Remember when Street Fighter 5 came out and a lot of people were disappointed by its distinct lack of meat on its bones? Street Fighter 6 is the polar opposite. Complete with an excellent 18-character roster of both new and returning fighters rendered in a killer new art style, an incredibly ambitious online Battle Hub that puts all other online fighting game lobby systems to shame, and just about everything you could ever ask for when it comes to training tools and systems to help you get better at fighting games, it’s a spectacularly feature-rich fighting game. Street Fighter 6 takes many swings in many different directions, and though not every blow connects, the ones that do are absolute knockouts.
The gameplay of every Street Fighter game since Street Fighter 2 can generally be defined by a unique mechanic. Street Fighter 3 had parries, 4 had focus attacks, 5 had the V-System, and now Street Fighter 6 has the Drive System. And for my money, it’s the best the series has ever seen.
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. 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.
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
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