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Ed
Ed — Overview
Usage Rank#26/ 30(251.0%)
Win Rate49.5%
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View Ed Counter-Guide →Special Moves
| Move | Command | Description |
|---|---|---|
| H Psycho Blitz | Unleashes a combination of punches cloaked in Psycho Power. Useful when canceling from normal attacks, or as a way to close out combos. | |
| H Psycho Flicker | A quick flicker jab cloaked in Psycho Power. Hold down the button to boost its attack properties, or cancel into Kill Rush. | |
| H Psycho Flicker (Charged) | ||
| H Psycho Shoot | (サイコスパーク中に) | Sends the ball of Psycho Power generated by Psycho Spark flying forward. Useful for attacking opponents at range. |
| H Psycho Uppercut | Unleash a powerful uppercut cloaked in Psycho Power. Useful for countering an opponent's jumping attacks, or as a way to close out combos. | |
| Kill Rush (Backward) | Perform a bob & weave while taking a step back. Useful for helping to create distance from the opponent while analyzing the situation. | |
| Kill Rush (Forward) | A technique that allows you to quickly move forward. Two different types of attacks are possible during the technique, which are timing dependent. | |
| Kill Switch Break | (キルステップ(前方) | Unleash a short uppercut from Kill Rush. Useful for attacking while closing the distance on an opponent. |
| Kill Switch Chaser | (キルステップ(前方) | Unleash a powerful uppercut from Kill Rush. The opponent is launched into the air when this connects, making it easy to string together a combo. |
| L Psycho Blitz | Unleashes a combination of punches cloaked in Psycho Power. Useful when canceling from normal attacks, or as a way to close out combos. | |
| L Psycho Flicker | A quick flicker jab cloaked in Psycho Power. Hold down the button to boost its attack properties, or cancel into Kill Rush. | |
| L Psycho Flicker (Charged) | ||
| L Psycho Shoot | (サイコスパーク中に) | Sends the ball of Psycho Power generated by Psycho Spark flying forward. Useful for attacking opponents at range. |
| L Psycho Uppercut | Unleash a powerful uppercut cloaked in Psycho Power. Useful for countering an opponent's jumping attacks, or as a way to close out combos. | |
| M Psycho Blitz | Unleashes a combination of punches cloaked in Psycho Power. Useful when canceling from normal attacks, or as a way to close out combos. | |
| M Psycho Flicker | A quick flicker jab cloaked in Psycho Power. Hold down the button to boost its attack properties, or cancel into Kill Rush. | |
| M Psycho Flicker (Charged) | ||
| M Psycho Shoot | (サイコスパーク中に) | Sends the ball of Psycho Power generated by Psycho Spark flying forward. Useful for attacking opponents at range. |
| M Psycho Uppercut | Unleash a powerful uppercut cloaked in Psycho Power. Useful for countering an opponent's jumping attacks, or as a way to close out combos. | |
| OD H Psycho Shoot | (ODサイコスパーク中に) | |
| OD L Psycho Shoot | (ODサイコスパーク中に) | |
| OD M Psycho Shoot | (ODサイコスパーク中に) | |
| OD Psycho Blitz | Unleashes a combination of punches cloaked in Psycho Power. Useful when canceling from normal attacks, or as a way to close out combos. | |
| OD Psycho Flicker | A quick flicker jab cloaked in Psycho Power. Hold down the button to boost its attack properties, or cancel into Kill Rush. | |
| OD Psycho Spark | A close-range punch that generates a ball of Psycho Power. Good for close-range combos or to cancel out an opponent's incoming projectile. | |
| OD Psycho Uppercut | Unleash a powerful uppercut cloaked in Psycho Power. Useful for countering an opponent's jumping attacks, or as a way to close out combos. | |
| Psycho Blitz | Unleashes a combination of punches cloaked in Psycho Power. Useful when canceling from normal attacks, or as a way to close out combos. | |
| Psycho Flicker | A quick flicker jab cloaked in Psycho Power. Hold down the button to boost its attack properties, or cancel into Kill Rush. | |
| Psycho Spark | A close-range punch that generates a ball of Psycho Power. Good for close-range combos or to cancel out an opponent's incoming projectile. | |
| Psycho Uppercut | Unleash a powerful uppercut cloaked in Psycho Power. Useful for countering an opponent's jumping attacks, or as a way to close out combos. |
Super Arts
| Move | Command | Description |
|---|---|---|
| CA Psycho Chamber | (体力25%以下で) | Ties together the feet and hands of an opponent before delivering a series of powerful shots all over their body. A versatile move that can counter projectiles, be used in combos, and can turn the tables when under pressure. |
| SA1 Psycho Storm | Unleashes a series of high speed flicker jabs cloaked in Psycho Power. Useful as a combo ender, or as a counter attack by using its invincibility time. | |
| SA2 Psycho Cannon | Generates a ball of Psycho Power, then sends it flying straight ahead with a punch. This multi-hitting attack can be useful in combos. | |
| SA3 Psycho Chamber | Ties together the feet and hands of an opponent before delivering a series of powerful shots all over their body. A versatile move that can counter projectiles, be used in combos, and can turn the tables when under pressure. |
Unique Attacks
| Move | Command | Description |
|---|---|---|
| Body Blow Combination | A quick series of attacks that can be canceled into any special move except for Kill Rush (Backward). | |
| Cobra Punch | An advancing attack that's great against an opponent's low kicks. | |
| Flicker Combination(2) | A quick combination attack that hits multiple times. | |
| Flicker Combination(3) | A quick combination attack that hits multiple times. | |
| Hitman Combination(2) | A sequence of attacks with long reach. | |
| Hitman Combination(3) | A sequence of attacks with long reach. | |
| Low Smash Combination | A series of attacks, the second of which can be canceled into Super Arts. | |
| Psycho Knuckle(Lv1) | ||
| Psycho Knuckle(Lv2) |
Normal Moves
| Move | Command | Description |
|---|---|---|
| Crouching Heavy Kick | ||
| Crouching Light Kick | ||
| Crouching Light Punch | ||
| Crouching Medium Kick | ||
| Crouching Medium Punch | ||
| Jumping Heavy Kick | (ジャンプ中に) | |
| Jumping Heavy Punch | (ジャンプ中に) | |
| Jumping Light Kick | (ジャンプ中に) | |
| Jumping Light Punch | (ジャンプ中に) | |
| Jumping Medium Kick | (ジャンプ中に) | |
| Jumping Medium Punch | (ジャンプ中に) | |
| Low Hook Punch | A low attack that can't be blocked while standing, which will knock your opponent down if it hits. | |
| Standing Heavy Kick | ||
| Standing Heavy Punch | ||
| Standing Light Kick | ||
| Standing Light Punch | ||
| Standing Medium Kick | ||
| Standing Medium Punch |
Normal Throws
| Move | Command | Description |
|---|---|---|
| Face Buster | Grab your opponent, then deliver a shoulder check to the head before punching them away. Throws your opponent without switching places with them. | |
| Rib Crusher | Grab your opponent's arm to immobilize them, then deliver a couple of punches to send them away. Throws your opponent while switching places with them. |
System
| Move | Command | Description |
|---|---|---|
| Backward Dash | ||
| Cancel Drive Rush | Immediately move forward out of an attack. Can be performed during any special-cancelable move. | |
| Drive Impact (Turn Punch) | Lunge forward with a powerful attack. Can be used to absorb an opponent's attack while launching your own offensive. | |
| Drive Parry | Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it. | |
| Drive Reversal (while blocking): Hammer Blow | ||
| Drive Reversal (while recovering): Hammer Blow | ||
| Forward Dash | ||
| Parry Drive Rush | Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed. | |
| Perfect Parry (projectile) | ||
| Perfect Parry (strike) |