Though the Drive System offers five different sub mechanics in Street Fighter 6, the one that clearly has the most gravitational pull when it comes to affecting character status and ability is the mighty Drive Rush.
Your character turns green, pounces forward, and gets enhanced pressure on their next attack. This universal mechanic seems straightforward enough, but as MC Mura explores it in more detail, we find out just how many ways Drive Rush can differ from character to character.
Especially since the debut of M. Bison back in June players have been using the term “jump scare” to describe how some characters’ Drive Rushes play out relatively faster than others.
One moment you’re navigating neutral, always aware of the potential for your opponent’s pounce, and the next you’re suddenly being hit or defending at disadvantage because despite your best efforts, you still just weren’t ready.
We all know not all Drive Rushes are created equal in that they travel various distances, but did you know there are multiple other variables that go into a given fighter’s Drive Rush effectiveness? Chun-Li, for example, rarely has to worry whether or not she’ll be in range for throw pressure after following a crouching medium kick Drive Rush cancel on block, but characters like Cammy and M. Bison do.
The distance a character travels before they’re able to perform an additional attack as well as the speed at which they travel that distance can have important consequences that determine how said character can and cannot use their Drive Rush.
We’ll let Mura do the rest of the talking and give you all the details in the full video below. We highly recommend you give it a watch as it may be entirely enlightening, or it may offer one seemingly small bit of advice that helps you ascend to the next level of understanding in your Street Fighter 6 journey.
Either way, please comment with your reactions and be sure to follow Mura on his YouTube channel for more like this.