my list of extra notes (some of which I see were mentioned by others) -2MK covers basically the same AA range as 5HK but is almost guaranteed to lose to decent jump-ins, the only advantage is that it's 1f faster and you can do it while crouched. I think it will mostly be used to stop advancing moves like Kim 6HK -if OD flicker interacts with an OD fireball it can no longer grab the opponent (unlike how the charged flickers work against meterless fireballs) -delayed cancel allows LP DP to combo into SA3 (5f window vs. grounded, much harder if they're being juggled) -8:28 you called him Luke lol -Psycho Knuckle is only plus oB at Lv.2, or Lv.1 in the corner is +2 -Ed's 2MP is actually one of the shortest cancelable low pokes in the game, slightly worse than Jamie's but 1f slower (but his combo routes play really well with it like you mentioned) -Meaty 236P can actually be up to +14/+6 (although idk any specific setups for it) -Meaty 5HK on wakeup crouch block isn't real, that only works on the training dummy because it holds straight down until the move connects (the proximity guard hitbox is what causes the shift) -2MK/5HP force stand on hit, so you can guarantee 5HK in your DR cancel confirms
Target combo into late kill rush medium DP allows a frame kill crouching light punch into +6 meaty fireball. You have to do both the frame kill and the fireball on the earliest frames though.
Meaty 5hk doesn't work, But if they're burnt out safe jump j.hp into 5hk works because your character stays standing. Also allows you to fuzzy with j.lk.
Right I just brought SF6 and I’m practicing with him and and I’m loving ever minute of it. Definitely a huge upgrade from SF5. I was never a good huge top notch player but I’m gonna try and practice as much as I can.
17:04 This is actually a bug with the training mode! If the dummy is set to crouch, meaty whiff-on-crouch moves will connect, even though that's not how they're supposed to behave. If you record the dummy down-backing instead of setting them to crouch, you will see that a meaty HK will whiff. The behaviour after a blocked jump normal seems to be working properly, however.
The only note I have that wasn't mentioned by the pinned comment is that the cool DI wallsplat combo is less optimal than HP into late cancel kill rush into HP DP or Psycho Blitz, which is also easier to do with the added height from the wallsplat.
I don't know what it is about watching your videos but whenever you explain stuff I just understand like you're the one of the very few people that things just click with me when you start explaining stuff and I really do appreciate it a lot been watching you since like third strike and Street Fighter IV I'ma take your advice on this Ed guide and really practice
9:43 Psycho Knuckle has 2 versions, the partially charged one is actually -2 on block, only the higher lvl one is plus 4 on block (which requires holding HP for a very long 60f). In any case, I do apprechiate all the work you're doing, and I learned a lot from this, thanks.
A small note about using dp into charge knuckle in the sa2 route for corner carry is that you can replace the 6hp with a dash which makes the knuckle auto time itself at full charge and leaves you point blank afterwards for strike throw mix. Since you get to charge to the next level on the knuckle you don't even lose much damage for the much better knockdown.
Great vid, one thing 10:50 about his counterhit combos, 5HP only goes in 2MK on punish counter or drive rush. 2MK picks up from shocking ranges and goes into ex flicker so i find it really good for catching their buttons with the tip of 5HP and getting big damage
Oh man, I'm late to this but thanks, Baffy. My friend gifted me Ed because I was obsessed over Cammy's sibling being in an SF I *actually* liked, but I've only gotten by with Neutral, Reactions and foosies many thanks for providing the best + easy to follow guides/walkthroughs 💜
Another thing to add to the fireball section is his ability to make fireball wars in his favor midscreen with his own fireball. If Ken throws 2 fireballs in sequence for example, you can cancel the first one with spark and the second one with shoot and have enough time to drive rush forward and punish the recovery of the second fireball. Kakeru has been doing this a lot.
Not sure if this was pointed out already but OD Blitz on block is noteworthy in burnout situations. It's -3 normally so +1 on burnout, leaves you close enough to enforce strike/throw with a frame trap into jab, and is obviously hit confirmable into level 2. This makes it especially good if you're trying to snipe somebody with a cr.MP low as you can force a bad situation for them either way.
5:58 stuff like this is so funny. Like before the patch, Gief could cancel EX Lariat to Level 3, but it wouldn’t work. Why give us toys if they won’t work when we play with them. Anyways see Ed in season 2 where they give him dp to level 3
Theoretically if they armor your DP you could level 3 cancel it and blow through their armor. But you should never be doing DP in a scenario where it could be blocked (and thus could be armored) so that's irrelevant
Cammy can cancel uncharged HK DP into lvl3 and to my knowledge there's no scenario it connects. Like Baf said, blowing through armor seems like the only place it works. To be fair this is a bit different because obviously the fully charged DP does work and I believe there are some specific routes where you can do partial charge DP into lvl3.
You also have different strengths for SA2, but the slow light seems like the primary one, but maybe the heavy would have some fringe utility if you're desperate to pin down someone who is full screen and close to burn-out.
I do think the level 2 combos that keep the orb out will get better once people get better at using level 2. One combo I use is Drive rush HK into heavy flicker Drive rush HP into the latter half kill rush follow up Heavy dp Leaves you with I think 3 hits of the super left. There are definitely better ones that's just the one I found and it's pretty easy
Wonder why his charged HP can't be cancelled into back command dash. I'd assume it's supposed to be a commitment as most of Eds' tools but there's hardly any use to it I can think of once an opponent knows the match up. Would it be useful at high level of play, is there any sort of mind game to it?
For the "other" section, there's a good sideswap if you can afford to spend 3 drive: 236pp, drive rush into buffered light dp (which will turn around), into 214lp and you get the sideswap + a safejump. Great video!
Don't know if it really ever matters for SA2 stuff, but EX blitz has a really generous cancel window so you can choose whether to cancel to super before or after the final uppercut hit, changing the opponent's state for the hits of the super. Thanks so much for your hardwork as always.
Yo what’s up Bafael u still play chess? I’ve been improving I beat Boris on SparkChess 3 or 4 games out of 7 and I’m hoping to become a grandmaster master someday I play in tournaments. Let me know if you want to play sometime
I'm upset you didn't mention CH 2LK linking into itself and how you can route M.DP for real oki. That's something most characters can't actually do with their 5f pokes.
I found like 6 characters that can do their 5f poke into itself on CH, but since they're all minus on block it's not really that useful and it's hard to confirm
@@Spabobin That's not a difficult hit confirm at all. It's way easier than single hit confirming heavies which is common in top level play. Ed cleanly getting confirmable strike throw oki from a move with that good of a hitbox and startup is really good and should be used a lot more esp when you consider how expensive DRC hit confirms are in similar situations. Actually somewhat hard but important is CH confirming 5LP into 2LK since Ed rarely gets to end LP confirms with L.DP for oki due to range issues. But routing 2LK M.DP solves that.
I labbed that, it's his strongest starter that'll punish in time but the opponent is airborne afterwards and I couldn't find anything super great. With some drive rush juggles or something I could believe it's damage optimal
@@Bafaeljust doing medium flicker punish counter into hp ex snatcher hp dp is about 3.6k damage, if instead of ex snatecher you do charged snatcher you get about 3.2k damage
5:58 People actually just found out you can, but just barely! If you delay the cancel into Lvl 3 from a low connect light uppercut as much as possible they'll fall onto it and just barely get hit.
5:17 I'm having a real hard time landing that last heavy punch in the DR combo consistently, what am I doing wrong? Sometimes I'll hit it and other times he'll fall before I can hit him.
Too many factors in play for me to say. Are you getting the earliest possible DP? earliest possible fireball? Earliest possible drive rush? Earliest possible st HP? Use the frame meter to help spot where you're not consistent.
Can you explain why the slow DP startup is relevant? Which options / strings do meaty light normals give you that wouldn't be beaten by the DP anyways? The only way I could think of is a light normal that cancels into a good, fast, advantageous special on block (but naturally not on whiff), but do these specials exist in SF6?
the sliw dp startup can be dummed up to this. if the opponent jumps (a jump is 45 frames) the normal character ken or luke use their 5 frame dp when the opponent is at their end of the jump aka 6-7 frames before they land. they get hit. if ed does a light dp, which is 10 frames, when the opponent is at the end of their jump or 9 frames before landing, they will block your dp and you will lose your turn. for the safe specils on block, a good example is guile's sonic boom or dee jay's air slasher. both are safe on block
@@biolt90 Are you doing the delayed punch followup after his dash? if you hit punch right away it doesn't launch as high, and you can't juggle into qcb HP. You have to do the dash and hit the punch late
I think its not that Ed's uppercuts are coded to cancel into SA3, but rather that most others aren't because they leave the ground. His doesn't, he stays grounded and maybe to the game that incidentally feels like a regular special and it lets you cancel to SA3
I like your video but as a fresh player to it, I find this video would be more helpful with actual inputs displayed on the screen as opposed to the command inputs display which pick up accidental inputs.
