<aside> 📢
• There are 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. Since a blocked sLP is +3 against a burned out opponent you can use any of Ed’s DR Jab Tick Throw/Pressure Options since those also start from a +3 jab.
</aside>
| Blocked Snatcher into… | Beats… | Loses to… |
|---|---|---|
| ⭐ **Throw |
Can delay your throw by blocking for a few frames before throwing to threaten throw while guarding against reversals** | • Blocking/Walkback • Mashing/Delay Buttons | • Reversals (unless you delay throw) • Special Shimmies • Instant/Delay Tech (resets to neutral) • Back Dash (opponent can punish if you delayed) • Jumping (opponent can punish if you delayed) | | Shimmy… | | | | ⭐ Back Dash Shimmy | • Instant/Delay Tech | • Mashing/Delay Buttons (depending on button/delay) • Reversals • Blocking/Backdash/Walkback (resets to neutral) • Jump (resets to neutral or leads to scramble) | | ⭐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 (3f or more of delay) • Some Reversals | • Some Reversals • Blocking (they can potentially AA you) • Instant Tech (they have time to block/AA if their instant tech whiffs) • Mashing/Delay Buttons (they can potentially AA you) • Back Dash/Jumps (can lead to scramble) | | Walk Back Shimmy | • Delay Tech (8f or more of delay) • Reversals | • Instant/Delay Lows • Instant/Delay Tech (0-7f of delay) • Mashing/Delay Buttons (loses turn) • Any Jump/Backdash/Blocking (can lead to a scramble situation or just resets neutral) | | Buttons… | | | | ⭐ cMK ** Can go into cMK/sHP combo on ch or sMP/cMP/cLK combo on any hit
Typically +10 or more after a trade | • Throw/Buttons (w/ 0-4f of delay, excluding 4f mash) • Back Dash • 5f Jumps (like Gief) | • Mashing 4f • Reversals • 4f Jumps (they get air reset) • Blocking/Delayed Option (w/ 5f or more of delay) | | ⭐ cMP xx DRC/Flickers/KRB/OD Flicker
I’ve seen top Ed’s cancel cMP into a variety of options from blocked snatcher
Typically +8 or more after a trade | • Throw/Buttons (w/ 0-3f of delay) • Any Jumping/Back Dashing/Backwalking | • Reversals • Crouch Blocking/Delayed Options (w/ 4f or more of delay) | | 👍🏼 sMP
go into sMP/cMP combo on ch or cLK on any hit | • Throw/Buttons (w/ 0-2f of delay) • Any Jumping/Back Dashing | • Reversals • Blocking/Delayed Options (w/ 3f or more of delay) | | 👍🏼 Backwards jLK
Usually done to go for the kill (this hits overhead)
This can be punished on reaction if the opponent does nothing and is ready for it (untested, matchup specific) | • Throw/Buttons (w/ 0-8f of delay) • Any Jumping/Backdash • Some Reversals
| • Some Reversals • Mashing (some crouching normals whiff, reseting neutral) • Blocking/Parry (resets neutral) • Delayed Options (w/ 9f or more of delay) |
<aside> 📢
You can go for Ed’s Normal Tick Throw Options when you land a point blank blocked Snatcher too. (this is just copy and pasted from the Jab Tick Throw/Pressure Options page)
</aside>
| Normal jab into… | Beats… | Loses to… *assuming they respond after the jab |
|---|---|---|
| ⭐ Throw |
*Can delay throw to stay safe against reversal supers while still threatening throw
You can also always go for throw after two blocked jabs by walking forwards a bit then throwing (to vary the timing)* | • Blocking • Delay Buttons | • Walk Back • Reversals • Mashing 4/5f moves • Back Dash Shimmy (Ed is -8 depending on opponent back dash speed and can be punished) • Instant/Delay Tech (resets to neutral) • Jump/Jumpback (can potentially AA DP them or block) | | Shimmy… | | | | ⭐ Walk Back Shimmy | • Reversals • Delay Tech (beats 2 or more frames of delay if point blank) | • cMKs/Lows • Instant tech (0-1f of delay) • Any Jump/Shimmy (resets neutral, leads to scramble, but can potentially AA neutral jump) • Mash/Delay Buttons (loses turn) | | Back Dash Shimmy | • Instant/Delay Tech | • Reversals • Mashing • Jumping (can lead to scramble) • Block/Parry (resets neutral) | | Buttons… | | | | ⭐ cLP, sLP ** Confirm into combo on hit or light block string option on block. Can use any light string but cLP can catch walkback (among other things) | • Walking back/Neutral Jump/Back Dash • Mashing • Instant Tech | • Reversals • Blocking/Delay tech (ends turn) • Delay jab (loses turn) | | 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 timing) | • Mashing 4f/throw • Delayed buttons (depending on timing) • Neutral Jump Shimmy (can potentially AA DP them) • Back Dash Shimmy (can be punished by some characters, otherwise ends turn/leads to scramble) | | sMP
Confirm into sMP combo on counter hit or cLK combo on normal hit | • Delay 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?) |