GGACR/Eddie: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Eddie|matchups=yes|okizeme=no|forums=http://www.dustloop.com/forums/index.php?/forums/forum/16-eddie/|videos=https://acpr.keeponrock.in/#/?p1chars=eddie&versions=AC%2BR}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{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.
|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. Eddie is a character who wants to get in and stay on the absolute offensive, giving the opponent zero chance to breathe.
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 
|lore=  
|lore=  
|summary= is an archetype-defining puppet character with a myriad of overwhelming offensive pressure.
|summary= is an archetype-defining puppet character with a myriad of overwhelming offensive pressure.
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*  '''Low Commitment Zoning with Shadow''': Eddie and his shadow can cover a variety of spacings and timings without putting themselves at much risk.
*  '''Low Commitment Zoning with Shadow''': Eddie and his shadow can cover a variety of spacings and timings without putting themselves at much risk.
*  '''Checkmate Scenarios''': Practical unblockables with meter.
*  '''Checkmate Scenarios''': Practical unblockables with meter.
*  '''High reward''': Solid damage both out of hits and his command throw and good meter build.
*  '''High reward''': Eddie often gets good damage, and strong okizeme options after a successful close-range hit.
*  '''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.
*  '''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.
*  '''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.
|cons=
|cons=
*  '''Poor Defensive Options''': Eddie has below average health and defense stats, few (and bad) reversal options, including 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.
*  '''Poor Defensive Options''': Eddie has below average health and defense stats, few (and bad) reversal options, including 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.
*  '''Easily Combo'ed''': Eddie's hurtbox is large, especially tall, and easy for most of the cast to hit.
*  '''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.
*  '''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.
*  '''Needs Shadow''': Without Shadow ready, Eddie is often described as "half of a character". The shadow is an essential part of his gameplan.
*  '''Finnicky Lockdown''': Shadow's limited movement speed can make it difficult to stop people from moving around.
*  '''Finnicky Lockdown''': Shadow's limited movement speed can make it difficult to stop people from moving around.
|footnote=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.
|footnote=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.
|colors= yes
|unique_mechanic1_name= Shadow Gauge
|unique_mechanic1_name= Shadow Gauge
|unique_mechanic1= The shadow, Little Eddie, can only be used while the gauge is not depleted. Every shadow attack will drain some of this bar.
|unique_mechanic1= The shadow, Little Eddie, can only be used while the gauge is not depleted. Every shadow attack will drain some of this bar.
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== Normal Moves ==
== Normal Moves ==
=== Ground Normals ===
{{FrameChartKey}}
 
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_5P.png|
GGAC_Eddie_5P.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_5P-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|recovery = 7
}}
==== ====
==== ====
*Situational Anti-Air. Same follow up Combo as {{clr|1|6P}}
*Situational Anti-Air. Same follow up Combo as {{clr|1|6P}}.
*Can be used to set up tick-command grabs.  
*Can be used to set up tick-command grabs.  
*Whiffs on some smaller crouching characters.  
*Whiffs on some smaller crouching characters.  
*Slower than {{clr|1|2P}}.   
*Slower than {{clr|1|2P}}.   


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}},{{clr|5|2D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}},{{clr|5|2D}}


'''Additional Frame Data''' ''Intial Prorate: 90%''
'''Additional Frame Data:''' ''Intial prorate 90%.''
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_5P-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_5K.png|
GGAC_Eddie_5K.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_5K-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 3
|recovery = 9
}}
==== ====
==== ====
*Standing low, go-to low option in mixups.
*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)
*A lot of cancel options but none of them are low so double lows aren't possible (other than cancelling to drill).
*Very high protation. if you open them up with this it is usually better to end the combo quickly.
*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
*Weirdly jump cancellable. Opens up mixup options with the controllable airdash.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}


'''Additional Frame Data''' ''Initial Prorate: 70%''
'''Additional Frame Data:''' ''Initial prorate 70%.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_5K-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_cS.png|
GGAC_Eddie_cS.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_cS-1-Hitbox.png|Frames 9-10
GGXXACPR_Eddie_cS-2-Hitbox.png|Frames 11-13
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 5
|recovery = 9
}}
==== ====
==== ====
*Primarily blockstring/combo filler
*Primarily blockstring/combo filler.
*A lot of cancel options, notably combos to 2D.
*A lot of cancel options, notably combos to {{clr|5|2D}}.
 
[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
GGXXACPR_Eddie_cS-1-Hitbox.png|Frames 9-10
GGXXACPR_Eddie_cS-2-Hitbox.png|Frames 11-13
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_fS.png|
GGAC_Eddie_fS.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_fS-1-Hitbox.png|1st Hit (Frames 6-8)
GGXXACPR_Eddie_fS-2-Hitbox.png|2nd Hit (Frames 9-10)
GGXXACPR_Eddie_fS-3-Hitbox.png|2nd Hit (Frames 11-13)
GGXXACPR_Eddie_fS-4-Hitbox.png|3rd Hit (Frames 14-16)
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 11
|recovery = 20
}}
==== ====
==== ====
*Decent ranged poke
*Decent ranged poke.
*Stuff>{{clr|3|f.S}}>{{clr|3|2S}} is a useful in blockstring to push opponent into {{clr|4|22H}} range
*Stuff > {{clr|3|f.S}} > {{clr|3|2S}} is a useful in blockstring to push opponent into {{clr|4|22H}} range.
*Combos to 2D if within range.
*Combos to 2D if within range.
*Cancel to 2H on air hit to knock the opponent away.
*Cancel to 2H on air hit to knock the opponent away.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


'''Additional Frame Data''' ''6f Histop. 16f CH Hitstun''  
'''Additional Frame Data:''' ''Hitstop 6F. Hitstun on CH 16F.''  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_fS-1-Hitbox.png|1st Hit (Frames 6-8)
GGXXACPR_Eddie_fS-2-Hitbox.png|2nd Hit (Frames 9-10)
GGXXACPR_Eddie_fS-3-Hitbox.png|2nd Hit (Frames 11-13)
GGXXACPR_Eddie_fS-4-Hitbox.png|3rd Hit (Frames 14-16)
</gallery>
</div>
</div>
</div>
</div>
Line 152: Line 208:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_5H.png|
GGAC_Eddie_5H.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_5H-1-Hitbox.png|1st Hit (Frames 13-14)
GGXXACPR_Eddie_5H-2-Hitbox.png|2nd Hit (Frames 15-17)
GGXXACPR_Eddie_5H-3-Hitbox.png|2nd Hit (Frames 18-20)
GGXXACPR_Eddie_5H-4-Hitbox.png|3rd Hit (Frames 21-23)
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 11
|recovery = 15
}}
==== ====
==== ====
*The only way to combo to drills solo.
*The only way to combo to drills solo.
*The third hit is not special cancelable
*The third hit is not special cancelable.
*If the opponent gets hit crouching in mawaru loops it can be cancelled to {{clr|5|236D}} to extend the combo without dropping it.
*If the opponent gets hit crouching in mawaru loops it can be cancelled to {{clr|5|236D}} to extend the combo without dropping it.
*Staggers on CH. Allows a combo to 5D if it does.
*Staggers on CH. Allows a combo to 5D if it does.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|5|5D}}


