What do you need help on? Cancel X
Eddy by UrbnKnite
Version: 1.5 |
-=Eddy Gordo Faq V1.5=- *Intro* Contrary to popular belief, there is more to Eddy then button pounding. Most people consider Eddy Gordo-users as no skill button smashers. It's really giving a bad name to my favorite character. Hopefully after reading this faq you can prove them wrong. I can't say that I've mastered Eddy, but I've wasted enough tokens on him to know what I'm doing. I hope you find this faq helpful. UrbnKnite@aol.com *Notation* f - tap forward b - tap back u - tap up d - tap down F - hold forward until otherwise noted B - hold back until otherwise noted U - hold up until otherwise noted D - hold down until otherwise noted (WC) - while crouching (WS) - while getting up from a crouch n - neutral joystick position ~ - immediatley following lp - left punch lk - left kick rp - right punch rk - right kick ss - sidestep (d,n or u,n) *Basic Moves* (These moves are takken, with permission, from Surfbard's faq. There might be some slight difference due to added moves or corrections.) lp+lk - 180-Scoot Leg Toss rp+rk - Handstand Leg Toss b,db,d,df,f+lp+rp - Spiraling Hip Toss (from behind)lp+lk - Over-The-Top Leg Toss lp,rp - One-Two db+rk - Barbed Wire ~B - Handstand Position f,f+lk+rk - Boomerang Kick f,f+rk,rk - Leaping High Kick -> Grounded Position f,f+rk,lk - Leaping Low Kick -> Grounded Position uf+lk+rk - Jumping Toe-Touch Kick ~D - Grounded Position uf+rk - Jumping Roundkick rk~lk - Satellite Moon rk - Bazooka Kick lk - Sattelite Ground Kick ~B - Handstand Position ~D - Grounded Position lk~rk - Vault Sweep lp - Rollout Punch rp - Rollout Punch lp+rp - Crying Needle lp+rp - Double Crying Needle ~B - Handstand Position ~D - Grounded Position rk~B - Ground Kick -> Handstand Position rk,rk - Ground Kicks Combo ~B - Handstand Position ~D - Grounded Position db+lk+rk - Ground Screw Kick (Unblockable) df+lk+rk - Cartwheel Kick db+lk,rk - Bushwacker f+rk - Monkey Trick lk~rk - Vault Sweep ~B - Handstand Position f,f+lk - Lunging Front Kick ~B - Handstand Position ~D - Grounded Position b+rk - Arching Crescent rk - Flapjack Kick lk+rk - Reverse Somersault ~D - Grounded Position lk - Chain Kick lk - Roll Kick rk,rk - Roll Kick Combo ~B - Handstand Position f+lp+rp - Handstand Position f+lk - Handstand Kick -> Handstand Position df+lk - Handstand Position Starter ~B - Handstand Position ~D - Grounded Position d+lp+rp - Crying Needle lp+rp - Double Crying Needle b+lk - Knee df+rp - Stunning Elbow df+lp - Stunning Elbow df+rk - Shin Kick (WS)rk - Outside Crescent Kick d+lk+rk - Flapjack Technical ~B - Handstand Position ~D - Grounded Position lk+rk - Flapjack Kick ~B - Handstand Position lp+rp - Rewinder lk - Dashing Grounder -> Grounded Position ~B - Handstand Position d+rk - Twister u+lk - Jumping Jacks lk - Cartwheel Kick lk+rk,lk+rk,lk+rk - Triple Flip Combo lp+rp - Spinning Elbows lk - Cartwheel Kick ss,rp - Ground Slam ss,lk+rk,lk+rk,lk+rk - Triple Flip Combo ss,lk - Sattelite Ground Kick -> Grounded Position ss,lp+rp,lk - Spinning Elbows -> Cartwheel Kick ss,rk,rk - Double Sweep ss,rk,lk+rk - Sweep -> Somersault (Stuns) ss,rk~lk - Entering Heaven ~B - Handstand Position ~D - Grounded Position ss,lk+rk - Forward Flip Kick ss,lk+rk,u+lk - Forward Flip Kick -> Cartwheel Kick ss,lk+rk,U+lk,rk - Forward Flip Kick -> Cartwheel Kick -> Roundhouse ss,lk+rk,d+lk+rk - Forward Flip Kick -> Sweep ~D - Grounded Position ss,lk+rk,lk+rk - Double Flipkick Combo ss,lk+rk,lk+rk,d+lk+rk - Double Flipkick Combo -> Sweep ~D - Grounded Position f+rp,lp,rk - Triple Attack Combo db+lk,rk,rk,lk+rk - Sweep -> Arching Crescent -> Flapjack Combo db+lk,lk,rk,rk - Low Blows Combo -Grounded Position- rk - High Sweep lk+rk - Flapjack Kick -> Handstand Position lk - Bottoms-Up Sweep rk - Bazooka Kick lk~rk - Cartwheel Kick rk~lk - Helicopter Sweep ~B - Handstand Position lp+rp - Crying Needle lp+rp,lp+rp - Double Crying Needle -Hanstand Position- F - Walk Forwards B - Back to normal position D - Handstand Crouch ss - Dodge lk+rk - Double Footed Sweep lp - Rollout Punch rp - Rollout Punch lp~lk,rk,lp+rp,lp+rp - Rollout Punch Combo lp~lk,b+rk,rk,lk+rk - Rollout Punch Combo lp~lk,rk,rk,rk - Rollout Punch Combo ~B - Handstand Position lp~lk,lk - Rollout Punch Combo ~B - Handstand Position rp~rk,lk - Rollout Punch Combo u+lk+rk - Inferno Kick ~B - Handstand Position ~D - Grounded Position d+lk+rk - Stakedriver ~B - Handstand Position ~D - Grounded Position lk - Low Split Kick ~B - Handstand Position rk - Handstand Kick lk~rk - Vault Sweep (Wait) - Grounded Position rk~lk,rk,rp,rk,lk+rk,lk+rk,lk+rk,lk+rk,lk+rk,lk+rk - Tenstring rk~lk,rk,rp,rk,rp,rk,rp,lk+rk,lk+rk,lk+rk - Tenstring rk~lk,rk,rp,rk,rk,lk+rk,lk+rk,lk+rk - Eightstring rk~lk,rk,rk~lk,rp,rk,lk - Sixstring +Juggles+ df+lk+rk - Cartwheel Kick lk~rk,rk~rk df+lk,rk~rk~rk uf+rk df+lk+rk from Handstand Position d+lk+rk - Stakedriver rk *Notes on Eddy Gordo* Eddy can be a pain in the ass to block if you know how to use him. Most people thinks that by simply blocking low is enough to stop Eddy, think again. He doesn't have much high attacks, which is good since high attacks are the easiest to dodge/block. Eddy has varity of low kicks and mid kicks which he mostly rely on. Due to the weirdness of his kicks, most of them can't be reversed, but they can still be countered easily. The one weakness that screws Eddy over is speed. His kicks deal decent damage but most of them don't have the speed to beat punches(unlike Hwoarang). When using his kick, try to rely on timing rather than beserk kicks. *Notes on Moves* Before you read this section, you should know what most of the moves look like or else it might be too confusing to be of any help. If you find the names in this section too confusing, skip down to the *What the Hell* section for the move descriptions. b,db,d,df,f+lp+rp - Spiraling Hip Toss This throw takes off close to 50% of your opponent's life. It's the best throw Eddy got(best looking one too). Use this throw when ever you have the chance, but don't go crazy about it, Eddy have plenty of other moves that deals more damage. rk~lk - Satellite Moon From this move spawns all of Eddy's ten-strings. It's great move to start the ten-string(rk,rp,rk,rk,lk+rk,lk+rk,lk+rk), get into grounded position(lk), or simply get away from your opponent(Eddy will have some delays if you don't fellow Satellite Moon up with anything). This move by itself isn't much since it deals little damage, but it's the fellow ups that make this move worth while. lk~rk - Vault Sweep This is one of Eddy's best looking moves (not to mention effective, if well used). You can start the Vault Sweep by itself, from Monkey Trick, or from Hanstand Kicks. Most Eddy users fellow this move with rk,rk which is useful if the Vault Sweep connects. However, since Vault Sweep is rather slow to start off, most good players have learned to block it by now. If you see your opponent blocking low, immediately fellow Vault Sweep up with the Double Crying Needle(lp+rp,lp+rp). The Crying Needles hits mediem and will usually knock the crap out of a low blocking opponent. db+lk+rk - Ground Screw Kick (Unblockable) Eddy's unblockable is a waste of time. It deals little damage and takes forever to pull off. But if you're trying to show off or have a huge lead, feel free to try it since it does look pretty cool. df+lk+rk - Cartwheel Kick One of the ways to juggle the opponent with Eddy. It's a decent move take gives your opponent some hang time. It can usually be linked up from many side steping moves or even the Grounded Position. (See the Juggles) f+rk - Monkey Trick The Monkey Trick is usually fellowed by a Vault Sweep either intentional or accidental. Most people forgot that you can go from Monkey Trick directly into Handstand Kicks by holding the joystick back and hitting rk. It's rather easy to mix up the mediem and low attack with this move. f,f+lk - Lunging Front Kick This kick can knock a fat chunk of your opponent's life away if it hits. It's a great move to use if you are far from your opponent and you want to boot him to kingdomcome. Try holding down or back on the joystick to get yourself into either Grounded or Handstand position after the kick. Doing so will make you less open for attacks. b+rk - Arching Crescent This is one of Eddy's key's to whoop ass. Fellow this move up with a Flapjack Kick(rk) and then a Reverse Somersault(lk+rk) can take off 50% of your opponent's life. If the Flapjack Kick didn't connect, it's a safer to get into the Grounded Position(~D) rather than to finish with the Reverse Sumersault. The Arching Crescent -> Flapjack Kick is a great comeback move IF you time it right. When opponents do something stupid and leave themselves relativly close and open to your attack, this is definitely the move to use. Always avoid repeatition, use lk and some roll kicks to get some low hits once in a while. b+lk - Knee Do not under estimate the usefulness of a quick knee. This move may not seem like much or deal much damage, but it's one of Eddy's fastest moves. It's perfect for breaking ten-strings or to stop your opponent's attack. d+lp+rp - Crying Needle If you can do one, you can usually do two. Just press lp+rp again to pull off the Double Crying Needle. This is a great move that can be pull off from many positions. Somehow the first hit never really hits the opponent, but at least the second hit deals enought damage to make up for it. d+lk+rk - Flapjack Technical Not to be confused with the standing Flapjack Kick(lk+rk). This move is done from a crouch position. It's a good fake on crouching opponents who thinks that you're going for a low attack. Holding back the joystick after doing this move will bring Eddy to the Handstand Position which will allow his to kick some more ass with a good Vault Sweep or some Rollout Punch Combo. lp+rp - Rewinder This is the fastest way for Eddy to side step. Fellow this move up with the Triple Flip Combo(lk+rk,lk+rk,lk+rk) is anther way to smack off 50% of your opponent's life. I don't advise finishing the Triple Flip Combo if the first flip didn't connect, it can lead you wide open for attacks if blocked. The Spinning Elbows(lp+rp) and then Cartwheel Kick(lk) is also a good fellow up that juggles your opponent. Simply hitting lk after the Rewinder is a another way to get into Grounded Position quickly. -=Grounded Position=- There are many ways to get into Grounded Position. The ones that I most commonly use are: rk~lk - Satellite Moon lk - Sattelite Ground Kick -> Grounded Position lk~rk - Vault Sweep (wait) -> Grounded Position d+lk+rk - Flapjack Technical ~D - Grounded Position df+lk - Handstand Position Starter(hit's low) ~D - Grounded Position lp+rp - Rewinder lk - Dashing Grounder -> Grounded Position Eddy only stays in the Grounded Position for one second before he lays flat on his back so make your move quick. If your opponent is less than two man's distance away and is not blocking low, use the Helicopter Sweep(rk~lk) to trip him up and get into Handstand Position. Use the Cartwheel Kick(lk~rk) to get a juggle if he is close and blocking low. When your opponent is blocking low, the Double Crying Needle(lp+rp,lp+rp) also works great. The Grounded Position is safer than the Handstand Position, but on the flip side it doesn't have as many moves to go from. -=Hanstand Position=- There are many ways to get into Hanstand Position as well. The ones that I most commonly use are: df+lk - Handstand Position Starter(hit's low) ~B - Handstand Position f+lk - Handstand Kick -> Handstand Position u,ub,b,B or F -Backflip -> Handstand Position d+lk+rk - Flapjack Technical ~B - Handstand Position from Grounded Position rk~lk - Helicopter Sweep ~B - Handstand Position lp+rp - Rewinder lk - Dashing Grounder ~B - Handstand Position The Handstand Position is a very powerful attacking position and can be switch to Grounded Position with a tap of lk. From the Handstand Position you can hit high, low, or mediem interchangably. The Handstand Kick(rk) is a useful kick but can leave you open for quick attacks if missed or blocked. The Vault Sweep(lk~rk) can be used to fellow the Handstan Kick or directly from the Handstand Position and hits ground opponents. However, the best attacks from the Handstand Position are the Rollout Punch Combos. They can be easily interchange from low hits to mid hits and confuse the hack out of your opponent. I suggest you study the Rollout Punches carefully. Rollout Puches Where it hits ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~ lp~lk,rk,lp+rp,lp+rp m,l,l,m lp~lk,rk,rk,rk m,l,l,l lp~lk,lk m,l,m rp~rk,rk,lk m,l,l The Handstand Position is useful indeed, but staying in Handstand Position for too long can easily get your ass pounded. Although you CAN dodge attacks from Hanstand Position, you can't dodge all the ten-strings or the all sorts of craps people usually do to knock you out of it. Sometimes just by tapping back the joystick and get back to normal position can save you a lot of pain. Try starting the match with df+lk~B,lp~lk,rk,lp+rp,lp+rp. This usually deals a good damage and its hard to block. If all hits connect, you can kill the guy in 3 seconds. *What the Hell* This section will attempt to describe what the moves look like so you don't have to waste too much token to get familiar with them. Feel free to skip this section if you already have a good idea of most of his moves. -Handstand Position You GOT to know this one. This his where Eddy stands on his hands with his feet apart. He can walk forward with his hands when in this position. He doesn't stay in this position very long. - Grounded Position This is when Eddy is laying on the ground but his back didn't touch the ground yet. He doesn't stay in this position very long either. - Boomerang Kick(f,f+lk+rk) A rather useful double footed stomping move for Eddy - Satellite Moon(rk~lk) Eddy does two consecutive mid kicks and spins a few steps back. - Vault Sweep(lk~rk) This is when Eddy looks like he's breakdancing. He swings low with his feet while standing on his hands. - Cartwheel Kick(df+lk+rk) If you've seen any move that knocks the opponent into the air this is probably it. This is one of the few juggles that Eddy can do with his feet. - Monkey Trick(f+rk) Eddy stands on one hand and swings his right foot forward to hit the opponent. This move is usually followed by the Vault Sweep. - Lunging Front Kick(f,f+lk) This is when Eddy dashes forward and boot the crap out of the opponent with his left foot. - Flapjack Technical(d+lk+rk) This move is done from a crouch position. Basically Eddy flips forward, foot first. - Flapjack Kick(lk+rk) This move is done while standing. It looks lightly different than the Flapjack Technical but is still a forward flip, foot first. - Arching Crescent(b+rk) Eddy steps slightly to the side with a high arching right kick. - Crying Needle(d+lp+rp) Basically it's a headbutt. He charges forward with his head. Hits medium. - Rewinder(lp+rp) This is just a side step away from the screen. - Entering Heaven(ss,rk~lk) This is a high double-footed jump kick. Takes off about 50% damage if hits. Kinda slow to start, but well worth the effort to try. - Helicopter Sweep(rk~lk from Grounded Position) Eddy twirls his legs up from the ground like a helicopter into Handstand Position. - Inferno Kick(u+lk+rk from Handstand Position) Eddy taps down with both of his foot. Hits medium. - Stakedriver(d+lk+rk from Handstand Position) He ducks down a little bit from Handstand Position and than pops his foot up into the air. This kick juggles. I hope this section helps clearify Eddy's moves. If this confuses you even more, I apologize. I did the best I can. *Notes on Fighting Characters* -Vs Paul Paul is the perfect Eddy killer. If you can use someone else, use some one use. But if you must, don't stay in Handstand Position or Grounded Position too long. Paul can easily knock the crap out of you with one hit. Rely on well timed Arching Crescent(b+rk) -> Flapjack Kick(rk) for it deals 50% damage and the Arching Crescent stuns on counter. Confusing Rollout Puches are useful too if you can mix it up well enough. Try to stay out of Paul's low kick range and block high. Against Paul, all of Eddy's moves seems to be just a little bit slower. Timing is everything. -Vs Nina Nina is a bitch to fight as well. Her attacks are quick and painful. Try to stay low when fighting against Nina since all of her ten-strings starts high. Got to remember to block standing up if she does the double handed push, this hits medium. -Vs Lei Lei is an easy target for Eddy. Anyone who tries to lay on the ground can be easily stomped on by him. You should have no problem with Lei. The main thing is to keep on the offensive. -Vs Xiaoyu Another easy kill for Eddy. If Xiaoyu ever get into the Phoenix Stance, the best attack would be an Flapjack Technical(d+lk+rk), Hold down the joystick after the Flapjack to get into Grounded Position, and then do a Helicopter Sweep(rk~lk). -Vs King With King, it's best to stay in your Handstand Position when you attack. It'll keep you safe(most of the time) from his wicked multi-throws. Beware of Kings low kicks. Try using the Rollout Punch Combos to attack him before King reaches sweeping distance. -more 2 come- *End* Well, I gave my best advice. Hope you find them useful. Feel free to mail any comments, strategies, moves, or corrections to me at UrbnKnite@aol.com *Special Thanks to* Surfbard for letting me use part of his faq.