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Prerelease:Street Fighter 6

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This page details pre-release information and/or media for Street Fighter 6.

Hmmm...
To do:
  • Grammar needs to be checked and speculation needs to be cut down or put into sub-pages, if not completely removed.
  • More post-June reveal stuff (differences, trailers and gameplay videos, info, and images) to be covered and documented.
  • Developer's Column page for the game is up on the Buckler's Boot Camp site.
  • Other information from GameInformer Issue 351.

After Yoshinori Ono left Capcom in 2020, Takayuki Nakayama, who was a veteran designer for the Street Fighter series, approached to direct Street Fighter 6. Shuhei Matsumoto served as the producer, Yusuke Hashimoto was one of the game designers, and Yoshiya Terayama took on the role of being the game's lead music composer, with hip-hop being one of the game's key themes. The beginnings of Street Fighter 6 traced back to an early prototype of Street Fighter V, which became one of it's inspirations, and development started sometime in 2018 before the Season V DLC characters were released.

Reception for the game was received much better than the original base version of Street Fighter V, as the PC and PlayStation 5 versions had "universal acclaim" and the Xbox Series X/S version had "generally favorable reviews". The netcode was praised, and the Drive System was a great addition, that it sets up a compelling risk/reward dynamic that tinges on every interaction. Although World Tour's storytelling didn't do as much, it's noted that Capcom had learned from it's past mistakes and had made the most feature-packed fighting game yet. As of September 6, 2024, over four-million units have been sold worldwide, which is good news for Capcom as the game was starting to gain it's popularity, and it also won the award for Best Fighting Game at The Game Awards 2023 in December!

Sub-Pages

Game Modes

SF6MainMenuWorldTour.png
World Tour
From the Pre-Alpha, into the open-world, much has been changed in World Tour before release.
SF6MainMenuFightingGround.png
Fighting Ground
What's new, and what's changed in the Fighting Ground during development.
SF6MainMenuBattleHub.png
Battle Hub
The Closed Beta Tests and Open Beta sure do involve this kind of mode.

Graphics

SF6RyuPortraitArtworkPre-release.png
Early Portraits
Even before release, the portraits for some of the characters had some slight differences.

Unused

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Attack Effect Concepts
A number of additional attack effect concepts that were tested in early prototypes, but were eventually scrapped.
SoundIcon.png
Promotional Messages
Extra messages from some of the characters to promote the presence of Street Fighter 6 at certain events, and also the first Closed Beta Test.

Development Timeline

Base Game

2018

  • Unknown - The game is in development.

2019

  • Unknown - A pre-alpha build of the game's World Tour mode was developed and tested.

2020

  • November 2-20 - Evidence of a sixth Street Fighter installment was first teased when Capcom reported that it's servers were affected by ransomware, scrambling its data, and the threat actors, the Ragnar Locker hacker group, had allegedly stolen 1TB of sensitive corporate data and were blackmailing the company to pay them to remove the ransomware. By mid-November, the group began putting info from the hack online, which included plans for upcoming games, including Street Fighter 6 (as well as future Super and Ultra editions), indicating that Capcom opted to not pay the group, and affirmed that no credit-card or other sensitive financial info was obtained in the hack.

2021

  • November 23 - After Luke's Street Fighter V DLC was released, director Takayuki Nakayama and producer Shuhei Matsumoto talked about his inclusion in Street Fighter V and his return in Street Fighter 6 in an interview.

2022

  • February 14 - The game's announcement was teased through a countdown website, which ended in six days.
  • February 21 - The first teaser trailer debuts after the announcement of the reveal of Capcom Fighting Collection at the conclusion of the Capcom Pro Tour 2021 Street Fighter V: Champion Edition Season Finals.
  • June 2 - The first gameplay trailer debuts in PlayStation's State of Play broadcast, which announced the World Tour, Battle Hub and Fighting Ground modes, showed the return of Chun-Li and introduced newcomer Jamie, revealed the Metro City Downtown and Genbu Temple stages, and teased Kimberly's inclusion. Another gameplay trailer reveals the Real-Time Commentary feature in Fighting Ground, with Jeremy "Vicious" Lopez and Aru being revealed as commentators.
  • June 3 - Concept art for the game's base roster and Year 1 DLC characters were leaked online following the game's State of Play appearance, hinting that Street Fighter 6 will have 18 characters at launch and 4 post-launch Year 1 DLC characters, making for a total of 22 characters. Also, Manon's early japanese name was referred to as "Mimi" at the time.
  • June 6 - More Fighting Ground gameplay was shared on the Street Fighter Twitter account, revealing the Game Face feature.
  • June 8 - The music video for the game's main theme song Not on the Sidelines, premires on Rolling Stone's Twitch channel.
  • June 10 - Another trailer releases as part of Summer Game Fest, showing the return of Guile, and the Carrier Byron Taylor stage.
  • June 13 - "Taking Aim - Luke's Theme" and "Not A Little Girl - Chun-Li's Theme" are released on the official Street Fighter YouTube channel.
  • June 15 - A japan-only Capcom TV webstream featured Street Fighter 6, which shows off more Fighting Ground gameplay from the Summer Game Fest build.
  • June 16 - "Viator - Ryu's Theme" is released on the official Street Fighter YouTube channel.
  • July 23 - "Mr. Top Player - Jamie's Theme" is released on the official Street Fighter YouTube channel.
  • August to October - Special messages from Chun-Li and Ryu, and Luke and Kimberly appeared online on the Street Fighter Twitter account to promote the game's presence at EVO 2022, and the game's first Closed Beta Test respectively.
  • August 5 - "Sharpened Sonic - Guile's Theme" is released on the official Street Fighter YouTube channel.
  • August 7-8 - Two gameplay trailers debut during EVO 2022. The first reveals Tasty Steve and James Chen as commentators, and the second shows off the first proper gameplay for Kimberly and Juri, as well as the Tian Hong Yuan stage.
  • August 26 - "Ninjastar Pop - Kimberly's Theme" and "ÅrachniD** - Juri's Theme" are released on the official Street Fighter YouTube channel.
  • September 7 - Another japan-only Capcom TV webstream featured Street Fighter 6, and shows off more Fighting Ground gameplay for Kimberly and Juri.
  • September 15-17 - As part of Tokyo Game Show 2022, another Street Fighter 6 gameplay trailer debuts, showing more gameplay from it's modes and revealing Ken, Blanka, Dhalsim and E. Honda as playable characters, introduces Extreme Battle and reveals the Ranger's Hut, Dhalsimer Temple, Old Town Market and The Macho Ring stages, and teasing part-time job minigames in World Tour. More gameplay was shown days later on the japan-only Capcom TV webstream, and on a dedicated TGS '22 showcase stream for the game, which also reveals the Training Room stage.
  • September 18 - Street Fighter 6 won an award for Future Division at the 2022 Japan Game Awards.
  • October 7-11 - The first Battle Hub closed beta test with 8 of the 18 playable launch characters was held. "Spirit of the Flame - Ken's Theme" and "zilra zilra - Blanka's Theme" are also released on the official Street Fighter YouTube channel.
  • November 9 - Ken's Arcade mode story illustrations were revealed on Game Informer's website.[1]
  • November 19 - The Arcade mode story illustrations for Luke, Guile, Kimberly, Juri, Jamie, and Ryu by Bengus and Hiroaki Hashimoto were revealed at Capcom's Street Fighter 35th Anniversary Osaka event in Japan.
  • November 22-29 - "The Great Sunlight - Dhalsim's Theme" and "Kumadori - E. Honda's Theme" are released on the official Street Fighter YouTube channel.
  • December 9 - As part of The Game Awards 2022 show, another trailer debuts, showing more gameplay from World Tour and revealing Dee Jay, Marisa, Manon and JP as playable characters, and showing off the Bathers Beach, Colosseo, Fete Foraine, and Suval'hal Arena stages. A pre-order bonus trailer also releases.
  • December 16-19 - The second Battle Hub closed beta test was held.
  • December 20 - Another japan-only Capcom TV webstream featured Street Fighter 6, which shows off more Fighting Ground gameplay with Dee Jay, Manon, JP and Marisa.

2023

  • January 24 - Developer matches between Dee Jay and Dhalsim, Blanka and JP, and Marisa and Manon (which were all previously shown at Street Fighter League Japan 2022) were released. "Pankration - Marisa's Theme" is also released on the official Street Fighter YouTube channel.
  • January 31 - "Walk With Grace - Manon's Theme" is released on the official Street Fighter YouTube channel.
  • February 3-11 - "All Right! - Dee Jay's Theme" and "The Plunderer - JP's Theme" are released on the official Street Fighter YouTube channel.
  • February 24 - As part of PlayStation's State of Play broadcast, another gameplay trailer debuted, revealing the first gameplay for Zangief, Lily and Cammy in World Tour and Fighting Ground, and showing off the Barmaley Steelworks, Thunderfoot Settlement and King Street stages.
  • February 27 - Another japan-only Capcom TV webstream featured Street Fighter 6, which shows off more Fighting Ground gameplay.
  • March 10 - During the Capcom Showcase, Hikaru Takahashi, the last color commentator was revealed.
  • March 16-29 - Developer matches between Zangief and Marisa, Lily and E. Honda, and Cammy and Manon were released.
  • March 30 to May 23 - A series of videos featuring japanese comedian Crystal Nova pre-playing the game were released in Japan.
  • April 9-19 - "R.E.D. - Zangief's Theme", "Diosa Del Sol - Lily's Theme" and "OverTrip - Cammy's Theme" are released on the official Street Fighter YouTube channel.
  • April 21-26 - More gameplay, and another trailer were shown in the Street Fighter 6 Showcase stream, and a demo featuring the Fighting Ground, and a portion of the game's World Tour mode was also released for PlayStation 4 and PlayStation 5, with a release for Xbox Series X and PCs on April 26.
  • May 5 - A prequel comic series, titled Street Fighter 6: Days of the Eclipse was released in May, which explains how the game heavily focuses on Ken, Kimberly, Chun-Li and Luke’s stories.
  • May 19-21 - An open beta for the game was held.
  • May 25-26 - As part of PlayStation Showcase, the Your Story trailer focusing on master connections in World Tour debuts. The game's launch trailer is also released a day after, showing more gameplay.
  • June 1 - A developer match between Luke and Ryu was released.
  • June 2 - Street Fighter 6 is released worldwide.

Post-Launch DLC

2023

  • July 3 - The gameplay trailer for the first post-launch Year 1 DLC character Rashid is released.
  • July 8 - A Special message from Rashid appeared online on the Street Fighter X account to promote Street Fighter 6's presence at EVO 2023, and the character's upcoming post-launch DLC.
  • July 12 - "The Turbulent Wind - Rashid's Theme" is released on the official Street Fighter YouTube channel.
  • July 24 - Rashid's DLC is released in-game.
  • August 7 - A World Tour teaser trailer for A.K.I. is released during EVO 2023.
  • August 31 - The gameplay trailer for the second post-launch Year 1 DLC character A.K.I. is released.
  • September 8 - "Poisonous Passion - A.K.I.'s Theme" is released on the official Street Fighter YouTube channel.
  • September 23 - A Special message from A.K.I. appeared online on the Street Fighter X account to promote Street Fighter 6's presence at TGS 2023, and the character's upcoming post-launch DLC.
  • September 27 - A.K.I.'s DLC is released in-game.
  • December 7 - Street Fighter 6 won the award for "Best Fighting Game" at The Game Awards 2023. It was also nominated for "Best Multiplayer Game" and "Innovation In Accessibility", losing to Baldur's Gate 3 and Forza Motorsport respectively.

2024

  • January 1 - Teaser artwork for the last post-launch Year 1 DLC character Akuma appears on the Street Fighter X account.
  • January 19 - A World Tour teaser trailer for Ed is released.
  • February 1 - A gameplay trailer for the "Ed Arrives!" ("Get Ready for Ed" in the Japanese version) Fighting Pass confirms that Ed's DLC will be released on February 27, 2024.
  • February 8 - The gameplay trailer for the third post-launch Year 1 DLC character Ed is released, which also reveals the new Ruined Lab stage.
  • February 13 - "König oder Feigling - Ed's Theme" is released on the official Street Fighter YouTube channel. A behind-the-scenes "making-of" video of the track featuring Blumio also appeared on the Street Fighter X account on the same day.
  • February 17 - Street Fighter 6 won the award for "Fighting Game of the Year" at the 27th Annual D.I.C.E. Awards.
  • February 27 - Ed's DLC is released in-game.
  • March 17 - As part of Day 2 of Capcom Highlights, the World Tour teaser trailer for Akuma is released, which shows a look at his Enma's Hollow stage that will release alongside his DLC. Production on a 2nd Year of post-launch DLC characters was also confirmed in the stream.
  • April 29 - During EVO Japan 2024, the gameplay trailer for the final post-launch Year 1 DLC character Akuma is released.
  • May 8 - "Shura - Akuma/Gouki's Theme" is released on the official Street Fighter YouTube channel.
  • May 22 - Akuma/Gouki's DLC is released in-game, which brings Year 1 to a close.
  • June 2 - The game's "1st Anniversary" event begins.
  • June 7 - An animated trailer for Year 2 drops as part of Summer Game Fest, which will bring back returning veterans M. Bison and Elena, and add two guest characters from SNK's Fatal Fury series; Terry and Mai. The gameplay trailer for M. Bison is also released.
  • June 11 - "Undying Desire - M. Bison's Theme" is released on the official Street Fighter YouTube channel.
  • June 26 - M. Bison's DLC is released in-game.
  • July 21 - A World Tour teaser trailer for Terry is released during EVO 2024, which reveals the Pao Pao Cafe 6 stage that will release alongside his DLC.
  • August 21 - The gameplay trailer for Terry is released during Gamescom Opening Night Live 2024, which reveals his theme to be "Kurikinton SF6 Arrange" (which is a new jazzy arrangement of his battle theme from Fatal Fury 2).
  • August 24 - A demo of the game focusing on Terry's inclusion as DLC was held at Gamescom at the Capcom booth in Hall 9.
  • September 5 - "Kurikinton SF6 Arrange - Terry's Theme" is released on the official Street Fighter YouTube channel.
  • September 24 - Terry's DLC is released in-game.
  • October 7 - In an interview with IGN, Shuhei Matsumoto spoke about the future of character costumes, as the team were "very pleased with the reception to the third outfits". He also teased that an Outfit 4 for every character is on the way and are expected to come out sometime in the future, meaning that production on the Year 3 and 4 characters are in development.
  • December 6 - The World Tour teaser trailer for Mai is released, which shows a look at her Aokigahara stage that will release alongside her DLC.
  • December 31 - Artwork of Year 2 DLC character Mai was released as part of New Year's Eve on the Street Fighter X account.

2025

  • January 14 - The gameplay trailer for Mai is released, which reveals her theme to be "Enryuujin SF6 Arrange" (which is a new arrangement of her battle theme from Fatal Fury 2).
  • January 20 - "Enryuujin SF6 Arrange - Mai's Theme" is released on the official Street Fighter YouTube channel.
  • February 5 - Mai's DLC is released in-game.

Early Beginnings

In the "A Visionary Book" booklet that came with the Japanese version of Street Fighter V if people ordered it from the e-Capcom store, there is a screenshot of the early Street Fighter V prototype build that shows Ryu fighting against M. Bison. Street Fighter V originally was going to have a different art direction, as this prototype used photo-realistic visuals and different character designs, meaning that a more realistically-shaded and conceptualized visual aesthetic, which was originally planned for that game would later be used in Street Fighter 6.

SFVearly2013prototypeimage.png

Early character concept art also existed in the booklet.

The producer of Street Fighter V told Game Spark in an interview, and further explained the design process behind the game, as well as the early character design for Ryu.

At this point in time, Ryu had just gotten back from training in seclusion in the mountains, so he's grown a beard and is covered with all these cuts and bruises. The idea to make a "Hot Ryu" battle costume for him came from this photo-realistic build. - Koichi Sugiyama

Ryu's design in this Street Fighter V prototype first became the inspiration for his Battle Costume, nicknamed "Hot Ryu", and this design in this early prototype would later be the inspiration for his Street Fighter 6 appearance. Both designs didn't have the top part of his gi, but when compared, the difference between the two designs is that the Ryu in the Street Fighter V prototype wore a chest/arm bandage and had messier hair; and the Ryu in the Street Fighter 6 teaser trailer had a much better hairstyle, different gloves, a short beard on his face, wears his headband, has bandages placed where the bottom of his chest would be, and wears sandals on his feet, but lacks his kasaya.

Although Street Fighter 6 occurs after the Street Fighter III series, Ryu still feels that he's "not there yet" - though he seems to have gained some dignity. The way he wears the kasaya (Buddhist robe) is reminiscent of his master, Gouken. - Takayuki Nakayama

Before Development

After Luke's inclusion in Street Fighter V as the final DLC character of Season V, director Takayuki Nakayama and producer Shuhei Matsumoto talked about his inclusion in Street Fighter 6 in an interview.

Luke is an important character who will be featured in the next Street Fighter project, so we hope you try him out when he’s released in Street Fighter V. - Takayuki Nakayama

Street Fighter V has been a project with peaks and valleys, but thanks to our fans, we’ve been able to accomplish what we aimed for. We, the development team, will use this experience as a springboard to move on to the next project! ...This is more of a ‘see you soon,’ rather than a ‘goodbye.’- Shuhei Matsumoto

The Game Modes

When development started, Nakayama put together a 92-page proposal for Street Fighter 6. Game modes mentioned in this proposal included Fighting Ground, World Tour and Battle Hub.

When creating games, it's quite common that plans change mid-way through development or that intended features get whittled away from the product, but there really wasn't much of that this time around. It's basically unchanged from that 92-page proposal, and the three main pillars of what we wanted the project to be were maintained throughout the entire process.- Takayuki Nakayama

UI Design

In the development of the new UI for Street Fighter 6, the team used eye tracking technology (that tracks the movement of the pupils, and is called "gaze measurement" in Japanese). This was mainly used in the early stages to verify the gauge layout during battle.

