This functions much like a cooldown in an RPG where, if you expend all your Drive Gauge, your character essentially drains their stamina and cannot use any of the aforementioned Drive abilities. To stop everything from descending into complete chaos, Capcom has implemented a system called Burnout. These, along with other techniques, make for a level of unpredictability that was sorely missing from Street Fighter 5. Drive Reversal, much like an Alpha Counter, will allow a player to push an aggressive fighter away from a blocking position to alleviate pressure. You can also catch someone off guard by canceling it with a sprint called Drive Rush, which quickly closes the distance. Drive Parries allow a fighter to repel an incoming attack and will replenish the Drive Gauge if successful-you just have to make sure you time it correctly. Yes, that was supposed to be a joke, but it also kind of works as the game's mechanics allow for players to be a bit more opportunistic and, if they manage to execute their plan, get greedy in chomping down on an enemy's health bar.ĭrive Impact, as previously mentioned, will absorb a hit and then retaliate with a strike that leaves an enemy in a completely vulnerable state and open for a beating-you just have to make sure the opponent doesn't counter with their own one. Where Street Fighter 5 felt more like checkers, Street Fighter 6 is more like… Hungry Hungry Hippos. Sure there were opportunities for flourishes, but it was possible to see even those coming as there was a very specific time and place for them. Many aficionados have described Street Fighter 5 as feeling turn-based, which meant that the flow of combat felt very predictable. The fundamental design of Street Fighter 5, and the aforementioned rigidity, had a knock-on effect in how each battle played out. Street Fighter 6, however, leans the other way by giving players more tools to work with. This meant that, at high levels in particular, good players usually played the same way, which in turn meant that their opponents would also behave in a very specific way. A major issue with Street Fighter 5 was the rigidity of its systems-there was very little room for creativity and mechanical expression. These are just two of five mechanics that the Drive System is made up of, but they all are in service of a key design principle for Street Fighter 6: Creativity.įor longtime fans, that will come as great news. These range from Drive Impact, a powerful strike that can absorb a single hit of an incoming attack at the cost of a single bar (imagine a fully charged Focus Attack from Street Fighter 4), to an Overdrive Art, which powers up special moves at the expense of two bars, much like an EX from previous titles. This is split into six segments which can be spent to execute a number of special skills that have both offensive and defensive applications. Street Fighter 6 utilizes what's called the Drive System, which is made up of a number of mechanics all governed by a Drive Gauge. My hands-on impressions of the game provide a quick deep dive into why I think Street Fighter 6 is shaping up to be an exciting new entry in the series, but I'll also break down some of the most interesting aspects of it below. Now Playing: How Street Fighter 6 Is Earning Its Title - Street Fighter 6 Developer InterviewĬapcom has clearly paid attention to what the community likes and dislikes about Street Fighter 5, as well as other entries in the series, and Street Fighter 6 feels like the result of carefully considering all of that. By clicking 'enter', you agree to GameSpot's
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