🕹️ New release: Lunar Lander Beyond

Street Fighter 6

aka: SF6, Street Fighter VI
Moby ID: 203910

[ All ] [ PlayStation 4 add ] [ PlayStation 5 add ] [ Windows ] [ Xbox Series add ]

Windows screenshots

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Splash screen
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The game first loads into what appears to be an attract mode...
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...but is actually shown to be part of the Battle Hub, where players can both interact in multiplayer and play classic Capcom fighting games in in-universe arcades.
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The streamlined main menu
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Pressing Tab opens the more useful "multi menu"
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The launch cast in an over-edited speech prior to the World Tour mode
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The cover star Luke gives the player a warm welcome.
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The World Tour explains all the basics of Street Fighter mechanics as the chapters progress.
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Another student of Luke's, Bosch, jumps into a challenge.
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Metro City from afar
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The phone is the key progression item in the World Tour mode...
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...showing missions, maps...
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...and messages from mainline characters.
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Random people on the street can be approached for a fight.
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Hostile denizens can do the same to the player, at times not even respecting the usual 1v1 format.
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At the end of Luke's training arc, he wants to see what we've learned.
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Chun-Li training Li Fen without breaking a sweat.
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As the player moves on to Chun-Li as the next teacher, he joins her kung fu school she runs.
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Outside the World Tour mode, the game contains truly extensive tutorials on the game's mechanics.
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Even character-specific traits are explained to better understand them and help choose which one to main.
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18 characters at launch is not too shabby. Notice how they are shown in the same room...
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...and after selecting, they walk into the stage as if it is a high-production televised event.
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Special effects are plentiful and the movement is high-energy.
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The game can get quite vertical even with classic moves like Cammy's Cannon Spike.
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Battle damage gradually appears on the fighters' models as they lose health.
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Facial expessions can be used as taunts right before a match starts.
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The AI pulls no punches.
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But neither do I.
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When standard gameplay becomes mundane, there's the Extreme Battle mode, which allows for quirky rule changes.
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The training mode can be configured to not only display frame/keystroke data, but set the AI opponent to fight with a particular task.
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Like in Street Fighter V, arcade mode cutscenes are static hand-drawn images with voiceovers.
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In arcade mode, classic entries with simple taunts are used instead of the flashy entrances.
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High-impact hits cause massive color splashes and slow-mo camera.
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A boosted Spiral Arrow
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Gravity is a cruel mistress.
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Never change, Zangief.
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