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A basic combo ender with high juggle potential. | A basic combo ender with high juggle potential. | ||
The {{clr|L|LP}} version combos from lights and leaves the opponent standing for a strike/throw/shimmy mixup. It can almost always be punished by light normals on block, though it becomes a safe buffer option against opponents in Burnout. | The {{clr|L|LP}} version combos from lights and leaves the opponent standing for a strike/throw/shimmy mixup. It can almost always be punished by light normals on block, though it becomes a safe buffer option against opponents in Burnout. On cornered opponents, juggling into it can set up a safe jump. | ||
The {{clr|M|MP}} and {{clr|H|HP}} versions both knock down and grant Ed solid oki, but are much more unsafe on block. {{clr|M|MP}} combos from light normals, while {{clr|H|HP}} requires a medium or heavy starter. | The {{clr|M|MP}} and {{clr|H|HP}} versions both knock down and grant Ed solid oki, but are much more unsafe on block. {{clr|M|MP}} combos from light normals, while {{clr|H|HP}} requires a medium or heavy starter. |
Revision as of 13:19, 29 February 2024
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Early game information
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Introduction
A Psycho Power-wielding youth aged up rapidly by Shadaloo's experimentation, on a journey and a mission to free other subjects. He gets his short temper and foul mouth from Balrog, his former mentor.
Ed is a midrange zoner with strong emphasis on hard callouts and looping okizeme. In contrast to the usual "boxer" archetype, Ed prefers to play things out in the midrange. Where Balrog was a rushdown pressure fighter, and Dudley is a counter-punching orthodox, Ed is an outfighter with flicker-style jabs modelled after Thomas Hearns. Ed is most comfortable giving his opponents a bit of breathing room, where his excellent pokes can go to work.
Ed's signature move is Psycho Flicker, which comes in an uncharged and charged variant. While uncharged, Psycho Flicker acts medium-range lash special, keeping opponents back. While good for holdingspace in front of Ed, it really shines when charged up, where it gains the properties of pulling Ed's opponents towards him on hit or block. If the charged hit lands, the opponent is put in a juggle state, while on block they are pulled next to Ed while leaving him at +4. Ed's entire gameplan centers around use (and abuse) of this move. It can be used as anything from a neutral detterent, to a pressure reset, to even a full on okizeme tool for maintaining advantage. While flicker is unsafe, Ed can cancel out of a flicker charge with Kill Switch, a command dash which lets him either pull back to dodge DI attempts or close in for a throw.
Ed's other specials are a standard suite of tools. Psycho Spark is a swipe that can nullify projectiles or be used as okizeme tool. It also has a followup that allows Ed to shoot his own fireballs, each of which has great speed for their button strength. Psycho Upper is a standard uppercut with good combo utility, and Psycho Blitz is a good combo ender. What is particularly notable about Blitz and Upper is that they both set up excellent safejumps no matter the screen location, allowing Ed to continue offense easily after a combo. Both enders also leave opponents at great screen distance if he chooses not to follow up. Ed's most notable move outside of this collection is Psycho Cannon, a fireball super that can be tacked onto combos, used as a pressure extender/mixup tool, or thrown out in neutral to follow behind it.
Ed's gameplan is focused around holding distance with his incredible pokes before calling out the opponent's hesitation. All of Ed's kick normals are "flicker" jabs that have absurd range for their button strength. Many of these buttons are special cancellable, giving Ed the ability to be an excellent whiff-punisher if he chooses. If opponents respects Ed too much, he can charge a Psycho Flicker and yoink them close for a huge callout, or back off more and make them come to him. While Ed does have to consistently play around Drive Parry, calling out parry attempts by cancelling Flicker into Kill Switch gives Ed excellent reward. Ed's consistent safejumps, great damage and solid throw game only magnify his offensive prowess.
