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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{GBVS/CharacterLinks}}
| overview = Eustace is ...<br>
<div id="home-content" class="home-grid">
Eustace benefits from using the simplified inputs for [[#Flamek Thunder|Flamek Thunder]] and [[#Slow Kill|Slow Kill]] because it allows the user to execute block strings which would be either very difficult or impossible with the standard motion inputs.
{{card|width=4
| lore = The cool lone wolf has found a tranquil calm worth protecting. Safeguarding the torch that has thawed his frozen heart, he grits his teeth as he brushes off the heavy dew that stains his path.
|header=Overview
| summary = is a midrange fighter who uses his grenades from Rat Race to control space and set up combos and pressure.
|content=Stoic Erune "Weapon Contractor" of The Society; a mysterious organizaion who looks to put down any grave threats to Sky Realm by whatever means necessary. Wielding his Seal Weapon Flamek, Eustace excels at locking down the opponent with his projectile gunfire, [[#Close Combat Followups|command dash follow-ups]] and [[#Rat Race|Rat Race]] grenade oki and pressure. On top of his already strong offense, he can use the simplified inputs for [[#Flamek Thunder|Flamek Thunder]] and [[#Slow Kill|Slow Kill]] to execute blockstrings and combos which would otherwise be very difficult or impossible. Although he's strong when it's his turn, his strengths are offset by his lack of a meterless reversal and generally low damage output. Good reads and awareness are required to fully make Eustace shine as an offensive powerhouse.
}}
{{GBVS/Infobox}}
{{ProsAndCons
|intro=is a mid-range fighter who uses his variety of projectiles and grenades from Rat Race to control space and set up for combos and pressure.
| pros =  
| pros =  
* '''Strong neutral:''' A variety of good pokes, projectiles that hit at different timings and advancing moves give Eustace a fantastic neutral game.
* '''Godlike pressure:''' In addition to his top-of-class {{clr|1|2L}} and high speed projectiles, every one of Eustace's specials is geared towards offense and nearly all EX and charged versions grant him advantage on block.
* '''Great conversions with Rat Race+''': With EX grenade set, Eustace can convert almost any hit into a highly damaging combo from anywhere on screen.
| cons =  
| cons =  
| voice_actor = English: Kaiji Tang/ Japanese: [https://en.wikipedia.org/wiki/Kazuya_Nakai Kazuya Nakai]
* '''No meterless reversal''' Eustace can have a tough time getting out of pressure as he has no meterless reversal.
| unique_mechanic1_name = [[#Rat Race|Rat Race]] Grenades
* '''Reliance on grenade:''' A lot of Eustace's kit is enabled by {{clr|3|Rat Race+}}, and if it's on cooldown he loses access to his high damage conversions, and his pressure becomes significantly weaker.
| unique_mechanic1 = The {{clr|4|H}} version of Rat Race causes the grenade to stick to the opponent. Certain moves can cause the grenade to detonate allowing for combo followups. These moves are as followed:
}}
*{{clr|4|fH-H}}
</div>
*{{clr|4|2H-H}}
*{{clr|2|jU}}
*[[#Stand In Line|Stand In Line]] followup
*Forward Throw
*Back Throw
*Air Throw
*Universal Overhead
*[[#Slow Kill|Slow Kill]]'s orb
*[[#Flamek Thunder|Flamek Thunder]]'s shot
*[[#Close Combat Followups|Stunlight]]
*[[#Close Combat Followups|Spreadshot]]
 
 


{{card|width=4
|header=Unique Mechanic: [[#Rat Race|Rat Race]] Grenades |ToCName=Unique Mechanic: Rat Race Grenades
|content= The {{clr|3|H}} version of Rat Race causes the grenade to stick to the opponent. Eustace's gunshot moves and projectiles will cause the grenade to detonate for a combo, a hard knockdown, or massively improved frame advantage on block. With smart routing, you can even detonate the grenade multiple times in one combo.
}}
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|c.L}}</big>===
===<big>{{clr|1|c.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_cL.png|
Standard Granblue c.L. Combos into itself, {{clr|1|2L}} and {{clr|1|f.L}} on hit and {{clr|2|2M}} on crouching hit. Eustace's fastest normal so it's his go-to abare normal, and also his best link from {{clr|1|2L}} so long as he's in range to combo into it. Its frame advantage means it can also be used for pressure, but it's generally outshined by Eustace's amazing {{clr|1|2L}} for this purpose.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Standard Granblue c.L. Combos into itself, {{clr|1|2L}} and {{clr|1|f.L}} on hit and {{clr|3|2M}} on crouching hit. Useful for pressure, combos, and abare.
</div>
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_cM.png|
Eustace's {{clr|2|c.M}} is slightly slower than the average {{clr|2|c.M}} at 7f startup, meaning it will only link from {{clr|1|2L}}/{{clr|1|c.L}} on crouching opponents. Despite this, it still finds use in frame traps and as a slightly faster close-range punish tool than {{clr|3|c.H}}.
</gallery>
 
</div>
Combos into {{clr|3|623H}} on CH, notable when punishing moves like dodges or when used as a frametrap.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Slightly slower than the average c.M at 7f startup, but useful as a frametrap tool to lead into autocombo.
</div>
</div>


===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_cH.png|The true anti-air.
Eustace's most damaging normal. It also does the most grounded hitstun of any of his buttons, making it the only way to combo into {{clr|3|623H}} on a standing opponent. This makes {{clr|H|c.H}} great combo filler, and Eustace's optimal grounded punish starter so long as he's in range to use it. Its high blockstun also makes it good if Eustace's opponent has been conditioned to respect his blockstrings.
</gallery>
 
</div>
Devastating on counter-hit, but generally Eustace will have a difficult time frame trapping into this one from normal strings. Frame traps are still possible thanks to Eustace's access to absurd frame advantage in [2][8]X and grenade setups, and you can also meaty {{clr|H|c.H}} for up to +3 frame advantage.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Big combo filler upswing and punish starter. Your only way to combo into {{clr|4|623H}} on a standing opponent, which leads to flashy, highly damaging combos from anywhere on screen.
</div>
</div>


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.XX,c.XXX
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Eustace_cXX.png|
|description=
GBVS_Eustace_cXXX.png|
Very typical autocombo, but Eustace's unique traits make it better for him than anyone else. He can get a downback charge due to the input leniency by inputting the autocombo as 1XX/1XXX instead, meaning he won't need the simple input to access his powerful fireball resets during the autocombo.
</gallery>
 
</div>
He also has strong frame traps from both c.XX and c.XXX. {{clr|U|5U}} will frame trap from both, has great reward, and is safe on block if the follow-up is used. {{clr|H|623H}} will frame trap from c.XXX, has a great combo on CH, and of course sets up a grenade, leaving Eustace +2 for further pressure.
<div class="attack-info">
 
{| class="wikitable attack-data"
On crouching opponents only, c.XXX will combo into {{clr|H|623H}}.
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="c.XX" or input="c.XXX")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
It's the autocombo. c.XXX > {{clr|4|623H}} is a frame trap and a combo on crouching opponents.
</div>
</div>


===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_fL.png|
A high kick that looks similar to Zeta's and Djeeta's {{clr|1|f.L}}s, but it consistently connects against crouching opponents. Eustace's far-range 6f punish. Also useful for combos as its Eustace's only way to convert into a knockdown from {{clr|1|2L}} without cooldowns, and its also his best link from {{clr|3|623H}} on standing opponents. However, {{clr|1|f.L}} only combos into Flamek Thunder, {{clr|1|214L}}~{{clr|3|H}} and {{clr|3|214H}} on hit, so it's generally preferable to find ways to route around using this.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Kick. Unlike Zeta's and old Djeeta's {{clr|1|f.L}}s, it will hit crouching opponents, so don't let the somewhat similar animation fool you. A 6f normal that's useful for punishing certain moves, as well as certain links. Only combos into [4]6X and {{clr|4|214H}} on hit, so it's generally preferable to find ways to route around using this.
</div>
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_fM.png|
Kinda looks like Lancelot's {{clr|2|f.M}} but a lot bigger due to how Eustace leans forward as he swings. Eustace's 8f punish, and his go-to fast poke due to a great combination of speed and range. Also makes for a decent long-ranged frametrap, but generally outshined in this use by {{clr|H|f.H}}. On hit, it combos into {{clr|2|214M}} except at near-maximum range.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Looks like Lancelot's {{clr|3|f.M}} but a lot bigger due to how Eustace leans forward as he swings. Good, fast poke, combos into {{clr|3|214M}} on hit unless hit at near-maximum range.
</div>
</div>


===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.H,f.HH
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Eustace_fH.png|
|description=
</gallery>
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
</div>
* The followup cannot be canceled into special moves.
<div class="attack-info">
Eustace's long-range 9f punish. Strong poke with a built-in follow-up for free extra damage and a knockdown, though attempting to confirm into a special or {{clr|U|5U}} is preferable due to the poor reward from {{clr|H|f.H}} without grenade set.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GBVS|version=yes}}
{{clr|H|f.H}} is also a great button for spacing traps thanks to Eustace's enormous {{clr|L|2L}}, and will combo into {{clr|H|623H}} for a full combo against crouching opponents. As many characters use {{clr|M|2M}} as abare at range, this situation isn't as rare as you might think. In combos, {{clr|H|f.H}} is commonly used to extend juggles as Eustace's highest damaging far normal, and {{clr|H|f.HH}} can be used as a secondary grenade trigger if you don't have time for anything else.
|-
 
{{#cargo_query:tables=MoveData_GBVS
The follow-up can be used on whiff, and can make this button harder to whiff punish.
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="f.H" or input="f.HH")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade.
* The followup cannot be canceled into special moves.
Really good poke, has the automatic follow-up for free extra damage although it doesn't lead to anything. Combos into {{clr|3|214M}} and {{clr|2|5U}} on hit and is often used to extend juggles, whether in the corner or midscreen.
</div>
</div>


===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_2L.png|
Extremely good range for a {{clr|1|2L}}, second only to Zeta's. {{clr|1|2L}} is the cornerstone of Eustace's pressure, and he will often start strings with it. It's range allows it to be repeated three times on block, and it frame traps into {{clr|1|f.L}} and {{clr|2|2M}} at any range, and can be spaced to frame trap into {{clr|2|f.M}}/{{clr|H|f.H}} instead. A meaty {{clr|1|2L}} also can also frame trap into {{clr|H|c.H}} for the extra blockstun.
</gallery>
 
</div>
Against standing opponents, Eusatce's go-to link is {{clr|1|c.L}} or {{clr|1|f.L}}, and on crouchers {{clr|2|c.M}} or {{clr|2|2M}}. Crouch confirms from {{clr|1|2L}} are especially important at longer ranges due to the {{clr|2|2M}} link being significantly more rewarding in damage and okizeme than the {{clr|1|f.L}} link.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Extremely good range for a 2L, second only to Zeta's. Can be repeated three times on block, frame traps into {{clr|1|f.L}} and {{clr|3|2M}} at any range, and at further ranges, {{clr|3|f.M}}. Cornerstone of Eustace's powerful pressure and you'll often want to start strings with this.
</div>
</div>


===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_2M.png|
Low swipe, does not actually hit low. Pretty good frame trap tool and Eustace's go-to 7f punish. Combos from {{clr|1|2L}} and {{clr|1|c.L}} on crouching opponents, which leads to a good knockdown with {{clr|2|214M}}. Will always combo into {{clr|2|214M}} unless it hits an extended hurtbox.
</gallery>
 
</div>
At further spacings on a crouch confirm, {{clr|M|2M}} confirms into {{clr|H|[2]8H}} for a better knockdown and an extended juggle in the corner. {{clr|3|[2]8H}} will technically combo from {{clr|2|2M}} even at closer ranges, but it won't lead to a workable juggle if spaced. Eustace might still want to spend the cooldown for the better okizeme, though.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Low swipe. Decent 7f poke. Combos from {{clr|1|2L}} on crouching opponents, which leads to a knockdown with {{clr|3|214M}}. Try to confirm into this rather than {{clr|1|f.L}} as it leads to a resourceless knockdown.
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2H,2HH
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Eustace_2H.png|so you're -12 on block
|description=
GBVS_Eustace_2HH.png|here's the upshot
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
</gallery>
* The followup cannot be canceled into special moves.  
</div>
The first of Eustace's designated anti-airs, and the most rewarding of the lot. There are many ways to convert {{clr|3|2H}} into a combo if it hits as an anti-air, but they can be inconsistent depending on whether it counter-hits or not. To get around this, Eustace can cancel straight into {{clr|1|214L}}, then either Brake if he sees a CH or Stunlight/Assault Knife if he doesn't.
<div class="attack-info">
 
{| class="wikitable attack-data"
{{clr|3|2H}} also has the highest untech time of any of Eustace's normals and is not proximity-dependent, making it great in juggles. In this case, it's commonly used to set up a {{clr|3|623H}} combo ender when Eustace's opponent is too far for him to get {{clr|3|c.H}}, or to set up an extremely tricky meaty Assault Knife extension.
{{FrameDataHeader-GBVS|version=yes}}
 
|-
{{clr|3|2HH}} is highly active and can be used to beat out anti-air bait divekicks even if you whiff {{clr|3|2H}}. However, it is not any safer on block unless you have a {{clr|3|623H}} set up, and in fact locks Eustace out of special cancels that make the move actually safe on block. It does leave him at a slight advantage if it sets off a grenade, however.
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="2H" or input="2HH")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade.
* The followup cannot be canceled into special moves.
Eustace's designated anti-air, not very large. Can be confirmed fairly easily on either counter or normal hit with {{clr|1|214L}}~G for the former and {{clr|1|214L}}~{{clr|1|L}}/{{clr|4|H}} for the latter.


{{clr|4|2HH}} is NOT any safer on block. Don't even try it.
===<big>{{clr|4|2U}}</big>===
</div>
{{GBVS Move Card|game=GBVS
</div>
|input=2U
|description=
Eustace's sweep; {{clr|U|2U}} is significantly slower than most other sweeps, but has increased range to compensate for it. It's also technically Eustace's longest normal, and it can be used as a low poke to catch people walking back or attempting to 6G through his fireballs, and very occasionally in niche combos where he's too far for any other normal to reach in time.


===<big>{{clr|2|2U}}</big>===
{{clr|U|2U}} gives very stable okizeme when used to end juggles, as he can cancel into 4G and hold 9 for a safejump. As a starter, however, it's not great, as it launches opponents too low for Eustace to get much out of it. At closer ranges, he can confirm into {{clr|2|214M}} or SBA, but the further out your opponent is the less likely this is to work. Often if this hits you're better off just taking the okizeme.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_2U.png|Looks like a certain catgirl's 3C
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Really big, but pretty slow. Good poke and used at the end of some juggles for a smidge more damage, and more stable oki. Can combo and frame trap into {{clr|3|214M}} but is inconsistent at further ranges.
</div>
</div>


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_jL.png|
*Active until landing
</gallery>
Classical Granblue™️ {{clr|1|j.L}}. Eustace's only crossup button and his fastest, making it useful in rare air clashes. Just like other {{clr|1|j.L}}s, it can also be used to preempt reactive air throws.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Active until landing
<!--Insert text below the =s and above the two </div>-->
</div>
</div>


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_jM.png|
{{clr|2|j.M}} horizontally reaches the farthest out of Eustace's air buttons, making it his best air-to-air. It can also be used as a jump-in against further opponents, but the hitbox is pretty high up, meaning Eustace has to press pretty late for it to actually connect.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Eustace's longest air button, useful for air-to-airs and jump-ins from further out.
</div>
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_jH.png|
Safejump button and the preferred jump-in when in range to use it. Poor horizontal range compared to {{clr|2|j.M}}, but a much better hitbox for jump-ins.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Not a lot of range. {{clr|3|j.M}} is generally better, but {{clr|4|j.H}}'s more downward hitbox can be useful for certain jump-in angles.
</div>
</div>


===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_jU.png|
* After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.  
</gallery>
* Completely stalls air momentum before the shot.
</div>
* Can set off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
<div class="attack-info">
Can be used to bait anti-airs, but gives no reward. Trickier to land than other AA bait j.Us and not safe on block, but looks very funny
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
* After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.
* Can set off H Rat Race grenade.
<!--Insert text below the =s and above the two </div>-->
</div>
</div>


==Unique Action==
==Unique Action==
===<big>5U</big>===
===<big>Stay Tonight</big>===
<div class="attack-container">
{{InputBadge|{{clr|4|5U}}}}
<div class="attack-gallery">
{{GBVS Move Card|game=GBVS
<gallery widths="210px" heights="210px" mode="nolines">
|input=5U,5UU
GBVS_Eustace_StandInLine.png|
|versioned=input
GBVS_Eustace_StandInLine_Followup.png|
|description=
</gallery>
* Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
</div>
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack and increase damage, and the second shot will also set off a Rat Race+ grenade.
<div class="attack-info">
 
{| class="wikitable attack-data"
Useful for frame traps and closing distance, with {{clr|4|5UU}} being safe on block due to pushback. {{clr|4|5UU}} doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can run up and continue your offense on hit. On block, {{clr|4|5UU}} can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. Once he has his opponent respecting the frametrap, Eustace can omit {{clr|4|5UU}} as a pressure ender and instead run up and throw them.
{{FrameDataHeader-GBVS|version=yes}}
 
|-
{{clr|4|5U[U]}} launches and can be linked into {{clr|1|f.L}}. This is a rare starter, but {{clr|4|5U}} combos into {{clr|4|5U[U]}} on CH, making it a powerful frame trap.
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="5U" or input="5UU")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
<br style="clear:both;"/>
==== ====
* Follow-up cannot be canceled into special moves.
* Follow-up sets off H Rat Race grenade, but the first hit does not.
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack, and the second shot will also set off a Rat Race+ grenade.
 
Useful for frame traps and closing distance, with {{clr|2|5UU}} being safe on block due to pushback. {{clr|2|5UU}} doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can dash up and continue your offense on hit. On block, {{clr|2|5UU}} can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. There is almost never any reason not to use the follow-up.
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=LU
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_LU.png|There goes your health
* Forward Throw can set off the grenade from H Rat Race, allowing for a combo. Eustace will have 18 frames to continue a juggle if this sets off a grenade.
GBVS_Eustace_BThrow.png|There goes my grenade
**+31 on hit without grenade, +71 with
</gallery>
* Back Throw will also set off the grenade but puts the opponent in an unjugglable state, only tacking on a little extra damage.
</div>
**+27 on hit without grenade, +65 with
<div class="attack-info">
With grenades, forward throw can be converted into a full combo midscreen with {{clr|3|[4]6H}} > 66 > {{clr|3|f.H}}, or straight into either of Eustace's supers. In corner, it's much more flexible, requiring no additional cooldowns to be used for an extended juggle.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GBVS}}
Without grenade set, Eustace's throws are fairly standard.
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Forward Throw can set off the grenade from H Rat Race, allowing for a combo.
* Back Throw will also set off the grenade but won't give a combo, only tacking on a little extra damage.
Forward throw can only be combod into super midscreen, but in the corner it grants a full juggle.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.LU
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_jLU.png|
* Sets off the grenade from H Rat Race.
</gallery>
** Eustace will have 15 frames to continue a juggle if this triggers a grenade.
</div>
Anti-air that's immune to air stalling, but useful otherwise as Eustace's {{clr|3|2H}} isn't winning any awards. If your opponent somehow has a grenade stuck to them as you land this, you can follow it up with a combo using {{clr|3|f.H}} or any of Eustace's fireballs midscreen, and {{clr|3|c.H}} in corner.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Sets off the grenade from H Rat Race.
</div>
</div>


===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=MH
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_UOH.png|
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
</gallery>
** Eustace will have 15 frames to continue a juggle if a grenade is triggered.
</div>
Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs. As with other UOHs, can be used as a throw bait for huge damage.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
* Sets off H Rat Race grenade.
Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs. As with other UOHs, can be used as a throw bait for huge damage.
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Slow Kill {{Micon|2}}</big>===
===<big>Slow Kill</big>===
<span class="input-badge">'''[2]8X (Chargable)'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|2}} {{InputBadge|[2]8X (Chargable)}} or {{InputBadge|5S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=[2]8L,[2]8M,[2]8H,[2]8[L],[2]8[M],[2]8[H]
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Eustace_28L.png|He would probably have a better time hitting these if he faced the correct direction
|description=
</gallery>
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="[2]8L" or input="[2]8M" or input="[2]8H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Sets off H Rat Race grenade.
* Can be charged for an extra hit and more damage.
* Can be charged for an extra hit and more damage.
* Eustace is in CH state during recovery.
* Eustace is in CH state during recovery.
Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out. Also somewhat useful in neutral to control space, but ironically, none of its versions are good at catching jumps. Best used to mix up your timing between all of Eustace's other projectiles.
Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out.  
</div>
</div>


===<big>Flamek Thunder {{Micon|2}}</big>===
In neutral Slow Kill is generally much slower to reach enemies than Flamek Thunder, which allows Eustace to mix up his projectile timings against opponents attempting to use dodges or particularly cross-overs to bypass his zoning, as the projectile also beats the low profile that comes with 6G. It can also potentially catch jumps, though it's not as reliable as air throwing or {{clr|4|2H}} in any regard. The projectile's unique trajectory will often allow shots outside of point blank to be plus on block or hit, and if the Eustace player recognises this, they can take the opportunity to close the distance and start pressure.
<span class="input-badge">'''[4]6X (Chargable)'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_FlamekThunder.png|Miss Confire meets Stinger Aim
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="[4]6L" or input="[4]6M" or input="[4]6H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Sets off H Rat Race grenade.
* Can be charged for an extra hit and more damage.
A faster-than average fireball in both startup and velocity. Both {{clr|1|[4]6L}} and {{clr|3|[4]6M}} are very spammable and good at winning fireball wars, but are both very unsafe on block. {{clr|4|[4]6H}}, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both {{clr|1|[4]6L}} and {{clr|4|[4]6H}} will combo from literally any normal.


[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by {{clr|4|[4]6[H]}}. All versions of [4]6[X] gain exactly one frame of advantage over their uncharged counterparts, {{clr|3|[4]6[M]}} will grant a soft knockdown on hit, and {{clr|4|[4]6[H]}} grants a hard knockdown and wallbounces.
===<big>Flamek Thunder</big>===
{{Micon|2}} {{InputBadge|[4]6X (Chargable)}} or {{InputBadge|6S}}
{{GBVS Move Card|game=GBVS
|input=[4]6L,[4]6M,[4]6H
|versioned=input
|description=
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
A faster-than average fireball in both startup and velocity. Both {{clr|1|[4]6L}} and {{clr|2|[4]6M}} are very spammable and good at winning fireball wars, but are both very unsafe on block. {{clr|3|[4]6H}}, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both {{clr|1|[4]6L}} and {{clr|3|[4]6H}} will combo from literally any normal.


</div>
Eustace's low stance during this attack can allow him to low profile higher-hitting fireballs, such as Avatar Belial's {{clr|4|5U}} and Metera's Starry Sky (High).
</div>
}}
{{GBVS Move Card|game=GBVS
|input=[4]6[L],[4]6[M],[4]6[H]
|versioned=input
|description=
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by {{clr|3|[4]6[H]}}. {{clr|L|[4]6[L]}} is much safer on block than its uncharged counterpart, {{clr|2|[4]6[M]}} will grant a soft knockdown on hit, and {{clr|3|[4]6[H]}} grants a hard knockdown and wallbounces.


===<big>Close Combat {{Micon|6}}</big>===
{{clr|3|[4]6[H]}} can be held to further throw off opponent's dodge/cross-over attempts.
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_CloseCombat.png|{{clr|1|214L}}
GBVS_Eustace_CloseCombatM.png|{{clr|3|214M}}/{{clr|4|214H}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="214L" or input="214M" or input="214H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
 
==== ====
===<big>Close Combat</big>===
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}
{{GBVS Move Card|game=GBVS
|input=214L,214M,214H
|versioned=input
|description=
*{{clr|1|214L}} is cancellable into followups from frame 9
*{{clr|3|214H}} is cancellable into followups from frame 5
Eustace's command dash.
Eustace's command dash.


The L version only moves and can be cancelled into 5 follow-up actions (see below).  
{{clr|1|214L}} only moves and can be cancelled into 5 follow-up actions (see below). It can be used to fake out a {{clr|2|214M}} frametrap and go for pressure extensions or a throw, or in neutral to advance with immediate access to Close Combat follow-ups.


The M version ends in a knife attack and then allows follow-ups, apart from Brake which can only be used before the strike. Startup varies based on distance travelled.
{{clr|2|214M}} ends in a knife attack and then allows follow-ups, apart from Brake. Startup varies based on distance travelled. {{clr|2|214M}} is Eustace's main combo tool from {{clr|2|M}} buttons and allows him to get a decent knockdown with Takedown, or extend combos with Stunlight.


The H version can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled.
{{clr|3|214H}} can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled. Generally you'll want to avoid using this as having Close Combat on cooldown neuters Eustace's pressure and combo routes, but it has use in max damage combos if you need to end a round.
</div>
}}
</div>


===<big>Close Combat Followups</big>===
===<big>Close Combat Followups</big>===
<span class="input-badge">'''Close Combat > X'''</span>
{{InputBadge|Close Combat > X}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=214X > L,214X > M,214X > H,214X > U,214X > G
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Eustace_Stunlight.png|Stunlight
|description=
GBVS_Eustace_Takedown.png|Takedown
*Values in [] indicate advantage when {{clr|3|623H}} is triggered.
GBVS_Eustace_AssaultKnife.png|Assault Knife
*Values in () indicate frame data when each followup is used from {{clr|3|214H}} specifically.
GBVS_Eustace_Spreadshot.png|Spreadshot
----
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="214XL" or input="214XM" or input="214XH" or input="214XU" or input="214XG")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;Stunlight
;Stunlight
Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH. During a juggle {{clr|4|214H}}~{{clr|4|L}} is also very useful for combo extensions. Is very advantageous if it sets off a {{clr|4|623H}} set, so feel free to continue pressure if that happens.
Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH (or standing CH if you somehow manage to get it from {{clr|1|214L}}). During a juggle {{clr|3|214H}}~{{clr|3|L}} is also very useful for combo extensions. Is very advantageous if it sets off a {{clr|3|623H}} set, so feel free to continue pressure if that happens. Using this follow-up from {{clr|3|214H}} grants slightly more advantage than the normal versions.
----
----
;Takedown
;Takedown
A low slide. Leaves Eustace very vulnerable but travels far.
A low slide. Leaves Eustace very vulnerable but travels far. As it hits low, it can be used to catch opponents off-guard in neutral and is generally a better combo ender than 214X~{{clr|3|H}} for oki.
----
----
;Assault Knife
;Assault Knife
Eustace's anti-air attack. Has some invuln. Highest damaging combo ender from {{clr|3|214M}} and {{clr|4|214H}}, and if used from {{clr|4|214H}}, grants a combo extension in the corner on opponents juggled high enough.
Eustace's anti-air attack. Invulnerable on startup but like the DPs it emulates, it is only air unblockable if used from {{clr|3|214H}}. Highest damaging combo ender from {{clr|2|214M}} and {{clr|3|214H}}, and if used from {{clr|3|214H}}, grants a combo extension in the corner on opponents juggled high enough. Slightly less disadvantageous on block if used from {{clr|3|214H}}, but only if the opponent stand blocks.
----
----
;Spreadshot
;Spreadshot
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a {{clr|4|623H}} set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a {{clr|3|623H}} set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.
----
----
;Brake
;Brake
By pressing G, Eustace will stop the dash. This has to be done before the strike of the {{clr|3|M}} or {{clr|4|H}} version. To guarantee an empty 214X, use {{clr|1|214L}} instead.
By pressing G, Eustace will stop the dash. This has to be done before the strike of the {{clr|3|H}} version and is unavailable from the {{clr|2|M}} version. To guarantee an empty 214X, use {{clr|1|214L}} instead.
</div>
}}
</div>


===<big>Rat Race {{Micon|3}}</big>===
===<big>Rat Race</big>===
<span class="input-badge">'''623X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|3}} {{InputBadge|623X}} or {{InputBadge|2S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=623L,623M,623H
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Eustace_623L.png|We Halo now
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and (input="623L" or input="623M" or input="623H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.
Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.
----
----
;L Grenade
;{{clr|1|623L}}
* Explodes on impact.
* Explodes on impact with your opponent or the ground.
Slow and loses you your turn.
In neutral it has potential use as a slower projectile to call out people attempting to dodge or cross-over your other fireballs.
 
Can also be used as a potential fakeout for people expecting {{clr|2|623M}} in pressure. The typical response to M Rat Race is to dodge on reaction, but {{clr|1|623L}} is slow enough that it will CH such attempts and allow Eustace to combo.
----
----
;M Grenade
;{{clr|2|623M}}
* Hits once, then explodes.
* Hits once, then explodes.
Useful on oki to bait your opponent into trying something. It's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.
** If it does not connect to its opponent before touching the ground, it will ground bounce before exploding.
* +4 if you dodge after {{clr|2|623M}}(1) is blocked and they block {{clr|2|623M}}(2)
 
Goes the furthest out of all three versions, and can catch cross-over from near fullscreen. Certainly the most useful version in neutral, owing to its high advantage if the second hit is blocked and its long range.
 
In pressure or oki, it can be useful to bait your opponent into doing something, and Eustace is always plus if they block the second hit. As an oki tool, it's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.
----
----
;H Grenade
;{{clr|3|623H}}
* Sticks to the enemy on impact.
* Sticks to the enemy on impact.
* Can be set off by Eustace's projectile attacks.
* Can be set off by Eustace's projectile attacks.
Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with {{clr|4|c.H}} on standers and {{clr|4|2H}} or full autocombo on crouchers.
Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows full conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with {{clr|3|c.H}} on standers and {{clr|3|2H}} or full autocombo on crouchers.
</div>
 
</div>
{{clr|3|623H}} as a juggle ender leaves Eustace's opponent in a HKD state with a grenade on them. Compared to using it in blockstrings or as okizeme, this guarantees a set, but locks him out of using it as a frame trap or reset.
 
Although this can be a frame trap and a pressure reset, dodging on reaction to the EX flash will leave Eustace minus in many cases. To avoid being predictable and strain his opponent's mental stack further, Eustace will want to sneak in grenades from blockstrings that it won't frame trap from.
}}
<br style="clear:both;"/>


==Skybound Art==
==Skybound Art==
===<big>Acidrage Howl</big>===
===<big>Acidrage Howl</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_AcidrageHowl.png |
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.
GBVS_Eustace_AcidrageHowl_Dash.png|
 
GBVS_Eustace_AcidrageHowl_Finish.png|
In neutral this can be used on reaction to punish committal moves, and it's great in combos despite its low minimum damage. However, its variable startup can make this tricky to land as a combo ender at times, and you might want to use his SSBA instead if you have the option.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="236236H"
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.
</div>
</div>


==Super Skybound Art==
==Super Skybound Art==
===<big>Dead End Fall</big>===
===<big>Dead-End Fall</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236SU'''</span>
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236SU}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236U
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GBVS_Eustace_DeadEndFall.png |
Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos.
GBVS_Eustace_DeadEndFall_activation.png|
Note that only the first hit of the super is air unblockable.
GBVS_Eustace_DeadEndFall_Finish.png| They really put wallbreak in this game too huh?
 
</gallery>
If Eustace's SSBA does not connect with its full animation, it will do near-identical damage to his SBA while also having much worse okizeme. With this in mind you might want to substitute this move with his SBA in combos, depending on the situation.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="Eustace" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
 
Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos.
==Colors==
<!--Insert text below the =s and above the two </div>-->
{{GBVSColors|Size=120|Character=Eustace}}
</div>
{{GBVSweapons|Size=120|Character=Eustace}}
</div>
<br style="clear:both;"/>


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|GBVS|Eustace|size=58px}}</center>
{{GBVS/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


{{Navbar-GBVS}}
{{GBVS/Navigation}}
[[category:GBVS Characters]]

Latest revision as of 14:47, 1 March 2024

Overview

Overview
Stoic Erune "Weapon Contractor" of The Society; a mysterious organizaion who looks to put down any grave threats to Sky Realm by whatever means necessary. Wielding his Seal Weapon Flamek, Eustace excels at locking down the opponent with his projectile gunfire, command dash follow-ups and Rat Race grenade oki and pressure. On top of his already strong offense, he can use the simplified inputs for Flamek Thunder and Slow Kill to execute blockstrings and combos which would otherwise be very difficult or impossible. Although he's strong when it's his turn, his strengths are offset by his lack of a meterless reversal and generally low damage output. Good reads and awareness are required to fully make Eustace shine as an offensive powerhouse.
GBVS Eustace Nameplate.png
GBVS Eustace Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
Low Recovery (20f)
Unique Movement Options
Close Combat

 Eustace is a mid-range fighter who uses his variety of projectiles and grenades from Rat Race to control space and set up for combos and pressure.

Pros
Cons
  • Strong neutral: A variety of good pokes, projectiles that hit at different timings and advancing moves give Eustace a fantastic neutral game.
  • Godlike pressure: In addition to his top-of-class 2L and high speed projectiles, every one of Eustace's specials is geared towards offense and nearly all EX and charged versions grant him advantage on block.
  • Great conversions with Rat Race+: With EX grenade set, Eustace can convert almost any hit into a highly damaging combo from anywhere on screen.
  • No meterless reversal Eustace can have a tough time getting out of pressure as he has no meterless reversal.
  • Reliance on grenade: A lot of Eustace's kit is enabled by Rat Race+, and if it's on cooldown he loses access to his high damage conversions, and his pressure becomes significantly weaker.


Unique Mechanic: Rat Race Grenades
The H version of Rat Race causes the grenade to stick to the opponent. Eustace's gunshot moves and projectiles will cause the grenade to detonate for a combo, a hard knockdown, or massively improved frame advantage on block. With smart routing, you can even detonate the grenade multiple times in one combo.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 6 +2 +6

Standard Granblue c.L. Combos into itself, 2L and f.L on hit and 2M on crouching hit. Eustace's fastest normal so it's his go-to abare normal, and also his best link from 2L so long as he's in range to combo into it. Its frame advantage means it can also be used for pressure, but it's generally outshined by Eustace's amazing 2L for this purpose.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 3 13 -1 +3

Eustace's c.M is slightly slower than the average c.M at 7f startup, meaning it will only link from 2L/c.L on crouching opponents. Despite this, it still finds use in frame traps and as a slightly faster close-range punish tool than c.H.

Combos into 623H on CH, notable when punishing moves like dodges or when used as a frametrap.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 9 5 17 -3 +1

Eustace's most damaging normal. It also does the most grounded hitstun of any of his buttons, making it the only way to combo into 623H on a standing opponent. This makes c.H great combo filler, and Eustace's optimal grounded punish starter so long as he's in range to use it. Its high blockstun also makes it good if Eustace's opponent has been conditioned to respect his blockstrings.

Devastating on counter-hit, but generally Eustace will have a difficult time frame trapping into this one from normal strings. Frame traps are still possible thanks to Eustace's access to absurd frame advantage in [2][8]X and grenade setups, and you can also meaty c.H for up to +3 frame advantage.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

Very typical autocombo, but Eustace's unique traits make it better for him than anyone else. He can get a downback charge due to the input leniency by inputting the autocombo as 1XX/1XXX instead, meaning he won't need the simple input to access his powerful fireball resets during the autocombo.

He also has strong frame traps from both c.XX and c.XXX. 5U will frame trap from both, has great reward, and is safe on block if the follow-up is used. 623H will frame trap from c.XXX, has a great combo on CH, and of course sets up a grenade, leaving Eustace +2 for further pressure.

On crouching opponents only, c.XXX will combo into 623H.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 13 -3 +1

A high kick that looks similar to Zeta's and Djeeta's f.Ls, but it consistently connects against crouching opponents. Eustace's far-range 6f punish. Also useful for combos as its Eustace's only way to convert into a knockdown from 2L without cooldowns, and its also his best link from 623H on standing opponents. However, f.L only combos into Flamek Thunder, 214L~H and 214H on hit, so it's generally preferable to find ways to route around using this.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 3 18 -6 -2

Kinda looks like Lancelot's f.M but a lot bigger due to how Eustace leans forward as he swings. Eustace's 8f punish, and his go-to fast poke due to a great combination of speed and range. Also makes for a decent long-ranged frametrap, but generally outshined in this use by f.H. On hit, it combos into 214M except at near-maximum range.

Level Attribute
2

f.H

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
f.H 1000 Mid 9 3 23 -9 -5
f.HH 500 Mid 4 6 20 -9 [+5] KD[HKD]
  • By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
  • The followup cannot be canceled into special moves.

Eustace's long-range 9f punish. Strong poke with a built-in follow-up for free extra damage and a knockdown, though attempting to confirm into a special or 5U is preferable due to the poor reward from f.H without grenade set.

f.H is also a great button for spacing traps thanks to Eustace's enormous 2L, and will combo into 623H for a full combo against crouching opponents. As many characters use 2M as abare at range, this situation isn't as rare as you might think. In combos, f.H is commonly used to extend juggles as Eustace's highest damaging far normal, and f.HH can be used as a secondary grenade trigger if you don't have time for anything else.

The follow-up can be used on whiff, and can make this button harder to whiff punish.

Version Level Attribute
f.H 3
f.HH 3

f.H:
f.HH:

  • Not Special Cancelable
  • Sets off Rat Race+

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

Extremely good range for a 2L, second only to Zeta's. 2L is the cornerstone of Eustace's pressure, and he will often start strings with it. It's range allows it to be repeated three times on block, and it frame traps into f.L and 2M at any range, and can be spaced to frame trap into f.M/f.H instead. A meaty 2L also can also frame trap into c.H for the extra blockstun.

Against standing opponents, Eusatce's go-to link is c.L or f.L, and on crouchers c.M or 2M. Crouch confirms from 2L are especially important at longer ranges due to the 2M link being significantly more rewarding in damage and okizeme than the f.L link.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 3 15 -3 +1

Low swipe, does not actually hit low. Pretty good frame trap tool and Eustace's go-to 7f punish. Combos from 2L and c.L on crouching opponents, which leads to a good knockdown with 214M. Will always combo into 214M unless it hits an extended hurtbox.

At further spacings on a crouch confirm, 2M confirms into [2]8H for a better knockdown and an extended juggle in the corner. [2]8H will technically combo from 2M even at closer ranges, but it won't lead to a workable juggle if spaced. Eustace might still want to spend the cooldown for the better okizeme, though.

Level Attribute
2

2H

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
2H 1000 Mid 10 5 23 -12 -8
2HH 500 Mid 2 8 23 -12[+2] KD[HKD]
  • By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade. Values in [] indicate advantage when 623H is triggered.
  • The followup cannot be canceled into special moves.

The first of Eustace's designated anti-airs, and the most rewarding of the lot. There are many ways to convert 2H into a combo if it hits as an anti-air, but they can be inconsistent depending on whether it counter-hits or not. To get around this, Eustace can cancel straight into 214L, then either Brake if he sees a CH or Stunlight/Assault Knife if he doesn't.

2H also has the highest untech time of any of Eustace's normals and is not proximity-dependent, making it great in juggles. In this case, it's commonly used to set up a 623H combo ender when Eustace's opponent is too far for him to get c.H, or to set up an extremely tricky meaty Assault Knife extension.

2HH is highly active and can be used to beat out anti-air bait divekicks even if you whiff 2H. However, it is not any safer on block unless you have a 623H set up, and in fact locks Eustace out of special cancels that make the move actually safe on block. It does leave him at a slight advantage if it sets off a grenade, however.

Version Level Attribute
2H 3
2HH 3

2H:
2HH:

  • Not Special Cancelable
  • Sets off Rat Race+

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 10 6 20 -11 HKD

Eustace's sweep; 2U is significantly slower than most other sweeps, but has increased range to compensate for it. It's also technically Eustace's longest normal, and it can be used as a low poke to catch people walking back or attempting to 6G through his fireballs, and very occasionally in niche combos where he's too far for any other normal to reach in time.

2U gives very stable okizeme when used to end juggles, as he can cancel into 4G and hold 9 for a safejump. As a starter, however, it's not great, as it launches opponents too low for Eustace to get much out of it. At closer ranges, he can confirm into 214M or SBA, but the further out your opponent is the less likely this is to work. Often if this hits you're better off just taking the okizeme.

Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High 5 Until L 0
  • Active until landing

Classical Granblue™️ j.L. Eustace's only crossup button and his fastest, making it useful in rare air clashes. Just like other j.Ls, it can also be used to preempt reactive air throws.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 High 7 7

j.M horizontally reaches the farthest out of Eustace's air buttons, making it his best air-to-air. It can also be used as a jump-in against further opponents, but the hitbox is pretty high up, meaning Eustace has to press pretty late for it to actually connect.

Level Attribute
2

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High 8 6

Safejump button and the preferred jump-in when in range to use it. Poor horizontal range compared to j.M, but a much better hitbox for jump-ins.

Level Attribute
2

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 Mid 15 6 Until L+7 -16[0] KD[HKD]
  • After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.
  • Completely stalls air momentum before the shot.
  • Can set off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.

Can be used to bait anti-airs, but gives no reward. Trickier to land than other AA bait j.Us and not safe on block, but looks very funny

Level Attribute
2
  • Sets off Rat Race+


Unique Action

Stay Tonight

5U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U 700 Mid 19 3 20 -6 -2
5UU 500(800) Mid 5~23 (24) 3 20 -6[+8] [HKD]
  • Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when 623H is triggered.

Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack and increase damage, and the second shot will also set off a Rat Race+ grenade.

Useful for frame traps and closing distance, with 5UU being safe on block due to pushback. 5UU doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can run up and continue your offense on hit. On block, 5UU can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. Once he has his opponent respecting the frametrap, Eustace can omit 5UU as a pressure ender and instead run up and throw them.

5U[U] launches and can be linked into f.L. This is a rare starter, but 5U combos into 5U[U] on CH, making it a powerful frame trap.

Version Level Attribute
5U 3
5UU 2

5U:
5UU:

  • Cannot be special canceled
  • Sets off Rat Race+


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD[HKD]
  • Forward Throw can set off the grenade from H Rat Race, allowing for a combo. Eustace will have 18 frames to continue a juggle if this sets off a grenade.
    • +31 on hit without grenade, +71 with
  • Back Throw will also set off the grenade but puts the opponent in an unjugglable state, only tacking on a little extra damage.
    • +27 on hit without grenade, +65 with

With grenades, forward throw can be converted into a full combo midscreen with [4]6H > 66 > f.H, or straight into either of Eustace's supers. In corner, it's much more flexible, requiring no additional cooldowns to be used for an extended juggle.

Without grenade set, Eustace's throws are fairly standard.

Level Attribute
  • Sets off Rat Race+

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until L+6 HKD[HKD]
  • Sets off the grenade from H Rat Race.
    • Eustace will have 15 frames to continue a juggle if this triggers a grenade.

Anti-air that's immune to air stalling, but useful otherwise as Eustace's 2H isn't winning any awards. If your opponent somehow has a grenade stuck to them as you land this, you can follow it up with a combo using f.H or any of Eustace's fireballs midscreen, and c.H in corner.

Level Attribute
  • Sets off Rat Race+

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 [+8] +1[HKD]
  • Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
    • Eustace will have 15 frames to continue a juggle if a grenade is triggered.

Can set off the H Rat Race grenade, allowing for a combo. This will also keep Eustace at advantage if they block it, making it more potent than other UOHs. As with other UOHs, can be used as a throw bait for huge damage.

Level Attribute
5


Special Moves

Slow Kill

GBVS Upfireball.png [2]8X (Chargable) or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
[2]8L 500 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8M 500 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8H 500×2 All 13~23 Total 39~50 -2[+15] HKD[HKD]
[2]8[L] 300×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[M] 300×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[H] 300×4 All 24 Total 51 +11[+25] HKD[HKD]
  • Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.
  • Can be charged for an extra hit and more damage.
  • Eustace is in CH state during recovery.

Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out.

In neutral Slow Kill is generally much slower to reach enemies than Flamek Thunder, which allows Eustace to mix up his projectile timings against opponents attempting to use dodges or particularly cross-overs to bypass his zoning, as the projectile also beats the low profile that comes with 6G. It can also potentially catch jumps, though it's not as reliable as air throwing or 2H in any regard. The projectile's unique trajectory will often allow shots outside of point blank to be plus on block or hit, and if the Eustace player recognises this, they can take the opportunity to close the distance and start pressure.

Version Level Attribute
[2]8L
[2]8M
[2]8H
[2]8[L]
[2]8[M]
[2]8[H]

[2]8L:

  • Sets off Rat Race+


[2]8M:

  • Sets off Rat Race+


[2]8H:

  • Sets off Rat Race+


[2]8[L]:

  • Sets off Rat Race+


[2]8[M]:

  • Sets off Rat Race+


[2]8[H]:

  • Sets off Rat Race+

Flamek Thunder

GBVS Upfireball.png [4]6X (Chargable) or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
[4]6L 800 All 13~24 Total 45~56 -6[+9] -4[HKD]
[4]6M 800 All 15~26 Total 45~56 -6[+9] -4[HKD]
[4]6H 300,300,400 All 13~24 Total 45~56 +3[+20] +7[HKD]
  • Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.

A faster-than average fireball in both startup and velocity. Both [4]6L and [4]6M are very spammable and good at winning fireball wars, but are both very unsafe on block. [4]6H, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both [4]6L and [4]6H will combo from literally any normal.

Eustace's low stance during this attack can allow him to low profile higher-hitting fireballs, such as Avatar Belial's 5U and Metera's Starry Sky (High).

Version Level Attribute
[4]6L
[4]6M
[4]6H

[4]6L:

  • Sets off Rat Race+


[4]6M:

  • Sets off Rat Race+


[4]6H:

  • Sets off Rat Race+
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
[4]6[L] 1000 All 25 Total 52 -1[+16] +3[HKD]
[4]6[M] 1000 All 27 Total 60 -7[+10] KD[HKD]
[4]6[H] 1200 All 25~45 Total 50~70 +7[+18] HKD[HKD]
  • Sets off H Rat Race grenade. Values in [] indicate advantage when 623H is triggered.

[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by [4]6[H]. [4]6[L] is much safer on block than its uncharged counterpart, [4]6[M] will grant a soft knockdown on hit, and [4]6[H] grants a hard knockdown and wallbounces.

[4]6[H] can be held to further throw off opponent's dodge/cross-over attempts.

Version Level Attribute
[4]6[L]
[4]6[M]
[4]6[H]

[4]6[L]:

  • Sets off Rat Race+


[4]6[M]:

  • Sets off Rat Race+


[4]6[H]:

  • Sets off Rat Race+

Close Combat

GBVS Charge.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L Total 40
214M 500 Mid 18~27 6 16 -7 -3
214H 500 Mid 15~26 6 16 -7 -3
  • 214L is cancellable into followups from frame 9
  • 214H is cancellable into followups from frame 5

Eustace's command dash.

214L only moves and can be cancelled into 5 follow-up actions (see below). It can be used to fake out a 214M frametrap and go for pressure extensions or a throw, or in neutral to advance with immediate access to Close Combat follow-ups.

214M ends in a knife attack and then allows follow-ups, apart from Brake. Startup varies based on distance travelled. 214M is Eustace's main combo tool from M buttons and allows him to get a decent knockdown with Takedown, or extend combos with Stunlight.

214H can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled. Generally you'll want to avoid using this as having Close Combat on cooldown neuters Eustace's pressure and combo routes, but it has use in max damage combos if you need to end a round.

Version Level Attribute
214L
214M 3
214H 3

214L:
214M:
214H:

Close Combat Followups

Close Combat > X

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214X > L 700 Mid 13 3 15(14) -3(-2)[+13(+14)] +1(+2)[HKD]
214X > M 800 Low 9 9 15 -9 KD(HKD)
214X > H 800/1000 All (Mid) 7 3,17(3,3,3,3,3,3,2) 27 -27(-22) KD(HKD) 1-8 All (1~26 All)
214X > U 400×3 All 27 Total 65 +1[+18] +5[HKD] 14~28 All
214X > G Total 16
  • Values in [] indicate advantage when 623H is triggered.
  • Values in () indicate frame data when each followup is used from 214H specifically.

Stunlight

Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH (or standing CH if you somehow manage to get it from 214L). During a juggle 214H~L is also very useful for combo extensions. Is very advantageous if it sets off a 623H set, so feel free to continue pressure if that happens. Using this follow-up from 214H grants slightly more advantage than the normal versions.


Takedown

A low slide. Leaves Eustace very vulnerable but travels far. As it hits low, it can be used to catch opponents off-guard in neutral and is generally a better combo ender than 214X~H for oki.


Assault Knife

Eustace's anti-air attack. Invulnerable on startup but like the DPs it emulates, it is only air unblockable if used from 214H. Highest damaging combo ender from 214M and 214H, and if used from 214H, grants a combo extension in the corner on opponents juggled high enough. Slightly less disadvantageous on block if used from 214H, but only if the opponent stand blocks.


Spreadshot

Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a 623H set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.


Brake

By pressing G, Eustace will stop the dash. This has to be done before the strike of the H version and is unavailable from the M version. To guarantee an empty 214X, use 214L instead.

Version Level Attribute
214X > L 4
214X > M 2
214X > H
214X > U
214X > G

214X > L:

  • Sets off Rat Race+


214X > M:
214X > H:
214X > U:

  • Sets off Rat Race+


214X > G:

Rat Race

GBVS SpecialProjectile.png 623X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 200,600 Mid 28 53,2 Total 53 -4 0
623M 200,600 Mid 24 Total 46 -4 0
623H 400,400 Mid 21 Total 47 +2 +6

Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.


623L
  • Explodes on impact with your opponent or the ground.

In neutral it has potential use as a slower projectile to call out people attempting to dodge or cross-over your other fireballs.

Can also be used as a potential fakeout for people expecting 623M in pressure. The typical response to M Rat Race is to dodge on reaction, but 623L is slow enough that it will CH such attempts and allow Eustace to combo.


623M
  • Hits once, then explodes.
    • If it does not connect to its opponent before touching the ground, it will ground bounce before exploding.
  • +4 if you dodge after 623M(1) is blocked and they block 623M(2)

Goes the furthest out of all three versions, and can catch cross-over from near fullscreen. Certainly the most useful version in neutral, owing to its high advantage if the second hit is blocked and its long range.

In pressure or oki, it can be useful to bait your opponent into doing something, and Eustace is always plus if they block the second hit. As an oki tool, it's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.


623H
  • Sticks to the enemy on impact.
  • Can be set off by Eustace's projectile attacks.

Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows full conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with c.H on standers and 2H or full autocombo on crouchers.

623H as a juggle ender leaves Eustace's opponent in a HKD state with a grenade on them. Compared to using it in blockstrings or as okizeme, this guarantees a set, but locks him out of using it as a frame trap or reset.

Although this can be a frame trap and a pressure reset, dodging on reaction to the EX flash will leave Eustace minus in many cases. To avoid being predictable and strain his opponent's mental stack further, Eustace will want to sneak in grenades from blockstrings that it won't frame trap from.

Version Level Attribute
623L
623M
623H

623L:
623M:
623H:


Skybound Art

Acidrage Howl

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3200 Mid 13~22 3 36 -19 HKD 1~15 All

Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.

In neutral this can be used on reaction to punish committal moves, and it's great in combos despite its low minimum damage. However, its variable startup can make this tricky to land as a combo ender at times, and you might want to use his SSBA instead if you have the option.

Level Attribute
4


Super Skybound Art

Dead-End Fall

236236U or 236SU

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4468 Mid 13 Total 121 -27 HKD 1~15 All

Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos. Note that only the first hit of the super is air unblockable.

If Eustace's SSBA does not connect with its full animation, it will do near-identical damage to his SBA while also having much worse okizeme. With this in mind you might want to substitute this move with his SBA in combos, depending on the situation.

Level Attribute
4


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Eustace Color 01.png
GBVS Eustace Color 02.png
GBVS Eustace Color 03.png
GBVS Eustace Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Eustace Color 05.png
GBVS Eustace Color 06.png
GBVS Eustace Color 07.png
GBVS Eustace Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Eustace Color 09.png
GBVS Eustace Color 10.png
GBVS Eustace Color 11.png
GBVS Eustace Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Eustace Color 13.png
GBVS Eustace Color 14.png
GBVS Eustace Color 15.png
GBVS Eustace Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Eustace Color 17.png
GBVS Eustace Color 18.png
GBVS Eustace Color 19.png
GBVS Eustace Color EX.png
Weapons
01
02
03
04
GBVS Eustace Weapon 01.png
GBVS Eustace Weapon 02.png
GBVS Eustace Weapon 03.png
GBVS Eustace Weapon 04.png
05
06
07
08
GBVS Eustace Weapon 05.png
GBVS Eustace Weapon 06.png
GBVS Eustace Weapon 07.png
GBVS Eustace Weapon 08.png


Navigation

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To edit frame data, edit values in GBVS/Eustace/Data.


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