Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|---|
30×3 | All | 66 | 3×6 | (Summon Vanishes) | 8-59F Guardpoint | ||
30×3 | All | 74 {78} | 3×6 | (Summon Vanishes) [36 Zato] | 16-67 {20-71} Guardpoint |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
]H[:
- Horizontal Activation Range: 500
- Uses 20 HP of The Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (1500HP total)
236H:
- Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
- Horizontal Activation Range: 500
- Uses 20 HP of The Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (1500HP total). If Eddie is already summoned 236H uses 15 HP of the Eddie gauge each frame the move is active and each hit from the attack portion uses 375HP (1125HP total).
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
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48 [52] | All | 11 | 4 | 43 | -33 [-28] | 1-14f Strike | |
30×2 | All | 11 | 4 | 43 | -26 | 1-14F Strike | |
60 [66] | All | 13 | 8 | 44 | -38 [-33] | 7-16F Strike | |
25×3 | All | 13 | 6 | 39 | -22 | 7-18F Strike |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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623S | 60% | 2 [4] | Mid | KD +22 [KD +34] | 1500 [2500] | 1000 | 500 | 60% | 25% [50%] | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 623S | 60% | 4 | Mid×2 | KD +26 | 1200×2 | 1000 | 250×2 | 60% | 75% | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 60% | 2 [4] | Mid | KD +21 [KD +37] | 1500 [2500] | 1000 | 500 | 60% | 25% [50%] | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
DI 623H | 60% | 4 | Large×3 | KD +37 | 800×3 | 1000 | 166×3 | 60% | 75% | 50 |
623S:
- Reversal
- If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)
623H:
- If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe 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. | Invuln |
---|---|---|---|---|---|---|
34 | All | 9 | 5 | 17 | -8 | 1-3 Upper Body 4-13 Above Knees |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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90% | 2 | Mid | -5 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.