Measure the space left by Flicker before defending the next choice
Ed’s charged Psycho Flicker and Kill Rush approaches do not always leave the same distance. The current notes distinguish immediate close pressure from a farther situation that requires walking to throw. Read that separation before choosing a throw-tech or trying to interrupt the next punch.
What to watch for
Charged Flicker and the resulting pull
The current guide distinguishes close throw, medium punch, and shimmy from farther punches or walking throw. Blocking the charged move does not prove that Ed is already inside throw range.
Grounded versus airborne Psycho Blitz
Heavy Blitz on the ground leads into Kill Rush pressure; the target-combo airborne ending has a separate jump setup. Track how the hit occurred, not just the name of the special.
How to deal with common situations
Ed holds Flicker in neutral
The Japanese counter note proposes making the charge risky with movement or a jump. Test that approach against an early release as well as a held Flicker. A plan that beats only the full charge can be defeated when he changes the release timing.
Kill Rush follows heavy Blitz
The source lists heavy punch, a timed crouching medium kick, throw, and backward-walking shimmy. Watching the dash alone cannot distinguish those endings. Check which branch beat your defense in the replay.
Distance-specific responses
At Flicker reach
Learn where the version being charged will reach before trying to bait a miss. Do not import an old guaranteed-punish claim without testing the current move and your approach distance.
After charged Flicker is blocked
Look at Ed’s remaining forward movement. A walking throw leaves a different cue from an immediate close throw; an automatic tech can miss while he stays farther away.
At a Blitz knockdown
Separate the grounded Kill Rush route from the airborne safe-jump route in your training slots. Their recovery positions are not interchangeable.
Common mistakes
- Throw-teching a charged Flicker while Ed remains out of range.
- Testing a jump only against maximum hold.
- Using a grounded-Blitz wake-up timing after the airborne target-combo route.
Training mode practice steps
Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.
Compare early and held Flicker
Record both releases from one marked position. Try the movement you intend to use against charging, then randomize the slots. Retain only results that account for the early attack and the charged follow-up.
Read the Kill Rush ending
Record heavy Blitz on the ground into Kill Rush, then a strike, walking throw, or retreat. Verify the ender before playback. Track missed throw-tech attempts separately from getting hit while trying to move.
Uses Ed’s Japanese Flicker counter note with the current charged-Flicker spacing and grounded/airborne Blitz setplays. Old pull-distance and punish claims are not treated as current universal facts. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.
