Eddie, the shadow of the former head of the Assassin's Guild - Zato-1 - is an archetype-defining puppet character with a myriad of overwhelming offensive pressure. Eddie has unblockables, pressure for days, flight, and plenty of dual attacking options to deal with opponent's defensive options. Letting Eddie get the initiative is suicide and all of the pressure is placed on the opponent once Eddie gets in and runs his game.
On the flip side, Eddie is horribly weak defensively. When his shadow gauge is emptied, he must often run away, or contend with his overall subpar normals. He has the worst guts in the game with a bad defense modifier, a poor backdash, slower buttons, and no meterless reversal. His Dead Angle is barely passable and his reversal super is downright awful. Eddie is a character who wants to get in and stay on the absolute offensive, giving the opponent zero chance to breathe.
Eddie is an archetype-defining puppet character with a myriad of overwhelming offensive pressure.
- Best Mix-Up and Blockstring pressure in the cast: Suffocating offensive game with pressure and strong mix-up, that can be looped again with Exhaustion
- Excellent Setplay that loops into itself: Best Okizeme in the game with many reversal safe setups
- Strong, low committal zoning options with shadow: Between you and the shadow you can cover a huge variety of spacings and timings without putting yourself at much risk.
- Has a lot of checkmate scenarios: Practical unblockables with meter.
- High reward for everything he does: Decent damage both out of hits and his command throw and good meter build.
- Great movement with many options: A lot of unique tools such as flight, a unique controllable airdash, Break The Law and swapping places with shadow. You can mix up your approaches a lot and cover yourself with the shadow to prevent anti-airs
- With shadow out, he always has a presence wherever he is: Long Range Lows and Anti Airs, Good mid-range pokes and high reward when up close, Eddie doesn't really have a position he doesn't want to be in with shadow.
- The worst defensive tool-kit in the game: Below average health and defense stats. Few (and bad) reversal options, including Dead Angle. Poor abare and punish options often not allowing for anything significant if they're not in the ideal range.
- Has to constantly avoid coming into contact with any hitboxes: getting hit or blocking unsummons the shadow
- Has one of the highest skill floors in the game: A very unique controlscheme requires you to frontload a lot of your gameplay with training mode to get used to it, neutral game requires a lot of knowledge and being able to fully control both characters
- Extremely easy to combo: Large, easy to hit hurtbox and stands taller than most characters.
- Flight has its drawbacks It is more difficult to move out of the range of air throws than with a normal double jump and you cannot block during flight.
- Needs to have shadow out to have a real presence: Without Shadow ready, Eddie is sorely limited
- Can be difficult to lock someone down: Shadow's limited movement speed can make it difficult to stop people from moving around. Also getting crossed up can leave you both unprotected.
The shadow, Little Eddie, can only be used while the gauge is not depleted. Every shadow attack will drain some of this bar.
Little Eddie attacks only when corresponding buttons are released
With proper meter management and execution, Eddie is capable of attacking alongside the shadow for devastating simultaneous attacks. This gives Eddie his extensive offensive pressure game and allows tandem attacks to prevent escapes and multiple mixup opportunities per blockstring, with varying levels of punishment depending on how much meter is left. He can also spend 25% meter to extend his gauge further, and exclusive to +R, he can also perform a "Vice" summon, which gives the shadow a moveset closer to Eddie's XX and #R iteration, which is generally much stronger in the corner.
If it is emptied however, Eddie loses access to this shadow for several seconds, and cannot summon, leaving him susceptible to being stuck in a very bad defensive position. Proper control of this gauge is key.