Street Fighter 6/Ed/Strategy: Difference between revisions

From SuperCombo Wiki
 
(6 intermediate revisions by 2 users not shown)
Line 107: Line 107:
|- style="text-align: center
|- style="text-align: center
! {{clr|L|2LK}}{{clr|DR|~DRC}}
! {{clr|L|2LK}}{{clr|DR|~DRC}}
| {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|12}} || {{SF6-Gap|L|14}} || {{SF6-Gap|L|19}}
| {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|18}}
|- style="text-align: center
|- style="text-align: center
! {{clr|M|2MK}}{{clr|DR|~DRC}}
! {{clr|M|2MK}}{{clr|DR|~DRC}}
Line 158: Line 158:
== Defense ==
== Defense ==
=== Reversals ===
=== Reversals ===
TO-DO
* [[Street_Fighter_6/Ed#Psycho_Uppercut_(623P)|'''{{clr|OD|OD Psycho Uppercut}} (623PP)''']] - Fully invincible, but very slow and easily baited with light normals. Primarily useful if you expect a throw or a blockstring into a medium/heavy.
* [[Street_Fighter_6/Ed#Level 1 Super (236236K)|'''{{clr|SA|SA1}} (236236K)''']] - Just as slow as {{clr|OD|623PP}}, and only strike/throw invincible. As a reversal, this is mainly used to prevent a {{clr|DR|Drive Impact}} stun while in Burnout.
* [[Street_Fighter_6/Ed#Level 3 Super (236236P)|'''{{clr|SA|SA3/CA}} (236236P)''']] - Ed's fastest reversal, but still a bit slow at 10 frames; it can be baited with some well-timed light normals. Mainly used as a desperate gambit to steal a round, or if the opponent is using a meaty projectile.


<br>
<br>


=== Anti-Airs ===
=== Anti-Airs ===
TO-DO
* [[Street_Fighter_6/Ed#5HK|'''{{clr|H|5HK}}''']] - Extremely disjointed hitbox that works well against mid-range jumps. Cancelable into {{clr|M|Charged MK Flicker}} which will connect right as the opponent lands, leaving Ed {{sf6-adv|VP|+4 oB}} at point blank; if you expect them to Parry, you can cancel the Flicker into Kill Rush (5KK) for a Throw punish. Less effective at closer ranges.
 
* [[Street_Fighter_6/Ed#2MK|'''{{clr|M|2MK}}''']] - Basically a worse version of {{clr|H|5HK}}, with the only advantages being that it's 1 frame faster and can be input while crouching.
Ed's AA game is absolutely god-like. On a read, he can use {{clr|H|236[HK]}} to reel them in for a combo and safejump setup. This works best after using {{clr|M|236MK}}/{{clr|M|236[MK]}} previously in the match, to scare them into jumping. On reaction, Ed can use {{clr|H|5HK}} to swat them out and keep up the pressure with {{clr|M|236MK}}. This is inescapable. Anything but blocking or parry results in getting snached and possibly safejumped. In case of DI, you will get counter DI'd. Blocking results in Ed being point blank and +4. Parry leaves them a bit further away, with not many consistent punishes. Perfect parry into DR is the only real way to punish this, but a simple delay on the snacher will fix that.
* [[Street_Fighter_6/Ed#Psycho_Uppercut_(623P)|'''Psycho Uppercut (623P)''']] - Anti-air invuln, making it the most reliable option. The {{clr|L|LP}} version is the go-to option for its speed, though it's still quite slow at 10 frames; it also has very short range, making it useful vs. close jumps but easily baited at longer ranges. Stronger versions have more range, but the slower startup makes them much harder to use on reaction.
* [[Street_Fighter_6/Ed#Psycho_Flicker_(236K)|'''{{clr|H|HK Psycho Flicker}} (236HK)''']] - Has a great hitbox for long-range jumps. Too slow to be a consistent reaction AA, but useful when partially charging Flicker if the opponent expects a horizontal version. If you anti-air with the charged version, it leads to a juggle and potential safe jump setup.
* [[Street_Fighter_6/Ed#j.HK|'''{{clr|H|j.HK}}''']] - A rewarding air-to-air that causes a juggle state and lets Ed land more quickly than usual for a follow-up. Hits above and in front of Ed.
* [[Street_Fighter_6/Ed#j.MK|'''{{clr|M|j.MK}}''']] - An extremely long range air normal that can catch long range neutral jumps. The hurtbox also extends far, making it likely to trade or lose if the opponent also hits a button.
* [[Street_Fighter_6/Ed#j.LP|'''{{clr|L|j.LP}}''']] - Ed's fastest and most reliable air-to-air in a pinch where {{clr|L|LP Psycho Uppercut}} might whiff, but very unrewarding.


