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Drive Impact already felt much riskier to perform in the second Street Fighter 6 closed beta

21 dibnr | Drive Impact already felt much riskier to perform in the second Street Fighter 6 closed beta | The Paradise News

Street Fighter 6’s Drive Impact is a universal mechanic that allows players to power through oncoming attacks and open the opponent up for a big punish. As soon as the public was able to get their hands on playable demos of the upcoming fighting title from Capcom, they gravitated toward this maneuver due to its ease of use, it’s benefits, and the difficulty people were having countering it.

This led to discussions trying to determine if the technique was too overpowered, with some believing that it was. After getting more time in with Street Fighter 6 thanks to the second closed beta that just took place this past weekend, I walked away from the experience feeling a stark difference in Drive Impact usage — it felt much more risky to use it now that players are more experienced.

Early in the first beta, using Drive Impact oftentimes felt like a get out of jail free card. With it having two hits of armor, simple blockstrings that would be effective in other Street Fighter titles ended up being Drive Impact magnets.

Considering that the initial closed beta was the first time many of us were able to try out Street Fighter 6, and the fact that it was only live for a short window of time, this set the stage for Drive Impact to float to the top as one of the strongest techniques you could use.

Even with that being the case, some players started learning the timing on how to counter it, answering back with their own or neutral jumping to bait and punish. While we definitely saw more players countering Drive Impact toward the end of the first beta weekend, it felt like the overall majority were still struggling to properly stop it — which is understandable.

During the second beta, however, it felt as though there was large shift in how and when players were using Drive Impact. Just randomly throwing it out — even just to test the opponent’s ability to deal with it — almost always resulted in it being countered in my experience.

On top of that, it seemed as though players were a lot more cautious overall in using it without masking it behind a normal attack or a tricky set up. This further points to a collective leveling up of the community and their practice in properly stopping the powerful technique.

In the second beta, throwing out Drive Impact without much thought felt much riskier due to players not only now knowing the timing to counter, but being prepared with better punishes. Where you might have gotten away with taking your opponent off guard and having them hit you with a jab punish for a countered Drive Impact now often resulted in a proper, hard-hitting combo with super that either lost you the round or put you in a bad spot.

Capcom confirmed that they made no major balance changes for individual characters between beta tests, with tweaks coming mainly in the form of bug fixes. This means that there was nothing put into place to make Drive Impact easier to deal with, and that folks simply got better at using it and stopping it.

While we don’t know what the future holds for Street Fighter 6’s mechanics, the second beta seemed to be an indicator that spamming Drive Impact isn’t quite as strong as some players initially thought. For those who would like some assistance with countering Drive Impact, though, this video from bonjasky92 may prove very helpful.