Eddy: Difference between revisions

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== 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.youtube.com/watch?v=uGUFH1CyDyY Eddy Gordo Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
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Latest revision as of 18:04, 3 June 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).

Strengths
  • 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.
  • Evasiveness: Eddy is constantly moving, always shifting his hitboxes, and finding oppressive timings and angles to approach. RLX and sidestep HSP entry can handle with ease many situations that might blow up other characters.
  • As Complicated as You Want: With deadly mixups, easy transitions, and long-range punishes, Eddy has a lot to offer, but the learning curve starts firmly at zero.
Weaknesses
  • Confusing: Not just to your opponent, but to you. Though it seems easy to mash buttons on him at first, a lot of awareness is required to get the most out of Eddy. You may find situations that other characters with simpler pickups chew through, and you'll struggle due to some of Eddy's combos being highly specific. Being comfortable navigating stances and situations quickly and knowing the best options as part of the flow of your offense can also be a challenge.
  • Knowledge is Power: Many of Eddy's strengths lie in the opponent not knowing how to deal with his many sequences. Against an opponent who knows the matchup, the character is notably weaker and can only rely on what few opportunities he may get for guaranteed mix.
Stance Navigation
importance
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value
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dexterity
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rhythm
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