< Street Fighter 6 | Ed
(→214PP) |
(→236KK) |
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(9 intermediate revisions by the same user not shown) | |||
Line 231: | Line 231: | ||
| startup = 10 | | startup = 10 | ||
| active = 2 | | active = 2 | ||
| recovery = 16( | | recovery = 16(20) | ||
| total = 27( | | total = 27(31) | ||
| guard = LH | | guard = LH | ||
| cancel = Sp SA TC | | cancel = Sp SA TC | ||
Line 256: | Line 256: | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.661 | | atkRange = 1.661 | ||
| notes = | | notes = 4f 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; extends a wide hurtbox until the end of recovery; Kill Rush (Forward/Back) cancel advantage: -14/-19 | ||
}} | }} | ||
Line 293: | Line 293: | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.222 | | atkRange = 1.222 | ||
| 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/-13 | | notes = Whiffs on crouching opponents unless they extend a vertical hurtbox; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal; Kill Rush (Forward/Back) cancel advantage: -9/-13 | ||
}} | }} | ||
Line 413: | Line 413: | ||
| startup = 5 | | startup = 5 | ||
| active = 2 | | active = 2 | ||
| recovery = | | recovery = 12 | ||
| total = | | total = 18 | ||
| guard = LH | | guard = LH | ||
| cancel = Sp SA | | cancel = Sp SA | ||
| hitconfirm = 12 | | hitconfirm = 12 | ||
| hitAdv = {{sf6-adv|P|+ | | hitAdv = {{sf6-adv|P|+2}} | ||
| blockAdv = {{sf6-adv|VM|-4}} | | blockAdv = {{sf6-adv|VM|-4}} | ||
| punishAdv = {{sf6-adv|VP|+ | | punishAdv = {{sf6-adv|VP|+6}} | ||
| perfParryAdv = {{sf6-adv|VM|- | | perfParryAdv = {{sf6-adv|VM|-12}} | ||
| DRcancelHit = {{sf6-adv|VP|+5}} | | DRcancelHit = {{sf6-adv|VP|+5}} | ||
| DRcancelBlk = {{sf6-adv|M|- | | DRcancelBlk = {{sf6-adv|M|-1}} | ||
| afterDRHit = {{sf6-adv|VP|+ | | afterDRHit = {{sf6-adv|VP|+6}} | ||
| afterDRBlk = {{sf6-adv|E|0}} | | afterDRBlk = {{sf6-adv|E|0}} | ||
| hitstun = 16 | | hitstun = 16 | ||
| blockstun = | | blockstun = 10 | ||
| hitstop = 9 | | hitstop = 9 | ||
| driveDmgBlk = 500 | | driveDmgBlk = 500 | ||
Line 438: | Line 438: | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.30 | | atkRange = 1.30 | ||
| 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 | | 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 and a wider hurtbox until the end of recovery; 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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| startup = 9 | | startup = 9 | ||
| active = 2 | | active = 2 | ||
| recovery = 16 | | recovery = 16(17) | ||
| total = 26 | | total = 26(27) | ||
| guard = LH | | guard = LH | ||
| cancel = Sp SA | | cancel = Sp SA | ||
Line 475: | Line 475: | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.839 (1.821) | | atkRange = 1.839 (1.821) | ||
| 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 | | notes = Forces stand; whiffs vs. crouching opponents at longer ranges unless they extend a vertical hurtbox; 1f extra recovery on whiff and extends a wide hurtbox until the 15th recovery frame; 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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| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.54 | | atkRange = 1.54 | ||
| notes = Puts airborne opponents into limited juggle state; upward attack angle for air-to-air purposes; whiffs vs. crouching opponents and difficult to time vs. standing opponents | | notes = Puts airborne opponents into limited juggle state; upward attack angle for air-to-air purposes; whiffs vs. crouching opponents unless they extend a vertical hurtbox, and difficult to time vs. standing opponents | ||
}} | }} | ||
Line 1,599: | Line 1,599: | ||
| jugIncrease = 0x8,1 | | jugIncrease = 0x8,1 | ||
| jugLimit = 12x9 | | jugLimit = 12x9 | ||
| atkRange = 1. | | atkRange = 1.671 | ||
| notes = On hit, canceling the 8th hit leaves opponent grounded; 9th hit launches opponent into limited juggle state (only allows combo into midscreen LP/MP SA2); interruptible by 4f normals when canceled from any light normal, and always punishable on block even if spaced | | notes = On hit, canceling the 8th hit leaves opponent grounded; 9th hit launches opponent into limited juggle state (only allows combo into midscreen LP/MP SA2); interruptible by 4f normals when canceled from any light normal, and always punishable on block even if spaced | ||
