After months of trailers, demos, open betas, and general hype,Street Fighter 6is here. It’s built up the kind of buzz its predecessor,Street Fighter 5, could only dream of. It’s also given the fighting game genre a shot in the arm with a new World Tour mode, which turns the brawling into an open-world adventure for single players.
The new title has also given casual players options with the Fighting Ground’s fun options like hitting giant volleyballs and dodging bulls. The game is so packed with content that there’s a ton of stuff to do, and that means there’s also plenty to mess up. If players want a smoother experience, then they’ve got to avoid these common mistakes while playingStreet Fighter 6.

8Not Checking the Controls
For all ofSF6’s new additions, veterans know what to expect from the franchise: three punches, three kicks, special attacks done with directional or charge inputs, etc. However, whether they’ve been playing the series for 30+ years, or have only just started on the series, players will want to go to the options and check the controls. Why? Because the game introduces two new control schemes.
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Classic is the traditionalSFsetup, whileModern simplifies themto moreSmash Bros-like inputs, like pressing Triangle/Y to do Ryu’s Hadōken, etc. Those really in the know can toggle Button Release Input (in which the game reads letting go of a button as a press, aka “Negative Edge”) on or off. There is also Dynamic mode, where mashing buttons produces different move sequences, but it’s limited to local Vs and single player modes.
7Lack of Practice
It’s tempting to just pick any character off the roster and dive into the deep end, be it the story mode, online mode, etc.SFveterans may even get pretty far with this approach, especially if they got to take part in the beta sessions. But not every character was available during the open betas, and those that were have been tweaked a lot for the final game. What worked then isn’t guaranteed to work now.
It’s best to give the Training Mode a go first. It’ll help players get accustomed to the roster’s quirks, likeLily’s wind buffs or Manon’s medal levels. That’s not to mention the game’s new features like Punish Counters, where moves get extra perks if they hit the opponent mid-move. Also, the combo trials can help teach players their character’s basic moves and combos to give them a head start for the rest of the game.

6Wasting the Meters
The coolest moves inSF6are tied to two meters: the Super meter and the Drive Gauge. The former is pretty standard: fill the meter to do super combos, be they small Level 1 moves or high-damage Level 3 ones. The latter is different, as it lets players pull off extra techniques like EX moves, Parries, and a range of impactful Drive skills that can leave foes open to punishment.
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Yet these moves have to be used carefully. If players use supers recklessly, they could end up open to attack, with nothing to fight back with later. Wasting the Drive Gauge is even worse. While it does recharge, it’ll leave the player in Burnout when emptied. In this state, players can’t take block damage, take more damage when hit, and are more prone to getting dizzied when beat up enough.
5Biting Off More Than You Can Chew
Fighting matches are one thing, but the World Tour mode is another. Players can create their own custom character, explore multiple open worlds, and fight unique foes like their rival Bosch, Chun-Li’s star pupil Li-Fen, andFinal Fight’s Damnd among others. They can also learn moves from the roster, using them to get the upper hand in fights or get around obstacles.
However, the world operates likeInFamous, where areas aren’t technically inaccessible. They’re just filled with stronger mooks to make it more challenging. Expert players may be able to deal with them and reap the extra XP. Anyone else is likely to get creamed. It’s better for the average player to explore at their own pace, take in the sights, and gradually build up their XP until they can shut those goons down without fuss.

4Skipping the Perks
Fisticuffs are one way to get XP, but relying on them alone will just make World Tour mode harder than it has to be. Exploring Metro City, Nayshall, and the other worlds will reveal a range of stores the players can check out. Using in-game currency earned from fights, they can buy new clothes and a variety of different meals.
In addition to offering cosmetic upgrades, certain outfits can provide bonuses that can help them in a fight, boosting stats, enabling XP boosts, and more. Meanwhile, food can refill the player’s meters, boost defense, or increase specific attack damage on top of refilling their health. If players tailor their avatar’s diet to their play style, they can go much farther in World Tour Mode.

3Ignoring the Masters
At the start of World Tour mode, the avatar will start off as a ho-hum clone of their tutor Luke. If they want to expand their repertoire, they’ll have to seek out the other main roster characters through the different worlds. Want to do the Spinning Bird Kick? Seek out Chun-Li and work with her. Like Jamie’s moves instead? Become his protégé by sampling his medicinal tea and doing deeds for him.
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That sounds simple enough, but it doesn’t have to stop there. They can help the player out in fights, offer gifts, new missions, and extra lore for those keen on the story. All the player has to do is to keep in touch, keep doing tasks for them, and give them gifts back to strengthen their bond. The stronger the bond, the more likely they are to help out. It’s the closest players will get to befriending Ryu, Guile, orupcoming DLC characters like Akuma.
2Not Exploring the Battle Hub
Some gamers aren’t keen on single player content regardless of its type. They’d rather fight against other people, which nowadays requires a sturdy online mode.SF6’s equivalent is now in the new Battle Hub, which can do more than offer Ranked battles and Friendlies. Players can set up Clubs to gather their online friends together, take part in Events, and take on other custom characters in the Avatar Fights.
The Hub Store provides unique gear for said avatars, and they can chat with the near-100 other players roaming the Hub. That is, if they’re not busy spectating otherSF6matches, or playing other games in the Game Center. Taken from theCapcom Arcade Stadiumcollections, players can dabble inFinal Fight,Captain Commando,SonSon, andSuper Street Fighter 2 Turboamong others. They’re local co-op only, but it’s still a blast of retro fun.

1Wonky Wi-Fi
The online mode will also let players know key details about their opponent, like whether they’re using Classic or Modern controls, and if they’reon a wired or Wi-Fi connection. This is important because Wi-Fi connections aren’t as stable as their wired counterparts. They’ve gotten better over the past decade, but still fluctuate in quality because the signal can be affected by anything and everything.
Wired connections are less prone to this kind of interference, making them more reliable and faster in general. It’s why online opponents will be more likely to challenge wired fighters over their Wi-Fi counterparts. So, if possible, hook up the console or computer to the router directly to make online fights a smoother, more enjoyable experience. If the player’s net is bad regardless of the connection type,SF6still offers local co-op for itself and its Game Center games.

Street Fighter 6is out now for PS4, PS5, Xbox Series X/S, and PC.
