Kyle Report post Posted July 7, 2008 Eddie Stats 4.5/5.5 Technically, it’s not so bad. =/ Great Video examples http://www.youtube.com/watch?v=AzHAdqpYsVc&feature=related Openers Eddie 2K – May CH HS Eddie 2HS- Don’t Dolphin, dear god Eddie S.Drill – Jump away Openers are terrible in this fight. I prefer to just jump away, as you can’t even safely back dash b/c of Eddie’s F-drill. Punishes- Generally no tension- OHK General 25%- 66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD To be honest with you, Eddie has lots of “Unsafe” moves. (2D, 6H, D) BUT, he can jump cancel; special cancel and little Zato can freely act, so typically Eddie is the safest character, drastically minimizing risk and “unsafe” situations. Counters The most reliable CH in this fight is when Eddie tries to zone/poke with F.drill. Here May gets a CH IAD J.HS. BUT, If Eddie FRC’s this, than you don’t get the CH: only a pressure option. Anti Airing- PROPER anti-airing- 6P is not a catch all 6P for Air Dash Air throw is alright… I find the most reliable anti-air is to hit him with a HSVD, but not low where it’s expected. Do it when he’s flying around/zoning a litter higher than other characters. B/c, your counter hit gives full launch with a Jackhound, your regular hit can be FRC’d for air dash follow up, and if he gets the CH on you in this position he can’t follow up with anything. I like to do J.HS for AA/ air to air zoning, you definitely win at air-to-air combat. Zoning Number 1 priority= P.hoop Poke with 5fS, 2S, FBHSHD, & FBHSVD Their game plan Accent Core Eddie is debatable the best character in all of guilty Gear. He is definitely the best character I’ve ever seen. (I don’t play Marvel, and I hear that Magneto could rival him) Eddie has amazing anti-air options, triple unblocks, numerous overhead/low/throw mix-ups and a plethora of ways to force you into a guarding position. His 6P has enough stun build to dizzy most of the cast including May. He will force you to guard mix-up. If you can’t than you will lose, period. Eddie Overheads- 6K, D, Fuzzy guard off J.k~jc. J.K, Shadow gallery out of breaking the law (from puddle), Zato spit ball ]D[ Eddie Lows- K, 2D, Zato trap ]HS[ Eddie throws- regular, command, air-throw (all lead to unblock and death) May's Strategy Alright guys, there is two distinct flows to this game against Eddie. Think of it as 3S Chun-li. A friend (MegaUltraSuper) told me this great bit of advice when I was learning fighting games. “When Chun-Li doesn’t have super, ATTACK HER”. To be honest with you guys, I feel the same about the Eddie match. When he has no Shadow/Zato, ATTACK HIM. The first flow to this match is when Eddie has Shadow. May's tools are seriously- F5S, 2S, FB any dolphin, Hoop set 5Fs kills little guy, gatlin to 2D for better recovery, or jump cancel and FD the Far drill. FB anything kills little guy 2S always kills Lil Eddie and also beats out Eddie's poke I usually use Hoops to force Eddie to block, so I can gain advantage on foot or by IAD safely wit out being CH. May has a good Backdash, so in the event of a attempted mid-screen unblock, which as you know requires the Eddie spit and drill, if you expect that by backdashing, the spit will miss you, and it’s possible the drill will hit knocking you down, but you avoid the unblock and just might have to deal with guarding another string or Burst. When playin this match up, I play the poke game with 2S to rid myself of Lil Eddie, and 5K into SHD or HSHD to get close. IAD HS or IAD anything doesn't work unless Eddie wiffs 6p because it kills May and gets her CH into combo, I've made this mistakes many times. The only ways to use IAD HS is if you’re expecting someone to do a drill, since it is the only opening you really get when he ties to gain the offensive. This is a very cat and mouse fight, since it is in Eddie's favor, however, with pokes, Good CH and combos that hurt, makes things a lot easier to deal with him. ~1~ When fighting Eddie, you can SlashBack his IAD J.S, J.HS pressure. This is one of the few Chances I've experienced where May can retaliate under pressure without throwing a Super somewhere. I find it extremely hard to Kill Little Eddie when he summons him on pressure. 2P is too short, 2K trades and loses, 2S is to slow. May should just jump out and escape. Yep, jump back and escape against the shadow if you're ~1/2 screen or farther. Or even when closer, as there's not much else that's nearly as safe as jumping away. May's jump quickly reaches her maximum height, so even if you block a Nobiru (shadow S uppercut attack; no FD needed) you will usually have enough height to airdash backwards or simply just jump back again while Eddie spends more shadow meter trying to get closer to you safely. I've had some success at setting hoops and chilling out in this fight, simply because his AA tools are too scary; it also prevents him from starting his pressure by summoning from full screen and following the shadow. If he's fishing for a knockdown with random drills, you can IAD J.S, J.HS him until he figures that out and FRCs the long one. You can poke at him fairly reliably with 5FS, Hoop set, b/c it goes over his 2S when spaced properly. The second flow to this match is when Eddie doesn’t have Shadow ATTACK HER. Watch out as Eddie has great Anti-air options. May’s Advantage in this fight is her dolphin hoops because it negates Eddie’s shadow/Zato anywhere and they also provide a safe way to come in on Eddie. General comments- ALWAYS KNOCK HIM DOWN FOR FORCE GUARD ON HIS WAKE-UP. When you jump always Faultless Defend. If you get Air thrown it's OK. The Air throw damage is nothing compared to triple unblocks. Yes, he can get unblock from air throw but only when they set up for it. He won’t set this up at first, or even for a while. You NEED to learn to guard in this fight. NO 3K! 6P doesn’t work on him much either, 2HS sux b/c his S Drill wins at that range. If he tries mid-screen unblock, crouch on purpose as the overhead will not launch and the J.K only leads to shitty ground BnB. > Without Zato or tension *laughs* I would like to give a special thanks to YKof, (David)CUE, Teyah and (Latiff) Coud Strife, as I’ve learned all this b/c of these guys. Thanks, _____________________________________________________________________ Combo Specific Details. Eddie is a classic normal weight, and Knockdowns builds great pressure as he can’t escape. JI and Delays work, he's very simple to combo. OHK Combo 6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD 5D combo Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her Jump Cancel Impossible Dust combo. Works Great on Anji Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD 6P combo Yep Yep a go go IAD combo Yep Yep a go go\ especially against F.drill Jackhound reliability Yep Yep a go go\ Double Dolphin Upper OHK, S, JI, HS, HSVD, FRC, AD, J.HS, Land, HSVD… 2HS, 2D 2D wiffs Share this post Link to post Share on other sites