DR JAB TICK THROW OPTIONS

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• 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

⭐ indicates a basic must know option

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

• Can delay your throw to guard against reversals while still threatening the throw (this will lose to things like backwalk and neutral jump)

• 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

• This does not tend to be very strong after DR jab | • 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 into 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 (can walk forward into the jabs as per usual). | • 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 (blocking for a few frame before pressing your jab can potentially beat some reversals) • mashing (depending on the button/timing) • backdash/jumps/walkback | | cMK

• Highest reward option for catching delayed options • cMK combo if cMK hits counter hit, or sMP/cLK/cMP 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

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

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Normal jab into… ⬇️ Beats… ⬇️ Loses to… ⬇️ *assuming they respond after the jab
Throw

You can also go for throw after two blocked jabs by walking forwards a bit then throwing. This can make the opponent want to challenge with a button after two jabs, but if you instead complete the jab string they will get ch leading to a cLK conversion opportunity. | • Blocking • Delay Buttons | • Walk Back • Reversals • Mashing 4/5f moves • Back Dash (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. 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 | • 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) |