Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MP~HP > 214HP | Anywhere | 1770 | - | - | Easy | The good 'ol BnB. Works anywhere, pretty much any time. Gives a safejump which can lead to looping this combo on less aware oponents. | |
5MP~HP > KK~dl.6P, 236LK | Anywhere | 1900 | - | - | Easy | The BnB, corner carry edition. Less damage and no way you get a safejump out of this, but you can chase with a DR into a meaty, and can give you the corner. | |
5MP~HP > KK~dl.6P, 623HP | Corner | 2140 | - | - | Easy | The BnB, damage edition. No longer provides a true savejump, unless the reversal is particularly slow (ej. Ed's 623PP). Should be used over the base BnB on characters like Zangief or A.K.I that lack a meterless reversal, and/or their reversal beats the regular safejump anyway (ej. A.K.I's 236KK). | |
j.HP, 5HK, 5MP~HP > 214HP (> 236236P) | Anywhere | 2910/4910 | - | (3) | Easy | Basic Jump-In combo. 5HK will whiff on crouching opponents or drop if the j.HP hits too high so be careful (using 2MK instead avoids these issues at the cost of some damage). 214HP is your go-to ender for a good knockdown and safe jump. 236236P will always combo after any 214P. | |
j.HP, 5MP~HP, KK~6P > 623MP | Anywhere | 2480 | - | - | Medium | Most damaging meterless jump in, use killrush to get oki | |
j.HP, 5MP, 2LK > 623MP | Anywhere | 2340 | - | - | Easy | Good hitconfirm combo, very easy to hit confirm 5mp with 2lk | |
2LP/5LP 5LP (5LP) > 214MP | Anywhere | 1440 | - | - | Very Easy | Knockdowns from Pressure. Ed's 2LP isn't special cancellable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms. | |
PC 5HK, 5HP > KK~dl.6P > 214HP / 623HP | Anywhere | 3010/3080 | - | - | Medium | Punish combo for DPs and Supers. Exclude 'KK~dl.6P' for an easier combo. | |
236[LK] / 236[MK], 623LP, 214HP / 623HP | Anywhere | 2380 | - | - | Easy | Charged Flicker combo. If opponent is too far away for 623LP, finish the combo with 623HP, then dash in with KK for Oki. | |
PC DI, 5HK, 5MP~HP > 214HP | Anywhere | 2700 | - | - | Easy | Jump-in combo works just as well here. | |
DI (stun) [5HP], 5HK, 5MP~HP > 236HK, 214MP | Corner | 2700 | - | - | Easy | Stun Combo. Easy Safe Jump after, or meaty 236P by whiffing 5LK first which beats wake-up Level 1. Optional Level 1 after 236HK. | |
DI (stun) [5HP], 66, 5HK, KK~dl.6P > 623LP, 214LP | Corner | 2770 | - | - | Medium | Stun Combo. Easy Safe Jump after. | |
DI (Blocked), HP > 236HK, 214HP | Corner | 1984 | - | - | Easy | Basic wallsplat combo. Simple enough. | |
DI (Blocked), HP, KK~dl.6P, 623LP, 214LP | Corner | 2080 | - | - | Medium | Wallsplat combo. Gives a safejump | |
DI (Blocked), 5MP~HP > 236HK, 623LP, 214MP / 214HP | Corner | 2032 | - | - | Medium | Optimal wallsplat combo. 214MP gives a safe-jump, 214HP gives slightly higher damage (If DI isn't blocked, can end with 623HP for more damage). |
< Street Fighter 6 | Ed
Nodthenbow (talk | contribs) (→Counter Hit: ch 2lk 2lk doesn't work anymore, have to do ch 5lk 2lk now) |
|||
(18 intermediate revisions by 8 users not shown) | |||
Line 12: | Line 12: | ||
{{SF6-ComboTable | {{SF6-ComboTable | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|214HP}} | |||
| Position = Anywhere | |||
| Damage = 1770 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = The good 'ol BnB. Works anywhere, pretty much any time. Gives a safejump which can lead to looping this combo on less aware oponents. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|10|KK~dl.6P}}, {{clr|L|236LK}} | |||
