Hands-on with ‘Street Fighter 6’ on the Nintendo Switch 2

Capcom doesn’t have a huge presence for the Nintendo Switch 2 launch, but it is offering two stellar titles that have been released on other platforms. One game is “Kunitsu-Gami: Path of the Goddess,” which is a surprisingly good game I reviewed last year, and the other is more well-known — “Street Fighter 6.”

The pre-eminent fighting game lands on Nintendo’s newest console next month, and it shares a lot in common with its older counterparts. Those who played it on PC, PlayStation 5 and Xbox Series X and Series S should feel at home, navigating the menus and jumping into online matches and the robust single-player campaign.

I played a 1 vs. 1 match and enjoyed a roster that includes additional characters from Years 1 and Years 2 of the game. I messed around with the likes of AKI, Akuma and M. Bison. When the game launches, it will have all the Year 2 fighters up to Elena.

In the Calorie Count mode in “Street Fighter 6,” the player whose character burns the most calories wins. (Capcom) 

The Nintendo Switch 2 version of “Street Fighter 6” also features two exclusive modes for the system. Calorie Count and Gyro battle both take advantage of the Joy-Con 2 with a control scheme that’s made for casual players. These aren’t serious competitive options, but more akin to a party mode.

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In Calorie Count, titling the Joy-Con moves characters forward and backward. Shaking the controller produces a canned combo attack while the analog stick activates a Super Art. The face or shoulder buttons activates a Drive Impact. Because the controls are simple it’s easy for novices to pick up, and players can generally win by fanning themselves with the controller.

The movement nudges the fighter forward and it usually ends in a combo. What’s notable about Calorie Count is that players don’t win by damaging their opponent’s health. Rather, they win by generating enough movement in their characters and burning calories during a 60-second match, which also has a 15-second crunch time.

After the bout, the game records how many caloaries each of the characters burned. For example, I used E. Honda and managed to use up 1308 kcal. The game offers a food comparison equivalent to the calories. Although the name makes it sound as though it’s a fitness mode, it really isn’t. It’s just a way for everyone to have fun playing “Street Fighter 6.”

Gyro battles maintains the Calorie Count control scheme with the added move of being able to Drive Parry, using the SL or SR buttons. This mode is for people who like the accessible control scheme of Calorie Count but want a more competitive environment. The fact that players have more moves at their disposal opens up the strategy in a fight.

It’s nowhere near the skill-level of the twitchy fighting mechanics of a normal match, but this mode does require slightly more thought and anticipation.

“Street Fighter 6” is scheduled for release on the Switch 2 on June 5.

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