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Shadow Dancer

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About Shadow Dancer

  • Birthday 04/04/1986
  1. Alright then, I'll get to work. I should have it started up and posted in a day or so (maybe sooner).
  2. 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?
  3. 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.
  4. True, Ky does have great range. However, Eddie w/shadow can easily give him runs, especially on CH threat. Always lead in with shadow on Ky, but stay close by because Ky can't hit Eddie AND shadow at once with the majority of his normals and specials. It's really based on if you're willing to make a trade off on little Eddie for a knockdown. Ky does give little Eddie hell though, that much is for certain. However, little Eddie can be just as effective here as he is in any matchup, you just have to be more cautious.
  5. Vs Venom: Try to keep the pressure on Venom, much like Chipp. S shadow works worders to stop his teleport/ball setups. P shadow is good for close pokes, but be weary of his sweep. It may not be as good as #R, but it still does hit twice at close range. If you see him setting up balls and you are relatively close, k shadow works quite well in halting his actions. Be careful on shadow gallery, as if you whiff, that's free DA pressure from the right distance. An advantage Eddie has as well is that he doesn't rely on tension as much as some other characters, so don't hesitate to use it to FD DA if you have to as it shouldn't take too long to build up some more tension. Eddie's also have better normals than Venom, so take advantage of that. H shadow drill is also a good idea to use around Venom's ball formations that he hasn't yet used. That really halts his offense for a bit.
  6. Vs Ky: He zones and keeps the pressure up just as good as you do, so really it's all about controlling your space. Use drills to maximize your zone game. Remember you can reflect SE with drunken shard. Ky's got very good normals, so don't try to outpoke him without little Eddie assistance. All of little Eddie's attacks can be used here to great success. P to infiltrate, K to advance, S for AA, H for corner pressure.
  7. Against Chipp, try to stay on top of him and keep the pressure on. It's when you give him space to control and time to breathe that gives the most problems. Chipp is probably the most, if not flat out, anti Eddie character. Chipp has alot of good tools (IE teleports, 236p, etc) that make it difficult to capitalize on and keep lockdown. Make s shadow attack your friend, as it's VERY good anti air for Chipp (as it is with most characters). Try to mix up Eddie's Break the Law with his little Eddie summon when you make a rush. This helps to counter Chipp's 236p xx hs (which took out little Eddie and stopped Ogawa's rushdown all at once in the Ogawa vs Sushumu vid) since you are void to attacks in Break the Law status. In the air, try for surprise Shadow Gallery every now and then if the Chipp likes to jump in alot. Eddie's overdrive setups help as well, as they do good damage on Chipp. Really this match is all about keeping your gaps closed and keeping the pressure on. Try to stay on top of Chipp as much as you can. Random drills, especially S drill with little Eddie out, also help on wake up and for controlling his rushdown should he be the one rushing.
  8. Axl is just better at punishing silly mistakes due to the range he has. That really sums it up.
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