W video, as for the combo at the end, if you do everything as normal up until the dash 214 l.p, you can instead dash in and heavy dp, followed by drive rush heavy dp, and finish it with a dash in 214 l.p.
@@NezsFGC Calm no problem, only issue that I could think of in the combo is that I manual time it by looking at the animation on the character getting hit, so that could mess with ur results. When I manually time it, I look at the characters feet and when they split apart if that makes sense. Idk u just kinda see in training mode. I think my route is also more affected by how quick you do the first dp and dash up 214 l.p. So its harder to get consistent
I can’t imagine there is a more optimal play for your combo. Finishing +10 is 🔥 I’d never even considered using spark igniter to knock them back into lvl 2. Thanks for the intel. Subscribed ❤
With guile sonic blade, you can get st. MK from very far away, and I find it is actually very easy to time. Pretty much a free combo if you see guile do sonic blade midscreen.
Thanks for the video. I'm an Iron Ed and striving to reach at least Platinum but I don't have plenty of time to play games often due to irl business. I found that fighting game not only need to be good in combo training but knowlwdge and playtime to gain experiences for matchups. Your video saves alot time for me to try out everything radomly since I'm still a newbie in SF6. And I would like to ask if there is any good way to deal with Lily outside of getting good in block and punish? MUCH THANKS!
that last combo is dope. it's very niche though because obviously to get it, you'd have to submit almost the full stage which could be risky against just about the entire roster's pressure, but still VERY cool. I'd go for a little less damage if it means I get a little less corner carry so I can have one practical combo I can consistently do no matter where I am (of course obviously being directly on the wall)
I find kimberly and juri to be annoying af on ed. Feels like they get free get ins on your keepout bc of things like juris fireball into drive rush. Cuz like even though you can jump over it close range, mid range they'll just walk you down then DR you. Nevermind he insane movespeed which makes whiff punishing in the close range kinda lame
@willplaysf4food403 yeah but if you do that, they can immediately drive rush bc you're in recovery or just jump bc they know you're gonna cancel it, which at least introduces a mixup. You won't be punished for using medium flicker but it's not like your in any better position than before they used fireball
@@zkosmith1662 it only hits once you reach the 30 frame charge up. She can drive before then. (Im pretty sure, you can correct me if I'm wrong but I don't think ive ever canceled fireball as well as hitting unless its charged)
Some of these are useful but some of these really don’t have much value at all. A good dhalsim player would never allow you to antiair with sthk, instant air teleport into button will beat your 10 frame button every single time and so will float into teleport if he alters his timings. If he does high teleport he will already have a hit box out by the time you’re jumping up to try to meet him with jhk.
Some math on air teleport. He is vulnerable on frame 16 and actionable on frame 29. With 4 frames being his fastest air normal, that means air teleport into jLP hits on frame 32. So Ed can to press stHK between frames 16 and 21 to beat Sims teleport cleanly. Not easy if the sim is mixing up his approach, but certainly a reliable way to handle it if you're expecting it. Not perfect, but it's an answer to the gimmick. Honestly though, I might test it with crMK this evening, since the low profile would mean Sim can't use jLP to beat it, and his next fastest option is frame 6. Couple that with the 1 frame reduced startup on crMK and you might have an 8 frame window compared to 5 here. Vid's got me thinking
You can react to teleport and punish it before he can press. In both cases the training dummy was set to press. Low teleport was sLP, high teleport was jHP. There isn't anything impractical about punishing Sim teleports, on reaction, when you're not locked down by a fireball.
W video, as for the combo at the end, if you do everything as normal up until the dash 214 l.p, you can instead dash in and heavy dp, followed by drive rush heavy dp, and finish it with a dash in 214 l.p.
Im not sure as what to do for the oki but it does a bit more damage and maybe the slightest more meter gain
@@Den90183 Thanks, I'll definitely be trying it in training mode when I get a chance next.
