GBVS/Eustace

From Dustloop Wiki
Overview
Overview

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.

Pros
Cons
  • 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.
The H version of Rat Race causes the grenade to stick to the opponent. Eustace's gunshot moves and projectiles will cause the grenade to detonate for a combo, a hard knockdown, or massively improved frame advantage on block. With smart routing, you can even detonate the grenade multiple times in one combo.
GBVS Eustace Nameplate.png
GBVS Eustace Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
Low Recovery (20f)
Unique Movement Options
Close Combat

Normal Moves

c.L

c.M

c.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 9 5 17 -3 +1

Eustace's most damaging normal. It also does the most grounded hitstun of any of his buttons, making it the only way to combo into 623H on a standing opponent. This makes c.H great combo filler, and Eustace's optimal grounded punish starter so long as he's in range to use it. Its high blockstun also makes it good if Eustace's opponent has been conditioned to respect his blockstrings.

Devastating on counter-hit, but generally Eustace will have a difficult time frame trapping into this one from normal strings. Frame traps are still possible thanks to Eustace's access to absurd frame advantage in [2][8]X and grenade setups, and you can also meaty c.H for up to +3 frame advantage.

Auto Combo

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

Very typical autocombo, but Eustace's unique traits make it better for him than anyone else. He can get a downback charge due to the input leniency by inputting the autocombo as 1XX/1XXX instead, meaning he won't need the simple input to access his powerful fireball resets during the autocombo.

He also has strong frame traps from both c.XX and c.XXX. 5U will frame trap from both, has great reward, and is safe on block if the follow-up is used. 623H will frame trap from c.XXX, has a great combo on CH, and of course sets up a grenade, leaving Eustace +2 for further pressure.

On crouching opponents only, c.XXX will combo into 623H.

f.L

f.M

f.H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H 1000 Mid 9 3 23 -9 -5
f.HH 500 Mid 4 6 20 -9 [+5] KD[HKD]

  • 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.

Eustace's long-range 9f punish. Strong poke with a built-in follow-up for free extra damage and a knockdown, though attempting to confirm into a special or 5U is preferable due to the poor reward from f.H without grenade set.

f.H is also a great button for spacing traps thanks to Eustace's enormous 2L, and will combo into 623H for a full combo against crouching opponents. As many characters use 2M as abare at range, this situation isn't as rare as you might think. In combos, f.H is commonly used to extend juggles as Eustace's highest damaging far normal, and f.HH can be used as a secondary grenade trigger if you don't have time for anything else.

The follow-up can be used on whiff, and can make this button harder to whiff punish.

2L

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 6 +2 +6

Extremely good range for a 2L, second only to Zeta's. 2L is the cornerstone of Eustace's pressure, and he will often start strings with it. It's range allows it to be repeated three times on block, and it frame traps into f.L and 2M at any range, and can be spaced to frame trap into f.M/f.H instead. A meaty 2L also can also frame trap into c.H for the extra blockstun.

Against standing opponents, Eusatce's go-to link is 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Mid 7 3 15 -3 +1

Low swipe, does not actually hit low. Pretty good frame trap tool and Eustace's go-to 7f punish. Combos from 2L and c.L on crouching opponents, which leads to a good knockdown with 214M. Will always combo into 214M unless it hits an extended hurtbox.

At further spacings on a crouch confirm, 2M confirms into [2]8H for a better knockdown and an extended juggle in the corner. [2]8H will technically combo from 2M even at closer ranges, but it won't lead to a workable juggle if spaced. Eustace might still want to spend the cooldown for the better okizeme, though.

2H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H 1000 Mid 10 5 23 -12 -8
2HH 500 Mid 2 8 23 -12[+2] KD[HKD]

  • 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.

The first of Eustace's designated anti-airs, and the most rewarding of the lot. There are many ways to convert 2H into a combo if it hits as an anti-air, but they can be inconsistent depending on whether it counter-hits or not. To get around this, Eustace can cancel straight into 2L, then either Brake if he sees a CH or Stunlight/Assault Knife if he doesn't.

2H also has the highest untech time of any of Eustace's normals and is not proximity-dependent, making it great in juggles. In this case, it's commonly used to set up a 623H combo ender when Eustace's opponent is too far for him to get c.H, or to set up an extremely tricky meaty Assault Knife extension.

2HH is highly active and can be used to beat out anti-air bait divekicks even if you whiff 2H. However, it is not any safer on block unless you have a 623H set up, and in fact locks Eustace out of special cancels that make the move actually safe on block. It does leave him at a slight advantage if it sets off a grenade, however.

2U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Low 10 6 20 -11 HKD

Eustace's sweep; 2U is significantly slower than most other sweeps, but has increased range to compensate for it. It's also technically Eustace's longest normal, and it can be used as a low poke to catch people walking back or attempting to 6G through his fireballs, and very occasionally in niche combos where he's too far for any other normal to reach in time.

2U gives very stable okizeme when used to end juggles, as he can cancel into 4G and hold 9 for a safejump. As a starter, however, it's not great, as it launches opponents too low for Eustace to get much out of it. At closer ranges, he can confirm into 214M or SBA, but the further out your opponent is the less likely this is to work. Often if this hits you're better off just taking the okizeme.

j.L

j.M

j.H

j.U

Unique Action

Stay Tonight

5U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 700 Mid 19 3 20 -6 -2
5UU 500(800) Mid 5~23 (24) 3 20 -6[+8] [HKD]

  • 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 he has his opponent respecting the frametrap, Eustace can omit 5UU as a pressure ender and instead run up and throw them.

5U[U] launches and can be linked into f.L. This is a rare starter, but 5U combos into 5U[U] on CH, making it a powerful frame trap.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Throw 7 3 31 HKD[HKD]

  • 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

Overhead Attack

Special Moves

Slow Kill

GBVS Upfireball.png [2]8X (Chargable) or 5S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[2]8L 500 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8M 500 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8H 500×2 All 13~23 Total 39~50 -2[+15] HKD[HKD]
[2]8[L] 300×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[M] 300×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[H] 300×4 All 24 Total 51 +11[+25] HKD[HKD]

  • 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 Upfireball.png [4]6X (Chargable) or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[4]6L 800 All 13~24 Total 45~56 -6[+9] -4[HKD]
[4]6M 800 All 15~26 Total 45~56 -6[+9] -4[HKD]
[4]6H 300,300,400 All 13~24 Total 45~56 +3[+20] +7[HKD]

  • 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).

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[4]6[L] 1000 All 25 Total 52 -1[+16] +3[HKD]
[4]6[M] 1000 All 27 Total 60 -7[+10] KD[HKD]
[4]6[H] 1200 All 25~45 Total 50~70 +7[+18] HKD[HKD]
  • 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]. [4]6[L] is much safer on block than its uncharged counterpart, [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

GBVS Charge.png 214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L Total 40
214M 500 Mid 18~27 6 16 -7 -3
214H 500 Mid 15~26 6 16 -7 -3

  • 214L is cancellable into followups from frame 9
  • 214H is cancellable into followups from frame 5

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

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

  • 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 SpecialProjectile.png 623X or 2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 200,600 Mid 28 53,2 Total 53 -4 0
623M 200,600 Mid 24 Total 46 -4 0
623H 400,400 Mid 21 Total 47 +2 +6

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.

623H as a juggle ender leaves Eustace's opponent in a HKD state with a grenade on them. Compared to using it in blockstrings or as okizeme, this guarantees a set, but locks him out of using it as a frame trap or reset.

Although this can be a frame trap and a pressure reset, dodging on reaction to the EX flash will leave Eustace minus in many cases. To avoid being predictable and strain his opponent's mental stack further, Eustace will want to sneak in grenades from blockstrings that it won't frame trap from.

Skybound Art

Acidrage Howl

236236H or 236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3200 Mid 13~22 3 36 -19 HKD 1~15 All

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4468 Mid 13 Total 121 -27 HKD 1~15 All

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

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Eustace Color 01.png
GBVS Eustace Color 02.png
GBVS Eustace Color 03.png
GBVS Eustace Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Eustace Color 05.png
GBVS Eustace Color 06.png
GBVS Eustace Color 07.png
GBVS Eustace Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Eustace Color 09.png
GBVS Eustace Color 10.png
GBVS Eustace Color 11.png
GBVS Eustace Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Eustace Color 13.png
GBVS Eustace Color 14.png
GBVS Eustace Color 15.png
GBVS Eustace Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Eustace Color 17.png
GBVS Eustace Color 18.png
GBVS Eustace Color 19.png
GBVS Eustace Color EX.png
Weapons
01
02
03
04
GBVS Eustace Weapon 01.png
GBVS Eustace Weapon 02.png
GBVS Eustace Weapon 03.png
GBVS Eustace Weapon 04.png
05
06
07
08
GBVS Eustace Weapon 05.png
GBVS Eustace Weapon 06.png
GBVS Eustace Weapon 07.png
GBVS Eustace Weapon 08.png


External References

Navigation

 Eustace
To edit frame data, edit values in GBVS/Eustace/Data.