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    Eddy by EASTERNBORDER

    Version: 7.25 | Updated: 07/28/03 | Search Guide | Bookmark Guide

      ____ 
     | ___|   /|   /|
     ||__   __|| __||                              THE "AVENGER"
     | __| / _ |/ _ |/|  /|                A TEKKEN 3 FAQ CHARACTER GUIDE
     ||___ ||_||||_||||__||                      By Easternborder
     |____|\___|\___|\__  |                 Created on April 14, 2003
             ___________/ |                   Updated on July 28, 2003
            / ___________/      /|                Version 7.25
            ||  __   __  ___  __|| ___      Copyright 2003 Easternborder
            || |_ |/ _ \/ __// _ |/ _ \      eastborder@edsamail.com.ph
            ||___||||_||||   ||_||||_||          FAQ #: 03-001-001
            \_____/\___/|/   \___|\___/
    
    =========
    COPYRIGHT
    =========
         This FAQ my not be reproduced under any circumstances except for
    personal, private use only. It may not be placed on any web site or
    otherwise distributed publicly without advance written permission. Using
    this guide on any other web site or as a part of any public display is
    strictly prohibited, and a violation of copyright.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    =================
    CHARACTER PROFILE
    =================
    Origin:     Brazil
    Discipline: Capoeira
    Age:        27
    Height:     188 cm
    Weight:     75 kg
    Blood Type: B
    Occupation: None
    Hobby:      Leadership Training
    Likes:      Power
    Dislikes:   Weakness
    
    ========
    PROLOGUE
    ========
         The Gordo Family is one of the richest families in Brazil. Since
    childhood, Eddy was aware that he would take over his father's business
    one day. In his hometown, he was likely well accepted from his hard
    working attitude and his equal treatment for others.
    
         His father's business is to destroy the drug syndicate in Brazil.
    However, at the age of 19, Eddy noticed his father being unusually nervous
    and fearful in the past few weeks. One day, Eddy came home from school and
    found his father dying from a gunshot. Just when he obtained enough
    evidence against the syndicate, his untimely death occurred. Yet, in his
    last breaths he said to Eddy: "Now is not the time to fight. Falsely admit
    this crime and hide yourself in prison where you will be safe." Eddy heeded
    his fathers wish and was jailed in prison in the case of Homicide. The
    model student everyone knows ended as a pseudo murderer.
    
         The life in prison was a matter of survival for Eddy. For him, he
    always vowed to get even against the syndicate. One day, a jailbreak
    tookplace, Eddy was out of the penitentiary gate, but cornered by jail
    guards. As the jail-guards inched closer to Eddy, another prisoner aids to
    his rescue. I was an old man that possesses great power fighting ability
    that he called Capoeira. Astonished by the old man's ability, Eddy had
    undergone training from the old man until 8 years have passed, he became
    the master of the discipline that will serve as a lethal weapon against
    the syndicate. As a token of his gratitude, Eddy promised to the old man's
    wish that he would pass his discipline to his granddaughter named Christie
    once he is released from prison.
    
         Eddy was released in prison at the age of 27. At that time, he heard
    rumors about the upcoming "King of Iron Fist Tournament 3", sponsored by
    the Mishima Conglomerate. His mission is to control the conglomerate in
    his seek of long-awaited revenge against the syndicate, by joining as a
    participant in the upcoming Tekken Tournament.
    
    ==========
    EMBU INTRO
    ==========
    -Eddy does a Samba
    -Eddy does a Boomerang
    
    ===========
    MOVIE INTRO
    ===========
         During a jailbreak, two of the jail guards cornered Eddy. The old man
    comes to his rescue.
    
    ====================
    INTRODUCTION TO EDDY
    ====================
         Eddy Gordo carries the discipline of capoeira & the new meaning of
    fighting in Tekken 3. His deadly arsenal of moves is composed of rhythmical
    combinations, & breathtaking stunts, makes him unique from any other Tekken
    Characters.
    
         Eddy is known by some players to be called as "cheap" because he has
    always different measures to win a match. On the other hand, most of his
    recovery moves are slow which makes him vulnerable for a counter-attack.
    Eddy has many hard to predict button executions for some of his moves,
    that's why players intended to mash buttons instead.
    
         For an Eddy player, he or she must be consistent at his moves, able
    to predict any attacks of the opponent. He or she when in times of worse
    situations, can be daring or defending. Playing Eddy Gordo will require
    toughness and awareness from his enemy and sees to it that Eddy always has
    a chance to escape from danger. The mastery rate for Eddy is for novice to
    intermediate players.
    
    ==================
    PLAYING CONDITIONS
    ==================
    Eddy's Costumes: Both with an imprint design "Faisca"
    Left or Right Punch: Yellow & Green Muscle Shirt, Belted Martial Outfit.
    Left or Right Kick: Luminous Red & Purple Jersey, Black Shorts & Sneakers
    
    =======
    LEGENDS
    =======
    You can look at this section anytime you want to know how to execute a 
    Move or a move name (based from Tekken Zaibatsu Move List).
    
    --------
    COMMANDS
    --------
    u -tap up          U -hold up          1 -left punch
    d -tap down        D -hold down        2 -right punch
    b -tap back        B -hold back        3 -left kick
    f -tap forward     F -hold forward     4 -right kick
    
    u/f -tap up forward       U/F -hold up forward
    d/f -tap down forward     D/F -hold down forward
    u/b -tap up back          U/B -hold up back
    d/b -tap down back        D/F -hold down back
    
    hcf -half circle forward
    
    ---------
    NOTATIONS
    ---------
    -   -descriptions or move name otherwise
    N   -neutral position
    WS  -while standing
    SS  -side step either left or right
    WC  -while crouching
    FC  -full crouch
    QR  -quick recovery; cancels slow recovery frames for fast control
    +   -command at the same time
    ,   -the next command to follow
    ~   -the next immediate command to follow
    =   -next sequence you can follow
    <   -you can delay the command for attack, & timing variations
    _   -optional move that produces the same execution
    #   -see corresponding footnote
    *   -Special Strings
    !   -part of the string or combo that can be escaped
    ^   -part of the string where opponent should stand for the move to work
    { } -the string or move can be continued infinitely
    [ ] -optional commands after the move
    ( ) -notes or conventions otherwise
    
    ----------
    HIT RANGES
    ----------
    h  -hits high            H -hits high and grounded
    m  -hits middle          M -hits middle and grounded
    l  -hits low             L -hits low and grounded
    sm -hits special middle
    
    -----------------------------
    CHARACTER SPECIFIFC NOTATIONS
    -----------------------------
    HSP -Hanstand Position
    RLX -Relaxed Position
    RWD -Rewinder
    
    -------
    STANCES
    -------
    =Ginga=
    Execution: stand or crouch
    Execution from other stances: [RLX+(u_d)][HSP~B]
    Duration: infinite
    Advantages: hard to grab from the side or back
    Disadvantages: weak from behind 
    
    =Handstand Position (HSP)=
    Execution: [f+1+2][WC+1+2][d/f+1+2][3+4~B][(u/b_B,u/b)~F]
    Execution from other stances: RLX+3+4~B
    Duration: 1 second
    Perch Duration: 1 second
    Walk Duration: Infinite
    Advantages: free from high Attacks
    Disadvantages: prone from middle, low & grounded attacks
    
    =Relaxed Position (RLX)=
    Execution from other stances: HSP+(N_d/f)
    Duration: 3/4 a second
    Advantages: free from high and middle Attacks
    Disadvantages: head prone from middle attacks, prone from grounded attacks.
    
