What block strings are you using? I’m liking s MP, c MP because s MP, c HP can have range issues, and by ending the block string with a punch, Ed can do his P rapidly move, whatever it’s called. I might just call it HHS. I use c LP, c LP, HHS a lot in those close range footsies wars, like VS a grabby Vega. It’s a good tick throw situation string to mixup your grab.
I often do HHS blocked, HHS, just mashing on Punch, lol. Seems scrubby but it hits a lot of people. HHS’s last hit has decent range. I was losing way too much as Ed until I started using HHS a lot. Now I think HHS is Ed’s most important special move!
Charged s HP is a frequently used move for me as well. It makes Ed’s stubby limbs almost a non issue. I wish his V Skill had as good range. His V Skill isn’t half as useful, and is about the same speed.
I’m lazy when it comes to researching combos. I do spend some time researching combos but it gets boring. So my Ed’s weakness is combos right now. If there’s a concise Ed combos list please link it. I’ve watched the Ed videos on youtube but they’re confusing and I forget them.
Ima give Ed another go I’ve been playing too much USFIV missing Cody.
What’s the catch with all of the new Ed stuff found out. Are there any cool VT things I need to know?
Where all the Ed players at
We got some new toys let’s go
Stuff so far:
[list]
[]Ed lost his throw loop in the corner but he doesn’t punch the opponent as far mid-screen. He gets a meaty st.hk after a mid-screen throw now, and is in range for a dash-up throw once the opponent has been conditioned correctly. The st.hk here is -3 but out of range of anything that could punish it.
[]VTII’s activation can’t be cancelled into from specials but the actual attack can. Psycho Flicker doesn’t combo into it though.
[] Out of his normals, only cr.hp and counter-hit st.mp/st.hk let you combo into grounded Psycho Snatcher.
[] If you try and blockstring into Psycho Snatcher it’s super easy to jab you out of it. It’s also extremely free to V-reversals. But forcing people to burn V-meter while you have multiple chances of using Psycho Snatcher seems like a find trade-off, especially due to the ranges you can use Psycho Snatcher from.
[] Psycho Knuckle xx Psycho Snatcher is a true blockstring. You can potentially react to you hitting something and not go into Psycho Snatcher for better damage, but if you fail at that Psycho Knuckle xx Psycho Snatcher will combo on hit as well. If they don’t have V-meter you get in their face at +2 practically for free.
[] His EX DP with Psycho Snatcher active turns into a 230/335 attack that he can still get oki from
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I hate the nerf to cr.mk’s range and his backdash but other than that he’s still fun
Haven’t had much time/sleep, but I hope to be labbing it up this weekend.
I’ll mainly be focusing on different set-ups from activation on hit. Seems like a goldmine.
Not sure about potential for Enhanced Snatcher as a meaty tool, but I’ll give it a try.
Max damage route seems to be:
- st.mp xx cr.hp xx microwalk cr.hp xx st.trigger xx cr.mp xx Upper xx cr.trigger xx CA
Microwalking far enough to cancel a Psycho Shot seems impossible at the best of times.
This also leaves you with about 5 seconds for a 3rd snatcher
Down trigger also has a weird hitbox, in certain scenarios it seems to hit non-airborne states.
Why’d it have to be three bars though, lmao.
Ed’s pretty good at building V-meter on his own so I don’t think it’s as much of an issue for him.
Plus it gives him 3 stocks of his godlike V-reversal which ain’t bad.
At the moment though I’m looking to use VTI in match-ups where it doesn’t lose to V-reversals, and VTII in the other match-ups.
Just started using him, he’s so much fun.
What is his best punish combo from lk or lp?
I keep whiffing so many special moves it’s crazy.
st.lk xx st.lp xx Flicker if close.
st.lp xx Psycho Rising if close.
Ed sucks at punishing, good luck /
The timing for cr.mk xx Flicker is crazy. Why don’t they just change it to qcf or 4 punches? (I play on stick).
It should be really easy on stick. Just press mk and lp at the same time, and then drum between mp -> lp -> mp -> lp with two fingers. Cr.mk has a lenient cancel window so you shouldn’t have a problem with it.
If I can do it relatively consistently on pad, you should have no issue on stick.
I play stick and it’s pretty easy once you get used to it.
Training mode is your friend for different flicker routes.
From cr.MP I do it the same way as William, although in some cases I double tap the cr.MP to make sure it comes out, making the subsequent pianos less demanding.
It’s really more a case of getting used to it and not having to think about it once you have it down pat.
asking for someone else who is kind of new to the game.
did they changed any significant things in ae which may change his gameplan
beside of the from what i heard shorter backdash?
ed.- his vskill still works the same way as before in term of frame advantage and how it works?
is there a good video out there which explains how to use his vskill from neutral and not just as a combo extender?
They changed his uncharged v-skill on hit.
You can dash up and be plus, also there’s no back recovery.
Ed’s gameplan seems the same, other than Capcom wanting him to be more rushdown.
I can see a v-skill heavy, lame Ed being a thing with the 3 bar trigger and more V-gauge when using v-skill.
Also, his v-skill isn’t a combo extender so not sure what you’re asking.
i have no clue about ed but the only videos i found with his vskill where ones where he uses it mid combo to extend them
starting at around 1min mark.
how is this not a combo extender?
so he got some frame advantage on hit with it. whats with the on block status?
is it still safe so that he is + on block when he drags people to him?
If you really need the extra 30 damage while spending a bar in a sick MLGproswag VT1 combo, then yes, it’s a combo extender.
99/100 times you’d rather go for oki.
If you want frame data for your friend, just tell him to go into training mode.
It tells you the frame data now on screen.
No real changes outside of the v-skill on hit.
Plox halp with VT2 corner combo.
- st.mp xx cr.hp xx Psycho Shot xx walk st.MK xx Trigger 2 xx micro walk cr.HP
I know it’s doable, but I’m having some major consistency issues.
It might be how I delay the Psycho Shot (early, but not immediate seems the most consistent right now, but not sure).
I’ve tried st.MP instead of st.MK before trigger, but the pushback seems bigger than st.MK trigger.
Any ideas how to make this work outside of training mode or is it just git gud lmao?
EDIT
Okay, after fiddling about with this for a bit, it’s not worth going for it.
It seems character specific (Ryu doesn’t work, Nash does) and as far as I can tell you are required to do the second microwalk.
st.MK is +9 on activation, cr.HP is 8 frames start-up, meaning it’s a 1 frame microwalk.
That’s nutso.
Maybe Abigail and Rog hurtboxes are easier, but as far as I can tell, its easy to drop.
It’s good damage (follow up cr.HP xx Psycho Shot xx st.Trigger xx cr.MP xx Pyscho Upper xx cr.Trigger xx CA) is 482 damage, as opposed to 461 damage with the regular corner combo from a jump-in into CA, but it’s just really difficult.
Ed is one of my favorite new characters in this game. Mostly because he is very similar to a character I created.