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7/13/2025, 3:58:47 AM
7/5/2025, 8:35:14 PM
Checking drive rush is possible, however if we were to compare it to checking 15-16f dashes in SFV you can see why most of us consider it a problem.
In SFV if you were able to check the dash you got a light starter combo.
if you failed to check it the enemy also did a light combo or got you with a throw, the risk-reward is basically the same. Also worth noting is that you cannot cancel the dash, meaning it's commital once you do it you have to wait till it ends to input something.
In SF6 however if you were able to check the drive rush you get a light/medium counter hit (+2advantage), however if you've failed the drive rush you were hit with a light/medium counter hit AND the drive rush advantage (+6advantage) meaning their combo options are vastly better than yours, now in the case of a trade you are also at a disadvantage as the checker due to the drive rush frame advantage and if you've attempted to check with a light and they did a medium and you both traded? the drive rusher gets a trade combo.Not only that but you are able to cancel it after certain frames meaning you can manipulate the distance you're covering and condition your opponent into not checking the drive rush with stuff like donkey kick, suppressor, adamant flame etc. ON TOP OF THAT if you were to block it the enemy gains the benefits of drive rush on block as well!
Now I know regular dash and drive rush aren't exactly the same thing but that's the closest thing that was to it in SFV, also this comparison serves more as a way to prove a point that in every neutral drive rush check scenario you as the one who is attempting to check it are at an disadvantage.
Even if capcom were to change the counter hit state of drive rush into a punish counter those scenarios would still be advantageous to the drive rusher (+4advantage compared to +6advantage).
In SFV if you were able to check the dash you got a light starter combo.
if you failed to check it the enemy also did a light combo or got you with a throw, the risk-reward is basically the same. Also worth noting is that you cannot cancel the dash, meaning it's commital once you do it you have to wait till it ends to input something.
In SF6 however if you were able to check the drive rush you get a light/medium counter hit (+2advantage), however if you've failed the drive rush you were hit with a light/medium counter hit AND the drive rush advantage (+6advantage) meaning their combo options are vastly better than yours, now in the case of a trade you are also at a disadvantage as the checker due to the drive rush frame advantage and if you've attempted to check with a light and they did a medium and you both traded? the drive rusher gets a trade combo.Not only that but you are able to cancel it after certain frames meaning you can manipulate the distance you're covering and condition your opponent into not checking the drive rush with stuff like donkey kick, suppressor, adamant flame etc. ON TOP OF THAT if you were to block it the enemy gains the benefits of drive rush on block as well!
Now I know regular dash and drive rush aren't exactly the same thing but that's the closest thing that was to it in SFV, also this comparison serves more as a way to prove a point that in every neutral drive rush check scenario you as the one who is attempting to check it are at an disadvantage.
Even if capcom were to change the counter hit state of drive rush into a punish counter those scenarios would still be advantageous to the drive rusher (+4advantage compared to +6advantage).
6/24/2025, 12:30:49 AM
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