Street Fighter 6/Ed/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Ed HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Ed Portrait.png 10000 0.8 0.0475 0.032 19 23 1.348 0.803 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 7 13 +4 -1 LH Chn Sp SA 13
5MP 600 7 3 15 24 +6 -1 LH Sp SA TC 15
5HP 800 10 4 18 31 +5 -2 LH Sp SA 18
5LK 300 6 2 13 20 +3 -3 LH TC 14
5MK 600 10 2 16(18) 27(29) 0 -5 LH Sp SA TC 14 Sp / 17 TC
5HK 800 10 3 12 24 +8 +3 LH Sp SA 17
2LP 200 4 3 10 16 +3 -5 L Chn
2MP 500 8 3 19 29 +2 -6 L Sp SA 13
2HP 900 10 4 24 37 HKD +30 -12 L -
2LK 300 5 2 11 17 +3 -4 LH Sp SA 12
2MK 600 9 2 16 26 +8 -1 LH Sp SA 14
2HK 800 12 2 17 30 +1 -4 LH Sp SA TC 16 / 19 (TC)
j.LP 300 5 5 3 land - - - H -
j.MP 500 8 6 3 land - - - H -
j.HP 800 9 4 3 land - - - H -
j.LK 300 8 3 3 land - - - H -
j.MK 700 10 2 3 land - - - H -
j.HK 800 8 2 3 land - - - H -
5[HP] 800 30+9 1~15 25~35 71~117 Crumple +76 (+12 ground) -2(+2) LH 6KK*
5[HP] 1200 60+9 1~15 29~35 101~118 Crumple +76 (+12 ground) +4 LH 6KK*
6HP 900 17 3 21 40 +1 -3 LH -
5LK~LK 400(360) 7 3 15 24 +3 -3 LH TC 29
5LK~LK~LK 600(480) 7 3 16 25 +1 -8 LH -
5MP~HP 400 13 2 23 37 KD +38 -8(-23) LH Sp* SA 41
5MK~MK 300 7 2 20 28 0(-15) -6(-20) LH TC 33
5MK~MK~HP 600(480) 11 5 23 38 KD +35 -11 LH -
2HK~HP 700 12 5 19 35 KD +34 -8 LH SA 43-47 (18)

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -8 +4 -1 14 9 9
5MP +10 -16 +14 +7 24 17 11
5HP +9 -20 +17 +10 27 20 13
5LK 10% Starter +7 -13 18 12 9
5MK +4 -16 +8 +3 18 13 11
5HK +12 -13 +13 +8 23 18 13
2LP 10% Starter +7 -11 16 8 9
2MP 20% Starter +6 -20 +12 +4 24 16 9
2HP HKD +47 -26 16 13
2LK 10% Starter +7 -11 +5 -2 16 9 9
2MK +12 -16 +16 +7 26 17 11
2HK +5 -17 +10 +5 20 15 13
j.LP ~-2 13 9 9
j.MP ~-2 17 13 11
j.HP ~-2 19 15 13
j.LK ~-2 13 9 9
j.MK ~-2 15 11 11
j.HK ~-2 19 15 13
5[HP] 20% Starter Crumple +80 (+16 ground) -26 28 13
5[HP] 20% Starter Crumple +80 (+16 ground) -26 34 13
6HP +5 -22 25 21 12
5LK~LK +7 21 15 4
5LK~LK~LK +5 20 11 7
5MP~HP Combo (2 hits) KD +38 KD +52 +6 17 12
5MK~MK +4(-11) 22 16 5
5MK~MK~HP KD +35 17 6
2HK~HP Combo (3 hits) KD +34 -22 16 12

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [4000] 1500 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 2000 [4000] 1000 500 (350) 250 (125)
2HP 4000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 3000 [4000] 1500 600 (420) 300 (150)
2HK 4000 [8000] 2000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 3000 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
5[HP] 6000 [10000] 3000 1000 (700) 500 (250)
5[HP] 8000 [12000] 4000 1200 (840) 600 (300)
6HP 6000 [10000] 3000 1000 (700) 500 (250)
5LK~LK 1000 [4000] 500 400 (280) 200 (100)
5LK~LK~LK 1500 500 400 (280) 200 (100)
5MP~HP 1000 [4000] 1000 400 (280) 200 (100)
5MK~MK 1000 [4000] 1500 400 (280) 200 (100)
5MK~MK~HP 2000 1500 500 (350) 250 (125)
2HK~HP 3000 [4000] 3500 1200 (840) 600 (300)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
5[HP]
5[HP]
6HP
5LK~LK 1 1
5LK~LK~LK 1 2
5MP~HP 1 1 2
5MK~MK 1
5MK~MK~HP 1
2HK~HP 1 1

input Notes
input Notes
5LP 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 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 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 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 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 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
2LP 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 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's sweep (comparable to 2HK for most characters); has juggle potential (no Hard Knockdown when juggled into)
2LK 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 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 Good range buffer tool with a hitconfirmable Target Combo follow-up; Kill Rush (Forward/Back) cancel advantage: -12/-17
j.LP Ed's fastest air normal; decent for air-to-airs
j.MP Cross-up; strong downward attack angle for close jumps
j.HP Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents; solid jump-in hitbox on the fist
j.LK Can only be used as a fuzzy instant overhead if the opponent is in Burnout; good downward hitbox
j.MK 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 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
5[HP] 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] 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 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)
5LK~LK 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 Easily hitconfirmed from a safe 5LK~LK, leaving Ed close for follow-up pressure
5MP~HP 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 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 Tight timing window from 5MK~MK; not an overhead despite the animation
2HK~HP Puts opponent into limited juggle state; can leave up to 2f blockstring gap if delayed; super cancel is delayed until after 2nd active frame

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +34 - T
4LPLK 1200 (2040) 5 3 23 30 KD +24 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48 KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +34
4LPLK 20% Immediate HKD +24
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK 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)
4LPLK Side switch; after throwing opponent into corner, can dash for perfect meaty throw timing (+5 after dash)
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; See Drive Reversal.
MPMK 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 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236P 400 14 12 8 33 +3 -5 LH 6P* SA3 16 (SA) / 20 (6P)
236PP 200x2 14 12 7 32 KD +43 -2 LH 6P* SA2 SA3 14 (SA) / 22 (6P)
236P~6P 600 12 - 30 42 +3 -8 LH SA3 4
236PP~6P 400x2 12 - 28 40 KD +46~ -2 LH SA2 SA3 10
623LP 900 10 8 23(28) 45(40) KD +38 -13 LH SA3 24*
623MP 1000 14 6 32 51 KD +39 -20 LH SA3 22*
623HP 1200 16 6 33 54 KD +38 -21 LH SA3 22*
623PP 800x2 13 6 36(41) 54 KD +18 -28 LH -
214LP 200x2,400 (800) 11 3(3)3(6)4 14 43 +3 -5 LH SA3 30
214MP 250x2,400 (900) 13 2(7)3(9)3 16(24) 52(60) KD +39 -12 LH SA3 39
214HP 250x2,600 (1100) 15 2(11)2(6)2 23(26) 60(63) KD +40 -12 LH SA3 39
214PP 150x8,200 (1400) 13 1(4)1(3)1(3)
1(3)1(3)1(8)2
20 64 KD +42 -3 LH SA2 SA3 61 / 85 (54 block)
236LK 800 11+5 4 26(24) 45(43) +1 -6 LH SA3 7
236[LK] 800,200 26+5 5 24 59~148 KD +61 +4 LH SA3 (1st) 6
236MK 900 15+5 4 26(25) 49(48) +3 -6 LH SA3 7
236[MK] 800,200 30+5 5 24 63~148 KD +61 +4 LH SA3 (1st) 6
236HK 800 12+5 8 18 42 KD +51(+63) - - SA3 7
236[HK] 800,200 30+5 10 19 63~148 KD +56(68) - - SA3 (1st) 6
236KK 400x2 25 4 32 60 KD +61 +4 LH SA2 SA3 (1st) 4
4KK - - - 31 31 - - - -
5/6KK - - - 31 31 - - - 6P*
5/6KK~6P 600 11+11 3 20 33 KD +38 -4 LH SA3 12
5/6KK~dl.6P 600 13+11 3 20 33 KD +50 -6 LH SA3 12(10*)

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236P 100 +7 -19 15 8
236PP 50x2 KD +43 -17 1,16 (18 2nd only) 3,4
236P~6P 150 +7 -20 23 8
236PP~6P 100x2 KD +46~ -7 27 total 8,8
623LP 225 30% Starter; Combo (2 hits) KD +38 -29 18 15
623MP 250 KD +39 -36 18 15
623HP 300 KD +38 -37 18 15
623PP 200x2 KD +18 -40 37 total 12,10
214LP 50x2,100 (200) +7 -16 28 total 2,2,6
214MP 62x2,100 (224) KD +39 -25 36 total 2,2,8
214HP 62x2,150 (274) KD +40 -26 37 total 7,4,4
214PP 37x7 (259) Combo (2 hits) KD +42 -20 49 total 2x7,10,15
236LK 200 KD +60 Crumple -19 24 8
236[LK] 200,50 20% Starter; Combo (15% extra) KD +61 -18 43 total 13,3
236MK 225 KD +62 Crumple -19 24 8
236[MK] 200,50 20% Starter; Combo (15% extra) KD +61 -18 43 total 13,3
236HK KD +51(+63) 8
236[HK] 20% Starter; Combo (15% extra) KD +56(68) 18
236KK 100x2 20% Starter, Combo (5% extra) KD +61 -25 43 total 15,3
4KK
5/6KK
5/6KK~6P 150 20% Starter; Combo (2 hits) KD +38 -21 19 8
5/6KK~dl.6P 150 20% Starter KD +50 -21 17 8

