This was huge for improving my ed neutral game, especially know you can poke and bait with the hp->light flicker. I gained 50MR in an hour just applying this. Thanks for the video!
I am a very new player. Your video really helped me understand some key things. The fact that what you are saying is concise and exactly what's shown in the gameplay it's very appreciated and so very rare in these types of videos! Thank you!
I've been STRUGGLING with DI and jump ins dude. How did I not realize his STHP into light Flicker was a true block string? There's still some matchups that seem impossible with Ed. But this at least will keep me safe in neutral. Appreciate it.
Trust me dude, there are days where I feel the character just can’t hang. Then I watch some footage from a better play against that same match up and suddenly things switch. Keep going!
Watched this and your other Ed breakdown videos! Just got Ed as my first Master rank and immediately tanked down to 1300 MR! 😅 I got a lot still to learn but this is amazing. Would love to see a breakdown of your approach to neutral w/ this character!
5MK is good for anti airing neutral jumps at mid range against characters with long jump normals like Ed’s jump MK or JP’s jump long stick (don’t know the button lol)
It's a situation where after you score a knockdown, you have enough of a frame advantage to be able to do a jump in and be able to block if your opponent where to do some sort of wake-up reversal like Ken's EX shoryuken for example. I think you've gotta have something like 42-45 frames of advantage off of a knockdown and also sometimes it's spacing specific due to people having different jump arcs and/or potentially floater jumps.
@@heathlowery3806 so, for most characters its 42. 41 works as well, as long as they dont have a 5 frame air invincible reversal, like ryu and kens light dp. 43, and you will be to early to catch their standing frame. its called a safe jump because its safe. basically, you jump attack and hold down back at the same time. if they do a reversal, your jump attack whiffs and you will just immediately block their reversal. if they perfect parry you are only -3 at worst, so still safe. its just a jump in that is safe, to every possible answer.
Ive been playing around with reacting to di, jump, dr and parry in the lab all day. From testing with max range hp xx flicker, if they DI, you have 12 frames to react. With sf6s 3 frame of input delay. So, basically you have 9 frames to react. Thats about 150ms, or 0.015 of a second. Human reaction time doesnt go much higher than that if youre just focusing on 1 simple change and 1 simple reaction, and really not feasible for a fighting game. Either im missing something, or youre just feignting and thinking it was a reaction when it works out haha That said, kill switch late here is fine, they just knock us full screen, and I get a good amount of punishes off them DIing, its just not really a reaction. Which is a shame honestly haha
Haha I love you finding out the non-swap in the corner is +2… it’s so good
I like doing breakdown videos like this because I always either learn something new or get sharper myself!
This was huge for improving my ed neutral game, especially know you can poke and bait with the hp->light flicker. I gained 50MR in an hour just applying this. Thanks for the video!
Glad I could help!
I am a very new player. Your video really helped me understand some key things. The fact that what you are saying is concise and
exactly what's shown in the gameplay it's very appreciated and so very rare in these types of videos! Thank you!
This means a lot! Glad I can help.
I've been STRUGGLING with DI and jump ins dude. How did I not realize his STHP into light Flicker was a true block string? There's still some matchups that seem impossible with Ed. But this at least will keep me safe in neutral. Appreciate it.
Trust me dude, there are days where I feel the character just can’t hang. Then I watch some footage from a better play against that same match up and suddenly things switch. Keep going!
Great resource, thanks for the vid!
Thanks for watching!
Good video, actually seems really useful
Thanks for watching!
Watched this and your other Ed breakdown videos! Just got Ed as my first Master rank and immediately tanked down to 1300 MR! 😅 I got a lot still to learn but this is amazing. Would love to see a breakdown of your approach to neutral w/ this character!
Keep pushing! More Ed videos on the way. I’m planning on playing both him and Akuma for season 2!
With 5HP being so good...is there ever a scenario that is better for 5MK over 5HP since they are both 10 frame startup?
5MK is good for anti airing neutral jumps at mid range against characters with long jump normals like Ed’s jump MK or JP’s jump long stick (don’t know the button lol)
Can you explain safe jump?
It's a situation where after you score a knockdown, you have enough of a frame advantage to be able to do a jump in and be able to block if your opponent where to do some sort of wake-up reversal like Ken's EX shoryuken for example. I think you've gotta have something like 42-45 frames of advantage off of a knockdown and also sometimes it's spacing specific due to people having different jump arcs and/or potentially floater jumps.
@@heathlowery3806 so, for most characters its 42. 41 works as well, as long as they dont have a 5 frame air invincible reversal, like ryu and kens light dp. 43, and you will be to early to catch their standing frame.
its called a safe jump because its safe. basically, you jump attack and hold down back at the same time. if they do a reversal, your jump attack whiffs and you will just immediately block their reversal. if they perfect parry you are only -3 at worst, so still safe. its just a jump in that is safe, to every possible answer.
this video so good man. Please keep em coming.
Ive been playing around with reacting to di, jump, dr and parry in the lab all day. From testing with max range hp xx flicker, if they DI, you have 12 frames to react. With sf6s 3 frame of input delay. So, basically you have 9 frames to react. Thats about 150ms, or 0.015 of a second. Human reaction time doesnt go much higher than that if youre just focusing on 1 simple change and 1 simple reaction, and really not feasible for a fighting game. Either im missing something, or youre just feignting and thinking it was a reaction when it works out haha
That said, kill switch late here is fine, they just knock us full screen, and I get a good amount of punishes off them DIing, its just not really a reaction. Which is a shame honestly haha