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 | 0.85 |
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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
5LP
5MP
5HP
5HP (release)
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Throws
LPLK
4LPLK
Special Moves
5HP (hold)
Flicker > PP
6MP
P (after 6MP)
PP (after 6MP)
PP
PPP
P (mash)
KK
P (after 5KK)
PP (after 5KK)
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1) (hold)
2MPMK (VS1)
2MPMK (VS1) (hold)
V-Skill 2
MPMK (VS2)
MPMK (VS2) (hold)
2MPMK
2MPMK (hold)
V-Trigger 1
HPHK (VT1)
V-Trigger 2
HPHK (VT2)
HPHK
2HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK