HomeTechnologyStreet Fighter 6 hands-on: World Warrior is relevant (and fun) again

Street Fighter 6 hands-on: World Warrior is relevant (and fun) again

The splashing color effects attached to success
Enlarge / The splash color effects attached to successful “drive impact” attacks look even better in action, thanks to the game already optimized for 60fps action.

Capcom

LOS ANGELES—After spending two days punching strangers in the world’s first playable version of Street Fighter 6I’m confident this is the entry that will bring me, as a casual fighting game player, back to the series.

Already, this fighting game “2023” is magnificent. It’s accessible. His fight has a real impact. And its strategies and instant gameplay come with clearer consequences and learning opportunities than I’ve ever seen in a Capcom fighter.

Since the version I played was quite early, with only four playable characters, I feel like Capcom still has a few tweaks to make. I can already imagine where the devs will be focusing their efforts like damage balancing, recovery windows, and other digital tweaks. I will do my best to share what I have learned so far about SF6from the myriad of systems, especially the “driving” abilities that bring together the coolest mechanics from previous games into a “biggest move hits” gumbo. All of that seems to be subject to change.

But most crucial – the frenzied fun that made me want to cancel all my other dates at an in-person Summer Game Fest event and play more Street Fighter 6– already feels locked up.

New optional “modern” controls: simplified but intelligent

Despite being a pretty lousy fighting game player, I found that I was immediately able to hold my own against my first opponents. Also, the difference maker wasn’t necessarily the series’ new “modern” command suite, although I still appreciated it as a rather elegant option.

Un aperçu visuel de la façon dont street fighter 6.” src=”https://cdn.arstechnica.net/wp-content/uploads/2022/06/Classic_Modern_Control_Types-980×695.png” width=”980″ height=”695″/>
Enlarge / A visual overview of the difference between “modern” and “classic” control modes Street Fighter 6.

Think of the modern control option (as opposed to the game’s other option, a familiar six-button “classic” mode) as a way to play SF6 with built-in “macro” button command strings. The most substantial difference is a dedicated button for “special” attack activation, and it looks like Smash Bros.. and other arena brawlers. Press the joystick in different directions at the same time as the dedicated special button (triangle on PlayStation), and you’ll get the same result as if you’re engaging in the typical quarter-circle, semi-circle, or hold motion requests. .

Modern gamers only have three attack buttons instead of six, and it’s like going back to a classic Sega Genesis gamepad, only with Capcom deciding for you if your fast, medium, or fierce attack will be a hit. fist or kick. This type of control detail is more important when chaining combos, but SF6The modern option of has your back here. Hold “R2” or “RT” on a gamepad, then press one of the attack buttons, and as long as your timing is correct, you’ll unleash a basic attack combo, switching nimbly between hits punches, kicks and special attacks. , as if you downloaded martial arts knowledge from Matrix.

Unfortunately, Modern Mode users cannot adjust Special Attacks between the Weak, Medium, and Fierce variants; Ryu’s “Hadouken” fireball is still the same speed for modern control users, for example. Additionally, there are a few special commands that aren’t available outside of classic mode, like Ryu’s new “tap, then strike” move, which adds a bit more power to his next Hadouken fireball (although it does feature the risk of load movement being interrupted).

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