Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MP~HP > 214HP | Anywhere | 1770 | - | - | Easy | The good 'ol BnB. Works anywhere, pretty much any time. Gives a safejump which can lead to looping this combo on less aware oponents. | |
5MP~HP > KK~dl.6P, 236LK | Anywhere | 1900 | - | - | Easy | The BnB, corner carry edition. Less damage and no way you get a safejump out of this, but you can chase with a DR into a meaty, and can give you the corner. | |
5MP~HP > KK~dl.6P, 623HP | Corner | 2140 | - | - | Easy | The BnB, damage edition. No longer provides a true savejump, unless the reversal is particularly slow (ej. Ed's 623PP). Should be used over the base BnB on characters like Zangief or A.K.I that lack a meterless reversal, and/or their reversal beats the regular safejump anyway (ej. A.K.I's 236KK). | |
j.HP, 5HK, 5MP~HP > 214HP (> 236236P) | Anywhere | 2910/4910 | - | (3) | Easy | Basic Jump-In combo. 5HK will whiff on crouching opponents or drop if the j.HP hits too high so be careful (using 2MK instead avoids these issues at the cost of some damage). 214HP is your go-to ender for a good knockdown and safe jump. 236236P will always combo after any 214P. | |
j.HP, 5MP~HP, KK~6P > 623MP | Anywhere | 2480 | - | - | Medium | Most damaging meterless jump in, use killrush to get oki | |
j.HP, 5MP, 2LK > 623MP | Anywhere | 2340 | - | - | Easy | Good hitconfirm combo, very easy to hit confirm 5mp with 2lk | |
2LP/5LP 5LP (5LP) > 214MP | Anywhere | 1440 | - | - | Very Easy | Knockdowns from Pressure. Ed's 2LP isn't special cancellable and his 5LP has somewhat short reach. Recognizing spacing is important for his confirms. | |
PC 5HK, 5HP > KK~dl.6P > 214HP / 623HP | Anywhere | 3010/3080 | - | - | Medium | Punish combo for DPs and Supers. Exclude 'KK~dl.6P' for an easier combo. | |
236[LK] / 236[MK], 623LP, 214HP / 623HP | Anywhere | 2380 | - | - | Easy | Charged Flicker combo. If opponent is too far away for 623LP, finish the combo with 623HP, then dash in with KK for Oki. | |
PC DI, 5HK, 5MP~HP > 214HP | Anywhere | 2700 | - | - | Easy | Jump-in combo works just as well here. | |
DI (stun) [5HP], 5HK, 5MP~HP > 236HK, 214MP | Corner | 2700 | - | - | Easy | Stun Combo. Easy Safe Jump after, or meaty 236P by whiffing 5LK first which beats wake-up Level 1. Optional Level 1 after 236HK. | |
DI (stun) [5HP], 66, 5HK, KK~dl.6P > 623LP, 214LP | Corner | 2770 | - | - | Medium | Stun Combo. Easy Safe Jump after. | |
DI (Blocked), HP > 236HK, 214HP | Corner | 1984 | - | - | Easy | Basic wallsplat combo. Simple enough. | |
DI (Blocked), HP, KK~dl.6P, 623LP, 214LP | Corner | 2080 | - | - | Medium | Wallsplat combo. Gives a safejump | |
DI (Blocked), 5MP~HP > 236HK, 623LP, 214MP / 214HP | Corner | 2032 | - | - | Medium | Optimal wallsplat combo. 214MP gives a safe-jump, 214HP gives slightly higher damage (If DI isn't blocked, can end with 623HP for more damage). |
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) |
Bread N' Butter Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.MK, 2MK > KK~dl.6P > 214HP / 623HP | Anywhere | 2550/2620 | - | - | Hard | Max-range jump-in combo from the farther-reaching j.MK. | |
PC DI, 66, dl.5HP > 236[LK], 214HP / 623HP | Anywhere | 2794/2840 | - | - | Very Hard | Much harder DI combo for a small damage increase. Must release 236[LK] the moment it's charged. Only for the brave. | |
236MK PC, 5HP, 236[LK] > 214HP / 623HP | Anywhere | 3284/3340 | - | - | Very Hard | Optimal meterless DP punish, give a safejump. |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC DI, 8, j.5HP, DR 5HP > 236[LK], 214HP, (236236P) | Anywhere | 2900/5150 | 1 | (3) | Medium | Timing on the charged flicker is tight, and the window for charge is proportional to how good your timing on the j.HP was. 214HP leads to a safejump, while 632HP is for damage. | |
j.HP, 5HK, 5MP~HP > 236KK, (214HP / KK ~ 6P, 236236K) | Anywhere | 3344/3770 | 2 | (1) | Easy | Metered Jump-In combo. 214HP is your go-to ender for a good knockdown and safe jump. Level 1 extension available for extra corner carry. | |
j.HP, 5HP > 236KK, 236KK, 623LP, 214LP | Anywhere | 3710 | 4 | - | Easy | Pricey Jump-In combo. Safe jump in the corner. | |
[5HP], dl.5HP > 236KK, 623LP, 214LP | Corner | 3455 | 2 | - | Easy | Stun combo with safe jump ender. Interestingly, 236KK does more damage when it connects airborne, so it's more rewarding to delay 5HP than connect it grounded. |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
...236KK, 236LP ~ 6P, DR ~ 5HP > (KK ~ 6P, 214HP / KK ~ dl.6P, 6HP / 236[LK], 623HP) | Anywhere | 2474/2506/2598 | 3 | - | Medium/Hard | Advanced OD Flicker combos. The first ender is recommended, though the second has notable wall carry, and 6HP can be swapped out for Level 1. The third is a minor damage increase, though it looks the coolest. | |
...236KK, 236HK, DR ~ 2LK / 5MP > 623HP | Anywhere | 2229/2406 | 3 | - | Medium | Combo for when the OD Flicker hits from too far away for 623LP or 236LP. use 2LK for consistency, and 5MP for damage. | |
...236KK, 236HK, DR ~ 5LP > (KK ~ 6P, 214HP / KK ~ dl.6P, 6HP) | Anywhere | 2297/2301 | 3 | - | Medium / Hard | Similar to above, but with improved corner carry. Even better if you can land the second ender. |
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, 5MP | 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, 2LK/5LK | |
CH 5LK, 2LK | Season 2 removed the CH 2LK 2LK link. Use 5LK instead. |
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 |
---|---|
PC 5LP, 5MP ~ 5HP... | |
PC 5LP > DR ~ 5MP, 5HP... |
Combo | Notes |
---|---|
PC 2LK, 5MP ~ 5HP... | |
PC 2LK > DR ~ 5MP, 5HP... |
Combo | Notes |
---|---|
PC 5MP, 2MK / 5HP... | |
PC 5MP > 236KK... / KK ~ dl.6P... |
Combo | Notes |
---|---|
PC 2MP > 236KK... / KK ~ dl.6P... |
Medium Normal > DR ~ 5MP, 5HP...
Medium Normal > DR ~ 5HK, 5HP...
DR ~ CH 5LP, 5HP...
Juggles and Extensions
... > 236KK, 236LP~6P, Drive Rush 5HP > 236[LK], 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. |
Psycho Cannon
Reminder: You can cancel the 2nd last hit of 214PP to keep the opponent grounded for these combos. Useful for confirms.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 214214HP, 5HP > 236[HK], 623LP, 214LP | Anywhere | 3745 | 0 | 2 | Medium | Easier combo. Slightly more damage but no wall carry. | |
5HP > 214214HP, KK, 9, dl.jHK, KK ~ dl.6P, 214HP | Anywhere | 3620 | 0 | 2 | Hard | Optimal meterless combo with great wall carry. Don't delay KK ~ 6P for an easier combo. | |
5HP > 214214HP, 44, 9, dl.jHK, 236HK, 623LP, 214MP | Corner | 4000 | 0 | 2 | Medium | Optimal corner combo with safe-jump potential. if you delay j.HK perfectly you can end with 214HP or 623HP | |
5HP > 214214HP, 5LK, 5HP > DI | Anywhere | 3030 | 1 | 2 | Easy | Depletes 2 Bars of opponent's drive gauge. Useful if it will put them in burnout. |
All combos here use the final hit of 214PP, not the 2nd last.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 214PP > 214214LP, 623HP, 6HP, 623HP | Anywhere | 4460 | 0 | 2 | Easy | Easy and rewarding. Decent wall carry. Do a micro-walk KK ~ dl.6P after 6HP to squeeze in a Level 1 at the end. | |
5HP > 214PP > 214214LP, 623HP, KK ~ dl.6P, KK ~ dl.6P, 623HP | Anywhere | 4445 | 0 | 2 | Medium | Little trickier, but the wall carry is well worth it. Replace the first KK ~ dl.6P with 6HP if you're past midscreen for some extra damage. | |
5HP > 214PP > 214214LP, DR > 5HK > 236LP ~ 6LP, [5HP], KK ~ dl.6P, (236236K) | Anywhere | 3885/4485 | 0 | 2/3 | Hard | Insane wall carry, will go corner to corner. Release [5HP] so that you hit the opponent while they're as high as possible. | |
5HP > 214PP > 214214LP, 214HP, 623HP, dash, 623HP, 623HP | Midscreen | 4875/4890 | 0 | 2/3 | Very Hard | 7-8 frame delay on the 214HP, ~2-6 frame delay on the first 623HP (depends on how much you walk back in the first delay). Standard desync combo for everyone but Blanka, Marisa, Honda, and Zangief. | |
5HP > 214PP > 214214LP, 214HP, 623HP, dash, 214LP, dash, 6HP, 623HP | Midscreen | 4850 | 0 | 2/3 | Very Hard | Used to salvage the above combo if you see they bounced only once. Juggle them low with 214LP to get the 6HP to juggle properly. | |