}} | }} | ||
Line 1,794: | Line 1,794: | ||
| images = SF6_Ed_236kk.png | | images = SF6_Ed_236kk.png | ||
| hitboxes = SF6_Ed_236kk_hitbox.png | | hitboxes = SF6_Ed_236kk_hitbox.png | ||
| damage = 400x2 | | damage = 400x2<br>(600x2) | ||
| chip = 100x2 | | chip = 100x2 | ||
| dmgScaling = 20% Starter, Combo (5% extra) | | dmgScaling = 20% Starter, Combo (5% extra) | ||
Line 1,818: | Line 1,818: | ||
| jugIncrease = 1,2 | | jugIncrease = 1,2 | ||
| jugLimit = 1,20 | | jugLimit = 1,20 | ||
| 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 | | 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; airborne hit does extra damage and slams opponent down into limited juggle OTG bounce; active/recovery refers to whiffed version; cannot be charged for an enhanced version or canceled into Kill Rush; great oki tool | ||
}} | }} | ||
Line 1,984: | Line 1,984: | ||
| hitstop = 11x7 | | hitstop = 11x7 | ||
| driveDmgBlk = 700x6,800 (5000) | | driveDmgBlk = 700x6,800 (5000) | ||
| driveDmgHit = 1400x6,1600 ( | | driveDmgHit = 0x6,10000 (LP) / 1400x6,1600 (MP/HP) | ||
| superGainHit = -20000 | | superGainHit = -20000 | ||
| superGainBlk = -20000 | | superGainBlk = -20000 | ||
Line 1,992: | Line 1,992: | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| projSpeed = 0.03 / 0.045 / 0.09 | | projSpeed = 0.03 / 0.045 / 0.09 | ||
| notes = 7-hit Super-priority projectile; button strength determines projectile speed (LP slow, MP mid, HP fast); first 6 hits keep the opponent grounded and do not increase the juggle count; last hit puts opponent into a limited juggle state; if last hit occurs simultaneously with another strike, opponent remains grounded for follow-up combo; KD advantage varies based on range and juggle height; low damage on its own, but fantastic for combos, mixups, pressure, and corner carry | | notes = 7-hit Super-priority projectile; button strength determines projectile speed (LP slow, MP mid, HP fast); first 6 hits keep the opponent grounded and do not increase the juggle count; last hit puts opponent into a limited juggle state; if last hit occurs simultaneously with another strike, opponent remains grounded for follow-up combo; KD advantage varies based on range and juggle height; low damage on its own, but fantastic for combos, mixups, pressure, and corner carry; LP version allows extended juggles for huge damage, corner carry, and Drive meter regeneration (on hit, deals all Drive Damage on the final hit to prevent huge swings in Drive meter) | ||
}} | }} | ||
Latest revision as of 22:15, 12 May 2025
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 | Hitstun | Blockstun | Hitstop |
60+9 | 1~15 | 29~35 | - | 34 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
101~118 | 8000 | [12000] | 4000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 10 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
Crumple +76 (+12 ground) | +8 | - | 6.305 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple +80 (+16 ground) | -26 | ||||
Hit Advantage | Block Advantage | ||||
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 (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.545 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
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 | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.479 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
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 | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.479 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
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 | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry 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. |
MPMK~66
Ed
ed_mpmk_66_pdr
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MPMK~66 Parry Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.910 (min/throw), 2.190 (min/block), 3.374 (max/final DR frame) |
Ed
ed_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
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