-
Posts
997 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Teyah
-
Yup, stuff like 2[P]-2[K] -P- 2 22P~H into puddle UB. Btw, I apologize for my extended leave from this forum, but my computer blew up and I was waiting on replacement parts.
-
RESURRECTION Some match vids from a recent meet: http://www.sendspace.com/file/1343uy Teyah (ED) vs nagai (DI) nagai (DI) vs JO (SO) x2 nagai (DI) vs Ray (SO) rtl42 (BA) vs Ray (SO) x2 Teyah (ED) vs Ray (SO) x2 Teyah (ED) vs rtl42 (BA) x3 More to come later
-
Simple answer - IB (instant block) the 6H, then use FD jump to get off the ground to avoid the Slide Head. Air dash in and win.
-
Comprehensive AC Eddie Guide. Includes: - An introduction to the character - Basic theory of how to use Eddie and the shadow together - How to get accustomed to the learning curve of using the shadow - Basic description of good normal moves - Detailed description of all special/shadow moves - Advice on how to properly summon the shadow - Fundamentals on how to stall for time and reset pressure when shadow gauge is empty - Detailed description of extended shadow mixups and combos from them Here is a quick list of other AC Eddie specifics relating to B&B mixup, combos, unblockables and more: - Unblockables in AC - More unblockables + followups - Mawaru (Shadow K) Pressure - Nobiru (Shadow S) Combos - CH Nobiru (Shadow S) 100% Combo - Shadow Gallery Loops Moveset Descriptions (Accent Core): - As per Teyah Moveset Descriptions (#Reload): - As per poon - As per IPS And of course, we do have threads dedicated to AC Eddie's matchups and videos, as well as a general Q&A thread for more general questions. If you are trying to pick up Eddie for the first time, the Q&A thread can be a great resource for getting your questions answered quickly - just be sure to post up!
-
Quick notes Vs Slayer: - After knockdown with 2D xx Summon, throw a meaty Close Drill to tag him if he tries to BDC away (follow with Nobiru -> combo/mixup). If you score a farther knockdown via a drill, chances are good that Slayer will try for BDC jump on wakeup. Try to get off a Nobiru to force him to block, which will force him to the ground where he is then susceptible to Mawaru mixup. - Unless he's being horribly unsafe with it, don't try to reactionary antiair Slayer and his j.H. Use early backdash to create space and summon; early rj.K can also work to beat j.H but is also more risky (on whiff j.K, AD or fly backwards to avoid dying) - Far drills can beat predictable Dandy steps and let you advance (or end with you getting punched in the face) - Dry summons can be harder since Slayer can punch your face for free on reaction. As with most other chars, Summon -> almost immediate Nobiru is your best bet, as it can CH for huge damage.
-
Nobiru is too amazing of a move to not use, regardless of who you're facing. Unless you mean naked Eddie -> summon Nobiru, which is way too slow to use on reaction to air dashes and is punishable if done up close. General AA stuffs: Against characters with high-priority air-to-ground normals (eg. Sol j.H, Slayer j.H, Dizzy j.2S/j.H, Chipp j.H, etc etc) I find that pre-emptive AA is usually the better form of antiair to work with. - If you're able to read when they will IAD in, throw a 2H. If it hits, follow with far drill, IAD j.H-D, (sj.K-H-D). - As your opponent wisens up to this, using pre-emptive 2H becomes more risky. 6P can be used on reaction with decent results against most IADs, though this depends on how deep their move hits. - Early running j.K is another early AA option, though this doesn't work on everyone and is often too unsafe to be worth using. Outside of AAs, on reaction you can also use backdash and chicken guard. Though the use of backdash depends on the range/activity of the move in question as well as if your opponent can convert these aerial BD hits into something useful. Chicken guard (jump + IB into the air attack) can work against laggier, unchainable aerial attacks if they were done higher off the ground. And of course, you can always block! All of the above is assuming that you don't have shadow meter, though. If you do, creating space/stun to summon the shadow should take priority over anticpating IADs (unless they IAD at you constantly or something).
-
Oh my fucking god, vids of Matsu for the first time in a couple years. Definitely looking forward to watching these later today, will comment.
-
Dust combo w/shadow out: Why are you dusting while Shadow is out? Guess you could do something like this though: 5D, -H-, (j.D) j.D, pause, Shadow Gallery 1st hit, FRC, they land in puddle Without shadow: same thing, but without the -H-. Summon after the knockdown into UB or whatever you like, or drill them and go into mixup if shadowmeterless.
-
Okay now that is strange, that filebank link for abc3on3 was giving me a 404 at the filebank main site for the longest time. But seems to work now!
-
^ Seconding this request, I can't seem to find the filebank page anywhere.
-
Guys, if I wasn't planning on seeding this thing then I wouldn't have posted it. Although there were a couple of people at 95% this morning, but it looks like they didn't bother to stick around to help me seed. As for vids, you'll hopefully be seeing some of me at T8 (if they are taping). I will also do commentary/analysis when I get back!
-
acho from 6/07/2007: http://www.sendspace.com/file/o6kte2 Enjoy!
-
For those who haven't noticed and might be interested, I've posted a huge AC Eddie torrent that contains pretty much every Edward vid posted in this thread. Thread here Torrent here (3.7 GB, 180+ matches)
-
This thread will serve as an index for all past, present, and future match videos of AC Eddie. This is also the place for vid discussion! I'll start this thread off by posting a torrent that I've compiled, which contains almost every AC Eddie match to come out of Japan and be posted here on DL. This totals out to somewhere between 180-200 matches. AC EDDIE MATCH VIDS TORRENT - 3.68 GB - Complete as of July 7, 2007 Player info and details will come shortly. In the meantime, here is a quick file list: 2007_2_16_taikai_guilty1-3 Shigoto Kaeri (PO) vs Ede (ED) 2007_2_16_taikai_guilty-c-match-AxB 104 (BA) vs Ede (ED) 2007_2_16_taikai_guilty-c-match-B Hiroshima no Teihen (AX) vs Ede (ED) 2007-1-13-taikai_guilty-1-5 Ede (ED) vs Dorobo~ (IN) ac_ed_a acho_ggxx_20070111a Takeshi (ED) vs Rise (TE) acho_ggxx_20070125b Ranrebo (ED) vs Rena (MI) acho_ggxx_20070125d Kou (ED) vs Menso (AX) acho_ggxx_20070222a Gibson (ED) vs Rion (KY) acho_ggxx_20070222d Shirakawa Naoto (ED) vs R.F (FA) acho_ggxx_20070222e Koto (BA) vs Gibson (ED) acho_ggxx_20070222f Kedako (MA) vs Shirakawa Naoto (ED) acho_ggxx_20070222g Gibson (ED) vs Shirakawa Naoto (ED) acho_ggxx_20070308c NO (VE) vs Shirakawa Naoto (ED) acho_ggxx_20070308e Shirakawa Naoto (ED) vs TOMOI (ZA) acho_ggxx_20070321f Shirakawa Naoto (ED) vs Ruu (BR) acho_ggxx_20070321h Shirakawa Naoto (ED) vs Yoru Kitsune (PO) acho_ggxx_20070405c Kitamura (ED) vs N.O (VE) acho_ggxx_20070405d Kitamura (ED) vs 9B (PO) acho_ggxx_20070419c Dogura (RO) vs MDR (ED) acho_ggxx_20070524b Shounen (TE) vs K-mura (ED) AKItanMOVIE_2.16 Akitan (IN) vs Isao (ED) AKItanMOVIE_2.16 Isao (ED) vs (ZA) (DI) (BA) (DI) (ED) (PO) (BR) AKItanMOVIE_2.16 rosa (BR) vs Isao (ED) AKItanMOVIE_2.16 