Fighting · PC · PlayStation · Xbox

Street Fighter 6 controls & keybinds

Street Fighter 6 ships two genuinely different control schemes. Classic is the six-button layout the series has used since 1991, where every special move is a direction motion followed by an attack. Modern collapses the six buttons to three and puts every special on one button plus a direction — fewer inputs, a smaller move list. The choice is not taste: it is a measurable difference in how many hand actions each special costs you.

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Highlighted keys carry a default action; hover or tap a key for every action bound to it.
ActionDefault key
Movement
Move / directionsNumbered like a keypad in fighting-game notation: 2 is down, 3 is down-forward, 6 is forward. A quarter-circle forward is 236. Arrow keys or WASD
Attacks (Classic)
Light / Medium / Heavy punchClassic keeps all six attack buttons and the full move list. Rebindable
Light / Medium / Heavy kick Rebindable
ThrowNo dedicated button in the default layout — it is a two-button input. Light punch + Light kick
Drive system
Drive ImpactAlso performable as Heavy punch + Heavy kick. Rebindable
Drive ParryAlso performable as Medium punch + Medium kick. Rebindable
Settings that change how the bindings feel

Recommended starting settings

The control type is the only setting on this page that changes what your hands have to do. Everything else is preference; this one is arithmetic.

Classic control type Six buttons, motion inputs The full move list. Every special is a direction motion followed by an attack, so each one costs several hand actions rather than one.
Modern control type Three buttons, one special button Specials fire from one button plus a direction. Fewer inputs and a faster reaction, at the cost of part of the move list and a small damage reduction on assisted specials.
Dynamic control type Context-chosen actions The game picks the move for you from one button. Not usable in ranked play; built for a first session with a pad in someone's hand.
Button assignment Settings › Controls Every attack button and both Drive shortcuts can be remapped, including onto the shoulder buttons.
Reach check · your keyboard, this game

Can your board actually play Street Fighter 6?

Every default bind, re-scored against the keyboard you own. Distance is measured from the left hand resting on WASD, because that is where it stays while you play.

  • Arrow keys or WASD Move / directions
  • Rebindable Light / Medium / Heavy punch
  • Rebindable Light / Medium / Heavy kick
  • Rebindable Drive Impact
  • Rebindable Drive Parry
  • Light punch + Light kick Throw
On the keys
your hand is already there
Comfortable
a finger moves, the hand does not
Stretch
the hand lifts, movement wobbles
Off movement
you let go of A and D to press it
Not on this board
the key does not physically exist

Reach uses the same key geometry as BindIQ, which can rebuild the whole layout for you once you know what is out of reach. Mouse buttons always count as reachable — your right hand is already there.

Quick answers

What are the default Street Fighter 6 controls?

On Classic with a PlayStation pad: Square is light punch, Triangle medium punch, R2 heavy punch, Cross light kick, Circle medium kick, R1 heavy kick. L1 is Drive Parry and L2 is Drive Impact, both of which are shortcuts for two-button inputs. Throw has no dedicated button — it is light punch and light kick together.

Should I use Modern or Classic controls in Street Fighter 6?

It depends on what you are short of. Classic gives you the complete move list and no damage penalty on specials. Modern gives you every special from one button plus a direction, which is a genuine reduction in hand work and a genuine reduction in reaction time, at the cost of some moves and a small damage cut on assisted ones. The bench on the hub page measures the part nobody quantifies: how long your own motion input actually takes.

How do you do a quarter-circle in Street Fighter 6?

Roll the direction from down to forward through down-forward — written 236 in notation — and then press an attack. The roll has to reach forward before the button, and the game holds each direction briefly in a buffer so the sequence is forgiving in order but not in completeness: skip the down-forward and you have not made the motion.

Why does my dragon punch keep coming out as a fireball?

Because the motion is 623 — forward, then down, then down-forward — and the most common failure is missing the first forward or the final down-forward, which leaves a 236 the game happily reads as a quarter-circle. It is a completeness problem rather than a speed problem, which is why the bench on this page checks which directions actually registered rather than just timing you.

Is Modern actually worse in Street Fighter 6?

Not in a way that decides matches at most levels. Classic is stronger at the top because it reaches every move and takes no damage penalty, but Modern removes several hundred milliseconds of hand work from every special, and at reaction speed that is a real advantage. Both are legal in ranked.

Does this page read my Street Fighter settings?

No. Nothing in a browser can see the game. This page measures your own hand — how long your motion takes and which directions it actually produced — and compares that with what a single button would have cost.

How do you block in Street Fighter 6?

Hold back, away from your opponent. There is no block button: standing back blocks highs and mids, down-back blocks lows and mids, and doing nothing at all blocks nothing. Drive Parry is the separate option — it absorbs rather than blocks, and it costs Drive Gauge.

How do you Drive Impact and Drive Parry in Street Fighter 6?

Drive Impact is heavy punch and heavy kick together — on a pad it also sits on L2, and on Xbox on LT. Drive Parry is medium punch and medium kick, on L1 and LB. Both spend the Drive Gauge: Impact takes a bar outright, Parry drains it for as long as you hold it and gives some back when it actually catches something.