'''Additional Frame Data''' ''Staggers on CH (Max 41f). Hitstop 7f.''
'''Additional Frame Data:''' ''Staggers on CH (max 41F). Hitstop 7F.''
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_5H-1-Hitbox.png|1st Hit (Frames 13-14)
GGXXACPR_Eddie_5H-2-Hitbox.png|2nd Hit (Frames 15-17)
GGXXACPR_Eddie_5H-3-Hitbox.png|2nd Hit (Frames 18-20)
GGXXACPR_Eddie_5H-4-Hitbox.png|3rd Hit (Frames 21-23)
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_6P.png|
GGAC_Eddie_6P.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_6P-1-Hitbox.png|1st Hit (Frames 13-16)
GGXXACPR_Eddie_6P-2-Hitbox.png|2nd Hit (Frames 17-20)
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 8
|recovery = 12
}}
==== ====
==== ====
*Go to Anti-air for airdashes
*Go to Anti-air for airdashes.
*Good upper body invul
*Good upper body invul.
*Upper body allows it to be a good pressure starter against DP characters since invul will cause DP to whiff
*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.
[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]] : {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}


'''Additional Frame Data''' ''Upper body invincible 1~16f. Initial Prorate: 90%.''
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
GGXXACPR_Eddie_6P-1-Hitbox.png|1st Hit (Frames 13-16)
'''Additional Frame Data:''' ''Initial prorate 90%.''
GGXXACPR_Eddie_6P-2-Hitbox.png|2nd Hit (Frames 17-20)
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_6K.png|
GGAC_Eddie_6K.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_6K-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 5
|recovery = 18
}}
==== ====
==== ====
*Standing overhead, go-to overhead starter
*Standing overhead, go-to overhead starter.
*Special cancelable on block/hit  
*Special cancelable on block/hit.
*Forces crouch on 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 RISC gauge less, rule of thumb is to end it early.
*Although it has a less severe initial prorate than {{clr|2|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.
*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 {{clr|4|6H}} if they are low on health.
[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}
 
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|6H}}


'''Additional Frame Data''' ''Initial prorate 75%. Forces standing opponent into crouching state on hit''
'''Additional Frame Data:''' ''Initial prorate 75%. Forces crouching on hit.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_6K-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
Line 237: Line 338:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_6H.png|
GGAC_Eddie_6H.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_6H-1-Hitbox.png|Frames 13-15
GGXXACPR_Eddie_6H-2-Hitbox.png|Frames 16-18
GGXXACPR_Eddie_6H-3-Hitbox.png|Frames 19-21
GGXXACPR_Eddie_6H-4-Hitbox.png|Frames 22-24
GGXXACPR_Eddie_6H-5-Hitbox.png|Frames 25-27
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 15
|recovery = 20
}}
==== ====
==== ====
*Very large normal, good at covering a lot of space.
*Very large normal, good at covering a lot of space.
*Slow startup and bad hit box mean it must be use quite preemptively and even then can be hit.  
*Slow startup and bad hitbox means it must be used quite preemptively, and even then it can be hit.  
*Special cancable in the late frames, so canceling into Drunkard Shade {{clr|3|({{clr|3|214S}})}} can help make it more safe on block
*Special cancelable in the late frames, so canceling into Drunkard Shade {{clr|3|({{clr|3|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.
*On CH, you are allowed to go wild. It's one of the few chances Eddie has to confirm his Overdrives.
'''Additional Frame Data''' ''Floats opponent on hit (Untechable for 28F)
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 28F). Can special cancel after 25F.''
Can not special cancel after ???.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_6H-1-Hitbox.png|Frames 13-15
GGXXACPR_Eddie_6H-2-Hitbox.png|Frames 16-18
GGXXACPR_Eddie_6H-3-Hitbox.png|Frames 19-21
GGXXACPR_Eddie_6H-4-Hitbox.png|Frames 22-24
GGXXACPR_Eddie_6H-5-Hitbox.png|Frames 25-27
</gallery>
</div>
</div>
</div>
</div>
===<big>[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]</big>===
 
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_5D.png|
GGAC_Eddie_5D.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_5D-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5D}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 3
|recovery = 24
}}
==== ====
==== ====
*Slower overhead than {{clr|2|6K}} but can be used as a hail mary way of wasting time for the Shadow to recover.
*Slower overhead than {{clr|2|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
*Can be confirmed into when Shadow is out.
*Foot invincible and can be used to avoid some lows such as slidehead's projectile.
*Foot invincible and can be used to avoid some lows such as slidehead's projectile.
'''Additional Frame Data''' ''Feet invincible during move.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_5D-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_2P.png| Faster Jab with Slash Range.
GGAC_Eddie_2P.png| Faster Jab with Slash Range.
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_2P-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 8
}}
==== ====
==== ====
*Eddie's fastest normal, decent hitbox, go-to close range poke
*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.
*Gatlings into {{clr|5|2D}}, making it a very crucial part of Shadowless Eddie's gameplan.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}},{{clr|5|2D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}


'''Additional Frame Data''' ''Initial Prorate: 80%.''
'''Additional Frame Data:''' ''Initial prorate 80%.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_2P-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
Line 315: Line 458:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_2K.png|
GGAC_Eddie_2K.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_2K-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|recovery = 12
}}
==== ====
==== ====
*A very good poke option. the speed/range ratio is really good, ans it has a deceptive big hitbox.
*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.
*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.
*Has a dead zone between Zato and the leg. Will whiff if used point blank.
Line 332: Line 492:
*Not a low despite appearances.
*Not a low despite appearances.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|4|2H}}, {{clr|4|6H}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|f.S}}, {{clr|4|2H}}, {{clr|4|6H}}


'''Additional Frame Data''' ''Initial Prorate: 90%.''
'''Additional Frame Data:''' ''Initial prorate 90%.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_2K-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
Line 344: Line 501:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_2S.png|  
GGAC_Eddie_2S.png|  
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_2S-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 16
}}
==== ====
==== ====
*One of the best pokes Eddie has. The hurtbox is larger than the hitbox so it is easy to counterpoke.
*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
*Combos into both drills on counter hit.
*Common summon point but not guaranteed. The opponent can mash to kill Shadow.
*Common summon point but not guaranteed. The opponent can mash to kill Shadow.
*Has a dead zone in front of Zato, similar to 2K
*Has a dead zone in front of Zato, similar to 2K.
 
[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
GGXXACPR_Eddie_2S-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
Line 371: Line 541:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_2H.png|
GGAC_Eddie_2H.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_2H-1-Hitbox.png|Frames 11-12
GGXXACPR_Eddie_2H-2-Hitbox.png|Frames 13-14
GGXXACPR_Eddie_2H-3-Hitbox.png|Frames 15-16
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 6
|recovery = 19
}}
==== ====
==== ====
*Ideal AA for when opponent approaches from high above you
*Ideal AA for when opponent approaches from high above you.
*Counter hit grants hard knockdown
*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
*Hitbox extends surprisingly far forward and down, allowing it to be used in conjunction with nobiru in the corner for pressure.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|5|2D}}


'''Additional Frame Data''' ''Floats opponent on hit (untechable for 26F)''
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 26F)''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_2H-1-Hitbox.png|Frames 11-12
GGXXACPR_Eddie_2H-2-Hitbox.png|Frames 13-14
GGXXACPR_Eddie_2H-3-Hitbox.png|Frames 15-16
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_2D.png|
GGAC_Eddie_2D.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_2D-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2D}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 15
}}
==== ====
==== ====
*Best way to end combos when little eddie is unsummoned as it grants hard knockdown
*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.
*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
*Jump cancelable so you can IABD away on block to run away. Also allows combo extensions with Shadow in the corner.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_2D-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
===Air Normals===


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_jP.png|
GGAC_Eddie_jP.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_jP-1-Hitbox.png|Frames 5-6
GGXXACPR_Eddie_jP-2-Hitbox.png|Frames 7-8
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 7
}}
==== ====
==== ====
*His Fastest air normal
*His Fastest air normal.
*Mainly used for safe Air-to-Air and as part of the j.k>j.p>j.k flight cancel.
*Mainly used for safe Air-to-Air and as part of the {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} flight cancel.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}


'''Additional Frame Data''' ''Initial Prorate: 90%''
'''Additional Frame Data:''' ''Initial pProrate 90%.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_jP-1-Hitbox.png|Frames 5-6
GGXXACPR_Eddie_jP-2-Hitbox.png|Frames 7-8
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_jK.png|
GGAC_Eddie_jK.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_jK-1-Hitbox.png|Frames 6-8
GGXXACPR_Eddie_jK-2-Hitbox.png|Frames 9-11
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 6
|recovery = 8
}}
==== ====
==== ====
*Your main Air-To Ground normal.
*Your main Air-To Ground normal.
*The only jump cancellable normal.
*The only jump cancellable normal.
*Used for Fuzzy guard mixups by cancelling to flight then immediately to another normal.
*Used for Fuzzy guard mixups by cancelling to flight then immediately to another normal.
*Reverse gatlings to {{clr|1|j.P}}
*Reverse gatlings to {{clr|1|j.P}}.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}


'''Additional Frame Data''' ''Initial Prorate: 90%''
'''Additional Frame Data:''' ''Initial prorate 90%.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_jK-1-Hitbox.png|Frames 6-8
GGXXACPR_Eddie_jK-2-Hitbox.png|Frames 9-11
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_jS.png|
GGAC_Eddie_jS.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_jS-1-Hitbox.png|Frames 7-10
GGXXACPR_Eddie_jS-2-Hitbox.png|Frames 11-14
GGXXACPR_Eddie_jS-3-Hitbox.png|Frames 15-18
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 12
|recovery = 12
}}
==== ====
==== ====
*Hits directly below Eddie and swings upwards.
*Hits directly below Eddie and swings upwards.
*Useful for crossups and IAD (9563) strings when cancelled to {{clr|4|j.H}}
*Useful for crossups and IAD (9563) strings when cancelled to {{clr|4|j.H}}.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|j.H}}


'''Additional Frame Data''' ''Initial Prorate: 80%''
'''Additional Frame Data:''' ''Initial prorate 80%.''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_jS-1-Hitbox.png|Frames 7-10
GGXXACPR_Eddie_jS-2-Hitbox.png|Frames 11-14
GGXXACPR_Eddie_jS-3-Hitbox.png|Frames 15-18
</gallery>
</div>
</div>
</div>
</div>
Line 507: Line 747:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_jH.png|
GGAC_Eddie_jH.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_jH-1-Hitbox.png|Frames 11-13
GGXXACPR_Eddie_jH-2-Hitbox.png|Frames 14-16
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 6
|recovery = 12
}}
==== ====
==== ====
*Primarily used as air combo fodder.
*Primarily used as air combo fodder.
*Best normal to use for mine unblockables because it does not prorate if it hits first.
*Best normal to use for mine unblockables because it does not prorate if it hits first.


[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
''[[GGACR/Eddie/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|5|j.D}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_jH-1-Hitbox.png|Frames 11-13
GGXXACPR_Eddie_jH-2-Hitbox.png|Frames 14-16
</gallery>
</div>
</div>
</div>
</div>
===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_jD.png|
GGAC_Eddie_jD.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Eddie_jD-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 4
|recovery = 19
|specialRecovery = 5
}}
==== ====
==== ====
*Good air to air hitbox.
*Good air to air hitbox.
Line 546: Line 819:
*Uncancellable into any other normals or safe specials so it is often unsafe if blocked.
*Uncancellable into any other normals or safe specials so it is often unsafe if blocked.
*The main way to end most air combos.
*The main way to end most air combos.
*Combos to {{clr|3|41236S}} in the corner if the opponent is low enough.
*Combos to {{clr|3|j.41236S}} in the corner if the opponent is low enough.
*Will whiff on crouching characters (Except Potemkin)
*Will whiff on crouching characters (Except Potemkin).


'''Additional Frame Data''' ''Blows back opponent on hit (untechable for 30F).''
'''Additional Frame Data:''' ''Blows back opponent on hit (untechable for 30F).''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
GGXXACPR_Eddie_jD-Hitbox.png
</gallery>
</div>
</div>
</div>
</div>
Line 561: Line 831:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_throw.png|
GGAC_Eddie_throw.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Does not grant as much reward as Damned Fang but is much faster so it is useful on defence  
*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.
*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.
*It is possible to combo after if Shadow is summoned but the combo will be heavily prorated so it is usually not worth it.
'''Additional Frame Data''' ''Knockdowns. Forced Protate: 50%''
'''Additional Frame Data:''' ''Knockdowns. Forced protate 50%.''
</div>
</div>
</div>
</div>
===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_airThrow.png|
GGAC_Eddie_airThrow.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"  
{| class="wikitable attack-data"  
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
* 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.
* 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.
*Has the coolest animation of any air throw.
*Has the coolest animation of any air throw.
'''Additional Frame Data''' ''Knockdowns. ''Forced Prorate: 50%
'''Additional Frame Data:''' ''Knockdowns. Forced prorate 50%.''
</div>
</div>
</div>
</div>
Line 601: Line 894:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_2H.png|
GGAC_Eddie_2H.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|DAA}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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.
*Very poor Dead angle. Uses {{clr|4|2H}} animation and hitboxes so it can be very easily low profiled. Plus it is quite slow and not much horizontal range.
*Knocks down if it counter hits which allows a free summon and pressure.
*Inflicts significantly more untechable time on counter hit, but doesn't cause knockdown.
'''Additional Frame Data''' ''Fully invincible 1~21F. Throw invincible 22~36F. Floats opponent on hit (untechable for 20F). Knocks down opponent on CH. Initial prorate 50%
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 20F). Initial prorate 50%.''
</div>
</div>
</div>
</div>


== Specials ==
== Special Moves ==


===<big>Invite Hell</big>===
===<big>Invite Hell</big>===
<span class="input-badge">'''{{clr|3|22S}}/{{clr|4|22H}}'''</span>
<span class="input-badge">'''{{clr|3|22S}}/{{clr|4|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_22S.png|
GGAC_Eddie_22S.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name={{clr|3|S}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|22S}}
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and (input="22S" or input="22H")
{{AttackVersion|name={{clr|4|H}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|22H}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
Line 643: Line 955:
*Long knockdown if it hits, allows for a summon.
*Long knockdown if it hits, allows for a summon.
*Useful in neutral for screen control.  
*Useful in neutral for screen control.  
 
*{{clr|4|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.
*{{clr|4|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.
'''Additional Frame Data:''' ''Knocks down opponent on ground hit. Eddie is in CH state from 1~26F.''
'''Additional Frame Data''' ''Knocks down opponent on ground hit. Eddie is in CH state from 1~26F.''
</div>
</div>
</div>
</div>
===<big>Break the Law</big>===
===<big>Break the Law</big>===
<span class="input-badge">'''{{clr|2|214[K]}}'''</span>
<span class="input-badge">'''{{clr|2|214[K]}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_214K.png|
GGAC_Eddie_214K.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name=Break The Law|subtitle={{clr|2|214K}} }}
{{AttackVersion|name=Break The Law|subtitle={{clr|2|214K}} }}
{{#lst:{{PAGENAME}}/Data|214[K]}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214[K]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=Followup|subtitle={{clr|2|214K}} -> {{clr|3|41236S}}/{{clr|3|63214S}}}}
{{AttackVersion|name=Followup|subtitle={{clr|2|214K}} -> {{clr|3|41236S}}/{{clr|3|63214S}}}}
{{#lst:{{PAGENAME}}/Data|214[K] 41236S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214[K] > 41236S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 672: Line 999:
*The longer you stay undergound the longer the resurfacing animation takes.
*The longer you stay undergound the longer the resurfacing animation takes.
*Has a followup into Shadow gallery 2nd hit.
*Has a followup into Shadow gallery 2nd hit.
'''Additional Frame Data''' ''Upper body invincible 5~6F. Above knees invincible 7~9F. Throw invincible 1~9F
'''Additional Frame Data:''' ''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. See full frame data.''
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.''
----
----
The followup version of SG from BTL which only does the second hit. Overhead and causes a sliding state on hit and knocks down.  
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.
*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.
*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.
'''Additional Frame Data''' ''Low profile 1~2F. Above feet invincible 3~8F. Eddie is airborne from 7F onwards. Slides opponent on hit (untechable for 60F, slides for 36F)''
'''Additional Frame Data''' ''Eddie is airborne from 7F onwards. Slides opponent on hit (untechable for 60F, slides for 36F).''
</div>
</div>
</div>
</div>
Line 689: Line 1,012:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_41236S.png|
GGAC_Eddie_41236S.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR|}}
{{CargoHeader-GGACR|}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.41236S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.41236S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 703: Line 1,037:
*While it is strike invul until it reaches the ground it becomes vulnerable before it becomes active. It is also throwable throughout.  
*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.
*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
*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.
*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.
*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.
'''Additional Frame Data''' ''Low profile 1~2F. Above feet invincible 3~8F. Eddie is airborne from 7F onwards. Slides opponent on hit
'''Additional Frame Data:''' ''Eddie is airborne from 7F onwards. 1st hit floats opponent (untechable for 60F).''
(untechable for 60F, slides for 36F)''
</div>
</div>
</div>
</div>


===<big>Shadow Summon</big>===
===<big>Summon Eddie</big>===
<span class="input-badge">'''{{clr|1|236P}}/{{clr|2|236K}}/{{clr|3|236S}}/{{clr|4|236H}} or {{clr|4|214H}}'''</span>
<span class="input-badge">'''{{clr|1|236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} or {{clr|4|214H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_Summon.png|
GGAC_Eddie_Summon.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236X}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236X"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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.
*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.
*Eddie's main mechanic and defining trait. Your goal when solo is to get him out safely ASAP.
*Normal summon ({{clr|4|236H}}) is generally preferred in neutral and midscreen
*Normal summon ({{clr|4|236H}}) is generally preferred in neutral and midscreen.
*Summoning with {{clr|1|236P}}/{{clr|2|236K}}/{{clr|3|236S}} will perform the corresponding Shadow move on the first possible frame.
*Summoning with {{clr|1|236P}}/{{clr|2|236K}}/{{clr|3|236S}} will perform the corresponding Shadow move on the first possible frame.
*Weiss summon ({{clr|4|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.
*Vice summon ({{clr|4|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.   
*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.
*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. ({{clr|5|236D}} will not help you if Shadow is dead}
*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. ({{clr|5|236D}} will not help you if Shadow is dead).
*Getting hit or blocking will automatically unsummon the Shadow.
*Getting hit or blocking will automatically unsummon the Shadow.
*Use 236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}{{clr|4|H}} 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.
*Use 236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}{{clr|4|H}} 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 {{clr|4|236H}} summon. Otherwise performs Traversing/Small/Anti-Air Attack as soon as possible.
*Shadow is controllable from frame 12 if using {{clr|4|236H}} summon. Otherwise performs Traversing/Small/Anti-Air Attack as soon as possible.
'''Additional Frame Data''' ''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''
'''Additional Frame Data:''' ''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''
</div>
</div>
</div>
</div>
===<big>Traversing Attack</big>===
===<big>Traversing Attack</big>===
<span class="input-badge">'''{{clr|1|]P[}} with Normal Shadow'''</span>
<span class="input-badge">'''{{clr|1|]P[}} with Normal Shadow'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieP.png|
GGAC_Eddie_LilEddieP.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]P[}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]P["
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 758: Line 1,114:
*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.
*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.
*Very useful to move Shadow through attempts to kill him.
*Can be used to start pressure from far away with {{clr|1|-P-}} > {{clr|4|22H}} > {{clr|2|-K-}}
*Can be used to start pressure from far away with {{clr|1|-P-}} > {{clr|4|22H}} > {{clr|2|-K-}}.
*Also Useful in the Dizzy MU since it can also kill her familiar.
*Also Useful in the Dizzy MU since it can also kill her familiar.
*Uses 15% of the Shadow Gauge
*Uses 15% of the Shadow Gauge.
'''Additional Frame Data''' ''Shadow is fully invincible 1~11F. Hitstop 6F''
'''Additional Frame Data:''' ''Hitstop 6F.''
</div>
</div>
</div>
</div>
===<big>Small Attack</big>===
===<big>Small Attack</big>===
<span class="input-badge">'''{{clr|2|]K[}} with Normal Shadow'''</span>
<span class="input-badge">'''{{clr|2|]K[}} with Normal Shadow'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieK.png|
GGAC_Eddie_LilEddieK.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]K[}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]K["
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Mawaru! Eddie's shadow most important pressure tool. It vacuums them back to Eddie and allows him to continue his pressure game.
*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 (your opponent can backdash or do a reversal, so beware). CH Mawaru, however, does, so the damage is guaranteed.
*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 {{clr|3|22S}}/{{clr|4|22H}}), opening up nasty unblockable set-ups, which are discussed in the combo section.
*Mawaru will also juggle the opponent If you launched them previously (probably with {{clr|3|22S}}/{{clr|4|22H}}), opening up nasty unblockable set-ups, which are discussed in the combo section.
*Uses 24% of the Shadow Gauge
*Uses 24% of the Shadow Gauge.
'''Additional Frame Data''' ''Shadow is fully invincible 31~50F. Pulls in opponent on hit or block. 1st is untechable for 19F, 2nd hit for 23F. 1st hit has hitstop 6F, 2nd hit has hitstop 7F''
'''Additional Frame Data:''' ''Pulls in opponent on hit or block. 1st is untechable for 19F, 2nd hit for 23F. 1st hit has hitstop 6F, 2nd hit has hitstop 7F.''
</div>
</div>
</div>
</div>


===<big>Anti-Air Attack</big>===
===<big>Anti-air Attack</big>===
<span class="input-badge">'''{{clr|3|]S[}} with Normal Shadow'''</span>
<span class="input-badge">'''{{clr|3|]S[}} with Normal Shadow'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieS.png|
GGAC_Eddie_LilEddieS.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]S[}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]S["
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Nobiru! Extremely useful anti air and allows for painful juggle and {{clr|5|5D}} combos in the corner
*Nobiru! Extremely useful anti air and allows for painful juggle and {{clr|5|5D}} combos in the corner.
*CH Nobiru wall bounces the opponent allowing Eddie to do Nobiru loops in conjuction of {{clr|4|2H}} and confirm his Overdrives.
*CH Nobiru wall bounces the opponent allowing Eddie to do Nobiru loops in conjuction of {{clr|4|2H}} and confirm his Overdrives.
*Uses 18% of the Shadow Gauge.
*Uses 18% of the Shadow Gauge.
'''Additional Frame Data''' ''Shadow is fully invincible 26~32F. Wallbounces opponent on hit (untechable for 30F)''
'''Additional Frame Data:''' ''Wallbounces opponent on hit (untechable for 30F).''
</div>
</div>
</div>
</div>
Line 813: Line 1,192:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieH.png|Normal
GGAC_Eddie_LilEddieH.png|Normal
GGAC_Eddie_LilEddieH-2.png|Capture
GGAC_Eddie_LilEddieH-2.png|Capture
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]H[}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]H["
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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
*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 {{clr|1|5P}}>j.khd
*If they do have Burst and you think they are going to use it, walk back, let them whiff it and do {{clr|1|5P}} > {{clr|2|j.K}}{{clr|4|H}}{{clr|5|D}}.
*Uses the entire Shadow Gauge
*Uses 100% of the Shadow Gauge.
'''Additional Frame Data''' ''Shadow Gauge starts recovering from 2F~. Shadow is fully invincible 12F onwards. Hitstop 6F. Stun modifier x0. Initial prorate 80%. Removes OTG state from opponent 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. Trap can only hit the opponent if they're inside the Shadow hole ???''
'''Additional Frame Data:''' ''Shadow Gauge starts recovering from 2F~. Initial prorate 80%. Removes OTG state from opponent 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. Trap can only hit the opponent if they're inside the Shadow hole ???.''
</div>
</div>
</div>
</div>
Line 836: Line 1,226:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieD.png|
GGAC_Eddie_LilEddieD.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]D[}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]D["
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Used to setup unblockables on Okizeme, mainly in conjunction with {{clr|3|22S}} and  {{clr|5|22D}}  
*Used to setup unblockables on Okizeme, mainly in conjunction with {{clr|3|22S}} and  {{clr|5|22D}}.
*Uses 62% of the Shadow Gauge
*Uses 62% of the Shadow Gauge.
'''Additional Frame Data''' ''Shadow is fully invincible 28~36F. Hitstop 7F. Initial prorate 80%. Startup to hit a crouching opponent is 25F (tested on Sol). Is a projectile. Projectile appears on 14f.''
'''Additional Frame Data:''' ''Hitstop 7F. Initial prorate 80%. Startup to hit a crouching opponent is 25F (tested on Sol). Is a projectile. Projectile appears on 14F.''
</div>
</div>
</div>
</div>
Line 857: Line 1,258:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Eddie_Teleport.png|
GGACR_Eddie_Teleport.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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.
*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
*Uses 20% of the Shadow Gauge.
'''Additional Frame Data''' ''Both Zato and the Shadow are fully invincible 1~16F  Shadow appears on 16F. Shadow can be used from 20F~''
'''Additional Frame Data:''' ''Invul for both Eddie and Shadow. Shadow appears on 16F. Shadow can be used from 20F~''
</div>
</div>
</div>
</div>
Line 878: Line 1,290:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieWeissP.png| Poke their shins!
GGAC_Eddie_LilEddieWeissP.png| Poke their shins!
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]P[ Vice}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]P[ Vice"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Also the fastest move this Shadow has, but even more so.  
*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 {{clr|5|5D}} combos and tick throws.
*Has less range so its only use is in mid to close range. Great for frame traps, and setting up {{clr|5|5D}} combos and tick throws.
*Uses 12% of the Shadow Gauge
*Uses 12% of the Shadow Gauge.
'''Additional Frame Data''' ''Hitstop 6F''
'''Additional Frame Data:''' ''Hitstop 6F.''


</div>
</div>
Line 902: Line 1,324:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieWeissK.png|
GGAC_Eddie_LilEddieWeissK.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]K[ Vice}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]K[ Vice"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*OG Mawaru! This is the main reason you want to use Vice Shadow over the normal one. It cranks up the guard bar like crazy and puts them in blockstun for a very long time, allowing for mix-ups best suited in the corner.
*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
*Uses 30% of the Shadow Gauge.
'''Additional Frame Data''' ''Hitstop 6F''
'''Additional Frame Data:''' ''Hitstop 6F.''
</div>
</div>
</div>
</div>
Line 923: Line 1,356:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieWeissS.png|
GGAC_Eddie_LilEddieWeissS.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]S[ Vice}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]S[ Vice"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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
*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
*Uses 20% of the Shadow Gauge.
'''Additional Frame Data''' ''Floats opponent (untechable on ground hit for 28F)''
'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 28F).''
</div>
</div>
</div>
</div>
Line 944: Line 1,388:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieWeissH.png|
GGAC_Eddie_LilEddieWeissH.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]H[ Vice}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]H[ Vice"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Use this as you get the knockdown when the shadow is about to disappear to setup unblockables with {{clr|4|j.H}}
*Use this as you get the knockdown when the shadow is about to disappear to setup unblockables with {{clr|4|j.H}}.
*Uses the entire Shadow Gauge
*Uses the entire Shadow Gauge.
'''Additional Frame Data''' ''Shadow transforms in 13F. Projectile. Untechable for 29F''
'''Additional Frame Data:''' ''Shadow transforms in 13F. Projectile. Untechable for 29F.''
</div>
</div>
</div>
</div>
Line 965: Line 1,420:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_LilEddieWeissD.png| Godlike in the corner, but please consider positioning in midscreen
GGAC_Eddie_LilEddieWeissD.png| Godlike in the corner, but please consider positioning in midscreen
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|]D[ Vice}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="]D[ Vice"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Exact same uses as its counterpart, although this one does it better than the default {{clr|5|]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.   
*Exact same uses as its counterpart, although this one does it better than the default {{clr|5|]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
*Can also be used to maneuver the shadow, allowing it to potentially avoid pokes and projectiles.
*Uses 30% of the Shadow Gauge
*Uses 30% of the Shadow Gauge.
'''Additional Frame Data''' ''Initial prorate 70%. Slams down opponent on hit (untechable for 40F). Hitstop 6F''
'''Additional Frame Data:''' ''Initial prorate 70%. Slams down opponent on air hit (untechable for 40F). Hitstop 6F.''
</div>
</div>
</div>
</div>
Line 987: Line 1,453:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_214S.png|
GGAC_Eddie_214S.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Reflects projectiles thrown at Eddie
*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 {{clr|4|6H}}.
*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 {{clr|4|6H}}.
*Throw invincible at the start. Great against characters with a command grab like Potemkin, Slayer, Sol or another Eddie.
*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.
*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 {{clr|4|6H}} to make it more safe.  
*FRC point at 9~10F when you REALLY messed up after a {{clr|4|6H}} to make it more safe.  
'''Additional Frame Data''' ''Throw Invincible during 1~18f. on CH (untechable for 80F). Reflects projectiles 3~18F''
'''Additional Frame Data:''' ''Wallbounces on CH (untechable for 80F).''


{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
Line 1,012: Line 1,489:
!Move
!Move
|-
|-
|A.B.A
|{{Character Label|GGACR|A.B.A|label=A.B.A}}
 
|
|Kihi (Purple Fireball; Normal Mode)
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=236H|label=Avoidance}}
 
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=236D[m]|label=FB Avoidance}} (Explosion only.)
|-
|Anji
|(FB) Shitsu (Butterfly projectile)
 
Shin: Ichishiki (Aerial fan projectiles)
|-
|Axl
|None
|-
|Baiken
|None
|-
|Bridget
|None
|-
|Chipp
|None
|-
|Dizzy
|None
|-
|Eddie
|Normal Shadow's ]D[ (Ball)
|-
|Faust
|None
|-
|I-no
|(Air/FB) Antidepressant Scale (Flat Note)
 
(Horizontal/Vertical) Chemical Love (Big Laser)
|-
|Jam
|None
|-
|Johnny
|None
|-
|Justice
|None
|-
|Kliff
|None
|-
|-
|Ky
|{{Character Label|GGACR|Anji Mito|label=Anji Mito}}
|Stun Edge / Air Stun Edge (Lighting Shot)
|
 
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236P|label=Shitsu}}/{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236D|label=FB Shitsu}} (Both forms.)
(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236S > P|label=Shin: Isshiki}}
 
Sacred Edge (Glowing Blue Blade)<SUPER>
|-
|-
|May
|{{Character Label|GGACR|Eddie|label=Eddie}}
|None
|
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=]D[|label=Overhead Attack}}
|-
|-
|Millia
|{{Character Label|GGACR|I-No|label=I-No}}
|(FB) Tandem Top (Discs)
|
*{{MiniMoveCard|game=GGACR|chara=I-No|input=214P|label=Antidepressant Scale}}/{{MiniMoveCard|game=GGACR|chara=I-No|input=214D|label=FB Antidepressant Scale}}
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146K|label=Horizontal Chemical Love}}/{{MiniMoveCard|game=GGACR|chara=I-No|input=632146S|label=Vertical Chemical Love}}
|-
|-
|Order-Sol
|{{Character Label|GGACR|Ky Kiske|label=Ky Kiske}}
|None
|
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236S|label=Stun Edge}}/{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}}
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236D|label=Charged Stun Edge}}/{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.236D|label=Air Charged Stun Edge}}
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236236P|label=Sacred Edge}}
|-
|-
|Potemkin
|{{Character Label|GGACR|Millia Rage|label=Millia Rage}}
|None
|
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236S|label=Tandem Top}}/{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236D|label=FB Pretty Maze}}
|-
|-
|Robo-Ky
|{{Character Label|GGACR|Robo-Ky|label=Robo-Ky}}
|{{clr|4|2H}} (Knee Missile)
|
Want some Ky? (Bazooka)
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2H|label=2H}}
Aerial Want some Ky? (Aerial Missiles)
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.236S Lv1|label=Jun-KY Bargain}}
|-
|-
|Slayer
|{{Character Label|GGACR|Sol Badguy|label=Sol Badguy}}
|None (lol)
|
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=236P|label=Gun Flame}}
|-
|-
|Sol
|{{Character Label|GGACR|Testament|label=Testament}}
|(DI) Gunflame (Ground Hugging Flames)
|
*{{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=S EXE Beast}} (Not possible to reflect the H version.)
|-
|-
|Testament
|{{Character Label|GGACR|Venom|label=Venom}}
|None
|
*{{MiniMoveCard|game=GGACR|chara=Venom|input=Hit Ball|label=Hit Ball}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=Lightning Ball|label=Lightning Ball}} (Only in motion.)
*{{MiniMoveCard|game=GGACR|chara=Venom|input=[4]6S|label=Stinger Aim}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=[4]6D|label=FB Stinger Aim}}
*{{MiniMoveCard|game=GGACR|chara=Venom|input=[2]8S|label=Carcass Raid}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=[2]8D|label=FB Carcass Raid}}
*{{MiniMoveCard|game=GGACR|chara=Venom|input=j.236236H|label=Red Hail}}
|-
|-
|Venom
|(FB) (Charged) Stinger Aim (Horizontal Ball Shot)
(FB) (Charged) Carcass Raid (Vertical Ball Shot)
Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion)
Dubious Curve (Ball Skull Bash, Only when the ball is in motion)
Red Hail (Multi Shot Raid) <SUPER>
Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER>
|-
|Zappa
|None
|}
|}
</div>
</div>
Line 1,115: Line 1,546:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_623S.png|"Mysterious bubbles can capture so much."
GGAC_Eddie_623S.png|"Mysterious bubbles can capture so much."
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|623S }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="623S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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.
*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, tho, inputting this move normally will naturally make the Shadow do a Nobiru, guarenteeing your safety or giving you a CH Punish if they were mashing.
*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 {{clr|4|-H-}}, and then make them land in the puddle or set up and unblockable with Vice's {{clr|4|-H-}}.
*If normal shadow is out, you can use Damned Fang, move the Shadow so it's placed away from the opponent, do {{clr|4|-H-}}, and then make them land in the puddle or set up and unblockable with Vice's {{clr|4|-H-}}.
*Damned Fang has a very generous FRC during the 7~10f 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.
*Damned Fang has a very generous FRC during the 7~10F 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
*If Shadow is not already summoned Damned Fang gives you enough frame advantage to summon and still get a meaty drill in the corner.
'''Additional Frame Data''' ''Total recovery on whiff: 24F. Eddie is in CH state till end of recovery Forced prorate 50%.''
'''Additional Frame Data:''' ''Total recovery on whiff: 24F. Eddie is in CH state till end of recovery. Forced prorate 50%.''
</div>
</div>
</div>
</div>
Line 1,139: Line 1,582:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_Flight.png|
GGAC_Eddie_Flight.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.8 }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.8"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*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 {{clr|2|j.K}} or crossing up with {{clr|3|j.S}}
*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 {{clr|2|j.K}} or crossing up with {{clr|3|j.S}}.
*You CANNOT normal block nor IB while in Flight Mode.
*You CANNOT normal block nor IB while in Flight Mode.
*Can be cancelled with any air normals or FD.  
*Can be cancelled with any air normals or FD.  
*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
*Using this tool in conjunction with Shadow {{clr|1|-P-}} gives him an incredibly strong approach against grounded opponents. Using with {{clr|3|-S-}} covers nearly the whole sky.
</div>
</div>
</div>
</div>
Line 1,163: Line 1,617:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_22D.png|
GGAC_Eddie_22D.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|22D}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="22D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 1,178: Line 1,643:
*Can be used to set up unblockables with both Shadow {{clr|5|]D[}}s. Or discourage approach with its large vertical hitbox.
*Can be used to set up unblockables with both Shadow {{clr|5|]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.
*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 Weiss Mawaru if they block and making it safe if they go over it.
*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.
'''Additional Frame Data''' ''Knocks down opponent on ground hit. Eddie is in CH state from 1~31f. Is a projectile. Untechable for 29F
'''Additional Frame Data:''' ''Eddie is in CH state from 1~31F. Is a projectile. Untechable for 29F.''
</div>
</div>
</div>
</div>
Line 1,187: Line 1,652:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_236D.png|
GGAC_Eddie_236D.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236[D]}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Restores one full Eddie meter worth (overcharging if there is any left for potentially up to 2 Eddie meters)
*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 {{clr|2|]K[}}, allowing him to Continue his mad offense
*Mainly used during both Shadow's {{clr|2|]K[}}, allowing him to Continue his mad offense.
*Allows him to restart pressure even after a full combo.
*Allows him to restart pressure even after a full combo.
*Exhaustion will NOT work if the shadow gauge is on red.
*Exhaustion will NOT work if the shadow gauge is on red.
'''Additional Frame Data'''  
'''Additional Frame Data:''' ''Restores 1000 points to shadow gauge on 13F. Eddie is in CH state during move.''
*''Restores 1000 points to shadow gauge on 13F.''
*''Eddie is in CH state during move''
</div>
</div>
</div>
</div>
Line 1,214: Line 1,688:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_632146H.png| Everyone will forget it's air unblockable
GGAC_Eddie_632146H.png| Everyone will forget it's air unblockable
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|632146H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 1,228: Line 1,713:
*Air unblockable so while it can be used to anti-air it is a lot of meter to spend for one.
*Air unblockable so while it can be used to anti-air it is a lot of meter to spend for one.
*Has a very infamous blind spot in between Eddie and the super. Don't do this if they are too close.
*Has a very infamous blind spot in between Eddie and the super. Don't do this if they are too close.
'''Additional Frame Data''' ''Fully invincible 1~17F. Throw invincible 18~29F. Floats opponent on hit. 1st hit on ground hit is untechable for 28F. 2nd hit is untechable for 25F
'''Additional Frame Data:''' ''1st hit launches (untechable for 28F). 2nd hit is untechable for 25F. Eddie is in CH state from 1~29F. Hitstop 0F. Chip Damage x2. If Eddie is hit, Amorphous disappears. Destroys projectiles.''
Eddie is in CH state from 1~29F
Hitstop 0F. Chip Damage x2. If Eddie is hit, Amorphous disappears. Destroys projectiles''
</div>
</div>
</div>
</div>
Line 1,238: Line 1,721:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_j236236S.png|
GGAC_Eddie_j236236S.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.236236S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.236236S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 1,252: Line 1,746:
*Hold S to not do the followup hit. Still knocks down but gives you more frame advantage in exchange for much less damage.
*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.
*Leaves Eddie right next to the opponent after recovery.
'''Additional Frame Data''' ''Strike invincible 3~17F. 1st hit floats opponent (untechable for 90F). 2nd hit only happens if 1st hit hits (not blocked/whiffed). 2nd hit slams down opponent on hit, fully untechable. Hitstop 0F. Eddie is in CH state till end of recovery. Eddie reappears from the floor during recovery. During reappearance animation: invincible above knees 1~10F, upper body invincible 11~22F''
'''Additional Frame Data:''' ''1st hit floats opponent (untechable for 90F). 2nd hit only happens if 1st hit hits (not blocked/whiffed). 2nd hit slams down opponent on hit, fully untechable. Hitstop 0F. Eddie is in CH state till end of recovery. Eddie reappears from the floor during recovery.''
</div>
</div>
</div>
</div>
Line 1,258: Line 1,752:
== Instant Kill ==
== Instant Kill ==
===<big>Black in Mind</big>===
===<big>Black in Mind</big>===
<span class="input-badge">'''in IK Mode: {{clr|4|236236H}}'''</span>
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Eddie_IK.png|
GGAC_Eddie_IK.png|
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{AttackDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|IK}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*Like all IKs, best reserved when you get them Dizzied or when you are fighting A.B.A
*Like all IKs, best reserved when you get them Dizzied or when you are fighting A.B.A
'''Additional Frame Data''' ''IK Mode activation time: 68F. During IK activation: above knees invincible 9~60F. During IK attack: strike invincible 9~28F''
'''Additional Frame Data:''' ''IK Mode activation time 68F. During IK activation: Above Knees invincible 9~60F.''
</div>
</div>
</div>
</div>


== Notable Players ==
==Colors==
{| class="wikitable"
{{GGACRColors|Size=120|Character=Eddie}}
!width="95"|Name (English/Japanese) !! width="85"|Color
<br style="clear:both;"/>
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| Toruso || style="text-align:center;"| [[File:Eddie reload k.png|enter|80px]]
| Japan || Mikado || - || Active || Execution monster. go-to player when trying to x-copy Eddie tech|| [https://youtu.be/wl6gbayjix8 Link]
|-
| UYU -  BeautifulDude|| style="text-align:center;"| [[File:Eddie normal p.png|enter|80px]]
| USA || California || - || Active || Overall really strong but lazy Eddie. Also plays Xrd.|| [https://youtu.be/0IdZ-4gG0wI?t=3100s Link]
|-
| Sonny|| style="text-align:center;"| [[File:Eddie normal k.png|enter|80px]]
| USA || Nevada || [https://discord.gg/aqWdrdxPEg +R Discord] || Active || Netplay Extraordinaire. +R discord Mod|| [https://www.youtube.com/playlist?list=PLwfsck-NAVS28MeWBZt24hMOsBGHOv0Zk Link]
|}
 
==={{clr|4|NOTE: These tables are still WIP}}===


==External References==
==External References==
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<center>{{Character Label|GGACR|Eddie|32px}}</center>
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[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Zato-1]]
[[Category:Zato-1]]

Revision as of 21:33, 13 May 2022


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

 Eddie  Eddie is an archetype-defining puppet character with a myriad of overwhelming offensive pressure.

Pros
Cons
  • Strong Block Strings and Mixups: Offensive pressure that can can be looped, and can be 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.
  • Checkmate Scenarios: Practical unblockables with meter.
  • High reward: Eddie often gets good damage, and strong okizeme options after a successful close-range hit.
  • 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 (and bad) reversal options, including 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.
  • 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.
The shadow, Little Eddie, can only be used while the gauge is not depleted. Every shadow attack will drain some of this bar.

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.
GGACR Eddie Nameplate.png
GGACR Eddie Portrait.png
Damage Received Mod
×1.06
Guts Rating
0/5
Gravity Mod
×1
Stun Resistance
60
Prejump
3F
Backdash
16F (1~7F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 22F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Flight
Break the Law
Traversing
Fastest Attack
Reversals
Guilty Bits Character Intro

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
9 Mid 6 4 7 -1 1
Total: 16

  • 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

Additional Frame Data: Intial prorate 90%.

5K

c.S

f.S

5H

6P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 High 18 5 18 -9 3
Total: 40

  • 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

Additional Frame Data: Initial prorate 75%. Forces crouching on hit.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50 Mid 13 15 20 -16 5
Total: 47

  • 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.

Additional Frame Data: Floats opponent on hit (untechable for 28F). Can special cancel after 25F.

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Special Moves

Invite Hell

22S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
22S 40 Low/Air 18 48 Total 42 +2 3
22H 40 Low/Air 18 36 Total 42 +2 3

  • 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.

Additional Frame Data: Knocks down opponent on ground hit. Eddie is in CH state from 1~26F.

Break the Law

214[K]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Break The Law
214K
Total 26~167 5~6F Upper Body
7~9F Above Knees
1~9F Throw
Followup
214K -> 41236S/63214S
40 High/Air 10 for BtL+20 3 22+5 Landing -13 1~2F Low Profile
3~8F Above Feet
4

  • 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.

Additional Frame Data: 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. See full frame data.


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.

Additional Frame Data Eddie is airborne from 7F onwards. Slides opponent on hit (untechable for 60F, slides for 36F).

Shadow Gallery

j.41236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40, 25 Mid 7 after appearing 6(12)3 24+7 after landing -17 After reappear: 1~12F Above Feet 4

  • 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.

Additional Frame Data: Eddie is airborne from 7F onwards. 1st hit floats opponent (untechable for 60F).

Summon Eddie

236P/K/S/H or 214H

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

  • 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.

Additional Frame Data: 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

Traversing Attack

]P[ with Normal Shadow

Small Attack

]K[ with Normal Shadow

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24×2 All 13 1(14)3 31 Shadow: 31~50F 3, 4

  • 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.

Additional Frame Data: Pulls in opponent on hit or block. 1st is untechable for 19F, 2nd hit for 23F. 1st hit has hitstop 6F, 2nd hit has hitstop 7F.

Anti-air Attack

]S[ with Normal Shadow

Shadow Hole

]H[ with Normal Shadow

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20 All 30 214 23 Shadow: 12~End 2

  • 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.

Additional Frame Data: Shadow Gauge starts recovering from 2F~. Initial prorate 80%. Removes OTG state from opponent 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. Trap can only hit the opponent if they're inside the Shadow hole ???.

Overhead Attack

]D[ With Normal Shadow

Traversing

214P with Normal Shadow

Traversing Attack Vice

]P[ with Vice Shadow

Small Attack Vice

]K[ with Vice Shadow

Anti-Air Attack Vice

]S[ with Vice Shadow

Drill Special Vice

]H[ with Vice Shadow

Overhead Attack Vice

]D[ with Vice Shadow

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25 High/Air 19 16 22 2

  • 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.

Additional Frame Data: Initial prorate 70%. Slams down opponent on air hit (untechable for 40F). Hitstop 6F.

Drunkard Shade

214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 9 10 10 -6 1~18F Throw
3~18F Reflect
3

  • 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.

Additional Frame Data: Wallbounces on CH (untechable for 80F).

Drunkard Shade Reflectable Projectiles Table
Character Move
 A.B.A
  • AvoidanceGGAC ABA kihi.pngGuardAllStartup35RecoveryTotal 40Advantage+18
  • FB AvoidanceGGACR ABA FB kihi.pngGuardAllStartup51RecoveryTotal 38Advantage+45 (Explosion only.)
 Anji Mito
  • ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7/FB ShitsuGGAC Anji FBShitsu.pngGuardAll, High/Air×2Startup21RecoveryTotal 50Advantage-9 (Both forms.)
  • Shin: IsshikiGGAC Anji ShinIsshiki.pngGuardAllStartup36RecoveryTotal 50+8 after landingAdvantage+17
 Eddie
  • Overhead AttackGGAC Eddie LilEddieD.pngGuardHigh/AirStartup28RecoveryTotal 37Advantage-
 I-No
  • Antidepressant ScaleGGAC Ino 214P.pngGuardAllStartup19RecoveryTotal 50Advantage-11/FB Antidepressant ScaleGGAC Ino 214D.pngGuardAllStartup15RecoveryTotal 42Advantage+10
  • Horizontal Chemical LoveGGAC Ino 632146K.pngGuardAllStartup11Recovery12+8 after landingAdvantage+3/Vertical Chemical LoveGGAC Ino 632146S.pngGuardAllStartup11Recovery11+13 after landingAdvantage-8
 Ky Kiske
  • Stun EdgeGGAC Ky StunEdge.pngGuardAllStartup10RecoveryTotal 41Advantage-5/Air Stun EdgeGGAC Ky AirStunEdge.pngGuardAllStartup15RecoveryTotal 59+14 after landingAdvantage-
  • Charged Stun EdgeGGAC Ky CSE.pngGuardAllStartup43RecoveryTotal 68Advantage+18/Air Charged Stun EdgeGGAC Ky ACSE.pngGuardAllStartup31RecoveryTotal 63+14 after landingAdvantage-
  • Sacred EdgeGGAC Ky SacredEdge.pngGuardAllStartup5+3RecoveryTotal 36Advantage+13
 Millia Rage
  • Tandem TopGGAC Millia 236S.pngGuardAllStartup11Recovery15Advantage-1/FB Pretty MazeGGAC Millia 236D.pngGuardAllStartup43RecoveryTotal 33Advantage-
 Robo-Ky
  • 2HGGAC RoboKy 2H-1.pngGuardMidStartup14RecoveryTotal 51Advantage-7
  • Jun-KY BargainGGAC RoboKy j236S.pngGuardAllStartup11RecoveryTotal 47+14 after landingAdvantage-
 Sol Badguy
  • Gun FlameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3
 Testament
  • S EXE BeastGGAC Testament 41236S.pngGuardAllStartup22~81+6RecoveryTotal 38Advantage+16 (Not possible to reflect the H version.)
 Venom
  • Hit BallGGAC Venom Active Ball.pngGuardAllStartupN/ARecoveryN/AAdvantageVariable/Lightning BallGGAC Venom lightningBall.pngGuardAllStartupN/ARecoveryN/AAdvantageVariable (Only in motion.)
  • Stinger AimGGAC Venom 46S.pngGuardAllStartup13RecoveryTotal 37Advantage+2/FB Stinger AimGGAC Venom 46S.pngGuardAllStartup9RecoveryTotal 38Advantage-3
  • Carcass RaidGGAC Venom 28S.pngGuardAllStartup16RecoveryTotal 34Advantage+8/FB Carcass RaidGGAC Venom 28H.pngGuardAllStartup13RecoveryTotal 32Advantage+7
  • Red HailGGAC Venom j236236H.pngGuardAllStartup10+0Recovery25+9 after landingAdvantage-

Damned Fang

623S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
77 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 7~10F 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.

Additional Frame Data: Total recovery on whiff: 24F. Eddie is in CH state till end of recovery. Forced prorate 50%.

Flight

7/8/9 while airborne

Force Breaks

Drill Special

22D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
34×3 Low/Air, All×2 20 36 Total 62 +8 3

  • 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.

Additional Frame Data: Eddie is in CH state from 1~31F. Is a projectile. Untechable for 29F.

Exhaustion

236D

Overdrives

Amorphous

632146H

Executor-X

j.236236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
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
3

  • 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.

Additional Frame Data: 1st hit floats opponent (untechable for 90F). 2nd hit only happens if 1st hit hits (not blocked/whiffed). 2nd hit slams down opponent on hit, fully untechable. Hitstop 0F. Eddie is in CH state till end of recovery. Eddie reappears from the floor during recovery.

Instant Kill

Black in Mind

During IK Mode: 236236H

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available 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.


External References

Navigation

 Eddie


To edit frame data, edit values in GGACR/Eddie/Data.
Systems Pages