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Ed

エド

Ed — 대책

Key Info

  • No overhead
  • Defense
    • OD invincible (13F startup): 623PP (Psycho Upper OD)
    • Anti-air invincible (10F startup): 623LP (Psycho Upper LP)
    • SA1 236236K (Psycho Storm): 13F startup, no projectile invincibility
    • SA2 214214P (Psycho Cannon): 8F startup
    • SA3 236236P (Psycho Chamber): 10F startup
  • Moves that are plus on block:
    • HK (Rising Flicker): +4F
    • 236KK (OD Psycho Flicker): +4F

Neutral Game (Focus Points)

  • Watch MK (Hitman Flicker)
    • The key range to be aware of against Ed is MK range.
    • Decide whether to walk outside it and whiff-punish, or walk inside it and place a button first.
    • If walk-block feels difficult, attack using Drive Rush.
  • Use more crossup jumps
    • Once inside MK range, crossing up is highly effective.
    • Ed's anti-air invincible move 623LP has a 10F startup — it does not catch crossups reliably.
    • Crossup-style jumps are a consistent way to gain the offensive turn.
  • Use more empty jumps
    • When outside MK range, jumping at a distance to bait out 623LP is very effective.
  • Layer on light-attack meaties
    • On okizeme, overlapping light attacks lets you meaty jump-in over Ed's various invincible reversals.
    • Research your character's setplay that creates a 5F window and apply light meaties in key situations.

623P (Psycho Upper)

Ed's anti-air invincible special. Startup and damage vary by strength.

  • 623LP: 10F startup — Ed's primary anti-air
  • 623MP: 14F startup
  • 623HP: 16F startup
  • 623PP (OD Psycho Upper): 13F startup, fully invincible

Recommended Counter

All versions have slow startup, making empty jumps and crossup jumps extremely effective against them. If you have not tried these yet, start now.

214P (Psycho Blitz)

Ed's combo-ender special.

  • 214LP: +3F on hit; -14F on block
  • 214MP: -12F on block
  • 214HP: -12F on block

Recommended Counter

All versions are heavily negative on block. Punish with a heavy-normal starter combo.

236K (Psycho Flicker)

Ed's neutral poke special.

  • 236LK: 16F startup. Held version pulls the opponent in and leaves Ed at +4F on block; walk shimmy is not possible during the follow-up.
  • 236MK: 20F startup. Held version pulls the opponent in and leaves Ed at +4F on block; walk shimmy is not possible during the follow-up.
  • 236HK: 17F startup. Used as an anti-air.
  • 236KK (OD Psycho Flicker): 25F startup — leaves enough time to react with Drive Impact. Held version pulls the opponent to point-blank and leaves Ed at +4F on block.

Recommended Counter

Against 236LK and 236MK:

  • Aim for Just Parry.
    • A successful Just Parry gives +19F — if you are far away, Drive Rush → medium normal.
  • Advanced option:
    • Buffer Just Parry input while also buffering forward dash (→→), so that if 236K whiffs you automatically get a Drive Rush punish.
    • Difficult to do consistently, but worth practicing.

After the pull-in (held version):

  • Accept the throw as a general rule.
    • Ed's post-throw situation is not particularly strong. Accept it and reset neutral.
  • Walk shimmy is not available.
    • Ed is at +4F, but cannot walk shimmy.
  • Crouch-guard → fuzzy walk-back → (varies by character):
    • While crouch-blocking, walk back a few frames after Ed's 2MK (Over Flicker) startup window ends. This can punish anti-tech HP attempts with your own HP.

The following recording covers:

  • Held Psycho Flicker → 2MK
  • Held Psycho Flicker → back dash → HP
  • Held Psycho Flicker → (jump) HP

MK (Hitman Flicker)

A long-range normal excellent for poking and placing buttons. Ed cancels this into various specials to continue his offense.

Recommended Counter

  • Cancel Rush:
    • Cannot create a true block string. Interrupt with OD reversal.

LPLK (Forward Throw — Face Buster)

Ed is at +24F on hit.

Back wakeup removes okizeme entirely — back wakeup is the stable option.

On a Punish Counter throw it becomes a true 50-50 — do your best to defend.

4LPLK (Back Throw — Rib Crasher)

Ed is at +24F on hit.

Back wakeup removes okizeme entirely — back wakeup is the stable option.

On a Punish Counter throw it becomes a true 50-50 — do your best to defend.