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JALON
Eddy is a very versatile character that excels in frustrating opponents with his mind games, and 50-50 mix-ups from standing, handstand position, and relaxed.
I'll only list the 4 combos that I use usually for they are consistent and relatively easy to execute
1) DF3+4, B+3,3, RLX 2,3, B+2,4 S! DASH D+2,3, RLX 3
2)RLX 3~4, B+3,3, RLX 2,3, B+2,4 S! DASH D+2,3, RLX 3
3)RLX 4~3, HSP 2, WS+4, QCF+3, B+2,4 S! DASH D+2,3, RLX 3
4) WS+1,3, RLX 4 S!, DASH B+3,3, RLX 2,4,3
ss+4: his best low. plus frames on hit into mixup
d+3~4: his second best low plus frames on hit into mixup
hcf+1+2: 50 damage throw. Buffer this move into EVERYTHING you do (not literally).
ss+3+4~d: safe mid,high launcher great keepout tool
4: long range solid i13 mid poke
d/f+1,(1): Another good i13 mid poke if the first hit hits the second is guarranteed and it's +8 so they can't press or step after. Can press ~f instead of the last 1 to go into hsp for mixup.
u/f+4: Safe hopkick but doesn't give a combo. Almost tracks to his fucking back to the left but bad tracking to the right although they have to sidewalk it a bit can't just step.
d/f+2: i15 safe mid CH launcher. This move is good for frame traps with the plus frame lows but has absolutely no tracking.
3~4: His snake edge.
f+1+2: HSP
HSP 3+4: high unbreakable throw
HSP b+3: fast high crushing low
HSP 4: the windmill mid
HSP d+4 (hold): mid. If you hold it goes into rlx.
HSP 3: mid going into rlx
**d+3+4: RLX stance.
RLX 3~4: the infamous mid launcher
ff+3: slow mid kick is very linear and is unsafe but can go into hsp or rlx afterwards.
2018
Standing:
While Standing: