GGACR/Eddie

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Overview

Overview

Eddie, the shadow of the former head of the Assassin's Guild - Zato-1 - is an archetype-defining puppet character with a myriad of overwhelming offensive pressure. Eddie has unblockables, pressure for days, flight, and plenty of dual attacking options to deal with opponent's defensive options. Letting Eddie get the initiative is suicide and all of the pressure is placed on the opponent once Eddie gets in and runs his game.

On the flip side, Eddie is horribly weak defensively. When his shadow gauge is emptied, he must often run away, or contend with his overall subpar normals. He has the worst guts in the game with a bad defense modifier, a poor backdash, slower buttons, and no meterless reversal. His Dead Angle is barely passable and his reversal super is downright awful. Worse yet, Eddie's shadow can actually be killed if it's successfully poked out, meaning one wrong move is all it takes for Eddie to immediately lose all of his offensive threat.

Eddie is a character who wants to get in and stay on the absolute offensive, giving the opponent zero chance to breathe. If you can master his unconventional fighting style, then you'll learn to love the overwhelming offensive options Eddie brings to the table
Playstyle
Eddie is an archetype-defining puppet character with a myriad of overwhelming offensive pressure.
Pros Cons
  • Strong Block Strings and Mixups: When working together with shadow, Eddie has access to incredible offensive pressure that can can be looped and made reversal safe.
  • Low Commitment Zoning with Shadow: Eddie and his shadow can cover a variety of spacings and timings without putting themselves at much risk.
  • High Reward: Eddie often gets good damage and strong okizeme options after a successful close-range hit. With meter, Eddie can set up practical unblockables and demolish health bars.
  • Great Movement Toolbox: Eddie has several unique tools such as Flight, a unique controllable airdash, Break The Law and swapping places with shadow. One can mix up your approaches a lot and cover oneself with the shadow to prevent anti-airs.
  • Screen Control with Shadow: With shadow out, Eddie has access to long range lows, strong anti-airs, good mid-range pokes and high reward when up close. Eddie doesn't really have a position he doesn't want to be in with shadow.
  • Poor Defensive Options: Eddie has below average health and defense stats, few reversal options (including a bad Dead Angle), poor abare, and poor punish options. Getting crossed-up by the opponent can also interfere with his shadow options. To compound the issue, getting hit or blocking unsummons the shadow.
  • Flight Drawbacks It is more difficult to move out of the range of air throws than with a normal double jump and Eddie cannot block during flight.
  • Needs Shadow: Without Shadow ready, Eddie is often described as "half of a character". The shadow is an essential part of his gameplan, so managing the Shadow Gauge is an important skill to learn.
  • Finnicky Lockdown: Shadow's limited movement speed can make it difficult to stop people from moving around.
Note: Eddie's unique control scheme requires significant investment to adjust to and his neutral game requires a lot of knowledge and confident control of his shadow.

Shadow Gauge

The shadow, Little Eddie, can only be used while the gauge is not depleted. Every shadow attack will drain some of this bar.

Controlling the Shadow

Little Eddie attacks only when corresponding buttons are released not pressed.

With proper meter management and execution, Eddie is capable of attacking alongside the shadow for devastating simultaneous attacks. This gives Eddie his extensive offensive pressure game and allows tandem attacks to prevent escapes and multiple mixup opportunities per blockstring, with varying levels of punishment depending on how much meter is left. He can also spend 25% meter to extend his gauge further, and exclusive to +R, he can also perform a "Vice" summon, which gives the shadow a moveset closer to Eddie's XX and #R iteration, which is generally much stronger in the corner.

If it is emptied however, Eddie loses access to this shadow for several seconds, and cannot summon, leaving him susceptible to being stuck in a very bad defensive position. Proper control of this gauge is key.

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
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ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 6 4 7 -1
  • Situational Anti-Air. Same follow up Combo as 6P.
  • Can be used to set up tick-command grabs.
  • Whiffs on some smaller crouching characters.
  • Slower than 2P.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 8 3 9 -2

Standing low, go-to low option in mixups.

