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). |
< 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) |
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. |
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. | |
[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 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... |
Reversal Punish
Easy
5HK, 5HP > (KK ~ dl.6P,) 214HP
Raw DR Reversal Punish
Hard
DR ~ 5HP > 236[LK], 623LP, 214HP
Drive Rush Cancel
Light Normal > DR ~ 5LP, 5MP ~ 5HP...
Medium Normal > DR ~ 5MP, 5HP...
Medium Normal > DR ~ 5HK, 5HP... Raw Drive Rush
DR ~ 6HP, 2LK/5LP...
DR ~ CH 5LP, 5HP...
DR ~ CH 5LP, 5HP...
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)
... > 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.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. |
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] or 236KK, Backdash Shimmy, then punish with 5HP. Get used to seeing this alternating pattern of 623HP and 214LP. |
Metered Extensions and Enders