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VR-Raiden

[+R] Sol vs. Eddie

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Use this thread to discuss the vs. Eddie matchup in +R.

Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Eddie

I will be editing this first post with information on the matchup soon. Updated 10/3/13

Match Start:

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Neutral:

  • Eddie's job is to control the screen and keep you out. He's very good at this using his long range pokes (2P, f.S, 2S), drills, multiple anti-airs (6P, 6H, 2H), and air-to-air/ground j.K. It gets even harder to deal with when his shadow is out.
  • That makes it your job to get in on him and stay in. When Eddie does not have his shadow out, carefully move forward with dash braking to block or avoid pokes and drills, and double jumps to avoid anti-airs. Air dashing can work but it is easily punished by his 6P or other anti-airs if you use it predictably.
  • If Eddie does 6P while you're at a typical airdash height, and you don't airdash, you can land to CH 2D > GV his whiff within range (it reaches farther than you might think).
  • If you block a 2S from far and the Eddie cancels to a drill, there is a gap and you can IAD j.S > j.D > SW to punish him.
  • When Eddie has his shadow out, your top priority is to kill it or make him put it away. You don’t want to be in the air when his shadow is out. Back away to full screen or close to it and look for a chance to kill the shadow. Gunflame is a good way to kill the shadow or force Eddie to put it away. From full screen he cannot punish you for throwing gunflames, but if he is within range he can IAD over it and hurt you, so be wary of that.
  • 2P, 2K, and 2S are good pokes for trying to kill the shadow as it approaches since they recover quickly. Try to anticipate when he will attempt Mawaru to pull you in and 2P/2K the shadow out of it.
  • If you block the first hit of Mawaru, there is a gap before the 2nd hit connects, even on normal block. From long range at neutral, you should backdash away after blocking the first hit in order to not get pulled into Eddie's shadow pressure.
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Offense:

  • This is where you want to be: in his face on the offensive. He has no invulnerable attacks outside his super.
  • Eddie has a quick 2P for its range which he can use to interrupt WT attempts, so use tight frame traps that will CH him for trying to mash it out. Short strings into GF (like 2P > GF or 2P > 2K > GF) can also be used to punish mashing. If they block and you FRC’d you can continue pressure, if they hit a button usually they will get CH and will be vulnerable to big damage even on trades.
  • Be careful about using GF at predictable times in pressure, he can reflect it.
  • If you predict a dead angle, 2D/GV will go under it and VV will beat it.
  • Low as possible fj.S > dj.D fuzzy guard works on Eddie, giving you an extra, relatively strong mixup option. If the j.D hits, it can combo into CL SW in corner, and FB SW midscreen. However, if Eddie instant blocked the j.S, your j.D will whiff leaving you in a bad situation. This video shows the fuzzy guard and example combos: http://www.youtube.com/watch?v=GqxDK-OB-go&hd=1
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Defense:

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  • Punishes (on block/reaction):

      Combo Notes:

        [*]You cannot combo after a corner ground throw on Eddie.

        [*]Dustloops work on Eddie, but his air hitbox requires you to hit the j.D’s higher up than usual (similar to KY/RO). This means you will need your j.D to connect earlier on Eddie than most others. In the standard loop using a dash j.D to start the 2nd rep helps. Example: 5K > 6P > 2H > j.D, j.D > dash j.D, j.D…the dash is recommended.

        [*]-

      [*]-

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