SFVCE: Ed Guide 3.0

Welcome to Fight Element’s Ed Guide for Street Fighter V: Champion Edition. The goal is to create a simple reference point to help you refine your game and hopefully teach you something new. It isn’t meant to be an end-all “how-to-play” guide for Ed, or even include the absolute 100% most-optimal combo in every single situation. It’s really meant to help you get started as well as give you a reference point when you want to compare your own findings.

Of course, we will also make sure there are lots of cool tricks and setups too! Have fun!

NOTE: Currently Updated for Champion Edition (March 2021 : Patch 6.003)

 

[ RECENT CHANGES ]

  • 03.11.21: Core Guide Finished (more advanced stuff to come!!!)
  • 03.11.21: Added Psycho Cannon 50/50 Setups video!
  • 03.11.21: Added Psycho Shot Conversions, VT1 and VT2 combo videos.
  • 03.10.21: Added Basic Counter-Hit and Basic Anti-Air Combo videos.
  • 03.10.21: Added Corner CC HK, CC c.HP, and VS1 / VS2 Starter Combo videos.
  • 03.09.21: Added Primary Core, “Ed Corner”, and CC HK Combo videos.
  • 03.08.21: Updated damage on all combos. Added new 6.003 variants.
  • 03.06.21: Migrated to new site / Started updates!

 

[ TWITTER TECH LINK ]

Don’t forget to check out the Ed Twitter Tech Thread for any recent tech developments. A lot of it is more advanced or situational, but it’s good fun! Check it out and see if anything stands out!

>> ED TWITTER TECH THREAD (GUIDE COMPANION) <<

 

[ LEGEND ]

[HP]: Psycho Knuckle (Hold HP)

VS1: Psycho Snatcher / V-Skill (MP+MK)
d+VS1: Psycho Snatcher Air / Upwards V-Skill (d+MP+MK)
VS1 (H) / d+VS1 (H): Psycho Snatcher “HOLD” Variants

VS2: Psycho Swing / Spinning Blow V-Skill (MP+MK)
d+VS2: Psycho Smash / Uppercut V-Skill (d+MP+MK)
VS2 (H) / d+VS2 (H): Swing/Blow “HOLD” Variants

VT1: Psycho Cannon V-Trigger 1 (HP+HK)
VT2: Enhanced Snatcher / V-Trigger 2 (HP+HK)
VT2(A): V-Trigger 2 ACTIVATION
VT2(S): V-Trigger 2 SNATCHER

CH: Counter Hit
CC: Crush Counter


[ PRIMARY COMBOS ]

Ed has a core set of combos that have many different variations. Instead of listing them all, I’ve generally included the most consistent options that you should practice (or at least know they exist). In many cases, I’ve listed a few key variations so you can compare the DAMAGE and STUN versus the execution and meter cost.

Special-case combos and/or higher-execution combos will be listed in a different section. As either a new Ed player or a veteran, having the core combos down first will give you a solid foundation!

: Core Combos :

While not the flashiest of Ed’s combos, learning the Core combos begins to unlock the foundation of what he can do. Understanding these basics will set you on the right path and you can use that knowledge to start experimenting for yourself. Of course, we will have many more complex combos and reset options later in the guide!

– Basic 4F Punish –
LP > Flicker (102/205) | (add SUPER for 374/205)
NOTE: This is a must-have combo in your arsenal due to being Ed’s primary 4f punish which confirms into SUPER. It’s also good because it leaves you +3 on hit and -2 on block.

– Low Hit Confirm –
c.LK-c.LP-c.LP > Flicker (127/294) | (add SUPER for 331/294)
NOTE: An excellent option for pressuring low when looking for a confirm into Flicker and potentially SUPER as well. The c.LK and first c.LP must be “chained” together, but the second c.LP can be “linked” or “chained”. Basically, just do the sequence as fast as possible for the “chain”. As mentioned in the previous example, Flicker is +3 on hit and 2 on block.

– Standard Options –
For larger openings (6f or more), the options below deal much more damage. All of them are pretty straightforward. Variants are listed so that you can compare the DAMAGE and STUN.

MP, c.HP > KK-P (221/385)
MP, c.HP > PP (228/355) | (add SUPER for 495/355)
MP, c.HP > KK-PP, d+VS1 (288/475) | VS2 or d+VS2 (270/445)
MP, c.HP > KK-PP, PP (300/475)
MP, c.HP > KK-PP, dash under, Flicker (276/475) (NEW!) (SIDESWITCH!)
NOTE: Jump HP/HK adds 50-60 DMG and 90-100 STUN depending on combo. Psycho Upper ender is also the easiest to confirm into SUPER and requires less input than Psycho Flicker (also cancels to SUPER).

