Yep. If you're tired of watching the canned animation(s), you can instead watch both players' Drive Gauges to see where they're going to end up once both fighters can act again.
In Burnout State, the fight interaction becomes quite interesting cuz if you are in burnout state, you will play like a traditional street fighter 2 turbo player of only having super meter while your opponent with drive gauge have the street fighter alpha, 3, 4, and 5 mechanics to fight you. Now that’s a breathtaking battle.
I hated 5 at launch. I bought the champion edition, and it was really good. 5 became really good. Yes. But 6. Holy shit, 6. Are you effing KIDDING ME!?!?!?! As a SF diehard since TWO WORLD WARRIOR, this is the best SF game. This is the best fighting game, idgaf.
At 1st I thought this system was just a rehash of old meccanics from past titles and the fact that Ex moves where not tied to the meter gauge left me a bit worried that there were not gonna be interesting meter menagement. But turns out this works helluva lot better than the V system, it's more streamlined for everyone and there are still interesting meter related choices due to the fact that each character has 3 Supers. Also Drive Rush is fucking cocaine especially for me since I play DeeJay who has the fastest one in the game.
Not to mention the Drive system doesn't feature any entire-match-altering Comback Mechanics like most recent fighters have had. And while you can try to argue that having a way to come back from a huge life deficit is "fun and unpredictable" or whatever, the reality is that you're rewarding the player who is losing while simultaneously punishing the winning player for playing well. Again, in theory this makes for exciting viewing, but in practice a lot of rounds end arbitrarily and it's endlessly frustrating for the participants. Here the only "comeback mechanic" is that your Level 3 Super Art does a bit more damage if you connect with it while you're under 20% health. No new special moves open up, no free "take my turn back AND get a buff AND a new move or two" system, no... whatever the hell they were smoking when designing DNF Duel.
@@PinoyYoung Both counter hits and pushing takes skill. Counter hits often ruly on clairvoyance and baiting. Conditioning your opponent to do one thing and then punishing them before they can do it. Punishing is a reactive, countering is PROactive. (proactive means "creating or controlling a situation by causing something to happen rather than responding to it after it has happened")
@@dankgothtrash I'm saying whiff punishing to get a punish counter in neutral is harder than using a meaty set-up or frametrap to get a counter hit. You don't get punish counters by flowcharting on offense, you have to intentionally go for a whiff punish (or your opponent does an unsafe reversal). Counterhits are going to occur much more frequently because of frametraps and meaties, so it makes sense that the reward for counter hits is slightly lesser than punish counters.
Just because these different systems are called "drive" doesn't mean they have anything in common. I wouldn't even call bb's Drive system a "system", it's just a character specific special button. Sf6 has an actual system mechanic here. No hate on bb tho. Fuckin love that game
The Drive system truly is genius. I love how it allows so much expression of gameplay between players and characters. Example, seeing Dhalsim become a rushdown character still amazes me
Drive really reminds me of a more "anime" style system where there are an almost overwhelming amount of things to do with your meter, so everybody sort of splits off into treating it in different ways.
As someone that gets nervous from extra fighting game meters, I've been pretty shocked at how intuitive the Drive Meter feels. It's as complicated or as simple as you want it to be.
As a SF casual, the drive system drove me to the game. Even with only 2 characters I put around 10 hours into the demo and I've been loving the game even if I'm still bad cause I'm learning
would like to point out that Drive Impact doesn't make you invincible as said, just armored. you still take damage and just truck through it. therefore you can't Impact on a pixel of health as you'll just die. also throws and armor-breaking moves such as supers stop it just as reliably as a counter Impact.
i will say, whilst i love the drive gauge i think i preferred the age when supers and EX shared a resource, but not in the sf5 and 4 way, i love the meter system in 3s. Every character has 3 supers to pick from, some supers have varying amounts of bar (whether it be number of bars, the size of the bar, etc) and so it is the ONLY game where EX and Supers share a resource that allows you to cancel an EX move into a super while also having to actively think about when to use EX moves and supers. however, if your really far into the match, you dont have to think about it because you can do both. you can win the fireball war with an EX fireball, get in, and still threaten shit with a super. That has always been my favorite part about 3, and im bummed it didnt ever come back. At least 6 seperates them so thats still a possibility. I at least CAN do EX into super, and can use an EX and still threaten with a super.
They deserve the praise for this; it really changes everything, and makes fights way mkre dynamic than they were. Now it's less about comeback gimmicks, and playing defensively is even riskier; now the players will learn that getting backed into the corner is bad and really punishing, and can choose between several offensive and defensive options. Honestly really cool
I'm not being sarcastic here, I'm so excited that mk1 has a similar 'auto-regenerating bar that can be used on offense or defense, putting you to hard but varied choices constantly' system.
Game also has modern control to help ease the new players in. you just have to know when to parry, when to drive impact when to mash buttons as it does the combos for you but won't be optimal.
I don’t agree. supers drain the drive meter which could be critical if you confirm it when the other fighter is close to burnout. level 1 : half a bar. level2 : a bar level 3 : a bar and a half. also some characters have utility level 2 which buffs them alot when used right. while 3 do so much damage that you could cut the round in half.
That's because most players still have the awful SF V mindset of "only Level 3 Supers exist and can ONLY be used to kill". Players who use all 3 Supers at the right time(s) are so much more fun to watch and their matches are so much less formulaic. Hopefully people using all 3 Supers will become the norm sooner rather than later.
I think it's the opposite: the first time SF finally nailed a super meter. The fact every character has three different supers with their own utilities means there is a lot more decision-making going around other than 'use the bar when it fills up' or 'use the super when it can close the round.' Disconnecting EXs from it also instantly resolves the issue SFIV had of the super never ever being worth it over the other metered options. Essentially, you're given a lot more tools to play with AND more freedom to play with these tools. It's pretty nice.
Am I the only one who feels even more intimidated to get into SF6 now that it all revolves around the Drive Gauge? Like, now I have another special bar that also acts as a health bar, because as soon as it gets drained I will get stunned? And here I thought SFV was complicated enough with just juggling 2 special bars.
i mean, it isnt that complex and is easy to work with. when you have drive gauge you can do cool stuff, when you dont life sucks and you're probably gonna die
If anything I would say it's good that there is a new system for both old and newer players to interact with. Older players I've noticed so far from playing since launch will ignore the drive gauge entirely so you can close the gap in skill with more knowledge of the bar. World Tour is also amazing to teach you the ins and outs of the game and is a really great single player experience
That FNAF reference was top tier, I hate that the FNAF movie animatronics have red eyes it looks tacky, they should have glowed silver or not at all, also we need FNAF in a Fighting game lol
@@kei7540 nope! SF is hard in terms of inputs of course but no, SF6 will surpass both of them maybe not when it comes to sales but definitely when it comes to awards and rating
SFV was undeniably bad game on start - basically no singleplayer, small unimpressive roster, lack of mechanics, reeeeeeaaaaaaally bad netcode. Now, however, SFV is a great game with tons of content and many problems are fixed (not all), unfortunately reputation is already stained and some people can't believe the game became good and avoid it to this day
@@MayHugger The game's core mechanic - the V system - is also divisive. Basically, you have 2/3rds of a character at all times. The other third is locked away behind a mutually exclusive choice. You pick one of two V-triggers on the character select screen, and that choice gives you a Comeback Mechanic (the V-trigger) and unlocks at least one of your "missing" moves (dubbed "V-skills"). So you get MOST of the character all the time, but only a complete character once you fill a meter and then activate it, at which point you're a full character until the meter drains, and then you're back to having the limited moveset again. While in theory this was supposed to make the game simpler for newcomers and supposedly offers ways to make matchups more varied (V-trigger 1 is good versus certain characters, V-trigger 2 is good versus all these other characters instead), in practice none of that really worked as advertised. As others have said, the game DID get better over time, and the later DLC characters had their own gimmicks ON TOP OF the V-system that made them feel more complete even when they weren't in V-trigger mode, but the infamously barebones, broken launch meant that many players bounced off it and never came back to see those improvements.
its genuinely your fault for throwing out a non special cancelable normal in neutral when everyone has an armored move. They aren't winning because they're spamming drive rush and drive impact, they're winning because you arent stopping them. just learn how to deal with it
@@ultm8ninja No. What is childish is their need to make everything as colorful as possible. I love the "powers" that appear on the Screen* in the form of painting very beautiful and go well with the game. But if you look at how they make these games, they look childish. Woman with a big ass, color everywhere and completely corporatist.
@@zeallexandre Wouldn't something visually more realistic and less sexual be more corporatist? That would make it have a similar appeal to MK without gore pretty much.
@@adamdickerson2762 If a normal person was asked a name of a fighting game, do you honestly think that MK and Tekken be the first thing the general public would say?
Saying that and not presenting a counter example kinda makes you look like a ret- Not very smart person. Pretty sure it is, in fact, the largest fighting game IP on the market.
@@123SuperBeast I mean, Mortal Kombat has been doing much better sales-wise (MKs 9-11 have MASSIVELY outsold Street Fighter V during the same 8-or-so year span), so you could argue it's "gotten bigger" then Street Fighter, at least in terms of sales and adopting the casual audience with its Single Player offerings. On the other hand, just typing "you're wrong LOL" with no elaboration IS a braindead take.
@Darkkfated as someone that really doesn't care for mk (sorry, it just looks ugly to me), I keep forgetting it exists And that's a fair argument, but I think my point of calling it the largest IP still stands. Sf gets referenced in literally everything
@@123SuperBeast Funnily enough, Multiversus had a better start than SF6 in term of players ("all-time peak players" 153k players for Multiversus against 70k for Street Fighter 6 on Steam Charts). They know how to advertise a game for sure, but I have no doubt SF6 will retain more players overtime. Tekken 7 is different as it's a 3D fighting game but it sure had the most players for years overall. GGST seems to have been able to introduce tons of players to fighting games. Both Tekken 7 and GGST are still keeping a huge majority of their player base as they target a different audience overall (after this 1rst month of SF6, they only lost about 20% of their player base, which I was afraid to be worse than this, so it's really fine in the end, just some people wanted something more fresh (or just prefer Street Fighter style overall).
The Drive system and the burnout state are the two worst things they added to this game. And I really hate that fighting games are adopting this weird back forwards stick movement to fireball instead of the down forwards. Because of this I can only use one or two special moves reliably under pressure/in the moment when I'm playing... Fighting games were never a fun ganre, but this really kills it.
Definitely doesn’t seem like the games for you. Everyone else loves the game so let them love it, clearly you’re in the minority and it’s unfair to just call it a bad game. You’re not a fighting game player and it’s simply not for you
@@surtursaga6789 Guilty Gear strive has better buttons, character move lists, systems and is far better than SF6. and I don't even like Guilty gear strive either.
"Adopting this weird Back Forward movement" Boi why are you playing a charge character then? Most characters aren't charge characters Either trolling or shouldn't be playing fighting games