SF6PrereleaseUnusedUIConcept.png

The red circular display in this prototype screenshot shows the appearance of eye tracking (visualization of gaze). As you can see, all elements such as the health gauge, drive gauge, and SA gauge were grouped at the bottom of the screen. This layout was not in the series itself, and it was an attempt that began with the prediction that by having the gauges that you need to look at during battle in one place, your gaze will not be scattered and the playing experience will be improved.

There were a few things the team learned from their testing. The first was that when the gauges are grouped together, you move your gaze less and you can concentrate on playing. Secondly, when comparing beginners and advanced players of fighting games, the team found that beginners look at their own characters while advanced players look at the center of the screen. From the first result, it can be said that it would be better to group the gauges together, but if you look at the games that are currently released, they have a layout similar to the traditional series. So why was the layout that grouped the gauges in one place not adopted?

The first reason is that if the gauges are at the bottom, they will overlap with the character's display, making it difficult to see crouching or low attacks, and if you lower the camera to avoid this difficulty, it will be difficult to see the character on the ground when you jump next. As a countermeasure, the team tried various tests such as pulling the camera back only during jumps or keeping the camera pulled back all the time, but in all cases the character becomes smaller and loses impact, which leads to a poor gaming experience. The second reason is that, as introduced in the tracking test results, the result was that "advanced players look at the center of the screen and grasp the whole screen", so even if the gauges are not grouped in one place, they can be seen with the corner of the eye. Therefore, the traditional gauge layout was adopted for the final game.

Sound Design

Serving as lead sound designers for Street Fighter 6 are Taichi Ezoe, Takeshi Kitamura and Rui Ouchi. Kakunoshin Atsumi oversaw everything related to sound design as a sound director. In order to express what director Takayuki Nakayama wanted in the game, the team worked on building a direction for the sound, adjusting everything between the voices, BGM and sound effects so that everything comes out in a super refined state. As well as Atsumi, additional sound design was handled by Wataru Hama, Shinichiro Nakashima, Kenta Yamamoto, Gaku Komura, Mitsuhiko Takano, Shinji Amagishi, Taiki Watanabe, Tomoko Otsuka, Masayuki Endou, Masayoshi Umezu, Ryo Inakura, Eric Kung, Kazuyuki Akita, Tomoko Sakihara and Hiroko Yamanaka.

For both the art and sound, Nakayama said he "wanted it to feel like hip-hop". He wanted to try something challenging for this new game, and said "There aren't any hardline rules in hip-hop, but if you kind of follow stuff that surrounds the word, it gets hard to match the BGM with the intensity of the game". Atsumi remembered that it "was really struggling with how to incorporate that aspect into the work".

Studio engineers consisted of Takashi Moriguchi and Ryota Takei. The lead sound programmer was Masahiko Minami, and Daisuke Mizuno was the sound tool programmer. Assistant audio producers are Taichi Kamata, Taro Yamaoka, Yuki Nagata and Yoshinori Koike. Setsuo Yamamoto, Ryo Yoshii, Kojiro Yagami, Yuichi Kuno also helped with the game's sound design. Kenji Kojima was the manager of the game's sound programming team, which consists of Yuki Komoto, Takahiro Kitagawa, Goki Shirozu, Kohei Iwahori, Honoka Nakayama, Shigetoshi Natsukari, Genta Miyashita, Yuki Sodesaki, Itsuki Inoue, Hitoki Oka and Sora Takida.

The sound FX production for Street Fighter 6 was done at Forcewick Sound Design Co., Ltd., as well as at Inspion, Inc. and Tonic Function ltd. Arata Iwashina did the cinematic sound design production at Phononscore. Masaya Kitada and Anri Kitagaki were foley artists, assisted by Morimi Sato and Hiroshi Shimofusa. Tadaharu Sato and Keiichi Momose were the re-recording mixers, with Takahiro Fujishima serving as the foley mixer. Chiaki Tachikawa, Fumihito Hayakawa and Sadaaki Nishinoo were the studio coordinators.

Music Direction

As part of the new direction for the game's soundtrack, Yoshiya Terayama was the lead composer for all three modes of Street Fighter 6, with more BGM being added in future post-launch updates for the game. He was in charge of supervising the overall BGM and music production. Things such as what sounds should play at what timing to make an interesting melody is what he thought about when creating the songs so that everything comes out nice when played in the game. Multiple composers are involved in creating the soundtrack, and he supervised all of it so that the team can "really create the world of the game through music", all the while giving each composer their own unique touch for it. In the Developer's Column section of the Buckler's Boot Camp site, he had this to say about the feel of the game's soundtrack for World Tour, Fighting Ground and Battle Hub.

When I first joined the team, I was still fumbling around about how to create the music for the new game. Street Fighter 6 has a big hip-hop art style, and I love hip-hop music, and I'm influenced by that genre and its offshoots. So I went and tried to make something that sounded like it was a fighting game, like it was Street Fighter, like it was a Capcom game, and mix that all together to create something wholly unique for it. Each of the three modes has their own art style and gameplay, and we made sure to also have that clear separation with the music. Doing that allows us to expand the world of Street Fighter into something much bigger. However, expanding too much on the initial concept will allow things to spiral out of control, so first I concentrated on creating music that sort of symbolizes each mode. So in the game when you're choosing which mode to play and move the cursor, the music changes, and sort of gives you an idea of the concept of each mode. World Tour has a modern, city sound, and generally stays up-tempo. It makes extensive use of processed samples for brass and vocals, etc. to create a city-like sound. Fighting Ground's image has an underground street feel to it. The tempo is close to traditional hip-hop. So my thoughts were to compose music that revolves around the big booming synth bass. The Battle Hub is based on jazzy arrangements, creating an atmosphere of a place where you can connect with people in real-time.- Yoshiya Terayama

Terayama remembered it was very difficult to make it sound like Street Fighter-esque music while at the same time being true to hip-hop. The basic tempo and rhythm are inspired by hip-hop, but there are also times where they went off the beaten path to achieve something closer to a Street Fighter sound. On top of that, when fans think of hip-hop, they think of rap, so Terayama was also worried about the lyrics. At an early stage, the team were thinking about the overall balance of the game, and instead of adding rap everywhere, they only added it to the places they felt it had meaning (such as in Ed's theme "König oder Feigling"). They put rap into places where they needed some sort of intention, because the scene called for it. But Terayama definitely remembered where they started off with just instrumentals and were kind of feeling that they wanted to add rap because just expressing something through the battle wasn't enough.

When he made the Stage Battle theme for the Training Room stage, from the moment he composed it, he had a personal breakthrough and felt, "Yes! just the instrumental will be fine here!". The music evolves into various genres as you progress in the game, but since there is an original source for each mode, you can feel a sense of cohesiveness, wanting to hear what parts were you consciously aware of specifically. According to him, the game's soundtrack was influenced by hip-hop culture and intended to represent "a new generation for the series". As well as Terayama, GRP, Shigeyuki Kameda, Yasumasa Kitagawa, Tom Fox and Marshall Smith (of The Sound Room), Daniel K. Solovitz, Chris B. Harris, Katsuhisa Asari, Tomoki Kameyama and Haruki Yamada contibuted to the soundtrack. Rocco 808, Randy Marx, L I O, Cecilia Stalin, Vaughn Faison, Gabby Byrd, Jayy Starr and Blumio contributed to perform the original vocal songs for the game's soundtrack. When producer Shuhei Matsumoto was asked why his team selected hip-hop for the game's main theme, he responded this:

Whether it's the intro of Street Fighter, the characters quoted by famous rappers, or the art you see on the streets, we're aware that Street Fighter is a perfect match for street and hip-hop culture. And with Street Fighter 6, we pushed it to the forefront, and you can feel that flavor throughout the in-game sounds as well.- Shuhei Matsumoto

Rather than arranging motifs, all the theme songs for the characters are based on new compositions, with the concept being the characters if they appeared on the streets. Each theme uses DJ deck record scratches and male/female vocal sounds, as well as the instrument samples of each country that both go well for each character represented in the game's roster. For example, Ryu's theme "Viator", E. Honda's theme "Kumadori", and Akuma's theme "Shura" all use Japanese instruments, while Jamie's theme "Mr. Top Player" uses Asian-Chinese instruments. Terayama asked:

When it comes to the music, we incorporate the culture and art of each country we represent. This may be a bit off-topic, but if you were to ask how we incorporate the artistic elements of each country into the music, the instruments and techniques used are so important because they remind us of the history and culture of each country, and we try to make that mesh with the art direction of Street Fighter 6.- Yoshiya Terayama

According to Kameda, "there's a rule that the composer who made the track gets to decide on the name for character themes", though he had seen people suggesting otherwise sometimes on the internet. Each character's original theme in Street Fighter 6 has it's own unique feel for them.

  • Luke's theme "Taking Aim" is a new composition of his theme from Street Fighter V: Champion Edition by Yoshiya Terayama, and was described of him taking his PMC work to "train up on your martial arts".
  • Chun-Li's theme "Not A Little Girl" is composed by Yasumasa Kitagawa, and reflects "her philosophical approach to life".
  • Ryu's theme "Viator" is composed by Shigeyuki Kameda, and takes not much influence on the character's themes in previous games before Street Fighter 6. It was described of him continuing to "feel the journey he has been on and his enthusiasm for the new one awaiting for him" in the game.
  • Jamie's theme "Mr. Top Player" is composed by Shigeyuki Kameda, and was described of him going to "experience his devotion to keeping his community in Chinatown safe".
  • Guile's theme "Sharpened Sonic" is composed by Yoshiya Terayama, and "represents his takeoff to a new journey".
  • Kimberly's theme "Ninjastar Pop" is composed by Yoshiya Terayama, and reflects "her modern take on traditional ninja techniques - or in other words, what a Ninjastar is made of".
  • Juri's theme "ÅrachniD**" is composed by Shigeyuki Kameda, and was described as her being "like a spider, trapping her prey in a web of allure", and that it "will hypnotize even the strongest of wills" if you dare.
  • Ken's theme "Spirit Of The Flame" is composed by Yoshiya Terayama, and reflects "his drive to clear his name and to keep his family from harm".
  • Blanka's theme "zilra zilra" is composed by Shigeyuki Kameda, and was described as "the perfect tune to listen to while on an upbeat tour in the Amazon hosted by Blanka himself".
  • Dhalsim's theme "The Great Sunlight" is composed by Yoshiya Terayama, and was described of him hoping to "look deep within yourself to find inner peace".
  • E. Honda's theme "Kumadori" is composed by Shigeyuki Kameda, and "represents the vivid makeup kabuki actors wear on stage".
  • Marisa's theme "Pankration" is composed by Shigeyuki Kameda, and was described of her desiring to "bask in the glory of the fight and imagine a roaring crowd around you".
  • Manon's theme "Walk With Grace" is composed by Yoshiya Terayama, and was described of her dreaming to "strut your model moves on the catwalk" with her fashion.
  • Dee Jay's theme "All Right!" is composed by Daniel K. Solovitz and Chris B. Harris, and was described of him hoping to "grab a drink, and lay down in the sand on the beaches of Jamaica".
  • JP's theme "The Plunderer" is composed by Yoshiya Terayama, and was described of him planning to "strategize his next investment".
  • Zangief's theme "R.E.D." is composed by Shigeyuki Kameda, and was described as "a tune that can amp up an audience for a wrestling match".
  • Lily's theme "Diosa Del Sol" is composed by Shigeyuki Kameda, and was described that it "evokes the cheerful feeling of strolling around the Thunderfoot Settlement".
  • Cammy's theme "OverTrip" is composed by Shigeyuki Kameda, and was described that it's "fit for a special agent", and reflects "her resolve to always see things through to the end".
  • Rashid's theme "The Turbulent Wind" is composed by Yoshiya Terayama and Katsuhisa Asari, and was described that he can let the sound of it "play in your parkour lessons or your livestreams".
  • A.K.I.'s theme "Poisonous Passion" is composed by Yoshiya Terayama, and was described of her hoping to "get obsessed over her master's style before the poison takes over".
  • Ed's theme "König oder Feigling" is composed by GRP, with lyrics written and performed by German-born rapper Blumio. It was described that it reflects "the struggle he must face: to be a king or a coward".
  • Akuma/Gouki's theme "Shura" is composed by Shigeyuki Kameda, and was described of him desiring to "feel the rhythm of the Satsui no Hado surging through your veins".
  • M. Bison/Vega's theme "Undying Desire" was described of him hoping to "feel his deathless yearning for power".
  • Terry's theme "Kurikinton SF6 Arrange" as it's name implies, is a new composition of his stage theme from Fatal Fury 2/Special, and was described of him continuing to "experience his fighting passion and fun-loving attitude".
  • Mai's theme "Enryuujin SF6 Arrange" is a new composition of her stage theme from Fatal Fury 2/Special by Yasumasa Kitagawa, and was described of her getting inspired by the essences of "the beating of butterfly wings, the swoosh of fans, and the roar of fire".

In discussing the themes for Juri and Jamie, Shigeyuki Kameda replied:

Juri, my queen! That's right, it's ÅrachniD**. The spider tattoo-bearing, Feng Shui Engine using femme fatale's theme. There were lots of suggestions for what to call this one, but in the end we decided on a name with "Å", to represent Juri's right eye, and "**" to represent her left, the Feng Shui Engine itself. Bring it all together and you get ÅrachniD**! Don't forget the special characters though, or Juri may not be too happy with you! Next is our handsome breakdancing kung fu master Jamie! The title of his theme comes just from his confident personality, Mr. Top Player. I don't have any fun little facts about this title, but it does make me think of something that happened during development. For most tracks in SF6, the concept and feel of the song were left up to the individual composers, but for this particular track, we had someone from planning come and sit in on the music meeting. They told us that a new character they were planning was: from Hong Kong, used Drunken Fist, was good at breakdancing, and played the trumpet as a hobby. They asked us if we thought we could fit one or two of those concepts, to which we replied immediately, "Absolutely! We'll make sure to get all of them in!" I think we could feel how excited the team was about this character, and that kind of excitement is infectious. So we came up with something with a breakdance rhythm, some Chinese-style instrumentation here and there, topped off with some big beautiful brass instruments just like they asked! "But what about the drunken fist part?" I can just hear you thinking it! Don't worry, we didn't forget! Character themes change when characters reach low health, so for Jamie we put a flanger on the drums in the song in order to give it a drunken feel! Trippy, right? Not only that, when his Drink Level is maxed out during the final round of a fight, the feeling of the song changes completely to really bump up the intensity of the match!- Shigeyuki Kameda

Terayama, Koyo Sonae and Hiroo Nakano served as music directors. Ben MacDougall (of Liquid Cinema) produced the game's music, which was mixed by multiple award-winning audio engineer IRKO. Kakunoshin Atsumi served as audio director, and Yoshinori Koike was audio producer. Pre-mastering was done by Takashi Moriguchi, and music production was handled at Attic Inc with Chizu Iwaki, Kenji Nakajo, and Charlie Chen serving as coordinators. Studio mixing was done at StudioBeat3, in Los Angeles, CA.

The music recording production for Street Fighter 6 was done at Harmonics International Co., Ltd., where Masako and Koji Suga were music production coordinators. Kei Suzuki played the alto and tenor saxophones, the bass clarinet and flute. Mitsuru Tanaka played on the trumpet and flugelhorn. Tomoki Mitsuka played the trombone, Masumi Konishi was on the acoustic and electric piano, and Shigeki Selizawa was on the acoustic and electric bass. Mayuko Yamaguchi played the vibraphone, and Ryohei Nomura and Yoshitaka Shirane were on drums. Ichiro Fujiya and Orlando le Fleming were on bass, and Kiyoto Konda was on guitar. The recording engineers were Yoshiyuki Watanabe (of Sync Studio), Shigeo Sakurai, Kazuyuki Doki, Alex Conroy, Kevin Luu and Greg Muzljakovich.

Studio recording was done at ReBirth Inc., The Bunker Studio, The Village Studios, Blue 13 Productions and Onkio Haus, and the mastering was done at Miracle Bus Studio, where Takeshi Inaba was the mastering engineer. Kenta Murakami was assistant recording engineer, and the sound managers are Takeaki Morihara and Yuya Koyari. Alex Conroy, and Kevin Luu were recording engineers. The music coordinators were Chizu Iwaki and Kenji Nakajo, while Kazuyuki Doki was one of the music production coordinators.

Countdown Site

On February 14, 2022, Capcom unveiled a countdown site to the reveal of Street Fighter 6 on the Capcom Games website. The countdown began at 6 days and 24 hours, which concluded in one week, coinciding with the Capcom Pro Tour 2022 Season Finals online event (as the live event was canceled). The countdown timer’s font is similar to the font used in the logo for Resident Evil Village.

SF6PrereleaseCountdownsite.png

Teaser Trailer

The game's first teaser trailer debuted after the Capcom Pro Tour 2022 Street Fighter V: Champion Edition Season Finals, and features Ryu and Luke. Both characters have new looks (though Ryu does not wear his kasaya), and the teaser ends just as they both begin fighting, revealing the game's early pre-release logo. It didn't confirm the release platforms, or date, but Capcom stated that more information would be revealed in the Summer of the year.

Also, a short version of the main theme "Not on the Sidelines" played in the teaser, but with slightly different instrumentization compared to the version used in the final.

Pre-release Teaser Final (Music Video) Final

The game's website went live after announcement, and Yusuke Hashimoto later confirmed on Twitter that he is one of the game designers working on Street Fighter 6. Capcom USA also posted a 4K version of this, which hinted that the game will run in 4K resolution on newer consoles.

Original Trailer In-game
SF6PrereleaseTeaserTrailerLogo.png SF6PrereleaseTeaserTrailerWithFinalLogo.png

The teaser does appear in the final game's Gallery as a bonus cutscene, but with the game's finalized logo appearing at the end instead, rather than the pre-release logo.

June 2022 State of Play Trailer

Shown as part of the PlayStation State of Play broadcast, Capcom debuted this trailer for the game, which shows off the first gameplay from the World Tour, Fighting Ground, and Battle Hub modes, with some differences:

  • The cutscene for meeting Luke in World Tour lacks the "But just maybe it'll show us the way" text.
  • In World Tour, the "Engage" text, and the information of the player's next rival is absent when starting a battle.