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Guardian

Advanced AC Eddie-The Broken Monster of Doom

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Ok, since no one else seems to want to publicly break this dude, I'll be the first to get the ball going.

Lets talk about triple unblockables, consistant, tensionless, one-hit shadow gallery setups, practical death combos, and other broken isht. BnBs, Sentry control/negative edging, and other basic eddie tactics have no place in this thread.

TRIPLE UNBLOCKABLES

The best way I can see this happening is with the following series:

22D(22s w/o tension) + -d-(first unblockable), -k-, 214k~41236S, -hs- ~ j.S(2nd unblockable), [5S, 6p]x2, 5s, 5HS(1 or 2 hits depending on distance), 22s, backdash, 22hs frc~iad down, j.S (3rd unblockable), 5p, jc, air combo.

There are various combo vids on youtube showing those unblockables, only one or two showing 3x unblockables (and they're only done on Pot). It seems as if doing triple unblockables after two -d- is highly unlikely unless the following can be done, corner only:

22D(22s w/o tension) + -d-(first unblockable), -k-, 214k~41236S, 22D + -d-(2nd unblockable), dash in~412368S, frc, land, backdash, 22HS frc~iad down j.S (3rd ub), 5p, jc, air combo

Even with the above combo series, I'm sure it would be very character specific. 3x unblockable setups involving 22D will kill Chipp and possibly Millia after a simple KD combo such as 2p, 2d, etc.

I personally can't get the one hit SG on anyone w/o the FRC.

Unblockables seem to be the way to get death on most people, but the damage on 22D is too good to ignore. Plus it has a frc point. Possible setups for more non-sentry unblockables?

Help me out here peeps, I can't think of all this crap alone:vbang:

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Teyah was kind enough to post up a video of this triple unblockable set up... -d- 5k (UB) 5s, -k- dash 2p 6p 5s 2d -h- j.S (UB) 5P(2hits) 6S 5P(2hits) 6S 5P(1hit) 6S 6HS 22s 22HS frc iAD S (UB) 6p j.k HS D This one requires no tension.. however is character specific as far as spacing and combo choice inbetween unblockables.. on this setup you posted.. :::22D(22s w/o tension) + -d-(first unblockable), -k-, 214k~41236S, 22D + -d-(2nd unblockable), dash in~412368S, frc, land, backdash, 22HS frc~iad down j.S (3rd ub), 5p, jc, air combo:::.. after the dash in~412368S, frc, is it not possible to air dash back instead of landing and then back dashing?..

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on this setup you posted.. :::22D(22s w/o tension) + -d-(first unblockable), -k-, 214k~41236S, 22D + -d-(2nd unblockable), dash in~412368S, frc, land, backdash, 22HS frc~iad down j.S (3rd ub), 5p, jc, air combo:::.. after the dash in~412368S, frc, is it not possible to air dash back instead of landing and then back dashing?..

I'm sure that could work as well; whatever places you at the appropriate distance to get the 22hs frc~iad j.S ub.

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Here's another.. cant do it yet, but workin hard at it...

-d- 5k (UB) 5s, -k- 2[p] 6k 6s -p- (2s+[p]) -p- 22[hs] -hs- j.S UB 5P(2hits) 6S 5P(2hits) 6S 5P(1hit) 6S 6HS 22s 22HS frc iAD S (UB) 6p j.k HS D

the 2nd part of this trip unblockable is a lot more advanced than the previous ones posted.. im having a bit of trouble doing it consistantly.. but ill work hard at it.. =]

and only in the corner...

22D(22s w/o tension) + -d- (UB), -s- + [hs], 214k~41236S (move shadow forward also) -hs- j.S [uB] 5P(2hits) 6S 5P(2hits) 6S 6HS 22S 2k 2hs 632146+hs.. jsut a lil fancy stuff at the end...

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SMP, for the 2nd part of that first UB series you posted, it's probably easiest to do the holds at these times:

-d- 5k (UB) 5s, -k- 2p 5k 5s 2~p 22[hs] -hs- (-s-).

The only part that looks iffy to me is if you can do 5S-2S that late without having Nobiru activate, but that seems alright with proper timing. And 2, 22P-H is how I perform the shadow P link, if it helps!

Also just so you guys know, most UBs involving 22S, backdash, 22H FRC are not actually perfect unblockables - the j.S usually comes a couple frames late. I've noticed this against Potemkin, so chances are that it applies to most other chars as well.

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The only part that looks iffy to me is if you can do 5S-2S that late without having Nobiru activate, but that seems alright with proper timing. And 2, 22P-H is how I perform the shadow P link, if it helps!

so hold p during the 2p 5k 5s then 2s.. hold the s.. release the p while buffering 22hs.. .. that's a lot of work on a pad.. :(

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Also just so you guys know, most UBs involving 22S, backdash, 22H FRC are not actually perfect unblockables - the j.S usually comes a couple frames late. I've noticed this against Potemkin, so chances are that it applies to most other chars as well.

Well then it'll make for one helluva fuzzy guard.

:yaaay:

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so hold p during the 2p 5k 5s then 2s.. hold the s.. release the p while buffering 22hs.. .. that's a lot of work on a pad.. :(

Oh, no - don't hold P at all actually. There's no need to, since the shadow is still doing Mawaru at the time (and all the way up till the 2S if all goes well). So just string to 5S, then..

2S (hold S), 22P (press and release for Shadow P), immediate H for far drill. 2, 22P~[H], move shadow close, -H-.

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Oh, no - don't hold P at all actually. There's no need to, since the shadow is still doing Mawaru at the time (and all the way up till the 2S if all goes well). So just string to 5S, then..

2S (hold S), 22P (press and release for Shadow P), immediate H for far drill. 2, 22P~[H], move shadow close, -H-.

sweet.. that worked so much better.. :eng101:

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I feel like talking about AC Eddie so... Ways to go into the Shadow Gallery loop combo (off the top of my head at the moment): 1. Off of Knockdown into Summon Shadow mixups. ---a. (Hits Low) 5K, 5S, 2D, -K-, 214K~41236S, begin loop ---b. (Hits Overhead) 6K, 214S, -K-, 6P, 5S, 2D, -K-, 214K~41236S, begin loop ---c. (Hits Low) Meaty S Drill, -K-, 214K~41236S, begin loop ---d. (Hits Overhead) Flying Stuff, -K- into loop Note: On branch 1b, it may be possible to start the loop off of the first part, but your spacing has to be spot on for the Shadow Gallery to hit, not to mention timing issues from recovering from the 214S. More testing needed though... Also, if you're concerned with the opponent trying to jump out or whatnot, you can try starting with a meaty -K- on their wakeup before going into the above branches, but in the process you sacrifice some Shadow Gallery reps. 2. Off of CH 2H, Shadow Summon ---a. -K-, 214K~41236S, begin loop Those are off the top of my head. I'm sure others can fill in some more. BTW, does CH 214S still cause wall bounce in AC?

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Yep, ch 214S can even be used to start SG loops. They can also be started after any overhead guard break. Ex: 6k, 214S, [-k-, 214k~41236s]x3 will post more later

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Can someone figure out the damage difference between the SG loop and the standard 6p,s combo variations? Like if I gaurdbreak with an overhead does it do more damage to 6p,s or SG loop them? Same question on standing.

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Can someone figure out the damage difference between the SG loop and the standard 6p,s combo variations? Like if I gaurdbreak with an overhead does it do more damage to 6p,s or SG loop them? Same question on standing.

It all depends on what move you guard break them with. Both 5k and 6k prorate somewhat, but if you do a fuzzy guardbreak with j.k~j.HS, or empty jump 2D, whatever combo you decide to do will do more dmg than if you use 5k or 6k.

In general, SG loops do more damage than 6P, S loops.

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Yep, ch 214S can even be used to start SG loops. They can also be started after any overhead guard break.

Ex:

6k, 214S, [-k-, 214k~41236s]x3

will post more later

does it matter where you are?

also, whats the best combo to do once they are in the puddle (with and without tension)?

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i believe that god damn fucking loops can be done anywhere that lil Eddie negative k input was stupidlly pushing the victim toward big eddie that smash it away to lil Eddie and so on :vbang: about the best combo when Eddie pin down the victim on the puddle... i've seeing Ogawa do that Reflective special again and again at KA2 Jam thought he has some tension for FB Invite Hell moves +_+ ... dunno why but i think the puddle prorates was terrible and not worth the tension to spent on it

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does it matter where you are?

also, whats the best combo to do once they are in the puddle (with and without tension)?

If you do the SG loop after ch 214s, that can only be done in the corner.

-k- 214k~41236s version can be done anywhere as long as you have sentry meter.

6p, s loops are the best thing you can do after shadow hole unblockables. 214s loops do ok dmg, 6p,s loops just do more. You really don't want to use any tension after a shadow hole loop combo b/c it prorates about 70-80% I believe. You're better off using is for drill and wakeup shenanagans.

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6p, s loops are the best thing you can do after shadow hole unblockables. 214s loops do ok dmg, 6p,s loops just do more.

This is half right. 6p,s does more damage than drunkard x 3, s, hs, drill, but the drunkard combo hits them with 4 special moves in one combo. That gives you almost half a bar of tension when you do it. That's why you'll see guys like ogawa doing the drunkard combo.

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- Drunkard Shade combo gives like 40% tension and sacrifices minimal damage - [6P(2)-5S] loop deals best stun and better damage than most other followups You can also end either of these with 2H xx FB Drill, rj.K-H-D (land, sj.K-H-D) for extra damage. (Though you wouldn't really want to with the first combo, since tension is your goal) Personally I use the 6P(2)-5S loop unless I hit the SH near start of round (low tension) or if I'm sure the opponent isn't carrying any stun.

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This is half right. 6p,s does more damage than drunkard x 3, s, hs, drill, but the drunkard combo hits them with 4 special moves in one combo. That gives you almost half a bar of tension when you do it. That's why you'll see guys like ogawa doing the drunkard combo.

Good point; I was speaking solely in terms of damage; I guess you should look at your meter and their life to determine which option is best.

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I saw a great vs ABA reset into IK that I'm ripping off. He counter threw ABA during her pressure for a knockdown, then did summon overhead and 5k, s, mawaru, 2p, 6p, s, 2d, set trap. Then unblockable w/ slash, land and activate IK while she's trapped, 2d, IK. I'd never seen the activate IK while ABA's stuck, and it looks friggin' sweet.

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I saw a great vs ABA reset into IK that I'm ripping off. He counter threw ABA during her pressure for a knockdown, then did summon overhead and 5k, s, mawaru, 2p, 6p, s, 2d, set trap. Then unblockable w/ slash, land and activate IK while she's trapped, 2d, IK.

nvm, i jsut saw what you were talkin about.. that's messed up.. lol

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