<aside> 📢
These can be done in a variety of situations including after landing a charged flicker, after landing a meaty spark, from DR jab, from a close range blocked jump in, or from a meaty jab.
</aside>
https://www.youtube.com/watch?v=Qe__uIoFgcY
| 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 |
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⭐ 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 | | |