
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 2989 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
操作を覚えるのが大変ですが面白いです
juri is my 'literally me' character, we should let girls be evil more
匹个人匹半天,傻逼一样
Media

Related
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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 #22, 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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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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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 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An excellent game. The best fighting game out there. But there's one major problem with the online code, which the developers refuse to address, and it's ruining everything. I pre-ordered the game before its release and played it for three years without any issues. Everything worked perfectly, and I loved it, no complaints. But now, after the latest update, a connection issue has arisen. Searching online, I discovered that this problem has plagued players since the game's release and hasn't been resolved (I'm referring to the inability to connect online due to a supposedly poor connection; other players are experiencing crashes right in the middle of a match). I haven't played much since its release, returning periodically, but when I encountered this problem now, I contacted support, who kindly told me, "Regarding your inquiry, we have confirmed that there are no connection issues on the game's end and that the game can be accessed normally." Everything worked fine for three years; everything works fine for me in all games and programs except this game. I tried "possible" solutions, but they didn't help. Thousands of players online, on forums, in discussions, are reporting the same problem and saying they're forced to quit the game, not because they don't want to play, but because it doesn't work. Ultimately, it's yet another example of disregard for players. It's disappointing.
Por lejos el mejor juego de peleas de la historia.
杰米已经比本田还要恶心了,全是偷鸡,还要给最好的2mk和最好的5hk。
街霸6王朝了,一款游戏能集齐3D区三大女主
I like the game itself except for the Drive Impact mechanic but even that's tolerable. What isn't is the constant matchmaking errors that often cancels the entire process and the scummy monetization, making it feel like I paid for a F2P game. Waste of time.
Remind me of my childhood where i was ♥♥♥♥ at street fighter and I still am.
english below Patch 03.08.26 [h1]Cool story bro[/h1] C’est mon premier jeu de combat 2D. Je suis plutôt novice dans les jeux de combat en général, et encore plus dans les jeux de combat 2D. Mon avis ne s’adresse donc clairement pas aux vétérans capables de faire des combos de 37 touches avec les yeux bandés et un stick arcade tenu à l’envers. [h2]Combattant de rue version ghetto[/h2] À bas niveau, c’est le Bronx, principalement parce que vous ne jouez pas à armes égales. Le mode Modern est une catastrophe qui mâche beaucoup trop le travail au débutant. Si vous décidez de jouer Classique pour une expérience plus « gratifiante » (selon moi), vous serez en revanche fortement puni à la moindre erreur par un enchaînement de gros combos fini par une Super, le tout rendu possible par la pression de seulement 2 touches. Donc entre 2 débutants (un Classique et un Modern), vous serez en train d’essayer de jouer, de faire des erreurs qui font partie de l’apprentissage, pendant que votre adversaire, lui, bénéficie d’un combo magique offert par le jeu. Ça facilite énormément les comebacks. Alors oui, les auto-combos font 30 % de dégâts en moins, mais quand votre adverssaire rate beaucoup des ses coups, ce n’est finalement pas bien gênant. C’est comme si une ceinture blanche affrontait directement une ceinture bleue, avec la ceinture bleue qui aurait reçu un petit cours particulier de [b]Manon[/b] avant le combat. Si l’auto-combo booster au [b]psycho power[/b] n’existait pas, ce serait déjà un bon équilibrage. [h2]El Dictator du patch[/h2] Les patchs sont clairement pensés pour les joueurs haut niveau, laissant les petits dans une tempête compliquée, oscillant entre impact inexistant et destruction d’Atlantis. J’ai passé pas mal d’heures à bosser mon personnage après avoir péniblement réussi à en choisir un, car beaucoup m’attiraient. Je me décide donc à bosser des combos, des moyens de bien placer mes coups et des astuces pour contrer les personnes qui spamment sans réfléchir. Puis Capcom arrive avec Un [b]Hadoken[/b] surbooster et détruit mes setups de combo, annule les propriétés de coups qui me permettaient de punir un jeu sans réflexion. La destruction est tellement importante qu’ils ont dû refaire les défis du personnage. À côté, les personnages déjà très forts et très joués ont reçu un buff, tandis que d’autres, trop faibles et manquant d’outils, sont à peine bénis par une petite tape d’encouragement dans le dos. Je me retrouve donc avec un savoir devenu inutile, à devoir tout réapprendre et surtout désapprendre, avec en plus de nouveaux outils que je ne trouve vraiment pas fun. J’avais enfin appris à me battre et le jeu m’a répondu : « Félicitations, maintenant oublie tout. » [h2]L’enfer, c’est les autres (la classée)[/h2] Pour ce qui est des matchs classés, c’est encore la foire. À bas niveau, le Modern pose un souci d’avantage, mais bon, git gud comme on dit. Rajoutez à ça des personnes qui rage quit, ou qui semblent découvrir miraculeusement les joies du lag dès qu’elles commencent à perdre, un système qui permet à des joueurs Master de tomber contre des Bronze parce qu’ils jouent un nouveau personnage, et des gens qui smurf. Oui, des gens beaucoup trop expérimentés pour être Bronze ou en dessous : full combo optimisé + mécaniques plutôt haut niveau, débouchant parfois sur des séries de perfect. Chaque match peut donc être un parcours dans la jungle pour ne serait-ce qu’espérer affronter quelqu’un de votre niveau. -------------------------------------- [h1]Cool story bro[/h1] This is my first 2D fighting game. I’m pretty much a beginner when it comes to fighting games in general, and even more so when it comes to 2D fighters. So my opinion obviously doesn’t apply to veterans who can pull off 37-hit combos blindfolded with their arcade stick upside down. [h2]Street Fighter: ghetto edition[/h2] At low level, it’s the Bronx, mainly because you’re not really playing on equal terms. The Modern mode is a disaster that does way too much of the work for beginners. If you decide to play Classic for a more “rewarding” experience (in my opinion), you’ll instead be heavily punished for the slightest mistake by a string of huge combos ending in a Super, all made possible by pressing only 2 buttons. So between two beginners (one playing Classic and one playing Modern), you’ll be trying to actually play the game and make the mistakes that are part of learning, while your opponent gets a magical combo handed to them by the game. This makes comebacks ridiculously easy. Yes, auto-combos deal 30% less damage, but when your opponent is missing a lot of their attacks, it’s ultimately not that much of a problem. It’s like having a white belt fight a blue belt, except the blue belt got a little private lesson from [b]Manon[/b] before the fight. If the [b]Psycho Power[/b]-boosted auto-combo didn’t exist, it would already be a pretty decent balancing measure. [h2]El Dictator of the patch[/h2] The patches are clearly designed with high-level players in mind, leaving the little guys caught in a complicated storm, somewhere between completely pointless impact and the destruction of Atlantis. I spent quite a few hours working on my character after painfully managing to pick one, since there were several I really liked. So I started working on combos, ways to properly land my attacks, and tricks to counter people who spam without thinking. Then [b]Capcom[/b] comes along with a massively overpowered [b]Hadoken[/b] and destroys my combo setups, removes the properties from moves that allowed me to punish mindless gameplay. The destruction is so significant that they even had to redo the character’s trials. Meanwhile, characters that were already very strong and heavily played received a buff, while others, too weak and lacking the necessary tools, barely got a little pat on the back. So I’m left with knowledge that has become useless, having to relearn everything and, most importantly, **unlearn** everything, while also getting new tools that I really don’t find fun. I had finally learned how to fight, and the game basically replied: “Congratulations, now forget everything.” [h2]Hell is other people (Ranked)[/h2] As for ranked matches, it’s still a complete circus. At low level, Modern gives an obvious advantage, but hey, git gud as they say. Add to that people who rage quit, people who mysteriously discover the joys of lag the moment they start losing, a system that allows Master players to end up against Bronze players because they’re playing a new character, and people who smurf. Yes, people who are way too experienced to be Bronze or below: optimized full combos + fairly high-level mechanics, sometimes resulting in strings of perfects. Every match can therefore feel like a journey through the jungle just to have the slightest hope of fighting someone around your level. At this point, i just wanna have fun ....
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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