New gameplay footage of Street Fighter 6 for dev shows off incredibly powerful tactics

While it’s not entirely new information about the game’s content, Game Informer did share some new footage today of Capcom developers playing a few Street Fighter 6 matches. These people have played and explored the game more than just about anyone on the planet, and we see some strategies from them that we simply can’t ignore.

It’s not that we didn’t know about the neutral Drive Rush cancellation before today, but to see this being implemented by players who know what they’re doing was eye-opening to say the least… and a little scary to say more.

For just one bar of Drive Gauge, you can cause your character to jump out of a parry and rapidly approach your opponent. Each attack that follows this maneuver gains 4 extra frames of hit-stun, which means you get more blocking advantage and bigger combos on hitting, but that’s not all.

It seems like there’s a brief but noticeable screen freeze during Drive Rush Cancels, meaning the aggressor has a few extra frames to see if their opponent is already committed to a maneuver and if possible confirm whether their approach will succeed or not. be fertile.

It’s too early to make many assumptions, but this seems more like a “skip neutral” tactic than pretty much anything else we’ve seen in Street Fighter 6 so far (yes, that definitely applies to Drive Impact) .

Catalyst and I discuss what we see in these matches and the further implications in the video below.

One of us is a little nervous that this is detrimental than the other, but both certainly recognize the potential strength here and have to wonder if this will broadly change the way we look at SF6 gameplay.

We’ll also take a moment to talk about the apparent power of wake-up or otherwise defensive super-attacks in this game, as it may seem more prominent than in Street Fighter 5.

Catalyst also has something to say about Capcom developers coming to Pro Tour events as bosses, and you can find timestamps below the embed if you want to jump to different parts of the dialogue.

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Timestamps:
00:00 – Introduction
01:30 – Canceling Drive Rush seems POWERFUL
03:30 – Why Drive Rush cancellations seem so hard to deal with
08:00 – Compared to Third Strike and Street Fighter 5 neutral and pace
12:45 – Wake Up Supers look like they’ll be normal
15:58 – Capcom developer bosses at tournaments?

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