Street Fighter VI: Justice – A Concept

Art in the this article was featured in Udon’s Capcom Fighting Tribute art book. The piece was created by eldeivi.

The idea for this concept was born out of the issues with Street Fighter V, as well as the growth and innovations that have come from other fighting games. The goal is to provide a fresh new take on Street Fighter while also respecting the player’s time. The concept is far from perfect, but I’m hopeful that it’ll be interesting enough to trigger discussion.

The gameplay foundation of the game is of course 1v1, but with a twist. At the character select screen you’re choosing two characters. One will be your player character and the other will be your assist. At the end of each round you can choose to switch roles between the two characters. During the match you’ll have two meters. The first is your classic Street Fighter Super Meter. It functions exactly how you’d expect: build up the energy by attacking before using a full meter for a super attack, or using quarters of the bar to turn your special moves into EX specials. The second meter is the Vigor Meter. You gain energy for the meter whenever you take damage, and can then use the full meter for a team attack involving both characters or half the meter for an assist.

In terms of visual style I’m picturing something akin to Overwatch. Softer, more cartoon-y character design. Skins will be a key point in keeping people coming back to the game. The skins will be broken down into two categories: basic and special. Basic skins are smaller adjustments on the default character skin (Torn Gi Ryu, Bearded Ryu, etc.). Special skins are completely new looks for each character (Samurai Ryu, Cyborg Ryu, etc.). Each character will have 6 basic skins and 2 special skins at launch. All skins will have numerous color options to choose from as well.

The menu choices are as follows:

  • Arcade Mode – Standard gauntlet mode. Face off against 10 opponents. Completing this the first time with a character will unlock one of the two special skins for that character (not the assist). Each completion with a character will also unlock a previously locked character.
  • Story Mode – The campaign of the game. You play as every character over the course of the story. Completing this will unlock the full roster.
  • Trials – 12 character-specific combo trials of increasing difficulty. Completing this the first time with a character will unlock the special skin not available through Arcade Mode.
  • Challenges – You’re tasked with completing a variety of match scenarios. Doing so will unlock different themes for the display during matches (health bar, energy meters, etc.), as well as additional music tracks. Music can be customized for both the stages and the menus.
  • Vs Mode – Basic matches.
  • Tournament Mode
  • Online – All characters and stages are unlocked from the start in online play.
  • Tutorial

The game starts you out with 6 characters unlocked. This is where the hook of the roster comes into play. The roster is divided into two halves: the Street Fighter characters and the Rival Schools characters. This game will finally, officially add Rival Schools into the Street Fighter canon. Both sides will have 12 characters each, 24 characters total on the roster at launch. Every character will also have their own stage. The complete roster is comprised of the following:

  • C. Viper
  • Cammy
  • Chun-Li
  • Dudley
  • Elena
  • Ibuki
  • Makoto
  • R. Mika
  • Rashid
  • Ryu
  • Sagat
  • Sean
  • Akira
  • Batsu
  • Boman
  • Hayato
  • Hyo
  • Kyoko
  • Kyosuke
  • Natsu
  • Raizo
  • Roberto
  • Shoma
  • Tiffany

Fight Money (or FM) is the in-game currency returning from Street Fighter V, but not without some fixes. FM-earning through your actions in the game will never decrease. It’ll remain static unless there’s a double FM weekend planned. Likewise, FM prices for unlockables in the game will never increase. And most importantly, you can’t buy any unlockables in the base game with real money. If you want something you’re going to need to earn FM or play through the methods that unlock things.

Seasonal events will be added & run for three weeks. Festive skins & a festively-redesigned stage will be included. Each season will bring a special skin for a few characters, and a basic skin for those that didn’t get a special skin. All event items can be bought with FM during the event, or the complete collection of skins and stage can be bought with a $11.99 event pass. During seasonal events, a festive display for matches will be added for free.

Here is the FM pricing for everything.

  • Trials special skin: 60FM
  • Arcade special skin: 40FM
  • Basic skin: 20FM
  • Match display: 10FM
  • Music tracks: 5FM

Here are the FM rewards for completing Arcade Mode.

  • Beginner: 15FM
  • Easy: 30FM
  • Medium: 40FM
  • Hard: 60FM

You’ll earn 25FM for completing each character’s Trials.

Here are the FM rewards for Online, Unranked.

  • 0-2 Loss: 2FM
  • 1-2 Loss: 5FM
  • Win: 10FM

And here are the FM rewards for Online, Ranked.

  • Bronze: Same as unranked
  • Silver: +1FM
  • Gold: +2FM
  • Platinum: +3FM
  • Diamond: +4FM
  • Master: +8FM
  • Grandmaster: +10FM
  • Top 500: +20FM

You won’t earn FM playing Vs Mode, but Vs Mode will be the primary way you complete the Challenges scenarios to unlock various things in the game (which may occasionally be FM).

Of course there will be paid DLC as well. Yearly passes will come out for $24.99. Included in that pass will be five characters, each with most of the items also found with the base roster (a stage, music tracks, and two unlockable special skins). A new character will drop every two months. The first four characters will be split evenly between the Street Fighter side and the Rival Schools side. The fifth character will be a guest character from another Capcom franchise. Each character, with their items, can also be bought separately for $5.99 per character.

Year One will have the following characters.

  • Sakura
  • Q
  • Hideo
  • Zaki
  • Dante (Devil May Cry 5)

There are a few more details that round-out this concept. First and maybe most important is cross-platform connectivity. Not only is cross-play a goal, but so is cross-progression. The goal is to be the most accessible fighting game possible. The design philosophy for this game should always be about respecting the player.

And if there were any doubts about the quality of the game, I would hope knowing who’s at the helm would keep everyone at ease. The game’s director would be Go Usuma: director of both iterations of Marvel vs. Capcom 3. The game’s producer would be Hideaki Itsuno: director of the Rival Schools franchise and the director of the Devil May Cry franchise.

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