GGACR/Eddie/Frame Data

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Revision as of 00:40, 23 June 2020 by Shtkn (talk | contribs)
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System Data


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
  • Initial Prorate 90%
5K
  • Initial Prorate 70%
c.S
f.S
  • Hitstop 6F
  • Hitstun on CH is 16F
5H
  • Staggers opponent on CH (max 41F)
  • Hitstop 7F
6P
  • Upper body invincible 1~16F
  • Initial prorate 90%
6K
  • Initial prorate 75%
  • Forces standing opponent into crouching state on hit
6H
  • Floats opponent on hit (Untechable for 28F)
  • Can not special cancel after ???
5D
  • Feet invincible during move
2P
  • Initial prorate 80%
2K
  • Initial prorate 90%
2S
2H
  • Floats opponent on hit (untechable for 26F)
2D
j.P
  • Initial prorate 90%
j.K
  • Initial prorate 90%
j.S
  • Initial prorate 80%
j.H
j.D
  • Blows back opponent on hit (untechable for 30F)

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA
  • Fully invincible 1~21F
  • Throw invincible 22~36F
  • Floats opponent on hit (untechable for 20F)
  • Knocks down opponent on CH
  • Initial prorate 50%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S Invite Hell
22S
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~26F
  • See note *1
H Invite Hell
22H
  • Knocks down opponent on ground hit
  • Eddie is in CH state from 1~26F
  • FRC timing 12~13F
  • See note *1
Break the Law
214[K]
  • Upper body invincible 5~6F
  • Above knees invincible 7~9F
  • Throw invincible 1~9F
  • 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 Gallery
BtL > 41236S
  • Low profile 1~2F
  • Above feet invincible 3~8F
  • Eddie is airborne from 7F onwards
  • Slides opponent on hit (untechable for 60F, slides for 36F)
Shadow Gallery
j.41236S
  • Above feet invincible after reappearing 1~12F
  • 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 Summon
236P/K/S/H or 214H
  • 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 Attack
]P[ Normal
  • Shadow is fully invincible 1~11F
  • Hitstop 6F
  • Costs 151 points (see note *2)
Small Attack
]K[ Normal
  • Shadow is fully invincible 31~50F
  • 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 Attack
]S[
  • Shadow is fully invincible 26~32F
  • Wallbounces opponent on hit (untechable for 30F)
  • Costs 181 points (see note *2)
Shadow Hole
]H[ Normal Shadow
  • TRANSLATION NEEDED
  • Shadow Gauge starts recovering from 2F~
  • Shadow is fully invincible 12F onwards
  • 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 Attack
]D[ Normal Shadow
  • Shadow is fully invincible 28~36F
  • 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)
Traversing
214P Normal Shadow
  • Shadow is fully invincible 1~16F
  • Shadow appears on 16F
  • Shadow can be used from 20F~
  • Costs 201 points
  • ??? TRANSLATION NEEDED
Traversing Attack Vice
]P[ Vice Shadow
  • Hitstop 6F
  • Costs 121 points
Small Attack Vice
]K[ Vice Shadow
  • Hitstop 6F
  • Costs 301 points
Anti-Air Attack Vice
]S[ Vice Shadow
  • Floats opponent (untechable on ground hit for 28F)
  • Costs 201 points
Drill Special Vice
]H[ Vice Shadow
  • Shadow transforms in 13F
  • Projectile
  • Costs the entire Shadow Gauge (*2 *3)
  • Untechable for 29F
Overhead Attack Vice
]D[ Vice Shadow
  • Initial prorate 70%
  • Slams down opponent on hit (untechable for 40F)
  • Hitstop 6F
  • Costs 301 points
Drunkard Shade
214S
  • Throw invincible 1~18F
  • Wallbounces opponent on CH (untechable for 80F)
  • FRC timing 9~10F
  • Reflects projectiles 3~18F
Damned Fang
623S
  • 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
Flight
7/8/9 while airborne
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Drill Special
22D
  • 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
Exhaustion
236[D]
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Amorphous
632146H
  • Fully invincible 1~17F
  • Throw invincible 18~29F
  • 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-X
j.236236S
  • Strike invincible 3~17F
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Black in Mind
during IK Mode: 236236H
  • IK Mode activation time: 68F
  • During IK activation: above knees invincible 9~60F
  • During IK attack: strike invincible 9~28F

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

To edit frame data, edit values in GGACR/Eddie/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.