input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 3 | 7 | 13 | +4 | -1 | LH | Chn Sp SA | 13 |
5MP | 600 | 7 | 3 | 15 | 24 | +6 | -1 | LH | Sp SA TC | 15 |
5HP | 800 | 10 | 4 | 18 | 31 | +5 | -2 | LH | Sp SA | 18 |
5LK | 300 | 6 | 2 | 13 | 20 | +3 | -3 | LH | TC | 14 |
5MK | 600 | 10 | 2 | 16(20) | 27(31) | 0 | -5 | LH | Sp SA TC | 14 Sp / 17 TC |
5HK | 800 | 10 | 3 | 12 | 24 | +8 | +4 | LH | Sp SA | 17 |
2LP | 200 | 4 | 3 | 10 | 16 | +3 | -3 | L | Chn | |
2MP | 500 | 8 | 3 | 19 | 29 | +2 | -6 | L | Sp SA | 13 |
2HP | 900 | 10 | 4 | 24 | 37 | HKD +30 | -12 | L | - | |
2LK | 300 | 5 | 2 | 12 | 18 | +2 | -4 | LH | Sp SA | 12 |
2MK | 600 | 9 | 2 | 16(17) | 26(27) | +8 | -1 | LH | Sp SA | 14 |
2HK | 800 | 12 | 2 | 17 | 30 | +1 | -4 | LH | Sp SA TC | 16 / 19 (TC) |
j.LP | 300 | 5 | 5 | 3 land | - | +5(+9) | +1(+5) | H | - | |
j.MP | 500 | 8 | 6 | 3 land | - | +6(+13) | +2(+9) | H | - | |
j.HP | 800 | 9 | 5 | 3 land | - | +8(+15) | +4(+11) | H | - | |
j.LK | 300 | 8 | 3 | 3 land | - | +1(+9) | -3(+5) | H | - | |
j.MK | 700 | 10 | 2 | 3 land | - | +9(+11) | +5(+7) | H | - | |
j.HK | 800 | 8 | 2 | 3 land | - | +15 | +11 | H | - | |
5[HP] | 800 | 30+9 | 1~15 | 25~35 | 71~117 | Crumple +76 (+12 ground) | -2(+2) | LH | 6KK* | |
5[HP] | 1200 | 60+9 | 1~15 | 29~35 | 101~118 | Crumple +76 (+12 ground) | +4 | LH | 6KK* | |
6HP | 900 | 17 | 3 | 21 | 40 | +1 | -3 | LH | - | |
5LK~LK | 400(320) | 7 | 3 | 15 | 24 | +3 | -3 | LH | TC | 29 |
5LK~LK~LK | 600(420) | 7 | 3 | 16 | 25 | +1 | -8 | LH | - | |
5MP~HP | 400 | 13 | 2 | 23 | 37 | KD +38 | -8(-23) | LH | Sp* SA | 41 |
5MK~MK | 300 | 7 | 2 | 20 | 28 | 0(-15) | -6(-20) | LH | TC | 33 |
5MK~MK~HP | 600(480) | 11 | 5 | 23 | 38 | KD +35 | -11 | LH | - | |
2HK~HP | 700 | 12 | 5 | 19 | 35 | KD +34 | -8 | LH | SA | 43-47 (18) |
< Street Fighter 6 | Ed
Frame Data Tables
Character Data
Ed | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.0475 | 0.032 | 19 | 23 | 1.348 | 0.803 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -8 | +4 | -1 | +8 | +3 | 14 | 9 | 9 |
5MP | +10 | -16 | +14 | +7 | +10 | +3 | 24 | 17 | 11 | |
5HP | +9 | -20 | +17 | +10 | +9 | +2 | 27 | 20 | 13 | |
5LK | 20% Starter | +7 | -13 | +7 | +1 | 18 | 12 | 9 | ||
5MK | +4 | -16 | +8 | +3 | +4 | -1 | 18 | 13 | 11 | |
5HK | +12 | -13 | +13 | +9 | +12 | +8 | 23 | 19 | 13 | |
2LP | 20% Starter | +7 | -11 | +7 | +1 | 16 | 10 | 9 | ||
2MP | 20% Starter | +6 | -20 | +12 | +4 | +6 | -2 | 24 | 16 | 9 |
2HP | HKD +47 | -26 | KD +30 | -8 | 16 | 13 | ||||
2LK | 20% Starter | +6 | -12 | +5 | -1 | +6 | 0 | 16 | 10 | 9 |
2MK | +12 | -16 | +16 | +7 | +12 | +3 | 26 | 17 | 11 | |
2HK | +5 | -17 | +10 | +5 | +5 | 0 | 20 | 15 | 13 | |
j.LP | +9(+13) | -6(-2) | 13 | 9 | 9 | |||||
j.MP | +10(+17) | -9(-2) | 17 | 13 | 11 | |||||
j.HP | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
j.LK | +5(+13) | -10(-2) | 13 | 9 | 9 | |||||
j.MK | +13(+15) | -4(-2) | 15 | 11 | 11 | |||||
j.HK | +19 | -2 | 19 | 15 | 13 | |||||
5[HP] | 20% Starter | Crumple +80 (+16 ground) | -26 | Crumple +76 (+12 ground) | +2(+6) | 28 | 13 | |||
5[HP] | 20% Starter | Crumple +80 (+16 ground) | -26 | Crumple +76 (+12 ground) | +8 | 34 | 13 | |||
6HP | +5 | -22 | +5 | +1 | 25 | 21 | 12 | |||
5LK~LK | +7 | 21 | 15 | 4 | ||||||
5LK~LK~LK | +5 | 20 | 11 | 7 | ||||||
5MP~HP | Combo (2 hits) | KD +38 | KD +52 | +6 | 17 | 12 | ||||
