Street Fighter™ 6

Street Fighter™ 6

View Stats:
Anyone struggle learning Ed's combos?
I like to just go through a characters combo list in entirety if I can to see how they feel overall. I love the idea of leaning Eddie but was getting hung up on even his intermediate combos. I prefer not to use modern regardless of the combos then being easy.
Last edited by Tr3m0r; Jan 14 @ 12:31pm
< >
Showing 1-10 of 10 comments
Peddie Jan 14 @ 12:00pm 
Are you looking for the Tekken 8 forums?
Tr3m0r Jan 14 @ 12:30pm 
Originally posted by Peddie:
Are you looking for the Tekken 8 forums?

I'm not sure what your condescending reply is even about? What about my post specifically has you trying to troll me into some argument. Is it because I said "Eddie" accidentally instead of "Ed?" Yes that was a simple mistake. Geez.
Last edited by Tr3m0r; Jan 14 @ 12:31pm
Maverick Jan 14 @ 12:36pm 
Ngl, when I saw 'Eddie', I also instantly thought Eddie Gordo, lol.
FleshyBB Jan 14 @ 12:38pm 
I thought Eddie Gordo as well.
Originally posted by Tr3m0r:
I like to just go through a characters combo list in entirety if I can to see how they feel overall. I love the idea of leaning Eddie but was getting hung up on even his intermediate combos. I prefer not to use modern regardless of the combos then being easy.
Eddie Murphy is kinda hard with his dash timing, took me a while to figure it out. Was that hard or is it his flickers giving you trouble?


All I can say is practice, and remember to practice, but also practice.
Tr3m0r Jan 14 @ 12:51pm 
Originally posted by Sixtyfivekills:
Originally posted by Tr3m0r:
I like to just go through a characters combo list in entirety if I can to see how they feel overall. I love the idea of leaning Eddie but was getting hung up on even his intermediate combos. I prefer not to use modern regardless of the combos then being easy.
Eddie Murphy is kinda hard with his dash timing, took me a while to figure it out. Was that hard or is it his flickers giving you trouble?


All I can say is practice, and remember to practice, but also practice.

Appreciate the reply, and you nailed it. It's maybe Intermediate 5 or 6 that started to have a few back to back dashes going into a special move followed by another dash then special move. I haven't played SF since the first few back in the 90s and early 2000s. I play more mortal kombat, virtua fighter and tekken. Street fighter, to me, was always very simple combos and cancels. So when I got this game, it was the first fighting game where I really struggle with some of the combos. I'm not sure what flickers are...which may be part of my problem!
I'm struggling with AKI, my brain just confuses all her routes 😂
Originally posted by Doc Holiday:
I'm struggling with AKI, my brain just confuses all her routes 😂
It's not her routes for me so much as neutral. If I'm not sliding in green kool-aid, I feel like I'm in a worse situation than I would be in by simply playing a shoto anywhere on screen.
subtact Jan 14 @ 4:31pm 
Ed's combos can be tough to get down, though I would say that I believe most of the combo trial combos are not worth learning.

I think the only one from the trials that people use (& for what it is, the timing is tough, one major advantage of Modern Ed is this is an auto-combo) is:
(using numpad notation for the special move directions)
st.HP xx (K)(K) XX 6P, 214HP
-the trick I've found with this one is do the (K)(K) ASAP, and delay the 6P follow up to get access to the "late" version of the follow up for the juggle state

Some of the combos I've picked up from much better players (I'll leave out the Level 2 Super desync Dream combo variants, those are probably the hardest combos in the game), and some simple ones I figured out with frame data mathematics in the Lab:

Alternative st.HP starter to the above that's an easier link combo:
st.HP, cr.LK xx 214MP

EndingWalker's Charged LK or MK flicker combo (2 Drive Gauge required):
236LK or MK Charged, 236(K)(K), 214HP
-If the opponent ends up in the corner, you actually have a setup that you can do with Ed's projectile and make it positive on block and linkable into st.MP or better on regular hit (bigger buttons on counter/ punish counter) the Execution is tough (you'll need to do a half circle since after a dash a quarter circle 236 will come out like a DP 623 with the way the game buffers inputs):
(Dash) 66, 41236P (as mentioned above this is how you need to do 236P after a forward dash to not get a DP)

OD Flicker BNB Variations (the 623LP needs to hit early-ish to juggle enough for most of the follow ups):
st.HP xx 236(K)(K), 623LP, 623HP (max damage version without Super ender)
cr.MK xx 236(K)(K), 623LP, 623HP (cr.MK can be used as a starter for less damage for any of these combos, only it and st.HP cancel into OD Flicker on regular hit)

st.HP xx 236(K)(K), 623LP, 214HP (can cancel 214HP into Level 3 as well)
st.HP xx 236(K)(K), 623LP, (K)(K) xx 6P (late), 236236K (route into Level 1 Super)

Simple Link combo off of cr.MK or st.HK:
cr.MK/st.HK, cr.MP xx 214HP

Simple Combos linking into the st.MP~HP target combo (the cr.MP combo has more range but if you're closer you can link st.MP)
cr.MK/st.HK, st.MP~HP xx 214HP - this gives you a 42 frame knock down which allows you to do a safe jump (really good for baited wake invul attacks) in this game
cr.MK/st.HK, st.MP~HP xx 236(K)(K), 214HP
(Corner) cr.MK/st.HK, st.MP~HP xx (K)(K) xx 6P, 236(P)(P) XX 6HP, 214HP (can also finish with 623HP for more damage)

Great Easy to Use 6HP Punish Counter combo where you can punish from large distances for 2.1k damage (so any move you have enough time where this can hit Punish Counter like after a DP that's whiffed or blocked, ideally you want to be closer to do a PCst.HK and then a st.HP starter combo, but this Superman punch punish counter is much easier and you don't have to think about spacing):
Punish Counter 6HP, cr.LK xx 214MP

Challenging Drive Rush combo (but not super hard IMO, the charged flicker in the middle of the combo is the hardest part to get down muscle memory wise) that no one uses if they got the Dream combo down LOL (but it looks cool and is the max damage route starting from a st.HK punish counter ending in a Level 3):
st.HP XX 236(K)(K), 236P xx 6LP, DriveRush st.HP xx 236[LP] charged, 214HP (can also replace the 214HP ender with (K)(K) 6P late xx 236236K to end in Level 1 super)

Alternative/Easier Level 2 Super combos: Note that when in or too close to the corner you'll need to cancel the 214(P)(P) into Level 2 earlier so the Psycho Power ball doesn't pop them up (I'll give a dead simple version which also works midscreen if you mess up and don't get the level 2 cancel that pops up the opponent), for all the midscreen ones you want the Level 2 cancelled later to pop up the opponent:

Midscreen:
st.HP xx 214 (P)(P) xx 214214LP, 623HP, 6HP, walk forward slightly (microwalk) (K)(K) xx 6P late, slight delay 6HP
-If you get them in the corner with the 6P Kill Rush follow up, you can hit a 623HP instead for more damage)

Near-ish to the corner (maybe like 4-5 character widths away you sort of need to get the hang of eyeballing this distance, you'll know it was good if after the first DP, the opponent lands on the ball and is in the corner, if you're too close the ball flies off screen):
st.HP xx 214(P)(P) xx 214214LP, 623HP, 623HP, 623HP
-This combo does really good damage (around 4.6k) and is fairly easy if you have DP motions down, the hardest part is recognising the correct spacing for it to be possibl.

Easy Level 2 Corner combo (Note with the follow up after the flicker ground bounce all the other follow ups can be done, I'm only listing the 214HP ender version):
st.HP xx 214(P)(P) xx 214214LP(early super cancel) st.HP/st.HK xx 236[HK] charged, release after the ball is finished, 214HP

Harder Level 2 Corner Combo (you can get creative with the juggles and I'm not confident this is optimised, but I don't do the Level 2 finish in the corner often):
st.HP xx 214(P)(P) xx 214214LP(early super cancel) delay (like maybe midway between the 7 Level 2 hits before you jump) j.HK, 236HK, 623LP, 214LP

Hopefully you'll find some value with these and it's not too much of a hard to understand block of text.

If you're not familiar, Super Combo can be a decent resource for this game, here's Ed's page: https://wiki.supercombo.gg/w/Street_Fighter_6/Ed

I didn't learn any combos for Ed from it (mainly searching Twitter for tech, figuring out the combos competitive players use and a few I figured out in the lab with the frame data meter), but there are many more combos and some character pages are better than others, so a not bad resource.
Last edited by subtact; Jan 14 @ 4:42pm
Originally posted by ¯\_(ツ)_/¯:
Originally posted by Doc Holiday:
I'm struggling with AKI, my brain just confuses all her routes 😂
It's not her routes for me so much as neutral. If I'm not sliding in green kool-aid, I feel like I'm in a worse situation than I would be in by simply playing a shoto anywhere on screen.
yeah, her anti airs are not good like Shotos or Lily. She doesn't have crossup defense, she needs to jump back air to air to defend against crossups. Lots of adjustments need to be made when playing aki, but I like her
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jan 14 @ 11:40am
Posts: 10