

Kimberly is a clear standout, with a ninja-inspired moveset that has her closing the distance with quick teleports, piledriving you into the ground with Izuna drop-like air throws, and mixing you up with tricky leaps from half a screen away. The new blood, meanwhile, are some of the best additions Street Fighter has seen. Ken’s command run, for example, now changes up the properties of several of his special moves when he uses them out of it, giving them EX-like properties without having to spend Drive Meter on them Cammy can now charge her special moves and give them V-Trigger like qualities and Dee Jay has a ton of new feints that make him an extremely tricky character to use and play against. Street Fighter 6’s roster of 18 characters is mostly familiar, with 12 returning characters and six being entirely new, but even the returning characters feel fresh thanks to new quirks added to their move sets. Countering Drive Impacts is just so incredibly satisfying, especially when it’s the key to you turning the tables and winning a tight round.
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All you have to do is Drive Impact them right back: you’ll absorb their attack, hit with yours, and now the roles have reversed so that you get the opportunity for a full combo. It’s one of the most powerful universal mechanics I’ve ever seen in a fighting game, and if you don’t respect it, you will get crushed by it.Īnd yet, I love Drive Impacts, because they’re tuned so that they’re just reactable enough to be defended against if you’re looking out for them, but also still fast enough to catch you by surprise if you’re not. That’s not all either! Remember how I said that they’re even more scary when you’re in Burnout? Well, if you block a Drive Impact and you’re close to the wall you get stunned and you’ll eat a full combo in the corner, even though you blocked their attack. And that’s not at all! Even if they block it they get blown back and lose half a bar of Drive Meter, and if they get backed into the corner you get to follow it up with a combo.

Drive Impact only costs one bar of drive meter to use, it has super armor that can absorb up to two hits, and if it hits while your opponent is in the middle of their own attack they will be knocked into a crumpled state, giving you a full combo.

Now let’s talk about Drive Impact, because I have a feeling that for a lot of people, whether or not they enjoy Street Fighter 6 is largely going to come down to their feelings on this one move. Those are just a few of the options, and managing them makes the already extremely cerebral fighting of Street Fighter 6 even more enjoyable. I could start aggressively by using a Drive Rush right out of the gate to put on pressure I could save my meter for Overdrive special moves to increase the damage of my combos or I could fish for a crouching medium kick and then Drive Rush cancel it to convert big damage off of a single hit. There’s no building this meter up, or worrying about the amount you’ll have left over for the next round. I love this system for a lot of reasons, but chief among them is that it opens up so many options, and at the start of every round you have a full meter and have access to all of them. Overdrives are essentially the new EX Special Moves and cost two bars, Drive Rush allows you to quickly close the distance between you and your opponent at the cost of one bar (or cancel out of specific normal attacks at the cost of three bars), Drive Reversals allow you to get an opponent off of you while you’re blocking their attack at the cost of two bars, and Drive Impacts… well we’ll get into those in a bit. Every character gains access to five powerful abilities that are all governed by their Drive Gauge: Overdrive special moves, Drive Rush, Drive Parry, Drive Reversals, and Drive Impact.
