Street Fighter 6/Ed

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< Street Fighter 6
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Introduction

A Psycho Power-wielding youth aged up rapidly by Shadaloo's experimentation, on a journey and a mission to free other subjects. He gets his short temper and foul mouth from Balrog, his former mentor.

Ed is a midrange zoner with strong emphasis on hard callouts and looping okizeme. In contrast to the usual "boxer" archetype, Ed prefers to play things out in the midrange. Where Balrog was a rushdown pressure fighter, and Dudley is a counter-punching orthodox, Ed is an outfighter with flicker-style jabs modelled after Thomas Hearns. Ed is most comfortable giving his opponents a bit of breathing room, where his excellent pokes can go to work.

Ed's signature move is Psycho Flicker, which comes in an uncharged and charged variant. While uncharged, Psycho Flicker acts medium-range lash special, keeping opponents back. While good for holdingspace in front of Ed, it really shines when charged up, where it gains the properties of pulling Ed's opponents towards him on hit or block. If the charged hit lands, the opponent is put in a juggle state, while on block they are pulled next to Ed while leaving him at +4. Ed's entire gameplan centers around use (and abuse) of this move. It can be used as anything from a neutral detterent, to a pressure reset, to even a full on okizeme tool for maintaining advantage. While flicker is unsafe, Ed can cancel out of a flicker charge with Kill Switch, a command dash which lets him either pull back to dodge DI attempts or close in for a throw.

Ed's other specials are a standard suite of tools. Psycho Spark is a swipe that can nullify projectiles or be used as okizeme tool. It also has a followup that allows Ed to shoot his own fireballs, each of which has great speed for their button strength. Psycho Upper is a standard uppercut with good combo utility, and Psycho Blitz is a good combo ender. What is particularly notable about Blitz and Upper is that they both set up excellent safejumps no matter the screen location, allowing Ed to continue offense easily after a combo. Both enders also leave opponents at great screen distance if he chooses not to follow up. Ed's most notable move outside of this collection is Psycho Cannon, a fireball super that can be tacked onto combos, used as a pressure extender/mixup tool, or thrown out in neutral to follow behind it.

Ed's gameplan is focused around holding distance with his incredible pokes before calling out the opponent's hesitation. All of Ed's kick normals are "flicker" jabs that have absurd range for their button strength. Many of these buttons are special cancellable, giving Ed the ability to be an excellent whiff-punisher if he chooses. If opponents respects Ed too much, he can charge a Psycho Flicker and yoink them close for a huge callout, or back off more and make them come to him. While Ed does have to consistently play around Drive Parry, calling out parry attempts by cancelling Flicker into Kill Switch gives Ed excellent reward. Ed's consistent safejumps, great damage and solid throw game only magnify his offensive prowess.

This midrange power comes at a huge cost, however. Ed's close range offensive options, particularly his jabs, are downright terrible. He has no ways to generate plus frames without committing to a big read with Psycho Flicker, and he notably lacks any kind of overhead option for mixups. This bad close-range offense even extends to his reversal options. While Light Upper is a good anti-air, OD Upper is able to be safejabbed, and his Level 1 Psycho Storm super has similar issues. This means that Ed really struggles to escape pressure situations even if he takes a huge risk, and it can be difficult for him to jab check whatsoever. All in all, Ed excels when he's in control of the match. When the opponent is sitting right where he wants them, Ed excels with dominating neutral control and a snowballing gameplan. If you like unconventional zoning, Hitman-style boxing, and can stay cool when put in the corner, Ed will put your opponents on the ropes.


Pick if you like: Avoid if you dislike:
  • Harassing opponents with incredible long ranged pokes, many of them being special cancelable.
  • Shutting down incoming fireballs and launching one back immediately after.
  • Forcing frame advantage from afar with Psycho Flicker and Psycho Cannon.
  • Good damage and even better okizeme.
  • No grounded overheads or command grabs, reliant on strike/throw/shimmy to open up defensive opponents.
  • Poor jabs and lacking fast plus frame options.
  • Slow reversals that are highly vulnerable to safejab setups.


Classic & Modern Versions Comparison

List of differences with Modern Ed
Missing Normals
  • Crouching Light Kick (2LK)
  • Crouching Medium Kick (2MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • None
Shortcut-Only Specials
  • Psycho Spark (5S)
Miscellaneous Changes
  • 5L is 5LK but switches to 5LP if chained into
  • Body Blow Combination (5MP~HP) is now the starter for M Auto Combo
  • Speed of Psycho Cannon (Lvl 2 SA) is determined by direction held during activation.


Ed
SF6 Ed Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.0475
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.348
Backward Dash Distance 0.803
Drive Rush Min. Distance (Throw) 0.910
Drive Rush Min. Distance (Block) 2.190
Drive Rush Max Distance 3.374
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Ed 5lp.png
SF6 Ed 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1


5MP
Standing Medium Punch
5MP
SF6 Ed 5mp.png
SF6 Ed 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 15 Sp SA TC 600 LH +6 -1


5HP
Standing Heavy Punch
5HP
SF6 Ed 5hp.png
SF6 Ed 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 18 Sp SA 800 LH +5 -2


5LK
Standing Light Kick
5LK
SF6 Ed 5lk.png
SF6 Ed 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 13 TC 300 LH +3 -3


5MK
Standing Medium Kick
5MK
SF6 Ed 5mk.png
SF6 Ed 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 16(18) Sp SA TC 600 LH 0 -5


5HK
Standing Heavy Kick
5HK
SF6 Ed 5hk.png
SF6 Ed 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 12 Sp SA 800 LH +8 +3



Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Ed 2lp.png
SF6 Ed 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Chn 200 L +3 -3


2MP
Crouching Medium Punch
2MP
SF6 Ed 2mp.png
SF6 Ed 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +2 -6


2HP
Crouching Heavy Punch
2HP
SF6 Ed 2hp.png
SF6 Ed 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 24 - 900 L HKD +30 -12


2LK
Crouching Light Kick
2LK
SF6 Ed 2lk.png
SF6 Ed 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 11 Sp SA 300 LH +3 -4


2MK
Crouching Medium Kick
2MK
SF6 Ed 2mk.png
SF6 Ed 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 2 16 Sp SA 600 LH +8 -1


2HK
Crouching Heavy Kick
2HK
SF6 Ed 2hk.png
SF6 Ed 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 17 Sp SA TC 800 LH +1 -4



Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Ed jlp.png
SF6 Ed jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5 3 land - 300 H - -


j.MP
Jumping Medium Punch
j.MP
SF6 Ed jmp.png
SF6 Ed jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 6 3 land - 500 H - -


j.HP
Jumping Heavy Punch
j.HP
SF6 Ed jhp.png
SF6 Ed jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -


j.LK
Jumping Light Kick
j.LK
SF6 Ed jlk.png
SF6 Ed jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 3 land - 300 H - -


j.MK
Jumping Medium Kick
j.MK
SF6 Ed jmk.png
SF6 Ed jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 3 land - 700 H - -


j.HK
Jumping Heavy Kick
j.HK
SF6 Ed jhk.png
SF6 Ed jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2 3 land - 800 H - -



Command Normals


Target Combos


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Ed lplk.png
SF6 Ed lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Face Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +34 -
  • Punish Counter: +? HKD


Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Ed 4lplk.png
SF6 Ed lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Rib Crusher
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -
  • Side switches
  • Punish Counter: +? HKD



Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Ed hphk.png
SF6 Ed hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Turn Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)

See Drive Impact on the Gauges page for more details.

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Ed 6hphk.png
SF6 Ed 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Hammer Blow
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Ed mpmk.png
SF6 Ed mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Ed 66.png
SF6 Ed 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • ? (min, cancel into immediate Throw)
    • ? (min, earliest blocking/movement frame)
    • ? (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Placeholder (236P)
Placeholder
236P
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SF6 Ed 236pp.png
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).

SF6 Ed 236pp hitbox.png
Hitboxes Off
Hitboxes On

                  No results

No results No results

236PP
Psycho Spark
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 12 7 6P* SA2 SA3 200x2 LH KD +43 -2



Super Arts

Level 1 Super ()
?
Level 1 Super Art
?
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results


Level 2 Super ()
?
Level 2 Super Art
?
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On

                  No results


Level 3 Super ()
?
Level 3 Super Art
?
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
""

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Critical Art adds 500 more damage
Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
""

Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

                  No results

No results



Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Ed 5pppkkk.png
""
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
192 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Ed 6pppkkk.png
""
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
304 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Ed 4pppkkk.png
""
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
""
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
370 (total) - - - - - - -



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
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu