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
BreadBeard (talk | contribs) |
BreadBeard (talk | contribs) |
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(7 intermediate revisions by the same user not shown) | |||
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| Difficulty = {{clr|1|Easy}} | | Difficulty = {{clr|1|Easy}} | ||
| Notes = Pricey Jump-In combo. Safe jump in the corner. | | Notes = Pricey Jump-In combo. Safe jump in the corner. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|[5HP]}}, {{clr|H|dl.5HP}} > {{clr|10|236KK}}, {{clr|L|623LP}}, {{clr|L|214LP}} | |||
| Position = Corner | |||
| Damage = 3455 | |||
| Drive = 2 | |||
| Super = - | |||
| Difficulty = {{clr|1|Easy}} | |||
| Notes = Stun combo with safe jump ender. Interestingly, {{clr|10|236KK}} does more damage when it connects airborne, so it's more rewarding to delay {{clr|H|5HP}} than connect it grounded. | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 157: | Line 167: | ||
| Drive = 3 | | Drive = 3 | ||
| Super = - | | Super = - | ||
| Difficulty = {{clr|4|Medium}}/{{clr| | | Difficulty = {{clr|4|Medium}}/{{clr|2|Hard}} | ||
| Notes = 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. | | Notes = 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. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = ...{{clr|10|236KK}}, {{clr|H|236HK}}, {{clr|4|DR}} ~ {{clr|L|2LK}} / {{clr|M|5MP}} > {{clr|H|623HP}} | |||
| Position = Anywhere | |||
| Damage = 2229/2406 | |||
| Drive = 3 | |||
| Super = - | |||
| Difficulty = {{clr|4|Medium}} | |||
| Notes = Combo for when the OD Flicker hits from too far away for {{clr|L|623LP}} or {{clr|L|236LP}}. use {{clr|L|2LK}} for consistency, and {{clr|M|5MP}} for damage. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = ...{{clr|10|236KK}}, {{clr|H|236HK}}, {{clr|4|DR}} ~ {{clr|L|5LP}} > ({{clr|10|KK ~ 6P}}, {{clr|H|214HP}} / {{clr|10|KK ~ dl.6P}}, {{clr|H|6HP}}) | |||
| Position = Anywhere | |||
| Damage = 2297/2301 | |||
| Drive = 3 | |||
| Super = - | |||
| Difficulty = {{clr|4|Medium}} / {{clr|2|Hard}} | |||
| Notes = Similar to above, but with improved corner carry. Even better if you can land the second ender. | |||
| Video = | | Video = | ||
|}} | |}} | ||
Line 300: | Line 330: | ||
| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = ... > 236KK, {{clr|L|623LP}}, | | Recipe = ... > 236KK, {{clr|L|623LP}}, {{clr|H|214HP}}/{{clr|H|623HP}} (midscreen oki with killrush) <br> ... > 236KK, {{clr|L|236LP~6P}}, {{clr|4|Drive Rush}} {{clr|H|5HP}} > {{clr|L|236[LK]}}, {{clr|H|214HP/623HP/SA1}} (need to be close) | ||
| content = OD snatcher is very open-ended and routes can vary due to distance. | | content = OD snatcher is very open-ended and routes can vary due to distance. | ||
}} | }} | ||
Line 325: | Line 355: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|5HP}} > 214214HP, {{clr|H|5HP}} > {{clr|H|236[HK]}}, {{clr|L|623LP}}, {{clr|L|214LP}} | | Combo = {{clr|H|5HP}} > {{clr|H|214214HP}}, {{clr|H|5HP}} > {{clr|H|236[HK]}}, {{clr|L|623LP}}, {{clr|L|214LP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3745 | | Damage = 3745 | ||
Line 335: | Line 365: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|5HP}} > 214214HP, {{clr|10|KK}}, 9, {{clr|H|dl. | | Combo = {{clr|H|5HP}} > {{clr|H|214214HP}}, {{clr|10|KK}}, 9, {{clr|H|dl.jHK}}, {{clr|10|KK ~ dl.6P}}, {{clr|H|214HP}} | ||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3620 | | Damage = 3620 | ||
Line 345: | Line 375: | ||
|}} | |}} | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|5HP}} > 214214HP, {{clr|L|5LK}}, {{clr|H|5HP}} > {{clr|H|DI}} | | Combo = {{clr|H|5HP}} > {{clr|H|214214HP}}, 44, 9, {{clr|H|dl.jHK}}, {{clr|H|236HK}}, {{clr|L|623LP}}, {{clr|M|214MP}} | ||
| Position = Corner | |||
| Damage = 4000 | |||
| Drive = 0 | |||
| Super = 2 | |||
| Difficulty = {{clr|4|Medium}} | |||
| Notes = Optimal corner combo with safe-jump potential. if you delay {{clr|H|j.HK}} perfectly you can end with {{clr|H|214HP}} or {{clr|H|623HP}} | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|5HP}} > {{clr|H|214214HP}}, {{clr|L|5LK}}, {{clr|H|5HP}} > {{clr|H|DI}} | |||
| Position = Anywhere | | Position = Anywhere | ||
| Damage = 3030 | | Damage = 3030 | ||
Line 402: | Line 442: | ||
| Items = | | Items = | ||
{{SF6-ComboTableItem | {{SF6-ComboTableItem | ||
| Combo = {{clr|H|PC 5HP}} > {{clr|10|236KK}} | | Combo = {{clr|H|PC 5HP}} > {{clr|10|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, {{clr|10|236P}}, Whiff {{clr|L|2LK}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}},</br>66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, {{clr|H|623HP}}, (66, 236236K) | ||
| Position = 2/3 Screen or more | | Position = 2/3 Screen or more | ||
| Damage = 4398/4998 | | Damage = 4398/4998 | ||
| Drive = - | | Drive = - | ||
| Super = | | Super = 2/3 | ||
| Difficulty = {{clr|3|Very Hard}} | | Difficulty = {{clr|3|Very Hard}} | ||
| Notes = '''After blocked {{clr|10|236[K]}} or {{clr|10|236KK}}, Backdash Shimmy, then punish with 5HP.''' Get used to seeing this alternating pattern of 623HP and 214LP. | | Notes = '''After blocked {{clr|10|236[K]}} or {{clr|10|236KK}}, Backdash Shimmy, then punish with 5HP.''' Get used to seeing this alternating pattern of 623HP and 214LP. | ||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|PC 5HP}} > {{clr|10|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, 44, {{clr|H|623HP}}, Microwalk {{clr|H|623HP}}, 66, {{clr|H|623HP}},</br> {{clr|10|KK ~ dl.6P}}, ({{clr|H|623HP}} / {{clr|10|KK}}, 236236K) | |||
| Position = 2/3 Screen or more | |||
| Damage = 4912/5212 | |||
| Drive = - | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = '''After blocked {{clr|4|DR}}~{{clr|L|5LP}}, Backdash Shimmy, then punish with 5HP.''' Optional Level 1 ender for a bit more damage and carry. Time Microwalk {{clr|H|623HP}} by doing it the moment you see Ed walk. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|4|DR}} ~ {{clr|H|PC 5HK}}, {{clr|H|PC 5HP}} > {{clr|10|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, {{clr|10|236P}}, Whiff {{clr|L|2LK}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}},</br>66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, {{clr|H|623HP}}, (66, 236236K) | |||
| Position = 2/3 Screen or more | |||
| Damage = 4486/5086 | |||
| Drive = 1 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = '''Punish Combo'''. Identical to the first combo. Optional Level 1 ender for a bit more damage and carry. </br> For punishing moves that go under {{clr|H|5HK}} (E.g. A.K.I's {{clr|10|2KK ~ P}}), use {{clr|4|DR}} ~ {{clr|H|'''PC 5HP'''}}, {{clr|H|PC 5HP...}}, then replace "Whiff {{clr|L|2LK}}" with "Whiff {{clr|L|2LP}}". | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|PC 5HK}}, {{clr|H|PC 5HP}} > {{clr|10|236KK}}, Whiff {{clr|L|5LP}}, {{clr|L|214214LP}}, {{clr|10|236P}}, Whiff {{clr|L|2LP}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}},</br>66, {{clr|L|'''214LP}}, 66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, ({{clr|10|KK}}, 236236K) | |||
| Position = 2/3 Screen or more | |||
| Damage = 4406/5006 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = '''Punish Combo'''. Identical to the above combo, but costs no Drive. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|PC 5HK}}, {{clr|H|PC 5HP}} > {{clr|10|236KK}}, {{clr|L|214214LP}}, {{clr|10|236P}}, Whiff {{clr|L|2LK}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}},</br>66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, {{clr|H|623HP}}, (66, 236236K) | |||
| Position = 2/3 Screen or more | |||
| Damage = 4486/5086 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = Honda & Zangief '''Punish Combo'''. | |||
| Video = | |||
|}} | |||
{{SF6-ComboTableItem | |||
| Combo = {{clr|H|PC 5HK}}, {{clr|H|PC 5HP}} > {{clr|10|236KK}}, {{clr|L|214214LP}}, {{clr|10|236P}}, Whiff {{clr|L|'''5LP'''}}, {{clr|H|623HP}}, 66, {{clr|L|214LP}},</br>66, {{clr|H|623HP}}, 66, {{clr|L|214LP}}, 66, {{clr|H|623HP}}, (66, 236236K) | |||
| Position = 2/3 Screen or more | |||
| Damage = 4486/5086 | |||
| Drive = 0 | |||
| Super = 2/3 | |||
| Difficulty = {{clr|3|Very Hard}} | |||
| Notes = Marisa '''Punish Combo'''. | |||
| Video = | | Video = | ||
|}} | |}} |
Revision as of 00:47, 18 May 2024
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, 214HP/623HP (midscreen oki with killrush)
... > 236KK, 236LP~6P, Drive Rush 5HP > 236[LK], 214HP/623HP/SA1 (need to be close)
... > 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. |
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, 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 | 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, PC 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. Identical to the above combo, but costs no Drive. | |
PC 5HK, PC 5HP > 236KK, 214214LP, 236P, Whiff 2LK, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4486/5086 | 0 | 2/3 | Very Hard | Honda & Zangief Punish Combo. | |
PC 5HK, PC 5HP > 236KK, 214214LP, 236P, Whiff 5LP, 623HP, 66, 214LP, 66, 623HP, 66, 214LP, 66, 623HP, (66, 236236K) |
2/3 Screen or more | 4486/5086 | 0 | 2/3 | Very Hard | Marisa Punish Combo. |
Metered Extensions and Enders