my list of extra notes (some of which I see were mentioned by others) -2MK covers basically the same AA range as 5HK but is almost guaranteed to lose to decent jump-ins, the only advantage is that it's 1f faster and you can do it while crouched. I think it will mostly be used to stop advancing moves like Kim 6HK -if OD flicker interacts with an OD fireball it can no longer grab the opponent (unlike how the charged flickers work against meterless fireballs) -delayed cancel allows LP DP to combo into SA3 (5f window vs. grounded, much harder if they're being juggled) -8:28 you called him Luke lol -Psycho Knuckle is only plus oB at Lv.2, or Lv.1 in the corner is +2 -Ed's 2MP is actually one of the shortest cancelable low pokes in the game, slightly worse than Jamie's but 1f slower (but his combo routes play really well with it like you mentioned) -Meaty 236P can actually be up to +14/+6 (although idk any specific setups for it) -Meaty 5HK on wakeup crouch block isn't real, that only works on the training dummy because it holds straight down until the move connects (the proximity guard hitbox is what causes the shift) -2MK/5HP force stand on hit, so you can guarantee 5HK in your DR cancel confirms
Target combo into late kill rush medium DP allows a frame kill crouching light punch into +6 meaty fireball. You have to do both the frame kill and the fireball on the earliest frames though.
Meaty 5hk doesn't work, But if they're burnt out safe jump j.hp into 5hk works because your character stays standing. Also allows you to fuzzy with j.lk.
Right I just brought SF6 and I’m practicing with him and and I’m loving ever minute of it. Definitely a huge upgrade from SF5. I was never a good huge top notch player but I’m gonna try and practice as much as I can.
17:04 This is actually a bug with the training mode! If the dummy is set to crouch, meaty whiff-on-crouch moves will connect, even though that's not how they're supposed to behave. If you record the dummy down-backing instead of setting them to crouch, you will see that a meaty HK will whiff. The behaviour after a blocked jump normal seems to be working properly, however.
The only note I have that wasn't mentioned by the pinned comment is that the cool DI wallsplat combo is less optimal than HP into late cancel kill rush into HP DP or Psycho Blitz, which is also easier to do with the added height from the wallsplat.
I don't know what it is about watching your videos but whenever you explain stuff I just understand like you're the one of the very few people that things just click with me when you start explaining stuff and I really do appreciate it a lot been watching you since like third strike and Street Fighter IV I'ma take your advice on this Ed guide and really practice
9:43 Psycho Knuckle has 2 versions, the partially charged one is actually -2 on block, only the higher lvl one is plus 4 on block (which requires holding HP for a very long 60f). In any case, I do apprechiate all the work you're doing, and I learned a lot from this, thanks.
A small note about using dp into charge knuckle in the sa2 route for corner carry is that you can replace the 6hp with a dash which makes the knuckle auto time itself at full charge and leaves you point blank afterwards for strike throw mix. Since you get to charge to the next level on the knuckle you don't even lose much damage for the much better knockdown.
Great vid, one thing 10:50 about his counterhit combos, 5HP only goes in 2MK on punish counter or drive rush. 2MK picks up from shocking ranges and goes into ex flicker so i find it really good for catching their buttons with the tip of 5HP and getting big damage
Oh man, I'm late to this but thanks, Baffy. My friend gifted me Ed because I was obsessed over Cammy's sibling being in an SF I *actually* liked, but I've only gotten by with Neutral, Reactions and foosies many thanks for providing the best + easy to follow guides/walkthroughs 💜
5:58 stuff like this is so funny. Like before the patch, Gief could cancel EX Lariat to Level 3, but it wouldn’t work. Why give us toys if they won’t work when we play with them. Anyways see Ed in season 2 where they give him dp to level 3
Theoretically if they armor your DP you could level 3 cancel it and blow through their armor. But you should never be doing DP in a scenario where it could be blocked (and thus could be armored) so that's irrelevant
Cammy can cancel uncharged HK DP into lvl3 and to my knowledge there's no scenario it connects. Like Baf said, blowing through armor seems like the only place it works. To be fair this is a bit different because obviously the fully charged DP does work and I believe there are some specific routes where you can do partial charge DP into lvl3.
Another thing to add to the fireball section is his ability to make fireball wars in his favor midscreen with his own fireball. If Ken throws 2 fireballs in sequence for example, you can cancel the first one with spark and the second one with shoot and have enough time to drive rush forward and punish the recovery of the second fireball. Kakeru has been doing this a lot.
Not sure if this was pointed out already but OD Blitz on block is noteworthy in burnout situations. It's -3 normally so +1 on burnout, leaves you close enough to enforce strike/throw with a frame trap into jab, and is obviously hit confirmable into level 2. This makes it especially good if you're trying to snipe somebody with a cr.MP low as you can force a bad situation for them either way.
You also have different strengths for SA2, but the slow light seems like the primary one, but maybe the heavy would have some fringe utility if you're desperate to pin down someone who is full screen and close to burn-out.
I'm upset you didn't mention CH 2LK linking into itself and how you can route M.DP for real oki. That's something most characters can't actually do with their 5f pokes.
