GGACR/Eddie

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< GGACR
Revision as of 11:06, 6 December 2019 by 213.194.179.131 (talk)
Eddie
GGAC Eddie Portrait.png
Movement Options
Double Jump, 1 Air Dash, Flight, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

Dead men tell no tales. The Forbidden Beast latches to its dead host as it struggles to survive.

The shadow, Eddie, 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 -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Unique Mechanics


The Eddie Gauge

The shadow, Little Eddie, can only be used while the gauge is not depleted. Every shadow attack will drain some of this bar.

Controlling Little Eddie with Negative Edge

Little Eddie, attacks only when corresponding buttons are released, not pressed.

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 "Weiss" summon, which gives the shadow a moveset closer to Eddie's XX and #R iteration, which also builds guard bar on block.

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.

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/VfouOVyyhiM

}}



Move List

Normal Moves

5P
GGAC Eddie 5P.png
Jab with the range of an Slash. Bueno.
GGXXACPR Eddie 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Mid 6 4 7 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSJR 9 10 10 11
GGAC Eddie 5P.png
GGXXACPR Eddie 5P-Hitbox.png


  • Situational Anti-Air.
  • Can be used to set up tick-command grabs.
  • Whiffs on some smaller crouching characters.
  • Slower than 2A so not a super commonly used normal.

Gatling Options: 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

5K
GGAC Eddie 5K.png
The Barcelona Ankle Destroyer
GGXXACPR Eddie 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 8 3 9 -2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% SJR 9 10 10 11
GGAC Eddie 5K.png
GGXXACPR Eddie 5K-Hitbox.png


  • Standing low, go-to low starter in pressure
  • Great for ticking into Damned Fang (623S)

Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D

c.S
GGAC Eddie cS.png
Eat, Sleep, Blockstring, Repeat.
GGXXACPR Eddie cS-1-Hitbox.png

Frames 9-10

GGXXACPR Eddie cS-2-Hitbox.png

Frames 11-13

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 9 5 9 0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Eddie cS.png
GGXXACPR Eddie cS-1-Hitbox.pngGGXXACPR Eddie cS-2-Hitbox.png
Frames 9-10 • Frames 11-13


  • Primarily blockstring/combo filler
  • Very situational AA

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

f.S
GGAC Eddie fS.png
El Mordisquito
GGXXACPR Eddie fS-1-Hitbox.png

1st Hit (Frames 6-8)

GGXXACPR Eddie fS-2-Hitbox.png

2nd Hit (Frames 9-10)

GGXXACPR Eddie fS-3-Hitbox.png

2nd Hit (Frames 11-13)

GGXXACPR Eddie fS-4-Hitbox.png

3rd Hit (Frames 14-16)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 Mid 6 3,5,3 20 -9 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×3 SR 13 14 14 6
GGAC Eddie fS.png
GGXXACPR Eddie fS-1-Hitbox.pngGGXXACPR Eddie fS-2-Hitbox.pngGGXXACPR Eddie fS-3-Hitbox.pngGGXXACPR Eddie fS-4-Hitbox.png
1st hit (Frames 6-8) • 2nd hit (Frames 9-10) • 2nd hit (Frames 11-13) • 3rd hit (Frames 14-16)
•Hitstun on CH is 16F


  • Decent ranged poke
  • Stuff>Far 5S>2S is a useful in blockstring to push opponent into far drill range

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H
GGAC Eddie 5H.png
Olé, Gato, Olé
GGXXACPR Eddie 5H-1-Hitbox.png

1st Hit (Frames 13-14)

GGXXACPR Eddie 5H-2-Hitbox.png

2nd Hit (Frames 15-17)

GGXXACPR Eddie 5H-3-Hitbox.png

2nd Hit (Frames 18-20)

