STREET FIGHTER 6
MAX DATABASE
エド
61 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
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
Standing Medium Punch
5MP5M
Cancel Sp SA TC
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
Standing Heavy Punch
5HP5H
Cancel Sp SA
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
Standing Light Kick
5LK5L
Cancel TC
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)
Standing Medium Kick
5MK5M
Notes 4f 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 (easier to counter-poke but not affected by projectiles); extends a wide hurtbox until the end of recovery; Kill Rush (Forward/Back) cancel advantage: -14/-19
Standing Heavy Kick
5HK5H
Notes Whiffs on crouching opponents unless they extend a vertical hurtbox; useful anti-air and close range combo/pressure tool; extremely fast recovery for a heavy normal; Kill Rush (Forward/Back) cancel advantage: -9/-13
Crouching Light Punch
2LP2L
Cancel Chn
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
Crouching Medium Punch
2MP2M
Notes Functions like a 2MK for most characters (with below-average range); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery; Range: 1.41; Kill Rush (Forward/Back) cancel advantage: -8/-16
Low Hook Punch
2HP2H
Cancel -
Notes Ed's sweep (comparable to 2HK for most characters); has juggle potential
Crouching Light Kick
2LK2L
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 and a wider hurtbox until the end of recovery; Kill Rush (Forward/Back) cancel advantage: -17/-24; topmost hurtbox on frames 1-6 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Kick
2MK2M
Notes Forces stand; whiffs vs. crouching opponents at longer ranges unless they extend a vertical hurtbox; 3f extra recovery on whiff and extends a wide hurtbox until the end of recovery; 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
Crouching Heavy Kick
2HK2H
Notes 2f extra recovery on whiff; good range buffer tool with a hitconfirmable Target Combo follow-up; Kill Rush (Forward/Back) cancel advantage: -12/-17
Low Smash Combination
2HK~HP2HK~H
Cancel Sp* SA
Notes Puts opponent into limited juggle state; true blockstring even at max delay; cancelable into Kill Rush (6KK/4KK) on hit only; Super/Kill Rush cancel is delayed until after 2nd active frame
Psycho Knuckle (Lv.1)
5[HP]
Cancel 6KK*
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; POSSIBLE BUG: if attack connects on active frame 10-15 (only possible in meaty oki scenarios), Ed will not switch sides on block and will incur 35f recovery, making it punishable ( -13 to -8)
Rib Crusher
4LPLK4LPL
Notes Side switch; after throwing opponent into corner, can dash to become +5 outside throw range (can microwalk to throw Blanka, E.Honda, and Zangief); a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Kill Rush (Backward)
4KK
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); extends a wide forward hurtbox during recovery, leaving Ed vulnerable to counters like Drive Impact if too close
Cobra Punch
6HP6H
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)
Jumping Light Punch
j.LPj.L
Notes Ed's fastest air normal; decent for air-to-airs
Jumping Medium Punch
j.MPj.M
Notes Cross-up; strong downward attack angle for close jumps; lower body projectile invuln 1-7f foot and 8-22f below waist (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents; solid jump-in hitbox on the fist; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Can only be used as a fuzzy instant overhead if the opponent is in Burnout; good downward hitbox
Jumping Medium Kick
j.MKj.M
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; lower body projectile invuln 10-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Puts airborne opponents into limited juggle state; upward attack angle for air-to-air purposes; whiffs vs. crouching opponents unless they extend a vertical hurtbox, and difficult to time vs. standing opponents; lower body projectile invuln 8-17f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Psycho Flicker
236HK236H
Cancel SA3 Sp*
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); extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame); cancelable into 6KK/4KK on hit only (comes out after 15 recovery frames), giving Ed better oki after midscreen anti-air 236HK, or a juggle after corner anti-air 236HK
Psycho Flicker (Hold)
236[HK]
Cancel SA3 (1st)
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; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame)
Psycho Spark
236P
Cancel 6P* SA3
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)
Psycho Shoot
236P~6P
Cancel SA3
Notes 1-hit projectile; button strength determines projectile speed (LP slow, MP mid, HP fast)
236KK
Cancel SA2 SA3 (1st)
Notes 1-hit OD projectile hitbox (causes screen freeze on Perfect Parry); cannot grab opponent if it clashes with an OD projectile; pulls opponent in for a strike/throw mixup on block (pulled in half as far when Parried); launches opponent upward on grounded hit; airborne hit does extra damage and slams opponent down into limited juggle OTG bounce; active/recovery refers to whiffed version; cannot be charged for an enhanced version or canceled into Kill Rush; great oki tool
236LK236L
Notes 1-hit projectile hitbox (causes screen freeze on Perfect Parry); 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; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame); cancelable into 6KK/4KK on hit only (comes out after 15 recovery frames), giving Ed a juggle or improved oki after Punish Counter 236LK; Kill Rush Forward/Back cancel data: -18 oH, KD +42 on PC (+3 before opponent is knocked down after full dash animation)
236[LK]
Notes 2-hit projectile hitbox (causes screen freeze on Perfect Parry); 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 (pulled in half as far when Parried); 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; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame)
236MK236M
Notes 1-hit projectile hitbox (causes screen freeze on Perfect Parry); 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; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame); cancelable into 6KK/4KK on hit only (comes out after 17 recovery frames), giving Ed better oki after Counter-hit 236MK or a meterless juggle after Punish Counter 236MK; Kill Rush Forward/Back cancel data: -17 oH, KD +16 on CH, KD +42 on PC (+3 before opponent is knocked down after full dash animation)
236[MK]
Notes 2-hit projectile hitbox (causes screen freeze on Perfect Parry); 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 (pulled in half as far when Parried); 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; extends a forward hurtbox on frame 1 until the end of recovery (this hurtbox is projectile invuln until the first active frame)
236PP~6P
Cancel SA2 SA3
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)
236PP
Cancel 6P* SA2 SA3
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 Storm
236236K
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
Psycho Uppercut
623HP623H
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)
623LP623L
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
623MP623M
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)
623PP
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
214HP214H
Notes 3 hits; 3f extra recovery on block; puts opponent into limited juggle state for SA3 juggle
214LP214L
Notes 3 hits; leaves opponent grounded; counter-hit/Punish Counter advantage carries through all hits; puts airborne opponents into limited juggle state
214MP214M
Notes 3 hits; 8f extra recovery on block; puts opponent into limited juggle state for SA3 juggle
214PP
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); interruptible by 4f normals when canceled from any light normal, and always punishable on block even if spaced
Kill Rush (Forward)
5/6KK
Cancel 6P*
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; Distance: 2.24 (up to 2.69 if nothing is input during the first 17 post-recovery frames)
Kill Switch Break
5/6KK~6P
Notes 6P must be input early (from 1-12f); cannot hit cross-up; puts opponent into limited juggle state
Flicker Combination 2
5LK~LK~LK5LK~LK~L
Notes Easily hitconfirmed from a safe 5LK~LK, leaving Ed close for follow-up pressure; () refers to scaled damage after 5LK combo starter
Hitman Combination 2
5MK~MK~HP5MK~MK~H
Notes Tight timing window from 5MK~MK; not an overhead despite the animation
Body Blow Combination
5MP~HP5MP~H
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
Psycho Cannon
214214P
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; LP version allows extended juggles for huge damage, corner carry, and Drive meter regeneration (on hit, deals all Drive Damage on the final hit to prevent huge swings in Drive meter); scales all Super meter build by 50% until the end of the combo
Psycho Chamber
236236P
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)