<aside> 📢
• There are options you can go for when you land a blocked charged flicker and are +4 • 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 Options as those also start from a +3 jab too (but note that sLP > walk back shimmy is extra strong if they are burned out).
</aside>
| Blocked Snatcher +4 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 | • 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… | | | | ⭐ 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) | | ⭐ 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) | | ⭐ 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) | | 👍🏼 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) | | Tick throw follow ups
You can go for Ed’s Normal Tick Throw Options when you land a point blank blocked Snatcher too. | | |