GBVSR/Eustace: Difference between revisions

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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, so his Super Skybound Art may be needed instead if it's available.
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, so his Super Skybound Art may be needed instead if it's available.
Acidrage Howl will do 800 additional damage if it connects on an opponent marked by {{clr|H|623H}}.


* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Eustace during superflash.
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Eustace during superflash.

Revision as of 04:23, 13 January 2024

Overview

Overview
Stoic Erune "Weapon Contractor" of The Society; a mysterious organization 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.
Eustace
GBVSR Eustace Portrait.png
Health
16000
Prejump
4f
Backdash
18f
Unique Movement Options
Close Combat

 Eustace is a mid-range Zoner set apart by his strong projectiles and pokes, extensive juggles and dangerous 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: 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, frame 1 invincible reversal.
  • Limited routing: Despite his damage potential from mixup options, Eustace doesn't have a EX move that easily launches for a combo on a standing opponent, meaning he often has to work around it by spending resources.
  • Polarizing Matchups: Has many matchups where characters can easily deal with his options, forcing Eustace into unfavorable, risk-heavy gameplans.


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.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

Standard Granblue c.L. 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, setting up for positioning or high/low with autocombo, or frame traps in conjuction with Eustace's other normals.

  • Links into itself, other light normals, and c.M/2M on hit. On crouching or counterhit, it combos into c.H. Learning to confirm this normal is extremely important as crouching gives Eustace access to his devastating 623H confirms, which may fail to work on standing opponents due to pushback and f.L's shorter range compared to 2M.
  • Works well with itself and c.M in pressure, allowing Eustace to chip away at his opponent's patience noncommittally while remaining safe against reversal throw.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 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 66L on counter-hit or crouch hit. 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.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 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, and Eustace can easily frame trap into it from c.L and 66L, though the former can be interrupted with an abare throw. Eustace can also meaty c.H for up to +3 frame advantage.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 - - -4 SKD
c.XX6H 1000 High 18 - - -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX Has high blockstun and hitstun along with a special cancel, allowing Eustace to frametrap or combo into 623 against a crouching opponent for high-value extensions.


c.XX6M

  • Low Triple Attack ender.

Can be used as a low option for Eustace's 623U mixups, but can be easily fuzzy blocked due to the stark difference in startup between c.XX6M and c.XX6H. Instead, Eustace is better off using this to trip up different defensive options, like opponents mashing DP to escape the mixup or blocking high to try and react to 214L~M.


c.XX6H

  • Overhead Triple Attack ender.

Used as the overhead option for Eustace's 623U mixups, but can also be used without a setup to close rounds.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 +5

A high kick that looks similar to Zeta's and Djeeta's f.Ls, but it more 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, as well as being his best link from 623H on standing opponents. If f.L connects, 214M will combo on hit, allowing for high damage and corner carry if Eustace's opponent has 623H stuck on them.

On CH, f.L will link into 2M, but despite its good frame advantage on block and hit, Eustace will have a bit of trouble utilising his f.L in pressure due to the high hitbox and his short 2M.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 8 3 18 -6 -2

Eustace's go-to fast poke due to a great combination of speed and range. f.M is a decent linking normal, being just fast enough to link from c.L while being significantly longer than 2M. f.M also makes for a decent spacing trap, but generally outshined in this use by f.H. On hit, it combos into 214M except at near-maximum range, and it will frame trap into 5U at any range for high reward.

f.H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H 1300 Mid 9 3 23 -9 -5
f.HH 700 Mid 4 6 20 -9 [+5] Air Tech(+17)[SKD]
  • 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.

Decent 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's main use in neutral is as a long-ranged anti-air, crushing jumps spaced to make Eustace's 2H whiff. Though f.M covers similar space, f.H's lower hurtbox and more consistent reward on air hit makes it generally more reliable for this.

f.H is also a great button for frame traps, being fast enough to beat lights if used after a blocked c.L. In combos, f.H is commonly used to extend juggles as Eustace's highest damaging far normal, with high untech time that allows Eustace to combo into 5U, among other things.

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

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

A long-ranged low that chains into c.L and f.L. 2L can frame trap into either of Eustace's other lights using a delay cancel, meaning he can start pressure with a low and then utilise c.L/f.L's good frame advantage to continue his blockstrings.

2L is Eustace's fastest low and makes for a solid check to opponents walking back on their defense. It's the only low in his kit that doesn't launch the opponent and therefore the only one that doesn't increase combo limit, making it preferable to its alternatives during mixups (primarily 623U setplay).