@@NezsFGC Calm no problem, only issue that I could think of in the combo is that I manual time it by looking at the animation on the character getting hit, so that could mess with ur results. When I manually time it, I look at the characters feet and when they split apart if that makes sense. Idk u just kinda see in training mode. I think my route is also more affected by how quick you do the first dp and dash up 214 l.p. So its harder to get consistent
Thank you Nezs, these guides have really helped and improve my game with Ed
That's what I love to hear.
I can’t imagine there is a more optimal play for your combo. Finishing +10 is 🔥
I’d never even considered using spark igniter to knock them back into lvl 2. Thanks for the intel. Subscribed ❤
Amazing video
Thanks this is gonna help the grind a lot
So good, thank you!
With guile sonic blade, you can get st. MK from very far away, and I find it is actually very easy to time. Pretty much a free combo if you see guile do sonic blade midscreen.
Ah, this is true. I should have put this in, haha.
Thanks for the video. I'm an Iron Ed and striving to reach at least Platinum but I don't have plenty of time to play games often due to irl business. I found that fighting game not only need to be good in combo training but knowlwdge and playtime to gain experiences for matchups. Your video saves alot time for me to try out everything radomly since I'm still a newbie in SF6. And I would like to ask if there is any good way to deal with Lily outside of getting good in block and punish? MUCH THANKS!
doing drive reversal when you block a spire is usually a good idea, just make sure you don't burn yourself out doing it.
@@NezsFGC Thanks. I will try it out.
that last combo is dope. it's very niche though because obviously to get it, you'd have to submit almost the full stage which could be risky against just about the entire roster's pressure, but still VERY cool. I'd go for a little less damage if it means I get a little less corner carry so I can have one practical combo I can consistently do no matter where I am (of course obviously being directly on the wall)
Must see need yo improve my game
I find kimberly and juri to be annoying af on ed. Feels like they get free get ins on your keepout bc of things like juris fireball into drive rush. Cuz like even though you can jump over it close range, mid range they'll just walk you down then DR you. Nevermind he insane movespeed which makes whiff punishing in the close range kinda lame
you can negate juri fireball with the medium version of flicker
@willplaysf4food403 yeah but if you do that, they can immediately drive rush bc you're in recovery or just jump bc they know you're gonna cancel it, which at least introduces a mixup. You won't be punished for using medium flicker but it's not like your in any better position than before they used fireball
@@johnsonjunior547 Enhanced flicker can go through all normal fireballs so it will still hit her if used in the right range.
@@zkosmith1662 it only hits once you reach the 30 frame charge up. She can drive before then. (Im pretty sure, you can correct me if I'm wrong but I don't think ive ever canceled fireball as well as hitting unless its charged)
@@johnsonjunior547 She can get stuck in the animation long enough to charge a flicker
Some of these are useful but some of these really don’t have much value at all. A good dhalsim player would never allow you to antiair with sthk, instant air teleport into button will beat your 10 frame button every single time and so will float into teleport if he alters his timings. If he does high teleport he will already have a hit box out by the time you’re jumping up to try to meet him with jhk.
Some math on air teleport.
He is vulnerable on frame 16 and actionable on frame 29. With 4 frames being his fastest air normal, that means air teleport into jLP hits on frame 32.
So Ed can to press stHK between frames 16 and 21 to beat Sims teleport cleanly. Not easy if the sim is mixing up his approach, but certainly a reliable way to handle it if you're expecting it.
Not perfect, but it's an answer to the gimmick. Honestly though, I might test it with crMK this evening, since the low profile would mean Sim can't use jLP to beat it, and his next fastest option is frame 6. Couple that with the 1 frame reduced startup on crMK and you might have an 8 frame window compared to 5 here. Vid's got me thinking
You can react to teleport and punish it before he can press. In both cases the training dummy was set to press. Low teleport was sLP, high teleport was jHP. There isn't anything impractical about punishing Sim teleports, on reaction, when you're not locked down by a fireball.