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Eddie
Normal Attacks List | Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 9 1.44 3 8 1 HLF cCJR 6 4 7 -1 Prorates 90%.
K 12 1.44 3 8 1 LF CJR 8 4 8 -2 Prorates 70%.
c.S 30 2.64 10 7 3 HLF CJR 9 5 9 0 -
f.S 20x3 2.64x3 10x3 7x3 3 HLF CR 6 3,5,3 20 -9 Hit stop: 6F. Hit stun on CH: 16F.
H 25x3 3.84x3 10x3 6x3 5 HLF CR 13 2,6,3 15 +1 Stagger on CH: max 41F. Hit stop: 7F. 3rd hit cannot be special-cancelled.
D 18 2.64 8 20 3 HF R 24 3 24 -13 Around the feet invincibility till end of recovery.
6P 22x2 2.64x2 10x2 7x2 3 HLF CJR 13 4,4 12 -2 1~16F upperbody invincibility. Stun modifier x3. Prorates 90%.
6K 30 2.64 8 7 3 HF CR 18 5 12 -3 Prorates 75%.
6H 50 5.76 20 6 5 HLF R 13 15 20 -16 Floats on hit, untechable time: 28F.
2P 8 1.44 3 8 1 HLF cCR 5 4 8 -2 Prorates 80%.
2K 18 2.64 10 7 3 HLF CR 7 2 9 +3 Prorates 90%.
2S 24 2.64 10 7 3 HLF CR 9 4 16 -6 -
2H 50 3.84 20 6 5 HLF CR 11 6 19 -6 Floats on hit, untechable time: 26F.
2D 20 2.64 8 7 3 LF CJR 9 6 15 -7 -
j.P 13 1.44 3 8 1 HA cCR 8 4 16 - -
j.K 18 2.64 10 7 3 HA CJR 6 6 8 - -
j.S 22 2.64 10 7 3 HA CR 7 12 12 - -
j.H 33 2.64 10 7 3 HA CR 11 6 12 - -
j.D 40 2.64 10 7 3 HA CR 11 4 19 - Blowback on hit, untechable time: 30F. 5F extra recovery after landing.
DAA 25 2.64 10 6 3 All R 13 9 18 -13 1~21F full invincibility. 22~36F invincibility to throws. Floats on hit, untechable time: 30F. Downs on CH. Prorates 50%.
Throw 50 4.00 - 6 - 49dot - - - - - Downs on hit. Forced proration: 50%.
Air Throw 60 4.00 - 6 - 88dot - - - - - Downs on hit. Forced proration: 50%.
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Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Invite Hell (S) 22S 40 2.00 / 1.20 0 7 3 LA - 18 48 Total: 42 +2
Downs on ground hit. Eddie is in CH state from 1~26F. See note *1.
Invite Hell (H) 22H 40 2.00 / 1.20 0 7 3 LF F 18 36 Total: 42 +2
Downs on ground hit. Eddie is in CH state from 1~26F. FRC'able on 12~13F. See note *1.
Break the Law 214 [K] - - - - - - - - - Total: 26~167F -
Invincibility: 5~6F upperbody, 7~9F above the knees, 1~9F throw. Off screen from 10F~ on. Eddie is in CH state when disappearing/reappearing. While disappeared, followup attack (Shadow Gallery) is possible. Time spent disappeared affects reappearance recovery. Type 1 (disappeared 1~59F): Total recovery: 16F. Invincibility on recovery: 1~2F throw, 1~4F above the knees, 5~10F upperbody. Type 2 (disappeared 60~121F): Total recovery: 24F. Invincibility on recovery: 1~4F full, 5~6F throw, 7~8F above the knees, 9~16F upperbody. Type 3 (disappeared 122F): Total recovery: 36F. Invincibility on recovery: 1~5F throw, 1~10F above the knees, 11~22F upperbody.
-> Shadow Gallery 41236S
(during Break the Law)
40 - / 6.00 14 6 4 HA R 10 for BtL + 20 3 22 + 5 landing -13
1~2F low stance. 3~8F invincible above the feet. 7F~ on: airborne. Causes slide state on hit, untechable time: 60F, enemy slides for 36F.
Shadow Summon 236 + P/K/S/H - - - - - - - - - Total: 38 -
Shadow appears on frame 12. Eddie in CH state till end of recovery. Shadow gauge has a total length of 750 points. When emptied completely, Shadow gauge takes 376F to completely refill. If summon command is repeated, Shadow disappears (Total: 29F, cannot be CH). Shadow disappears 7F after entering command. Shadow gauge turns white and recovers from empty to full in 143F after unsummon.
-> Shoukougeki ]P[
(Shadow summoned)
20 - 0 7 2 All - 11 to summon + 10 3 11 -
1~11F invincible (Shadow). Hit stop: 6F. Costs 111 points (see note *2).
-> Mawaru ]K[
(Shadow summoned)
24x2 - / 1.20 0 7,6 3,4 All - 11 to summon + 13 3(12)3 30 -
31~50F invincible (Shadow). Vacuum effect on hit or block. On air hit, untechable time - 1st hit: 19F, 2nd hit: 23F. Hit stop - 1st hit: 6F, 2nd hit: 7F. Costs 179 points (see note *2).
-> Nobiru ]S[
(Shadow summoned)
40 - 0 9 3 All - 11 to summon + 9 10 22 -
26~32F invincible (Shadow). Wall bounces on hit, untechable time: 30F. Costs 134 points (see note *2).
-> Shadow Hole ]H[
(Shadow summoned)
20 - / 1.20 0 8 2 LF - 57 214 23 -
Invincible (Shadow) from 20F till end of move. On hit, traps and holds in place. Hit stop: 6F. Stun modifier x0. Forced proration: 70%. While trapped, hits that launch will end the trap effect. Max time opponent stays trapped: 175F. If the opponent gets hit by the trap while crouching, they'll stay trapped crouching, in all other cases they'll be trapped standing. Trap can only hit the opponent if they're inside the shadow hole. Costs the entire Shadow gauge (see note *2).
-> Haneru ]D[
(Shadow summoned)
24 - / 1.20 0 6 5 HA - 28 28 Total: 36 -
28~36F invincible (Shadow). Hit stop: 7F. Prorates 80%. Startup if opponent is crouching is 25 (tested on Sol). Is a projectile. Projectile appears on frame 14. Costs 466 points (see note *2).
Drunkard Shade 214S 30 1.50 / 9.00 10 7 3 HLF RF 9 10 10 -6
1~18F invincible to throws. Wall bounces on CH, untechable time: 80F. FRC'able on 9~10F. Reflects projectiles from 3~18F.
Damned Fang 623S 77 - / 10.5 - 6 - 70dot F 6 1 - -
In CH state till end of recovery. Whiffed grab animation: 24F. Forced proration: 50%. FRC'able 7~10F after opponent gets stabbed. Restores jump options.
Shadow Gallery 41236S (in air) 40,25 2.00 / 6.00x2 14x2 6x2 4 HLF RF 7 after appearing 6(12)3 24 + 7 landing -17
Airborne until Eddie reappears from the ground. After reappearing: 1~12F above the feet invincibility, airborne: 7F~ on. 1st hit: floats, untechable time: 60F. 2nd hit: blowback, untechable time: 20F. FRC'able 19~21F after Eddie reappears. If only the 1st hit is blocked, frame advantage is -31. Fastest possible shadow gallery startup (TK'd) is 15F.
Flight 7/8/9
(during jump)
- - - - - - - - - Total: 91 -
Use the stick to control flight path. Cannot block (but can FD).
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Drill Special 22D 34x3 -25% 0 7x3 3 LA F 20 36 Total: 47 +23
Downs on ground hit. In CH state from 1~31F. FRC'able on 22~23F. Drill appears on frame 10. Is a projectile. 3rd hit only can be blocked: All.
Exhaustion 236 [D] - -25% - - - - - - - Total: 23~227 -
In CH state from frame 1 to 1 frame after letting go of button. 7 frames of recovery after letting go of button. Takes 134 frames to charge Eddie gauge from zero to full. Takes 274 frames to charge an active(?) Eddie gauge from zero to full.
Overdrive Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Amorphous 632146 + H 82x2 -50% 10x2 7x2 3 HLF - 8 + 8 after freeze 6,3 28 -17
1~17F fully invincible. 18~29F invincible to throws. Floats on hit. 1st hit on ground hit - untechable time: 28F, 2nd hit - untechable time: 25F. In CH state from 1~29F. Hit stop: 0F. Chip Damage x2. If Eddie is hit, Amorphous disappears. Eats projectiles.
Executor-X 236236 + S (in air) 70x2 -50% 10x2 3,7 3 All R 4 + 10 after freeze Till other side of screen 37 after appearing -3
3~17F invincible to strikes. 1st hit floats, untechable time: 90F. 2nd hit only happens if 1st hit hits (not blocked/whiffed). 2nd hit plummets and downs. Hit stop: 0F. In CH state till end of recovery. During recovery, Eddie reappears from the floor. For the reappearance animation: 1~10F invincible above the knees, 11~22F upperbody invincibility.
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Black in Mind In IK Mode
236236 + H
DEATH - 20 - - HLF - 9 + 4 after freeze 16 16 -13
IK activation time: 68F. During IK activation, 9~60F invincible above the knees. IK attack: 9~28F invincible to strikes.

Notes

*1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared. Drills disappear immediately if Eddie gets hit.

*2: Listed frame data is for Shadow (little Eddie). Cost X points means that using the listed Shadow move consumes as much meter as leaving Shadow out idle for X frames.


Gatling Table

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2Dyesyes
2P2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2D-yes
6P--c.5S, f.5S, 2S5H, 2H--yes
5K--c.5S, f.5S, 2S5H, 2H5Dyesyes
2K--f.5S2H--yes
6K------yes
c.5S6P-f.5S, 2S5H, 2H5D, 2Dyesyes
f.5S--2S5H, 2H5D, 2D-yes
2S---5H, 2H5D-yes
5H----5D-yes
2H----2D-yes
6H------yes
5D-----homing jump on hit-
2D------yes
j.Pj.Pj.Kj.Sj.Hj.D-yes
j.Kj.P-j.Sj.H-yesyes
j.S---j.H--yes
j.H----j.D-yes
j.D------yes
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Translator Author Revision Status
Teyah Teyah v1.0 03/17/07 Unchecked
Dustloop.com
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