Street Fighter 6/Ed/Strategy: Difference between revisions

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=== Anti-Projectile ===
=== Anti-Projectile ===
TO-DO
TO-DO
Excluding the classic ways of avoiding projectile spam (jumping, parry, projectile war), Ed's fireball, 236P~P has the special quirk of having the initial 236P delete incoming projectiles, while still being able to throw his own. At best this means punishing the other player for throwing a projectile. At worst, you swat their next one very early. Besides that, Ed also has the nuclear option of supers. LVL 1 is not a good choice, since its not projectile invul. LVL 3 is a good all or nothing idea on a read at closer ranges, but there are better options in that situation. The best one by far is your LVL 2. All projectiles that clash with it dissapear, which likely means your opponent is either parrying, or jumping. Both options allow you to get in and run your gameplan. You have to sell your house to do it, but it might just be worth it in some cases.


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Revision as of 08:40, 20 June 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:
  • Meaty 236[LK] pulls opponents in for a +4 mixup on block
    • Beats most reversals (especially SA1), DI, jumps, backdash
  • Forward Dash allows manually timed strike or walk + throw, and is good for shimmy
  • Kill Rush (Forward) leaves Ed +3 for auto-timed strike/throw (but no shimmy)
Back Throw +24
  • After corner side switch, Forward Dash leaves Ed +5 for perfect meaty throw or strike
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
  • In low-height juggles, LP/MP version are +42 for a safe jump setup
  • After 5MP~HP, the HP version is +42 for a safe jump setup
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
Drive Rush Cancel - Blockstring Gaps
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.

Drive Rush Cancel - Combo Routes
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 ...
  • Note: DRC~5HK gives similar combos to 5HP and can be used for microwalk Triple DRC loops
  • Opponent must be Standing to land 5HK; can Force Stand with 5HP/2MK starter
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

  • Immediate 214HP
  • Autocorrect 623LP or 214LP (input motion before crossing under, then delay button press)


Defense

Reversals

TO-DO


Anti-Airs

TO-DO

Ed's AA game is absolutely god-like. On a read, he can use 236[HK] to reel them in for a combo and safejump setup. This works best after using 236MK/236[MK] previously in the match, to scare them into jumping. On reaction, Ed can use 5HK to swat them out and keep up the pressure with 236MK. This is unescapable. Anything but blocking or parry results in getting snached and possibly safejumped. Blocking results in Ed being point blank and +4. Parry leaves them a bit further away, with not many consistent punishes. Perfect parry into DR is the only real way to punish this, but a simple delay on the snacher will fix that.


Anti-Projectile

TO-DO

Excluding the classic ways of avoiding projectile spam (jumping, parry, projectile war), Ed's fireball, 236P~P has the special quirk of having the initial 236P delete incoming projectiles, while still being able to throw his own. At best this means punishing the other player for throwing a projectile. At worst, you swat their next one very early. Besides that, Ed also has the nuclear option of supers. LVL 1 is not a good choice, since its not projectile invul. LVL 3 is a good all or nothing idea on a read at closer ranges, but there are better options in that situation. The best one by far is your LVL 2. All projectiles that clash with it dissapear, which likely means your opponent is either parrying, or jumping. Both options allow you to get in and run your gameplan. You have to sell your house to do it, but it might just be worth it in some cases.


Fighting vs. Ed

TO-DO



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