Street Fighter 6/Ed/Data

From SuperCombo Wiki


Character Vitals

Ed
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Ed Portrait.png SF6 Ed Face.png 10000 0.8 / 0.33 4+38+3 2.115 0.910
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.0475 19 1.348 1.90 2.190
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.032 23 0.803 1.52 3.374


Normals

Standing Normals

5LP
Ed
ed_5lp

5LP

Standing Light Punch
SF6 Ed 5lp.png
SF6 Ed 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 7 13 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +8 +3 +4 -1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP; chained 5LP has unique animation for 2nd/3rd hits but has identical frame data and hitbox; very short range but low pushback for 3-hit confirms from point blank; Kill Rush (Forward/Back) cancel advantage: -18/-23
5MP
Ed
ed_5mp

5MP

Standing Medium Punch
SF6 Ed 5mp.png
SF6 Ed 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA TC 15
Startup Active Recovery Total Hitstun Blockstun
7 3 15 24 24 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +10 +3 +14 +7
Punish Advantage Hit Advantage Block Advantage
+10 +6 -1
Notes
Combo tool with a useful Target Combo follow-up; useful button out of 2MP~DRC as other combo buttons are too slow; Kill Rush (Forward/Back) cancel advantage: -8/-15
5HP
Ed
ed_5hp

5HP

Standing Heavy Punch
SF6 Ed 5hp.png
SF6 Ed 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 18
Startup Active Recovery Total Hitstun Blockstun
10 4 18 31 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +9 +2 +17 +10
Punish Advantage Hit Advantage Block Advantage
+9 +5 -2
Notes
Forces stand; can be charged for Psycho Knuckle (releasing before 30f results in regular 5HP; startup of the release varies from 4-8f depending on charge time); good hitconfirmable poke that can combo into 2MK on Punish Counter even from max range; Kill Rush (Forward/Back) cancel advantage: -5/-12
5LK
Ed
ed_5lk

5LK

Standing Light Kick
SF6 Ed 5lk.png
SF6 Ed 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH TC 14
Startup Active Recovery Total Hitstun Blockstun
6 2 13 20 18 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Range and startup are more comparable to a medium normal; leads into safe hitconfirmable Target Combo; very susceptible to counterpokes (extends strike-only hurtbox 3f before active frames)
5MK
Ed
ed_5mk

5MK

Standing Medium Kick
SF6 Ed 5mk.png
SF6 Ed 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA TC 14 Sp / 17 TC
Startup Active Recovery Total Hitstun Blockstun
10 2 16(18) 27(29) 18 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +4 -1 +8 +3
Punish Advantage Hit Advantage Block Advantage
+4 0 -5
Notes
2f extra recovery on whiff; no true blockstring when DR canceled (weaker as an approach tool); great range with a relatively safe Target Combo when spaced out; extends a strike-only hurtbox on frames 4-9; Kill Rush (Forward/Back) cancel advantage: -14/-19
5HK
Ed
ed_5hk

5HK

Standing Heavy Kick
SF6 Ed 5hk.png
SF6 Ed 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 17
Startup Active Recovery Total Hitstun Blockstun
10 3 12 24 23 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +12 +7 +13 +8
Punish Advantage Hit Advantage Block Advantage
+12 +8 +3
Notes
Whiffs on crouching opponents; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal; Kill Rush (Forward/Back) cancel advantage: -9/-14

Crouching Normals

2LP
Ed
ed_2lp

2LP

Crouching Light Punch
SF6 Ed 2lp.png
SF6 Ed 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
4 3 10 16 16 8
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +7 -1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -5
Notes
Chains into 5LP/2LP; more range than 5LP but not very useful since it can't be canceled; comparable to a 2LK for most characters
2MP
Ed
ed_2mp

2MP

Crouching Medium Punch
SF6 Ed 2mp.png
SF6 Ed 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
8 3 19 29 24 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +6 -2 +12 +4
Punish Advantage Hit Advantage Block Advantage
+6 +2 -6
Notes
Functions like a 2MK for most characters (with below-average range); DR cancel is delayed until after active frames; Range: 1.41; Kill Rush (Forward/Back) cancel advantage: -8/-16
2HP
Ed
ed_2hp

2HP

Crouching Heavy Punch
SF6 Ed 2hp.png
SF6 Ed 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
10 4 24 37 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 KD +30 -8 - -
Punish Advantage Hit Advantage Block Advantage
HKD +47 HKD +30 -12
Notes
Ed's sweep (comparable to 2HK for most characters); has juggle potential (no Hard Knockdown when juggled into)
2LK
Ed
ed_2lk

2LK

Crouching Light Kick
SF6 Ed 2lk.png
SF6 Ed 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
5 2 11 17 16 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +7 0 +5 -2
Punish Advantage Hit Advantage Block Advantage
+7 +3 -4
Notes
Excellent range for a light normal (functions like a 5LK for most characters); special/DR cancel is delayed until after active frames; extends a strike-only hurtbox 2f before active; Kill Rush (Forward/Back) cancel advantage: -17/-24
2MK
Ed
ed_2mk

2MK

Crouching Medium Kick
SF6 Ed 2mk.png
SF6 Ed 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 14
Startup Active Recovery Total Hitstun Blockstun
9 2 16 26 26 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +12 +3 +16 +7
Punish Advantage Hit Advantage Block Advantage
+12 +8 -1
Notes
Forces stand; whiffs vs. crouching opponents at longer ranges; good range for combos and buffers; situational anti-air but loses or trades with stronger jump-ins; Kill Rush (Forward/Back) cancel advantage: -6/-15
2HK
Ed
ed_2hk

2HK

Crouching Heavy Kick
SF6 Ed 2hk.png
SF6 Ed 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA TC 16 / 19 (TC)
Startup Active Recovery Total Hitstun Blockstun
12 2 17 30 20 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +5 0 +10 +5
Punish Advantage Hit Advantage Block Advantage
+5 +1 -4
Notes
Good range buffer tool with a hitconfirmable Target Combo follow-up; Kill Rush (Forward/Back) cancel advantage: -12/-17

Jumping Normals

j.LP
Ed
ed_jlp

j.LP

Jumping Light Punch
SF6 Ed jlp.png
SF6 Ed jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 5 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Ed's fastest air normal; decent for air-to-airs
j.MP
Ed
ed_jmp

j.MP

Jumping Medium Punch
SF6 Ed jmp.png
SF6 Ed jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; strong downward attack angle for close jumps
j.HP
Ed
ed_jhp

j.HP

Jumping Heavy Punch
SF6 Ed jhp.png
SF6 Ed jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 4 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents; solid jump-in hitbox on the fist
j.LK
Ed
ed_jlk

j.LK

Jumping Light Kick
SF6 Ed jlk.png
SF6 Ed jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 3 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can only be used as a fuzzy instant overhead if the opponent is in Burnout; good downward hitbox
j.MK
Ed
ed_jmk

j.MK

Jumping Medium Kick
SF6 Ed jmk.png
SF6 Ed jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 2 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Forward attack angle with longest horizontal range of Ed's air normals; extends a large hurtbox 3f before active that can be easily counterpoked
j.HK
Ed
ed_jhk

j.HK

Jumping Heavy Kick
SF6 Ed jhk.png
SF6 Ed jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 2 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
~-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Puts airborne opponents into limited juggle state; upward attack angle for air-to-air purposes; whiffs vs. crouching opponents and difficult to time vs. standing opponents

Command Normals

5[HP] Lv.1
Ed
ed_5hp_hold_lv1

5[HP]

Psycho Knuckle (Lv.1)
SF6 Ed 5hp hold.png
SF6 Ed 5hp hold lv1 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter LH 6KK* -
Startup Active Recovery Total Hitstun Blockstun
30+9 1~15 25~35 71~117 - 28
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 Crumple +76 (+12 ground) +2(+6) - -
Punish Advantage Hit Advantage Block Advantage
Crumple +80 (+16 ground) Crumple +76 (+12 ground) -2(+2)
Notes
Requires 30f of charge time; side switch on hit/block unless opponent is cornered (4f better block advantage in corner); crumples opponent on hit; 4f extra grounded advantage on Punish Counter; charging animation is cancelable only into Kill Rush Forward (5/6KK or 66) on frames 9-30; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block (25 on corner block only), 32 on whiff, 35 on corner whiff if all 15 active frames play out
5[HP] Lv.2
Ed
ed_5hp_hold_lv2

5[HP]

Psycho Knuckle (Lv.2)
File:SF6 Ed 5hp hold lv2.png
SF6 Ed 5hp hold lv2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 - 20% Starter LH 6KK* -
Startup Active Recovery Total Hitstun Blockstun
60+9 1~15 29~35 101~118 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
8000 [12000] 4000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 Crumple +76 (+12 ground) +8 - -
Punish Advantage Hit Advantage Block Advantage
Crumple +80 (+16 ground) Crumple +76 (+12 ground) +4
Notes
Requires 60f of charge time; has 1 hit of meterless projectile durability during active frames; side switch on hit/block unless opponent is cornered; crumples opponent on hit; 4f extra grounded advantage on Punish Counter; charging animation is cancelable only into Kill Rush Forward (5/6KK or 66) on frames 9-60; transitions from active to recovery if Ed crosses behind the opponent; extended foot hurtbox from frame 7 onward; Recovery: 29 on hit/block, 32 on whiff, 35 on corner whiff if all 15 active frames play out
6HP
Ed
ed_6hp

6HP

Cobra Punch
SF6 Ed 6hp.png
SF6 Ed 6hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
17 3 21 40 25 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Low Crush 7-19f; advances forward (useful vs. low attacks); KD vs. airborne opponents (airborne Punish Counter has significantly more KD advantage); when juggled into, puts opponent into limited juggle OTG state (allows a corner SA2 juggle if it connects at max height)

Target Combos

5LK~LK
Ed
ed_5lk_lk

5LK~LK

Flicker Combination 1
SF6 Ed 5lk lk.png
SF6 Ed 5lk lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400(360) - - LH TC 29
Startup Active Recovery Total Hitstun Blockstun
7 3 15 24 21 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [4000] 500 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Safe poking tool that leaves Ed close for a mixup and gives an easy hitconfirm into a third LK; very effective vs. opponents in Burnout (+1 block advantage)
5LK~LK~LK
Ed
ed_5lk_lk_lk

5LK~LK~LK

Flicker Combination 2
SF6 Ed 5lk lk lk.png
SF6 Ed 5lk lk lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600(480) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
7 3 16 25 20 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 500 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -8
Notes
Easily hitconfirmed from a safe 5LK~LK, leaving Ed close for follow-up pressure
5MP~HP
Ed
ed_5mp_hp

5MP~HP

Body Blow Combination
SF6 Ed 5mp hp.png
SF6 Ed 5mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 - Combo (2 hits) LH Sp* SA 41
Startup Active Recovery Total Hitstun Blockstun
13 2 23 37 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [4000] 1000 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - KD +52 +6
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -8(-23)
Notes
Puts opponent into limited juggle state; cancelable into any special/super except 4KK; 2nd hit can whiff at max range (much more unsafe on block); always a true blockstring from 5MP; special/DR cancel is delayed until after active frames; Kill Rush (Forward) cancel advantage: KD +30 / -16
5MK~MK
Ed
ed_5mk_mk

5MK~MK

Hitman Combination 1
SF6 Ed 5mk mk.png
SF6 Ed 5mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - LH TC 33
Startup Active Recovery Total Hitstun Blockstun
7 2 20 28 22 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 [4000] 1500 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
+4(-11) 0(-15) -6(-20)
Notes
Always a true blockstring from 5MK; relatively safe if spaced well, and easily confirmed into the knockdown ender; 2nd hit can whiff at max range, becoming much more unsafe on hit/block
5MK~MK~HP
Ed
ed_5mk_mk_hp

5MK~MK~HP

Hitman Combination 2
SF6 Ed 5mk mk hp.png
SF6 Ed 5mk mk hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600(480) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
11 5 23 38 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 KD +35 -11
Notes
Tight timing window from 5MK~MK; not an overhead despite the animation
2HK~HP
Ed
ed_2hk_hp

2HK~HP

Low Smash Combination
SF6 Ed 2hk hp.png
SF6 Ed 2hk hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - Combo (3 hits) LH SA 43-47 (18)
Startup Active Recovery Total Hitstun Blockstun
12 5 19 35 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 3500 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -8
Notes
Puts opponent into limited juggle state; can leave up to 2f blockstring gap if delayed; super cancel is delayed until after 2nd active frame

Throws

Forward Throw
Ed
ed_lplk

LPLK

Face Buster
SF6 Ed lplk.png
SF6 Ed lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +34 KD +34 -
Notes
Can forward dash + walk for a corner throw loop, or manually time a charged 236LK for frame advantage (safe from most reversals and Drive Reversal); can also use empty Kill Rush Forward for auto-timed +3 strike/throw mixup (but leaves Ed too close for a shimmy)
Back Throw
Ed
ed_4lplk

4LPLK

Rib Crusher
SF6 Ed 4lplk.png
SF6 Ed lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +24 KD +24 -
Notes
Side switch; after throwing opponent into corner, can dash for perfect meaty throw timing (+5 after dash)

Drive Moves

HPHK
Ed
ed_hphk

HPHK

Turn Punch
SF6 Ed hphk.png
SF6 Ed hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Ed
ed_6hphk

6HPHK

Hammer Blow
SF6 Ed 6hphk.png
SF6 Ed 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; See Drive Reversal.
MPMK
Ed
ed_mpmk

MPMK

Drive Parry
SF6 Ed mpmk.png
SF6 Ed mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Ed
ed_66

66

Drive Rush
SF6 Ed 66.png
SF6 Ed 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.910 (min/throw), 2.190 (min/block), 3.374 (max/final DR frame)

Special Moves

Psycho Spark

236P
Ed
ed_236p

236P

Psycho Spark
SF6 Ed 236p.png
SF6 Ed 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 100 - LH 6P* SA3 16 (SA) / 20 (6P)
Startup Active Recovery Total Hitstun Blockstun
14 12 8 33 23 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -5
Notes
Creates a 1-hit projectile hitbox that can clash with meterless projectiles; cancelable into 6P projectile follow-up on frames 22-28 (canceling on the final 4 frames will not combo); on Perfect Parry, has no screen freeze but only 1f Parry recovery; great meaty due to its high active frame count (up to +14 oH, +6 oB)
236PP
Ed
ed_236pp

236PP

Psycho Spark
SF6 Ed 236pp.png
SF6 Ed 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x2 50x2 - LH 6P* SA2 SA3 14 (SA) / 22 (6P)
Startup Active Recovery Total Hitstun Blockstun
14 12 7 32 (24 2nd only) 1,16 (18 2nd only)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x2 [1500x2] -20000 200x2 (140x2) 100x2 (50x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +43 KD +43 -2
Notes
Creates a 2-hit OD projectile hitbox that can clash with other OD projectiles or outright beat meterless projectiles; cancelable into 6P projectile follow-up on frames 18-28; on Perfect Parry, has no screen freeze but only 1f Parry recovery for each hit; with perfect meaty timing, becomes +16 on hit / +10 on block (no knockdown), but meterless version offers similar advantage with less precision