5HP > 214PP > 214214LP, 214HP, 623HP, 6HP, 6HP, 623HP | Midscreen | 4860 | 0 | 2/3 | Hard | Desync combo for big bodies. No delays other than the standard 7-8 frame delay on the 214HP. | |
5HP > 214PP > 214214LP, 6f delay, 2f bwalk, 214HP, 5f delay, 1f fwalk, 623HP, 2f delay, 623HP, dash, 623HP, dash, 623HP | Own Corner | 5100 | 0 | 2/3 | Good Luck | Delays and walks must be done in the correct order. Confirmed working on Terry. Not practical. |
These combos only work if the conditions written in bold in "Notes" are met.
These are incredibly optimal, advanced, and sometimes character-specific combos that Ed can get from specific situations. These combos are very powerful due to their damage and wall carry.
- Unless stated otherwise, these combos don't work on the following: Blanka, Honda, Marisa, and Zangief.
- Tip for whiffing the 5LP before the Level 2 Super: hold 2 during 236KK, then return to neutral and press 4LP, then 214LP. If you don't return to neutral, you will get 214LP instead of 2 then 4LP.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5HP > 236KK, Whiff 5LP, 214214LP, 236P, Whiff 2LK, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4398/4998 | - | 2/3 | Very Hard | After blocked 236[K] or 236KK, Backdash Shimmy, then punish with 5HP. Get used to seeing this alternating pattern of 623HP and 214LP. | |
PC 5HP > 236KK, Whiff 5LP, 214214LP, 44, 623HP, Microwalk 623HP, 66, 623HP, KK ~ dl.6P, (623HP / KK, 236236K) |
2/3 Screen or more | 4912/5212 | - | 2/3 | Very Hard | After blocked DR~5LP, Backdash Shimmy, then punish with 5HP. Optional Level 1 ender for a bit more damage and carry. Time Microwalk 623HP by doing it the moment you see Ed walk. | |
DR ~ PC 5HK, 5HP > 236KK, Whiff 5LP, 214214LP, 236P, Whiff 2LK, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4486/5086 | 1 | 2/3 | Very Hard | Punish Combo. Identical to the first combo. Optional Level 1 ender for a bit more damage and carry. For punishing moves that go under 5HK (E.g. A.K.I's 2KK ~ P), use DR ~ PC 5HP, PC 5HP..., then replace "Whiff 2LK" with "Whiff 2LP". |
|
PC 5HK, 5HP > 236KK, Whiff 5LP, 214214LP, 236P, Whiff 2LP, 623HP, 66, 214LP, 66, 214LP, 66, 623HP, 66, 214LP, (KK, 236236K) |
2/3 Screen or more | 4406/5006 | 0 | 2/3 | Very Hard | Punish Combo. Similar to the above combo, but costs no Drive. | |
PC 5HP > 236KK, 214214LP, 236P, Whiff 2LK, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4308/4908 | - | 2/3 | Very Hard | Honda, Marisa, & Zangief After blocked 236[K] or 236KK, Backdash Shimmy, then punish with 5HP. Familiar alternating route. | |
PC 5HP > 236KK, 214214LP, 8, j.HK, 623HP, 66, 623HP, KK ~ dl.6P, 66, 623HP, (623HP / KK, 236236K) |
2/3 Screen or more | 4795/5215 | - | 2/3 | Very Hard | Honda, Marisa, & Zangief After blocked DR~5LP, Backdash Shimmy, then punish with 5HP. Optional Level 1 ender for a bit more damage and carry. Don't delay the j.HK too much. | |
PC 5HK, 5HP > 236KK, 214214LP, 236P, Whiff 2LK, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4486/5086 | - | 2/3 | Very Hard | Honda & Zangief Punish Combo. Familiar alternating route with different frame kill. | |
PC 5HK, 5HP > 236KK, 214214LP, 236P, Whiff 5LP, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4486/5086 | - | 2/3 | Very Hard | Marisa Punish Combo. Familiar alternating route with different frame-kill. | |
PC 5HP > 236KK, 214214LP, 44, 623HP, Microwalk 623HP, 66, 623HP, KK ~ dl.6P, (623HP / KK, 236236K) |
2/3 Screen or more | 4312/4912 | - | 2/3 | Very Hard | Blanka After blocked 236[K] or 236KK, Backdash Shimmy, then punish with 5HP. Familiar backdash 623HP route. | |
PC 5HP > 236KK, 214214LP, 236P, Whiff 2LK, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4398/4998 | - | 2/3 | Very Hard | Blanka After blocked DR~5LP, Backdash Shimmy, then punish with 5HP. Familiar alternating route. | |
PC 5HK, 5HP > 236KK, Whiff 5LP, 214214LP, 8, dl.jHK, 623HP, KK ~ dl.6P, KK ~ dl.6P, 66, 623MP, (66, 236236K) |
2/3 Screen or more | 4448/5048 | - | 2/3 | Very Hard | Blanka Punish Combo. Remember to delay the j.HK |
These combos only work if the conditions written in bold in "Notes" are met.
These are your "Tournament Combos."
These are incredibly optimal, advanced, and sometimes character-specific combos that Ed can get from specific situations. These combos are very powerful due to their damage and wall carry.
These combos are also extremely reliable and are not manually timed at any point.
- Unless stated otherwise, these combos don't work on the following: Blanka, Honda, Marisa, and Zangief.
- Tip for whiffing the 5LP before the Level 2 Super: hold 2 during 236KK, then return to neutral and press 4LP, then 214LP. If you don't return to neutral, you will get 214LP instead of 2 then 4LP.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
PC 5HP, 2MK > 236KK, Whiff 5LP, 214214LP, 236P, Whiff 2LP, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66 (623HP/ 236236K) | 4286/4766 | Very Hard | After blocked 236[K] or 236KK, Backdash Shimmy, then punish with 5HP. Get used to seeing this alternating pattern of 623HP and 214LP. | [[1]] | |||
PC 5HP, 2MK > 236KK, Whiff 5LP, 214214LP, 8, dl.jHK, 623HP, 66, 623HP, 66, 623HP, (623HP/236K236K) | 4638/5058 | Very Hard | After blocked DR~5LP, Backdash Shimmy, then punish with 5HP. Optional Level 1 ender for a bit more damage and carry. | ||||
PC 5HK, 5HP > 236KK, Whiff 5LP, 214214LP, 236P, Whiff 2LP, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, (623HP, 236236K) | 4486/4966 | Very Hard | After blocking an OD Reversal. Ryu, Ken, Luke, Juri, Akuma, Rashid, and Deejay all have OD Reversals you can walk under if you need the space behind you to do the combo. (i.e. in the corner) | ||||
PC 5HP, 2MK > 236KK, Whiff 5LP, 214214LP, 8, dl.jHK, 623HP, 66, 214LP, KK~dl.6P, 66, 623HP, (623HP/236236K) | 4468/4948 | Very Hard | Blanka, Marisa, Honda, & Zangief: After blocked 236[K] or 236KK, Backdash Shimmy, then punish with 5HP. |
||||
PC 5HP, 2MK > 236KK, 214214LP, 8, dl.jHK, 623HP, 66, 623HP, KK~dl.6P, 66, 623HP, (623HP/236236K) | 4608/5088 | Very Hard | Marisa, Honda, & Zangief: After blocked DR~5LP, Backdash Shimmy, then punish with 5HP. |
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PC 5HP, 2MK > 236KK, 214214LP, 236P, Whiff 2LP, 623HP, 66, 214LP, KK~dl.6P, 66, 623HP, (623HP/236236K) | 4196/4676 | Very Hard | Blanka: After blocked DR~5LP, Backdash Shimmy, then punish with 5HP. |
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PC 5HK, 5HP > 236KK, (Whiff 5LP,) 214214LP, 8, dl.jHK, 623HP, 66, 623HP, KK~dl.6P, 66, 623HP, (623HP/236236K) | 4808/5148 | Very Hard | Marisa, Honda, Zangief, & Blanka: After blocked OD Reversal or Super, then punish with 5HK. Only whiff the LP on Blanka. Whiffing the 5LP on the other three will drop the combo. It is completely identical otherwise. |
Metered Extensions and Enders