How Capcom is making Street Fighter 6 accessible to all types of players











The more we see of Street Fighter 6, the more we’re growing excited for what might be the greatest chapter of Street Fighter yet. It’s definitely early, but initial reports from those who have had time with the game are boding very well for both casual and competitive players.





Especially thanks to the Summer Game Fest, which featured an early Street Fighter 6 build, we’re able to take a close look at the emerging gameplay and imagine just how well Capcom will balance enticing early gameplay with meaningful core gameplay to both welcome in and keep a strong player base.











Both Catalyst and myself have been around the FGC competitive scene for a minute or two, and have our own takes on what we’ve seen thus far.


The community has also been appreciating the in-depth review and footage from Maximilian, who also offers his two cents on SF6.


We’ve also got reports from non-FGC members, however, and it’s there that we find how the game is resonating outside of our corner of eSports.


The consensus thus far from this crowd seems to be that SF6 is very much attractive, offering a rapid sense of control (thanks to clever inclusions such as the simplified control option) and satisfaction.


The Drive system is also immediately accessible (at least with basic parries and Drive Impact) while retaining a ton of extra nuance that players can explore if they choose to.


For example, Drive Impact looks to be a incredibly fun and intriguing mechanic that grants players an exceptionally satisfying hard hit (complete with paint splatter effects) and will be especially effective among newcomers. Seasoned players, however, will quickly find counters to it, the process of which looks to be equally, if not more, fun.


The other part of the picture is you, and we’d love to hear your thoughts on what you’ve seen thus far in Street Fighter 6 in terms of welcoming and appeasing new players while still acknowledging those who want to dig further in.


Please leave a comment (here as well as on YouTube along with a like and a sub) to let us know how you feel at this still early stage.




Timestamps
00:00 – Intro – appeasing both new and returning players
04:50 – Reactions from non-FGC players
06:30 – (Simplified controls work for newcomers, don’t threaten returners)
08:15 – (Satisfying visuals and gameplay right off the bat)
11:15 – Reactions from FGC players






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