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For me I really like SF6, and probably it has the most exciting feature among the entire fighting games catagory
1. Burnout is a state that let the opponent or yourself to be given with "disadvantages",
There are moments when you try to escape from the corner and ''success or fail jumping out''. some character has relatively low risk of getting DI stunned,
they got SA that grants the invulnerability, which takes away their meters immediately (some doesn't have godmode when doing SA1 but some do have it).
Apart from the tradition (neutral game, full range game, anti air, combo execution)
SF6 is all about management, to avoid burning out, to flip the table and comeback,
there's nothing not strategic when it comes to the resource calculating.
Among all of the SF franchise, SF6 has the feature that let all the non-players to feel the tension and intensity of the players giving out during matches.
This is one of the most famous examples. 100% life but he burned out so hes dead. Watch it with audio for the full experience.
https://www.reddit.com/r/StreetFighter/comments/18sy9rh/broski_aki_the_queen_of_burnout_strikes_again/
Burnout debuffs:
Can no longer use any Drive options until gauge is fully replenished
THis includes EX moves Drive Impact Drive rush Drive Reversal and Drive Parry.
Basically you are striped of all SFVI mechanics.
Being in Burnout basically turns you in to a SFII character in a Modern SF game.
All blocked attacks that you take have 4 additional frames of blockstun
This allows for much stronger pressure sequences; many more attacks become safe on block
Hitstun is not affected, so combo routes remain unchanged on burned out opponents
Blocking special moves or supers results in Chip Damage
This is usually 25% of the move's normal damage, with some exceptions (especially on multi-hit moves) Can lose the round to a Chip K.O.
Corner Drive Impact wall splat causes Stun on hit or block
That last bit us basically a guarantied stun if you didn't have super to counter it.
This may sound inconsequential to lower level players but burnout basically makes you unable to defend yourself at all on most of the cast at higher level play.
they (the fighters) are too tired to do insane drive rush offense pressure and too tired to recover at the same speed they normally would from your attacks, staying in block stun longer. Having said that wake up supers are a bain of my existence. Somebody will make you work all game to get in maybe 3 times and 2 times are stopped by DP and one by super and it feels super pointless to keep trying. With people that spam specials under pressure and turtle you have to learn to play patient and let them hang themselves. Its boring but thats why they call it playing lame.
The drive gauge itself is an entire system of counterplay that occurs continuously.
Stuns just a very basic concept in comparison with much less in depth possibilities both offensively and defensively.
Deal with it or leave it.
what DJukor said, its just insane how disadvantageous you are during burnout.
the only times burnout dosent matter is if you got your opponent on the corner in an okizeme situation(for you), and you wont need to defend, but if your opponent guesses right on their defense, its danger time.
also the obvious is burnout dosent matter if you are going for the kill.
the last situation where burnout dosent matter is if you both you or your opponent burns out at the same or similar time, then its just slow play until either of you get your drive gauge back.