
エド
Ed — Counter-Guide
Key Info
- No overhead
- Defense
- 623PP: invincible, startup 13F
- 623LP: anti-air invincible, startup 10F
- 236236K: startup 13F, no projectile invincibility
- 214214P: startup 8F
- 236236P: startup 10F
- Moves with frame advantage on block
- HK: +4F
- 236KK: +4F
Neutral Play (Mindset)
- Watch out for MK
- When fighting Ed, the key spacing to be aware of is MK range
- Think about whether to whiff-punish MK or to walk in closer and place your own move first
- If you struggle with walk-guard, try rushing in instead
- Use crossup jumps often
- Once inside MK range, crossup jumps are very effective
- Ed's anti-air invincible move, 623LP, has a slow startup and generally cannot beat crossups
- Using ambiguous crossup jumps lets you take your offensive turn
- Use whiff-bait jumps often
- If you are outside MK range, jumping from a distance to bait Ed's 623LP is highly effective
- Apply light attacks on wakeup often
- As an oki option, overlapping a light attack can make Ed's invincible moves safe-jump-proof
- Find your character's 5F-advantage setplay and use light attack overlaps at key moments
Psycho Uppercut
Ed's anti-air invincible move. Startup and damage vary by strength.
- 623LP
- Startup 10F
- Ed's main anti-air
- 623MP
- Startup 14F
- 623HP
- Startup 16F
- 623PP
- OD invincible
- Startup 13F
Recommended Counter
All versions have slow startup, making whiff-bait jumps and crossup jumps extremely effective. If you haven't tried these yet, give them a shot.
Psycho Blitz
Special move used to end Ed's combos.
- 214LP
- On hit: Ed is +3F
- On block: Ed is -14F
- 214MP
- On block: Ed is -12F
- 214HP
- On block: Ed is -12F
Recommended Counter
Psycho Flicker
Ed's neutral poke special move.
- 236LK
- Startup 16F
- Holding it in causes Ed to pull you in on block, giving Ed +4F
- Walking shimmy is not possible after the follow-up
- 236MK
- Startup 20F
- Holding it causes Ed to pull you in on block, giving Ed +4F
- Walking shimmy is not possible after the follow-up
- 236HK
- Startup 17F
- Used as an anti-air
- 236KK
- Startup 25F — enough time to beat Drive Impact if you are ready
- Difficult without practice, but worth training
- After pulling you in, close-range Ed is +4F
- Startup 25F — enough time to beat Drive Impact if you are ready
Recommended Counter
Counter to 236LK and 236MK:
- Aim for perfect parry
- After a perfect parry you get +19F, so if distance is far follow up with cancel rush → medium attack
- Advanced counter
- While attempting perfect parry, buffer a cancel rush (→→) so that if 236K whiffs you automatically get a rush follow-up
- Difficult to do every time, but worth practicing
---After being pulled in---
- Accept the throw (tech throw)
- Ed's situation after a throw is not very good
- Just accept it
- Shimmy is not possible
- +4F but walking shimmy cannot be done
- Crouching guard → fuzzy back-walk → (varies by character)
- While holding crouching guard, back-walk a few frames after 2MK's startup window ends to punish Ed's throw-tech punish HP
The following are recorded in the video below:
- Charged Psycho Flicker → 2MK
- Charged Psycho Flicker → Backdash → HP
- Charged Psycho Flicker → (Jump) HP
Standing Medium Kick
Ed's standard normal with long reach, excellent for placing and poking. He uses this to cancel into various specials and continue pressure.
Recommended Counter
- Cancel Rush
- This does not create a block string
- Use OD invincible reversal
Grasping Upper
On hit, Ed is +24F.
Taking a back-roll recovery means Ed's oki (wakeup pressure) does not connect, so back-roll recovery is the stable option.
On a panic counter throw, it is a true 50/50 mix-up so just do your best.
Back Throw
On hit, Ed is +24F.
Taking a back-roll recovery means Ed's oki (wakeup pressure) does not connect, so back-roll recovery is the stable option.
On a panic counter throw, it is a true 50/50 mix-up so just do your best.