Street Fighter 6 news has been coming fast and furious over the last week, and many people have been hard pressed to keep up with all of the latest happenings. With that in mind, we’ve compiled the 6 biggest things you should know about heading into the new game.
From a rundown of the gameplay mechanics, to what the developers are saying they’re changing up from Street Fighter 6’s predecessor, we’ve got a very detailed breakdown below.
Street Fighter 6’s Drive System is one of the most important things to understand so far in the game. Getting counter hit, blocking attacks and fireballs, or unleashing some moves drain your Drive Gauge, which starts off at 6 bars.
Losing all of your Drive Gauge puts you into a Burnout State which is a really big deal, as it reportedly lowers your walk speed, damage and stamina. Also, it makes you susceptible to chip damage kills, Drive Impact’s that stun you, and is generally something to be avoided at all costs.
For new players going into Street Fighter 6, Drive Gauge might best be thought of as a stamina meter in other genres. With it, you can do a number of great feats, without it — you’re wide open to a variety of punishments.
While Drive Gauge recovers steadily throughout a match, it can be easily to blow through all 6 bars quickly if you’re not careful.
You can also recover Drive Gauge by executing moves on your opponent, namely Punish Counters (counter hits), perfect parries, and throws all recover this meter. Even hitting with normal attacks recovers a small amount of Drive Gauge.
The developers of Street Fighter 6 have said that meter management is a very important aspect to the game, not only the Drive Gauge, but also with the game’s three-stock super meter.
You do increased damage with each stock of super spent, but also when you get around 25% of your life remaining, and have all three stocks built up, your super becomes a Critical Art which does even more damage.
Critical Arts look similar to a full metered raw Ultra in Street Fighter 4 in terms of how much damage they take off of an opponent’s lifebar. Level 3s, at 25% health or otherwise, can also be cancelled into from special moves currently.
To cancel into a Level 1 or Level 2 super from a special move, you need to spend some of your Drive Gauge for an Overdrive (EX) move to make this happen.
Having an awareness of your meters and what you’re capable of at any given time is a very important thing to maximize damage and your offensive and defensive capabilities.
It’s also important to keep an eye on your opponent’s meters, as understanding what their various options are at any given time will let you make reads much easier throughout a match.
When you see your opponent go for a Drive Impact (Focus Attack) you can initiate one yourself, and it should counter them cleanly every time on reaction. Unlike Street Fighter 4, there’s no way we currently know to cancel out of a Drive Impact.
Drive Impacts are a full commitment move with quite a bit of start up, however, you can cancel into it from some normals.
Parries are similar in that when you hold Medium Punch and Kick, you enter a parry state and will parry everything that comes your way, except for throws. However, unless you do a perfect parry the recovery time on this is substantial.
This isn’t like Street Fighter 3: 3rd Strike where you can fish for parries with minimal consequences in neutral. You’re entering a state where you can be thrown, and throw ranges are large in this, and you’re also depleting your parry gauge if you stand there holding it waiting to absorb attacks.
Also, lights recover faster than non-perfect parries in many situations, which means they can be used to bait out this maneuver.
While Drive Rush sounded really powerful initially, especially in the hands of grapplers or characters who wanted to be up close, the fact it takes 3-bars to cancel it from a normal could leave you in a burnout state very quickly.
Fireballs also traverse across the screen quickly, think Street Fighter 2 Turbo Ryu fireball speeds. They also drain Drive Gauge when blocked, and cannot be perfect parried. This is likely to make them more effective than they were in Street Fighter 3: Third Strike.
It seems really clear the developers are trying to avoid overpowered moves in the core mechanics, like Street Fighter 5’s V-Trigger activations, which offer extreme value with almost no drawbacks.
The developers were quick to note that the game’s netcode is being redesigned from scratch, since Street Fighter 5’s reputation for its netcode wasn’t very good.
Also, they want players having more freedom of expression from the get go, which was another thing gamers felt was lacking initially about SF5. Everything felt too same-y in that game, to some people.
The developers said that they want the tools in player’s hands to have quite a bit of freedom to play however they want to, from day one, and it looks like with all of these mechanics available from the start, they’re going to get there.
One thing that is like SF5 however is the very high damage. Multiple players noted that matches could end very quickly, but damage is often higher in these initial stages of development and often gets tuned down over time.
Also, SF6 is using the RE Engine (REach for the moon Engine) , which is something Capcom has full control over. They have a really outstanding team of programmers there, and if they need stuff adjusted like model clipping, input delay or other things of that nature, they’re not working with an engine they didn’t build themselves. They can go ask their tech team to build it for them on top of what’s already there.
We’re seeing the results of this already in how limbs animate when they’re blocking and things of that nature.
We don’t actually know the main plot threads of SF6, yet. However, World Tour is a single player mode, and Nakayama, the game’s director, said that it’s a completely different experience than what fighting games traditionally offer.
The devs have said players will be able to experience characters’ backstories, like Ryu and Chun-Li, and discover what kind of people they are within Street Fighter 6. It’s very much unlike what we’ve seen in other Street Fighter games.
World Tour mode should just be in addition to the main story and arcade modes we’re all anticipating as well.
Last we left off, Bison was defeated and G has risen up to take his place as the main bad guy. We don’t yet know if he’ll be the main bad guy in this game, although it was setup to be that way in Street Fighter 5.
Regardless, World Tour mode, arcade and a single player story would be quite a bit more than we got initially with SF5, and I’m expecting very robust and detailed single player content to play through this time around.
Based on past statements by the development team, they had said they expected this game’s story mode to rival that of NetherRealm Studios’ games. Maybe that changed along the way, we’ll see, but it looks like we’re going to get full featured single player content again.
Nakayama said that while he’s making a fighting game, he’s also creating a Street Fighter game that is for a much wider audience. Street Fighter 6 is not just for hardcore players, but for people who might not be highly accustomed to the genre.
While the initial launch roster got leaked, Capcom is known to change things up when this happens, so we might not know everyone on the launch list as well as we thought we did.
More than likely, most of those characters will be there, but again — Capcom often switches things up when leaks happen.
There are tons of details in backdrops, in animations, like callbacks to stuff that happened in Street Fighter 2 and beyond.
This entry seems like a big time love letter to fans of the Street Fighter franchise, going out of their way to acknowledge past games and instances that are notable.
For example, Chun-Li’s theme is a reference to her Street Fighter 2 ending, where you could make the choice to stay in Interpol, or go live your life as a young girl. Her theme is literally called “Not a little girl” because she’s so much older and past that point in her life.
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