![]() There's a lot to appreciate about Street Fighter 6, but the big takeaway for me is how much it calls back to the past, which is interesting for a game where they are clearly looking forward. But I now feel like the fighter is more in-tune with people who don't have the cash to spend on one. I'll fully admit to not being super experienced on the stick, and will leave that assessment up to more seasoned pros who use it more often at home and in tournaments. If you want to button mash, feel free, but it isn't necessary. Not saying it's worse or anything like that, but it's pretty clear there's been a bit of tweaking so that the controls on a standard controller feel better and give you more control than in Street Fighter V. The most surprising part of the demo for us is that the controller seemed way more intuitive than playing with a fight stick. And combos are basically just fun to kick back and watch once you pull them off. The animations behind all of the moves are amazing, especially when you build up your meter and start hitting moves with the paint splash behind them. Although it did feel a bit grapple-heavy as they encourage you to get in close for just about everything instead of playing the long game. Fighting with everyone was a blast, no real issues with any of the characters in pulling off any kind of move I wanted. ![]() Whereas the newer and younger fighters have styles that come off more as hybrids of the others, which seems like a really cool intentional thing on the devs part to make it feel like the younger generation of fighters they're adding in are experimenting more than those who practice the traditional routes. Each fighter still has their own distinct style in Street Fighter 6, and while the two familiar faces have some of their familiar moves still here, it's clear they've been given more tools in the arsenal to make it feel like the passage of time has made them better fighters.
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