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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Eddie}} | |||
{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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{{#lst:GGReload/Eddie/Data|Links}} | {{#lst:GGReload/Eddie/Data|Links}} | ||
==Move List== | ==Move List== | ||
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*Can be used to set up tick-command grabs. | *Can be used to set up tick-command grabs. | ||
*Whiffs on some smaller crouching characters. | *Whiffs on some smaller crouching characters. | ||
* | *Combos into 2D for a knockdown into oki and setplay shenanigans | ||
}} | }} | ||
}} | }} | ||
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*Primarily blockstring/combo filler | *Primarily blockstring/combo filler | ||
*Very situational AA | *Very situational AA | ||
*Gattles into just about every normal except K buttons | |||
*Generally not true blockstrings but are true hit strings | |||
*Can not go into this move from 2K, you will always get f.S | |||
*Generally best punish starter without the shadow out prior | |||
}} | }} | ||
}} | }} | ||
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*Decent ranged poke | *Decent ranged poke | ||
*Stuff>Far 5S>2S is a useful in blockstring to push opponent into far drill range | *Stuff>Far 5S>2S is a useful in blockstring to push opponent into far drill range | ||
*Goes into many of his normals, including 5H, 2H and 2D | |||
}} | }} | ||
}} | }} | ||
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*Go to AA when opponent is at IAD height | *Go to AA when opponent is at IAD height | ||
*Good upper body invul | *Good upper body invul | ||
*Upper body allows it to be a good pressure starter against DP characters since invul will cause DP to whiff | *Upper body allows it to be a good pressure starter against DP characters since invul in tandem with the shadow taking a hit will cause DP to whiff | ||
}} | }} | ||
}} | }} | ||
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*Standing overhead, go-to overhead starter | *Standing overhead, go-to overhead starter | ||
*Staggers on hit, can combo a 5p/2p into a knockdown | *Staggers on hit, can combo a 5p/2p into a knockdown | ||
*Has an FRC point | *Has an FRC point though it's never really used unless you're feeling yourself that much | ||
}} | }} | ||
}} | }} | ||
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*Very large normal, useful as an AA when opponent is in upper-corner of screen | *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 | *Slow startup and bad hit box mean it must be use quite preemptively | ||
* | *On counter hit, it massives big reward as on most heights it's untechable unless it hits at the general apex of where the arm is | ||
*Not a great hit box but generally can be used in conjunction with the shadow to catch jumps | |||
}} | }} | ||
}} | }} | ||
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*Slower than 6K but can be a decent reset tool | *Slower than 6K but can be a decent reset tool | ||
*Confirms into large damage in the corner when little Eddie is out | *Confirms into large damage in the corner when little Eddie is out | ||
*Can combo from either shadow -K- or link into with shadow -P- | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
*Eddie's fastest normal, decent hitbox, go-to close range poke | *Eddie's fastest normal, decent hitbox, go-to close range poke | ||
*Combos into 2D for a knockdown to start off your oki and setplay shenanigans | |||
}} | }} | ||
}} | }} | ||
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*No hurtbox where leg is underground allows it to be used pretty creatively | *No hurtbox where leg is underground allows it to be used pretty creatively | ||
*VERY situational AA when opponent is very close to the ground | *VERY situational AA when opponent is very close to the ground | ||
*Plus on block so it's perfect for tick throws into Damned Fang command grab | |||
}} | }} | ||
}} | }} | ||
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*Ideal AA for when opponent approaches from high above you | *Ideal AA for when opponent approaches from high above you | ||
*Counter hit grants hard knockdown | *Counter hit grants hard knockdown | ||
*Hitbox extends surprisingly far forward and down, allowing it to be used in conjunction with | *Hitbox extends surprisingly far forward and down, allowing it to be used in conjunction with shadow -S- in the corner for pressure | ||
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{{Description|7|text= | {{Description|7|text= | ||
*God button for the hitbox it has | *God button for the hitbox it has | ||
*Hits very deep for fuzzy mix ups | *Hits very deep for air to ground and fuzzy mix ups | ||
*Used also for late airdash mix ups | *Used also for late airdash mix ups | ||
*Only move it gattles into is jH so you're mostly either committing to that or not going into that and fake them out with a command grab | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Good damaging normal, usually used for the end of high fuzzy mix ups | |||
*Combo filler for going into jD | |||
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{{Description|7|text= | {{Description|7|text= | ||
*RIDICULOUS button | |||
*Has a huge amount of hitstun so has a number of good follow ups | |||
*Counter hit, it knockdowns down from anywhere on the screen | |||
*Can be used to control the space in the air with the shadow around | |||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{Description|7|text= | {{Description|7|text= | ||
*Second largest ground throw range in the game | |||
*Good for setting up the shadow afterwards | |||
*A good reversal for the lack of them Eddie has | |||
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{{Description|7|text= | {{Description|7|text= | ||
*Used to score knockdowns | |||
*Integral part to gameplay due to Eddie's lack of particularly strong anti air buttons | |||
*Just looks really cool | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Dead Angle Attack | |name=Dead Angle Attack | ||
|image= | |image=GGAC_Eddie_2H.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGReload}} | {{AttackDataHeader-GGReload}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Knocks back on hit, air techable | |||
*Can be low profiled with something like Sol or Venom 2D | |||
*On counter hit, it's an untechable knockdown which means more setplay shenanigans | |||
}} | }} | ||
}} | }} | ||
== Specials == | == Specials == | ||
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{{Description|8|text= | {{Description|8|text= | ||
*Slash version hits up close, is more active and is generally used for oki either after a knockdown to stall time or make them block so the shadow gets in | |||
*Heavy version is used in blockstrings and while being less active, has an FRC point so you can continue pressure and can be used for unblockables in conjunction with Shadow -D- | |||
*Use this a lot to control space to score a knockdown and start offense, everyone always gets caught by this because it hits low | |||
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{{Description|7|text= | {{Description|7|text= | ||
*Used in tandem with the shadow to bait out mashing and bursts | |||
*Also used for a lot of escapes situations, recovers faster than you think | |||
*Recovery depends on how long you hold the button for | |||
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{{Description|7|text= | {{Description|7|text= | ||
*Combo filler move in the corner, used for loops when confirming off of a mix up into shadow -S- | |||
*Grants a knockdown anywhere on screen if the second hit connects | |||
*If the first hit is the only one that connects, it will not knockdown | |||
*However, if the first hit is counter hit and the only one to connect, it will knockdown right next to you | |||
*has an FRC point before the second hit to make it safer | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Doing a summon with either P, K or S will have the shadow do an immediate attack | |||
*Use H to make the summon empty so you do not immediately use an attack | |||
*To recall the shadow, simply redo the motion to summon him with any button except Dust | |||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Small Attack | ||
|input=Release P with Shadow | |input=Release P with Shadow | ||
|image=GGAC_Eddie_LilEddieWeissP.png | |image=GGAC_Eddie_LilEddieWeissP.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*decent neutral tool | |||
*used to make ambiguous offense and to pester around drills in neutral | |||
*Combo filler for many Drill, Shadow Gallery and 5D links into Unblockable | |||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Traversing Attack | ||
|input=Release K with Shadow | |input=Release K with Shadow | ||
|image=GGAC_Eddie_LilEddieWeissK.png | |image=GGAC_Eddie_LilEddieWeissK.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Pressure tool | |||
*controls ground horizontal space | |||
*Absolutely cranks of the guard gauge, one block string from it fills it up to the point the hitting mix up can do over 70% | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*God anti air and space control button | |||
*Becomes better in the corner for pressure | |||
*Cranks the guard gauge a ton | |||
*Used to start corner combos into shadow gallery loops into unblockables | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Hits low 3 times for some reason | |||
*Goes for unblockables you don't even need too time since all the hits are low just go high once and your opponent is literally done | |||
*Once it is set, you cannot use Eddie again and the shadow gauge will not refill until the move has completely finished | |||
*Rare cases when you get hit just before shadow -H- becomes active, it will go away and the shadow gauge will refill as normal | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Has a huge arc and travels between where S and H Drill are | |||
*Can be used for unblockables with either 5K or H Drill | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Projectile reflector with an active hitbox | |||
*Reflects projectiles such as Sol's Gun Flame, Ky's Stun Edge and Sacred Edge, I-no's Chemical Love and Antidepressant Scale, Millia's Tandem Disc, Anji's Butterfly and Venom's pool ball projectiles | |||
*Does not reflect: Zappa's f.S, Johnny's coin, Robo Ky's projectiles, Potemkin's projectile F.D.B, Testaments's projectiles | |||
*1 Frame throw invul so can be used to bait throw mash | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Command grab in case you can't open up the opponent with unreactable fuzzy mix ups | |||
*Great in tandem with the shadow for extra damage and unblockables | |||
*Option selects into shadow -S- once you let go of the button since the button input and release overlap | |||
*Has really good recovery on whiff and shadow -S- is plus on block so go ham | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*instead of a double jump, he has flight | |||
*pretty fast and travels far even from a swallow jump | |||
*great for movement, stalling and used heavily in Eddie's mix up game | |||
*Can block in the air from flight | |||
*Once Eddie's wings flap 3 times, flight ends and you can cancel early by either pressing a button or by FD breaking | |||
}} | }} | ||
}} | }} | ||
== Overdrives == | == Overdrives == | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Used as a reversal and combo ender | |||
*Decently fast but hitbox isn't the best since the move has a gap between him and the active hitbox | |||
*Despite being minus, the ridiculous pushback makes it very hard to punish on block | |||
*Barely scales to beat guts | |||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
*Similar to Amorphous but with the shadow out and uses up the whole shadow meter | |||
*Plus on block and also deals amazing damage | |||
*Used to close out rounds | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Air super used to score knockdowns | |||
*Used for heights Shadow Gallery won't reach and for Unblockable set ups | |||
*Damage and number of hits vary on distance traveled | |||
}} | }} | ||
}} | }} | ||
== Instant Kill == | == Instant Kill == | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
*Not much to say on this other than once it hits, you win | |||
*Short range, not used much at all other than style | |||
*Sometimes used after a stun | |||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth:GGReload/Eddie/Data|Links}} | {{#lsth:GGReload/Eddie/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[GGReload/Eddie/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGReload/Eddie/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Eddie]] | ||
Latest revision as of 04:10, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Eddie | |||||||||||||||||||||
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Defense Modifier: x1.06 Guts Rating: 0 Weight: Medium (x1.00) Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F / Invul: 1~7F Wake-Up (Face Up/Down): 36F / 33F
|
Overview
- The shadow, Eddie, of the former head of the Assassin's Guild, Zato-1, is an archetype-defining puppet character with a myriad of overwhelming offensive pressure. Eddie has unblockables, pressure for days, flight, and plenty of dual attacking options to deal with opponent's defensive options. Letting Eddie get the initiative is suicide and all of the pressure is placed on the opponent once Eddie gets in and runs his game.
On the flip side, Eddie is horribly weak defensively. When his shadow gauge is emptied, he must often run away, or contend with his overall subpar normals. He has the worst guts in the game with a bad defense modifier, a poor backdash, slower buttons, and no meterless reversal. His Dead Angle is barely passable and his reversal super is downright awful. Eddie is a character who wants to get in and stay on the absolute offensive, giving the opponent zero chance to breathe.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
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. 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.
Move List
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Invite Hell 22S/H |
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Break the Law 214[K] |
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Shadow Gallery j.41236S |
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Shadow Summon 236P/K/S/H |
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Small Attack Release P with Shadow |
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Traversing Attack Release K with Shadow |
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Anti-Air Attack Release S with Shadow |
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Drill Special Release H with Shadow |
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Overhead Attack Release D with Shadow |
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Drunkard Shade 214S |
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Damned Fang 623S |
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Flight 7/8/9 while airborne |
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Overdrives
Amorphous 632146H |
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Megalith Head 632146S |
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Executor-X j.236236S |
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Instant Kill
Black in Mind in IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.