< Street Fighter 6 | Ed
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=== Okizeme and Mixups === | === Okizeme and Mixups === | ||
'''Knockdown Advantage:''' All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated. | '''Knockdown Advantage:''' All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated. | ||
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! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | ! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | ||
|- | |- | ||
| '''Forward Throw''' || + | | '''Forward Throw''' || +34 || Strong corner throw loop options: | ||
* Meaty {{clr|L|236[LK]}} pulls opponents in for a {{sf6-adv|VP|+4}} mixup on block | |||
** Beats most reversals (especially {{clr|10|SA1}}), {{clr|4|DI}}, jumps, backdash | |||
* Forward Dash allows manually timed strike or walk + throw, and is good for shimmy | |||
* Kill Rush (Forward) leaves Ed {{sf6-adv|P|+3}} for auto-timed strike/throw (but no shimmy) | |||
|- | |- | ||
| '''Back Throw''' || + | | '''Back Throw''' || +24 || | ||
* After corner side switch, Forward Dash leaves Ed {{sf6-adv|VP|+5}} for perfect meaty throw or strike | |||
|- | |- | ||
| '''{{clr|4|Drive Impact}}'''<br>(No Crumple) || +35 || ? | | '''{{clr|4|Drive Impact}}'''<br>(No Crumple) || +35 || ? | ||
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| '''{{clr|4|Drive Reversal}}''' || +23 || ? | | '''{{clr|4|Drive Reversal}}''' || +23 || ? | ||
|- | |- | ||
| '''{{clr|H| | | '''{{clr|H|2HP}}''' || HKD +30<br>HKD +47 (CH/PC)<br>KD +? (Juggle) || ? | ||
|- | |||
| '''{{clr|H|Psycho Knuckle}}'''<br>(juggled into) || ? || ? | |||
|- | |||
| '''{{clr|M|5MP}}~{{clr|H|HP}}'''<br>(Body Blow Combination) || +38 || ? | |||
|- | |- | ||
| '''{{clr| | | '''{{clr|M|5MK}}~{{clr|M|MK}}~{{clr|H|HP}}'''<br>(Hitman Combination) || +35 || ? | ||
|- | |- | ||
| '''{{clr| | | '''{{clr|H|2HK}}~{{clr|H|HP}}'''<br>(Low Smash Combination) || +34 || ? | ||
|- | |- | ||
| '''{{clr|10|SA3/CA}}''' || | | '''{{clr|10|236PP}}'''<br>(OD Psycho Spark) || +43 || ? | ||
|- | |||
| '''623P'''<br>(Psycho Uppercut) || {{clr|L|+38}}/{{clr|M|+39}}/{{clr|H|+38}}/{{clr|10|+18}}<br>{{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}} || ? | |||
|- | |||
| '''214P'''<br>(Psycho Blitz) || {{clr|M|+39}}/{{clr|H|+40}}/{{clr|10|+42}}<br>{{clr|M|M}}/{{clr|H|H}}/{{clr|10|OD}} || | |||
* In low-height juggles, {{clr|L|LP}}/{{clr|M|MP}} version are +42 for a safe jump setup | |||
* After {{clr|M|5MP}}~{{clr|H|HP}}, the {{clr|H|HP}} version is +42 for a safe jump setup | |||
|- | |||
| '''6KK~6P (early)'''<br>(Kill Switch Break) || +38 || ? | |||
|- | |||
| '''6KK~6P (late)'''<br>(Kill Switch Chaser) || +50 || ? | |||
|- | |||
| '''{{clr|10|SA1}} - 236236K'''<br>(Psycho Storm) || +33 || ? | |||
|- | |||
| '''{{clr|10|SA3/CA}} - 236236P'''<br>(Psycho Chamber) || HKD +24 || ? | |||
|} | |} | ||
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|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | ||
|- | |- | ||
! !! {{clr|L|5LP}}/{{clr|L|2LP}} !! {{clr|L|2LK}} !! {{clr|L|5LK}} !! {{clr|M|5MP}} !! {{clr|M|2MP}} !! {{clr|M|2MK}} !! {{clr|M|5MK}}/{{clr|H|5HP}}/{{clr|H|5HK}}/{{clr|H|2HP}} !! {{clr|H|2HK}} !! {{clr|H|6HP}} | ! !! {{clr|L|5LP}}/{{clr|L|2LP}} !! {{clr|L|2LK}} !! {{clr|L|5LK}} !! {{clr|M|5MP}} !! {{clr|M|2MP}} !! {{clr|M|2MK}} !! {{clr|M|5MK}}/{{clr|H|5HP}}/<br>{{clr|H|5HK}}/{{clr|H|2HP}} !! {{clr|H|2HK}} !! {{clr|H|6HP}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|L|5LP}}{{clr| | ! {{clr|L|5LP}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|18}} | | {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