Street Fighter V/Ed

From SuperCombo Wiki

Introduction

About Ed

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.

Strengths Weaknesses
  • Quick ground game and solid movement options.
  • Amazing frame traps, anti-air, and block strings.
  • Besides Critical Art, lacks any sort of motion input, being a great character for beginners.
  • Very strong V-system, with strong V-Triggers and great anti fireball V-Skills.
  • PSYCHO UPPER!!!!
  • Lacks an overhead command normal, resulting in weaker low-high mixup situations.
  • Somewhat stubby normals, requiring risky movement options to close distance
  • Whiff punishes sometimes... whiff.
  • Overall lacks good mixups options, as delay teching beats almost everything.

Final Patch

Players to Watch

  • Diablodoc
  • Di3minion
  • EndingWalker (Twitch)
  • Ajax Fidelity (Twitch)
Ed
SFV-Ed Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 900
Ground Movement
Forward Walk Speed 4.7
Backward Walk Speed 3.4
Forward Dash Speed 16
Backward Dash Speed 23
Forward Dash Distance 165.3
Backward Dash Distance 89.9
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46(4+38+4)
Neutral Jump Speed 46(4+38+4)
Forward Jump Speed 45(3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

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.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Ed 5LP.png
Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
  • Not a true blockstring when canceled into V-Trigger 1
  • Chains into any of the other light normals
  • When canceling stand LP into Flicker (Hands) the Flicker reaches quite a bit further than normal (Infiltration tech)
Stand MP
Stand MP
5MP
SFV Ed 5MP.png
Startup Active Recovery Hit
6 3 16 10
Damage Stun Attack Block
60 100 H 3
  • Cancel options: vt1 vt2
  • Very plus on hit
  • Main combo starter
Stand HP
Stand HP
5HP
SFV Ed 5HP.png
Startup Active Recovery Hit
11(10) 3 21 2
Damage Stun Attack Block
90 150 H -2
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Can be held to initiate the Psycho Knuckle or release it early into the stand HP (release) version instead
  • Crush Counters into a free juggle state (see knockdown advantage)
  • Can be executed in only 10F start-up if you hold the stand HP for exactly 6F and release it on that frame of start-up (Not sure if this is intentional or not)
  • If you hold the stand HP and release on the 4th frame of start-up it will result in being 12F instead of 11F (Thanks Capcom!)
Stand HP (release)
Stand HP (release)
5HP (release)
SFV Ed 5HP (release).png
Startup Active Recovery Hit
8(4) 3 21 2
Damage Stun Attack Block
90 150 H -2
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • This move refers to the half-charged version of the Psycho Knuckle
  • Start-up varies depending on which frame Ed releases the button during the start-up of stand HP
  • Releases in 8 frames if held for 0-4 frames during start-up (0 meaning you buffered into the stand HP)
  • Releases in 6 frames if held for exactly 5 frames during start-up
  • Releases in 4 frames (fastest possible) if held for exactly 6 frames during start-up
Stand LK
Stand LK
5LK
SFV Ed 5LK.png
Startup Active Recovery Hit
3 3 8 2
Damage Stun Attack Block
30 70 H 1
  • Cancel options: ch vt1 vt2
  • Not a true blockstring when canceled into V-Trigger 1
  • Chains into any of the other light normals
Stand MK
Stand MK
5MK
SFV Ed 5MK.png
Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
70 100 H 2
  • Cancel options: vt1 vt2
  • Only hits crouching when close enough (the further range hitbox cannot hit crouching)
Stand HK
Stand HK
5HK
SFV Ed 5HK.png
Startup Active Recovery Hit
14 4 5+17 2
Damage Stun Attack Block
80 150 H -4
  • Cancel options: vt1 vt2
  • Airborne and crushes lows on frames 10-23
  • Not a true blockstring when canceled into V-Trigger
Crouch LP
Crouch LP
2LP
SFV Ed 2LP.png
Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
  • Not a true blockstring when canceled into V-Trigger 1
  • Chains into any of the other light normals
Crouch MP
Crouch MP
2MP
SFV Ed 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 2
Crouch HP
Crouch HP
2HP
SFV Ed 2HP.png
Startup Active Recovery Hit
8 6 21 1
Damage Stun Attack Block
80 150 H -5
  • Cancel options: sp su vt1 vt2
  • Can only crush counter on the 1st active frame
  • 10 less damage (70) after 1st active frame
  • Only cancelable on the first 2 active frames
Crouch LK
Crouch LK
2LK
SFV Ed 2LK.png
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch vt1 vt2
  • Not a true blockstring when canceled into V-Trigger 1
  • Chains into any of the other light normals
Crouch MK
Crouch MK
2MK
SFV Ed 2MK.png
Startup Active Recovery Hit
7 2 17 1
Damage Stun Attack Block
50 100 L -3
  • Cancel options: sp su vt1 vt2
  • Not a true blockstring when canceled into V-Trigger 1
Crouch HK
Crouch HK
2HK
SFV Ed 2HK.png
Startup Active Recovery Hit
10 5 24(22) KD
Damage Stun Attack Block
90 150 L -10
  • Cancel options: vt1 vt2
  • Slightly less recovery on whiff
Jump LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Puts opponent into a juggle state
Jump HP
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
Jump MK
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can cross-up
Jump HK
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -

Throws

Psycho Blow
Psycho Blow
Throw
LPLK
SFV Ed LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
Cheat & Smash
Cheat & Smash
Back Throw
4LPLK
SFV Ed 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T -

Special Moves

Psycho Knuckle
Psycho Knuckle
5HP (hold)
Startup Active Recovery Hit
30 12 27 KD (7)
Damage Stun Attack Block
100 150 H -2
  • Cancel options: -
  • On hit; puts the opponent into a crumpled state
  • Switches side with the opponent upon connection (doesn't switch sides on BLOCK if opponent is cornered)
  • On Hit data in the parantheses (7) refers to the fact that Ed can follow-up with a grounded combo (7 frame or faster) on the opponent before they go into an airborne state during the crumple animation
  • Has fixed framedata on hit/block (but mind that Ed's frame advantage on crumple is less if Psycho Knuckle hits late or from far away)
  • Recovery framedata listed here is on whiff (they change if the move connects on hit or block)
  • Cancelable to V-Trigger 2 activation on hit or block
  • Special cancelable into V-Trigger 2 post-activation on hit or block
  • Juggle Limit / Increase / Start: 5 / 1 / 1
Psycho Spark
Psycho Spark
6MP
SFV Ed 6MP.png
Startup Active Recovery Hit
11 8 16 1
Damage Stun Attack Block
50 80 H -2
  • Cancel options: sp su
  • Hit Confirm notes: *CA only, **VT2 Snatchers, ***Fireball only
  • Cancels into Psycho Shot follow-ups on hit/block/whiff as early as 14F
  • Projectile Invincible on his outward head, leg, and arm on frames 1~30
  • 1-Hit Projectile hitbox
  • Can OTG after Air V-Skill (hold)
  • Special cancelable into V-Trigger 2 post-activation on hit or block
  • Juggle Limit / Increase / Start: 0 / 1 / 1
Psycho Shot
Psycho Shot
5P (after 6MP)
Startup Active Recovery Hit
13+13 - 26 4
Damage Stun Attack Block
50 70 H -4
  • Cancel options: su
  • 1-hit projectile
  • Can be spaced out during combos to hit meaty for good combo potential
  • Projectile Invincible on outstretched hand during animation
  • Special cancelable into V-Trigger 2 post-activation on hit / block / whiff
  • Juggle Limit / Increase / Start: 2 / 4 / 3
EX Psycho Shot
EX Psycho Shot
5PP (after 6MP)
Startup Active Recovery Hit
13+13 - 23 KD
Damage Stun Attack Block
40*60 (100) 0*150 H 8
  • Cancel options: vt2
  • 2-hit projectile
  • Projectile Invincible on outstretched hand during animation
  • KDA shown is when doing EX Psycho Shot after connecting f+MP
  • KDA varies depending on distance from opponent (increased KDA the further away it hits)
  • Cancelable to V-Trigger 2 activation on hit or block
  • Special cancelable into V-Trigger 2 post-activation on hit / block / whiff
  • Juggle Limit / Increase / Start: 2*2 / 1*1 / 0*4
  • More plus than Ed can count to
Psycho Upper
Psycho Upper
5PP
Startup Active Recovery Hit
16 5 33 KD
Damage Stun Attack Block
120 150 H -16
  • Cancel options: su vt2
  • Crouch sized hurtbox (but not crouching state) on frames 1-12
  • Can OTG after air V-Skill (hold)
  • Cancelable into V-Trigger 2 activation on Hit or Block
  • Special cancelable into V-Trigger 2 post-activation on hit or block
  • Juggle Limit / Increase / Start: 4 / 1 / 1
EX Psycho Upper
EX Psycho Upper
5PPP
Startup Active Recovery Hit
16(13) 11 32 KD
Damage Stun Attack Block
80*60 (140) 150*50 (200) H -20
  • Cancel options: -
  • Fully invincible on frames 1-18
  • Can OTG after air V-Skill (hold)
  • Special cancelable into V-Trigger 2 post-activation on hit or block
  • Startup reduced to 13f if cancelled from a normal attack
  • Ed is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: 8*9 / 1*20 / 1*99
Psycho Flicker
Psycho Flicker
5P (mash)
Startup Active Recovery Hit
6 2(7)2(9)2 22 3
Damage Stun Attack Block
20*20*40 (80) 50*50*50 (150) H -2
  • Cancel options: su vt2
  • Can OTG after Air V-Skill (hold)
  • Special cancelable into V-Trigger 2 and its special attacks (but can only cancel into V-Trigger 2 activation on the 2nd hit)
  • Reaches further if canceled into (and even further if canceled into from stand LP specifically)
  • Juggle Limit / Increase / Start: 7*8*9 / 1*1*10 / 1*1*1
  • Machinegun Blo-... Nevermind
Psycho Rising
Psycho Rising
5KK
Startup Active Recovery Hit
12 18 22+26 KD
Damage Stun Attack Block
30*20 50*50 H -38
  • Cancel options: -
  • Projectile invincible on frames 3-9
  • Fully invincible on frames 10-14
  • Airborne on frames 13-51
  • Counter-hit state during the entire move duration
  • Can cancel into Psycho Splash on HIT on frames 23-41
  • Can OTG after Air V-Skill (hold)
  • The horizontal hitbox reaches quite a bit further if canceled into
  • Juggle Limit / Increase / Start against grounded opponents: 0*2 / 1*1 / 1*1
  • Juggle Limit / Increase / Start against airborne opponents: 0*2 / 2*1 / 2*1
Psycho Splash
Psycho Splash
5P (after 5KK)
Startup Active Recovery Hit
23+14 - 26 KD
Damage Stun Attack Block
30*20*63 (113) 50*50*90 (190) H -
  • Cancel options: -
  • 26 grounded recovery frames
  • Active until it lands on ground
  • KDA shown is when the Psycho Splash followup is done ASAP
  • KDA varies greatly depending on timing / angle of Psycho Splash (lower KDA the more you delay the Superman dive follow-up)
  • Juggle Limit / Increase / Start: 3 / 20 / 1
EX Psycho Splash
EX Psycho Splash
5PP (after 5KK)
Startup Active Recovery Hit
23+14 - 13 KD
Damage Stun Attack Block
30*20*72 (122) 50*50*90 (190) H -
  • Cancel options: -
  • Fully Projectile invincible until landing
  • 13 grounded recovery frames
  • Active until it lands on ground
  • KDA shown is when the Psycho Splash followup is done ASAP
  • KDA varies greatly depending on timing / angle of EX Psycho Splash (lower KDA the more you delay the Superman dive follow-up)
  • Juggle Limit / Increase / Start: 3 / 1 / 1

Critical Arts

Psycho Barrage
Psycho Barrage
236236P
Startup Active Recovery Hit
10(13) 2(6)2(15)2(9)2(24)2(20)2(19)2 49 KD
Damage Stun Attack Block
340 0 H -21
  • Cancel options: -
  • Fully invincible on frames 1~22 (first 2 hits)
  • Fully invincible if any of the punches connect
  • Juggles fully on airborne into the cutscene
  • 3F slower start-up (13F) when canceled from stand HP or specials

Taunts

Taunt
Taunt
5PPPKKK
SFV Ed 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Ed tries to fool his opponent by pretending to be Alex for a bit

V-System

V-Skill 1

Psycho Snatcher (Ground)
Psycho Snatcher (Ground)
MPMK (VS1)
Startup Active Recovery Hit
20 6 40 KD
Damage Stun Attack Block
80 200 H -2
  • Cancel options: -
  • 1-hit projectile hitbox
  • Projectile invincible on extended arms and legs on frames 20~30
  • Builds 80/40 V-Gauge on hit/block
  • If the V-Skill hits, Ed immediately becomes fully invincible and pulls himself towards the opponent; knocking them down
  • If the V-Skill is blocked, Ed immediately becomes projectile invincible as he pulls himself towards the opponent
  • If V-Skill hits an armored move then Ed performs the On-Hit version of this move
  • If V-Skill is parried then Ed SEEMINGLY performs the On-Hit version of this move (but instead only has the Projectile Invincibility from the On-Block version of his move instead of the Full Invincibility he would normally have)
Psycho Snatcher (Ground) (hold)
Psycho Snatcher (Ground) (hold)
MPMK (VS1) (hold)
Startup Active Recovery Hit
35 6 40 KD
Damage Stun Attack Block
120 0 H 3
  • Cancel options: -
  • 3-hit projectile hitbox (but only nullfies 1-hit of projectile and then travels past the projectile it clashes with and can hit the opponent behind the projectile)
  • Projectile invincible on extended arms and legs on frames 35~45
  • Builds 100/50 V-Gauge on hit/block
  • If the V-Skill hits, Ed immediately becomes fully invincible and launches the opponent towards himself in a free juggle state
  • If the V-Skill is blocked, Ed immediately becomes projectile invincible as he pulls the opponent to himself for +3 oB pressure
  • If V-Skill hits an armored move then Ed performs the On-Hit version of this move
  • If V-Skill is parried then Ed SEEMINGLY performs the On-Hit version of this move (but instead only has the Projectile Invincibility from the On-Block version of his move instead of the Full Invincibility he would normally have)
Psycho Snatcher (Air)
Psycho Snatcher (Air)
2MPMK (VS1)
Startup Active Recovery Hit
8 4 47 KD
Damage Stun Attack Block
100 150 H -
  • Cancel options: -
  • Strike hitbox
  • Hard Knockdown
  • If the V-Skill hits, Ed immediately becomes fully invincible and Psycho Dunks the opponent to the ground
  • Juggle Limit / Increase / Start: 4 / 50 / 98
Psycho Snatcher (Air) (hold)
Psycho Snatcher (Air) (hold)
2MPMK (VS1) (hold)
Startup Active Recovery Hit
26 6 40 KD
Damage Stun Attack Block
80 100 H -
  • Cancel options: -
  • Strike hitbox
  • Hard Knockdown
  • Can OTG afterwards with most specials
  • If the V-Skill hits, Ed immediately becomes fully invincible and pulls the opponent down towards him
  • Opponent can bounce onto either side of Ed, depending on distance

V-Skill 2

Psycho Swing
Psycho Swing
MPMK (VS2)
SFV Ed MPMK (VS2).png
Startup Active Recovery Hit
22 3 20 KD
Damage Stun Attack Block
70 100 H -6
  • Cancel options: vt2
  • Projectile invincible frames 5-24; Arm is not projectile invincible on active frames
  • Crouch sized hurtbox frames 5-24
  • Special cancelable into V-Trigger 2 post-activation on hit or block
  • Startup can be delayed up to 4 frames
Psycho Swing (hold)
Psycho Swing (hold)
MPMK (VS2) (hold)
Startup Active Recovery Hit
38 3 19 KD
Damage Stun Attack Block
80 120 H -2
  • Cancel options: vt2
  • Projectile invincible frames 5-37
  • Crouch sized hurtbox frames 5-37
  • Special cancelable into V-Trigger 2 post-activation on hit or block
Psycho Smash
Psycho Smash
2MPMK
SFV Ed 2MPMK.png
Startup Active Recovery Hit
11 5 21(23) KD
Damage Stun Attack Block
70 100 H -6
  • Cancel options: vt2
  • Shorter hurtbox frames 3-15
  • Considered crouching frames 3-6 (longer if held)
  • Startup can be delayed up to 19 frames
  • 2 more recovery frames on whiff
  • Special cancelable into V-Trigger 2 post-activation on hit or block
Psycho Smash (hold)
Psycho Smash (hold)
2MPMK (hold)
Startup Active Recovery Hit
31 5 17(19) KD
Damage Stun Attack Block
90 120 H 3
  • Cancel options: vt2
  • Shorter hurtbox frames 3-35
  • Considered crouching frames 3-25
  • Special cancelable into V-Trigger 2 post-activation on hit or block

V-Trigger 1

Psycho Cannon
Psycho Cannon
HPHK (VT1)
SFV Ed HPHK (VT1).png
Startup Active Recovery Hit
16(12) - 9 KD
Damage Stun Attack Block
20x7 (140) 25x7 (175) H ~48
  • Cancel options: -
  • 2 bar V-Trigger
  • 7-hit Projectile Hitbox
  • 6th hit launches opponent into a free juggle state
  • 7th hit launches opponent into a limited juggle state
  • Can OTG after Air V-Skill (hold)
  • Fast version (hold forward) has 12f startup
  • Ghetto Decapre
  • Jugle Limit / Increase / Start: 15 / 0x6*1 / 0x6*1

V-Trigger 2

Enhanced Snatcher
Enhanced Snatcher
HPHK (VT2)
SFV Ed HPHK (VT2).png
Startup Active Recovery Hit
1 - 5(8) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 4000 frames (~67 seconds)
  • Gives access to enhanced versions of Ed's V-Skill (Ultra Snatcher - Ground / Air) which can be canceled into from most of Ed's specials and normals
  • The recovery frames listed in the parentheses (8) refer to when canceling into V-Trigger 2 activation from other moves
Ultra Snatcher - Ground
Ultra Snatcher - Ground
HPHK
Startup Active Recovery Hit
26(22) 8 44(56) 6
Damage Stun Attack Block
80 100 H 3(GB)
  • Cancel options: -
  • 1-hit projectile hitbox
  • Nullifies 1 hit of projectiles but a secondary hitbox still travels forward but only deals 10 damage to the opponent and doesn't pull Ed towards them (but it has extensive hitstun and Ed can even dash up and still follow-up combo from it in some scenarios)
  • Projectile invincible on extended arms and legs on frames 26-36
  • If the V-Trigger connects on hit or block, Ed immediately becomes fully invincible and pulls himself towards the opponent with +6/+3 frame advantage
  • Causes a special guard break on block (+3 guard break advantage) but Ed cannot combo it into his 3F stand LK (the opponent can still block)
  • Cannot hit airborne opponents
  • Framedata in the parentheses refers to when canceling into this attack from other moves
  • Recovery frames refer to the version on whiff (cancels into another version of itself on hit or block)
  • Spends 1300 V-Timer (~33% V-Timer)
Ultra Snatcher - Air
Ultra Snatcher - Air
2HPHK
Startup Active Recovery Hit
16(9) 7 38(60) KD
Damage Stun Attack Block
100(80) 150 H -
  • Cancel options: su
  • Strike hitbox
  • If the V-Trigger hits, Ed immediately becomes fully invincible and pulls the opponent towards him and then knocks them away
  • Cannot hit grounded opponents
  • Framedata in the parentheses refers to when canceling into this attack from other moves (Except for in the KDA section)
  • KDA varies depending on how high in the air the opponent is when it connects (the higher up they are the higher the KDA is)
  • Recovery frames refer to the version on whiff (cancels into another version of itself on hit)
  • Spends 1300 V-Timer (~33% V-Timer)
  • Juggle Limit / Increase / Start: 30 / 10 / 1

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 0.97 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Psycho Split
Psycho Split
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Kill Step
Kill Step
6KKK
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-25 (the last 6 recovery frames following that are vulnerable)


SFV Navigation

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