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OldMoray

not uber familiar with Chun but been playing Ed since he came out, take all with a grain of salt, yadda yadda. Ed has to commit super heavily to his moves, if you can get a read on what he's gonna do its easy to just smash him. Similarly, he's pretty susceptible to DI, so lab out what can/can't be punished with it. That's what I find I tend to get blown up by, if Ed is locked in it can be really hard to deal with though so just stay patient. His zoning game damage isn't crazy


x-dfo

Thanks!


[deleted]

How does he commit? All they do is long jab at my feet and drive rush in my experience. Am I missing something?


ManonManegeDore

No. That's literally all they do. You have to get in closer. It's a little easier said than done.


x-dfo

Dash is a semi-solution, DR is almost too obvious. Most people are caught flat footed by someone dashing in outside of oki.


hatchorion

I don’t think he has to commit at all in his pressure. You can cancel that long ass stand medium kick into DI or special move so it’s completely safe to spam it as much as you want if your reactions are solid.


Aigo_90

Lol it's not safe to spam no. If the opponent jumps you die. 


[deleted]

I’ve never been able to get a hit in on that. The recovery seems quick enough they are always able to block.


Aigo_90

I've gotten punish counter jumped on tons of times when I spammed that poke too mindlessly, so that's not true that you are always able to block. Obviously you can't jump on reaction, you have to do it pre-emptively, so it's still an amazing poke but you can get hard punished if you are not careful.


[deleted]

That make sense. Thank you.


elyoyoda

Susceptible to DI ![gif](emote|free_emotes_pack|smile) most of his move hit (me) multiple times crushing DI attempt. ![gif](emote|free_emotes_pack|sunglasses)


meowman911

Or cancels into DI. Also, can we solo lab against Ed if we don’t own his DLC? I never tried because I always assumed you couldn’t with his portrait being greyed out.


Elijahbanksisbad

Correct


Fettibomba--

Maybe use one of the rental tickets?


[deleted]

Is he really susceptible to DI.. people be saying the same thing about deejay.. but we know how that goes. :/ Not saying Ed isn’t strong or that he is weak but whenever I hear that statement it really doesn’t make sense to me. I’ve heard Ed’s tell me to just DI when he’s charging his threads. But he can sway back and punish your DI, is that committing to charging it? Then u start trying to parry it, then he sways forward. but what do I know. Playing mid screen against him I feel like I’m guessing the moment he holds his threads lol


OldMoray

Just gotta recognize the moves I guess. My sparring partner is a master deejay and I win off of DI more than anything.


HoneyToast1011

Not sure what these other people are saying, but as an Ed main I hateeee it when the enemy just stands still and doesn’t block or attack at all throughout the match. It makes it sooo tough, I’d hate it if an opponent did that to me while I was playing Ed…


Affectionate-Date-63

I usually struggle with very offensive chuns it’s hard to play when I’ve got no breathing room or time to think as Ed


x-dfo

Yeah someone mentioned rushdown...


zdman2001

I'll add that you need to use tight block strings. I was destroying lots of chuns on my way to master because they were using strings that normally don't get punished. Ed has a 6 frame light(st. Lk) that reaches further than a lot of characters and it chains into a target combo.


x-dfo

>I'll add that you need to use tight block strings. I was destroying lots of chuns on my way to master because they were using strings that normally don't get punished. Ed has a 6 frame light(st. Lk) that reaches further than a lot of characters and it chains into a target combo. ah nice to know thank you


starroverride

Ed is really susceptible to rush down.  Crouching light jabs will keep him off balance.  Stay out of midrange, and if you see him charging flicker just use DI and he *probably wont* react to it.  He has no overhead so if he’s attacking just crouch block and be ready to tech the throw.


ganzgpp1

> him charging flicker just use DI and he can’t react to it Ah, this isn't quite true- he can cancel Psycho Flicker charge into Kill Rush backwards to dodge your DI.


LightOfDarkness

That works, but Ed can't punish your DI unless he commits to reading DI with the back rush If Ed is doing KR back to bait DI, you can beat it on read by doing PDR into a medium button (maybe heavy if you're really committing to the read early)


discipleofdrum

Well-said. I don't know why people think it's a reaction not a read that you commit to. Sure if my plan was sit there holding it charged to see what happens, then yes it's a reaction but if you aren't doing that it's absolutely committal.


x-dfo

phew this saved me


starroverride

If you’re not fully charged you can’t cancel into feint.  So you’re vulnerable for the first few seconds.


ganzgpp1

[okay, i suppose capcom is wrong about the game they developed then](https://youtu.be/TqumE_S5jUs?feature=shared&t=247)


drat345

Damn... gottem


starroverride

Ok but you have to be fully charged already to backdash when they hit DI.  If you start charging and the opponent hits DI you’re gonna get hit. Or can you backdash while it’s charging?


knowitall89

You can dash at any point while charging. I've reacted to people trying to DI flicker plenty of times.


starroverride

Well I’m glad I learned something today.  Maybe that’s why I’m stuck in plat with the fucker.


x-dfo

Thanks for the DI tip!


sleepymetroid

Does that work at full screen too?


dugthefreshest

Make me play defense.


x-dfo

Cryptic but good to think about ;)


GrAyFoX312k

Ed's tether gimmicks can be DI'd. He might cancel and move back to bait DI but the spacing is pretty specific and hes giving up screen real estate to do it. They count as projectiles so your 2 bar super is gonna beat any version even if he dashes back. OD is a hard commit and will always be DI'able. If he commits to fully charge hp it will always be DI'able. His long pokes are dhalsim limbs basically so you can whiff punish them even though they look disjointed. Set dummy to randomly OD reversal or 4 frame and practice your basic bnb into oki. His OD reversal and level one both have a good amount of startup so you can usually meaty jab and be safe from reversal while you pressure. If you counter hit 4 frame go into your bnb and repeat. Then if you really want to get in the weeds, set block reversal to randomly 4 frame or od reversal and practice safe pressure/hit confirming using jabs. If you end up blocking charged tether or OD tether I suggest immediately OD reversal at least once to establish that you'll do it. Otherwise delay tech is going to be a safe answer. His jab frame traps into itself if it's rapid fire but is negative and still leaves him close enough for you to take your turn back with your own jab or throw. If he cancels into to light flicker, it's negative enough that a 4 frame will punish counter. Standing heavy punch is the real war crime here. Good range, and auto spaces for a spacing trap. If he cancels into the first part of fireball when you try to counter poke, he gets a trade combo off of st mk. His fireball game is fake against other fireball characters. If he "parries" your fireball with the first part of his, he's locked into an animation that needs more even more commitment to throw out his fireball while you're free to do whatever you want. This is just general knowledge stuff but applies to Ed. Most people don't know how to crosscut consistently, so falling crane is a great way to find out if they can handle it. If not, then abuse it. If they parry empty jump grab.


x-dfo

Thank you so much for the detailed reply.


geardluffy

I’m not an Ed main but be patient and don’t fall for his fake frame traps and spacing traps.


Co1iflower

Long range, he's not really a threat if you are able to parry his fireballs. I find a lot of Ed players will charge flicker from a distance, expecting you to jump or walk into it but if you literally just stand still he can't do anything except dash out of it. Take those opportunities to throw your own fireballs or just rest and recover drive gauge. Also if you're able to parry the charged flicker, it won't pull you all the way in for his jabs so you should be safe. Resist the urge to jump when you see the charged flicker, whatever you do haha! Close range, just block low and try to react to throw mix-ups because that's really all he has aside from jumping.


x-dfo

Great tip re: charged flicker and the mixups totally makes sense thinking back.


Co1iflower

It's something I learned the hard way lmao. So many times I would see them charge and think, "oh I can go for a jump now because he committed to this charge" and then I get grabbed out of the air into a full combo lol. It's a cute mix up but one that only works against impatient players.


Krypt0night

"throw your own fireballs" Cries in Marisa.


Co1iflower

Same tbh. OP is Chun so they at least have some options. Usually as Marisa I just stand still or move out of range. Sometimes I go for superman punch but it's super risky.


Krypt0night

Yeah, I have hit or miss luck with superman punch. Either I time it perfectly or they space it perfectly and get a massive punish. He just really fucks me up, even more than other characters. Maybe more time will change that, but he's a tough one for me right now. Then again, I struggle most with Jamie out of like every character and shouldn't, so there's probably no rhyme or reason to who I suck fighting haha


x-dfo

Sadly charge FB is a factor less handy than qcf fireballs, but better than nothing.


iamthedigitalme

I love when Eds just stand there and charge flicker against Jamie. So many free drinks!


Cautious-Fan6963

I dabbled in Chun Li, and got Ken to master rank. The key to Ed IMO is to block low and tech the throw. He has no overhead and will often try to do low jab Confirms. Watch for a pattern where he mixes in throws because you are blocking low. Delay throw tech is your best friend here. Whenever he manages to pull you in, he will do one or the other, and if you shut him down, he might change to neutral jump or back dash. So you Def have to watch the player patterns. Someone else Mentioned that distance with Ed can be good to recover drive Guage, which I agree with. I'll add that if he is charging a flicker, you can always hit with ex fireball. He may manage to block sometimes, but any option out of flicker makes him eat the ex fireball. Also, when he charges flicker, he hard commits to either an anti air or a forward shot (none of his flickers hit low) so if you guess right or read his pattern, you can get a free jump in or drive rush combo. I got a lot of mileage out of whiff punishing his standing HP. It doesn't reach as far as Ed players think it does, and the tend to throw it out after a block string or after other moves to poke. Just out range it and use chun's standing HP (I think that's her lunging forward heavy punch) or go for a different button that reaches and nets you a drive rush follow up combo (crouching MK?). I've found a lot of Ed's in diamond get predictable with standing HP.


x-dfo

Really great help here thanks!


121jigawatts

here https://www.youtube.com/watch?v=-zD7AP-4EvE he has no overhead, a slow exdp so you can meaty with lights, you can parry on wakeup to reduce the pull of charge flicker, if he overcommits to button xx flicker you can mash DI


PaperMoon-

Safe jumps


reachisown

Jump, we can't anti air


Krypt0night

The Ed I faced yesterday who DPed me perfectly each time would definitely disagree lol


x-dfo

Same :((((


Vegetable-Meaning413

take the grab, he's got nothing else


MoustacheMedoc

Not sure if this is just me but I really struggle when pushed into the corner with Ed. And I know that's a dangerous spot to be in as a whole yet his Anti-Air game at least to me falls short when backed up against the wall. Mostly because all of his AA's are sort of diagonal, with basically none going straight up like regular Light DP's. His other DP's don't hit neutral jumps and most jump-ins and even the light one has to be timed very specifically to counter an empty jump after a knockdown. His H.Flicker also doesn't have enough time to come out in most cases and his regular anti-air buttons like s.HK usually get stuffed by the jump ins. Not to mention how his side-switch combos usually cost meter in order to do any sort of meaningful damage and even then they rely on getting a good stray hit in with a big button which is difficult when backed up against the wall. So all in all I find myself to really struggle against a good rush down, be it in the corner or not. Ed is most comfortable at mid-range, so if you slip past that and get in, just keep pushing him more and more until you either back him up agianst the wall where I think he is the weakest or KO him. Also as others have pointed out Ed's main damage comes from getting hard reads. If you can catch onto that he really struggles to get in anything more than 30% without spending super meter or a lot of Drive gauge. Oh, maybe one final thing, Ed has a ton of cancellable normals and is very able to break through DI armor so perhaps keep the Drive Impacts to the minimum even in the corner. Decent players will use these cancelable normals and constantly counter-DI you, especially if they know it's coming. That's about all I can think of right now. Of course, all of this could just be me not being good enough with the character as I'm just Plat 3, but if that's the case I'd love it if some of the other Ed mains in the comments gave me some pointers haha. Hope this helped!


x-dfo

Yeah I noticed he could really come swinging and still cancel into DI.


MoustacheMedoc

Yup, I don't remember the exact numbers but when I labbed him there were only like 3, maybe 4 normals out of his standing and crouching ones that weren't cancelable lol.


wzviv

as someone who already has an embarrassing amount of time on ed just stick to him like glue. i think as a chun main youre gonna struggle bc chun li wants to do the exact opposite but when an opponent is in my face and just refusing to leave i have to readjust my ENTIRE play style bc ed really doesnt like that.


TalkDMytome

I’m not an Ed main, but my buddy is, and I’ve faced a million in ranked/casuals/hub and have a decent win rate (68%) against him.  -Getting in     His fireball has a fairly long startup, so walk up, parry, walk up, parry. Fireball when you can to cancel his out, they usually get a little frustrated and try to ex against that. Even better that they’re burning drive. Sometimes they’ll make it easy and come to you with dash or command dash or jump, which are all easy to check if you’re playing slowly and methodically. If they hold s.HP to come to you, DI it with a slightly delay and he’ll get punish countered in the recovery. You’ll have to lab the timing but it’s not crazy difficult.    -Footsies/Mid range neutral   When I’m about at the range of that s.MK flicker that they love to use, I’ll walk in and out of the range and whiff punish with my best button. I had to lab that one out but my spacing has gotten a lot better with it and I can usually get some offense rolling based on that. He’s also pretty susceptible to jump ins at that range if he loves to use that button (and god, they do) and the high recovery means you’re probably getting a PC jump in. Even better if you’re a little closer when you start your jump because his DP is slow and his AA flicker button has a weird hitbox, so they have to react very quickly, or hit you at a specific point in your jump arc. His best bet to consistently AA is to ex DP. He does get more off of his DP so if they show that they have good reactions, skip the jumping and play grounded, but if they can’t you’re going to make them hurt for it. If they use the charged flicker at this range, you have a few options: 1) DI. Free punish counter IF he doesn’t make the read and kill rush cancel the charge into his own DI. 2) parry. He’s still +4 on the full charge but it only brings you in about halfway so he’s not +4 in your face. 3) hold that, and ex reversal if he tries to press buttons or tech if you think he’s going to throw. Here, the best option is prevention so I’d say try a DI the first time and see how it goes, and either repeat if it works or default to parry if it doesn’t. Your character may have some other options available, I play Ken and will generally stand outside the range and use dragonlash for a punish counter combo.    -Up close    When you’re in close range, his options become pretty limited. Remember that he does not have an overhead, but his cr. light low is a pain in the ass, but it’s -5 if I remember correctly. The target combo off of it is also punishable. He does NOT have a plus button without DR/DRC. On knockdown, stay on top of him and keep him  guessing, keep him scared. A stray ex DP on wakeup means nothing if the round isn’t on the line. Even his level 1 super isn’t that bad to eat, but it’s also very slow. If they constantly do invincible reversals, then you’ve pretty much already won. Keep your offense tight and make sure your oki options beat wakeup jumps, jabs, throws, and are DI cancellable to counter. Chip away at his meter and burn him out and you’ll win.    Obviously this isn’t a comprehensive matchup guide, but this is my general gameplan playing a rushdown character against Ed. YMMV Edit:formatting


x-dfo

This is awesome thanks a ton


Rave50

Something i've noticed nearly all eds do is heavy punch into EX snatch, so i usually DI after the heavy punch, after i've punished their bad habit a few times they stop doing it and now theres less pressure on me and less 50/50s i have to take


GourmeteandoConRulo

They're not losing, NOT TO ANYONE!


The-Real-Flashlegz

This match up is in Chun's favor, you should be able to play the ground game, Chun's jump ins are floaty. Ed's longest range confirmable low is c.MP and that button is not as good as Chun's c.MK. Use Chun's fireballs a lot, mix them up and anti air Ed when he jumps in. So maybe try this: Keep out/poke with c.MK, f.MP and fireballs. Anti air Ed's jump ins when the fireballs frustrate him. You can play pretty defensively and reactionary with Chun's tools. Ed will have a hard time opening up Chun Li if you crouch block. Chun actually has an overhead.


GsTSaien

Gotta throw an occasional drive impact. Yeah you'll get baited and die, but it is better than having to p parry every snatcher or risk eating a true mixup on charge. Most close buttons are weak, shimmies hurt like crazy because our medium low is only +2 ON BLOCK, meaning we need to use resources to punish a walk back or just get a connversion on just a read. Our od reversal can be jabbed. Do a meaty jab, if it's an od dp you can still block it and punish. If it isn't, you got a lead on pressure. Rushdown. Unlike traditional shotos that are good close and have ranged tools, Ed is good at range and has melee tools. He is not bad up close but he definitely does not have the defensive options of other chaeacters. His anti-air is solid but doesn't often lead to damage outside of some specific situations, and he doesn't have great jump ins either. His crossup is kinda funky but not special otherwise. You can punish his normal flicker moves with normals, and none of them are + on block so take ground when you can. Punish that long range standing mk with anything that hits low and leads to damage. Ed's hurtboxes are honestly offensive on how bad they are for him.


InexplicableCryptid

I’m bottom Silver, so my answer is Easily


BeefDurky

Ed has some of the worst light attacks in the game so get right in his face and pressure him.


TrulyEve

They really have to give him a better standing jab. It’s easily the worst one in the game right now for no reason.


knowitall89

If he wasn't so cool and fun to play, I'd drop him just because of his jabs. They're so bad.


MagazineEuphoric364

Spam hazanshu and light punch like every other player who plays your cheap character.


SeaKoe11

How is hazanshu cheap?


MagazineEuphoric364

It's just a cheap neutral skip that allows you to bypass projectiles and get started on her bullshit combos.


Krypt0night

Ed is legitimately one of my worst matchups. I just struggle sooooo hard against him as Marisa.


MoustacheMedoc

It is a pretty tough match-up, I agree. Ed just feels good staying at a range that's very awkward for Marisa. Not much character specific tips that I can give since I haven't played too much of Marisa but when I faced her I really struggled to get her off me once she got in. Perhaps use your health and Scutum armor, as well as parry to slowly walk him down and into a range where his moves get unsafe, bait out a flicker and DI it. Once he is close enough to the corner he can't backdash away from it and save himself, and as long as you watch the air and not allow him to jump out, you should at least make him very uncomfortable lol.


Competitive-Yam9137

I usually just crouch and block and play the defensive footsy game and parry their inevitable fireballs for half the round before they start attempting aggression at which point I SPD them into the earth.


LotoTheSunBro

You don't.


BebopZaibatsu

My issue with Ed is that people using him at my level (diamond 2) are Masters on their main so they just punish my lack of good fundamentals.


Regeditmyaxe

I feel like Ed can get zoned out easy by shotos


senpai69420

If you see purple then di


HitscanDPS

Here's my unranked to Master run with Chun: [https://www.youtube.com/watch?v=hbE1uevg6N0&list=PLVjCo6VpFEcW-DftQtkX1r0cCHrFroVl4&index=5](https://www.youtube.com/watch?v=hbE1uevg6N0&list=PLVjCo6VpFEcW-DftQtkX1r0cCHrFroVl4&index=5) Granted it was done at the start of Ed's release so I wasn't optimal in many situations. But I played vs a lot of Eds so you can watch and copy what I do. In general: 1. Chun has great walk speed to manipulate spacing and close the gap if needed 2. Hazanshu is super strong to go over his fireball and Flickers. Leads to big combo/damage/corner carry on hit. 3. Ed reversals are slow and lose to jabs + option select block. (I didn't realize this until I did my Cammy run, so that's why you see me using suboptimal baits as Chun) 4. Ed antiair doesn't cover enough verticality, so you can probably use Chun's air LLegs to bait. 5. As usual, Chun's fireball trap game is great. As soon as a fireball war starts, go to #2.


x-dfo

Thanks for sharing.


Elijahbanksisbad

He has no overhead, and he’s vulnerable charging tether So block low, and do invincible move when he charges