GGXXACPR Eddie 5H-4-Hitbox.png

3rd Hit (Frames 21-23)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×3 Mid 13 2,6,3 15 +1 5 10×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×3 SR 18 19 18 7
GGAC Eddie 5H.png
GGXXACPR Eddie 5H-1-Hitbox.pngGGXXACPR Eddie 5H-2-Hitbox.pngGGXXACPR Eddie 5H-3-Hitbox.pngGGXXACPR Eddie 5H-4-Hitbox.png
1st hit (Frames 13-14) • 2nd hit (Frames 15-17) • 2nd hit (Frames 18-20) • 3rd hit (Frames 21-23)
•Cannot special cancel on 3rd hit
•Staggers on ground CH (max 35F)


  • Primarily combo/blockstring filler
  • Only first and second hits are special cancelable
  • 5HS xx Mawaru is a decent way to start pressure but can be escaped.

Gatling Options: 5D

6P
GGAC Eddie 6P.png
Inquisition's favorite weapon.
GGXXACPR Eddie 6P-1-Hitbox.png

1st Hit (Frames 13-16)

GGXXACPR Eddie 6P-2-Hitbox.png

2nd Hit (Frames 17-20)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×2 Mid 13 4,4 12 -2 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~16F Upper Body SJR 13 14 14 13
GGAC Eddie 6P.png
GGXXACPR Eddie 6P-1-Hitbox.pngGGXXACPR Eddie 6P-2-Hitbox.png
1st hit (Frames 13-16) • 2nd hit (Frames 17-20)


  • Go to AA when opponent is at IAD height
  • Good upper body invul
  • Upper body allows it to be a good pressure starter against DP characters since invul will cause DP to whiff
6K
GGAC Eddie 6K.png
A classic reserved for true infidels, La Guillotina
GGXXACPR Eddie 6K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High 18 5 18 -9 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 75% SR 13 Crouch 15 14 13
GGAC Eddie 6K.png
GGXXACPR Eddie 6K-Hitbox.png


  • Standing overhead, go-to overhead starter
  • Special cancelable on block/hit
6H
GGAC Eddie 6H.png
¡VIVA!
GGXXACPR Eddie 6H-1-Hitbox.png

Frames 13-15

GGXXACPR Eddie 6H-2-Hitbox.png

Frames 16-18

GGXXACPR Eddie 6H-3-Hitbox.png

Frames 19-21

GGXXACPR Eddie 6H-4-Hitbox.png

Frames 22-24

GGXXACPR Eddie 6H-5-Hitbox.png

Frames 25-27

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 13 15 20 -16 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.76 SR 18 Launch 28 15
GGAC Eddie 6H.png
GGXXACPR Eddie 6H-1-Hitbox.pngGGXXACPR Eddie 6H-2-Hitbox.pngGGXXACPR Eddie 6H-3-Hitbox.pngGGXXACPR Eddie 6H-4-Hitbox.pngGGXXACPR Eddie 6H-5-Hitbox.png
Frames 13-15 • Frames 16-18 • Frames 19-21 • Frames 22-24 • Frames 25-27
•Can special cancel from 28F onwards


  • Very large normal, useful as an AA when opponent is in upper-corner of screen
  • Slow startup and bad hit box mean it must be use quite preemptively
  • Special cancable in the late frames, so canceling into drunkard shade can help make it more safe on block
5D
GGAC Eddie 5D.png
Mother used the same technique to splash grapes in La Viñeda.
GGXXACPR Eddie 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High 26 3 24 -13 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~End Feet R 13 Launch 48 14 13
GGAC Eddie 5D.png
GGXXACPR Eddie 5D-Hitbox.png


  • Slower than 6K but can be a decent reset tool
  • Confirms into large damage in the corner when little Eddie is out
2P
GGAC Eddie 2P.png
Faster Jab with Slash Range. ¡Buenísimo!
GGXXACPR Eddie 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 4 8 -2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Eddie 2P.png
Faster jab with Slash range
GGXXACPR Eddie 2P-Hitbox.png


  • Eddie's fastest normal, decent hitbox, go-to close range poke

Gatling Options: 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

2K
GGAC Eddie 2K.png
Maradona has nothing on my foot work.
GGXXACPR Eddie 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 7 2 12 0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SR 13 14 14 13
GGACR Eddie 2K.png
GGXXACPR Eddie 2K-Hitbox.png


  • No hurtbox where leg is underground allows it to be used pretty creatively
  • VERY situational AA when opponent is very close to the ground
  • On CH It combos into 22S.

