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| {{clr|L|5LK}} can be cancelled into itself for a 3 hit target combo. The third hit is hit confirmable, so end the chain if the 2nd hit is blocked to remain safe. Third hit of {{clr|L|5LK}} leaves Ed at +1 and moves Ed closer to the opponent. | | {{clr|L|5LK}} can be cancelled into itself for a 3 hit target combo. The third hit is hit confirmable, so end the chain if the 2nd hit is blocked to remain safe. Third hit of {{clr|L|5LK}} leaves Ed at +1 and moves Ed closer to the opponent. |
| | }} |
| | |
| | <tabber> Midscreen = |
| | {{TheoryBox |
| | | Title = {{clr|M|5MP}} starter |
| | | Oneliner = |
| | | Difficulty = {{clr|2|Easy}} |
| | | Damage = 1920 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|M|5MP}} > {{clr|H|5HP}} > {{clr|10|KK~6P}}, {{clr|M|623MP}} |
| | | content = This is Ed's basic midscreen combo using his {{clr|M|5MP}} > {{clr|H|5HP}} target combo. He can also route into this combo from a {{clr|H|5HK}}, jump-in {{clr|H|j.HP}}/{{clr|M|j.MK}}, or from a drive rush cancel. Use {{clr|M|5MP}} > {{clr|H|5HP}} as a blockstring sparingly, as you need to use meter for a truly safe blockstring. Cancelling into 236P can be safe if spaced or lead to scenarios beneficial for Ed, such as baiting opponent to Drive Impact. |
| | |
| | From the {{clr|M|623MP}} knockdown, Ed can use his command dash, Kill Rush ({{clr|10|KK}}), for oki. |
| | }} |
| | |-| Near Corner = |
| | {{TheoryBox |
| | | Title = {{clr|M|5MP}} starter |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = 1960 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|M|5MP}} > {{clr|H|5HP}} > {{clr|10|KK~dl.6P}}, {{clr|M|214MP}} |
| | | content =Leaves Ed +42 in the corner, perfect for a safejump, meaty 236P oki, tether oki, or anything you want. Combo can also be done directly in the corner. |
| | }} |
| | |-| Corner = |
| | {{TheoryBox |
| | | Title = {{clr|M|5MP}} starter |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = 2160 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|M|5MP}} > {{clr|H|5HP}} > {{clr|H|236HK}}, {{clr|M|623MP}} |
| | | content =Alternative to the previous Near Corner combo if you want to squeeze out a little more damage without using meter. |
| | }} |
| | </tabber> |
| | |
| | <tabber> Punish Counter = |
| | {{TheoryBox |
| | | Title = Drive Impact |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = PC DI, {{clr|H|5HK}}, {{clr|M|5MP}} > {{clr|H|5HP}} > {{clr|10|KK~6P}}, {{clr|M|623MP}} |
| | | content = This is the same combo as the {{clr|M|5MP}} combo shown above. |
| | }} |
| | |-| Corner Wallsplat = |
| | {{TheoryBox |
| | | Title = Drive Impact |
| | | Oneliner = |
| | | Difficulty = {{clr|3|Medium}} |
| | | Damage = 1968 |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = DI, {{clr|M|5MP}} > {{clr|H|5HP}} > {{clr|H|236HK}}, {{clr|L|623LP}}, {{clr|M|214MP}} |
| | | content = Blocked DI wallsplat in the corner. End with {{clr|M|214MP}} gives a safejump. End with {{clr|H|214HP}} for a bit more damage but no safejump. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | == Starter Combos == |
| | |
| | {{TheoryBox |
| | | Title = Light confirms |
| | | Oneliner = |
| | | Difficulty = {{clr|1|Very Easy}} |
| | | Damage = |
| | | Meter = |
| | | Anchor = |
| | | Youtube = |
| | | Recipe = {{clr|L|2LP}} > {{clr|L|5/2LP}} > {{clr|L|5/2LP}} > {{clr|L|236LK}} <br> {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|5LK}} > {{clr|L|214LP}} <br> |
| | | content = {{clr|L|2LP}} is a 4 frame light button confirm into a special. M. Bison may be able to chain three {{clr|L|2/5LP}} together depending on his range from the opponent. Always end hit confirmed 3 hit light punch chain with Light Double Knee Press {{clr|L|236LK}} as Light Psycho Mine {{clr|L|214LP}} will not reach. |
| | |
| | Ending with Light Double Knee Press {{clr|L|236LK}} will leave the opponent standing and M. Bison at +2 frame advantage. M. Bison will in perfect range for strike/throw. |
| | |
| | {{clr|L|2LP}} > {{clr|L|2LP}} > {{clr|L|5LK}} > {{clr|L|214LP}} will plant a Psycho Mine on the opponent, however is spacing dependent. Ending a light hit with confirm with Light Double Knee Press {{clr|L|236LK}} is generally a more reliable option. |
| }} | | }} |
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