If you’ve played Street Fighter VI, you’ve likely noticed how refined and complete the game feels in all of its modes. However, despite the overall polish, a few minor errors do occur. Once you become aware of them, they’re quite noticeable each time they happen. These aren’t major problems that ruin the game, but they *are* the little details that you can consistently see and reproduce.
Here’s a collection of ten common glitches you might encounter in menus, cutscenes, on stages, or during character moves. For each glitch, we’ll explain where it occurs, how to spot or cause it, and if possible, a quick fix. Our goal is to help you quickly understand what’s happening so you can tell the difference between a bug and a problem with your system setup.
Subtitle Desyncs In ‘World Tour’ Conversations
In ‘World Tour’, players might notice slight timing issues between what characters say and the subtitles during side quests and conversations with mentors. Usually, a subtitle will appear just a little too soon or stay on the screen for a bit longer than the spoken dialogue. This problem happens more frequently if you change the voice language but keep the subtitle language the same.
You can test this by speaking with characters (NPCs) in busy areas, and then switching between different audio languages in the options menu without moving to a new location. If the audio doesn’t match the character’s lips, it will fix itself when you reload the area or when the character starts a new line of dialogue. Generally, saving your game and then returning to the conversation will also correct the timing.
Character Select Colors Not Matching Match Intros
On the screen where you choose your character, the color previews aren’t always exactly the same as how the outfit looks when the match starts. This is most noticeable with darker color schemes and outfits that have metallic parts, because the way light reflects and creates shadows is different in the preview than it is during the match introduction. We are working on improving this.
To notice this, select a character equipped with shiny or multi-layered armor and compare the color preview tile to the first couple of seconds of the introductory sequence. The in-match lighting system alters how materials appear, causing a change in color. Restarting the match doesn’t fix it, but moving to a stage with a brighter skybox will lessen the difference.
Camera Clipping On Corner Supers
When fighters are pushed towards a corner during super moves, the camera sometimes briefly passes through the wall or the ropes of the ring. This looks like a quick flash of the game’s background shapes appearing on screen. This is most noticeable on stages that have large objects close to the corner.
You can recreate this issue by capturing a corner setup during training, and then initiating a super move that drifts forward as the cutscene begins. The visual clipping is purely cosmetic; it doesn’t impact the game’s spacing or damage calculations. Simply moving the action slightly further from the wall eliminates the overlap, allowing the cinematic to play without issue. Report this bug.
Hair And Cloth Physics Freezing For One Frame
Quick changes between a neutral pose and a Drive Rush, or a reversal, can sometimes cause hair or fur to briefly maintain its earlier shape for just one frame. This appears as a small, momentary pause before the simulation fully reflects the new movement speed.
Configure the training dummy to execute a reverse action, then activate Drive Rush by pressing a button, and carefully examine the recording one frame at a time. The short pause you see doesn’t affect the areas where attacks connect or the timing of moves. Switching the performance settings and starting a new session will reset the game’s memory and lessen how frequently this issue occurs.
Move List Entries Missing Follow Up Notes
Some of the command list pages are missing detailed explanations for moves that can be followed up with other actions or change the situation. While the basic inputs for the moves are shown, the clarifying notes – like whether a move only works on counter hit or during a Drive Rush – aren’t always included on the first display tab.
Okay, so when I’m trying to figure out a move, I first pull up the command list and pick the one I want to learn. Then, I always check those extra pages or hints that pop up – they usually cycle through with the same move’s info. A lot of times, the *really* detailed stuff – how it actually works – is on a separate card or in the frame data panel. To be 100% sure, I like to pin the move and test it out in the recording slot. That’s how I uncover any hidden requirements or nuances. It takes a little work, but it’s worth it!
Training Frame Data Rounding Inconsistencies
The way frame data is shown in training mode simplifies advantage values by rounding them to the nearest whole number. However, when recording gameplay, the system keeps track of precise timing for cancels. This difference can cause a discrepancy where the on-screen display shows a +1 advantage, but the actual interaction feels like a bit more because of the system’s internal accuracy.
To see this in action, run a counter hit drill focusing on well-timed attacks. Then, compare the advantage shown on screen with how easily you can actually connect with the follow-up. If you record yourself performing the sequence and then review the recording frame by frame, you’ll notice a slight difference in timing. The input delay and wake-up timing tools can help refine the test, ensuring the displayed numbers accurately reflect what you’re seeing in the game. This makes the data and the gameplay feel more consistent.
Replay HUD Overlays Persisting After Skips
Sometimes, when you fast-forward through a replay, visual effects like hit markers or the Drive gauge highlight can linger for a split second before updating to the new position. The replay display fixes itself with the next action, making this brief delay more noticeable.
Load a previously saved replay file, fast-forward through several measures, and pause the moment a Drive action begins. The on-screen display may stay visible until you resume playback and move forward one frame. Quickly pressing play and then pause will update the Heads-Up Display (HUD) and remove the frozen element. Need more assistance?
Stage Object Pop In At Round Start
In some levels, smaller background details load when a player first gains control, rather than during the last part of the round’s opening cinematic. This causes a slight, momentary appearance of faraway objects-like props or signs-right when the timer starts.
You can observe this by allowing the initial sequence to unfold, focusing on the horizon, and precisely noting the moment the battle starts. Replaying the same level might alter the timing and conceal the visual glitch. Decreasing the number of background characters and objects will lessen the amount of scenery and make the effect less noticeable.
Avatars Overlapping NPC Paths In ‘Battle Hub’
Within the Battle Hub, the non-player characters (NPCs) walking around occasionally move along a route that causes them to appear to cross over player avatars who are near the queue boards. This overlap doesn’t physically move players, but it’s quite noticeable when the area is crowded. Reported issue.
Okay, so I noticed something kinda weird while playing. If you hang out near a row of cabinets, and just watch the NPCs walking around, you’ll see they follow a set path – like an invisible line. It’s like they don’t even *see* me! They just keep walking their route, even if I’m standing right in the way. It’s a fixed spline, apparently. But, if I just move a little to the side, or even go to a different area, it fixes the problem completely. Basically, avoiding the middle of their path, or switching hubs, stops the overlap and keeps things running smoothly. It’s a little glitchy, but easy to work around!
Minor Localization Typos In Item Descriptions
Some item and gear descriptions have slight spelling variations depending on the language. While the meaning is still understandable, the wording isn’t completely consistent with the rest of the text in that menu.
To check for consistency, change the language of your text, look at the same item in both settings, and then compare the descriptions. If you share the exact line with the feedback form, it will help us improve the text in future updates. Making sure the text language matches the voice setting will avoid inconsistencies and a mixed glossary experience on different screens.
Let us know about any other mistakes or glitches you’ve found in ‘Street Fighter VI’ in the comments below, so players can share what they’ve discovered and compare notes.
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2025-10-05 14:48