Street Fighter 6 — Issue 53

Street Fight­er 6

Cap­com, 2023

Per­fect Street Fighter

We love to say that this isn’t your old man’s what­ev­er when­ev­er some­thing has changed. As cliché as this is — and make no mis­take this is cliché — Cap­com’s newest entry in the old man fight­ing game that is Street Fight­er isn’t your dad­dy’s Street Fight­er. It isn’t even your broth­er’s Street Fight­er, where he used to let you beat him up in ver­sus mode and hit you with Flash Kicks to mag­i­cal­ly come back and win. No, this is the young man and casu­al’s Street Fight­er. This is a new era of fight­ing designed to get every­one involved whether they’ve exe­cut­ed a Hado­ken or not.

Street Fight­er 6 came out with a fresh coat of paint, new mechan­ics but some­thing dif­fer­ent under the hood. It plays like Street Fight­er V, but with­out the V‑Trigger mechan­ics. Now, it’s back to the basics and Dri­ve Gauge, a new mechan­ic that can turn the tide of a bat­tle quick­ly. The Dri­ve Gauge rewards offense and cre­ativ­i­ty in com­bos while dis­cour­ag­ing defen­sive turtling. This plays into the larg­er, estab­lished Street Fight­er reper­toire of super arts and par­ries. It’s nice for a vet­er­an because it’s some­thing new and good for new­bies to the world of Street Fight­er because it’s not super com­pli­cat­ed to learn.

Some­thing else new that ben­e­fits every­one is the intro­duc­tion of three types of con­trol schemes: Clas­sic, Mod­ern and Dynam­ic. Clas­sic plays much like the old Street Fight­er of yore with a six-but­ton lay­out (Jab, Strong, Fierce, Short, For­ward, Round­house), Mod­ern has a sim­pli­fied four-but­ton lay­out (think Mar­vel vs. Cap­com 2) and Dynam­ic is an offline only slant where the CPU choos­es the most appro­pri­ate but­ton press­es for moves. It’s a strong, smart deci­sion designed to open the door for more play­ers to get involved in your long-run­ning series that seems over­whelm­ing and daunt­ing at first.
Anoth­er smart deci­sion includ­ed is the tuto­r­i­al and vari­ety of modes. SF6 does its darn­d­est to have some­thing for every­one, and it’s imme­di­ate­ly seen in the modes avail­able at the start. Fight Hub, a return­ing and revamped World Tour Mode and a robust train­ing mode make this a mas­sive buy and win for the fight­ing game con­nois­seur. Fight Hub is where you’ll prob­a­bly spend most of your time; it’s where match­mak­ing takes place as well as emu­lat­ed old­er ver­sions of Street Fight­er live. 

How­ev­er, I tend to live in World Tour Mode. As a devot­ed fan of the orig­i­nal mode (Edi­tor’s note: See Issue 52 for our cov­er­age of the pop­u­lar mode from Street Fight­er Alpha 3), as soon as it was announced I knew I was a day one pur­chase. And with more than two years of wheel­ing and deal­ing with my cre­at­ed char­ac­ter, I can enthu­si­as­ti­cal­ly say I love it. I enjoy run­ning around the fleshed-out Metro City (of Final Fight fame) with my looka­like fight­er. I love that they took the con­cept born of Alpha 3 and gave it a soul and per­son­al­i­ty after so many years, and I love that it’s easy to get into and plays as well as it does.

The beau­ty of this new chap­ter of Street Fight­er also lies in the char­ac­ter and envi­ron­ment designs. Street Fight­er has always looked nice and SF6 is no dif­fer­ent. The stage design is gor­geous, and the char­ac­ter mod­els look nice. Even the weird cre­ations that can come out of World Tour Mode have a nice look to them. We spent time at GI going through some of the char­ac­ters and just mar­veling over how far Street Fight­er has come with char­ac­ter design because it’s evi­dent in this game just in the char­ac­ter select screen. The new­bies in Marisa, Manon, Kim­ber­ly, Lily and JP are fun and cool, and the old­er stal­warts like Ryu, Ken and Dhal­sim look fan­tas­tic. The sound­track, while lack­ing in some areas, does have some toe tap­pers. Though I’m not a fan of Juri, I love her theme and Luke’s has grown on me. I’m almost cer­tain there will be more addi­tions to my lik­ing as more sea­sons are released and revi­sions are made.

While there is so much to like here, I do have some nit­picks to address. First, while I’m a fan of see­ing famil­iar faces, there are so many return­ing folks that don’t need to be here. We are in a post-Street Fight­er III: 3rd Strike land in-game sto­ry-wise, so why are we still deal­ing with M. Bison/Super Dead Dic­ta­tor™? Cap­com said he real­ly was dead after the in-game events of Street Fight­er V, so hav­ing him as DLC is unnec­es­sary. Like­wise, I don’t need to know what Aku­ma is up to. I want more of the 3rd Strike char­ac­ters back and I want the mys­tery of G, my favorite Street Fight­er char­ac­ter, solved. Also, Cap­com bet­ter not give us a mil­lion paid revi­sions, either. They bet­ter roll out updates as free upgrades and act like they’ve learned their les­son dur­ing the past 34 years of Street Fight­er II agency. I say this because I can see the writ­ing on the wall, and I don’t want to have to pay for the next upgrade of the main­line series.

I love Street Fight­er 6. I love see­ing the plot pay­off of old­er games (i.e. Li-Fen, the young girl in the intro of 3rd Strike, is here and old­er, which helps tie down when the game takes place), and I love to see the con­ti­nu­ity of Street Fight­er and oth­er Cap­com games com­ing togeth­er. I real­ly enjoy play­ing SF6, it’s teach­ing this old dog new tricks and I find myself ful­ly invest­ed in the future of the grand­dad­dy of fight­ing games more than ever.