SF6 Ed - Practical Neutral and Knockdown Tools 1

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  • Опубліковано 22 жов 2024

КОМЕНТАРІ • 18

  • @kbnguyen6470
    @kbnguyen6470 6 місяців тому +1

    Your guides got my Ed into Plat. Thank you so much!

  • @2Namii
    @2Namii 6 місяців тому +3

    Thanks a lot man. I am struggling a fuck ton with his neutral in master

  • @alexandersze49
    @alexandersze49 7 місяців тому +7

    The cMK into jab challenge have only one weakness, his damn jab is absolutely atrocious in range and sometime a cMK from enemy can beat the setup. And we thought AKi had the worst one pre patch😂
    Great guide, the corner flicker mind game is definitely a neuron activation gameplay design.

    • @NezsFGC
      @NezsFGC  7 місяців тому +3

      You're very right. If you go to challenge with jab and they don't press anything your jab will whiff. Which means they could whiff punish it with a delayed button in theory. Of course, the jab is at least to fast to be whiff punished on reaction.

    • @alexandersze49
      @alexandersze49 7 місяців тому +1

      @@NezsFGC exactly, but basically admitting to the general consensus of this character. He barely has low risk low reward options. Which I think is a great as a balance design, just not maybe tournament viable for the pro

  • @lowsodiumdanny2077
    @lowsodiumdanny2077 4 місяці тому +2

    This is outstanding. Thanks so much for this!

  • @RandomPerson28337
    @RandomPerson28337 7 місяців тому +4

    Am happy he came out flawed. He will be strong in later seasons just like in sf5

    • @NezsFGC
      @NezsFGC  7 місяців тому +5

      I was hoping for a similar thing before he released. Would rather he is weaker in a season like this and stronger in better seasons. Rather than OP this season and nerfed in good seasons.

  • @BavarianGAMER
    @BavarianGAMER 7 місяців тому +1

    the opponent can hold parry to reduce the snatcher effect and if the ED player does the rush they can drive rush on reaction to punish it

  • @swish996
    @swish996 4 місяці тому +1

    thanks for sharing! Great info.

  • @elchipamatracas
    @elchipamatracas 7 місяців тому +2

    Are you going to make videos for Akuma like you did for Ed? This detailed and well explained information is great, I wish you could analyze Akuma so you can use it properly.
    Sorry for any grammatical errors, I used the translator.

    • @NezsFGC
      @NezsFGC  7 місяців тому +1

      Unlikely, unfortunately. But I might make something. I make videos like these because I'm a big fan of Ed.

  • @georgegao1408
    @georgegao1408 7 місяців тому +4

    can you go over some of the +4 exchanges from them blocking OD snatcher and blocking the charged snatcher. Seems like I can't get much from it.

    • @NezsFGC
      @NezsFGC  7 місяців тому +6

      This is a great idea. Especially because it's very central to Ed's gameplan. I'll be sure to go over this in a future video.

    • @yoruzeruel5009
      @yoruzeruel5009 7 місяців тому +1

      What I've found: LP or LK will be faster than most buttons, or throw them, they're right at your face.

    • @georgegao1408
      @georgegao1408 7 місяців тому

      the problem with that is LP isn't really a frame trap similarly with cr LP and it's harder to time it with a 1 frame gap since you are +4. LK really isn't chainable except for target combo, which will leave you minus thus it's kind of unreliable. I've found MP canceled into fireball isn't bad. MP will trade and you will get a trade combo if it does, otherwise throw is obviously the 50/50 aspect.@@yoruzeruel5009

  • @jeffrio
    @jeffrio 7 місяців тому +1

    Interested to learn more about countering delay tech. Yo practice this how many frames of delay would I set the dummy to on wakeup throw? I only really know to shimmy here, the other option is to delay button? I suppose the delay lets me block reversals still? Trying to understand the game better, thanks!

    • @NezsFGC
      @NezsFGC  7 місяців тому

      It's quite a hard thing to practice because different people have different timings. A good way to get an idea, in this game, is to go into a replay of a game with a good amount of delay techs and play it frame-by-frame as well as looking at the inputs frame counter on the side. They'll both tell you exactly how many frames the people are delaying their tech by. It's a very "practice by feel" kind of technique that comes with a lot of trial and error. Thankfully it's often a decently safe technique so it's not the end of the world if you mistimed or had the wrong read.