GGSlash/Eddie/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x 1.06

Guts Rating: 0

Stun Resistance: 60

Jump Startup: 3

Backdash Time: 16

Backdash Invincibility: 1-7


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 9 1.4 - - 1 HLF CSJR 5 4 7 -1
  • Initial proration 90%
5K 12 1.4 - - 1 LF SJR 8 4 8 -2
  • Initial proration 70%
c.S 30 2.6 - - 3 HLF SJR 9 5 9 ±0
f.S 20*4 2.6 - - 3 HLF SR 7 3*4 20 -9
5H 25*3 3.8 - - 5 HLF SR*2, R 14 2,6,3 15 +1
  • Each hit staggers opponent on CH (max 41F)
  • Hitstop 7F
5D 18 2.6 - - 3 HF R 24 3 24 -13
  • 1F onwards Foot inv
6P 22*2 2.6 - - 3 HLF SJR 13 4,4 12 -2
  • 1-16F Upper body inv
  • Dizzy modifier x3
6K 30 2.6 - - 3 HF SR 20 5 12 -3
  • Initial proration 75%
6H 60 3.8 - - 5 HLF R 13 15 20 -16
  • Floats opponent on hit (untechable for 28F)
2P 8 1.4 - - 1 HLF CSR 6 4 8 -2
  • Initial proration 80%
2K 18 2.6 - - 3 LF SR 7 2 9 +3
  • Initial proration 80%
2S 24 2.6 - - 3 HLF SR 9 4 16 -6
2H 50 3.8 - - 5 HLF SR 11 6 19 -6
  • Floats opponent on hit (untechable for 26F)
  • Guaranteed knockdown opponent on CH
2D 20 2.6 - - 3 LF SJR 9 6 15 -7
j.P 13 1.4 - - 1 HA CSR 8 4 16 -
j.K 18 2.6 - - 3 HA SJR 6 6 8 -
j.S 22 2.6 - - 3 HA SR 7 12 12 -
j.H 33 2.6 - - 3 HA SR 11 6 12 -
j.D 40 2.6 - - 3 HA SR 11 4 19+5L -
  • Floats opponent on hit (untechable for 30F)
Ground Throw 50 - - - - Throw: 49 Pixels - - - - -
  • Knocks down opponent on hit
  • Forced proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent on hit
  • Forced proration 50%
DAA 25 2.6 - - 3 All R 13 9 18 -13
  • 1-21F Full inv
  • 22-36F Throw inv
  • Floats opponent on hit (untechable for 30F)
  • Guaranteed knockdown on CH
  • Initial proration 50%

Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Break the Law
214K
- - - - - - - 13 - See notes -
  • 5-8F Upper body inv
  • 9-12F Above knees inv
  • Eddie is underground 13F onwards (fully inv)
  • Time spent underground 1-59F: Total recovery 14F, full inv 1-7F, upper body inv 7-10F
  • Time spent underground 60-121F: Total recovery 24F, full inv 1-6F, above knees inv 7-8F, upper body inv 8-16F
  • Time spent underground 122F: Total recovery 40F, full inv 1-6F, above knees inv 7-10F, upper body inv 11-22F
Break the Law > Shadow Gallery
BtL > 41236S
50 0.0/6.0 - - 4 All R 20 3 33+5L -13
  • 1-2F Low profile
  • 3-6F Above feet inv
Flight
7/8/9 while airborne
- - - - - - - - - - -
  • Max duration 91F
  • Eddie is in CH state during move
  • Can not block during Flight
Damned Fang
623S
92 - - - - Throw: 70 Pixels - 7 1 - -
  • Eddie is in CH state during move
  • 1-7F Throw inv
  • Recovery on whiff: 24F
  • Initial proration 50%
Drunkard Shade
214S
30 1.5/7.2 - - 3 HLF R 9 10 10 -6
  • 1-18F Throw inv
  • Wall bounces opponent on CH
  • 3-18F Reflects projectiles
Shadow Gallery
j.41236S
25,50 2.0/6.0 - - 4 HLF RF 15~ 6(12)3 24+3L -13
  • Startup depends on how high Eddie is (higher means slower startup)
  • 1st hit floats opponent (untechable for 36F)
  • 2nd hit knocks down opponent
  • 7F-Reappear Strike inv
  • After reappearing, 1-12F above feet inv
  • Frame adv on crouching guard is -31F
S Invite Hell
22S
40 2.0/1.2 - - 3 LA - 18 48 Total 42 +2
  • Knocks down opponent on ground hit
  • If Eddie gets hit, hitbox disappears 1F afterwards
  • Can not perform another Invite Hell for 22F after first one disappears
H Invite Hell
22H
40 2.0/1.2 - - 3 LA F 18 36 Total 42 +2
  • Knocks down opponent on ground hit
  • If Eddie gets hit, hitbox disappears 1F afterwards
  • Can not perform another Invite Hell for 22F after first one disappears
Shadow Summon
236P/K/S/H
- -/1.2 - - - - - - - Total 38 -
  • Shadow appears on 12F
  • Eddie is in CH state during entire move
  • Shadow Gauge gradually decreases while Shadow is idle (max 600F)
  • When completely emptied, Shadow gauge takes 446F to completely refill
  • Repeating the command when shadow is summoned unsummons the Shadow (total 29F)
  • When unsummoning Shadow, Shadow's hurtbox disappers 7F after the command is input
Traversing Attack
]P[ with Shadow
25 -/1.2 - - 2 All - 7 2 16 -
  • Costs as much Shadow Gauge as staying idle for 73F
Small Attack
]K[ with Shadow
16*4 -/1.2 - - 3 All - 14 29 25 -
  • Hitstop 6F
  • Costs as much Shadow Gauge as staying idle for 180F
Anti-Air Attack
]S[ with Shadow
40 -/1.2 - - 5 HLF - 9 12 31 -
  • Floats opponent on hit (untechable for 28F)
  • Costs as much Shadow Gauge as staying idle for 120F
Overhead Attack
]D[ with Shadow
25 -/1.2 - - 2 HA - 19 16 22 -
  • 1-3F Full inv for Shadow
  • Initial proration 70%
  • Costs as much Shadow Gauge as staying idle for 451F
Drill Special
]H[ with Shadow
34*3 -/1.2 - - 3 LA, All*2 - 147 36 - -
  • Floats opponent on hit (untechable for 28F)
  • Shadow transforms in 13F after button release
  • Costs the entire Shadow Gauge
  • Shadow Gauge begins to refill 6F before attack becomes active

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Amorphous
632146H
82*2 - - - 3 HLF - 8+8 6,3 28 -17
  • 1-17F Full inv
  • 18-29F Throw inv
  • Floats opponent on hit (1st hit untechable for 27F, 2nd hit for 24F)
Megalith Head
632146S with Shadow
21*3 - - - 5 All - 14 3*3 124 -81
  • 5F onwards Eddie is fully inv
  • Knocks down opponent on hit
  • Costs the entire Shadow Gauge
  • Shadow Gauge begins to refill after hitting the opponent
Executor X
j.236236S
70, 100 - - - 3 All R 4+10 Until Wall 81 -68
  • Frame adv listed is when opponent is in the corner and Eddie TKs the attack
  • 3-17F Full inv
  • Eddie is in CH state during move
  • Recovery includes when Eddie reappears on the ground (total 37F)
  • When Eddie appears on the ground, 1-6F Full inv, 7-10F Above knees inv, 11-22F Upper body inv
  • 1st hit knocks down opponent on hit
  • 2nd hit floats opponent on hit

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Black in Mind
in IK mode: 236236H
DESTROY - - - - HLF - 9+4 16 16 -13
  • IK Mode activation time: 68F
  • During IK activation: above knees invincible 9~60F
  • During IK attack: strike invincible 9~28F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H - Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D Jump, Sp
2K - - f.S 2H, 6H - Sp
6K - - - - - Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Sp
2H - - - - 2D Sp
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Jump, Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H - Jump, Sp
j.S - - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc