Ed

Who is Ed?

Ed is a midrange zoner with strong emphasis on hard callouts and looping okizeme. In contrast to the usual "boxer" archetype, Ed prefers to play things out in the midrange. Where Balrog was a rushdown pressure fighter, and Dudley is a counter-punching swarmer, Ed is an outfighter with flicker-style jabs modeled after Thomas Hearns. Ed is most comfortable giving his opponents a bit of breathing room, where his excellent pokes can go to work.

Ed's signature move is Psycho Flicker, which comes in an uncharged and charged variant. While uncharged, Psycho Flicker acts medium-range lash special, keeping opponents back. While good for holding space in front of Ed, it really shines when charged up, where it gains the properties of pulling Ed's opponents towards him on hit or block. If the charged hit lands, the opponent is put in a juggle state, while on block they are pulled closer to Ed while leaving him at +4. Ed's entire gameplan centers around use (and abuse) of this move. It can be used as anything from a neutral detterent, to a pressure reset, to even a full on okizeme tool for maintaining advantage. While flicker is unsafe, Ed can cancel out of a flicker charge with Kill Rush, a command dash which lets him either pull back to dodge DI attempts or close in for a throw.

Ed's other specials are a standard suite of tools. Psycho Spark is a swipe that can nullify projectiles or be used as okizeme tool. It also has a followup that allows Ed to shoot his own fireballs, each of which has great speed for their button strength. Psycho Upper is a grounded uppercut with good combo utility, and Psycho Blitz is a good combo ender. What is particularly notable about Blitz and Upper is that they both set up excellent safe jumps no matter the screen location, allowing Ed to continue offense easily after a combo. Both enders also leave opponents at great screen distance if he chooses not to follow up. Ed's most notable move outside of this collection is Psycho Cannon, a fireball super that can be tacked onto combos, used as a pressure extender/mixup tool, or thrown out in neutral to follow behind it. When canceled from OD Psycho Blitz, it also sets up a powerful sequence known as the "Dream Combo" - a difficult series of juggles that carries the opponent from corner-to-corner, dealing high damage and allowing Ed to build back some of his meter.

Ed's gameplan is focused around holding distance with his incredible pokes before calling out the opponent's hesitation. All of Ed's kick normals are "flicker" jabs that have absurd range for their button strength. Many of these buttons are special cancelable, giving Ed the ability to be an excellent whiff-punisher if he chooses. If opponents respects Ed too much, he can charge a Psycho Flicker and yoink them close for a huge callout, or back off more and make them come to him. While Ed does have to consistently play around Drive Parry, calling out parry attempts by canceling Flicker into Kill Switch gives Ed excellent reward. Ed's consistent safe jumps, great damage and solid throw game only magnify his offensive prowess.

This midrange power comes at a huge cost, however. Ed's close range offensive options, particularly his jabs, are downright terrible. He has no ways to generate plus frames without committing to a big read with Psycho Flicker, and he notably lacks any kind of overhead option for mixups. This bad close-range offense even extends to his reversal options. While Light Upper is a good anti-air, OD Upper is able to be safejabbed, and his Level 1 Psycho Storm super has similar issues. This means that Ed really struggles to escape pressure situations even if he takes a huge risk, and it can be difficult for him to jab check whatsoever. All in all, Ed excels when he's in control of the match. When the opponent is sitting right where he wants them, Ed excels with dominating neutral control and a snowballing gameplan. If you like unconventional zoning, Hitman-style boxing, and can stay cool when put in the corner, Ed will put your opponents on the ropes.

Pick / Avoid

Play Ed if…

  • Outboxing: Harassing opponents with incredibly long-ranged pokes, many of them being special cancelable.

  • Down For The Count: Varied and strong oki tools that let you get in your opponents head.

  • Dreamland Express: High execution combos with a reward that scales based on difficulty.

Think twice if…

  • In Fighting Inexperience: Poor jabs and slow reversals vulnerable to safejab setups, requiring hard reads to keep aggressive opponents at bay.

  • Keep It Clean: No grounded overheads and middling lows, being reliant on strike/throw/shimmy to open up defensive opponents

  • Counter-Punched: Pokes with long, lingering hurtboxes that are vulnerable to punishes if done carelessly.

Vitals

Health10,000
Fwd Walk
0.048
Back Walk
0.032
Fwd Dash
1.35
Back Dash
0.80
Fwd Jump
1.90
Back Jump
1.52
Jump Height
2.12
Throw Range
0.80
Drive Rush
2.19
Jump4+38+3 f

Guides & Data

Players to Watch

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • Back Throw (4LPLK)
  • KD Advantage decreased +24 → +17 (leaves Ed -2 after Forward Dash)
  • Now can only Drive Rush for basic oki (but cannot block 7f or faster reversals, and cannot safely get into throw range)
  • Input buffer at the end of recovery increased
  • Flicker Combination (5LK~LK~LK)
  • Pushback on hit reduced for the final hit
  • Almost guarantees Ed will be close enough for a Throw or a 2-hit light confirm (except at absolute max range vs. crouching opponents)
  • LP/OD Psycho Blitz (214LP/PP)
  • 30% Starter Scaling added
  • This significantly reduces the damage potential from Punish Counter OD Blitz > SA2 "Dream Combos"
  • This initial scaling is bypassed if you start a punish with a normal into OD Blitz, though it still applies 2-hit combo scaling
  • The scaling on LP Blitz weakens it as a frame trap when canceled from lights (though this was already unsafe with relatively low reward)
  • OD Psycho Shoot (236PP~6P)
  • Projectile speeds adjusted
  • ~6LP: 0.05 → 0.04 (much easier to follow behind it for pressure)
  • ~6HP: 0.150 → 0.175 (much more likely to blow through the opponent's projectile zoning)
  • LK/MK Held Psycho Flicker (236[LK]/[MK])
  • Significantly reduced the distance the opponent is pulled on block
  • To pull opponent into throw range, must now activate from just outside 5HP range (block) / 5MP range (parry) or closer

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.