Gatling Options: f.S, 2H, 6H

2S
GGAC Eddie 2S.png
Slash with the range of 6H. My pokes are all XL Size.
GGXXACPR Eddie 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 9 4 16 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Eddie 2S.png
GGXXACPR Eddie 2S-Hitbox.png


  • Good mid-range poke, decent speed and range
  • Combos into both drills on counter hit, but since 2K is faster but only combos into 22S on CH, reserve 2S to combo into 22H.
  • Provides decent opportunity to summon on block, but not true string

Gatling Options: 5H, 2H, 5D

2H
GGAC Eddie 2H.png
Se la llevó, el Tiburón.
GGXXACPR Eddie 2H-1-Hitbox.png

Frames 11-12

GGXXACPR Eddie 2H-2-Hitbox.png

Frames 13-14

GGXXACPR Eddie 2H-3-Hitbox.png

Frames 15-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 11 6 19 -6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 Launch 26 15
GGAC Eddie 2H.png
GGXXACPR Eddie 2H-1-Hitbox.pngGGXXACPR Eddie 2H-2-Hitbox.pngGGXXACPR Eddie 2H-3-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16


  • Ideal AA for when opponent approaches from high above you
  • Counter hit grants hard knockdown
  • Hitbox extends surprisingly far forward and down, allowing it to be used in conjunction with nobiru in the corner for pressure

Gatling Options: 2D

2D
GGAC Eddie 2D.png
The true Barcelona ankle destroyer.
GGXXACPR Eddie 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Low 9 6 15 -7 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Down 14 13
GGAC Eddie 2D.png
GGXXACPR Eddie 2D-Hitbox.png


  • Best way to end combos when little eddie is unsummoned as it grants hard knockdown
  • Special cancleable on block/hit, so plenty of time to summon eddie and start oki
  • Jump cancelable so the mixup between a low with 2D>22S and 2D>JCj.k exists.
j.P
GGAC Eddie jP.png
I swear, not all my Jabs are like this, Mi amor.
GGXXACPR Eddie jP-1-Hitbox.png

Frames 5-6

GGXXACPR Eddie jP-2-Hitbox.png

Frames 7-8

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 High/Air 5 4 16 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSR 9 10 10 11
GGAC Eddie jP.png
GGXXACPR Eddie jP-1-Hitbox.pngGGXXACPR Eddie jP-2-Hitbox.png
Frames 5-7 • Frame 8


  • His Fastest air normal
  • Mainly used for safe Air-to-Air and as part of the j.k>j.p>j.k IAD gatling.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K
GGAC Eddie jK.png
The Goalkeeper won't see it coming.
GGXXACPR Eddie jK-1-Hitbox.png

Frames 6-8

GGXXACPR Eddie jK-2-Hitbox.png

Frames 9-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 6 6 8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SJR 13 14 14 13
GGAC Eddie jK.png
GGXXACPR Eddie jK-1-Hitbox.pngGGXXACPR Eddie jK-2-Hitbox.png
Frames 6-8 • Frames 9-11


  • Your main Air-To Ground normal.
  • After an IAD a gatling with j.k>j.p>j.k allows you to confirm his BnB combo ending in an Eddie Summon
  • Also used to Fuzzy Guard the opponent

Gatling Options: j.P, j.S, j.H

j.S
GGAC Eddie jS.png
Hey, I didn't *technically* use the hands, referee!
GGXXACPR Eddie jS-1-Hitbox.png

