Street Fighter 6 – The Train That Couldn’t

Blind_Adventurer
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Probably every fighting game fan knows the so-called “three pillars” of the genre: Mortal Kombat, Tekken, and, of course, Street Fighter. For me, it was actually this series that marked the beginning of my journey into the world of arena battles — more precisely, one of the entries released on the Game Boy Advance. For a long time, I tried to dive into the combat system, learn combos, and explore different modes. The game brought me plenty of positive emotions, but as time went on, I discovered other representatives of the genre in all their glory, and at some point, I realized that SF has a much higher entry barrier compared to MK.

Years later, I started coming across more and more mentions of the “revolutionary” accessibility of the sixth installment of this famous series. Remembering the distant year of 2005 and the hours I had spent with some GBA spin-off, I decided to give the most recent entry a try — and, unfortunately, ended up with very mixed feelings. Did Street Fighter 6 truly make a breakthrough in terms of accessibility? That’s a hard question to answer unambiguously. If we look at the Street Fighter franchise as a whole, it really is a big step toward better accessibility features. But if we compare it, say, with Mortal Kombat 1, then Capcom has practically failed to deliver on its promise. But let’s take it one step at a time.

Street Fighter 6

The First Launch

So, the game was purchased on Steam, downloaded, and my hand reached for the cherished “Play” button. After a short loading screen, I was greeted by the initial setup menu — with no signs of voice-over support.

As an experienced player, I didn’t get too discouraged and decided to use the OCR built into NVDA. The recognition quality leaves much to be desired, but the truly inconvenient issue turned out to be the language switch option, which can easily get toggled to some language that can’t be properly recognized.

After getting through the settings menu, I had to accept several different agreements and—voilà!—an intro cinematic played, where characters stylishly beat each other up. Following the opening, accompanied by a rather pleasant and energizing soundtrack, I was taken to a screen offering me a basic tutorial and a choice of control schemes.

Gameplay & Accessibility

Street Fighter has always been known for its extremely demanding combos required to pull off flashy moves or super attacks. But in the sixth installment, Capcom finally took a step toward more casual players who simply want to smash some faces without memorizing endless input strings. The choice between three control schemes gives much more freedom in how to approach the game. Let’s look at them in detail:

  • Classic — the traditional system with all the complexity of executing moves. Best suited for veterans of the series.
  • Modern — simplified: a special move is executed with a single button + direction. Perfect for those who struggle with complicated combinations.
  • Dynamic — the easiest option, where the system itself helps select attacks. Works only in offline modes and is disabled in competitive multiplayer.

After picking a control scheme, the game starts teaching the basics of movement and combat. Tutorial prompts are generally readable through OCR, though button inputs don’t always get recognized properly. But this is a common issue in games without proper screen reader support, especially when using a gamepad.

Once I finished the tutorial, I was finally let into the main menu, which consists of several tabs. That’s when one of the developers’ “creative” ideas became clear: some menu items are accompanied by loud, cheerful voice shouts announcing the game modes. Apparently, nobody on the accessibility team reminded Capcom that Mortal Kombat 11 — and especially its sequel — had already set a new standard with full screen reader support. But it seems accessibility competition is the last thing Capcom worries about today. Still, better than nothing.

At some point, I asked a sighted friend to help me quickly skim through the settings menu in search of those much-advertised “revolutionary” accessibility features. I wasn’t pleasantly surprised: the options weren’t even grouped into a dedicated accessibility section. We had to scroll through all the tabs just to find anything of interest, and the result turned out to be rather disappointing.

All we managed to discover was:

  • audio cues for distance to the opponent (very similar to MK1),
  • flexible adjustment of various audio parameters (a plus),
  • an audio cue indicating which stage you’re on,
  • a way to tell whether you start the fight on the left or right side.

It’s also worth mentioning the audio indicators for attack types, super meter charge, and other combat states. I can say with certainty that the combat aspect was given a lot of attention and works really well. But of course, things are never that simple.

You’d think this would be enough for a great time — after all, the fight is the core of the project. But the developers deprived blind players of the chance to enjoy the story mode. And that’s a huge chunk of content, one that not only introduces you to the game’s universe but also helps you learn the basics of combat in a very engaging way.

Game Modes

Street Fighter 6 differs from its predecessors by sheer scale: it’s no longer just an arcade lineup of fights, but a whole set of modes with their own rules.

Fighting Ground — the genre’s classic. This is the heart of the game, what could be called the “traditional Street Fighter.” Fighting Ground includes:

  • Arcade — a series of fights against AI, just like in the older games;
  • Versus — local matches against friends or the computer;
  • Training — a mode for practicing moves and combos;
  • Ranked Match and Casual Match — online battles against players from around the world;
  • Team Battle — a team-based format where multiple characters fight one after another;
  • Extreme Battle — fun matches with unusual rules: traps on the stage, extra win conditions, and so on.

For blind players, Fighting Ground is the most accessible mode. Everything related to combat can be understood through audio indicators: distance, direction of attacks, and type of strike are all audible. Here, the game truly makes you feel like a full-fledged participant.

Battle Hub — the social hub. Battle Hub is an online lobby where you can:

  • meet other players,
  • take part in tournaments,
  • watch other people’s matches,
  • customize characters,
  • even play classic Capcom arcade titles like Final Fight on arcade machines.

For sighted players, this space feels like a “virtual arcade hall.” For blind players, it’s a challenge: no voiced menus, difficult 3D navigation, and no screen reader. Still, if you manage to get into the right menu, you can connect to an online match. Technically, it’s playable; practically, it’s hard without a sighted assistant or OCR. Accessing the lobby also requires linking a Capcom account, which, for me personally, was impossible to figure out without help.

World Tour — the story mode, closed off to blind players. It’s a large single-player mode where you create your own character, explore cities, complete quests, meet masters, and learn their moves. It’s a mix of RPG and fighting.

For sighted players, this is one of the game’s biggest innovations: narrative, quests, and an open world. For blind players, it’s a completely inaccessible section. The main problems:

  • dialogues without voice-over or adapted subtitles,
  • navigation tied to visual maps,
  • interfaces with no screen reader support.

As a result, the mode that’s promoted as a cornerstone of the game remains nothing but a “black screen” for blind players.

Sound-design 

Street Fighter 6 is impressive in how meticulously its sound design was crafted. The developers’ task was not only to convey the raw energy of strikes but also to build an entire system of audio cues that could replace vision.

  • Hits and Movements

Each type of strike — light, medium, heavy — has its own distinct sound. Light attacks are sharp and quick, heavy ones carry a deep thud, and you can feel the weight behind every blow. Jumps are marked with short audio accents, while special moves come with signature sound effects that are impossible to confuse.

  • Drive System

The most important innovation of the sixth entry is the Drive System. Drive Impact, Drive Parry, and Overdrive moves all have their own unique audio effects. Thanks to this, blind players can clearly understand what’s happening and react accordingly.

  • Spatial Audio

The stereo panning is precise: if the opponent is on your left or right, you hear it instantly. This helps with real-time orientation, effectively replacing visual feedback.

  • Environment

The arenas feel alive: you hear cheering crowds, street noises, machinery, and music. These environmental sounds create atmosphere but are mixed carefully so as not to drown out the crucial gameplay cues.

  • Soundtrack

The music differs noticeably from previous entries. Capcom was clearly inspired by street culture and the modern hip-hop scene.

  • Main theme and style

The soundtrack is a mix of rap, hip-hop, electronic beats, and bright rhythms. It sets an energetic pace that underlines the “street” image of the game.

  • Character themes: each fighter has a personal track reflecting their character. For example:
    • Jamie’s theme has club-style electronic vibes.
    • Luke’s is driven by dynamic hip-hop.
    • Veterans like Ryu and Chun-Li get themes that echo their classic motifs but with a modern twist.

For sighted players, this is a tribute to tradition. For blind players, it’s also a way to recognize who stands before them.

Music in modes:

  • World Tour features long background tracks closer to RPG-style music.
  • Battle Hub uses calm but modern electronic tracks, like something you’d hear in a club or lobby.
  • Fights feature bright, aggressive compositions where the rhythm fuels the intensity of the match.

Overall Impressions

Having gone through the key aspects of accessibility, it’s time to sum everything up. As an experienced blind gamer who knows how to rely on various “workarounds” to handle many different games, I can say that SF6 makes a significant step forward in accessibility — provided you’re willing to spend a lot of time figuring out how it all works, memorizing countless menu tabs just to avoid constantly using OCR. But as a casual blind player who’s used to accessibility levels like in The Last of Us or fully audio-based games where everything is instantly available, I definitely cannot recommend Street Fighter 6 as a purchase.

Pros of the game:

  • Fully designed audio cues for distance and strikes.
  • Spatial audio that makes it easy to locate the opponent.
  • Unique audio signals for the Drive System and combos.
  • Sound indicators for health and the Drive Gauge.
  • Ability to adjust the volume of individual effects.
  • Multiple control schemes (Classic, Modern, Dynamic) that simplify gameplay.
  • Full ability to play online matches and practice without relying on sight.

Cons:

  • Complete lack of a screen reader in menus.
  • World Tour mode is entirely inaccessible for blind players.
  • Battle Hub requires sighted assistance for navigation.
  • Most non-combat interfaces cannot be used without OCR or a sighted helper.

Conclusion

Street Fighter 6 is another step forward for the fighting game genre and an important experience for players with disabilities. Capcom took a risk and introduced full-fledged audio cues into a large-scale project. For blind players, this is nothing less than a revolution in the Street Fighter series: combat becomes accessible, dynamic, and fair. Thanks to distance indicators, distinct sound signals, and clear stereo panning, you can not only participate but actually compete — both locally and online.

At the same time, it’s also a half-measure. Menus remain silent to screen readers. The story mode World Tour, heavily promoted by the developers, is locked behind an impenetrable wall. Battle Hub exists, but using it without sighted help is extremely difficult. It’s the classic paradox: the core combat is a model of inclusivity, but the interfaces make accessibility a frustrating experience. Sadly, this trend appears often — in some games, developers implement excellent screen reader support but forget entirely about navigation, or vice versa.

The sound design and music, however, work flawlessly: they don’t just create atmosphere, they effectively become part of the interface. For blind players, this is one of the best audio experiences in the genre. Yet the feeling of incompleteness remains. If the fight is accessible to everyone, why is the story still a privilege of the sighted?

In the end, Street Fighter 6 stands on the border between victory and defeat. On one hand, it’s a true breakthrough that, for the first time, allowed blind gamers to step onto the stage and feel equal. On the other hand, it’s a missed opportunity that leaves accessibility only partially realized. Capcom has shown that they can open the door — but so far, they’ve left it only halfway open.

Cooperation