  • A lot of cancel options but none of them are low so double lows aren't possible (other than cancelling to drill).
  • Very high proration. If you open them up with this it is usually better to end the combo quickly.
  • Weirdly jump cancellable. Opens up mixup options with the controllable airdash.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 5 9 0

Primarily blockstring/combo filler.

  • A lot of cancel options, notably combos to 2D.

c.S>5H is a frame trap with a 1f gap, so it can be useful against niche pseudo reversals such as Testament's Warrant.


Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
20×3 Mid 6 3,5,3 20 -9

Decent ranged poke.

  • Stuff > f.S > 2S is a useful in blockstring to push opponent into 22H range.
  • Combos to 2D if within range.
  • Cancel to 2H on air hit to knock the opponent away.

Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×3 7×3 3
  • Hitstun on CH is 16F

5H

Damage Guard Startup Active Recovery On-Block Invuln
25×3 Mid 13 2,6,3 15 +1
  • The only way to combo to drills solo.
  • The third hit is not special cancelable.
  • If the opponent gets hit crouching in mawaru loops it can be cancelled to 236D to extend the combo without dropping it.
  • Staggers on CH. Allows a combo to 5D if it does.

Gatling Options: 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×3 6×3 5
  • Staggers on ground CH (max 41F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
18 High 26 3 24 -13 1~End Feet

Slower overhead than 6K but can be used as a hail mary way of wasting time for the Shadow to recover.

  • Can be confirmed into when Shadow is out.
  • Foot invincible and can be used to avoid some lows such as slidehead's projectile.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3

6P

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 13 4,4 12 -2 1~16F Upper Body

Go to Anti-air for airdashes.

  • Upper body invul allows it to be a good pressure starter against DP characters since invul in tandem with shadow tanking a hit will cause DP to whiff.

Gatling Options: c.S, f.S, 2S, 5H, 2H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3

6K

Damage Guard Startup Active Recovery On-Block Invuln
30 High 18 5 18 -9

Standing overhead, go-to overhead starter.

  • Special cancelable on block/hit.
  • Forces crouch on hit.
  • Although it has a less severe initial prorate than 5K and the route for overhead Mawaru loop deals more damage and reduces the guard gauge less, rule of thumb is to end it early.
  • Sometimes your shadow will get killed but your 6K will make it through. It will usually end up being a CH. You can cancel into drill on reaction or gatling into 6H if they are low on health.

Gatling Options: 6H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 75% 8 7 3

6H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 13 15 20 -16

Very large normal, good at covering a lot of space.

  • Slow startup and bad hitbox means it must be used quite preemptively, and even then it can be hit.
  • Special cancelable in the late frames, so canceling into Drunkard Shade (214S) can help make it more safe on block
  • On CH, you are allowed to go wild. It's one of the few chances Eddie has to confirm his Overdrives.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Can special cancel from 28F onwards

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 8 -2

Eddie's fastest normal, decent hitbox, go-to close range poke.

  • Gatlings into 2D, making it a very crucial part of Shadowless Eddie's gameplan.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 7 2 12 0

A very good poke option. the speed/range ratio is really good, and it has a deceptively big hitbox.

  • No hurtbox where leg is underground allows it to be used pretty creatively.
  • Has a dead zone between Zato and the leg. Will whiff if used point blank.
  • On CH It combos into 22S. On certain crouching characters and at max range, it also combos into 22H.
  • Not a low despite appearances.

Gatling Options: f.S, 2H, 6H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3

2S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 9 4 16 -6

One of the best pokes Eddie has. The hurtbox is larger than the hitbox so it is easy to counterpoke.

  • Combos into both drills on counter hit.
  • Common summon point but not guaranteed. The opponent can mash to kill Shadow.
  • Has a dead zone in front of Zato, similar to 2K.

Gatling Options: 5H, 2H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 11 6 19 -6

Ideal AA for when opponent approaches from high above you.

  • Counter hit grants hard knockdown.
  • Hitbox extends surprisingly far forward and down, allowing it to be used in conjunction with nobiru in the corner for pressure.

Gatling Options: 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

2D

Damage Guard Startup Active Recovery On-Block Invuln
20 Low 9 6 15 -7

Best way to end combos when little eddie is unsummoned as it grants hard knockdown.

