Ed “Psycho Power” Street Fighter 6: Is the DLC Boxer Worth It?

Capcom Cup concluded with an unexpected victory for Uma, showcasing the unpredictable nature of competitive Street Fighter. While congratulations are due, the fighting game community’s focus quickly shifts to the latest addition to Street Fighter 6: Ed. This Psycho Power user, first introduced in Street Fighter V, has undergone a significant transformation for his Street Fighter 6 debut. Let’s delve into whether Capcom has successfully revamped Ed to make him a contender in the current meta.

Ed’s visual overhaul is immediately noticeable. Trading in his previous militaristic attire, Ed now sports a more relaxed, street-casual style. While the new aesthetic direction is arguably more fitting to his character, some elements remain divisive. The “emo anti-hero” hair persists, a design choice that feels somewhat dated to some fans. Furthermore, his exaggerated proportions, with a bulky upper body contrasting sharply with slender legs, might appear visually unbalanced to some players. This design emphasizes his boxing focus, but the extreme difference in proportions can be jarring.

However, the removal of the bulky boxing gloves is a definite improvement. The logic of padding hands for bare-knuckle fighting always seemed counterintuitive, and their absence is a welcome change. His shirtless look, paired with an open jacket, gives him a more distinct and less generic appearance. The inclusion of Converse-style sneakers adds a touch of modern street fashion, contributing to a mixed but overall arguably improved visual presentation.

Gameplay-wise, Ed is a boxer through and through in Street Fighter 6, foregoing any kick attacks. This design choice, similar to AKI’s unconventional style, results in a unique control scheme. While his punch buttons function traditionally, Ed’s kick buttons are where things become interesting. They are designed to “stretch” out, resulting in slower animations compared to his punches, demanding a period of adjustment for players. Adding to the complexity, low attacks are primarily executed using crouching punch buttons, as none of his crouching kick buttons serve this purpose. In a further twist, his crouching heavy punch acts as his sweep, and his standing heavy kick becomes the anti-air normal. Mastering Ed requires a conscious effort to rewire established Street Fighter muscle memory and adapt to his distinctive normal attacks.

Despite these control quirks, Ed shares some gameplay DNA with familiar characters like Ken and Luke, particularly in his reliance on Target Combos. His standing medium punch to standing heavy punch Target Combo is a key tool, mirroring Ken’s version in its utility for juggle combos and corner carry potential. Another notable normal is his chargeable heavy punch. Holding the heavy punch button initiates a charge, culminating in a lunging straight punch that can even armor through standard projectiles when fully charged. Although the charge time prevents it from being effective in projectile wars, the move’s advantage on block makes it a viable approach option.

Ed’s special moves, while useful, are highly situational and require precise application. Psycho Spark creates a stationary projectile which can be followed up with Psycho Shoot to launch it. This allows for projectile negation and counter-fire, useful in specific matchups. Psycho Uppercut serves as his anti-air special, but caution is advised. Only the light version should be used against deep jumps, as the medium and heavy versions cause Ed to move forward, potentially missing closer opponents. Psycho Blitz, a flurry of punches, acts as a reliable combo ender for consistent damage.

Street Fighter 6 emphasizes unique character mechanics, and Ed’s revolves around a two-part system centered on Psycho Flicker and Kill Rush. Psycho Flicker, a special move derived from his V-Skill 1, projects a Psycho Power tendril at varying angles depending on the attack button strength. Normally acting as a projectile, Psycho Flicker can be charged by holding the attack button or using Overdrive meter. Charging transforms it into a lasso that pulls the opponent towards Ed, granting frame advantage even on block. This ability to control momentum and steal turns is central to Ed’s pressure game.

However, charging Psycho Flicker leaves Ed vulnerable. To mitigate this, he has Kill Rush, a quick dash that can move backwards or forwards depending on directional input. While Kill Rush lacks invincibility, its speed allows for evasive maneuvers, particularly the backward version, which can create space after blocked attacks by canceling from cancelable normals. Forward Kill Rush offers two follow-up uppercut options based on timing. Kill Switch Break, executed early in the Kill Rush animation, serves as a combo ender with good corner carry. Kill Switch Chaser, requiring later timing in the Kill Rush animation, launches opponents higher for juggle opportunities but is harder to combo into.

Ed’s Super Arts present a mixed bag of utility. Level 1, Psycho Storm, provides strike and grab invincibility on startup, decent range, and juggle combo compatibility. Level 3, Psycho Chamber, showcases a visually impactful and damaging cinematic super, offering full invincibility. However, Ed’s standout Super is arguably his Level 2, Psycho Cannon, returning from Street Fighter V. This move projects a large Psycho Power ball horizontally, with speed varying based on button strength, similar to Rashid’s Ysaar but potentially more versatile. Ed’s moveset facilitates bouncing opponents into Psycho Cannon, enabling creative combo extensions. While beginners might use it for zoning, experienced Ed players will find its true potential in complex combo strings.

In conclusion, Ed in Street Fighter 6 is not a straightforward, beginner-friendly character. His unconventional control scheme and the timing-sensitive execution of advanced combos present a steeper learning curve. He is not a “braindead” character with an easily exploitable game plan. However, for dedicated players willing to invest time in mastering his unique mechanics and control setup, Ed offers intriguing damage potential and strategic depth. Intermediate players might find him interesting, but he may not immediately replace established mains. Ed is a character that rewards dedication and offers a unique, if complex, playstyle within the Street Fighter 6 roster.

What are your initial impressions of Ed in Street Fighter 6? Share your thoughts in the comments below!

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *