< Street Fighter 6 | Ed
(→6HPHK) |
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(32 intermediate revisions by 2 users not shown) | |||
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| hitboxes = SF6_Ed_5lp_hitbox.png | | hitboxes = SF6_Ed_5lp_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Chains into 5LP/2LP; chained 5LP has unique animation for 2nd/3rd hits but has identical frame data and hitbox; very short range but low pushback for 3-hit confirms from point blank | | notes = Chains into 5LP/2LP; chained 5LP has unique animation for 2nd/3rd hits but has identical frame data and hitbox; very short range but low pushback for 3-hit confirms from point blank; Kill Rush (Forward/Back) cancel advantage: -18/-23 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Combo tool with a useful Target Combo follow-up; useful button out of 2MP~DRC as other combo buttons are too slow | | notes = Combo tool with a useful Target Combo follow-up; useful button out of 2MP~DRC as other combo buttons are too slow; Kill Rush (Forward/Back) cancel advantage: -8/-15 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand; can be charged for Psycho Knuckle (releasing before 30f results in regular 5HP; startup of the release varies from 4-8f depending on charge time); good hitconfirmable poke that can combo into 2MK on Punish Counter even from max range | | notes = Forces stand; can be charged for Psycho Knuckle (releasing before 30f results in regular 5HP; startup of the release varies from 4-8f depending on charge time); good hitconfirmable poke that can combo into 2MK on Punish Counter even from max range; Kill Rush (Forward/Back) cancel advantage: -5/-12 | ||
}} | }} | ||
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| hitboxes = SF6_Ed_5lk_hitbox.png | | hitboxes = SF6_Ed_5lk_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 6 | | startup = 6 | ||
| active = 2 | | active = 2 | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Range and startup are more comparable to a medium normal; leads into safe hitconfirmable Target Combo; very susceptible to counterpokes (extends strike-only hurtbox 3f before active frames) | | notes = Range and startup are more comparable to a medium normal; leads into safe hitconfirmable Target Combo; very susceptible to counterpokes (extends strike-only hurtbox 3f before active frames) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2f extra recovery on whiff; no true blockstring when DR canceled (weaker as an approach tool); great range with a relatively safe Target Combo when spaced out; extends a strike-only hurtbox on frames 4-9 | | notes = 2f extra recovery on whiff; no true blockstring when DR canceled (weaker as an approach tool); great range with a relatively safe Target Combo when spaced out; extends a strike-only hurtbox on frames 4-9; Kill Rush (Forward/Back) cancel advantage: -14/-19 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Whiffs on crouching opponents; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal | | notes = Whiffs on crouching opponents; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal; Kill Rush (Forward/Back) cancel advantage: -9/-14 | ||
}} | }} | ||
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| hitboxes = SF6_Ed_2lp_hitbox.png | | hitboxes = SF6_Ed_2lp_hitbox.png | ||
| damage = 200 | | damage = 200 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
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| cancel = Chn | | cancel = Chn | ||
| hitAdv = {{sf6-adv|P|+3}} | | hitAdv = {{sf6-adv|P|+3}} | ||
| blockAdv = {{sf6-adv| | | blockAdv = {{sf6-adv|M|-3}} | ||
| punishAdv = {{sf6-adv|VP|+7}} | | punishAdv = {{sf6-adv|VP|+7}} | ||
| perfParryAdv = {{sf6-adv|VM|-11}} | | perfParryAdv = {{sf6-adv|VM|-11}} | ||
| afterDRHit = {{sf6-adv|VP|+7}} | | afterDRHit = {{sf6-adv|VP|+7}} | ||
| afterDRBlk = {{sf6-adv| | | afterDRBlk = {{sf6-adv|P|+1}} | ||
| hitstun = 16 | | hitstun = 16 | ||
| blockstun = | | blockstun = 10 | ||
| hitstop = 9 | | hitstop = 9 | ||
| driveDmgBlk = 500 | | driveDmgBlk = 500 | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Functions like a 2MK for most characters (with below-average range); DR cancel is delayed until after active frames; Range: 1.41 | | notes = Functions like a 2MK for most characters (with below-average range); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery; Range: 1.41; Kill Rush (Forward/Back) cancel advantage: -8/-16 | ||
