Combo | Notes |
---|---|
PC 5LP, 5MP~HP |
< Street Fighter 6 | Ed
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Day 1 BnBs
Basic Ed combos.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.HP, 5HP > KK~dl.6P, 214MP/236236K/236236P | Anywhere | 2850 | - | - | Easy | Using Kill Switch Break, Ed can link another special move or a super for a juggle. | |
2LP/5LP 5LP (5LP) > 214MP | Anywhere | 1350 | - | - | Very Easy | Knockdowns from Pressure. Ed's 2LP isn't special cancelable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms. | |
PC DI, 5HK, 5MP~HP > 214HP/KK~6P | Anywhere | 1350 | - | - | Easy | Easy, consistent, and good damage. Hitting in the early frames of the Drive Impact crumple is a guaranteed standing opponent, which is what allows the 5HK to connect. | |
DI, 5HP > 236HK, 214HP | Anywhere | 2660 | - | - | Easy | Corner wallsplat. Basic knockdown ender in the corner. Showcases a neat little juggle. |
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, 2MP | 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, ? | |
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 |
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PC 2LK, 5MP~HP |
Combo | Notes |
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Combo | Notes |
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PC 5MP, 5HP |
Combo | Notes |
---|---|
Reversal Punish
Easy
Raw DR Reversal Punish
Medium
PC DR 5HP, 5HP > ...
Drive Rush Cancel
Medium
light normal > ...
medium normal > DRC 5HP, 5MP~HP > ...
medium normal > DRC 5HP, 2MK, 2MP > ...
medium normal (standing opponent) > DRC 5HK, 5HP > ...
medium normal > DRC 5HP, 5MP~HP > ...
medium normal > DRC 5HP, 2MK, 2MP > ...
medium normal (standing opponent) > DRC 5HK, 5HP > ...
Raw Drive Rush
Easy
DR 6HP, 2LP/5LP > ...
Juggles and Extensions
OD Psycho Flicker
... > 236KK, 623LP, 623MP/HP (midscreen oki with killrush)
... > 236KK, 236LP, Drive Rush 5HP > 236LK, 214HP/623HP/SA1 (need to be close)
... > 236KK, 236LP, Drive Rush 5HP > 236LK, 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. |
5MP~HP TC Safejump Setups
Easy
5MP~HP 214HP
5MP~HP 236KK, 236LP~6LP, 214LP (corner)
5MP~HP 236KK, 236LP~6LP, 214LP (corner)
Psycho Cannon
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
214214P, 6HP, Drive Rush 5HP>236[LK], 623HP | Anywhere | 3590 | Medium | Good damage for minimal drive bar. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
214PP (final hit)>214214LP, 623HP, 236[HK], 623HP | Midscreen | 4510 | Medium | 236[HK] must be delayed for a moment after full charge for maximum damage. Can end with Level 1 Super instead of 623HP. |
Metered Extensions and Enders