< Street Fighter 6 | Ed
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=== Okizeme and Mixups === | === Okizeme and Mixups === | ||
'''Knockdown Advantage:''' All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated. | '''Knockdown Advantage:''' All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated. | ||
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* Kill Rush (Forward) leaves Ed {{sf6-adv|P|+3}} for auto-timed strike/throw (but no shimmy) | * Kill Rush (Forward) leaves Ed {{sf6-adv|P|+3}} for auto-timed strike/throw (but no shimmy) | ||
|- | |- | ||
| '''Back Throw''' || +24 || After corner side switch, Forward Dash leaves Ed {{sf6-adv|VP|+5}} for perfect meaty throw or strike | | '''Back Throw''' || +24 || | ||
* After corner side switch, Forward Dash leaves Ed {{sf6-adv|VP|+5}} for perfect meaty throw or strike | |||
|- | |- | ||
| '''{{clr|4|Drive Impact}}'''<br>(No Crumple) || +35 || ? | | '''{{clr|4|Drive Impact}}'''<br>(No Crumple) || +35 || ? | ||
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| '''623P'''<br>(Psycho Uppercut) || {{clr|L|+38}}/{{clr|M|+39}}/{{clr|H|+38}}/{{clr|10|+18}}<br>{{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}} || ? | | '''623P'''<br>(Psycho Uppercut) || {{clr|L|+38}}/{{clr|M|+39}}/{{clr|H|+38}}/{{clr|10|+18}}<br>{{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}} || ? | ||
|- | |- | ||
| '''214P'''<br>(Psycho Blitz) || {{clr|M|+39}}/{{clr|H|+40}}/{{clr|10|+42}}<br>{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}} || | | '''214P'''<br>(Psycho Blitz) || {{clr|M|+39}}/{{clr|H|+40}}/{{clr|10|+42}}<br>{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}} || | ||
* In low-height juggles, {{clr|L|LP}}/{{clr|M|MP}} version are +42 for a safe jump setup | * In low-height juggles, {{clr|L|LP}}/{{clr|M|MP}} version are +42 for a safe jump setup | ||
* After {{clr|M|5MP}}~{{clr|H|HP}}, the {{clr|H|HP}} version is +42 for a safe jump setup | * After {{clr|M|5MP}}~{{clr|H|HP}}, the {{clr|H|HP}} version is +42 for a safe jump setup | ||
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| '''6KK~6P (late)'''<br>(Kill Switch Chaser) || +50 || ? | | '''6KK~6P (late)'''<br>(Kill Switch Chaser) || +50 || ? | ||
|- | |- | ||
| '''{{clr|10|SA1}}''' || +33 || ? | | '''{{clr|10|SA1}} - 236236K'''<br>(Psycho Storm) || +33 || ? | ||
|- | |- | ||
| '''{{clr|10|SA3/CA}}''' || HKD +24 || ? | | '''{{clr|10|SA3/CA}} - 236236P'''<br>(Psycho Chamber) || HKD +24 || ? | ||
|} | |} | ||
Revision as of 20:45, 8 March 2024
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +34 | Strong corner throw loop options:
|
Back Throw | +24 |
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HP | HKD +30 HKD +47 (CH/PC) KD +? (Juggle) |
? |
Psycho Knuckle (juggled into) |
? | ? |
5MP~HP (Body Blow Combination) |
+38 | ? |
5MK~MK~HP (Hitman Combination) |
+35 | ? |
2HK~HP (Low Smash Combination) |
+34 | ? |
236PP (OD Psycho Spark) |
+43 | ? |
623P (Psycho Uppercut) |
+38/+39/+38/+18 L/M/H/OD |
? |
214P (Psycho Blitz) |
+39/+40/+42 M/H/OD |
|
6KK~6P (early) (Kill Switch Break) |
+38 | ? |
6KK~6P (late) (Kill Switch Chaser) |
+50 | ? |
SA1 - 236236K (Psycho Storm) |
+33 | ? |
SA3/CA - 236236P (Psycho Chamber) |
HKD +24 | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 2LK | 5LK | 5MP | 2MP | 2MK | 5MK/5HP/ 5HK/2HP |
2HK | 6HP | |
---|---|---|---|---|---|---|---|---|---|
5LP~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 18 |
5MP~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 10 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 7 |
5MK~DRC | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 14 |
5HK~DRC | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 4 | 9 |
2MP~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 13 |
2LK~DRC | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 19 |
2MK~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 10 |
2HK~DRC | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 12 |
5MP~HP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 11 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | 5LP, 5MP~HP ... |
2LK~DRC | +5 | |
5MK~DRC | +8 | 5MP, 5MP~HP ... 5MP, 5MP, 2LK ... |
2HK~DRC | +10 | 5HP, 5MP~HP ... 5HP, 2MK, 2MP ...
|
2MP~DRC | +12 | |
5HK~DRC | +13 | |
5MP~DRC | +14 | |
2MK~DRC | +16 | |
5HP~DRC | +17 | |
5MP~HP~DRC | Free Juggle State | Corner or Spaced Out Midscreen:
Point Blank + Midscreen: Ed's normals whiff under opponent midscreen
|
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. Ed
TO-DO