Every game genre comes with some level of complexity, but fighters perhaps struggle the most with their onboarding process. With more complex controls to master and a hardcore community to get up to speed with, it's no surprise many newcomers fall at the first hurdle. Street Fighter 6 attempts to streamline those first few hours of difficulty with a modern, simplified control scheme. And it works.
Traditionally a six-button game with individual inputs for punches and kicks, the sixth mainline entry offers the chance to simplify bouts to light, medium, and heavy attacks. Those classic button combos of old are very much part and parcel of Street Fighter 6 — you can still utilise them even with the modern control scheme selected — but this new commitment from Capcom is all about getting new kids on the block onboard.
Your light, medium, and heavy attacks are mapped to the Square, X, and Circle buttons respectively, and special abilities dictated by a Drive Gauge are activated through Triangle and a direction on the D-Pad. That's about as complex as the modern controls get; almost every move in the game is just a single button press away. A Super Arts Gauge charges up as you deal and receive damage throughout a fight, and it too only takes a press of the Triangle and Circle buttons at the same time to trigger.
By breaking Street Fighter down into these easy-to-remember inputs, the title immediately becomes so much more accessible. No longer do you need to spend five minutes scrolling through Ryu's move list just to learn the button combination for a Hadouken. All it takes now is the Triangle button and a direction on the D-Pad. This works wonders for newcomers, ensuring they can immediately compete and start to have fun.
Those flashy, flair-filled moments usually reserved for EVO tournaments can now be performed by someone who's only been learning Ken's moveset for a few hours — they look better than ever too with Street Fighter 6's neon and graffiti-packed art style lighting up the screen. Feeling good whilst doing it, the modern controls work wonders.
That's not to say the game loses all its complexity, however. While Ryu and Ken are fairly easy to pick up and play, the likes of Guile represent an immediate step up with a more advanced moveset based on charges. There's still a lot of variety to accommodate for; making button inputs easier hasn't made every character feel the same in the slightest.
Does it still feel like button-mashing at times? Of course: there's still a control scheme to learn that's going to feel alien to genre newcomers. However, Capcom has dramatically shortened the time it's going to take for someone to go from zero to Street Fighter hero. This is far and away the most approachable and accessible entry in the series to date, and with a healthy roster at launch and a super slick art style to boot, Street Fighter 6 is primed to please both the soft and hardcore. If you're ever going to take the plunge and learn a fighting game, there's never going to be a better chance than Capcom's latest.
Street Fighter 6 is scheduled to launch for PS5 and PS4 next year. Are you going to give the game a chance as a fighting newcomer? Share your thoughts in the comments below.
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Really hoping to get selected for that closed beta. This looks to be the best fighter in ages.
I can understand the easy access but seriously a hadouken is the most easiest of them all for the past 30 or so years, how can someone not know or remember how to do that?
Maybe that film Idiocracy is becoming more truer more than ever now 🤦♀️🤦♀️
@huyi For gamers like me, who used to play Street Fighter and other Fighting games years ago but fell off, or brand new players, this is very welcome. Far too many button presses just to do something like a dragon punch, let alone a super. The barrier to entry has just been too large. This will increase the playerbase.
@themightyant
Honestly Capcom’s inputs have always been easy to me. The only one that I ever have issues with (and I buffer a light punch to get it off) are double 360s.
It’s older SNK games that had stupid inputs that made pad players like me rage against the sky gods. Learning Raging Storm on pad was a nightmare back in the day. And even today I only get it to come out 75% of the time.
@themightyant
DPs are super easy on stick.
On pad it’s a little more difficult but starting with SFIV they loosened the timing significantly. So getting it off is much easier today than it was back in Third Strike or SF2.
Maybe now I can get some of my friends to come to this series. They always thought the input was too hard. I’m still playing the traditional way though.
I know this modern control scheme is primarily meant for new players but even as a veteran SF player I could see myself using this to just get a feel for other characters. I'm thinking I might use it to try out characters that are not ones I use often.
I'll obviously stick to classic controls for whoever my main ends up being but I think they are sticking the landing on making sure the modern control scheme isn't useless or overpowered. Just useful.
Nice piece, thanks Liam.
I must say, this sounds really appealing for many reasons. In my youth I was quite a street fighter with a moderate skill level. Im afraid age does change capabilities, all part of the journey, but it means reactions and the ability to reliably pull off quick complex combos is a bit compromised. Being able to access the full tactical range of moves without having the dexterity and adeptness of youth, is a really positive thing for me!
By making these games more accessible, they will help ensure a new market for the genre and I wouldnt be surprised to see other fighting series follow in its footsteps.
@OrtadragoonX My point is that they are easy for YOU and other players used to and, conditioned through muscle memory over years, to do them. Not so for new or lapsed players.
Have you handed a twin stick controller to a non-gamer or infrequent gamer and seen how they struggle to control both the right and left analogue sticks concurrently? It's similar for people who don't play fighting games regularly.
It's hard enough to learn the different characters, fighting strategies and other new elements without having to input a specific 'code' / sequence of buttons all in a split second. Removing this removes such a large barrier to entry that frequent players just can not comprehend.
@themightyant
I never said it was a bad idea. It’s a good idea to lower the barrier of entry. I’m supportive of it.
My only point was that Capcom inputs are pretty easy relative to other companies like SNK.
@huyi I understand your sentiment, but this kind of judgment is honestly closer in spirit to Idiocracy than the phenomenon you describe. I'll take a noob over a gatekeeper seven days a week. I'm a Street Fighter casual who remembers all the moves, and I'm really looking forward to this pared-down approach.
I would rather a more fleshed out practice mode, something really, really deep that goes into the fundamentals in a gradual, gamified way, than just dumbing down the controls. Why have fighting games been so bad at teaching people how to ACTUALLY play fighting games?
Haven't played since SF4 but I really enjoyed that - until I hit my personal skill ceiling which was, indeed, input related. So if it's more approachable then that's piqued my interest in SF6. Now on my radar.
@huyi “that film Idiocracy is becoming more truer more than ever”
Some delicious irony there.
@commentlife
I find it ironic that MK11 and KI2013 are the only two fighting games I can think of that actually took the time in their training mode to emphasize the fundamentals. They taught footsies, distance, how to read opponents, etc.
Despite the Japanese dominating the genre none of them have ever really taken the time to explain in game how the fundamentals of fighting games work. And if you don’t know your fundamentals you’re going to get bodied no matter how well you know your combos and your inputs.
@OrtadragoonX agreed. I am going to have to check those out because I've been kind of curious about other good training modes. GG: Strive seemed like leaps and bounds ahead of most I'd seen and got me to thinking what else is out there. I want to recommend fighting games to people but it's such a turn off for most, and it's not the inputs, it's getting matched against people who know how to read and create openings.
That's...actually pretty cool. I'm one of those people who has long been put off by the needless complexity involved with classic 2D fighting game series like this.
they just want more money . nerfing a game for a bunch of filthy casuals that won’t even stick around sucks . i can’t think of a single time where watering down a game made it better
Street Fighter 6? More like Meat Biter Sticks!
The last game tried to focus on the pro tourney player. This one seems to be simplifying to the Nth degree for new players.
Meanwhile I’m neither and happy to have kep to SF4.
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