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 |
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Final Patch
Players to Watch
Ed | |
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Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.034 |
Forward Dash Speed | 16 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.653 |
Backward Dash Distance | 0.899 |
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 | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
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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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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 MP
Stand HP
Stand HP (release)
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Throws
Psycho Blow
Cheat & Smash
Special Moves
Psycho Knuckle
Psycho Spark
Psycho Shot
EX Psycho Shot
Psycho Upper
EX Psycho Upper
Psycho Flicker
Psycho Rising
Psycho Splash
EX Psycho Splash
Critical Art
Psycho Barrage
Taunts
Taunt
V-System
V-Skill 1
Psycho Snatcher (Ground)
Psycho Snatcher (Ground) (hold)
Psycho Snatcher (Air)
Psycho Snatcher (Air) (hold)
V-Skill 2
Psycho Swing
Psycho Swing (hold)
Psycho Smash
Psycho Smash (hold)
V-Trigger 1
Psycho Cannon
V-Trigger 2
Enhanced Snatcher
Ultra Snatcher - Ground
Ultra Snatcher - Air
V-Shift
V-Shift
V-Shift Break
Psycho Split
V-Reversal
Kill Step