feel painfully slow. With only four slots available, every choice matters. If one or two are used on guests, World Tour characters, or uninspiring newcomers, players can go an entire season without receiving anyone they wanted. Year 4 perfectly demonstrates the problem. Capcom chose Yasmine, Arjun, Tifa, and Bosch—two newcomers, a Final Fantasy VII guest, and a World Tour NPC—with no returning Street Fighter veteran. Tifa may be popular, but she does nothing to address the long list of missing legacy fighters, while Bosch feels like another attempt to force SF6’s story cast into relevance. Entering the game’s fourth year, Capcom would apparently rather dedicate an entire season to unknown characters, crossover publicity, and an NPC than bring back one veteran that longtime fans have requested. Fei Long, Balrog, Vega, Dudley, Makoto, Cody, Guy, Karin, and many others remain absent. Players are being asked to pay $30 and wait a year for four characters they may never have wanted. Year 4 does not merely fail to fix the roster problem. It proves Capcom has no urgency about fixing it. The pricing does not stop with the standard pass. Capcom also pushes a more expensive Ultimate Pass, rotating battle passes, separate premium cosmetics, and Fighter Coins—a fake-currency system that can force players to purchase more currency than they need for the item they want. Previous Street Fighter games had paid characters and expanded editions, so monetization is nothing new. The difference is that SF6 separates its content into far more layers. Players buy the full-priced game, then yearly passes, battle passes, cosmetics, and premium currency. It feels less like purchasing meaningful expansions and more like being repeatedly charged for small pieces of a game designed never to feel complete. Ironically, the game’s strongest feature is World Tour. The mode is goofy and imperfect, but it has more personality than the core competitive experience. Exploring Metro City, meeting the characters, learning their moves, and creating a custom fighter makes the Street Fighter universe feel like an actual place. World Tour shows affection for the characters and their world. The competitive side of the game, by comparison, often feels like an esports platform attached to World Tour rather than the heart of the package. The side mode understands the charm of Street Fighter better than the primary fighting system does. Everything is polished, marketed, and optimized, but the soul is missing. Street Fighter: The Movie and Street Fighter 2010 are technically worse games, but they are also strange outliers from earlier eras. Nobody sees either one as the game that defines what Street Fighter is supposed to become. Street Fighter 6 bothers me more because it is a major numbered sequel being presented as the modern future of the franchise. It has a huge budget, advanced technology, strong competitive support, and every possible advantage. Despite all of that, it feels disconnected from the identity established by the main Street Fighter games that came before it. Street Fighter: The Movie and Street Fighter 2010 can be dismissed as bizarre curiosities. Street Fighter 6 cannot. It is a full-budget identity crisis presented as the direction the entire series should follow. I am not saying people cannot enjoy it or that it has no skill, strategy, or competitive value. I am saying technical competence is not enough. A Fighting Game can be accessible and tournament-ready while still losing the personality that made its series special. Street Fighter 6 checks all the boxes of a successful modern Fighting Game. It just does not capture what I want from Street Fighter. To me, it is not necessarily a terrible Fighting Game. It is a terrible Street Fighter game.
開始早々にキャラも知らない練習も出来ずコマンドも分からずただのゴミNPCにコンボでボコボコにされたのが買って数分の出来事です。金返せって感じです、おもんな!
gomi
I've played for 1.061 hours game bad
アンガーマネジメントに失敗してコントローラ破壊、机の凹み、左手の拳の骨にひびが入りました 治療費や修理費は自腹になるので気を付けたほうがいいです。
You can no life this game and be none the better for it, or you can embrace the coming chaos. Humans were a mistake.
The best fighting game.
Such appalling greed; hilarious that such poor behaviour takes itself so seriously. Embarrassing and shameful what they've done to the series.