<br>
<br>


=== Anti-Projectile ===
=== Anti-Projectile ===
TO-DO
* [[Street_Fighter_6/Ed#Psycho_Spark_(236P)|'''Psycho Spark/Shoot (236P~6P)''']] - The initial Spark clashes with incoming projectiles, allowing him to quickly throw a follow-up fireball of his own. Throwing a preemptive {{clr|OD|OD Psycho Shoot}}, especially the slow {{clr|L|LP}} version, can keep the screen clear of incoming fireballs as Ed approaches.
 
* [[Street_Fighter_6/Ed#Psycho_Flicker_(236K)|'''Psycho Flicker (236K)''']] - All versions clash with 1-hit fireballs of the same priority. The charged versions gain an extra hit, allowing Ed to destroy a fireball and continue with the pull-in animation.
Excluding the classic ways of avoiding projectile spam (jumping, parry, projectile war), Ed's fireball, 236P~P has the special quirk of having the initial 236P delete incoming projectiles, while still being able to throw his own. At best this means punishing the other player for throwing a projectile. At worst, you swat their next one very early. Besides that, Ed also has the nuclear option of supers. LVL 1 is not a good choice, since its not projectile invul. LVL 3 is a good all or nothing idea on a read at closer ranges, but there are better options in that situation. The best one by far is your LVL 2. All projectiles that clash with it dissapear, which likely means your opponent is either parrying, or jumping. Both options allow you to get in and run your gameplan. You have to sell your house to do it, but it might just be worth it in some cases.
* [[Street_Fighter_6/Ed#Psycho_Uppercut_(623P)|'''{{clr|OD|OD Psycho Uppercut}} (623PP)''']] - At close ranges, players with good reactions can use the invincibility and forward movement to punish a fireball on reaction (especially if it extends a wide hurtbox during startup).
* [[Street_Fighter_6/Ed#Level 2 Super (214214P)|'''{{clr|SA|SA2}} (214214P)''']] - Destroys any incoming projectiles and lets Ed force his way in, though this is an expensive and low-reward way of dealing with them. May be worthwhile if the {{clr|SA|SA2}} activation will allow you to escape Burnout and gain some space to recover.
* [[Street_Fighter_6/Ed#Level 3 Super (236236P)|'''{{clr|SA|SA3/CA}} (236236P)''']] - A respectable anti-fireball reaction tool from inside ~1/2 screen, though it's less effective against some faster fireballs.
* [[Street_Fighter_6/Ed#5&#91;HP&#93;|'''{{clr|H|5&#91;HP&#93; Lv.2}}''']] - While it requires the hardest of reads, a full charge {{clr|H|Psycho Knuckle}} will destroy a 1-hit meterless projectile during Ed's approach. Absolutely not viable as a reaction counter.


<br>
<br>

Latest revision as of 08:35, 8 December 2024


Neutral

TO-DO


Offense

Frame Traps

TO-DO


Okizeme and Mixups

Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
Forward Throw +34 Strong corner throw loop options:
  • Meaty 236[LK] pulls opponents in for a +4 mixup on block
    • Beats most reversals (especially SA1), DI, jumps, backdash
  • Forward Dash allows manually timed strike or walk + throw, and is good for shimmy
  • Kill Rush (Forward) leaves Ed +3 for auto-timed strike/throw (but no shimmy)
Back Throw +24
  • After corner side switch, Forward Dash leaves Ed +5 for perfect meaty throw or strike
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HP HKD +30
HKD +47 (CH/PC)
KD +? (Juggle)
?
Psycho Knuckle
(juggled into)
? ?
5MP~HP
(Body Blow Combination)
+38 ?
5MK~MK~HP
(Hitman Combination)
+35 ?
2HK~HP
(Low Smash Combination)
+34 ?
236PP
(OD Psycho Spark)
+43 ?
623P
(Psycho Uppercut)
+38/+39/+38/+18
L/M/H/OD
?
214P
(Psycho Blitz)
+39/+40/+42
M/H/OD
  • In low-height juggles, LP/MP version are +42 for a safe jump setup
  • After 5MP~HP, the HP version is +42 for a safe jump setup
6KK~6P (early)
(Kill Switch Break)
+38 ?
6KK~6P (late)
(Kill Switch Chaser)
+50 ?
SA1 - 236236K
(Psycho Storm)
+33 ?
SA3/CA - 236236P
(Psycho Chamber)
HKD +24 ?


