Eustace is ...
Eustace 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.
The 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:
- fH-H
- 2H-H
- jU
- Stand In Line followup
- Forward Throw
- Back Throw
- Air Throw
- Universal Overhead
- Slow Kill's orb
- Flamek Thunder's shot
- Stunlight
- Spreadshot
Health | |
10000 | |
Prejump | |
4f | |
Backdash | |
22f | |
Backshift | |
Low Recovery (20f) | |
Unique Movement Options | |
Close Combat |
Normal Moves
c.L
Standard Granblue c.L. Combos into itself, 2L and f.L on hit and 2M on crouching hit. Useful for pressure, combos, and abare.
c.M
Slightly slower than the average c.M at 7f startup, but useful as a frametrap tool to lead into autocombo.
c.H
Big combo filler upswing and punish starter. Your only way to combo into 623H on a standing opponent, which leads to flashy, highly damaging combos from anywhere on screen.
Auto Combo
It's the autocombo. c.XXX > 623H is a frame trap and a combo on crouching opponents.
f.L
Kick. Unlike Zeta's and old Djeeta's f.Ls, 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 214H on hit, so it's generally preferable to find ways to route around using this.
f.M
Looks like Lancelot's f.M but a lot bigger due to how Eustace leans forward as he swings. Good, fast poke, combos into 214M on hit unless hit at near-maximum range.
f.H
- 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 214M and 5U on hit and is often used to extend juggles, whether in the corner or midscreen.
2L
Extremely good range for a 2L, second only to Zeta's. Can be repeated three times on block, frame traps into f.L and 2M at any range, and at further ranges, f.M. Cornerstone of Eustace's powerful pressure and you'll often want to start strings with this.
2M
Low swipe. Decent 7f poke. Combos from 2L on crouching opponents, which leads to a knockdown with 214M. Try to confirm into this rather than f.L as it leads to a resourceless knockdown.
2H
- 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 214L~G for the former and 214L~L/H for the latter.
2HH is NOT any safer on block. Don't even try it.
2U
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 214M but is inconsistent at further ranges.
j.L
- Active until landing
j.M
Eustace's longest air button, useful for air-to-airs and jump-ins from further out.
j.H
Not a lot of range. j.M is generally better, but j.H's more downward hitbox can be useful for certain jump-in angles.
j.U
- 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.
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
Unique Action
5U
- 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 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
- 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.
Air Throw
- Sets off the grenade from H Rat Race.
Overhead Attack
- 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.
Special Moves
Slow Kill
[2]8X (Chargable) or 5S
- GBVS Eustace 28L.png
He would probably have a better time hitting these if he faced the correct direction
- Sets off H Rat Race grenade.
- 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
[4]6X (Chargable) or 6S
- GBVS Eustace FlamekThunder.png
Miss Confire meets Stinger Aim
- 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 [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.
[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
214X or 4S
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
- GBVS Eustace Stunlight.png
Stunlight
- GBVS Eustace Takedown.png
Takedown
- GBVS Eustace AssaultKnife.png
Assault Knife
- GBVS Eustace Spreadshot.png
Spreadshot
- 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.
- 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.
- 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.
Rat Race
623X or 2S
- GBVS Eustace 623L.png
We Halo now
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
- GBVS Eustace AcidrageHowl.png
- GBVS Eustace AcidrageHowl Dash.png
- GBVS Eustace AcidrageHowl Finish.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.
Super Skybound Art
Dead End Fall
236236U or 236SU
- GBVS Eustace DeadEndFall.png
- GBVS Eustace DeadEndFall activation.png
- GBVS Eustace DeadEndFall Finish.png
They really put wallbreak in this game too huh?
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.
External References
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •