Double Dragon/Eddie

From SuperCombo Wiki

Introduction

Birthplace - Venezuala

Height - 6' 5"

Weight - 209 lbs

Fighting Style - Kick Boxing

Interests - Training, Improving Himself

POW: 4

SPD: 2

DEF: 3

Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Eddie5a.png
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.


Close 5A
EddieCLa.png
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.


Far 5B
Eddie5b.png
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.


Close 5B
EddieCLb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B - 4 - - H/L Yes - -

Great startup, a reliable panic anti-air button.


Far 5C
Eddie5c.png
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.


Close 5C
EddieCLc.png
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.


Far 5D
Eddie5d.png
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.


Close 5D
EddieCLd1.png
EddieCLd2.png
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

2A
Eddie2a.png
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.


2B
Eddie2b.png
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.


2C
Eddie2c1.png
Eddie2c2.png
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.


2D
Eddie2d.png
Why doesn't everyone just do this?
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

J. A
EddieJa.png
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.


J. B
EddieJb.png
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.


J. C
EddieJc.png
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.


J. D
EddieJd.png
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

Far 5DD
Eddie5dd.png
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.


Pursuit
2X when opponent is stunned (KD)
Eddieprst.png
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

Knee Lift
4/6B
Eddiebthrow.png
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.


Crash Elbows to Uppercut
4/6C
Eddiecthrow1.png
Eddiecthrow2.png
Eddiecthrow3.png
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.


Crash Elbows to Jaw Elbow
4/6D
Eddiecthrow1.png
Eddiecthrow2.png
Eddiedthrow3.png
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

Leg Slash
Hold 4~6X
Eddie46X1.png
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.


Sky Leg Slash
Hold 2~8X
Eddie28X1.png
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.


Dangerous Combination
623X
Eddie623X1.png
Eddie623X2.png
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

Volcano Upper
Hold 2~8XX
Eddie28XX.png
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.


Dangerous Heaven's Door
623XX
Eddie623XX1.png
Eddie623XX2.png
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.


The Basics

Combos

Color List

Dd95colorseddie.jpg

Game Navigation

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