|Psycho Snatcher - Ground||+|
|Psycho Snatcher - Air||++|
Description[edit | edit source]
Executed by pressing Medium Punch and Medium Kick simultaneously with no directional inputs, Ed sends a spear of negative energy forward. If the attack hits, Ed dashes forward and delivers a punch to his opponent's body, knocking the wind out of them. The properties of this are changed if Medium Punch and Medium Kick are held. On hit, Ed binds his opponent's wrists and ankles with strings infused with Psycho Power. He yanks on the threads, pulling his opponent towards him.
By pressing down plus Medium Punch and Medium Kick simultaneously, Ed sends a spear of negative energy upward. If the attack hits, Ed snares his opponent's wrists and ankles. He then jumps and delivers a downward punch that knocks his opponent to the ground. he properties of this are changed if Medium Punch and Medium Kick are held. On hit, Ed binds his opponent's extremities with strings infused with Psycho Power . He yanks on the threads, pulling his opponent down, causing them to bounce on the ground.
Tactics[edit | edit source]
Psycho Snatcher - Ground[edit | edit source]
The startup of this move is fairly long, ranging from 21 frames for the uncharged version and 35 frames for the charged version. Both versions also have 40 frames of recovery. Additionally, this attack whiffs if his opponent is airborne. Because of the move's long startup and recovery, his opponent can get a full jump-in combo, making this move dangerous to use on whiff.
However, Ed's V-Skill is a decent way to stay close to his opponent. It can negate single-hitting projectiles. Additionally, the charged version can negate fireballs, while maintaining its hitbox. If this attack makes contact with his opponent, it brings them closer, allowing Ed to maintain pressure. The uncharged version is -2 on block. While it is difficult for his opponent to punish, Ed doesn't get any mix-ups afterwards. On the other hand, he is +3 if his opponent blocks the charge version. Ed can mix-up his opponent by making them guess whether he's about to attack or go for a throw.
Both the uncharged and charged version result in a knockdown. The uncharged version has no follow-ups on hit. However, the charged version puts his opponent in a juggle state. He can further extend the combo with either Jumping Medium Punch or Psycho Rising, resulting in good damage and positional advantage.
Psycho Snatcher - Air[edit | edit source]
Compared to the ground version, the startup is much quicker, ranging from 9 frames for the uncharged version and 26 frames for the charged version. It also whiffs on grounded opponents. Despite it's appearance, this move is unreliable as an anti-air attack.
Both versions result in a hard knockdown. The uncharged version can be used to end combos from EX Psycho Splash. The charged version inflicts more damage and puts his opponent in a juggle state. This allows Ed to follow-up with a special attack for respectable damage and a knockdown. He can also use his normals to put his opponent in an air reset. Using the charged version makes Ed's meaty setups more consistent.