Street Fighter™ 6

Street Fighter™ 6

View Stats:
VandalVortex May 26, 2024 @ 4:45pm
2
Ed Needs These Changes
- Cr.Lp should be special cancellable
- St.mk should hit low
- Backwards kill rush should travel further or faster
- F.Hp (Cobra Punch) should be an overhead
- Psycho Knuckle should be able to be cancelled out of via backwards kill rush
- Flicker combination (target combo) should end on -3 instead of -8 on block
- Body blow combination (target combo) should be cancellable into backwards kill rush
- Hitman Combination (target combo) should end in an overhead
- QCB+Lp (Psycho Blitz) should be -3 on block instead of -5
- Charged Psycho Flicker should break armour

Edits:

I'm not asking for all the changes above or below but a combination of maybe 3-5. I've also added some more changes I'd potentially like to see based on the thread.

- St.Lp should have more range
- St.Mp should startup in 6 frames instead of 7 so it combos from St.Lp on counter hit
- St.Hk should have upper body invincibility so it functions better as an anti-air
- Psycho Knuckle should side switch against DI
Last edited by VandalVortex; May 29, 2024 @ 11:07am
< >
Showing 16-25 of 25 comments
Konossööri May 28, 2024 @ 8:40pm 
- His jabs often whiff which means no lp lp xx blitz
Just be closer, knee's have to be touching. Don't attempt jab combos with Ed from any kind of range, his jabs are too short. Only go for 3 jabs if you started point blank. This is the one thing where I'd like some range buffs.

- St.Mk trades like the hurtbox is surrounding his hands, very noticeable when trying to punish the first hit of Akuma's St.Hk
The hurtbox IS before the hitbox, so this one will lose to most buttons and should be used sparingly. Crouching mk is hitbox first and can ch combo into st hp from pretty far. Add in the fact that cr mk is 1 frame faster and has 3f less recovery, combos into st hp from drive rush cancel and you can see why this should be your go to whiff punish for most situations. It's weak to lows and misses on crouchers so st mk and cr hk are there to pick up where cr mk fails.

- anti-air Lp Psycho uppercut into Psycho uppercut often misses and seems highly dependant on character jump arcs.
Yeah don't count on this one, the dp needs to be super early. Use this in charged flicker combos. Modern might be the winner here if you want to use this consistently. I'd be happy with just getting the light dp.

- Psycho Knuckle often trades despite being fully charged
With fireballs you mean? Or are you getting hit out of it? As an anti fireball tool it's almost completely useless due to the start up so just count yourself lucky if you manage to evade one.

- Charged flicker changes hit properties depending on if the opponent was slightly off the ground or too far away or both.
Not really inconsistent, that's just how it is. You can eyeball this.

- Sometimes after a DI you're not close enough for St.Hk to hit
Why would you do this then? For meterless, use st hp into killrush uppercut into hp dp. Killrush in for +7 oki. St hk is only really the best option if you want meterless safe jump setup, in which case it is the max damage starter for that as far as I know. For the rest, st hp is just as good or better.
Last edited by Konossööri; May 28, 2024 @ 9:32pm
Carmajedon May 30, 2024 @ 6:09am 
Originally posted by Jonah:
- His jabs often whiff which means no lp lp xx blitz
Just be closer, knee's have to be touching. Don't attempt jab combos with Ed from any kind of range, his jabs are too short. Only go for 3 jabs if you started point blank. This is the one thing where I'd like some range buffs.

- St.Mk trades like the hurtbox is surrounding his hands, very noticeable when trying to punish the first hit of Akuma's St.Hk
The hurtbox IS before the hitbox, so this one will lose to most buttons and should be used sparingly. Crouching mk is hitbox first and can ch combo into st hp from pretty far. Add in the fact that cr mk is 1 frame faster and has 3f less recovery, combos into st hp from drive rush cancel and you can see why this should be your go to whiff punish for most situations. It's weak to lows and misses on crouchers so st mk and cr hk are there to pick up where cr mk fails.

- anti-air Lp Psycho uppercut into Psycho uppercut often misses and seems highly dependant on character jump arcs.
Yeah don't count on this one, the dp needs to be super early. Use this in charged flicker combos. Modern might be the winner here if you want to use this consistently. I'd be happy with just getting the light dp.

- Psycho Knuckle often trades despite being fully charged
With fireballs you mean? Or are you getting hit out of it? As an anti fireball tool it's almost completely useless due to the start up so just count yourself lucky if you manage to evade one.

- Charged flicker changes hit properties depending on if the opponent was slightly off the ground or too far away or both.
Not really inconsistent, that's just how it is. You can eyeball this.

