< Street Fighter 6 | Ed
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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 | | 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 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Combo tool with a useful Target Combo follow-up; useful button out of 2MP~DRC as other combo buttons are too slow | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand | | 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 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | 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) | | 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 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Whiffs on crouching opponents | | notes = Whiffs on crouching opponents; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Chains into 5LP/2LP; more range than 5LP but not very useful since it can't be canceled; comparable to a 2LK for most characters | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 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; Range: 1.41 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Ed's sweep (comparable to 2HK for most characters); has juggle potential (no Hard Knockdown when juggled into) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | 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 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand; | | notes = Forces stand; whiffs vs. crouching opponents at longer ranges; good range for combos and buffers; decent anti-air at some ranges | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Good range buffer tool with a hitconfirmable Target Combo follow-up | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Ed's fastest air normal; decent for air-to-airs | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Cross-up; strong downward attack angle | | notes = Cross-up; strong downward attack angle for close jumps | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents | | notes = Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents; solid jump-in hitbox on the fist | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Can only be used as a fuzzy instant overhead if the opponent is in Burnout | | notes = Can only be used as a fuzzy instant overhead if the opponent is in Burnout; good downward hitbox | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forward attack angle | | notes = Forward attack angle with longest horizontal range of Ed's air normals; extends a large hurtbox 3f before active that can be easily counterpoked | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Requires 30f of charge time; side switch on hit/block unless opponent is cornered (4f better block advantage in corner); crumples opponent on hit; charging animation is cancelable only into Kill Rush Forward (5/6KK or 66) on frames 9-30; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block (25 on corner block only), 32 on whiff, 35 on corner whiff if all 15 active frames play out | | notes = Requires 30f of charge time; side switch on hit/block unless opponent is cornered (4f better block advantage in corner); 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 9-30; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block (25 on corner block only), 32 on whiff, 35 on corner whiff if all 15 active frames play out | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Requires 60f of charge time; side switch on hit/block unless opponent is cornered; crumples opponent on hit; 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; 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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| jugIncrease = 4 | | jugIncrease = 4 | ||
| jugLimit = | | jugLimit = | ||
| notes = Stands in place; 5f extra recovery on whiff; allows follow-up juggles on high connect; cancel into SA3 only combos on the last 5 cancel frames (vs. grounded opponents; more strict vs. very low-juggled opponents); cannot hit cross-up | | notes = Stands in place; 5f extra recovery on whiff; allows follow-up juggles on high connect (launches opponent into limited juggle state); cancel into SA3 only combos on the last 5 cancel frames (vs. grounded opponents; more strict vs. very low-juggled opponents); cannot hit cross-up | ||
}} | }} | ||
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| jugIncrease = 5 | | jugIncrease = 5 | ||
| jugLimit = | | jugLimit = | ||
| notes = Takes a small step forward; allows follow-up juggles on high connect with no additional damage scaling; 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) | ||
}} | }} | ||
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| jugIncrease = 3 | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = | ||
| notes = Takes a large step forward; allows follow-up juggles on high connect with no additional damage scaling; 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) | ||
}} | }} | ||
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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) | | 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 | ||
}} | }} | ||
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| jugIncrease = 1,1,1 | | jugIncrease = 1,1,1 | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = 3 hits; leaves opponent grounded; counter-hit/Punish Counter advantage carries through all hits; puts airborne opponents into limited juggle state | ||
}} | }} | ||
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| jugIncrease = 1,1,1 | | jugIncrease = 1,1,1 | ||
| jugLimit = | | jugLimit = | ||
| notes = 8f extra recovery on block | | notes = 3 hits; 8f extra recovery on block; puts opponent into limited juggle state for SA3 juggle | ||
}} | }} | ||
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| jugIncrease = 1,1,1 | | jugIncrease = 1,1,1 | ||
| jugLimit = | | jugLimit = | ||
| notes = 3f extra recovery on block | | notes = 3 hits; 3f extra recovery on block; puts opponent into limited juggle state for SA3 juggle | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = | ||
| notes = On hit, canceling the 8th hit leaves opponent grounded; 9th hit launches opponent (only allows combo into midscreen LP/MP SA2) | | 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) | ||
}} | }} | ||
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| jugIncrease = 3 | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = | ||
| notes = 6P must be input early (from | | notes = 6P must be input early (from 1-12f); cannot hit cross-up; puts opponent into limited juggle state | ||
}} | }} | ||
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| jugIncrease = 3 | | jugIncrease = 3 | ||
| jugLimit = | | jugLimit = | ||
| notes = 6P must be input late (from 13-24f); cannot hit cross-up; launches | | notes = 6P must be input late (from 13-24f); cannot hit cross-up; launches opponent into limited juggle state (higher than Kill Switch Break, often allowing better follow-ups); SA3 cancel whiffs on the final 2 cancelable frames | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = | | jugLimit = | ||
| notes = High juggle potential; performs final attack on hit only; all hits are a true blockstring (if 1st hit is Perfect Parried, leaves an 8f gap between hits) | | notes = High juggle potential; performs final attack on hit only; all hits are a true blockstring (if 1st hit is Perfect Parried, leaves an 8f gap between hits); KD advantage is slightly higher vs. airborne opponents | ||
}} | }} | ||
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| jugLimit = | | jugLimit = | ||
| projSpeed = 0.03 / 0.045 / 0.09 | | projSpeed = 0.03 / 0.045 / 0.09 | ||
| notes = | | 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 | ||
}} | }} | ||
Revision as of 09:02, 1 March 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 | 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 |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
Crumple +76 (+12 ground) | +8 | - | - | - | - |
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; 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 | 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 |
- | - | - | - | - | - |
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
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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 | - | 21 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | - | - | -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 |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
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 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
37(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. |
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 | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | -10000(-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. 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