Tatsuya (ED) vs Isao (ED) AKItanMOVIE_4.27 (ED) vs (PO) AKItanMOVIE_4.27 Tatsuya (ED) vs Akitan (IN) are.rar (Combo clips) are4511.zip (Combo clips) are4561.rar (Combo clips) eddie.rar (Combo clips) game41-20070211ggxx_2 Ezo (ZA) vs Haga (DI) Y-shi (ED) R-1 (MI) game41-20070211ggxx_3 Daigo (IN) Nozomu (DI) Miu (KY) vs Haga (DI) Y-shi (ED) R-1 (MI) game41-20070311ggxx_5 Y-shi (ED) vs torowa (CH) game41-20070408ggxx_2 Hiko (OR) HR Gei (ED) Hiroki (SO) vs Oka (AB) game41-20070408ggxx_3 Reno (ED) vs Motoki (SL) Bikomaro (TE) Amami no So (SO) game41-20070408ggxx_5 Miu (KY) vs Oka (AB) Myontarou (FA) Y-shi (ED) game41-20070408ggxx_6 Kaede (AN) Sion (OR) Nakata (FA) vs Reno (ED) Kosumo (BR) Asahi (FA) game41-20070408ggxx_7 Kosumo (BR) Asahi (FA) Reno (ED) vs Myontarou (FA) game41-20070505ggxx_11 Mutsuki (MI) saki (VE) Tad-san (OR) vs Y-shi (ED) game41-20070505ggxx_12 Bonanza @ Power (DI) Bin @ Tricky (ED) Nyanko @ Technician (VE) vs Miura Hikari (SO)+ game41-20070505ggxx_2 Kamidanomi (AB) Shirou (KY) Myontarou (FA) vs Y-shi (ED) game41-20070505ggxx_4 Y-shi (ED) Yuuki (OR) torowa (CH) vs Miu (KY) Rock (PO) Miurake (SO) game41-20070505ggxx_8 Kei Shikite (MI) Sanzen'in HRK (SO) vs Y-shi (ED) Yuuki (OR) torowa (CH) game41-20070505ggxx_9 Bonanza @ Power (DI) Bin @ Tricky (ED) Nyanko @ Technician (VE) vd Shirou (KY) Myontarou (FA) Kamidanomi (AB) gamechariot_061220_GGXXAC_07 Shadow (ED) vs kaqn (OR) gamechariot_061220_GGXXAC_08 Shadow (ED) vs kaqn (OR) gamechariot_061220_GGXXAC_09 Shadow (ED) vs kaqn (OR) gamechariot_070121_GGXXAC_04 Mugi (SL) vs Shadow (ED) gamechariot_070121_GGXXAC_05 Shadow (ED) vs Kakyun (OR) gamechariot_070121_GGXXAC_06 Shadow (ED) vs Buppa (KY) gamechariot_070121_GGXXAC_07 Shadow (ED) vs Kakyun (MI) gamechariot_070127_GGXXAC_12 J.T (ED) vs Dio (AB) vol.1 gamechariot_070127_GGXXAC_13 J.T (ED) vs Okkun (BR) gamechariot_070127_GGXXAC_14 J.T (ED) vs Dio (AB) vol.2 gamechariot_070224_GGXXAC_01 Fi~na (ED) vs Dio (AB) gamechariot_070224_GGXXAC_102 Fi~na (ED) v Ringoo (SL) Vol.1 gamechariot_070224_GGXXAC_103 Fi~na (ED) v Ringoo (SL) Vol.2 gamechariot_070225_GGXXAC_02 FG (BR) vs Fi~na (ED) gamechariot_070225_GGXXAC_04 Hatoimo (OR) vs Fi~na (ED) gamechariot_070225_GGXXAC_06 Isa (SO) vs Fi~na (ED) gamechariot_070310_GGXXAC_04 Fi-na (ED) Mouse (SO) Buppaqn (SL) vs Ten (IN) Raou (SO) Abe (ZA) gamechariot_070310_GGXXAC_103 Hatoimo (OR) VS Fi-na (ED) gamechariot_070310_GGXXAC_104 Fi-na (ED) VS Abe (ZA) gamechariot_070318_GGXXAC_103 Sharon (BA) vs Sage (ED) gamechariot_070318_GGXXAC_104 Kishitaka (SO) vs Sage (ED) gamechariot_070331_GGXXAC_03 (ED) vs (OR) gamechariot_070331_GGXXAC_04 (ED) vs (OR) gamechariot_070331_GGXXAC_06 (OR) vs (ED) gamechariot_070331_GGXXAC_07 (OR) vs (ED) gamechariot_070331_GGXXAC_08 (OR) vs (ED) gamechariot_070331_GGXXAC_10 (OR) vs (ED) gamechariot_070331_GGXXAC_11 (OR) vs (ED) gamechariot_070428_GGXXAC_105 Ten (IN) VS Shadow (ED) gamechariot_070428_GGXXAC_112 Shadow (ED) vs Domii (AN) gamechariot_070518_GGXXAC_01 kaqn (OR) vs Shadow (ED) Vol.1 gamechariot_070518_GGXXAC_02 kaqn (OR) vs Shadow (ED) Vol.2 gd-nanpon_ggac061222b Hayama (JA) vs Ranrebo (ED) gd-nanpon_ggac061222c Chou Be~de~-sama (SO) vs Ranrebo (ED) gd-nanpon_ggac061222f2 Ranrebo (ED) vs Hayama (JA) gd-nanpon_ggac061222f3 Ranrebo (ED) vs Su~min (IN) gd-nanpon_ggac070603f1 (FA) (AX) (MA) vs (AB) (ED) (SL) gd-nanpon_ggac070603f2 (KY) ANG (AN) vs Honki Drill (MI) Chou-Drill (ED) Horare Youin Rise (TE) GGXX0429 Asami (SO) Suzuka (JA) Mamuru (AB) vs Gyun (ED) ggxzato_Furari (ED) vs Aoniku (PO) ggxzato_Furari (ED) vs Onii (AB) ggxzato_Furari (ED) vs Onii (BR) ggxzato_Kyokugeishi (PO) Furari (ED) vs Kusi~zu (DI) (AN) (ZA) ggxzato_Kyokugeishi (PO) Furari (ED) vs Yokukutemasu (SO) Hayashida (SO) ghakojoybox_200612250011 (TE) vs (ED) ghakojoybox_200612250014 (PO) vs (ED) ghakojoybox_200612250016 (PO) vs (ED) ghakojoybox_200612250018 (PO) vs (ED) ghakojoybox_200612250020 (PO) vs (ED) ghakojoybox_200612250022 (ED) vs (TE) ghakojoybox_200612250027 (ED) vs (TE) ghakojoybox_200612250029 (ED) vs (TE) ghakojoybox_200612250038 (ED) vs (RO) ghakojoybox_200612250075 (RO) vs (ED) HeavyMetalUniverse_ketu1 Gibson (ED) Nabaiken (BA) vs Susumu (CH) Hama (OR) Kazuki (DI) ko-hatsu_ggac_t07 Hiiro (JO) Omon (KY) Shirakawa Naoto (ED) vs Kedako (MA) ANG (AN) 9B (PO) maturundesu_Final - Dogura (RO) vs Shirakawa Naoto (ED) maturundesu_Final - Doraie~su (AN) vs Shirakawa Naoto (ED) maturundesu_Final - P.C (SO) vs Shirakawa Naoto (ED) maturundesu_P.C (SO) vs Shirakawa Naoto (ED) maturundesu_Red&White - P.C (SO) vs Shirakawa Naoto (ED) maturundesu_Red&White - You (ED) vs Doubt (SL) maturundesu_Red&White - You (ED) vs Nabaiken (BA) may_johnny510_Hisa (ED) vs Horobumasu (MA) 2 may_johnny510_Hisa (ED) vs Horobumasu (MA) 3 may_johnny510_Hisa (ED) vs Horobumasu (MA) may_johnny510_Horobumasu (DI) vs Hisa (ED) may_johnny510_Horobumasu (MA) vs Hisa (ED) 2 may_johnny510_Horobumasu (MA) vs Hisa (ED) may_johnny510_Jonio (JO) vs Hisa (ED) may_johnny510_kid (JO) vs Hisa (ED) 2 may_johnny510_kid (JO) vs Hisa (ED) mi-ka-do_0410_01 (ED) vs (AX) mi-ka-do_0515_03 (ED) vs Nakamura (MI) miyoshi_syokudo_070504a ANG (AN) Rena (MI) Kedako (MA) VS Kuni(BA) Shirakawa Naoto (ED) TOMOI (ZA) miyoshi_syokudo_070504b_Suu (AB) Sawa (SL) Susumu (ED) VS Tsujikawa (SL) Koto (BA) Matsutani (RO) new_mihanarumono_061231mehera(KY)_ion(ED) new_mihanarumono_061231mehera(KY)_ion2(ED) new_mihanarumono_061231sou(BA)_ion(ED) pita-mq_e Jun (AX) vs Hikaru (ED) pita-mq_j21 Hiiragi Kagami (MA) vs Hikaru (ED) pita-mq_j22 HMA (ZA) vs Hikaru (ED) pita-mq_k1 @ (FA) vs Hikaru (ED) pita-mq_k2 ZR (SL) vs Hikaru (ED) Popeye_061230ggxx03 (AB) vs (ED) Popeye_061230ggxx04 (TE) vs (ED) Popeye_061230ggxx09 (BR) vs (ED) Popeye_061230ggxx12 (ED) vs (ED) Popeye_061230ggxx15 (ZA) vs (ED) Popeye_061230ggxx18 (JA) vs (ED) Popeye_070331ggxx07 (BA) (MI) vs (ED) (VE) Popeye_070331ggxx08 (MI) (ED) vs (JA) Popeye_070331ggxx09 (BA) vs (ED) Popeye_070331ggxx10 (ED) (MI) vs (ED) Popeye_070414ggxx02 (TE) (ED) vs (JA) (AN) (KY) Popeye_070414ggxx07 (ED) (BA) (MI) vs (BA) (VE) (JA) Popeye_070414ggxx08 (BA) (ED) (MI) vs (DI) (TE) p-pulse_070401_ggxxac02 0 (SO) vs. Sugisaki (ED) p-pulse_070401_ggxxac02 Mugen (BR) vs. Sugisaki (ED) roz_to_beni_14 Achira (AN) Kedako (MA) vs Kaeru (ED) Akira (AX) roz_to_beni_18 Kabegiwa no DC (JO) Nezu (RO) vs Kou (ED) Kazu (JA) roz_to_beni_20 RYO (OR) Rena (MI) vs Kou (ED) Kazu (JA) that-is-50-quality_1_13_13 Yai (ED) vs Nyanta (BA) that-is-50-quality_1_13_20 Yai (ED) vs Lopes (FA) that-is-50-quality_1_13_23 DKJ (JO) vs Yai (ED) that-is-50-quality_1_13_25 Yai (ED) vs Ikusa (AN) toramusi777_Enc_1-2 Serori (MA) Ese (DI) vs Saint (ED) toramusi777_Enc_goran(TE)-ri-garu(ED) toramusi777_Enc_saint(ED)-syaron(BA) toramusi777_Enc_saint(ED)-syaron(TE)2 toramusi777_Enc_saint(ED)-syaron(TE)3 toramusi777_Enc_serori(DI)-saint(ED) toramusi777_Enc_siren(IN)-ri-garu(ED) toramusi777_Enc_sukiyaki(CH)-saint(ED) tougekitamashi_vol5_disk2_ggxxac_kofia_yangjiayi wonli_Mas (AN) vs Yuuki (ED) NO.1 wonli_Mas (AN) vs Yuuki (ED) NO.2 wonli_Meru (AX) vs Yuuki (ED) wonli_MK (VE) vs Yuuki (ED) If this looks like a bit much for you, don't worry! Many torrent programs out there let you choose which files you'd like to download, so you can download individually or in chunks if you wish. If you're unfamiliar with BitTorrent, you might want to have a quick glance over one of the many online FAQS, like this one for example. And if you run into problems you can't solve alone, I'm always available via PM / AIM (evenings). One last note - I'll be seeding this torrent as often as I can, which means anytime I'm not asleep. So, expect good hours to be from 7 AM to 11 PM, PST (-8:00 GMT). ------------------------------------------------------ Also, this post will be kept updated with active links to new AC Eddie vids as they become available. (But for now there is nothing, as the torrent covers everything that's available to date)
-
- Drunkard Shade combo gives like 40% tension and sacrifices minimal damage - [6P(2)-5S] loop deals best stun and better damage than most other followups You can also end either of these with 2H xx FB Drill, rj.K-H-D (land, sj.K-H-D) for extra damage. (Though you wouldn't really want to with the first combo, since tension is your goal) Personally I use the 6P(2)-5S loop unless I hit the SH near start of round (low tension) or if I'm sure the opponent isn't carrying any stun.
-
Oh, no - don't hold P at all actually. There's no need to, since the shadow is still doing Mawaru at the time (and all the way up till the 2S if all goes well). So just string to 5S, then.. 2S (hold S), 22P (press and release for Shadow P), immediate H for far drill. 2, 22P~[H], move shadow close, -H-.
-
SMP, for the 2nd part of that first UB series you posted, it's probably easiest to do the holds at these times: -d- 5k (UB) 5s, -k- 2p 5k 5s 2~p 22[hs] -hs- (-s-). The only part that looks iffy to me is if you can do 5S-2S that late without having Nobiru activate, but that seems alright with proper timing. And 2, 22P-H is how I perform the shadow P link, if it helps! Also just so you guys know, most UBs involving 22S, backdash, 22H FRC are not actually perfect unblockables - the j.S usually comes a couple frames late. I've noticed this against Potemkin, so chances are that it applies to most other chars as well.
-
Not a mistake, it's been like that for a few games now. A single connected Eddie mixup into puddle unblockable -> 6P(2)-5S combo deals like 40+ stun points
-
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.
-
FD jump is done with just 7+FD, whereas FD superjump is either 2147+FD or 247+FD. For FD sj, I try to go through the center of the stick to avoid the diagonal, as that works more consistently for me. 7+FD for regular 1F jump is simple enough on its own, but when you're under pressure I find that it's harder to pull off than FD sj. FD superjump also gets you very high, very fast.. so it's more useful for escape, I find.
-
KILL YOUR FRIENDS GUILT FREE. * Kill - Beating your opponent to a pulp at Guilty Gear. ** Friends - If you have any. The person you invited over to beat at Guilty Gear. ... That last sentence is so true.
-
Hey, no problem. It's always good to see this forum being used more. 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. 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
-
- 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!
-
Eddie's 2S can deal with many of I-No's ground moves, and as a bonus, catches I-No during the startup of her dash. Also, 6P pretty much destroys all of I-No's air attacks... just watch out for dash, drop down 2S, etc.
-
Vs Millia: Millia (+ Pin) has the advantage in this matchup from a neutral situation, so you'll want to get off a safe Shadow Summon as soon as you can. This can be done by either creating space or forcing Millia to block. A properly spaced Eddie's 2S should beat all of Millia's normals, aside from her 2D done at max-range. It might be tempting to use an early j.K or try to antiair a Millia that sticks to the air, but keep in mind that both of these options can be unsafe. If you do early j.K or quick dj.S and fail to predict a Millia jump, you're probably going to be eating one of her many AAs and getting comboed into knockdown. Similarly, if you try to AA her when she has Pin, she can fire that off and get CH -> whatever. Although, early Nobiru can CH trade with an early j.Pin, which may be something to keep in mind if this is something your opponent relies on to get in. Separating Millia from her Pin opens up your AA options, so if Millia is still trying to get in via the air it won't be as easy. This also allows you to use 2S more freely, which grants safer Shadow Summons. Even the japanese can be spotted camping Millia's Pin at times. Vs Jam, Dizzy, Millia.. basically any character who spends a decent amount of time in the air: Defense is key. - Avoid spamming drills at neutral, this will get horribly eaten by an opponent who sees the huge opening for an IAD. - Limit your air time. Avoid flight in close; chances are that your opponent will have far better priority/more damaging setups/better reward from random air hits than you. Superjumps can still be a good way to move around if you have to, provided you're not predictable with when/where/if you airdash. Covering yourself with j.K near the landing of your sj is usually safe. Regular jump-back j.D mixed with jump-back, AD back j.K cover is another movement option you have. - Watch for predictable air patterns from mid-far range, throw out early Shadow Summon -> Nobiru when you see your opponent jump and suspect a followup dj or late AD. Risk/reward is in Eddie's favour since on CH, your followup 6P(2) -> shadow combo leads to about one third of their life + good stun damage. If spaced correctly, this is hard to punish well on whiff since the Nobiru takes up so much space and may even act as a meat shield. The alternative to Shadow Summon S is try for an early 6P/2H antiair... both of which are much faster, but leave you open to if your opponent just lands and doesn't AD or move in. And of course, you can always just reposition yourself if you want, as explained above. As far as offense goes.. once you have Shadow out, you should be aiming to make your opponents fear making a mistake. The new invincible Shadow P attack means that trying to kill the shadow becomes alot more dangerous. If you suspect this, do Shadow P and throw a drill immediately after; if Shadow P and the drill hit, you've got yourself a free puddle unblockable. If not, you're free to use Mawaru/Nobiru as you see fit and advance.