Eddy


Anti Eddy

Character Overview

Anakin Notes

https://www.youtube.com/watch?v=8QgtsXPFUZk

Charge Mandinga via RLX 3,3 (clean) or db4,4 or HSP 2,3 (he doesnt use it much)

With Mandinga charges you have access to 2 new HSP moves:
HSP b4 is a mid, new mixup option from HSP
HSP 3+4 is low, doesnt have a low otherwise from HSP

b1 is a mid poke that tracks if they step a lot puts u in FC

Lows:
(d4,3 scrub killer move, not NC but works well, oH free d1+3 crouch grab that is also a heat engager)
db3
d3
ff3 is so good, +6 on hit into RLX and approach and then RLX 3,3 (low) is one of the most common way to charge up Mandinga
mix up RLX 3,3 with RLX 4,3 which is also a heat engager or launcher with heat dash and is hit confirmable
if they dash back after ff3 hits you can just tap f to follow them in RLX because RLX 3,3 must be a clean hit
CH ff3  either do 4,3 heat engage and in heat that launches for big damage

WR3 is a good approach tool (but linear) that goes automatically into HSP with + frames
without Mandinga you can do HSP 1 to go into RLX and from there same mixup as above
with Mandinga charges its even stronger

df3 main whiff punish launcher i15

df1,3 i13 punish, dont overuse in neutral as 2nd hit is high

FC df4 low into HSP (great with Mandinga)
mix this up with FC df3 mid into RLX mixup

Moving around between stances with u__d is also legit

f3+4 safe mid heat engager with good range and a little high crush

b3+4 high power crush heat engager

A sequence could be b3+4 -> Heat engage -> WR 3 -> HSP 1 -> RLX 3,3 -> get charge and now you can use a lot of WR3 with strong HSP mixup

4,4 safe NCc confirmable heat engager

In heat Eddy has 2 moves that work well with Mandinga
without charges from heat use qcf4 which oB puts you in their face in RLX -> RLX 3,3 and oH its a ton of damage
if you do have charges use 3+4 oH its a launcher and oB you're in their face with +9 HSP mixup
after blowing heat smash you get another RLX mixup
you can do heat smash from any of his stances back into RLX mixup

Basic day 2 combos:

df3
  b3,3  RLX 2  b1  ws1,4  qcf3  T!  db4,4
                                                T!  1  2+3  4,4~f  ub3 (if they're almost dead)

ws2
  uf4  RLX 2  b1  ws1,4  qcf3  T!  ssl  deep dash  uf4  RLX 3,3 (or just db4,4)

3+4
  2  b3,3  RLX 2  db4,4

W!
  b2,3,3
  db3+4,4,3 (delay last hit) -> WB!
  qcf3  T!  b2,3,3
  df1,3  T!  db3+4,4,3

Strategy

Gameplan

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Mixups

From RLX:
RLX 3,3 for madinga
RLX 4,3 hit confirm into heat
RLX 1+2 for safe mid knockdown
RLX 3+4 for mid launcehr
RLX 1,3 if you want a safer low

From HSP:
HSP 3+4 and HSP b4 (Mandinga moves)
HSP 1 is plus and goes into relax
He also has HSP 1+2 power crush
and HSP b3 for backswing

Frame traps

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Combos

Normal Combos

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Counterhit Combos

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Wall Combos

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Heat Combos

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Guaranteed Followups

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Punishment

Block Punishment
Startup Standing Crouching
i10 1,2~f  or  1,3 FC d1
i11
ws4,4
i12 2,3
i13 df1,3 ws1,3*
i15 df3 ws2
i19
ws3
i23 uf,n,4 uf,n,4
Whiff Punishment

df1,3
df3
db4,4
(b3,3?)

Moves

Top Moves

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High/Mid Pokes

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Low Pokes

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Approach

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Keepout

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Homing moves

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Defensive Moves

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Situational Moves

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Frame advantage

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Throws

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Knowledge Checks

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At the Wall

WR 3  HSP 1+3  W!  RLX...  T!  wall combo

Okizeme

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Stances

Bananeira (HSP)

f1+2 or ws1+2 (ssl)
b1+2 (ssr)

In HSP you can move forward which stays in HSP or up/down to transition to RLX stance. From RLX you can enter HSP in the same way.

Moves:

HSP 1
HSP 2,3
HSP 3,3,3
HSP 4
HSP 4,2
HSP 4,2~3
HSP 1+2
HSP b3
HSP 3+4
HSP b4
HSP 1+3__2+4

Enter from:

1,2~f
2,3
3,3
H.3+4
f3,4~f
f4
b1,4
b4,4~f
ff4
WR3 or ub,b3 (oB)
ws4,4,4~f
FCdf4
HSP 2,3~f
HSP 4
RLX u__d

Negativa (RLX)

d3+4 or ws3+4
ub,b

In RLX you can move forward which stays in RLX or up/down to transition to HSP stance. From HSP you can enter RLX in the same way.

Moves:

RLX 1 (~d to recover FC)
RLX 1,3
RLX 2
RLX 2,4(,4) (~d to stay in RLX)
RLX 3
RLX 3,3
RLX 4
RLX 4,3
RLX 1+2
RLX 3+4
RLX 1+3__2+4

Enter from:

1,2,4~3
1,3
H.qcf4
f4,3+4 (oH)
d2,3
b1,4,3+4 (oH)
b3,3
u4~3
uf4 (oH)
ff3 (oH)
ws1,3
FCdf3
ss3
ss3~d
HSP 1
HSP 3,3,3
HSP 1+3__2+4
HSP u__d

Heat

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Resources

https://www.youtube.com/watch?v=8QgtsXPFUZk

Movelist

Bananeira = HSP
Negativa = RLX

Move Hit Start oB oH Notes
1 h i10 +1 +8
1,2 h,h
-3 +8 NC
1,2~f h,h
-8 +3 Enters HSP
1,2,4 h,h
+6 +17 Enters FC
1,2,4~3 h,h,l
-14 +18 Knocks down opponent on hit and leaves you in RLX, gives guaranteed followups eg RLX 1 (need to test)
1,2,4~4 h,h,h (18) +8 KND Recovers grounded, oB pushback
1,3 h,m
-14 +7 NC, enters RLX
2 h i12 -9 +2
2,1 h,h
-9 +2 NC
2,1,4 h,h,m
-12 KND
2,3 h,m
-8 +8 NC, enters HSP
3 m i14 -9 +2
3,3 m,m
-3 +8 Enters HSP
4 m
-9 +7
4,4 m,m
-7 +17/+12 NCc confirmable, Heat engager
1+2 m i20 0 FC +5 FC
H.3+4 m i20 +9 T! Enters HSP
H.qcf4 h i22 +9 KND Enters RLX
f2 m i18 -9 +6
f2,4 m,l
-14 +2
f3 h i18 -5 +7 Homing
f3,4 h,m
-11 KND NC
f3,4~f m
-17 -5 Cancels second hit and enters HSP
f4 m i23 -8 +8 Enters HSP
f4,3 m,m
-13 -1 NC
f4,3,3+4 m,m,m,m
-12 KND
f4,3+4 m,l,l
-24 KND

NC, oH enters RLX

f1+2 or ws1+2



Enters HSP (ssl)
f3+4 m i19 -9 +17/KND Heat engager, good range, safe
df1 m i13 -3 +6
df1,3 m,h
-7 KND NC, whiff punish
df2 m i14 -5 +6
df3 h i18 -5 JGL T!, whiff punish
df4 l i18 -13 0
df3+4 m,m i18 -3 KND
d2 m i17 -9 0
d2,3 m,m
-4 FC +5 FC Enters RLX
d3 l i21 -14 +1 KND on CH
d4 l i15 -16 -5 Recovers FC
d4,3 l,m
-13 FC +12 FC
d3+4 or ws3+4



Enters RLX
db2 l i18 -18 -7
db2,3 l,m
-18 T!
db3 l i28 -14 +5
db4 m i17 -8 +2
db4,4 m,h
-9 KND NC, oH Mandinga+1, range whiff punish (e.g. Deathfist)
db1+2 m i30 -8 +12 FC Evasive (moves backwards)
db3+4 m,m i20 -6 +1 Recovers FC
db3+4,4 m,m,m
-8 +5
db3+4,4,3 m,m,m,m
-14 KND
b1 m i14 -7 +8 Recovers FC
b1,4 m,m
-8 +8 FC Enters HSP
b1,4,3 m,m,m
-13 -1
b1,4,3,3+4 m,m,m,m,m
-12 KND
b1,4,3+4 m,m,l
-24 KND oH enters RLX
b2 m i15 -8 +3
b2,3 m,m
-11 +4 NC
b2,3,3 m,m,m
-14 KND
b2,4 m,h
-7 KND NC
b3 m i13 -9 +8
b3,3 m,m
-14 JGL NCc confirmable launcher, enters RLX
b4 h i21 0 +8 Evasive (ssr)
b4,4 h,m,m
-9 +8 FC
b4,4~f

-25 -18 Cancels second hit and enters HSP
b4,4,3 h,m,m,m
+4 FC KND
b1+2



Enters HSP (ssr)
b3+4 h i20 -7 +17/KND Heat engager, power crush, safe
ub3 m i31 +4 FC KND chip
ub4 m i19 -17 -6 (moves a bit forward and then back, hard to punish?)
u3 m i38 0 KND A lot of pushback, chip, decent range, high crush
u4



Recovers FC (backflip)
u4~3 l i32 -14 KND Enters RLX
u4~4 h i18 +8 KND Recovers grounded, oB pushback, oB at wall +20
u1+2 or ub1+2 h i16~17 0 KND
u*2 m i22 -13 KND Evasive (ssr)
uf3 m i26 -10 FC -8
uf3,3 m,m
-18 JGL T!
uf3,4 m,l
-14 +7
uf4 m i22 -9 +12 Homing, oH enters RLX
u*3+4 m,h i17 -13 KND
ff3 l i21 -13 +6 oB recovers FC, oH enters RLX, on CH guaranteed followups
ff4 m i19 -12 JGL Enters HSP, T!
ff3+4 m,m i23 +3 FC KND Chip
ff3+4,n~f



Cancels move and enters HSP
bb2+3 !


Unblockable
bb2+3,bb



Cancel unblockable
WR3 or ub,b3 m i25 +8 KND oB enters HSP, chip
ub4,4,2,4,4,3+4,3+4,3+4,3+4,3+4




ub,b



Enters RLX
ws1 h i13 -6 +5
ws1,3 h,m
-14 JGL NC, Enters RLX
ws1,4 h,h
-7 +8 NC
ws2 m i15 -18 JGL
ws3 or qcf3 m i19 -13 JGL T!
ws4 m i11 -4 +7
ws4,4 m,h
-4 +8 NC
ws4,4,4 m,h,m,m
-9 +8 FC
ws4,4,4,3 m,h,m,m,m
+4 FC KND Chip
ws4,4,4~f m,h

-16 Cancels third hit and enters HSP
ws3+4 m i25 -9 FC
Enters RLX
FC3 l i16 -17 -6
FC4 l i13 -15 -4
FCdf3 m i22 +6 +9 FC Enters RLX, chip
FCdf4 l i24 -21 +9 Enters HSP
ss3 m i25 0 +8 Enters RLX, midrange approach tool into RLX
ss3~d



Cancels hit and enters RLX
ss4 l,l i21 -13 +3
ss3+4 h,h i14 -7 JGL Strong keepout
f1+2



Enters HSP
HSP 1 m i23 +5 +8 FC Enters RLX, chip
HSP 2 m i17 -8 +8
HSP 2,3 m,m
-13 KND NC, oH Mandinga+1
HSP 2,3~f m
-24 -8 Cancels second hit and enters HSP
HSP 3 m i17 -8 +7
HSP 3,3 m,h
-3 +8 NC
HSP 3,3,3 m,h,h
-5 +13 Enters RLX, T!
HSP 4 m i12 -3 +10 Stays in HSP
HSP 4,2 m,m
-13 KND NC, T!
HSP 4,2~3 m,m
+4 FC KND Chip
HSP 1+2 m i22 -12 KND Power crush
HSP b3 m i36 -12 KND Evasive (moves backwards)
HSP 3+4 (Mandinga 1) l,m,m i21 -13 +4 FC
HSP 3+4 (Mandinga 2) l,m,m i21 -13

HSP b4  (Mandinga 1) m i23 +6 +8 FC
HSP b4  (Mandinga 2) m i23 +6

HSP f



Move forward, stays in HSP
HSP u__d



Enters RLX from HSP
HSP 1+3__2+4



Unbreakable throw into RLX
d3+4



Enters RLX
RLX 1 l i17 -11 0
RLX 1~d l i17 -11 0 Recovers in FC
RLX 1,3 l,m
-14 +5 FC Stays in RLX
RLX 2 m i18 -2 +8
RLX 2,4 m,h
-5 +2 NC
RLX 2,4~d m,h
+3 +2 NC, Stays in RLX
RLX 2,4,4 m,h,m
-14 KND
RLX 3 l i16 -26 -4 Recovers in FC
RLX 3,3 l,h
-13 KND oH Mandinga+1, NC unless it hits at the tip
RLX 4 m i15 -8 +8
RLX 4,3 m,m
-13 +17/KND NC, Heat engager, launches with dash
RLX 1+2 m i18 -8 KND Chip
RLX 3+4 m i17 -18 JGL T!
RLX 1+3__2+4



Heat engager, unbreakable crouch throw
RLX f



Move forward, stays in RLX
RLX u__d



Enters HSP from RLX