DR JAB TICK THROW OPTIONS

<aside> 💡

• These were all tested from DR sLP (+3 ob). DR cLP can work similarly but the follow-up frame data changes things slightly • These all work similarly against a normal blocked sLP against burned-out opponents too since you are also +3. The main notable difference is that walk back shimmy is better vs opponents who are burned out as it beats instant throw attempts too

</aside>

DR sLP (blocked) Into… ⬇️ Beats ⬇️ Loses To ⬇️
⭐ Throw

• Can delay your throw to guard against reversals while still threatening the throw (this can lose to backwalk as well as delayed buttons from opponent)

• If you attempt to throw them in the corner after DR Jab and they forward jump to escape you can use sHK xx KRF to recorner them. Midscreen if they back jump to escape you can use LVL 2 to punish (See Momochi clip), or even cHK (hitting them during their back jump) cancelled into KRF to continue pressure | • mashing • delay buttons • blocking/parrying | • reversals • backdash/jump • delay tech | | Shimmy… | | | | ⭐ Back dash shimmy | • instant/delay tech | • reversals • mash/delay button (depending on button/delay amount) • backdash/jump | | Back walk shimmy | • delay teching (w/ 4f or more of delay on characters w/ normal grab ranges) • reversals | • lows/delayed lows • teching (w/ 0-3f of delay) • backdash/jump (they escape the throw) • delay jab/buttons (lose your turn) | | Neutral jump shimmy | • some reversals • delay tech (≈8f or more of delay) | • some reversals • instant tech (they can AA you) • backdash/jump (leads to scramble) • buttons/delay buttons | | Button… | | | | ⭐ sMP

• cLK combo if sMP hits, sMP combo if it counter hits | • backdash/jumps • teching/buttons (w/ 0-4f of delay) | • reversals • blocking/delay jab/buttons (depending on timing) | | cMP xx stuff

• I have seen high level Eds cancel cMP into L Flicker, DR, KRB, Spark+shoot and even OD Flicker on rare occasion | • backdash/jumps/walkback • teching (w/ 0-4f of delay) • 4f mash (+10 on trade) | • reversals • blocking/delay jab/buttons (depending on timing) | | Delayed/Staggered Jabs

• The standard way to do this is to jab into multiple delayed sLP follow ups (often by walking to the jabs) confirming into sLP combo or cLK combo on ch.

• A simple way to do a this is to do DR sLP (blocked) and after a slight delay commit to a cLP, sLP string confirming into combo on hit. | • delayed buttons/tech • backdash/jumps/walkback (depending on how much you delay) • mashing (depending on the button/timing)

| • instant tech (depending on how much you delay) • reversals • mashing (depending on the button/timing)

| | cMK

• highest reward option for catching delayed options • cMK combo if cMK hits counter hit, or sMP/cLK combo on any hit | • delay buttons/teching (beats 3-5f of delay if pressed instantly) • backdash | • reversals • mashing • instant tech (0-2f of delay) • jumps (they are air reset) | | Backwards jLK | | |

NORMAL JAB TICK THROW OPTIONS

<aside> 📢

These work similarly to the DR JAB options but are weaker generally speaking because of the lack of plus frames.

</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 | • 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) • Jump/backdash • 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/Jump/Back Dash • Mashing • Instant Tech | • Reversals • Blocking/Delayed Options (ends 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 (can potentially AA DP them) • Back Dash (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 | • Reversals • Mashing • Instant Tech • Neutral Jumping (leads to scramble) • Forward Jumping (can potentially AA them?) |