Street Fighter 6’s developers did not specifically intend to bring Parry and Focus Attacks back, but it still ended up happening that way.











A wealth of information about Street Fighter 6 was only recently revealed by Capcom. Some of the major news mechanics coming to Street Fighter 6 will get gamers to control how they use the Drive Gauge system.





During a recent interview with IGN Japan, Takayuki Nakayama, director of Street Fighter 6, spoke briefly about how the developers came up with the Drive Gauge system. Once again, we have our very own Nicholas ‘MajinTenshinhan’ Taylor to thank for having translated all the juicy bits of the interview.









“This Drive Gauge is the new element to the fighting part of Street Fighter 6,” Nakayama said. “It started from the idea of ​​wanting a simple way to use the meter to unleash powerful offensive or defensive mechanics.”


As Nakayama says, Drive Gauge can be used for both offensive or defensive applications. Although the meter will constantly regenerate on its own when not blocking attacks, players will need to control their meter carefully as they will only be able to have a maximum of six columns stored.


Drive Impact works much like Street Fighter 4’s Focus Attack at a price of one bar. This attack will absorb incoming attacks and may cause a curl or splash depending on the situation. Drive Impact in particular is particularly effective when the opponent has been run into a corner.


As for Drive Parry, it’s clearly inspired by Street Fighter 3’s Parry mechanic. Using Drive Parry will initially use a half bar Drive Gauge, but the effect can be maintained for even longer at the expense of more Drive Gauge. Successful paring of attacks will refund some Drive Gauge to its user.


“To be precise, they just ended up looking like Parry and Focus Attack from previous titles … We did not go into it thinking ‘Let’s bring back this previous mechanic’ at all.”
– Takayuki Nakayama, Street Fighter 6 instructor


Timing a Drive Parry with precise timing will cause a Perfect Parry to appear, which briefly freezes everything to give the parrying player more time to react to the situation. It is important to remember that a Perfect Parry can never happen against projectile attacks.


For the price of two-beam Drive Gauge, a special feature can be enhanced to an Overdrive art by entering two buttons of the same type instead of one. Needless to say, this is reminiscent of the EX special system from several other Street Fighter titles.


Drive Rush can be triggered from a Drive Parry or normal attack. Using Drive Rush from a Drive Parry will only cause one bar Drive Gauge, but doing this from a normal one will increase the cost to three. Although its applications are somewhat more limited in comparison, Drive Rush is very similar to the Focus Attack Dash Cancels from Street Fighter 4.


Finally, there is the Drive Reversal mechanic, which can be triggered as a counterattack after blocking an attack for two bars by the Drive Gauge. This is basically the Alpha Counter mechanic from the Street Fighter Alpha series, or V-Reversal for those who only played the modern Street Fighter feature as Street Fighter 5.


Apparently, the Drive Gauge system takes a lot of mechanics from previous Street Fighter games and puts them into Street Fighter 6. The interesting thing about all of this, however, is that the developers did not originally intend to design the Drive Gauge with the idea of ​​revisiting these mechanics. in this way.


“To be precise, they just ended up looking like Parry and Focus Attack from previous titles, and we went through a lot of trial and error to reach that point,” Nakayama continued during the IGN Japan interview. “We did not go into it and thought ‘Let’s bring this previous mechanic back’ at all.”







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