Street Fighter V/Ed

From SuperCombo Wiki

Introduction

About Ed

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.

Strengths Weaknesses
  • Quick ground game and solid movement options.
  • Amazing frame traps, anti-air, and block strings.
  • Besides Critical Art, lacks any sort of motion input, being a great character for beginners.
  • Very strong V-system, with strong V-Triggers and great anti fireball V-Skills.
  • PSYCHO UPPER!!!!
  • Lacks an overhead command normal, resulting in weaker low-high mixup situations.
  • Somewhat stubby normals, requiring risky movement options to close distance
  • Whiff punishes sometimes... whiff.
  • Overall lacks good mixups options, as delay teching beats almost everything.

Final Patch

Players to Watch

  • Diablodoc
  • Di3minion
  • EndingWalker (Twitch)
  • Ajax Fidelity (Twitch)
Ed
SFV-Ed Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 3 Bars
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.034
Forward Dash Speed 16
Backward Dash Speed 23
Forward Dash Distance 1.653
Backward Dash Distance 0.899
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46(4+38+4)
Neutral Jump Speed 46(4+38+4)
Forward Jump Speed 45(3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.85
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Ed 5LP.png
Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
Not a true blockstring when canceled into V-Trigger 1
Chains into any of the other light normals
When canceling stand LP into Flicker (Hands) the Flicker reaches quite a bit further than normal (Infiltration tech)
FATonline.png
5MP
Stand MP
5MP
SFV Ed 5MP.png
Startup Active Recovery Hit
6 3 16 10
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • V-Trigger: 15
  • Cancel options: vt1 vt2
Very plus on hit
Main combo starter
FATonline.png
5HP
Stand HP
5HP
SFV Ed 5HP.png
Startup Active Recovery Hit
11(10) 3 21 2
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Spinning Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *17
    • V-Trigger: 19
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Can be held to initiate the Psycho Knuckle or release it early into the stand HP (release) version instead
Crush Counters into a free juggle state (see knockdown advantage)
Can be executed in only 10F start-up if you hold the stand HP for exactly 6F and release it on that frame of start-up (Not sure if this is intentional or not)
If you hold the stand HP and release on the 4th frame of start-up it will result in being 12F instead of 11F (Thanks Capcom!)
FATonline.png
5HP (release)
Stand HP (release)
5HP (release)
SFV Ed 5HP (release).png
Startup Active Recovery Hit
8(4) 3 21 2
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *17
    • V-Trigger: 19
    • Notes: *CA only
  • Cancel options: su vt1 vt2
This move refers to the half-charged version of the Psycho Knuckle
Start-up varies depending on which frame Ed releases the button during the start-up of stand HP
Releases in 8 frames if held for 0-4 frames during start-up (0 meaning you buffered into the stand HP)
Releases in 6 frames if held for exactly 5 frames during start-up
Releases in 4 frames (fastest possible) if held for exactly 6 frames during start-up
FATonline.png
5LK
Stand LK
5LK
SFV Ed 5LK.png
Startup Active Recovery Hit
3 3 8 2
Damage Stun Attack Block
30 70 H 1
  • Cancel options: ch vt1 vt2
Not a true blockstring when canceled into V-Trigger 1
Chains into any of the other light normals
FATonline.png
5MK
Stand MK
5MK
SFV Ed 5MK.png
Startup Active Recovery Hit
7 3 15 4
Damage Stun Attack Block
70 100 H 2
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Pretty good anti-air with reduced hurtbox height on frames 2-14
Only hits crouching when close enough (the further range hitbox cannot hit crouching)
FATonline.png
5HK
Stand HK
5HK
SFV Ed 5HK.png
Startup Active Recovery Hit
14 4 5+17 2
Damage Stun Attack Block
80 150 H -4
  • Crush Counter: Stagger, 20 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 22
  • Cancel options: vt1 vt2
Airborne and crushes lows on frames 10-23
Not a true blockstring when canceled into V-Trigger
FATonline.png
2LP
Crouch LP
2LP
SFV Ed 2LP.png
Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: ch sp su vt1 vt2
Not a true blockstring when canceled into V-Trigger 1
Chains into any of the other light normals
FATonline.png
2MP
Crouch MP
2MP
SFV Ed 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
FATonline.png
2HP
Crouch HP
2HP
SFV Ed 2HP.png
Startup Active Recovery Hit
8 6 21 1
Damage Stun Attack Block
80 150 H -5
  • Crush Counter: Flipping Juggle, J Adv, +120 V-Gauge.
  • Knockdown: 123 KD Adv, 64 Quick Rise Adv, 69 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Can only crush counter on the 1st active frame
10 less damage (70) after 1st active frame
Only cancelable on the first 2 active frames
Cannot hit cross-up (behind Ed)
FATonline.png
2LK
Crouch LK
2LK
SFV Ed 2LK.png
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch vt1 vt2
Not a true blockstring when canceled into V-Trigger 1
Chains into any of the other light normals
FATonline.png
2MK
Crouch MK
2MK
SFV Ed 2MK.png
Startup Active Recovery Hit
7 2 17 1
Damage Stun Attack Block
50 100 L -3
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
Not a true blockstring when canceled into V-Trigger 1
FATonline.png
2HK
Crouch HK
2HK
SFV Ed 2HK.png
Startup Active Recovery Hit
10 5 24(22) KD
Damage Stun Attack Block
90 150 L -10
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
2 frames less recovery on whiff
FATonline.png
8LP
Jump LP
8LP
SFV Ed 8LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Ed 8MP.png
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
70 100 M -
Puts opponent into a juggle state
FATonline.png
8HP
Jump HP
8HP
SFV Ed 8HP.png
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Ed 8LK.png
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MK
Jump MK
8MK
SFV Ed 8MK.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
60 100 M -
Can cross-up
FATonline.png
8HK
Jump HK
8HK
SFV Ed 8HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Throws