I miss so many Level 3 supers because i combo from psycho uppercut... -.- They should remove that interaction cause buffering makes it really easy to misinput.. I'm silver so im bad
It does work but the speed is a little suspect. Crosscuts often have to be done late and ed's light DP, while it has an acceptable hitbox for crosscutting, has a rather unimpressive 10f startup so there's a possibility they can land and block if they empty jump based on the angle and timing
I knew about it thanks to twitter but while it's good it's pushing the limits of practical for people who are learning the character so I decided not to include it.
Controversial take, while Ed’s s.mk is a good poke the fact that ed has it makes me think that the devs want to balance the entire game around a mk poke/dash cancel buffer
That move is godlike. You legit can be super ignorant with the first two hits of TC if spaced since that's only -6 on block, and on hit the TC gives you an extremely good knockdown with easy dash/KR oki. Honestly I'm baffled at how good that move is.
5:59 got me liek WTF too. been trying to find a single fucking combo where he can combo SRK to level 3 and have it connect. Makes ZERO sense why it even exists
my list of extra notes (some of which I see were mentioned by others)
-2MK covers basically the same AA range as 5HK but is almost guaranteed to lose to decent jump-ins, the only advantage is that it's 1f faster and you can do it while crouched. I think it will mostly be used to stop advancing moves like Kim 6HK
-if OD flicker interacts with an OD fireball it can no longer grab the opponent (unlike how the charged flickers work against meterless fireballs)
-delayed cancel allows LP DP to combo into SA3 (5f window vs. grounded, much harder if they're being juggled)
-8:28 you called him Luke lol
-Psycho Knuckle is only plus oB at Lv.2, or Lv.1 in the corner is +2
-Ed's 2MP is actually one of the shortest cancelable low pokes in the game, slightly worse than Jamie's but 1f slower (but his combo routes play really well with it like you mentioned)
-Meaty 236P can actually be up to +14/+6 (although idk any specific setups for it)
-Meaty 5HK on wakeup crouch block isn't real, that only works on the training dummy because it holds straight down until the move connects (the proximity guard hitbox is what causes the shift)
-2MK/5HP force stand on hit, so you can guarantee 5HK in your DR cancel confirms
Meter fireball after any safe jump combo "+42" let's you dash and land meaty spark in the corner for +5 if I recall, much more if ex is used.
Target combo into late kill rush medium DP allows a frame kill crouching light punch into +6 meaty fireball. You have to do both the frame kill and the fireball on the earliest frames though.
A lot of brain activity here. I love it
Meaty 5hk doesn't work,
But if they're burnt out safe jump j.hp into 5hk works because your character stays standing.
Also allows you to fuzzy with j.lk.
This character’s going places. I love how much more fully realised Ed feels in this game
Right I just brought SF6 and I’m practicing with him and and I’m loving ever minute of it. Definitely a huge upgrade from SF5. I was never a good huge top notch player but I’m gonna try and practice as much as I can.
17:04 This is actually a bug with the training mode! If the dummy is set to crouch, meaty whiff-on-crouch moves will connect, even though that's not how they're supposed to behave. If you record the dummy down-backing instead of setting them to crouch, you will see that a meaty HK will whiff. The behaviour after a blocked jump normal seems to be working properly, however.
Could you report this as a bug? Sounds like an important thing for the dev team to know about and maybe we can get this fixed
@@EXFrost I've reported it before, along with other training mode bugs but I kinda doubt Capcom is gonna fix it
@@Spabobin well theyve steadily working through the list so far so i have hope
The only note I have that wasn't mentioned by the pinned comment is that the cool DI wallsplat combo is less optimal than HP into late cancel kill rush into HP DP or Psycho Blitz, which is also easier to do with the added height from the wallsplat.