Psycho Shoot

236P~6P
Ed
ed_236p_6p

236P~6P

Psycho Shoot
SF6 Ed 236p 6p.png
SF6 Ed 236p 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 4
Startup Active Recovery Total Hitstun Blockstun
12 - 30 42 34 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.05 / 0.10 / 0.15
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -8
Notes
1-hit projectile; button strength determines projectile speed (LP slow, MP mid, HP fast)
236PP~6P
Ed
ed_236pp_6p

236PP~6P

Psycho Shoot
SF6 Ed 236pp 6p.png
SF6 Ed 236pp 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA2 SA3 10
Startup Active Recovery Total Hitstun Blockstun
12 - 28 40 18,KD 27 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] - 300x2 (210x2) 150x2 (75x2) 0.05 / 0.10 / 0.15
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0,3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +46~ KD +46~ -2
Notes
2-hit OD projectile; button strength determines projectile speed (LP slow, MP mid, HP fast); only possible after 236PP starter (does not cost additional Drive meter)

Psycho Uppercut

623LP
Ed
ed_623lp

623LP

Psycho Uppercut
SF6 Ed 623lp.png
SF6 Ed 623lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 30% Starter; Combo (2 hits) LH SA3 24*
Startup Active Recovery Total Hitstun Blockstun
10 8 23(28) 45(40) - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-15 Air - - 4 4
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -13
Notes
Stands in place; 5f extra recovery on whiff; allows follow-up juggles on high connect (launches opponent into limited juggle state); cancel into SA3 only combos on the last 5 cancel frames (vs. grounded opponents; more strict vs. very low-juggled opponents); cannot hit cross-up
623MP
Ed
ed_623mp

623MP

Psycho Uppercut
SF6 Ed 623mp.png
SF6 Ed 623mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH SA3 22*
Startup Active Recovery Total Hitstun Blockstun
14 6 32 51 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-19 Air - - 5 5
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-36 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +39 -20
Notes
Takes a small step forward; allows follow-up juggles on high connect with strict timing and no additional damage scaling (launches opponent into limited juggle state); cancel into SA3 whiffs (only useful vs. armor absorb or for chip damage)
623HP
Ed
ed_623hp

623HP

Psycho Uppercut
SF6 Ed 623hp.png
SF6 Ed 623hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 - LH SA3 22*
Startup Active Recovery Total Hitstun Blockstun
16 6 33 54 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 4000 1500 (1050) 750 (375) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-19 Air - - 3 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-37 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -21
Notes
Takes a large step forward; allows follow-up juggles on high connect with strict timing and no additional damage scaling (launches opponent into limited juggle state); cancel into SA3 whiffs (only useful vs. armor absorb or for chip damage)
623PP
Ed
ed_623pp

623PP

Psycho Uppercut
SF6 Ed 623pp.png
SF6 Ed 623pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800x2 200x2 - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 6 36(41) 54 - 37 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 - -20000 750x2 (525x2) 375x2 (187x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-16 Full - - - 1,99
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-40 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +18 KD +18 -28
Notes
2 hits that form a true blockstring; takes a large step forward (can be used as an anti-projectile tool); slow startup allows opponents to safely meaty on Ed's wakeup; 2nd hit only comes out on hit/block (not on whiff or Perfect Parry); invuln is extended on hit to cover the follow-up attack

Psycho Blitz

214LP
Ed
ed_214lp

214LP

Psycho Blitz
SF6 Ed 214lp.png
SF6 Ed 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x2,400 (800) 50x2,100 (200) - LH SA3 30
Startup Active Recovery Total Hitstun Blockstun
11 3(3)3(6)4 14 43 36 total 28 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [1700,1650x2 (5000)] 600x2,800 (2000) 300x3 (210x3) 150x3 (75x3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1,1,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -5
Notes
3 hits; leaves opponent grounded; counter-hit/Punish Counter advantage carries through all hits; puts airborne opponents into limited juggle state
214MP
Ed
ed_214mp

214MP

Psycho Blitz
SF6 Ed 214mp.png
SF6 Ed 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x2,400 (900) 62x2,100 (224) - LH SA3 39
Startup Active Recovery Total Hitstun Blockstun
13 2(7)3(9)3 16(24) 52(60) - 36 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [1700,1650x2 (5000)] 500x2,1000 (2000) 300x2,400 (210x2,280) 150x2,200 (75x2,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,1,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +39 KD +39 -12
Notes
3 hits; 8f extra recovery on block; puts opponent into limited juggle state for SA3 juggle
214HP
Ed
ed_214hp

214HP

Psycho Blitz
SF6 Ed 214hp.png
SF6 Ed 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x2,600 (1100) 62x2,150 (274) - LH SA3 39
Startup Active Recovery Total Hitstun Blockstun
15 2(11)2(6)2 23(26) 60(63) - 37 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x3 [1700,1650x2 (5000)] 500x2,1000 (2000) 300,400x2 (210,280x2) 150,200x2 (75,100x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,1,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -12
Notes
3 hits; 3f extra recovery on block; puts opponent into limited juggle state for SA3 juggle
214PP
Ed
ed_214pp

214PP

Psycho Blitz
SF6 Ed 214pp.png
SF6 Ed 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
150x8,200 (1400) 37x7 (259) Combo (2 hits) LH SA2 SA3 61 / 85 (54 block)
Startup Active Recovery Total Hitstun Blockstun
13 1(4)1(3)1(3)
1(3)1(3)1(8)2
20 64 - 49 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
600x6,400 (4000) [500x7,750x2 (5000)] -20000 100x7,200,300 (70x7,140,210) 50x7 (25x7) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -3
Notes
On hit, canceling the 8th hit leaves opponent grounded; 9th hit launches opponent into limited juggle state (only allows combo into midscreen LP/MP SA2)

Psycho Flicker

236LK
Ed
ed_236lk

236LK

Psycho Flicker
SF6 Ed 236lk.png
SF6 Ed 236lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 7
Startup Active Recovery Total Hitstun Blockstun
11+5 4 26(24) 45(43) 29 24
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [8000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +60 Crumple +1 -6
Notes
1-hit projectile hitbox; Punish Counter crumple state leaves opponent airborne (+21 before opponent hits the ground, can follow up with Drive Rush combo); puts airborne opponents into limited juggle state; total recovery is 2f faster on whiff; must hold LK at least 26f to get enhanced version (releasing early results in delayed regular version); when Super canceled, the SA3 incurs 30% immediate damage scaling
236[LK]
Ed
ed_236lk_hold

236[LK]

Psycho Flicker (Hold)
SF6 Ed 236lk.png
SF6 Ed 236lk hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800,200 200,50 20% Starter; Combo (15% extra) LH SA3 (1st) 6
Startup Active Recovery Total Hitstun Blockstun
26+5 5 24 59~148 - 43 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [2500x2] 1000x2 600,200 (420,140) 300,100 (150,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +61 KD +61 +4
Notes
2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; recovery refers to whiffed version; great oki tool (especially useful after corner throw); cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time
236MK
Ed
ed_236mk

236MK

Psycho Flicker
SF6 Ed 236mk.png
SF6 Ed 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 - LH SA3 7
Startup Active Recovery Total Hitstun Blockstun
15+5 4 26(25) 49(48) 32 24
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [10000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +62 Crumple +3 -6
Notes
1-hit projectile hitbox; Counter-Hit: KD +36; Punish Counter crumple state leaves opponent airborne (+23 before opponent hits the ground, can follow up with Drive Rush combo); puts airborne opponents into limited juggle state; total recovery is 1f faster on whiff; must hold MK at least 30f to get enhanced version (releasing early results in delayed regular version); when Super canceled, the SA3 incurs 30% immediate damage scaling
236[MK]
Ed
ed_236mk_hold

