A well rounded character with a tool for every situation. His exceptional framedata allows for capitalising on certain situations much better than most. For example he has the fastest long reaching fM which allows him to use it to punish certain specials that are only jab punishable otherwise.
Some of his buttons are heavily disjointed, making his jumps difficult to challenge sometimes.
His unique run special allows for setting up very quick 0 or -1 situations that slower charracters cannot challenge leading to oppresive runstop pressure.
On Oki jab strings & meaty clM can be made reversal safe, leading to people having to respect his pressure.
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Pros | Cons |
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Roadmap
75% complete | ||
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In Progress / Completed | To-do |
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Normals
cl.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25 | Mid | 50 | Spc/OD/KA | 5 | 2 | 7 | 14 | 6 | 4 | - |
Cancelable into Light attacks |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | Mid | 75 | Spc/OD/KA | 6 | 4 | 8 | 18 | 7 | 4 | - |
cancelable into cl.H |
cl.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | Mid | 100 | Spc/OD/KA | 10 | 5 | 17 | 32 | 1 | -3 | - |
chains out of cl.M, chains into cl.TC |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 7 | 14 | 6 | 4 | - |
cancelable into Light attacks |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | Mid | 75 | Spc/OD/KA | 6 | 3 | 16 | 25 | 0 | -3 | - |
Amazing poke. Fastest f.m, converts consistently, great priority and hard to punish. You'll be spamming this a lot to hold your ground |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | Mid | 100 | Spc/OD/KA | 10 | 5 | 19 | 34 | -1 | -5 | - |
Can be used to OS backdash after meaty normal. Chains into far H target combo. Decent poke that you can buffer OD behind. |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25 | Low | 50 | Spc/OD/KA | 6 | 2 | 6 | 14 | 7 | 5 | - |
Cancelable into Light attacks, links to mediums. |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | Low | 100 | Spc/OD/KA | 8 | 3 | 16 | 27 | 0 | -3 | - |
This move is significantly worse than cr.L frame data wise, and doesn't have enough extra range to ever justify using. |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
90 | Low | 150 | KnAdv | 9 | 4 | 25 | 38 | sweep | -10 | - |
Longer range than f.H, makes it useful for catching longer backdashes (e.g. Crow, Talos). |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
40 | High | 50 | Special | 6 | 13 | - | - | - | - | - |
massive air-to-air. combos into air 1.1 |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | High | 100 | None | 7 | 10 | - | - | - | - | - |
great hitbox for hitting in front, especially good at ranges where j.D+H would crossup |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
90 | High | 200 | None | 8 | 8 | - | - | - | - | - |
god air button, hitbox so disjointed will clean beat some DPs. |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
40 | High | 50 | Special | 6 | 13 | - | - | - | - | - |
hits rising, but can't fuzzy. Very limited usage |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | High | 100 | None | 7 | 10 | - | - | - | - | - |
similar to dj.M with big downards hitbox, but less useful from a neutral jump |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
90 | High | 200 | None | 8 | 5 | - | - | - | - | - |
amazing hitbox, go to button for jumping throws |
F+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | High | 100 | Spc/OD/KA | 19 | 4 | 19 | 42 | -4 | -7 | - |
cancelable into specials on landing, only combos to s2 |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
90 | High | 200 | None | 9 | 7 | - | - | - | - | - |
crossup air attack |
Target Combos
cl.TC
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | Spc/OD/KA | 10 | 5 | 26 | 41 | -5 | -10 | - |
forces stand |
f.TC
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | Spc/OD/KA | 10 | 5 | 25 | 40 | -7 | -11 | - |
The less great, but still good TC. f.TC is a common place to spend meter in combos e.g. |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20+25+45 | Unblk | 0+50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Rarely worth cancelling. |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
120 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Edge can close the distance after back throw very easily thanks to S3.1 and all its followups. |
Specials
S1.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35+65 | Mid | 75+125 | OD/KA | 13 | 4 (+1) | 18 | 35 | 2 | -2 | 3 sec |
first hit enables second hit; increments sword charge; absorbs projectiles during frames 13-21 (gaining 40 meter and 1.5 sec CD). |
jS1.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35+65 | Mid | 75+125 | None | 13 | 4 (+1) | - | - | - | - | 3 sec |
first hit enables second hit; increments sword charge; absorbs projectiles during frames 11-22 (gaining 40 meter and 1.5 sec CD); can attack/block after 2 landing frames, and walk after 4 frames. |
S1.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
40+40 | Mid | 75+75 | OD/KA | 15 | 1 (8) 1 | 30 | 55 | 0 | -4 | 4.5 sec |
creates dual slash projectiles; increments sword charge once, on clean hit only. |
S1.3
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Tranquil Thunder | 0 | - | 0 | Other | 10 | - | - | 140 | - | - | 2 Sec |
gains sword charge every 45th frame; gains meter continuously after frame 15; cancelable into exit, S2, or S3 after frame 10 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Tranquil Thunder Exit | 0 | - | 0 | Other | - | - | 8 | 8 | - | - | - |
cancelable into S2 or S3 |
S2.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Judgment | 80 | Mid | 100 | KnAdv | 7 | 4 | 39 | 50 | knockback | -27 | 6 sec |
applies 50% damage/dizzy/meter reduction as combo starter | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Judgment Ender | 30!/60!/75! | Mid | 35!/70!/80! | None | 7 | 2 | land+20 | - | knockback | - | - |
damage/dizzy values vary based on sword charges |
S2.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Reckless Lightning | 90 | Mid | 100 | KnAdv | 8 | 2 | 39 | 49 | knockback | -25 | 5 sec |
applies 50% damage/dizzy/meter reduction as combo starter | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Reckless Lightning Ender | 15!/45!/65! | Mid | 20!/60!/80! | KnAdv | 7 | 2 | 43 | 52 | launch | - | - |
damage/dizzy values vary based on sword charges |
S3.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Relentless Pursuit | 0 | - | 0 | None | 6 | - | - | - | - | - | 3 sec |
cancelable into S3 followups, S1, S2 or halt after 6 frames; minimum runstop = 20 frames; normal runstop = 30 frames | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Relentless Gale (L/D+S3) | 100 | Low | 150 | KnAdv | 10 | 8 | 18 | 36 | sweep | -7 | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Relentless Cyclone (M/U+S3) | 45+50 | High | 80+120 | KnAdv | 20 | 2 (8) 5 | 24 | 59 | -3 | -8 | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Relentless Tempest (H/S3) | 90! | Mid | 100! | KnAdv | 17 | 5 | 29 | 51 | wall bounce | -15 | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Halt (B) | 0 | - | 0 | Other | - | - | 14 | 14 | - | - | - |
This is Edge's strongest special, S3.1 referred to as "run" allows him to establish his offence.
Slide(L/D+S3):
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S3.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | OD/KA | 15 | 4 | 20 | 39 | knockback | -5 | 3 sec |
Don't pick this over run. |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50!+225! | Mid | 0 | None | 5+5+5 | 12 | 60 | 87 | launch | -53 | - |
all hits stop raising juggle count at 4 |