Street Fighter™ 6

Street Fighter™ 6

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jidong216 Jun 3, 2024 @ 11:05am
how is the single player value for SF6?
other than story mode, does it have an arcade mode, any other modes that offer replay value for single player?
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Showing 16-19 of 19 comments
As far as Japanese developed fighting games? SF6 might be the gold standard in single-player content at the moment.

World Tour is the "story mode" in question here, and has you creating a custom character, and traveling to various locations in a 3D world to complete quests, while leveling up said character like a small-scale RPG. This mode is extremely divisive (as you've seen in the comments thus far). Some love that there is a semi-open-world quest mode in their street fighter game, that can easily take 40+ hours to beat. Some hate that the mode is too easy or that the quests feel a bit grindy. Some see the mode as nothing more than a very long tutorial, and filler for the main course (which is online ranked play) Either way, the last time we saw something like this was way back in Mortal Kombat 6 (Deception) in the PS2 and Xbox days. Also, it's worth noting that this mode is getting updated every time a new character is added to the game (about 4 times a year, thus far), so it keeps expanding and has reasons to come back. If you are nostalgic or have history with SF, the World Tour mode is a direct descendant of the WT mode found in Street Fighter Alpha 3, and the influences are very apparent, right down to the RPG stat allocations. A single alternate outfit for every character is tied to WT mode, so completing this mode will give you unlockable outfits usable across all modes.

Outside of WT, the game has an Arcade mode for every character. Here, you can select difficulty and if you would like 5 or 12 fights for your "tower". Playing this mode unlocks slide-show based story elements for every character you complete it with. Beating the mode with certain conditions unlocks artwork, with a shocking amount to unlock, if you are a completionist. Challenges range from throw an opponent 100 times in arcade mode, to clear arcade mode 3 times with a certain character, to achieve a specific number of perfect rounds, etc. Battles in the Arcade mode are typically random except for specific story-based encounters (usually the final fight). Character stories from Arcade mode often tie in loosely to the overarching story of World Tour, so they do complement each other to a degree. Sadly the presentation isn't great here, with only still frames and no animated cutscenes, but they are fully voiced. If you like collecting things, this mode will keep you busy. Sadly, there are no unlockable characters or costumes here - only artwork.

Outside of WT and Arcade, there is the training room and Combo Challenges. Combo Challenges are nothing new to Street Fighter since SF4, and most fighting games have them now. Be warned, some of them are remarkably difficult. If you are the type who loves spending dozens of hours mastering strings for a character, the game has you covered. You can unlock titles for your character and profile here, but if you aren't playing online, there won't be anyone to show that stuff off to, so you likely don't care.

The training mode of the game is probably in the top 3 I've ever seen for a fighting game. It would be nice if it offered hitbox/ hurtbox data, but outside of that... it has everything, to include robust frame data. If I have a single complaint about training mode, it's that it almost features too much. Many players have stated that the mode doesn't feature what they are looking for... only to find it does, it is just nested within one of a dozen or more menus, with 3 or 4 specific options needing to be toggled to get the outcome they are looking for. On the plus side, you can set up any scenario you'd ever dream of, with any parameters you can possibly think of. On the down side, to set that up, you'll likely need to dedicate a dozen or more hours to just learning the training mode menus.

Lastly, there is a simple versus mode, with options to play against a CPU. Nothing fancy. You pick a character, a challenger, difficulty level and stage. There are variations of this called "Extreme Battle" that have altered conditions (a bull will charge across the screen sometimes, or the win condition is now the first to 5 knockdowns, etc.). Sadly, these Extreme Battles don't offer the kind of extreme features that SF fans will be used to - there aren't going to be any 2-on-one fights like in Alpha 2 and 3, or the more wacky modes and modifiers that the series has experimented with in the past. As a result, they are not particularly popular with fans (enough so, it can be difficult to get a game online in this mode, even when the title has tens of thousands of players daily). To my knowledge, there is nothing to unlock here, but I've also spent the least amount of my time in these modes, by far.

Hope this helps.
:SF6_Punch:
ryu600RR Jun 3, 2024 @ 3:37pm 
u could spend hundreds of hours if you'r a lab monster
really depends on what kinda player you are
heard of desk?
ryu600RR Jun 3, 2024 @ 3:38pm 
online classic cabs alone is like 6 games in 1
jidong216 Jun 3, 2024 @ 4:13pm 
Originally posted by Tyrant (My Vision is Augmented):
As far as Japanese developed fighting games? SF6 might be the gold standard in single-player content at the moment.

World Tour is the "story mode" in question here, and has you creating a custom character, and traveling to various locations in a 3D world to complete quests, while leveling up said character like a small-scale RPG. This mode is extremely divisive (as you've seen in the comments thus far). Some love that there is a semi-open-world quest mode in their street fighter game, that can easily take 40+ hours to beat. Some hate that the mode is too easy or that the quests feel a bit grindy. Some see the mode as nothing more than a very long tutorial, and filler for the main course (which is online ranked play) Either way, the last time we saw something like this was way back in Mortal Kombat 6 (Deception) in the PS2 and Xbox days. Also, it's worth noting that this mode is getting updated every time a new character is added to the game (about 4 times a year, thus far), so it keeps expanding and has reasons to come back. If you are nostalgic or have history with SF, the World Tour mode is a direct descendant of the WT mode found in Street Fighter Alpha 3, and the influences are very apparent, right down to the RPG stat allocations. A single alternate outfit for every character is tied to WT mode, so completing this mode will give you unlockable outfits usable across all modes.

Outside of WT, the game has an Arcade mode for every character. Here, you can select difficulty and if you would like 5 or 12 fights for your "tower". Playing this mode unlocks slide-show based story elements for every character you complete it with. Beating the mode with certain conditions unlocks artwork, with a shocking amount to unlock, if you are a completionist. Challenges range from throw an opponent 100 times in arcade mode, to clear arcade mode 3 times with a certain character, to achieve a specific number of perfect rounds, etc. Battles in the Arcade mode are typically random except for specific story-based encounters (usually the final fight). Character stories from Arcade mode often tie in loosely to the overarching story of World Tour, so they do complement each other to a degree. Sadly the presentation isn't great here, with only still frames and no animated cutscenes, but they are fully voiced. If you like collecting things, this mode will keep you busy. Sadly, there are no unlockable characters or costumes here - only artwork.

Outside of WT and Arcade, there is the training room and Combo Challenges. Combo Challenges are nothing new to Street Fighter since SF4, and most fighting games have them now. Be warned, some of them are remarkably difficult. If you are the type who loves spending dozens of hours mastering strings for a character, the game has you covered. You can unlock titles for your character and profile here, but if you aren't playing online, there won't be anyone to show that stuff off to, so you likely don't care.

The training mode of the game is probably in the top 3 I've ever seen for a fighting game. It would be nice if it offered hitbox/ hurtbox data, but outside of that... it has everything, to include robust frame data. If I have a single complaint about training mode, it's that it almost features too much. Many players have stated that the mode doesn't feature what they are looking for... only to find it does, it is just nested within one of a dozen or more menus, with 3 or 4 specific options needing to be toggled to get the outcome they are looking for. On the plus side, you can set up any scenario you'd ever dream of, with any parameters you can possibly think of. On the down side, to set that up, you'll likely need to dedicate a dozen or more hours to just learning the training mode menus.

Lastly, there is a simple versus mode, with options to play against a CPU. Nothing fancy. You pick a character, a challenger, difficulty level and stage. There are variations of this called "Extreme Battle" that have altered conditions (a bull will charge across the screen sometimes, or the win condition is now the first to 5 knockdowns, etc.). Sadly, these Extreme Battles don't offer the kind of extreme features that SF fans will be used to - there aren't going to be any 2-on-one fights like in Alpha 2 and 3, or the more wacky modes and modifiers that the series has experimented with in the past. As a result, they are not particularly popular with fans (enough so, it can be difficult to get a game online in this mode, even when the title has tens of thousands of players daily). To my knowledge, there is nothing to unlock here, but I've also spent the least amount of my time in these modes, by far.

Hope this helps.
:SF6_Punch:
very helpful, thank you
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Date Posted: Jun 3, 2024 @ 11:05am
Posts: 19