GGACR/Eddie

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< GGACR
Revision as of 18:25, 24 April 2020 by DQRF (talk | contribs) (Reverted edits by Shtkn (talk) to last revision by 213.194.148.58)
GGACR Eddie Nameplate.png
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

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  Eddie is an archetype-defining puppet character with a myriad of overwhelming offensive pressure.

Pros
Cons
  • Suffocating offensive game with pressure and strong mixup
  • Best Okizeme in the game with many reversal safe setups
  • Shadow can take a hit for Eddie
  • Can extend Shadow pressure far beyond the normal limit with Exhaustion
  • Practical unblockables with meter
  • Decent damage both out of hits and his command throw
  • Several intangibles such as Flight, Drunkard shade, and Break The Law
  • Below average health and defense stats
  • Horrid reversal options, including Dead Angle
  • Demands high execution to use effectively
  • Large, easy to combo hurtbox
  • Slow buttons with overall poor hurtboxes
  • Without Shadow ready, Eddie is sorely limited

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" (or depending on who you ask, "Vice") 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

}}



Normal Moves

Ground Normals

5P
GGAC Eddie 5P.png
Jab with the range of a Slash.
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
  • Situational Anti-Air. Same follow up Combo as 6P
  • Can be used to set up tick-command grabs.
  • Whiffs on some smaller crouching characters.
  • Slower than 2P.

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

Additional Frame Data Intial Prorate: 90%

5K
GGAC Eddie 5K.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
  • Standing low, go-to low starter in pressure
  • Great for ticking into Damned Fang (623S
  • Very high protate. The moment you open someone up during a Mawaru loop with this move, don't try to look cool and end the loop there. You are just helping them build Burst.

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

Additional Frame Data Initial Prorate: 70%

c.S
GGAC Eddie cS.png
Eat, Sleep, Blockstring, Repeat.
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
  • Primarily blockstring/combo filler
  • Very situational AA

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

f.S
GGAC Eddie fS.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
  • Decent ranged poke
  • Stuff>f.S>2S is a useful in blockstring to push opponent into 22H range

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

Additional Frame Data 6f Histop. 16f CH Hitstun

5H
GGAC Eddie 5H.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
  • Primarily combo/blockstring filler
  • Only first and second hits are special cancelable
  • 5H xx 236K is a decent way to start pressure but can be escaped.
  • Staggers on CH. This is only used for one thing, RCing into Damned Fang to close a round.

Gatling Options: 5D

Additional Frame Data Staggers on CH (Max 41f). Hitstop 7f.

6P
GGAC Eddie 6P.png
Inquisition's favorite weapon.
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
  • 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

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

Additional Frame Data Upper body invincible 1~16f. Initial Prorate: 90%.

6K
GGAC Eddie 6K.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
  • Standing overhead, go-to overhead starter
  • Special cancelable on block/hit
  • Forces crouch on hit
  • Although it has a less severe initial prorate than 5K and the route for overhead Mawaru loop deals more damage and reduces the RISC gauge less, rule of thumb is to end it early.
  • Sometimes your shadow will get killed but your 6K will make it through. It will usually end up being a CH. You can cancel into drill on reaction or gatling into 6H if they are low on health.

Gatling Options: 6H

Additional Frame Data Initial prorate 75%. Forces standing opponent into crouching state on hit

6H
GGAC Eddie 6H.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
  • 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 (214S) can help make it more safe on block
  • On CH, you are allowed to go wild. It's one of the few chances Eddie has to confirm his Overdrives.

Additional Frame Data Floats opponent on hit (Untechable for 28F) Can not special cancel after ???.

5D
GGAC Eddie 5D.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
  • Slower than 6K but can be a decent reset tool
  • Confirms into large damage in the corner when little Eddie is out

Additional Frame Data Feet invincible during move.

2P
GGAC Eddie 2P.png
Faster Jab with Slash Range.
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
  • Eddie's fastest normal, decent hitbox, go-to close range poke
  • Gatlings into 2D, making it a very crucial part of Shadowless Eddie's gameplan.

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

Additional Frame Data Initial Prorate: 80%.

2K
GGAC Eddie 2K.png
Maradona has nothing on my foot work.
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
  • 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. On certain crouching characters and at max range, it also combos into 22H

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

Additional Frame Data Initial Prorate: 90%.

2S
GGAC Eddie 2S.png
Slash with the range of 6H. My pokes are all XL Size.
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
  • 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
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
  • 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

Additional Frame Data Floats opponent on hit (untechable for 26F)

2D
GGAC Eddie 2D.png
The true Barcelona ankle destroyer.
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
  • 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.

Air Normals

j.P
GGAC Eddie jP.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
  • 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

Additional Frame Data Initial Prorate: 90%

j.K
GGAC Eddie jK.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
  • 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

Additional Frame Data Initial Prorate: 90%

j.S
GGAC Eddie jS.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
  • 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

Additional Frame Data Initial Prorate: 80%

j.H
GGAC Eddie jH.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
  • Primarily used as air combo fodder.
  • 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
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
  • 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

Additional Frame Data Blows back opponent on hit (untechable for 30F).

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
  • 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.

Additional Frame Data Knockdowns. Forced Protate: 50%

Air Throw
GGAC Eddie airThrow.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
  • Unless you are in the corner, 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.

Additional Frame Data Knockdowns. Forced Prorate: 50%

Dead Angle Attack
GGAC Eddie 2H.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
  • A somewhat poor DAA. Not that much range and pretty slow, but useful to keep in mind during the opponent's pressure.

Additional Frame Data Fully invincible 1~21F. Throw invincible 22~36F. Floats opponent on hit (untechable for 20F). Knocks down opponent on CH. Initial prorate 50%

Specials

Invite Hell
22S/22H
GGAC Eddie 22S.png
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
H
  • Eddie's most important special. Allows for an Eddie Summon on hit, it's +2, 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 a very important 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.

Additional Frame Data Knocks down opponent on ground hit. Eddie is in CH state from 1~26F.

Break the Law
214[K]
GGAC Eddie 214K.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
  • 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
  • Break The Law is also great against Command Throws.
  • Break The Law>Shadow Gallery (BtL>SG) has great combo potential that wil be discussed later.

Additional Frame Data Upper body invincible 5~6F. Above knees invincible 7~9F. Throw invincible 1~9F 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.

Shadow Gallery
j.41236S or 41236S during Break the Law
GGAC Eddie 41236S.png
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
  • Jumping version of Shadow Gallery is nigh unusable aside from Vice Combos. 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.
  • Aerial SG has an FRC point during 19~21f, making it less risky if you do whiff and opens Vice Shadow Combos.

Additional Frame Data 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)

Followup
BtL -> 41236S
  • 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.

Additional Frame Data 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 Summon
236P/236K/236S/236H or 214H
GGAC Eddie Summon.png
My one true Amigo.
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 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
  • Weiss Shadow (214H) is best used in the corner.
  • Good moves to set it up are both drills, Damned Fang (623S 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.
  • If the shadow gauge runs out via ]H[, rans out naturally, or the Shadow gets Hit, you will not be able to use it until the gauge fills again
  • Use {{{2}}} to make the Shadow retreat. If you do it this way, the Shadow Gauge will recharge itself faster, and you'll be allowed to use without It needing to be completely full.
  • Shadow is controllable from frame 12 if using 236H summon. Otherwise performs Traversing/Small/Anti-Air Attack as soon as possible.

Additional Frame Data 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

Traversing Attack
]P[ with Normal Shadow
GGAC Eddie LilEddieP.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
  • The fastest move the Shadow has.
  • It's invincible during active frames
  • Mainly used to start pressure from far away with ]P[>22S>Mawaru
  • Also Useful in the Dizzy MU since it can also kill her familiar.
  • Uses 15% of the Shadow Gauge

Additional Frame Data Shadow is fully invincible 1~11F. Hitstop 6F

Small Attack
]K[ with Normal Shadow
GGAC Eddie LilEddieK.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
  • Mawaru! Eddie's shadow most important pressure tool. It vacuums them back to Eddie and allows him to continue his pressure game.
  • Normally, Mawaru's 1st Hit won't naturally combo into the second (your opponent can backdash or do a reversal, so beware). CH Mawaru, however, does, so the damage is guaranteed.
  • Mawaru will also juggle the opponent If you launched them previously (probably with 22S/22H), opening up nasty unblockeable set-ups, which are discussed in the combo section.
  • Uses 24% of the Shadow Gauge

Additional Frame Data 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

Anti-Air Attack
]S[ with Normal Shadow
GGAC Eddie LilEddieS.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
  • 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 in conjuction of 2H and confirm his Overdrives.
  • Uses 18% of the Shadow Gauge.

Additional Frame Data Shadow is fully invincible 26~32F. Wallbounces opponent on hit (untechable for 30F)

Shadow Hole
]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
  • 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
  • Uses the entire Shadow Gauge

Additional Frame Data 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 ???

Overhead Attack
]D[ With Normal Shadow
GGAC Eddie LilEddieD.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
  • Used to setup unblockeables on Okizeme, mainly in conjunction with 22S and 22D
  • Uses 62% of the Shadow Gauge

Additional Frame Data 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.

Traversing
214P with Normal Shadow
GGACR Eddie Teleport.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
  • 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, or maneuvering against zoning characters like Justice or Dizzy.
  • Uses 20% of the Shadow Gauge

Additional Frame Data Shadow is fully invincible 1~16F Shadow appears on 16F. Shadow can be used from 20F~

Traversing Attack Vice
]P[ with Vice Shadow
GGAC Eddie LilEddieWeissP.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
  • 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 setting up 5D combos and tick throws.
  • Uses 12% of the Shadow Gauge

Additional Frame Data Hitstop 6F

Small Attack Vice
]K[ with Vice Shadow
GGAC Eddie LilEddieWeissK.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
  • 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.
  • Uses 30% of the Shadow Gauge

Additional Frame Data Hitstop 6F

Anti-Air Attack Vice
]S[ with Vice Shadow
GGAC Eddie LilEddieWeissS.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
  • 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) and covering a blind spot for Eddie, which is right above him
  • Uses 20% of the Shadow Gauge

Additional Frame Data Floats opponent (untechable on ground hit for 28F)

Drill Special Vice
]H[ with Vice Shadow
GGAC Eddie LilEddieWeissH.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
  • Use this as you get the knockdown when the shadow is about to disappear to setup unblockeables with j.H
  • Uses the entire Shadow Gauge

Additional Frame Data Shadow transforms in 13F. Projectile. Untechable for 29F

Overhead Attack Vice
]D[ with Vice Shadow
GGAC Eddie LilEddieWeissD.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
  • 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, leading to a hard knockdown, and Vice Summon gets a lot of its damage from corner unblockeables.
  • Can also be used to maneuver the shadow, allowing it to potentially avoid pokes and projectiles
  • Uses 30% of the Shadow Gauge

Additional Frame Data Initial prorate 70%. Slams down opponent on hit (untechable for 40F). Hitstop 6F

Drunkard Shade
214S
GGAC Eddie 214S.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
  • 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, Sol or another Eddie.
  • Since it's Throw invincible, and it wallbounces on CH, Drunkard is also your best option against throw happy opponents on their wake up.
  • FRC point at 9~10f when you REALLY messed up after a 6H to make it more safe.

Additional Frame Data Throw Invincible during 1~18f. on CH (untechable for 80F). Reflects projectiles 3~18F

Drunkard Shade Reflectable Projectiles Table
Character Move
A.B.A Kihi (Purple Fireball; Normal Mode)
Anji (FB) Shitsu (Butterfly projectile)

Shin: Ichishiki (Aerial fan projectiles)

Axl None
Baiken None
Bridget None
Chipp None
Dizzy None
Eddie Normal Shadow's ]D[ (Ball)
Faust None
I-no (Air/FB) Antidepressant Scale (Flat Note)

(Horizontal/Vertical) Chemical Love (Big Laser)

Jam None
Johnny None
Justice None
Kliff None
Ky Stun Edge / Air Stun Edge (Lighting Shot)

(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)

Sacred Edge (Glowing Blue Blade)<SUPER>

May None
Millia (FB) Tandem Top (Discs)
Order-Sol None
Potemkin None
Robo-Ky 2H (Knee Missile)

Want some Ky? (Bazooka) Aerial Want some Ky? (Aerial Missiles)

Slayer None (lol)
Sol (DI) Gunflame (Ground Hugging Flames)
Testament None
Venom (FB) (Charged) Stinger Aim (Horizontal Ball Shot)


(FB) (Charged) Carcass Raid (Vertical Ball Shot)


Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion)

Dubious Curve (Ball Skull Bash, Only when the ball is in motion)

Red Hail (Multi Shot Raid) <SUPER>

Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER>

Zappa None
Damned Fang
623S
GGAC Eddie 623S.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
  • 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.
  • On its own, it's a pretty decent command grab, although somewhat slow. With shadow out, tho, inputting this move normally will naturally make the Shadow do a Nobiru, guarenteeing your safety or giving you a CH Punish if they were mashing.
  • 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[.
  • Damned Fang has a very generous FRC during the 7~10f after the opponent gets stabbed. This restores air options, allowing you to get an Air Combo going with an Air Dash to close a round, or to get a Meaty Mawaru going if you didn't already have shadow out.

Additional Frame Data Total recovery on whiff: 24F. Eddie is in CH state till end of recovery Forced prorate 50%.

Flight
7/8/9 while airborne
GGAC Eddie Flight.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
  • 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.
  • You CANNOT normal block nor IB while in Flight Mode, but you can use FD, so keep it in mind.

Force Breaks

Drill Special
22D
GGAC Eddie 22D.png
NO ONE CAN ESCAPE FROM THE MIX-UP!
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
  • It covers the point between 22S and 22H
  • Uses are confirming an Eddie Summon as well as setting up unblockeables with both Shadows' ]D[.
  • Guaranteed to come after the 10f, so If an opponent tries to do reversal, you are safe, and even advantegeous depending on their attack.
  • FRC Point during 22~23f. You need 50% meter but it allows you to pressure with both a Normal and Weiss Mawaru if they block and making it safe if they go over it.

Additional Frame Data Knocks down opponent on ground hit. Eddie is in CH state from 1~31f. Is a projectile. Untechable for 29F

Exhaustion
236D
GGAC Eddie 236D.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
  • 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
  • Exhaustion will NOT work if the shadow gauge is on red.

Additional Frame Data Restores 1000 points to shadow gauge on 13F Eddie is in CH state during move

Overdrives

Amorphous
632146H
GGAC Eddie 632146H.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
  • 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.
  • Has a very infamous blind spot in front of Amorphous. Don't do this if you think they will do an empty jump during your wake-up.

Additional Frame Data 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
GGAC Eddie j236236S.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
  • 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 Weiss Shadow.
  • CH Nobiru gives you a very damaging combo using this, making them land into Puddle/Weiss' ]H[

Additional Frame Data 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

Black in Mind
in IK Mode: 236236H
GGAC Eddie IK.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
  • Like all IKs, best reserved when you get them Dizzied or when you are fighting A.B.A

Additional Frame Data IK Mode activation time: 68F. During IK activation: above knees invincible 9~60F. During IK attack: strike invincible 9~28F

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.