5MK~MK | +4(-11) | 22 | 16 | 5 | ||||||
5MK~MK~HP | KD +35 | 17 | 6 | |||||||
2HK~HP | Combo (3 hits) | KD +34 | -22 | 16 | 12 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 3000 | [4000] | 1500 | 700 (490) | 350 (175) |
5HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 2000 | [4000] | 1000 | 500 (350) | 250 (125) |
2HP | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 3000 | [4000] | 1500 | 600 (420) | 300 (150) |
2HK | 4000 | [8000] | 2000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
5[HP] | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
5[HP] | 8000 | [12000] | 4000 | 1200 (840) | 600 (300) |
6HP | 6000 | [10000] | 4000 | 1000 (700) | 500 (250) |
5LK~LK | 1000 | [4000] | 500 | 400 (280) | 200 (100) |
5LK~LK~LK | 1500 | 500 | 400 (280) | 200 (100) | |
5MP~HP | 1000 | [4000] | 1000 | 400 (280) | 200 (100) |
5MK~MK | 1000 | [4000] | 1500 | 400 (280) | 200 (100) |
5MK~MK~HP | 2000 | 1500 | 500 (350) | 250 (125) | |
2HK~HP | 3000 | [4000] | 3500 | 1200 (840) | 600 (300) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 0.92 | 1 | 1 | 0 | |||
5MP | 1.176 | 1 | 1 | 0 | |||
5HP | 1.551 (1.416) | 1 | 1 | 0 | |||
5LK | 1.30 | 1 | 1 | 0 | |||
5MK | 1.661 | 1 | 1 | 0 | |||
5HK | 1.222 | 1 | 1 | 0 | |||
2LP | 1.02 | 1 | 1 | 0 | |||
2MP | 1.411 | 1 | 1 | 0 | |||
2HP | 1.782 | 1 | 1 | 1 | |||
2LK | 1.30 | 1 | 1 | 0 | |||
2MK | 1.839 (1.821) | 1 | 1 | 0 | |||
2HK | 1.87 (1.86) | 1 | 1 | 0 | |||
j.LP | 1.01 | 1 | 1 | 0 | |||
j.MP | 0.57 | 1 | 1 | 0 | |||
j.HP | 0.96 | 1 | 1 | 0 | |||
j.LK | 1.11 | 1 | 1 | 0 | |||
j.MK | 1.65 | 1 | 1 | 0 | |||
j.HK | 1.54 | 1 | 1 | 1 | |||
5[HP] | 6.305 | 1 | 1 | 10 | |||
5[HP] | 6.305 | 1 | 1 | 10 | |||
6HP | 2.498 (2.417) | 1 | 1 | 10 | |||
5LK~LK | 1 | 1 | |||||
5LK~LK~LK | 1 | 2 | |||||
5MP~HP | 1 | 1 | 1 | ||||
5MK~MK | 1 | 1 | 4 | ||||
5MK~MK~HP | 1 | 1 | 5 | ||||
2HK~HP | 1 | 1 | 4 |
input | Notes |
---|---|
input | Notes |
5LP | 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; Kill Rush (Forward/Back) cancel advantage: -18/-23 |
5MP | Combo tool with a useful Target Combo follow-up; useful button out of 2MP~DRC as other combo buttons are too slow; Kill Rush (Forward/Back) cancel advantage: -8/-15 |
5HP | 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; Kill Rush (Forward/Back) cancel advantage: -5/-12 |
5LK | 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) |
5MK | 4f 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; extends a wide hurtbox until the end of recovery; Kill Rush (Forward/Back) cancel advantage: -14/-19 |
5HK | Whiffs on crouching opponents unless they extend a vertical hurtbox; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal; Kill Rush (Forward/Back) cancel advantage: -9/-13 |
2LP | 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 |
2MP | Functions like a 2MK for most characters (with below-average range); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery; Range: 1.41; Kill Rush (Forward/Back) cancel advantage: -8/-16 |
2HP | Ed's sweep (comparable to 2HK for most characters); has juggle potential (no Hard Knockdown when juggled into) |
2LK | 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 and a wider hurtbox until the end of recovery; Kill Rush (Forward/Back) cancel advantage: -17/-24; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MK | Forces stand; whiffs vs. crouching opponents at longer ranges unless they extend a vertical hurtbox; 1f extra recovery on whiff and extends a wide hurtbox until the 15th recovery frame; good range for combos and buffers; situational anti-air but loses or trades with stronger jump-ins; Kill Rush (Forward/Back) cancel advantage: -6/-15 |
2HK | Good range buffer tool with a hitconfirmable Target Combo follow-up; Kill Rush (Forward/Back) cancel advantage: -12/-17 |
j.LP | Ed's fastest air normal; decent for air-to-airs |
j.MP | Cross-up; strong downward attack angle for close jumps |
j.HP | Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents; solid jump-in hitbox on the fist |
j.LK | Can only be used as a fuzzy instant overhead if the opponent is in Burnout; good downward hitbox |
j.MK | Forward attack angle with longest horizontal range of Ed's air normals; extends a large hurtbox 3f before active that can be easily counterpoked |
j.HK | Puts airborne opponents into limited juggle state; upward attack angle for air-to-air purposes; whiffs vs. crouching opponents unless they extend a vertical hurtbox, and difficult to time vs. standing opponents |
5[HP] | 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; POSSIBLE BUG: if attack connects on active frame 10-15 (only possible in meaty oki scenarios), Ed will not switch sides on block and will incur 35f recovery, making it punishable (-13 to -8) |
5[HP] | Requires 60f of charge time; has 1 hit of meterless projectile durability during active frames (8f hitstop when clashing); 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 | Low Crush 7-19f; advances forward (useful vs. low attacks); KD vs. airborne opponents (airborne Punish Counter has significantly more KD advantage); when juggled into, puts opponent into limited juggle OTG state (allows a corner SA2 juggle if it connects at max height) |
5LK~LK | Safe poking tool that leaves Ed close for a mixup and gives an easy hitconfirm into a third LK; very effective vs. opponents in Burnout (+1 block advantage); () refers to scaled damage after 5LK combo starter |
5LK~LK~LK | Easily hitconfirmed from a safe 5LK~LK, leaving Ed close for follow-up pressure; () refers to scaled damage after 5LK combo starter |
5MP~HP | Puts opponent into limited juggle state; cancelable into any special/super except 4KK; 2nd hit can whiff at max range (much more unsafe on block); always a true blockstring from 5MP; special/DR cancel is delayed until after active frames; Kill Rush (Forward) cancel advantage: KD +30 / -16 |
5MK~MK | Always a true blockstring from 5MK; relatively safe if spaced well, and easily confirmed into the knockdown ender; 2nd hit can whiff at max range, becoming much more unsafe on hit/block |
5MK~MK~HP | Tight timing window from 5MK~MK; not an overhead despite the animation |
2HK~HP | Puts opponent into limited juggle state; can leave up to 2f blockstring gap if delayed; super cancel is delayed until after 2nd active frame |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +34 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +24 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +34 | ||||
4LPLK | 20% Immediate | HKD +24 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
HPHK | 1-27 | 2.545 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.479 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.479 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can forward dash + walk for a corner throw loop, or manually time a charged 236LK for frame advantage (safe from most reversals and Drive Reversal); can also use empty Kill Rush Forward for auto-timed +3 strike/throw mixup (but leaves Ed too close for a shimmy) |
4LPLK | Side switch; after throwing opponent into corner, can dash to become +5 outside throw range (can microwalk to throw Blanka, E.Honda, and Zangief) |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | 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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.910 (min/throw), 2.190 (min/block), 3.374 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236P | 400 | 14 | 12 | 8 | 33 | +3 | -5 | LH | 6P* SA3 | 16 (SA) / 20 (6P) |
236PP | 200x2 | 14 | 12 | 7 | 32 | KD +43 | -2 | LH | 6P* SA2 SA3 | 14 (SA) / 22 (6P) |
236P~6P | 600 | 12 | - | 30 | 42 | +3 | -8 | LH | SA3 | 4 |
236PP~6P | 400x2 | 12 | - | 28 | 40 | KD +46~ | -2 | LH | SA2 SA3 | 10 |
623LP | 900 | 10 | 8 | 23(28) | 45(40) | KD +38 | -13 | LH | SA3 | 24* |
623MP | 1000 | 14 | 6 | 32 | 51 | KD +39 | -20 | LH | SA3 | 22* |
623HP | 1200 | 16 | 6 | 33 | 54 | KD +38 | -21 | LH | SA3 | 22* |
623PP | 800x2 | 13 | 6 | 36(41) | 54 | KD +18 | -28 | LH | - | |
214LP | 200x2,400 (800) | 11 | 3(3)3(6)4 | 14 | 43 | +3 | -5 | LH | SA3 | 30 |
214MP | 250x2,400 (900) | 13 | 2(7)3(9)3 | 16(24) | 52(60) | KD +39 | -12 | LH | SA3 | 39 |
214HP | 250x2,600 (1100) | 15 | 2(11)2(6)2 | 23(26) | 60(63) | KD +40 | -12 | LH | SA3 | 39 |
214PP | 150x8,200 (1400) | 13 | 1(4)1(3)1(3) 1(3)1(3)1(8)2 | 20 | 64 | KD +42 | -4 | LH | SA2 SA3 | 61 / 85 (54 block) |
236LK | 800 | 11+5 | 4 | 26(24) | 45(43) | +1 | -6 | LH | SA3 | 7 |
236[LK] | 800,200 | 26+5 | 5 | 24 | 59~148 | KD +61 | +4 | LH | SA3 (1st) | 6 |
236MK | 900 | 15+5 | 4 | 26(25) | 49(48) | +3 | -6 | LH | SA3 | 7 |
236[MK] | 800,200 | 30+5 | 5 | 24 | 63~148 | KD +61 | +4 | LH | SA3 (1st) | 6 |
236HK | 800 | 12+5 | 8 | 18 | 42 | KD +51(+63) | - | - | SA3 | 7 |
236[HK] | 800,200 | 30+5 | 10 | 19 | 63~148 | KD +56(68) | - | - | SA3 (1st) | 6 |
236KK | 400x2 | 25 | 4 | 32 | 60 | KD +61 | +4 | LH | SA2 SA3 (1st) | 4 |
4KK | - | - | - | 31 | 31 | - | - | - | - | |
5/6KK | - | - | - | 31 | 31 | - | - | - | 6P* | |
5/6KK~6P | 600 | 11+11 | 3 | 20 | 33 | KD +38 | -4 | LH | SA3 | 12 |
5/6KK~dl.6P | 600 | 13+11 | 3 | 20 | 33 | KD +50 | -6 | LH | SA3 | 12(10*) |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236P | 100 | +7 | -19 | 15 | 8 | |
236PP | 50x2 | KD +43 | -17 | 1,16 (18 2nd only) | 3,4 | |
236P~6P | 150 | +7 | -20 | 23 | 8 | |
236PP~6P | 100x2 | KD +46~ | -7 | 27 total | 8,8 | |
623LP | 225 | 30% Starter; Combo (2 hits) | KD +38 | -29 | 18 | 15 |
623MP | 250 | KD +39 | -36 | 18 | 15 | |
623HP | 300 | KD +38 | -37 | 18 | 15 | |
623PP | 200x2 | KD +18 | -40 | 37 total | 12,10 | |
214LP | 50x2,100 (200) | +7 | -16 | 28 total | 2,2,6 | |
214MP | 62x2,100 (224) | KD +39 | -25 | 36 total | 2,2,8 | |
214HP | 62x2,150 (274) | KD +40 | -26 | 37 total | 7,4,4 | |
214PP | 37x7 (259) | Combo (2 hits) | KD +42 | -21 | 48 total | 2x7,10,15 |
236LK | 200 | KD +60 Crumple | -19 | 24 | 8 | |
236[LK] | 200,50 | 20% Starter; Combo (15% extra) | KD +61 | -18 | 43 total | 13,3 |
236MK | 225 | KD +62 Crumple | -19 | 24 | 8 | |
236[MK] | 200,50 | 20% Starter; Combo (15% extra) | KD +61 | -18 | 43 total | 13,3 |
236HK | KD +51(+63) | 8 | ||||
236[HK] | 20% Starter; Combo (15% extra) | KD +56(68) | 18 | |||
236KK | 100x2 | 20% Starter, Combo (5% extra) | KD +61 | -25 | 43 total | 15,3 |
4KK | ||||||
5/6KK | ||||||
5/6KK~6P | 150 | 20% Starter; Combo (2 hits) | KD +38 | -21 | 19 | 8 |
5/6KK~dl.6P | 150 | 20% Starter | KD +50 | -21 | 17 | 8 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236P | 2500 | [3000] | 1000 | 300 (210) | 150 (75) |
236PP | 1000x2 | [1500x2] | -20000 | 200x2 (140x2) | 100x2 (50x2) |
236P~6P | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236PP~6P | 1250x2 | [2500x2] | 300x2 (210x2) | 150x2 (75x2) | |
623LP | 4000 | [5000] | 2000 | 800 (560) | 400 (200) |
623MP | 4000 | [5000] | 3000 | 1200 (840) | 600 (300) |
623HP | 4000 | [5000] | 4000 | 1500 (1050) | 750 (375) |
623PP | 2000x2 | -20000 | 750x2 (525x2) | 375x2 (187x2) | |
214LP | 1000x3 | [1700,1650x2 (5000)] | 600x2,800 (2000) | 300x3 (210x3) | 150x3 (75x3) |
214MP | 1000x3 | [1700,1650x2 (5000)] | 500x2,1000 (2000) | 300x2,400 (210x2,280) | 150x2,200 (75x2,100) |
214HP | 1000x3 | [1700,1650x2 (5000)] | 500x2,1000 (2000) | 300,400x2 (210,280x2) | 150,200x2 (75,100x2) |
214PP | 600x6,400 (4000) | [500x7,750x2 (5000)] | -20000 | 100x7,200,300 (70x7,140,210) | 50x7 (25x7) |
236LK | 2500 | [8000] | 2000 | 600 (420) | 300 (150) |
236[LK] | 1500x2 | [2500x2] | 1000x2 | 600,200 (420,140) | 300,100 (150,50) |
236MK | 3000 | [10000] | 2000 | 600 (420) | 300 (150) |
236[MK] | 1500x2 | [2500x2] | 1000x2 | 600,200 (420,140) | 300,100 (150,50) |
236HK | [10000] | 2000 | 600 (420) | ||
236[HK] | [2500x2] | 1000,2000 | 600,200 (420,140) | ||
236KK | 1500x2 | [2500x2] | -20000 | 300,400 (210,280) | 150,200 (75,100) |
4KK | |||||
5/6KK | |||||
5/6KK~6P | 5000 | [8000] | 2000 | 600 (420) | 300 (150) |
5/6KK~dl.6P | 5000 | [8000] | 2000 | 600 (420) | 300 (150) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236P | 1 air | 1 | 4 | ||||
236PP | 1 ground / 1,1 air | 1,1 | 4,5 | ||||
236P~6P | 1 air | 1 | 5 | ||||
236PP~6P | 0,1 | 0,3 | 7,8 | ||||
623LP | 1-15 Air | 0.96 | 4 | 4 | 6 | ||
623MP | 1-19 Air | 1.831 (1.781) | 5 | 5 | 15 | ||
623HP | 1-19 Air | 2.045 (1.995) | 3 | 3 | 15 | ||
623PP | 1-16 Full | 1.791 (1.678) | 1,99 | 1,99 | 15,16 | ||
214LP | 1.44 | 1,1,1 | 1,1,1 | 15,16,17 | |||
214MP | 1.60 | 1,1,1 | 1,1,1 | 15,16,17 | |||
214HP | 1.875 | 2 ground / 1,1,1 air | 1,1,1 | 15,16,17 | |||
214PP | 1.671 | 1 ground / 1x9 air | 0x8,1 | 12x9 | |||
236LK | 1 air / '"`UNIQ--templatestyles-00000000-QINU`"'-1 PC | 1 | 12 | ||||
236[LK] | 1 ground / 3 air | 1,2 | 5,20 | ||||
236MK | 1 air / '"`UNIQ--templatestyles-00000002-QINU`"'-1 PC | 1 | 4 | ||||
236[MK] | 1 ground / 3 air | 1,2 | 5,20 | ||||
236HK | 1 air | 2 | 2 | ||||
236[HK] | 3 air | 1,2 | 5,20 | ||||
236KK | 1 ground / 3 air | 1,2 | 1,20 | ||||
4KK | |||||||
5/6KK | |||||||
5/6KK~6P | 1 | 3 | 10 | ||||
5/6KK~dl.6P | 4 | 3 | 10 |
input | Notes |
---|---|
input | Notes |
236P | Creates a 1-hit projectile hitbox that can clash with meterless projectiles; cancelable into 6P projectile follow-up on frames 22-28 (canceling on the final 4 frames will not combo); on Perfect Parry, has no screen freeze but only 1f Parry recovery; great meaty due to its high active frame count (up to +14 oH, +6 oB) |
236PP | Creates a 2-hit OD projectile hitbox that can clash with other OD projectiles or outright beat meterless projectiles; cancelable into 6P projectile follow-up on frames 18-28; on Perfect Parry, has no screen freeze but only 1f Parry recovery for each hit; with perfect meaty timing, becomes +16 on hit / +10 on block (no knockdown), but meterless version offers similar advantage with less precision |
236P~6P | 1-hit projectile; button strength determines projectile speed (LP slow, MP mid, HP fast) |
236PP~6P | 2-hit OD projectile; button strength determines projectile speed (LP slow, MP mid, HP fast); only possible after 236PP starter (does not cost additional Drive meter) |
623LP | 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 |
623MP | 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 or for chip damage) |
623HP | 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 or for chip damage) |
623PP | 2 hits that form a true blockstring; takes a large step forward (can be used as an anti-projectile tool); 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 |
214LP | 3 hits; leaves opponent grounded; counter-hit/Punish Counter advantage carries through all hits; puts airborne opponents into limited juggle state |
214MP | 3 hits; 8f extra recovery on block; puts opponent into limited juggle state for SA3 juggle |
214HP | 3 hits; 3f extra recovery on block; puts opponent into limited juggle state for SA3 juggle |
214PP | 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); interruptible by 4f normals when canceled from any light normal, and always punishable on block even if spaced |
236LK | 1-hit projectile hitbox; Punish Counter crumple state leaves opponent airborne (+21 before opponent hits the ground, can follow up with Drive Rush combo); puts airborne opponents into limited juggle state; total recovery is 2f faster on whiff; must hold LK at least 26f to get enhanced version (releasing early results in delayed regular version); when Super canceled, the SA3 incurs 30% immediate damage scaling; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame) |
236[LK] | 2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; recovery refers to whiffed version; great oki tool (especially useful after corner throw); cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame) |
236MK | 1-hit projectile hitbox; Counter-Hit: KD +36; Punish Counter crumple state leaves opponent airborne (+23 before opponent hits the ground, can follow up with Drive Rush combo); puts airborne opponents into limited juggle state; total recovery is 1f faster on whiff; must hold MK at least 30f to get enhanced version (releasing early results in delayed regular version); when Super canceled, the SA3 incurs 30% immediate damage scaling; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame) |
236[MK] | 2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; recovery refers to whiffed version; great oki tool; cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame) |
236HK | 1-hit projectile hitbox; can only hit airborne opponents (puts opponent into limited juggle state); KD advantage varies based on height; must hold HK at least 30f to get enhanced version (releasing early results in delayed regular version); extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame) |
