GBVS/Eustace: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
| overview = Eustace is ...<br>
| 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, [[#Close Combat Followups|command dash follow-ups]] and set-play from his [[#Rat Race|Rat Race]] grenades. On top of these, he 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. Althrough he's strong on the attack, his capability is offset by lack of meterless reversal and limited knockdown tools. Good read and awareness are required to make Eustace an offensive powerhorse proper.<br>
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.
| quote = Mission accepted.
| 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.
| lore = A man of few words, Eustace stops at nothing to complete his mission. He belongs to the secretive Society, same as Zeta and Vaseraga. But his loyalties are based entirely on the personal advantages he gains from working as an operative.
| summary = is a midrange fighter who uses his grenades from Rat Race to control space and set up combos and pressure.
 
One such privilege is Flamek, a sealing weapon capable of launching pure lightning. Should an opponent get up close and personal, Eustace is skilled with the various bladed armaments tucked into his battle suit.
 
But his most impressive? An immense love for all fluffy creatures. He's never met a doggo he didn't adore—even if they don't always adore him back.
| summary = is a mid-range fighter who uses his grenades from Rat Race to control space and set up combos and pressure.
| pros =  
| pros =  
* '''Strong neutral:''' A variety of good pokes, projectiles that hit at different timings and advancing moves sum up to give Eustace a fantastic neutral game.
* '''Strong neutral:''' A variety of good pokes, projectiles that hit at different timings and advancing moves sum up to give Eustace a fantastic neutral game.
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| voice_actor = English: Kaiji Tang/ Japanese: [https://en.wikipedia.org/wiki/Kazuya_Nakai Kazuya Nakai]
| voice_actor = English: Kaiji Tang/ Japanese: [https://en.wikipedia.org/wiki/Kazuya_Nakai Kazuya Nakai]
| unique_mechanic1_name = [[#Rat Race|Rat Race]] Grenades
| unique_mechanic1_name = [[#Rat Race|Rat Race]] Grenades
| unique_mechanic1 = The {{clr|4|H}} version of Rat Race causes the grenade to stick to the opponent. Certain moves will cause the grenade to detonate allowing for combo followups. These moves are as follows:
| unique_mechanic1 = The {{clr|3|H}} version of Rat Race causes the grenade to stick to the opponent. Certain moves will cause the grenade to detonate allowing for combo followups. These moves are as follows:
*{{clr|4|fHH}}
*{{clr|3|fHH}}
*{{clr|4|2HH}}
*{{clr|3|2HH}}
*{{clr|2|jU}}
*{{clr|4|jU}}
*[[#Stand In Line|Stand In Line]] followup
*[[#Stand In Line|Stand In Line]] followup
*Forward Throw
*Forward Throw
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*[[#Close Combat Followups|Stunlight]]
*[[#Close Combat Followups|Stunlight]]
*[[#Close Combat Followups|Spreadshot]]
*[[#Close Combat Followups|Spreadshot]]
}}
}}


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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="c.L"
|where=chara="Eustace" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.
Standard Granblue c.L. Combos into itself, {{clr|1|2L}} and {{clr|1|f.L}} on hit and {{clr|2|2M}} on crouching hit. Useful for pressure, combos, and abare.
</div>
</div>
</div>
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="c.M"
|where=chara="Eustace" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="c.H"
|where=chara="Eustace" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.
Big combo filler upswing and punish starter. Your only way to combo into {{clr|3|623H}} on a standing opponent, which leads to flashy, highly damaging combos from anywhere on screen.
</div>
</div>
</div>
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="c.XX" or input="c.XXX")
|where=chara="Eustace" and (input="c.XX" or input="c.XXX")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
It's the autocombo. c.XXX > {{clr|4|623H}} is a frame trap and a combo on crouching opponents.
It's the autocombo. c.XXX > {{clr|3|623H}} is a frame trap and a combo on crouching opponents.
</div>
</div>
</div>
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="f.L"
|where=chara="Eustace" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.
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|3|214H}} on hit, so it's generally preferable to find ways to route around using this.
</div>
</div>
</div>
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="f.M"
|where=chara="Eustace" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.  
Looks like Lancelot's {{clr|2|f.M}} but a lot bigger due to how Eustace leans forward as he swings. Good, fast poke, combos into {{clr|2|214M}} on hit unless hit at near-maximum range.  
</div>
</div>
</div>
</div>


===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="f.H" or input="f.HH")
|where=chara="Eustace" and (input="f.H" or input="f.HH")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|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. Values in [] indicate advantage when {{clr|4|623H}} is triggered.
* 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.
* The followup cannot be canceled into special moves.
* 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.
Really good poke, has the automatic follow-up for free extra damage although it doesn't lead to anything. Combos into {{clr|2|214M}} and {{clr|4|5U}} on hit and is often used to extend juggles, whether in the corner or midscreen.
</div>
</div>
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="2L"
|where=chara="Eustace" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.
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|2|2M}} at any range, and at further ranges, {{clr|2|f.M}}. Cornerstone of Eustace's powerful pressure and you'll often want to start strings with this.
</div>
</div>
</div>
</div>


===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="2M"
|where=chara="Eustace" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
Low swipe. does not actually hit low. 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.  
Low swipe. does not actually hit low. Decent 7f poke. Combos from {{clr|1|2L}} on crouching opponents, which leads to a knockdown with {{clr|2|214M}}. Try to confirm into this rather than {{clr|1|f.L}} as it leads to a resourceless knockdown.  
</div>
</div>
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln,invuln
|where=chara="Eustace" and (input="2H" or input="2HH")
|where=chara="Eustace" and (input="2H" or input="2HH")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
* 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|4|623H}} is triggered.
* 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.
* The followup cannot be canceled into special moves.  
* 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.  
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|3|H}} for the latter.  


{{clr|4|2HH}} is NOT any safer on block unless you have a {{clr|4|623H}} set up. Don't even try it.
{{clr|3|2HH}} is NOT any safer on block unless you have a {{clr|3|623H}} set up. Don't even try it.
</div>
</div>
</div>
</div>


===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="2U"
|where=chara="Eustace" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.  
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|2|214M}} but is inconsistent at further ranges.  
</div>
</div>
</div>
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="j.L"
|where=chara="Eustace" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="j.M"
|where=chara="Eustace" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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</div>
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="j.H"
|where=chara="Eustace" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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|}
|}
==== ====
==== ====
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.
Not a lot of range. {{clr|2|j.M}} is generally better, but {{clr|3|j.H}}'s more downward hitbox can be useful for certain jump-in angles.
</div>
</div>
</div>
</div>


===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
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<div class="attack-gallery">
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="j.U"
|where=chara="Eustace" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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* After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.  
* After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing.  
* Completely stalls air momentum before the shot.
* Completely stalls air momentum before the shot.
* Can set off H Rat Race grenade. Values in [] indicate advantage when {{clr|4|623H}} is triggered.
* Can set off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|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
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
</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="5U" or input="5UU")
|where=chara="Eustace" and (input="5U" or input="5UU")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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==== ====
==== ====
* Follow-up cannot be canceled into special moves.
* Follow-up cannot be canceled into special moves.
* Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when {{clr|4|623H}} is triggered.
* Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when {{clr|3|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.
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 {{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.
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 dash 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. There is almost never any reason not to use the follow-up.
</div>
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</div>
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|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="LU"
|where=chara="Eustace" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 447: Line 449:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="j.LU"
|where=chara="Eustace" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 469: Line 471:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="MH"
|where=chara="Eustace" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 475: Line 477:
|}
|}
==== ====
==== ====
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|4|623H}} is triggered.
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} 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.
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>
Line 481: Line 483:


==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}} <span class="input-badge">'''[2]8X (Chargable)'''</span> or <span class="input-badge">'''5S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 494: Line 496:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="[2]8L" or input="[2]8M" or input="[2]8H" or input="[2]8[L]" or input="[2]8[M]" or input="[2]8[H]")
|where=chara="Eustace" and (input="[2]8L" or input="[2]8M" or input="[2]8H" or input="[2]8[L]" or input="[2]8[M]" or input="[2]8[H]")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|4|623H}} is triggered.
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
* 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.
Line 508: Line 510:
</div>
</div>


===<big>Flamek Thunder {{Micon|2}}</big>===
===<big>Flamek Thunder</big>===
<span class="input-badge">'''[4]6X (Chargable)'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|2}} <span class="input-badge">'''[4]6X (Chargable)'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 521: Line 523:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="[4]6L" or input="[4]6M" or input="[4]6H")
|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
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|4|623H}} is triggered.
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.
* Can be charged for an extra hit and more damage.
* 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.
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.
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="[4]6[L]" or input="[4]6[M]" or input="[4]6[H]")
|where=chara="Eustace" and (input="[4]6[L]" or input="[4]6[M]" or input="[4]6[H]")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
[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.
[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]}}. All versions of [4]6[X] gain exactly one frame of advantage over their uncharged counterparts, {{clr|2|[4]6[M]}} will grant a soft knockdown on hit, and {{clr|3|[4]6[H]}} grants a hard knockdown and wallbounces.


</div>
</div>
</div>
</div>


===<big>Close Combat {{Micon|6}}</big>===
===<big>Close Combat</big>===
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|6}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Eustace_CloseCombat.png|{{clr|1|214L}}
GBVS_Eustace_CloseCombat.png|{{clr|1|214L}}
GBVS_Eustace_CloseCombatM.png|{{clr|3|214M}}/{{clr|4|214H}}
GBVS_Eustace_CloseCombatM.png|{{clr|2|214M}}/{{clr|3|214H}}
</gallery>
</gallery>
</div>
</div>
Line 560: Line 562:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="214L" or input="214M" or input="214H")
|where=chara="Eustace" and (input="214L" or input="214M" or input="214H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 595: Line 597:
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="214XL" or input="214XM" or input="214XH" or input="214XU" or input="214XG")
|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
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 601: Line 603:
==== ====
==== ====
;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. Using this follow-up from {{clr|4|214H}} grants slightly more advantage than the normal versions.
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|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
Line 607: Line 609:
----
----
;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. Slightly less disadvantageous on block if used from {{clr|4|214H}}
Eustace's anti-air attack. Has some invuln. 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}}
----
----
;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|2|M}} or {{clr|3|H}} version. To guarantee an empty 214X, use {{clr|1|214L}} instead.


Values in [] indicate advantage when {{clr|4|623H}} is triggered.
Values in [] indicate advantage when {{clr|3|623H}} is triggered.
</div>
</div>
</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}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''2S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 632: Line 634:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and (input="623L" or input="623M" or input="623H")
|where=chara="Eustace" and (input="623L" or input="623M" or input="623H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 652: Line 654:
* 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 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>
</div>
</div>
Line 658: Line 660:
==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>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 672: Line 674:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="236236H"
|where=chara="Eustace" and input="236236H"
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
|}
Line 684: Line 686:
==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>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236SU'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 698: Line 700:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="Eustace" and input="236236U"
|where=chara="Eustace" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 705: Line 707:
==== ====
==== ====
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.
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.
<!--Insert text below the =s and above the two </div>-->
<!--Insert text below the =s and above the two </div>-->
</div>
</div>
</div>
</div>


==Colors==
{{GBVSColors|Size=120|Character=Eustace}}
{{GBVSweapons|Size=120|Character=Eustace}}
<br style="clear:both;"/>
==External References==
==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Eustace|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


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

Revision as of 05:50, 7 April 2022

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 set-play from his Rat Race grenades. On top of these, he benefits from using the simplified inputs for Flamek Thunder and Slow Kill because it allows the user to execute block strings which would be either very difficult or impossible with the standard motion inputs. Althrough he's strong on the attack, his capability is offset by lack of meterless reversal and limited knockdown tools. Good read and awareness are required to make Eustace an offensive powerhorse proper.

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

Pros
Cons
  • Strong neutral: A variety of good pokes, projectiles that hit at different timings and advancing moves sum up to give Eustace a fantastic neutral game.
  • Godlike pressure: In addition to his top-of-class 2L, every single one of Eustace's specials is geared towards offense and nearly all grant him advantage on block.
  • Great conversions with Rat Race+: With a grenade set, Eustace can convert almost any hit into a highly damaging combo from anywhere on screen.
  • Poor damage without setup: Eustace's base damage is extremely poor as he's unable to practically launch the opponent without a grenade.
  • Difficulty scoring knockdowns: Eustace relies heavily on 214X to get knockdowns, and has to spend it at times to convert from certain strings.
  • Shoddy defense: Though he's not the worst at it, Eustace can have a tough time getting out of pressure as he has no meterless reversal.

The H version of Rat Race causes the grenade to stick to the opponent. Certain moves will cause the grenade to detonate allowing for combo followups. These moves are as follows:

GBVS Eustace Nameplate.png
GBVS Eustace Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
Low Recovery (20f)
Unique Movement Options
Close Combat

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.

Really good poke, has the automatic follow-up for free extra damage although it doesn't lead to anything. Combos into 214M and 5U on hit and is often used to extend juggles, whether in the corner or midscreen.

2L

2M

2H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.

Eustace's designated anti-air, not very large. Can be confirmed fairly easily on either counter or normal hit with 214L~G for the former and 214L~L/H for the latter.

2HH is NOT any safer on block unless you have a 623H set up. Don't even try it.

2U

j.L

j.M

j.H

j.U

Unique Action

5U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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 cannot be canceled into special moves.
  • 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 dash 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. There is almost never any reason not to use the follow-up.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Slow Kill

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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. 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.

Flamek Thunder

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.
  • Can be charged for an extra hit and more damage.

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.

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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]

[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]. All versions of [4]6[X] gain exactly one frame of advantage over their uncharged counterparts, [4]6[M] will grant a soft knockdown on hit, and [4]6[H] grants a hard knockdown and wallbounces.

Close Combat

GBVS Charge.png 214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L Total 40
214M 500 Mid 18~27 6 16 -7 -3
214H 500 Mid 15~26 6 16 -7 -3

Eustace's command dash.

The L version only moves and can be cancelled into 5 follow-up actions (see below).

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.

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.

Close Combat Followups

Close Combat > X

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

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 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.


Assault Knife

Eustace's anti-air attack. Has some invuln. 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


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 M or H version. To guarantee an empty 214X, use 214L instead.

Values in [] indicate advantage when 623H is triggered.

Rat Race

GBVS SpecialProjectile.png 623X or 2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.


L Grenade
  • Explodes on impact.

Slow and loses you your turn.


M Grenade
  • 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.


H Grenade
  • 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 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.

Skybound Art

Acidrage Howl

236236H or 236S

Super Skybound Art

Dead End Fall

236236U or 236SU

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


External References

Navigation

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