}} | }} | ||
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| hitboxes = SF6_Ed_2lk_hitbox.png | | hitboxes = SF6_Ed_2lk_hitbox.png | ||
| damage = 300 | | damage = 300 | ||
| dmgScaling = | | dmgScaling = 20% Starter | ||
| startup = 5 | | startup = 5 | ||
| active = 2 | | active = 2 | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Excellent range for a light normal (functions like a 5LK for most characters); special/DR cancel is delayed until after active frames; extends a strike-only hurtbox 2f before active | | notes = Excellent range for a light normal (functions like a 5LK for most characters); special/DR cancel is delayed until after active frames; extends a strike-only hurtbox 2f before active; Kill Rush (Forward/Back) cancel advantage: -17/-24; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand; whiffs vs. crouching opponents at longer ranges; good range for combos and buffers; | | notes = Forces stand; whiffs vs. crouching opponents at longer ranges; good range for combos and buffers; situational anti-air but loses or trades with stronger jump-ins; Kill Rush (Forward/Back) cancel advantage: -6/-15 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Good range buffer tool with a hitconfirmable Target Combo follow-up | | notes = Good range buffer tool with a hitconfirmable Target Combo follow-up; Kill Rush (Forward/Back) cancel advantage: -12/-17 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Requires 60f of charge time; has 1 hit of meterless projectile durability during active frames; side switch on hit/block unless opponent is cornered; crumples opponent on hit; 4f extra grounded advantage on Punish Counter; charging animation is cancelable only into Kill Rush Forward (5/6KK or 66) on frames 9-60; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block, 32 on whiff, 35 on corner whiff if all 15 active frames play out | | notes = Requires 60f of charge time; has 1 hit of meterless projectile durability during active frames (8f hitstop when clashing); side switch on hit/block unless opponent is cornered; crumples opponent on hit; 4f extra grounded advantage on Punish Counter; charging animation is cancelable only into Kill Rush Forward (5/6KK or 66) on frames 9-60; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block, 32 on whiff, 35 on corner whiff if all 15 active frames play out | ||
}} | }} | ||
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| images = SF6_Ed_5lk_lk.png | | images = SF6_Ed_5lk_lk.png | ||
| hitboxes = SF6_Ed_5lk_lk_hitbox.png | | hitboxes = SF6_Ed_5lk_lk_hitbox.png | ||
| damage = 400( | | damage = 400(320) | ||
| startup = 7 | | startup = 7 | ||
| active = 3 | | active = 3 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = Safe poking tool that leaves Ed close for a mixup and gives an easy hitconfirm into a third LK; very effective vs. opponents in Burnout (+1 block advantage) | | notes = Safe poking tool that leaves Ed close for a mixup and gives an easy hitconfirm into a third LK; very effective vs. opponents in Burnout (+1 block advantage); () refers to scaled damage after 5LK combo starter | ||
}} | }} | ||
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| images = SF6_Ed_5lk_lk_lk.png | | images = SF6_Ed_5lk_lk_lk.png | ||
| hitboxes = SF6_Ed_5lk_lk_lk_hitbox.png | | hitboxes = SF6_Ed_5lk_lk_lk_hitbox.png | ||
| damage = 600( | | damage = 600(420) | ||
| startup = 7 | | startup = 7 | ||
| active = 3 | | active = 3 | ||
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| hitstop = 7 | | hitstop = 7 | ||
| driveDmgBlk = 1500 | | driveDmgBlk = 1500 | ||
| driveGain = 500 | | driveGain = 500 | ||
| superGainHit = 400 (280) | | superGainHit = 400 (280) | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Easily hitconfirmed from a safe 5LK~LK, leaving Ed close for follow-up pressure | | notes = Easily hitconfirmed from a safe 5LK~LK, leaving Ed close for follow-up pressure; () refers to scaled damage after 5LK combo starter | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| notes = Puts opponent into limited juggle state; cancelable into any special/super except 4KK; 2nd hit can whiff at max range (much more unsafe on block); always a true blockstring from 5MP; special/DR cancel is delayed until after active frames | | notes = Puts opponent into limited juggle state; cancelable into any special/super except 4KK; 2nd hit can whiff at max range (much more unsafe on block); always a true blockstring from 5MP; special/DR cancel is delayed until after active frames; Kill Rush (Forward) cancel advantage: KD +30 / -16 | ||
}} | }} | ||
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| hitstop = 6 | | hitstop = 6 | ||
| driveDmgBlk = 2000 | | driveDmgBlk = 2000 | ||
| driveGain = 1500 | | driveGain = 1500 | ||
| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| notes = Side switch; after throwing opponent into corner, can dash | | notes = Side switch; after throwing opponent into corner, can dash to become +5 outside throw range (can microwalk to throw Blanka, E.Honda, and Zangief) | ||
}} | }} | ||
Line 1,051: | Line 1,049: | ||
{{FrameData-SF6 | chara = Ed | moveId = ed_6hphk | moveType = drive | {{FrameData-SF6 | chara = Ed | moveId = ed_6hphk | moveType = drive | ||
| input = 6HPHK | | input = 6HPHK | ||
| name = Hammer Blow | | name = Hammer Blow (Block) | ||
| images = SF6_Ed_6hphk.png | | images = SF6_Ed_6hphk.png | ||
| hitboxes = SF6_Ed_6hphk_hitbox.png | | hitboxes = SF6_Ed_6hphk_hitbox.png | ||
Line 1,058: | Line 1,056: | ||
| startup = 20 | | startup = 20 | ||
| active = 3 | | active = 3 | ||
| recovery = 26 | | recovery = 26(31) | ||
| total = 48 | | total = 48(53) | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = KD +23 | | hitAdv = KD +23 | ||
| blockAdv = {{sf6-adv|VM|- | | blockAdv = {{sf6-adv|VM|-6}} | ||
| punishAdv = KD +23 | | punishAdv = KD +23 | ||
| perfParryAdv = {{sf6-adv|VM|-27}} | | perfParryAdv = {{sf6-adv|VM|-27}} | ||
| blockstun = | | blockstun = 23 | ||
| hitstop = 20 | | hitstop = 20 | ||
| driveGain = -20000 | | driveGain = -20000 | ||
Line 1,074: | Line 1,072: | ||
| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | |||
{{FrameData-SF6 | chara = Ed | moveId = ed_6hphk_recovery | moveType = drive | |||
| input = 6HPHK | |||
| name = Hammer Blow (Recovery) | |||
| images = SF6_Ed_6hphk.png | |||
| hitboxes = SF6_Ed_6hphk_hitbox.png | |||
| damage = 500 recoverable | |||
| chip = 125 recoverable | |||
| startup = 18 | |||
| active = 3 | |||
| recovery = 26(31) | |||
| total = 46(51) | |||
| guard = LH | |||
| cancel = - | |||
| hitAdv = KD +23 | |||
| blockAdv = {{sf6-adv|VM|-6}} | |||
| punishAdv = KD +23 | |||
| perfParryAdv = {{sf6-adv|VM|-27}} | |||
| blockstun = 23 | |||
| hitstop = 20 | |||
| driveGain = -20000 | |||
| invuln = 1-20 Full | |||
| armor = Break | |||
| jugStart = 200 | |||
| jugIncrease = 100 | |||
| jugLimit = 1 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | |||
}} | }} | ||
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| dmgScaling = 50% Multiplier (Perfect) | | dmgScaling = 50% Multiplier (Perfect) | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 12 or until released | ||
| recovery = | | recovery = 33(1)(11) | ||
| total = | | total = 45(3) | ||
| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
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| driveGain = -5000,250~ | | driveGain = -5000,250~ | ||
| invuln = 6 Full (after Perfect Parry) | | invuln = 6 Full (after Perfect Parry) | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. | | notes = See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]]. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. | ||
}} | }} | ||
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| punishAdv = KD +43 | | punishAdv = KD +43 | ||
| perfParryAdv = {{sf6-adv|VM|-17}} | | perfParryAdv = {{sf6-adv|VM|-17}} | ||
| blockstun = | | hitstun = (24 2nd only) | ||
| blockstun = 1,16 (18 2nd only) | |||
| hitstop = 3,4 | | hitstop = 3,4 | ||
| driveDmgBlk = 1000x2 | | driveDmgBlk = 1000x2 | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = | | jugLimit = | ||
| notes = Creates a 2-hit OD projectile hitbox that can clash with other OD projectiles or outright beat meterless projectiles; cancelable into 6P projectile follow-up on frames 18-28; on Perfect Parry, has no screen freeze but only 1f Parry recovery for each hit | | notes = Creates a 2-hit OD projectile hitbox that can clash with other OD projectiles or outright beat meterless projectiles; cancelable into 6P projectile follow-up on frames 18-28; on Perfect Parry, has no screen freeze but only 1f Parry recovery for each hit; with perfect meaty timing, becomes +16 on hit / +10 on block (no knockdown), but meterless version offers similar advantage with less precision | ||
}} | }} | ||
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| active = 8 | | active = 8 | ||
| recovery = 23(28) | | recovery = 23(28) | ||
| total = 45 | | total = 45(40) | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
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| jugIncrease = 5 | | jugIncrease = 5 | ||
| jugLimit = | | jugLimit = | ||
| notes = Takes a small step forward; allows follow-up juggles on high connect with strict timing and no additional damage scaling (launches opponent into limited juggle state); cancel into SA3 whiffs (only useful vs. armor absorb) | | notes = Takes a small step forward; allows follow-up juggles on high connect with strict timing and no additional damage scaling (launches opponent into limited juggle state); cancel into SA3 whiffs (only useful vs. armor absorb or for chip damage) | ||
}} | }} | ||
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| jugIncrease = 3 | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = | ||
| notes = Takes a large step forward; allows follow-up juggles on high connect with strict timing and no additional damage scaling (launches opponent into limited juggle state); cancel into SA3 whiffs (only useful vs. armor absorb) | | notes = Takes a large step forward; allows follow-up juggles on high connect with strict timing and no additional damage scaling (launches opponent into limited juggle state); cancel into SA3 whiffs (only useful vs. armor absorb or for chip damage) | ||
}} | }} | ||
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| jugIncrease = 1,99 | | jugIncrease = 1,99 | ||
| jugLimit = | | jugLimit = | ||
| notes = 2 hits that form a true blockstring; takes a large step forward; slow startup allows opponents to safely meaty on Ed's wakeup; 2nd hit only comes out on hit/block (not on whiff or Perfect Parry); invuln is extended on hit to cover the follow-up attack | | notes = 2 hits that form a true blockstring; takes a large step forward (can be used as an anti-projectile tool); slow startup allows opponents to safely meaty on Ed's wakeup; 2nd hit only comes out on hit/block (not on whiff or Perfect Parry); invuln is extended on hit to cover the follow-up attack | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile hitbox; Punish Counter crumple state leaves opponent airborne (+21 before opponent hits the ground, can follow up with Drive Rush combo); total recovery is 2f faster on whiff; must hold LK at least 26f to get enhanced version (releasing early results in delayed regular version); | | notes = 1-hit projectile hitbox; Punish Counter crumple state leaves opponent airborne (+21 before opponent hits the ground, can follow up with Drive Rush combo); puts airborne opponents into limited juggle state; total recovery is 2f faster on whiff; must hold LK at least 26f to get enhanced version (releasing early results in delayed regular version); when Super canceled, the SA3 incurs 30% immediate damage scaling | ||
}} | }} | ||
====== 236[LK] ====== | ====== 236[LK] ====== | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent | | notes = 2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; recovery refers to whiffed version; great oki tool (especially useful after corner throw); cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile hitbox; Counter-Hit: KD +36; Punish Counter crumple state leaves opponent airborne (+23 before opponent hits the ground, can follow up with Drive Rush combo); total recovery is 1f faster on whiff; must hold MK at least 30f to get enhanced version (releasing early results in delayed regular version); | | notes = 1-hit projectile hitbox; Counter-Hit: KD +36; Punish Counter crumple state leaves opponent airborne (+23 before opponent hits the ground, can follow up with Drive Rush combo); puts airborne opponents into limited juggle state; total recovery is 1f faster on whiff; must hold MK at least 30f to get enhanced version (releasing early results in delayed regular version); when Super canceled, the SA3 incurs 30% immediate damage scaling | ||
}} | }} | ||
====== 236[MK] ====== | ====== 236[MK] ====== | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent | | notes = 2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; recovery refers to whiffed version; great oki tool; cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time | ||
}} | }} | ||
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| startup = 12+5 | | startup = 12+5 | ||
| active = 8 | | active = 8 | ||
| recovery = 18 | | recovery = 18 | ||
| total = 42 | | total = 42 | ||
| guard = - | | guard = - | ||
Line 1,667: | Line 1,694: | ||
| jugIncrease = 2 | | jugIncrease = 2 | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile hitbox; can only hit airborne opponents (puts opponent into limited juggle state); KD advantage varies based on height; must hold HK at least 30f to get enhanced version (releasing early results in delayed regular version) | | notes = 1-hit projectile hitbox; can only hit airborne opponents (puts opponent into limited juggle state); KD advantage varies based on height; must hold HK at least 30f to get enhanced version (releasing early results in delayed regular version) | ||
}} | }} | ||
====== 236[HK] ====== | ====== 236[HK] ====== | ||
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| jugIncrease = 1,2 | | jugIncrease = 1,2 | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile hitbox; can only hit airborne opponents; | | notes = 2-hit projectile hitbox; can only hit airborne opponents; slams opponent down into a limited juggle OTG bounce on hit; KD advantage varies based on height; can hold button for a maximum of 115+5 startup; recovery refers to whiffed version; KD advantage varies based on height; cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time | ||
}} | }} | ||
Line 1,727: | Line 1,754: | ||
| jugIncrease = 1,2 | | jugIncrease = 1,2 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| notes = 1-hit OD projectile hitbox (but cannot grab opponent if it clashes with an OD projectile); pulls opponent into | | notes = 1-hit OD projectile hitbox (but cannot grab opponent if it clashes with an OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; active/recovery refers to whiffed version; cannot be charged for an enhanced version or canceled into Kill Rush; great oki tool | ||
}} | }} | ||
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| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| notes = Can be performed while charging 236[K] (also allows a 44 input for the backdash); cannot be performed from 5MP~HP Target Combo; head hurtbox disappears on frames 1-10; Distance: 0.999 (slightly farther than regular backdash) | | notes = Can be performed while charging 236[K] (also allows a 44 or 4K input for the backdash); cannot be performed from 5MP~HP Target Combo; counter-hit state for entire animation; head hurtbox disappears on frames 1-10; Distance: 0.999 (slightly farther than regular backdash) | ||
}} | }} | ||
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| hitAdv = - | | hitAdv = - | ||
| blockAdv = - | | blockAdv = - | ||
| notes = Can be performed while charging 5[HP] or 236[K] (dash can be input as 66 when charging attack); useful for baiting Parry or Drive Impact and dashing in for a punish; cancelable into 6P launching follow-up (11-12f into Kill Switch Break, 13-24f into Kill Switch Chaser); head hurtbox disappears on frames 3-26 | | notes = Can be performed while charging 5[HP] or 236[K] (dash can be input as 66 when charging attack, or 6K during 236[K] only); useful for baiting Parry or Drive Impact and dashing in for a punish; cancelable into 6P launching follow-up (11-12f into Kill Switch Break, 13-24f into Kill Switch Chaser); counter-hit state for entire animation; head hurtbox disappears on frames 3-26 | ||
}} | }} | ||
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{{FrameData-SF6 | chara = Ed | moveId = ed_6kk_dl_6p | moveType = Special | {{FrameData-SF6 | chara = Ed | moveId = ed_6kk_dl_6p | moveType = Special | ||
| input = 5/6KK~dl.6P | | input = 5/6KK~dl.6P | ||
| name = Kill Switch | | name = Kill Switch Chaser | ||
| images = SF6_Ed_6kk_dl_6p.png | | images = SF6_Ed_6kk_dl_6p.png | ||
| hitboxes = SF6_Ed_6kk_dl_6p_hitbox.png | | hitboxes = SF6_Ed_6kk_dl_6p_hitbox.png | ||
Line 1,862: | Line 1,889: | ||
| superGainHit = -10000 | | superGainHit = -10000 | ||
| superGainBlk = -10000 | | superGainBlk = -10000 | ||
| invuln = 1 | | invuln = 1-14 Strike/Throw | ||
| armor = Break | | armor = Break | ||
| jugStart = | | jugStart = | ||
Line 1,911: | Line 1,938: | ||
| damage = 4000 | | damage = 4000 | ||
| chip = 1000 | | chip = 1000 | ||
| dmgScaling = 50% Minimum; 10% Immediate (Sp) | | dmgScaling = 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK | ||
| startup = 10 | | startup = 10 | ||
| active = 10 | | active = 10 | ||
Line 1,942: | Line 1,969: | ||
| damage = 4500 | | damage = 4500 | ||
| chip = 1250 | | chip = 1250 | ||
| dmgScaling = 50% Minimum; 10% Immediate (Sp) | | dmgScaling = 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK | ||
| startup = 10 | | startup = 10 | ||
| active = 10 | | active = 10 |
Revision as of 06:18, 25 June 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
5[HP] Lv.1
5[HP] Lv.2
Ed
ed_5hp_hold_lv2
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5[HP] Psycho Knuckle (Lv.2)
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File:SF6 Ed 5hp hold lv2.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | - | 20% Starter | LH | 6KK* | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
60+9 | 1~15 | 29~35 | 101~118 | - | 34 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
8000 | [12000] | 4000 | 1200 (840) | 600 (300) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-26 | Crumple +76 (+12 ground) | +8 | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
Crumple +80 (+16 ground) | Crumple +76 (+12 ground) | +4 | |||
Notes | |||||
Requires 60f of charge time; has 1 hit of meterless projectile durability during active frames (8f hitstop when clashing); side switch on hit/block unless opponent is cornered; crumples opponent on hit; 4f extra grounded advantage on Punish Counter; charging animation is cancelable only into Kill Rush Forward (5/6KK or 66) on frames 9-60; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block, 32 on whiff, 35 on corner whiff if all 15 active frames play out |
6HP
Target Combos
5LK~LK
5LK~LK~LK
5MP~HP
5MK~MK
5MK~MK~HP
2HK~HP
Throws
Forward Throw
Back Throw
Drive Moves
HPHK
Ed
ed_hphk
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HPHK Turn Punch
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
26 | 2 | 35 | 62 | - | 34 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
5000 | 10000 [15000] | -10000 | [3000(2100)] | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-35 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
Crumple (Standing +21, Juggle +46, HKD +104) | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | |||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Ed
ed_6hphk
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6HPHK Hammer Blow (Block)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
20 | 3 | 26(31) | 48(53) | - | 23 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -20000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +23 | KD +23 | -6 | |||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Ed
ed_6hphk_recovery
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6HPHK Hammer Blow (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
18 | 3 | 26(31) | 46(51) | - | 23 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -20000 | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
KD +23 | KD +23 | -6 | |||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Ed
ed_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
1 | 12 or until released | 33(1)(11) | 45(3) | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -5000,250~ | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
66
Ed
ed_66
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
9(11) | 45(46) | 24(23) | - | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | -10000(-30000) | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | - | - | |||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.910 (min/throw), 2.190 (min/block), 3.374 (max/final DR frame) |
Special Moves
Psycho Spark
236P
236PP
Psycho Shoot
236P~6P
236PP~6P
Psycho Uppercut
623LP
623MP
623HP
623PP
Psycho Blitz
214LP
214MP
214HP
214PP
Psycho Flicker
236LK
236[LK]
236MK
236[MK]
236HK
236[HK]
236KK
Kill Rush (Backward)
4KK
Kill Rush (Forward)
5/6KK
Kill Switch Break
5/6KK~6P
Kill Switch Chaser
5/6KK~dl.6P
Super Arts
236236K
214214P
236236P
236236P (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK