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! {{clr|H|5HK}}{{clr|DR|~DRC}} | ! {{clr|H|5HK}}{{clr|DR|~DRC}} | ||
| {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap| | | {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|N|0}} || {{SF6-Gap|S|1}} || {{SF6-Gap|S|3}} || {{SF6-Gap|L|8}} | ||
|- style="text-align: center | |- style="text-align: center | ||
! {{clr|M|2MP}}{{clr|DR|~DRC}} | ! {{clr|M|2MP}}{{clr|DR|~DRC}} |
Revision as of 03:27, 26 September 2024
Neutral
TO-DO
Offense
Frame Traps
TO-DO
Okizeme and Mixups
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +34 | Strong corner throw loop options:
|
Back Throw | +24 |
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HP | HKD +30 HKD +47 (CH/PC) KD +? (Juggle) |
? |
Psycho Knuckle (juggled into) |
? | ? |
5MP~HP (Body Blow Combination) |
+38 | ? |
5MK~MK~HP (Hitman Combination) |
+35 | ? |
2HK~HP (Low Smash Combination) |
+34 | ? |
236PP (OD Psycho Spark) |
+43 | ? |
623P (Psycho Uppercut) |
+38/+39/+38/+18 L/M/H/OD |
? |
214P (Psycho Blitz) |
+39/+40/+42 M/H/OD |
|
6KK~6P (early) (Kill Switch Break) |
+38 | ? |
6KK~6P (late) (Kill Switch Chaser) |
+50 | ? |
SA1 - 236236K (Psycho Storm) |
+33 | ? |
SA3/CA - 236236P (Psycho Chamber) |
HKD +24 | ? |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 2LK | 5LK | 5MP | 2MP | 2MK | 5MK/5HP/ 5HK/2HP |
2HK | 6HP | |
---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 18 |
5MP~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 10 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 7 |
5MK~DRC | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 14 |
5HK~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 8 |
2MP~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 13 |
2LK~DRC | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 19 |
2MK~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 10 |
2HK~DRC | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 12 |
5MP~HP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 11 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | 5LP, 5MP~HP ... |
2LK~DRC | +5 | |
5MK~DRC | +8 | 5MP, 5MP~HP ... 5MP, 5MP, 2LK ... |
2HK~DRC | +10 | 5HP, 5MP~HP ... 5HP, 2MK, 2MP ...
|
2MP~DRC | +12 | |
5HK~DRC | +13 | |
5MP~DRC | +14 | |
2MK~DRC | +16 | |
5HP~DRC | +17 | |
5MP~HP~DRC | Free Juggle State | Corner or Spaced Out Midscreen:
Point Blank + Midscreen: Ed's normals whiff under opponent midscreen
|
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Ed's AA game is absolutely god-like. On a read, he can use 236[HK] to reel them in for a combo and safejump setup. This works best after using 236MK/236[MK] previously in the match, to scare them into jumping. On reaction, Ed can use 5HK to swat them out and keep up the pressure with 236MK. This is inescapable. Anything but blocking or parry results in getting snached and possibly safejumped. In case of DI, you will get counter DI'd. Blocking results in Ed being point blank and +4. Parry leaves them a bit further away, with not many consistent punishes. Perfect parry into DR is the only real way to punish this, but a simple delay on the snacher will fix that.
Anti-Projectile
TO-DO
Excluding the classic ways of avoiding projectile spam (jumping, parry, projectile war), Ed's fireball, 236P~P has the special quirk of having the initial 236P delete incoming projectiles, while still being able to throw his own. At best this means punishing the other player for throwing a projectile. At worst, you swat their next one very early. Besides that, Ed also has the nuclear option of supers. LVL 1 is not a good choice, since its not projectile invul. LVL 3 is a good all or nothing idea on a read at closer ranges, but there are better options in that situation. The best one by far is your LVL 2. All projectiles that clash with it dissapear, which likely means your opponent is either parrying, or jumping. Both options allow you to get in and run your gameplan. You have to sell your house to do it, but it might just be worth it in some cases.
Fighting vs. Ed
TO-DO