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Street Fighter 6 Gameplay Revealed

Capcom delivered our first look at Street Fighter 6's gameplay and more of its roster at PlayStation's June State of Play. The trailer showed off several iconic Street Fighter characters and teased what looks to be a new logo.

Street Fighter 6 Gameplay Trailer


After the reveal Capcom confirmed the three new modes: Fighting Ground, World Tour, and Battle Hub. Arcade Mode, Training Mode, local versus battles, and online matches will also return. Capcom said details about the roster and Battle Hub will be revealed at a later date. It did share, however, that World Tour will be Street Fighter 6's single-player story mode that "pushes the boundaries of what a fighting game is and allows players to leave their own legacy with their player avatar."

Street Fighter 6 will feature a new mechanic called the Drive System, which Capcom describes as "a new gauge used to perform five distinct techniques to enhance a player’s offensive or defensive capabilities." The techniques include Drive Impact, Drive Parry, Overdrive Art, Drive Rush, and Drive Reversal.

Street Fighter 6 State of Play June 2022



17 IMAGES




Capcom also announced the "Real Time Commentary Feature," a feature that adds commentary from FGC commentators like Jeremy "Vicious" Lopez, Aru, and others promising "real-time feedback and a new perspective."

Street Fighter 6 is being developed with Capcom's RE Engine and is slated for a 2023 release on PlayStation 4 and 5, Xbox Series X and S, and PC. Catch all the announcements and reveals from PlayStation's June State of Play with IGN's news roundup.
 
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CerebralTiger

Expert
Apr 12, 2007
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Yeah, liking the return of the ink splash and what appears to be an evolved version of the focus cancels. The Metro CiTy based story mode also looks interesting. Looking forward to it.
 

Imran Ahmed

Well-known member
Sep 10, 2008
1,812
4
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Karachi
I am a little hype for this game however, given Capcoms track record with SFV and commercializing their shit to a point that it doesnt even feel like a home console game anymore....I am a little scared of the future of my favorite fighting game.

Also it seems that capcom has run out of new ideas and instead they have literally added everything from their previous games such as the Alpha counters , Street fighter 3's parry system and street fighter 4's Focus attack....not to mention now SF6 has an easy control mode... they are just calling them fancy name like Drive cancel etc.

You only need to play other fighting games to realize that capcom has fallen behind. (Guilty Gear Strive).
 
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Radical

FUCK Y 'all !
Jan 25, 2009
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They are ditchin' UE 4/5 for this one.

It is made on RE Engine! :D
 

Radical

FUCK Y 'all !
Jan 25, 2009
12,850
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Man, this latency issue on consoles is a bigger issue than any stutter related issues on PC!

Though stutters are easily noticeable and more annoying.
 

Necrokiller

Expert
Apr 16, 2009
13,594
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What the f is the deal with latency specially in fighting games and consoles???
Its pretty much the case across the board, not just fighting games.

Tekken 7 with Overlay mod, running at 120fps (or whatever you prefer), is so so good.
 

CerebralTiger

Expert
Apr 12, 2007
19,839
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What the f is the deal with latency specially in fighting games and consoles???
It's a system wide problem that affects all games. As for why the PS5 has higher input latency than other consoles, it's due to the combination of a not-so-well-handled input stack and Sony seemingly forcing triple buffered v-sync at a system level. I'll take double buffered v-sync with a bit of screen tearing over the latter any day. Looking at the input latency stats for KoF XV, it appears that double buffered v-sync is an option available to devs on the Series X (1 frame advantage over PS4/5).


VRR doesn't help much here, because it's forced at a system level in most games on PS5. Therefore, a game like Guilty Gear Strive still has v-sync engaged on PS5, despite there being no need for it with VRR enabled. Most devs aren't bothered to patch their games to run better with VRR.

PC benefits from options like disabling the in-game v-sync and capping the frame rate to 60/120/etc. Hz.
 
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iampasha

Seasoned
Apr 4, 2013
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Karachi
It's a system wide problem that affects all games. As for why the PS5 has higher input latency than other consoles, it's due to the combination of a not-so-well-handled input stack and Sony seemingly forcing triple buffered v-sync at a system level. I'll take double buffered v-sync with a bit of screen tearing over the latter any day. Looking at the input latency stats for KoF XV, it appears that double buffered v-sync is an option available to devs on the Series X (1 frame advantage over PS4/5).


VRR doesn't help much here, because it's forced at a system level in most games on PS5. Therefore, a game like Guilty Gear Strive still has v-sync engaged on PS5, despite there being no need for it with VRR enabled. Most devs aren't bothered to patch their games to run better with VRR.

PC benefits from options like disabling the in-game v-sync and capping the frame rate to 60/120/etc. Hz.
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