Ed Street Fighter 6 fighter artwork
Street Fighter 6 Move & Ability Guide

Ed moves, skills and special abilities

Move & Ability Guide

Street Fighter 6 Year 1 fighter.

38 ability entries18 Basic Attacks6 Unique Attacks9 Special Moves3 Super Arts2 Throws
Street Fighter inputs: Forward means toward the opponent; Back means away. Reverse horizontal directions when facing left. A comma or → separates steps; + means press together. Use your assigned buttons if controls were remapped. Keypad directions: 1 Down-Back, 2 Down, 3 Down-Forward, 4 Back, 5 neutral, 6 Forward, 7 Up-Back, 8 Up, 9 Up-Forward. P/K = Punch/Kick; L/M/H = Light/Medium/Heavy; PP/KK = two punch/kick buttons together. [direction] means hold to charge. 236 = quarter-circle forward; 214 = quarter-circle back; 623 = Forward, Down, Down-Forward. Classic uses six attack buttons. Modern uses Light (PS Square / Xbox X), Medium (Cross / A), Heavy (Circle / B), Special (Triangle / Y), and Assist (R2 / RT). Modern shortcuts and available normals vary by fighter; Classic commands are labeled and must not be assumed to be Modern shortcuts.

Basic Attacks

18
Standing Light Punch
basic_attack
Controls: SF6 Classic controls
How it is used
5LP
Read as: neutral + Light Punch

Common standing normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Standing; use neutral direction.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Standing Light Kick
basic_attack
Controls: SF6 Classic controls
How it is used
5LK
Read as: neutral + Light Kick

Common standing normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Standing; use neutral direction.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Standing Medium Punch
basic_attack
Controls: SF6 Classic controls
How it is used
5MP
Read as: neutral + Medium Punch

Common standing normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Standing; use neutral direction.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Standing Medium Kick
basic_attack
Controls: SF6 Classic controls
How it is used
5MK
Read as: neutral + Medium Kick

Common standing normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Standing; use neutral direction.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Standing Heavy Punch
basic_attack
Controls: SF6 Classic controls
How it is used
5HP
Read as: neutral + Heavy Punch

Common standing normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Standing; use neutral direction.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Standing Heavy Kick
basic_attack
Controls: SF6 Classic controls
How it is used
5HK
Read as: neutral + Heavy Kick

Common standing normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Standing; use neutral direction.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Crouching Light Punch
basic_attack
Controls: SF6 Classic controls
How it is used
2LP
Read as: Down + Light Punch

Common crouching normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Crouching.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Crouching Light Kick
basic_attack
Controls: SF6 Classic controls
How it is used
2LK
Read as: Down + Light Kick

Common crouching normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Crouching.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Crouching Medium Punch
basic_attack
Controls: SF6 Classic controls
How it is used
2MP
Read as: Down + Medium Punch

Common crouching normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Crouching.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Crouching Medium Kick
basic_attack
Controls: SF6 Classic controls
How it is used
2MK
Read as: Down + Medium Kick

Common crouching normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Crouching.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Crouching Heavy Punch
basic_attack
Controls: SF6 Classic controls
How it is used
2HP
Read as: Down + Heavy Punch

Common crouching normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Crouching.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Crouching Heavy Kick
basic_attack
Controls: SF6 Classic controls
How it is used
2HK
Read as: Down + Heavy Kick

Common crouching normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Crouching.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Jumping Light Punch
basic_attack
Controls: SF6 Classic controls
How it is used
During a jump: LP
Read as: During a jump: Light Punch

Common jumping normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Airborne.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Jumping Light Kick
basic_attack
Controls: SF6 Classic controls
How it is used
During a jump: LK
Read as: During a jump: Light Kick

Common jumping normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Airborne.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Jumping Medium Punch
basic_attack
Controls: SF6 Classic controls
How it is used
During a jump: MP
Read as: During a jump: Medium Punch

Common jumping normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Airborne.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Jumping Medium Kick
basic_attack
Controls: SF6 Classic controls
How it is used
During a jump: MK
Read as: During a jump: Medium Kick

Common jumping normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Airborne.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Jumping Heavy Punch
basic_attack
Controls: SF6 Classic controls
How it is used
During a jump: HP
Read as: During a jump: Heavy Punch

Common jumping normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Airborne.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.
Jumping Heavy Kick
basic_attack
Controls: SF6 Classic controls
How it is used
During a jump: HK
Read as: During a jump: Heavy Kick

Common jumping normal-attack input. This entry describes the control, not character-specific damage or frame data.

Requirements / unlock: Airborne.

Command details & verification
Classic has six attack buttons. Modern does not expose every Classic normal directly; check the character’s Modern command list rather than substituting a button.

Unique Attacks

6
Psycho Knuckle
unique_attack
Controls: SF6 Classic notation
How it is used
Hold Heavy Punch

Street Fighter 6 unique attack or target sequence.

