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Eddie in Accent Core: A Comprehensive Guide

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#1 09 October 2007 - 09:38 AM


    Metal Gear Millia

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2.3) Complete Normal Moves Breakdown

- An in-depth look at the properties of every single one of Eddie's normals as well as some common (and not so common) uses of them. A good read if you want to know exactly which moves are good for which situations!


Eddie's second-quickest ground normal at 6 frames, this move has deceptively long range and can be used to cut short an opponent's ground rush from farther distances. Can also use this move to hit an opponent who has a move that avoids lows (and would avoid a 2P). 5P also works on some occasions as a fast antiair, such as after low techs. Due to its good range, 5P is also commonly used to keep up the pressure after frame advantage from a distance, such as after Far Drill FRC.

Other uses:
- Can be used as a tickthrow into Damned Fang vs. sleeping opponents.
- Can also immediately cancel 5P into Mawaru (236K) to catch an opponent off guard, which leads to shadow mixup if successful. As always, don't become predictable with this or you will end up being punished.


Eddie's only low attack that doesn't knockdown. Used pretty much exclusively in blockstrings and shadow pressure as the low mixup portion (either 2P-5K-5Sc, or 5K-5Sc). Since this move is jump-cancellable, it is possible to reset pressure by cancelling into a quick IAD down j.S-H if your 5K connects at a farther distance. Since a jump-cancel from 5K is rarely used, this may come as a surprise to your opponent as they may have been waiting for additional moves to block on the ground.

Other uses:
- A single blocked 5K makes for a quick tickthrow into Damned Fang, as it retracts fairly quickly.

Close 5S

5S© is mainly used as a filler within combos or mixup strings. On its own, its use is mainly limited to punishment situations, possibly catching backdashes (though 6P is better), and not much else. A common combo starting off 5Sc is [5Sc-2H, 22D, aircombo] when the opponent is dizzied.

A note of caution: although the frame data lists this move as having 9 frames of startup, a 5S© can take up to 11 or 12 frames to fully extend and will not combo from farther-ranged 5P/2P/5Ks. In these instances, it's better to flow from 5P/2P/5K into (5K)-2S-Mawaru, as opposed to risking the break-up of your combo. This can be seen on ABA, whose grounded hit animation has a strange hitbox.

Other uses:
- 5S© can be RC'ed into a quick running Damned Fang for surprise purposes. When done in closer ranges, this whole process is very quick and difficult to react to. However, the risk involved is quite high and the payoff not too great, especially since there are safer and more rewarding options for continued pressure in AC such as FB Drill, or even simply 5Sc xx Close Drill. A not-so-great option for finishing off a low-health opponent, or as a desperation attempt to get some pressure going if shadow gauge is still recovering. Saw more use in #R and Slash due to the lack of better tension options, but with FB Drill being so powerful in AC, this tactic has become pretty wasteful and useless.

Far 5S

Dangerous if whiffed, but can be used as an alternative to 5P in stopping forward advances with its longer range but slower recovery. 5Sf has been sped up to have only 6 frames of startup since Slash, which makes it a more viable poke and extends your effective range for mixups. Very useful in blockstrings to kill time for gauge recovery, and also useful at taking out enemy attacks that can eat 1 hit. 5Sf is also good at forcing your opponent into blockstun quickly, and it also raises the enemy guard gauge considerably. A very good move overall.

Example uses:
- 5Sf xx Close Drill
- 5Sf xx Mawaru
- 5Sf xx Summon, Bite, etc.
- 5Sf xx Summon, Nobiru, r.2S-22H, Mawaru...
- 5Sf-2S xx Far Drill FRC, IAD down j.S-H...

5S(f) can also be used in extended strings to buy time while your shadow gauge recharges. Example situations being after a throw, command throw, Gold Burst, or simple knockdown into the corner.

- Enemy cornered: String to FB Drill or Far Drill FRC:
-> running 5Sf xx Close Drill, immediate 5Sf (3 hits),

a) 2S xx Far Drill FRC, IAD down j.S-H, string to Shadow Summon
b) xx FB Drill x N, Shadow Summon, Mawaru
c) xx Far Drill, immediate FB Drill, Shadow Summon


As a standalone move, 5H is pretty much limited to use as a meaty attack after knockdown (into Close Drill or Shadow Summon), or very obvious punishment situations (eg. after blocked May 3K).

Example uses - punishment:
5H (1 or 2 hits) xx Amorphous
5H (1 hit) xx Close Drill
5H (2 hits) xx Far Drill <- far distances vs some chars only (eg. Potemkin, Dizzy, ABA)

Example uses - meaty/blocked:
5H (1 hit) xx Shadow Summon, Nobiru...
5H (1 hit) xx Close Drill, immediate 2P-2K, Shadow Summon...
5H (2 hits) xx FB Drill x N, Shadow Summon, Mawaru...

Example uses - other:
5H beats Dizzy's 5K clean for some reason. Combo to far drill. :eng101:


Eddie's dust is one of the slower and easier to see dusts in the game, and also unsafe if blocked from close up. For this reason, use of 5D, should you choose to use it at all, should be limited to confusion purposes when you don't have access to the shadow.

Other uses:
- 5D has foot invincibility from the first frame until near the end of its recovery, making it useful to avoid or beat out obvious, laggy lows (eg. Potemkin's Slide Head).

Dust combos

With 25% tension:
5D, [j.D, j.D], slight delay, Shadow Gallery 1st hit, FRC. Knocks down.
- If you have it, summon shadow and unblockable with 5K, or Mawaru into mixup. If not, meaty Close Drill into basic mixup.

With 25% tension:
5D, jump + FD, j.D (untechable), land, 2H xx FB Drill, rj.K-S-H-D.
- Good damage, wastes time for re-summon and avoids knockdown (on chars you'd rather not be in close range with).

Without 25% tension:
5D, [j.D, j.D], j.K-P-K-S-H-D.
- Easy, and high damage for a basic tensionless dust combo.


As Eddie's fastest normal at 5 frames, this move has decent range and the necessary speed to get out of gaps in pressure, or begin your own. Should you decide to be poking out of your opponents' strings, this is the move you'll be turning to (IB helps here). Also, strings of variable length beginning with 2P (eg. 2P-2K, 2P-5K-2S, 2P-2K-5Sf) into summon can allow for less predictable (but still risky) shadow summons mid-pressure.

Most importantly: 2P combos to 2D, which grants knockdown on hit, leading to shadow pressure. On block, it leaves Eddie with many special/jump cancellable options (see 2D section below).

Other uses:
- Can follow with 5H xx Shadow Summon for a somewhat safe way of getting the shadow out.
- Decent tickthrow into Damned Fang during shadow pressure, as the other option from 2P is a low (5K) and will catch opponents trying to jump or BD out.


An underrated poke that is actually very good and combos to either close/far drill on CH. Used primarily in shadow pressure and shadow links, but also in broken, non-shadow pressure as well. In shadow pressure, is best followed by Mawaru -> mixup. If at any time you score a 2K (or 2P-2K) w/shadow out, you can link [Bite, 2S, Bite + Far Drill] for a far-ranged knockdown into Shadow Hole unblockable. This is a somewhat tricky link to learn, but well worth it in the long run due to the added benefit of converting random hits to solid damage (unblockable portion), tension gain / stun damage (trap portion) + optional knockdown.

Other uses:
- 2K is a great round opener. Do the motion for a Far Drill immediately after 2K, and you'll get either a whiffed 2K (xx Nothing), 2K CH xx Drill knockdown, or 2K xx Far Drill blocked (which gives you ample space to get a summon out safely).
- A lone blocked 2K at the perfect spacing can lead to a difficult to see tickthrow setup for Damned Fang. Due to its frame advantage, you must pause for a very short moment (1F in Slash, 2F in AC) before inputting the command for DF.


Eddie's most annoying, and arguably most effective ground poke. You'll want to be using this one often at midrange to summon shadow fairly safely, or cancel to Far Drill FRC to close the gap and keep up the pressure while your shadow gauge recharges. 2S is also a decent round opener, as it hits low enough to beat some 6Ps and executes faster than many other attacks of similar range.

On CH, 2S combos to any drill - allowing for easy midscreen knockdowns. If your shadow gauge is available, you often have enough time to run up and perform Shadow Summon -> Mawaru/Nobiru. If you're farther away, it may be safer to throw out a set of normals and attempt to summon from thereon.

Example uses (CH):
- 2S CH Close Drill (knockdown) -> Shadow Summon, Mawaru...
- 2S CH Far Drill (knockdown) -> Running Shadow Summon, Nobiru, 2P-2S, Mawaru...
- 2S CH Far Drill (knockdown) -> Running 2P-5H xx Close Drill / Mawaru

Example uses (blocked):
- String to 2S xx Shadow Summon, hold S+P. Release S if opponent approaches via air, P if via ground.
- String to 2S xx Far Drill FRC, IAD j.S-H...
If opponent is hesitant to advance, you can try:
- String to 2S xx Shadow Summon, Shadow P, Far Drill, Mawaru...


Eddie's primary anti-air, should you not have Shadow out. Slow in startup (11 frames), and is easily beat by high-priority moves or moves with decent downwards range that can hit Eddie during its startup (ie. Sol j.S, Chipp j.D, Slayer j.H, Dizzy j.H).

However, 2H has good priority once fully extended and has more upwards range than most anti-airs. Remains a decent choice to use as AA mainly due to its huge reward on CH - your choice of either a knockdown (near corner) or decent damage via cancel to Far Drill (no FRC) -> IAD j.H-D, possible sj.K-H-D, or cancel to Shadow Summon -> Mawaru -> Shadow Gallery Loop.

Other uses:
- Can combo into FB Drill on non-CH. Eg. 2P-2S-2H xx FB Drill, rj.K-H-D. Can end Shadow Hole combos with combo to 2H xx FB Drill, rsj.K-S-H-D, for minimal extra damage (not recommended unless it will kill).
- With Shadow out and opponent near corner, can be used to prevent them from jumping away. Eg. r.2H (FD'ed), opponent falls into Mawaru...


Slowish medium-range sweep attack which causes knockdown. Mainly used as a followup gatling from 2P or 5P, or as a lone low hit during shadow pressure. Very safe on block, as it is best cancelled into jump or any of Eddie's safe specials. If it hits, immediately summon the shadow.

Example uses (blocked):
- 2D xx Close Drill: Beats opponent's pokes, should they anticipate a shadow summon. Can also catch late jumpers. Gives minor frame advantage of +2.
- 2D xx FB Drill: Gives a large frame advantage of +23, which leads to a very safe shadow summon. Also good for buying time while shadow gauge recharges.
- 2D xx Shadow Summon (Bite/Mawaru): Use sparingly, as it's easily avoided. Yet not a bad idea to throw this in every so often to keep your opponent guessing.


Eddie's other anti-air, mainly used on reaction and against shallow jump-ins at a 45° angle or less. The upperbody invincibility helps keep you safe in this case, whereas 2H might otherwise be stuffed. Best to let it hit just once (unless they were very deep) and then just go to j.K-H-D. 6P is also a great poke to throw on the ground against moves that hit mid to high that would otherwise beat your standard pokes (eg. Dizzy 5K) - the upperbody invincibility helps here.

6P is also a staple in Eddie's ground combos (but not strings) once you confirm a connected shadow hit. 6P also has a massive 3x stun modifier, which means that if you ever score a counter hit with this move, your enemy is well on their way to being stunned. Shadow combos that use this move repeatedly can also easily stun characters.

Example uses (Shadow out):
- Nobiru CH, 6[P~S] (press + hold S immediately after P; 6P will come out, let it hit twice), -S-, j.K + -S- hits, j.H, [S], j.D + -S- Nobiru, sj.D.
- Nobiru CH, 6[P~S], -S-, -S- hits, early j.[S], delayed j.[H], -S-, -S- hits, xx 41236S (1-hit), -H-. Unblockable with j.H.
-6P(2) x N - Use when Mawaru connects on crouching opponent, or while opponent is stuck in Shadow Hole. Standard stun combo.


The 'high' part in Eddie's ground mixup game. Disturbingly fast for an overhead (18F) and hard to block on reaction. If your shadow is out, follow this move up with Drunkard Shade (214S) most of the time. Unless you are baiting a burst, then you could do something like 6K xx Break the Law (214K), Shadow Gallery / rise up and hit them - but it generally isn't worth doing burst baits in Eddie pressure/combos due to the momentum you must sacrifice on any given attempt.

A note: If you're finding that your 6Ks are always being blocked on the last few frames, it may be that your opponent isn't reacting to the 6K itself, but to something you are doing in your mixup approach. Or, they could just be blocking low at first, then switching to high after a short time (although your 2P-5K-5S low string should discourage this).

To get around this, you can tighten up your mixup by doing 2P-5K-5S at the same range where you would normally do 6K-Shade. Another possibility is moving into your set position for 6K, then just doing a 5K-5S into Mawaru for the low. Essentialy, just making your movements harder to read.

In the unlikely event you DO run into someone that is able to block a 6K on reaction a significant portion of the time (ie. 75% block rate or higher on your high mixups) and you are sure it is their reaction time and not one of the cues noted above - congratulations! Time to start working in dj/flight-based mixups into your shadow pressure, while not forgetting the occasional strike/throw mixup game via Damned Fang, mixed with 5K/2D lows. (See Section 7: Shadow Mixups - Aerial)

Example uses (no shadow):
- 6K xx Shade (214S) FRC, 2D
- 6K xx Close Drill <- not a combo, but they may switch their block too late and eat the drill for knockdown

Example uses (shadow out):
- 6K xx Shade, Mawaru
- Combo to 2D xx Shadow Summon, meaty 6[K], Mawaru


As soon as you input a 6H, Eddie magically grows to like 400% of his actual size. Well not Eddie himself, but his hittable box. ANYTHING and EVERYTHING is able to hit Eddie out of this move, from pretty much anywhere within Eddie + Eddie's extending arm's vicinity. To make matters worse, most of this move's animation leaves Eddie in CH state, making this move unsafe to toss out in most situations.

Because of the above extended hitbox problem, you definitely want to limit your use of this move to specific situations. The only area that seems to be safe from this magical hitbox growth is at about a 45° angle to Eddie, which is coincidentally where you want to be aiming this thing most of the time anyway.

Some (rather silly) uses:
- After far knockdown: running 6H to catch jumpers
- After blocked close drill at close range: 6H to catch jumpers
- CH: 6H CH -> rj.K-H-D
- High CH or CH vs lights: 6H CH, (6H RC), sj.H-D
- W/shadow out: 6H + Nobiru = 2 VERY BIG antiairs at the same time...!


Terrible move. No standalone uses. Everything it can do, j.K/j.S can do much better. Forget this move exists, except in a few air strings.

Times when j.P is not a horrible idea:
- During dust combo
- Aircombo after catching an opponent very low with j.K. (j.K-P-K dj.(K-)H-D)
- Air string ending with low j.K. (IAD j.K-P-K)


Amazing move. Although nerfed heavily since the #R glory days, Eddie's j.K is still far and away his best standalone air normal. Fast (6F), good reach, good gatling abilities, jump-cancellable - not much more you can ask for here (except for #R's stupid priority).

Times when not to use j.K:
- As an IAD attack, unless you are setting up a Far Drill FRC -> IAD j.K unblockable.
- As an air-to-air attack at the same height as opponent - due to its angle, this simply doesn't work.

Notable j.K uses:
- Perfectly safe if used as cover when descending from back airdash.
- Pre-emptive antiair. On whiff, early j.K -> airdash/flight; on hit, j.K-H-D.


A very versatile attack, j.S can be used in combination with flight to get frame advantage off of most air approaches. eg. Flight -> j.S-H (optional delay on j.H to maximize frame advantage)

j.S is a great air-to-ground and air-to-above-air attack, as it hits very low when Eddie swipes his wing down, and then very high as it goes upwards. For this reason, it is easy to catch people on the ground or on the way up for a jump, so it's often good to throw this in mid-pressure, jump-cancelled off of something like 5P or 5K. j.S is also the move of choice for puddle unblockable setups where you don't have time for fly + j.H.


A slow, downwards-hitting attack that gives major frame advantage when used just before landing from a jump. This move is usually gatlinged into from j.S in blockstrings, or comboed into from a j.K when you confirm a hit. j.H is used as the high hit in slower puddle unblockable setups, such as after Shadow Gallery (either 1-hit or BtL) into puddle UB. Not really used much on its own, but can be thrown as you are descending if you think your opponent is in (and will stay in) range to block it.


A slow attack that hits far above Eddie in a square-shape - once this move goes active, it is very tough (if not impossible) to beat out. The main limitation is that Eddie is usually above the enemy and not vice-versa. The most common time this is used is after the opponent techs above you, and you think they may throw out an attack on the way down. Note that this move knocks down on CH, allowing for you to either go for an aircombo, or just take the knockdown into shadow summon.

Other uses:
- A decent attack to throw out when low to the ground against taller characters such as Potemkin or Johnny, as it is quite easy to catch their larger hitboxes for a potential CH and it's not usually likely your j.D will be beat out.
- Eddie Dustloop! j.D CH into corner, j.H-D, land, sj.K-H-D (RC, AD j.D)


#2 09 October 2007 - 09:48 AM


    Metal Gear Millia

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  • Location Calgary, AB
3) Special and Tension Moves

3.1) Special Moves

Invite Hell (S) / (HS) aka Close/Far Drill - 22S / 22H
- Used to control space and stall for time while the shadow gauge recharges. Also good for holding an opponent in place while the shadow moves forward and performs Mawaru. Both Close/Far Drill give frame advantage on block or cause knockdown on hit, allowing for easy shadow summon and mixup chances. Far Drill also has an FRC point (just as Eddie raises his arm) that allows it to be used in midscreen combos and unblockable setups. Punished from the air fairly easily, so try to make sure the opponent will at least have to block it on the ground if using it outside of a combo.

Break the Law - 214[K]
- Eddie hides underground completely invincible for as long as K is held. However, the longer you hold K, the more recovery this move has upon releasing. On its own, this move isn't too useful, however combined with good shadow control this can make Eddie almost impenetrable by eliminating his hitbox but still using the high priority and range shadow attacks with low risk. This move can cancel into a 1-hit Shadow Gallery, and is commonly used in combos to go into this. You can also cancel most of Eddie's normals into this move, making it great to bait with. During a string, you can Break the Law and move to the other side of the opponent during shadow attacks, crossing them up. This tactic is very slow and quite punishable, so it is best used sparingly.

Drunkard Shade - 214S
- A projectile reflector that can hit the opponent as well. This move's main use is to combo after a 6K overhead, during shadow combos. Connecting with this move gives Eddie a substantial amount of tension, so it is also used to build tension after landing a shadow hole. The actual 'reflect' ability can be useful in a few select matchups, such as vs Venom or Ky. There is an FRC point JUST as it hits, although the FRC is not very useful. Finally, Drunkard Shade is throw-invincible until well after it hits, meaning that if you do this against opponents who mash throw on wakeup, they will be counter-hit bounced off the wall and back to you to combo as you like.

Damned Fang - 623S
- Eddie's command grab. Has roughly 1.5x the range and damage of most regular throws in the game. Good to use occasionally in mixups, particularly when the shadow gauge is getting low (mixed with 2D). Has an FRC point shortly after the ball explodes, allows for short followups in the corner if shadow meter is lacking. Can combo a Shadow Hole afterwards from anywhere on the screen, both doing decent damage and giving Eddie a significant amount of tension.

Shadow Summon - 236P/K/S/H
- Summons and unsummons the shadow. For detail on the shadow moveset, see the Intro to Shadow (Section 1.2) above.

Shadow Gallery - 41236S in air
- A 'fakeout' move to predict and punish antiairs and bursts. It is also used to net knockdowns off of Eddie's air combos, mainly his combos after 5D, because the first hit is untechable. There is an FRC point between the first and second hit, so should you connect with the move but the second hit will land, you can use the FRC to knock down. This move has surprisingly good priority, and should it whiff it's extremely easy to punish so the FRC can and should be used to make it much more safe.

Shadow Gallery - 41236S during Break the Law
- Looks similar to the above, but this version is a single hit that causes slide effect. This is most commonly used as part of the 'Shadow Gallery Loop' (see combos section for details). This hits overhead, so you can both use it normally in your string (although it is much easier to see than 6K), or you can do the crossup Break the Law as mentioned earlier and then cancel into this move, doing a crossup overhead which is great to throw in once in a while.

- This is Eddie's double-jump. Allows him amazing mobility, and easier baiting/punishing of antiairs compared to most other characters. You can continue controlling your air movement until your flight ends and you fall to the ground. It is a very useful tool to run away from bad situations with (such as Faust's bomb.) You cannot block while you are flying, so you will have to cancel your flight into FD to avoid getting hit. You can also fly for a short time at the end of your airdash to alter your descent timing, which is useful to avoid or bait antiairs as well as to stay low to the ground after an instant airdash.

3.2) Shadow Moves

Shadow P aka Shoukougeki, -P-
Used to close space and beat out an opponent's attack. Note that the shadow is fully invincible until it hits. It is also used to move the shadow across the screen safely and quickly, allowing it to pass through projectiles and stuff far attacks the opponent might be throwing out. Uses 15% of the shadow gauge.

Shadow K aka Mawaru, -K-
- Used to grab your opponents and hold them in block position while you mix them up, mainly using either 6K (overhead) or 5K (low). Also used in the combos that follow these mixups. Has amazing range both on the ground and in the air, so it is useful to stick the opponent in block range from far away, giving you time to run in and continue pressure. It IS possible to escape between the first and second hit, but not only extremely hard but also risky, so you can almost always assume that they will block both hits. Uses 24% of the shadow gauge.

*Note: Both hits of -K- will combo only on crouching characters; on standing characters there is a small gap between hits that you must fill with a quick normal (ie. 2P or 5P) in order to continue the combo.

Shadow S aka Nobiru, -S-
- The fastest, biggest, and most useful shadow attack at neutral. This move controls a ton of space, as it has massive vertical range and can hit grounded opponents roughly one character length away as well. On normal hit, this move bounces the opponent off the wall but can be teched fairly quickly afterwards, so you have to quickly run and jump (usually with rj.K-H-D) to connect a followup if you're not in the corner. On CH, this move leads to huge combos that may dizzy the opponent. If this is blocked in the air, the enemy will get pushed down to the ground where they are susceptible to your mixups. Uses 18% of the shadow gauge.

Shadow H aka Shadow Hole, -H-
- A low-hitting 'trap' that is set after a short time. Used in unblockable setups at the end of shadow combos for additional damage, as well as comboing after moves that knock down slowly like Eddie's command grab. Once it hits, it holds opponents in place for quite awhile, allowing you to beat on them for more damage/tension gain. Uses up the full amount remaining in the shadow gauge.

Shadow H aka Haneru, -D-
- A high-hitting projectile that has slow startup and movement speed. Used in unblockable setups as the overhead portion, combined with either 5K, 22S, 22H, or 22D as the low hits. The closer you do this move to them, the faster you need to do the low hit to get the unblockable with it. Uses 62% of the shadow gauge.

3.3) Force Breaks

- Eddie has two Force Breaks. One is terrible, the other is amazingly good.

Drill Special aka FB Drill - 22D
- A large drill that hits 3 times. The first 2 hits are low, making it ideal for use in unblockables. This move is excellent after block strings to force the opponent to either block and take chipp damage or FD and lose tension, to give you time for shadow meter to recharge, and to allow you to mix up afterwards. From medium range it is great to throw out to control space or summon little eddie because even if you trade hits, the move will stay out unless Eddie is hit right as he does it, making it poor to escape pressure with because it will get stuffed.

Exhaustion - 236[D]
- Recovers the shadow gauge at an accelerated pace so long as D is held. However, leaves Eddie wide open and the recovery speed increase isn't amazing. Not a move that's worth spending 25% tension on.

3.4) Overdrives

- Eddie also has two Overdrives. The air one is terrible, the ground one has situational uses.

Amorphous - 632146H
- Slow, heavy-hitting, and 2 hits. Is invincible all the way until it hits, so it is fairly safe to throw out... however due to its terrible speed, anyone can see this coming and just block. Can be comboed into from 5H or 2D, worth going for if it will win you the round, or against characters who take more damage. Otherwise, knock them down with a drill and summon the shadow if you have it, or blow that meter to stall if you don't. Can also be used as a wakeup super, but shouldn't be since it will miss people who are standing next to you and you will be punished heavily.

Executor-X - 236236S in air
- A terrible move. Slow to start, though once started Eddie crosses the screen almost instantaneously. After it hits (or misses, most likely) you are teleported to the ground in CH state, while Eddie ever so slowly rises from the ground. This move is not worth doing at all, outside of a select few very impractical unblockable setups.

3.5) Dead Angle Attack

The Dead Angle Attack (DAA) is a counter move performable only during blockstun, by pressing towards plus any two of P, K, S, or H. All DAAs have considerable invincibility, and Eddie's is no exception.

Eddie's DAA uses his 2H animation and slightly launches the opponent if it hits. It is untechable on CH, but techable if it does not counter hit.

If you have 100% tension, you can RC this move into a short aircombo (j.K-H-D), and if done on a cornered opponent, you can usually extend this combo with another sj.K-H-D. However this is not worth spending a full bar of tension on unless the opponent will die from the resulting damage.

Eddie's dead angle is fairly poor in that it is slow and some characters can just duck under it or avoid it with low moves. Use it carefully, as blowing half of your meter on a missed dead angle is both a huge waste of meter and is punishable.

3.6) Instant Kill

Eddie has an Instant Kill, performed by first pressing all of PKSH at the same time, then 236236H. The instant kill attack has terrible range and takes a long time to charge up.

The only time you should ever use this is after stunning the opponent or against ABA after taking away all of her meter and knocking her down so she is vulnerable. Should you stun the opponent while they are trapped in a puddle (usually when you are using 6P), it is quite possible to confirm and IK them if they do not mash out in time. Even so, these circumstances usually come around late in a match, where a big combo (usually 5S-2H-22D, aircombo) will do the job without the risk of having the opponent mash out.


4) Summoning

As mentioned above, you will almost always want to summon with 236H. Aside from dry summoning (ie. a non special-cancelled summon), there are two ways of getting the shadow onscreen.

4.1) Summoning On Hit

If you have already hit your opponent, getting them into a mixup situation is often easy. Simply convert your hit to a knockdown. Most often, this will involve a gatling to 2D or 5H-22S, but can also be from a random Drill or CH 2S -> Drill.

5S-5H-22S, 236H
CH 2S-22S, 236H
CH 2S-22H, run in 236H
22S, 236H
22H, run in 236H

After summoning from 2D, you can either just do -K- to hold them in blockstun, or lay a Close Drill, then do -S- and begin to mixup. I prefer the former since it keeps the shadow close, and the -K- gives you better options to change your mixup if they manage to escape it. Oh, it's also much easier. :P

Summon from the other knockdowns is pretty limited to just run up and 236H -K- or -S-.

4.2) Summoning On Block

Well now, this isn't nearly as easy. The act of summoning during any blockstring will leave a large gap, meaning that the opponent has a good chance to escape. In order to minimize this gap, it is best to summon with 236H, then perform either -P- or -S- quickly to keep your opponent from getting away. You can vary this timing as needed. For example, if your opponent expects to have to block the shadow at a set point, you can delay the shadow attack to let Eddie recover a bit longer from the shadow summon animation. This allows Eddie to move in sooner, once the attack actually goes off. The reverse allows applies: if you find your opponent acting too soon and constantly dashing or IADing towards you to hit you, you can release the shadow attack early to attempt a CH.

The goal here with using the shadow summon is to get your opponent to block for a significant amount of time to allow you to apply high/low mixup. This is typically done via getting them to block -K-, as it gives the highest rewards. -S- may be used to a similar effect, but only in the corner. Some examples follow.

[Summoning into -K-, in close]
(possible IAD or dj.S-H)
2P-2S-236H, -S-, r.2P-2[S], -K-
2P-2K-236H, 6, -S-, 2S-22H, -K-

[Summoning into -K-, farther away]
5P-5K-2S-236H, 6, -P-, 22[H], 4, -K-
5P-5K-2S-236H, 6, -S-, r.2P-2[S] -K-
2P-(5S)-2S-236H, -S-, 2S-22[H], -K-
5P(max range)-2S-236H, 6, -S-, r.2S-22H, 6, -K-

In some cases after summoning, your opponent may try to jab or poke the shadow away before it can attack. This is where -P- comes in, as it is fully invincible until it hits and will therefore beat out any and all pokes that come its way. In the first scenario above, the -P- will combo to the 22H for a knockdown. You can then move the shadow underneath the opponent and quickly tap and release H while your opponent is on the ground. Then simply IAD over with a downwards j.S for an unblockable combo.

To avoid -K-, the opponent may also try to jump away, or even IAD at you with an attack. To stop this, move the shadow if needed and perform -S- instead of -K- to either bring the opponent back to the ground, or counter hit them out of their IAD.

4.3) Summoning During Combos

It is also possible to summon the shadow after you hit the opponent, and then continue to combo them. However these opportunities are rare and usually require that the enemy get hit with a 2H CH or j.D CH. Some examples follow.

2H CH: 236H, 6, -K-, 66, j.S-[H] xx j.41236S, -H-, fly j.S/H (unblockable)*
2H CH (or j.D CH near corner): 236H, 6, -K-, Shadow Gallery loop**
2H CH or j.D CH, near corner: 236H, 6, -S-, j.[H]-[D], -S-, sj.K-[H]-[D]

*See section 9.5 for followups to -H-
**See section 9.41 for details on how to perform the SG loop


5) The Art of Stalling

When Eddie's shadow gauge is depleted, you will often wish to stay in close and stall until you're able to resummon. Of course, the opponent won't just sit there and wait for you... so you've got to keep them in blockstun until your gauge is ready. This is done through the use of long blockstrings that can be extended by burning tension.

5.1) With Tension

If you have tension, typically you want to fit as many normals as possible in your string, ending with a Far Drill FRC or FB Drill. This leaves you at major frame advantage and a good lead time to close the gap again. Some examples follow.

2P-5K-(5S)-2S-22H FRC
2P-2K, 2P-2S-22H FRC
2P-2P-(2P)-2S-22H FRC

After a Far Drill FRC or FB Drill, two common followups are to either run in or IAD in. 5P is a good choice to use during the run, due to its good range and gatling ability. Of course, you can also dash in to a closer range than usual to attempt a longer blockstring. If you IAD in, a downwards-angled IAD j.S-H is usually the way to go, although j.K-P-K is also an option. Generally speaking though, running is preferred to IAD due to its greater flexibility.

Also, if you have the tension to burn and notice your gauge is full, ending any of these strings with 22D give you large enough frame advantage to freely summon via 236K. This is a very reliable way of getting into shadow -K- mixup.

5.2) Without Tension

If you don't have tension to spare, the same effect can be achieved to a lesser degree by using 2K and 22S - both of which carry small frame advantage. However, the gaps that exist are much larger here so you shouldn't expect the same degree of success. Also, oftentimes you won't be able to summon, but will at least stall enough to be able to after recovery of your last attack. Some examples:

5P-2K, 2P-5Sf-2S-22H
5P-22S, 5Sf-2S-22H
2P-2K-(22S), 2P-2S-22H

5.3) Extended Blockstrings

Now here's where you can get creative. By using both methods together, you can get very long and varied blockstrings in, such as:
2P-5K-(5S)-2S-22H FRC, run in 5P*-(2K*)-22S, 2P*-2S*-22D, *

Note the *s listed in the string above. If we assume that the shadow gauge becomes available after the FRC, the *s represent the points at which you can attempt a summon. If at any time your shadow gauge fills, you may summon while holding K and S. Typical followups from here are to move the shadow forward a bit and release S or K.

Releasing S (Nobiru) will catch people trying to poke out or jump out, leading to either big damage or a chance at grounded mixup. If the -S- is blocked, use Eddie to perform another quick attack to hold them (such as 22S or 2P-2S), then -K-. Alternatively, you can just -K- immediately upon summoning and hope to catch a blocking opponent, then go into mixup from there.

Now certainly, there are small gaps in the above example. But if you vary your approach and don't get predictable, the chances of your opponent messing up their escape (by stepping on a drill, or failing an instant block) become much better.


#3 09 October 2007 - 10:15 AM


    Metal Gear Millia

  • Moderators
  • Location Calgary, AB
6) Shadow Mixups - Grounded

So you've got your opponent blocking - great! Now you can start applying basic high/low/throw mixups to break open their guard and score some damage. Here is a basic rundown of Eddie's mixup options.

*IMPORTANT! Make sure you are comfortable with the idea of hitconfirm before moving on. You MUST be willing to learn to use this technique during your mixups, or you will not have the least amount of success with them. See the the Hitconfirm section (1.3) above if you don't understand the idea.

6.1) High Options

- Fast overhead that combos to 214S, then into -K-. Again like above, you will need to hit this in your first two mixups in order to go to unblockable. If you choose to use this after two failed mixups, the best you can expect is a small combo into knockdown, or a basic -S- corner combo.

Connecting 6K typically means that the opponent was hit while crouching, though this is not always the case. Before deciding which combo to followup with, you must hitconfirm to determine whether the opponent was hit standing or crouching. See the "Crouching Combos" and "Standing Combos" sections below.