LPLK
Psycho Blow
Throw
LPLK
SFV Ed LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
FATonline.png
4LPLK
Cheat & Smash
Back Throw
4LPLK
SFV Ed 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 57 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
FATonline.png

Special Moves

5HP (hold)
Psycho Knuckle
5HP (hold)
SFV Ed 5HP (hold) 1.png
SFV Ed 5HP (hold) 2.png
Startup Active Recovery Hit
30 12 27 KD (7)
Damage Stun Attack Block
100 150 H -2
  • Knockdown: 85 KD Adv, 53 Quick Rise Adv, 53 Back Rise Adv.
On hit; puts the opponent into a crumpled state
Switches side with the opponent upon connection (doesn't switch sides on BLOCK if opponent is cornered)
On Hit data in the parantheses (7) refers to the fact that Ed can follow-up with a grounded combo (7 frame or faster) on the opponent before they go into an airborne state during the crumple animation
Has fixed framedata on hit/block (but mind that Ed's frame advantage on crumple is less if Psycho Knuckle hits late or from far away)
Recovery framedata listed here is on whiff (they change if the move connects on hit or block)
Cancelable to V-Trigger 2 activation on hit or block
Special cancelable into V-Trigger 2 post-activation on hit or block
Juggle Limit / Increase / Start: 5 / 1 / 1
FATonline.png
Flicker > PP
EX Psycho Knuckle
Flicker > PP
SFV Ed Flicker PP.png
Startup Active Recovery Hit
20 12 29 KD
Damage Stun Attack Block
100 150 H -9
  • Knockdown: 69 KD Adv, 10 Quick Rise Adv, 15 Back Rise Adv.
  • Cancel options: vt2
This move is only possible from Flicker on hit or block
Juggle Limit / Increase / Start: 20 / 1 / 1
FATonline.png
6MP
Psycho Spark
6MP
SFV Ed 6MP.png
Startup Active Recovery Hit
11 8 16 1
Damage Stun Attack Block
50 80 H -2
  • Confirm windows:
    • Specials & CA: *15/**19/***25
    • Notes: *CA only, **VT2 Snatchers, ***Fireball only
  • Cancel options: sp su
Cancels into Psycho Shot follow-ups on hit/block/whiff as early as 14F
Projectile Invincible on his outward head, leg, and arm on frames 1~30
1-Hit Projectile hitbox
Can OTG after Air V-Skill (hold)
Special cancelable into V-Trigger 2 post-activation on hit or block
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
P (after 6MP)
Psycho Shot
P (after 6MP)
SFV Ed P (after 6MP).png
Startup Active Recovery Hit
13+13 - 26 4
Damage Stun Attack Block
50 70 H -4
  • Cancel options: su
1-hit projectile
Projectile speed varies based on button (LP: 0.07 / MP: 0.085 / HP: 0.1)
Puts airborne opponents into a limited juggle state
Can be spaced out during combos to hit meaty for good combo potential
Can be used as a cross-up setup after air resets to hit behind Ed
Projectile Invincible on outstretched hand during animation
Special cancelable into V-Trigger 2 post-activation on hit / block / whiff
Juggle Limit / Increase / Start: 2 / 4 / 3
FATonline.png
PP (after 6MP)
EX Psycho Shot
PP (after 6MP)
SFV Ed PP (after 6MP).png
Startup Active Recovery Hit
13+13 - 23 KD
Damage Stun Attack Block
40*60 (100) 0*150 H 8
  • Knockdown: 108 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
  • Cancel options: vt2
2-hit projectile
Projectile Speed: 0.11
Projectile Invincible on outstretched hand during animation
KDA shown is when doing EX Psycho Shot after connecting f+MP
KDA varies depending on distance from opponent (increased KDA the further away it hits)
Cancelable to V-Trigger 2 activation on hit or block
Special cancelable into V-Trigger 2 post-activation on hit / block / whiff
Juggle Limit / Increase / Start: 2*2 / 1*1 / 0*4
More plus than Ed can count to
FATonline.png
PP
Psycho Upper
PP
SFV Ed PP.png
Startup Active Recovery Hit
16 5 33 KD
Damage Stun Attack Block
120 150 H -16
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Cancel options: su vt2
Crouch sized hurtbox (but not crouching state) on frames 1-12
Ed pulls back his hurtboxes slightly on frames 5-9
Can OTG after air V-Skill (hold)
Cancelable into V-Trigger 2 activation on Hit or Block
Special cancelable into V-Trigger 2 post-activation on hit or block
Can't hit cross-up (behind Ed)
Juggle Limit / Increase / Start: 4 / 1 / 1
FATonline.png
PPP
EX Psycho Upper
PPP
SFV Ed PPP.png
Startup Active Recovery Hit
16(13) 11 32 KD
Damage Stun Attack Block
80*60 (140) 150*50 (200) H -20
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
Fully invincible on frames 1-18
Can OTG after air V-Skill (hold)
Special cancelable into V-Trigger 2 post-activation on hit or block
Startup reduced to 13f if canceled from a normal attack
Can't hit cross-up (behind Ed)
Ed is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 8*9 / 1*20 / 1*99
FATonline.png
P (mash)
Psycho Flicker
P (mash)
SFV Ed P (mash).png
Startup Active Recovery Hit
6 2(7)2(9)2 22 3
Damage Stun Attack Block
20*20*40 (80) 50*50*50 (150) H -2
  • Cancel options: su vt2
Can OTG after Air V-Skill (hold)
Special cancelable into V-Trigger 2 and its special attacks (but can only cancel into V-Trigger 2 activation on the 2nd hit)
Reaches further if canceled into (and even further if canceled into from stand LP specifically)
Juggle Limit / Increase / Start: 7*8*9 / 1*1*10 / 1*1*1
Machinegun Blo-... Nevermind
FATonline.png
KK
Psycho Rising
KK
SFV Ed KK.png
Startup Active Recovery Hit
12 18 22+26 KD
Damage Stun Attack Block
30*20 (50) 50*50 (100) H -38
  • Knockdown: 70 KD Adv, 11 Quick Rise Adv, 16 Back Rise Adv.
Projectile invincible on frames 3-9
Fully invincible on frames 10-14
Airborne on frames 13-51
Counter-hit state during the entire move duration
Can cancel into Psycho Splash on HIT on frames 23-41
Can OTG after Air V-Skill (hold)
The horizontal hitbox reaches quite a bit further if canceled into
Can't hit cross-up (behind Ed)
Juggle Limit / Increase / Start against grounded opponents: 0*2 / 1*1 / 1*1
Juggle Limit / Increase / Start against airborne opponents: 0*2 / 2*1 / 2*1
FATonline.png
P (after 5KK)
Psycho Splash
P (after 5KK)
SFV Ed P (after 5KK).png
Startup Active Recovery Hit
23+14 - 26 KD
Damage Stun Attack Block
30*20*63 (113) 50*50*90 (190) H -
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
26 grounded recovery frames
Active until it lands on ground
KDA shown is when the Psycho Splash followup is done ASAP
KDA varies greatly depending on timing / angle of Psycho Splash (lower KDA the more you delay the Superman dive follow-up)
Juggle Limit / Increase / Start: 3 / 20 / 1
FATonline.png
PP (after 5KK)
EX Psycho Splash
PP (after 5KK)
SFV Ed PP (after 5KK).png
Startup Active Recovery Hit
23+14 - 13 KD
Damage Stun Attack Block
30*20*72 (122) 50*50*90 (190) H -
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
Fully Projectile invincible until landing
13 grounded recovery frames
Active until it lands on ground
KDA shown is when the Psycho Splash followup is done ASAP
KDA varies greatly depending on timing / angle of EX Psycho Splash (lower KDA the more you delay the Superman dive follow-up)
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png

Critical Art

236236P
Psycho Barrage
236236P
SFV Ed 236236P 1.png
SFV Ed 236236P 2.png
Startup Active Recovery Hit
10(13) 2(6)2(15)2(9)2(24)2(20)2(19)2 49 KD
Damage Stun Attack Block
10*20*10*20*10*20*30*20x7*80 (340) 0 H -21
  • Knockdown: 69 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
Fully invincible on frames 1~22 (first 2 hits)
Fully invincible if any of the punches connect
Juggles fully on airborne into the cutscene
3F slower start-up (13F) when canceled from stand HP or specials
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Ed 5PPPKKK.png
"What are you, chicken? Huh?!"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
Ed tries to fool his opponent by pretending to be Alex for a bit
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Psycho Snatcher (Ground)
MPMK (VS1)
SFV Ed MPMK (VS1) 1.png
SFV Ed MPMK (VS1) 2.png
Startup Active Recovery Hit
20 6 40 KD
Damage Stun Attack Block
90 200 H -2
  • Knockdown: 66 KD Adv, 17 Quick Rise Adv, 17 Back Rise Adv.
1-hit projectile hitbox
Projectile invincible on extended arms and legs on frames 20~30
Builds 80/40 V-Gauge on hit/block
If the V-Skill hits, Ed immediately becomes fully invincible and pulls himself towards the opponent; knocking them down
If the V-Skill is blocked, Ed immediately becomes projectile invincible as he pulls himself towards the opponent
If V-Skill hits an armored move then Ed performs the On-Hit version of this move
If V-Skill is parried then Ed SEEMINGLY performs the On-Hit version of this move (but instead only has the Projectile Invincibility from the On-Block version of his move instead of the Full Invincibility he would normally have)
FATonline.png
MPMK (VS1) (hold)
Psycho Snatcher (Ground) (hold)
MPMK (VS1) (hold)
SFV Ed MPMK (VS1) (hold) 1.png
SFV Ed MPMK (VS1) (hold) 2.png
Startup Active Recovery Hit
35 6 40 KD
Damage Stun Attack Block
120 0 H 3
  • Knockdown: 119 KD Adv, 60 Quick Rise Adv, 65 Back Rise Adv.
3-hit projectile hitbox (but only nullfies 1-hit of projectile and then travels past the projectile it clashes with and can hit the opponent behind the projectile)
Projectile invincible on extended arms and legs on frames 35~45
Builds 100/50 V-Gauge on hit/block
If the V-Skill hits, Ed immediately becomes fully invincible and launches the opponent towards himself in a free juggle state
If the V-Skill is blocked, Ed immediately becomes projectile invincible as he pulls the opponent to himself for +3 oB pressure
If V-Skill hits an armored move then Ed performs the On-Hit version of this move
If V-Skill is parried then Ed SEEMINGLY performs the On-Hit version of this move (but instead only has the Projectile Invincibility from the On-Block version of his move instead of the Full Invincibility he would normally have)
FATonline.png
2MPMK (VS1)
Psycho Snatcher (Air)
2MPMK (VS1)
SFV Ed 2MPMK (VS1) 1.png
SFV Ed 2MPMK (VS1) 2.png
Startup Active Recovery Hit
9 4 48 KD
Damage Stun Attack Block
100 150 H -
  • Knockdown: 14 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Strike hitbox
Hard Knockdown
Can't hit grounded opponents or cross-up (behind Ed)
If the V-Skill hits, Ed immediately becomes fully invincible and Psycho Dunks the opponent to the ground
Juggle Limit / Increase / Start: 4 / 50 / 98
FATonline.png
2MPMK (VS1) (hold)
Psycho Snatcher (Air) (hold)
2MPMK (VS1) (hold)
SFV Ed 2MPMK (VS1) (hold) 1.png
SFV Ed 2MPMK (VS1) (hold) 2.png
Startup Active Recovery Hit
26 6 40 KD
Damage Stun Attack Block
80 100 H -
  • Knockdown: 84 KD Adv, 84 Quick Rise Adv, 84 Back Rise Adv.
Strike hitbox
Hard Knockdown
Can't hit grounded opponents or cross-up (behind Ed)
Can OTG afterwards with most specials
If the V-Skill hits, Ed immediately becomes fully invincible and pulls the opponent down towards him
Opponent can bounce onto either side of Ed, depending on distance
FATonline.png

V-Skill 2

MPMK (VS2)
Psycho Swing
MPMK (VS2)
SFV Ed MPMK (VS2).png
Startup Active Recovery Hit
22 3 20 KD
Damage Stun Attack Block
70 100 H -6
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
  • Cancel options: vt2
Projectile invincible frames 5-24; Arm is not projectile invincible on active frames
Crouch sized hurtbox frames 5-24
Special cancelable into V-Trigger 2 post-activation on hit or block
Startup can be delayed up to 4 frames
FATonline.png
MPMK (VS2) (hold)
Psycho Swing (hold)
MPMK (VS2) (hold)
SFV Ed MPMK (VS2).png
Startup Active Recovery Hit
38 3 19 KD
Damage Stun Attack Block
80 120 H -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: vt2
Projectile invincible frames 5-37
Crouch sized hurtbox frames 5-37
Special cancelable into V-Trigger 2 post-activation on hit or block
FATonline.png
2MPMK
Psycho Smash
2MPMK
SFV Ed 2MPMK.png
Startup Active Recovery Hit
11 5 21(23) KD
Damage Stun Attack Block
70 100 H -6
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: vt2
Shorter hurtbox frames 3-15
Considered crouching frames 3-6 (longer if held)
Startup can be delayed up to 19 frames
2 more recovery frames on whiff
Special cancelable into V-Trigger 2 post-activation on hit or block
FATonline.png
2MPMK (hold)
Psycho Smash (hold)
2MPMK (hold)
SFV Ed 2MPMK.png
Startup Active Recovery Hit
31 5 17(19) KD
Damage Stun Attack Block
90 120 H 3
  • Knockdown: 120 KD Adv, 61 Quick Rise Adv, 66 Back Rise Adv.
  • Cancel options: vt2
Shorter hurtbox frames 3-35
Considered crouching frames 3-25
Special cancelable into V-Trigger 2 post-activation on hit or block
FATonline.png

V-Trigger 1

HPHK (VT1)
Psycho Cannon
HPHK (VT1)
SFV Ed HPHK (VT1).png
Startup Active Recovery Hit
16(12) - 9 KD
Damage Stun Attack Block
20x7 (140) 25x7 (175) H ~48
  • Knockdown: 161 KD Adv, 102 Quick Rise Adv, 107 Back Rise Adv.
2 bar V-Trigger
7-hit Projectile Hitbox
6th hit launches opponent into a free juggle state
7th hit launches opponent into a limited juggle state
Can OTG after Air V-Skill (hold)
Fast version (hold forward) has 12f startup
Ghetto Decapre
Juggle Limit / Increase / Start: 15 / 0x6*1 / 0x6*1
FATonline.png

V-Trigger 2

HPHK (VT2)
Enhanced Snatcher
HPHK (VT2)
SFV Ed HPHK (VT2).png
Startup Active Recovery Hit
1 - 5(8) -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 4000 frames (~67 seconds)
Gives access to enhanced versions of Ed's V-Skill (Ultra Snatcher - Ground / Air) which can be canceled into from most of Ed's specials and normals
The recovery frames listed in the parentheses (8) refer to when canceling into V-Trigger 2 activation from other moves
FATonline.png
HPHK
Ultra Snatcher - Ground
HPHK
SFV Ed HPHK 1.png
SFV Ed HPHK 2.png
Startup Active Recovery Hit
26(22) 8 44(56) 6
Damage Stun Attack Block
80 100 H 3(GB)
1-hit projectile hitbox
Nullifies 1 hit of projectiles but a secondary hitbox still travels forward but only deals 10 damage to the opponent and doesn't pull Ed towards them (but it has extensive hitstun and Ed can even dash up and still follow-up combo from it in some scenarios)
Projectile invincible on extended arms and legs on frames 26-36
If the V-Trigger connects on hit or block, Ed immediately becomes fully invincible and pulls himself towards the opponent with +6/+3 frame advantage
Causes a special guard break on block (+3 guard break advantage) but Ed cannot combo it into his 3F stand LK (the opponent can still block)
Cannot hit airborne opponents
Framedata in the parentheses refers to when canceling into this attack from other moves
Recovery frames refer to the version on whiff (cancels into another version of itself on hit or block)
Spends 1300 V-Timer (~33% V-Timer)
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2HPHK
Ultra Snatcher - Air
2HPHK
SFV Ed 2HPHK 1.png
SFV Ed 2HPHK 2.png
Startup Active Recovery Hit
16(9) 7 38(60) KD
Damage Stun Attack Block
100(80) 150 H -
  • Knockdown: 89(93) KD Adv, 30(34) Quick Rise Adv, 35(39) Back Rise Adv.
  • Cancel options: su
Strike hitbox
If the V-Trigger hits, Ed immediately becomes fully invincible and pulls the opponent towards him and then knocks them away
Cannot hit grounded opponents
Framedata in the parentheses refers to when canceling into this attack from other moves (Except for in the KDA section)
KDA varies depending on how high in the air the opponent is when it connects (the higher up they are the higher the KDA is)
Recovery frames refer to the version on whiff (cancels into another version of itself on hit)
Spends 1300 V-Timer (~33% V-Timer)
Juggle Limit / Increase / Start: 30 / 10 / 1
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V-Shift

5MKHP
V-Shift
5MKHP
SFV Ed 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 0.97 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Psycho Split
5MKHP
SFV Ed 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6KKK
Kill Step
6KKK
SFV Ed 6KKK 1.png
SFV Ed 6KKK 2.png
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Strike and Projectile invincible on frames 1-25 (the last 6 recovery frames following that are vulnerable)
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