Street Fighter™ 6

Street Fighter™ 6

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Snork Jun 27, 2024 @ 2:26am
Burnouts don't feel quite right
This is a rare time where I'm just offering my two cents, and I get whyit is as it is now but to me, burnout just feels wrong.

Having someone exhaust themselves to burnout to only then immediately perform a level 3 critical art feels generally inconsistent.

It was just a nagging feeling for me, but recently in two separate instances freinds watching me play expressed confusion and puzzlement when enemies woould perform their most powerful move while supposedly in a state of exhaustion.

The commentators seem to lend credence to the fact that burnout is a state of deep disadvantage and yet the reality of it is that it's more minor incovenience than anything and also brief to the point of triviality.

I'm sure my time with SF5 affects my thoughts here, but critical arts are such vital strategic assets - not having them be part of the strategic bar management - never having to choose between super charging common moves and having one large attack available, it feels less strategic and lacks a certain effortless rationality.

The kind of effortless rationality that lets an otherwise inexperienced observer immediately comprehend what they're seeing. This was a strength in SF5, though it lacked in other areas and I feel like SF6 would be served by putting more effort into having the game make sense to that inexperienced observer. It's what lends a feeling of 'honesty' that people seem to relish in fighting games with logical, evenly applied universe rules.

PS) maybe I'm alone, but I really miss stuns
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Showing 1-15 of 21 comments
CATMAN Jun 27, 2024 @ 2:58am 
What is your rank ? Just asking
For me I really like SF6, and probably it has the most exciting feature among the entire fighting games catagory
CATMAN Jun 27, 2024 @ 3:07am 
I would like to try to respond to your confusions
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.
Gleap Jun 27, 2024 @ 3:43am 
Burnout is such a massive disadvantage its insane.

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/
DJukor Jun 27, 2024 @ 3:43am 
Its anything but a minor inconvenience.
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.
Last edited by DJukor; Jun 27, 2024 @ 3:45am
q0de Jun 27, 2024 @ 5:19am 
SF6 would be a much better game in general if you were to remove all "drive" mechanics
Teddy Roosevelt Jun 27, 2024 @ 6:13am 
You are never too tired to stop fighting and pull out your gun.


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.
Being able to use supers is the only thing that keeps burnout from being a complete checkmate scenario. Plenty of moments I can think of where the player was caught in burnout without a super and they were completely screwed. Reversal supers are still a big gamble
Magnadeus Jun 27, 2024 @ 11:45pm 
Would you rather capcom made it so you couldn't use supers in burnout because it's "unrealistic"? Hell no. Your drive is basically a stamina gauge, you use too much and you get tired. The devs want you to manage your drive properly, you don't manage it, you get punished with burnout. it's that simple. And prefer this over SFV lame ass V trigger any day of the week.
Last edited by Magnadeus; Jun 27, 2024 @ 11:45pm
🌎Earth Jun 28, 2024 @ 12:44am 
I really hated the stun mechanic in previous SF games. People complain about scrubby mechanics in SF6 but never mention the "let the winning player win more" mechanic of previous games. I like that they managed to keep this feature in some form though as it is something most people that played SF can remember, I prefer it to be more situational as it is now.
Last edited by 🌎Earth; Jun 28, 2024 @ 12:46am
midori Jun 28, 2024 @ 1:28am 
stun meter is better, to me, than i-win situations in the corner which feel horrible
Gleap Jun 28, 2024 @ 2:16am 
Originally posted by midori:
stun meter is better, to me, than i-win situations in the corner which feel horrible
Thats a poor way to word it. In numerous street fighters the stun meter was a guaranteed win in corner with no counterplay.

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.
Last edited by Gleap; Jun 28, 2024 @ 2:16am
Jirai Jun 28, 2024 @ 4:11am 
Burnout is OG Streetfighter.
X Jun 28, 2024 @ 5:08am 
OP is 100% right. Clearly when two randoms express puzzlement over something they know nothing about, Capcom needs to take action and change major game mechanics.
r1ver Jun 28, 2024 @ 5:55am 
Originally posted by X:
OP is 100% right. Clearly when two randoms express puzzlement over something they know nothing about, Capcom needs to take action and change major game mechanics.
Just wait for SF 7 or play another game. You asking them to change an entire game, lol.
Deal with it or leave it.
Knowsome Jun 28, 2024 @ 7:53am 
Originally posted by DJukor:
Its anything but a minor inconvenience.
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.

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.
Last edited by Knowsome; Jun 28, 2024 @ 7:55am
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Date Posted: Jun 27, 2024 @ 2:26am
Posts: 21