This midrange power comes at a huge cost, however. Ed's close range offensive options, particularly his jabs, are downright terrible. He has no ways to generate plus frames without committing to a big read with Psycho Flicker, and he notably lacks any kind of overhead option for mixups. This bad close-range offense even extends to his reversal options. While Light Upper is a good anti-air, OD Upper is able to be safejabbed, and his Level 1 Psycho Storm super has similar issues. This means that Ed really struggles to escape pressure situations even if he takes a huge risk, and it can be difficult for him to jab check whatsoever. All in all, Ed excels when he's in control of the match. When the opponent is sitting right where he wants them, Ed excels with dominating neutral control and a snowballing gameplan. If you like unconventional zoning, Hitman-style boxing, and can stay cool when put in the corner, Ed will put your opponents on the ropes.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Ed | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.0475 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.348 |
Backward Dash Distance | 0.803 |
Drive Rush Min. Distance (Throw) | 0.910 |
Drive Rush Min. Distance (Block) | 2.190 |
Drive Rush Max Distance | 3.374 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP
- Self-chain has 3 different jab animations, but all have identical data/hitboxes
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: oH / oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 15 | Sp SA TC | 600 | LH | +6 | -1 |
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: oH / oB
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 18 | Sp SA | 800 | LH | +5 | -2 |
- Cancel Hitconfirm Window: 18f
- Drive Rush cancel advantage: oH / oB
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2 | 13 | TC | 300 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 14f (TC)
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 16(20) | Sp SA TC | 600 | LH | 0 | -5 |
- Cancel Hitconfirm Window: 14f / 17f (TC)
- Drive Rush cancel advantage: oH / oB
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 12 | Sp SA | 800 | LH | +8 | +4 |
- Cancel Hitconfirm Window: 17f
- Drive Rush cancel advantage: oH / oB
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 10 | Chn | 200 | L | +3 | -3 |
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 19 | Sp SA | 500 | L | +2 | -6 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: oH / oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 24 | - | 900 | L | HKD +30 | -12 |
- Counter-hit/Punish Counter: HKD +47
- Has juggle potential; not a Hard Knockdown when juggled into
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | +2 | -4 |
- Cancel Hitconfirm Window: 12f
- Special/DR cancel is delayed until after active frames
- Drive Rush cancel advantage: oH / oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 2 | 16(17) | Sp SA | 600 | LH | +8 | -1 |
- Cancel Hitconfirm Window: 14f
- Drive Rush cancel advantage: oH / oB
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2 | 17 | Sp SA TC | 800 | LH | +1 | -4 |
- Cancel Hitconfirm Window: 16f / 19f (TC)
- Drive Rush cancel advantage: oH / oB
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 5 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 6 | 3 land | - | 500 | H | +6(+13) | +2(+9) |
- Can hit cross-up
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 5 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 3 land | - | 300 | H | +1(+9) | -3(+5) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2 | 3 land | - | 700 | H | +9(+11) | +5(+7) |
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2 | 3 land | - | 800 | H | +15 | +11 |
Command Normals
5[HP]
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30+9 | 1~15 | 25~35 | 6KK* | 800 | LH | Crumple +76 (+12 ground) | -2(+2) |
- Side switch on hit/block; crumple on hit
- Cancelable into 5/6KK on frames ?-?
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
60+9 | 1~15 | 29~35 | 6KK* | 1200 | LH | Crumple +76 (+12 ground) | +4 |
- Side switch on hit/block; crumple on hit
- Cancelable into 5/6KK on frames ?-?
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 21 | - | 900 | LH | +1 | -3 |
- Low Crush 7-19f (not airborne)
- KD vs. airborne opponents; airborne Punish Counter gives significantly more KD advantage
- (Limited juggle OTG state as opponent hits the ground
A forward-moving leaping punch useful for hopping over the opponent's low pokes. Has juggle potential, so has potential use in many combo routes. If you successfully crush a low and get a punish counter, it can lead to a small combo.
When juggling into 6HP at the maximum possible height, the opponent bounces high enough to juggle into SA2 in the corner. All other moves with juggle potential are too slow. This is not particularly useful, as Ed has much stronger and more consistent juggle routes.
Target Combos
5LK~LK~LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 15 | TC | 400(320) | LH | +3 | -3 |
- Cancel Hitconfirm Window: 29f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 16 | - | 600(420) | LH | +1 | -8 |
5MP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 23 | Sp* SA | 400 | LH | KD +38 | -8(-23) |
- Puts opponents into limited juggle state
- Cancelable into any special/super except 4KK
- Always a true blockstring from 5MP even at max delay
- Cancel Hitconfirm Window: 41f
- Special/DR cancel is delayed until after active frames
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
5MK~MK~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 2 | 20 | TC | 300 | LH | 0(-15) | -6(-20) |
- Always a true blockstring from 5MK even at max delay
- Cancel Hitconfirm Window: 33f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 5 | 23 | - | 600(480) | LH | KD +35 | -11 |
- Not an overhead despite the animation
A follow-up attack to 5MK that allows Ed to harass opponents near its max range. Despite being -6 on the 2nd hit, many characters have difficulty punishing near its max range. After confirming the first 2 hits, the HP ender can secure a knockdown that gives good oki anywhere on the screen.
In whiff punish situations, this Target Combo has a tendency to whiff. It's better to stick with 623HP or Drive Rush if you're outside of Ed's usual 5MK range.
2HK~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 5 | 19 | SA | 700 | LH | KD +34 | -8 |
- Puts opponents into limited juggle state
- True blockstring (can leave up to 2f blockstring gap if HP is delayed)
- Cancel Hitconfirm Window: 18f (single hit) / 43-47f (full TC) (Super)
- Super cancel is delayed until after 2nd active frame
- Counts as 3 hits for damage scaling when comboed into (applies to next hit)
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +34 | - |
- Punish Counter: +? HKD
Ed can use Kill Rush (Forward) to be +3, allowing for a corner throw loop.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +24 | - |
- Side switches
- Punish Counter: +? HKD
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f
- Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Armor Break
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (66)


No results
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo
See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- ? (min, cancel into immediate Throw)
- ? (min, earliest blocking/movement frame)
- ? (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Psycho Spark (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 12 | 8 | 6P* SA3 | 400 | LH | +3 | -5 |
- Creates a 1-hit projectile that can clash with other meterless projectiles
- On Perfect Parry, opponent has only 1f recovery but no screen freeze
- Cancel Hitconfirm Window: 16f (Super) / 20f (6P); final 4 cancel frames will not combo into 6P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 12 | 7 | 6P* SA2 SA3 | 200x2 | LH | KD +43 | -2 |
- Creates a 2-hit projectile that can clash with other OD projectiles
- On Perfect Parry, opponent has only 1f recovery per hit but no screen freeze
- Cancel Hitconfirm Window: 14f (Super) / 22f (6P)
A punch enhanced by Psycho Power. This short-ranged attack can negate other projectiles of equal priority, making it useful in fireball wars. Also has enough juggle potential to be useful in several combo routes.
Ed can cancel the recovery of this move into his Psycho Shoot projectile. The button strength of the initial 236P does not affect the follow-up, but the OD follow-up can only follow from 236PP.
This attack has some odd properties when Perfect Parried. The opponent will only incur 1f recovery as though they are parrying a strike, but there is no screen freeze or invincibility. For the OD version, this means that the opponent must Perfect Parry both hits with unusually fast timing in order to punish Ed.
Psycho Shoot (236P~6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 30 | SA3 | 600 | LH | +3 | -8 |
- Button strength determines projectile speed (LP slow, MP mid, HP fast)
- Cancel Hitconfirm Window: 4f (Super)
- Projectile Speed: 0.05 / 0.10 / 0.15
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 28 | SA2 SA3 | 400x2 | LH | KD +46~ | -2 |
- 2 hits; only possible after 236PP starter (does not cost additional Drive meter)
- Button strength determines projectile speed (LP slow, MP mid, HP fast)
- Cancel Hitconfirm Window: 10f (Super)
- Projectile Speed: 0.05 / 0.10 / 0.15
A projectile that can only be input as a follow-up to Psycho Spark. This makes it harder to use for zoning, as Ed gives the opponent a visual cue if you throw it predictably. If you can set up the light version, it moves slowly enough for Ed to approach behind it to initiate his offense. The OD light version is even better for this, as opponents won't easily be able to dissipate it with their own projectile.
Meterless Psycho Shoot is unsafe on block at close range, but canceling a button into 236P should give enough time to hitconfirm it. The projectile itself has juggle potential, and gives Ed some useful corner carry routes.
Psycho Uppercut (623P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 23(28) | SA3 | 900 | LH | KD +38 | -13 |
- Anti-Air Invuln: 1-15f (cannot hit cross-up)
- Allows follow-up juggle on high connect; 5f extra recovery on whiff
- Applies 30% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 6 | 32 | SA3 | 1000 | LH | KD +39 | -20 |
- Anti-Air Invuln: 1-19f; takes slight step forward
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 6 | 33 | SA3 | 1200 | LH | KD +38 | -21 |
- Anti-Air Invuln: 1-19f; takes large step forward
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 6 | 36(41) | - | 800x2 | LH | KD +18 | -28 |
- Full Invuln: 1-16f; takes large step forward
- 2nd hit only comes out on hit/block/parry (not on whiff or Perfect Parry)
An uppercut used for combos, juggles, anti-airs, and reversals. Each button strength is useful for different purposes. Note that while all meterless versions are cancelable into SA3, it will simply whiff under the opponent.
LP Uppercut is Ed's primary anti-air, especially against close jumps as he stands in place. It's a bit slow compared to similar moves in the game, but the high launch can set up a follow-up juggle if used early enough. It does incur extra damage scaling for any follow-ups, however.
MP Uppercut is significantly slower than LP, but the forward movement makes it a more consistent anti-air against longer ranged jumps. It's also a useful buffer tool from 2LK.
HP Uppercut takes a large step forward, making it the best version for combos and midscreen buffers. It is the slowest of all versions, making it quite hard to anti-air with, though it can be useful if you predict a long-range move with extra landing recovery like Cammy's Cannon Strike.
OD Uppercut is Ed's primary reversal with full invincibility. He takes a large step forward, giving it similar anti-air utility to the MP and HP versions. Unfortunately for Ed, the startup of this move is quite slow; opponents can safely pressure Ed with a light normal on his wakeup, then recover on time to block the uppercut. It can still be useful if you predict a throw or a slower meaty normal. Keep in mind that you can use Perfect Parry to discourage the opponent's "safe" light pressure.
Psycho Blitz (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(3)3(6)4 | 14 | SA3 | 200x2,400 (800) | LH | +3 | -5 |
- Counter-hit/Punish Counter advantage carries through all hits
- Cancel Hitconfirm Window: 30f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(7)3(9)3 | 16(24) | SA3 | 250x2,400 (900) | LH | KD +39 | -12 |
- 8f extra recovery on block
- Cancel Hitconfirm Window: 39f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 2(11)2(6)2 | 23(26) | SA3 | 250x2,600 (1100) | LH | KD +40 | -12 |
- 3f extra recovery on block
- Cancel Hitconfirm Window: 39f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 1(4)1(3)1(3) 1(3)1(3)1(8)2 |
20 | SA2 SA3 | 150x8,200 (1400) | LH | KD +42 | -4 |
- Cancel Hitconfirm Window: 61f / 85f (Super, grounded / airborne; only 54f on block)
- Launching hit only combos into midscreen LP/MP SA2 when canceled
A basic combo ender with high juggle potential.
The LP version combos from lights and leaves the opponent standing for a strike/throw/shimmy mixup. It can almost always be punished by light normals on block, though it becomes a safe buffer option against opponents in Burnout. On cornered opponents, juggling into it can set up a safe jump.
The MP and HP versions both knock down and grant Ed solid oki, but are much more unsafe on block. MP combos from light normals, while HP requires a medium or heavy starter.
OD Blitz is safe on block and combos from light normals. While a solid combo ender on its own, the most useful property of this move is its ability to cancel into SA2 for powerful juggle sequences. Canceling early on the 8th hit keeps the opponent grounded (also allowing an SA3 cancel), while the final hit launches the opponent. This launching hit will drop follow-up juggles in the corner, so it should be used midscreen into SA2 (LP or MP versions).
Psycho Flicker (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+5 | 4 | 26(24) | SA3 | 800 | LH | +1 | -6 |
- Cancel Hitconfirm Window: 7f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15+5 | 4 | 26(25) | SA3 | 900 | LH | +3 | -6 |
- Cancel Hitconfirm Window: 7f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12+5 | 8 | 18 | SA3 | 800 | - | KD +51(+63) | - |
- Cancel Hitconfirm Window: 7f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 4 | 32 | SA2 SA3 (1st) | 400x2 | LH | KD +61 | +4 |
- Can be charged for an improved version
- Cancel Hitconfirm Window: 4f (Super)
An extremely long ranged hit that can hit straight or at an upward angle. On Punish Counter, the opponent is put into a crumple state, allowing you to Drive Rush in for a high damage combo. The OD version is advantageous on block, and pulls the opponent in for a mixup or a juggle.
Psycho Flicker (Hold) (236[K])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26+5 | 5 | 24 | SA3 (1st) | 800,200 | LH | KD +61 | +4 |
- Cancel Hitconfirm Window: 6f (Super, 1st hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30+5 | 5 | 24 | SA3 (1st) | 800,200 | LH | KD +61 | +4 |
- Cancel Hitconfirm Window: 6f (Super, 1st hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
30+5 | 10 | 19 | SA3 (1st) | 800,200 | - | KD +56(68) | - |
- Cancel Hitconfirm Window: 6f (Super, 1st hit)
The charged version of Ed's Psycho Flicker. All versions pull the opponent in before launching them into the air for a combo. The heavy version makes for an easy and damaging extension from SA2 if it hits on an airborne opponent, allowing you to continue the juggle afterwards, and the light version can be timed after a throw into the corner to be a plus on block meaty that leaves the opponent in throw range and is completely safe against most reversals. It also counts as a projectile, so it will beat reversal level ones. Even when perfect parried in this post-throw situation, it's difficult for the opponent to punish you for using this setup.
Kill Rush (5/6KK or 4KK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 31 | 6P* | - | - | - | - |
- Can be performed while charging 5[HP] or 236[K]
- Alternate input during 236[K] charge: 66
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 31 | - | - | - | - | - |
- Can be performed while charging 236[K]
- Alternate input during 236[K] charge: 44
- Cannot be performed after a 5MP~HP Target Combo
Kill Switch Break/Chaser (5/6KK~6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+11 | 3 | 20 | SA3 | 600 | LH | KD +38 | -4 |
- 6P must be input early (11-12f) out of Kill Rush (Forward)
- Cannot hit cross-up
- Cancel Hitconfirm Window: 12f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13+11 | 3 | 20 | SA3 | 600 | LH | KD +50 | -6 |
- 6P must be input late (13-24f) out of Kill Rush (Forward)
- Cannot hit cross-up
- Cancel Hitconfirm Window: 10f (Super, final 2 cancel frames whiff)
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(7)2(16)2(3) 2(16)1(1)1(1)1 |
56 | - | 10x7,1300 (2000) | LH | KD +33 | -32 |
- Full Invuln: 1f; Strike/Throw Invuln: 2-14f; Armor Break
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
A somewhat slow super with good range and an extremely disjointed hitbox. Primarily used as a juggle ender to tack on some extra damage. Has some utility as a reversal, but just like OD Uppercut it is slow enough to be easily safejabbed (and has the additional weakness of losing to projectiles).
The final attack comes out on hit only. All hits form a true blockstring.
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | - | 27 | - | 150x6,200 (1100) | LH | KD +115~ | +65~ |
- Armor Break; button strength determines projectile speed (LP slow, MP mid, HP fast)
- Last hit puts opponent into limited juggle state
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- 40% minimum damage scaling
- Projectile Speed: 0.03 / 0.045 / 0.09
Extremely potent fireball super similar to Rashid's Ysaar. Ed can use the fast version to string together long combos that give plenty of room for creativity and innovation, or use the slow version to control space and effectively skip neutral. It's also great in pressure, letting him repeatedly extend his blockstrings and push the opponent to the corner.
Level 3 Super (236236P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 10 | 64 | - | 4000 | LH | HKD +24 | -49 |
- Full Invuln: 1-14f; Armor Break
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
- Cinematic time regenerates ~2.2 Drive bars for Ed
- Only deals 500 damage if 1st hit trades
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 10 | 64 | - | 4500 | LH | HKD +24 | -49 |
- Full Invuln: 1-14f; Armor Break
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
- Cinematic time regenerates ~2.2 Drive bars for Ed
- Only deals 500 damage if 1st hit trades
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
While SA2 is most often used for its versatility, SA3 is Ed's strongest combo and juggle ender for cashing out damage in heavily scaled combos. It whiffs in some cancels like Psycho Uppercut, but overall it is quite combo-friendly. It also makes for a decent anti-fireball tool from about half screen, especially against opponents with an extended projectile hurtbox.
While expensive, SA3 is also Ed's fastest invincible reversal option. Some characters can still safely meaty this Super with its 10f startup, but it is much more likely to beat safe jab setups intended to bait OD Uppercut or SA1.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
192 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
304 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
370 (total) | - | - | - | - | - | - | - |