 

: “The Ed Corner Combo” (w/ Variants):

A cornerstone of Ed play, his corner combo is relatively easy and very useful. Always use LP Shot in corner combos. It is the most reliable and gives the most amount of hitstun. The only reason this combo gets its own section is because of how ubiquitous it is with Ed play.

– “Basic “Ed” Corner Combo & Variants –
MP, c.HP > f+MP-LP, c.MK > PP (297/483) | (add SUPER for 462/483) (RECOMMENDED!)
MP, c.HP > f+MP-LP, c.MK > KK-P (290/498)
MP, c.HP > f+MP-LP, c.MK > KK-PP, PP (330/543)
MP, c.HP > f+MP-LP, c.MK > KK-PP, d+VS2 (315/528)
MP, c.HP > f+MP-LP, c.MK > KK-PP, walk back, d+VS1 (324/543)
NOTE: With jump-in HP or HK, the first combo will do 511 damage and 568 stun.

: HK Crush Counter Combos :

Knowing how to capitalize on CC HK is a big deal for Ed players. Unfortunately, the majority of his follow-ups require dash LP which can be very easy to drop in less-than-ideal conditions. In many cases, you can opt for LP, LP before the follow-up, but it can lower the total damage than a single LP if you use a SUPER ender. Keep that in mind!

– CC HK Basic Options –
CC HK, dash LP > Flicker (176/341) | (add SUPER for 380/341) (RECOMMENDED!)
CC HK
, dash LP > KK-P (197/366)
CC HK, dash LP > KK-PP, PP (263/441) (RECOMMENDED!)
CC HK, walk forward (if needed), PP (192/300) | (add SUPER for 423/300)
NOTE: These options work anywhere on screen on any character assuming you aren’t too far when the CC HK connects. In the corner, when spending meter on KK-PP, be sure to Psycho Upper as soon as the KK-PP hits. Using dash LP-LP can help confirm but it reduces the total damage if you use Flicker > SUPER, and you run the risk of pushing the opponent too far away for the KK-PP to hit.

 

In the corner, Ed can do all of his old CC HK combos (though some may be a bit trickier). However, he also has some additional options which are worth experimenting with. In some cases, you get more guaranteed damage but the execution requirements are higher!

– Corner CC HK Options –
CC HK, dash LP > f+MP-LP, P > Flicker (232/429) | (add SUPER for 402/429)
CC HK
, dash LP > f+MP-LP, P > KK-P (241/439) (RECOMMENDED!)
CC HK, dash LP > f+MP-PP > PP (275/457) (RECOMMENDED!)
NOTE: These versions do slightly more damage than the basic options and are actually easier for some players. Learning these variants can be beneficial when trying to maximize damage!

– Corner CC HK Alternate V-Skill Enders –
CC HK, dash LP > f+MP-PP, d+VS1 (265/457)
CC HK, dash LP > f+MP-PP, d+VS2 (250/432)
NOTE: These are variants if you wish to end with either V-Skill. However, the Alternate Option with PP ender still does the most damage. d+VS1 is a solid finisher as it only does 10 less damage than the Corner Alternate Option and grants a hard knockdown as well as some V-Trigger. The d+VS1 ender will work on every character as long as the CC HK isn’t max range (just inside jump range).

– CC HK Advanced Options –
CC HK, microwalk, c.HP > f+MP-LP, c.MK > PP (298/508) | (add SUPER for 463/508)
CC HK, microwalk, c.HP > f+MP-LP, c.MK > KK-PP, PP (318/548)
CC HK, microwalk, c.HP > KK-PP, PP (303/505) | d+VS1 (293/505) | d+VS2 (278/480)
CC HK, microwalk, c.HP > PP > SUPER (442/405)
NOTE: For this to work, the CC HK must be done relatively close (no farther than 1-backdash distance away). These combos aren’t recommended because if you miss the c.HP, you lose all damage!

 

: c.HP Crush Counter Combos :

Ed’s Crouch HP is an exceptionally good tool when cancelled into a Spark (f+MP). On hit, you can follow with a regular Shot (any Punch) or an EX (PP) which gives huge frame advantage. In addition, if the c.HP scores a Crush Counter, Ed has some solid follow-ups. Even more impressive is that Ed has variants to protect himself while “fishing” for Counter Hits, yet still has high-damage follow-ups in case the Counter is secured! He also has CC c.HP variants for when you know the Counter is guaranteed.

– CC c.HP > f+MP “Fishing” Variant –
CC c.HP
> f+MP (whiff), PP (192/300) | (add SUPER for 423/300)
CC c.HP > f+MP (whiff), f+MP-MP, dash, Flicker (219/383) | (add SUPER for 389/383) (NEW!)
CC c.HP > f+MP (whiff), f+MP-PP, dash PP (278/439) (RECOMMENDED!)
CC c.HP > f+MP (whiff), f+MP-PP, [HP], Flicker (306/514) (NEW!) (SIDESWITCH!) (RECOMMENDED!)
NOTE: A standard tactic with Ed is to “fish” for Crush Counters using c.HP > f+MP which will cancel the c.HP into a Psycho Spark. If the c.HP scores a counterhit, the opponent will sail over the f+MP which allows many simple follow-ups.

– Corner CC c.HP > f+MP “Fishing” Variant –
CC c.HP
> f+MP (whiff), f+MP, PP (220/349) | (add SUPER for 418/349)
CC c.HP > f+MP (whiff), f+MP,  d+VS1 (206/349)
CC c.HP > f+MP (whiff), f+MP, d+VS2, Flicker (233/404) | (add SUPER for 403/404) (NEW!)

– CC c.HP Guaranteed Option –
CC c.HP
[HP], Flicker (232/405) | (add SUPER for 436/405) (SIDESWITCH!)
NOTE: If you are guaranteed the CC c.HP (i.e. you are not “fishing” with c.HP f+MP), this variant does excellent damage and can combo Flicker to SUPER.

– Corner CC c.HP Guaranteed Option –
CC c.HP
, d+VS1(H) > f+MP-PP > microwalk, PP (315/481)
CC c.HP, d+VS1(H) > KK-PP > PP (303/465)
CC c.HP, d+VS1(H) > PP (244/365) | (add SUPER for 442/365)
CC c.HP, j.MP, d+VS1 (222/365)
CC c.HP, j.MP,  PP (236/365) | (add SUPER for 434/365)

CC c.HP, j.MP, d+VS2 > Flicker (249/420) | (add SUPER for 419/420)
NOTE: When CC c.HP is guaranteed (after a missed reversal), d+VS1(H) in the corner will hit. All of the d+VS1(H) variations do solid damage, but the KK-PP variant is the most consistent due to the d+VS1(H) forcing a side-switch sometimes. KK-PP will hit no matter which side they land on without additional input. f+MP-PP will need to be performed the other way if a switch happens. For the d+VS2 option, delay the j.MP slightly.

 

: HP Crush Counter Combos :

– Corner HP Follow-up –
CC HP, Flicker (172/300) | (add SUPER for 423/300) (NEW!)
CC HP, VT1, jump over, j.MP, [HP], Flicker (291/440) | (add SUPER for 461/440) (NEW!)

 

: V-Skill 1 Starter Combos :

While VS1(H) is dangerous to throw out, you still need to know how to convert it into damage. We’ve listed a bunch of standard follow-ups. Learn them and see what works for you. More complex combos and setups utilizing V-Triggers will be listed in their respective areas!

– Psycho Snatcher (d+VS1) –
VS1 (H)
, KK-P (221/170)
VS1 (H), uf.MP, d+VS1 (263/210)
VS1 (H), f+MP-MP, dash, Flicker (261/233) | | (add SUPER for 456/233)
VS1 (H), KK-PP, PP (313/275) | d+VS1 (299/275)
VS1 (H), f+MP-PP, dash PP (329/297) (RECOMMENDED!)
VS1 (H), f+MP-PP, [HP], Flicker (363/387) (NEW!) (SIDESWITCH!) (RECOMMENDED!)
NOTE: When doing the KK-P or KK-PP follow-ups, practice performing the KK late so that when you need to KK-PP into Psycho Upper for damage, you won’t go underneath the opponent. With the f+MP-PP options, you may have to wait a split-second before initiating the Spark to make sure the EX Shot hits properly.

– Corner Psycho Snatcher “Double” Variant (d+VS1) –
back to wall VS1 (H), dash under, f+MP-PP, d+VS1 (H), PP (373/352) (SIDESWITCH!) (RECOMMENDED!)
NOTE: This is an excellent combo when you’ve dizzied the opponent in the corner with a throw or a single hit. Big damage for only 1 meter. If you dizzied the opponent with multiple hits, it may be smarter to just throw them into the corner or perform another “Ed Corner Combo”.

 

: V-Skill 2 Starter Combos :

Since d+VS2(H) is a good move against blocking opponents, players tend to use it more frequently. When it hits, knowing how to convert into damage is important. Ed has a handful of simple follow-ups which net OK damage. With a little practice, you should have no problems! More complex combos and setups utilizing V-Triggers will be listed in their respective areas!

