Street Fighter 6/Ed/Combos

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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.HP, 5HK, 5MP~HP > 214HP (> 236236P) Anywhere 2910/4910 - (3) Easy Basic Jump-In combo. 214HP is your go-to ender for a good knockdown and safe jump. 236236P will always combo after any 214P.
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 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.
[5HP], 5HK, 5MP~HP > 236HK, 214MP Corner 3090 - - 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 (Blocked), HP > 236HK, 214HP Corner 1984 - - Easy Basic wallsplat combo. Simple enough.
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 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.
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
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.

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.

Links and Starters

Normal Hit

Links and Chains
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

Counter-hit Links
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

-4 Punishes
Combo Notes
PC 5LP, 5MP ~ 5HP...
PC 5LP > DR ~ 5MP, 5HP...

-5 Punishes
Combo Notes
PC 2LK, 5MP ~ 5HP...
PC 2LK > DR ~ 5MP, 5HP...

-7 Punishes
Combo Notes
PC 5MP, 2MK / 5HP...
PC 5MP > 236KK... / KK ~ dl.6P...

-8 Punishes
Combo Notes
PC 2MP > 236KK... / KK ~ dl.6P...

Reversal Punish
Easy


5HK, 5HP > (KK ~ dl.6P,) 214HP
Raw DR Reversal Punish
Hard


DR ~ 5HP > 236[LK], 623LP, 214HP
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 > ...
Raw Drive Rush
Easy


DR 6HP, 2LP/5LP > ...

Juggles and Extensions

OD Psycho Flicker


... > 236KK, 623LP, 623MP/HP (midscreen oki with killrush)
... > 236KK, 236LP~6P, 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.

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.jHP, 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, 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.


 

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 - - Very Hard After blocked 236[K]/236KK, Backdash Shimmy, then punish with 5HP. Get used to seeing this alternating pattern of 623HP and 214LP.

Metered Extensions and Enders


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