GENERAL DRIVE GAUGE NOTES
- You start off every round with 6 Drive Bars. Your Drive Gauge does not carry over to the next round; it resets to full every round.
- When your Drive Gauge is depleted, you will enter burnout state.
- When you have an active Drive Gauge, there is no chip damage. However, blocking will drain your Drive Gauge (Damage to Drive Gauge depends on the move blocked).
- Drive Gauge slowly regenerates over time. Drive Gauge does not regenerate if you’re blocking or getting hit (Your Drive Gauge will start regenerating again after a short cooldown period).
- Even if you have less than the required cost for a Drive move (Ex: You have 0.5 Drive Bar and you want to perform an OD special move, which requires 2 Drive Bars), you can still perform the Drive move. However, it will result in burnout.
- Punish Counters will also do damage to your Drive Gauge (Damage to Drive Gauge depends on the move that Punish Counters).
- Super Arts will also do damage to your Drive Gauge.
Level 1 Super Art: 0.5 Drive Bar
Level 2 Super Art: 1 Drive Bar
Level 3 Super Art: 1.5 Drive Bars
Critical Art: 2 Drive Bars
BURNOUT NOTES
- When you are in burnout, you cannot perform any Drive moves.
- You will have +4 added blockstun (Ex: a standing MP that is +1 on block normally will now become +5 on block).
- You will take chip damage in burnout and you can even die from chip damage.
- You can still perform Super Arts in burnout.
- When you are wall splatted by a Drive Impact (on hit or on block) while you are in burnout, you will be stunned (You cannot mash out of this stun state). After you are hit while stunned, your Drive Gauge will go back to 6 Bars.
Drive Impact
Drive Impact Important Notes (So far):
Startup frames: 26 Frames (Universal across the cast)
Active frames: 2 Frames
Recovery frames: 35 Frames
Total frames: 62 Frames
- 2 hits of armor on Frames 1-25
On hit: Grounded = Knockdown, Punish Counter = Crumple, Wall splat if opponent hits the wall, +35 KDA (Without wall splat), +65 KDA (With wall splat)
On block: -3 if blocked without wall splat (Not punishable), Wall splat if opponent hits the wall (+72 KDA)
- If Drive Impact causes a wall splat, the opponent is placed in a special juggle state where the next move will juggle them even if the move normally doesn’t juggle.
- Drive Impact will not cause a wall splat if it is comboed into from other moves or unblockable setups.
- If Drive Impact hits an airborne opponent, it puts them into a long spinning free juggle state.
Damage to Drive Gauge:
0.5 Bar (On Block)
1 Bar (On Hit)
1.25 Bar (On Counter Hit)
1.5 Bar (On Punish Counter)
Drive Parry

Drive Parry Important Notes (So far):
Startup Frames: 1 Frame
Active Frames: 8 Frames (First 2 Frames are Perfect Parry)
Recovery Frames: 29 Frames (1 Frame for Perfect Parry)
Total Frames: 37 (3 Frames for Perfect Parry)
- Parries all strikes (high and low) and projectiles from Frame 1.
- You can block during the recovery frames of a normal parry.
- Getting thrown during a parry always results in a Punish Counter (Increased damage and does 1 Bar of Drive Gauge damage).
- Successfully parrying Light/Medium attacks rewards 0.5 Drive Bar to the defender.
- Successfully parrying Heavy attacks rewards 1 Drive Bar to the defender.
- You can cancel Drive Parry into Drive Rush during active frames 3 and onward. This costs a total of 1 Drive Bar (0.5 Bar for the Drive Parry, 0.5 Bar for the Drive Rush)
Perfect Parry Notes (So far):
- After a successful Perfect Parry, you are invincible for 6 frames during which you can cancel into anything except for Drive moves (You will suffer a 50% damage scaling penalty on your following attacks).
- Perfect Parry disables your opponent from cancelling their attack (Guaranteed punish against their attack)
- Perfect Parrying projectiles puts you into fixed 11 frames of recovery (if other attacks hit you at the same time as you Perfect Parry the projectile, it results in a regular parry for that other attack)
Overdrive
Overdrive Important Notes (So far):
- Overdrive moves are essentially EX moves from older Street Fighter games (SF3, SFIV, SFV)
- Overdrive moves can be cancelled into Level 2 and Level 3 Super Arts
Tips:
- Although you have access to OD reversals from the start of every round, there is a lot of risk associated with them. OD special moves cost 2 Drive Bars and if your opponent punishes your OD reversal with a Drive Impact, you will lose 3.5 Drive Bars (because the Drive Impact will punish counter the OD reversal) + if your opponent decides to do additional damage to your Drive Gauge (With a combo’d DI or Super Arts).
Drive rush

Drive Rush Important Notes (So far):
Startup frames: 9 Frames (11 Frames if done from Drive Parry)
Active frames: 46 Frames (45 Frames if done from Drive Parry)
Recovery frames: 24 Frames (23 Frames if done from Drive Parry)
- Drive Rush can only be performed from a Drive Parry or a special cancellable normal (Ex: Ryu crouching MK).
- After a Drive Rush is performed, your character will dash forward and their next normal move will be enhanced with +4 frame advantage on hit and on block. This bonus frame advantage does not apply to special moves or drive moves. This bonus frame advantage stacks with Counter-Hit/Punish Counter/Burnout bonus frame advantage.
- If you do Drive Rush in the middle of a combo, you will stop building any form of Drive Gauge on your attacks. If you do Drive Rush as a combo starter, you will continue to build Drive Gauge.
- If you do Drive Rush in the middle of a combo, extra damage scaling will apply. If you do Drive Rush as a combo starter, there will be no extra damage scaling.
Tips:
- Drive Parry cancelled into Drive Rush in neutral can be very hard to react to. (Ex: Drive Rush in neutral into enhanced low/overhead).
- Drive Parry cancelled into Drive Rush can also be used for oki. (Ex: You knock your opponent down and then Drive Rush into enhanced low/overhead).
- Be very careful with using Drive Rush from normals + OD specials together in a combo. The extra damage you get is not worth using 5 Drive Bars because you will either be put in burnout or get very close to burnout.
Drive reversal
Drive Reversal Important Notes (So far):
Startup Frames: 20 Frames
Active Frames: 3 Frames
Recovery Frames: 26 Frames
Total Frames: 48 Frames
- Breaks armor (Ex: Drive Impact).
- Fully invincible on Frames 1-22.
On hit: +23 KDA
On block: -8
Tips:
- Use Drive Reversal when your opponent tries to Drive Rush a normal on block. Your opponent spends 3 Drive Bars to try and pressure and you spend 2 Drive Bars to knock them away.


