Welcome to this post This Street Fighter™ 6 – Drive System Overview and Walkthrough Guide was created to help you.
A walkthrough of the new Drive system in SF6.Because of Capcom.
This guide is based on the Drive System Overview from my Street Fighter 6 review which you can watch here:
Hope you find this guide helpful!
If you’d like learn more about SF6 or just meet other SF6 players, you can check out the Street Fighter section of my discord – [discord.gg]
Drive System Overview
The Drive System
The Drive System consists of multiple new moves and mechanics in Street Fighter 6.
- Drive Impacts
- Drive Parries
- Drive Rush
- Drive Reversals
The Drive Gauge is the green bar located directly under your health bar.
Any Drive maneuver will deplete a portion of your drive gauge.
Blocking decreases your driving gauge by causing chip damage.
When your driving Gauge runs out, you enter a burnout state and cannot conduct any driving moves until it is recharged.
It also means that while blocking, you will incur chip damage to your health bar rather than your drive gauge.
Drive Impact is a large flashy armoured attack which can open up your opponent to a large punish on hit, but also pushes them back on block.
This is super useful in the corner, where you can get a wall splat on your unsuspecting opponent which let’s you juggle them into the air.
Even more devastating is that if your opponent is in burnout and hit a wall splat, they’ll be completely stunned for a short while so you can get in that super optimal combo you’ve been labbing for the last week.
One they recover from stun, their Drive gauge will recharge.
How do you counter a drive impact?
You have a few options here besides blocking, but due to pushback it’s best to punish their activation in one of these ways:
- Neutral jump and then whiff punish
- Parry the drive impact
- React to your opponents flashy activation with your own Drive Impact
The existence of this move really tests your reaction speed.
You’ll see people throwing these out a lot during the early days of this game, so be prepared to hit back with your own.
Drive Parries can be held down in order to stay in a parry stance that will absorb hits.
Holding this parry stance will continuously drain your drive gauge though.
But if you do parry an attack you’ll recharge a portion of your drive gauge.
So there’s a delicate balance of drain + recharge.
Be careful activating when your drive gauge is low because in your instinct to parry an attack you could immediately place yourself into burnout and your parry will fail.
Parries aren’t a perfect defense though, you can be grabbed out of a parry, and you can accidentally place yourself into a burnout state if you’re not keeping an eye on your drive consumption.
For the perfectionists out there, you can also perform a perfect parry. If you activate your parry with perfect timing, the game will slow down briefly, and you’ll be given a chance to interrupt your opponent and get that punish in.
However, be careful when perfect parrying jump ins, a lot of the time your enemy will still have landed safely on the ground by the time your perfect parry animation finishes and you’ll end up whiffing your attack.
Drive Rush allows you to alter some standard moves with dashes at the cost of three bars of drive, shortening the distance and creating longer combos that would otherwise be impossible.
Cancel out of certain normal moves. Special moves cannot be canceled this way; this is not FADC from SFIV.
Instead, Drive Rush out of a drive parry for 1 bar instead.
Drive Rush can be an excellent way to unexpectedly strike against your opponents when they least expect it. I like using it from mid-screen for grabs against blocking opponents.
These lights can easily be distinguished by the distinctive bright neon green swooshing effect they produce.
Drive Reversal is similar to V-Reversals from Street Fighter V.
While blocking, you can expend some drive gauge to push your opponent away and give yourself some breathing room.
Overdrive is this game’s version of EX moves from previous Street Fighter games.
You can expend 2 bars of your Drive Gauge to perform a more powerful version of a special move.
In classic controlers, the input for the special is the same as your regular special input, just with an extra punch or kick button.
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