Eddie Frame Data (GGACR)

From Dustloop Wiki
Jump to: navigation, search

System Data[edit]

Defense Modifier: x 1.06

Guts Rating: 0

Stun Resistance: 60

Jump Startup: 3

Backdash Time: 16

Backdash Startup Invincibility: 7

Normals[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P
9 1.44 3 8 1 HLF CSJR 6 4 7 -1
  • Initial Prorate 90%
5K
12 1.44 3 8 1 LF SJR 8 3 9 -2
  • Initial Prorate 70%
c.S
30 2.64 10 7 3 HLF SJR 9 5 9 0
f.S
20x3 2.64x3 10x3 7x3 3 HLF SR 6 3,5,3 20 -9
  • Hitstop 6F
  • Hitstun on CH is 16F
5H
25x3 3.84x3 10x3 6x3 5 HLF SRx2, R 13 2,6,3 15 +1
  • Staggers opponent on CH (max 41F)
  • Hitstop 7F
6P
22x2 2.64x2 10x2 7x2 3 HLF SJR 13 4,4 12 -2
  • Upper body invincible 1~16F
  • Initial prorate 90%
6K
30 2.64 8 7 3 HF SR 18 5 18 -9
  • Initial prorate 75%
  • Forces standing opponent into crouching state on hit
6H
50 5.76 20 6 5 HLF R 13 15 20 -16
  • Floats opponent on hit (Untechable for 28F)
  • Can not special cancel after ???
5D
18 2.64 8 20 3 HF R 26 3 24 -13
  • Feet invincible during move
DAA
25 2.64 10 6 3 All R 13 9 18 -13
  • Fully invincible 1~21F
  • Throw invincible 22~36F
  • Floats opponent on hit (untechable for 20F)
  • Knocks down opponent on CH
  • Initial prorate 50%
2P
8 1.44 3 8 1 HLF CSR 5 4 8 -2
  • Initial prorate 80%
2K
18 2.64 10 7 3 HLF SR 7 2 12 0
  • Initial prorate 90%
2S
24 2.64 10 7 3 HLF SR 9 4 16 -6
2H
50 3.84 20 6 5 HLF SR 11 6 19 -6
  • Floats opponent on hit (untechable for 26F)
2D
20 2.64 8 7 3 LF SJR 9 6 15 -7
j.P
13 1.44 3 8 1 HA CSR 5 4 16 -
  • Initial prorate 90%
j.K
18 2.64 10 7 3 HA SJR 6 6 8 -
  • Initial prorate 90%
j.S
22 2.64 10 7 3 HA SR 7 12 12 -
  • Initial prorate 80%
j.H
33 2.64 10 7 3 HA SR 11 6 12 -
j.D
40 2.64 10 6 3 HA SR 11 4 19+5 after landing -
  • Blows back opponent on hit (untechable for 30F)

Throws[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Throw
50 4.00 - 6 - 49 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
60 4.00 - 6 - 88 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%