I don't know what it is about watching your videos but whenever you explain stuff I just understand like you're the one of the very few people that things just click with me when you start explaining stuff and I really do appreciate it a lot been watching you since like third strike and Street Fighter IV I'ma take your advice on this Ed guide and really practice
Hey I can't learn the same way normal people do either!😁
8:30 "Luke's other normals" LOL
"Blonde Fighter V" is making its return lol
Blonde Fighter 6 featuring Terry Bogard
@@Azure6567 inb4 Terry 2C becomes Luke 2MP 2.0
Thank you so much man. I'm terrible at figuring out combos and your vids have been helping me since I first started with fighting games in USF4.
9:43 Psycho Knuckle has 2 versions, the partially charged one is actually -2 on block, only the higher lvl one is plus 4 on block (which requires holding HP for a very long 60f). In any case, I do apprechiate all the work you're doing, and I learned a lot from this, thanks.
fwiw partially charged version is actually plus in the corner
Its a 69 frame charge to be exact
Man I love that Psycho Knuckle!!! Especially when he says it!! Man Ed is really fun to play with.
A small note about using dp into charge knuckle in the sa2 route for corner carry is that you can replace the 6hp with a dash which makes the knuckle auto time itself at full charge and leaves you point blank afterwards for strike throw mix. Since you get to charge to the next level on the knuckle you don't even lose much damage for the much better knockdown.
absolutely fantastic as always, ed's definitely my favourite of the dlc so far so this is a huge help
Probably one of my favorite videos so far going over Ed stuff. Really like the way you explain and lay things out
Great vid, one thing 10:50 about his counterhit combos, 5HP only goes in 2MK on punish counter or drive rush. 2MK picks up from shocking ranges and goes into ex flicker so i find it really good for catching their buttons with the tip of 5HP and getting big damage
I believe the reason uppercut cancels to SA3 is because it allows him to beat DI. If your uppercut is DI'd, cancel and punish them.
sounds nice on paper but when would I ever do uppercut in a context where it's possible for the opponent to DI
You wouldn't get it
@@Bafaeluppercut in neutral you coward
@@Bafael counterpoke into buffered DP, the opponent did DI so they moved forward into range. basically the only realistic scenario
@Bafael that's the question lol, but I guess Capcom knows things we don't
you not from michigan if you never done this before
God forgive us all
Hello requis
@@CastleCombatBrothersTelling One: Get Fucked
what are you talking about
@@animaIpath you obviously are not from Michigan
Aaaah finally my favourite youtuber with the guides ❤
Amazing video as always, thanks for making a video about Ed
Oh man, I'm late to this but thanks, Baffy. My friend gifted me Ed because I was obsessed over Cammy's sibling being in an SF I *actually* liked, but I've only gotten by with Neutral, Reactions and foosies
many thanks for providing the best + easy to follow guides/walkthroughs 💜
I'm always hyped when a baf video has a thumbnail
Wow kudos for this video! I want to pick Ed going into season 2. And this video was very informative!! 👍🏻
Thanks for the guide Bafael, I really appreciate it 🙇♂
"You can also do this for more damage, but the timing is precise"
-one frame link
Your guide is so clean bro, hope you will do more with other characters!
Once again thanks for the passion and guides
Another thing to add to the fireball section is his ability to make fireball wars in his favor midscreen with his own fireball. If Ken throws 2 fireballs in sequence for example, you can cancel the first one with spark and the second one with shoot and have enough time to drive rush forward and punish the recovery of the second fireball. Kakeru has been doing this a lot.
This is really good. Excellent video!
Sir baf, you leave us starving for this Subtle SFV lore
As a new player thanks for the easier alternative combos much appreciated
Very straight forward. NICE!
Great video my guy! Very helpful!
You can command dash or superman punch to avoid cross ups
Not sure if this was pointed out already but OD Blitz on block is noteworthy in burnout situations. It's -3 normally so +1 on burnout, leaves you close enough to enforce strike/throw with a frame trap into jab, and is obviously hit confirmable into level 2. This makes it especially good if you're trying to snipe somebody with a cr.MP low as you can force a bad situation for them either way.
a more optimal wall splat combo (though its kinda hard) is hp xx charged light snatcher into heavy blitz or upper
5:58 stuff like this is so funny. Like before the patch, Gief could cancel EX Lariat to Level 3, but it wouldn’t work. Why give us toys if they won’t work when we play with them. Anyways see Ed in season 2 where they give him dp to level 3
Theoretically if they armor your DP you could level 3 cancel it and blow through their armor. But you should never be doing DP in a scenario where it could be blocked (and thus could be armored) so that's irrelevant
Reminder that SF4 DeeJay had a force-stand normal that whiffs on crouchers. Capcom loves to do paradoxically useless things for some reason.
