Blobbentein (talk | contribs) (→Combos) |
Blobbentein (talk | contribs) |
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1710 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
Line 39: | Line 39: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Jab with bad range and bad frame data. Use his B buttons instead. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1710 | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
Line 60: | Line 60: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Just like far 5A, slow and deals little damage. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5B | |input=5B | ||
|damage= | |damage=3420 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
Line 81: | Line 81: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Does not hit low, despite appearances. Good frame data and damage, good horizontal range but very little vertical range. | ||
}} | }} | ||
}} | }} | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Great startup, a reliable panic anti-air button. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=5130 | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Good range, but doesn't cancel. Decent poke with good damage for a C button. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=5130 | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
Line 144: | Line 144: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Nice vertical hitbox and damage, but pretty slow. Would be better if it was on a different character. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=5130 | ||
|startup=12 | |startup=12 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Slower and slightly longer-ranged than 5C, with the same damage. Useful for poking, especially with its command normal extension. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=7308 (3420+3888) | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Very fast two-hitting combo button with good damage. Second hit whiffs on crouchers and is not cancellable. recovers slightly too slow to link into other buttons unless performed after a jump-in, and even then it's pretty tight. 2C does a lot of the same stuff, but more consistently. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2A | |input=2A | ||
|damage= | |damage=1710 | ||
|startup=2 | |startup=2 | ||
|active= | |active= | ||
Line 210: | Line 210: | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Abare tool with limited range. Can be confirmed into 2B for combos. Eddie's other A buttons have pretty dreadful frame data so this is the one you'll be using the most. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2B | |input=2B | ||
|damage= | |damage=3420 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Long-ranged cancellable low with great frame data and good damage. One of Eddie's best buttons, use it often. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2C | |input=2C | ||
|damage= | |damage=6012 (3420+2592) | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Swiss army knife button. Hits twice, cancellable on first hit. Great for combos, pressure, and even has a small anti-air hitbox. Use this after basically any jump-in and then link into 2B afterwards to net some excellent combo damage. | ||
}} | }} | ||
}} | }} | ||
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|input =2D | |input =2D | ||
|image =eddie2d.png | |image =eddie2d.png | ||
|caption = | |caption =Why doesn't everyone just do this? | ||
|data = | |data = | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2D | |input=2D | ||
|damage= | |damage=6840 | ||
|startup=14 | |startup=14 | ||
|active= | |active= | ||
Line 272: | Line 272: | ||
|guard=L | |guard=L | ||
|cancel=No | |cancel=No | ||
|onhit= | |onhit=KD | ||
|onblock= | |onblock= | ||
|description= | |description=Non-cancellable sweep, with a bonus. This move has two separate hitboxes, one aimed upwards and one downwards. Fittingly, it can serve as both a grounded sweep and an anti-air, though it's a little slow and the grounded range especially leaves something to be desired. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9A | |input=7/8/9A | ||
|damage= | |damage=1710 | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
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|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Eddie's fastest air button, can work in air-to-air scrambles but otherwise unremarkable. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9B | |input=7/8/9B | ||
|damage= | |damage=3420 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Like most J. Bs, primarily used for dash mixups. One of the bigger J. Bs in the game, due to Eddie's large frame. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9C | |input=7/8/9C | ||
|damage= | |damage=5130 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Great jump-in, even by J. C standards. Great range, high active frames, and can cross up too. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9D | |input=7/8/9D | ||
