Wednesday, June 7th 2023

Street Fighter 6 Sells Over 1 Million Units Worldwide

Capcom Co., Ltd. today announced that Street Fighter 6, the latest title in the storied Street Fighter series, has sold over 1 million units worldwide. Street Fighter 6 represents the next evolution of the series and a new generation of fighting games, launching seven years after the previous title in the franchise. In addition to delivering the pinnacle of fighting game experiences, the title includes new features such as World Tour Mode, in which players create an avatar and journey through the universe of Street Fighter, as well as Battle Hub, where players can interact with one another. Further, the game provides different controller input options tailored to appeal to both beginners and seasoned players alike, and has improved audio accessibility settings to supplement gameplay experiences without the use of visual information. As a result of providing features for a diverse range of players, the title was met with broad acclaim, driving sales to 1 million units worldwide.

Additionally, Capcom is carrying out a variety of initiatives to build excitement for Street Fighter 6 in the realm of esports, including with the news that it will provide over $2 million (approx. 260 million yen) in prize money for the Capcom Pro Tour 2023, which features the title, of which $1 million (approx. 130 million yen) will be awarded to the champion, marking the company's largest-ever event prize pool.
Capcom remains firmly committed to satisfying the expectations of all players by leveraging its industry-leading game development capabilities in order to create highly entertaining gameplay experiences.

About Street Fighter
The first title in the Street Fighter series was released as an arcade game in 1987, followed by the global smash hit Street Fighter II in 1991 which generated mass excitement due to its innovative battle system. Even today, more than 35 years since Street Fighter first debuted, the series still enjoys immense popularity across the globe with cumulative sales for the series totaling over 50 million units worldwide. Further, in recent years the series has increased its presence as a driving force in the fighting game genre of esports.
Source: Capcom Co., Ltd.
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13 Comments on Street Fighter 6 Sells Over 1 Million Units Worldwide

#1
bug
I've played the hell out of SF2, but SF4 lost me. Way, way too hard to perform the special moves.
Posted on Reply
#2
W1zzard
and yet it only has 5000 reviews on Steam (but "very positive"). Uses Resident Evil engine btw, locked to 60 FPS, so highly unlikely I'll include it in my GPU benchmarks
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#3
dj-electric
W1zzardand yet it only has 5000 reviews on Steam (but "very positive"). Uses Resident Evil engine btw, locked to 60 FPS, so highly unlikely I'll include it in my GPU benchmarks
What im particularly disappointed about is the arbitrary 120FPS limit on the open world segment. I wish it would be pegged to some ultra high number like 400-600
Posted on Reply
#4
bug
dj-electricWhat im particularly disappointed about is the arbitrary 120FPS limit on the open world segment. I wish it would be pegged to some ultra high number like 400-600
It's a competitive game. Most likely they don't want to give an advantage to those running 200Hz+ screens.

@W1zzard You can still use it to shame cards that can't push 60fps, I guess :D
Posted on Reply
#5
W1zzard
bugYou can still use it to shame cards that can't push 60fps, I guess :D
If it was a major hit i could spend time to hax the fps cap, but not sure if worth the time
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#6
Deleted member 231663
bugIt's a competitive game. Most likely they don't want to give an advantage to those running 200Hz+ screens.

@W1zzard You can still use it to shame cards that can't push 60fps, I guess :D
Wrong. Open world is just a break inbetween the actual fights that run at 60 fps, there is no game involved with running around town talking to people.

Fighting games run at 60 fps because they are based on frame inputs that need to be 1:1
Posted on Reply
#7
bug
W1zzardIf it was a major hit i could spend time to hax the fps cap, but not sure if worth the time
It's competitive game, I would expect they buried the lock deep down somewhere. Players of these games memorize moves by the number of frames, if they don't all see the same thing, that is big-time cheating.

Just leave it be, it won't be missed.
Posted on Reply
#8
RegaeRevaeb
bugI've played the hell out of SF2, but SF4 lost me. Way, way too hard to perform the special moves.
Y'know my ex said something similar to me... oh... bloody outside voice again. Sorry, move along, move along.
Posted on Reply
#9
bug
RegaeRevaebY'know my ex said something similar to me... oh... bloody outside voice again. Sorry, move along, move along.
It's because you played SF with her, most likely :D
Posted on Reply
#10
Sabishii Hito
bugI've played the hell out of SF2, but SF4 lost me. Way, way too hard to perform the special moves.
SF4 had massive input buffers compared to SF2, and the actual motions were largely the same. I'm a bit confused as to the difficulty you encountered.
Posted on Reply
#11
bug
Sabishii HitoSF4 had massive input buffers compared to SF2, and the actual motions were largely the same. I'm a bit confused as to the difficulty you encountered.
Largely the same? In SF4 Zangief's ultimate required two full-circles with the stick (good luck doing that on a keyboard). Even double half-circles were damn hard and they were not in SF2. The "hold first, before starting the actual move" mechanic was also new to SF4.
I mean, I didn't expect SF4 to be the same as SF2. But I was able to play SF2 with a keyboard just fine (we actually played two players on the same keyboard, but there were some things you could exploit that way), SF4 can't be played like that. And when I said "screw this" and bought a controller... big surprise, I could pull off some of the moves that I couldn't previously, but some of the moves I could do with the keyboard, I couldn't do with the controller.

And when I say "couldn't", I mean in the newly added training mode, where the opponent was just a dummy and I had all the time in the world. I mean, I know I suck with a controller, but not being able to execute like half the special moves in training mode? That was a clear cue it was time for me to move on.
Posted on Reply
#12
Sabishii Hito
bugLargely the same? In SF4 Zangief's ultimate required two full-circles with the stick (good luck doing that on a keyboard). Even double half-circles were damn hard and they were not in SF2.
I take it you never played Super SF2 X/Turbo (1994) as the double motions were introduced then.
Posted on Reply
#13
bug
Sabishii HitoI take it you never played Super SF2 X/Turbo (1994) as the double motions were introduced then.
Nope. Just the regular version and (I think) an enhanced version.
But I don't think that's it. In SF4 I found it hard to do even quarter or half circles, stuff that I used to do without even thinking about it. I also used to do all the special moves in the MK series, including the brutalities. So I mashed a few buttons back in the day...
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