The hot-headed, foul-mouthed, and hard-hitting Shadaloo brawler is back in Street Fighter 6. First introduced in Street Fighter 5, Ed was a beginner-friendly character that utilized simplified one-button special move commands, but in this latest iteration, there is a lot more technique, precision, and decision-making involved thanks to the new tools in his belt.
Even though it is quite early to say, overall, Ed is a very strong contender for one of the best footsies-based characters in Street Fighter 6 due to his long-reaching, cancelable normals and ability to control spacing really well with his specials. Here is a guide that will help players get acquainted with Ed in terms of his moveset, strengths and weaknesses, game plan, and winning strategies.
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Best Strategies For Ed In Street Fighter 6
Like a traditional boxer, Ed only uses his punches for piling up on the offense. The difference between the punch and kick buttons is the range and utility. The punch buttons are Ed’s quick normals that help him perform target combos, frame traps, and just unleash a flurry of quick strikes. As for the kick buttons, his strikes act as long-range pokes that can keep the enemy at bay and catch them off guard from a decent range.
This makes Ed is a very tricky but versatile. On one hand, he can zone out the opponent fairly well thanks to his fast fireball, which he can also feint. He can also use his medium strength kick buttons or Psycho Flicker special move to control distance in neutral. On the other hand, if players like to be more aggressive, Ed’s quick punches, charged punch and command dash (Kill Rush) allow him to close the distance very quickly and leave very little breathing room for the opponent.
- Hang around mid-screen. Ed excels at controlling space mid-screen thanks to his medium Psycho Flicker as well as his standing medium kick button. Use these tools to whiff-punish the opponent’s normal at a great distance.
- Push the offensive with SA2. By hurling a ball of Psycho Power via Psycho Cannon, control the neutral by following up with fireballs, dashing in on the opponent, or anticipating their aerial assault.
- Charge Psycho Knuckle frequently. Ed’s charged Heavy punch is one of the best full-screen punish tools, which can also catch opponents by surprise given how fast it can be charged or canceled out of via Kill Rush Forward. This is very good for closing distance, following up on Ed’s own slow fireball, and punishing the opponent’s single-hit fireballs.
Ed's Movelist In Street Fighter 6
Ed has 18 individual attacking moves in Street Fighter 6 with 4 different target combos that are really good in close range. Moreover, he has a command dash, Kill Rush, that can be followed with two different attacks depending on the timing of the input after. Since this dash can be initiated on the back of cancelable normals, Ed can create distance or close down the gap to grant him more maneuverability in neutral.
|
Move |
Description |
Type |
|---|---|---|
|
Psycho Spark |
Ed can generate a Psycho Power ball right in front of him |
Special Move |
|
Psycho Shoot |
Sends out Psycho Power projectile after performing Psycho Spark |
Special Move |
|
Psycho Uppercut |
Uppercut for countering an opponent's aerial attacks |
Special Move |
|
Psycho Blitz |
A flurry of strikes, good for finishing combos |
Special Move |
|
Psycho Flicker |
Long-range flicker that can be charged to snatch opponents from far |
Special Move |
|
Kill Rush (Forward/Back) |
A command dash to move forward or backward quickly |
Special Move |
|
Kill Switch Break/Chaser |
Depending on the timing of input after Kill Rush Forward, a weaker or stronger follow-up uppercut can be landed |
Special Move |
|
Psycho Storm |
Invincible series of quick jabs that can act as a combo finisher or for countering moves |
Super Arts |
|
Psycho Cannon |
Send out a potent Psycho Power ball for set-ups and juggle combo opportunities. |
Super Arts |
|
Psycho Chamber |
Ed uses the opponent as a literal punching bag before unleashing a powerful uppercut |
Super Arts |
|
Psycho Knuckle |
A devastating rush punch that can be held down to move full-screen. |
Unique Attacks |
|
Cobra Punch |
A lunging punch that has a quick start-up |
Unique Attacks |
|
Flicker Combination |
A three-hit jab target combo |
Unique Attacks |
|
Body Blow Combination |
A two-hit punch sequence that can be canceled into Special Moves |
Unique Attacks |
|
Hitman Combination |
A three-hit flicker target combo |
Unique Attacks |
|
Low Smash Combination |
A two-hit target combo that can be canceled into Super Arts. |
Unique Attacks |
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Best Ed Combos In Street Fighter 6
Most of Ed’s combos focus on maintaining oki by being in a favorable position at the end of the combo, ready to launch another offensive. The combos are suited for different punish types, including whiff punish vs. Block punish, as well as the startup normal (light, medium, heavy).
The following videos also demonstrate the timing of the attacks for those who are slightly puzzled about how to execute them.
Light Combo
|
Classic Controls |
Modern Controls |
|---|---|
|
Standing Light Punch, Standing Light Punch, Light Psycho Blitz |
Assisted Combo 1 (Hold Auto + Light Attack, Light Attack, Light Attack) |
- Best for light punishes (when at frame advantage +4 and above).
With a 4-frame jab, performing this combo against most punishes will work. Moreover, by doing Light Psycho Blitz, the player can always hold forward for a micro-walk to throw the opponent. Alternatively, the two standing light punches can be finished with Medium Psycho Blitz or Light Psycho Uppercut for knockdown.
Fireball Punish Combo
|
Classic Controls |
Modern Controls |
|---|---|
|
Hold Psycho Knuckle, Standing Heavy Punch, Overdrive Psycho Flicker, Light Psycho Uppercut, Heavy Psycho Blitz, Psycho Chamber |
Hold Auto + Hold Heavy Attack, Hold Auto + Heavy Attack, Down + Hold Auto + Special Move, Forward + Special Move, Back + Special Move, Down + Special Move + Heavy Attack |
- Best for full-screen punishes with charged Psycho Knuckle.
This is the ultimate punish for full-screen fireballs or whenever the charged Psycho Knuckle connects. Ed must have SA3 on hand to perform this combo. Thanks to multiple heavy buttons involved in the combo and the finisher being the SA3, this deals over 5200 damage. To get the timing right, observe the above video or try Combo Trial Intermediate 14.
Whiff Punish Combo
|
Classic Controls |
Modern Controls |
|---|---|
|
Standing Medium Kick, Drive Rush Cancel, Body Blow Combination, Overdrive Psycho Blitz, SA2, Heavy Psycho Uppercut, Charge Heavy Psycho Flicker, SA1 |
Medium Attack, Drive Rush Cancel, Hold Auto + Light Attack + Light Attack, Hold Auto + Back + Special Move, Back + Special Movie + Heavy Attack, Forward + Down/Forward + Heavy Attack, Charge Down/Forward + Heavy Attack, Special + Heavy Attack |
- For catching opponents throwing out punches at medium distance.
Since Ed players will be moving around mid-distance, it is very important to get used to whiff punishing with Standing Medium Kick into Drive Rush Cancel. The above is one example of such a combo that uses the entire super meter. The juggle combo needs some practice, however, as charging the Heavy Psycho Flicker after performing Heavy Psycho Uppercut requires precise timing.
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Tips For Winning With Ed In Street Fighter 6
Ed has long-reaching normals, which makes it ideal for shimmying opponents, whiff punishing, and closing in for a lot of damage and oki. Ed can continue to frustrate opponents with his fireballs at long distances or throw in a charged Psycho Knuckle in between for a devastating full-screen combo. Here are some winning strategies for Ed:
- Get those plus frames. Use Overdrive Flicker in medium-range to bring opponents closer while keeping Ed +4 after executing. This frame advantage allows Ed to have a basic mix-up between throwing out a grab, back-dashing for a shimmy maneuver, and landing a heavy punch into Overdrive Flicker for a juggle combo.
- Look for whiff punishes. Both his Standing Medium Kick Button and Down Heavy Kick Button have tremendous range in mid-distance and can be canceled into drive-rush for enhanced combos. Though these moves have considerable hurtboxes, Ed can also use his Medium Psycho Flicker for whiff punishes, and since it is treated as a projectile, the hurtbox is not an issue.
Keeping all of Ed's best practices in mind, the ideal round for Ed players will look like what's shown in the video below.
How To Counter Ed In Street Fighter 6
Ed has one of the weaker anti-air tools in the game. Although he still has three different strengths of Psycho Uppercut, these are not reliable because of their low horizontal and vertical coverage. Moreover, his anti-air normal attack, Standing Heavy Kick, will not hit opponents closer to the ground when airborne because of its hitbox. Therefore, opponents can try to mix up their aerial approach to give Ed a cause for concern.
Moreover, consider moves that knock Ed down to the ground. Even though Ed has an invincible reversal with Overdrive Psycho Uppercut, its slow start-up of 13 frames means the opponent can land light attacks on Ed’s wakeup without ever being hit by the reversal. Lastly, most attacks of Ed can be blocked by holding down/back as he does not have any overhead attacks.
Street Fighter 6
- Released
- June 2, 2023
- Developer(s)
- Capcom
- Platform(s)
- PlayStation 5, PlayStation 4, Xbox Series X, Xbox Series S, Nintendo Switch 2, PC, Arcade
- Genre(s)
- Fighting