GGAC/Eddie/Frame Data

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< GGAC‎ | Eddie
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Normals

Name 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 20×3 2.64×3 10×3 7×3 3 HLF CR 6 3,5,3 20 -9
  • Hitstop: 6F
  • Hitstun on CH: 16F
H 25×3 3.84×3 10×3 6×3 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 22×2 2.64×2 10×2 7×2 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%

Specials

Name 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
236P/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[ with Shadow summoned
24×2 - / 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[ with 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[ with 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[ with 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
j.41236S
40,25 2.00 / 6.00×2 14×2 6×2 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)
*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.

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Drill Special
22D
34×3 -25% 0 7×3 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

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Amorphous
632146H
82×2 -50% 10×2 7×2 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
j.236236S
70×2 -50% 10×2 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

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Black in Mind
In IK Mode 236236H
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

Gatling Table

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D j, sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D sp
6P - - c.S, f.S, 2S 5H, 2H - sp
5K - - c.S, f.S, 2S 5H, 2H 5D j, sp
2K - - f.S 2H - sp
6K - - - - - sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D j, sp
f.S - - 2S 5H, 2H 5D, 2D sp
2S - - - 5H, 2H 5D sp
5H - - - - 5D sp
2H - - - - 2D sp
6H - - - - - sp
5D - - - - - homing jump
2D - - - - - sp
j.P j.P j.K j.S j.H j.D sp
j.K j.P - j.S j.H - j, sp
j.S - - - j.H - sp
j.H - - - - j.D sp
j.D - - - - - sp