2 people found this review helpful
Recommended
0.6 hrs last two weeks / 242.1 hrs on record (109.3 hrs at review time)
Posted: 7 Aug, 2023 @ 11:20pm
Updated: 14 Aug, 2023 @ 12:06am

Street Fighter 6 is a hell of a game that has something for everyone. I can see this being the first fighting game that hooks people long enough to make them try ranked where the real addiction starts.

The Good
  • Netplay is hands down the best I've experienced in a fighting game and you get in games insanely fast thanks to crossplay and somehow selling 2 million units already.
  • Ranked matches give you a separate rank per character! You can swap to a character you're complete trash at without fear of dragging down the experience with your primary characters.
  • In addition to a traditional control scheme, there's a simplified control scheme called "Modern". With this you get simpler combos and one button specials/supers at the expense of not having your character's full set of attacks and doing 20% less damage than using classic controls. It's great for new players, allows you to react faster with special attacks, and is competitively viable.
  • Training mode has a learning curve but it's super fleshed out compared to past games.
  • Just running ranked matches has been genuinely fun and addicting! I have over 100+ hours and we're barely 2 months past its launch.
  • Luke is now a legitimately likable character. Capcom and Aleks Le have done the impossible.

The Mixed

  • There is a full-blown 16+ hour campaign for the first time in franchise history. Unfortunately it's absurdly easy and there's no difficulty setting. This is such a baffling omission but hey, rookies will likely have a good time!
  • Maybe I'm just old but I don't care for any of these new characters on the base roster. ♥♥♥♥♥♥ up haircuts are in!
  • Lots of characters have throw loops.
  • In my opinion, 50% win rate means you're at the exact rank you should be. As of today, winning just 50% of your ranked matches against opponents with the same rank will give you a net positive ranking and you will ascend to higher leagues over time. I can see this being a deliberate design decision in the name of keeping people playing the game long-term since they feel like they're getting better. This should help promote keeping a large, healthy pool of players in ranked play. The side effect is that my Diamond 2 in SF6 means less to me than my Gold in SF5.

The Mixed: Drive Meter Edition

This game adds a new meter called the Drive meter that I feel most players have a varying degrees of a love/hate relationship depending on the day and the last match they just had. It allows every character to perform a drive impact, drive rush, drive parry, drive reversal, and overdrive versions of their special moves. It adds some depth to the game and the game is balanced around it but it does have some weird side effects. It can feel good when it's going in your favor but you lose SO much if this meter ever runs out.

  • This meter IS the game. Day 2 of me "playing" the game was me just watching youtube videos on strategies of managing the drive meter. If you think I'm joking about how entrenched the entire game it is consider that It is legitimately a valid strategy at times to LET the opponent land a combo on you so you don't block an attack that would fully drain your meter.
  • Because cancellable attacks can cancel into Drive Impact (or Drive Rush), non cancellable attacks are SUPER risky in this game. This really limits how often you try to throw out non-cancellables in neutral, limiting what attacks are viable to use.
  • This meter flatout favors fast rushdown characters like Ken, Kimberly, Juri, and Cammy. Even their non-cancellable attacks are likely to finish in time to react to drive impact or and they can absolutely braindead spam jabs through your 2 hits of armor to stop it.
  • If this meter empties entirely you enter a burnout state while it regenerates over about the longest 10 seconds of your life. During this time, you can't use any of the abilities it grants AND you take chip damage. Against fast characters, you turn into a blocking human punching bag as you get spammed with airtight combos or, god forbid, fullscreen projectiles from JP as you watch your health chip away.
  • A surprising amount of attacks are plus on block that rely on you burning meter to have it be your turn to press a button.

The Bad
  • Auto-accept next match doesn't have the option to skip wifi players despite knowing if the player is on wifi. Most of the time even on wifi the game runs ok BUT losing a match 100% due to lag from someone playing online through the wifi hotspot of their iPhone 4 is INFURIATING.
  • There is no penalty for someone rage quitting mid-match and you don't get credited with a win even you are currently delivering the killing blow when they drop.
  • There is a silly amount of characters that can combo into decent damage while opening off of 3 crouching jabs while being entirely immune to drive impact.
  • The music is such a massive downgrade from Street Fighter 5. I'm not the type to get second hand embarrassment but I get it SO bad when the guy starts rapping on the character select screen. I hope one day Randy Marx is tried for his crimes against the ears of humanity.
  • Facing JP. He legitimately took 3 gas station ♥♥♥♥ pills.
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