  • Special cancleable on block/hit, so plenty of time to summon eddie and start oki, or drill to be safe on block.
  • Jump cancelable so you can IABD away on block to run away. Also allows combo extensions with Shadow in the corner.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 4 16

His Fastest air normal. Mainly used for safe Air-to-Air and as part of the j.K > j.P > j.K flight cancel.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 6 6 8

Your main air to ground normal.

  • The only jump cancellable normal.
  • Used for Fuzzy guard mixups by cancelling to flight then immediately to another normal.
  • Reverse gatlings to j.P.

Gatling Options: j.P, j.S, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 7 12 12
  • Hits directly below Eddie and swings upwards.
  • Useful for crossups and IAD (9563) strings when cancelled to j.H.

Gatling Options: j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
33 High/Air 11 6 12

Primarily used as air combo fodder.

  • Best normal to use for mine unblockables because it does not prorate if it hits first.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 11 4 19+5 after landing
  • Good air to air hitbox.
  • Knocks down on counter hit allowing a free summon and pressure if close to the corner.
  • Uncancellable into any other normals or safe specials so it is often unsafe if blocked.
  • The main way to end most air combos.
  • Combos to j.41236S in the corner if the opponent is low enough.
  • Will whiff on crouching characters (except Potemkin).
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Blows back opponent on hit

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
50 49 pixels

Does not grant as much reward as Damned Fang but is much faster so it is useful on defence.

  • Grants enough frame advantage to get a summon if they are thrown into the corner.
  • It is possible to combo after if Shadow is summoned but the combo will be heavily prorated so it is usually not worth it.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Doesn't grant much advantage plus unless you are in the corner it puts them at midscreen distance from you. So you don't get as much reward as ground throw but it allows a safe summon if they are far.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 13 9 18 -13 1~21F All
22~36F Throw

Very poor Dead angle. Uses 2H animation and hitboxes so it can be very easily low profiled. Plus it is quite slow and not much horizontal range.

  • Inflicts significantly more untechable time on counter hit, but doesn't cause knockdown.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Invite Hell

22S or 22H

Version Damage Guard Startup Active Recovery On-Block Invuln
22S 40 Low/Air 18 48 Total 42 +2
22H 40 Low/Air 18 36 Total 42 +2
  • Eddie's most important special. Mix up between this and summoning on block. Whenever you don't have Little Eddie out yet, everything you do will be done to make them block/get hit by this.
  • Plus frames on block even solo, if done meaty it can be up to +28.
  • Long knockdown if it hits, allows for a summon.
  • Useful in neutral for screen control.
  • 22H has Eddie's important FRC point during 12~13F that, when mastered, allows repressure, set ups unblockables after certain knockdowns, as well as throwing it out more safely.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
22S N/A 0 7 3
22H 12~13F 0 7 3

22S:

  • Eddie is in CH state from 1~26F
  • See note ※1

22H:

  • Eddie is in CH state from 1~26F
  • See note ※1

Break the Law

214[K]

Version Damage Guard Startup Active Recovery On-Block Invuln
214[K] Total 26~167 5~6F Upper Body
7~9F Above Knees
1~9F Throw
214[K] > 41236S 40 High/Air 10 for BtL+20 3 22+5 Landing -13 1~2F Low Profile
3~8F Above Feet

Eddie takes a Dive Down, making him invincible during it while being able to move.

  • Shadow is still controllable while Zato is underground.
  • Has a lot of potential as a way to avoid opponents trying to make you block to force unsummons, and avoid aerial moves. But leaves Shadow unprotected.
  • The longer you stay undergound the longer the resurfacing animation takes.
  • Has a followup into Shadow gallery 2nd hit.

The followup version of SG from BTL which only does the second hit. Overhead and causes a sliding state on hit and knocks down.

  • Is very strong in combos. It can be looped for as long as you have Eddie meter and puts the opponent in the right range for unblockables.
  • While it is overhead it's not very useful as a mixup since BTL has no low option. You can pepper it is as a surprise when it is hard to see.
  • Half circle can be done in either direction.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214[K] N/A
214[K] > 41236S N/A 11 6 4

214[K]:

  • Eddie is underground and fully invincible from 10F onwards
  • Eddie is in CH state when disappearing/reappearing
  • Can perform Followup Shadow Gallery while underground
  • Time spent underground affects recovery when reappearing:
  • Time spent underground 1~59F: Total recovery 16F, throw invincible 1~2F, above knees invincible 1~4F, upperbody invincible 5~10F
  • Time spent underground 60~121F: Total recovery 24F, fully invincible 1~4F, throw invincible 5~6F, above knees invincible 7~8F, upperbody invincible 9~16F
  • Time spent underground 122F: Total recovery 36F, throw invincible 1~5F, above knees invincible 1~10F, upper body invincible 11~22F

214[K] > 41236S:

Shadow Gallery

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
40, 25 Mid 7 after appearing 6(12)3 24+7 after landing -17 After reappear 1~12F Above Feet
  • Shadow Gallery is a strange special move. It does not have much utility in neutral, neither is it easy to use in combos.
  • While it is strike invul until it reaches the ground it becomes vulnerable before it becomes active. It is also throwable throughout.
  • Can be used to punish opponents trying to attack Shadow while you're in the air.
  • Will cross up the opponent when used point-blank.
  • The first hit knocks down while the second hit doesn't. Most of the time you will want the first hit only.
  • Aerial SG has an FRC point during 19~21F, making it less risky if you do whiff and always knocks down. You can often avoid using the FRC with the right combo but it is character specific.
FRC Window Proration Guard Bar+ Guard Bar- Level
19~21F after reappearing 14×2 6×2 4
  • Eddie is grounded when he reappears from the ground for 7F, then is airborne again
  • Frame Adv if only the 1st hit is blocked is -31
  • Fastest possible TK Shadow Gallery has startup 15F

Summon Eddie

236H or 214H

Damage Guard Startup Active Recovery On-Block Invuln
Total 38
  • To control the shadow, use either 7,4 and 1 to move it to the left and 9,6 and 3 to move it to the right.
  • Eddie's main mechanic and defining trait. Your goal when solo is to get him out safely ASAP.
  • Normal summon (236H) is generally preferred in neutral and midscreen.
  • Summoning with 236P/236K/236S will perform the corresponding Shadow move on the first possible frame.
  • Vice summon (214H) is an alternate moveset for the shadow taking moves from older Guilty Gear titles. The moves are generally better than the normal summon when the opponent is cornered.
  • Mixing up between drills and summon is your best option when making the opponent block solo. Drills bait escape options or abare and will knock down if successful and allow a free summon. Summoning will take advantage of when they are scared to press any buttons but normally will lose if they press buttons.
  • Eddie's Shadow will take a hit if they are both in the same hitbox. You can take advantage of this to create reversal safe pressure, but it is generally advisable to keep the Shadow alive.
  • If the shadow gauge runs out naturally, or the Shadow gets Hit, you will not be able to use it until the gauge fills again. (236D will not help you if Shadow is dead).
  • Getting hit or blocking will automatically unsummon the Shadow.
  • Use 236P/K/SH when Shadow is already out to unsummon. If you do this the Shadow Gauge will recharge faster than if dead, and you will be allowed to use without it needing to be completely full. Doing this will cancel any Shadow special being performed without recovery for the Shadow.
  • Shadow is controllable from frame 12 if using 236H summon. Otherwise performs Traversing/Small/Anti-Air Attack as soon as possible.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Shadow appears on 12F
  • Eddie is in CH state during entire move
  • Starts consuming Shadow Gauge during standby period
  • Shadow Gauge has a total length of 1000 points
  • When completely emptied, Shadow gauge takes 446F to completely refill
  • If summon command is repeated, Shadow disappears (Total 29F, no CH state)
  • Shadow disappears 7F after entering command
  • Shadow Gauge turns white and recovers from empty to full in 286F after unsummon
  • Use 236P/K/S/H to summon Normal Shadow
  • Use 214H to summon Vice Shadow
  • See note ※2

Traversing Attack

236P or ]P[ with Normal Shadow

Damage Guard Startup Active Recovery On-Block Invuln
20 All 11 summon+10 3 12 Shadow: 1~9F All

The fastest move the Shadow has.

  • It's invincible from startup through to the active frames and moves the Shadow forward a significant amount so it is very useful as a counterpoke and an approach tool.
  • Very useful to move Shadow through attempts to kill him.
  • Can be used to start pressure from far away with -P- > 22H > -K-.
  • Also Useful in the Dizzy MU since it can also kill her familiar.
  • Uses 15% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7 2
  • Costs 151 points (※2)

Small Attack

236K or ]K[ with Normal Shadow

Damage Guard Startup Active Recovery On-Block Invuln
24×2 All 11 summon+13 1(14)3 31 Shadow: 31~50F All

Mawaru! Eddie's shadow most important pressure tool. It vacuums them back to Eddie and allows him to continue his pressure game.

  • Normally, Mawaru's 1st Hit won't naturally combo into the second against standing opponents (your opponent can backdash or do a reversal, so beware). CH Mawaru, however, does, so the damage is guaranteed.
  • Mawaru will also juggle the opponent If you launched them previously (probably with 22S/22H), opening up nasty unblockable set-ups, which are discussed in the combo section.
  • Uses 24% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7, 6 3, 4
  • Pulls in opponent on hit or block
  • Costs 241 points (※2)

Anti-air Attack

236S or ]S[ with Normal Shadow

Damage Guard Startup Active Recovery On-Block Invuln
40 All 11 summon+11 8 23 Shadow 26~32F All

Nobiru! Extremely useful anti air and allows for painful juggle and 5D combos in the corner.

  • CH Nobiru wall bounces the opponent allowing Eddie to do Nobiru loops in conjuction of 2H and confirm his Overdrives.
  • Uses 18% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 9 3
  • Costs 181 points (※2)

Shadow Hole

]H[ with Normal Shadow

Damage Guard Startup Active Recovery On-Block Invuln
20 All 30 214 23 Shadow: 12~End All

The infamous Puddle. Most shadow combos end on this. It traps the opponent, granting Eddie some nice guaranteed damage if they don't have Burst.

  • If they do have Burst and you think they are going to use it, walk back, let them whiff it and do 5P > j.KHD.
  • Uses 100% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 80% 0 7 2
  • Shadow Gauge starts recovering from 2F
  • Dizzy modifier x0
  • Removes OTG state on hit
  • Traps opponent in place on hit
  • Opponent stays trapped for 175F max
  • Hits that launch opponent will end the trap effect, all other hits keep opponent trapped
  • If a crouching opponent gets hit by the trap, they'll be in crouching state while trapped, in all other cases they'll be trapped in standing state
  • Hitbox activation is proximity based, dependant on both vertical and horizontal distance
  • Costs 1000 points (※2)

Overhead Attack

]D[ With Normal Shadow

Damage Guard Startup Active Recovery On-Block Invuln
24 High/Air 28 28 Total 37 Shadow: 28~36F All

Used to setup unblockables on Okizeme, mainly in conjunction with 22S and 22D.

  • Uses 62% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 0 6 5
  • Is a projectile
  • Projectile appears on 14F
  • Costs 621 points (※2)

Traversing

214P with Normal/Vice Shadow

Damage Guard Startup Active Recovery On-Block Invuln
Total 18 Both: 1~15F All
Eddie: 16F All

Swaps the placement of Zato and the Shadow. Not very useful. Can be used if the opponent likes to cross up to get the Shadow back in the right place. Also cancels any Shadow special which can be used for gimmicks.

  • Uses 20% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Shadow appears on 16F
  • Costs 201 points (※2)

Traversing Attack Vice

]P[ with Vice Shadow

Damage Guard Startup Active Recovery On-Block Invuln
20 All 7 2 16

Also the fastest move this Shadow has, but even more so.

  • Has less range so its only use is in mid to close range. Great for frame traps, and setting up 5D combos and tick throws.
  • Uses 12% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 7 2
  • Costs 121 points (※2)

Small Attack Vice

]K[ with Vice Shadow

Damage Guard Startup Active Recovery On-Block Invuln
16×4 All 14 29 25

OG Mawaru! This is the main reason you want to use Vice Shadow over the normal one. Puts them in blockstun for a very long time, allowing for mix-ups best suited in the corner.

  • Uses 30% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6×4 8×4 3
  • Costs 301 points (※2)

Anti-Air Attack Vice

]S[ with Vice Shadow

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 9 12 31

Nobiru Again! Since it goes straight up, it's less useful as a pure Anti Air, but it makes up for it by being easier to combo from than Normal Summon's Nobiru in the corner (although you still lose on damage) and covering a blind spot for Eddie, which is right above him.

  • Uses 20% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 10 4
  • Costs 201 points (※2)

Drill Special Vice

]H[ with Vice Shadow

Damage Guard Startup Active Recovery On-Block Invuln
34×3 Low/Air×2, All 147 36 Total 139 Shadow: 13~End All

Use this as you get the knockdown when the shadow is about to disappear to setup unblockables with j.H.

  • Uses 100% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8×2, 10 10×3 3
  • Shadow Gauge starts recovering from 139F
  • Projectile
  • Costs 1000 points (※2)

Overhead Attack Vice

]D[ with Vice Shadow

Damage Guard Startup Active Recovery On-Block Invuln
25 High/Air 19 16 22

Exact same uses as its counterpart, although this one does it better than the default ]D[ since it is faster as well as doing a ground slam if it connects mid air, leading to a hard knockdown, and Vice Summon gets a lot of its damage from corner unblockables.

  • Can also be used to maneuver the shadow, allowing it to potentially avoid pokes and projectiles.
  • Uses 30% of the Shadow Gauge.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 12 2
  • Slams down opponent on hit
  • Costs 301 points (※2)

Drunkard Shade

214S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 10 10 -6 1~18F Throw
3~18F Reflect
  • Reflects projectiles thrown at Eddie.
  • A lot of his slow moves can cancel into Drunkard Shade, allowing him to continue combos and make them somewhat safe in the case of 6H.
  • Throw invincible at the start. Great against characters with a command grab like Potemkin, Slayer, Sol or another Eddie.
  • Since it's Throw invincible, and it wallbounces on CH, Drunkard is also your best option against throw happy opponents on their wake up.
  • FRC point at 9~10F when you REALLY messed up after a 6H to make it more safe.
Drunkard Shade Reflectable Projectiles Table
Character Move
A.B.A
  • AvoidanceGGAC ABA kihi.pngGuard:
    All
    Startup:
    35
    Recovery:
    Total 40
    Advantage:
    +18
  • FB AvoidanceGGACR ABA FB kihi.pngGuard:
    All
    Startup:
    51
    Recovery:
    Total 38
    Advantage:
    +45
    (Explosion only.)
Anji Mito
  • ShitsuGGAC Anji Shitsu.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 48
    Advantage:
    -7
    /FB ShitsuGGAC Anji FBShitsu.pngGuard:
    All, High/Air×2
    Startup:
    21
    Recovery:
    Total 50
    Advantage:
    -9
    (Both forms.)
  • Shin: IsshikiGGAC Anji ShinIsshiki.pngGuard:
    All
    Startup:
    36
    Recovery:
    Total 50+8 after landing
    Advantage:
    +17
Eddie
  • Overhead AttackGGAC Eddie LilEddieD.pngGuard:
    High/Air
    Startup:
    28
    Recovery:
    Total 37
    Advantage:
    -
I-No
  • Antidepressant ScaleGGAC Ino 214P.pngGuard:
    All
    Startup:
    19
    Recovery:
    Total 50
    Advantage:
    -11
    /FB Antidepressant ScaleGGAC Ino 214D.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 42
    Advantage:
    +10
  • Horizontal Chemical LoveGGAC Ino 632146K.pngGuard:
    All
    Startup:
    11
    Recovery:
    12+8 after landing
    Advantage:
    +3
    /Vertical Chemical LoveGGAC Ino 632146S.pngGuard:
    All
    Startup:
    11
    Recovery:
    32+13 after landing
    Advantage:
    -8
Ky Kiske
  • Stun EdgeGGAC Ky StunEdge.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 41
    Advantage:
    -5
    /Air Stun EdgeGGAC Ky AirStunEdge.pngGuard:
    All
    Startup:
    15
    Recovery:
    Total 59+14 after landing
    Advantage:
    -
  • Charged Stun EdgeGGAC Ky CSE.pngGuard:
    All
    Startup:
    43
    Recovery:
    Total 68
    Advantage:
    +18
    /Air Charged Stun EdgeGGAC Ky ACSE.pngGuard:
    All
    Startup:
    31
    Recovery:
    Total 63+14 after landing
    Advantage:
    -
  • Sacred EdgeGGAC Ky SacredEdge.pngGuard:
    All
    Startup:
    5+3
    Recovery:
    Total 36
    Advantage:
    +13
Millia Rage
  • Tandem TopGGAC Millia 236S.pngGuard:
    All
    Startup:
    11
    Recovery:
    15
    Advantage:
    -1
    /FB Pretty MazeGGAC Millia 236D.pngGuard:
    All
    Startup:
    43
    Recovery:
    Total 33
    Advantage:
    -
Robo-Ky
  • 2HGGAC RoboKy 2H-1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    Total 51
    Advantage:
    -7
  • Jun-KY BargainGGAC RoboKy j236S.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total 47+14 after landing
    Advantage:
    -
Sol Badguy
  • Gun FlameGGAC Sol 236P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 50
    Advantage:
    -3
Testament
  • S EXE BeastGGAC Testament 41236S.pngGuard:
    All
    Startup:
    22~81+6
    Recovery:
    Total 38
    Advantage:
    +16
    (Not possible to reflect the H version.)
Venom
  • Hit BallGGAC Venom Active Ball.pngGuard:
    All
    Startup:
    N/A
    Recovery:
    N/A
    Advantage:
    Variable
    /Lightning BallGGAC Venom lightningBall.pngGuard:
    All
    Startup:
    N/A
    Recovery:
    N/A
    Advantage:
    Variable
    (Only in motion.)
  • Stinger AimGGAC Venom 46S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 37
    Advantage:
    +2
    /FB Stinger AimGGAC Venom 46S.pngGuard:
    All
    Startup:
    9
    Recovery:
    Total 38
    Advantage:
    -3
  • Carcass RaidGGAC Venom 28S.pngGuard:
    All
    Startup:
    16
    Recovery:
    Total 34
    Advantage:
    +8
    /FB Carcass RaidGGAC Venom 28H.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 32
    Advantage:
    +7
  • Red HailGGAC Venom j236236H.pngGuard:
    All
    Startup:
    10+0
    Recovery:
    Total 91+9 after landing
    Advantage:
    -
FRC Window Proration Guard Bar+ Guard Bar- Level
9~10F 10 7 3
  • Wallbounces on CH (untechable for 80F)

Damned Fang

623S

Damage Guard Startup Active Recovery On-Block Invuln
71 70 pixels 6 1 18

If the insane high-low mixup he has wasn't enough, he also has access to a fairly fast Command Grab. Use the aforementioned mix-up as well as tick throws with this in Tandem and your pressure will reach ridiculous levels.

On its own, it's a pretty decent command grab, although somewhat slow. With shadow out, though, inputting this move normally will naturally make the Shadow do a Nobiru, guaranteeing your safety or giving you a CH Punish if they were mashing.

  • The shadow can move freely while Zato is doing Damned Fang.
  • If normal shadow is out, you can use Damned Fang, move the Shadow so it's placed away from the opponent, do -H-, and then make them land in the puddle or set up and unblockable with Vice's -H-.
  • Damned Fang has a very generous FRC during the 7~9F after the opponent gets stabbed. This restores air options, allowing you to get an Air Combo going with an Air Dash to close a round. Midscreen you can use this to get much more advantage while still being near. Use 66[2] to space yourself out of throw range.
  • If Shadow is not already summoned Damned Fang gives you enough frame advantage to summon and still get a meaty drill in the corner.
FRC Window Proration Guard Bar+ Guard Bar- Level
123~125F on hit7~9F after opponent gets stabbed Forced 50% 6
  • Eddie is in CH state during move
  • FRC restores jump options
  • Cannot be canceled into

Flight

7/8/9 while airborne

Damage Guard Startup Active Recovery On-Block Invuln
Total 91

Eddie's flight is one of his main features. Gives Eddie immense freedom in the air to waste time, change approach angles and timings and also gives him great mixup potential with flight cancel j.K or crossing up with j.S. Using this tool in conjunction with Shadow -P- gives him an incredibly strong approach against grounded opponents. Using with -S- covers nearly the whole sky.

You CANNOT normal block nor IB while in Flight Mode, however it can be cancelled with FD or any air normals.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can control flight path with directional input
  • Cannot air normal block, but can air FD

Force Breaks

Drill Special

22D

Damage Guard Startup Active Recovery On-Block Invuln
34×3 Low/Air, All×2 20 36 Total 62 +8
  • It covers the spacing between 22S and 22H.
  • Only the first hit is low.
  • Can be used to set up unblockables with both Shadow ]D[s. Or discourage approach with its large vertical hitbox.
  • Guaranteed to stay active after frame 10, so If an opponent manages to hit you they might still take the hit.
  • FRC Point during 22~23F. You need 50% meter but it allows you to pressure with both a Normal and Vice Mawaru if they block and making it safe if they go over it.
FRC Window Proration Guard Bar+ Guard Bar- Level
22~23F 0 10×3 3
  • Eddie is in CH state from 1~31F
  • Guaranteed to activate from 10F
  • Is a projectile

Exhaustion

236D

Damage Guard Startup Active Recovery On-Block Invuln
Total 48

Restores one full Eddie meter worth (overcharging if there is any left for potentially up to 2 Eddie meters).

  • Mainly used during both Shadow's ]K[, allowing him to Continue his mad offense.
  • Allows him to restart pressure even after a full combo.
  • Exhaustion will NOT work if the shadow gauge is on red.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Restores 1000 points to shadow gauge on 13F
  • Eddie is in CH state during move
  • Doesn't restore if Shadow Gauge is red

Overdrives

Amorphous

632146H

Damage Guard Startup Active Recovery On-Block Invuln
82×2 Mid 8+8 6,3 28 -17 1~17F All
18~29F Throw

Your only true reversal tool.

  • Air unblockable so while it can be used to anti-air it is a lot of meter to spend for one.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×2 7×2 3
  • Eddie is in CH state from 1~29F
  • Chip Damage x2
  • Disappears if Eddie is hit
  • Destroys other projectiles

Executor-X

j.236236S

Damage Guard Startup Active Recovery On-Block Invuln
50, 100 All 4+7 Until other side of screen 37 after appearing 3~17F Strike
Recovery: 1~10F Above Knees
Recovery: 11~22F Upper Body

Metered combo ender for his aerial strings. Gets a knockdown from aerial hits which normally isn't possible for Eddie without specific combos.

  • Hold S to not do the followup hit. Still knocks down but gives you more frame advantage in exchange for much less damage.
  • Leaves Eddie right next to the opponent after recovery.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 3, 7 3
  • 2nd hit only happens if 1st hit lands
  • 2nd hit slams down opponent on hit
  • Eddie is in CH state during move, except airborne recovery
  • Eddie reappears from the floor during recovery

Instant Kill

Black in Mind

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal Mid 9+4 16 16 -13 9~28F Strike

Like all IKs, best reserved when you get them Dizzied or when you are fighting A.B.A.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 68F
  • During IK activation: above knees invincible 9~60F

Colors

GGACR Eddie normal p.png
GGACR Eddie normal k.png
GGACR Eddie normal s.png
GGACR Eddie normal h.png
GGACR Eddie normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Eddie ex p.png
GGACR Eddie ex k.png
GGACR Eddie ex s.png
GGACR Eddie ex h.png
GGACR Eddie ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Eddie slash p.png
GGACR Eddie slash k.png
GGACR Eddie slash s.png
GGACR Eddie slash h.png
AC Eddie normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Eddie reload p.png
GGACR Eddie reload k.png
GGACR Eddie reload s.png
GGACR Eddie reload h.png
AC Eddie normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Eddie slash d.png
GGACR Eddie reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Navigation

Eddie
Ambox notice.png To edit frame data, edit values in GGACR/Eddie/Data.