Frames 7-10

GGXXACPR Eddie jS-2-Hitbox.png

Frames 11-14

GGXXACPR Eddie jS-3-Hitbox.png

Frames 15-18

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High/Air 7 12 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 13 14 14 13
GGAC Eddie jS.png
GGXXACPR Eddie jS-1-Hitbox.pngGGXXACPR Eddie jS-2-Hitbox.pngGGXXACPR Eddie jS-3-Hitbox.png
Frames 7-9 • Frames 10-12 • Frames 13-18


  • Useful for the Ambiguous Cross-up hitbox it has
  • Active for God knows so long. Use this to prevent approaches while you are in flight or when low to the ground.
  • J.s>j.h>2D is a very solid confirm that leaves Eddie at another mix-up scenario either JCing the 2D or Special Cancel lt into 22S.

Gatling Options: j.H

j.H
GGAC Eddie jH.png
Ah, the Andalusian Dragon. Truly a magnificent species.
GGXXACPR Eddie jH-1-Hitbox.png

Frames 11-13

GGXXACPR Eddie jH-2-Hitbox.png

Frames 14-16 Frames

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 High/Air 11 6 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Eddie jH.png
GGXXACPR Eddie jH-1-Hitbox.pngGGXXACPR Eddie jH-2-Hitbox.png
Frames 11-12 • Frames 13-16


  • It goes in a 45° arc downwards, making it better than j.k if Eddie isn't as close to the ground.

Gatling Options: j.D

j.D
GGAC Eddie jD.png
Hunting has always been a sport Spain has been proud of, to the point their warriors bring their prizes into battle.
GGXXACPR Eddie jD-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 11 4 19+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 30 13
GGAC Eddie jD.png
GGXXACPR Eddie jD-Hitbox.png
•Blows back opponent on hit


  • One of, if not the best Air-to-Air in the game. Far Reaching hitbox and sends the opponent to the other side of the screen, allowing for an Eddie Summon


Universal Mechanics

Ground Throw
GGAC Eddie throw.png
Ok, I did use my hands there.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 49 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Eddie throw.png


Overall not used as much in tick throws as Damned Fang but if you are on the corner, you get a great Vice Shadow set-up, so keep that in mind. Of course, this is also a great get-off-me option if you predict a gap on your opponent's pressure thanks to the 0f startup, and Eddie really needs to use all the defensive tools he can.

Air Throw
GGAC Eddie airThrow.png
Believe me, I've done way more disgusting things.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Eddie airThrow.png


  • It puts them at midscreen distance from you, so you can't actually continue offense as much as Ground Throw, but it let's you do an Eddie summon safely to help you on neutral.
Dead Angle Attack
GGAC Eddie 2H.png
Thank God, El Tiburón se la llevó.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 13 9 18 -13 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~21F All
22~36F Throw
R 13 Launch 20 13
GGAC Eddie 2H.png
GGXXACPR Eddie 2H-1-Hitbox.pngGGXXACPR Eddie 2H-2-Hitbox.pngGGXXACPR Eddie 2H-3-Hitbox.png
Frames 13-15 • Frames 16-18 • Frames 19-21


  • A somewhat poor DAA. Not that much range and pretty slow, but useful to keep in mind during the opponent's pressure.


Specials

Invite Hell
22S/H
GGAC Eddie 22S.png
I invited you to El Infierno, A.K.A Mix-up city.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


22S
S Invite Hell
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Low/Air 18 48 Total 42 +2 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 13 Down 14 13
GGAC Eddie 22S.png
GGACR Eddie 22S Hitbox.png
•Eddie is in CH state from 1~26F
•See note ※1
H


22H
H Invite Hell
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Low/Air 18 36 Total 42 +2 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 F 13 Down 14 13 12~13F
GGAC Eddie 22S.png
GGACR Eddie 22S Hitbox.png
•Eddie is in CH state from 1~26F
•See note ※1
  • Eddie's most important special. Allows for an Eddie Summon both on hit, good Okizeme tool when you want to stall time, as well as giving you screen control. Whenever you don't have Little Eddie out yet, everything you do will be done to make them block/get hit by this.
  • 22H has an FRC point during 12~13f that when mastered increases Eddie's pressure considerably, set ups unblockeables after Damned Fang (623S) as well as whiffing it more safe.
Break the Law
214[K]
GGAC Eddie 214K.png
Breaking the Law? It wasn't even a foul play!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214[K]
Break the Law
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 26~167
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5~6F Upper Body
7~9F Above Knees
1~9F Throw
GGAC Eddie 214K.png
•Eddie 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


  • Eddie takes a Dive Down, making him invincible during it while being able to move.
  • You can do Shadow Gallery as an Anti Air if you think they won't be blocking or jump or revert to normal if you think they will be blocking so you can score a command grab
Shadow Gallery
j.41236S or 41236S during Break the Law
GGAC Eddie 41236S.png
Why do I carry so many sharks with me?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal
j.41236S


j.41236S
Shadow Gallery
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40, 25 Mid 7 after appearing 6(12)3 24+7 after landing -17 4 14×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/6.00×2 After reappear: 1~12F Above Feet RF 16 Launch, Down 60, 20 14 19~21F after reappearing
GGAC Eddie 41236S.png
GGACR Eddie 41236S Hitbox 1.pngGGACR Eddie 41236S Hitbox 2.png
1st hit • 2nd hit
•Eddie is grounded when he reappears from the ground for 7F, then is airborne again
•Frame Adv if only the 1st hit is blocked is -31
•Fastest possible TK Shadow Gallery has startup 15F
Followup
BtL -> 41236S


214[K] > 41236S
Followup Shadow Gallery
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 10 for BtL+20 3 22+5 Landing -13 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/6.00 1~2F Low Profile
3~8F Above Feet
R 16 Launch 60 + Slide 30 14
GGACR Eddie 214K41236S Hitbox.png
Followup Shadow Gallery
  • Jumping version of Shadow Gallery is nigh unusable. Too slow for an Anti Air or Air to Air and other jumping buttons like j.d do a much better job at it. TK Shadow Gallery could be used as a hard knockdown set-up or to combat 6Ps, but be ready to RC it.
  • BtL>SG is best used for loops in the corner and to setup midscreen unblockeables, like Mawaru>5H(1)>22S>Mawaru>BtL>SG, which does extreme amounts of damage.
Shadow Summon
236 P/K/S/H or 214H
GGAC Eddie Summon.png
My one true Amigo, Pequeño Eduardo.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • To control the shadow, use either 7,4 and 1 to move it to the left and and 9,6 and 3 to move it to the right.
  • Eddie's Main Tool and the thing you are trying to set up 100% of the time you don't already have it out.
  • Normal is best used in neutral and midscreen
  • Vice Shadow (214H) is best used in the corner.
  • Good moves to set it up are both drills, Damned Fang and j.D
  • Eddie's shadow will take a hit if they are both in the same hitbox. Put Eddie's shadow right next to their wake-up and you'll seal a lot of reversals.
Traversing Attack
Release P with Normal Shadow
GGAC Eddie LilEddieP.png
¡ARRÉ!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]P[
Small Attack
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 10 3 12 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Shadow: 1~9F 11 12 12 6
GGAC Eddie LilEddieP.png
GGACR Eddie ShadowP Hitbox.png
•Costs 1200 points (15%)


  • The fastest move the Shadow has.
  • It's invincible during active frames
  • Mainly used to start pressure from far away with ]P[>22S>]K[
  • Also Useful in the Dizzy MU since it can also kill her familiar.
Small Attack
Release K with Normal Shadow
GGAC Eddie LilEddieK.png
¡GIRA!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]K[
Traversing Attack
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×2 All 13 1(14)3 31 3, 4 0 7, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 Shadow: 31~50F 13, 16 14, 17 19, 23 6, 7
GGAC Eddie LilEddieK.png
GGACR Eddie ShadowK Hitbox 1.pngGGACR Eddie ShadowK Hitbox 2.png
1st hit • 2nd hit
•Pulls in opponent on hit or block
•Costs 1920 points (24%)


