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|images=GGAC_Eddie_22S.png | |images=GGAC_Eddie_22S.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Knocks down opponent on ground hit;Eddie is in CH state from 1~26F;See note | |notes=Knocks down opponent on ground hit;Eddie is in CH state from 1~26F;See note †1 | ||
}} | }} | ||
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|images=GGAC_Eddie_22H.png | |images=GGAC_Eddie_22H.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Knocks down opponent on ground hit;Eddie is in CH state from 1~26F;FRC timing 12~13F;See note | |notes=Knocks down opponent on ground hit;Eddie is in CH state from 1~26F;FRC timing 12~13F;See note †1 | ||
}} | }} | ||
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|images=GGAC_Eddie_Summon.png | |images=GGAC_Eddie_Summon.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Shadow appears on 12F;Eddie is in CH state during entire move;Starts consuming Shadow Gauge during standby period;Shadow Gauge has a total length of 1000 points;When completely emptied, Shadow gauge takes 446F to completely refill;If summon command is repeated, Shadow disappears (Total 29F, no CH state);Shadow disappears 7F after entering command;Shadow Gauge turns white and recovers from empty to full in 286F after unsummon;Use 236P/K/S/H to summon Normal Shadow;Use 214H to perform summon Vice Shadow;See notes | |notes=Shadow appears on 12F;Eddie is in CH state during entire move;Starts consuming Shadow Gauge during standby period;Shadow Gauge has a total length of 1000 points;When completely emptied, Shadow gauge takes 446F to completely refill;If summon command is repeated, Shadow disappears (Total 29F, no CH state);Shadow disappears 7F after entering command;Shadow Gauge turns white and recovers from empty to full in 286F after unsummon;Use 236P/K/S/H to summon Normal Shadow;Use 214H to perform summon Vice Shadow;See notes †2 | ||
}} | }} | ||
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|images=GGAC_Eddie_LilEddieP.png | |images=GGAC_Eddie_LilEddieP.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Hitstop 6F;Costs 151 points (see note | |notes=Hitstop 6F;Costs 151 points (see note †2) | ||
}} | }} | ||
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|images=GGAC_Eddie_LilEddieK.png | |images=GGAC_Eddie_LilEddieK.png | ||
|hitboxes= | |hitboxes= | ||
|notes=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;Costs 241 points (see note | |notes=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;Costs 241 points (see note †2) | ||
}} | }} | ||
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|images=GGAC_Eddie_LilEddieS.png | |images=GGAC_Eddie_LilEddieS.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Wallbounces opponent on hit (untechable for 30F);Costs 181 points (see note | |notes=Wallbounces opponent on hit (untechable for 30F);Costs 181 points (see note †2) | ||
}} | }} | ||
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|images=GGAC_Eddie_LilEddieH.png;GGAC_Eddie_LilEddieH-2.png | |images=GGAC_Eddie_LilEddieH.png;GGAC_Eddie_LilEddieH-2.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Shadow Gauge starts recovering from 2F~;Hitstop 6F;Stun modifier x0;;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 ???;Costs | |notes=Shadow Gauge starts recovering from 2F~;Hitstop 6F;Stun modifier x0;;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 ???;Costs 1000 points (see note †2 *3) | ||
}} | }} | ||
===]D[=== | ===]D[=== | ||
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|images=GGAC_Eddie_LilEddieD.png | |images=GGAC_Eddie_LilEddieD.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Hitstop 7F;Startup to hit a crouching opponent is 25F (tested on Sol);Is a projectile;Projectile appears on 14F;Costs 621 points (see note | |notes=Hitstop 7F;Startup to hit a crouching opponent is 25F (tested on Sol);Is a projectile;Projectile appears on 14F;Costs 621 points (see note †2) | ||
}} | }} | ||
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|images=GGAC_Eddie_LilEddieWeissH.png | |images=GGAC_Eddie_LilEddieWeissH.png | ||
|hitboxes= | |hitboxes= | ||
|notes=Shadow transforms in 13F;Projectile;Costs | |notes=Shadow transforms in 13F;Projectile;Costs 1000 points (†2);Untechable for 29F | ||
}} | }} | ||
Revision as of 06:17, 5 October 2021
Links
System Data
Eddie | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
---|---|---|---|---|---|
×x1.06 | 0 | ×1 | 1/F | 60 | |
Backdash Duration | Backdash Invulnerability | Face Up Wakeup | Face Down Wakeup | Gravity Modifier | |
1~F | 53FF | 49FF | ×Middleweight (x1.0) | ||
Walk Forwards Tension Gain | Jump Forwards Tension Gain | Air Dash Forwards Tension Gain | Run Tension Gain | Prejump | |
3F | |||||
Jump Duration | Jump vY | Jump Gravity | Forwards Jump vX | Backwards Jump vX | |
Backdash vX | High Jump Duration | High Jump vY | High Jump Gravity | Forwards High Jump vX | Backwards High Jump vX |
Air Dash Backwards Startup | Forward Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Friction |
Air Dash Startup | Air Dash Forwards Duration | Air Dash Forwards Speed | Air Dash Backwards Speed | Air Dash Backwards Duration | Minimum Rising Air Dash Height |
Landing Recovery | Number Of Air Dashes | Number Of Jumps | Ground Throw Range | Air Throw Range | c.S Proximity Range |
F | |||||
Special Forwards Dash | Unique Movement Options | ||||
Flight Break the Law |
Normals
5P
5K
c.S
c.S normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Guard Bar Gain | Guard Bar Minus |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid | 9 | 5 | 9 | 0 | 3 | 10 | 7 | ||
Tension | Prorate | Invuln | Cancel | Blockstun | Ground Hit | Air Hit | Hitstop | FRC Window | ||
2.64 | SJR | |||||||||
File:GGAC Eddie c.S.png | ||||||||||
f.S
f.S normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Guard Bar Gain | Guard Bar Minus |
---|---|---|---|---|---|---|---|---|---|---|
20x3 | Mid | 6 | 3,5,3 | 20 | -9 | 3 | 10x3 | 7x3 | ||
Tension | Prorate | Invuln | Cancel | Blockstun | Ground Hit | Air Hit | Hitstop | FRC Window | ||
2.64x3 | SR | |||||||||
File:GGAC Eddie f.S.png | ||||||||||
•Hitstop 6F •Hitstun on CH is 16F |
5H
6P
6K
6H
5D
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.H
j.D
Universal Mechanics
Ground Throw
Air Throw
DAA
Specials
22S
22H
22H H Invite Hell special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Guard Bar Gain | Guard Bar Minus |
---|---|---|---|---|---|---|---|---|---|---|
40 | Low | 18 | 36 | Total: 42 | +2 | 3 | 0 | 7 | ||
Tension | Prorate | Invuln | Cancel | Blockstun | Ground Hit | Air Hit | Hitstop | FRC Window | ||
2.00/1.20 | F | |||||||||
File:GGAC Eddie 22H.png | ||||||||||
•Knocks down opponent on ground hit •Eddie is in CH state from 1~26F •FRC timing 12~13F •See note †1 |
214[K]
214[K] > 41236S
j.41236S
236X
]P[
]K[
]S[
]H[
]D[
214P
]P[ Vice
]P[ Vice Traversing Attack Vice special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Guard Bar Gain | Guard Bar Minus |
---|---|---|---|---|---|---|---|---|---|---|
20 | All | 11 summon+7 | 2 | 16 | 2 | ?? | ?? | |||
Tension | Prorate | Invuln | Cancel | Blockstun | Ground Hit | Air Hit | Hitstop | FRC Window | ||
?? | ||||||||||
[[File:GGAC_Eddie_]P[ Vice.png|110x110px]] | ||||||||||
•Hitstop 6F •Costs 121 points |
]K[ Vice
]S[ Vice
]H[ Vice
]D[ Vice
214S
623S
j.8
Force Breaks
22D
236[D]
Overdrives
632146H
j.236236S
Instant Kill
236236H
Category
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- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
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Damage/Combo System •
Gauges •
Misc •