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Don't worry, Street Fighter 6's new Modern Controls probably won't break the game with how much it removes from characters

And no, you won't be able to walk forward and throw Sonic Booms

Posted by Dakota 'DarkHorse' Hills • June 20, 2022 at 8:04 p.m. PDT • Comments: 45

Traditional fighting game inputs and their perceived complexity have remained as a hot topic among the FGC, developers and those outside the genre keeping people back from getting into the action, and Capcom will be taking another crack at trying to make attacks simplified.

There has been some worry from fans that Street Fighter 6's new Modern control type would be replacing or invalidating the way the series has played for decades, but now that players have gone hands-on with the title, that seemingly won't be an issue at all.

Some of the big concerns following the original reveal were that having one-button specials like Shoryuken could be too powerful, especially if it's possible to do instant charge moves like Sonic Booms.

What we've basically come to find, however, is that these simpler options will serve as training wheels for those just jumping into the game and not much more.

Sure, getting access to a Dragon Punch just by pressing forward+triangle is good, but you're also giving up nearly half of your total tools to get that.

As was previously revealed on SF6's website, the Modern controls consolidate a character's 6 basic normals into only 3 between light, medium and heavy attacks, so that's half of your punches and / or kicks gone right there.

It goes farther than that though considering this option only currently allows for 4 special moves to be mapped to the layout too. If your character has any more than that, they'll be missing out on some of those too.

People at the play test event like Sajam have confirmed that Ryu is apparently unable to perform his Hashogeki and Denjin Charge specials using the Modern controls.

Even if you know the motion input for how to use them normally, the game will only allow you to do the simple specials.

The Nintendo 3DS version of Street Fighter 4 was somewhat infamous for letting world warriors like Guile use Sonic Booms and Flash Kicks at any time without needing to charge first, but that mistake apparently won't be repeated in SF6.

Sajam also stated that he tested Chun-Li's Kikoken in the Modern controls, and you still had to hold back to charge before using the special. If you try pressing the button early, you only get the neutral special.

So it's probably safe to assume that Flash Kick simplified will still require you to hold down for a few moments to use too.

These easy controller types are not something new to fighting games at all considering they've been around in some fashion for decades, and they've never really made an impact on the more serious / competitive side of the community.

You don't see people rolling up to tournaments with easy operation mode in Capcom vs. SNK 2 or Stylish Type in BlazBlue, and we don't really see that changing with SF6 all of a sudden.

Capcom appears to be poising the Modern controls alongside the single-player World Tour mode to get new players in the door and see what Street Fighter is all about.

Playing the game this way will be useful for newcomers to get a feel for the flow of matches, how combos work and how to use the Drive System, but they won't have full control of their characters.

If people like what SF6 is laying down, then the intention seems to be for them to eventually graduate into using the traditional controls to get the full experience.

There's also just a lot of people out there who do not care one bit about looking at character move lists, and it's kinda hard to blame them.

My girlfriend will play Tekken or Super Smash Bros. with me just fine because you can pick it up and easily do cool looking stuff, but she's not into Street Fighter since she doesn't know what to do at all.

If Modern controls and the World Tour can get her more interested in SF6, that's a win in my book.

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