Street Fighter V/Ed

From SuperCombo Wiki

Template:SFVHeader

Ed

SFV-Ed Portrait.jpg
VITALS
Health: 1025 Stun: 1050
WALKING THROWS
Forward Walk Speed: 4.7 Throw Range: 0.85
Back Walk Speed: 3.4 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 23 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 165.3 Forward Jump Distance: -
Back Dash Distance: 89.9 Back Jump Distance -
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH), Psycho Snatcher (air)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Another genetically engineered Bison body that was rescued by Balrog after the collapse of S.I.N., Ed leaves him to form Neo Shadaloo with the purpose of helping those like him.


Why Pick Ed?

Why Play

Players To Watch
Di3minion, Diablodoc

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Stand LP upwards hitbox reduced
  • Crouch LP upwards hitbox reduced
  • Crouch MP advantage on block decreased from +3 to +2
  • Crouch HP damage reduced from 90 to 80 if hits on first active frame, 80 to 70 if hit later on, crush counter float value is now same if hits against air or grounded opponent
  • Kill Step (f+KKK) overall frames increased from 29 to 31, added hurtbox on 26f-31f
  • Psycho Splash / EX Psycho Splash delay from Psycho Rising increased by 5f
  • Psycho Snatcher - Ground (MP+MK) V-Gague gain reduced from 100 to 80, added 2f of recovery on hit, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatacher - Ground (Charged) (MP+MK) V-Gauge gain reduced from 120 to 100, recovery on whiff reduced from 57f to 40f, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatcher - Air (d+MP+MK) downward hitbox increased, V-Gague gain reduced, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatcher - Air (Charged) d+MP+MK) recovery on whiff reduced from 50f to 40f, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Barrage (qcf, qcf+P) meter gain for opponent increased from 75 to 100
  • VT1
    • Psycho Cannon damage increased from 100 to 120, startup decreased from 16f to 13f when canceled into, removed hurtbox during freeze frame
  • VT2
    • Enhanced Snatcher recovery reduced by 3f when canceled into, removed hurtbox during freeze frame
    • Ultra Snatcher - Ground (HP+HK) on block does real damage instead of white life, added projectile-nullifying hitbox, expanded horizontal hitbox for first active frame, reduced horizontal hurtbox, reduced V-Gauge consumption from 1500 to 1300
    • Ultra Snatcher - Air (d+HK+HP) expanded hitbox for first 3 active frames, adjusted hitbox on active frames 4-7, reduced V-Gauge consumption from 1500 to 1300


Season 3 (Arcade Edition)

  • Forward throw damage increased from 120 to 130, changed position after throw to prevent throw loops
  • Backdash total frames increased from 21 to 23, changed movement value to not move as far back during initial frames
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand MK cancels into V-Trigger on 3rd active frame, can now hit behind Ed
  • Stand HK damage reduced from 90 to 80, reduced pushback distance on hit, changed collision box
  • Crouch LP hurtbox expanded
  • Stand MP advantage on hit increased from +4 to +5, on block increased from +2 to +3
  • Crouch MK pushback on hit reduced allowing crMK xx Psycho Upper to hit more consistently, reduced hitbox
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Psycho Flicker (mash P) collision box adjusted
  • Psycho Spark (f+MP) disadvantage on block reduced from -3 to -2
  • Psycho Snatcher - Ground (MP+MK) recovery after hit adjusted, can no longer back rise after
  • Added V-Trigger 2: Enhanced Snatcher


Move List

Unique Attacks

SFV-Ed-Unique.jpg

Special Moves

SFV-Ed-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ed-Vsystem.jpg

Critical Art

SFV-Ed-Critical.jpg

Ed Discussions

Discussions regarding Ed

Ed Shoryuken Forum

Ed Discord Link

Ed Discord

Video Guides

Capcom Fighter's Character Introduction Series

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Useful Guides

Tragic's Ed Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 8 3 5 7 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 6 3 16 3 9 11 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HP HP 11 3 21 -2 2 KD 90 150 H ["su","vt1","vt2"] 93 34 39 14 108 180
Stand HP (release) HP (release) 8 3 21 -2 2 KD 90 150 H ["su","vt1","vt2"] 93 34 39 14 108 180
Stand LK LK 3 3 8 1 2 4 30 70 H ["ch","vt1","vt2"] - - - - 36 84
Stand MK MK 7 3 15 2 4 6 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HK HK 15 4 5+17 -4 2 20 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 4 2 8 3 5 7 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 12 2 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 8 6 21 -5 1 J 80 150 H ["sp","su","vt1","vt2"] 123 64 69 13 96 180
Crouch LK d+LK 4 2 8 0 2 4 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 2 17 -3 1 3 50 100 L ["sp","su","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 10 5 24(22) -10 KD KD 90 150 L ["vt1","vt2"] 68 19 24 14 108 180
Jump LP u+LP 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 4 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 9 4 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 8 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 9 5 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Blow LP+LK 5 3 17 - KD KD 130 150 T - 64 15 15 ? 156 180
Cheat & Smash b+LP+LK 5 3 17 - KD KD 140 200 T - 57 8 8 ? 168 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Cannon HP+HK (VT1) 16(12) - 9 ~48 KD KD 20x4*40 (120) 30x5 (150) H - 161 102 107 ? CH_DAMAGE CH_STUN
Enhanced Snatcher HP+HK (VT2) 1 - 5(8) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Snatcher (Ground) MP+MK (VS1) 20 6 40 -2 KD KD 80 200 H - 66 17 17 ? 96 240
Psycho Snatcher (Ground) (hold) MP+MK (VS1) (hold) 35 6 40 3 KD KD 120 0 H - 119 60 65 ? 144 0
Psycho Snatcher (Air) d+MP+MK (VS1) 8 4 47 - KD KD 100 150 H - 14 14 14 ? 120 180
Psycho Snatcher (Air) (hold) d+MP+MK (VS1) (hold) 26 6 40 - KD KD 80 100 H - 84 84 84 ? 96 120
Psycho Swing MP+MK (VS2) 22 3 20 -6 KD KD 70 100 H ["vt2"] 93 34 39 ? 84 120
Psycho Swing (hold) MP+MK (VS2) (hold) 38 3 19 -2 KD KD 80 120 H ["vt2"] 94 35 40 ? 96 144
Psycho Smash d+MP+MK (VS2) 11 5 21(23) -6 KD KD 70 100 H ["vt2"] 94 35 40 ? 84 120
Psycho Smash (hold) d+MP+MK (VS2) (hold) 31 5 17(19) 3 KD KD 90 120 H ["vt2"] 120 61 66 ? 108 144
Kill Step f+KKK - - 31 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Psycho Knuckle HP (hold) 30 12 27 -2 KD KD 100 150 H - 85 53 53 ? 120 180
Psycho Spark f+MP 11 8 16 -2 1 3 50 80 H ["sp","su"] - - - ? 60 96
Psycho Shot P (after f+MP) 13+13 - 26 -4 4 6 50 70 H ["su"] - - - ? 60 84
EX Psycho Shot PP (after f+MP) 13+13 - 23 8 KD KD 40*60 (100) 0*150 H ["vt2"] 108 50 55 ? CH_DAMAGE CH_STUN
Psycho Upper PP 16 5 33 -16 KD KD 120 150 H ["su"] 86 27 32 ? 144 180
EX Psycho Upper PPP 16(13) 11 32 -20 KD KD 80*60 (140) 150*50 (200) H - 93 34 39 ? CH_DAMAGE CH_STUN
Psycho Flicker P (mash) 6 2(7)2(9)2 22 -2 3 5 20*20*40 (80) 50*50*50 (150) H ["su","vt2"] - - - ? CH_DAMAGE CH_STUN
Psycho Rising KK 12 18 22+26 -38 KD KD 30*20 50*50 H - 70 11 16 ? CH_DAMAGE CH_STUN
Psycho Splash P (after KK) 23+14 - 26 - KD KD 30*20*63 (113) 50*50*90 (190) H - 85 26 31 ? CH_DAMAGE CH_STUN
EX Psycho Splash PP (after KK) 23+14 - 13 - KD KD 30*20*72 (122) 50*50*90 (190) H - 113 54 59 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Barrage qcf,qcf+P 13 2(6)2(15)2(9)2(24)2(20)2(19)2 49 -21 KD KD 340 0 H - 69 10 10 ? 408 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Ultra Snatcher - Ground HP+HK (VT2) 26(22) 8 44(56) 3 6 8 80 100 H - - - - ? 96 120
Ultra Snatcher - Air d+HP+HK 16(9) 7 38(60) - KD KD 100(80) 150 H - 89(93) 30(34) 35(39) ? CH_DAMAGE 180
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

