Street Fighter 6 - Systems
The gameplay systems of Street Fighter 6, from the Drive Gauge at the centre of combat to the three modes that structure the single-player and online experience. The Drive layer is what separates this entry from the previous game: every defensive and offensive option draws from the same six-bar reso...
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of 14 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Drive Gauge | Core Resource System | A six-bar meter under the health bar that funds every Drive action: Drive Impact, Drive Parry, Drive Rush, Drive Reversal and Overdrive specials. | Capacity: 6 bars Recovery: Passive regeneration plus hit and block gains | Available to every character in every mode |
| Drive Impact | Offensive Drive Option | A heavily armored forward-charging strike that absorbs one hit on the way in, causes a wall bounce in the corner and staggers on hit. | Cost: 1 Drive bar Property: Single-hit armor, wall bounce | Universal command: Heavy Punch + Heavy Kick |
| Drive Parry and Perfect Parry | Defensive Drive Option | Holding Medium Punch and Medium Kick enters a parry state that negates incoming damage and builds Drive. | Cost: Drive drain while held Property: Negates damage, Perfect Parry on exact timing | Universal command: Medium Punch + Medium Kick |
| Drive Rush | Movement Drive Option | A burst of forward momentum usable from a Drive Parry or cancelled from a cancellable normal, which lets a fighter close distance instantly or link attacks that would not otherwise combo. | Cost: 1 bar from parry, 3 bars as a raw dash Property: Fast approach, combo extension | Universal: forward, forward during a Drive Parry or from a cancellable attack |
| Drive Reversal | Defensive Drive Option | The game's alpha counter: while blocking, spending two Drive bars pushes the attacker off and resets the situation. | Cost: 2 Drive bars Property: Pushback reversal from block | Universal: forward and Punch plus Kick while blocking |
| Overdrive Specials and Burnout | Offensive Resource and Penalty State | Spending two Drive bars upgrades a special move into its Overdrive (EX) version, adding hits, armor or invincibility. | Cost: 2 Drive bars per Overdrive Burnout Penalty: No Drive options, chip damage, vulnerable defence | Universal special-move upgrade |
| Super Arts and Critical Art | Meter System | Each fighter carries three levels of Super Art plus a cinematic Level 3 Critical Art, funded by the Super Art Gauge built through hits, blocks and whiffs. | Tiers: Level 1, Level 2, Level 3, Critical Art Meter: Super Art Gauge, up to three stocks | Character-specific movelists |
| Modern Controls | Control Scheme | A simplified input scheme that assigns special moves to a single direction plus the Special button and Super Arts to one button, with an auto-combo assist. | Trade Off: Lower damage, fewer normal options Benefit: One-button specials and supers | Selectable per character before a match |
| Dynamic Controls | Control Scheme | An assist mode built for complete beginners in which the game chooses attacks automatically based on distance, leaving the player only movement. | Availability: Offline and casual modes only | Selectable control type |
| World Tour | Single-Player Mode | An open-world campaign in which a custom avatar enrolls with Luke's Buckler Security, travels from Metro City to Nayshall and beyond, learns special moves from roster characters as Masters, levels stats and gear, and uncovers JP's manipulation of Nayshall. | Structure: Open hubs with story chapters and side missions Progression: Avatar levels, stats, gear and Master bonds | Main menu, single-player |
| Battle Hub | Online Social Mode | A shared 3D lobby where players appear as avatars, queue at cabinets for casual matches, watch live matches on big screens, shop for cosmetics and fight avatar battles. | Structure: Persistent shared lobby with cabinets Features: Casual queues, spectating, avatar battles, shop | Main menu, online |
| Fighting Ground | Mode Suite | The traditional package: Arcade with per-character stories, local and online Versus, Training with frame data, hitboxes and dummy recording, Combo Trials, and character guides. | Includes: Arcade, Versus, Training, Combo Trials, character guides, ranked and casual | Main menu, offline and online |
| Ranked and Master League | Competitive Progression | Ranked matchmaking is tracked per character through League Points with promotion and demotion across named ranks, and the top tier extends into Master League, where a separate rating climbs without a ceiling. | Tracking: Per character Top Tier: Master League rating | Fighting Ground, ranked matchmaking |
| Replay Takeover and Frame Data | Training and Analysis Tools | Saved replays can be paused and taken over at any point to practice the exact situation that went wrong, and the training mode displays startup, active, recovery and frame advantage for every move. | Features: Mid-replay control, frame advantage display, dummy recording | Replay channel and Training mode |
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