Street Fighter™ 6

Street Fighter™ 6

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Thick-Six Jun 25, 2023 @ 3:08pm
Does Drive Impact improve the game?
Obviously its still early but i really feel like DI doesnt add anything to the game at all.

Drive gauge/Burnout is a cool resource system that makes you think more about what you're doing and adds extra risk/reward to consider.

Drive Rush is useful offensively getting in and adding plus frames.

Parry gives you more to think about on defence and rewards skilled timing with a punish.

What does DI really add? it gives a stun in the corner but you could make any wall splat do that in burnout. it just feels lime a separate mini-game on top of the actual game having to constantly be ready to check a DI with your own.

Removing it would only improve game play imo. I often find myself being way more passive because im sacred of throwing out a non-cancelable button in neutral because of DI.
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Showing 1-15 of 31 comments
Holografix Jun 25, 2023 @ 3:18pm 
I like Drive Impact. It adds tension and anticipation to the game. It allows for players to break through combos, or get their own combo going. It's a fun mechanic, that beginners and experts can use to great effect. I'm glad Drive Impact is in SF6.
OgichiGame Jun 25, 2023 @ 3:19pm 
Yeah, I don't really think so either
The match-ups all work without it
Mostly it lets people get away with stuff they wouldn't normally get away with.
So then you're left playing this game of trying to bait theirs out, or hoping they don't mash it out the second you press anything that isn't cancel-able into DI. So just poke at each other with lights all match. Very exciting.
Dio Jun 25, 2023 @ 3:22pm 
I think it has its place, definitely. But parrying and Drive Rush is way more interesting. DI is just a good way to punish mashers and turtlers (it even punishes itself after all). It's just a good option to give to every character to make the roster more even.

Countering a DI with a DI also makes for some pretty epic moments.

Originally posted by Mr. Rogers:
Yeah, I don't really think so either
The match-ups all work without it
Mostly it lets people get away with stuff they wouldn't normally get away with.
So then you're left playing this game of trying to bait theirs out, or hoping they don't mash it out the second you press anything that isn't cancel-able into DI. So just poke at each other with lights all match. Very exciting.

To be fair though, most mediums give enough time to block or do a reaction DI.
Last edited by Dio; Jun 25, 2023 @ 3:23pm
SpiralD Jun 25, 2023 @ 3:24pm 
Imo it's a stupid addition the ruins neutral.
Ahriman Jun 25, 2023 @ 3:24pm 
Yes
Medina_Rico Jun 25, 2023 @ 3:40pm 
I think it does. Usually once you hit someone with one or you yourself gets hit with one, you start playing more defensive and not throwing out lingering moves and fake sequences to bully people.

It also gives a universal move to everyone to attempt to get out of pressured situations.

Getting hit with a combo after ain't too bad. Getting hit with a level 3 super with or without a combo after is pretty insane, though.
Last edited by Medina_Rico; Jun 25, 2023 @ 3:43pm
VayneCalibur Jun 25, 2023 @ 3:42pm 
Drive Impact is a huge barrier for newcomers and people without good reflexes. I think it is a good system that allows me to punish those characters who spam long limb normals without recovery or to make them think twice before abusing them.

That being said, the Burnout system was all right in the beta, now it is quite pointless in my opinion. People use the gauge to buffer a cr.MK into Drive Rush cancel 24/7. That per se is not the problem, in the first beta, if you go burnout you get penalized, but right now going burnout and spending all your drive gauge is META. You won't get punished for going into burnout if you are not at the wall, and even then you still don't. All you have to do is be patient and have your supers ready. Block a bit and you'll get your gauge back.

Burnout needs to be like it was before, supers level 1 should not have invencibility frames. People are using Drive gauge for the offense and Supers for defence, that loses it's purpose.
omegawop Jun 25, 2023 @ 4:19pm 
It's baked into core design of this game. Without drive impact a lot of the best buttons would have to be changed drastically because you could just poke with a long range heavy attack endlessly. Drive impact makes mindless poking with your best button a risk, and it makes mindless buffering of special cancable normals risky as well. This means that the neutral is a lot more dynamic than it was in SFV (not to mention DR lets you basically skip neutral).

As the game works now, DI is a mechanic that adds variety to the game and limits the amount of "just fish with your best button" situations that were a big part of the last installment of the series.
Ghost Beef Jun 25, 2023 @ 5:33pm 
It's a well-designed mechanic with a lot of counterplay (throw, super, counter DI, 3 hits, parry).
goka9696 Jun 25, 2023 @ 5:36pm 
Drive impact is great, now give me free points
Originally posted by VayneCalibur:
Drive Impact is a huge barrier for newcomers and people without good reflexes. I think it is a good system that allows me to punish those characters who spam long limb normals without recovery or to make them think twice before abusing them.

That being said, the Burnout system was all right in the beta, now it is quite pointless in my opinion. People use the gauge to buffer a cr.MK into Drive Rush cancel 24/7. That per se is not the problem, in the first beta, if you go burnout you get penalized, but right now going burnout and spending all your drive gauge is META. You won't get punished for going into burnout if you are not at the wall, and even then you still don't. All you have to do is be patient and have your supers ready. Block a bit and you'll get your gauge back.

Burnout needs to be like it was before, supers level 1 should not have invencibility frames. People are using Drive gauge for the offense and Supers for defence, that loses it's purpose.
using all the meter for a big combo might be the meta, but it still comes with heavy risk. you cant use any of the drive system in burnout, you take chip damage, easier to wall splat.
Kiyaya Jun 25, 2023 @ 6:21pm 
Originally posted by goka9696:
Drive impact is great, now give me free points
Agoraphobic Meep Jun 25, 2023 @ 6:24pm 
It teaches people to be more mindful of what buttons they throw out and play neutral better, so yes I think it's a pretty solid addition. give me my free points :)
Zoid13 Jun 25, 2023 @ 6:24pm 
imo the universal drive system and all its many options (including DI) is the main contributing factor as to why the balance between the roster of characters in 6 feels far closer than any other sf game to date. especially at launch.

sure there's always going to be better and worse characters but in SF6 i honestly feel like the entire roster sits in around 3 groups. A+, A and A-

no character seems egregiously broken or over-tuned nothing seems super bad.
Doc Holiday Jun 25, 2023 @ 7:02pm 
Drive Impact baby. If it doesn't work the first time... Drive Impact again 👊
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Date Posted: Jun 25, 2023 @ 3:08pm
Posts: 31