New Street Fighter 6 developer gameplay footage showcases incredibly powerful tactics

While it’s not entirely new information about the game’s content, Game Informer has shared some new footage of Capcom developers playing some Street Fighter 6 matches today. These folks have played and explored the game more than virtually anyone else on the planet, and we’re seeing some strategies from them that we just can’t ignore.

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

For just one bar of Drive Gauge, you can have your character charge out of a parry and quickly close in on your opponent. Each attack after this maneuver gains 4 additional on-hit stun frames, meaning a better advantage on block and bigger combos on hit, but that’s not all.

It looks like there is a brief but noticeable screen freeze during Drive Rush Cancels, meaning the attacker has a few extra frames to see if their opponent is already committed to a maneuver, and thus possibly to confirm whether his approach will be fruitful or not.

It’s too early to make many assumptions, but this looks more like a “neutrality skip” tactic than virtually anything else we’ve seen in Street Fighter 6 so far (yes, that includes Drive Impact very heavily) .

Catalyst and I discuss what we’re seeing in these games and the wider implications in the video below.

One of us is a little more nervous about this being detrimental than the other, but both certainly see the potential power here and have to wonder if this will update our take on SF6 gameplay at large.

We’re also taking some time to talk about the apparent power of Wake Up or otherwise defensive Super Attacks in this game, as it might seem more important than it was in Street Fighter 5.

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

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Time stamp:
00:00 – Introduction
01:30 – Canceling Drive Rush seems STRONG
03:30 – Why drive rush cancellations are so hard to handle
08:00 – Neutral and paced compared to Third Strike and Street Fighter 5
12:45 – Wake Up Supers look like they are commonplace
15:58 – Capcom developer bosses in tournaments?

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