– Psycho Smash (d+VS2) –
d+VS2 (H)
, uf.MP, d+VS2 (209/290)
d+VS2 (H), delay uf.MP, Flicker (217/330) | (add SUPER for 455/330) (NEW!)
d+VS2 (H), uf.MP, PP (249/330) | (add SUPER for 480/330)
d+VS2 (H), f+MP-PP, PP (276/375) (f+MP will whiff but EX Shot hits) (RECOMMENDED!)
NOTE: When using the uf.MP follow-up, wait a split second before jumping so that when you land, the d+VS2 won’t go underneath the opponent. If you aren’t 100% sure on your timing, simply omit the uf.MP and just Psycho Upper instead for (198/255).

– Corner Psycho Smash (d+VS2) –
d+VS2 (H)
, delay, d+VS2, Flicker (209/290) | | (add SUPER for 480/330)
d+VS2 (H), f+MP-PP, PP (276/375) (f+MP will whiff but EX Shot hits) (SIDESWITCH!) (RECOMMENDED!)
NOTE: This combo is quite easy once you learn to delay the second d+VS2. There are other, much harder combos that can be done here, but they really aren’t worth the effort. In the second combo, only go for it if you are willing to lose the corner. The damage is nice, but you lose any advantage you might have gained.

 

: Basic Counter-Hit (CH) Combos :

During neutral or even during pressure scenarios, you’ll often catch an opponent with a Counter Hit on a basic attack. Being able to convert these into damage is great for making them think twice about pressing a button. None of them are very hard, and the examples should give you more ideas on how to convert!

– CH LP Conversions –
CH
LP, c.MK > Flicker (145/294) | PP (177/294) | KK-P (170/324)
CH LP, c.MK > KK-PP, PP (249/414)
CH LP,  MP, c.MK > KK-PP, PP (273/459) (NEW!)
NOTE: The final option (new addition) is much easier to hit if either strike at point-blank range. If you aren’t right in the opponent’s face, you may opt for the first two options for safety. CH LP into c.MK is a much-less used link, but it’s good to know if you aren’t point blank but you still score a counter.

– Point Blank CH c.MP (or LP, or c.LP) –
CH c.MP (+7f), MP, c.MK > KK-P (243/420)
CH
 c.MP
(+7f), MP, c.MK > PP (250/395)
CH c.MP (+7f), MP, c.MK > KK-PP, PP (309/495)
NOTE: The initial c.MP must hit point blank. Also, CH LP and CH c.LP are both +7f and link into the same combo.

– MP “Fishing” –
MP, c.HK (141/235) (UPDATED!)
NOTE: This used to only work from a CH MP, however, with the most recent update, MP is now +10 which allows c.HK to hit without Counter. A decent trip combo when you hit a MP from range. It doesn’t work at max range, but it’s very effective when poking. Learn to recognize the hit and then c.HK!

 

: Basic Anti-Air Combos :

Learning to stop the opponent from jumping is a skill you must learn. After you get comfortable AA’ing with normal buttons like MK and c.HP, you need to learn AA combos. We’ve listed a handful of options to give you an idea of how to rack up damage against jumping opponents. We will add anything more complex in the individual V-Trigger sections.

– Rising – EX Splash Options –
KK-PP, PP (218/310)
KK-PP, d+VS1 (202/310) | d+VS2 (178/270)
NOTE: Very reliable anti-air options. If you aren’t sure about the Psycho Upper finisher, utilize your V-Skill (both work).

– j.MP Options –
j.MP, PP (178/235) (add SUPER for 442/235)
j.MP,  d+VS1 (160/235)
j.MP,  d+VS2, Flicker (197/310) | (add SUPER for 435/310)

NOTE: Other combos are available if you hit the j.MP on the way down, but usually you won’t get that opportunity. Quickly meeting air to air can still convert to damage so it’s best to learn these options.

– Snatcher (VS1 – Prediction AA) –
d+VS1(H)
, KK-P (181/270)
d+VS1(H), f+MP-PP, dash, d+VS1 (275/397)
d+VS1(H), f+MP-PP, PP (289/397)

– Psycho Smash – Flicker – Super –
d+VS2, Flicker (142/235) | (add SUPER for 414/235)
NOTE: While not completely recommended, this is an interesting anti-air variant that can transition into a SUPER. It’s good to know what works and what doesn’t! Keep in mind that the SUPER can miss!

– Rising – EX Splash – Psycho Cannon –
KK-PP, VT1, [HP], Flicker (288/430) (UPDATED!)
NOTE: Unless you are using KK-PP into VT1 for a setup (or hard knockdown with d+VS1 after 1-hit of VT1), this really isn’t worth it. It’s only listed so you know it works!

– Psycho Smash Cancel – Enhanced Snatcher  –
d+VS2 > VT2(A) , uf.MP, d+VS2 > d+VT2(S) (211/305) (add SUPER for 366/305)
NOTE: A very simple anti-air solution when using VS2 and VT2. Additional damage can be done by replacing the second d+VS2 with Psycho Upper, but this version requires a higher initial d+VS2 hit to work consistently.