  • MP
    • crHP xx Psycho Rising > Psycho Splash
    • crMK xx Psycho Upper
  • LP or LK
    • LP xx Psycho Flicker
  • In VT2
    • MP
    • crHP xx f+MP > PP xx Ultra Snatcher, crMP xx Psycho Upper xx Ultra Snatcher (Air)

With Meter

  • After Psycho Rising
    • EX Psycho Splash, Psycho Snatcher (air)
  • Psycho Knuckle
    • f+MP > PP, dash, Psycho Snatcher (air)

Corner

  • MP
    • crHP, f+MP > MP, crMK xx Psycho Upper

Crush Counter

  • HK
    • dash, LP xx Psycho Rising > Psycho Splash
  • crHP
    • jMP, Psycho Snatcher (air)

V-Trigger Cancels

  • MK VTC (b+HP+HK)

V System

V Reversal

An escape V-Reversal, Ed rolls behind his opponent. It has long recovery, and can be punished towards the ending frames of it.

V Skill 1

Psycho Snatcher has Ed use his Psycho powers to throw out a medium ranged purple whip-like attack. It can be held to charge it, and performing it with d+MP+MK will give an upwards version. The regular version has Ed rush forward and deliver a gut punch to the opponent, which on hit knocks them down and on block is safe. The charged version has Ed pull the opponent towards him sending them flying into the air; he can follow up with f+MP > PP dash Psycho Snatcher (Air) or just Psycho Snatcher (Air); it is also +3 on block. The regular version of Psycho Snatcher (Air) has Ed leap up after them and knock them into the ground, causing a hard knockdown. The charged version has Ed bounce them off the ground, and can be followed up with Psycho Upper or EX Psycho Upper depending on the combo. Ed gains V-Gauge anytime he uses any version of these.

V Skill 2

Psycho Swing is a punch move that advances Ed forward quite a bit. You can charge it for longer distance and better frame advantage on block (-6 uncharged, -2 charged). It goes through projectiles, which is it's main use. There's a low version (named Psycho Smash) you can do by pressing d,hp+hk. The low version has better frame advantage on block, both uncharged and charged (-6/+3). You can cancel both versions into VT2, but not VT1. Midscreen, the only juggle you can get is into super, but the corner presents itself with more juggle opportunities. The low version actually has a few meaty setups, and because of it's low pushback on block, this is a very strong tool to use on your opponent's wakeup. Overall a very versatile V-Skill that should be used in most matchups.

V Trigger 1

Psycho Cannon is a 2 bar V-Trigger that has Ed summon a large slow moving orb in front of him. This can be used for a variety of purposes such as in combos or for pressure. It causes 5 hits and eats any other projectile it comes in contact with. There are 3 versions of it: activating with b+HP+HK is the slowest moving version, HP+HK medium, and f+HP+HK the fastest. Since it is a projectile moves that have projectile invincibility can easily go through it; characters with escape V-Reversals can also easily get around it in some situations.

V Trigger 2

Ultra Snatcher is a 3 bar V-Trigger that gives Ed access to a long ranged Ultra Snatcher. There are two versions, a grounded with HP+HK and air with d+HP+HK like with his regular Psycho Snatcher. On hit the grounded version has Ed leap forward and punch them, which can be followed up for a combo. It is also +2 on block, so it can be canceled into from normals or at a distance to continue pressure though with many there is a small gap he can be hit out of. The air version has Ed pull them towards him and punch them away, used mostly as a combo ender. Psycho Snatcher can be canceled into from almost all of his moves and special moves. In addition, Ultra Snatcher can beat 1 hit projectiles. He gets about 3 uses total.


Strategy

Playing as Ed

Fighting Against Ed