<aside> 📢
These can be done in a variety of situations including after landing a charged flicker, after landing a meaty spark, from a close range blocked jump in, or from a meaty jab.
</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?) |