FIGHTER GUIDE IORI'S STRATEGY
ED
エドUse this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for ED.
- Health
- 10000
- Published data
- 4 sections
ED

FRAME DATA
ED Frame Data (SF6)
Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.
Move names use CAPCOM's official English Frame Data terminology.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 4 | 4-6 | 7 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 6 | 6-7 | 13 | 3 | -3 | 300 | — | |
| Normal Attacks | Standing Medium Punch | 7 | 7-9 | 15 | 6 | -1 | C | 600 | — |
| Normal Attacks | Standing Medium Kick | 10 | 10-11 | 16 | 0 | -5 | C | 600 | On whiff: 4F additional recovery. |
| Normal Attacks | Standing Heavy Punch | 10 | 10-13 | 18 | 5 | -2 | C | 800 | Forces stand. charged chargedduring, Kill Rush (Forward) Cancelable30F or more Lv1 activate60F or more Lv2 activate |
| Normal Attacks | Standing Heavy Kick | 10 | 10-12 | 12 | 8 | 4 | C | 800 | — |
| Normal Attacks | Crouching Light Punch | 4 | 4-6 | 10 | 3 | -3 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Light Kick | 5 | 5-6 | 12 | 2 | -4 | C | 300 | — |
| Normal Attacks | Crouching Medium Punch | 8 | 8-10 | 19 | 2 | -6 | C | 500 | — |
| Normal Attacks | Crouching Medium Kick | 9 | 9-10 | 16 | 8 | -1 | C | 600 | On whiff: 3F additional recovery. Forces stand. |
| Normal Attacks | Crouching Heavy Punch | 10 | 10-13 | 24 | D | -12 | 900 | On Punish Counter: longer knockdown and hard knockdown. | |
| Normal Attacks | Crouching Heavy Kick | 12 | 12-13 | 19 | -1 | -6 | C | 800 | On whiff: 2F additional recovery. |
| Normal Attacks | Jumping Light Punch | 5 | 5-9 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 8 | 8-10 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Medium Punch | 8 | 8-13 | landing recovery 3 | 500 | Cross-up property. | |||
| Normal Attacks | Jumping Medium Kick | 10 | 10-11 | landing recovery 3 | 700 | — | |||
| Normal Attacks | Jumping Heavy Punch | 9 | 9-13 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 8 | 8-9 | landing recovery 3 | 800 | during Hitman Combinationwhenlaunch knockdown | |||
| Unique Attacks | Psycho Knuckle(Lv1) | 39 | 39-53 | 35 | D | ※-2 | 800 | Hitman Combinationwhen crumple +41Note: corner block when +2 | |
| Unique Attacks | Psycho Knuckle(Lv2) | 69 | 69-83 | 35 | D | 4 | 1200 | Hitman Combinationwhen crumple +41Projectile clash property (1) | |
| Unique Attacks | Cobra Punch | 17 | 17-19 | 21 | 1 | -3 | 900 | 7-19F low-profile invulnerable during Hitman Combinationwhenslam knockdown | |
| Unique Attacks | Flicker Combination(2) | 7 | 7-9 | 15 | 3 | -3 | 400 | — | |
| Unique Attacks | Flicker Combination(3) | 7 | 7-9 | 16 | 1 | -8 | 600 | — | |
| Unique Attacks | Body Blow Combination | 13 | 13-14 | 23 | D | -8 | C※ | 400 | Note: Kill Rush (Backward) only |
| Unique Attacks | Hitman Combination(2) | 7 | 7-8 | 20 | 0 | -6 | 300 | — | |
| Unique Attacks | Hitman Combination(3) | 11 | 11-15 | 23 | D | -11 | 600 | — | |
| Unique Attacks | Low Smash Combination | 10 | 10-14 | 19 | D | -8 | SA | 700 | Hitman Combinationwhen Kill Rush (Forward), Kill Rush (Backward) Cancelable |
| Special Moves | Psycho Spark | 14 | 14-25 | 8 | 3 | -5 | SA3 | 400 | 22-28F Psycho Shoot Can follow up |
| Special Moves | OD Psycho Spark | 14 | 14-25 | 7 | D | -2 | SA2 | 400 | 18-28F Psycho Shoot Can follow up |
| Special Moves | L Psycho Shoot | 12 | total 42 | 3 | -8 | SA3 | 600 | — | |
| Special Moves | M Psycho Shoot | 12 | total 42 | 3 | -8 | SA3 | 600 | — | |
| Special Moves | H Psycho Shoot | 12 | total 42 | 3 | -8 | SA3 | 600 | — | |
| Special Moves | OD L Psycho Shoot | 12 | total 40 | D | -2 | SA2 | 800 | — | |
| Special Moves | OD M Psycho Shoot | 12 | total 40 | D | -2 | SA2 | 800 | — | |
| Special Moves | OD H Psycho Shoot | 12 | total 40 | D | -2 | SA2 | 800 | — | |
| Special Moves | L Psycho Uppercut | 10 | 10-17 | 28 | D | -13 | SA3 | 900 | 1-15F airborne strike; |
| Special Moves | M Psycho Uppercut | 14 | 14-19 | 32 | D | -20 | SA3 | 1000 | 1-19F airborne strike; |
| Special Moves | H Psycho Uppercut | 16 | 16-21 | 33 | D | -21 | SA3 | 1200 | 1-19F airborne strike; |
| Special Moves | OD Psycho Uppercut | 13 | 13-18 | 36 | D | -28 | 1600 | 1-16F fully invincible | |
