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{{ | <center>{{Character Label|GGACR|Eddie|size=42px}}</center> | ||
{{GGACR/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation- | {{Combo Notation | ||
|game=GGACR | |||
|width=85% | |||
}} | |||
==Combo List== | |||
=== Eddie Notation === | |||
The Eddie Cabal has decided that -X- is for releasing button with regular shadow({{clr|1|236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}). #X# is for releasing a button using vice shadow({{clr|4|214H}}). | |||
=== | === Standard Combos === | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | | {{clr|1|2P}} > {{clr|5|2D}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Very Easy}} || Standard confirm to get KD. Most important combo you will ever learn for this character. | ||
|- | |- | ||
| | | {{clr|1|6P}} > j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Very Easy}} || Standard solo Anti air. {{clr|5|j.D}} can substituted for {{clr|3|236236S}} if you have the meter to burn. | ||
|- | |- | ||
| | | {{clr|2|-K-}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|-K-}}(1) > (Ender) ||Everywhere || Net Gain || everyone || {{ComboDifficulty|Easy}} || Your Mawaru low mixup option. | ||
|- | |- | ||
| | | {{clr|2|-K-}} > {{clr|2|6K}} > {{clr|3|214S}} > {{clr|2|-K-}} > (Ender)|| Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Mawaru overhead mixup option. Forces crouch so {{clr|2|-K-}} combos its two hits. Can be looped before going into your preferred ender as long as you have Eddie meter available. | ||
|- | |- | ||
| | | {{clr|3|22S}} > {{clr|2|-K-}} > {{clr|1|6P}} > j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || Everywhere || Net gain || Everyone || {{ComboDifficulty|Easy}} || Simple confirm if you manage to land a drill with Eddie out. | ||
|- | |- | ||
| | | {{clr|3|22S}}/{{clr|5|2D}} > ({{clr|2|-K-}} > {{clr|2|214K}}~{{clr|3|41236S}} xN) || Everywhere || Net gain || Everyone || {{ComboDifficulty|Medium}} || Big damage Shadow Gallery loop. Can be looped as many times as you have Eddie meter left. You can end with {{clr|5|236D}} to restart pressure if you have the meter. You can also end with an unblockable by doing {{clr|5|-D-}} > {{clr|5|22D}}. Difficulty depends on the opponent's air hurtbox, some require a delay before {{clr|2|-K-}}. In the corner use this variation on Ky, HOS, Aba, Dizzy, Anji, Slayer, Robo Ky and Bridget. On everyone else cornered you can loop with {{clr|3|-S-}} to use less Eddie gauge and loop longer (it is also easier). | ||
|} | |} | ||
=== Standard Enders === | |||
=== Standard | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | | {{clr|4|5H}}(2) > {{clr|3|22S}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Very Easy}} || Standard combo ender. Ending with drill allows you to puddle ender as well as opening up Shadow Gallery loops and a number of unblockables. You sacrifice the ability to use drill for oki but if you have something else to extend with it doesn't matter much. | ||
|- | |- | ||
| | | {{clr|2|-K-}}(2) > {{clr|1|6P}}(2) > {{clr|1|-P-}} > {{clr|3|22S}} > (Puddle Ender) || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Simple Mawaru ender route using {{clr|1|-P-}} to both move shadow forward and cover the gap between {{clr|1|6P}} and drill. | ||
|- | |- | ||
| | | ({{clr|1|2P}}) > {{clr|2|-K-}}(2) > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|5|2D}} > (Puddle Ender) || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Mawaru mixup ender. You need to link the two hits of {{clr|2|-K-}} with {{clr|1|2P}} if the opponent is standing. | ||
|- | |- | ||
| | | ({{clr|3|2S}}) > {{clr|2|-K-}}(2) > {{clr|4|5H(2)}} > {{clr|3|22S}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Alternate Mawaru mixup ender to get a combo into drill. You need to link the two hits of {{clr|2|-K-}} with {{clr|3|2S}} if the opponent is standing. | ||
|- | |- | ||
| | | | {{clr|4|-H-}} > {{clr|3|214S}} > {{clr|3|214S}} > {{clr|3|214S}} > {{clr|3|c.S}} > {{clr|4|5H}}(2) > {{clr|3|22S}} || Everywhere || Net gain || Everyone || {{ComboDifficulty|Easy}} || Puddle ender. 4x{{clr|3|214S}} is possible if you don't need to move much. Other puddle combos are possible but looping {{clr|3|214S}} is recommended for meter gain. If you are unsure on how much time you have left end with {{clr|5|2D}} for a guaranteed knockdown. | ||
|- | |- | ||
|- | |- | ||
| | |} | ||
=== Corner Combos === | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
|({{clr|2|#K#}}) 669 {{clr|2|j.K}} > jc > {{clr|2|j.K}}/{{clr|3|S}} > {{clr|4|j.H}} > {{clr|2|#K#}} > {{clr|5|5D8}} > dl {{clr|5|j.D}} > jc > dl {{clr|3|j.41236S}}(1) > FRC > {{clr|4|#H#}} > unblockable || corner || Net Loss* || Everyone || {{ComboDifficulty|Medium}} || Standard Vice summon corner triple overhead option. Converts to unblockable for a lot of damage via an impossible dust. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. [https://youtu.be/HObd5FL3o2E (Example)] | |||
|- | |||
|({{clr|2|#K#}}) 669 > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|#K#}} > {{clr|5|5D8}} > dl {{clr|5|j.D}} > jc > dl {{clr|3|j.41236S}}(1) > FRC > {{clr|4|#H#}} > unblockable || corner || Net Loss* || Everyone || {{ComboDifficulty|Medium}} || Standard Vice summon corner empty jump low option. Converts to unblockable for a lot of damage via an impossible dust. You can link {{clr|3|c.S}} into {{clr|5|5D}} via {{clr|1|#P#}} if low on Eddie gauge. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. [https://youtu.be/HObd5FL3o2E?t=13 (Example)] | |||
|- | |||
|({{clr|2|#K#}}) 669 > {{clr|2|j.K}} > {{clr|2|5K}} > {{clr|3|2S}} > {{clr|2|#K#}} > {{clr|5|5D8}} > dl {{clr|5|j.D}} > jc > dl {{clr|3|j.41236S}}(1) > FRC > {{clr|4|#H#}} > unblockable ||corner || Net Loss* || Everyone || {{ComboDifficulty|Medium}} || Vice summon corner high > low option. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. [https://youtu.be/HObd5FL3o2E?t=28 (Example)] | |||
|- | |||
|({{clr|2|#K#}}) 669 {{clr|2|j.K}} > {{clr|5|2D}} > {{clr|5|#S#}} > {{clr|2|j.K}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|#D#}} > 956 > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.41236S}}(1) > FRC > {{clr|4|#H#}} unblockable ||corner || Net Loss* || Everyone || {{ComboDifficulty|Hard}} || Vice summon corner high > low option. This combo requires character specific adjustments to make work on each character. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. [https://youtu.be/HObd5FL3o2E?t=42 (Example)] | |||
|- | |||
| {{clr|3|22S}} > {{clr|3|#S#}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|#D#}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|5|#D#}} > {{clr|3|22S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|41236S}}(1) FRC > {{clr|4|#H#}} unblockable. || corner || Net Loss* || Everyone || {{ComboDifficulty|Medium}} || Cancel {{clr|4|2H}} to {{clr|3|22S}}. *The FRC in this combo is technically optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. | |||
|} | |} | ||
=== | === Command Grab Combos === | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| combo | | {{clr|3|623S}} > {{clr|4|-H-}} > Puddle ender || everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || If you are in the corner, you can do 3 Drunkard Shades instead of 2. | ||
|- | |||
|{{clr|3|623S}} > {{clr|2|-K-}} > 669 {{clr|3|j.S}}{{clr|4|H}} > {{clr|3|j.41236S}} delay {{clr|3|-S-}}, {{clr|4|-H-}}, puddle ender | |||
|| || 50% || Sol, Order-Sol, Ky, Testament, Faust, Anji, Slayer, Zappa, Axl || {{ComboDifficulty|Medium}} || Optimization against some characters. This deals more damage and allows you to get 4 DS in a puddle combo after command grab, which is great meter gain. Wait till they are as low to the ground as possible to pop them up with Mawaru | |||
|- | |||
| (Weiss Summon) > {{clr|3|623S}} > {{clr|3|-S-}} > j.{{clr|4|H}}{{clr|5|D}} > {{clr|3|41236S}} > {{clr|3|j.S}} > {{clr|4|-H-}} ▷ j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} ▷ SJ j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || corner | |||
|| Net Gain || Medium and heavy weight characters || {{ComboDifficulty|Medium}} || Against lighter weight characters, resort to simply use j.{{clr|3|S}}{{clr|5|D}}>sj.{{clr|3|S}}{{clr|5|D}} instead. | |||
|} | |} | ||
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! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| combo | | {{clr|2|2K}}(CH) > {{clr|3|22S}}/{{clr|4|22H}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Very Easy}} || Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. {{clr|4|22H}} is preferred when {{clr|2|2K}} is used as a counter poke | ||
|- | |||
| {{clr|3|2S}}(CH) > {{clr|3|22S}}/{{clr|4|22H}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Very Easy}} || Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. Pick your drill based on the range you're using it. | |||
|- | |||
| {{clr|3|214S}}(CH) > {{clr|1|66P}} > j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Your CH Combo against throws. | |||
|- | |||
| {{clr|3|-S-}}(CH) > {{clr|4|2H}} > {{clr|3|-S-}}|| Everywhere || Net gain || Everyone || {{ComboDifficulty|Easy}} || Hold {{clr|3|S}} during the animation for {{clr|4|2H}} A sj.{{clr|4|H}}{{clr|5|D}} can be performed if the opponent is on the corner after the second Nobiru | |||
|- | |||
| {{clr|3|-S-}}(CH) > {{clr|1|66P(2)}} > {{clr|3|-S-}} > j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} > {{clr|3|-S-}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Easy simple confirm. Does good damage in exchange for no knockdown. Press {{clr|1|P}} and {{clr|3|S}} at the same time to ready the second Nobiru. You can omit the {{clr|1|66P(2)}} if you are not confident in the spacing. | |||
|- | |||
| {{clr|4|2H}}(CH) > {{clr|4|22H}} > IAD(9563) > j.{{clr|4|H}}{{clr|5|D}} > (j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}}) || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Solo anti air CH combo. Extension is possible if it ends in the corner. | |||
|- | |||
| {{clr|4|2H}}(CH) > {{clr|4|236H}} > {{clr|2|214K}}~{{clr|3|41236S}}(xN) || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Medium}} || Anti air with Eddie available. Ends with knockdown naturally. Can restart pressure with {{clr|5|236D}} or unblockable reset with {{clr|5|-D-}} > {{clr|5|22D}}. | |||
|- | |||
| {{clr|3|-S-}}(CH) > {{clr|3|-S-}} >{{clr|3|j.236236S}}>{{clr|4|-H-}}>Puddle Combo || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Medium}} || Impractical combo. Not worth it if you are able to do the one below, unless you need the damage from super to kill. Do Nobiru, then Super, and the second Nobiru will naturally combo into itself. Move Little Eddie during the animation of Sword Super. [https://youtu.be/0olb_IfbKNM?t=22 (Example)] | |||
|- | |||
| {{clr|3|-S-}}(CH) > {{clr|1|6P}} > {{clr|3|-S-}} > j.{{clr|3|S}}{{clr|4|H}} > {{clr|3|-S-}} > {{clr|3|41236S}}(1)> FRC* > Puddle Ender || Midscreen || Net Loss(*) || Everyone(*) || {{ComboDifficulty|Very Hard}} || *You can avoid using the FRC with character specific timing and combo adjustment. [https://www.youtube.com/watch?v=wjE0Y8sEP80 (Example)] | |||
|} | |||
=== {{clr|5|5D}} Combos === | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| {{clr|5|5D8}}>j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} || everywhere|| Net Gain || Everyone || {{ComboDifficulty|Very Easy}} || Use {{clr|3|236236S}} instead of {{clr|5|j.D}} if you are in the corner. | |||
|- | |||
| {{clr|5|5D8}} > dl j.{{clr|5|D}} {{clr|3|41236S}}(1) || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Impossible dust combo. Knocks Down. Can be used to set up {{clr|4|-H-}} mine unblockable in the corner with Weiss summon. | |||
|- | |||
| {{clr|5|5D8}} > {{clr|3|-S-}} > j.{{clr|4|H}}{{clr|5|D}}> {{clr|3|41236S}}(1) > {{clr|4|-H-}} > (Puddle ender) || Corner || Net Gain || Everyone || {{ComboDifficulty|Medium}} || Combo conversion by comboing into {{clr|5|5D}}. Make sure to only hit the first hit of SG. | |||
|- | |||
| {{clr|5|5D8}} > {{clr|5|j.D}} > {{clr|3|41236S}}(1) > FRC > {{clr|4|#H#}} (Unblockable)|| Corner || Net Loss* || Everyone || {{ComboDifficulty|Medium}} || Standard ender from a combo to dust when using Vice summon to set up unblockable. The FRC is optional if you can get the character specific timing to make the second hit whiff | |||
|} | |} | ||
=== | === Unblockables === | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| ( | | {{clr|5|-D-}} > {{clr|3|22S}} > {{clr|2|-K-}} > {{clr|2|214[K]}}~{{clr|3|41236S}} > {{clr|5|-D-}} > {{clr|3|22S}} || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || Unblockable from a fresh normal summon. into another unblockable. | ||
|- | |||
| {{clr|5|-D-}} > {{clr|5|22D}} > (corner) dashjump j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || Everywhere + corner extension || Net Loss || Everyone || {{ComboDifficulty|Easy}} || Unblockable ender usually done instead of puddle for guaranteed damage. Can be extended with aircombo in the corner. | |||
|- | |||
| {{clr|4|#H#}} > j.{{clr|4|H}} ▷ j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} (▷{{clr|2|K}}{{clr|4|H}}{{clr|5|D}}) || Everywhere || Net Gain || Everyone || {{ComboDifficulty|Easy}} || combo from mine unblockable. Hardest part of this is setting it up. Can be set up from {{clr|3|623S}}, {{clr|3|41236S}}(1) and some other situations. Extension is possible in the corner. | |||
|- | |||
| {{clr|4|#H#}} > j.{{clr|4|H}} ▷ j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|3|41236S}}(1) || Corner || Net Gain || Everyone || {{ComboDifficulty|Medium}} || Knockdown from Mine unblockable. Character specific. | |||
|- | |||
| (After a {{clr|3|22S}} knockdown) 44 > {{clr|4|22H}} FRC > IAD(9563) > j.{{clr|3|S}}{{clr|4|H}} ▷ j.{{clr|1|P}}{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || Everywhere || Net loss || Everyone || {{ComboDifficulty|Medium}} || Can be used post combo to waste time for Eddie to recover. [https://www.youtube.com/watch?v=wjE0Y8sEP80 (Example)] | |||
|- | |||
| ({{clr|5|2D}} knockdown) > {{clr|4|236H}} > {{clr|5|-D-}} > {{clr|3|22S}} > {{clr|2|-K-}} > {{clr|2|214K}}~{{clr|3|41236S}} > {{clr|5|-D-}} > {{clr|5|22D}} > 669 j.{{clr|2|K}}{{clr|4|H}}{{clr|5|D}} || Everywhere || Net loss || Everyone || {{ComboDifficulty|Medium}} || Double unblockable from full Eddie meter. Delay on {{clr|2|-K-}} is required for some characters to be able to combo to {{clr|2|214K}}~{{clr|3|S}}. normally crosses up. Eddie will need to be moved for the second unblockable to reach. | |||
|- | |||
| {{clr|5|-D-}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|2|-K-}}(1) > {{clr|1|6P}} > {{clr|2|-K-}}(2) > {{clr|4|5H}}(2) > {{clr|3|22S}} > {{clr|4|-H-}} > (Puddle Ender). (44 > {{clr|4|22H}} FRC > IAD(9563) > j.{{clr|1|P}}{{clr|5|D}} ▷ j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|3|41236S}}(1))* || Everywhere* || Net Gain || Everyone* || {{ComboDifficulty|Medium}} || Unblockable from normal summon. *The followup is PO specific and corner only. It can be looped until death as long as you have meter to spend on it. [https://youtu.be/TY8Rf_3xyDI&t=345 (Example)] | |||
|- | |||
| (Knockdown) > {{clr|4|214H}} > {{clr|5|#D#}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|#P#}} > {{clr|5|5D8}} > (Dust Combo) > (Mine Unblockable) || Corner || Net Gain || Everyone* || {{ComboDifficulty|Hard}} || Corner double unblockable combo. *Character Specific adjustments need to be made. [https://www.youtube.com/watch?v=TY8Rf_3xyDI (Examples)] | |||
|- | |||
|(Knockdown) > {{clr|4|214H}} > {{clr|5|#D#}} > {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|#S#}} > j.{{clr|4|H}}{{clr|5|D}} > {{clr|5|#D#}} ▷ IAD > j.{{clr|4|H}}{{clr|5|D}} > {{clr|3|41236S}}(1) > {{clr|4|#H#}} > (Mine Unblockable) || Corner || Net Gain || Everyone* || {{ComboDifficulty|Hard}} || Corner double unblockable combo. *Character Specific adjustments need to be made. [https://www.youtube.com/watch?v=TY8Rf_3xyDI (Examples)] | |||
|- | |||
|} | |} | ||
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! Combo !! Position !! Tension Required !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Tension Required !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | | Stun>IK || everywhere || Net Gain || everyone || {{ComboDifficulty|Very Easy}} || Why do even have this section in +R? | ||
|} | |} | ||
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==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|GGACR|Eddie|size=42px}}</center> | ||
{{ | {{GGACR/CharacterLinks}} | ||
{{#lst:GGACR/Navigation}} | |||
Latest revision as of 18:40, 21 January 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Eddie Notation
The Eddie Cabal has decided that -X- is for releasing button with regular shadow(236P/K/S/H). #X# is for releasing a button using vice shadow(214H).
Standard Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2P > 2D | Everywhere | Net Gain | Everyone | [1] Very Easy | Standard confirm to get KD. Most important combo you will ever learn for this character. |
6P > j.KHD | Everywhere | Net Gain | Everyone | [1] Very Easy | Standard solo Anti air. j.D can substituted for 236236S if you have the meter to burn. |
-K- > 5K > c.S > -K-(1) > (Ender) | Everywhere | Net Gain | everyone | [2] Easy | Your Mawaru low mixup option. |
-K- > 6K > 214S > -K- > (Ender) | Everywhere | Net Gain | Everyone | [2] Easy | Mawaru overhead mixup option. Forces crouch so -K- combos its two hits. Can be looped before going into your preferred ender as long as you have Eddie meter available. |
22S > -K- > 6P > j.KHD | Everywhere | Net gain | Everyone | [2] Easy | Simple confirm if you manage to land a drill with Eddie out. |
22S/2D > (-K- > 214K~41236S xN) | Everywhere | Net gain | Everyone | [3] Medium | Big damage Shadow Gallery loop. Can be looped as many times as you have Eddie meter left. You can end with 236D to restart pressure if you have the meter. You can also end with an unblockable by doing -D- > 22D. Difficulty depends on the opponent's air hurtbox, some require a delay before -K-. In the corner use this variation on Ky, HOS, Aba, Dizzy, Anji, Slayer, Robo Ky and Bridget. On everyone else cornered you can loop with -S- to use less Eddie gauge and loop longer (it is also easier). |
Standard Enders
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5H(2) > 22S | Everywhere | Net Gain | Everyone | [1] Very Easy | Standard combo ender. Ending with drill allows you to puddle ender as well as opening up Shadow Gallery loops and a number of unblockables. You sacrifice the ability to use drill for oki but if you have something else to extend with it doesn't matter much. |
-K-(2) > 6P(2) > -P- > 22S > (Puddle Ender) | Everywhere | Net Gain | Everyone | [2] Easy | Simple Mawaru ender route using -P- to both move shadow forward and cover the gap between 6P and drill. |
(2P) > -K-(2) > 6P > c.S > 2D > (Puddle Ender) | Everywhere | Net Gain | Everyone | [2] Easy | Mawaru mixup ender. You need to link the two hits of -K- with 2P if the opponent is standing. |
(2S) > -K-(2) > 5H(2) > 22S | Everywhere | Net Gain | Everyone | [2] Easy | Alternate Mawaru mixup ender to get a combo into drill. You need to link the two hits of -K- with 2S if the opponent is standing. |
-H- > 214S > 214S > 214S > c.S > 5H(2) > 22S | Everywhere | Net gain | Everyone | [2] Easy | Puddle ender. 4x214S is possible if you don't need to move much. Other puddle combos are possible but looping 214S is recommended for meter gain. If you are unsure on how much time you have left end with 2D for a guaranteed knockdown. |
Corner Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
(#K#) 669 j.K > jc > j.K/S > j.H > #K# > 5D8 > dl j.D > jc > dl j.41236S(1) > FRC > #H# > unblockable | corner | Net Loss* | Everyone | [3] Medium | Standard Vice summon corner triple overhead option. Converts to unblockable for a lot of damage via an impossible dust. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example) |
(#K#) 669 > 5K > c.S > #K# > 5D8 > dl j.D > jc > dl j.41236S(1) > FRC > #H# > unblockable | corner | Net Loss* | Everyone | [3] Medium | Standard Vice summon corner empty jump low option. Converts to unblockable for a lot of damage via an impossible dust. You can link c.S into 5D via #P# if low on Eddie gauge. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example) |
(#K#) 669 > j.K > 5K > 2S > #K# > 5D8 > dl j.D > jc > dl j.41236S(1) > FRC > #H# > unblockable | corner | Net Loss* | Everyone | [3] Medium | Vice summon corner high > low option. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example) |
(#K#) 669 j.K > 2D > #S# > j.K > j.H > j.D > #D# > 956 > j.H > j.D > j.41236S(1) > FRC > #H# unblockable | corner | Net Loss* | Everyone | [4] Hard | Vice summon corner high > low option. This combo requires character specific adjustments to make work on each character. *The FRC in this combo is optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. (Example) |
22S > #S# > j.H > j.D > #D# > c.S > 2H > #D# > 22S > j.H > j.D > 41236S(1) FRC > #H# unblockable. | corner | Net Loss* | Everyone | [3] Medium | Cancel 2H to 22S. *The FRC in this combo is technically optional if you can get the right timing for the character you are doing it on but the FRC makes it consistent accross the cast and is easier than learning the character specific timing. |
Command Grab Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
623S > -H- > Puddle ender | everywhere | Net Gain | Everyone | [2] Easy | If you are in the corner, you can do 3 Drunkard Shades instead of 2. |
623S > -K- > 669 j.SH > j.41236S delay -S-, -H-, puddle ender | 50% | Sol, Order-Sol, Ky, Testament, Faust, Anji, Slayer, Zappa, Axl | [3] Medium | Optimization against some characters. This deals more damage and allows you to get 4 DS in a puddle combo after command grab, which is great meter gain. Wait till they are as low to the ground as possible to pop them up with Mawaru | |
(Weiss Summon) > 623S > -S- > j.HD > 41236S > j.S > -H- ▷ j.KHD ▷ SJ j.KHD | corner | Net Gain | Medium and heavy weight characters | [3] Medium | Against lighter weight characters, resort to simply use j.SD>sj.SD instead. |
Counter-hit Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2K(CH) > 22S/22H | Everywhere | Net Gain | Everyone | [1] Very Easy | Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. 22H is preferred when 2K is used as a counter poke |
2S(CH) > 22S/22H | Everywhere | Net Gain | Everyone | [1] Very Easy | Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. Pick your drill based on the range you're using it. |
214S(CH) > 66P > j.KHD | Everywhere | Net Gain | Everyone | [2] Easy | Your CH Combo against throws. |
-S-(CH) > 2H > -S- | Everywhere | Net gain | Everyone | [2] Easy | Hold S during the animation for 2H A sj.HD can be performed if the opponent is on the corner after the second Nobiru |
-S-(CH) > 66P(2) > -S- > j.KHD > -S- | Everywhere | Net Gain | Everyone | [2] Easy | Easy simple confirm. Does good damage in exchange for no knockdown. Press P and S at the same time to ready the second Nobiru. You can omit the 66P(2) if you are not confident in the spacing. |
2H(CH) > 22H > IAD(9563) > j.HD > (j.KHD) | Everywhere | Net Gain | Everyone | [2] Easy | Solo anti air CH combo. Extension is possible if it ends in the corner. |
2H(CH) > 236H > 214K~41236S(xN) | Everywhere | Net Gain | Everyone | [3] Medium | Anti air with Eddie available. Ends with knockdown naturally. Can restart pressure with 236D or unblockable reset with -D- > 22D. |
-S-(CH) > -S- >j.236236S>-H->Puddle Combo | Everywhere | Net Gain | Everyone | [3] Medium | Impractical combo. Not worth it if you are able to do the one below, unless you need the damage from super to kill. Do Nobiru, then Super, and the second Nobiru will naturally combo into itself. Move Little Eddie during the animation of Sword Super. (Example) |
-S-(CH) > 6P > -S- > j.SH > -S- > 41236S(1)> FRC* > Puddle Ender | Midscreen | Net Loss(*) | Everyone(*) | [5] Very Hard | *You can avoid using the FRC with character specific timing and combo adjustment. (Example) |
5D Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5D8>j.KSHD | everywhere | Net Gain | Everyone | [1] Very Easy | Use 236236S instead of j.D if you are in the corner. |
5D8 > dl j.D 41236S(1) | Everywhere | Net Gain | Everyone | [2] Easy | Impossible dust combo. Knocks Down. Can be used to set up -H- mine unblockable in the corner with Weiss summon. |
5D8 > -S- > j.HD> 41236S(1) > -H- > (Puddle ender) | Corner | Net Gain | Everyone | [3] Medium | Combo conversion by comboing into 5D. Make sure to only hit the first hit of SG. |
5D8 > j.D > 41236S(1) > FRC > #H# (Unblockable) | Corner | Net Loss* | Everyone | [3] Medium | Standard ender from a combo to dust when using Vice summon to set up unblockable. The FRC is optional if you can get the character specific timing to make the second hit whiff |
Unblockables
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
-D- > 22S > -K- > 214[K]~41236S > -D- > 22S | Everywhere | Net Gain | Everyone | [2] Easy | Unblockable from a fresh normal summon. into another unblockable. |
-D- > 22D > (corner) dashjump j.KHD | Everywhere + corner extension | Net Loss | Everyone | [2] Easy | Unblockable ender usually done instead of puddle for guaranteed damage. Can be extended with aircombo in the corner. |
#H# > j.H ▷ j.KHD (▷KHD) | Everywhere | Net Gain | Everyone | [2] Easy | combo from mine unblockable. Hardest part of this is setting it up. Can be set up from 623S, 41236S(1) and some other situations. Extension is possible in the corner. |
#H# > j.H ▷ j.SHD > 41236S(1) | Corner | Net Gain | Everyone | [3] Medium | Knockdown from Mine unblockable. Character specific. |
(After a 22S knockdown) 44 > 22H FRC > IAD(9563) > j.SH ▷ j.PKHD | Everywhere | Net loss | Everyone | [3] Medium | Can be used post combo to waste time for Eddie to recover. (Example) |
(2D knockdown) > 236H > -D- > 22S > -K- > 214K~41236S > -D- > 22D > 669 j.KHD | Everywhere | Net loss | Everyone | [3] Medium | Double unblockable from full Eddie meter. Delay on -K- is required for some characters to be able to combo to 214K~S. normally crosses up. Eddie will need to be moved for the second unblockable to reach. |
-D- > 5K > c.S > -K-(1) > 6P > -K-(2) > 5H(2) > 22S > -H- > (Puddle Ender). (44 > 22H FRC > IAD(9563) > j.PD ▷ j.SHD > 41236S(1))* | Everywhere* | Net Gain | Everyone* | [3] Medium | Unblockable from normal summon. *The followup is PO specific and corner only. It can be looped until death as long as you have meter to spend on it. (Example) |
(Knockdown) > 214H > #D# > 5K > c.S > #P# > 5D8 > (Dust Combo) > (Mine Unblockable) | Corner | Net Gain | Everyone* | [4] Hard | Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples) |
(Knockdown) > 214H > #D# > 5K > c.S > 2D > #S# > j.HD > #D# ▷ IAD > j.HD > 41236S(1) > #H# > (Mine Unblockable) | Corner | Net Gain | Everyone* | [4] Hard | Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples) |
Instant Kill Combos
Combo | Position | Tension Required | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Stun>IK | everywhere | Net Gain | everyone | [1] Very Easy | Why do even have this section in +R? |
Combo Theory
Video Examples