623S - Damned Fang
- If you space yourself at the right distance (out of opponent's throw range, but within yours), this command grab must be escaped by either hitting Eddie or jumping/backdashing away. Since the shadow is still out, opponents will often be wary of trying to attack Eddie during his shadow strings. If you can sense that your opponent is focusing too much on which way to correctly block, using DF may be a good choice.

Unfortunately, missing this usually ends your mixup since the gap inbetween attacks is large enough for the opponent to react and escape.

214[K], 41236S - Shadow Gallery
- This is the most rarely used of Eddie's high options, due to its slow speed and large gaps it leaves in between pressure. However, it is not a bad idea to throw this in once in awhile if your opponents are conditioned to try to block your mixups and not poke/jump out.

If this move is blocked, -K- should allow for another mixup. If it hits, good followups to this move include the Shadow Gallery loop, and -D- + 22D unblockable.

This move can also be used as a crossup / fake crossup, as discussed below.

6.2) Low Options

- The typical low hit in shadow mixup. When the shadow meter is above 40% (ie. for the first two mixups), you should almost exclusively use 5K as your low since a connected 5K will lead into an unblockable. The alternative to this is a 6K, which hits overhead.

Depending on which move your shadow performed before your advance, you may want to precede this move with a 2P. The 2P allows the shadow extra time to recover (as well as move forward), and the resulting 2P-5K is still too quick for most people to react to.

Typical 5K mixups:
-K-, r.2P-5K-5S, -K- ...
-S-, r.5K-5S, -K- ...
-K-, delayed r.5K-5S, -K- ...
-S-, r.5K-5S-2D, -K- / BtL Shadow Gallery loop on hit
-K-, r.5K-5S-2D, -K- / BtL Shadow Gallery loop on hit

After the -K- ... you are free to run in and perform another mixup. Usually you will want to do either another (2P-)5K, or a 6K if you want to go high. You can also just go directly for a surprise 623S command throw, though it's usually better to get a couple of mixups in before choosing to use this. More on this below.

Connecting a 5K typically means that the opponent was hit while standing, though this is not always the case. Before deciding which combo to followup with, you must hitconfirm to determine whether the opponent was hit standing or crouching. See the "Standing Combos" and "Crouching Combos" sections below.

- Eddie's other low-hitting normal. Best used in shadow mixup when the shadow meter is below 40%. The alternative to this low hit is a 623S command grab.

Since you normally can't get an unblockable setup off at a lower gauge level (without successfully guessing a guaranteed hit), the 2D becomes a more viable option as a low hit. The reasoning behind this is that although you can't get an unblockable and knockdown, you can still usually combo 1 or 2 -S- attacks for good damage and some stall time. However, the 2D -S- combo is somewhat character-specific - see the combos section for details.

Additionally, a knockdown into unblockable is possible at lower gauge levels, but only against a cornered opponent. Instead of using -K- to reset pressure, you may substitute in either -P- or -S- in conjunction with 2D/623S mixup. A connected 2D and -S- hitconfirm can lead to a Break the Law -> Shadow Gallery, which will combo in the corner due to the early wallbounce on the -S-. From here, you can simply tap and release D, then perform 22D for an unblockable combo.

6.3) Crossup Options

r.214[K], 41236S - Shadow Gallery
- As mentioned above, this can be done as a crossup or a fake crossup. Immediately after -K- is blocked, run forward and perform the BtL -> Shadow Gallery. On hit, follow with the Shadow Gallery loop (see section 9.41); on block, follow with -K- into another mixup.

-K-, IAD down j.S
- The idea behind this is to cross over the opponent between the two hits of -K-, then land and combo from the other side. Since you will not have much time after the IAD down j.S, you will need to use 2P to quickly connect and keep the combo going. Possible followups include 2[P]-2[K] -K-, or 2[P]-2[K], -P-, 22S, -H-.


7) Shadow Mixups - Aerial

It is also possible (and quite useful) to use the old #Reload and Slash style of aerial flight mixups. These are mainly done by using the threat of Eddie's j.K to cancel into a dj.K for a quick high attack, or landing and performing a 5K for a low attack. You can also choose to omit the first j.K and instead land and go high/low, or even go for a Damned Fang throw immediately after landing.

Aerial mixups allow for more variability in your mixup approach and can be harder to block as a result. They also increase the enemy's guard gauge, allowing for higher damage followups should the mixups connect. Aerial mixups are particularly effective when your opponent is used to the grounded 5K/6K and has become good at blocking or escaping correctly. Note that grounded mixups cannot flow to aerial mixups (while keeping a combo intact), but aerial mixups can easily flow to grounded mixups/combos.

However, while aerial mixups are more variable than the standard 5K/6K and 2D/DF, the downside is that flight mixups often require you to give up an extra 1/4 of your shadow gauge in order to set them up. Meaning that to set up for these mixups, your opponent must block both hits of Mawaru while you get in position - this means you aren't mixing them up while they're blocking, and are effectively losing out on one possible mixup chance. For this reason, these mixups are best used when the opponent is farther away and you are going to be using -K- anyway to lock them down while you close the gap. You can use a rj.K to close in and go into your many followup options.

As mentioned above, there are two main ways of entering flight mixups: through running jumps (far away) and straight up jumps (in close).

*Note: "ju.-" refers to "ju.nothing", or the act of just jumping straight up and landing without performing a normal. ju.K/- means that you may choose to either ju.K or ju.-.

7.1) Setups

In Close (ju.K/-)
- -K-, r.2P-5K(-5S)*, ju, -K-, falling j.K/-
- Far -K-, r.6P(2)*-5S, ju, -K-, falling j.K/-
- Combo to 2D-236H, r.5K-5S*, ju, -K-, falling j.K/-
*Hitconfirm to a ground/air combo if it hits

Farther Away (rj or jf.K/-)
- Blockstring to 2S-22H, -K-, rj.K/- (eg. 2P-2K, 236H, -S-, 2S-22H, -K-, rj.K/-)
- Throw / Damned Fang, r.236H, -K-, jf.K/-
- Any combo to 22S, 236H, -K- (on wakeup), jf.K/-
- Any combo to 22H, r.236H, -K- (on wakeup), rj.K/-

7.2) High Options

ju.K, dj.K, -K-
- Used when you are in close already and jump straight up to go into the mixup. Fuzzy guard setup, similar to that used in previous games. In this case, j.K-H would likely cause the j.H to whiff so it is omitted.

jf.K, dj.K-H, -K-
- Usually used from a running j.K from farther distances. Fuzzy guard setup, similar to that used in previous games. In this case, j.H will connect due to your forward momentum.

ju.-, land, 6K(-214S), -K-
- Slow method of going high, and not very useful. May find some use against opponents who are concentrating too much on looking for that first j.K and blocking accordingly.

ju.K, land, 6K(-214S), -K-
- An even slower method of going high with less chances of hitting, as the blockstun of j.K helps alert players to their escape options earlier.

ju.K/-, 214[K], 41236S, -K-
- Slow overhead that is easily blocked on reaction, but can be alternated with a crossup variant (see below). Also, this can be confusing if done after a short series of high/lows (eg. j.K-5K). If this mixup connects, follow with Shadow Gallery loop (see Misc combos section for details on SG loop).

ju.K, land, 623S, [6] -H- or
ju.-, land, 623S, [6] -H-
- Two ways of going into the command grab. The latter is harder to see coming since your opponent is expecting a hit, and is also more practical since you are not pushed out as far since you did not perform a j.K.

7.3) Low Options

ju.K, land, 5K-2S, -K-
- A quick low attack after the j.K. Use this when your opponent catches on and becomes wary of the dj. followup.

ju.-, land, 5K-5Sc/2S, -K-
- A decent way of going into a low, as the opponent may see you land and attempt an escape while still in blockstun, only to get tagged by your 5K.

ju.K/-, 2D, -K-
- If you have sufficient shadow meter, a 1-hit aerial Shadow Gallery unblockable setup is possible from a midscreen 2D -K-. 2D -K- can also be followed with a 214[K] -> Shadow Gallery loop -> running -D- + 22D unblockable (see Misc combos section for details on SG loop).

ju.K/-, 2D, -S-
- Same principles as above, but a better choice when the shadow meter is very low, as you can tack on a few extra hits from a small aircombo after 2D -S-.

7.4) Crossup Options

ju.K/-, 214[K], 6, 41236S, -K- (high)
- Crossup overhead is hard to see coming if spaced properly. However, leaves a large gap for your opponent to escape, so not recommended for frequent use or on those who are always trying to jump or backdash away. If this mixup connects, follow with Shadow Gallery loop (see Misc combos section for details on SG loop).

ju.-, dj.Flight to other side, j.S, -K- (high)
- A crossup that leaves a large gap, since you must do it after the enemy leaves blockstun.

jf.-, land 5K-5Sc, -K- (low)
- A surprise tactic used to fool opponents who expect Eddie to come down with j.K on the same side. Again, the 5K needs to be timed to hit after the enemy leaves blockstun so that you actually get a valid crossup that must be blocked in the opposite direction. This does open you up to being thrown, so use with caution.


8) Shadow Mixups - Enders

If your opponent has blocked your -K- mixups and you do not have enough shadow gauge to successfully combo to an unblockable on your next mixup, it is generally a good idea to try for a semi-unblockable ender. This is most common when you get your opponent into -K-, then fail to connect on 2 consecutive high/low mixups. In this case, after the 3rd -K-, perform one of the following enders instead of going for a third mixup:

Note that you should be moving the shadow forward as much as possible during these enders. This involves holding 3 while performing the 2P/2H/2D attacks.

-K-(2) ...

2P-2[H] xx 22D

- The standard form of the semi-unblockable. There is still a decent sized gap in between the low and high hits, so your opponent should be able to block the first 2 hits of the drill low, then switch to high guard for the -D- and 3rd hit of the drill. If the shadow is directly under them though, this is much harder to do.

2P-2[H]-2[D], -D-, xx 22D
- A more guaranteed variant of the semi-unblockable ender, but with a large gap at the beginning. The reason for the 2D is to trip people who try to backdash or FD jump out of the drill - the 2D will catch them, and on reaction to seeing this, you can delay your actual unblockable for when they wake up, dealing even more damage. However, if the 2D is blocked, you can either release -D- right away and go into 22D, or you can pause for a moment, then release D, then cancel to 22D immediately. What this does is either a high hit, followed by 2 lows, or in the second case, a real unblockable with the high hit hitting around the same time as one of the lows. However, by delaying the -D-, you are creating a large gap that is escapable.

2P-2[H](-2[D]) xx 22S
- The non-tension version of the above unblockable enders. Aim for the two hits to connect at the same time (if anything, give more consideration to having the drill hit late) so that the drill knocks down and you can continue mixing up.

2P-5[H]-2[D], -D-, 22D (corner only)
- A very difficult to escape semi-unblockable setup. At midscreen, the enemy can just FD the 5H and easily block the drill low, then the -D- high. But in the corner, pushback is less, so this is not nearly as effective. Note that 5H does not gatling to 2D - this allows for you to get an early release on -D- without going to 2D in the process, which allows for a better timed unblockable. This is usually the ender of choice if you have the enemy cornered - its only weakness is that the opponent may backdash or FD jump between the 2P and 5H to escape. If they backdash, they will get hit by the 5H and be able to tech out, but if they FD jump, they will block the 5H and get pushed back to the ground into the unblockable.