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 3 15 -3 +1

2M is an abare and combo tool, linking from c.L on normal hit, f.L on counter hit, and 66L or most notably 623H on crouching/counter hit. Also solid for catching Cross-Overs due to its low hitbox, and is a relatively fast way to stick a hitbox in front of Eustace to beat 66Ls.

2H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H 1300 Mid 11 5 23 -12 -8
2HH 700 Mid 4 - - -12[+2] -[SKD]
  • 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 a fairly 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.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 10 6 20 -11 SKD

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's hard knockdown on ground hit is useful to set up Eustace's grenade setplay, but is generally poor as a combo starter despite it being one of his very limited ways to launch an opponent.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Confirms into f.L on hit, c.M/2M on crouching hit. 2M grants additional range for the confirm, but will also not always be in range; in comparison, c.M gives access to autocombo, which further leads to 623H into a high damage juggle. Confirms from everywhere with 5M on counter hit. Can also hit meaty if done from farther away, allowing it to be up to +4 on regular block.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High 28 4 17 -4 +1

66M is a slow, but safe on block overhead that goes airborne early, meaning it can be used bait throws. Despite it being only +1 on hit, 66M becomes very high reward if timed to combo into a 623U launch, and it will also link into c.L on CH for a full conversion.

  • Forces crouch on hit

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 15 3 24 -8[+4] SKD

Eustace slides on the floor and fires a short-range blast from Flamek Thunder. It goes low enough to move under traditional fireballs and some higher hitting pokes, though using it this way is somewhat risky due to the move being unsafe on block. Reward is fairly limited even with a counterhit, generally only allowing for f.H to hit in the latter scenario.

Can get you back in if it triggers the 623H grenade and may have some use in specific juggles since it keeps you closer to the opponent.

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High 5 Until L 0
  • Active until landing

j.L is Eustace's fastest air button, and also his only crossup button. Just like other j.Ls, it can also be used to preempt reactive air throws.

Can be used in very difficult 623U F-Shiki okizeme setups that require multiple frame perfect inputs.

j.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800 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.

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 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.

j.U is a throw and anti-air bait that can be fairly difficult to punish depending on spacing.

j.U can be used to disengage from preemptive jumps early if Eustace doesn't see his opponent commit to a move that a jump-in will punish, or late into a jump to punish attempted 2Hs. It can also be used as a throw bait, though it's not difficult to punish if used this way, and is very low reward if Eustace's opponent doesn't have a 623H grenade attached to them.


Unique Action

Stay Tonight

5U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 800 Mid 19 3 20 -6 -2
5UU 600(800) Mid 5~23 (24) 3 20 -6[+8] Air Tech(+20)[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 frame trap, 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.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26 HKD(+44)[HKD]

Eustace's throws are potent mixup options due to Rat Race+ allowing them to start combos if it is attached.

Back throw is generally Eustace's preferred throw midscreen if positioning is irrelevant, as it leaves his opponent closer for better oki, and a better combo if his opponent has a grenade stuck on them. From forward throw, Eustace has to perform an extremely difficult link into a running f.H for a proper combo midscreen, while back throw allows him to continue the juggle trivially using 2H.

Air Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 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.

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 +15
  • Requires 25% meter.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Eustace's Raging Strike is a very important combo tool and occasional mixup tool.

For the cost of a Bravery Point, Eustace gains access to a launch that works against standing opponents, from any normal, at any spacing, and midscreen. It can also help extend juggles or confirm odd hits such as anti-air c.M into damaging extensions, and its instant startup when cancelled into makes it a very easy hitconfirm from most pokes.

Eustace's pressure also makes his Raging Strike relatively practical as a mixup, due to his opponent having to look out for so many different options during his offense.

Raging Chain

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 13 - +15
  • Costs 25% Skybound Gauge.

A guaranteed follow-up after a Raging StrikeGBVSR Eustace RagingStrike.pngGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 hits. It automatically moves forward enough to be in range of c.HGBVS Eustace cH.pngGuardMidStartup9Recovery17Advantage-3, regardless of how far the Raging Strike hit from.

Brave Counter


Special Moves

Slow Kill

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[2]8L 700 All 15~26 Total 40~51 -7[+10] -3[HKD]
[2]8M 700 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] 400×2 All 27 Total 52 +9[+25] +13[HKD]
[2]8[M] 400×2 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. Excellent okizeme tool (such as after throw or certain combo enders) that gives extreme frame advantage with essentially no strings attached, as Eustace can position far out enough to make most reversals whiff.

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 Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
[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 (Chargable)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[4]6L 800 All 13~24 - -4[+9] -4[SKD]
[4]6M 800 All 15~26 - -6[+9] -4[SKD]
[4]6H 400,400,400 All 13~24 - +3[+20] +7[SKD]
  • 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 DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. 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]
  • 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.

Close Combat

GBVS Charge.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L Total 40
214M 500 Mid 16~25 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 L/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.

Stunlight

214X > L

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > L 700 Mid 12 3 15 -3[+13] +1[KD]
214M > L 500 Mid 12 3 15 -3[+13] +1[KD]
214H > L 750 Mid 15 3 14 -2[+14] +2[KD]
  • Values in [] indicate advantage when 623H is triggered.

Eustace stops in place and fires a quick flash.

Stunlight is the safest way to end pressure after Close Combat, although its low pushback does leave Eustace vulnerable to a mixup if it is blocked. It's also one of Eustace's preferred ways to set off a 623H set, both in pressure and in combos, as it provides a very usable launch on hit and high frame advantage on block.

However, if 214M or 214H hits and Eustace's opponent does not have a grenade on them, the other followups are preferable as they do significantly more damage than Stunlight while also granting a knockdown.

Takedown

214X > M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > M 800 Low 9 9 15 -9 KD(HKD)
214M > M 600 Low 9 9 15 -9 KD(HKD)
214H > M 900 Low 9 9 15 -9 KD(HKD)

A low slide utilising Eustace's combat knife.

Takedown is very unsafe on block, but travels extremely far and crucially, hits low. This property gives this move unique utility in neutral, allowing Eustace to punish his opponents' 6Gs or back walks from extremely far away by using it from 214L. Its absurd effective range when used like this also allows Eustace to threaten characters attempting a setup move from fullscreen, such as Vaseraga's 5U.

When used as quickly as possible from 214L, Takedown is also an 18f startup low, allowing Eustace to perform an unfuzzyable high-low from his autocombo using c.XX6H as the overhead mixup. With an ultimate Rat Race set up, he can convert both of these mixup options into highly damaging combos.

Assault Knife

214X > H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > H 600, 400 All 7 3,17 27 -27 KD 1-8 All
214M > H 400, 400 All 7 3,17 27 -27 KD 1-8 All
214H > H 800, 100*4 Mid 7 3,3,3,3,3,3,2 27 -22 KD 1-26 All

A rising anti-air attack, similar to a DP.

Invulnerable on startup, but only air unblockable if used from 214H. Assault Knife is Eustace's highest damaging combo ender from 214M and 214H, and if used from 214H, grants a combo extension on opponents juggled high enough. Slightly less disadvantageous on block if used from 214H, but only if the opponent stand blocks.

As an anti-air, Assault Knife has two primary disadvantages: needing to clear Close Combat's startup to be used, and being air blockable from 214L and 214M. However, if Eustace needs to hit a jumping opponent from outside his f.H range or cover a very horizontal divekick, it can come in handy. Similarly, on defense its usage is limited due to the long effective startup of its invulnerability, but if used as fast as possible from 214H Eustace can brute-force his way through some spacing traps if the gap is large enough. This is especially useful against the near-universal frametrap of f.L > 2M, which leaves a 6f gap if performed by most characters.

Specific juggles (most often from a 2H launch) can be used to land 214L~H in such a way that the first hit juggles into the second late, allowing Eustace to combo after Assault Knife without spending the cooldown for Close Combat. To do this, Eustace needs to travel underneath and slightly behind the opponent. These juggles are most often seen midscreen, usually into another rep of 2H > 214L~H, but can also be performed in the corner using the wallbounce from [4]6U/[4]6[H] provided the opponent has some height off the ground for Eustace to be able to cross under.

Spreadshot

214X > U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L > U 400*3 All 26 Total 65 +3[+18] +7[KD] 14~28 All
214M > U 400*3 All 26 Total 65 +3[+18] +7[KD] 14~28 All
214H > U 600*3 All 26 Total 65 +1[+18] +5[KD] 14~28 All
  • Values in [] indicate advantage when 623H is triggered.

Eustace hops backward and shoots three bolts of lightning downward in a spread pattern.

Spreadshot has the highest frame advantage of every Close Combat followup, and can be used to reset pressure or bait options from Eustace's opponent. Thanks to its long invulnerability period, it can phase entirely through abare and reversals, though Eustace's reward for doing this tends to be poor outside of corner, where it can lead to full combos. Although this follow-up can seem oppressive, knowledgeable opponents can dodge the projectiles to leave Eustace negative, or even jump preemptively for a full punish.

When used from 214H, Spreadshot has less frame advantage on block, so it is preferred to use the other versions of this move.

Brake

214X > G

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214X > G Total 16

By pressing G, Eustace will stop the dash. This has to be done before the strike of the H and M versions.

Although it's a bit slow, Eustace can run an effective strike/throw mixup by either doing 214L > G > Throw, or 214L > U to bait a throw tech. This is especially effective when his opponent is cornered, thanks to 214L > U linking into 2M for a full combo.

Rat Race

GBVS SpecialProjectile.png 623X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. 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 800, 800 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.

Very slow startup, but becomes extremely advantageous when even slightly spaced.

Yellow grenade can also be used as a potential fakeout for people expecting 623M or 623H in pressure. The typical response to 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.

Frame traps from full autocombo and H normals while granting advantage on block, while also making all of Eustace's offense much more threatening. Allows full conversions from ground throws, air throw, any of his standing or crouching normals, or 66H. 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, or use similar-looking cues to trick his opponent into dodging.


Ultimate Skills

Ultimate Slow Kill

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[2]8U 800*3 All 13 Total 65 +1 HKD +57

Eustace fires a pair of shots out similar to [2]8H, then follows up with a sharper angle shot that bounces from the ceiling for a hard knockdown.

All three shots will bounce as many times as they touch the ceiling or floor, giving this move very high screen coverage.

This move is very effective in neutral, where it catches most options from fullscreen and can allow for a juggle on close or high hits.

Ultimate Flamek Thunder

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
[4]6U 500*4, 600 All 11 Total 86 -4 HKD +54

Eustace fires two fast shots before a final powerful and piercing shot, causing a hard knockdown. Wallbounces on hit, allowing for a further juggle.

[4]6U is ideal for winning fireball wars in the mid-range where it overpowers and pierces most projectiles or crushes whiffed normals, and can easily stuff opponents running in for an approach. Its high chip damage makes it great in the final stages of a round, and it also functions as a strong confirm at the corner to lead reliably into a wallbounce to set up a combo.

Ultimate Assault Knife

GBVS Charge.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 700, 100*6, 600 All 8 -25 HKD +46
  • Does not refund meter when performed from neutral.

Eustace travels a short distance before striking upwards, finishing with a spread shot for a hard knockdown that leaves the opponent about halfscreen.

Eustace's Ultimate reversal, and his only invincible reversal outside of Skybound Arts. Works as an ender to setup a hard knockdown. Due to its thin hitbox and the intial dash on startup, can partially connect or completely whiff on certain juggles or anti-airs.

Ultimate Rat Race

GBVS SpecialProjectile.png 623U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 500*3 All 99 Total 20 - -

Eustace tosses a grenade that bounces on the ground and explodes after a set time. The explosion can be triggered early by hitting the grenade with normals that fire his gun (such as f.HH), or his projectiles.

Upon exploding, the grenade deals multiple hits, locking an opponent in blockstun or allowing for a combo on hit.

Mainly used as a safe setplay option, setting up the grenade and mixing the opponent to score a hit, such as a low/high with c.XX6M/6H. Even if the attack is blocked you maintain your plus frames.

Skybound Art

Acidrage Howl

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 350×3, 450, 100×15 Mid 9+4~13 3 36 -19 HKD +42 1-13 All

Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, traveling almost full screen. The full cinematic always plays on any hit, so it is guaranteed to drain 1 BP from the opponent.

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, so his Super Skybound Art may be needed instead if it's available.

Acidrage Howl will do 800 additional damage if it connects on an opponent marked by 623H.

  • Recovers 1 Bravery Point for Eustace during superflash.
  • Removes 1 Bravery Point from the opponent on hit.


Super Skybound Art

Dead-End Fall

236236U or 236SU

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
240×16, 60×33, 180 [200×15, 1000] Mid 9+4 Total 121 -27 HKD 1-15 Full

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

If the move does not hit close enough to trigger its cinematic, it will do near-identical damage to 236236H while also having much worse okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Depending on the situation it may be necessary to end combos with 236236H even if 236236U is available.

Dead-End Fall will do additional damage if it connects on an opponent marked by 623H, up to 4800 total on a non-cinematic connect and 6960 on a cinematic connect.

  • Data in brackets refers to non-cinematic far hit.
  • Recovers 1 Bravery Point for Eustace during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.


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


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