Eddy counterplay: Difference between revisions

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

Revision as of 01:26, 26 April 2024

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
  • Combos from 1st hit
  • Can shift to RLX with input RLX.2,4,D at +3 on block & +10 on hit

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.