 

: Bonus EX Psycho Shot Conversions :

EX Psycho Shot converts into a variety of finishers depending the starter. In most cases, the follow-ups are very easy and damaging! Having these conversion options in your back pocket is smart because some combos are more finicky than others. Each of these combos are listed in their respective sections, but they are here for reference as well.

[HP], f+MP-PP, dash, PP (309/447)
VS1 (H), f+MP-PP, [HP], Flicker (363/387) (UPDATED!)
d+VS2(H), f+MP-PP, PP (276/375) (NEW!)
CC c.HP > f+MP (whiff), f+MP-PP, [HP], Flicker (306/514) (SIDESWITCH!) (UPDATED!)
NOTE: These combos may appear in other sections of the Ed Guide, however, we placed them all here because they share a core identity with the EX Psycho Shot. Learn them all!

 

[ V-TRIGGER ]

Converting hits into V-Trigger activation can often turn the momentum in your favor or even just squeeze out enough extra damage to finish a round. While activating mid-combo isn’t always the best idea (due to extra damage scaling), there are many places where converting to a V-Trigger combo can win you the round (or do enough to score a stun). It’s important to learn what goes into what.

:  V-Trigger 1 (Psycho Cannon) Basic Combos :

Ed’s Psycho Cannon is an incredibly interesting tool because it has a multitude of purposes. It can be used to extend a combo, to apply constant pressure, and even for crazy 50/50 mixups. While it’s not the highest damage VT when activated inside of a combo, it still can do enough to get the job done, as well as convert seemingly random hits into a round steal! This is just for core VT1 combos & conversions. Any of the tricky mix-ups as well as more advanced combos will be covered in another section.

– Basic VT1 Combo –
MP, c.HP > VT1, MK, uf.MP, [HP], Flicker (317/497) (add SUPER for 487/497) (NEW!) (STUN OPTION!)
MP, c.HP > VT1, MK, uf.MP, d+VS1 (H), PP (319/475) (add SUPER for 484/482)
NOTE: Delay the uf.MP so that it hits on the way down. This will allow a Psycho Knuckle or d+VS1(H) to connect. You can also use pretty much any setup into f+VT1 and still end up with the exact same result. For example: MP, MK > f+VT1… etc. Originally, we recommended the d+VS1(H) option, but now that Flicker connects after Knuckle, there’s no reason not to use the universal option!

– MP “Fishing” – Psycho Cannon (VT1) –
MP, MK > f+VT1, MK, uf.MP, [HP], Flicker (306/450) | (add SUPER for 476/450) (NEW!) (STUN OPTION!)
MP, MK > f+VT1, uf.MP, d+VS1 (H), PP (310/430) | (add SUPER for 473/430)
NOTE: Ed can easily convert a basic MP into MK > f+VT1 for solid damage. It’s not worth finishing with PPP as it only does 6 additional damage. Remember that the extra MK isn’t used in the second combo (does more DMG without).

– Low Light Chain – Psycho Cannon (VT1) –
c.LK-LP > f+VT1, MK, uf.MP, [HP], Flicker (232/395) | (add SUPER for 402/395) (NEW!) (STUN OPTION!)
c.LK-LP > f+VT1, MK, uf.MP, d+VS1 (H), PP (234/380) | (add SUPER for 399/380)
NOTE: A versatile option when dashing in with a low or empty jumping into a low, Ed converts to f+VT1 for a decent amount of damage. While not spectacular, it can definitely steal a round or at least get you back on the offensive.

– 3f Light Starter – Psycho Cannon (VT1) –
LK-LP > f+VT1, MK, uf.MP, [HP], Flicker (242/395) | (add SUPER for 412/395)
LK-LP > f+VT1, MK, uf.MP, d+VS1 (H), PP (244/380) | (add SUPER for 409/380)
NOTE: Both LK and LK-LP work as a solid way to get into f+VT1. When extremely close, LK-LP will give you a 3f starter and chain confirm before you activate f+VT1. This often works for interrupts and on wakeup in no-tech scenarios (which tends to alter player’s okizemi timings).

– Corner CC HP Follow-up Options –
CC HP > VT1, uf (land behind), j.MP, [HP], Flicker (291/440) | (add SUPER for 461/440) (NEW!)
NOTE: Jumping over after VT1 allows Ed to return the opponent back into the corner after either variation. Be sure to hit j.MP as late as possible so that you can follow with Knuckle, Flicker.

 

: V-Trigger 2 (Enhanced Snatcher) Basic Combos :

Like with VT1, knowing how to convert hits into extra damage is very important. With VT2, you gain an additional tool since you can cancel special moves with the activate. In combos where you activate VT2 in the middle, it isn’t recommended to use additional VT2 Activations because the damage is negligible and you want extra “pre-activated” time so you can go for bigger damage and pressure. Also note that using SUPER as a finisher for those combos usually isn’t recommended as it is 3 bars for about 150 extra damage and it also wastes precious V-Trigger duration. So unless it is going to kill, save it! Any of the more advanced combos and uses will be covered in another section.

– Conversion: Low MK > Flicker – Enhanced Snatcher (VT2) –
c.MK > Flicker > VT2(A), c.HP > PP > d+VT2(S) (234/415) (RECOMMENDED!)
c.MK > Flicker > VT2(A), c.HP > f+MP-MP > VT2(S), c.MP > PP (227/413) (CARRY)
NOTE: Being able to convert off c.MK > Flicker is one of the biggest strengths of the VT2 cancel. It’s not all that hard to hit opponents with a c.MK, so being able to turn into damage and a knockdown is very useful. 

– Low Light Chain > Flicker – Enhanced Snatcher (VT2) –
c.LK-LP > Flicker > VT2(A), c.HP > PP > d+VT2(S) (197/393) (RECOMMENDED!)
c.LK-LP > Flicker > VT2(A), c.HP > f+MP-MP > VT2(S), c.MP > PP (188/386) (CARRY)
NOTE: Another important variant of the Flicker > VT2 cancel, the suggested version does good damage with only 1 additional use of the Enhanced Snatcher. Keep in mind that using another d+VT2(S) after the final Psycho Upper is basically a waste of V-Trigger meter (not recommended!).

– Pre-Activated: Core Combo – Enhanced Snatcher (VT2)  –
c.MK > f+MP-MP > VT2(S), c.MP > PP, d+VT2(S)* (327/493) | (add SUPER for 482/345)
MP, c.HP > f+MP-MP > VT2(S), c.MP > PP, d+VT2(S)* (363/563) | (add SUPER for 518/345)
NOTE: If your VT2 is already active, both options will do decent damage and give quite a bit of corner carry. Using the second d+VT2(A) after the Psycho Upper will net about ~30 additional damage at the cost of reducing the V-Trigger timer. Catching enemies on wakeup with c.MK is a great way to use a pre-activated VT2.

– Corner CC HP Follow-up Option –
CC HP  > VT2(A), PP > d+VT2(S) (230/345) | (add SUPER for 385/345) (NEW!)
NOTE: This is an easy way to confirm into Super, but it is not recommended because it does less damage than just CC HP, Flicker > SUPER.

 

: V-Trigger 1 (Psycho Cannon) Setups/Mixups :

Ed’s V-Trigger 1 has always been his most exciting tool. While not specifically great at any one thing, it always had a place as an interesting pressure/mixup tool. When it gained 2 additional hits (Patch 6.003), it gave Ed a few easier and more consistent ways to perform his signature 50/50 mixups. In fact, it basically negated all of his older, more tricky setups. While you use VT1 for damage instead of mixups, knowing its potential is very beneficial to any Ed player!

– “New Standard” VT1 50/50 Setup – (NEW!)
MP, MP > VT1, uf.MK, land, c.MK (whiff/crossunder),  uf.MP, land, [HP], Flicker (216/330 + 219/340)
MP, MP > VT1, uf.MK, land, c.MP (whiff/same side),  u.MP, land, [HP], Flicker (216/330 + 219/340)
TOTAL DAMAGE: (435/670) (add SUPER 631/670)
NOTE: This setup is recommended because it works for standing and vs crouching. It also doesn’t require either VT because it utilizes Psycho Knuckle instead. Choose c.MK (whiff) to cross under, and c.MP (whiff) to remain on the same side. Be sure to adjust your follow-up accordingly (uf.MP vs u.MP).

– “Post Stun” Corner Variant –
[HP], MP > VT1, dash, HK, uf.MK, land, LK (whiff), MP, c.HP …
TOTAL DAMAGE: (Depends on cause of Stun. Post Mixup Extra Damage is 443/483 with SUPER)
NOTE: Depending on the height of the uf.MK and potentially holding F or B on the controller when landing, this setup is so ambiguous that sometimes not even the Ed player knows what side it will land on. The good news is that in either case, Ed confirms the follow-up with MP, c.HP before doing anything else. So nice!

– “The OG” VT1 50/50 Setup –
MP, c.HP > KK-PP, VT1, d+VS1 (H), dash 3x, HK (whiff/crossover), j.MP, d+VS1(H), PP
TOTAL DAMAGE: (260/427)
MP, c.HP > KK-PP, VT1, d+VS1 (H), dash 3x, HK (whiff/crossover), dash (push body), MP, c.HP… etc
NOTE: After KK-PP, the VT1 activation will hit one time and allow a full charged d+VS1 (H). If done too early, the Snatcher will switch sides. The goal is to pull the opponent down in front of you, then dash 3x to setup a left/right mixup with HK (corpse hop), delay HK (no crossover), uf.LK (crossover), or neutral jump which makes the opponent think you are trying to crossover, then you can hit with falling MP as the VT1 hits and continue from there.