9) Shadow Mixups - Combos

This is where it all comes together. Unless the enemy has a high guard gauge built up and you are in position to hit a big combo (eg. 214[K] -> Shadow Gallery connects on the second or third mixup), the goal here is to get the enemy into an unblockable at the end of your shadow combo.

9.1) Standing Combos

During your shadow strings, you often hit your opponent in a standing position. This can occur in one of the following ways:
- You connected with a 5K in your shadow mixup
- The opponent was CH by -K-, so both initial hits comboed.
- Your opponent failed to time a backdash or slashback and got hit at some point
- Your opponent failed a DP or other special move that could have been used to break out of the -K-

Once you visually confirm that your opponent was hit standing, you will want to combo your followup hits in such a way that allow both hits of -K- to connect. This always involves connecting with a 5P or 2P just before the 2nd hit of -K-, which allows for the -K- to fully combo. Visually confirming a standing hit is very important, and may take a bit of practice if you are not used to the idea. However, you should almost certainly expect an opponent to be hit standing when you use a 5K as your low mixup attack, which should make this confirmation process a lot easier.

Here are some typical followups for -K- on standing characters. Note that -K-(1) and -K-(2) refer to the first and second hits of -K-. Also note that 2P-6P (or 5P-6P) is an immediate gatlings.

Initial mixup (hits), -K-(1) ...

*r.2P-, -K-(2), -6P(2), -K-(1)
*r.2P-, -K-(2), -6P(1)-5S, -K-(1)
*r.5P-, -K-(2), -6P(1)-5S, -K-(1)
*r.5P-, -K-(2), -2P-2K, -K-(1)
*r.2P, -K-(2), 5P-2P-2K, -K-(1)

Typically you will want to use the first three of the five listed possibilities, as they include heavier stun and more damaging attacks. The latter two are more flexible for things such as comboing from farther distances, or baiting bursts. The first followup in particular deals the highest stun and is also decent at comboing from farther distances, so it's the one I use most often.

Repeat from any * symbol until the shadow meter is at ~10-20% (ie. after three -K-s) then combo into knockdown + unblockable, using one of the following:

r.2P-6P(1)-5[S]-2[D], -H-
The standard, all-purpose standing unblockable ender. You must be fairly close to hit with the last 2D in the combo, if you sense you're farther away then you may want to use one of the combos below.

r.2P-(6P(1))-5[S]-2[D], -D-, 22D
If the shadow is too far away from the enemy so that you won't be able to make the -H- hit meaty, this is the unblockable you should use. Use this followup against a cornered opponent, as your running momentum is lessened in the corner and the above followup will not connect. Also, some characters such as Millia or ABA have slim or farther back hitboxes that will not allow the above to connect even at midscreen. Deals slightly less stun than the above combo.

r.2P-6[P](2), -P- + 22S, -H-
The only reliable standing ender to unblockable that allows 6P to hit twice. A very good choice to use if you have enough shadow meter to perform it, as it deals the best stun and may be the difference between dizzying or not dizzying the enemy in the puddle.
- If you're having trouble performing the command to link -P- and 22S, try performing [22, -P-, S] in quick succession.

Note that 5P is interchangeable with 2P at the beginning of these enders.

9.2) Crouching Combos

During your shadow strings, you also often hit your opponent in a crouching position. This can occur in one of the following ways:
- You connected with a 6K or dj.K in your shadow mixup
- The opponent was hit crouching by a standalone summon -> -K-, so both initial hits comboed. This may occur when one tries to poke away the shadow and is unsuccessful.

Comboing a crouching opponent is much easier than comboing a standing opponent, simply because you do not have to worry about timing the 2P/5P link between the 2 hits of -K-. Instead, you can simply go for raw damage and stun in between -K-s. However, since getting hit crouching is much more hazardous than getting hit standing, expect this to happen less often than the other scenario. Also, 6K is blockable on reaction by those with quick reflexes, so vary your timings of 6K (either do it immediately, or delay it some amount) to better your chances of connecting with it. Mixing in dj. mixup is encouraged since it is much harder to block on reaction, but it is more susceptible to escape via backdash, so don't expect it to be a foolproof mixup either.

Here are some typical followups for -K- on crouching characters. Note that -K-(1) and -K-(2) refer to the first and second hits of -K-. 6P(2) and 5H(3) refers to the number of hits done by the move.

Initial mixup (hits), -K-(1), -K-(2) ...


The first followup deals the best raw stun as well as does reasonable damage. The second followup deals similar stun, but very slightly less damage in exchange for large tension gain via the 214S, so this is generally the most recommended followup to use - however, you do have to be very close and have running momentum to connect with it. The third followup deals the highest raw damage, but deals very little stun, so it is better used when the opponent is low on life (ie. killable with combo + first unblockable) and a dizzy is not guaranteed.

Repeat from any * symbol until the shadow meter is at ~10-20% (ie. after three -K-s) then combo into knockdown + unblockable, using one of the following:

r.6P(2)-5[S]-2[D], -H-
Use this on most characters at midscreen, particularly those who are fairly wide on the ground such as Ky, Anji, and Johnny. Deals very good stun and gives ample time for IAD down or fly unblockables.

r.6P(1)-5[S]-2[D], -H-
Use this followup against a cornered opponent, as your running momentum is lessened in the corner and the above followup will not connect. Also, some characters such as Millia or ABA have slim or farther back hitboxes that will not allow the above to connect even at midscreen. Deals slightly less stun than the above combo.

r.6[P](2), -P- + 22S, -H-
A bit tougher to use, but good against a cornered enemy where 6P(2) will not otherwise connect. Requires slightly higher shadow meter to use, due to the extra shadow -P- at the end. However, this followup does not leave you much time to jump and unblockable so you must be quick.
- If you're having trouble performing the command to link -P- and 22S, try performing [22, -P-, S] in quick succession.

9.3) Throw Combos

After using Damned Fang (623S) to throw the enemy during shadow pressure, you can continue to combo in one of several ways: some examples follow.

With shadow, anywhere:
623S, 6, -H-
- Standard followup to a connected 623S, as the following hits are guaranteed. Enemy lands in puddle as they are falling; not an unblockable. Using a tension gain combo after the puddle hits is recommended (see the Unblockables section for followups to -H-).

With shadow out, in corner:
623S, -S-, j.H-D, -S-, sj.(H)-D
- An alternative combo to use when going for the kill; also works well on some characters such as Axl who have strange hitboxes that are not comboable by the combo above (puddle hits enemy in OTG state, they can tech early).

No shadow out, in corner, shadow gauge full:
623S, 236H~D, 22D, -S-, 214K~41236S, -H-, IAD down j.S (UB)
- High damage / high stun combo from a command grab in the corner. It is very likely that you will stun the opponent, so use a 6P-heavy followup here (see the Unblockables section for followups to -H-).

No shadow out, in corner, no shadow gauge:
623S FRC, falling j.D, land, delayed j.H~D, land sj.K-H-D
- Basic follow-up to a command grab when you have no gauge. Deals good damage for the tension used. However, the last rep (sj.K-H-D) is not possible on lights and some regular weight characters.

9.4) Sliding Combos

If you catch the enemy with a 2D into a -K- at midscreen, or 2D into -S- in the corner, you are also able to followup into a combo -> unblockable.

Midscreen: 2D, -K-, 214[K], 41236[S]...

-K-, 66, j.S-[H] xx j.41236S, -H-, IAD j.S or fly j.H
- A way of going into a puddle UB via an overhead Shadow Gallery mixup. Tough to connect with this combo though, as it is character specific and requires a very low pickup with -K-. See Shadow Hole section (9.5) below for followups.

-K-, Shadow Gallery loop
- See below (9.41).

In corner: 2D, -S-, 214[K], 41236[S]...

{-S-, 214[K], 41236[S]} x N,:
a) -H-, IAD j.S or fly j.H, puddle followup (see Shadow Hole, section 9.5 below)
b) -D-, 22D, r.5P jc.K-H-D, land, j.D

- When the shadow gauge is less than 20%, move into your ender of choice. Typically, choice 'a' is recommended as a dizzy is very likely, and you are left with a knockdown to continue pressure. Option 'b' is nice if it will kill off the opponent.

9.41) The Shadow Gallery Loop

The SG loop is performed by using the Break the Law -> Shadow Gallery, then generally using -K- to pick up the enemy and bring them back to you to repeat another BtL -> SG. This continues until you are almost out of shadow meter (less than 30%), at which point you use one of the enders listed below.

The commands for the actual loop itself are as follows:

214[K], 41236[S] (hits),
{-K-, (66), 214[K], 41236[S]}
until shadow gauge < 30%

The optional dash in occurs after the -K-, as you need to keep the correct spacing to continue the loop.

Also note that in the corner, you should use -S- instead of -K-, which is possible due to the wallbounce that keeps the enemy within range to continue the loop. -S- uses less shadow gauge than -K-, so higher damage SG loops are possible in the corner.

Some common ways of going into the SG loop include:

- Blocked -K-(2), r.5K(hits)-5S-2D, -K-, 214[K], 41236[S], ...
- Blocked -S-, r.2D(hits), -K-, 214[K], 41236[S], ...
- Midscreen 2H CH, 236H, 6, -K-, 214[K], 41236[S], ...
- Corner 2H CH or j.D CH, 236H, 6, -S-, 214[K], 41236[S], ...

Enders - shadow guage < 30%:

... -D- + r.22D, r.5P jc.K-H-D
- The standard unblockable ender for the SG loop; deals good damage. Aircombo is not always possible if you are farther away, in this case use a 22H after the 22D, or just reposition yourself.

... -K-, r.2H-22D, rsj.K-S-H-D
- Good to use when the enemy guard guage is jacked up a bit, or when you are just looking for guaranteed damage to finish off the opponent.

9.5) Shadow Hole Combos

Depending on which combo you used to go into the -H-, you will want to use a different followup. For example, if the enemy is carrying high stun, you should go for the dizzy via a 6P-heavy followup. Conversely, if the enemy only took a few weak hits before getting hit into the -H-, or just has a very high stun modifier (ie. Pot, ABA, Robo-Ky), you may want to go for tension or raw damage.

For the unblockable to begin the shadow hole combos, you have a choice of either an IAD down j.S, or a fly + j.S or j.H. The fly + j.H deals the highest damage, but the IAD j.S gives you more control over your descent and allows you to land immediately (which can be very useful against DPs). Both the IAD and fly attacks can crossup fairly easily to discourage the use of reversals. Use whichever method suits the situation; I prefer to use fly + j.H on characters who lack good reversals, while I go solely for IAD j.S on characters who have some form of wakeup attack that could disrupt a regular UB attempt.

Followups for opponent trapped in puddle:

6P(2), 6P(2), 6P(2)-5H(2)-22S
- High stun and knockdown. Best overall combo due to the very high chances to dizzy on opponents with regular or lower stun resistance.

- Good stun, damage, and knockdown, but made obsolete by the above combo.

6P(2), 6P(2), r.6P(2)-5S-6P(2)
- Best stun, but sacrifices knockdown in attempt to dizzy. Gatling to 2S-22H FRC if opponent does not get dizzy at the end.

6P(2), 6P(2), r.6P(1)-5S-6P(2)-5H(1)-22H (vs. crouching opponents only)
- If you confirm that your opponent was crouching as they got hit by the unblockable, you should use this combo. It deals very high stun and leaves you with a knockdown in the event that they do not get dizzy.