  • Mawaru! Eddie's shadow most important pressure tool. It vacuums them back to Eddie and allows him to continue his pressure game.
Anti-Air Attack
Release S with Normal Shadow
GGAC Eddie LilEddieS.png
¡ARRIBA!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]S[
Anti-Air Attack
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 11 8 23 3 0 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Shadow: 26~32F 13 Launch 30 + WBounce 13
GGAC Eddie LilEddieS.png
GGACR Eddie ShadowS Hitbox 1.pngGGACR Eddie ShadowS Hitbox 2.pngGGACR Eddie ShadowS Hitbox 3.png
Frames 11-12 • Frames 13-14 • Frames 15-18
•Costs 1440 points (18%)


  • Nobiru! Extremely useful anti air and allows for painful juggle and 5D combos in the corner
  • CH Nobiru wall bounces the opponent allowing Eddie to do Nobiru loops and confirm his Overdrives.
Shadow Hole
Release H with Normal Shadow
GGAC Eddie LilEddieH.png
Normal
GGAC Eddie LilEddieH-2.png
Capture
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]H[
Shadow Hole
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 30 214 23 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 Forced 80% Shadow: 12~End 11 175 Stand 6
GGAC Eddie LilEddieH.pngGGAC Eddie LilEddieH-2.png
Normal • Capture
GGACR Eddie ShadowH Hitbox.png
Don't worry its proximity based
•Shadow Gauge starts recovering from 2F
•Dizzy modifier x0
•Removes OTG state on hit
•Traps opponent in place for 175F, hits that launch opponent will end the trap effect
•Crouching state opponents will be trapped in crouch state, otherwise they will be trapped in standing state
•Hitbox activation is proximity based, dependant on both vertical and horizontal distance
•Costs 8000 points (100%)


  • The infamous Puddle. Most shadow combos end on this. It traps the opponent, granting Eddie some nice guaranteed damage if they don't have Burst
  • If they do have Burst and you think they are going to use It, walk back, let them whiff It and do 5P>j.khd
Overhead Attack
Release D with Normal Shadow
GGAC Eddie LilEddieD.png
Nice shot! That is going straight into the net!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]D[
Overhead Attack
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 28 28 Total 37 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 80% Shadow: 1~3F, 28~36F 18 19 18 7
GGAC Eddie LilEddieD.png
GGACR Eddie ShadowD Hitbox.png
•Projectile guaranteed on 14F
•Costs 4960 points (62%)


  • Used to setup unblockeables on Okizeme, mainly in conjunction with Drill Special.
Traversing
214P with Normal Shadow
GGACR Eddie Teleport.png
True Amigos will put themselves in the other's skin, literally.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • To be completely honest with you, you will never really use it. You could maybe avoid command grabs while being close to the opponent, which does help against Potemkins with godlike Slashback/IB skills that are trying to grab you out of the Mawaru loop.
Traversing Attack Vice
Release P with Vice Shadow
GGAC Eddie LilEddieWeissP.png
¡AVANZA!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]P[ Vice
Small Attack Vice
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 7 2 16 2 3 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 11 12 12 6
GGAC Eddie LilEddieWeissP.png
Poke their shins!
GGACR Eddie ViceP Hitbox.png
•Costs 960 points (12%)


  • Also the fastest move this Shadow has, but even more so. Has less range so its only use is in mid to close range. Great for frame traps and tick throws.
Small Attack Vice
Release K with Vice Shadow
GGAC Eddie LilEddieWeissK.png
¡COMO UN TROMPO!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]K[ Vice
Traversing Attack Vice
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16×4 All 14 29 25 3 6×4 8×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20×4 13 14 14 6
GGAC Eddie LilEddieWeissK.png
GGACR Eddie ViceK Hitbox 1.pngGGACR Eddie ViceK Hitbox 2.pngGGACR Eddie ViceK Hitbox 3.pngGGACR Eddie ViceK Hitbox 4.png
• • • Changes every 2 frames
•Costs 2400 points (30%)


  • OG Mawaru! This is the main reason you want to use Vice Shadow over the normal one. It cranks up the guard bar like crazy and puts them in blockstun for a very long time, allowing for mix-ups best suited in the corner.
Anti-Air Attack Vice
Release S with Vice Shadow
GGAC Eddie LilEddieWeissS.png
¡ESTIRA!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]S[ Vice
Anti-Air Attack Vice
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 9 12 31 4 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 16 Launch 28 16 14
GGAC Eddie LilEddieWeissS.png
GGACR Eddie ViceS Hitbox 1.pngGGACR Eddie ViceS Hitbox 2.pngGGACR Eddie ViceS Hitbox 3.png
Frames 9-10 • Frames 11-12 • Frames 13-20
•Costs 1600 points (20%)


  • Nobiru Again! Since it goes straight up, it's less useful as a pure Anti Air, but it makes up for it by being easier to combo from than Normal Summon's Nobiru in the corner (although you still lose on damage)
Drill Special Vice
Release H with Vice Shadow
GGAC Eddie LilEddieWeissH.png
The worst kind of death is the one you can see coming.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]H[ Vice
Drill Special Vice
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34×3 Low/Air×2, All 147 36 Total 139 3 8×2, 10 10×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Shadow: 13~End 13 Launch 29 13
GGAC Eddie LilEddieWeissH.png
GGACR Eddie ViceH Hitbox.png
Same as 22D
•Costs 8000 points (100%)


  • Use this as you get the knockdown when the shadow is about to disappear to setup unblockeables with 6K or IAD j.k
Overhead Attack Vice
Release D with Vice Shadow
GGAC Eddie LilEddieWeissD.png
A Dolphin for a change, although this one is way more furious than any other Shark.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
]D[ Vice
Overhead Attack Vice
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 High/Air 19 16 22 2 3 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 70% 11 12 40 6
GGAC Eddie LilEddieWeissD.png
Godlike in the corner, check positioning while midscreen
GGACR Eddie ViceD Hitbox 1.pngGGACR Eddie ViceD Hitbox 2.pngGGACR Eddie ViceD Hitbox 3.png
Frames 19-21 • Frames 22-24 • Frames 25-34
•Slams down opponent on hit
•Costs 2400 points (30%)


  • Exact same uses as its counterpart, although this one does it better than the default ]D[ since it is faster as well as doing a ground slam if it connects mid air.
Drunkard Shade
214S
GGAC Eddie 214S.png
Nice one, Portero!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214S
Drunkard Shade
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 9 10 10 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/9.00 1~18F Throw
3~18F Reflect
RF 13 14 14 13 9~10F
GGAC Eddie 214S.png
GGACR Eddie 214S Hitbox 1.pngGGACR Eddie 214S Hitbox 2.pngGGACR Eddie 214S Hitbox 3.pngGGACR Eddie 214S Hitbox 4.pngGGACR Eddie 214S Hitbox 5.png
Frames 9-10 • Frames 11-12 • Frames 13-14 • Frames 15-16 • Frames 17-18
•Wallbounces on CH (untechable for 80F)


  • Reflects projectiles thrown at Eddie
  • A lot of his slow moves can cancel into Drunkard Shade, allowing him to continue combos and make them somewhat safe in the case of 6H.
  • Throw invincible at the start. Great against characters with a command grab like Potemkin, Slayer or another Eddie.
Damned Fang
623S
GGAC Eddie 623S.png
My embrace will leave you speechless, hermosa.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623S
Damned Fang
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
77 70 pixels 6 1 18 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/10.50 Forced 50% F Down 123~125F on hit7~9F after opponent gets stabbed
GGAC Eddie 623S.png
"Mysterious bubbles can capture so much."
•Eddie is in CH state during move
•FRC restores jump options
•Cannot be canceled into


