GGACR/Eddie/Frame Data

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System Data

Defense:x1.06
Guts:0
Weight:Middleweight (x1.0)
Stun Resistance:60
Prejump:3F
Backdash:16F (1~>7F invuln)
Wakeup Time:53F (Face Up) / 49F (Face Down)
Unique Movements:Flight, Break the Law


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Eddie 5P.png 9 Mid 6 4 7 -1 - 3 8 1.44 CSJR 1
  • Initial Prorate 90%
5KGGAC Eddie 5K.png 12 Low 8 3 9 -2 - 3 8 1.44 SJR 1
  • Initial Prorate 70%
c.SGGAC Eddie cS.png 30 Mid 9 5 9 0 - 10 7 2.64 SJR 3
f.SGGAC Eddie fS.png 20x3 Mid 6 3,5,3 20 -9 - 10x3 7x3 2.64x3 SR 3
  • Hitstop 6F
  • Hitstun on CH is 16F
5HGGAC Eddie 5H.png 25x3 Mid 13 2,6,3 15 +1 - 10x3 6x3 3.84x3 SRx2, R 5
  • Staggers opponent on CH (max 41F)
  • Hitstop 7F
6PGGAC Eddie 6P.png 22x2 Mid 13 4,4 12 -2 1~16F Upper Body 10x2 7x2 2.64x2 SJR 3
  • Initial prorate 90%
6KGGAC Eddie 6K.png 30 High 18 5 18 -9 - 8 7 2.64 SR 3
  • Initial prorate 75%
  • Forces standing opponent into crouching state on hit
6HGGAC Eddie 6H.png 50 Mid 13 15 20 -16 - 20 6 5.76 R 5
  • Floats opponent on hit (Untechable for 28F)
  • Can not special cancel after ???
5DGGAC Eddie 5D.png 18 High 26 3 24 -13 1~End Feet 8 20 2.64 R 3
2PGGAC Eddie 2P.png 8 Mid 5 4 8 -2 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2KGGAC Eddie 2K.png 18 Mid 7 2 12 0 - 10 7 2.64 SR 3
  • Initial prorate 90%
2SGGAC Eddie 2S.png 24 Mid 9 4 16 -6 - 10 7 2.64 SR 3
2HGGAC Eddie 2H.png 50 Mid 11 6 19 -6 - 20 6 3.84 SR 5
  • Floats opponent on hit (untechable for 26F)
2DGGAC Eddie 2D.png 20 Low 9 6 15 -7 - 8 7 2.64 SJR 3
j.PGGAC Eddie jP.png 13 High/Air 5 4 16 - - 3 8 1.44 CSR 1
  • Initial prorate 90%
j.KGGAC Eddie jK.png 18 High/Air 6 6 8 - - 10 7 2.64 SJR 3
  • Initial prorate 90%
j.SGGAC Eddie jS.png 22 High/Air 7 12 12 - - 10 7 2.64 SR 3
  • Initial prorate 80%
j.HGGAC Eddie jH.png 33 High/Air 11 6 12 - - 10 7 2.64 SR 3
j.DGGAC Eddie jD.png 40 High/Air 11 4 19+5 after landing - - 10 6 2.64 SR 3
  • Blows back opponent on hit (untechable for 30F)

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw200x200px 46 49 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw200x200px 55 88 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Eddie 6P.png 25 All 13 9 18 -13 1~21F All
22~36F Throw
10 6 2.64 R 3
  • Floats opponent on hit (untechable for 20F)
  • Knocks down opponent on CH
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
S Invite HellGGAC Eddie 22S.png
22S
40 Low, Air 18 48 Total: 42 +2 - 0 7 2.00/1.20 - 3
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~26F
  • See note *1
H Invite HellGGAC Eddie 22S.png
22H
40 Low 18 36 Total: 42 +2 - 0 7 2.00/1.20 F 3
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~26F
  • FRC timing 12~13F
  • See note *1
Break the LawGGAC Eddie 214K.png
214[K]
- - - - Total 26~167 - 5~6F Upper Body
7~9F Above Knees
1~9F Throw
- - - - -
  • Eddis is underground and fully invincible from 10F~ onwards
  • Eddie is in CH state when disappearing/reappearing
  • Can perform Followup Shadow Gallery while underground
  • Time spent underground affects recovery when reappearing:
  • Time spent underground 1~59F: Total recovery 16F, throw invincible 1~2F, above knees invincible 1~4F, upperbody invincible 5~10F.
  • Time spent underground 60~121F: Total recovery 24F, fully invincible 1~4F, throw invincible 5~6F, above knees invincible 7~8F, upperbody invincible 9~16F.
  • Time spent underground 122F: Total recovery 36F, throw invincible 1~5F, above knees invincible 1~10F, upper body invincible 11~22F.
Followup Shadow GalleryGGAC Eddie 41236S.png
BtL > 41236S
40 High/Air 10 for BtL+20 3 22+5 Landing -13 1~2F Low Profile
3~8F Above Feet
14 6 -/6.00 R 4
  • Eddie is airborne from 7F onwards
  • Slides opponent on hit (untechable for 60F, slides for 36F)
Shadow GalleryGGAC Eddie 41236S.png
j.41236S
40, 25 Mid 7 after appearing 6(12)3 24+7 after landing -17 After reappear 1~12F Above Feet 14x2 6x2 2.00/6.00x2 RF 4
  • Eddie is grounded when he reappears from the ground for 7F, then is airborne again
  • 1st hit floats opponent (untechable for 60F)
  • 2nd hit blows opponent back (untechable for 20F)
  • FRC timing 19~21F after Eddie reappears
  • Frame Adv if only the 1st hit is blocked is -31
  • Fastest possible TK Shadow Gallery has startup 15F
Shadow SummonGGAC Eddie Summon.png
236P/K/S/H or 214H
- - - - Total 38 - - - - - - -
  • Shadow appears on 12F
  • Eddie is in CH state during entire move
  • Starts consuming Shadow Gauge during standby period
  • Shadow Gauge has a total length of 1000 points
  • When completely emptied, Shadow gauge takes 446F to completely refill
  • If summon command is repeated, Shadow disappears (Total 29F, no CH state)
  • Shadow disappears 7F after entering command
  • Shadow Gauge turns white and recovers from empty to full in 286F after unsummon
  • Use 236P/K/S/H to summon Normal Shadow
  • Use 214H to perform summon Vice Shadow
  • See notes *2
Traversing AttackGGAC Eddie LilEddieP.png
]P[ Normal
20 All 11 summon+10 3 12 - Shadow: 1~11F All 0 7 - - 2
  • Hitstop 6F
  • Costs 151 points (see note *2)
Small AttackGGAC Eddie LilEddieK.png
]K[ Normal
24x2 All 11 summon+13 1(14)3 31 - Shadow: 31~50F All 0 7,6 -/1.20 - 3,4
  • Pulls in opponent on hit or block
  • 1st is untechable for 19F, 2nd hit for 23F
  • 1st hit has hitstop 6F, 2nd hit has hitstop 7F
  • Costs 241 points (see note *2)
Anti-Air AttackGGAC Eddie LilEddieS.png
]S[
40 All 11 summon+11 8 23 - Shadow 26~32F All 0 9 - - 3
  • Wallbounces opponent on hit (untechable for 30F)
  • Costs 181 points (see note *2)
Shadow HoleGGAC Eddie LilEddieH-2.png
]H[ Normal Shadow
20 All 30 214 23 - Shadow: 12~End All 0 8 -/1.20 - 2
  • TRANSLATION NEEDED
  • Shadow Gauge starts recovering from 2F~
  • Hitstop 6F
  • Stun modifier x0
  • Initial prorate 80%
  • Removes OTG state from opponent on hit
  • Traps opponent in place on hit
  • Opponent stays trapped for 175F max
  • Hits that launch opponent will end the trap effect, all other hits keep opponent trapped
  • If a crouching opponent gets hit by the trap, they'll be in crouching state while trapped, in all other cases they'll be trapped in standing state
  • Trap can only hit the opponent if they're inside the Shadow hole ???
  • Costs the entire Shadow Gauge (see note *2 *3)
Overhead AttackGGAC Eddie LilEddieD.png
]D[ Normal Shadow
24 High/Air 28 28 Total: 37 - Shadow: 28~36F All 0 6 -/1.20 - 5
  • Hitstop 7F
  • Initial prorate 80%
  • Startup to hit a crouching opponent is 25F (tested on Sol)
  • Is a projectile
  • Projectile appears on 14F
  • Costs 621 points (see note *2)
TraversingGGACR Eddie Teleport.png
214P Normal Shadow
- - - - Total: 18 - - - - - - -
  • Shadow appears on 16F
  • Shadow can be used from 20F~
  • Costs 201 points
  • ??? TRANSLATION NEEDED
Traversing Attack ViceGGAC Eddie LilEddieWeissP.png
]P[ Vice Shadow
20 All 11 summon+7 2 16 - - ?? ?? ?? - 2
  • Hitstop 6F
  • Costs 121 points
Small Attack ViceGGAC Eddie LilEddieWeissK.png
]K[ Vice Shadow
16x4 All 11 summon+14 29 25 - - ?? ?? ?? - 3
  • Hitstop 6F
  • Costs 301 points
Anti-Air Attack ViceGGAC Eddie LilEddieWeissS.png
]S[ Vice Shadow
40 Mid 11 summon+9 12 31 - - ?? ?? ?? - 4
  • Floats opponent (untechable on ground hit for 28F)
  • Costs 201 points
Drill Special ViceGGAC Eddie LilEddieWeissH.png
]H[ Vice Shadow
34x3 Low, Airx2, All 11 summon+147 36 - - - ?? ?? ?? - 3
  • Shadow transforms in 13F
  • Projectile
  • Costs the entire Shadow Gauge (*2 *3)
  • Untechable for 29F
Overhead Attack ViceGGAC Eddie LilEddieWeissD.png
]D[ Vice Shadow
25 High/Air 11 summon+19 16 22 - - ?? ?? ?? - 2
  • Initial prorate 70%
  • Slams down opponent on hit (untechable for 40F)
  • Hitstop 6F
  • Costs 301 points
Drunkard ShadeGGAC Eddie 214S.png
214S
30 Mid 9 10 10 -6 1~18F Throw
3~18F Reflect
10 7 1.50/9.00 RF 3
  • Wallbounces opponent on CH (untechable for 80F)
  • FRC timing 9~10F
Damned FangGGAC Eddie 623S.png
623S
71 70 pixels 6 1 - - - - 6 -/10.5 F -
  • Total recovery on whiff: 24F
  • Eddie is in CH state till end of recovery
  • Forced prorate 50%
  • FRC timing 7~10F after opponent gets stabbed
  • FRC restores air options
FlightGGAC Eddie Flight.png
7/8/9 while airborne
- - - - 91 Total - - - - - - -
  • Can control flight path with directional input
  • Cannot air normal block, but can air FD
*1: Eddie cannot summon a second drill using the same button until 22F after the first drill has disappeared (38F after the active frames end). Drills disappear immediately if Eddie gets hit.
*2: Listed frame data is for Shadow (little Eddie). Cost X points means that using the listed Shadow move consumes as much meter as leaving Shadow out idle for X frames.
*3: (NOT ON FRAME DATA) Actually, they cost 1000 points, not the entire Shadow Gauge

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Drill SpecialGGAC Eddie 22D.png
22D
34x3 Low, Air, Allx2 20 36 Total 62 +8 - 0 7x3 - F 3
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~31F
  • FRC timing 22~23F
  • Drill is guaranteed to activate after 10F~
  • Is a projectile
  • Untechable for 29F
ExhaustionGGAC Eddie 236D.png
236D


  • Restores 1000 points to shadow gauge on 13F
  • Eddie is in CH state during move
  • (NOT ON FRAME DATA) Doesn't restore if Shadow Gauge is red

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
AmorphousGGAC Eddie 632146H.png
632146H
82x2 Mid 8+8 6,3 28 -17 1~17F All
18~29F Throw
10x2 7x2 - - 3
  • Floats opponent on hit
  • 1st hit on ground hit is untechable for 28F
  • 2nd hit is untechable for 25F
  • Eddie is in CH state from 1~29F
  • Hitstop 0F
  • Chip Damage x2
  • If Eddie is hit, Amorphous disappears
  • Destroys projectiles
Executor-XGGAC Eddie j236236S.png
j.236236S
50,100 All 4+7 Till other side of screen 37 after appearing - 3~17F Strike
1~10F of recovery: Above Knees
11~22F of recovery: Upper Body
10x2 3,7 - R 3
  • 1st hit floats opponent (untechable for 90F)
  • 2nd hit only happens if 1st hit hits (not blocked/whiffed)
  • 2nd hit slams down opponent on hit, fully untechable
  • Hitstop 0F
  • Eddie is in CH state till end of recovery
  • Eddie reappears from the floor during recovery
  • During reappearance animation: invincible above knees 1~10F, upper body invincible 11~22F

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Black in MindGGAC Eddie IK.png
during IK Mode: 236236H
Fatal Mid 9+4 16 - -13 9~28F Strike 20 - - - -
  • IK Mode activation time: 68F
  • During IK activation: above knees invincible 9~60F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2P 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H - Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H 5D Jump, Sp
2K - - f.S 2H, 6H - Sp
6K - - - - - Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D Sp
5H - - - - 5D Sp
2H - - - - 2D Sp
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H - Jump, Sp
j.S - - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Eddie/Data.