Street Fighter V/Ed

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Ed

SFV-Ed Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 4.7 Throw Range: 0.85
Back Walk Speed: 3.2 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 23 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 165.3 Forward Jump Distance: -
Back Dash Distance: 89.9 Back Jump Distance -
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH), Psycho Snatcher (air)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Another genetically engineered Bison body that was rescued by Balrog after the collapse of S.I.N., Ed leaves him to form Neo Shadaloo with the purpose of helping those like him.


Why Pick Ed?

Why Play

Players To Watch
Di3minion, Diablodoc

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Stand LP upwards hitbox reduced
  • Crouch LP upwards hitbox reduced
  • Crouch MP advantage on block decreased from +3 to +2
  • Crouch HP damage reduced from 90 to 80 if hits on first active frame, 80 to 70 if hit later on, crush counter float value is now same if hits against air or grounded opponent
  • Kill Step (f+KKK) overall frames increased from 29 to 31, added hurtbox on 26f-31f
  • Psycho Splash / EX Psycho Splash delay from Psycho Rising increased by 5f
  • Psycho Snatcher - Ground (MP+MK) V-Gague gain reduced from 100 to 80, added 2f of recovery on hit, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatacher - Ground (Charged) (MP+MK) V-Gauge gain reduced from 120 to 100, recovery on whiff reduced from 57f to 40f, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatcher - Air (d+MP+MK) downward hitbox increased, V-Gague gain reduced, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Snatcher - Air (Charged) d+MP+MK) recovery on whiff reduced from 50f to 40f, adjusted so if first hit is counter hit it carries to the second hit
  • Psycho Barrage (qcf, qcf+P) meter gain for opponent increased from 75 to 100
  • VT1
    • Psycho Cannon damage increased from 100 to 120, startup decreased from 16f to 13f when canceled into, removed hurtbox during freeze frame
  • VT2
    • Enhanced Snatcher recovery reduced by 3f when canceled into, removed hurtbox during freeze frame
    • Ultra Snatcher - Ground (HP+HK) on block does real damage instead of white life, added projectile-nullifying hitbox, expanded horizontal hitbox for first active frame, reduced horizontal hurtbox, reduced V-Gauge consumption from 1500 to 1300
    • Ultra Snatcher - Air (d+HK+HP) expanded hitbox for first 3 active frames, adjusted hitbox on active frames 4-7, reduced V-Gauge consumption from 1500 to 1300


Season 3 (Arcade Edition)

  • Forward throw damage increased from 120 to 130, changed position after throw to prevent throw loops
  • Backdash total frames increased from 21 to 23, changed movement value to not move as far back during initial frames
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand MK cancels into V-Trigger on 3rd active frame, can now hit behind Ed
  • Stand HK damage reduced from 90 to 80, reduced pushback distance on hit, changed collision box
  • Crouch LP hurtbox expanded
  • Stand MP advantage on hit increased from +4 to +5, on block increased from +2 to +3
  • Crouch MK pushback on hit reduced allowing crMK xx Psycho Upper to hit more consistently, reduced hitbox
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Psycho Flicker (mash P) collision box adjusted
  • Psycho Spark (f+MP) disadvantage on block reduced from -3 to -2
  • Psycho Snatcher - Ground (MP+MK) recovery after hit adjusted, can no longer back rise after
  • Added V-Trigger 2: Enhanced Snatcher


Move List

Unique Attacks

SFV-Ed-Unique.jpg

Special Moves

SFV-Ed-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ed-Vsystem.jpg

Critical Art

SFV-Ed-Critical.jpg

Ed Discussions

Discussions regarding Ed

Ed Shoryuken Forum

Ed Discord Link

Ed Discord

Video Guides

Capcom Fighter's Character Introduction Series

Shoryuken's Rising Up Series

Other Useful Guides

Tragic's Ed Guide

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 4 2 8 3 5 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 6 3 16 3 9 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 11 3 21 -2 2 FILL_ME_IN_COUNTER_HIT 90 150 H su/vt1/vt2 93 34 39 CHIP CH_DAMAGE CH_STUN
stand HP (release) HP (release) 8 3 21 -2 2 FILL_ME_IN_COUNTER_HIT 90 150 H su/vt1/vt2 93 34 39 CHIP CH_DAMAGE CH_STUN
stand LK LK 3 3 8 1 2 FILL_ME_IN_COUNTER_HIT 30 70 H ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 7 3 15 2 4 FILL_ME_IN_COUNTER_HIT 70 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 15 4 22 -4 2 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 2 8 3 5 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 12 2 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 8 6 21 -5 1 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vt1/vt2 123 64 69 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 8 0 2 FILL_ME_IN_COUNTER_HIT 20 70 L ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 8 2 18 -3 1 FILL_ME_IN_COUNTER_HIT 50 100 L sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 10 9 20 -10 KD FILL_ME_IN_COUNTER_HIT 90 150 L vt1/vt2 68 19 24 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 7 4 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 9 4 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 3 6 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 8 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Blow LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 150 T - 64 15 15 CHIP CH_DAMAGE CH_STUN
Cheat & Smash b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 140 200 T - 57 8 8 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Cannon HP+HK (VT1) 16 - 9 ~48 KD FILL_ME_IN_COUNTER_HIT 20x4*40 (120) 30x5 (150) H - 161 102 107 CHIP CH_DAMAGE CH_STUN
Enhanced Snatcher HP+HK (VT2) 1 - 5(8) - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Psycho Snatcher (Ground) MP+MK 20 6 40 -2 KD FILL_ME_IN_COUNTER_HIT 80 200 H - 66 17 17 CHIP CH_DAMAGE CH_STUN
Psycho Snatcher (Ground) (hold) MP+MK (hold) 35 6 40 3 KD FILL_ME_IN_COUNTER_HIT 120 0 H - 119 60 65 CHIP CH_DAMAGE CH_STUN
Psycho Snatcher (Air) d+MP+MK 8 4 47 - KD FILL_ME_IN_COUNTER_HIT 100 150 H - 14 14 14 CHIP CH_DAMAGE CH_STUN
Psycho Snatcher (Air) (hold) d+MP+MK (hold) 26 6 40 - KD FILL_ME_IN_COUNTER_HIT 80 100 H - 84 84 84 CHIP CH_DAMAGE CH_STUN
Kill Step f+KKK - - 31 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Knuckle HP (hold) 30 12 27 -2 KD FILL_ME_IN_COUNTER_HIT 100 200 H - 85 53 53 CHIP CH_DAMAGE CH_STUN
Psycho Spark f+MP 11 8 16 -2 1 FILL_ME_IN_COUNTER_HIT 50 80 H sp/su - - - CHIP CH_DAMAGE CH_STUN
Psycho Shot P (after f+MP) 13+13 - 26 -4 4 FILL_ME_IN_COUNTER_HIT 50 70 H su - - - CHIP CH_DAMAGE CH_STUN
EX Psycho Shot PP (after f+MP) 13+13 - 23 8 KD FILL_ME_IN_COUNTER_HIT 40*60 (100) 0*150 H - 108 50 55 CHIP CH_DAMAGE CH_STUN
Psycho Upper PP 16 5 33 -16 KD FILL_ME_IN_COUNTER_HIT 100 150 H su 86 27 32 CHIP CH_DAMAGE CH_STUN
EX Psycho Upper PPP 16 11 32 -20 KD FILL_ME_IN_COUNTER_HIT 80*60 (140) 150*50 (200) H - 93 34 39 CHIP CH_DAMAGE CH_STUN
Psycho Flicker P (mash) 6 2(7)2(9)2 22 -3 3 FILL_ME_IN_COUNTER_HIT 20*20*40 (80) 50*50*50 (150) H su - - - CHIP CH_DAMAGE CH_STUN
Psycho Rising KK 12 18 22+26 -38 KD FILL_ME_IN_COUNTER_HIT 30*20 50*50 H - 70 11 16 CHIP CH_DAMAGE CH_STUN
Psycho Splash P (after KK) 23+14 - 26 - KD FILL_ME_IN_COUNTER_HIT 30*20*63 (113) 50*50*90 (190) H - 85 26 31 CHIP CH_DAMAGE CH_STUN
EX Psycho Splash PP (after KK) 23+14 - 13 - KD FILL_ME_IN_COUNTER_HIT 30*20*72 (122) 50*50*90 (190) H - 113 54 59 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Psycho Barrage qcf,qcf+P 13 2(6)2(15)2(9)2(24)2(20)2(19)2 49 -21 KD FILL_ME_IN_COUNTER_HIT 340 0 H - 69 10 10 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Ultra Snatcher - Ground HP+HK (VT2) 26(22) 8 44(48) 2 7 FILL_ME_IN_COUNTER_HIT 80 100 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Ultra Snatcher - Air d+HP+HK 21(9) 7 38(50) ~ KD FILL_ME_IN_COUNTER_HIT 100(80) 150 H - 89(93) 30(34) 35(39) CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

  • MP
    • crHP xx Psycho Rising > Psycho Splash
    • crMK xx Psycho Upper
  • LP or LK
    • LP xx Psycho Flicker
  • In VT2
    • MP
    • crHP xx f+MP > PP xx Ultra Snatcher, crMP xx Psycho Upper xx Ultra Snatcher (Air)

With Meter

  • After Psycho Rising
    • EX Psycho Splash, Psycho Snatcher (air)
  • Psycho Knuckle
    • f+MP > PP, dash, Psycho Snatcher (air)

Corner

  • MP
    • crHP, f+MP > MP, crMK xx Psycho Upper

Crush Counter

  • HK
    • dash, LP xx Psycho Rising > Psycho Splash
  • crHP
    • jMP, Psycho Snatcher (air)

V-Trigger Cancels

  • MK VTC (b+HP+HK)

V System

V Reversal

An escape V-Reversal, Ed rolls behind his opponent. It has long recovery, and can be punished towards the ending frames of it.

V Skill

Psycho Snatcher has Ed use his Psycho powers to throw out a medium ranged purple whip-like attack. It can be held to charge it, and performing it with d+MP+MK will give an upwards version. The regular version has Ed rush forward and deliver a gut punch to the opponent, which on hit knocks them down and on block is safe. The charged version has Ed pull the opponent towards him sending them flying into the air; he can follow up with f+MP > PP dash Psycho Snatcher (Air) or just Psycho Snatcher (Air); it is also +3 on block. The regular version of Psycho Snatcher (Air) has Ed leap up after them and knock them into the ground, causing a hard knockdown. The charged version has Ed bounce them off the ground, and can be followed up with Psycho Upper or EX Psycho Upper depending on the combo. Ed gains V-Gauge anytime he uses any version of these.

V Trigger 1

Psycho Cannon is a 2 bar V-Trigger that has Ed summon a large slow moving orb in front of him. This can be used for a variety of purposes such as in combos or for pressure. It causes 5 hits and eats any other projectile it comes in contact with. There are 3 versions of it: activating with b+HP+HK is the slowest moving version, HP+HK medium, and f+HP+HK the fastest. Since it is a projectile moves that have projectile invincibility can easily go through it; characters with escape V-Reversals can also easily get around it in some situations.

V Trigger 2

Ultra Snatcher is a 3 bar V-Trigger that gives Ed access to a long ranged Ultra Snatcher. There are two versions, a grounded with HP+HK and air with d+HP+HK like with his regular Psycho Snatcher. On hit the grounded version has Ed leap forward and punch them, which can be followed up for a combo. It is also +2 on block, so it can be canceled into from normals or at a distance to continue pressure though with many there is a small gap he can be hit out of. The air version has Ed pull them towards him and punch them away, used mostly as a combo ender. Psycho Snatcher can be canceled into from almost all of his moves and special moves. In addition, Ultra Snatcher can beat 1 hit projectiles. He gets about 3 uses total

Strategy

Playing as Ed

Fighting Against Ed