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* By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered. | * By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered. | ||
* The followup cannot be canceled into special moves. | * The followup cannot be canceled into special moves. | ||
Really good poke | Really good poke. It has a follow-up for free extra damage and a knockdown, although it doesn't lead to anything. Combos into {{clr|2|214M}} and {{clr|4|5U}} on hit and is often used to extend juggles, whether in the corner or midscreen. | ||
The follow-up can be used on whiff, and can make this button harder to whiff punish. It also sets off grenades but won't be used often in optimal conversions. | |||
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Revision as of 16:59, 13 June 2022
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Stoic Erune "Weapon Contractor" of The Society; a mysterious organizaion who looks to put down any grave threats to Sky Realm by whatever means necessary. Wielding his Seal Weapon Flamek, Eustace excels at locking down the opponent with his projectile gunfire, command dash follow-ups and Rat Race grenade setplay. On top of his already strong offense, he can use the simplified inputs for Flamek Thunder and Slow Kill to execute blockstrings and combos which would otherwise be very difficult or impossible. Although he's strong when it's his turn, his strengths are offset by his lack of a meterless reversal and generally poor damage output. Good reads and awareness are required to fully make Eustace shine as an offensive powerhouse.
Eustace Eustace is a mid-range fighter who uses his grenades from Rat Race to control space and set up combos and pressure.
- Strong neutral: A variety of good pokes, projectiles that hit at different timings and advancing moves sum up to give Eustace a fantastic neutral game.
- Godlike pressure: In addition to his top-of-class 2L, every single one of Eustace's specials is geared towards offense and nearly all grant him advantage on block.
- Great conversions with Rat Race+: With a grenade set, Eustace can convert almost any hit into a highly damaging combo from anywhere on screen.
- Shoddy defense: Though he's not the worst at it, Eustace can have a tough time getting out of pressure as he has no meterless reversal.
- Reliance on grenade: A lot of Eustace's kit is enabled by Rat Race+, and if it's on cooldown he loses access to his high damage conversions, and his pressure becomes significantly weaker.
Health | |
10000 | |
Prejump | |
4f | |
Backdash | |
22f | |
Backshift | |
Low Recovery (20f) | |
Unique Movement Options | |
Close Combat |
Normal Moves
c.L
Standard Granblue c.L. Combos into itself, 2L and f.L on hit and 2M on crouching hit. Eustace's fastest normal so it's your go-to abare normal, and also his best link from 2L so long as you're in range to combo into it. Its frame advantage means it can also be used for pressure, but is generally outshined by Eustace's amazing 2L for this purpose.
c.M
Eustace's c.M is slightly slower than the average c.M at 7f startup, meaning it will only link from 2L/c.L on crouching opponents. Despite this, it still finds use in frame traps and as a slightly faster close-range punish tool than c.H.
Combos into 623H on CH, notable when punishing moves like dodges or when used as a frametrap.
c.H
Big combo filler upswing and punish starter. Your only way to combo into 623H on a standing opponent, which leads to flashy, highly damaging combos from anywhere on screen.
Auto Combo
It's the autocombo. Used for pressure and combo filler, and the input leniency allows you to gain a downback charge while using it. c.XXX > 623H is a frame trap and a combo on crouching opponents.
f.L
Kick. Unlike Zeta's and old Djeeta's f.Ls, it will hit crouching opponents, so don't let the somewhat similar animation fool you. A 6f normal that's useful for punishing certain moves on block. Also useful for combos as its Eustace's only way to convert into a knockdown from 2L without cooldowns, and its also his best link from 623H on standing opponents. However, f.L only combos into Flamek Thunder, 214L~H and 214H on hit, so it's generally preferable to find ways to route around using this.
f.M
Looks like Lancelot's f.M but a lot bigger due to how Eustace leans forward as he swings. Good, fast poke and decent long-ranged frametrap. On hit, it combos into 214M except at near-maximum range.
f.H
- By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
- The followup cannot be canceled into special moves.
Really good poke. It has a follow-up for free extra damage and a knockdown, although it doesn't lead to anything. Combos into 214M and 5U on hit and is often used to extend juggles, whether in the corner or midscreen.
The follow-up can be used on whiff, and can make this button harder to whiff punish. It also sets off grenades but won't be used often in optimal conversions.
2L
Extremely good range for a 2L, second only to Zeta's. Can be repeated three times on block, frame traps into f.L and 2M at any range, and at further ranges, f.M. Cornerstone of Eustace's powerful pressure and you'll often want to start strings with this.
On standers, you'll want to combo this into c.L or f.L, and on crouchers c.M or 2M. Crouch confirms from 2L are especially important at longer ranges due to the 2M link being significantly more rewarding in damage and okizeme than the f.L link.
2M
Low swipe. does not actually hit low. Decent 7f poke. Combos from 2L on crouching opponents, which leads to a good knockdown with 214M. Pretty good frame trap tool and Eustace's go-to 7f punish.
2H
- By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade. Values in [] indicate advantage when 623H is triggered.
- The followup cannot be canceled into special moves.
Eustace's designated anti-air, not very large. Can be confirmed fairly easily on either counter or normal hit with 214L~G for the former and 214L~L/H for the latter.
2HH is NOT any safer on block unless you have a 623H set up. Don't even try it.
2U
Long range, but has increased startup compared to your average sweep. Low poke that's used at the end of some juggles for a smidge more damage and more stable oki. Useful for catching people walking back in neutral, but if you hit this raw, it's more likely than not that oki's all you're going to get, as 2U's low juggle height does not leave much room for combos.
j.L
- Active until landing
Classical Granblue™️ j.L. It's Eustace's only crossup air normal, but it's also his fastest so it can be useful in rare air clashes.
j.M
Eustace's longest air button on the X axis, useful for air-to-airs and jump-ins from further out.
j.H
Not a lot of range. j.M is generally better, but j.H's more downward hitbox can be useful for certain jump-in angles.
j.U
- After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.
- Completely stalls air momentum before the shot.
- Can set off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
Can be used to bait anti-airs, but gives no reward. Trickier to land than other AA bait j.Us and not safe on block, but looks very funny
Unique Action
Stay Tonight
5U
- Follow-up cannot be canceled into special moves.
- Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when 623H is triggered.
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack and increase damage, and the second shot will also set off a Rat Race+ grenade.
Useful for frame traps and closing distance, with 5UU being safe on block due to pushback. 5UU doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can run up and continue your offense on hit. On block, 5UU can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. Once you have your opponent respecting the frametrap, you can omit 5UU as a pressure ender and instead run up and throw them.
Universal Mechanics
Ground Throw
- Forward Throw can set off the grenade from H Rat Race, allowing for a combo. Eustace will have 18 frames to continue a juggle if this sets off a grenade.
- +31 on hit without grenade, +71 with
- Back Throw will also set off the grenade but puts the opponent in an unjugglable state, only tacking on a little extra damage.
- +27 on hit without grenade, +65 with
With grenades, forward throw can be converted into a full combo midscreen with [4]6H > 66 > f.H, or straight into either of Eustace's supers. In corner, it's much more flexible, requiring no additional cooldowns to be used for an extended juggle.
Without grenade set, Eustace's throws are fairly standard.
Air Throw
- Sets off the grenade from H Rat Race.
- Eustace will have 15 frames to continue a juggle if this triggers a grenade.
Anti-air that's immune to air stalling, but useful otherwise as Eustace's 2H isn't winning any awards. If your opponent somehow has a grenade stuck to them as you land this, you can follow it up with a combo using f.H or any of Eustace's fireballs midscreen, and c.H in corner.
Overhead Attack
- Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
- Eustace will have 15 frames to continue a juggle if a grenade is triggered.
Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs. As with other UOHs, can be used as a throw bait for huge damage.
Special Moves
Slow Kill
- GBVS Eustace 28L.png
He would probably have a better time hitting these if he faced the correct direction
- Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
- Can be charged for an extra hit and more damage.
- Eustace is in CH state during recovery.
Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out.
In neutral Slow Kill is generally much slower to reach enemies than Flamek Thunder, which allows Eustace to mix up his projectile timings against opponents attempting to use dodges or particularly cross-overs to bypass his zoning, as the projectile also beats the low profile that comes with 6G. It can also potentially catch jumps, though it's not as reliable as air throwing or 2H in any regard. The projectile's unique trajectory will often allow shots outside of point blank to be plus on block or hit, and if the Eustace player recognises this, they can take the opportunity to close the distance and start pressure.
Flamek Thunder
- GBVS Eustace FlamekThunder.png
Miss Confire meets Stinger Aim
- Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
A faster-than average fireball in both startup and velocity. Both [4]6L and [4]6M are very spammable and good at winning fireball wars, but are both very unsafe on block. [4]6H, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both [4]6L and [4]6H will combo from literally any normal.
Eustace's low stance during this attack can allow him to low profile higher-hitting fireballs, such as Avatar Belial's 5U and Metera's Starry Sky (High).
- Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by [4]6[H]. All versions of [4]6[X] gain exactly one frame of advantage over their uncharged counterparts, [4]6[M] will grant a soft knockdown on hit, and [4]6[H] grants a hard knockdown and wallbounces.
[4]6[H] can be held to further throw off opponent's dodge/cross-over attempts.
Close Combat
Eustace's command dash.
214L only moves and can be cancelled into 5 follow-up actions (see below). It can be used to fake out a 214M frametrap and go for pressure extensions or a throw, or in neutral to advance with immediate access to Close Combat follow-ups.
214M ends in a knife attack and then allows follow-ups, apart from Brake. Startup varies based on distance travelled. 214M is Eustace's main combo tool from M buttons and allows him to get a decent knockdown with Takedown, or extend combos with Stunlight.
214H can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled. Generally you'll want to avoid using this as having Close Combat on cooldown neuters Eustace's pressure and combo routes, but it has use in max damage combos if you need to end a round.
Close Combat Followups
Close Combat > X
- GBVS Eustace Stunlight.png
Stunlight
- GBVS Eustace Takedown.png
Takedown
- GBVS Eustace AssaultKnife.png
Assault Knife
- GBVS Eustace Spreadshot.png
Spreadshot
- Values in [] indicate advantage when 623H is triggered.
- Values in () indicate frame data when each followup is used from 214H specifically.
- Stunlight
Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH (or standing CH if you somehow manage to get it from 214L). During a juggle 214H~L is also very useful for combo extensions. Is very advantageous if it sets off a 623H set, so feel free to continue pressure if that happens. Using this follow-up from 214H grants slightly more advantage than the normal versions.
- Takedown
A low slide. Leaves Eustace very vulnerable but travels far. As it hits low, it can be used to catch opponents off-guard in neutral and is generally a better combo ender than 214X~H for oki.
- Assault Knife
Eustace's anti-air attack. Invulnerable on startup but like the DPs it emulates, it is only air unblockable if used from 214H. Highest damaging combo ender from 214M and 214H, and if used from 214H, grants a combo extension in the corner on opponents juggled high enough. Slightly less disadvantageous on block if used from 214H, but only if the opponent stand blocks.
- Spreadshot
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a 623H set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.
- Brake
By pressing G, Eustace will stop the dash. This has to be done before the strike of the H version and is unavailable from the M version. To guarantee an empty 214X, use 214L instead.
Rat Race
- GBVS Eustace 623L.png
We Halo now
Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.
- 623L
- Explodes on impact with your opponent or the ground.
In neutral it has potential use as a slower projectile to call out people attempting to dodge or cross-over your other fireballs.
Can also be used as a potential fakeout for people expecting 623M in pressure. The typical response to M Rat Race is to dodge on reaction, but 623L is slow enough that it will CH such attempts and allow Eustace to combo.
- 623M
- Hits once, then explodes.
- If it does not connect to its opponent before touching the ground, it will ground bounce before exploding.
- +4 if you dodge after 623M(1) is blocked and they block 623M(2)
Goes the furthest out of all three versions, and can catch cross-over from near fullscreen. Certainly the most useful version in neutral, owing to its high advantage if the second hit is blocked and its long range.
In pressure or oki, it can be useful to bait your opponent into doing something, and Eustace is always plus if they block the second hit. As an oki tool, it's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.
- 623H
- Sticks to the enemy on impact.
- Can be set off by Eustace's projectile attacks.
Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows full conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with c.H on standers and 2H or full autocombo on crouchers.
Skybound Art
Acidrage Howl
236236H or 236S
- GBVS Eustace AcidrageHowl.png
- GBVS Eustace AcidrageHowl Dash.png
- GBVS Eustace AcidrageHowl Finish.png
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.
In neutral this can be used on reaction to punish committal moves, and it's great in combos despite its low minimum damage. However, its variable startup can make this tricky to land as a combo ender at times, and you might want to use his SSBA instead if you have the option.
Super Skybound Art
Dead End Fall
236236U or 236SU
- GBVS Eustace DeadEndFall.png
- GBVS Eustace DeadEndFall activation.png
- GBVS Eustace DeadEndFall Finish.png
They really put wallbreak in this game too huh?
Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos. Note that only the first hit of the super is air unblockable.
If Eustace's SSBA does not connect with its full animation, it will do near-identical damage to his SBA while also having much worse okizeme. With this in mind you might want to substitute this move with his SBA in combos, depending on the situation.
Colors
External References
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •