
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 2907 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Super high quality, but terribly monetized. $40 game with $120 for dlc fighters, so $160 for all fighters, and it can cost more if you get the "ultimate" pass. This monetization makes it hard to get into the game unless you bought this game day 1, or you're just rich enough to support this greed. The base game feels like SF6 lite, because literally half of the roster is locked behind dlc. There are 18 playable characters in base SF6, and 30 total fighters as of 2026. That means almost half of the roster (22/30, or 40%) are locked behind a paywall. And that number will probably grow with these annual $30 dlcs for 4 characters. Like: M. Bison and Sagat are some of the most iconic SF characters ever and they are locked behind a $30 DLC with some other characters, are we serious?! Why were they not in the base game? And the game is fun, the content and fighting feel amazing but it really doesn't need to be monetized like this. 9/10 game 5/10 monetization
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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 #24, 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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
The game is fine. If competitive play is what you want out of a fighting game, then this is where you want to start. Interesting systems, some technical depth (not a lot, IMO), and a good variety of characters and modes. Net code is also good, from my experience in the US.
Drive-slop aggression only no brain function whoever green juices first to force strike throw mix first wins. Once you try using cognitive function to check drive ♥♥♥♥ they start drive rush special to alter their insane balls down your throat speed to now punish you for trying to force them to think. Low forward drive rush into 60% combo, the damage is insane. More damage means less interactions but its secretly a blessing in disguise. The sooner the match is over the sooner I get up and go for a walk. Take 30 throws in a single round cause getting shimmied is just asking to die. Evil nasty horrible playstyle. This game makes me think less of my fellow man. 1300 Mr to 1900 everyone plays the same. No character expression only rushdown haha yay teehee. ♥♥♥♥. If you're reading this please just dont drive rush at all, be the change you want to see. xoxo
哪都挺好,但是有一点,卡普空让现代模式和经典模式分开匹配能死吗?我们知道为了吸引新人这个现代模式确实必须存在,不少人都是因为现代模式才买的游戏,我理解,但是现代模式的新玩家舒服了你考虑过我们直接玩经典模式的新玩家吗?我们不要求别的,就一个分开匹配过分吗?
I don't recommend this game, there's much better other fighting games to play right now. Capcom doesn't really want to change this game at all as throw looping, constant reaction checks with DR/DI, way too strong LV3 super and unavoidable checkmates during burnout are smell of the game that never likely will be changed. Also not been huge fan of modernized mechanics, less pushback on moves and really variable framedata that mainly is minus on block moves outside of burnout or drive rush. Also while release was really great, the post content release and managing has been really bad compared to older games, such as alternative costume releasing (only focusing mostly Avatar stuff that no one really cares, we want actual alt costumes, like that Spy x Family Yor costume for characters but it's avatar only), barely added anything for World Tour extra content (except only small hubs for dlc characters but no story extensions, no new modes etc). Also DLC character choices has been mainly really disappointing.
its gud. play wiht your dad or grandma sometime
一坨屎
20数年ぶりに格闘にもどったおっさんだけど面白いのは面白いよ対戦相手には困らないし、ただプラチナ帯から現れ始めるMの弾幕キャラが一部のキャラに突き刺さりまくる現状理不尽すぎるね、これを突破しないと上に上がれないむしろ上がった人は凄いね、ディレイ増やすとかガード時ノックバック無くすとかしないと放り投げるレベル 人が大勢いるのが救いで調整放り投げてるだけなのは分かったよ あと切断はマジで何とかしようよこれは偏見でもなく今まで切断された相手はMだけCは最後までちゃんとプレイしてくれるんだけどね
Drive Rush, Drive Impact ,and Throw loops make me genuinely suicidal. This game is ♥♥♥♥ and Capcom are literally morons for not fixing any of it
经典太难太吃时间,现代公式化太无聊没操控感,纯粹战斗爽玩法单一,社交几乎为零,长时间枯燥的练习,正反馈几乎为零,挫败感太强,键盘操作容易误触,还得挑适合自己的输入设备,不推荐没经历过街机时代的年轻人跟风入坑,除非玩demo教学经典模式下迅闪指节拳接灰马骑士五次之内成功 ,就说明这游戏适合你
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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