You get the feeling that even Capcom knows that Street Fighter 5 was somewhat undercooked.
Despite boasting an excellent fighting engine, the sequel to the incredible renaissance that was Street Fighter 4 was a letdown when it was released last generation. While subsequent updates would smooth the edges so that by the time the ‘5 era’ was done it was a solid game with plenty of content, Street Fighter 5 was a lean package at launch.
Street Fighter 6, on the other hand, already feels like Super Street Fighter 6.
There’s an interesting juxtaposition in Street Fighter 6 where it at once wants to be as open as possible to new players via the new, limited input ‘modern control scheme’, and also encourage players to learn more about the competitive side of the game via the in-game commentary.
Whereas Street Fighter 5 seemed so focused on being perfect for the competitive edge of the fighting game community, Street Fighter 6 stops and wonders if perhaps they should actually engender a new generation towards the hobby.
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Jumping into a match, if you’re familiar with the series, you won’t be too taken aback – in fact, you’ll probably be able to mash out a few old reliable combos. However, it was once we got to grips with the Drive Impact moves that our fun really started.
These attacks can absorb an enemy attack, making them ideal for breaking up the enemy offense, and can turn the tide of battle instantly. They’re also such a visual flex, something the game is full of.
Street Fighter 6 is beautiful, with fluid, readable action, and a colour palette that makes it one of the most visually striking games of the year. It’s matched with a great
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