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• Options you can go for when you land a blocked charged flicker and are +4 • Note that if an opponent is burned out when they block the flicker you will be +8, meaning you must delay your throw for it to connect. You can tick throw with sLP (blocked) into throw to avoid manually timing it (sLP blocked into walk back shimmy works well here too).

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Option Beats… Loses to…
⭐ **Instant/Delay Throw

Can delay your throw by blocking for a few frames before throwing to threaten throw while guarding against reversals** | • Blocking • Mashing/Delay Jab • PP | • Reversals • Special Shimmies • Instant/Delay Tech (resets to neutral) • Back Dash Shimmy (-3, loses turn) • Jumping | | ⭐ Back Dash Shimmy | • Instant/Delay Tech | • Mashing/Buttons • Reversals • Blocking • Jump/Backdash | | ⭐Neutral Jump Shimmy

Most players may get the most milage out of this shimmy option (depends on how well the opponent can AA) | • Delay Tech (3 or more frames of delay) • Some Reversals | • Some Reversals • Instant Tech (they have time to block/AA if their insta tech whiffs or if they do nothing against your neutral jump) • Mashing/Delay Jab/Blocking (they can potentially AA you) • Back Dash Shimmy (you can attempt jump in follow up otherwise loses turn) • Forward Jump Escape (can air to air them, leads to scramble) • Backwards Jump Escape (resets to neutral) | | ⭐ cMK

Best used to beat teching. You can manually delay as well

Can go into cMK/sHP combo on ch or sMP/cMP/cLK combo on normal hit | • Instant/Delay Tech (0-5f of delay) • Back Dash shimmy | • Mashing Buttons • Reversals • PP • Delay Jab (depending on how much they delay) • Any Jump (they get air reset, except 5f jumps startups like Gief) • Blocking/Walkback (-1 loses turn) | | ⭐ cMP xx DRC/L Flicker/KRB/OD Flicker | • Instant/Delay Tech (ish) (0-3f of delay) • Any Jumping/Back Dashing • 4f Mashing (+8 after trade into cMP combo) • Blocking/Any delayed option w/ 4f or more of delay (maintains turn w/ DRC) | • Reversals | | 👍🏼 Backwards jLK

Usually done to go for the kill (this hits overhead) | • Instant/Delay Tech (0-8f of delay) • Any Jumping

| • Some Reversals (some will whiff) • Mashing (some crouching normals whiff, reseting neutral) • Backdash (resets neutral) • Blocking/Parry (resets neutral) • Delay Jab (resets neutral) | | sMP

go into sMP combo on ch or cLK on normal hit | • Instant/Delay Tech (ish) (0-2f of delay) • Any Jumping/Back Dashing • Mashing | • Reversals • Blocking (-1 loses turn) | | Walk Back Shimmy | • Delay Tech (8 or more frames of delay) • Reversals | • cMK’s/Lows • Instant/delay Tech (0-7f of delay) • Mashing/Delay Jab (loses turn) • Blocking (resets neutral) • Any Shimmy (can lead to a scramble situation or just resets neutral) • Forward Jump Escape (can sHK AA them?) |

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You can go for Ed’s Normal Tick Throw Options when you land a point blank blocked Snatcher too.

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Tick Throw Option (cLP can be used too but it changes follow-up's slightly) Beats… Loses to… *assuming they respond after the jab
sLP (blocked) into throw

*Can delay throw to stay safe against reversal supers while still threatening throw

Ed can also always go for throw after two blocked jabs by walking forwards a bit then throwing (to vary the timing)* | • Blocking • Delay Jab/Buttons | • Walk Back • Reversals • Mashing 4/5f moves (will beat mashing if you DR into sLP first) • Instant/Delay Tech (resets to neutral) • Jump/Jumpback (can potentially AA DP them or block) • Back Dash Shimmy (Ed is -8 depending on opponent back dash speed and can be punished) | | ⭐ sLP, cLP, sLP string ** Confirm into combo on hit or light block string option on block. Can use any light string but cLP can catch walkback. | • Walking back/Neutral Jump/Back Dash • Mashing • Instant Tech | • Reversals • Blocking/Delay tech (ends turn) • Delay jab (loses turn) | | ⭐ sLP (blocked) into Walk Back Shimmy | • Reversals • Delay Tech (beats 2 or more frames of delay if point blank) | • cMKs/Lows • Instant tech • Any Jump/Shimmy (resets neutral, leads to scramble, but can potentially AA neutral jump) • Mash/Delay jab (loses turn) | | 👍🏼 sLP (blocked) into Staggered Jabs

*Confirm into light string combo on hit. Can also confirm into a ch cLK combo if fast enough.

A simple way to do this that I have seen high level Ed’s use too is after pressing the first sLP, commit to doing a cLP, sLP string after a slight delay, confirming into a jab combo on hit.* **** | • Delayed Options (depending on the delay) | • Mashing 4f/throw • Neutral Jump Shimmy (can potentially AA DP them) • Back Dash Shimmy (ends turn, leads to scramble) | | sLP (blocked) into sMP

Confirm into sMP combo on counter hit or cLK combo on normal hit | • Delayed Tech (Beats 2-8f of delay) • Back Dash (can lead to cLK combo on normal hit) | • Reversals • Mashing • Instant Tech • Neutral Jumping (leads to scramble) • Forward Jumping (can potentially AA them?) | | sLP (blocked) into Back Dash Shimmy | • Instant/Delay Tech | • Reversals • Mashing • Jumping (can lead to scramble) • Block/Parry (resets neutral) | | sLP (blocked) into Neutral Jump Shimmy | • Delay Tech (8 or more frames of delay w/ normal height characters) • Some Reversals | • Mashing 4f • Some Reversals • Block (can be AA’ed) • Delay jab (you get air reset) • Any Jump/Shimmy (resets neutral or leads to scramble) |

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A note on offensive delay teching (advanced info) • When delay teching, the amount you need to delay depends on the reversal that the opponent could use. E.g. After landing a blocked snatcher you are +4 and so to beat a 6f invincible reversal (which as fast as they can be) you need to delay by at least 10f. If the opponent must reversal with a screen freeze super you can delay less than 10f. This is because the screen freeze of the super makes your throw not come out, thus making delay teching easier/more lenient in terms of how much you must delay. • Against characters with slower reversals (like Ed) you’d have to delay even more than 10f.

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