214S, 214S, 214S, 5S-5H(1)-22S
- Tension gain combo, adds ~40% tension. Best used when you are low on tension and the enemy is carrying little stun; also good to use after a 623S -> immediate -H-, as going for dizzy in that scenario is unlikely, considering you did not hit with any 6Ps earlier in the mixup.

5S-5H(3), 5S-5H(3), 5S-2H-22D, rsj.K-S-H-D
- Raw damage combo, deals more damage than other followups. Best used if you are certain the enemy will die in the puddle.


#4 09 October 2007 - 10:17 AM


    Metal Gear Millia

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10) Unblockables

And here we arrive at the crux of Eddie's game: unblockables. No other character in the game has the ability to deal 80+% damage from a connected 2P, so it is imperative that you learn how to make full use of this ability while also knowing where your weaknesses lie.

10.1) Wakeup Unblockables

Probably the most notorious part of Eddie's game is the fact that he can trip you and then take well over half your life for free. While this is usually true, it's important that you (and any other non-Eddie players who might be reading) know which situations are guaranteed, and the escape options your opponent has for each.

Please note that the setups listed below for each wakeup unblockable aren't the only setups possible, but merely the most common scenarios.

Unblockable: [2P-(5S)-2D] or [22S], 236H, -D-, 22D
Escapable via: Reversal backdash (1F timing; Drill may still hit), reversal attack (lessens damage only), FD jump (if not meaty), proper blocking (difficult), Burst (lessens damage or dodges)

The most common UB among newer players, this basic unblockable is very easy to perform properly and very hard to escape properly. It also gives the lowest rewards if performed without any additional tension: a simple combo afterwards is all you can generally expect.

-K-, j.K-H-D, land 236H (unsummon)
- A very basic followup that deals good damage and recharges your shadow gauge for immediate use.

-K-, r.2H-22D, rsj.K-S-H
- Additional damage for an additional 25% tension. Uses up the entire shadow gauge for only minimal extra damage, so it's not really recommended.

22D, 22D, (22D), rj.K-H-D
- Very high damage, and 100% burst-safe. Not a bad idea when you have excess tension and the enemy has Burst, or when the enemy is almost dead.

-K-, ju.41236S, FRC with [KSH], -H-
- The only way to get into a puddle unblockable from an FB Drill unblockable. Though not commonly seen, I have found this variant to be very useful; it takes 50% tension to set up, but deals higher damage and is much harder to escape than the standard 5K UB into puddle.

-K-, 214[K], 41236[S], -D-, 22H (FRC), IAD j.H-D, (sj.K-H-D in corner)
- Connecting the IAD j.H-D without an FRC is tough, but doable with some practice. If you miss the IAD j.H, this combo will end after the -D-, 22H unblockable with a knockdown, with you right next to a waking up opponent. In this event, you can use a quickfly 883 j.S-H to begin pressure, or possibly use a 214S as CH bait if you think they will try to throw you due to your awkward landing angle from the missed combo.

Unblockable: 2P-(5S)-2D, 236H, -D-, 22S
Escapable via: Reversal backdash (1F timing; Drill may still hit), reversal attack (may only dodge UB, or may hit Eddie), FD jump (if not meaty), proper blocking (very possible), Burst

The same UB as above, but with a close drill instead of FB Drill. Because there is only 1 low hit and 1 high hit, this UB is much easier to block. Followups are also more limited, as Eddie is in recovery longer, and the opponent is launched higher after -K- (BtL -> Shadow Gallery does not always connect).

-K-, j.K-H-D, land 236H (unsummon)
-K-, r.2H-22D, rsj.K-S-H
-K-, ju.41236S, FRC with [KSH], -H-

- Same as above.

22D, 22D, (22D), rj.K-H-D
-K-, 214[K], 41236[S], -D-, 22H (FRC), IAD j.H-D, (sj.K-H-D in corner)

- Not always possible due to additional recovery / higher enemy launch.

Unblockable: 2P-(5S)-2D, 236H, -D-, r.5K(-D- hits)
Escapable via: Reversal backdash (1F timing, more if not meaty), reversal attack (will stop the UB), FD jump (if not meaty), proper blocking, reversal throw (2F timing if Eddie is in range), Burst

The cheapest (tension-wise) wakeup UB that Eddie has, deals good damage and decent stun. However, it is limited in its uses, as it takes longer to setup, is easily stuffed by any reversal attack with invincibility frames, is burstable at any point, is very throwable if you get too close, and is also easier to mistime due to the lower number of active frames of Eddie's 5K. A successful backdash on wakeup will also completely evade this UB attempt.

5S, -K-(1), r.2P-, -K-(2), -6P(1)-5S-2D, 6, -H-
- The basic way of linking the -K- into a knockdown and shadow hole. What you'll be using most of the time, due to its consistency on all characters.

5S, -K-(1), r.6P(1), -K-(2), 6P(2)-5S-2D, 6, -H-
- A high stun variant that uses both hits of 6P to link the two hits of -K-. Unfortunately, because this followup takes less time to perform, the shadow is left farther away after the 2D connects and may not make it to the enemy in time to hit with a meaty -H-.

5[S]-, -P-, -22S, 6, -H-
- Another way to go into -H-, but not all too necessary due to the versatility of the first
followup. May be more useful from farther distances, if you're worried of being thrown out (ie. you're not spacing the first followup properly).

5S-, -P-, -5D, dust combo or 1-hit SG -> puddle
- The old XX/#R style of comboing an unblockable -> dust -> unblockable; however, here you do not get another unblockable at the end, but just an aircombo or a combo into a shadow hole (but this can lead to another unblockable). For dust combos, please see "5D" under section 2.3.

10.2) Other Unblockables

Unblockable: ... -H-, (IAD down j.S) or (fly j.H)
Escapable via: Reversal attack or Burst (will make Eddie land and block, can punish after), proper blocking

The safest unblockable that Eddie has. If you time your attack to hit meaty, but land within a few frames of getting the attack to come out (easier with j.S), you will have time to land and block any reversal attempts. You can also crossup with either the IAD j.S or fly j.H if you wish.

Setups and Followups:
- See section 9.5 - Shadow Hole Combos.

Unblockable: ... 22H FRC, IAD down j.S
Escapable via: Reversal backdash (1F timing), reversal attack or Burst (will make Eddie land and block, can punish after), proper blocking

The far drill UB, typically used after a Shadow Hole combo into 22S knockdown. The timing is extremely tight for the [22H FRC, IAD down j.S], even more so if you have to backdash to get into position. Note that some characters are very wide and may not require the backdash, especially if you delay 5H a bit so that the close drill hits as close to the edge of the enemy as possible.

- Throw
- During -H-: end with 22S, 44
- Anything to 22S, 44

- land, 2P-5S, jc.K-H-D
- land, 236H, wakeup UB of choice

10.3) Combos to Unblockables

These have mostly been discussed in section 9 above, so please refer to that to see how shadow mixups lead to puddle or FB Drill unblockables.

For completion's sake, I'll list the most useful/common combos that lead to unblockables:

Enemy standing on hit:
6K-214S, -K-, 6P(2)-5S, -K-, 6P(1)-5S-2D, -H-
6K-214S, -K-, 6P(2)-214S, -K-, 6P(1)-5S-2D, -H-

Enemy crouching on hit:
5K-5S, -K-(1), r.2P-, -K-(2), -6P(2), -K-(1), r.2P-, -K-(2), -6P(1)-5S-2D, -H-
5K-5S, -K-(1), r.2P-, -K-(2), -6P(2), -K-(1), r.2P-, -K-(2), -6P(2), -P-, 22S, 6, -H-

Dust to UB:
5D, [j.D, j.D], slight delay, j.41236 FRC, land, 236H, wakeup UB of choice

BtL -> Shadow Gallery to UB:
... 214[K], 41236[S], -D-, r.22D, r.5P jc.K-H-D

CH Nobiru stun combo:
CH -S-, r.6[P]~[S], jf, -S-, j.S~[H], 41236[S] (FRC), -H-, fly + j.H, 6P(2), 6P(2), r.6P(2)-5S-6P(2)
- See section 11 for more details on this combo, including a guide on how to perform it and a character-specific chart for its variants.

Far drill unblockable:
During -H-: 6P(2), 6P(2), 6P(2)-5H(2)-22S, 44, 22H FRC, IAD down j.S, land, 2P-5S, jc.K-H-D

10.4) Triple Unblockables

By combining the wakeup UB to puddle UB with a far drill UB, we get triple UBs! Triple UBs must be performed by using a puddle UB as the second unblockable, and an IAD j.S + 22H FRC as the third unblockable. The -H- followup combo must end with a close drill knockdown, after which you will often need to backdash before performing a 22H FRC + immediate IAD down j.S.

The most general form of the triple unblockable is:
(Unblockable sequences shown in bold)

1a) 2P-(5S)-2D, 236H, 6, -D-, r.5K-5S, -K-, r.2P-6P(1)-5S-2D, 6, -H- OR
1b) [2P-(5S)-2D, 236H] or [22S], -D-, 22D, -K-, ju.41236S, FRC with [KSH], -H-
2) IAD j.S (or fly j.H), 6P(2), 6P(2), 6P(2)-5H(1)-22S
3) Backdash, 22H FRC, IAD down j.S, land, 2P-5S jc.K-H-D


11) Other Staple Combos

11.1) CH Nobiru Stun Combo

The following are posts copied over from an earlier discussion on the CH Nobiru stun combo.

Miniguide: How to perform the CH Nobiru -> UB -> Dizzy combo in 10 easy steps: :eng101:

1) After the CH wallbounce, you must pick the opponent up as low as possible with 6P. Some characters have more leeway than others (eg. Anji), but some (eg. Dizzy) are very specific.

2) Let 6P hit twice. Use the command 6[P][S] to get -S- readied.
Note: Let 6P only hit once on Dizzy.

3) Jump cancel out of 6P immediately.

4) Slightly delay your first -S- (ie. do it as late as possible). Release P only AFTER you have released S. If you release them at the same time or even within a frame or two off, you will get -P- because the game engine reads P attacks as having more 'priority' over S attacks in terms of inputs.

5) After -S- hits, use j.S (or j.K) immediately to avoid the crazy knockback of Nobiru. No need to hold S (or K), as the shadow is still in recovery and won't accept inputs anyway.

6) Cancel j.K/S into j.H. Delay the j.H by a good amount. By this time, if you followed step 3 you should be past the apex of your jump and on the way down. Again, no need to hold buttons - just press and release.

7) Cancel j.H immediately into Shadow Gallery (41236S). Just press and release S; you should get the correct timing.

**Depending on which character you're facing, you may need to FRC the Shadow Gallery**

(Lists are currently incomplete / not thoroughly tested)

FRC the Shadow Gallery (press and hold H and 2 other buttons) if you are fighting the following characters:
Ky, Axl*, Chipp, Johnny, Potemkin, Dizzy, Robo-Ky

For the following characters, no FRC is needed:
Sol, Axl*, Baiken, Anji, Slayer, Order-Sol

*needed if he is too low - use judgment!

8) Move the shadow forward if needed, then set the Shadow Hole while falling by pressing and releasing H. If you FRC'ed the Shadow Gallery, you should be holding H + some other buttons, so release H to set the puddle, then release the other buttons.

9) Guardbreak with j.S or j.H. Crossup if needed to avoid DPs.

10) Kill the opponent.

Puddle stun combo: 6P(2)-6P(2)-6P(2)-5H(2)-22S.
- Stop at any point if you see them become stunned (which they most always will).
- If by some heavenly act they are not yet stunned (see: Potemkin), attempt a 22H FRC + IAD down j.S unblockable.

Wait until the Shadow Hole trap wears off, then finish dizzied opponent with either of:
- 5S-2H-22D (22D), rsj.K-(S)-H-D. (Best damage)
- (5S-2H-)632146H. (Burst-friendly)
- Instant Kill!

A typical variant of the entire combo reads:

1) -S- (CH), 66, 6[P(2)][S] jc, -S-, j.K/S, delay j.H xx 41236S (FRC)
2) -H-, j.S/H, 6P(2), 6P(2), 6P(2)-5H(2) xx 22S (opp is dizzied)
3) 66, 5S-2H xx 22D, rsj.K-H-D

Character Specifics

Posted Image

You can hit the opponent with both hits of 6P every time- although lighter/smaller hitboxes only allow you to j.K [s] gallery 1hit, obviously not doing as much damage or stun as [s] j.S j.HS [s] gallery 1hit. (*)

** Axl's dizzy hitbox is too low and Eddie's IK will whiff.

*** While it is possible to do the full combo on Chipp, it is much easier to just j.K gallery, and you will still get a dizzy while he is puddled

**** While hitting the first part of the combo isn't terribly difficult- the timing is odd everywhere. The first 6P feels late, the unblockables are extremely late, especially the third far drill one- and the few times I actually landed the whole thing she didn't even get dizzied.

***** You will end up stunning Robo-ky if you land the full combo into unblockables- however he can stay on the ground and avoid the last one so it is not nearly as guaranteed as most characters.

Some Observations:
Against Venom, Axl, Ino (usually 1 hit), and Eddie (usually 2 hit) some of the time the gallery will 1 hit without requiring an FRC, and other times it would hit the second time- use your judgement to see whether you need to FRC or not- if you aren't sure you might as well do it against all of them except Axl because they all get dizzied in the puddle for a free IK.

For every character that requires you to use j.K gallery(1hit) you must use the FRC to prevent the second hit from gallery hitting.

Besides ABA, I listed characters as hard where the timing to get them low enough with 6P or the spacing for the rest of the combo is difficult.

Against Jam and earlier against Testament although not when I was making the guide they would sometimes dizzy during the puddle and other times not, and confirming the last hit of your last 6P to IK or 5HS is quite difficult.

For the times that you dizzy them after the puddle wears off (when they are in the corner) I personally like to use 5HS 22S, 2K and either 632146H or 2HS 22D 66 sj j.K j.HS j.D

also: After doing it a whole bunch against Eddie I realized that the place I messed up most was timing on the [s] before the shadow gallery- make sure you aren't doing it too early, or they will be too far for the shadow gallery to connect.


12) Misc Combos

2K-6H RC j.D


#5 09 October 2007 - 10:25 AM


    Metal Gear Millia

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13) Frequently Asked Questions

Q: I keep getting thrown when I try to use the command grab. What gives?

A: There are 2 reasons this could be occurring - either the opponent is throw-invincible at the time, or you are too close when attempting the command grab.

In the first case, you can't connect the command grab within a short time of an opponent that is getting up, or getting out of blockstun/hitstun.

In the second case, you are too close to the opponent. Since normal grabs are instantaneous and command grabs are about jab-speed, the extra startup for you means that you will be thrown. To avoid this, make sure you are doing the 623S outside of a character's grab range. If done from a distance, you want to be 'sliding into' the grab out of a run, and grab at the very tip of your range. The reason for this is that the extra distance from the run will help keep you safe from enemy throws during your command grab's startup time, and the forward momentum will ensure you reach the opponent as your throw activates.

Q: I keep getting burned when I try to fight in close. Help!

A: In some matchups, Eddie is outmatched at close range and does not usually want to be there without the support of the shadow. Examples of such characters include close-range specialists like Sol, Baiken, or A.B.A (Moroha Mode). Being overly aggressive in trying to stall and resummon, particularly without using tension, can lead to Eddie getting punished. This isn't to say that you should never attempt extended pressure against such opponents, but instead try to recognize areas where it is ineffective and risky.

If you are having problems in multiple areas vs a certain character, it would probably be best to post in the AC Eddie: Matchups thread.

-More to come


14) Credits

Eddie in Accent Core: A Comprehensive Guide v0.6
Updated March 1, 2008.

Written by Teyah.

Minor revisions in sections 1-3, and CH Nobiru combo chart/details by Hellmonkey.
Spelling & grammar checked by rtl42.


#6 09 October 2007 - 10:35 AM


    Metal Gear Millia

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Reserved space for whatever, if needed. Also, opening this thread to comments as this is an ongoing work-in-progress. A more detailed, comprehensive Eddie guide is still being worked on, though it's on the backburner to this guide (and my contributions to the Millia guide) for now. Enjoy the guide, and welcome to Accent Core Eddie!

#7 09 October 2007 - 08:26 PM


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Good shit Teyah! Let me know if you need any combos/strats/etc tested out, or if you need any help with this guide. i'll be happy to contribute.

#8 09 October 2007 - 10:06 PM


    pronounced Cho'meet'

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Awesome guide, Paul. I can't wait to see the finished version even though I'm not actually going to learn Eddie or something. But my friend is trying to pick up Eddie so it will def help him out(which means bad news for me. Gotta go more practice lol)

#9 15 October 2007 - 02:59 PM


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does anybody know a good place to buy acent core?
:SL: "I want to suck your blood"
:KL: "Is this the old country buffet?"
:SL: " uhh... yes it is!

#10 16 October 2007 - 04:21 AM


    Metal Gear Millia

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If you're lucky, you should be able to find a copy at your local EB or Gamestop. If not, see if they can order one in for you or inquire about if they're receiving another batch sometime. Also, some stores such as Best Buy are not stocking any copies of the game... so you'd better hunt around quick while there are still some out there.

#11 16 October 2007 - 08:09 PM


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If you're lucky, you should be able to find a copy at your local EB or Gamestop. If not, see if they can order one in for you or inquire about if they're receiving another batch sometime.

Also, some stores such as Best Buy are not stocking any copies of the game... so you'd better hunt around quick while there are still some out there.

they have them there! every time I check they never heard of the damn thing but thanks anyway I will check as soon as I can:keke:
:SL: "I want to suck your blood"
:KL: "Is this the old country buffet?"
:SL: " uhh... yes it is!

#12 10 November 2007 - 09:40 AM


    Metal Gear Millia

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Guide updated!

Split the mixups section into four parts, as I felt it needed to be expanded on. Added the second part - Aerial Shadow Mixups. Though, this is now getting beyond the scope of a beginner's guide, so maybe I'll just convert this into a comprehensive guide once the basics are up.

Combos section to come next.

#13 13 November 2007 - 06:51 PM


    jayoku houtenjin !!

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thanks a lot teyah i was waiting this for a long time i'm a zappa player now i'm switching to eddie i hope i buy a tv soon,i don't have one right now.... :)

Za Wardo !!

#14 29 November 2007 - 06:46 PM


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I'm confused. Do you have any basic combos with the shadow that I can do on the ground? AKA, can you write a couple strings out like they have for other characters?

#15 29 November 2007 - 06:51 PM


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The combos section will be shortly (probably after my final exams), but you can read up on some earlier discussion on comboing from Mawaru:

The basic idea is to get the opponent to block Mawaru, then go for your high/low mixup. When that hits, react and combo accordingly. If your mixups don't hit, you can go for a semi-unblockable with 2H(-2D) xx 22D.

#16 16 December 2007 - 04:08 PM


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Combos section added. Unblockables will be finished very soon, along with the rest.

#17 16 December 2007 - 06:33 PM



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teyah is my herooooo

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#18 17 December 2007 - 12:31 AM

Zenpou Tenshin
Zenpou Tenshin

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Thanks a lot Teyah, yo da man!
Zenpou Tenshin©

GGX2^C: Main: :OS:

#19 09 October 2007 - 09:38 AM


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To New Players: A Note of Caution

Eddie requires a good amount of time to get comfortable with, especially if you are unfamiliar with the GGXX game engine. If you are new to Guilty Gear and Eddie is your first character, you've definitely got your work cut out for you. Here are some very useful links for players new to Guilty Gear and/or Eddie:

GG Accent Core Web Encyclopedia. A great source of info on basic GGXX fundamentals such as movement, guarding, attacking, game-engine breakdown, and even some intermediate and advanced techniques.

AC Eddie Frame Data. Details the speed, duration, recovery, and special properties of every single move that Eddie has. If you are having trouble understanding some column headings, they are all explained in the Web Encyclopedia link above, as well as in The Foundation section of the forums.

In addition to the above links, training mode, vid-watching, and good discussion will be key to finding out how to play this beast of a character. With that said, onto the guide!

Table of Contents

0) Opening Notes
----- 0.1) Control Setup
----- 0.2) Conventions
1) Intro to Eddie/Shadow
----- 1.1) Basic Gameplan
----- 1.2) How the Shadow Works
----- 1.3) Hitconfirm
2) Normal Moves
----- 2.1) Notable Standalone Normals
----- 2.2) Notable Support Normals
----- 2.3) Complete Normal Moves Breakdown
3) Special and Tension Moves
----- 3.1) Special Moves
----- 3.2) Shadow Moves
----- 3.3) Force Breaks
----- 3.4) Overdrives
----- 3.5) Dead Angle Attack
----- 3.6) Instant Kill
4) Summoning
----- 4.1) Summoning on Hit
----- 4.2) Summoning on Block
5) The Art of Stalling
----- 5.1) With Tension
----- 5.2) Without Tension
----- 5.3) Extended Blockstrings
6) Shadow Mixups - Grounded
----- 6.1) Low Options
----- 6.2) High Options
----- 6.3) Crossup Options
7) Shadow Mixups - Aerial
----- 7.1) Setups
----- 7.2) Low Options
----- 7.3) High Options
----- 7.4) Crossup Options
8) Shadow Mixups - Enders
9) Shadow Mixups - Combos
----- 9.1) Standing Combos
----- 9.2) Crouching Combos
----- 9.3) Throw Combos
----- 9.4) Sliding Combos
-------- 9.41) The Shadow Gallery Loop
----- 9.5) Shadow Hole Combos
10) Unblockables
----- 10.1) Wakeup Unblockables
----- 10.2) Other Unblockables
----- 10.3) Combos to Unblockables
----- 10.4) Triple Unblockables
11) Other Staple Combos
----- 11.1) CH Nobiru Stun Combo
12) Misc Combos
13) Frequently Asked Questions
14) Credits


0) Opening Notes

0.1) Control Setup

The first obstacle you will likely face in playing Eddie is controlling the shadow - a huge factor in Eddie's game. Simply put, Eddie (and the shadow) are designed to be played on an arcade stick and do not fit the PS2 gamepad very well... so it is in your best interest to get a stick if you're serious about learning Eddie. It's still very possible to play Eddie on a pad, but you'll have to work around the finger limitations of having to use one finger/thumb for more than one button.

That being said, if you still decide to play on PS2 pad, you may find it easier to make good use of the shoulder buttons. For ease of use, I'd recommend that you remap your buttons in the following way:

X = Punch
Square = Kick
Triangle = Slash
R1 = Heavy Slash
R2 = Dust

The important thing is to have both R1 and R2 assigned to attacks. Swapping the P/K buttons may allow for a more natural flow to your gatlings, but isn't too important.

0.2) Conventions

If at any time you do not understand some of the common conventions (eg. "gatling", "IAD", "214S", "frame advantage"), please refer to the GG Conventions page which can be found here.

In addition, I will use some less common conventions in my guides when describing certain moves/combos:

[K] Indicates that the K button is pressed and held.
-K- Indicates that the K button is released. Some people may also write this as ]K[.
rj. Indicates a running jump.
(5S) Indicates that the 5S is an optional move, dependent on spacing or some other related factor.
Eg: 2P-5K-(5S)-2S-22H. The 5S can be included so long as the rest of the string will connect.


1) Intro to Eddie/Shadow

1.1) Basic Gameplan

As Eddie, your main focus should be to get the shadow out safely and use it to both control the space between you and your opponent and to combo and pressure by using Eddie's normal attacks in conjunction with the shadow's. There are a variety of ways of summoning the shadow properly, discussed below in the "Summoning" section which lists several effective ways of getting the shadow onscreen while in close-range. At far range, you are of course free to just summon without hesitation, provided there is no immediate threat.

Once your shadow is out, one common method of getting in on the opponent is to make them block a move by the shadow, and use that opportunity to apply pressure and mixups. This is also covered in the "Summoning" section.

Finally, you apply the mixup. The point of a mixup is to break the opponent's guard- the four main options to break someone's guard are going high, low, throwing, and crossing up. However, most of Eddie's big damage comes from high/low mixup into unblockables, with throws used occasionally and crossups only sparingly. Eddie's mixup/pressure game is arguably the best in the game, so mastering it should be one of your primary goals when learning Eddie. Details relating to mixups are, as you might have guessed, covered in the "Shadow Mixups and Combos" section.

So, a few basic steps outlining how to go from neutral from far away to dealing damage:

1) Summon the shadow
2) Attack in conjunction with the shadow, either land hits or make them block.
3) If your hits connect, combo, and if they block, use this opportunity to apply pressure and mixups.

1.2) How the Shadow Works

The shadow is summoned onto the field using the 236 command along with either P, K, S, or H. Using P/K/S will have the shadow appear and perform the associated attack immediately, while summoning by tapping H will simply have it appear without attacking. Having the shadow out and moving/idle will drain the gauge at a very slow rate, while having the shadow attack will cut the gauge by a set amount depending on which shadow move is being used.

The shadow is controlled by releasing buttons. This can make things very complicated at first, since you'll have to learn to hold down and release multiple buttons at the appropriate times. This is something you should keep your mind on while learning how to play Eddie; the more you pay attention to your bad shadow habits and correct them, the faster you will improve. Once you release a button to perform a shadow attack, be sure to then release all other buttons that you may have been holding.

Since you want to control the shadow's movements as best you can, summoning it with 236H is what you should do almost every time. To do this, perform a 236 and quickly press and release H; however, if you are too slow in releasing H, you will get the -H- (Shadow Hole) attack. If this is happening to you, you can also summon by doing 236[H] (hold H), perform the shadow attack of choice - usually -K- or -S-, then release all buttons as the shadow recovers from its attack.

Shadow gauge recovery:
When you manually unsummon, the shadow gauge will turn white and recover much faster than if you use the entire gauge. The same applies if Eddie himself is either hit or blocks: the shadow will automatically be removed and will start recovering at a rapid pace. However, if at any time the shadow is hit, its gauge will empty, and exactly as if the bar was used up, it will both turn red and recover siginificantly slower than unsummoning normally.

Getting your shadow out safely and using it well to control space, apply pressure, and therefore the flow of the match is central to playing a good Eddie in AC.

1.3) Hitconfirm

'Hitconfirm' is the ability to recognize that a certain situation has occurred (ie. a move has connected), and react in a certain way (ie. follow up with another hit). Most characters involve some kind of hitconfirming, and with Eddie it is no different. Hitconfirming with Eddie generally is not extremely difficult but is absolutely essential to playing him well.

Learning to hit confirm single hits usually takes time and practice. Luckily, Eddie doesn't have much use for single-hit hitconfirming. Hitconfirming within 2 hits is easily doable without practice if you know what you're watching for. Eddie has a few 2-hit hitconfirms, but they aren't overly difficult once you see the strings in action a couple of times.

Thankfully, most of Eddie's mixup strings involve pauses of 3 or more attacks which you normally do whether it connects or not, allowing you to confirm during all of the hits, making it significantly easier than reacting to just one hit. If you aren't able to hit confirm within 3 moves, it simply means that you are not focusing enough on what's going on. The key is to know what to look for in each situation, and react accordingly.


2) Normal Moves

2.1) Notable Standalone Normals:

- These are useful normal moves that you should be using on their own. They are either useful mixup/combo starters, or good pokes that gatling into good support normals (listed below) to allow for shadow summonings.

2P. Eddie's fastest, and overall best normal. Has great priority, reach, and speed. Gatlings to every other normal aside from 6K/6H, the most useful ones being 2K, 2S, 6P, and 2D.

5P. Similar to 2P, but extra range and just slightly slower. Usually a better alternative to 2P in offensive dash-ins due to its range, or against moves that have lower-body invincibility.

5Sf. Very quick to come out, 3 hits, good range and priority. A decent way to stop rushes or setup shadow summonings (either alone, or via 2S). Increases guard balance a lot on block.

2S. Arguably Eddie's most effective ground poke. Has good priority, decent speed, and very long range. A good way to summon the shadow. On CH, will combo to either Far/Close Drill.

2H. Antiair that is best used against higher air attacks at a distance. A bit slow to come out, but once extended this move is very hard to beat out. Leads to big damage CH combos and is great at keeping people on the ground if you expect them to jump.

6P. Antiair that is best used against air attacks at shallow angles or at very close range. Very slow to start, but has lots of high invincibility to keep you safe. Will also beat many higher ground moves. Air hit leads to basic aircombo for punishment and free shadow summon, while ground hit can combo into knockdown with 2D or close drill if they are close enough. Carries a heavy stun value, so opponents getting hit by this multiple times or CH even once are in danger of being dizzied.

6K. Standard overhead attack that you will be using in mixups when the shadow is summoned, cancels into Drunkard Shade.

j.K. Amazing move, far and away Eddie's best standalone air normal. Fast, decent priority, good reach, good gatling abilities, and jump-cancellable.

j.S. Great move for IADs as well as for antiair-baiting fly shenanigans. You will typically want to follow this with j.H, into a ground string. Also used in unblockable setups as the high attack, due to its good vertical range and long active time.

j.D. Great priority, but is slow to start. Hits above Eddie's head in a square shape, so isn't terribly useful unless your opponent is above you in the air. Also works great on larger characters like Potemkin or a standing Johnny.

Throw. Eddie has the second-best regular throw in the game, tied with Slayer and Dizzy in range. A connected throw can lead to an unblockable via Far Drill FRC, or a free run-up + summon. Despite its great range and decent rewards, Eddie usually has better offensive options and does not use this much when attacking. You should mainly be using this as a defensive option.

2.2) Notable Support Normals

- These are normals that you will usually gatling into from Eddie's good standalone normals.

2K. Gatlinged to by either 5P or 2P. Gives good frame advantage on block (+3), allowing you to followup with another normal after Eddie recovers from the 2K animation. Useful for when you want to stay close and stall for time to summon the shadow. Also a great move to start a round with, as from that range it can counter-hit many moves which can combo into a far drill.

2S. A great move to gatling into if your opponent is blocking. Has many followup options, the most common two being either Shadow Summon or Far Drill.

2D. One of the most versatile normals that Eddie has. Is both special cancellable and jump-cancellable, making it very safe on block and devastating should it hit (free shadow mixup or unblockables). On block it is usually best to either jump away, summon directly if possible (usually with -S-), or if not, cancel to Close Drill and press the attack until you can summon.


#20 07 February 2008 - 12:15 PM


    Metal Gear Millia

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Added section 2.3 - Complete Normal Moves Breakdown. Had to create a new post because it exceeded the character limit :v: This addition is by far the longest section in the guide. Probably won't do something like this for specials since those are already covered in some amount of detail already. Also changed the thread title from 'A Beginner's Guide' to 'A Comprehensive Guide' since some of the stuff that's discussed (flight mixups, extended blockstrings, huge detailed lists) goes well beyond the scope of an introductory guide. I'll be back with more sometime soon.

#21 07 February 2008 - 08:55 PM


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Maybe you can add Shachou's 6P, Mawaru, IAD fly above opponent's head for crossup?

#22 01 March 2008 - 10:52 AM


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Okay guys: another massive update today. All incomplete parts from sections 4 - 8 have been written, section 9 has been expanded to include the Shadow Gallery loop and Shadow Hole combos, section 10 (unblockables) was written up, and the CH Nobiru guides were added in section 11.

So for all intents and purposes, the guide is basically finished - I'll focus more on adding Misc things and re-explaining some parts as necessary. Though the Millia forum needs a guide too...

Maybe you can add Shachou's 6P, Mawaru, IAD fly above opponent's head for crossup?

It's been listed under 6.3 for awhile now, but I just now added some details. Though I actually haven't seen this crossup used in match play so I'm not sure if I'm visualizing it properly, do you have a link to the vid where you saw it?

#23 01 March 2008 - 04:39 PM

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Props on completing the guide Teyah. yo teh man!
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GGX2^C: Main: :OS:

#24 01 March 2008 - 10:09 PM


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Hell yea more insane combos for me to spend some time trying out.. Thanks!

#25 06 March 2008 - 08:11 AM


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I reaaaally want to congragulate you on this guide. It's probably one of the best if not the best guide in this forum. I'd love to see you do a Millia guide. ;) You've got some support!
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#26 06 March 2008 - 11:45 AM


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It's been listed under 6.3 for awhile now, but I just now added some details. Though I actually haven't seen this crossup used in match play so I'm not sure if I'm visualizing it properly, do you have a link to the vid where you saw it?

He used it a few times in the old matches from filebank when he played against Nezu's Robo Ky. Also after knockdown, there were a few occasions he summoned the shadow, then IAD above his opponent and Mawaru at the same time, making it an ambiguous crossup. Unfortunately the matches are old and I don't have them anymore.

#27 30 March 2008 - 11:48 AM


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At 5:31, you can see Shachou using that IAD mixup.

#28 05 May 2008 - 10:42 PM


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It's definitely been a useful guide. Been helping me since I first found Guilty Gear about a year ago. I appreciate all the work you've put into it!

#29 21 June 2008 - 05:23 PM


    Needs holy order ky!

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Now I have an account, I followed this guide like a bible, and it has improved my ED greatly. Not exactly as near where i'd like (FRC's are a *****) but hopefully gettin there. Thanks for the amazing guide teyah.

#30 06 July 2008 - 08:40 PM


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standing r.2P-6P(1)-5[S]-2[D], -H- does not seem want to work with anji consistently, only very rarely. Any other ways to get anji into knockdown puddle without that difficult to use combo which requires -P- and 22S?

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