<aside> 📢
• You can use the following options after landing a blocked charged/od flicker. • It is helpful to understand your options after a blocked charged flicker (or any pressure situation) because understanding the RPS lets you better adjust to the defensive habits of your opponent.
Green Text = Beats outright Blue Text = Wins with caveats Red Text = Loses outright Orange text = Loses with caveats ⭐ = Must know basic option
</aside>
<aside> 💡
A note on delay teching • 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 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 must delay even more than 10f. Although some kind of safe jab setup may be better to beat such slow reversals.
</aside>
Option | Beats… | Loses to… |
---|---|---|
⭐ Instant Throw | • Blocking | |
• Mashing/Delay Jab | ||
• PP | ||
• Neutral Jump (can AA DP them) | ||
• Forward Jump Escape (can sHK xx KR to AA and recorner them w/ frame advantage) | ||
• Back Jump Escape (can potentially LVL 3/ OD/M DP them, requires you to read the back jump?) | • Reversals | |
• Special Shimmies | ||
• Instant/Delay Tech (resets to neutral) | ||
• Back Dash Shimmy (-3, loses turn) | ||
⭐ Delayed Throw |
Block w/ down+back then grab. You can release to neutral to forward throw instead of back throw. | • Blocking • Reversals • PP | • Backwalk/backdash/jump • Delay jab (depending on how much you and the opponent delay) • Mashing (loses turn) • Instant/Delay Tech (resets to neutral) • Back/Forward jump (they escape) | | ⭐ Back Dash Shimmy
cMK/sHP seem to be the best buttons for punishing tech attempts after back dashing here | • Instant/Delay Tech | • Mashing/Buttons • Reversals • Blocking • Any Shimmy (resets to neutral) • Forward Jump Escape (you can potentially AA them) | | ⭐ cMK
Best used to beat delay teching. You can manually delay as well
go into cMK combo on ch or sMP combo on normal hit | • Instant/Delay Tech (0-5f of delay) • Back Dash shimmy | • Mashing • Reversals • PP • Delay Jab (-1 loses turn) • Any Jump (they get air reset, except 5f jumps startups) • Blocking/Walkback (-1 loses turn) | | cMP xx DRC/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 | | Neutral Jump Shimmy
Can punish faster (but not instant) techs from tall characters. | • 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 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) | | 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) | | Backwards jLK
Usually done to go for the kill | • Instant/Delay Tech (ish) (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) | | Walk Back Shimmy
Not a strong option usually | • Delay Tech (8 or more frames of delay) • Reversals | • cMK’s/Lows • Instant Tech • 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?) | | Delayed Jab
Block w/ down+back then use light string confirming into combo on hit | • Reversals • Delay Tech (depending on how much you both delay) • Delay Jab (depending on how much you both delay) • Back walk (depending on how much you delay) | • Instant Tech • Mashing (loses turn) • Crouch Blocking/Parrying (you just maintain turn) • Any Shimmy (Loses turn/leads to scramble) |
<aside> 📢
You can go for Ed’s Normal Tick Throw Options when you land a blocked Snatcher too.
</aside>
| Tick Throw Option (cLP can be used too but it changes follow-up's slightly)
Ed can also always go for throw after two blocked jabs by walking forwards a bit then throwing | Beats… | Loses to… *assuming they respond to the jab, note that all tick throws can lose to PP and Reversals if they respond before the jab |
---|---|---|
⭐ sLP (blocked) into throw |
| • Blocking • Delay Jab/Buttons | • Walk Back Shimmy • Reversals • Mashing 4/5f moves (will beat mashing if you DR into sLP first) • Instant/Delay Tech (resets to neutral) • Neutral Jump Shimmy (can potentially AA DP them?) • Back Dash Shimmy (Ed is about -8 but is difficult to punish, if DRing into tick throw they can't punish w/ Back Dash) | | ⭐ sLP, cLP, sLP string ** Confirm into combo on hit or light block string option on block. Can use any light string but cLP catches 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 (2 or more frames of delay) | • cMKs/Lows • Instant tech • Any Jump/Shimmy (resets neutral, leads to scramble, but can potentially AA neutral jump) • Mash/Delay jab (loses turn) | | sLP 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.* **** | • Instant/Delay Tech • Delay Jab | • Mashing 4f • Neutral Jump Shimmy (can potentially AA DP them?) • Back Dash Shimmy (ends turn, leads to scramble) | | sLP (blocked) into Delayed Throw
Used to stay safe against reversals while still threatening throw | • Reversals • Blocking | • Any shimmy • Delay Jab • Mashing (ends turn) • Instant/Delay Tech (resets neutral) | | sLP into sMP
Confirm into sMP combo on counter hit or cLK combo on normal hit | • Delayed Tech (Beats 2-8f of delay. If you DR into sLP first then sMP will beat instant tech instead w/ 0-3f of delay) • Back Dash (can lead to cLK combo on normal hit) | • Reversals • Mashing (will beat mashing if you DR into sLP first) • 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
Not a very appealing option unless the opponent can’t AA | • 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) | | sLP (blocked) jump back jLK | | |