Ed
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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
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
Ed Discussions
Discussions regarding Ed
Ed Discord Link
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.