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Posted

What's the matchup on Axl? From what I've been told, the matchup in Slash is in Axl's favor. I'm not sure why. Apparently Eddie is supposed to have trouble with Axl's range, as he can kill Little Eddie easily and for little to no risk, and can keep him at bay with 5P, which also preempts H drills. In my experience, drills beat 5P if Axl does not hit before Eddie summons it, and killing Little Eddie is not an option as Eddie only summons it when he gains a knockdown. If the matchup is in Axl's favor because he can keep Eddie away for a while, I would not believe that. Axl cannot keep Eddie, or anyone for that matter, away from him all match long with his pokes. Once Eddie finally gets in (flying directly over Axl means he cannot anti-air him with a 2S anymore), its gg. So looking at it this way, Axl has to play a much more careful game, and cannot make ONE mistake. Letting Eddie in once, or getting hit by drill once means the round. Thus Eddie is the one who can afford to make mistakes in this matchup, because what happens if he does make one? A knockdown and ~30 dmg at best, and with virtually no okizeme, Axl poses no threat to Eddie on wakeup. This matchup can't be in Eddie's favor when considering all these circumstances. Axl has to play way too carefully and one mistake means the game, whereas Eddie can seemingly play recklessly without nearly as much risk as Axl. Is there anything I am missing here?

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  • 3 weeks later...
Posted

I've just recently picked up GG, recently as in just today. All I have is judgment on the PSP, but I'm determined to get good at this game. I haven't the slightest clue how I'm supposed to start off. I've found myself interested into Eddie for some reason so I thought it would be best to start with him.

  • 1 month later...
Posted

Aggainst axl you can "Break the Law" to approach and try to grab him

That is still somewhat suicidal. Axl also has good jumping/ranged air attacks that can easily punish this if they know it's coming.

Axl is, IMO, one of the worst match ups for Eddie. If only for those long range pokes. It makes it difficult for Eddie to zone and makes it riskier to try shadow advances.

Posted

EDIT2: Is someone working on any guides for Eddie? We who try him out after Reload are kind of screwed. An updated B&B is just what the Eddie-community need!

Posted

Hmm, well I could try my hand at getting an AC Eddie guide started if you guys don't mind. Obviously, anyone's input or combos, etc that they have can be shared as well. I just want an opinion on whether or not to go ahead with it. Thoughts? :)

Posted

Well why would anyone mind :) I would really appreciate your efforts! There really are no guides for Eddie since Reload and Eddie is not easy to pick up from scratch really.

Posted

That's cool, I was planning on posting my WIP but I'll just append to yours. I've already got detailed descriptions of normals complete, with B&B mixups -> followups well underway (though they're already fairly obvious). Edit: Upon reading the posted guide, it appears it's not very useful. Those B&Bs were.. well, not B&Bs, and the rest is incorrect (ie. SG combos) or just basic combo stuff that has been posted all over already and is seen in any vid. I'm sorry SD, but it is being removed. :( For future reference, please consult the moderator for the specific forum before post any authoritative topics such as guides. (I believe this applies to every character forum) poon's Eddie Guide is a very in-depth look at how Eddie fundamentally plays. New AC Shadow moves aside, it should get you very far in understanding Eddie's basic gameplan. And if you're playing #Reload/Slash, all/most of it still applies. The guide that will be put up in the near future will be written by myself, but reviewed by the better/better known Eddies so that misinformation doesn't make it's way through. It's already ~25% complete (4 pgs or so), so expect it up within the coming week(s). Once the initial guide is posted up, it'll be open to criticism and contributions for whoever wishes to help out, which will be acknowledged accordingly. In the meantime, enjoy poon's now-stickied advice~

  • 3 weeks later...
Posted

Noob alert!! Hope none of these have been asked, but I didn't see any. What's a good unsummon blockstring? Say, you've been pressuring with 5k/6k, Mawaru but they block everything and shadow gauge is almost up. Any way to unsummon safely? Would 5h, 22s, 236h be good? Against DP characters, is it worth it to do -d-, 22d UB or just try my luck with 236h -p/s- then dash-in 5k/6k, mawaru pressure? And is puddle unblockable safe from reversal DPs? Finally, I find myself running out of shadow gauge for KD, 236h, -d- 5k (UB) 5s, -k- dash 2p 6p 5s 2d -h-. I try to summon 236h as late as possible but I still run out (or the puddle is too far to hit). Not canceling 2d to 236h will have too much recovery to dash 5k and 5s will come out as far.s -.- So far, I've omitted the dash 2p and just do a 1-hit 6p to make up for it so pushback isn't too much and 2d still hits. Sorry for scrub qs and thanks, just picked up Eddie in ^C.

Posted

- Generally you don't want to be unsummoning during pressure, as it kills your momentum and leaves you wide open.

- Shadow D + 22D UB is great if you have the time to set it up, and if you can combo into Mawaru -> BtL Shadow Gallery -> Shadow D + 22H + followup. However if it doesn't kill your opponent, you give up your momentum. So it all depends on what you're after.

- Puddle UB is DP-safe so long as you have momentum coming down from your j.S and can land before their DP activates. It can also be made DP-safe (or at least DP-safer) by doing crossup flight dj.S to guardbreak.

- The Shadow D + 5K to puddle UB was a problem for me at first, but here's what I did to make sure I didn't run out of gauge. First, make sure the shadow is directly on top of your enemy as they're getting up. This makes the Shadow D hit as soon as it can, and also keeps the shadow close. Also, while you're doing 5K-5S, you should be moving the shadow forward. And again, move the shadow forward during your 2P-6P-5S-2D, and you should be within range for the puddle UB every time, even against characters like ABA whose hitboxes are farther back.

Hope this helps!

Posted

Yes, it helps very~ So it's better to just let shadow gauge run out and continue than unsummon. I think I'll be waiting for you write-up, since all I can do decently with Eddie (no shadow) is 2s 22s/h and fish for 2h. :heh: Ahhh, I've been moving shadow backwards after 5k 5s cos' I was thinking shadow might be too close and the hits from mawaru might delay or possibly whiff. I'll give it a shot. Thanks much for the answers!

Posted

Hey, no problem. It's always good to see this forum being used more.

So it's better to just let shadow gauge run out and continue than unsummon.

Yeah, pretty much. (Unless you are far enough away to do it safely)

But by doing a manual unsummon while in the midst of pressure, you're allowing your opponent to start up their pressure on you (unless they are asleep and cannot react to the super-long unsummon animation). Even if all you get from an unsuccessful mixup series is a string to close drill, it's still better than handing your opponent the advantage. And of course, you can blow meter on FB Drill or Far Drill FRC to stay within optimal range while your gauge refills.

Ahhh, I've been moving shadow backwards after 5k 5s cos' I was thinking shadow might be too close and the hits from mawaru might delay or possibly whiff.

From seeing Mawaru in vids, I originally thought that it wouldn't connect when done in close.. but it will. So long as you can sneak that 2P in inbetween hits, Mawaru should work at close range.

Here's a quick vid clip, it shows the ranges you should aim for. Vid is done vs ABA to show worst case hitbox scenario + silly triple UB.

http://www.sendspace.com/file/omvclw

Posted

Thanks for posting this vid up.. its a great help to learning how to execute this triple unblockable set up.. :yaaay:

There is one setup that i am having a lil trouble with.. as far as execution goes..

Shadow D + 22D UB into Mawaru -> BtL Shadow Gallery -> Shadow D + 22H + followup... any tips... i cant seem to get the drill/dust to hit at the same time..

Posted

That triple-UB may look nice.. but remember that it is character-specfic. The 22S knockdown into direct 22H will only work against characters like ABA, Dizzy, and Potemkin who have farther-back or large hitboxes while grounded. For most other characters, you'll need to throw in a backdash after 22S, and alot of characters get up too fast to make that 22H hit meaty, then. So it's not doable on alot of characters.. I'll test and post up a list sometime over the next days. For the 22S/D + Shadow D, Mawaru, BtL Shadow Gallery, 22H + Shadow D UB... here's what I've found: - The opponent is sometimes too far away and the Far Drill can miss. So, make sure you're within range and move forward a bit if necessary, you've got a bit of time during their slide state. - The followup is hard to get without using tension. Still working on this, will let you know of any execution tips on pulling it off.

Posted

Thanks Teyah! I got it in fights now. :) Back for some more noob qs. -.- I just had my first fights with Eddie and I get mind blocks when I get shadow out without it being -d-, 5k setup. :heh: Doing stupid stuff like 6p, 5s, -k- on block over and over again lol. How different does AC Eddie strats from #R Eddie as far as getting shadow out and closing in the gap with shadow? A friend of mine was telling me that random knockdowns in #R == summon Eddie, p flick followed by max range 2p then -k/p- while closing in slowly. Will 236h, -p- dash 2p2s -k- into 5k/6k/throw work in AC? I tried reading poon's sticky, but I just can't visualize it for AC. =/ As for the 22H, IAD j.S, I think I've seen a match vid of it being done to Axl (he did a backdash for it though). I was trying it on training mode and can't seem to get it to work on Ky and Sol, though that could be just me being late on backdashing and IAD.

Posted

Thanks Teyah! I got it in fights now. :) Back for some more noob qs. -.-

I just had my first fights with Eddie and I get mind blocks when I get shadow out without it being -d-, 5k setup. :heh: Doing stupid stuff like 6p, 5s, -k- on block over and over again lol.

How different does AC Eddie strats from #R Eddie as far as getting shadow out and closing in the gap with shadow? A friend of mine was telling me that random knockdowns in #R == summon Eddie, p flick followed by max range 2p then -k/p- while closing in slowly. Will 236h, -p- dash 2p2s -k- into 5k/6k/throw work in AC? I tried reading poon's sticky, but I just can't visualize it for AC. =/

As for the 22H, IAD j.S, I think I've seen a match vid of it being done to Axl (he did a backdash for it though). I was trying it on training mode and can't seem to get it to work on Ky and Sol, though that could be just me being late on backdashing and IAD.

#R Eddie vs. AC Eddie on Knockdown to Summon scenarios:

#R Eddie is all about jacking up their guard bar while trying to open them up in the process for an unblockable attempt. AC Eddie is more on trying to open them up for easy damage via mixups into Shadow Gallery loops or whatnot, while having the option of doing unblockables on them if you did or didn't successfully open them up.

As for closing the gaps with Shadow, AC Eddie relies a lot on Shadow K since the new properties of Shadow K (pulls your opponent in towards you) lets you work a more efficient mixup game compared to #R Eddie. Some #R Eddie stuff still works, but the new move properties and changes mean there are better options with better payoffs, especially due to the changes in his unblockables.

  • 2 months later...
  • 2 weeks later...
Posted

what's so good about 2k and how do i use it in the eddie poke and pressure game?

It's +3 on hit, making it good for Shadow P combos and pressure strings. The range of this move has become longer, making it a good match-opening move, and can combo into Invite Hell on CH.
Posted

It's +3 on hit, making it good for Shadow P combos and pressure strings. The range of this move has become longer, making it a good match-opening move, and can combo into Invite Hell on CH.

shadow p combos?

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