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236P 2500 [3000] 1000 300 (210) 150 (75)
236PP 1000x2 [1500x2] -20000 200x2 (140x2) 100x2 (50x2)
236P~6P 2500 [3000] 1000 600 (420) 300 (150)
236PP~6P 1250x2 [2500x2] 300x2 (210x2) 150x2 (75x2)
623LP 4000 [5000] 2000 800 (560) 400 (200)
623MP 4000 [5000] 3000 1200 (840) 600 (300)
623HP 4000 [5000] 4000 1500 (1050) 750 (375)
623PP 2000x2 -20000 750x2 (525x2) 375x2 (187x2)
214LP 1000x3 [1700,1650x2 (5000)] 600x2,800 (2000) 300x3 (210x3) 150x3 (75x3)
214MP 1000x3 [1700,1650x2 (5000)] 500x2,1000 (2000) 300x2,400 (210x2,280) 150x2,200 (75x2,100)
214HP 1000x3 [1700,1650x2 (5000)] 500x2,1000 (2000) 300,400x2 (210,280x2) 150,200x2 (75,100x2)
214PP 600x6,400 (4000) [500x7,750x2 (5000)] -20000 100x7,200,300 (70x7,140,210) 50x7 (25x7)
236LK 2500 [8000] 2000 600 (420) 300 (150)
236[LK] 1500x2 [2500x2] 1000x2 600,200 (420,140) 300,100 (150,50)
236MK 3000 [10000] 2000 600 (420) 300 (150)
236[MK] 1500x2 [2500x2] 1000x2 600,200 (420,140) 300,100 (150,50)
236HK [10000] 2000 600 (420)
236[HK] [2500x2] 1000,2000 600,200 (420,140)
236KK 1500x2 [2500x2] -20000 300,400 (210,280) 150,200 (75,100)
4KK
5/6KK
5/6KK~6P 5000 [8000] 2000 600 (420) 300 (150)
5/6KK~dl.6P 5000 [8000] 2000 600 (420) 300 (150)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236P 1
236PP 1 1,1
236P~6P 1 air 1
236PP~6P 1 0,3
623LP 1-15 Air 4 4
623MP 1-19 Air 5 5
623HP 1-19 Air 3 3
623PP 1-16 Full 1,99
214LP 1,1,1
214MP 1 1,1,1
214HP 1 1,1,1
214PP 1 1
236LK 1
236[LK] 1
236MK 1
236[MK] 1
236HK 1 2
236[HK] 1,2 1,2
236KK 1 1,2 1
4KK
5/6KK
5/6KK~6P 1 3
5/6KK~dl.6P 4 3

input Notes
input Notes
236P 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 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
236P~6P 1-hit projectile; button strength determines projectile speed (LP slow, MP mid, HP fast)
236PP~6P 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)
623LP 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 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 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 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
214LP 3 hits; leaves opponent grounded; counter-hit/Punish Counter advantage carries through all hits; puts airborne opponents into limited juggle state
214MP 3 hits; 8f extra recovery on block; puts opponent into limited juggle state for SA3 juggle
214HP 3 hits; 3f extra recovery on block; puts opponent into limited juggle state for SA3 juggle
214PP 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)
236LK 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] 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 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] 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 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] 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 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
4KK 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)
5/6KK 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
5/6KK~6P 6P must be input early (from 1-12f); cannot hit cross-up; puts opponent into limited juggle state
5/6KK~dl.6P 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

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 10x7,1300 (2000) 13 2(7)2(16)2(3)
2(16)1(1)1(1)1
56 123 KD +33 -32 LH
214214P 150x6,200 (1100) 8 - 27 35 KD +115~ +65~ LH
236236P 4000 10 10 64 83 HKD +24 -49 LH
236236P 4500 10 10 64 83 HKD +24 -49 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 70x6,80 (500) 30% Minimum KD +33 -59 79 total 2x7
214214P 100x6,150 (750) 40% Minimum KD +115~ +49~ 93 total 11x7
236236P 1000 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK HKD +24 -72 25 6
236236P 1250 50% Minimum; 10% Immediate (Sp); 30% Immediate from 236LK/MK HKD +24 -72 25 6

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 300x6,700 (2500) 600x7,800 (5000) -10000 -10000
214214P 700x6,800 (5000) 1400x6,1600 (10000) -20000 -20000
236236P 7500 15000 -30000 -30000
236236P 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-14 Strike/Throw Break 100
214214P Break 0x6,1 0x6,1
236236P 1-14 Full Break
236236P 1-14 Full Break

input Notes
input Notes
236236K 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 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 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 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)



SF6 Navigation

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Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
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Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu