Street Fighter 6 · Combo Cheat Sheet
ED
Facing right. Cancels shown as >X.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
LP MP HPPunches (round)
LK MK HKKicks (square)
PP KKOD, 2 Drive bars
PC CHPunish counter / counter hit
DR DRC DIDrive Rush / cancel / Impact
LP MP HPLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Psycho Spark | ↓↘→ P | 1-hit Projectile hitbox |
| Psycho Shoot | ↓↘→ P >X 6P | 1-hit Projectile hitbox |
| Psycho Uppercut | →↓↘ P | Invincible to airborne strikes on frames 1-19 |
| Psycho Blitz | ↓↙← P | 3 hits |
| Psycho Flicker | ↓↘→ K | 1-hit Projectile hitbox |
| Kill Rush (Forward) | KK or 6KK / 66 (cancel) | No head hurtbox on frames 3-26 |
| Kill Rush > Kill Switch Break | KK or 6KK / 66 (cancel) >X 6P (early) | f+P must be input early (frames 1-11 of Kill Rush dash) |
| Psycho Storm | ↓↘→↓↘→ K | Strike and Throw invincible on frames 1-14 |
| Psycho Cannon | ↓↙←↓↙← P | No invincibility whatsoever |
| Psycho Chamber | ↓↘→↓↘→ P | Fully invincible on frames 1-14 |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LK >X LK >X LK | 1040 | 0 / 0 | Target combo. Despite being low damage, these are inherent hitconfirms that allow Ed to tack on additional damage at … |
| MK >X MK >X HP | 1380 | 0 / 0 | Target combo. Despite being low damage, these are inherent hitconfirms that allow Ed to tack on additional damage at … |
| ↓HK >X HP | 1500 | 0 / 0 | Target combo. Big enough cancel window to hitconfirm in neutral. Can cancel into any super art. |
| MP >X HP >X →↓↘HP | 1840 | 0 / 0 | – |
| MP >X HP >X →KK >X →P (early), →↓↘MP | 1920 | 0 / 0 | – |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| LP (PC), MP >X HP >X →↓↘HP | 1720 | 0 / 0 | 4f punish counter. Point blank |
| LP (PC), ↓MP >X →↓↘HP | 1600 | 0 / 0 | 4f punish counter. Operates from further out than st. lp, st. mp |
| ↓LK (PC), MP >X HP >X →↓↘HP | 1720 | 0 / 0 | 5f punish counter. Point blank. |
| ↓LK (PC), ↓LK >X ↓↙←MP | 1230 | 0 / 0 | 5f punish counter. Operates from further out than cr. lk, st. mp |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LP, LP >X DRC ~ LP, MP >X HP >X →↓↘HP | 1391 | 3 / 0 | Light drive rush extension. |
| ↓LK >X DRC ~ ↓LK, MP >X HP >X →↓↘HP | 1470 | 3 / 0 | Long range cr. lk buffer. |
| ↓LP, LP, LP >X DRC ~ LP, MP >X HP >X →KK, →P (late) >X SA1 | 1893 | 3 / 1 | Drive rush combo, climbing the ladder with lights. |
| LP >X DRC ~ LP | – | 3 / 0 | 4f maximum. +8 on hit. |
| ↓LK >X DRC ~ ↓LK | – | 3 / 0 | 5f maximum. +7 on hit. |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| MP >X HP >X →KK >X →P (late), ↓↙←MP | 1960 | 0 / 0 | Corner only. Works with early as well, less damage. |
| HK, MP >X HP >X →KK >X →P (late), ↓↙←MP | 2530 | 0 / 0 | Whiffs on crouching opponents. Corner only. |
| ↓MK, MP >X HP >X →KK >X →P (late), ↓↙←MP | 2330 | 0 / 0 | Corner only. |
| MP >X HP >X →KK >X →P (late), SA1 | 2620 | 0 / 1 | Good meterless juggle into SA1 for additional damage. |
| HP >X ↓↙←PP >X SA2, →↓↘HP, ↓↘→HK (held), →KK >X →P (early), →↓↘HP | 4365 | 2 / 2 | SA2 Example Combo |
Practice First
- LK >X LK >X LK as your everywhere combo.
- MK >X MK >X HP for a second confirm.
- LP (PC), MP >X HP >X →↓↘HP after blocking a punishable move.
- ↓LP, LP >X DRC ~ LP, MP >X HP >X →↓↘HP as your Drive Rush route.
- MP >X HP >X →KK >X →P (late), ↓↙←MP once you can reach the corner.
Translated from FAT's Classic routes using FAT's Modern input for each move (manual motions, not assisted). Routes that use a button Modern doesn't have are left out. Damage shown is Classic's; AUTO (assisted) specials deal less.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
L M HLight / Medium / Heavy
SPSpecial button (+ direction)
AUTOAssist button held
AAOD: two attack buttons
AAny attack button
DR DRC DIDrive Rush / cancel / Impact
L M HLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Psycho Spark | SP | 1-hit Projectile hitbox |
| Psycho Shoot | SP ~ →A | 1-hit Projectile hitbox |
| Psycho Uppercut | →↓↘H | Invincible to airborne strikes on frames 1-19 |
| Psycho Blitz | ←SP / ↓↙←H | 3 hits |
| Psycho Flicker | ↓↘→H | 1-hit Projectile hitbox |
| Kill Rush (Forward) | MH or →MH / f,f (cancel) | No head hurtbox on frames 3-26 |
| Kill Rush > Kill Switch Break | MH or →MH / f,f (cancel) ~ →A (early) | f+P must be input early (frames 1-11 of Kill Rush dash) |
| Psycho Storm | SP+H or →SP+H / ↓↘→↓↘→L | Strike and Throw invincible on frames 1-14 |
| Psycho Cannon | ←SP+H / ↓↙←↓↙←M ~ b/n/f | No invincibility whatsoever |
| Psycho Chamber | ↓SP+H / ↓↘→↓↘→H | Fully invincible on frames 1-14 |
Bread & Butter meterless
No confirmed combos for this section yet.
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L (PC), ↓M >X →↓↘H | 1600 | 0 / 0 | 4f punish counter. Operates from further out than st. lp, st. mp |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| L >X DRC ~ L | – | 3 / 0 | 4f maximum. +8 on hit. |
Corner & Super Enders
No confirmed combos for this section yet.
Practice First
- L (PC), ↓M >X →↓↘H after blocking a punishable move.
- L >X DRC ~ L as your Drive Rush route.