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Ed

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)→P

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.