<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>

Tick Throw Option (cLP can be used too but it changes follow-up interactions slightly) Beats… Loses to… *assuming they respond after the jab
sLP (blocked) into 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) | | ⭐ sLP, cLP, sLP string ** Confirm into combo on hit or light block string option on block. Can use any light string but cLP can catch them trying to escape the throw | • 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 (beats 2 or more frames of delay if point blank) | • cMKs/Lows • Instant tech • Any Jump/Shimmy (resets neutral, leads to scramble, but can potentially AA neutral jump) • Mash/Delay Buttons (loses turn) | | 👍🏼 sLP (blocked) 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.* **** | • Delayed Options (depending on the delay) | • Mashing 4f/throw • Neutral Jump Shimmy (can potentially AA DP them) • Back Dash Shimmy (can be punished by some characters, otherwise ends turn/leads to scramble) | | sLP (blocked) into 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?) | | sLP (blocked) into Back Dash Shimmy | • Instant/Delay Tech | • Reversals • Mashing • Jumping (can lead to scramble) • Block/Parry (resets neutral) |