  • If the insane high-low mixup he has wasn't enough, he also has access to a fairly fast Command Grab. Use the aforementioned mix-up as well as tick throws with this in Tandem and your pressure will reach ridiculous levels.
  • If normal shadow is out, you can use Damned Fang, move the Shadow so it's placed away from the opponent, do ]H[, and then make them land in the puddle or set up and unblockeable with Vice's ]H[.
Flight
7/8/9 while airborne
GGAC Eddie Flight.png
Personalmente, Yo prefiero el aire.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.8
Flight
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 91
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Eddie Flight.png
•Can control flight path with directional input
•Cannot air normal block, but can air FD


  • Eddie's flight is one of his main features. Gives him some breathing room to try to escape zoners like Justice or Zappa as well as giving him one of the best ambiguous cross up situations in the game.


Force Breaks

Drill Special
22D
GGAC Eddie 22D.png
NO ONE CAN ESCAPE FROM THE MIX-UP INQUISITION!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
22D
Drill Special
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34×3 Low/Air, All×2 20 36 Total 62 +8 3 0 10×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 13 Launch 29 13 22~23F
GGAC Eddie 22D.png
GGACR Eddie 22D Hitbox.png
•Eddie is in CH state from 1~31F
•Guaranteed to activate on 10F
•Is a projectile


  • It covers the point between 22S and 22H
  • Uses are confirming an Eddie Summon as well as setting up unblockeables with both Shadows' ]D[.
Exhaustion
236D
GGAC Eddie 236D.png
Interrupt a man's siesta and you will pay the consequences.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Creates a new gauge that will run out before the normal Eddie Gauge
  • Mainly used during both Shadow's ]K[, allowing him to Continue his mad offense


Overdrives

Amorphous
632146H
GGAC Eddie 632146H.png
SERIOUSLY, WHY DID I BRING SO MANY SHARKS WITH ME?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Amorphous
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
82×2 Mid 8+8 6,3 28 -17 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~17F All
18~29F Throw
13 Launch 28 14, 25 0
GGAC Eddie 632146H.png
Everyone will forget it's air unblockable
GGACR Eddie 632146H Hitbox 1.pngGGACR Eddie 632146H Hitbox 2.pngGGACR Eddie 632146H Hitbox 3.png
1st hit (Frames 16-18) • 1st hit (Frames 19-21) • 2nd hit (Frames 22-24)
•Eddie is in CH state from 1~29F
•Chip Damage x2
•Disappears if Eddie is hit
•Destroys other projectiles


  • Fastest long reaching Anti Air Eddie has. Good for catching mid range IADs
  • Invincible during the first frames, so using this sparingly during your Wake-up will make them respect it a lot more.
Executor-X
j.236236S
GGAC Eddie j236236S.png
Fencing was invented in Spain, you know?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236236S
Executor-X
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50, 100 All 4+7 Until other side of screen 37 after appearing 3 10 3, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3~17F Strike
Recovery: 1~10F Above Knees
Recovery: 11~22F Upper Body
R 13 Launch 90, Down 0
GGAC Eddie j236236S.png
GGACR Eddie j236236S Hitbox 1.pngGGACR Eddie j236236S Hitbox 2.png
1st hit • 2nd hit
•2nd hit only happens if 1st hit lands
•2nd hit slams down opponent on hit
•Eddie is in CH state during move, except airborne recovery
•Eddie reappears from the floor during recovery


  • Could be used as an Anti Air of you are a psychic, but it's best used as a combo ender for his aerial strings.
  • Leaves Eddie right next to the opponent while they are in the corner so It is is the perfect oportunity to use Vice Shadow.


Instant Kill

Black in Mind
in IK Mode: 236236H
GGAC Eddie IK.png
¡DULCINEAAAAAAAA!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • Like all IKs, best reserved when you get them Dizzied or when you are fighting A.B.A

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


To edit frame data, edit values in GGACR/Eddie/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.