| Special Moves | L Psycho Blitz | 11 | 11-29 / 11-13, 17-19, 26-29 | 14 | 3 | -5 | SA3 | 800 | — |
| Special Moves | M Psycho Blitz | 13 | 13-36 / 13-14, 22-24, 34-36 | 16 | D | -12 | SA3 | 900 | — |
| Special Moves | H Psycho Blitz | 15 | 15-37 / 15-16, 28-29, 36-37 | 23 | D | -12 | SA3 | 1100 | — |
| Special Moves | OD Psycho Blitz | 13 | 13-4413, 18, 22, 26, 30, 34,43-44 | 20 | D | -4 | SA2 | 1400 | — |
| Special Moves | L Psycho Flicker | 16 | 16-19 | 26 | 1 | -6 | SA3 | 800 | 26F or more Hold the button properties changechargedduring Kill Rush (Forward), Kill Rush (Backward) Cancelable Hitman Combinationwhen Kill Rush (Forward), Kill Rush (Backward) Cancelable On Punish Counter: crumple. +21Hitman Combinationwhenrecovery2F decrease Projectile clash property (1) |
| Special Moves | L Psycho Flicker (Charged) | 31 | 31-35 | 24 | D | 4 | 1000 | Hitman Combination/On block: pulls the opponent in Hitman Combinationwhen effect during Hitman Combinationwhenslam knockdown Projectile clash property (2) | |
| Special Moves | M Psycho Flicker | 20 | 20-23 | 26 | 3 | -6 | SA3 | 900 | 30F or morecharged properties changechargedduring Kill Rush (Forward), Kill Rush (Backward) Cancelable Hitman Combinationwhen Kill Rush (Forward), Kill Rush (Backward) Cancelable On Punish Counter: crumple. +23Hitman Combinationwhenrecovery1F decrease Projectile clash property (1) |
| Special Moves | M Psycho Flicker (Charged) | 35 | 35-39 | 24 | D | 4 | 1000 | Hitman Combination/On block: pulls the opponent in Hitman Combinationwhen effect during Hitman Combinationwhenslam knockdown Projectile clash property (2) | |
| Special Moves | H Psycho Flicker | 17 | 17-24 | 18 | SA3 | 800 | 30F or morecharged properties changechargedduring Kill Rush (Forward), Kill Rush (Backward) Cancelable Hitman Combinationwhen Kill Rush (Forward), Kill Rush (Backward) Cancelable opponent Projectile clash property (1) | ||
| Special Moves | H Psycho Flicker (Charged) | 35 | 35-44 | 19 | 1000 | opponent during Hitman Combinationwhenslam knockdown Projectile clash property (2) | |||
| Special Moves | OD Psycho Flicker | 25 | 25-28 | 32 | D | 4 | SA2 | ※800 | Hitman Combination/On block: pulls the opponent in Hitman Combinationwhen effect during Hitman Combinationwhenslam knockdown Note: during Hitman Combinationwhen Damage 1200Projectile clash property (1) |
| Special Moves | Kill Rush (Forward) | total 31 | 0 | 11-12F Kill Switch Break Can follow up13-24F Kill Switch Chaser Can follow up | |||||
| Special Moves | Kill Switch Break | 11 | 11-13 | 20 | D | -4 | SA3 | 600 | — |
| Special Moves | Kill Switch Chaser | 11 | 11-13 | 20 | D | -6 | SA3 | 600 | — |
| Special Moves | Kill Rush (Backward) | total 31 | 0 | — | |||||
| Super Arts | SA1 Psycho Storm | 13 | 13- 6713-14, 22-23, 40-41, 45-46, 63, 65, 67 | 56 | D | -32 | 2000 | 1-14F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30% | |
| Super Arts | SA2 Psycho Cannon | 8 | total 35 | D | 65 | 1100 | Counter Hit/ Counter Hit values do not change Minimum damage scaling 40% | ||
| Super Arts | SA3 Psycho Chamber | 10 | 10-19 | 64 | D | -49 | 4000 | 1-14F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. Note: /during version Psycho Flicker when when 30% | |
| Super Arts | CA Psycho Chamber | 10 | 10-19 | 64 | D | -49 | 4500 | 1-14F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. Note: /during version Psycho Flicker when when 30% | |
| Normal Throws | Face Buster | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Rib Crusher | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 19 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact (Turn Punch) | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) Hitman Combination ー corner wall splat startup Counter Hit, ー ー after Hitman Combination properties change; Hitman Combinationcrumple; during Hitman Combination Jump-inwhen increase; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Hammer Blow | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible Hitman Combinationwhenrecovery5F increase | |
| Common System | Drive Reversal (while recovering): Hammer Blow | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible Hitman Combinationwhenrecovery5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