Street Fighter 6 is a 2.5D fighting game developed and published by Capcom for the PlayStation 5, Xbox Series X|S, Xbox One, PlayStation 4 and PC on June 2, 2023.
The sixth numbered installment of the Street Fighter fighting game series, Street Fighter 6 builds on Street Fighter V with a new graphical engine (the RE Engine), revamped gameplay mechanics (such as replacing the "V-Gauge" system with the "Drive System" for advanced techniques), and an updated aesthetic based on hip-hop and street culture (similar to the Street Fighter III series).
Along with the series' traditional offline and online game modes, known collectively as Fighting Ground, the game features two new special modes known as World Tour and Battle Hub. World Tour is a single-player campaign mode where players train their customizable fighter (or "Avatar") and gain new techniques by free-roaming the world and challenging a variety of combatants, while Battle Hub is an online lobby mode where players bring their Avatar into a free-roaming online space to challenge other players, manage their Fighters Club, and play classic arcade games.
The game takes place sometime after the events of both Street Fighter V and the Street Fighter III trilogy, and features updated interpretations of the returning Street Fighter roster. While there is no singular story, a common overarching plot for the game involves the fictional developing Asian nation of Nayshall and the machinations of the mysterious businessman JP.
The game will receive an arcade release (as Street Fighter 6: Type Arcade) in Japan sometime in 2023, and will run on PC-based Taito Type X4 hardware while utilizing Taito's NESiCAxLive2 digital distribution service.
Much of the gameplay in Street Fighter 6 remains the same as previous installments, featuring a one-on-one fight on a 2D plane/line.
The game includes several system tweaks and differences from Street Fighter V:
- The V-Gauge and Stun Gauge systems are replaced with the Drive System, a core game mechanic that is used to perform several of the game's more advanced abilities while encouraging offensive play.
- The Super Art Gauge (formerly Critical Gauge) is no longer split into multiple segments, instead utilizing stocks (similar to Street Fighter III), and are no longer the resource used for EX Moves (which now uses the Drive Gauge as "Overdrive Arts"). Each fighter now has three distinct Super Arts (formerly Critical Arts) at their disposal, each of which are locked into a particular Super Art Level (with the Level 1 Super Art using one full stock, the Level 2 Super Art using two full stocks, and the Level 3 Super Art using three full stocks). When a fighter is at 25% or less vitality, their Level 3 Super Art becomes a more powerful version known as the Critical Art.
- Replacing Crush Counters are new Punish Counters, which are well-timed counter-hits and throws performed against attacks in their recovery frames. These gain certain properties (similar to Crush Counters), with throws being more damaging.
- Fighters no longer take recoverable chip damage (or "white damage") from blocked attacks. This form of damage, which recovers over time and can be lost through being hit, is still used for attacks with super armor properties (including Drive Impacts) and being hit by Drive Reversals.
In addition, the game includes two optional settings new to the series: sound accessibility (which allows players to enable detailed audio indicators for things such as the distance between fighters, different hit confirmations, and status of each gauge) and battle damage (showing the wear-and-tear on each fighters' bodies and clothes over the course of the match).
The Drive System uses a new meter (the "Drive Gauge"), which is split into six segments (or "bars"). Players start with a full meter and deplete it either by performing Drive abilities, by blocking attacks, or by getting hit with Punish Counters, Drive Impacts, or Super Arts. It is replenished over time while out of combat, in addition to hitting opponents with attacks (blocked or otherwise) and successfully using Drive Parry.
If the Drive Gauge is empty, the player's fighter is left in a disadvantageous "burnout" state that impedes their defensive abilities until the meter is restored. While in this state, Drive abilities cannot be used, blocking Special Attacks cause chip damage (which can K.O.), the fighter suffers a longer blockstun, and getting hit by Drive Impacts against a wall causes the fighter to become dizzy.
- Drive Parry - Performed by pressing or holding both Medium buttons (MP+MK), the Drive Parry puts the fighter in a special stance to automatically repel most opponent attacks (including projectiles). It costs half of a bar of Drive to perform, and players can consume more over time to keep the stance held down. Successful parries replenishes Drive, and performing a well-timed Perfect Parry grants a faster recovery for counter-attacks.
- Drive Impact - Performed by pressing both Heavy buttons (HP+HK), the Drive Impact allows the fighter to perform a slow, but powerful lunging strike for 1 bar of Drive. Similar to Focus Attacks from Street Fighter IV, this attack can absorb a few hits of enemy attacks into recoverable damage during its startup. Landing the attack can cause one of several effects if it is not absorbed, with simple hits causing a stumble (when blocked) or knockdown (when hit), and counter-attacks causing a punishable crumple. Stumbles can cause a punishable wall crush if the blocked opponent gets pushed into a wall, and can become dizzied if the wall crush is landed while that opponent is in "burnout".
- Drive Reversal - Performed by pressing forward and both Heavy buttons (HP+HK) while either blocking or landing a successful Drive Parry, Drive Reversal allows the player to cancel the block/parry into a knockdown counter-attack (which deals low recoverable damage) for 2 bars of Drive.
- Drive Rush - Performed by dashing forward at certain times, Drive Rush allows the player to cancel their Drive Parry (as a Parry Drive Rush, costing 1 bar of Drive) or specific normal attacks (as a Cancel Drive Rush, costing 3 bars of Drive) into a quick forward dash that can be cancelled into attacks.
- Overdrive Art - Performed by using an additional corresponding Punch/Kick button while inputting the command of certain special moves, Overdrive Arts use 2 bars of Drive to enhance that special move for additional damage and new properties.
Along with the traditional six-button control scheme (three punches of different strengths and three kicks of different strengths), known as Classic, the game includes two new assisted Control Types: Modern and Dynamic.
- The Modern type is intended for those who do not want to learn specific commands and includes three attack buttons of different strengths (Light, Medium, and Heavy), a dedicated Special Move button, an Assisted Combo button, and buttons for performing Throws, Drive Parries, and Drive Impacts. The Special Move button can be used in conjunction with different joystick directions for different special moves, and can be used with the Heavy button for Super Arts. The Assisted Combo button is used with the attack buttons for one of three dedicated auto-combos.
- The Dynamic type is a variation of Modern type and is intended for beginner players. Each of the three attack buttons are context-sensitive, and will perform different auto-combos based on the fighter's positioning. This type is limited to certain Fighting Ground modes and cannot be used online.
New to the series are two game modes: Team Battle (which allow players to form multi-character team matches, similar to the King of Fighters series, or tournament matches) and Extreme Battle (which allows players to change certain game rules while adding new gimmicks).
Rules & Gimmicks
In Extreme Battle, players choose one rule option with one gimmick option:
- Down & Out - First player to get five knockdowns wins the round.
- Back & Forth - Both players share a single tug-of-war style lifebar (similar to Death Match mode in World Heroes 2), and the first player to push the meter completely in their favor wins the round.
- Rules & Regulations - Each player has four random objectives to fulfill, and must be the first to perform theirs to win the round.
- Heaven & Hell - Each player has a random buff and a random de-buff applied to them.
- Smash & Grab - Each player is scored based on damage dealt, with bonus points based on fulfilling a random rotating objective. First player to reach their target score wins the round.
- Normal Battle
- Bull Run - Bulls periodically stampedes through the stage, knocking down fighters in their path.
- Bombs Away - A bouncing ball can be knocked around as a projectile, which explodes after a certain time.
- Shock Zone - Coils periodically appear from the ceiling, dealing an electric shock after a certain time.
- Mecha Friend - Mets from the Mega Man series appear periodically, which can be hit to send them against the opponent to shock them.
- Lucky Drone - A drone periodically flies across the top of the stage, which can be destroyed to cause fast-moving electrified ones to appear.
- No Gimmicks
Along with a customizable "Avatar" for some modes, the game includes 18 playable characters in its base roster, 12 of whom return from Street Fighter V. Additional characters will be added regularly as DLC.
- Jamie - A breakdancer from Hong Kong and a self-styled peacekeeper of Chinatown (aspired by his cousins, Yun and Yang). His fighting style combines breakdancing with the martial art of zuì quán ("drunken fist"), and has him drinking his "ki-unleashing drink" from his gourd to gain new special moves. He is seen the game's main deuteragonist as the main rival to Luke.
- JP - The mysterious host of a martial arts tournament in the fictional Asian developing country of Nayshall and the head of an international NGO responsible for the country's prosperity, using the tournament as a front for illegal activities. He fights in the style of bartitsu, using his cane in combat, and harnesses his Psycho Power in a variety of ways (similar to M. Bison). He is seen as the game's main antagonist and is the final boss of World Tour mode.
- Kimberly - A teenage prodigy from the U.S.A. and a practitioner of Bushinryu ninjutsu (taught by her master, Guy), seeking the truth for her uncle's death in Nayshall. Along with numerous Bushinryu techniques, such as a sprinting dash with multiple outcomes, she uses cans of spray paint as explosive shurikens.
- Lily - A traveler from Mexico and a descendant of the Thunderfoot tribe, seeking to emulate the journey of a previous descendant (T. Hawk). Her abilities are similar to T. Hawk, including multiple diving tackle attacks, and she uses a pair of ball clubs (which she can use to envelop herself in wind, making her "Windclad" and powering up most of her abilities).
- Manon - A supermodel from France and a world champion judoka, seeking to become the world's strongest model. Her fighting style combines judo with ballet dancing, with certain grab-based abilities giving her "medal levels" (which strengthen those abilities throughout the match).
- Marisa - A jewelry designer from Italy who claims ancestry to ancient Greek warriors through the ancient martial art of pankration. Most of her abilities deal high damage and have super armor properties, including her defensive "Scutum" maneuver (which can counter-hit attacks).
- Luke - A former MMA fighter and PMC contractor from the U.S.A. who uses his elite military experience to teach his style of mixed martial arts as an instructor for Buckler Academy. He is seen as the game's main protagonist.
- Ryu - A wandering martial artist from Japan who continues to travel the world in search of worthy opponents, fighting with his own brand of Ansatsuken martial arts.
- Ken - A martial artist from the U.S. and the former U.S. National Fighting Champ, who went into hiding after being accused of a criminal plot in Nayshall. Like his rival, Ryu, he fights with his own brand of Ansatsuken martial arts.
- Chun-Li - An Interpol agent from China who, after the fall of the terrorist syndicate Shadaloo, spends her time teaching kung fu and looking after her adopted little sister Li-Fen.
- Dhalsim - A yoga master from India and a spiritual guide, investigating an incredible power he sensed awakening.
- Guile - An air force pilot and military advisor from the U.S.A., investigating the terrorism charges of his brother-in-law Ken.
- Cammy - A special agent from the U.K. and a member of the British special forces unit Delta Red, investigating the remnants of Shadaloo due to her fated connection with it.
- Dee Jay - A world famous dance musician from Jamaica, combining his musical and kickboxing talents to seek out new forms of the "martial rhythm".
- Juri - A Taekwondo practitioner from South Korea and a sadistic thrillseeker, creating chaos in an unresolved rage after the eradication of Shadaloo.
DLC Year 1
- A.K.I. - Upcoming. New to the series.
New to the series is a single-player campaign mode, known as World Tour. As a customizable fighter (or "Avatar"), players travel throughout the world as they meet legendary warriors, train under them, and build-up their fighting style.
A bonus feature of the Battle Hub is the Game Center, which allows players to play a rotating lineup of classic Capcom arcade games. In addition to standard play, the game features a "Ranking Challenge" where players compete for the highest score in a single-player game.
Real Time Commentary
New to the series is the optional Real Time Commentary setting, allowing players to have their match commentated with soundbites from one of several commentators. Not only does the game include expert play-by-play commentary from professional commentators (such as those on the Capcom Pro Tour), but also color commentary from celebrities (such as wrestler Thea Trinidad, actress Hikaru Takahashi, and heavy metal musician Demon Kakka).