GGACR/Eddie

From Dustloop Wiki


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. Eddie is a character who wants to get in and stay on the absolute offensive, giving the opponent zero chance to breathe.

 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: 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 RISC 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 standing opponent into crouching state 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 hit box mean it must be use quite preemptively and even then can be hit.
  • Special cancable 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 not special cancel after ???.

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

Specials

Invite Hell

22S or 22H

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 Upper body invincible 5~6F. Above knees invincible 7~9F. Throw invincible 1~9F 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.

  • 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 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)

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 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)

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

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 10 3 12 Shadow: 1~9F 2

  • The fastest move the Shadow has.
  • It's invincible from startup through to the active frames and moves the Shadow forward a significant amount so it is very useful as a counterpoke and an approach tool.
  • Very useful to move Shadow through attempts to kill him.
  • Can be used to start pressure from far away with -P- > 22H > -K-
  • Also Useful in the Dizzy MU since it can also kill her familiar.
  • Uses 15% of the Shadow Gauge

Additional Frame Data Shadow is fully invincible 1~11F. Hitstop 6F

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 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

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 the entire 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 ???

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 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 Throw Invincible during 1~18f. on CH (untechable for 80F). Reflects projectiles 3~18F

Drunkard Shade Reflectable Projectiles Table
Character Move
A.B.A Kihi (Purple Fireball; Normal Mode)
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 Stun Edge / Air Stun Edge (Lighting Shot)

(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)

Sacred Edge (Glowing Blue Blade)<SUPER>

May None
Millia (FB) Tandem Top (Discs)
Order-Sol None
Potemkin None
Robo-Ky 2H (Knee Missile)

Want some Ky? (Bazooka) Aerial Want some Ky? (Aerial Missiles)

Slayer None (lol)
Sol (DI) Gunflame (Ground Hugging Flames)
Testament None
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

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.
  • 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 Knocks down opponent on ground hit. Eddie is in CH state from 1~31f. Is a projectile. Untechable for 29F

Exhaustion

236D

Overdrives

Amorphous

632146H

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
82×2 Mid 8+8 6,3 28 -17 1~17F All
18~29F Throw
3

  • Your only true reversal tool.
  • Air unblockable so while it can be used to anti-air it is a lot of meter to spend for one.
  • 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 Eddie is in CH state from 1~29F Hitstop 0F. Chip Damage x2. If Eddie is hit, Amorphous disappears. Destroys projectiles

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 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

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

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