Eddy: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
m (Simplify Eddy strengths/weaknesses)
ย 
(5 intermediate revisions by 4 users not shown)
Line 25: Line 25:
}}
}}
{{See other}}
{{See other}}
'''Eddy''' is a mid-ranged stance-based mixup character. His long legs come with good pokes, lows and plus frames to control the mid range. His strings allow him to play mindgames with his opponent by threatening extensions while transitioning into stance. He can flow into and out of his two stances, Negativa (RLX) and Bananeira (HSP), quite freely, while enforcing powerful mixups from each, allowing players to layer their mixups and keep their opponents guessing constantly.
Being centered around mixups can backfire on Eddy, since it can be difficult to get consistent results with him. Against prepared opponents, it is a lot harder to utilize his strings and stances, since they require juggling a lot of options to get any reward from.


{{BlueRed
{{BlueRed
|blue=
|blue=
* '''Mixups''': Immediately threatening with just basic knowledge of stances, with pressure and 50/50's built in, and a variety of options to navigate between them as you improve.
* Can easily setup mixups to force the opponent to guess
* '''Evasiveness''': Eddy is constantly moving, always shifting his hitboxes, and finding oppressive timings and angles to approach. Lots of scenarios where most characters get blown up, his RLX and sidestep HSP entry can handle with ease.
* RLX and sidestep HSP stances make Eddy very evasive and tricky to pin down
* '''As Complicated as You Want''': With deadly mixups, easy transitions, and long-range punishes, it's a character that has a lot to offer, but the learning curve starts firmly at zero.
* Eddy requires a lot of lab work to defend against
|red=
|red=
* '''Precision''': You have to be pretty aware to get the most out of Eddy, sidestepping and adjusting your combos as you go, altering your spacing and juggles to match your opponent's size and your position in the stage. You can certainly get away with the basics for a while, you may find situations that other characters with simpler pickups chew through and you can't!
* Requires some very specific combos
* '''Stance Comfort''': Being comfortable navigating stances and situations quickly and knowing the best options as part of the flow of your offense can be difficult!
* Struggles against opponents who know the matchup
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Stance Navigation
{{KeyTech|Stance Navigation
|importance=4|dexterity=4|rhythm=5|value=5}}
|importance=4|dexterity=1|rhythm=3|value=5}}
}}
}}
== Stance Flow ==
{| class="wikitable sortable"
|+ Navigate Eddy's Stance Flow! If a move in a stance is not listed, it just goes back to standing.
|-
! Starting Stance !! Move !! Context !! Final Stance !! On Block
|-
| Standing || f+1+2 || Basic Entry || HSP ||
|-
| Standing || b+1+2 || Basic Entry || HSP ||
|-
| Standing || d+3+4 || Basic Entry || RLX ||
|-
| Standing || H.2+3 || In Heat, On Block || RLX || +6
|-
| Standing || H.3+4 || In Heat, On Block || HSP || +9
|-
| Standing || H.qcf+4 ||ย  || RLX || +9
|-
| Standing || 1,2~F || i10 Punish || HSP || -8
|-
| Standing || 1,3 || i10 Punish || RLX || -14
|-
| Standing || 2,3 || i12 Punish || HSP || -8
|-
| Standing || 3,3 || i14~15, Combos on 1st CH || HSP || -3
|-
| Standing || f+3,4~F || Hold F to go HSP || HSP || -17 (-11 without transition)
|-
| Standing || f+4 ||ย  || HSP || -13
|-
| Standing || f+4,3+4 ||ย  || RLX || -24
|-
| Standing || d+2,3 ||ย  || RLX || -4
|-
| Standing || b+1,4 ||ย  || HSP || -8
|-
| Standing || b+1,4,3+4 ||ย  || RLX || -24
|-
| Standing || b+3,3 || CH Launcher || RLX || -14
|-
| Standing || b+4,4~F ||ย  || HSP || -9
|-
| Standing || u+4~3 || On Hit || RLX || -14
|-
| Standing || uf+3~F ||ย  || HSP || -14 (-10 without transition)
|-
| Standing || uf+4 || On Hit || RLX || -9
|-
| Standing || f,F+3 || On Hit || RLX || -13
|-
| Standing || f,F+4 ||ย  || HSP || -12
|-
| Standing || f,F+3+4~n~F || || HSP || (+3 without transtion)
|-
| Standing || f,f,F+3 || On Block || HSP || +8
|-
| Crouching || FC.df+3 || CH Launcher || RLX || +6
|-
| Crouching || FC.df+4 ||ย  || HSP || -21
|-
| Crouching || ws1,3 || Combos from 1st Hit || RLX || -14
|-
| Crouching || ws4,4,4,F || Hold F to go HSPย  || HSP|| -9 without transition
|-
| Crouching || ws3+4 ||ย  || RLX || -9
|-
| Standing || SS.3 || Holding D cancels into RLX || RLX || +0
|-
| HSP || HSP.n,f || Moves you forward in HSP || HSP ||
|-
| HSP || HSP.n,d || Basic transition to RLX || RLX ||
|-
| HSP || HSP.1 ||ย  || RLX || +5
|-
| HSP || HSP.2,3~F || Rare, as 2,3 gives MD+1 and F Cancels. Also works with MD1 or MD2|| HSP || Beyond -17, but Airborn
|-
| HSP || HSP.3,3,3 ||ย  || RLX || -5
|-
| HSP || HSP.4 || Quickest Poke || HSP || -3
|-
| HSP || HSP.1+3|2+4 || Unbreakable Throw || RLX ||
|-
| HSP || MD1 OR MD2.HSP.b+4,D || Holding D transitions into RLX || Example || Example
|-
| RLX || RLX.n,f || Moves you forward in RLX || RLX ||
|-
| RLX || RLX.n,d || Basic transition to HSP || HSP ||
|-
| RLX || RLX.1 || Holding D transitions into FC || Standing || -11
|-
| RLX || RLX.1,3 || Combos on 1st CH || RLX || -14
|-
| RLX || RLX.2,4~D || Holding D stays in RLX || RLX || -5
|-
| RLX || RLX.3 ||ย  || Crouching || -26
|-
| Standing || b,ub || Movement into RLX || RLX ||
|}
== External links ==
* [https://www.example.com Example link]


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 21:22, 11 September 2024

Eddy
Heat
  • Can use Guerreiro Explosivo (H.3+4)
  • Can use Rabo de Arraia Liberado (H.qcf+4)
Heat Smash
  • H.2+3 – i18~19 – m
Heat Engagers
  • 4,4 – i13~14 – m,m
  • f+3+4 – i19~21 – m
  • b+3+4 – i20~21 – h
  • RLX.4,3 – i15~16 – ,m
  • d+1+3 – i12~13 – th(m)
Stances
  • HSP (Bananeira) – f+1+2
  • RLX (Negativa) – d+3+4
Fastest
Launch {{{launch}}}
CH launch {{{chLaunch}}}
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore Eddy
Twitter #T8_Eddy
Discord The Capo-Era

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

Eddy is a mid-ranged stance-based mixup character. His long legs come with good pokes, lows and plus frames to control the mid range. His strings allow him to play mindgames with his opponent by threatening extensions while transitioning into stance. He can flow into and out of his two stances, Negativa (RLX) and Bananeira (HSP), quite freely, while enforcing powerful mixups from each, allowing players to layer their mixups and keep their opponents guessing constantly.

Being centered around mixups can backfire on Eddy, since it can be difficult to get consistent results with him. Against prepared opponents, it is a lot harder to utilize his strings and stances, since they require juggling a lot of options to get any reward from.

Strengths
  • Can easily setup mixups to force the opponent to guess
  • RLX and sidestep HSP stances make Eddy very evasive and tricky to pin down
  • Eddy requires a lot of lab work to defend against
Weaknesses
  • Requires some very specific combos
  • Struggles against opponents who know the matchup
Stance Navigation
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†