ok eddie basic guide- (feel free to add and fix as you see fit)
game plan- pressure with shadow, break opponent’s defence and do massive damage. stall time till you can summon shadow again rinse repeat and win.
eddie’s double jump is fly mode which lets you fly like an eagle over mountains and forrests and seas. and to go anywhere that you please…
to defend while in fly mode use flaultless defence (it will also end fly mode)
you control the shadow by releasing the pkshd buttons (called negative edge).
[p]= press and hold the punch button.
-p-= leave the pressed punch button.
when you summon the shadow a little shadow health bar will pop up and it drains as time passes and when you use shadow attacks.
if you unsummon the shadow yourself or block a hit the shadow will disappear and the shadow guage will raise pretty fast.
but if the gauge empties or the shadow gets hit the shadow will disappear as well but the guage will fill up much slower and you can’t summon again until it’s full.
normals-
p- can be comboed to 2d and can be jump canceled. fast recovery on whiff means that you use this if you wanna start attacking them on wakeup w/o risking getting hit by a reversal super. think of it like a safe jump only on the ground. also used to float into an air combo after a drill hits.
k- THE low in mixups and unblockables. also can be JCed.
close s- can be canceled into lots of normals and to a jump. a key attack in your pressure and combos.
far s- has good range and LOTS of active time that helps it beat stuff like testaments 2h. other than that don’t use it.
h- when canceled into a special it gives you lots of hit/block stun so you use it to combo into a drill (or s super lol) or to summon w/o letting them a big frame hole to escape or attack back.
d- an overhead… nice to throw once in a while. will avoid slidehead earthquakes lol
2p- can’t be jump canceled like p but it’s faster (fastest attack eddie has) and has more range. use it alot! you will either tick throw with it or mostly cancel it into 2k, 2s or 2d.
2k- +3 on block. NICE poke and combos to a close drill on CH
2s- beats alot of stuff, depending on the range you hit with it use either close drill or far drill. it will combo to either on CH
2h- anti air. on counter try to cancel to a h summon, move forward and can them airborne with -k- and start RAPE. be warned 2h loses to alot of jumpins so don’t use it vs every character.
2d- the mighty sweep. can be JCed. knockdown for eddie is good cuz of UNBLOCKABLES. 2p 2d (hit confirm) xx 236h into madness is a key combo.
be careful as 2p won’t combo to 2d at its max range but that’s why i meantioned you can cancel it into other stuff as well.
j.p- used when you wanna keep them blocking in the air, like rapid fire jabs. with eddie you do this j.k-p-k-p-k-p…
j.k- best jumping move. fastest move and the best on whiff. also has awesome priority and can be JC into flying. when you jump forward whiff a j.k on the rise to stop ALOT of stuff thrown at you.
after than you can continue your jump and do whatever you wanted.
if oyu see you hit with that just continue his one and only air combo k-h-d
j.s- the hitbox makes this an awesome jump-in (and fly-in) move. allows you to cross up or fake it as well. on hit it should combo into 2p or p.
also your attack when you IAD to them is j.s-j.h
j.h- only in combos and if jump-in j.s hits them too high.
j.d- HEE-HEE! slow but will beat anything when they are above you. so after a combo if they tech really high super jump and poke them with this.
6p- slow anti air but great when you know an air dash is coming. nail them and JC for the air combo. used in combos and shadow pressure strings as it raises guard guage nicely…
also this is the move to hit alot with if you wanna score a dizzy! (no not have sex with the character… arg you know what i mean…)
(as you can see eddie is really lacking in the anti-air department. the best anti air he has is -s- when the shadow is out already)
6k- overhead. use it in shadow mixups and cancel it into 214s
6h-w/o shadow this move kinda sucks. sometimes catches people who try to jump or after tech but don’t use it outside of those seldom times. but with the shadow out to cover ur laggy ass this move is pretty good as it zones like hell and you can combo into -s- it hits…
on counter you get a nice bounce so try to catch them falling with 6p and air combo or if you won’t reach them you can always super them if it will give you the win. (same for 2h on CH and i mean the 632146h super)
specials-
22s and 22h- the sacred drills! (s close h far) +2 on block and they stay on the screen alot of time. used for zoning and pressure and AWESOME wakeup if you do them meaty. 22h has an frc which can be used for unblockables with iad j.s
22d (force break)- the s and h drills are the bitches of this pimp drill.
used mostly as the low in the safe and uber strong unblockable.
if you are quick you can run and combo after it (p jc j.k-h-d).
also the combo of 22d 22d 22d 22d is lulz. just remember you can combo it into itself for extra damage.
214s- good recovery so cancel 6k into it. backfires some projectiles (it even backfires testa’s s exe beast if you don’t wanna block it). on counter it wall bounces so oyu can go for a combo…
use it alot vs ky and venom.
623s- the command throw. has a nice range. great to use while shadow is out cuz you can make them fall into the shadow -h-
214k- eddie hides in the ground till you leave the button. the longer you stay the worse the recovery is. but at least you can 41236s from the ground for a surprise attack! (which is shitty on itself but used alot in combos)
use 214k to hide yourself while you advance with the shadow (cuz you don’t want to be blocking hits as it will make the shadow disappear).
in the air 41236s- if you can combo into this in a way it only hits in the 1st hit and the 2nd will miss (due to pushback) it’s awesome cuz it’s a knockdown and they can’t tech.
236p/k/s/h- shadow summon/unsummon.
236p will make the shadow attack with -p- when he gets summoned etc etc. 236h is to summon him w/o doing an attack. only unsummon when you are far enough and will be safe. better to let the shadow guage run out than to unsummon in the opponent’s face.
236d (force break)- refills shadow gauge as long as you hold down the button. kinda sucks but it has such good recovery that it’s used as a surprise tick throw tool. like run up k-s-236d run up and throw for the win.
632146h- the super. pretty slow but it’s the only move that gives you invinc frames so it’s a nice tool to have. just make sure they are not too close to you or you will miss and get fucked.
the other super- i don’t even know what’s the command for it. that should tell you how useful it is.
to be continued (i’m tired of writing :P)