- Sometimes after a DI you're not close enough for St.Hk to hit
Why would you do this then? For meterless, use st hp into killrush uppercut into hp dp. Killrush in for +7 oki. St hk is only really the best option if you want meterless safe jump setup, in which case it is the max damage starter for that as far as I know. For the rest, st hp is just as good or better.
the inconsisten of the jab is not just be closer xd this much tell me u have no clue of what u talkign about gtfo u dont know ♥♥♥♥
Konossööri May 30, 2024 @ 6:13am 
Originally posted by Carmajedon:
Originally posted by Jonah:
- His jabs often whiff which means no lp lp xx blitz
Just be closer, knee's have to be touching. Don't attempt jab combos with Ed from any kind of range, his jabs are too short. Only go for 3 jabs if you started point blank. This is the one thing where I'd like some range buffs.

- St.Mk trades like the hurtbox is surrounding his hands, very noticeable when trying to punish the first hit of Akuma's St.Hk
The hurtbox IS before the hitbox, so this one will lose to most buttons and should be used sparingly. Crouching mk is hitbox first and can ch combo into st hp from pretty far. Add in the fact that cr mk is 1 frame faster and has 3f less recovery, combos into st hp from drive rush cancel and you can see why this should be your go to whiff punish for most situations. It's weak to lows and misses on crouchers so st mk and cr hk are there to pick up where cr mk fails.

- anti-air Lp Psycho uppercut into Psycho uppercut often misses and seems highly dependant on character jump arcs.
Yeah don't count on this one, the dp needs to be super early. Use this in charged flicker combos. Modern might be the winner here if you want to use this consistently. I'd be happy with just getting the light dp.

- Psycho Knuckle often trades despite being fully charged
With fireballs you mean? Or are you getting hit out of it? As an anti fireball tool it's almost completely useless due to the start up so just count yourself lucky if you manage to evade one.

- Charged flicker changes hit properties depending on if the opponent was slightly off the ground or too far away or both.
Not really inconsistent, that's just how it is. You can eyeball this.

- Sometimes after a DI you're not close enough for St.Hk to hit
Why would you do this then? For meterless, use st hp into killrush uppercut into hp dp. Killrush in for +7 oki. St hk is only really the best option if you want meterless safe jump setup, in which case it is the max damage starter for that as far as I know. For the rest, st hp is just as good or better.
the inconsisten of the jab is not just be closer xd this much tell me u have no clue of what u talkign about gtfo u dont know ♥♥♥♥

Ey I'll take your word for it :'D
Carmajedon May 30, 2024 @ 6:15am 
Originally posted by Jonah:
Originally posted by Carmajedon:
the inconsisten of the jab is not just be closer xd this much tell me u have no clue of what u talkign about gtfo u dont know ♥♥♥♥

Ey I'll take your word for it :'D
dont takem y word guy just literally go watch any pro or any video guide of ed and u gonna see they tell u hes jab is inconsistent af
Konossööri May 30, 2024 @ 6:21am 
His jab is short to the point of bad, it's still consistent. When you press a button, the same range of hitboxes and hurtboxes are always extended and they apply the same amount of pushback on hit/block. If these would vary, I'd agree that it was inconsistent.

Edit. Should've mentioned that the same events occur always on the same frame, consistently.
Last edited by Konossööri; May 30, 2024 @ 6:23am
Carmajedon May 30, 2024 @ 6:23am 
Originally posted by Jonah:
His jab is short to the point of bad, it's still consistent. When you press a button, the same range of hitboxes and hurtboxes are always extended and they apply the same amount of pushback on hit/block. If these would vary, I'd agree that it was inconsistent.
is not consistent holy ♥♥♥♥ how is it consistent that sometimes the second hit is gonna miss even if u are close or the 3 hit is gonna miss after the second? jesus my guy imma stop talking to u have a nice day
Konossööri May 30, 2024 @ 6:27am 
They miss because they have a short range and you are overcommitting and going for too many jabs.

We can play right now, see how many jab chains I whiff for yourself.
Carmajedon May 30, 2024 @ 6:28am 
Originally posted by Jonah:
They miss because they have a short range and you are overcommitting and going for too many jabs.

We can play right now, see how many jab chains I whiff for yourself.
im ignoring u know u dont know ♥♥♥♥ bye bye
Konossööri May 30, 2024 @ 6:32am 
There's a scene in the movie "from dusk till dawn" that perfectly describes the variety of people here.
Magnadeus May 30, 2024 @ 6:53am 
very glad that capcom doesn't read player suggestions. because when i see posts of "X character needs these changes" that immediately tells me that that person is very bad with that character and instead of learning to adapt or play someone else, they write of a massive wall of dumb changes that X character doesn't need because they suck with them.
< >
Showing 16-25 of 25 comments
Per page: 1530 50

Date Posted: May 26, 2024 @ 4:45pm
Posts: 28