Street Fighter 6/Gauges: Difference between revisions

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- ''Capcom.''
- ''Capcom.''
The Drive gauge is crucial to playing SF6 and is an incredibly valuable resource to have. Optimal drive gauge use can give a big advantage over an opponent while poor use of it puts the player at a major disadvantage. The Drive gauge starts full every round and will go down when performing drive actions, blocking, or getting hit. The Drive gauge passively increases overtime if not full as long as the player is not getting hit, blocking, or performing most actions other than movement. The one exception to Passive Drive gauge regeneration that is currently known is the use of supers. During most supers the Drive gauge will slowly start to recover which is the known exception to passive drive gauge regeneration. Beyond passive regeneration, it is possible to increase Drive gauge by hitting the opponent. If the opponent blocks or gets hit by certain normals, the player's drive gauge will increase.
Actions that increase Drive gauge
*Hitting opponent
*Passive regeneration
*Supers
Actions that decrease Drive gauge
*Blocking
*Getting hit
*Drive actions


=== Burnout ===
=== Burnout ===

Revision as of 20:22, 5 October 2022

Drive System

The Drive System is a meter in Street Fighter 6 that serves as the gateway to universal movement, offense and defense mechanics.

Drive Gauge

The Drive Gauge.


"The engine that powers the Drive System is available as soon as the round begins, allowing you to fight to your liking. If you spend your entire Drive Gauge, you'll enter a burnout state with big disadvantages, but it also replenishes automatically, making meter management a key to the fight. Understanding the system in-depth, including when to be conservative and when to gamble, allows for deep, high-level battles."

- Capcom.

The Drive gauge is crucial to playing SF6 and is an incredibly valuable resource to have. Optimal drive gauge use can give a big advantage over an opponent while poor use of it puts the player at a major disadvantage. The Drive gauge starts full every round and will go down when performing drive actions, blocking, or getting hit. The Drive gauge passively increases overtime if not full as long as the player is not getting hit, blocking, or performing most actions other than movement. The one exception to Passive Drive gauge regeneration that is currently known is the use of supers. During most supers the Drive gauge will slowly start to recover which is the known exception to passive drive gauge regeneration. Beyond passive regeneration, it is possible to increase Drive gauge by hitting the opponent. If the opponent blocks or gets hit by certain normals, the player's drive gauge will increase.

Actions that increase Drive gauge

  • Hitting opponent
  • Passive regeneration
  • Supers

Actions that decrease Drive gauge

  • Blocking
  • Getting hit
  • Drive actions

Burnout

"When the Drive gauge is empty, the fighter will enter Burnout and will not be able to use Drive-related techniques until the gauge is replenished."

As of October 2022, Burnout state increases blockstun by a few additional frames making certain frame traps jail instead.

- Capcom.

Drive Impact

Luke performs a Drive Impact

Costs 1 Drive Stock. Input SF6 HP.png+SF6 HK.png (HP+HK) to perform.
"A powerful strike that can absorb an opponent’s incoming attack. Perform this on an opponent backed into the corner to induce a wall splat, even if they block the attack."

- Capcom.








Drive Parry

Luke parries one of Jamie's Kick moves

Consumes Drive Stocks while held. Hold SF6 MP.png+SF6 MK.png (MP+MK) to perform.

  • Can parry on frame 1
  • Can perfect parry

"Automatically repel an opponent’s attack and replenish Drive when performed successfully. Perform a Perfect Parry by parrying just before an opponent’s attack hits you."

- Capcom.







Overdrive

Luke performs an Overdrive Sand Blaster

Costs 2 Drive Stocks. Press two Punches or Kicks while inputting a special move to perform the Overdrive Art (OD) version.
In previous titles this move was known as EX special moves. Just like before it requires two of the same button type (two kicks or two punches) and will perform an enhanced version of the special. In previous titles it consumed meter to perform these skills but in Street Fighter 6 it requires 2 drive stocks instead.

  • Overdive moves will generally deal more damage, have faster startup, lower recovery, and could even have invincibility
  • Performing an overdrive move may incur a drive penalty
  • If an overdrive moves is performed while the player has less than 2 drive stocks (?)



Drive Rush

Luke performs a Drive Rush in neutral

Costs 1 Drive Stock after a Parry or 3 stocks to cancel from a normal attack. Tap F.pngF.png (66) to perform.
"Perform a quick rush forward from a Drive Parry or a cancelable normal attack. Drive Rush from a parry costs 1 Drive Stock, while Drive Rush from a normal attack costs 3 Drive Stocks."

- Capcom.






Drive Reversal

Luke performs a drive reversal


Costs 2 Drive Stocks while in blockstun. Press F.png+SF6 HP.png+SF6 HK.png (6HPHK) to perform. Also known as Alpha Counter or V-Reversal. "Perform a counterattack while blocking an opponent’s attack. The damage is low but can help you out of tight situations when you’re being pressured."

- Capcom.

SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry