Eddy |
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Eddy | |
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Heat |
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Heat Smash |
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Heat Engagers |
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Stances |
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Fastest | |
Launch | {{{launch}}} |
CH launch | {{{chLaunch}}} |
Wall splat | {{{splat}}} |
Archetypal moves | |
Mid check | {{{midCheck}}} |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | Eddy |
#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. Lots of scenarios where most characters get blown up, his RLX and sidestep HSP entry can handle with ease.
- 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.
Weaknesses
- 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!
- Stance Comfort: Being comfrotable navigating stances and situations quickly and knowing the best options as part of the flow of your offense can be difficult!
Stance Navigation
importance
★★★★☆value
★★★★★dexterity
★★★★☆rhythm
★★★★★Stance Flow
Starting Stance | Move | Context | Final Stance | On Block |
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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 | 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 | HSP | -13 | |
Standing | f+4,3+4 | RLX | -24 | |
Standing | d+2,3 | RLX | -4 | |
Standing | b+1,4 | HSP | -8 | |
Standing | b+1,4,3+4 | RLX | -24 | |
Standing | b+3,3 | CH Launcher | RLX | -14 |
Standing | b+4,4~F | HSP | -9 | |
Standing | u+4~3 | On Hit | RLX | -14 |
Standing | uf+3~F | HSP | -14 (-10 without transition) | |
Standing | uf+4 | On Hit | RLX | -9 |
Standing | f,F+3 | On Hit | RLX | -13 |
Standing | f,F+4 | 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 | HSP | -21 | |
Crouching | ws1,3 | Combos from 1st Hit | RLX | -14 |
Crouching | ws4,4,4,F | Hold F to go HSP | HSP | -9 without transition |
Crouching | ws3+4 | 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 | 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 | RLX | -5 | |
HSP | HSP.4 | Quickest Poke | HSP | -3 |
HSP | 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 | Crouching | -26 | |
Standing | Rb,ub | Movement into RLX | RLX |
External links
Characters (Tekken 8) |
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