Specials[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
S Invite Hell
22S
40 2.00/1.20 0 7 3 LA - 18 48 Total: 42 +2
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~26F
  • See note *1
H Invite Hell
22H
40 2.00/1.20 0 7 3 LF F 18 36 Total: 42 +2
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~26F
  • FRC timing 12~13F
  • See note *1
Break the Law
214[K]
- - - - - - - - - Total 26~167 -
  • Upper body invincible 5~6F
  • Above knees invincible 7~9F
  • Throw invincible 1~9F
  • Eddis is underground and fully invincible from 10F~ onwards
  • Eddie is in CH state when disappearing/reappearing
  • Can perform Followup Shadow Gallery while underground
  • Time spent underground affects recovery when reappearing:
  • Time spent underground 1~59F: Total recovery 16F, throw invincible 1~2F, above knees invincible 1~4F, upperbody invincible 5~10F.
  • Time spent underground 60~121F: Total recovery 24F, fully invincible 1~4F, throw invincible 5~6F, above knees invincible 7~8F, upperbody invincible 9~16F.
  • Time spent underground 122F: Total recovery 36F, throw invincible 1~5F, above knees invincible 1~10F, upper body invincible 11~22F.
Followup Shadow Gallery
BtL -> 41236S
40 -/6.00 14 6 4 HA R 10 for BtL+20 3 22+5 Landing -13
  • Low profile 1~2F
  • Above feet invincible 3~8F
  • Eddie is airborne from 7F onwards
  • Slides opponent on hit (untechable for 60F, slides for 36F)
Shadow Gallery
j.41236S
40, 25 2.00/6.00x2 14x2 6x2 4 HLF RF 7 after appearing 6(12)3 24+7 after landing -17
  • Above feet invincible after reappearing 1~12F
  • Eddie is grounded when he reappears from the ground for 7F, then is airborne again
  • 1st hit floats opponent (untechable for 60F)
  • 2nd hit blows opponent back (untechable for 20F)
  • FRC timing 19~21F after Eddie reappears
  • Frame Adv if only the 1st hit is blocked is -31
  • Fastest possible TK Shadow Gallery has startup 15F
Shadow Summon
236 P/K/S/H or 214H
- - - - - - - - - Total 38 -
  • Shadow appears on 12F
  • Eddie is in CH state during entire move
  • Starts consuming Shadow Gauge during standby period
  • Shadow Gauge has a total length of 1000 points
  • When completely emptied, Shadow gauge takes 446F to completely refill
  • If summon command is repeated, Shadow disappears (Total 29F, no CH state)
  • Shadow disappears 7F after entering command
  • Shadow Gauge turns white and recovers from empty to full in 286F after unsummon
  • Use 236P/K/S/H to summon Normal Shadow
  • Use 214H to perform summon Vice Shadow
  • See notes *2
Traversing Attack
]P[ with Normal Shadow
20 - 0 7 2 All - 11 summon+10 3 12 -
  • Shadow is fully invincible 1~11F
  • Hitstop 6F
  • Costs 151 points (see note *2)
Small Attack
]K[ with Normal Shadow
24x2 -/1.20 0 7,6 3,4 All - 11 summon+13 1(14)3 31 -
  • Shadow is fully invincible 31~50F
  • Pulls in opponent on hit or block
  • 1st is untechable for 19F, 2nd hit for 23F
  • 1st hit has hitstop 6F, 2nd hit has hitstop 7F
  • Costs 241 points (see note *2)
Anti-Air Attack
]S[ with Normal Shadow
40 - 0 9 3 All - 11 summon+11 8 23 -
  • Shadow is fully invincible 26~32F
  • Wallbounces opponent on hit (untechable for 30F)
  • Costs 181 points (see note *2)
Shadow Hole
]H[ with Normal Shadow
20 -/1.20 0 8 2 All - 30 214 23 -
  • TRANSLATION NEEDED
  • Shadow Gauge starts recovering from 2F~
  • Shadow is fully invincible 12F onwards
  • Hitstop 6F
  • Stun modifier x0
  • Initial prorate 80%
  • Removes OTG state from opponent on hit
  • Traps opponent in place on hit
  • Opponent stays trapped for 175F max
  • Hits that launch opponent will end the trap effect, all other hits keep opponent trapped
  • If a crouching opponent gets hit by the trap, they'll be in crouching state while trapped, in all other cases they'll be trapped in standing state
  • Trap can only hit the opponent if they're inside the Shadow hole ???
  • Costs the entire Shadow Gauge (see note *2 *3)
Overhead Attack
]D[ with Normal Shadow
24 -/1.20 0 6 5 HA - 28 28 Total: 37 -
  • Shadow is fully invincible 28~36F
  • Hitstop 7F
  • Initial prorate 80%
  • Startup to hit a crouching opponent is 25F (tested on Sol)
  • Is a projectile
  • Projectile appears on 14F
  • Costs 621 points (see note *2)
Traversing
- - - - - - - - - Total: 18 -
  • Shadow is fully invincible 1~16F
  • Shadow appears on 16F
  • Shadow can be used from 20F~
  • Costs 201 points
  • ??? TRANSLATION NEEDED
Traversing Attack Vice
]P[ with Vice Shadow
20  ??  ??  ?? 2 All - 11 summon+7 2 16 -
  • Hitstop 6F
  • Costs 121 points
Small Attack Vice
]K[ with Vice Shadow
16x3  ??  ??  ?? 3 All - 11 summon+14 29 25 -
  • Hitstop 6F
  • Costs 301 points
Anti-Air Attack Vice
]S[ with Vice Shadow
40  ??  ??  ?? 4 HLF - 11 summon+9 12 31 -
  • Floats opponent (untechable on ground hit for 28F)
  • Costs 201 points
Drill Special Vice
]H[ with Vice Shadow
34x3  ??  ??  ?? 3 LAx2, All - 11 summon+147 36 - -
  • Shadow transforms in 13F
  • Projectile
  • Costs the entire Shadow Gauge (*2 *3)
  • Untechable for 29F
Overhead Attack Vice
]D[ with Vice Shadow
25  ??  ??  ?? 2 HA - 11 summon+19 16 22 -
  • Initial prorate 70%
  • Slams down opponent on hit (untechable for 40F)
  • Hitstop 6F
  • Costs 301 points
Drunkard Shade
214S
30 1.50/9.00 10 7 3 HLF RF 9 10 10 -6
  • Throw invincible 1~18F
  • Wallbounces opponent on CH (untechable for 80F)
  • FRC timing 9~10F
  • Reflects projectiles 3~18F
Damned Fang
623S
77 -/10.5 - 6 - 70 pixels F 6 1 - -
  • Total recovery on whiff: 24F
  • Eddie is in CH state till end of recovery
  • Forced prorate 50%
  • FRC timing 7~10F after opponent gets stabbed
  • FRC restores air options
Flight
7/8/9 while airborne
- - - - - - - - - 91 Total -
  • Can control flight path with directional input
  • Cannot air normal block, but can air FD
*1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared (38F after the active frames end). 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.
*3: (NOT ON FRAME DATA) Actually, they cost 1000 points, not the entire Shadow Gauge

Force Breaks[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Drill Special
22D
34x3 - 0 7x3 3 LA, Allx2 F 20 36 Total 62 +8
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~31F
  • FRC timing 22~23F
  • Drill is guaranteed to activate after 10F~
  • Is a projectile
  • Untechable for 29F
Exhaustion
236[D]
- - - - - - - - - Total 48 -
  • Restores 1000 points to shadow gauge on 13F
  • Eddie is in CH state during move
  • (NOT ON FRAME DATA) Doesn't restore if Shadow Gauge is red

Overdrives[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Amorphous
632146H
82x2 - 10x2 7x2 3 HLF - 8+8 6,3 28 -17
  • Fully invincible 1~17F
  • Throw invincible 18~29F
  • Floats opponent on hit
  • 1st hit on ground hit is untechable for 28F
  • 2nd hit is untechable for 25F
  • Eddie is in CH state from 1~29F
  • Hitstop 0F
  • Chip Damage x2
  • If Eddie is hit, Amorphous disappears
  • Destroys projectiles
Executor-X
j.236236S
50,100 - 10x2 3,7 3 All R 4+7 Till other side of screen 37 after appearing -
  • Strike invincible 3~17F
  • 1st hit floats opponent (untechable for 90F)
  • 2nd hit only happens if 1st hit hits (not blocked/whiffed)
  • 2nd hit slams down opponent on hit, fully untechable
  • Hitstop 0F
  • Eddie is in CH state till end of recovery
  • Eddie reappears from the floor during recovery
  • During reappearance animation: invincible above knees 1~10F, upper body invincible 11~22F

Instant Kill[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Black in Mind
in IK mode: 236236H
Fatal - 20 - - HLF - 9+4 16 - -13
  • IK Mode activation time: 68F
  • During IK activation: above knees invincible 9~60F
  • During IK attack: strike invincible 9~28F

Gatling Table[edit]

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: Accent Core + Re
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc