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Street
Fighter 6
38 Accessibility Features

We've documented 38 accessibility features for Street Fighter 6, including Fully Voiced (Or No Speech), Low Pressure, Control Assists, No Button Combos and No Repeated Pressing. Its accessibility is strongest in Controls and Visual but it also has features in Navigation, Getting Started, Reading, Audio and Communication to reduce unintended barriers.

This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.

Street Fighter 6, the latest Street Fighter game, is a fighting game where you beat opponents with punches and powers. Alongside player-versus-player fights, this edition offers a surprisingly in-depth open-world story where you hone your skills against computer-controlled characters. It stands out for this narrative fighting adventure and how it evolves the series' traditional gameplay with new attacks and techniques with a range of simpler controls and accommodations for newcomers.

Our accessibility examiner, Ben Kendall, first checked Street Fighter 6 (Series) accessibility 10 months ago. It was re-examined by Andy Robertson and updated 10 months ago.

NotesAccessibility Notes

There are three different control schemes that can be used to play:
  • Modern: Makes the controls similar to games such as Smash Bros., with three buttons for attacks which can be modified by pressing additional buttons.
  • Classic: The typical Street Fighter control scheme, where each attack is mapped to a different button. Additionally, combos are far more challenging to pull off in Classic compared to Modern, but all of your attacks deal less damage when using Modern, creating an approximately level playing field between the two modes.
  • Dynamic: Three buttons to attack, but all do the same thing, with the game choosing the best attack for the situation, letting you fight with only one button and a movement stick. However, Dynamic is only usable in offline play (World Tour and Battle Ground), and you still need to use more buttons to traverse the open world and interact with things.

Text, including subtitles, is all high contrast but can be quite small. Furthermore, not all environmental dialogue is captioned. You can view a log of the conversation you're having. Characters in fights are large, taking up over half the vertical height of the screen.

There are extensive sound options to help players without sight and low-vision players in the fights, with lots of sound customisation. There's a sound effect that plays to let you know how far away from your opponent you are; it changes depending on whether you're on the right or left of them, and varies in frequency depending on your distance. However, you still need to navigate through menus and text to reach the fights, and there is no screen reader in the game.

DetailsGame Details

Release Date: 02/06/2023, updated in 2023

Price: 34% off

Out Now: PC, PS4, PS5 and Xbox X|S

Skill Rating: 12+ year-olds

Players: 1-2 (2 online)

Genres: Action, Fighting (Adventure, Narrative and Traversal)

Accessibility: 38 features

Components: 2D Side-On, 3D Third-Person, Day and Night and Open World

Developer: Capcom Europe (@CapcomEurope)

Costs: Purchase cost, In-Game Purchases and In-Game Pass

 

ControlsControls

We've documented 11 accessibility features for Controls in Street Fighter 6 which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.

Gamepad

Can play with the following:

Multiple Buttons & Single Stick: Can play with multiple buttons and a stick.

Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.

Mouse And Keyboard

Can play with the following:

Keyboard Alone: Can play with just the keyboard.

Remap Controls

Can customise the controls for the game as follows:

Select Preset Controller Mappings: You can select preset button layouts from options provided by the developer.

Invert X/Y Axis: Can invert the direction required to control looking and aiming. This enables you to match your instinctive orientation when looking.

Button Combinations

Specific button operation required to play

Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.

Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action.

No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s).

Controller Vibration

Vibration Optional: Controller vibration not used in the game or you can disable it.

Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. This can provide additional information about progress, approaching enemies or hitting a target.

Sensitivity

You can adjust

Adjust Mouse/Stick/Touch Sensitivity: Adjust how sensitive touch/mouse/stick controls are.

DifficultyDifficulty

We haven’t documented any accessibility features for Difficulty in Street Fighter 6 which deal with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play. The following games are similar to Street Fighter 6, and offer accessibility features for Difficulty:

Getting StartedGetting Started

We've documented 5 accessibility features for Getting Started in Street Fighter 6 which deal with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.

Assistance Getting Starting

These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.

Tutorials: There are helpful tutorials and instructions on how to play. Information is provided in a timely manner, with appropriate level of detail.

Assistance With Controls: The game can automatically assist with aiming, steering, reloading, jumping, running etc. This reduces the challenge of certain aspects of play to remove barriers and make control of characters more accessible.

Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.

No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.

Assistance For Progressing

These features aid your progress through the game offering different ways of maintaining your progression.

Assisted Recall for Narrative and Dialogue: The game enables you to review the history of conversations or provides highlights of the information you gather in a form you can review.

ReadingReading

We've documented 5 accessibility features for Reading in Street Fighter 6 which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.

Reading Level

How much reading is required to play the game's main path or story and how complex the language is. The presence of voiced characters doesn't reduce this requirement, as it's recorded as a separate datapoint.

Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.

Text Visibility

High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.

Subtitles

Some Speech Subtitled: Some spoken content has subtitles. This reduces the pressure on interpreting all the spoken content, although not everything is captured textually.

Captions

Speaker Indicator: Textual captions indicate who is speaking (or there is only ever one person speaking). This can also be indicated visually in the game with character icons or placing text in speech bubbles next to the person speaking.

Voice Acted

All Dialogue is Voice Acted (Or No Speech In Game): All of the game dialogue and narrative can be voiced, or there is no speech in the game. This means there is no requirement to read the dialogue and narrative text to play the game.

NavigationNavigation

We've documented 6 accessibility features for Navigation in Street Fighter 6 which deal with how the game provides guidance and assistance to navigate its worlds. These are only for games that have traversal and exploration in 2D and 3D spaces.

Clarity

Clear Mission Objectives: The game provides clear, structured missions with directional guidance and advice on which can be attempted next. This also indicates (ideally on maps where they are provided) which missions can't be attempted because you do not have the appropriate items yet.

Audible Directional Cues: Additional in-game audio cues that indicate where to go next and how close you are to arriving. This is offered as a sonar-style ping with positional/stereo audio and volume to guide you in the right direction. This is useful for blind players.

Head-Up Display

Adjust Head-Up Display: Resize and adjust the content of the head-up display. This enables it to be made more visible. It can also enable the removal of too much information that can be distracting or confusing.

Game Map: View a map of the game world during play, with the landscape, points of interest and missions highlighted throughout the entire game. This enables the orientation of the player and the world, confirming a direction of movement and the location of destinations or points of exploration.

Menu Navigation

Menu Audio Cues: Navigating menus provide an audio cue for each selection.

Digital Menu Navigation: Menu choices with Gamepad can be made without using an analogue stick to guide a cursor to a selection. For example, using D-Pad, buttons or the Stick to change menu selection in a single action.

VisualVisual

We've documented 9 accessibility features for Visual in Street Fighter 6 which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.

Interactive Elements

Large Game Elements: Game characters and other elements are large and distinguishable. Enemies and player characters are at least 1/6 of the height of the screen. Or there is a zoom feature to make them larger.

Visual Distractions

No Screen Shake: No screen shake effect or it is included but it can be disabled. This includes the absence of screen shake for dramatic effect as well as to indicate hits on a target.

No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action. Where foreground contrast is high, this includes games with some movement in the background that doesn't make it overly difficult to distinguish what is happening.

Audio Cues for Visual Events

Audio Cues for Visual Events: Audio is provided to indicate visual events. Game events or progress highlighted by visual icons, effects or animations are also accompanied by audio to signify that progress. This is useful for blind players.

Audio Depiction of Event Location: Indication with positional/stereo audio of where directional events are on the screen for things like damage, footsteps, environmental elements. This is useful for blind players.

Menu Audio Cues: Navigating menus provide an audio cue for each selection.

Motion Sickness Friendly

Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.

Colour Options

Colour Blind Friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode with double coding or similar way to avoid colour dependance.

Play Without Sight

Play Without Sight: The game can be played without sight. Positional/stereo sounds and haptic feedback enable play without the need to see the screen. This is useful for blind low-vision and sightless players.

AudioAudio

We've documented 2 accessibility features for Audio in Street Fighter 6 which deal with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.

Adjustable Audio

Balance Audio Levels: Set music and game sound effects separately. This enables you to select your preference as well as ensure critical game sounds aren't obscured by other audio.

Play Without Hearing

Play Without Hearing: No audio cues are necessary to play the game well.

 

Similar Games With More Accessibility Features for Audio

If you want to play Street Fighter 6, but it doesn't offer the Audio accessibility features you require, this similar game extends the Audio accessibility:

CommunicationCommunication

We've documented 1 accessibility feature for Communication in Street Fighter 6 which deals with how you can communicate with other players in the game and what options are available to customise and control this interaction.

Player-to-Player Online Communication

This is how players communicate with each other in online games. This can be to plan strategy, chat as they play or co-ordinate resources.

Text Chat: Chat to other players by typing text.

 

Similar Games With More Accessibility Features for Communication

If you want to play Street Fighter 6, but it doesn't offer the Communication accessibility features you require, these similar games extend the Communication accessibility:

System Accessibility Settings

In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:

PC
Windows has extensive accessibility features. Some, like colour correction, work with games. Lots of accessibility software can be used with PC games, from voice recognition to input device emulators.
 
PlayStation 4
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
 
PlayStation 5
PlayStation 5 has a range of system-wide accessibility settings.
 
Xbox Series X|S
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
 
Read more about system accessibility settings.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Ben Kendall and Andy Robertson


Taming Gaming Book Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.

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