236[MK]

Psycho Flicker (Hold)
SF6 Ed 236mk.png
SF6 Ed 236mk hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800,200 200,50 20% Starter; Combo (15% extra) LH SA3 (1st) 6
Startup Active Recovery Total Hitstun Blockstun
30+5 5 24 63~148 - 43 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [2500x2] 1000x2 600,200 (420,140) 300,100 (150,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +61 KD +61 +4
Notes
2-hit projectile hitbox (can grab opponent through 1-hit non-OD projectile or dissipate 2-hit non-OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; recovery refers to whiffed version; great oki tool; cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time
236HK
Ed
ed_236hk

236HK

Psycho Flicker
SF6 Ed 236hk.png
SF6 Ed 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - - SA3 7
Startup Active Recovery Total Hitstun Blockstun
12+5 8 18 42 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 600 (420) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +51(+63) KD +51(+63) -
Notes
1-hit projectile hitbox; can only hit airborne opponents (puts opponent into limited juggle state); KD advantage varies based on height; must hold HK at least 30f to get enhanced version (releasing early results in delayed regular version)
236[HK]
Ed
ed_236hk_hold

236[HK]

Psycho Flicker (Hold)
SF6 Ed 236hk.png
SF6 Ed 236hk hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800,200 - 20% Starter; Combo (15% extra) - SA3 (1st) 6
Startup Active Recovery Total Hitstun Blockstun
30+5 10 19 63~148 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [2500x2] 1000,2000 600,200 (420,140) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1,2 1,2
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +56(68) KD +56(68) -
Notes
2-hit projectile hitbox; can only hit airborne opponents; slams opponent down into a limited juggle OTG bounce on hit; KD advantage varies based on height; can hold button for a maximum of 115+5 startup; recovery refers to whiffed version; KD advantage varies based on height; cancelable into Kill Rush (forward or back) on frames 16-115; automatically releases attack after 115f charge time
236KK
Ed
ed_236kk

236KK

Psycho Flicker
SF6 Ed 236kk.png
SF6 Ed 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 20% Starter, Combo (5% extra) LH SA2 SA3 (1st) 4
Startup Active Recovery Total Hitstun Blockstun
25 4 32 60 - 43 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [2500x2] -20000 300,400 (210,280) 150,200 (75,100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1,2 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +61 KD +61 +4
Notes
1-hit OD projectile hitbox (but cannot grab opponent if it clashes with an OD projectile); pulls opponent in for a strike/throw mixup on block; launches opponent upward on grounded hit; slams opponent down into limited juggle OTG bounce on airborne hit; active/recovery refers to whiffed version; cannot be charged for an enhanced version or canceled into Kill Rush; great oki tool

Kill Rush (Backward)

4KK
Ed
ed_4kk

4KK

Kill Rush (Backward)
SF6 Ed 4kk.png
SF6 Ed 4kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
- - 31 31 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be performed while charging 236[K] (also allows a 44 or 4K input for the backdash); cannot be performed from 5MP~HP Target Combo; counter-hit state for entire animation; head hurtbox disappears on frames 1-10; Distance: 0.999 (slightly farther than regular backdash)

Kill Rush (Forward)

5/6KK
Ed
ed_6kk

5/6KK

Kill Rush (Forward)
SF6 Ed 6kk.png
SF6 Ed 6kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - 6P* -
Startup Active Recovery Total Hitstun Blockstun
- - 31 31 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be performed while charging 5[HP] or 236[K] (dash can be input as 66 when charging attack, or 6K during 236[K] only); useful for baiting Parry or Drive Impact and dashing in for a punish; cancelable into 6P launching follow-up (11-12f into Kill Switch Break, 13-24f into Kill Switch Chaser); counter-hit state for entire animation; head hurtbox disappears on frames 3-26

Kill Switch Break

5/6KK~6P
Ed
ed_6kk_6p

5/6KK~6P

Kill Switch Break
SF6 Ed 6kk 6p.png
SF6 Ed 6kk 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 20% Starter; Combo (2 hits) LH SA3 12
Startup Active Recovery Total Hitstun Blockstun
11+11 3 20 33 - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -4
Notes
6P must be input early (from 1-12f); cannot hit cross-up; puts opponent into limited juggle state

Kill Switch Chaser

5/6KK~dl.6P
Ed
ed_6kk_dl_6p

5/6KK~dl.6P

Kill Switch Break
SF6 Ed 6kk dl 6p.png
SF6 Ed 6kk dl 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 20% Starter LH SA3 12(10*)
Startup Active Recovery Total Hitstun Blockstun
13+11 3 20 33 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 4 3
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +50 KD +50 -6
Notes
6P must be input late (from 13-24f); cannot hit cross-up; launches opponent into limited juggle state (higher than Kill Switch Break, often allowing better follow-ups); SA3 cancel whiffs on the final 2 cancelable frames

Super Arts

236236K
Ed
ed_236236k

236236K

Psycho Storm
SF6 Ed 236236k.png
SF6 Ed 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
10x7,1300 (2000) 70x6,80 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
13 2(7)2(16)2(3)
2(16)1(1)1(1)1
56 123 - 79 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
300x6,700 (2500) 600x7,800 (5000) - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-14 Strike/Throw Break - 100
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-59 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -32
Notes
High juggle potential; performs final attack on hit only; all hits are a true blockstring (if 1st hit is Perfect Parried, leaves an 8f gap between hits); KD advantage is slightly higher vs. airborne opponents
214214P
Ed
ed_214214p

214214P

Psycho Cannon
SF6 Ed 214214p.png
SF6 Ed 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
150x6,200 (1100) 100x6,150 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
8 - 27 35 - 93 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
700x6,800 (5000) 1400x6,1600 (10000) - -20000 -20000 0.03 / 0.045 / 0.09
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break - 0x6,1 0x6,1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+49~ - - - -
Punish Advantage Hit Advantage Block Advantage
KD +115~ KD +115~ +65~
Notes
7-hit Super-priority projectile; button strength determines projectile speed (LP slow, MP mid, HP fast); first 6 hits keep the opponent grounded and do not increase the juggle count; last hit puts opponent into a limited juggle state; if last hit occurs simultaneously with another strike, opponent remains grounded for follow-up combo; KD advantage varies based on range and juggle height; low damage on its own, but fantastic for combos, mixups, pressure, and corner carry
236236P
Ed
ed_236236p

236236P

Psycho Chamber
SF6 Ed 236236p.png
SF6 Ed 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK LH - -
Startup Active Recovery Total Hitstun Blockstun
10 10 64 83 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Full Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-72 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +24 HKD +24 -49
Notes
Cinematic time regenerates ~2.2 Drive bars for Ed; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)
236236P (CA)
Ed
ed_236236p(ca)

236236P

Psycho Chamber (CA)
SF6 Ed 236236p ca.png
SF6 Ed 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK LH - -
Startup Active Recovery Total Hitstun Blockstun
10 10 64 83 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Full Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-72 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +24 HKD +24 -49
Notes
Available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for Ed; only deals 500 damage on the first hit if it trades (only the first 5 active frames are invincible)

Taunts

5PPPKKK
Ed
ed_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Ed 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
192 (total) - - 192 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You ready yet?"
6PPPKKK
Ed
ed_6pppkkk

6PPPKKK

Forward Taunt
SF6 Ed 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
304 (total) - - 304 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"I'd take this seriously if I were you."
4PPPKKK
Ed
ed_4pppkkk

4PPPKKK

Back Taunt
SF6 Ed 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
370 (total) - - 370 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Hahaha, I'd be scared too."



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