Capcom Cup concluded with a surprising victory for Uma, a testament to the unpredictable nature of competitive Street Fighter. While the dust settles on that tournament, the hype within the Street Fighter 6 community remains high, especially with the continuous updates and character additions Capcom is rolling out. Recent balance adjustments have aimed to refine the game, tuning down some dominant characters and boosting the underdogs, signaling Capcom’s commitment to a balanced and evolving fighting environment. However, the most electrifying update for many is the arrival of Ed, the Psycho Power-wielding fighter who first appeared in Street Fighter V. But this isn’t just a simple port; Ed in Street Fighter 6 is a significantly reimagined character. How does he stack up in the current meta? Capcom has indeed tweaked his gameplay, and quite dramatically, to make him a force to be reckoned with in Street Fighter 6.
Before we delve into the intricacies of Ed’s gameplay mechanics, let’s address his visual transformation. Ed has traded in his more rigid, militaristic aesthetic from his Street Fighter V debut for a more relaxed, streetwear-inspired style in Street Fighter 6. While the casual look is arguably more fitting for his character, some design choices are still debatable. The hairstyle, meant to embody an edgy, anti-hero vibe, leans into cliché territory and might not resonate with all players. Additionally, his body proportions are somewhat stylized, with a noticeably larger upper body contrasting with slimmer legs. While this emphasizes his boxing focus, it creates a slightly unbalanced visual impression.
However, the removal of the bulky boxing gloves is a welcome change. The logic of padding fists for combat always seemed counterintuitive. His shirtless look, paired with an oversized jacket, adds a touch of nonchalant cool, and the Converse-style sneakers are a nice detail. Overall, Ed’s appearance is a mixed bag, with some hits and misses in his design evolution.
Gameplay-wise, Street Fighter 6 fully embraces Ed’s boxing identity, evidenced by the complete absence of kick-based attacks in his moveset. This design choice, similar to AKI, positions him as an unconventional character within the roster. While his punch buttons function as expected, Ed’s kick buttons require a period of adaptation. They execute “stretched” punches, resulting in slightly slower execution compared to his standard punches. This leads to a unique control scheme where low attacks are primarily executed with crouching punch buttons, as none of his crouching kick buttons serve this purpose. Remarkably, his crouching heavy punch functions as a sweep. Conversely, his standing heavy kick becomes the designated anti-air normal. Like mastering AKI, playing Ed effectively necessitates a degree of neural rewiring to fully grasp his normal attacks.
Intriguingly, Ed shares some gameplay DNA with characters like Ken and Luke, particularly in his access to effective Target Combos. His standing medium punch into standing heavy punch Target Combo will likely become a staple, mirroring Ken’s version in its ability to set up juggle combos and corner carry potential. Furthermore, Ed possesses a chargeable heavy punch. Holding down the button initiates a charge, culminating in a lunging straight punch that propels him forward. When fully charged, this move boasts armor properties capable of absorbing standard projectiles. While not ideal for projectile wars due to the charge time, it offers a viable approach option, leaving Ed at an advantage even on block.
Ed’s special moves are functional but lean towards situational application. Psycho Spark creates a stationary projectile directly in front of him, which can then be launched with a follow-up command, Psycho Shoot. This allows for projectile negation with Psycho Spark followed by a counter-projectile with Psycho Shoot, offering strategic depth in projectile-heavy matchups. Psycho Uppercut serves as his special anti-air attack, but the light version is recommended for deep jump-ins, as the medium and heavy versions have Ed advance forward, potentially missing closer opponents. Psycho Blitz unleashes a rapid flurry of punches, functioning well as a combo ender.
Street Fighter 6 is characterized by unique character gimmicks, and Ed’s is essentially a dual-layered system revolving around his Psycho Flicker special move, a variation of his V-Skill 1 from Street Fighter V. Psycho Flicker launches a Psycho Power tendril at varying angles depending on the attack button strength, acting as a standard projectile in its base form. However, charging Psycho Flicker by holding the attack button or utilizing Overdrive Meter transforms it into a lasso. This charged version drags opponents towards Ed, granting him frame advantage, even on block, enabling turn-stealing and momentum control.
The vulnerability during Psycho Flicker’s charge is mitigated by Kill Rush, a quick dash move that can be executed backward or forward based on directional input. While Kill Rush lacks invincibility, its speed makes the backward version effective for creating space when opponents are blocking, especially since it can be canceled from cancellable normals. The forward version of Kill Rush opens up two uppercut variations depending on the timing of the command input during the dash animation. Kill Switch Break, executed early in the Kill Rush animation, serves as a solid combo ender with good corner carry properties. Kill Switch Chaser, requiring a later input during Kill Rush, is more challenging to combo into but launches opponents higher, enabling extended juggle combos.
Ed’s Super Arts are a mixed bag. His Level 1, Psycho Storm, offers strike and grab invincibility on startup with respectable range and juggle compatibility. Level 3, Psycho Chamber, showcases Ed binding his opponent with Psycho Power and delivering a brutal barrage of attacks, dealing significant damage and featuring full invincibility. However, Ed’s standout Super Art is arguably his Level 2, Psycho Cannon, a returning move from Street Fighter V. This move projects a large Psycho Power sphere horizontally, with projectile speed dictated by the attack button used. Similar to Rashid’s Ysaar, Psycho Cannon offers versatility and combo potential. Ed’s moveset facilitates bouncing opponents into the Psycho Cannon projectile, maximizing its utility. While beginner players might primarily use it for approach coverage, experienced Ed players can leverage Psycho Cannon for intricate and damaging combo sequences.
In conclusion, Ed in Street Fighter 6 is a character that demands dedicated learning and adaptation. His unconventional normal attack setup and the precise timing required for optimal combos make him less beginner-friendly. He isn’t a character for straightforward, simplistic gameplay. However, for dedicated players willing to invest time in mastering his unique control scheme and mechanics, Ed offers a potentially high damage output and a rewarding, strategic playstyle. For intermediate players, Ed is an interesting addition, but might not immediately replace established mains. His complexity and unique approach to fighting game fundamentals make him a compelling, if challenging, addition to the Street Fighter 6 roster.
Byee!
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