Eddy (Tekken 7): Difference between revisions

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{{Eddy}}
{{Eddy}}
 
{{Infobox fighter (Tekken 7)
{{Infobox fighter
|name=Eddy
|name=Eddy
|stances={{Plainlist|
* RLX ''(Relax)'' – d+3+4
* HSP ''(Handstand)'' – f+1+2
}}
|splat={{Plainlist|
* i14 – b+2,4 ''(standing)''
}}
|launch={{Plainlist|
* i15 – d/f+3+4
* i13 – ws1+3 ''(high)''
* i15 – ws2 ''(mid)''
}}
|chLaunch={{Plainlist|
* i13 – b+3,3 ''(unsafe)''
* i15 – df+2 ''(safe)''
}}
|midCheck={{Plainlist|
* 4 ''(standing)''
* df+1 ''(standing)''
* ws4 ''(crouching)''
}}
|missingGenerics={{Plainlist|
* d+2
* d+4
}}
|shadowCutter=db+2,3
|snakeEdge=3~4
|lore=[[fandom:Eddy Gordo|Eddy Gordo]]
|discord=[https://discord.gg/JJx5tKf]
}}
}}
{{See other}}


Eddy is a defensive oriented character blessed with strong counter-hit and keep-out moves to ensure that opponents are left at Eddy's optimal range and one of the best backdashes in the game. Eddy's key moves to keep opponents at bay include his i12 standing 4, his safe counter hit launching DF2 as well as his SS3+4, an evasive sidestep move that is hard to punish by most of the cast. The Capoeira master's defensive kit is further supplemented by one of the best backdashes in the game which allows Eddy to evade situations that other characters can't. In turn, Eddy's strong backdash serves to set up situations where Eddy can utilize his myriad of strong whiff punishers such as WS3 (While Standing 3), DF3+4, WS1,3 or B2,4. Eddy's defensive capabilities are further bolstered by built-in evasion on moves such as his back swing blow DB1+2, or B1+2 a safe attack which allows Eddy to sidestep right and deal damage simultaneously.  
Eddy is a defensive oriented character blessed with strong counter-hit and keep-out moves to ensure that opponents are left at Eddy's optimal range and one of the best backdashes in the game. Eddy's key moves to keep opponents at bay include his i12 standing 4, his safe counter hit launching DF2 as well as his SS3+4, an evasive sidestep move that is hard to punish by most of the cast. The Capoeira master's defensive kit is further supplemented by one of the best backdashes in the game which allows Eddy to evade situations that other characters can't. In turn, Eddy's strong backdash serves to set up situations where Eddy can utilize his myriad of strong whiff punishers such as WS3 (While Standing 3), DF3+4, WS1,3 or B2,4. Eddy's defensive capabilities are further bolstered by built-in evasion on moves such as his back swing blow DB1+2, or B1+2 a safe attack which allows Eddy to sidestep right and deal damage simultaneously.  
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{{Navbox fighters}}
{{Navbox fighters (Tekken 7)}}

Latest revision as of 22:47, 1 April 2024

Eddy
Stances
  • RLX (Relax) – d+3+4
  • HSP (Handstand) – f+1+2
Fastest launch
  • i15 – d/f+3+4
  • i13 – ws1+3 (high)
  • i15 – ws2 (mid)
Fastest CH launch
  • i13 – b+3,3 (unsafe)
  • i15 – df+2 (safe)
Fastest wall splat
  • i14 – b+2,4 (standing)
Archetypal moves
Mid check
  • 4 (standing)
  • df+1 (standing)
  • ws4 (crouching)
Snake edge 3~4
Shadow cutter db+2,3
Generic moves
Remapped (none)
Missing
  • d+2
  • d+4
External links
Lore Eddy Gordo
Discord [1]

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

Eddy is a defensive oriented character blessed with strong counter-hit and keep-out moves to ensure that opponents are left at Eddy's optimal range and one of the best backdashes in the game. Eddy's key moves to keep opponents at bay include his i12 standing 4, his safe counter hit launching DF2 as well as his SS3+4, an evasive sidestep move that is hard to punish by most of the cast. The Capoeira master's defensive kit is further supplemented by one of the best backdashes in the game which allows Eddy to evade situations that other characters can't. In turn, Eddy's strong backdash serves to set up situations where Eddy can utilize his myriad of strong whiff punishers such as WS3 (While Standing 3), DF3+4, WS1,3 or B2,4. Eddy's defensive capabilities are further bolstered by built-in evasion on moves such as his back swing blow DB1+2, or B1+2 a safe attack which allows Eddy to sidestep right and deal damage simultaneously.

On top of the character's keepout focused kit, Eddy has strong high-risk high-reward comeback potential in the form of his mixup potential from stances such as Relax (RLX), Handstand (HSP) and his Jumping Jacks 50/50 (UF3). To begin with, Eddy is granted access to a launching 50/50 mixup in Relax stance, with either an unseeable mid (RLX 3~4) or low launcher (4~3) as well as a range of natural combos such as RLX 1+2,1+2 and RLX 1,3, strong counter hit launching homing moves such as RLX 4 and safe pokes such as RLX 2 with CH launching or wall splatting extensions if the Eddy player makes a successful read on the opponent's reaction to the situation.

Eddy's mixup game is further complimented by his handstand (HSP) stance which provides Eddy with opportunities to catch turtling opponents with an unbreakable throw, catch ducking opponents off guard with helicopter kicks, utilize a power crush or opt for low / mid options that transition Eddy into Relax stance and keep the mixup going. Eddy can access this stance through a series of moves such as his 10f and 12f punisher: 1,2 (tap forward) or F2,3 while also being able to enter the stance manually by pressing F1+2. While Eddy still possesses some mix up opportunities out of this stance, characters such as Dragunov and Bob can easily shut down Eddy's handstand pressure and float him out easily. Therefore, exercised caution is ideal with this particular stance against certain matchups with strong floats out of Eddy's stances such as Alisa, Bob, Dragunov, and Kazumi.

On the other hand, linearity is a weakness that burdens the character to a greater degree than a good range of the cast. Eddy is the only character in the cast who cannot sidewalk despite having one of the best backdashes in the game. This means that Eddy cannot evade moves such as Dragunov and Kazumi's while running 2, Noctis's DB1+2 or while running 3+4. Eddy's inability to sidewalk places a greater deal of emphasis on the player to hone in on the character's strong backdash in evading the opponent and capitalizing on whiffs. Furthermore, Eddy suffers from having poor tracking on key moves such as his DF1 (and its extension), DF2 which track to neither direction as well as his approach tools, WR3 and FF3 which are weak to sidestep right. Although Eddy is gifted with a safe low-crushing homing kick in UF4 to check for opponents stepping, Eddy's quickest homing option starts at i19 which leaves room to be desired in terms of homing move start up speed.

Eddy's expansive movelist allows for a wider array of creative expression with the character. In which, players can lean into Eddy's defensive and keepout tools to keep opponents rushing in at bay and utilize his strong backdash and whiff punishment tools to inflict upwards of 70+ damage on an opponent's mistake. On the other hand, Eddy also allows players to play an aggressive high-risk high-reward mixup vortex game focused around flowing in and out of his stances, and capitalizing on an opponent's tendencies in Eddy's mixup situations. However, the character's linearity, weakness to being turtled, poor frames and inability to sidewalk means that Eddy players must be situationally aware of when it is most ideal to take big risks aside from chipping away at an opponent's health with his neutral and stance-based pokes while being aware of an opponent's tendencies and timing to keep them out and preserve a life lead.



PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky