GGACR/I-No/Matchup/Eddie

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< GGACR‎ | I-No

The General Gameplan

  • Get rid of Little Eddie. Careful with swinging for the fences when you make callouts, but be confident and make callouts when they're going to make incremental progress (as in, achieving goal one even if you trade or get hit by Eddie).
  • You can lose entire games trying to block. Don't go out of your way trying to "learn to block" Eddie pressure early on since you're better off learning how to disrespect him until he displays the ability to punish you for it. The basic formula for dealing with "entry level Eddie time" is:
    • Block low until he gives you a reason to change (which is mostly 6K... to start with).
    • Block his 6K (the axe kick) high on reaction if you can. It's slow enough that this is reliable with practice.
      • You can burst or dead angle after 6K since he's typically going to Drunkard Shade here.
    • Watch for the Force Break headache and try to countermash 2P to hit Little Eddie, and/or follow up with 2S to hit Eddie. You can also hit Eddie directly depending on Little Eddie's position. Or look for the gap you can jump out in.

That's about it for basic defense (when he gets you blocking). There's a ton of more advanced shit Eddie can do like going for j.K > dj.K mixups, empty jump command throw, or Weiss shadow shenanigans, but with no prior experience you can use this to get opportunities to play the game, which is key to actually learning what to do. Also, many of his ground normals extend their hurtboxes prior to going active, so you can 2P > whiff cancel gatling 2P/6P/2K/5K to try to deal with stuff, and once he starts swinging to beat those tactics you can block and back up or whiff punish him.

  • 80% of the time you will keep notes low to the ground to get rid of Little Eddie, or to at least put pressure on him.
    • IF he reflects the note you can dash over it to try to punish him. If he gets smart about it you can then blow up the recovery of the Drunkard Shade with HCL while floating over the low note.
  • In neutral he may try to Drunkard Shade your HCL so he can feel swank. Just delay slightly and punish with HCL for knockdown, to make him feel like a dummy.


Your Opponent's Gameplan

Get the opponent to block, pull out Little Eddie safely, and use him to extend a blockstring to be able to run multiple high/low mixups in a row. Use the "Forcebreak Headache" to refill the Eddie gauge and keep the pressure up indefinitely if you can't handle the high/low switching with 5K/6K. If you can block the 6K on reaction consistently, Eddie will likely mix in rising j.K as an overhead into dj.K (float canceling to keep it low) for double overheads), or j.K into land into low/throw, or empty jump into command throw.

If Little Eddie gets hit, Eddie wants to stall to get him back. This does not necessarily mean he will run away! He can stall with long blockstrings into Drill FRC into longer strings, or into FB drill into more strings. Or he'll hit you with the command throw which takes forever and ends in knockdown.


"Eddie's gameplan is abuse nobiru and anti airs since I-No will be in the air during the match so he can hopefully get a counterhit situation. Drunkard shade to reflect I-No's music notes. Eddie will use flight to stall some time to regain the shadow meter and breaking the law either in shadow pressure or stall some time as well." -Sonny

Spacing & Advantage (By Screen Position)

Up Close

Between Eddie's normals not being super fast (his fastest on the ground is 2P at frame 5) and his hurtboxes frequently extending before the hitboxes go active, you're actually in a pretty good position if you're this close and Little Eddie isn't on the field.

  • Make sure to use plenty of low committal moves like 5P/2P that are fast and can gatling on whiff if you stay on the ground, until you either hit him or get him blocking.
    • You can swing hard with moves like 5H to call out 6P attempts, or STBT to go under things and catch backdash attempts, but recognize that the startup gives Eddie wiggle room to work with.
    • You can also TK dive to encourage him to swing at you, so that your ground normals become more effective next time. Make sure to work with "enough" Kdive since you can stay plus and keep your turn (if he doesn't IB).
  • Expect Eddie to try to jump out and fly away, or jump out and fly to bait an anti-air and then punish your whiff.
    • j.236D can be effective, but be careful since if he stays on the ground you're above him and have given him enough time to summon into Nobiru, or to at least 2H you (which I-No can't reliably contest from above without committing to VCL, which can be baited). He doesn't have to guess which side you're on to anti-air with 2H and it's very disjointed, so it's very difficult to fall on him from an ambiguous crossup position unless it's oki.
  • Expect Eddie to look for opportunities to Dead Angle so he can get started.
    • His Dead Angle is his 2H so it reaches up high, giving you opportunities to go under it if you're on the ground at this range, but making it really difficult to deal with when approaching from the air.

If Little Eddie is on the field, your objective should be to hit him to get rid of him. It's also good to hit Eddie since Little Eddie will get put away even on block, but a trade hitting Eddie can still be in his favor. A trade hitting Little Eddie is still typically in your favor because the meter will get depleted, so even if Eddie gets a combo from it it wont be as big as it could otherwise be, and you'll have a chance to seize the initiative if you can block Eddie's oki. Compare that to trading with Eddie in a way that you go back to neutral or get knocked down. In that situation the Little Eddie meter doesn't deplete, so he can re-summon and you're in a bad situation.

  • 2P is really useful here, and Eddie needs to play around the threat of you hitting Little Eddie with it.
  • You can try to back up to create room to attack Little Eddie with reduced threat of Eddie covering for him. Expect Eddie to look for opportunities to catch your escape attempts.

Round Start Range

Long Range

Full Screen

You can safely get notes out, but you're not ncessarily in range to take full advantage of opportunities. You probably want to be closer to Eddie (such as around 2/3 screen) unless the Eddie is super aggressive and constantly trying to move toward you, or unless Little Eddie is on the field and out in front of Eddie. If Little Eddie is on the field it helps to be as far away as possible so you can safely get notes out and put them on the ground to pressure him. Eddie will be forced to put him away.

Button Interactions

  • 5P:
  • 2P:
  • 6P:
  • 5K:
  • 2K:
  • 6K:
  • c.S:
  • f.S:
  • 2S:
  • 5H:
  • 2H:
  • 6H:
  • 5D:
  • 2D:
  • j.P:
  • j.K:
  • j.S:
  • j.H:
  • j.D:

I'll eventually break things down per move, but a good starting point until the guide hits alpha is:

  • The majority of his ground normals extend hurtboxes prior to active.
    • 5H is an exception.
    • Does not apply to special moves.
    • A handful also linger after active, like his f.S.
  • His air normals don't necessarily have great hitboxes (except his j.D which is amazing), but his fly allows him to approach from the "perfect angle" more easily and more often than other characters, making it very difficult to counterpoke him from the ground. You either commit and whiff and get punished, or wait and get forced to block, which is what he wants.
    • When possible try to air-to-air with j.P to deal with his air normals. You wont always have enough time to start up j.P, but it has the best hitbox-to-commitment ratio for the situation 90+% of the time, even when you wouldn't think it.
      • It's easy for him to challenge 5P by reaching past the disjoint and hitting I-No's hat, 6P/5K are high commitment and easy to bait, and 6H is extremely high commitment and also slow. FB Dive is also rather slow and will fail you unexpectedly because your startup gets stuffed by aggressive Eddie play, but it's still excellent if you have the time to get it started (and can afford to spend the meter).


Special Moves

Pressure

When you feel confident in neutral you wont be afraid to frame trap to enforce respect and let him escape when he guesses right. The key is to not overextend trying to run a mixup to "win off your one chance" or something dumb like that, because then he'll IB your note and 5P/6P through your overhead or your hoverdash feint into low. You need to be able to enforce respect in this matchup to make sure he doesn't countermash all of your mixup attempts, since the risk/reward is pretty good for him when he makes attempts. He doesn't have a meterless DP to work with, his backdash is slightly below average, and his reversal super isn't great, so you can bait his escape options patiently, but aggressively. You don't want to play the "block the DP" game when it's "your turn" and let him mash buttons instead, which he will convert into blockstrings and make your life hell.

His 6P, 2H, and 5H are probably the most disjointed hitboxes you have to deal with from his normals when pressuring him (which are all slow), and also watch for 5P since it's got pretty good range for the speed. If you play around those normals and remember that his special moves are generally slow (Drunkard Shade is pretty fast though), you should be able to structure your pressure in a way that prevents him from countermashing.

Escaping Pressure

Special/Notable Confirms

  • Eddie recoils in a way that the ground string opener > c.S > 5H > HCL will start to whiff at HCL. You will have to use 6P > 5H to launch him for your HCL 6FRC6 conversion. Don't worry about the 90% forced prorate too much since his defense is low.
  • Eddie has an annoying weight/hitbox combination that makes Sdive confirms via 5K or 2P > 5K more difficult. 2P will frequently whiff due to horizontal spacing, but 5K is frequently too slow. Get really good at recognizing the horizontal distance where you're forced to use 5K, since there are times it'll actually work and you'll waste them trying to use 2P. You're also more likely to drop combos after Sdive in the corner... I think he gets hit by dives earlier than other characters, so he starts to recover faster...
    • ...But at least Pdive isn't terrible on him.

Stuff to Remember

  • Little Eddie's attacks (such as Nobiru) do chip damage. Consider them to be special moves.
  • Little Eddie's attacks typically have strike invul frames (and they can't be thrown; you'd have to throw Eddie himself). This makes it difficult and risky to try to directly challenge these attacks.
    • You will frequently trade with them even when you're dealing with them "correctly." However, a trade that gets rid of Little Eddie is usually worth it since Eddie wont get much of a combo solo and has to burn meter on FB drill or risk a command throw attempt to keep you locked down long enough to get Little Eddie back.

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