Tip: Use the listed Classic control notation.
SF6 Year 4 reference check — September 2026Source ↗
Cobra Punch
unique_attack
Controls: SF6 Classic notation
How it is used
Forward + Heavy Punch

Street Fighter 6 unique attack or target sequence.

Tip: Use the listed Classic control notation.
SF6 Year 4 reference check — September 2026Source ↗
Flicker Combination
unique_attack
Controls: SF6 Classic notation
How it is used
Light Kick > Light Kick > Light Kick

Street Fighter 6 unique attack or target sequence.

Tip: Use the listed Classic control notation.
SF6 Year 4 reference check — September 2026Source ↗
Body Blow Combination
unique_attack
Controls: SF6 Classic notation
How it is used
Medium Punch > Heavy Punch

Street Fighter 6 unique attack or target sequence.

Tip: Use the listed Classic control notation.
SF6 Year 4 reference check — September 2026Source ↗
Hitman Combination
unique_attack
Controls: SF6 Classic notation
How it is used
Medium Kick > Medium Kick > Heavy Punch

Street Fighter 6 unique attack or target sequence.

Tip: Use the listed Classic control notation.
SF6 Year 4 reference check — September 2026Source ↗
Low Smash Combination
unique_attack
Controls: SF6 Classic notation
How it is used
Down + Heavy Kick > Heavy Punch

Street Fighter 6 unique attack or target sequence.

Tip: Use the listed Classic control notation.
SF6 Year 4 reference check — September 2026Source ↗

Special Moves

9
Psycho Spark
special_move
Controls: SF6 Classic notation
How it is used
236P
Read as: Down → Down-Forward → Forward + Punch

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Psycho Shoot
special_move
Controls: SF6 Classic notation
How it is used
During Psycho Spark: Forward + P
Read as: During Psycho Spark: Forward + Punch

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Psycho Uppercut
special_move
Controls: SF6 Classic notation
How it is used
623P
Read as: Forward → Down → Down-Forward + Punch

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Psycho Blitz
special_move
Controls: SF6 Classic notation
How it is used
214P
Read as: Down → Down-Back → Back + Punch

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Psycho Flicker
special_move
Controls: SF6 Classic notation
How it is used
236K (hold K for Psycho Snatcher)
Read as: Down → Down-Forward → Forward + Kick (hold Kick for Psycho Snatcher)

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Kill Rush Forward
special_move
Controls: SF6 Classic notation
How it is used
Neutral or Forward + KK; or Forward, Forward while charging an attack
Read as: Neutral or Forward + two Kick buttons together; or Forward, Forward while charging an attack

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Kill Switch Break
special_move
Controls: SF6 Classic notation
How it is used
During early Kill Rush Forward: Forward + P
Read as: During early Kill Rush Forward: Forward + Punch

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Kill Switch Chaser
special_move
Controls: SF6 Classic notation
How it is used
During late Kill Rush Forward: Forward + P
Read as: During late Kill Rush Forward: Forward + Punch

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗
Kill Rush Backward
special_move
Controls: SF6 Classic notation
How it is used
Back + KK; or Back, Back while charging an attack
Read as: Back + two Kick buttons together; or Back, Back while charging an attack

Street Fighter 6 special move.

Tip: Use the listed Classic control notation. Strength variants may alter speed, range, damage, or other properties.
SF6 Year 4 reference check — September 2026Source ↗

Super Arts

3
Psycho Storm
super_art
Controls: SF6 Classic notation
How it is used
236236K
Read as: Down → Down-Forward → Forward → Down → Down-Forward → Forward + Kick

Street Fighter 6 Super Art.

Tip: Requires the appropriate Super Art gauge level.
SF6 Year 4 reference check — September 2026Source ↗
Psycho Cannon
super_art
Controls: SF6 Classic notation
How it is used
214214P
Read as: Down → Down-Back → Back → Down → Down-Back → Back + Punch

Street Fighter 6 Super Art.

Tip: Requires the appropriate Super Art gauge level.
SF6 Year 4 reference check — September 2026Source ↗
Psycho Chamber
super_art
Controls: SF6 Classic notation
How it is used
236236P
Read as: Down → Down-Forward → Forward → Down → Down-Forward → Forward + Punch

Street Fighter 6 Super Art.

Tip: Requires the appropriate Super Art gauge level.
SF6 Year 4 reference check — September 2026Source ↗

Throws

2
Face Buster
throw
Controls: SF6 Classic notation
How it is used
LP + LK
Read as: Light Punch + Light Kick

Street Fighter 6 named throw.

Tip: Use near the opponent unless the command notes an airborne target.
SF6 Year 4 reference check — September 2026Source ↗
Rib Crusher
throw
Controls: SF6 Classic notation
How it is used
Back + LP + LK
Read as: Back + Light Punch + Light Kick

Street Fighter 6 named throw.

Tip: Use near the opponent unless the command notes an airborne target.
SF6 Year 4 reference check — September 2026Source ↗