
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.
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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
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
Hours played at review time, across 639 reviews with recorded playtime.
Reviews
Themes across 635 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
我不推荐任何人购买这个游戏。本体是残废中的残废版,你想要玩到经典角色必须买dlc,是必须买,不是可以花时间解锁,是必须买dlc解锁,然后人物就两套衣服,想要更多?必须再额外购买dlc的dlc。卡普空怕佛系玩家不买dlc玩的太开心,甚至贴心的帮大家把逛街游历和ai对战以外的所有重要功能全部锁起来,想玩,乖乖花半个小时去注册卡婊ID。一套操作下来还没熟悉动作风格退款时间已经过了。有趣的格斗游戏多的是,这个赛道也不是卡婊独霸,只要官方吃相还是这么难看,我不会推荐任何人购买!!!!!!!!!!!!!
While I have gotten my moneys worth out of this game I do not feel like I can recommend it. Capcom seems intent to slowly drip feed content throughout the year and little else. The Fighter Coin system is also predatory on how it either sells you too much or too little but never just the right amount. Be ready to have extra coins that you can't spend without having to add more to your account first. Gameplay wise as you are learning it can be a satisfying experience but as you climb higher in rank the cracks start to show. The game is highly reliant on the drive rush system and it divisive to say the least. Everyone has the ability to rush you down, some better than others, but it is a reaction check that highly favors the offender and leaves them in a plus situation to continue their offense. Even when you learn how to shut it down the reward is minimal for the defender. It leads to very simple gameplans for most characters that is not very engaging to defend against. Throw loops are also a thing and they are unsatisfying for both parties to say the least. Walking up to the opponent on wakeup and forcing a 50/50 that is heavily in the offensive players favor, while taking no skill to execute. Capcom either thinks this is fun or does not care as it has been in the game since release with little to no change. They also refuse to balance the top characters in any meaningful way and take months to release minimal changes to balance at best. I'll probably continue to play the game here and there but until Capcom makes any meaningful amount of change to content releases and gameplay adjustments it would be difficult for me to recommend to someone new. If what I wrote above doesn't dissuade you then I would at least say to grab the game on sale with year 1-2 character passes as those can be quite pricey by themselves.
麻雀の東風戦ぐらいにはがんばりが認められるゲーム
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
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
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
買ったことを後悔
SF6から初めての格ゲー Cで始めた。 ダイヤまでは同程度までの人間とあたって、練習したものができるようになったりして楽しい。 ダイヤからは基本格上のマスターのサブキャラ9同程度の人間1の割合で当たるゲームです。 自分は苦痛に感じて無理だった。 格上のサブキャラに勝てないとこっから先やってけないから^^;とか言ってる人間はいるけど同程度の人間と当たるはずのランクマッチでほぼ格上としか当たらないシステムが異常としか思えない。 新キャラが実装されたら更に顕著。 こいつ絶対しばくっていう気が強く負けず嫌いの人は良いと思います。
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!
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.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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