|18}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|M|5MP}}{{clr| | ! {{clr|M|5MP}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|10}} | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|10}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|H|5HP}}{{clr| | ! {{clr|H|5HP}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|2}} || {{SF6-Gap|L|7}} | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|2}} || {{SF6-Gap|L|7}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|M|5MK}}{{clr| | ! {{clr|M|5MK}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|14}} | | {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|14}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|H|5HK}}{{clr| | ! {{clr|H|5HK}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap| | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|8}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|M|2MP}}{{clr| | ! {{clr|M|2MP}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|13}} | | {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|13}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|L|2LK}}{{clr| | ! {{clr|L|2LK}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|L| | | {{SF6-Gap|L|5}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|8}} || {{SF6-Gap|L|9}} || {{SF6-Gap|L|10}} || {{SF6-Gap|L|11}} || {{SF6-Gap|L|13}} || {{SF6-Gap|L|18}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|M|2MK}}{{clr| | ! {{clr|M|2MK}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|10}} | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|10}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|H|2HK}}{{clr| | ! {{clr|H|2HK}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|12}} | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|5}} || {{SF6-Gap|L|7}} || {{SF6-Gap|L|12}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|M|5MP}}~{{clr|H|HP}}{{clr| | ! {{clr|M|5MP}}~{{clr|H|HP}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|11}} | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|2}} || {{SF6-Gap|S|3}} || {{SF6-Gap|S|4}} || {{SF6-Gap|L|6}} || {{SF6-Gap|L|11}} | ||
|} | |} | ||
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! Starter !! Hit Adv. !! Combo Route | ! Starter !! Hit Adv. !! Combo Route | ||
|- | |- | ||
| {{clr|L|5LP}}{{clr| | | {{clr|L|5LP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+4}} || rowspan="2" | {{clr|L|5LP}}, {{clr|M|5MP}}~{{clr|H|HP}} ... | ||
|- | |- | ||
| {{clr|L|2LK}}{{clr| | | {{clr|L|2LK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+5}} | ||
|- | |- | ||
| {{clr|M|5MK}}{{clr| | | {{clr|M|5MK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+8}} || {{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|H|HP}} ...<br>{{clr|M|5MP}}, {{clr|M|5MP}}, {{clr|L|2LK}} ... | ||
|- | |- | ||
| {{clr|H|2HK}}{{clr| | | {{clr|H|2HK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+10}} || rowspan="6" | {{clr|H|5HP}}, {{clr|M|5MP}}~{{clr|H|HP}} ...<br>{{clr|H|5HP}}, {{clr|M|2MK}}, {{clr|M|2MP}} ... | ||
* Note: {{clr| | * Note: {{clr|DR|DRC~}}{{clr|H|5HK}} gives similar combos to {{clr|H|5HP}} and can be used for microwalk {{clr|DR|Triple DRC}} loops | ||
* Opponent must be Standing to land {{clr|H|5HK}}; can Force Stand with {{clr|H|5HP}}/{{clr|M|2MK}} starter | * Opponent must be Standing to land {{clr|H|5HK}}; can Force Stand with {{clr|H|5HP}}/{{clr|M|2MK}} starter | ||
|- | |- | ||
| {{clr|M|2MP}}{{clr| | | {{clr|M|2MP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+12}} | ||
|- | |- | ||
| {{clr|H|5HK}}{{clr| | | {{clr|H|5HK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+13}} | ||
|- | |- | ||
| {{clr|M|5MP}}{{clr| | | {{clr|M|5MP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+14}} | ||
|- | |- | ||
| {{clr|M|2MK}}{{clr| | | {{clr|M|2MK}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+16}} | ||
|- | |- | ||
| {{clr|H|5HP}}{{clr| | | {{clr|H|5HP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|+17}} | ||
|- | |- | ||
| {{clr|M|5MP}}~{{clr|H|HP}}{{clr| | | {{clr|M|5MP}}~{{clr|H|HP}}{{clr|DR|~DRC}} || style="text-align: center;" | {{sf6-adv|VP|Free Juggle State}} || '''Corner or Spaced Out Midscreen:''' | ||
* ? | * ? | ||
'''Point Blank + Midscreen:''' Ed's normals whiff under opponent midscreen | '''Point Blank + Midscreen:''' Ed's normals whiff under opponent midscreen | ||
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== Defense == | == Defense == | ||
=== Reversals === | === Reversals === | ||
* [[Street_Fighter_6/Ed#Psycho_Uppercut_(623P)|'''{{clr|OD|OD Psycho Uppercut}} (623PP)''']] - Fully invincible, but very slow and easily baited with light normals. Primarily useful if you expect a throw or a blockstring into a medium/heavy. | |||
* [[Street_Fighter_6/Ed#Level 1 Super (236236K)|'''{{clr|SA|SA1}} (236236K)''']] - Just as slow as {{clr|OD|623PP}}, and only strike/throw invincible. As a reversal, this is mainly used to prevent a {{clr|DR|Drive Impact}} stun while in Burnout. | |||
* [[Street_Fighter_6/Ed#Level 3 Super (236236P)|'''{{clr|SA|SA3/CA}} (236236P)''']] - Ed's fastest reversal, but still a bit slow at 10 frames; it can be baited with some well-timed light normals. Mainly used as a desperate gambit to steal a round, or if the opponent is using a meaty projectile. | |||
<br> | <br> | ||
=== Anti-Airs === | === Anti-Airs === | ||
* [[Street_Fighter_6/Ed#5HK|'''{{clr|H|5HK}}''']] - Extremely disjointed hitbox that works well against mid-range jumps. Cancelable into {{clr|M|Charged MK Flicker}} which will connect right as the opponent lands, leaving Ed {{sf6-adv|VP|+4 oB}} at point blank; if you expect them to Parry, you can cancel the Flicker into Kill Rush (5KK) for a Throw punish. Less effective at closer ranges. | |||
* [[Street_Fighter_6/Ed#2MK|'''{{clr|M|2MK}}''']] - Basically a worse version of {{clr|H|5HK}}, with the only advantages being that it's 1 frame faster and can be input while crouching. | |||
* [[Street_Fighter_6/Ed#Psycho_Uppercut_(623P)|'''Psycho Uppercut (623P)''']] - Anti-air invuln, making it the most reliable option. The {{clr|L|LP}} version is the go-to option for its speed, though it's still quite slow at 10 frames; it also has very short range, making it useful vs. close jumps but easily baited at longer ranges. Stronger versions have more range, but the slower startup makes them much harder to use on reaction. | |||
* [[Street_Fighter_6/Ed#Psycho_Flicker_(236K)|'''{{clr|H|HK Psycho Flicker}} (236HK)''']] - Has a great hitbox for long-range jumps. Too slow to be a consistent reaction AA, but useful when partially charging Flicker if the opponent expects a horizontal version. If you anti-air with the charged version, it leads to a juggle and potential safe jump setup. | |||
* [[Street_Fighter_6/Ed#j.HK|'''{{clr|H|j.HK}}''']] - A rewarding air-to-air that causes a juggle state and lets Ed land more quickly than usual for a follow-up. Hits above and in front of Ed. | |||
* [[Street_Fighter_6/Ed#j.MK|'''{{clr|M|j.MK}}''']] - An extremely long range air normal that can catch long range neutral jumps. The hurtbox also extends far, making it likely to trade or lose if the opponent also hits a button. | |||
