エド
Ed — 对策
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.
Counter-strategy for Psycho Shoot — punish frames, blocking direction, yomi paths — to be added. The normal version is -8 on block and punishable, but OD is only -2 so a clean punish is hard.
Kill Switch Break(杀戮步(前方)

Counter-strategy for Kill Switch Break — punish frames, blocking direction, yomi paths — to be added.
Normal versions (tap)
- 236LK (Light Psycho Flicker — tap)
- N/A on block (tap version has no confirmed block frame)
- 236LK held (Light Psycho Flicker — held)
- Ed is +4F on block — do not mash; accept the mixup
- 236MK (Medium Psycho Flicker — tap)
- N/A on block
- 236MK held (Medium Psycho Flicker — held)
- Ed is +4F on block — do not mash
OD version
- 236KK held (OD Psycho Flicker — held)
- Ed is +4F on block — do not mash; read the strike/throw mixup
Held Psycho Flicker pulls you in and leaves Ed at +4 on block. Handling the post-pull mixup correctly is the whole counter to this move.
Recommended counters
After getting pulled in
- Just take the throw: Ed's post-throw situation isn't strong, so don't fish for an escape — accept the throw and reset
- Shimmy is not a threat: even at +4, Ed can't walk-shimmy from this distance, so the strike/throw mind game is narrow
- Crouch-block → fuzzy back-walk: hold crouch-block, then back-walk a few frames after 2MK's startup window; this whiff-punishes Ed's HP tech-bait with a max combo
The clip below records the following Ed options for testing:
- Held Flicker → 2MK
- Held Flicker → backdash → HP
- Held Flicker → (jump) HP
Normal version
- 236P (Psycho Spark)
- Ed is -5F on block
- Disadvantaged but hard to punish — block and read Ed's next action
OD version
- 236PP (OD Psycho Spark)
- Ed is -2F on block
- Near-neutral — no real punish; focus on the next exchange
Recommended counters
- Normal version (-5F): punish opportunity is narrow — block and look for Ed's next move
- OD version (-2F): near-neutral; don't mash and stay focused on the reset
Kill Rush (Backward) creates a retreating motion that may make your attacks whiff. Stay patient — do not chase recklessly.
Recommended counters
- Do not press buttons as Ed retreats — you risk whiffing into a Kill Switch punish.
- Watch for Ed to dash back and immediately start a follow-up attack; block early and punish the unsafe branches on block.
Ed is at +24F on hit from this throw.
Taking a back-tech removes the wake-up pressure entirely — back-tech is the stable defensive option.
On a Punish Counter throw, the opponent has no tech option, so focus on defending cleanly.
Ed's anti-air invincible reversal. Startup varies by strength.
- 623LP: 10F — Ed's main anti-air
- 623MP: 14F
- 623HP: 16F
- 623PP: 13F, full invincibility
All versions are relatively slow. Empty jumps and crossup jumps are highly effective — Psycho Uppercut generally cannot track a crossup trajectory in time. Safe jumps (meaty +5F setups) also beat it cleanly.
Recommended counters
All versions are slow enough that empty jumps and crossup jumps work very well against them. Practice safe-jump setups to beat 623LP on wake-up, and use crossup jumps whenever Ed is knocked down to avoid the uppercut altogether.
Kill Rush (Forward) has three follow-ups with different properties:
- Kill Switch Break (6P): An uppercut that is unsafe on block — punish if you block it.
- Kill Switch Chase (4P): Ed retreats — if you were about to attack, you may whiff. React to his position.
- Kill Switch Stomp (6K): Hits low — crouch-block and punish the recovery.
Recommended counters
- OD Kill Rush (236KK) is +4 on block after the pull-in — do not mash. Focus on the follow-up mixup.
- Each Kill Rush branch has different frame data. Learn which follow-up is being used and react accordingly.
Ed is at +24F on hit from this throw.
Taking a back-tech removes the wake-up pressure entirely — back-tech is the stable defensive option.
On a Punish Counter throw, the opponent has no tech option, so focus on defending cleanly.
MK has long range and is excellent as a poke or whiff-punisher. Ed can cancel it into various specials to continue his offense.
Recommended counters
- Cancel Drive Rush off MK is not a true blockstring — insert an OD reversal on read.







