Frame List|ED

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 8 5 3 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

6 3 16 9 3 V 6060 100100 0 / 30 High

Standing HP

H

11 3 21 2 -2 CAV 9090 150150 0 / 50 High Triggers Crush Counter (D)
Value is the fastest startup

Standing LK

L

3 3 8 2 1 V 3030 7070 0 / 20 High Can be rapid canceled

Standing MK

M

7 3 15 4 2 V 7070 100100 0 / 30 High

Standing HK

H

15 4 22 2 -4 V 8080 150150 0 / 50 High 10F - 23F Triggers Crush Counter (+20F)

Crouching LP

(WHILE CROUCHING)

L

4 2 8 5 3 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 5 2 SCAV 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

8 6 21 1 -5 SCAV 80
(*70)
80
*
150150 0 / 50 High Triggers Crush Counter (D)
Forces stand
*From active frame 2F

Crouching LK

(WHILE CROUCHING)

L

4 2 8 2 0 V 2020 7070 0 / 20 Low

Crouching MK

(WHILE CROUCHING)

M

8 2 17 1 -3 SCAV 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

10 5 24(*22) D -10 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)
*On whiff

Jumping LP

(DURING JUMP)

L

4 5 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 4 7070 100100 0 / 30 Mid Causes knockdown on mid-air hit

Jumping HP

(DURING JUMP)

H

9 4 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

8 5 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

9 5 9090 150150 0 / 50 Mid
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Blow

OR+

L

L

5 3 17 D 130130 150150 0 / 70 Throw

Cheat & Smash

+

L

L

5 3 17 D 140140 200200 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Snatcher - Ground

M

M

21 6 40 D -2 8080
*
200200
*
V-Gauge 0 / 80 High Will not hit airborne opponents
Value is the fastest startup
If the Snatcher hits, Ed automatically closes the distance with a body blow

Psycho Snatcher - Ground (Hold Button)

M

M

(HOLD BUTTONS)
35 6 40 D 3 120120 00 V-Gauge 0 / 100 High Will not hit airborne opponents
If the Snatcher hits, Ed launches the opponent while bringing them closer, if it's blocked, he brings them closer on the ground

Psycho Snatcher - Air

+

M

M

9 4 47 D 100100
*
150150
*
V-Gauge 0 / 80 High Will not hit grounded opponents
Value is the fastest startup
If the Snatcher hits, Ed automatically flies up to the opponent with a punch strike

Psycho Snatcher - Air (Hold Button)

+

M

M

(HOLD BUTTONS)
26 6 40 D 8080
*
100100
*
V-Gauge 0 / 120 High Will not hit grounded opponents
If the Snatcher hits, Ed slams the opponent into the ground and they'll bounce up

Psycho Cannon

H

H

1+15(*13) 25 total frames D 120120
*
150150
*
V-Gauge -600 / 0
0 / 50
High *Press the forward direction to change the projectile's speed

Kill Step

(DURING GUARD)+

LMH

31 total frames V-Gauge -300 / 0 1F - 25F attack invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Flicker

(REPEAT BUTTON)
6 6 22 3 -3 CA 8080
*
150150
*
10 / 28 High No changes based on button strength

Psycho Spark

+

M

11 8 16 1 -2 CA 5050 8080 5 / 20 High Treated as a projectile

Psycho Shoot

(DURING Psycho Spark)
13 39 total frames 4 -4 CA 5050 7070 5 / 20 High Button strength changes projectile speed

EX Psycho Shoot

(DURING Psycho Spark)
13 36 total frames D 8 100100
*
150150
*
-300 / 0 High

Psycho Knuckle

H

(HOLD BUTTONS)
30 12 27 (crumple) -2 100100 150150 20 / 50 High Moves behind the opponent on hit and block
Crumple time is longer the closer the attack hits

Psycho Upper

16 5 33 D -16 CA 100100 150150 20 / 40 High

EX Psycho Upper

LMH

16(*13) 11 32 D -20 140140
*
200200
*
-300 / 0 High 1F - 18F full invincibility
Subject to counter hit during move duration (1.2x damage)
*During cancel

Psycho Rising

12 18 26 frame(s) after landing D -38 5050
*
100100
*
20 / 20 High 13F - 51F 3F - 9F projectile invincibility
10F - 13F full invincibility
Subject to counter hit during move duration

Psycho Splash

(AFTER Psycho Rising HITS)
14 Until landing 26 frame(s) after landing D 7070 100100 10 / 30 High Can only be done on hit

EX Psycho Splash

(AFTER Psycho Rising HITS)
14 Until landing 13 frame(s) after landing D 8080 100100 -300 / 0 High Can only be done on hit
Projectile invincible while active
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Barrage

+
1+12 14 49 D -21 340340 00 -900 / 0 High 1F - 22F full invincibility
The active frames are for whiff

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 8 5 3 5 3 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

6 3 16 9 3 15 9 V 6060 100100 0 / 30 High

Standing HP

H

11 3 21 2 -2 13 9 CAV 9090 150150 0 / 50 High Triggers Crush Counter (D)
Value is the fastest startup

Standing LK

L

3 3 8 2 1 3 2 V 3030 7070 0 / 20 High Can be rapid canceled

Standing MK

M

7 3 15 4 2 12 10 V 7070 100100 0 / 30 High

Standing HK

H

15 4 22 2 -4 9 3 V 8080 150150 0 / 50 High 10F - 23F Triggers Crush Counter (+20F)

Crouching LP

(WHILE CROUCHING)

L

4 2 8 5 3 4 2 SCAV 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 5 2 10 7 SCAV 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

8 6 21 1 -5 18 12 SCAV 80
(*70)
80
*
150150 0 / 50 High Triggers Crush Counter (D)
Forces stand
*From active frame 2F

Crouching LK

(WHILE CROUCHING)

L

4 2 8 2 0 2 0 V 2020 7070 0 / 20 Low

Crouching MK

(WHILE CROUCHING)

M

8 2 17 1 -3 8 4 SCAV 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

10 5 24(*22) D -10 D 9 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)
*On whiff

Jumping LP

(DURING JUMP)

L

4 5 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 4 7070 100100 0 / 30 Mid Causes knockdown on mid-air hit

Jumping HP

(DURING JUMP)

H

9 4 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

8 5 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

9 5 9090 150150 0 / 50 Mid
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Blow

OR+

L

L

5 3 17 D 130130 150150 0 / 70 Throw

Cheat & Smash

+

L

L

5 3 17 D 140140 200200 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Snatcher

M

M

21 6 40 D -2 8080
*
200200
*
V-Gauge 0 / 80 High Will not hit airborne opponents
Value is the fastest startup
If the Snatcher hits, Ed automatically closes the distance with a body blow

Psycho Snatcher

M

M

(HOLD BUTTONS)
35 6 40 D 3 120120 00 V-Gauge 0 / 100 High Will not hit airborne opponents
If the Snatcher hits, Ed launches the opponent while bringing them closer, if it's blocked, he brings them closer on the ground

Psycho Snatcher

+

M

M

9 4 47 D 100100
*
150150
*
V-Gauge 0 / 80 High Will not hit grounded opponents
Value is the fastest startup
If the Snatcher hits, Ed automatically flies up to the opponent with a punch strike

Psycho Snatcher

+

M

M

(HOLD BUTTONS)
26 6 40 D 8080
*
100100
*
V-Gauge 0 / 120 High Will not hit grounded opponents
If the Snatcher hits, Ed slams the opponent into the ground and they'll bounce up

Enhanced Snatcher

H

H

1 5 00 00 V-Gauge -900 / 0 V-Gauge Timer + 4000F
Gains the special moves Ultra Snatcher - Ground and Ultra Snatcher - Air while active

Kill Step

(DURING GUARD)+

LMH

31 total frames V-Gauge -300 / 0 1F - 25F attack invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Flicker

(REPEAT BUTTON)
6 6 22 3 -3 CA 8080
*
150150
*
10 / 28 High No changes based on button strength

Psycho Spark

+

M

11 8 16 1 -2 CA 5050 8080 5 / 20 High Treated as a projectile

Psycho Shoot

(DURING Psycho Spark)
13 39 total frames 4 -4 CA 5050 7070 5 / 20 High Button strength changes projectile speed

EX Psycho Shoot

(DURING Psycho Spark)
13 36 total frames D 8 V 100100
*
150150
*
-300 / 0 High

Psycho Knuckle

H

(HOLD BUTTONS)
30 12 27 (crumple) -2 (crumple) 14 V 100100 150150 20 / 50 High Moves behind the opponent on hit and block
Crumple time is longer the closer the attack hits

Psycho Upper

16 5 33 D -16 CA 100100 150150 20 / 40 High

EX Psycho Upper

LMH

16(*13) 11 32 D -20 140140
*
200200
*
-300 / 0 High 1F - 18F full invincibility
Subject to counter hit during move duration (1.2x damage)
*During cancel

Psycho Rising

12 18 26 frame(s) after landing D -38 5050
*
100100
*
20 / 20 High 13F - 51F 3F - 9F projectile invincibility
10F - 13F full invincibility
Subject to counter hit during move duration

Psycho Splash

(AFTER Psycho Rising HITS)
14 Until landing 26 frame(s) after landing D 7070 100100 10 / 30 High Can only be done on hit

EX Psycho Splash

(AFTER Psycho Rising HITS)
14 Until landing 13 frame(s) after landing D 8080 100100 -300 / 0 High Can only be done on hit
Projectile invincible while active

VUltra Snatcher - Ground

(DURING V-TRIGGER II)

H

H

26 8 37 7 2 8080
*
100100
*
0 / 40 High Uses 1300F V-Gauge Timer
Will not hit airborne opponents
If the Snatcher hits, Ed will automatically close the distance and attack
Can be canceled into from special moves, except for Psycho Rising and regular Psycho Splash

VUltra Snatcher - Air

(DURING V-TRIGGER II)+

H

H

16 7 32 D CA 100100
*
150150
*
0 / 40 High Uses 1300F V-Gauge Timer
Will not hit grounded opponents
If the Snatcher hits, Ed automatically brings the opponent closer and attacks
Can be canceled into from special moves, except for Psycho Rising and regular Psycho Splash
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Psycho Barrage

+
1+12 14 49 D -21 340340 00 -900 / 0 High 1F - 22F full invincibility
The active frames are for whiff