Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
System Data
Normals
Universal Mechanics
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 | ||||
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S Invite Hell 22S | ||||||||||
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H Invite Hell 22H | ||||||||||
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Break the Law 214[K] | ||||||||||
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Followup Shadow Gallery BtL > 41236S | ||||||||||
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Shadow Gallery j.41236S | ||||||||||
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Shadow Summon 236P/K/S/H or 214H | ||||||||||
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Traversing Attack ]P[ Normal | ||||||||||
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Small Attack ]K[ Normal | ||||||||||
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Anti-Air Attack ]S[ | ||||||||||
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Shadow Hole ]H[ Normal Shadow | ||||||||||
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Overhead Attack ]D[ Normal Shadow | ||||||||||
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Traversing 214P Normal Shadow | ||||||||||
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Traversing Attack Vice ]P[ Vice Shadow | ||||||||||
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Small Attack Vice ]K[ Vice Shadow | ||||||||||
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Anti-Air Attack Vice ]S[ Vice Shadow | ||||||||||
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Drill Special Vice ]H[ Vice Shadow | ||||||||||
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Overhead Attack Vice ]D[ Vice Shadow | ||||||||||
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Drunkard Shade 214S | ||||||||||
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Damned Fang 623S | ||||||||||
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Flight 7/8/9 while airborne | ||||||||||
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- *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
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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Click [★] for character's full frame data
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