I found like 6 characters that can do their 5f poke into itself on CH, but since they're all minus on block it's not really that useful and it's hard to confirm
@@Spabobin That's not a difficult hit confirm at all. It's way easier than single hit confirming heavies which is common in top level play. Ed cleanly getting confirmable strike throw oki from a move with that good of a hitbox and startup is really good and should be used a lot more esp when you consider how expensive DRC hit confirms are in similar situations. Actually somewhat hard but important is CH confirming 5LP into 2LK since Ed rarely gets to end LP confirms with L.DP for oki due to range issues. But routing 2LK M.DP solves that.
I do think the level 2 combos that keep the orb out will get better once people get better at using level 2. One combo I use is Drive rush HK into heavy flicker Drive rush HP into the latter half kill rush follow up Heavy dp Leaves you with I think 3 hits of the super left. There are definitely better ones that's just the one I found and it's pretty easy
5:58 People actually just found out you can, but just barely! If you delay the cancel into Lvl 3 from a low connect light uppercut as much as possible they'll fall onto it and just barely get hit.
For the "other" section, there's a good sideswap if you can afford to spend 3 drive: 236pp, drive rush into buffered light dp (which will turn around), into 214lp and you get the sideswap + a safejump. Great video!
Don't know if it really ever matters for SA2 stuff, but EX blitz has a really generous cancel window so you can choose whether to cancel to super before or after the final uppercut hit, changing the opponent's state for the hits of the super. Thanks so much for your hardwork as always.
Can you explain why the slow DP startup is relevant? Which options / strings do meaty light normals give you that wouldn't be beaten by the DP anyways? The only way I could think of is a light normal that cancels into a good, fast, advantageous special on block (but naturally not on whiff), but do these specials exist in SF6?
the sliw dp startup can be dummed up to this. if the opponent jumps (a jump is 45 frames) the normal character ken or luke use their 5 frame dp when the opponent is at their end of the jump aka 6-7 frames before they land. they get hit. if ed does a light dp, which is 10 frames, when the opponent is at the end of their jump or 9 frames before landing, they will block your dp and you will lose your turn. for the safe specils on block, a good example is guile's sonic boom or dee jay's air slasher. both are safe on block
5:17 I'm having a real hard time landing that last heavy punch in the DR combo consistently, what am I doing wrong? Sometimes I'll hit it and other times he'll fall before I can hit him.
Too many factors in play for me to say. Are you getting the earliest possible DP? earliest possible fireball? Earliest possible drive rush? Earliest possible st HP? Use the frame meter to help spot where you're not consistent.
Wonder why his charged HP can't be cancelled into back command dash. I'd assume it's supposed to be a commitment as most of Eds' tools but there's hardly any use to it I can think of once an opponent knows the match up. Would it be useful at high level of play, is there any sort of mind game to it?
I labbed that, it's his strongest starter that'll punish in time but the opponent is airborne afterwards and I couldn't find anything super great. With some drive rush juggles or something I could believe it's damage optimal
@@Bafaeljust doing medium flicker punish counter into hp ex snatcher hp dp is about 3.6k damage, if instead of ex snatecher you do charged snatcher you get about 3.2k damage
I think its not that Ed's uppercuts are coded to cancel into SA3, but rather that most others aren't because they leave the ground. His doesn't, he stays grounded and maybe to the game that incidentally feels like a regular special and it lets you cancel to SA3
Controversial take, while Ed’s s.mk is a good poke the fact that ed has it makes me think that the devs want to balance the entire game around a mk poke/dash cancel buffer
That move is godlike. You legit can be super ignorant with the first two hits of TC if spaced since that's only -6 on block, and on hit the TC gives you an extremely good knockdown with easy dash/KR oki. Honestly I'm baffled at how good that move is.
@@biolt90 Are you doing the delayed punch followup after his dash? if you hit punch right away it doesn't launch as high, and you can't juggle into qcb HP. You have to do the dash and hit the punch late
Yo what’s up Bafael u still play chess? I’ve been improving I beat Boris on SparkChess 3 or 4 games out of 7 and I’m hoping to become a grandmaster master someday I play in tournaments. Let me know if you want to play sometime
I like your video but as a fresh player to it, I find this video would be more helpful with actual inputs displayed on the screen as opposed to the command inputs display which pick up accidental inputs.
I miss so many Level 3 supers because i combo from psycho uppercut... -.- They should remove that interaction cause buffering makes it really easy to misinput.. I'm silver so im bad
It does work but the speed is a little suspect. Crosscuts often have to be done late and ed's light DP, while it has an acceptable hitbox for crosscutting, has a rather unimpressive 10f startup so there's a possibility they can land and block if they empty jump based on the angle and timing
I knew about it thanks to twitter but while it's good it's pushing the limits of practical for people who are learning the character so I decided not to include it.
5:59 got me liek WTF too. been trying to find a single fucking combo where he can combo SRK to level 3 and have it connect. Makes ZERO sense why it even exists
His noobie combos but would not say any of this his bnb. 5hp/2mk kk dl-6p 213hp is his best route outside of the corner. No one decent is using tc as bnb anymore. Never go into it off of 2mk, what a ridiculous waste. Even in the corner, routes are better off hp and 2mk.
Those combos you listed literally do less damage and have the same ender. What's the upside? 2mk xx kk late 6p, 213 HP - 2080 2mk, st mp xx hp xx 213 HP - 2180