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Ed
Street Fighter 6 Ed guide - frame data, combos, matchup tips and more.
1 - [SF6] Ed Frame Data with Video
Ed
2 - [SF6] Ed Countermeasures Guide [Win Just by Reading]
A comprehensive Ed countermeasure guide for SF6 (Street Fighter 6), taught by MR1800+. Includes Fuzzy timing breakdowns.
Basic Info
- No Overhead
- Defensive Options
- Has 13F Startup OD invincible reversal: 623PP
- Has 10F Startup anti-air invincible 623LP
- 236236K has 13F Startup, no Projectile invincible
- 214214P has 8F Startup
- 236236P has 10F Startup
- Moves that are plus on Block
- HK is +4F
- 236KK is +4F
Neutral (Awareness Priority)
- Watch out for MK
- The range of MK is the key spacing to be aware of against Ed
- Think about whether to whiff punish this move or step inside its range and place a poke
- If walk-blocking is difficult, use Rush to attack
- Cross-up jumps are effective
- If you get inside MK range, cross-up jumps are effective
- Ed’s anti-air invincible 623LP is slow and generally won’t catch cross-up jumps
- Using cross-up-angle jumps lets you take your offensive turn
- Empty jumps are effective
- If you’re outside MK range, jumping from far away to bait 623LP is also very effective
- Use light meaties more
- As an Oki option, using light meaties can safejump all of Ed’s invincible moves
- Find your character’s set play that creates a 5F safejump and use lights at key moments
623P
Ed’s anti-air invincible move. Startup and damage change with strength.
- 623LP
- 10F Startup
- Ed’s main anti-air
- 623MP
- 14F Startup
- 623HP
- 16F Startup
- 623PP
- OD invincible
- 13F Startup
Recommended Counter
All versions have slow Startup, making empty jumps and cross-up jumps very effective. Try them if you haven’t already.214P
Ed’s combo ender special move.
- 214LP
- Ed is +3F on Hit
- Ed is -14F on Block
- 214MP
- Ed is -12F on Block
- 214HP
- Ed is -12F on Block
Recommended Counter
236K
Ed’s poke special move.
- 236LK
- 16F Startup
- By holding, it pulls the opponent in on Block and Ed is +4F
- Walk Shimmy is not possible during strings
- 236MK
- 20F Startup
- By holding, it pulls the opponent in on Block and Ed is +4F
- Walk Shimmy is not possible during strings
- 236HK
- 17F Startup
- Used as anti-air
- 236KK
- 25F Startup with ample time to counter Drive Impact
- Difficult at first but practice it
- After pull-in on Block, it’s point-blank Ed +4F
- 25F Startup with ample time to counter Drive Impact
Recommended Counter
236LK and 236MK counter:
- Aim for Just Parry
- After Just Parry you get +19F, so if the distance is far, land Rush→medium attack
- Advanced counter
- By inputting →→ while aiming for Just Parry, if 236K whiffs, Rush attack is guaranteed
- Doing this every time is difficult, but try your best
–Pull-in counter–
- Generally accept throws
- Ed’s post-throw situation isn’t great
- Just accept it
- Shimmy is not possible
- It’s +4F but walk Shimmy can’t be done
- Crouch Block → Fuzzy walk back → [varies by character]
- While crouch Blocking, walk back a few frames after 2MK’s Startup ends to punish Ed’s throw bait HP
The following has the following recorded:
- Charged Flicker → 2MK
- Charged Flicker → backstep → HP
- Charged Flicker → (During jump) HP
MK
A long-range normal that excels at poking and whiff punishing. From here, Ed cancels into various specials to continue offense.
Recommended Counter
- Cancel Rush
- Cannot create a true blockstring
- Use OD invincible
LPLK
Ed is +24F on Hit.
Taking Back Rise gives no Oki, so Back Rise is the safe option.
For Punish Counter throw situations, it’s a real mixup so do your best to defend.
4LPLK
Ed is +24F on Hit.
Taking Back Rise gives no Oki, so Back Rise is the safe option.
For Punish Counter throw situations, it’s a real mixup so do your best to defend.