This is also one of Ed's great strength. I should have put this in. Not having to spend meter for your knockdown pressure is amazing for drive gauge management.
Something I found interesting is how the nerf to drive parry recovery (now 33) is an indirect buff to Ed’s Killrush (31 frame duration) getting punish counter throw drive damage
As a guy who’s been using Ed since release and have gotten better, I’ll tell you that you have to be an Ed specialist to get the most out of him since he has a VERY situation specific moveset. At the very beginning I almost dropped him because he’s such a different character dynamic than the other characters. But the journey is rewarding. Sidenote: Ed needs buffs. 😁
@@EchoTheLight yeah man, I feel like his kit really falls apart if you have weak reaction and struggle to shut down random jump in, DI etc. though I believe im getting better playing the character is a lot of mental stack
@@marcelol.4371 Yeah, I kinda get cooked on jump ins because my anti airing isn’t the best. Unless I’m baiting you to jump, my reactions aren’t good. 😕
This is a great video. Personally, I think most Ed players really sleep on the +41 safejump potential as well as Ed's safejumps in general. In a game where a vortex isn't really as much of a threat due to drive parry and now wake-up drive reversal as tools, and the safejump gets additional benefits such as depleting drive and even being safe to those previously mentioned tools, it becomes hugely beneficial for controlling your opponent and pressing into an advantageous game state. I agree that Ed handles creating drive deficits for his opponent better than most characters, maybe even best in class too. I think it's also worth calling out how Ed is also in a position to benefit from punish counters damaging his opponent's drive even further due to his snatcher and kill rush oki that set him up for strong shimmies. Even his projectiles being feint-able also encourage drive depletion by getting the opponent to whiff parry. Being a character that lacks a standing overhead, he really is being pushed into a position to really damage his opponent's drive with his basic game plan. Love this character. Sick videos!
Anyone catch Tachikawa's MODERN Ed performance at Battle Arena Melbourne this weekend? It surprisingly good and he did really well. He qualified for that Saudi Esports World Cup.
I was there, haha. I played some casual games with him the night before BAM. We only got to play like 5-6 games, though. Before we got kicked off the set-up so a tournament could start.
@@NezsFGC Oh sweet man. Yeah, his play really impressed me. Seemed like he used Modern to his full advantage but was able to use Classic inputs where he was able to maximize damage. Only thing lacking was his response to jump overs, but that's an Ed weakness, lol.
I like a lot of aspects about this video. The midscreen and 1st corner combo are gonna add so much to my game. I had a question tho. The corner combo route around 10:50 is very drive meter heavy, is that like a resource dump combo that sets up kill on next touch? I just don't see the point of that combo when the whole point of the video was to show off advantages of Ed in the drive gauge department.
The second heavy punch? If so your drive rush timing is probably off. The thing that helped me is you can hold parry after the projectile so the only thing you have to time is the dash input to get the drive rush perfect.
It's quite difficult to get them to the corner while they're blocking. fHP is a good "get in" button that becomes +1 against burnout. charged snatchers are quite good too, as you don't have to fear DI any more and they do a good amount of chip and lead to more chip. your sLK target combo also becomes + on block on the 1st and 2nd hits.
I see ending walker go for cr.mp into ex snatcher or charged light snatcher when he's in. Probably to make teching really high risk for the opponent so it's easier to go for throw when doing this sequence?
@@hekk870 He's usually looking for good chip damage. The cMP is because maybe they aren't blocking low, for the extra damage. Even though it won't combo into OD snatcher without counter-hit.
Babe wake-up, the new Nezs Ed video just dropped
Really appreciate your Ed content . Helps out a lot 🙏🏼
Ed also never has to spend drive for majority of his oki. I’ve found this makes a pretty big difference
This is also one of Ed's great strength. I should have put this in. Not having to spend meter for your knockdown pressure is amazing for drive gauge management.
I love Ed. I already have my opinion set on this.
Something I found interesting is how the nerf to drive parry recovery (now 33) is an indirect buff to Ed’s Killrush (31 frame duration) getting punish counter throw drive damage
It's a very nice change for Ed.
Please be my Ed sensei lol. 3 weeks trying it out and I still feel I suck. You’re actually a genius
Haha, I still have a very long way to go myself, you can trust me on that one. I just try to relay information I learn as I go.
As a guy who’s been using Ed since release and have gotten better, I’ll tell you that you have to be an Ed specialist to get the most out of him since he has a VERY situation specific moveset. At the very beginning I almost dropped him because he’s such a different character dynamic than the other characters. But the journey is rewarding.
Sidenote: Ed needs buffs. 😁
@@EchoTheLight yeah man, I feel like his kit really falls apart if you have weak reaction and struggle to shut down random jump in, DI etc. though I believe im getting better playing the character is a lot of mental stack
@@marcelol.4371 Yeah, I kinda get cooked on jump ins because my anti airing isn’t the best. Unless I’m baiting you to jump, my reactions aren’t good. 😕
This is a great video. Personally, I think most Ed players really sleep on the +41 safejump potential as well as Ed's safejumps in general. In a game where a vortex isn't really as much of a threat due to drive parry and now wake-up drive reversal as tools, and the safejump gets additional benefits such as depleting drive and even being safe to those previously mentioned tools, it becomes hugely beneficial for controlling your opponent and pressing into an advantageous game state. I agree that Ed handles creating drive deficits for his opponent better than most characters, maybe even best in class too.
I think it's also worth calling out how Ed is also in a position to benefit from punish counters damaging his opponent's drive even further due to his snatcher and kill rush oki that set him up for strong shimmies. Even his projectiles being feint-able also encourage drive depletion by getting the opponent to whiff parry. Being a character that lacks a standing overhead, he really is being pushed into a position to really damage his opponent's drive with his basic game plan.
Love this character. Sick videos!
For sure. I was actually considering adding in a part about draining your opponents meter by holding snatcher. I love that situation.
There’s nothing funnier to me than holding snatcher and just letting them turn blue and lose drive
Good stuff 🎉🎉
Anyone catch Tachikawa's MODERN Ed performance at Battle Arena Melbourne this weekend? It surprisingly good and he did really well. He qualified for that Saudi Esports World Cup.
I was there, haha. I played some casual games with him the night before BAM. We only got to play like 5-6 games, though. Before we got kicked off the set-up so a tournament could start.
@@NezsFGC Oh sweet man. Yeah, his play really impressed me. Seemed like he used Modern to his full advantage but was able to use Classic inputs where he was able to maximize damage. Only thing lacking was his response to jump overs, but that's an Ed weakness, lol.
@@TheVidgamejunkie He's very good. Really strong neutral. Definitely keep an eye on his replays for learning.
So basically it seems like Ed doesn't really need Drive Rush the way other characters do, since his moves have so much reach?
His drive rush buttons and speed isn't as good as other characters, but as you said he doesn't really need that. He's more of a defensive character.
Good video
I like a lot of aspects about this video. The midscreen and 1st corner combo are gonna add so much to my game. I had a question tho. The corner combo route around 10:50 is very drive meter heavy, is that like a resource dump combo that sets up kill on next touch? I just don't see the point of that combo when the whole point of the video was to show off advantages of Ed in the drive gauge department.
Yeah, it's a resource dumb you should only do to kill. It's a Sasamo combo. I was just doing it to drain my meter so the regen was easier to see.
That's nasty what you did to jp
I cannot do that three bar combo for the life of me. The heavy punch always whiff
The second heavy punch? If so your drive rush timing is probably off. The thing that helped me is you can hold parry after the projectile so the only thing you have to time is the dash input to get the drive rush perfect.
When we do have them in burnout, what kind of pressure does Ed want to apply? Any go-to strings?
It's quite difficult to get them to the corner while they're blocking. fHP is a good "get in" button that becomes +1 against burnout. charged snatchers are quite good too, as you don't have to fear DI any more and they do a good amount of chip and lead to more chip. your sLK target combo also becomes + on block on the 1st and 2nd hits.
I see ending walker go for cr.mp into ex snatcher or charged light snatcher when he's in. Probably to make teching really high risk for the opponent so it's easier to go for throw when doing this sequence?
@@hekk870 He's usually looking for good chip damage. The cMP is because maybe they aren't blocking low, for the extra damage. Even though it won't combo into OD snatcher without counter-hit.