vs. Burnout

TO-DO


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 2LK 5LK 5MP 2MP 2MK 5MK/5HP/
5HK/2HP
2HK 6HP
5LP~DRC 5 6 7 8 9 10 11 13 18
5MP~DRC 0 0 0 0 1 2 3 5 10
5HP~DRC 0 0 0 0 0 0 0 2 7
5MK~DRC 1 2 3 4 5 6 7 9 14
5HK~DRC 0 0 0 0 0 0 1 3 8
2MP~DRC 0 1 2 3 4 5 6 8 13
2LK~DRC 5 6 7 8 9 10 11 13 18
2MK~DRC 0 0 0 0 1 2 3 5 10
2HK~DRC 0 0 1 2 3 4 5 7 12
5MP~HP~DRC 0 0 0 1 2 3 4 6 11


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DRC +4 5LP, 5MP~HP ...
2LK~DRC +5
5MK~DRC +8 5MP, 5MP~HP ...
5MP, 5MP, 2LK ...
2HK~DRC +10 5HP, 5MP~HP ...
5HP, 2MK, 2MP ...
  • Note: DRC~5HK gives similar combos to 5HP and can be used for microwalk Triple DRC loops
  • Opponent must be Standing to land 5HK; can Force Stand with 5HP/2MK starter
2MP~DRC +12
5HK~DRC +13
5MP~DRC +14
2MK~DRC +16
5HP~DRC +17
5MP~HP~DRC Free Juggle State Corner or Spaced Out Midscreen:
  • ?

Point Blank + Midscreen: Ed's normals whiff under opponent midscreen

  • Immediate 214HP
  • Autocorrect 623LP or 214LP (input motion before crossing under, then delay button press)


Defense

Reversals

  • OD Psycho Uppercut (623PP) - Fully invincible, but very slow and easily baited with light normals. Primarily useful if you expect a throw or a blockstring into a medium/heavy.
  • SA1 (236236K) - Just as slow as 623PP, and only strike/throw invincible. As a reversal, this is mainly used to prevent a Drive Impact stun while in Burnout.
  • SA3/CA (236236P) - Ed's fastest reversal, but still a bit slow at 10 frames; it can be baited with some well-timed light normals. Mainly used as a desperate gambit to steal a round, or if the opponent is using a meaty projectile.


Anti-Airs

  • 5HK - Extremely disjointed hitbox that works well against mid-range jumps. Cancelable into Charged MK Flicker which will connect right as the opponent lands, leaving Ed +4 oB at point blank; if you expect them to Parry, you can cancel the Flicker into Kill Rush (5KK) for a Throw punish. Less effective at closer ranges.
  • 2MK - Basically a worse version of 5HK, with the only advantages being that it's 1 frame faster and can be input while crouching.
  • Psycho Uppercut (623P) - Anti-air invuln, making it the most reliable option. The LP version is the go-to option for its speed, though it's still quite slow at 10 frames; it also has very short range, making it useful vs. close jumps but easily baited at longer ranges. Stronger versions have more range, but the slower startup makes them much harder to use on reaction.
  • HK Psycho Flicker (236HK) - Has a great hitbox for long-range jumps. Too slow to be a consistent reaction AA, but useful when partially charging Flicker if the opponent expects a horizontal version. If you anti-air with the charged version, it leads to a juggle and potential safe jump setup.
  • j.HK - A rewarding air-to-air that causes a juggle state and lets Ed land more quickly than usual for a follow-up. Hits above and in front of Ed.
  • j.MK - An extremely long range air normal that can catch long range neutral jumps. The hurtbox also extends far, making it likely to trade or lose if the opponent also hits a button.
  • j.LP - Ed's fastest and most reliable air-to-air in a pinch where LP Psycho Uppercut might whiff, but very unrewarding.


Anti-Projectile

  • Psycho Spark/Shoot (236P~6P) - The initial Spark clashes with incoming projectiles, allowing him to quickly throw a follow-up fireball of his own. Throwing a preemptive OD Psycho Shoot, especially the slow LP version, can keep the screen clear of incoming fireballs as Ed approaches.
  • Psycho Flicker (236K) - All versions clash with 1-hit fireballs of the same priority. The charged versions gain an extra hit, allowing Ed to destroy a fireball and continue with the pull-in animation.
  • OD Psycho Uppercut (623PP) - At close ranges, players with good reactions can use the invincibility and forward movement to punish a fireball on reaction (especially if it extends a wide hurtbox during startup).
  • SA2 (214214P) - Destroys any incoming projectiles and lets Ed force his way in, though this is an expensive and low-reward way of dealing with them. May be worthwhile if the SA2 activation will allow you to escape Burnout and gain some space to recover.
  • SA3/CA (236236P) - A respectable anti-fireball reaction tool from inside ~1/2 screen, though it's less effective against some faster fireballs.
  • 5[HP] Lv.2 - While it requires the hardest of reads, a full charge Psycho Knuckle will destroy a 1-hit meterless projectile during Ed's approach. Absolutely not viable as a reaction counter.


Fighting vs. Ed

TO-DO



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry