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For the attack now known as Psycho Blitz, see Psycho Flicker.

Psycho Snatcher (サイコスナッチャー Saikosunacchā?) is Ed's first V-Skill, introduced in Street Fighter V. In Street Fighter 6, this move is renamed and retooled as charged version of Psycho Flicker.

Input
Psycho Snatcher - Ground Arcade-Button-MPunch+Arcade-Button-MKick
Psycho Snatcher - Air Arcade-Stick-Down+Arcade-Button-MPunch+Arcade-Button-MKick
Street Fighter 6 Arcade Stick QCF+Arcade Button Kick
(Classic)
Arcade-Stick-Down+Modern SP
(Modern)

Description[]

PsychoSnatcher

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.

"A quick flicker jab cloaked in Psycho Power. Hold down the button to boost its attack properties, or cancel into Kill Rush."
Street Fighter 6
PsychoFlickerSF6

In Street Fighter 6, this would be repackaged as Psycho Flicker (サイコフリッカー Saikofurikkā?). Executed by performing a quarter-circle-forward motion and pressing kick (or pressing down and the Special Attack button with Modern Control), Ed takes a flicker stance, then rapidly punches the opponent while simultaneously releasing a wave of Psycho Power. The strength of kick alters the angle of the punch and trajectory of the projectile. Pressing Arcade-Button-LKick sends the Psycho Powered wave straight ahead. Arcade-Button-MKick fires at a diagonally downward angle and Arcade-Button-HKick releases diagonally upwards.

Additionally, when the button is held, Ed not only maintains the stance, but after a second, his fist starts glowing, indicating he has Psycho Snatcher ready. The Arcade-Button-LKick, Arcade-Button-MKick & Arcade Button 2xKick variants launch the opponent up, while the Arcade-Button-HKick variant pulls the opponent back down towards Ed, causing a floor bounce. While in the flicker stance, Ed can also cancel out of it using either version of Kill Rush.

Tactics[]

Street Fighter V[]

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.

StreetFighterV 1 31 2019 11 27 31 AM

Psycho Snatcher - Air in action

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.

Street Fighter 6[]

In Street Fighter 6, Psycho Flicker is a tricky long-ranged option that lets Ed keep up his pressure from a distance. While his Psycho Shoot can travel various speeds and at fullscreen, Psycho Flicker has more versatility as an offensive and defensive move. It functions similarly to a single-hitting projectile, allowing Ed to nullify an opponent's fireball of the same priority. It is at least -6 on block, making difficult for the opponent to punish from a distance. Additionally, using Psycho Flicker as a Punish Counter puts them in a crumple state, allowing Ed to perform a Drive Rush to being a high-damaging combo.

The strength of the kick button pressed determines the moves startup, trajectory, and damage output. The Light version has the fastest startup and travels straight at the opponent. However, it inflicts the least damage and reaches about 1/3 of the screen. Medium Psycho Flicker has a slightly longer startup, but has better range and damage compared the Light version. Even though it travels diagonally downward at the opponent, it is not considered a low attack. The Heavy version is mainly used as an anti-air move since it won't make contact with a grounded opponent. While Ed can use Heavy Psycho Flicker during juggle combos, he can attempt to bait the opponent into jumping over a potential Light or Medium projectile before sniping them out of the air with this move.

Psycho Flicker can be charged to snatch opponents or cancelled into Kill Rush to reposition. A fully charged Psycho Flicker is advantageous on block and leads to a juggle on hit, making it highly rewarding if properly aimed. However, its narrow hitbox can make it vulnerable to certain jump arcs. The OD version starts up fast and performs the Snatcher instantly without charging, though it cannot be cancelled or charged further.

Gallery[]

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