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Street Fighter 6

Street Fighter 6

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Welcome to the streets, fighter! Street Fighter 6 throws you into a vibrant world where you'll master iconic characters and engage in thrilling one-on-one combat. Whether you're exploring the open world of Metro City or diving into competitive multiplayer, the core experience is about honing your skills, learning new combos, and proving your mettle.

This guide is your essential companion for conquering Street Fighter 6. We'll walk you through every step, from understanding the game's main mechanics and all the story quests in World Tour, including specific missions like 'Mountain of History' and 'Brother and Sister,' to providing deep dives on each character. Get ready to achieve victory and master the fight.

Part 1

Embark on your Street Fighter 6 journey! This guide covers the essentials of Part 1, helping you understand controls, basic mechanics, and get ready for your first matches.

Hey there! Welcome to Street Fighter 6. This is gonna be your go-to spot to get the hang of things, especially if you're just jumping into the fighting game scene or coming back after a break. We'll break down the absolute basics here in Part 1 so you feel confident dropping into the ring.

In this section, we'll cover:

  • Getting familiar with the game's layout and main menus.
  • Understanding the core controls and how your character moves.
  • A quick look at the different game modes to get you started.
  • Tips for your very first few matches to help you survive and learn.

Don't worry about being a pro right away. The goal here is to get you comfortable and ready to have some fun. Let's-a go!

Part 11

Learn about all enemy types and obstacles in Street Fighter 6, including Patrolling Guards, Sitting Guards, and Electric Currents.

Walkthrough
  1. 1
    Patrolling Guard: The most common enemy, appearing in red or green. They patrol a small area and fire bullets if they see you. Duck under their shots and fire back. They will jump down to your level if you are below them, and toss grenades in enemy field stages. Found in: Areas 1, 5, 2, 6, 8, 9, 12, All enemy field stages.
  2. 2
    Sitting Guard: Similar to the patrolling guard but remains stationary and ducks. They periodically rise to fire. If they hide behind cover (barrels or boxes), shoot them when they rise; otherwise, duck and spray them with bullets. Found in: Areas 1, 4, 5, 2, 3, 8, 12, All enemy field stages.
  3. 3
    Parachuting Guard: Floats down via parachute, phasing through walls until hitting a platform, where they become a patrolling guard. Can be shot while parachuting but not with the arm. Found in: Areas 1, 5, 2, 6, 8, 9, 12.
  4. 4
    Electric Current: An impassable electrical barrier. In Area 1, destroy its generator. In Area 12, shut down the main system to cut the power. Found in: Areas 1, 12.
  5. 5
    Bomb/Cannon Guard: A sitting guard who alternates between rolling bombs and firing a cannon. Hang from the roof to avoid bombs and duck when they fire the cannon. Defeat them quickly. Found in: Areas 1, 8, 9.
  6. 6
    Neutral Area Guard: White-clad medics in neutral areas who attack if you fire your weapon. They act like parachuting soldiers before becoming faster, more aggressive patrolling guards upon landing. Found in: All neutral areas.
  7. 7
    Knife Guard: A guard wielding a knife who patrols and charges at high speed when they see you. Be ready to spray them with bullets. Found in: Areas 4, 19.
  8. 8
    Chopper Guard: Flies with a chopper engine on their back, tracking you and hovering above while emitting an electric current. Move to a higher platform quickly to avoid them. If the current activates, drop down one platform. Your arm can knock them back slightly. Found in: Area 5.
  9. 9
    Horizontal Laser Cannon: Fixed to the roof, these cannons fire beams left and right periodically. Pay attention to their firing patterns and move when safe to pass platforms they guard. Found in: Area 5.
  10. 10
    Iron Ball: Hangs from a chain. When approached, the chain breaks, and the ball rolls towards you. It doesn't cause damage but knocks you back, potentially into pits or enemies. It cannot be destroyed. Found in: Areas 5, 12.
  11. 11
    Bomb Guard: Moves back and forth, rolling bombs. Move away or hang from the roof to avoid the bomb blasts. Found in: Areas 2, 8, 19.
  12. 12
    Slime: Moves quickly along the floor and will drag you away if it catches you, often towards hazards. Escape by using your arm on a platform above. It does not cause damage. Found in: Areas 2, 10.
  13. 13
    Hook Truck: An armored truck patrolling platforms above. It lowers a chain with a hook; it is invulnerable from the front when the chain is lowered. Charging at you if you reach its platform. A squatting guard emerges when destroyed. Found in: Area 2.
  14. 14
    Squatting Guard: A short, fast, and aggressive guard similar to the patrolling guard. You must duck to hit them. Always appears after a Hook Truck is destroyed. Found in: Areas 2, 7.
  15. 15
    Man Eating Plants: Large plants hidden in the ground in wilderness areas. They emerge and bite if you get near. They are well-hidden and cause instant death if you are eaten. Move carefully on grassy terrain. Found in: Area 3.
  16. 16
    Giant Spiders: Move in a pattern of standing still, then suddenly charging. Your bionic arm can knock them back but not kill them. Advance away quickly. Found in: Area 3.
  17. 17
    Giant Bugs: Flying bugs in the wilderness that slowly approach you. They can be taken out with your bionic arm. Found in: Area 3.
  18. 18
    Jumping Spike Balls: Indestructible spiky balls that jump out of pits. Pass them when possible. Found in: Areas 6, 14.
  19. 19
    Mini Tank: Patrols floors and attempts to hit you. You must duck to shoot it. Found in: Areas 6, 10, 11, 16.
  20. 20
    Flying Attack Robot Commander: A stationary guard who controls small flying robots. Defeating the commander destroys all robots. Found in: Areas 6, 8.
  21. 21
    Flying Attack Robot: The smaller robots controlled by the commander. Found in: Areas 6, 8.
  22. 22
    Rolling Spike Balls: Spiky balls that roll down floors. They cannot be destroyed. Found in: Area 6.
  23. 23
    Spike Ball Tosser: A guard who tosses rolling spike balls. Defeat them as soon as possible. Found in: Area 6.
Tips
  • Always be aware of your surroundings, especially in wilderness areas with hidden hazards like Man Eating Plants.
  • Use your bionic arm to knock back enemies like Giant Spiders and Giant Bugs, or to escape Slimes.
  • Master ducking and jumping to evade enemy attacks and position yourself for counter-attacks.
  • Prioritize taking out ranged threats like Bomb/Cannon Guards and Horizontal Laser Cannons to control the battlefield.
  • Observe enemy patterns carefully, especially for stationary or predictable threats like Sitting Guards and Horizontal Laser Cannons.

