Sorry if this is 2 big of a post, but I am like a fish out of water. Keep in mind I just picked up Eddie in AC. I have enemy on limited gaurd 2 practice hitconfirm to combo. So far I've only come across 1 CV(cloudier sky, which I know is basic, but I'm a scrub) and a couple of match vids with a few of these setups (I will try 2 be as clear as I can). I have hard time connecting j.K 2 a reliable ground combo. The problem seems 2 depend on when j.K hits after Mawaru (1) or (2), or maybe I am not starting the setup at the right time, for ex. ju.K, land, 5K-2S, -K-. After starting with -k-, when should you go for the j.K? I have tried looking through the threads (probably missed it). It's alot 2 ask but maybe someone can make Eddie tutorial vids like the OR, ZA, or AX ones (just a suggestion). Any heip is much appreciated and thank you in advance. P.S. - I swear I will watch many more match vids.
Eddie in Accent Core: A Comprehensive Guide
7.1) Setups
In Close (ju.K/-)
- -K-, r.2P-5K(-5S)*, ju, -K-, falling j.K/-
- Far -K-, r.6P(2)*-5S, ju, -K-, falling j.K/-
- Combo to 2D-236H, r.5K-5S*, ju, -K-, falling j.K/-
*Hitconfirm to a ground/air combo if it hits
Farther Away (rj or jf.K/-)
- Blockstring to 2S-22H, -K-, rj.K/- (eg. 2P-2K, 236H, -S-, 2S-22H, -K-, rj.K/-)
- Throw / Damned Fang, r.236H, -K-, jf.K/-
- Any combo to 22S, 236H, -K- (on wakeup), jf.K/-
- Any combo to 22H, r.236H, -K- (on wakeup), rj.K/-
7.2) High Options
ju.K, dj.K, -K-
- Used when you are in close already and jump straight up to go into the mixup. Fuzzy guard setup, similar to that used in previous games. In this case, j.K-H would likely cause the j.H to whiff so it is omitted.
jf.K, dj.K-H, -K-
- Usually used from a running j.K from farther distances. Fuzzy guard setup, similar to that used in previous games. In this case, j.H will connect due to your forward momentum.
ju.-, land, 6K(-214S), -K-
- Slow method of going high, and not very useful. May find some use against opponents who are concentrating too much on looking for that first j.K and blocking accordingly.
ju.K, land, 6K(-214S), -K-
- An even slower method of going high with less chances of hitting, as the blockstun of j.K helps alert players to their escape options earlier.
ju.K/-, 214[K], 41236S, -K-
- Slow overhead that is easily blocked on reaction, but can be alternated with a crossup variant (see below). Also, this can be confusing if done after a short series of high/lows (eg. j.K-5K).
ju.K, land, 623S, [6] -H- or
ju.-, land, 623S, [6] -H-
- Two ways of going into the command grab. The latter is harder to see coming since your opponent is expecting a hit, and is also more practical since you are not pushed out as far since you did not perform a j.K.
7.3) Low Options
ju.K, land, 5K-2S, -K-
- A quick low attack after the j.K. Use this when your opponent catches on and becomes wary of the dj. followup.
ju.-, land, 5K-5Sc/2S, -K-
- A decent way of going into a low, as the opponent may see you land and attempt an escape while still in blockstun, only to get tagged by your 5K.
ju.K/-, 2D (low), -S-
- Same principles as above, but a better choice when the shadow meter is very low, as you can tack on a few extra hits from a small aircombo. If you have sufficient shadow meter, a 1-hit aerial Shadow Gallery unblockable setup is possible.
7.4) Crossup Options
ju.K/-, 214[K], 6, 41236S, -K- (high)
- Crossup overhead is hard to see coming if spaced properly. However, leaves a large gap for your opponent to escape, so not recommended for frequent use or on those who are always trying to jump or backdash away.
ju.-, dj.Flight to other side, j.S, -K- (high)
- A crossup that leaves a large gap, since you must do it after the enemy leaves blockstun.
jf.-, land 5K-5Sc, -K- (low)
- A surprise tactic used to fool opponents who expect Eddie to come down with j.K on the same side. Again, the 5K needs to be timed to hit after the enemy leaves blockstun so that you actually get a valid crossup that must be blocked in the opposite direction. This does open you up to being thrown, so use with caution.