| Position = Anywhere | |||
| Damage = 1900 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = The BnB, corner carry edition. Less damage and no way you get a safejump out of this, but you can chase with a DR into a meaty, and can give you the corner. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|10|KK~dl.6P}}, {{clr|H|623HP}} | |||
| Position = Corner | |||
| Damage = 2140 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = The BnB, damage edition. No longer provides a true savejump, unless the reversal is particularly slow (ej. Ed's {{clr|10|623PP}}). Should be used over the base BnB on characters like Zangief or A.K.I that lack a meterless reversal, and/or their reversal beats the regular safejump anyway (ej. A.K.I's {{clr|10|236KK}}). | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|j.HP}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|214HP}} (> 236236P) | | Combo = {{clr|H|j.HP}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|214HP}} (> 236236P) | ||
Line 19: | Line 49: | ||
| Super = (3) | | Super = (3) | ||
| Difficulty = {{clr|1|Easy}} | | Difficulty = {{clr|1|Easy}} | ||
| Notes = Basic Jump-In combo. 214HP is your go-to ender for a good knockdown and safe jump. '''236236P will always combo after any 214P.''' | | Notes = Basic Jump-In combo. 5HK will whiff on crouching opponents or drop if the j.HP hits too high so be careful (using 2MK instead avoids these issues at the cost of some damage). 214HP is your go-to ender for a good knockdown and safe jump. '''236236P will always combo after any 214P.''' | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|j.HP}}, {{clr|M|5MP}}~{{clr|H|HP}}, {{clr|10|KK~6P}} > {{clr|M|623MP}} | |||
| Position = Anywhere | |||
| Damage = 2480 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Medium}} | |||
| Notes = Most damaging meterless jump in, use killrush to get oki | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|j.HP}}, {{clr|M|5MP}}, {{clr|L|2LK}} > {{clr|M|623MP}} | |||
| Position = Anywhere | |||
| Damage = 2340 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Good hitconfirm combo, very easy to hit confirm 5mp with 2lk | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 43: | Line 93: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|L|236[LK]}} / {{clr|M|236[MK]}}, {{clr|L|623LP}}, {{clr|H|214HP}} | | Combo = {{clr|L|236[LK]}} / {{clr|M|236[MK]}}, {{clr|L|623LP}}, {{clr|H|214HP}} / {{clr|H|623HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 2380 | | Damage = 2380 | ||
Line 63: | Line 113: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|[5HP]}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|236HK}}, {{clr|M|214MP}} | | Combo = DI (stun) {{clr|H|[5HP]}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|H|236HK}}, {{clr|M|214MP}} | ||
| Position = Corner | | Position = Corner | ||
| Damage = | | Damage = 2700 | ||
| Drive = - | | Drive = - | ||
| Super = - | | Super = - | ||
| Difficulty = {{clr|1|Easy}} | | Difficulty = {{clr|1|Easy}} | ||
| Notes = Stun Combo. Easy Safe Jump after, or meaty {{clr|L|236P}} by whiffing {{clr|L|5LK}} first which beats wake-up Level 1. Optional Level 1 after {{clr|H|236HK}}. | | Notes = Stun Combo. Easy Safe Jump after, or meaty {{clr|L|236P}} by whiffing {{clr|L|5LK}} first which beats wake-up Level 1. Optional Level 1 after {{clr|H|236HK}}. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = DI (stun) {{clr|H|[5HP]}}, 66, {{clr|H|5HK}}, {{clr|10|KK~dl.6P}} > {{clr|L|623LP}}, {{clr|L|214LP}} | |||
| Position = Corner | |||
| Damage = 2770 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Medium}} | |||
| Notes = Stun Combo. Easy Safe Jump after. | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 80: | Line 140: | ||
| Difficulty = {{clr|1|Easy}} | | Difficulty = {{clr|1|Easy}} | ||
| Notes = Basic wallsplat combo. Simple enough. | | Notes = Basic wallsplat combo. Simple enough. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = DI (Blocked), {{clr|H|HP}}, {{clr|10|KK~dl.6P}}, {{clr|L|623LP}}, {{clr|L|214LP}} | |||
| Position = Corner | |||
| Damage = 2080 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|4|Medium}} | |||
| Notes = Wallsplat combo. Gives a safejump | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 116: | Line 186: | ||
| Difficulty = {{clr|3|Very Hard}} | | Difficulty = {{clr|3|Very Hard}} | ||
| Notes = Much harder DI combo for a small damage increase. Must release {{clr|L|236[LK]}} the moment it's charged. Only for the brave. | | Notes = Much harder DI combo for a small damage increase. Must release {{clr|L|236[LK]}} the moment it's charged. Only for the brave. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|M|236MK}} PC, {{clr|H|5HP}}, {{clr|L|236[LK]}} > {{clr|H|214HP}} / {{clr|H|623HP}} | |||
| Position = Anywhere | |||
| Damage = 3284/3340 | |||
| Drive = - | |||
| Super = - | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = Optimal meterless DP punish, give a safejump. | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 125: | Line 205: | ||
{{SF6-ComboTable | {{SF6-ComboTable | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | |||
| Combo = PC DI, 8, {{clr|H|j.5HP}}, DR {{clr|H|5HP}} > {{clr|L|236[LK]}}, {{clr|H|214HP}}, ({{clr|10|236236P}}) | |||
| Position = Anywhere | |||
| Damage = 2900/5150 | |||
| Drive = 1 | |||
| Super = (3) | |||
| Difficulty = {{clr|2|Medium}} | |||
| Notes = Timing on the charged flicker is tight, and the window for charge is proportional to how good your timing on the {{clr|H|j.HP}} was. {{clr|H|214HP}} leads to a safejump, while {{clr|H|632HP}} is for damage. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|j.HP}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|10|236KK}}, ({{clr|H|214HP}} / {{clr|10|KK ~ 6P}}, 236236K) | | Combo = {{clr|H|j.HP}}, {{clr|H|5HK}}, {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|10|236KK}}, ({{clr|H|214HP}} / {{clr|10|KK ~ 6P}}, 236236K) | ||
Line 218: | Line 308: | ||
! Combo !! Notes | ! Combo !! Notes | ||
|- | |- | ||
| CH 5LP, 2LK/5LK || | | CH {{clr|L|5LP}}, {{clr|L|2LK/5LK}} || | ||
|- | |- | ||
| CH | | CH {{clr|L|5LK}}, {{clr|L|2LK}} || Season 2 removed the CH 2LK 2LK link. Use 5LK instead. | ||
|- | |- | ||
| CH 214LP, 2LK || Useful as a last-ditch attempt to catch mashing or if 214LP beats Drive Impact armor. | | CH {{clr|M|5MP}}, {{clr|M|5MP}} || | ||
|- | |||
| CH {{clr|L|214LP}}, {{clr|L|2LK}} || Useful as a last-ditch attempt to catch mashing or if 214LP beats Drive Impact armor. | |||
|} | |} | ||
Line 427: | Line 519: | ||
| Difficulty = {{clr|2|Hard}} | | Difficulty = {{clr|2|Hard}} | ||
| Notes = Insane wall carry, will go corner to corner. Release [5HP] so that you hit the opponent while they're as high as possible. | | Notes = Insane wall carry, will go corner to corner. Release [5HP] so that you hit the opponent while they're as high as possible. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|5HP}} > {{clr|10|214PP}} > {{clr|L|214214LP}}, {{clr|H|214HP}}, {{clr|H|623HP}}, dash, {{clr|H|623HP}}, {{clr|H|623HP}} | |||
| Position = Midscreen | |||
| Damage = 4875/4890 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = 7-8 frame delay on the 214HP, ~2-6 frame delay on the first 623HP (depends on how much you walk back in the first delay). Standard desync combo for everyone but Blanka, Marisa, Honda, and Zangief. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|5HP}} > {{clr|10|214PP}} > {{clr|L|214214LP}}, {{clr|H|214HP}}, {{clr|H|623HP}}, dash, {{clr|L|214LP}}, dash, {{clr|H|6HP}}, {{clr|H|623HP}} | |||
| Position = Midscreen | |||
| Damage = 4850 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = Used to salvage the above combo if you see they bounced only once. Juggle them low with {{clr|L|214LP}} to get the {{clr|H|6HP}} to juggle properly. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|5HP}} > {{clr|10|214PP}} > {{clr|L|214214LP}}, {{clr|H|214HP}}, {{clr|H|623HP}}, {{clr|H|6HP}}, {{clr|H|6HP}}, {{clr|H|623HP}} | |||
| Position = Midscreen | |||
| Damage = 4860 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|2|Hard}} | |||
| Notes = Desync combo for big bodies. No delays other than the standard 7-8 frame delay on the 214HP. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|5HP}} > {{clr|10|214PP}} > {{clr|L|214214LP}}, 6f delay, 2f bwalk, {{clr|H|214HP}}, 5f delay, 1f fwalk, {{clr|H|623HP}}, 2f delay, {{clr|H|623HP}}, dash, {{clr|H|623HP}}, dash, {{clr|H|623HP}} | |||
| Position = Own Corner | |||
| Damage = 5100 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Good Luck}} | |||
| Notes = Delays and walks must be done in the correct order. Confirmed working on Terry. Not practical. | |||
| Video = | | Video = | ||
|}} | |}} | ||
}} | }} | ||
Line 552: | Line 683: | ||
|}} | |}} | ||
}} | }} | ||
|-| Stabilized | |-| Stabilized Desync Routes = | ||
'''These combos only work if the conditions written in bold in "Notes" are met.''' <br/> | |||
These are your '''"Tournament Combos."''' <br/> | |||
These are incredibly optimal, advanced, and sometimes character-specific combos that Ed can get from specific situations. These combos are very powerful due to their damage and wall carry. <br/> | |||
These combos are also extremely reliable and are not manually timed at any point. | |||
* Unless stated otherwise, these combos don't work on the following: '''Blanka''', '''Honda''', '''Marisa''', and '''Zangief'''. | |||
* '''Tip for whiffing the {{clr|L|5LP}} before the Level 2 Super:''' hold 2 during {{clr|10|236KK}}, then return to neutral and press {{clr|L|4LP}}, then {{clr|L|214LP}}. If you don't return to neutral, you will get {{clr|L|214LP}} instead of 2 then {{clr|L|4LP}}. | |||
{{SF6-ComboTable | {{SF6-ComboTable | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = PC {{clr|H|5HP}} | | Combo = PC {{clr|H|5HP}}, {{clr|M|2MK}} > {{clr|KK|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, 236P, Whiff {{clr|L|2LP}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66 ({{clr|H|623HP}}/ 236236K) | ||
| Position = | | Position = | ||
| Damage = | | Damage = 4286/4766 | ||
| Drive = | | Drive = | ||
| Super = | | Super = | ||
| Difficulty = {{clr|3|Very Hard}} | | Difficulty = {{clr|3|Very Hard}} | ||
| Notes = '''After blocked {{clr|10|236[K]}} or {{clr|10|236KK}}, Backdash Shimmy, then punish with 5HP.''' Get used to seeing this alternating pattern of 623HP and 214LP. | | Notes = '''After blocked {{clr|10|236[K]}} or {{clr|10|236KK}}, Backdash Shimmy, then punish with 5HP.''' Get used to seeing this alternating pattern of 623HP and 214LP. | ||
| Video = [[https://wiki.supercombo.gg/images/1/1f/SF6_Ed_Cannon_Flicker_Backdash.mp4]] | | Video = [[https://wiki.supercombo.gg/images/1/1f/SF6_Ed_Cannon_Flicker_Backdash.mp4]] | ||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|5HP}}, {{clr|M|2MK}} > {{clr|KK|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, 8, {{clr|H|dl.jHK}}, {{clr|H|623HP}}, 66, {{clr|H|623HP}}, 66, {{clr|H|623HP}}, ({{clr|H|623HP}}/236K236K) | |||
| Position = | |||
| Damage = 4638/5058 | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = '''After blocked {{clr|4|DR}}~{{clr|L|5LP}}, Backdash Shimmy, then punish with 5HP.''' Optional Level 1 ender for a bit more damage and carry.''' | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|5HK}}, {{clr|H|5HP}} > {{clr|KK|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, 236P, Whiff {{clr|L|2LP}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, ({{clr|H|623HP}}, 236236K) | |||
| Position = | |||
| Damage = 4486/4966 | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = '''After blocking an OD Reversal.''' ''Ryu, Ken, Luke, Juri, Akuma, Rashid, and Deejay'' all have OD Reversals you can walk under if you need the space behind you to do the combo. (i.e. in the corner) | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|5HP}}, {{clr|M|2MK}} > {{clr|KK|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, 8, {{clr|H|dl.jHK}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, {{clr|KK|KK~dl.6P}}, 66, {{clr|H|623HP}}, ({{clr|H|623HP}}/236236K) | |||
| Position = | |||
| Damage = 4468/4948 | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = ''Blanka, Marisa, Honda, & Zangief:</br>'' '''After blocked {{clr|10|236[K]}} or {{clr|10|236KK}}, Backdash Shimmy, then punish with 5HP.''' | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|5HP}}, {{clr|M|2MK}} > {{clr|KK|236KK}}, {{clr|L|214214LP}}, 8, {{clr|H|dl.jHK}}, {{clr|H|623HP}}, 66, {{clr|H|623HP}}, {{clr|KK|KK~dl.6P}}, 66, {{clr|H|623HP}}, ({{clr|H|623HP}}/236236K) | |||
| Position = | |||
| Damage = 4608/5088 | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = '' Marisa, Honda, & Zangief:''</br> '''After blocked {{clr|4|DR}}~{{clr|L|5LP}}, Backdash Shimmy, then punish with 5HP.''' | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|5HP}}, {{clr|M|2MK}} > {{clr|KK|236KK}}, {{clr|L|214214LP}}, 236P, Whiff {{clr|L|2LP}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, {{clr|KK|KK~dl.6P}}, 66, {{clr|H|623HP}}, ({{clr|H|623HP}}/236236K) | |||
| Position = | |||
| Damage = 4196/4676 | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = ''Blanka:''</br> '''After blocked {{clr|4|DR}}~{{clr|L|5LP}}, Backdash Shimmy, then punish with 5HP.''' | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = PC {{clr|H|5HK}}, {{clr|H|5HP}} > {{clr|KK|236KK}}, (Whiff {{clr|L|5LP}},) {{clr|L|214214LP}}, 8, {{clr|H|dl.jHK}}, {{clr|H|623HP}}, 66, {{clr|H|623HP}}, {{clr|KK|KK~dl.6P}}, 66, {{clr|H|623HP}}, ({{clr|H|623HP}}/236236K) | |||
| Position = | |||
| Damage = 4808/5148 | |||
| Drive = | |||
| Super = | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = ''Marisa, Honda, Zangief, & Blanka:''</br> After blocked OD Reversal or Super, then punish with {{clr|H|5HK}}. Only whiff the {{clr|L|LP}} on Blanka. Whiffing the {{clr|L|5LP}} on the other three will drop the combo. It is completely identical otherwise. | |||
| Video = | |||
|}} | |}} | ||
}} | }} |
Latest revision as of 13:46, 27 March 2025
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
ExpandSF6 Combo Notation Guide |
---|
Bread N' Butter Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC DI, 8, j.5HP, DR 5HP > 236[LK], 214HP, (236236P) | Anywhere | 2900/5150 | 1 | (3) | Medium | Timing on the charged flicker is tight, and the window for charge is proportional to how good your timing on the j.HP was. 214HP leads to a safejump, while 632HP is for damage. | |
j.HP, 5HK, 5MP~HP > 236KK, (214HP / KK ~ 6P, 236236K) | Anywhere | 3344/3770 | 2 | (1) | Easy | Metered Jump-In combo. 214HP is your go-to ender for a good knockdown and safe jump. Level 1 extension available for extra corner carry. | |
j.HP, 5HP > 236KK, 236KK, 623LP, 214LP | Anywhere | 3710 | 4 | - | Easy | Pricey Jump-In combo. Safe jump in the corner. | |
[5HP], dl.5HP > 236KK, 623LP, 214LP | Corner | 3455 | 2 | - | Easy | Stun combo with safe jump ender. Interestingly, 236KK does more damage when it connects airborne, so it's more rewarding to delay 5HP than connect it grounded. |
Links and Starters
Normal Hit
Combo | Notes |
---|---|
2LP 5LP | Vital to get anything out of Ed's fastest low and make sure that he doesn't end up -5 in the opponent's face. |
2MK, 5MP | Ed's 2MK is a strong wall of a normal, and he can link out of it as a hitconfirm. |
5HK, 5MP/2MP | Doesn't come up often, but good to know if opponent is standing as a minor optimization. |
j.MK, 2MK>.. | Neutral jump ranged harassment.Can be cancelled into KK~dl.6P, 214HP or Psycho Flicker |
2MK, 2MP>.. | 2MP can be used to extend the combo and confirm window. Can whiff at max 2MK range. Cancel into KK~6P, Psycho Blitz or 236LP |
Counter Hit
Combo | Notes |
---|---|
CH 5LP, 2LK/5LK | |
CH 5LK, 2LK | Season 2 removed the CH 2LK 2LK link. Use 5LK instead. |
CH 5MP, 5MP | |
CH 214LP, 2LK | Useful as a last-ditch attempt to catch mashing or if 214LP beats Drive Impact armor. |
Punish Counter/Drive Rush
Combo | Notes |
---|---|
PC 5LP, 5MP ~ 5HP... | |
PC 5LP > DR ~ 5MP, 5HP... |
Drive Rush Cancel
Light Normal > DR ~ 5LP, 5MP ~ 5HP...
Medium Normal > DR ~ 5MP, 5HP...
Medium Normal > DR ~ 5HK, 5HP... Raw Drive Rush
DR ~ 6HP, 2LK/5LP...
DR ~ CH 5LP, 5HP...
DR ~ CH 5LP, 5HP...
Juggles and Extensions
OD Psycho Flicker
... > 236KK, 623LP, 214HP/623HP (midscreen oki with killrush)
... > 236KK, 236LP~6P, Drive Rush 5HP > 236[LK], 214HP/623HP/SA1 (need to be close)
... > 236KK, 236LP~6P, Drive Rush 5HP > 236[LK], 214HP/623HP/SA1 (need to be close)
OD snatcher is very open-ended and routes can vary due to distance.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
...... > 236KK, 623LP, 623HP | Anywhere | 1739 (1448) | - | - | Easy | Simple followup, light DP can whiff at max flicker range. |
Psycho Cannon
Reminder: You can cancel the 2nd last hit of 214PP to keep the opponent grounded for these combos. Useful for confirms.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 214214HP, 5HP > 236[HK], 623LP, 214LP | Anywhere | 3745 | 0 | 2 | Medium | Easier combo. Slightly more damage but no wall carry. | |
5HP > 214214HP, KK, 9, dl.jHK, KK ~ dl.6P, 214HP | Anywhere | 3620 | 0 | 2 | Hard | Optimal meterless combo with great wall carry. Don't delay KK ~ 6P for an easier combo. | |
5HP > 214214HP, 44, 9, dl.jHK, 236HK, 623LP, 214MP | Corner | 4000 | 0 | 2 | Medium | Optimal corner combo with safe-jump potential. if you delay j.HK perfectly you can end with 214HP or 623HP | |
5HP > 214214HP, 5LK, 5HP > DI | Anywhere | 3030 | 1 | 2 | Easy | Depletes 2 Bars of opponent's drive gauge. Useful if it will put them in burnout. |
Metered Extensions and Enders