
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 2853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
最初は面白かった。今は何も面白くない。見るのさえ嫌悪感がある。調整のクソさと追加キャラのクソさですべてが台無しになっている。なんてつまらないゲームなんだろうって。もう誰にもオススメできないし、自分でもやろうと思わない。みんなこの異常さに気づいてやめてるから人口も減っている。調整の内容が毎回調子に乗りすぎ。もう二度と触らないし見たくもないゲーム。一瞬楽しかったわ。ありがとう。
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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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 #33, 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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
gomi
MR2000までやったけどストレスしかたまらないゲーム。まず対空ジャスパ削除してくれ、必要だろ いつか、勝っても喜びより安堵が勝る時が来る。その時が辞め時だと個人的には感じた
modern controls ruin the game, drive rush is such a poorly designed mechanic, and pricing for new characters is ridiculous
Such appalling greed; hilarious that such poor behaviour takes itself so seriously. Embarrassing and shameful what they've done to the series.
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。
The best fighting game.
I like the game but they are just coasting at this point. Cutting content, not producing more content after cutting back said content, no new costumes/stages/colors, and the characters are just as slow as ever.
I've played for 1.061 hours game bad
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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