2K > 2D > 214H, ]K[
Eddie can be summoned on reaction to 2K > 2D connecting. Completely reversal safe, it's best to delay slightly before jumping or dashing to mix and confirm that they have blocked drills and haven't done a reversal.
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Eddie can be summoned on reaction to {{clr|K|2K}} > {{clr|D|2D}} connecting. Completely reversal safe, it's best to delay slightly before jumping or dashing to mix and confirm that they have blocked drills and haven't done a reversal. | Eddie can be summoned on reaction to {{clr|K|2K}} > {{clr|D|2D}} connecting. Completely reversal safe, it's best to delay slightly before jumping or dashing to mix and confirm that they have blocked drills and haven't done a reversal. | ||
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| Recipe = {{clr|D|4D}}/{{clr|D|6D}}, {{clr|K|236K}} | | Recipe = {{clr|D|4D}}/{{clr|D|6D}}, {{clr|K|236K}} | ||
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This is what makes Zato's backthrow in the corner such a scary option to be hit with. Never miss an opportunity to go for this when possible. | |||
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This option is useful if you realize you want to unsummon early and are able to start the unsummon immediately after using "Leap". {{clr|S|]S[}} has more frame advantage on the knockdown than {{clr|S|236S}} and so it's very easy to go for slightly greedier oki if Eddie was already out. | This option is useful if you realize you want to unsummon early and are able to start the unsummon immediately after using "Leap". {{clr|S|]S[}} has more frame advantage on the knockdown than {{clr|S|236S}} and so it's very easy to go for slightly greedier oki if Eddie was already out. | ||
The sequences before using this setup generally involve either getting a hit with solo Zato on oki or as a punish, using {{clr|P|]P[}} as your first Eddie action to combo a mixup. | The sequences before using this setup generally involve either getting a hit with solo Zato on oki or as a punish, using {{clr|P|]P[}} as your first Eddie action to combo a mixup, or having used {{clr|K|236[K]}} beforehand to gain an additional Eddie action. | ||
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| Recipe = ... > {{clr|H|2H}}, {{clr|K|]K[(1)}}, delay {{clr|H|214H}}, dash, 236K | | Recipe = ... > {{clr|H|2H}}, {{clr|K|]K[(1)}}, delay {{clr|H|214H}}, dash, 236K | ||
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This option is for when you don't have enough Eddie meter to use "Leap" and unsummon. Slightly tricker, it's easy to time the sequence incorrectly and fail to meaty or leave yourself open to reversals. Still a valuable route to learn as it can often be used to stop just short of breaking the wall, enabling the following mix to end in wallslump. | |||
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Clap Cancel {{clr|K|236K}} | ====Using Clap Cancel {{clr|K|236K}}==== | ||
* In most instances of corner oki where {{clr|K|236K}} or {{clr|K|]K[}} is used as a meaty, you can opt to clap cancel into {{clr|K|236K}} to reduce the amount of Eddie meter used by the full sequence of drills. This can save enough meter to allow for an additional Eddie action in the followup sequences. | * In most instances of corner oki where {{clr|K|236K}} or {{clr|K|]K[}} is used as a meaty, you can opt to clap cancel into {{clr|K|236K}} to reduce the amount of Eddie meter used by the full sequence of drills. This can save enough meter to allow for an additional Eddie action in the followup sequences. | ||
** The downside to clap cancelling in these setups is that it is generally less safe to reversals as Zato is vulnerable during the clap animation and is a free point at which the opponent can Burst or YRC successfully on reaction if Zato is in range. | ** The downside to clap cancelling in these setups is that it is generally less safe to reversals as Zato is vulnerable during the clap animation and is a free point at which the opponent can Burst or YRC successfully on reaction if Zato is in range. | ||
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* Off of some knockdowns you may be able to meaty with {{clr|K|236[K]}}, which uses even less Eddie meter and is generally more reversal safe. | * Off of some knockdowns you may be able to meaty with {{clr|K|236[K]}}, which uses even less Eddie meter and is generally more reversal safe. | ||
====Using OTG before {{clr|K|236K}}==== | |||
* In most instances where you setup {{clr|K|236K}} oki with a hard knockdown you can opt to OTG for extra meter and damage. | * In most instances where you setup {{clr|K|236K}} oki with a hard knockdown you can opt to OTG for extra meter and damage. | ||
** The downside is that you are also doing wall damage, which limits the damage of the combo after the following mixup. Additionally, the normal you OTG with will push you out some distance which can be good and bad. | ** The downside is that you are also doing wall damage, which limits the damage of the combo after the following mixup. Additionally, the normal you OTG with will push you out some distance which can be good and bad. | ||
** {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|2S}}, {{clr|H|5H}}, and {{clr|D|2D}} can all be used to OTG. Generally, if you choose to OTG pick what is the right balance for you of damage vs pushback vs execution. | ** {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|2S}}, {{clr|H|5H}}, and {{clr|D|2D}} can all be used to OTG. Generally, if you choose to OTG pick what is the right balance for you of damage vs pushback vs execution. | ||
* OTG and Clap Cancel {{clr|K|236K}} can be combined for maximum greed. Generally OTG {{clr|H|5H}} > {{clr|K|236K(1)}}, {{clr|K|236K}} is the best option if you want to go for this as it's safe to many lower range reversals. | |||
====Mixups==== |
Prototypes of Full Theoryboxes
There are a few common ways to setup 236K oki and many options for the mix afterwards. First we'll break down setting the oki up, then go over several of the options afterwards.
2K > 2D > 214H, ]K[
Eddie can be summoned on reaction to 2K > 2D connecting. Completely reversal safe, it's best to delay slightly before jumping or dashing to mix and confirm that they have blocked drills and haven't done a reversal.
4D/6D, 236K
This is what makes Zato's backthrow in the corner such a scary option to be hit with. Never miss an opportunity to go for this when possible.
... > 2H > 236S/]S[ > 214H, dash, 236K
This option is useful if you realize you want to unsummon early and are able to start the unsummon immediately after using "Leap". ]S[ has more frame advantage on the knockdown than 236S and so it's very easy to go for slightly greedier oki if Eddie was already out.
The sequences before using this setup generally involve either getting a hit with solo Zato on oki or as a punish, using ]P[ as your first Eddie action to combo a mixup, or having used 236[K] beforehand to gain an additional Eddie action.
... > 2H, ]K[(1), delay 214H, dash, 236K
This option is for when you don't have enough Eddie meter to use "Leap" and unsummon. Slightly tricker, it's easy to time the sequence incorrectly and fail to meaty or leave yourself open to reversals. Still a valuable route to learn as it can often be used to stop just short of breaking the wall, enabling the following mix to end in wallslump.