|damage= | |damage=5130 | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
Line 360: | Line 360: | ||
|onhit=Variable | |onhit=Variable | ||
|onblock=Variable | |onblock=Variable | ||
|description= | |description=Much faster than other buttons of its kind, but deals less damage too. Somewhat interchangeable with J. C, has a better downwards hitbox but can't cross up. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5DD | |input=5DD | ||
|damage= | |damage=5130 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Back kick followup to Far 5D. Great range and starts quick, this can net you some free damage in many a situation. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2X | |input=2X | ||
|damage= | |damage=8360 | ||
|startup=78 | |startup=78 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=4/6B | |input=4/6B | ||
|damage= | |damage=6840 | ||
|startup=1 | |startup=1 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description=Eddie delivers a flying knee point-blank. Pretty low damage, but lots of corner carry and great oki. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=4/6C | |input=4/6C | ||
|damage= | |damage=8190 | ||
|startup=1 | |startup=1 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description=Eddie performs two front elbow strikes, then uppercuts the opponent away. Sends the opponent far. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=4/6D | |input=4/6D | ||
|damage= | |damage=9540 | ||
|startup=1 | |startup=1 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description=Eddie performs three front elbow strikes, finishing with a spinning back elbow. Gives better damage and oki than C throw, this is Eddie's throw of choice for most scenarios. | ||
}} | }} | ||
}} | }} | ||
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|version=A | |version=A | ||
|input=46A | |input=46A | ||
|damage= | |damage=6840 | ||
|startup=11 | |startup=11 | ||
|active= | |active= | ||
Line 502: | Line 502: | ||
|version=B | |version=B | ||
|input=46B | |input=46B | ||
|damage= | |damage=7600 | ||
|startup=12 | |startup=12 | ||
|active= | |active= | ||
Line 515: | Line 515: | ||
|version=C | |version=C | ||
|input=46C | |input=46C | ||
|damage= | |damage=8360 | ||
|startup=13 | |startup=13 | ||
|active= | |active= | ||
Line 528: | Line 528: | ||
|version=D | |version=D | ||
|input=46D | |input=46D | ||
|damage= | |damage=9120 | ||
|startup=14 | |startup=14 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock= | |onblock= | ||
|description= | |description=Eddie performs a middle roundhouse kick, slicing the very air in front of him. Stronger versions are very slightly slower, but deal better damage. An extremely straightforward kick special move, this knocks the opponent down and deals strong damage. Pretty good as a combo ender, but very unsafe on block. For combos, use the D version always; the frame data differences are inconsequential. | ||
}} | }} | ||
}} | }} | ||
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|version=A | |version=A | ||
|input=28A | |input=28A | ||
|damage= | |damage=6840 | ||
|startup=9 | |startup=9 | ||
|active= | |active= | ||
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|version=B | |version=B | ||
|input=28B | |input=28B | ||
|damage= | |damage=7600 | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
Line 576: | Line 576: | ||
|version=C | |version=C | ||
|input=28C | |input=28C | ||
|damage= | |damage=8360 | ||
|startup=11 | |startup=11 | ||
|active= | |active= | ||
Line 589: | Line 589: | ||
|version=D | |version=D | ||
|input=28D | |input=28D | ||
|damage= | |damage=9120 | ||
|startup=12 | |startup=12 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock= | |onblock= | ||
|description= | |description=Eddie performs a strong high roundhouse kick, cutting the air above him. Stronger versions deal higher damage but are slightly slower. Maybe the worst special move in the entire game, this deals the same damage as 46X with much smaller range and about as much recovery. The hitbox would theoretically be good for anti-airing, but this requires charge and Eddie's 623X can do the same job better. You really shouldn't use this under almost any circumstances. | ||
}} | }} | ||
}} | }} | ||
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|version=A | |version=A | ||
|input=623A | |input=623A | ||
|damage= | |damage=6876 (3420+3456) | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
Line 625: | Line 625: | ||
|version=B | |version=B | ||
|input=623B | |input=623B | ||
|damage= | |damage=7452 (3420+4032) | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|version=C | |version=C | ||
|input=623C | |input=623C | ||
|damage= | |damage=8028 (3420+4608) | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|version=D | |version=D | ||
|input=623D | |input=623D | ||
|damage= | |damage=8604 (3420+5184) | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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|onhit=KD | |onhit=KD | ||
|onblock= | |onblock= | ||
|description= | |description=Eddie performs a sliding elbow attack into a flying knee. Stronger versions travel further and deal higher damage. Lots of invincibility frames, including the entire startup. Eddie's only good special move, this is a reversal with great horizontal and vertical range. Weaker versions are better for hitting opponents directly above you, while stronger ones can be used to go through projectiles and as a risky counterpoke. Very unsafe on block. | ||
}} | }} | ||
}} | }} | ||
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=Super Moves= | =Super Moves= | ||
{{MoveData | |||
|name =Volcano Upper | |||
|subtitle= | |||
|input =Hold 2~8XX | |||
|image =eddie28XX.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=28XX | |||
|damage=12920 | |||
|startup=14 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock= | |||
|description=Eddie performs an uppercut, creating a massive volcanic eruption in front of him. Invincible on startup. This move has a massive vertical hitbox that appears to reach the top of the stage. Launches the opponent very far when it successfully connects. A very consistent anti-air and defense super. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name =Dangerous Heaven's Door | |||
|subtitle= | |||
|input =623XX | |||
|image =eddie623XX1.png | |||
|image2 =eddie623XX2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=623XX | |||
|damage=14332 (3420+1296+1224+1224+7168) | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock= | |||
|description=Eddie performs an enhanced version of his Dangerous Combination special attack. Does all the things the non-super one does, but better. A reversal with excellent range and damage, if you have meter and you want to wake up with something use this move. Heavily punishable on block, but the same could be said of any of Eddie's reversals. | |||
}} | |||
}} | |||
<br> | <br> | ||
=The Basics= | =The Basics= | ||
==Combos== | ==Combos== |
Latest revision as of 02:17, 27 October 2024
Introduction
Birthplace - Venezuala
Height - 6' 5"
Weight - 209 lbs
Fighting Style - Kick Boxing
Interests - Training, Improving Himself
POW: 4
SPD: 2
DEF: 3
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1710 | 6 | - | - | H/L | Yes | - | - |
Jab with bad range and bad frame data. Use his B buttons instead. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1710 | 4 | - | - | H/L | Yes | - | - |
Just like far 5A, slow and deals little damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3420 | 6 | - | - | H/L | Yes | - | - |
Does not hit low, despite appearances. Good frame data and damage, good horizontal range but very little vertical range. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | - | 4 | - | - | H/L | Yes | - | - |
Great startup, a reliable panic anti-air button. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5130 | 10 | - | - | H/L | No | - | - |
Good range, but doesn't cancel. Decent poke with good damage for a C button. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5130 | 10 | - | - | H/L | Yes | - | - |
Nice vertical hitbox and damage, but pretty slow. Would be better if it was on a different character. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5130 | 12 | - | - | H/L | 5DD | - | - |
Slower and slightly longer-ranged than 5C, with the same damage. Useful for poking, especially with its command normal extension. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 7308 (3420+3888) | 6 | - | - | H/L | Yes (1st hit) | - | - |
Very fast two-hitting combo button with good damage. Second hit whiffs on crouchers and is not cancellable. recovers slightly too slow to link into other buttons unless performed after a jump-in, and even then it's pretty tight. 2C does a lot of the same stuff, but more consistently. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1710 | 2 | - | - | H/L | Yes | - | - |
Abare tool with limited range. Can be confirmed into 2B for combos. Eddie's other A buttons have pretty dreadful frame data so this is the one you'll be using the most. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 3420 | 6 | - | - | L | Yes | - | - |
Long-ranged cancellable low with great frame data and good damage. One of Eddie's best buttons, use it often. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 6012 (3420+2592) | 8 | - | - | H/L, H/L | Yes (1st hit) | - | - |
Swiss army knife button. Hits twice, cancellable on first hit. Great for combos, pressure, and even has a small anti-air hitbox. Use this after basically any jump-in and then link into 2B afterwards to net some excellent combo damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 6840 | 14 | - | - | L | No | KD | - |
Non-cancellable sweep, with a bonus. This move has two separate hitboxes, one aimed upwards and one downwards. Fittingly, it can serve as both a grounded sweep and an anti-air, though it's a little slow and the grounded range especially leaves something to be desired. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9A | 1710 | 4 | - | - | H | N/A | Variable | Variable |
Eddie's fastest air button, can work in air-to-air scrambles but otherwise unremarkable. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 3420 | 6 | - | - | H | N/A | Variable | Variable |
Like most J. Bs, primarily used for dash mixups. One of the bigger J. Bs in the game, due to Eddie's large frame. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9C | 5130 | 8 | - | - | H | N/A | Variable | Variable |
Great jump-in, even by J. C standards. Great range, high active frames, and can cross up too. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 5130 | 10 | - | - | H | N/A | Variable | Variable |
Much faster than other buttons of its kind, but deals less damage too. Somewhat interchangeable with J. C, has a better downwards hitbox but can't cross up. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5DD | 5130 | 6 | - | - | H/L | No | - | - |
Back kick followup to Far 5D. Great range and starts quick, this can net you some free damage in many a situation. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 8360 | 78 | - | - | N/A | No | KD | N/A |
Eddie's universal Pursuit attack. |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B | 6840 | 1 | - | 0 | N/A | No | KD | N/A |
Eddie delivers a flying knee point-blank. Pretty low damage, but lots of corner carry and great oki. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6C | 8190 | 1 | - | 0 | N/A | No | KD | N/A |
Eddie performs two front elbow strikes, then uppercuts the opponent away. Sends the opponent far. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | 9540 | 1 | - | 0 | N/A | No | KD | N/A |
Eddie performs three front elbow strikes, finishing with a spinning back elbow. Gives better damage and oki than C throw, this is Eddie's throw of choice for most scenarios. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 46A | 6840 | 11 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 46B | 7600 | 12 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 46C | 8360 | 13 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 46D | 9120 | 14 | - | - | H/L | Into | KD | - |
Eddie performs a middle roundhouse kick, slicing the very air in front of him. Stronger versions are very slightly slower, but deal better damage. An extremely straightforward kick special move, this knocks the opponent down and deals strong damage. Pretty good as a combo ender, but very unsafe on block. For combos, use the D version always; the frame data differences are inconsequential. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 28A | 6840 | 9 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 28B | 7600 | 10 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 28C | 8360 | 11 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 28D | 9120 | 12 | - | - | H/L | Into | KD | - |
Eddie performs a strong high roundhouse kick, cutting the air above him. Stronger versions deal higher damage but are slightly slower. Maybe the worst special move in the entire game, this deals the same damage as 46X with much smaller range and about as much recovery. The hitbox would theoretically be good for anti-airing, but this requires charge and Eddie's 623X can do the same job better. You really shouldn't use this under almost any circumstances. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 623A | 6876 (3420+3456) | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 623B | 7452 (3420+4032) | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 623C | 8028 (3420+4608) | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 623D | 8604 (3420+5184) | 6 | - | - | H/L | Into | KD | - |
Eddie performs a sliding elbow attack into a flying knee. Stronger versions travel further and deal higher damage. Lots of invincibility frames, including the entire startup. Eddie's only good special move, this is a reversal with great horizontal and vertical range. Weaker versions are better for hitting opponents directly above you, while stronger ones can be used to go through projectiles and as a risky counterpoke. Very unsafe on block. |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
28XX | 12920 | 14 | - | - | H/L | Into | KD | - |
Eddie performs an uppercut, creating a massive volcanic eruption in front of him. Invincible on startup. This move has a massive vertical hitbox that appears to reach the top of the stage. Launches the opponent very far when it successfully connects. A very consistent anti-air and defense super. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
623XX | 14332 (3420+1296+1224+1224+7168) | 6 | - | - | H/L | Into | KD | - |
Eddie performs an enhanced version of his Dangerous Combination special attack. Does all the things the non-super one does, but better. A reversal with excellent range and damage, if you have meter and you want to wake up with something use this move. Heavily punishable on block, but the same could be said of any of Eddie's reversals. |