Cammy can cancel uncharged HK DP into lvl3 and to my knowledge there's no scenario it connects. Like Baf said, blowing through armor seems like the only place it works.
To be fair this is a bit different because obviously the fully charged DP does work and I believe there are some specific routes where you can do partial charge DP into lvl3.
Great video brother.
Nice tutorial
he can also do charge flicker-lp dpx2-super 2-stuff
its a great way to land super 2 without spending bar and getting great dmg
You also have different strengths for SA2, but the slow light seems like the primary one, but maybe the heavy would have some fringe utility if you're desperate to pin down someone who is full screen and close to burn-out.
I do think the level 2 combos that keep the orb out will get better once people get better at using level 2.
One combo I use is
Drive rush HK into heavy flicker
Drive rush HP into the latter half kill rush follow up
Heavy dp
Leaves you with I think 3 hits of the super left. There are definitely better ones that's just the one I found and it's pretty easy
I’ve seen ppl beat sumo slam dead above him with stand heavy kick. Don’t know how consistent you can be with it though.
its fine if his anti air doesn't hit close, ed can do that front and back dash thing with 2xkick
Wonder why his charged HP can't be cancelled into back command dash. I'd assume it's supposed to be a commitment as most of Eds' tools but there's hardly any use to it I can think of once an opponent knows the match up. Would it be useful at high level of play, is there any sort of mind game to it?
For the "other" section, there's a good sideswap if you can afford to spend 3 drive: 236pp, drive rush into buffered light dp (which will turn around), into 214lp and you get the sideswap + a safejump. Great video!
I like how Ed has Dudley's dash...❤❤
i wish lol, its not fireball invincible😭😭
Kings back
thank you!!
Don't know if it really ever matters for SA2 stuff, but EX blitz has a really generous cancel window so you can choose whether to cancel to super before or after the final uppercut hit, changing the opponent's state for the hits of the super.
Thanks so much for your hardwork as always.
Yo what’s up Bafael u still play chess? I’ve been improving I beat Boris on SparkChess 3 or 4 games out of 7 and I’m hoping to become a grandmaster master someday I play in tournaments. Let me know if you want to play sometime
I'm upset you didn't mention CH 2LK linking into itself and how you can route M.DP for real oki. That's something most characters can't actually do with their 5f pokes.
I found like 6 characters that can do their 5f poke into itself on CH, but since they're all minus on block it's not really that useful and it's hard to confirm
@@Spabobin That's not a difficult hit confirm at all. It's way easier than single hit confirming heavies which is common in top level play.
Ed cleanly getting confirmable strike throw oki from a move with that good of a hitbox and startup is really good and should be used a lot more esp when you consider how expensive DRC hit confirms are in similar situations.
Actually somewhat hard but important is CH confirming 5LP into 2LK since Ed rarely gets to end LP confirms with L.DP for oki due to range issues. But routing 2LK M.DP solves that.
Light upper cancels into super because it connects in the corner, from my experience but at that point QCB+HP is way more consistent lmao
I saw a dp punish that started with medium psycho flicker somewhere. I'd have to go lioking for it but I believe it was chunky dmg.
I labbed that, it's his strongest starter that'll punish in time but the opponent is airborne afterwards and I couldn't find anything super great. With some drive rush juggles or something I could believe it's damage optimal
@@Bafaeljust doing medium flicker punish counter into hp ex snatcher hp dp is about 3.6k damage, if instead of ex snatecher you do charged snatcher you get about 3.2k damage
And how about light fireball into dash forward, dr, or command dash to get the party started 🤩 thanks Baf! :)
The only reason i think youd cancel DPs into lvl 3 is to either beat drive impact or as a bad gimmick, i couldnt get it to combo either
His anti air is effortless.
5:58 People actually just found out you can, but just barely! If you delay the cancel into Lvl 3 from a low connect light uppercut as much as possible they'll fall onto it and just barely get hit.
5:17 I'm having a real hard time landing that last heavy punch in the DR combo consistently, what am I doing wrong? Sometimes I'll hit it and other times he'll fall before I can hit him.
Too many factors in play for me to say. Are you getting the earliest possible DP? earliest possible fireball? Earliest possible drive rush? Earliest possible st HP? Use the frame meter to help spot where you're not consistent.
I've been doing alot of 5HP late Killrush to H Blitz.
Can you explain why the slow DP startup is relevant? Which options / strings do meaty light normals give you that wouldn't be beaten by the DP anyways? The only way I could think of is a light normal that cancels into a good, fast, advantageous special on block (but naturally not on whiff), but do these specials exist in SF6?
the sliw dp startup can be dummed up to this. if the opponent jumps (a jump is 45 frames) the normal character ken or luke use their 5 frame dp when the opponent is at their end of the jump aka 6-7 frames before they land. they get hit. if ed does a light dp, which is 10 frames, when the opponent is at the end of their jump or 9 frames before landing, they will block your dp and you will lose your turn. for the safe specils on block, a good example is guile's sonic boom or dee jay's air slasher. both are safe on block
So his upper cut into level 3 does work with medium and Light but you have to delay the input
Okay so Apparently you have to really Delay the SA3 after DP to make it combo
I think uppers to lvl 3 cancel is probaby for chip.
His AA sucks but one things that should be mentioned is thay stand HK or cround MK can be canceled into run for quick strike throw mix
What's the trick to inputting the fireball into DR immediately after? I can't figure out how to do it correctly.
I cant do the first drive rush combo... im getting everything but the heavy pshyco blitz.. it wont connect any tips on this
If only the special move is falling out then you're probably missing the cancel
@@Bafaelomg ive tried for 30 min csnt hit that heavy special 11:31
@@biolt90 Are you doing the delayed punch followup after his dash? if you hit punch right away it doesn't launch as high, and you can't juggle into qcb HP. You have to do the dash and hit the punch late
I think its not that Ed's uppercuts are coded to cancel into SA3, but rather that most others aren't because they leave the ground. His doesn't, he stays grounded and maybe to the game that incidentally feels like a regular special and it lets you cancel to SA3
I like your video but as a fresh player to it, I find this video would be more helpful with actual inputs displayed on the screen as opposed to the command inputs display which pick up accidental inputs.
I miss so many Level 3 supers because i combo from psycho uppercut... -.- They should remove that interaction cause buffering makes it really easy to misinput.. I'm silver so im bad
At 8:28 you call Ed “Luke”. This is a travesty and you should be ashamed of yourself. How dare you call yourself a Tekken fan.
I called him luke like 3 other times in outtakes
@@BafaelI keep calling him "Steve" by mistake.
Can't you cross cut with L DP at all?
It does work but the speed is a little suspect. Crosscuts often have to be done late and ed's light DP, while it has an acceptable hitbox for crosscutting, has a rather unimpressive 10f startup so there's a possibility they can land and block if they empty jump based on the angle and timing
I can't seem to recreate the charged flicker after throw beating DI. Is it purely tight timing or is there something I'm missing?
It's not that tight from my testing. Just charge early enough and release so it hits meaty.
What about drive rush hk microwalk hk microwalk cr.mp?
I knew about it thanks to twitter but while it's good it's pushing the limits of practical for people who are learning the character so I decided not to include it.
Show us the move inputs damn
Hero
Controversial take, while Ed’s s.mk is a good poke the fact that ed has it makes me think that the devs want to balance the entire game around a mk poke/dash cancel buffer
Thats not controversial it just is the truth lol
That move is godlike. You legit can be super ignorant with the first two hits of TC if spaced since that's only -6 on block, and on hit the TC gives you an extremely good knockdown with easy dash/KR oki. Honestly I'm baffled at how good that move is.
Usf4 decapre tutorial when
you're like a decade and a half late
I really hate how eds move names have switched
Ed makes me think that Dudley won't be in this game :(
5:59 got me liek WTF too. been trying to find a single fucking combo where he can combo SRK to level 3 and have it connect.
Makes ZERO sense why it even exists
I think it's if they armour your DP, you can super them.
Also, uh.. Chip when they're burned out? I dunno.
im a noob, u r speaking alien language
I hate how ed's combos really rely on juggle timing.
If you told me a year ago that god damn Ed street fighter would be my bisexual awakening I WOULD NOT HAVE BELIEVED YOU
k
Twatter's that way..
weirdo 🤡
You people are absolutely disgusting.
Ed is cool but Dudley's "COOLER"