236[HK] | 2-hit projectile hitbox; can only hit airborne opponents; slams opponent down into a limited juggle OTG bounce on hit; KD advantage varies based on height; can hold button for a maximum of 115+5 startup; recovery refers to whiffed version; KD advantage varies based on height; cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame) |
236KK | 1-hit OD projectile hitbox (but cannot grab opponent if it clashes with an OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; active/recovery refers to whiffed version; cannot be charged for an enhanced version or canceled into Kill Rush; great oki tool |
4KK | Can be performed while charging 236[K] (also allows a 44 or 4K input for the backdash); cannot be performed from 5MP~HP Target Combo; counter-hit state for entire animation; head hurtbox disappears on frames 1-10; Distance: 0.999 (slightly farther than regular backdash); extends a wide forward hurtbox during recovery, leaving Ed vulnerable to counters like Drive Impact if too close |
5/6KK | Can be performed while charging 5[HP] or 236[K] (dash can be input as 66 when charging attack, or 6K during 236[K] only); useful for baiting Parry or Drive Impact and dashing in for a punish; cancelable into 6P launching follow-up (11-12f into Kill Switch Break, 13-24f into Kill Switch Chaser); counter-hit state for entire animation; head hurtbox disappears on frames 3-26 |
5/6KK~6P | 6P must be input early (from 1-12f); cannot hit cross-up; puts opponent into limited juggle state |
5/6KK~dl.6P | 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 |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 10x7,1300 (2000) | 13 | 2(7)2(16)2(3) 2(16)1(1)1(1)1 | 56 | 123 | KD +33 | -32 | LH |
214214P | 150x6,200 (1100) | 8 | - | 27 | 35 | KD +115~ | +65~ | LH |
236236P | 4000 | 10 | 10 | 64 | 83 | HKD +24 | -49 | LH |
236236P | 4500 | 10 | 10 | 64 | 83 | HKD +24 | -49 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 70x6,80 (500) | 30% Minimum | KD +33 | -59 | 79 total | 2x7 |
214214P | 100x6,150 (750) | 40% Minimum | KD +115~ | +49~ | 93 total | 11x7 |
236236P | 1000 | 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK | HKD +24 | -72 | 25 | 6 |
236236P | 1250 | 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK | HKD +24 | -72 | 25 | 6 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 300x6,700 (2500) | 600x7,800 (5000) | -10000 | -10000 |
214214P | 700x6,800 (5000) | 0x6,10000 (LP) / 1400x6,1600 (MP/HP) | -20000 | -20000 |
236236P | 7500 | 15000 | -30000 | -30000 |
236236P | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-14 Strike/Throw | Break | 2.174 | 99 | 0x7,99 | 99 | |
214214P | Break | 0x6,1 | 0x6,1 | 99 | |||
236236P | 1-14 Full | Break | 2.416 (2.051) | 99 | |||
236236P | 1-14 Full | Break | 2.416 (2.051) | 99 |
input | Notes |
---|---|
input | Notes |
236236K | 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 |
214214P | 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; LP version allows extended juggles for huge damage, corner carry, and Drive meter regeneration (on hit, deals all Drive Damage on the final hit to prevent huge swings in Drive meter) |
236236P | Cinematic time regenerates ~2.2 Drive bars for Ed; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible) |
236236P | Available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for Ed; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible) |