Part 12

Learn about enemies like the Hanging Guard and bosses such as the Final Computer in Street Fighter 6 Part 12. Find out their locations and how to defeat them.

Enemies:

  • Spike Ball Maker: Found in Area 6.
  • Parachuting Bomb Guard: A blue variant of the bomb guard that parachutes from the sky. Found in Area 8.
  • Corridor Robot: Features a steel barrier from floor to ceiling with a cannon that moves up and down, firing shots. You must hit the cannon to destroy the barrier. Found in Area 8.
  • Hanging Guard: Wears a backpack with a bionic arm. If shot while on the ground, it jumps and hangs from the roof. If shot while hanging, it drops. To defeat it, hang from the roof and shoot it as it drops, tricking it into jumping up to be hit. Found in Areas 8, 9, 12.
  • Shield Soldier: An annoying enemy on a small platform with a shield, only vulnerable from behind. Getting behind it is difficult. Found in Area 8.
  • Armoured Truck: Invincible from the front except against the 3-Way Cannon. Other weapons must hit its rear. It patrols a platform, fires needles (which you can duck under), and charges at high speed when it spots you. Found in Area 7.
  • Helicopters: Fly and fire diagonal bullets. You must move to their level to damage them, as your arm is ineffective. The 3-Way Cannon is recommended. Found in Area 7.
  • Diagonal Laser Cannon: Hangs under a platform, moves back and forth, and fires diagonal beams at tight intervals. Hang on its platform and shoot it. Found in Areas 10, 11.
  • Fat Guard: A large guard that patrols platforms slowly. It punches when close. Your bullets can hit it, but your arm cannot. Move away and shoot it. Found in Area 11.
  • Moving Electric Bolt: A small electric current that moves along platforms, posing a threat on the floor and roof. All currents move simultaneously, allowing for timed passage. Found in Area 12.
  • Shield Cannon Guard: Moves left and right, firing large shots. It is only vulnerable when firing, as it removes its shield then. Found in Enemy Field Stage 1: The Mountain Cliffs.
  • Jeeps: Drive across the screen slowly while firing bullets. They are easy to destroy as they have no armor. Found in Enemy field stage 2: Blue Gravel Pit.
  • Bionic Arm Guard: A blue character with a bionic arm similar to yours. It swings its arm in a circle, causing damage if you are hit. Shots bounce off its arm. Found in Enemy field stage 3: The Hidden Base.

Bosses:

  • Final Computer: The main boss in every level. Its weak spot is its eye in the middle. It always has a platform at the perfect height next to it. Climb the platform and shoot its eye. On Level 12, reactors resemble final computers but lack the platform. Final computers are heavily guarded and may shoot starting from Area 3, and from Area 8 onwards. Found in All enemy areas.
  • Plutoon: A boss consisting of a large group of soldiers that ambush you. The types of soldiers vary by area. The leader is always present and gives orders but does not need to be defeated for level completion, and defeating him yields no extra reward. Soldiers continue attacking regardless. No bullets are gained for defeating enemies in these rooms. Found in Areas 1, 2, 8, 9, 11.
  • Bionic Arm Soldier: An annoying opponent met once or twice. It has a shield in front and shoots its bionic arm upwards if you try to pass over it, knocking you back. To get past, use the very top platforms or swing forward at high speed to outrun the arm. To defeat it, hit it in the back, which is difficult and time-consuming. It does not need to be defeated to complete Area 4, but must be defeated to leave the trap room in the final stage. Found in Areas 4, 12.
  • Guard Robot: Nicknamed the "Pi pi pi guard" for its sound. It starts in the middle and moves backward when approached, firing three bullets in a wide spread. Move left/right and up/down to avoid shots. Blast it with your cannon when possible. A Rocket Launcher requires only one shot. Getting behind it makes it unable to harm you. Found in Areas 5, 3.

Part 13

Learn how to defeat the tough Bionic Arm Cyborg and the final boss, The Albatross, in Street Fighter 6. Master dangerous terrain like spikes, pits, and quicksand.

Alright, time to dig into Part 13! This section is all about some seriously tough opponents and the environmental hazards you'll need to watch out for. Think of this as your cheat sheet for surviving some of the game's trickiest challenges.

Enemies to Watch Out For

First up, we've got the Bionic Arm Cyborg. This guy is a real pain. He's huge and, you guessed it, has a bionic arm just like yours, which he'll use to try and grab you if you get too close. The key here is distance. Stay away from him, or get underneath him, and he can't reach you. But if you get near him, especially above him, he'll snatch you up and pull you in, causing damage. He's armored, so taking him down won't be easy. Your best bet is to hang from the ceiling, drop down, and at the perfect moment, shoot him in the head – that's his only weak spot. Even with a Rocket Launcher, it'll take a good number of shots to bring him down. You'll find him in Areas 6, 7, and 12.

Then there's The Albatross, the Badds' ultimate weapon and the final boss of the game. It's described as a massive laser cannon, but weirdly, it never actually fires a laser at you. Instead, its main attack is blasting you with a ton of flames. We'll get into the nitty-gritty of how to beat it in the walkthrough for Area 12, so hang tight for that!

Dangerous Terrain Ahead!

Now, let's talk about the environment itself. These aren't enemies, but they can be just as deadly if you're not careful!

  • Water: Falling into water pits means instant death and you'll lose a life. Seriously, stay away from it. You can often swing under platforms near water, but it's usually not worth the risk. Check the 'Special Moves' section for how to swing effectively. You'll find water in Areas 1, 6, and all neutral areas.
  • Holes & Pits: Just like water, pits mean you're done for. You can't grab onto the walls next to them, so one wrong step and it's game over. Watch out for these in Areas 2, 3, and 9.
  • Spikes: These pop up a lot and don't instantly kill you, but they'll take a huge chunk of your health. Landing on them knocks you back, and you need to quickly get back onto solid ground. You can take about 3 hits from spikes if you have a long health meter, but if you don't recover fast, you're toast. It's pretty unfair that enemy soldiers can walk on spikes without taking damage! You'll encounter spikes in Areas 1, 2, 3, 4, 8, 9, 10, 12, and all neutral areas.
  • Spring Boards: These look like little feathers and will bounce you left or right. While not dangerous on their own, they can easily send you flying into spikes or a pit. The Badds love placing these in the most dangerous spots, so stay calm when you see one. You can actually influence the direction you bounce by holding the D-Pad in that direction. Found in Areas 2, 5, 6, 8, 9, 11, and 12.
  • Quicksand: You'll only find this out in the wilderness. Wade into it, and you'll start sinking slowly. You can still move and use your bionic arm to grab onto tree branches and pull yourself out. If you sink too deep, though, it's game over. Watch out for this in Area 3.
  • Fire: Similar to spikes, touching fire will knock you back and drain a lot of your energy. Your only hope is to get to safety quickly. You'll find fire in Areas 9 and 11.
  • Cliffs: These are found on one specific enemy field stage. If you get too close to the edge, you risk falling off. Falling means instant death, with no chance for your bionic arm to save you. This hazard is on Enemy Field Stage 1: The Mountain Cliffs.

This section of the guide is all about breaking down each area. We've got Summary boxes for quick info, Overviews for general terrain descriptions, and detailed Walkthroughs for enemy areas, including boss fights. It's designed to give you exactly the info you need, doesn't matter if you're just checking a detail or need a step-by-step guide.

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