 

[ PRIMARY ANTI-AIRS ]

Ed has solid anti-air options all around. He has additional options depending on which combination of V-Skill and V-Trigger he has equipped. On top of that, with meter he can really extend his anti-air damage. While it’s probably not worth listing every single potential anti-air, I’ll list the core stuff you need to know so you can experiment yourself.

Options will be listed in order of their meter cost. 0: meaning no meter is required, 1: meaning 1 meter is required, and so on.

– Universal –
0: j.LK (40/70) (usually up/back)
0: MK (70/100)
0: c.HP (7080/150)
0: KK-P (113/190)
1: KK-PP, PP (218/310) (RECOMMENDED!)
2: KK-PP, PPP (234/350)

– VS1 –
0: d+VS1 (100/150) (+10 on CH)
1: KK-PP, d+VS1 (202/310) (RECOMMENDED!)
NOTE: When using VS1, it’s highly recommended to use KK-PP, d+VS1 as your anti-air of choice. It gives a hard knockdown (+14), longer carry, and V-Trigger buildup, for only 16 less damage.

– VT1 –
1: KK-PP, VT1 (all bounces), [H], Flicker (288/430) (RECOMMENDED!)
1: KK-PP, VT1 (1 bounce), PP, VT1 (remaining bounces), [H], Flicker (316/460)

2: KK-PP, VT1 (all bounces), PPP (278/395)
2: KK-PP, VT1 (1 bounce), PP (4 bounces), dash PPP (310/438) 
NOTE: With practice, you should be able to consistently get the 1-meter option with the single-bounce followed by an early Psycho Knuckle which knocks the opponent back into the Psycho Cannon. However, if you can’t time the Psycho Knuckle follow-up to pop them high enough for the Flicker, you can always resort to the first option 28 less damage.

– VS1/VT1 –
1: KK-PP, VT1 (1 bounce), d+VS1 (184/280) (leads to ground pressure)
1: KK-PP, VT1 (1 bounce), d+VS1(H), PP (222/315) (side switch)
NOTE: These are interesting variants of the VT1 combos mentioned above. Realistically you sacrifice damage for setups/ground-pressure, so it may not be worth it to you. These are listed here to let you know they work.

– VS2 –
0: d+VS2, Flicker (142/235) (RECOMMENDED!)
3: d+VS2, Flicker > SUPER (414/235) (RECOMMENDED!)
NOTE: d+VS2 works well as an anti-air as long as you don’t charge it. You get an easy Flicker conversion for the highest no-meter damage and an option to cancel into SUPER if you have the meter. While you can use VS2 after KK-PP, it’s not really worth the meter (about 36 dmg for 1 meter).

– VT2 –
1: KK-PP, PP > VT2(A), d+VT2(S) (268/385) (unreliable)
NOTE: Listing for completeness because it’s cool. Not very reliable, but stylish!

– VS2/VT2 –
0: d+VS2 > VT2(A), uf.MP, d+VS2 > d+VT2(S) (211/306)
0: d+VS2 > VT2(A), PP > d+VT2(S) (214/295) (RECOMMENDED!)
0: d+VS2 > VT2(A), uf.MP, PP > d+VS2(S) (241/335) (unreliable)
1: KK-PP, VT2(A), d+VS2 > d+VT2(S) (214/325)
1: KK-PP, d+VS2 > VT2(A), VS2 > d+VT2(S) (253/380)
3: d+VS2 > VT2(A), uf.MP, d+VS2 > d+VT2(S) > SUPER (366/306)
3: d+VS2 > VT2(A), PP > d+VT2(S) > SUPER (369/295) (RECOMMENDED!)
3: d+VS2 > VT2(A), uf.MP, PP > d+VS2 > SUPER (396/335) (unreliable)
NOTE: d+VS2 with VT2 cancel provides a lot of options here. That being said, it’s best to stick to the basics as the easy versions of combos do solid and reliable damage with a low execution cost.

– VS2/VT1 –
1: KK-PP, VT1 (1 bounce), d+VS2(H), VS2, VS2 (4 bounces) (274/393)
NOTE: This combo uses the VT1 1-bounce / 4 bounce from previous combos for both style and damage. It may not be worth it to you, but it certainly looks cool!

– VS1/VT2 –
1: KK-PP, VT2(A), d+VS1 (182/280)
NOTE: This combo isn’t about the damage as it actually reduces how much d+VS1 does due to the VT2 activation scaling. However, it’s a neat way to get a hard knockdown and VT2 pre-activated for your follow-up pressure.

[ PRIMARY FRAMEKILLS / OKIZEME ]

Much like his core combos, Ed also core framekills/setups. For reference, a framekill is a sequence of moves that leave you at a specific advantage (or disadvantage) that is different from typical scenarios.

For example: Ed’s Psycho Spark (f+MP) is -2 when blocked. However, when finishing a combo with Psycho Upper (PP) in the corner, if you dash forward and then f+MP, you can cover both tech options and be only -1 on Neutral Tech, and +4 on Back Tech. Of course, if the opponent stays down and opts to automatically get up at hte latest timing, there are options for that too. This list will cover the core framekills you should learn asap!

: Psycho Upper (PP) – Framekills :

– Midscreen –
PP, dash, HK (BL: -4 NT, -2 BT) | (CH: +20 NT | +22 BT)
NOTE: Against neutral-tech, this setup will get you killed. It’s only if you find that your opponent back techs consistently or always wakes up with a button. Against a neutral tech, you are at the same advantage on hit (+2) and disadvantage on block (-4) had you just done a HK point blank – punishable when blocked. Use this setup sparingly. As an alternative to HK, you can also dash, HP if you expect a neutral tech. This will leave you -1 – safer than a typical point blank HP.

– Corner –
PP, dash, f+MP (BL: -1 NT, +4 BT) | (CH: +4 NT, +9 BT)
NOTE: This is the classic Ed corner setup using Psycho Spark. It’s safe no matter which tech the opponent choses, unless of course they wakeup reversal (EX or SUPER). On hit or block, you can decide to throw the follow-up Psycho Shot for additional pressure, but keep in mind the fact that the Psycho Shot on block is punishable (-4). On hit, the Psycho Spark will be +2, so you’ll want to learn to recognize it so you can throw the Shot for +4 and a follow-up conversion using LP.

: Sweep (c.HK) – Framekills :

– Midscreen/Corner (Non Crush-Counter c.HK) –
vs 3F: c.HK, dash, delay, MP (BL: +3 NT, +3 BT | CH: +11 NT, +11 BT)
vs 4F: c.HK, dash, MK (BL: +2 NT, +4 BT) | (CH: +6 NT, +8 BT)
NOTE: After a non CC Sweep (c.HK), Ed is in an interesting situation because he doesn’t really have a single frame-perfect option to cover both neutral and back tech against a 3f character. If you understand the tendencies of your opponents, you can plan for it, otherwise it’s better to use just one option and manual time the MP to cover both techs. Of course, against 4f characters, you can always use MK.

– Midscreen/Corner (Crush Counter c.HK) –
CC c.HK, jump up (or) jump over, dash (+6/+7) (RECOMMENDED!)
CC c.HK, jump up (or) jump over, dash, c.HP > f+MP (BL: -2)
CC c.HK, dash 2x, c.MP (whiff), f+MP (BL: +4 | CH: +9)
CC c.HK, dash 4x, MP (+3) (+4 with no MP) (high execution)
NOTE: Since Crush Counter c.HK is a hard knockdown – basically it forces a single wakeup timing – Ed is heavily in control. He can opt for basically any follow-up he wants and ensure the best-possible frame advantage without worrying about different wakeups.

As a special note, both empty jump options give great advantage and allow you to both pick the side AND go for a Crush Counter. Neutral Jump, dash is +6, and Jump Forward (over), dash is +7. This sets up both a meaty MP (+4/+5) or a c.HP > f+MP CC “Fish”. The c.HP option will beat 3f wakeup normals and score a Crush Counter combo. Not bad!

: Psycho Snatcher Air (d+VS1) Okizeme :

– Midscreen/Corner –
d+VS1, f+MP (+2 BL | +7 CH)
NOTE: Psycho Snatcher Air (d+VS1) is always a hard knockdown that leaves Ed at +14. Pressuring with Psycho Spark after the knockdown will always leave Ed at an advantage, even on block (+2). On block, feel free to c.LP > Flicker for pressure. If the opponent wakes up with a button, Ed will be +7 and you can c.MK > PP or even c.MK > KK-PP, d+VS1 to setup the same scenario again! Of course, keep in mind that d+VS1 doesn’t hit against all characters in corner.

 

[ VIDEO BREAKDOWNS ]

:  Understanding Psycho Knuckle :

NOTE: In 6.003, a Counter-Hit Psycho Knuckle will always allow the best follow-up from most ranges outside of “very close”. This means that if you hit a CH Psycho Knuckle from a distance, you can convert into MP, c.HP combos!

This video will be updated/remade for SFVCE: 6.003 (and beyond). Stay tuned!