Some players love to perform a Forward throw and then follow up with a Drive Rush to maintain pressure, like Kimberly. However, depending on the difference in Invincible move Active speeds, you can actually punish this.
The fastest way to brake for each character varies. For example, Dee Jay uses Drive Rush into a Jab after a Forward throw, while JP just does nothing after the Drive Rush.
The following shows the frame advantage/disadvantage after the fastest brake following a throw. For characters with multiple normal throws, I measured using 
and 
.
Forward Throw Drive Rush Brake Frame Advantage | Character |
|---|---|
11 |
|
6 |
|
5 |
|
4 |
|
3 |
|
0 |
|
-1 |
|
-2 |
|
-3 |
|
-4 |
|
-5 |
|
-7 |
|
-8 |
|
-10 |
|
-13 |
|
It is worth noting that -5 frames is generally Safe, but Ryu's SA3 and Luke's SA2 have an Active speed of only 5F.
Back Throw Drive Rush Brake Frame Advantage | Character |
|---|---|
7 |
|
3 |
|
2 |
|
0 |
|
-1 |
|
-4 |
|
-5 |
|
-6 |
|
-7 |
|
-8 |
|
-10 |
|
-11 |
|
-12 |
|
-13 |
|
-16 |
|
-18 |
|
Knowing this data, you can decide based on the fastest Active speed of each character's Invincible moves.
When using Drive Rush for Pressure, you can Bait the opponent's Invincible move. For example, Cammy is -7 after braking, so she can Drive Rush to Pressure Dictator on Wakeup, though she might still lose to fast pokes.
The opponent can be punished even if they brake during Drive Rush; for instance, Cammy's Invincible move is very suitable due to its long horizontal travel.
Some characters can still use Drive Rush to Pressure after a back throw. Don't just mash an Invincible move the moment you see a Drive Rush; Blanka is even plus on frames.
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