Game breaking ‘Fireball Meter Glitch’ discovered in Street Fighter 6 that allows characters to postpone Burnout indefinitely










Game breaking 'Fireball Meter Glitch' discovered in Street Fighter 6 that allows characters to postpone Burnout indefinitely


A game breaking glitch has been discovered in Street Fighter 6, which has seemingly been referred to as the “Fireball Meter Glitch.” Essentially, this glitch allows a character to use a the last bit of their Drive Gauge for any action that costs Drive Gauge, and then avoid going into Burnout.






As it turns out, this glitch has already proven to be simple to replicate for JP, Dhalsim, Blanka, A.K.I., and Guile. There’s no doubt that this is a game breaking glitch that Capcom will most certainly need to address in a future update.









To pull off the sequence, a player simple needs to spend Drive Gauge at roughly the same frame as hitting with an attack. For now, there are only setups to perform this with projectiles.


For example, if JP uses Overdrive Departure (places a “void tear” on screen) exactly as his fireball connects with the opponent, then he’ll retain just enough Drive Gauge to prevent going into Burnout. Alternatively, JP could instead use his Overdrive fireball as Departure strikes at the opponent to do the same thing.


However, this isn’t just limited to Overdrive specials. It turns out that it’s also possible to perform a Drive Rush as a projectile connects with the opponent as well.


A sequence with Guile is demonstrated by HDG|Pochoclo23. Right as the Sonic Boom connects against the opponent, Guile times his Drive Rush at the exact same time to essentially secure free pressure.


For this to work, a character has to have less Drive Gauge than the cost of what they intend to do. The timing of connecting an attack and the spending of Drive Gauge is the important part.


Under normal circumstances, a character will go into Burnout upon attempting to spend more Drive Gauge than what they actually have. The action will still occur as intended, but they’ll spend the remainder of their meter.


Each attack that connects with the opponent (except for those that spend Drive Gauge) is supposed to build a little bit of Drive Gauge. This is intended to reward players for playing offensively in Street Fighter 6.


When this glitch is made to happen, a character ends up setting their amount of Drive Gauge to “zero,” then builds just a little bit even though they’re supposed to technically be “negative” in terms of how much Drive Gauge that they have remaining.


Upon doing this, a character will refrain from going into Burnout and still have access to all of their actions that spend Drive Gauge. Assuming a player is able to recreate this situation continuously, they can effectively use an infinite amount of Drive Gauge without ever going into Burnout.


Check it all out below:















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