* [[Street_Fighter_6/Ed#j.LP|'''{{clr|L|j.LP}}''']] - Ed's fastest and most reliable air-to-air in a pinch where {{clr|L|LP Psycho Uppercut}} might whiff, but very unrewarding. | |||
<br> | <br> | ||
=== Anti-Projectile === | === Anti-Projectile === | ||
* [[Street_Fighter_6/Ed#Psycho_Spark_(236P)|'''Psycho Spark/Shoot (236P~6P)''']] - The initial Spark clashes with incoming projectiles, allowing him to quickly throw a follow-up fireball of his own. Throwing a preemptive {{clr|OD|OD Psycho Shoot}}, especially the slow {{clr|L|LP}} version, can keep the screen clear of incoming fireballs as Ed approaches. | |||
* [[Street_Fighter_6/Ed#Psycho_Flicker_(236K)|'''Psycho Flicker (236K)''']] - All versions clash with 1-hit fireballs of the same priority. The charged versions gain an extra hit, allowing Ed to destroy a fireball and continue with the pull-in animation. | |||
* [[Street_Fighter_6/Ed#Psycho_Uppercut_(623P)|'''{{clr|OD|OD Psycho Uppercut}} (623PP)''']] - At close ranges, players with good reactions can use the invincibility and forward movement to punish a fireball on reaction (especially if it extends a wide hurtbox during startup). | |||
* [[Street_Fighter_6/Ed#Level 2 Super (214214P)|'''{{clr|SA|SA2}} (214214P)''']] - Destroys any incoming projectiles and lets Ed force his way in, though this is an expensive and low-reward way of dealing with them. May be worthwhile if the {{clr|SA|SA2}} activation will allow you to escape Burnout and gain some space to recover. | |||
* [[Street_Fighter_6/Ed#Level 3 Super (236236P)|'''{{clr|SA|SA3/CA}} (236236P)''']] - A respectable anti-fireball reaction tool from inside ~1/2 screen, though it's less effective against some faster fireballs. | |||
* [[Street_Fighter_6/Ed#5[HP]|'''{{clr|H|5[HP] Lv.2}}''']] - While it requires the hardest of reads, a full charge {{clr|H|Psycho Knuckle}} will destroy a 1-hit meterless projectile during Ed's approach. Absolutely not viable as a reaction counter. | |||
<br> | <br> |
Latest revision as of 08:35, 8 December 2024
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +34 | Strong corner throw loop options:
|
Back Throw | +24 |
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HP | HKD +30 HKD +47 (CH/PC) KD +? (Juggle) |
? |
Psycho Knuckle (juggled into) |
? | ? |
5MP~HP (Body Blow Combination) |
+38 | ? |
5MK~MK~HP (Hitman Combination) |
+35 | ? |
2HK~HP (Low Smash Combination) |
+34 | ? |
236PP (OD Psycho Spark) |
+43 | ? |
623P (Psycho Uppercut) |
+38/+39/+38/+18 L/M/H/OD |
? |
214P (Psycho Blitz) |
+39/+40/+42 M/H/OD |
|
6KK~6P (early) (Kill Switch Break) |
+38 | ? |
6KK~6P (late) (Kill Switch Chaser) |
+50 | ? |
SA1 - 236236K (Psycho Storm) |
+33 | ? |
SA3/CA - 236236P (Psycho Chamber) |
HKD +24 | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 2LK | 5LK | 5MP | 2MP | 2MK | 5MK/5HP/ 5HK/2HP |
2HK | 6HP | |
---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 18 |
5MP~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 10 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 7 |
5MK~DRC | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 14 |
5HK~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 8 |
2MP~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 13 |
2LK~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 18 |
2MK~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 10 |
2HK~DRC | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 12 |
5MP~HP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 11 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | 5LP, 5MP~HP ... |
2LK~DRC | +5 | |
5MK~DRC | +8 | 5MP, 5MP~HP ... 5MP, 5MP, 2LK ... |
2HK~DRC | +10 | 5HP, 5MP~HP ... 5HP, 2MK, 2MP ...
|
2MP~DRC | +12 | |
5HK~DRC | +13 | |
5MP~DRC | +14 | |
2MK~DRC | +16 | |
5HP~DRC | +17 | |
5MP~HP~DRC | Free Juggle State | Corner or Spaced Out Midscreen:
Point Blank + Midscreen: Ed's normals whiff under opponent midscreen
|
Defense
Reversals
- OD Psycho Uppercut (623PP) - Fully invincible, but very slow and easily baited with light normals. Primarily useful if you expect a throw or a blockstring into a medium/heavy.
- SA1 (236236K) - Just as slow as 623PP, and only strike/throw invincible. As a reversal, this is mainly used to prevent a Drive Impact stun while in Burnout.
- SA3/CA (236236P) - Ed's fastest reversal, but still a bit slow at 10 frames; it can be baited with some well-timed light normals. Mainly used as a desperate gambit to steal a round, or if the opponent is using a meaty projectile.
Anti-Airs
- 5HK - Extremely disjointed hitbox that works well against mid-range jumps. Cancelable into Charged MK Flicker which will connect right as the opponent lands, leaving Ed +4 oB at point blank; if you expect them to Parry, you can cancel the Flicker into Kill Rush (5KK) for a Throw punish. Less effective at closer ranges.
- 2MK - Basically a worse version of 5HK, with the only advantages being that it's 1 frame faster and can be input while crouching.
- Psycho Uppercut (623P) - Anti-air invuln, making it the most reliable option. The LP version is the go-to option for its speed, though it's still quite slow at 10 frames; it also has very short range, making it useful vs. close jumps but easily baited at longer ranges. Stronger versions have more range, but the slower startup makes them much harder to use on reaction.
- HK Psycho Flicker (236HK) - Has a great hitbox for long-range jumps. Too slow to be a consistent reaction AA, but useful when partially charging Flicker if the opponent expects a horizontal version. If you anti-air with the charged version, it leads to a juggle and potential safe jump setup.
- j.HK - A rewarding air-to-air that causes a juggle state and lets Ed land more quickly than usual for a follow-up. Hits above and in front of Ed.
- j.MK - An extremely long range air normal that can catch long range neutral jumps. The hurtbox also extends far, making it likely to trade or lose if the opponent also hits a button.
- j.LP - Ed's fastest and most reliable air-to-air in a pinch where LP Psycho Uppercut might whiff, but very unrewarding.
Anti-Projectile
- Psycho Spark/Shoot (236P~6P) - The initial Spark clashes with incoming projectiles, allowing him to quickly throw a follow-up fireball of his own. Throwing a preemptive OD Psycho Shoot, especially the slow LP version, can keep the screen clear of incoming fireballs as Ed approaches.
- Psycho Flicker (236K) - All versions clash with 1-hit fireballs of the same priority. The charged versions gain an extra hit, allowing Ed to destroy a fireball and continue with the pull-in animation.
- OD Psycho Uppercut (623PP) - At close ranges, players with good reactions can use the invincibility and forward movement to punish a fireball on reaction (especially if it extends a wide hurtbox during startup).
- SA2 (214214P) - Destroys any incoming projectiles and lets Ed force his way in, though this is an expensive and low-reward way of dealing with them. May be worthwhile if the SA2 activation will allow you to escape Burnout and gain some space to recover.
- SA3/CA (236236P) - A respectable anti-fireball reaction tool from inside ~1/2 screen, though it's less effective against some faster fireballs.
- 5[HP] Lv.2 - While it requires the hardest of reads, a full charge Psycho Knuckle will destroy a 1-hit meterless projectile during Ed's approach. Absolutely not viable as a reaction counter.
Fighting vs. Ed
TO-DO