1. The +4 Drive Rush Frame Advantage Rule Explained
Every normal attack performed out of a green-flash Drive Rush (either raw Parry Drive Rush for 1 bar or Cancel Drive Rush for 3 bars) gains exactly +4 frames of extra advantage on both hit and block. A crouching Medium Punch that is normally -1 on block becomes +3 on block after Drive Rush—meaning if your opponent presses their fastest 4-frame Light jab to challenge you, your follow-up 6-frame Medium Punch will Counter-Hit them every single time and link into a full 35% combo.
2. Mastering Delay Throw Tech (Defeating Strike/Throw Mixups)
When knocked down in Street Fighter 6, guessing wrong between blocking a meaty strike and teching a throw leads to endless corner loops. The universal defensive answer is the "Delay Tech" Option Select: hold down-back to block for the first 3–4 frames of your wake-up animation, and then press `Light Punch + Light Kick` (Throw) roughly 5 frames after the opponent’s meaty normal would have connected. If they struck you, you remain in blockstun and the throw input never comes out; if they walked up and threw you, your input falls within the 7-frame throw-break window.
3. Managing the Drive Gauge & Surviving Burnout in the Corner
Spending all 6 Drive bars plunges your character into Burnout: you lose Drive Parry, Drive Impact, and OD reversals, and every blocked normal deals chip damage and suffers +4 additional frames of blockstun. Worse, a Drive Impact against a Burnout player near the corner causes a guaranteed Wall Splat stun even on block. Never spend your last 3 bars on a raw Cancel Drive Rush unless the combo is guaranteed to K.O. the opponent or push them into Burnout first.