Eddy counterplay

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This page is for Tekken 8. For Tekken 7, see Eddy counterplay (Tekken 7).

Overview

Eddy is historically a tricky and overwhelming character to fight, with an unorthodox fighting style that makes it hard to know when or how to strike. In TEKKEN 8, his moveset has been shifted toward even more of a rushdown and mixup playstyle, potentially making him even more difficult to deal with without proper knowledge.

Perhaps the most important thing to note when learning this matchup is that Eddy's moves are usually as evasive as they are punishable. If they aren't immediately punishable on block, they are almost always sidesteppable. It may take some experimentation and/or lab work, but finding the best punishes on your character will go a long way toward shutting down his ability to confuse you with his stance pressure.

Key Moves to Punish

Move Punish Purpose
1,3 -14 on block
Punish with a mid, as RLX goes under highs
Common jab string that Eddy can use to go into the low stance (RLX).
2,3 i12 move, float
-8 on block, but he cannot block due to stance
i13~ frame moves are susceptible to his HSP Powercrush
Commonly used to go into handstand stance (HSP).
3,3 Fast low with good tracking
Highs and mids can lose to HSP Powercrush and HSP sidestep
Commonly used to go into handstand stance (HSP).
Slower to startup but better on block than 2,3, making it harder to punish.
b1(,4 or 3+4) SSL followups on block
Has a mid and low followup
Common mixup string.
RLX.3,3
(non-clean hit)
-13 (-26 on crouch block)
Clean hit causes the string to naturally combo
Backdash to avoid the clean hit, stand block, then i13 punish
Hellsweep-style low off of RLX stance. Eddy's main mixup tool.
Many situations are too plus to backdash the clean hit,
but it's still worth a shot.
RLX.2,4 Duck second hit and launch
-5 if not ducked
A mid-into-high pressure reset and Eddy's only way to loop back into RLX.
Without this move, all other moves he uses out of RLX will end the stance.

Ducking and Punishing RLX.2,4

RLX.2,4

m,​h
16,​17
-5
+2
,i29~30
  • Combo from 1st hit
  • Transition to RLX with D (+3/+10)

As mentioned in the table above, the second hit of this string is duckable, and if not ducked, Eddy is both safe and remains in his RLX stance.

It is crucial to not let him loop his stance pressure. It is very difficult to tell what moves are duckable on Eddy as his highs and mids can look extremely similar, so try to look for when he's in stance and when he does a spinning right arm chop to know when to duck.

Punishment

-15 or more standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Twister Mirage
40

db+2,3

L,​m
10,​23
-18
,i27~28
Troca e Ataque
101

RLX.3+4

M
24
-18
i17~18
fs1~56
t60? r42?
Enchente de Axé

R.df+1+2

m,​t
55+
-18
+0d
i20
pc8~
r39
Jumping Jacks Mirage
60

uf+3,3

m,​m
15,​20
-18
+31a(+21)
,i21~24
Satellite Moon
54

ub+4

m
12
-17
-6
i19~21
fs20~?
Knee Thruster > Relâmpago
49

b+3,3

m,​M
10,​21
-15
,i26~28
RLX
Fuzilação
73

ws1,3

h,​M
6,​14
-15
,i19~21
RLX

-12,-13,-14 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Godeme > Combo Martelo
47

b+2,​3,3

m,​m,​M
12,​13,​25
-14
+13a(-4)
,i33~35
Terra Gafanhoto
96

RLX.1,3

L,​m
11,​17
-14
+5c
+42a
,i25~26
RLX
Meia-Lua de Compasso
44

db+3+4,​4,3

m,​M,​m,​m
12,​12,​10,​26
-14
+15a(+6)
,i22~23
Céu Gafanhoto
19

1,3

h,​m
5,​16
-14
+7c
,i23~24
t66 r32 RLX
Maré Cheia
97

RLX.2,​4,4

m,​h,​m
16,​17,​25
-14
+15a(+6)
,i32~33
Meia-Lua Pulando
  • ub+3+4
  • u+3+4
63

uf+3+4

m,​h
10,​14
-13
+32a (+25)
i17~18
js15~
Delayed Rising Toe Kick
64

uf,n,4

m
20
-13
i23~25
js9~
Combo Escorão
87

HSP.2,3

m,​m
15,​23
-13
+10a (+1)
,i26~27
Lança de Braço
89

HSP.4,2

m,​m
10,​21
-13
+12a(+3)
,i23~24
fs1~9?
Yansan Mandinga

MD2.HSP.3+4

L,​m,​m
16,​4,​15
-13
+18a(-17)
i21~22
js28?~

f+4,3

m,​m
13,​8
-13
-2c
,i23~24
t83 r31

b+1,​4,3

m,​m,​m
15,​10,​8
-13
-1c
i23~24
js1~?
Oxóssi

uf+1,3

m,​m
12,​23
-13
+10a (+1)
i29~30
t78 r33
Asfixiante
  • ub+2
  • u+2
59

uf+2

m
21
-13
i22~23
Iemanjá
98

RLX.3,3

L,​h
12,​30
-13
+12a (+3) / +7a (+6)
,i25~26
Chibata Ardente
99

RLX.4,3

m,​m
14,​25
-13
+16a/HE
,i28~30
js16~?
Yansan Mandinga

MD1.HSP.3+4

L,​m,​m
6,​6,​18
-13
+4c
i21~22
js28?~
Gato > Aú do Sol
45

b+1,​4,​3,3+4

m,​m,​m,​M,​M
15,​10,​8,​7,​20
-12
+8a
,i24~26
js21~
Aú do Sol
27

f+4,​3,3+4

m,​m,​M,​M
13,​8,​7,​20
-12
+8a
,i24~26
,fs21~39
t119 r31
Cabeçada Direta
91

HSP.1+2

m
20
-12
+14c
i22~23
  • fs1~?
  • pc7~21
Chapa Esquivando
92

HSP.b+3

m
20
-12
+13a
i36~37
fs36?
Folha Ataque
66

f,F+4

M
25
-12
i19~20
js12~26?
HSP

-11, -10 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+2,3

m,​m
12,​13
-11
+4
,i22~23