    =Rewinder (RWD)=
    Execution: (SS_1+2_d+1+2)
    Duration: after a sidestep
    Advantages: free from straight attacks
    Disadvantages: Grappling problems
    
    ------------
    GRAPPLE ARTS 
    ------------
    Move                      Move Name            Side      Escape
    ----------------------------------------------------------------
    1+3                       Rio Deal             Front       1
    2+4                       Rio Special          Front       2
    hcf+1+2                   Rodeo Spin 1+2       Front       3
    1+3_2+4                   Missile Launcher     Left        4
    1+3_2+4                   Shadow Dancer        Right       5
    1+3_2+4                   Air Mail             Back       none
    
    ------------
    SPECIAL ARTS 
    ------------
    Move                      Move Name                         Range
    ------------------------------------------------------------------
    1,2                       Double Punch                       hh
    b+1+2                     Straight Jab                       h
    d/f+1                     Elbow Sting                        m
    FC+1+2 [~D]               Crying Needle [QR]                 m
      = ~1<2                    = Hammer Head                    m
    (f_FC_d/f)+1+2 [~d/b]     Handstand Position [Fake Out]
    WS+2                      Upper                              m
    d/f+2                     Elbow Upper                        m
    f+2,1,4 [~SS]             Carnival Rush [QR]                 hhm
    (u_u/f)+N+2               Diving Fist Drop                   L
    3                         Standing Left Kick                 m
    WS+3                      Face Jammer                        m
    f+3                       Brush Fire                         m
    f,f+3 [~B][~D]            Lunging Brush Fire [HSP][RLX]      m
    d/f+3 [~D]                Island Mirage [RLX]                m
    b+3                       Knee Thruster                      m
    d/b+3 [~B]                Weed Whacker [HSP]                 L
      = ~3 [~B]                 = Bush Whacker [HSP]             M
      = 3  [~B_B][~D]           = Hot Plate [HSP][RLX]           m
      = ~4 [~B]                 = Shin Cutter [HSP]              L
        = 4 [~B]                  = Cross Cutter [HSP]           m
        = 1+2 [~D_~1]             = Crying Needle [QR]           m
          = ~1<2                   = Hammerhead                  m
      = {4 [3]}                 = {Cutting Leg Whip [WW]}        h [L]
        = 4 [~D]                  = Mars Attacks [RLX]           MM
          = 3+4                     = Full Mars Attack           M
    (u/b_u_u/f)+3+4 [~D_~B]   Fire Kick [RLX]                    h
    3+4 [~B]                  Back Handstand Spring [HSP]        M
    (FC_WS)+3+4 [~B][~D]      Front Stinger [HSP][RLX]           M
    f,f+3+4 [~SS_~D_~F]       Boomerang [QR]                     M
    d/f+3+4                   Freak Show                         m
    3~4 [~B]                  Slippery Kick [HSP]                LL
      = 4 [~B]                  = Slider [HSP]                   L
        = 4 [~B]                  = Side Flop [HSP]              l
        = 1+2 [~D_~1]             = Crying Needle [QR]           m
          = ~1<2                    = Hammerhead                 m
    WS+4                      Circle Kick                        m
    f+4 [~B]                  Samba [HSP]                        m
      = 3+4 [~B]                = Slippery Kick [HSP]            LL
        = 4 [~B]                  = Slider [HSP]                 L
          = 4 [~B]                  = Side Flop [HSP]            l
          = 1+2 [~D_~1]           = Crying Needle [QR]           m
            = ~1<2                  = Hammerhead                 m
    f,f+4                     Black Summy
      = 3                       = Fire Kick                      L
      = 4                       = High Thrust                    h
    d/f+4                     Knee Cap Crusher                   l
    b+4                       Leg Whip                           h
      = 3 [~B]                  = Weed Whacker [HSP]             L
        = ~3 [~B]                 = Bush Whacker [HSP]           M
        = 3 [~B_B][~D]            = Hot Plate [HSP][RLX]         m
        = ~4 [~B]                 = Shin Cutter [HSP]            L
          = 4 [~B]                  = Cross Cutter [HSP]         l
          =1+2 [~D_~1]              = Crying Needle [QR]         m
              = ~1<2                  = Hammerhead               m
        = {4 [3]}                 = {Cutting Leg Whip [WW]}      h [L]
          = 4 [~D]                  = Mars Attacks [HSP]         MM
            = 3+4                     = Full Mars Attack         M
    d/b+4,{4} [b+4]           Barbed Wire [HSP]                  h
    (u_u/f)+4                 Roundhouse                         m
    U/F~N+4                   Rising Kick                        m
    4~3                       Satellite Moon                     mh
      = 3 [~B]                  = Hot Plate [HSP]                m
      = 4                       = Roundhouse                     m
    1+2+3+4                   Ki Power Up
    (u/b_B,u/b_u,u/b) [~F]    Evasive Backflip [HSP]
    (SS_1+2_D+1+2)            Rewinder
    
    -----------------------------
    HANDSTAND POSITION ARTS (HSP)
    -----------------------------
    Move                      Move Name                         Range
    ------------------------------------------------------------------
    (u_d)                     Handstand Sidestep
    F                         Handstand Walk
    D                         Handstand Perch
      = <3+4                    = Delayed Perch Flop Kick        m
    N                         Roll Out
    f+1+2                     Tuck & Roll
    b                         Stand Up
    1                         Left Flop Punch                    m
      = 3 [~B]                  = Weed Whacker [HSP]             L
        = ~3 [~B]                 = Bush Whacker [HSP]           M
        = 3 [~B_B][~D]            = Hot Plate [HSP][RLX]         m
        = ~4 [~B]                 = Shin Cutter [HSP]            L
          = 4 [~B]                  = Cross Cutter [HSP]         l
          =1+2 [~D_~1]              = Crying Needle [QR]         m
            = ~1<2                    = Hammerhead               m
        = {4 [3]}                 = {Cutting Leg Whip [WW]}      h [L]
          = 4 [~D]                  = Mars Attacks [HSP]         MM
            = 3+4                     = Full Mars Attack         M
    2                         Right Flop Punch                   m
      = 4 [~B]                  = Swirl Kick [HSP]               L
        = 3 [~B]                  = Carnival Sweep [HSP]         L
    3                         Scoot Kick                         L
    b+3 [~B_B][~D]            Hot Plate [HSP][RLX]               m
    (u_d)~(3_4)               Carnival Sweep                     L
    (u_d)+(3_4) [~D]          Slice Kick [RLX]                   M
    3~4 [~B]                  Slippery Kick [HSP]                LL
      = 4 [~B]                  = Slider [HSP]                   L
        = 4 [~B]                  = Side Flop [HSP]              l
        = 1+2 [~D_~1]             = Crying Needle [QR]           m
          = ~1<2                    = Hammerhead                 m
    d+3+4                     Perch Flop Kick                    m
    4                         Helicopter                         Smh
      = 3+4 [~B]                = Slippery Kick [HSP]            LL
        = 4 [~B]                  = Slider [HSP]                 L
          = 4 [~B]                  = Side Flop [HSP]            l
          = 1+2 [~D_~1]             = Crying Needle [QR]         m
            = ~1<2                    = Hammerhead               m
    
    -------------------
    REWINDER ARTS (RWD)
    -------------------
    Move                      Move Name                         Range
    -----------------------------------------------------------------
    1+2 [~SS]                 Spin Slaps [QR]                    hh
      = ~3                      = Freak Show                     m
      = 3                       = Island Mirage                  m
    2                         Cruncher                           m
    3 [~D][~B]                Hot Plate [RLX][HSP]               m
      = B                       = Handstand Position
        = 3+4                     = Instant Perch Flop Kick      m
    3+4                       Wheel Kick                         hm
      = 3+4                     = Skull Kick                     M 
        = 3+4                     = Sao Paulo Special            M
          = u/f+3+4 [~D_~B]         = Fire Kick [RLX]            h
    u+3 [~D)                  Skull Kick [RLX]                   m
      = ~3                      = Freak Show                     m
      = 3                       = Carnival Sweep                 L
      = 3+4                     = Kick Out                       L
    4~3 [~B]                  Leaping Face Kick [HSP]            h
    4 [~B]                      = Swirl Kick [HSP]               L
      = 3 [~B]                    = Carnival Sweep [HSP]         L
      = 3+4 [~B][~D]              = Front Stinger [HSP][RLX]     M
    
    ---------------------------
    RELAXED POSITION ARTS (RLX)
    ---------------------------
    Move                      Move Name                         Range
    -----------------------------------------------------------------
    (b_f)                     Roll Back or Forward
    (u_d)                     Relaxed Side Roll Out
    1+2 [~D_~1]               Crying Needle [QR]                 m
      = ~1<2                    = Hammerhead                     m
    f,f+1+2                   Headlong Dive                      m
    3,4                       Rio Delight                        lm
    3~4                       Scoop Up Kick                      M
    3+4 [~B_~3]               Back Handspring [HSP]              M
    b,b+3+4                   Rising Feet Lunge                  m
    4~3                       Flare                              Lm
    4                         Mid Kick                           m
      = 3+4 [~B_~3][~D_~SS]     = Back Handspring [HSP][QR]      M
    
    ---------------
    UNBLOCKABLE ART
    ---------------
    Move                      Move Name                         Range
    -----------------------------------------------------------------
    d/b+3+4                   Fruit Picker                       mH
      = b,b                     = Cancel
    
    ---------------
    STRING HIT ARTS
    ---------------
    Move                      Move Name                         Range
    --------------------------------------------------------------------------
    4~3,4,2,4,3, [~B]         Weed Whacker [HSP]                 mmmhhL
      = ~3 [~B]                 = Bush Whacker [HSP]             M
      = 3 [~B_B][~D]            = Hot Plate [HSP][RLX]           m
      = ~4 [~B]                 = Shin Cutter [HSP]              L
        = 4 [~B]                  = Cross Cutter [HSP]           l
        =1+2 [~D_~1]              = Crying Needle [QR]           m
          = ~1<2                    = Hammerhead                 m
      = {4 [3]}                 = {Cutting Leg Whip [WW]}        h [L]
        = 4 [~D]                  = Mars Attacks [HSP]           MM
          = 3+4                     = Full Mars Attack           M
    4~3,4,2,4,4,3+4,3+4,3+4,d/b+3+4,u/f+3+4                      mhmhhMMMhmMMh
    
    =============
    FIGHT RESULTS
    =============
         After wining a round, hold a punch or kick button, and wait till
    the Replay ends. Eddy will show his winning pose:
    
    Left Punch: Eddy claps, Spin Slaps, Gingas and laughs.
    Right Punch: Eddy Freak Shows followed by a Shin Cutter Gingas and shouts.
    Left Kick: Eddy does a Boomerang, shouts "Come on!" and Gingas.
    Right Kick: Eddy backhands, does a Full Mars Attack, Gingas and shouts.
    Time Up: Eddy surrenders and raises his hand.
    Knockout: Eddy stays grounded and hallucinates.
    
    ================
    CHARACTER CHEATS
    ================
    Win the ARCADE MODE with sixteen different characters or accumulate 600
    Battles in VERSUS MODE, or TEAM BATTLE MODE.
    
    At the character selection screen select Eddy with the start or the
    Triangle button.
    
    Instead of playing Eddy, you will control Tiger Jackson. He's a guy
    in a 70's outfit with an afro hair. He is suppose to be Eddy's third
    costume, but nonetheless.
    
    ========
    EPILOGUE
    ========
    
    EDDY'S ENDING:
      ...It was midnight; Eddy marched right inside the cartel's mansion.
    Approached by thugs, Eddy surpassed them easily. He interrogated one of
    them to find out the mastermind who killed of his father; the goon pointed
    his finger at a table filled with pictures. He sits down while staring at
    the pictures of Kazuya Mishima.
    
    
    TIGER'S ENDING:
      ...It's a pure victory for Tiger Jackson and he danced and grooved all
    night with the 70's disco.
    
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                       ____     ___     _____  _______
                      /  _ \   / _ \   /  _  \ \__  __|
                      | / \_| | | | |  | |_| /    | |
                      | |  _  | |_| |  |  _  \    | |
                      | \_/ | |  _  |  | |_| |    | |
                      \____/O |_| |_|O |_____/O   |_|O
    
    ================================
    CAPOEIRA ADVANCED BATTLE TACTICS
    ================================
         "CABT is made for future tactics that can be used by Eddy Gordo and
    Tiger Jackson lovers to win against CPU and Human opponents. Remember to
    use these tips wisely and not to abuse them against your opponent."
    
         "CABT recommends that you know all the moves of EDDY GORDO to ensure
    that you can properly execute the specified moves listed here. It doesn't
    hurt to know more of what EDDY can do for you."
    
         "CABT can be used against CPU and Human opponents most likely the
    seasoned players out there. Let's show them what EDDY can really do. Shall
    we begin?"
    
    =============
    CABT SETTINGS
    =============
    Game Configuration:
    Time: 40 Secs.
    Rounds: Any
    Difficulty: Hard
    BGM: Silent
    Guard Damage: On
    
    Controller Configuration for PSX:
    Square: LP           L1: LP+LK
    Triangle: RP         L2: RP+RK
    Cross: LK            R1: LP+RP
    Circle: RK           R2: LK+RK
    
    =====================
    CABT SPARRING GROUNDS
    =====================
    = Free Mode Configuration =
    Key Displays: Off
    Attack Data: On
    Counter Attacks: On
    Training Dummy: Stand and/or Technical Roll
    
         Not all of CABT can be executed on Practice mode. Therefore, you
    should try the rest of CABT on the Team Battle Mode, whenever you have the
    chance.
    
    ===================
    CABT BATTLE GROUNDS
    ===================
         If you feel ready to test your moves try them in the Team Battle
    Mode. Select a Team Battle of 8, select EDDY, then start. Your battle
    begins. If you got all the characters complete, select EDDY, DOCTOR B, and
    GON, then start. This prevents from encountering DOCTOR B and GON as
    opponents in the Team Battle. This scheme only works on the 1 PLAYER side.
    
         The reason why the Team Battle Mode is better than any other mode is
    that you'll be able to fight characters at the hardest effort they will
    give you. They may be just 8, but it won't easy to get a straight win from
    all of them at your first try. You might even try, try, & try again from
    repetitive losses. Besides, if you get the hang of getting a straight win
    every time, the more you'll be able to win from any type of modes from the
    game.
    
         Should you lose from a Team Battle, press START~SELECT to return to
    the Menu Screen and start all over again.
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ==============
    RECOVERY MOVES
    ==============
    When knocked down after a hit, try pressing one of these buttons at the
    same time you hit the ground:
    
    -(1_2) to technical roll far from the screen
    -or (3_4) to technical roll near the screen
    
    =========
    REVERSALS
    =========
    A reversal occurs when a character grabs the attacking opponent's arm or
    leg and executes a grapple so that the damage returns to the opponent
    instead. Only a few characters can do the reversal. Press b+(1+3_2_4) at
    the same time the opponent attack you to execute a reversal. Unfortunately,
    Eddy has no reversal art.
    
    The following moves are irreversible so use them to your advantage:
    
    Normal Stance:              Handstand Position:
    FC+1+2 [~1<2]               4
    b+3                         3+4
    d/b+3
      = ~4,1+2 [~1<2]           Relaxed Position:
      = 4,3+4                   1+2 [~1<2]
    3~4,4,1+2 [~1<2]            3+4
    b+4
      = 3~4,1+2 [~1<2]
      = 4
        = 3+4
    3+4
    f+4
    (FC_WS)+3+4
    
    The (FC_WS)+3+4 is an irreversible move except to Anna and Paul. It 
    cannot be chickened.
    
    Other irreversible moves are moves that have low range hit properties.
    The rest of the moves that aren't mentioned are reversible moves.
    
    ========
    PARRYING
    ========
    Parrying occurs when the character grabs the attacking opponent's arm or
    leg and moves it aside, so that the character has a chance to counter
    attack. Parrying can interrupt high, middle and low range attacks.
    Like the reversal, Eddy has no parrying art. Refer to the reversal
    section for moves that cannot be parried.
    
    ==========
    CHICKENING
    ==========
    Chickening has got nothing do with chickens. A Chickening occurs when
    the opponent escapes the character's reversal, and damages the character
    while escaping. All characters can perform the Chickening art.
    
    To execute a chickening art, depends on the leg or the arm that is
    reversed. Also the move needs to be done immediately after the reversal:
    
    To chicken a reversed left arm or leg: f+1+3
    To chicken a reversed right arm or leg: f+2+4
    
    Here are some moves that can be chickened regardless of side:
    
    For f+1+3 chickening:             For f+2+4 chickening:
    b+1+2                             SS+3+4 (Right)
    u/f+3+4                           RLX+3~4
    f,f+3+4                           4~3
    d/f+3+4
    SS+3+4 (Left)                     For f+2+4 chickening against Anna:
    SS+3+4 [3+4,3+4,u/f+3+4]          u/f+3+4
    SS+4~3                            f,f+3+4
    d/b+3+4 (1st or 2nd Hit)          SS+3+4 [3+4,3+4,u/f+3+4]
    RLX+4,3+4                         SS+4~3
    
    ===========
    KI POWER UP
    ===========
    By pressing 1+2+3+4, Eddy hands and feet will charge a powerful aura.
    Ki Power Ups enables you to increases the damages of your normal attacks
    and grapples. It also turns a normal hit into a counter-hit damage. All
    the characters can Power Up their Ki.
    
    However, Ki Power Ups disables you to block any attacks from your
    opponent. Yet, should your opponent blocks your charged attack, it won't
    disappear. The Ki Power Up lasts about 2 seconds, so make those seconds
    count and, remember to keep attacking on a charged Ki.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ================
    SPECIAL STRINGS*
    ================
         These are special chains of attacks I made and compiled for Eddy's
    Juggles, Counter-hits and Combos. You can refer to this section if you
    encounter special strings that ends in *. 
    
    An ! indicates the part of the string where your opponent can possibly
    escape before the next move.
    
    An ^ means that your opponent should STAND UP in that section of the
    string for the combo to work.
    
    *Weed Whacker 1 (WW1*)
    d/b+3
      = !~3
      = !~4,1+2 [~D]
    
    *Weed Whacker 2 (WW2*)
    d/b+3,!4,4,3+4
    ---------------------------------------------------------------------------
    *Slippery Kick Strings (SKS*)
    3~4,4
      = 4 [~B]
      = 1+2 [~D]
    ---------------------------------------------------------------------------
    *Front Stinger 1 (FS1*)
    D+3,!FC+3+4 [~B]
    
    *Front Stinger 2 (FS2*)
    ^D+4,!^FC+3+4
    
    *Front Stinger 3 (FS3*)
    ^D+3,!^FC+3+4
    
    *Front Stinger 4 (FS4*)
    !^RLX+3+4
      = !^FC+3+4~D
      = ^D+4,!^FC+3+4~D
    ---------------------------------------------------------------------------
    *Helicopter 1 (H1*)
    HSP+4
      = !(u_d)+(3_4)~D,RLX+4~3
      = !3
    
    *Helicopter 2 (H2*)
    HSP+4,!4 [~B]
    ---------------------------------------------------------------------------
    *Wheel Kick 1 (WK1*)
    RWD+3+4,3+4,!3+4
    
    *Wheel Kick 2 (WK2*)
    RWD+3+4~FC,!^FC+3+4
    
    *Wheel Kick 3 (WK3*)
    RWD+3+4~FC,!^~RWD+u+3,3+4
    ---------------------------------------------------------------------------
    *Carnival Sweep 1 (CS1*)
    RWD+4,!3
    
    *Carnival Sweep 2 (CS2*)
    HSP+2,!4,3
    
    *Carnival Sweep 3 (CS3*)
    RWD+4,!3+4 [~B][~D]
    ---------------------------------------------------------------------------
    *Double Punch Strings (DPS*)
    1,2
      = d/f+2
      = !D+3
    ---------------------------------------------------------------------------
    *Flop Punch 1 (FP1*)
    HSP+(1_2)~FC,D+(3_4),!FC+3+4 [~B][~D]
    
    *Flop Punch 2 (FP2*)
    ^HSP+1,3
      = !~3
      = !3,!~4
        = 4
        = 1+2 [~D]
    ---------------------------------------------------------------------------
    *Leg Whip 1 (LW1*)
    b+4,!4,3+4
    
    *Leg Whip 2 (LW2*)
    b+4,!3
      = !~3      
      = !~4
        = 4
        = 1+2 [~D]
      = !4,4,3+4
    ---------------------------------------------------------------------------
    *Perch Flop Kick Strings (PFKS*)
    HSP+d+3+4,(u_d)+(3_4) [~D]
    
    =====================================
    EDDY'S JUGGLES, COUNTER HITS & COMBOS
    =====================================
         The reason I made this FAQ so that I can provide the reader with the
    necessary combos that they can use when playing Eddy. This is it! Now you
    can show how lethal Capoeira can be. EJCC works both for recommended
    CPU and Human opponents & especially useful to Okizeme tactics. 
    
    Some EJCCs have specific properties. See their corresponding footnote (#)
    in the Property Column (PRC).
    
    The Attack Percentage (ATK%) indicates how successful the EJCC against the
    opponent based upon my research. The higher the ATK% the less chance to
    escape the EJCC.
    
    Keep in mind though that in order for the EJCC to work, you need to get
    close to the opponent by dashing forward; remember to time your juggles,
    and just pure luck.
    
    ==============================
    JUGGLES START-UP USED FOR EJCC
    ==============================
    FREAK SHOW (d/f+3+4)          SLIPPERY KICK (3~4)
    Other related versions:       Other related versions:
    Freak Show (RWD+u+3,~3)       Slippery Kick (HSP+3~4)
    Freak Show (RWD+1+2,~3)       Slippery Kick (f+4,3+4)
    Scoop Up Kick (RLX+3~4)       Slippery Kick (HSP+4,3+4)
                                  
    UPPER (WS+2)                  PERCH FLOP KICK (HSP+d+3+4)
                                  Other related version:
    WHEEL KICK (RWD+3+4)          Instant Perch Flop Kick (RWD+3,B,HSP+3+4)
                                  (Note: execute a kick from 3 before B to HSP
    RISING KICK (u/f+N+4)         for the 3+4 to work)
    
    LOW KICK RISE (Grounded Position+3)
    (Note: 3 trips the opponent)
    
    ---------------------------------------------------------------------------
    =FREAK SHOW JUGGLES= (FRS)                            PRC       ATK%
    ---------------------------------------------------------------------------
    1. FRS,DP1*                                                    80-95%
    2. FRS,1,1,d/f+3                                               90-95%
    3. FRS,FS1*                                          #1 #3     90-95%
    4. FRS,1,{FS2*},3+4,{FS4*}                            #2       85-90%
    5. FRS,!WW1*                                          #1       90-95%
    6. FRS!^SKS*                                                    75%
    7. FRS,3                                                        100%
    8. FRS,1,CS1*                                         #1       75-85%
    9. FRS,1,CS3*                                         #1       80-85%   
    10. FRS,DP2*                                                   95-100%
    11. FRS,(d/f+1_1),d/b+3~4,1+2                         #1       75-80%
    
    ---------------------------------------------------------------------------
    =UPPER JUGGLES= (UP)                                  PRC       ATK%
    ---------------------------------------------------------------------------
    1. UP,DP1*                                                     75-90%
    2. UP,1,1,d/f+3                                                85-90%
    3. UP,FS1*                                           #1 #3     85-90%
    4. UP,1,{FS2*}~D,{FS4*}                               #2       80-90%
    5. UP,!WW1*                                           #1       85-95%
    6. UP,!^SKS*                                                    75%
    7. UP,CS1*                                            #1       80-85%
    8. UP,u/f+3+4                                                   100%
    9. UP,LW1*                                            #1       80-90%
    10. UP,1,CS1*                                         #1       75-80%
    11. UP,1,CS3*                                         #1       75-85%
    12. UP,DP2*                                                    95-100%
    13. UP,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%
    
    
    ---------------------------------------------------------------------------
    =SLIPPERY KICK JUGGLES= (SK)                          PRC       ATK%
    ---------------------------------------------------------------------------
    1. SKS*                                                        95-100%
    2. SK,^RLX+3~FC,!D+3,FC+3+4,~B(stand)                #1 #4     60-70%
    3. SK,RLX+,4~3                                                 95-100%
    4. SK,RLX,3~4                                                  95-100%
    5. SK~B,HSP+(u_d)+(3_4), ~B(stand)                    #1       95-100%
    6. SK~B,HSP+3                                                  80-85%
    7. SK~B,HSP+3~4                                                95-100%
    8. SK~B,!H1*                                          #3        75%
    9. SK~B,^FP2*                                        #2 #3     80-85%
    10. SK~B,^CS2*                                       #1 #3     80-85%
    11. SK,{FS4*}                                         #2       80-85%
    
    ---------------------------------------------------------------------------
    =WHEEL KICK JUGGLES= (WK)                             PRC       ATK%
    ---------------------------------------------------------------------------
    1. WK1*                                               #1       90-95%
    2. WK2* [~B]                                                   95-100%
    3. WK,CS1*                                            #1        95%
    4. WK2*,{FS2*}                                       #2 #5     75%-95%
    5. WK,!d/b+3+4                                       #2 #6      75%
    6. WK,!(u_u/f)+2                                      #1       75-85%
    7. WK3*,!^{FS4*}                                      #1       80-90%
    8. WK,CS3*                                            #1        90%
    9. WK2*~D,{FS4*}                                      #2       85-90%
    10. WK,f,f,!^WK1*                                    #2 #3     85-95%
    
    ---------------------------------------------------------------------------
    =PERCH FLOP KICK JUGGLES= (PFK)                       PRC       ATK%
    ---------------------------------------------------------------------------
    1. PFK,H1*                                                     80-90%
    2. PFK,H2*                                            #3        75%
    3. PFK,FP1*                                          #1 #3     80-90%
    4. PFK,CS2*                                          #1 #3     85-100%
    5. PFK,!^SKS*                                                  75-85%
    6. PFKS*,{FS4*}                                       #2       85-90%
    7. PFKS*,RLX+4~3                                               90-95%
    
    ---------------------------------------------------------------------------
    =RISING KICK JUGGLES= (RK)                            PRC       ATK%
    ---------------------------------------------------------------------------
    1. RK,LW1*                                            #1       85-100%
    2. RK,!WW1*                                           #1       85-95%
    3. RK,DP1*                                                     80-90%
    4. RK,1,1,d/f+3                                                90-100%
    5. RK,FS1*                                           #1 #3     90-100%
    6. RK,1,{FS2*}~D,{FS4*}                               #2       90-95%
    7. RK,CS1*                                            #1       75-85%
    8. RK,!^SKS*                                                    75%
    9. RK,f+3                                                      95-100%
    10. RK,u/f+3+4                                                 95-100%
    11. RK,RWD+1+2,!~3                                             75-85%
    12. RK,1,CS3*                                         #1       75-85%
    13. RK,DP2*                                                    95-100%
    14. RK,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%
    
    ---------------------------------------------------------------------------
    =LOW KICK RISE JUGGLES= (LKR)                         PRC       ATK%
    ---------------------------------------------------------------------------
    1. LKR,FC+3+4,[FS2*]~D,[FS4*]                         #2       80-90%
    2. LKR,!^WW1*                                         #1       80-85%
    3. LKR,!(u_u/f)+N+2                                   #1       85-90%
    4. LKR,CS1                                            #1       80-85%
    5. LKR,RWD+u+3,3+4                                    #1       75-85%
    6. Grounded+3~FC,!D+3                                          75-80%
    
    ==================================
    COUNTER HIT START-UP USED FOR EJCC
    ==================================
    CRUNCHER (RWD+2)                 LEG WHIP (b+4)
                                    Other related versions:
                                    Cutting Leg Whip (d/b+3,4)
                                    Cutting Leg Whip (HSP+1,3,4)
    
    ---------------------------------------------------------------------------
    =CRUNCHER BOUNCE JUGGLES= (CR)                        PRC       ATK%
    ---------------------------------------------------------------------------
    1. CR,LW1*                                            #1       95-100%
    2. CR,u_u/f+4                                                   100%
    3. CR,!WW1*                                           #1       85-90%
    4. CR,f+(3_4~B),~B(Stand)                                      90-95%
    5. CR,CS1*                                            #1       75-90%
    6. CR,FS1*                                           #1 #3     80-90%
    7. CR,!d/b+3+4                                        #2        75%
    8. CR,!(u_u/f)+2                                      #1       75-85%
    9. CR,f,f+3+4                                                  80-90%
    10. CR,RWD+1+2,!~3                                             75-85%
    11. CR,CS3*                                           #1       75-85%
    12. CR,f+1+2,!HSP+(u_d)+(3_4),~B(stand)               #1       80-90%
    13. CR,FC+3+4,{FS2*}~D,{FS4*}                         #2       85-90%
    14. CR,3~3                                                     85-90%
    
    ---------------------------------------------------------------------------
    =LEG WHIP COUNTER HIT COMBOS= (LW)                    PRC       ATK%
    ---------------------------------------------------------------------------
    1. LW,<LW1*                                           #1       85-95%
    2. LW,[u/f+3+4][3]                                              100%
    3. LW,WW1*                                            #1       90-95%
    4. LW,FS1*                                                     80-90%
    5. LW,<{FS3*}~D,!^{FS4}                              #2 #7     90-95%
    6. LW,CS1*                                            #1       85-90%
    7. LW,3~4                                                      80-90%
    8. LW,!d/b+3+4                                        #2        75%
    9. LW,!(u_u/f)+2                                      #1       75-85%
    10. LW,f+(3_4~B),HSP+(u_d)+(3_4)~D,RLX+4~3            #1       80-90%
    11. LW,CS3*                                           #1       75-80%
    12. LW,f+1+2,!4                                       #3       75-90%
    13. LW,f+4~B,^FP2*                                   #2 #3     75-85%
    14. LW,LW2*                                          #1 #3     75-85%
    15. LW,f+4~B,^CS2*                                   #1 #3     75-85%
    16. LW,3~3                                                     80-85%
    17. LW,RWD+1+4                                                 95-100%
    18. LW,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%
    
    =====================================
    BOUNCE JUGGLES START-UP USED FOR EJCC
    =====================================
    BOOMERANG (f,f+3+4) [note: (~D_~F_~SS) for QR]
    
    ---------------------------------------------------------------------------
    =BOOMERANG BOUNCE JUGGLES= (BO)                       PRC       ATK%
    ---------------------------------------------------------------------------
    1. BO,CS1*                                                     65-75%
    2. BO,!^{f,f+3+4}                                     #2       75-90%
    3. BO,WW1*                                            #1       65-80%
    4. BO,!LW1*                                           #1       75-90%
    5. BO,f+1+2,!HSP+(u_d)+(3_4),~B(stand)                         90-100%
    6. BO,FC+3+4~D,{FS2*}                                 #2       80-90%
    7. BO,!(u_u/f)+2                                      #1       75-85%
    8. BO,CS3*                                            #1       75-85%
    9. BO,WW2*                                            #1       80-90%
    10. BO,f,f,3~3                                                 85-90%
    
    ==================================
    STUN COMBOS START-UP USED FOR EJCC
    ==================================
    ELBOW UPPER (d/f+2)               4 HIT STRING (4~3,4,2,4)
                                      (Note: the 2nd 4 must not hit)
    FRONT STINGER (FC_WS+3+4)
    
    ---------------------------------------------------------------------------
    =ELBOW UPPER STUN COMBOS= (EU)                        PRC       ATK%
    ---------------------------------------------------------------------------
    1. EU,!^CS1*                                          #1       90-95%
    2. EU,!^BO Juggles (EJCC)                             #2       75-85%
    3. EU,!d/b+3+4                                                 60-80%
    4. EU,FC+3+4,{FS2*}~D,{FS4}                           #2       75-85%
    5. EU,!(u_u/f)+2                                      #1       75-80%
    6. EU,CS3*                                            #1       75-85%
    
    ---------------------------------------------------------------------------
    =FRONT STINGER STUN COMBOS= (FS)                      PRC       ATK%
    ---------------------------------------------------------------------------
    1. FS,{FS3*}~D,{FS4*}                                  #2       80-90%
    2. FS,!d/b+3+4                                         #2        75%
    3. FS,!(u_u/f)+2                                       #1       75-85%
    4. FS,CS1*                                             #1       80-85%
    5. FS~D,RLX+3~4                                                 90-100%
    6. FS~D,RLX+4~3                                                 90-100%
    7. FS,CS3*                                             #1       75-85%
    
    ---------------------------------------------------------------------------
    =4 HIT STRING STUN COMBOS= (4H)                       PRC       ATK%
    ---------------------------------------------------------------------------
    1. 4H,1,1,d/f+3                                                90-100%
    2. 4H,<LW1*                                                    90-100%
    3. 4H,WW1*                                            #1       75-85%
    4. 4H,f+3,HSP+(u_d)+(3_4)~D,RLX+4~3                   #1       90-100%
    5. 4H,!d/b+3+4                                                  75%
    6. 4H,!(u_u/f)+2                                               80-90%
    7. 4H,[(u_u/f)+4][3]                                            100%
    8. 4H,4,!3+4,!^3+4,~3+4,!d/b+3+4,!^u/f+3+4                      50%
    9. 4H,CS1*                                            #1       75-80%
    10. 4H,CS3*                                           #1       75-85%
    11. 4H,f+1+2,!4                                       #3       75-90%
    12. 4H,f+4~B,^FP2*                                   #2 #3     75-85%
    13. 4H,LWS*                                          #1 #3     75-85%
    14. 4H,f+4~B,^CS2*                                   #1 #3     75-85%
    15. 4H,f,f,3~3                                                 85-90%
    16. 4H,RWD+1+4                                                 95-100%
    17. 4H,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%
    
    
    ---------------------------
    PROPERTY COLUMN INFORMATION
    ---------------------------
    #1 The EJCC can be escaped or technical rolled.
    #2 The EJCC only works for Hard CPU.
    #3 The EJCC only works for Big opponents.
    #4 Use only the 3 of Rio Delight
    #5 Make sure the opponent's face is up.
    #6 Make sure the opponent's face is down.
    #7 Use the Front Stinger 3 after your opponent hits the ground.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ---------------------------------------------------------------------------
    =ATTACK MEASURES= (AM)                               PRC        ATK%
    Attacks you might find useful against CPU opponents.
    ---------------------------------------------------------------------------
    1. [f+3,HSP+3,RLX+3~FC,WS+4]                        #1 #2      75-80%
    2. 1,2,EU Stun Combos (EJCC)                                   80-85%
    3. f+4~B,[HSP+1,3,4,~B]                              #1        75-80%
    4. 4~3,3,RLX+3~4                                               80-85%
    5. f,f+3~D,RLX+3~4                                             80-85%
    6. RWD+4,LW1*                                        #3        60-75%
    7. RLX+1+2~1<2                                                 80-90%
    8. 1,b+4                                                       80-85%
    9. 1,d/f+3+4                                                   80-85%
    10. b+4,3,4,3~4,1+2                                            80-90%
    11. b+4,3,4,3,4,4,3+4                                          75-85%
    12. 1,d/f+2                                                    80-90%
    13. f+4~B,HSP+4,3+4                                            80-85%
    
    ---------------------------------------------------------------------------
    =DEFENSIVE MEASURES (DM)=                            PRC        ATK%
         Some defensive attacks useful to back off CPU opponents.
    ---------------------------------------------------------------------------
    1. D+4,WS+4                                                    75-85%
    2. 4~3,3,RLX+4~3                                               75-85%
    3. FC+1+2~1<2                                                  80-90%
    4. f,f+3~D,RLX+4~3                                             80-85%
    5. 1,3                                                         80-95%
    6. (u/b_B,u/b_u,u/b,b)                                         escape
    7. 1,d/f+3                                                     75-80%
    8. D+4,FC+1+2~1<2                                              80-90%
    9. 1,b+3                                                       80-90%
    10. 1,D+1,WS+4                                                 80-85%
    11. RWD+4,b+4,3~4,1+2                                          80-85%
    12. 1,d/f+3                                                    80-90%
    13. d/f+1,4                                                    75-85%
    
    ---------------------------------------------------------------------------
    =GROUNDED MEASURES=                                  PRC        ATK%
    ---------------------------------------------------------------------------
    1. Grounded+b,f+1+2,!^(hcf+1+2~D_1+3_2+4)                      80-90%
    2. Grounded+b,b+3+4,!^(1+3)_(2+4)~D                  #4        80-90%
    3. Grounded+(D+1_1)~B(stand)                                   escape
    4. Grounded+(d+3_d+4)                                #5        75-90%
    
    ---------------------------
    PROPERTY COLUMN INFORMATION
    ---------------------------
    #1 Use only the 3 of Rio Delight.
    #2 Guard damage advantage.
    #3 Finish the RWD+4 before the Leg Whip 1.
    #4 This string only works for Hard CPU.
    #5 Eddy's face is up and his feet towards the opponent.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ===============================
    EASTERNBORDER'S KNOCKOUT COMBOS
    ===============================
         Combos that I made some for myself against CPUs. Can be used for Time
    Attack Mode or Survival Mode.
    
    Note that the EBCOMBOS requires some part of the strings for the CPU to
    Stand up and/or technical roll.
    ---------------------------------------------------------------------------
    EBCOMBO#1:
    
    u_u/f+4
      = !^f,f+4,4           
        = !^RLX+f,f+1+2
          = !^hcf+1+2~D
            = b,b,
            = 1+2+3+4,b,b 
              = (f,F_f,f,f)
                = !^Shoulder Block
                = (3_4_1+2)
    
    Start with u/f+4 or any other knockdown art. As the CPU technical rolls,
    approach with RLX+f,f+4,4. After the CPU's violent knockdown, follow with
    f,f+1+2. If you get a hit, immediately execute hcf+1+2 as the CPU
    technical rolls. Remember to hold down if you miss the grapple or the
    CPU will. After the throw, b,b then f,f,f, towards the enemy to give
    the CPU a Shoulder Block as he/she stands up.(the CPU doesn't do anything)
    if the CPU makes a knockdown roll, catch up with a f,f+3+4. Otherwise,
    if the enemy rolls forward as you run, use the (3_4_1+2) while running. 
    You can start with any part of the combo. You can also Ki Power Up
    (1+2+3+4) after the throw.
    ---------------------------------------------------------------------------
    EBCOMBO#2
    
    f+4~B,HSP+1,3,4,1+2~FC 
      = WS+4
      = FC+3+4~B,HSP+4
    
    Execute a Samba. Follow the Flop Punch Strings after doing a HSP.
    You can hold D while doing 1+2 for a quick frame recovery. After doing
    1+2 there can be 2 results: If your opponent blocks 1+2, use 4 while
    standing as a follow up attack. If your 1+2 hits follow the 3+4 while
    standing then HSP back. Now observe the enemy. If the CPU makes a first
    high or middle attack or string but it didn't reach you, immediately 
    press 4 in HSP. You can repeat the combo starting with the Flop Punch
    Strings if you follow the knocked CPU by walking in HSP.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ==================
    CUSTOMIZED STRINGS
    ==================
    These are strings that are compiled by adding two or more standard strings.
    As an Eddy player, your fighting style will rely on confusion and 
    continuous attack to your opponent. Using these strings tactically will
    benefit your advantage in battle. By using some basic attacks, you can
    create infinite strings and keep your enemies on the defensive.
    
    Here are some strings that you can connect from one string to another.
    You need to delay the command on some moves for you to execute them.
    ---------------------------------------------------------------------------
    [b+4,3~4]         [d/b+3~4]         [3~4,4]          [f+4,3+4,4]
    [b+4,3,4,3~4]     [d/b+3,4,3~4]     [HSP+1,3~4]      [4~3,4,2,4,3~4]
    [HSP+4,3+4]
    
    After executing one of the strings add one of the following:
    WS+1        -Connect with b+4 and continue with the Leg Whip Strings
    WS+2        -Continue with the UP Juggles
    WS+3        -Knocks down the opponent
    WS+4        -Backs off your opponent
    b+4         -Continue with the Leg Whip Strings
    (FC_WS)+3+4 -Middle Ground Attack, ~B to HSP or ~D to RLX
    u/f+3+4     -Knocks down the opponent, (~D_~B) to RLX
    ~B          -End in HSP and continue with FP or SK Strings
    1+2,~D      -Connect with any WS moves
    
    ---------------------------------------------------------------------------
    Starting from CS strings:
    [RWD+4]           [HSP+2,4]
    
    After executing one of the strings add one of the following:
    3           -Backs off your opponent
    b+4         -Continue with the Leg Whip Strings
    u/f+3+4     -Knocks down the opponent, (~D_~B) to RLX
    1,2         -Double Punch attack
    ~B          -End in HSP and continue with FP or SK Strings
    
    ---------------------------------------------------------------------------
    Starting from FP strings:
    [HSP+1]           [HSP+2]
    
    After executing one of the strings add one of the following:
    WS+1        -Connect with b+4 and continue with the Leg Whip Strings
    WS+2        -Continue with the UP Juggles
    WS+3        -Knocks down the opponent
    WS+4        -Backs off your opponent
    (FC_WS)+3+4 -Middle Ground Attack, ~B to HSP or ~D to RLX
    u/f+3+4     -Knocks down the opponent, (~D_~B) to RLX
    b+4         -Continue with the Leg Whip Strings
    
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    ===========================
    APPENDIX A: MOVE PROPERTIES
    ===========================
         This explains the proper use of some specific special arts.
    
    -------------
    GINGA STANCE:
    -------------
    Elbow Upper (d/f+2): This is perhaps the most useful move against all the
    characters in Tekken due to its quick counter-attack.
    
    Executions errors: [2][d+2][f+2]
    Useful when: Blocking slow in recovery high and middle close attacks.
    Useful against: All but least to Xiaoyu
    ---------------------------------------------------------------------------
    Brush Fire (f+3): This is a useful long-range attack.
    
    Useful when: reaching hard to get opponents & HSP while avoiding high
    attacks.
    Useful against: Paul, Hwoarang, Heihachi, Nina, Lei, Bryan, Ogre, 
    True Ogre, Kuma & Panda, & Anna
    ---------------------------------------------------------------------------
    Face Jammer (WS+3): This move is quite useful when you least needed it.
    
    Execution errors: [D+3][3]
    Useful when: Ducking slow in recovery high attacks.
    Useful against:
    -Paul (f,f+3,4,3)
    -Nina (u/f+4,3,4)
    -Yoshimitsu (4,4,4)
    -Law (2,2,2)
    -Lei (f+N+3,d+4)_(f+N+4,1,2,3,d+4)
    -Anna (d/f+3,1,4,2,4)
    -Kuma & Panda (D+3+4,1,2,1,2)
    ---------------------------------------------------------------------------
    Lunging Brush Fire (f,f+3): This move will push your enemy when blocked.
    My suggestion is follow the move with a HSP or a RLX. 
    
    Execution errors: [f+3][u/f+3][f,f+N+3]
    Useful when: Knocking back hard to get enemies.
    ---------------------------------------------------------------------------
    Front Stinger (WC_WS)+3+4: This move is your ever-reliable attack and
    escape technique. My suggestion is that you follow the move with holding
    B until you stand up.
    
    Execution errors: [d/f+3+4][f+3+4]
    Useful when: Attacking and Keeping Distance at the same time
    Useful against: Xiaoyu, Hwoarang, Lei, & Bryan
    ---------------------------------------------------------------------------
    Freak Show (d/f+3+4): This is the common Juggle of Eddy Players.
    
    Execution errors: [WC+3+4][d/f+3][d/f+4]
    Useful when: Blocking slow in recovery middle attacks.
    Useful against: All except Xiaoyu
    ---------------------------------------------------------------------------
    Roundhouse (u/f+4): This is the most common counter-attack move. While
    Attacking, any low attacks won't reach you.
    
    Execution errors: U/F~N+4
    Useful when: Almost all counter attacks or keep distance clearance.
    Useful against: All except Xiaoyu
    ---------------------------------------------------------------------------
    Satellite Moon (4~3): This move is a good idea to hit an enemy as you
    escape. My suggestion is ALWAYS follow up the move with 3 or 4.
    
    Execution errors: [3][4]
    Useful when: Escaping hard to get enemies.
    Useful against: Bryan, Hwoarang, Xiaoyu, Nina, Paul, Lei, Anna, Ogre
    ---------------------------------------------------------------------------
    Hammer Head (WC+1+2~1<2): This move is a great high evasive attack if
    You want to nail hard to get enemies. The most better way to execute the
    move is WC+1+2~1+2<1+2. The result is the same. 
    
    Useful when: Barging through hard to get enemies.
    Useful against: Bryan, Hwoarang, Xiaoyu, Nina, Anna, Paul, Lei, King, Ogre
    ---------------------------------------------------------------------------
    Slippery Kick (3~4): These are the most common deceptive kicks, but rarely
    useful these days. This is what beginners is button mashing about.
    
    Execution errors: 3
    Useful when: Blocking slow in recovery middle attacks.
    ---------------------------------------------------------------------------
    Evasive Back Flip (u/b_B,u/b_u,u/b): This is your ever-reliable escape
    move. Don't hesitate to use it often when in trouble. The better way to
    execute to move is tapping u/b. Connectix Virtual Game Station users can
    just tap u while holding B. Another way to execute is u,u/b,b. This move
    will save your butt a lot when you fight with Xiaoyu. My suggestion is 
    that you can follow up the move with the Front Stinger.
    
    Execution errors: [B,SS][U/B]
    Useful when: Escaping hard to get enemies.
    ---------------------------------------------------------------------------
    Standing Left Kick (3): This is a VERY useful back off attack.
    
    Useful when: start-up fights and distance clearance.
    Useful against: All except Xiaoyu
    ---------------------------------------------------------------------------
    High Thrust (f,f+4,4): A good technique to use when opponent does a
    technical roll, or slow and delayed characters. 
    
    Useful when: (See Leaping Face Kick.)
    Useful against: All except Xiaoyu (See also Leaping Face Kick)
    ---------------------------------------------------------------------------
    Rodeo Spin (hcf+1+2): It's an ultimate grappling weapon against some slow
    recovery attacks. The better way to execute the move is to charge both b
    and f from the hcf.
    
    Execution errors: [f+1+2][D+1+2][d/f+1+2][1+2]
    Useful when: Blocking slow in recovery high and middle attacks.
    Useful against:
    -Yoshimitsu: (f,f+3+4,1+2,3+4)_(d/f+1,1,1,1)
    -Nina & Anna: (d+3,2)
    -Law: (1,1,1,1,2,2,2)
    -Eddy: (d/b+3~3)
    -Paul: (WC+4~2)
    -King: (d+3+4,2)
    -Ogre & True Ogre: (u/b+3,2)
    -Julia: (1+4,3,U/F+3+4,1,~1,~1)
    -GunJack: (3+4,3+4,3+4)
    ---------------------------------------------------------------------------
    Boomerang (f,f+3+4): The better way to execute this move rather than
    direct, is after the Elbow Upper. If you miss hitting the enemy ending up
    behind him/her, duck, wait for the opponent to kick or grab you back,
    when you're not hit, answer back with a 3 or 4. You won't have problems
    like this against big characters. 
    
    Execution errors: f+3+4
    
    -----------------
    HANDSTAND POSTION
    -----------------
    Slice Kick HSP+(u_d)+(3_4): This is a useful back off attack in a HSP.
    The better way to execute this move is u/f+(3_4). It's better to ~B to
    stand up than ~D to RLX after the move.
    
    Execution errors: [HSP+d+3+4][HSP+(u_d)~(3_4)][(3_4)]
    Useful when: Backing off enemies in a HSP or to hit grounded opponents.
    Useful Against: Lei, Julia, Xiaoyu, Eddy
    ---------------------------------------------------------------------------
    Perch Flop Kick (d+3+4): This is a good move to use against rough enemies.
    Generally, you can perch yourself deeply in the ground and execute the
    same move while in handstand, which in case you'll avoid low punches
    instantly. 
    
    Execution errors: [d+(3_4)][~D][d~3+4]
    Useful when: Avoiding low punches, high and middle punches & kicks.
    Useful Against: Hwoarang, Paul, Lei
    
    --------
    REWINDER
    --------
    Leaping Face Kick (SS+4~3): This is a good move exclusively to some
    delayed characters, which gives you a good advantage.
    
    Execution errors: [SS+(3_4)][SS+3+4]
    Useful when: Blocking slow in recovery low attacks or delayed attacks
    Useful Against:
    -Yoshimitsu: (u/f+3+4,b+1,4,d/b+1~D/B,N)
    -Kuma, Panda & GunJack: (d+3+4,1,2,1,2)_(u/f+3+4,1,2,1,2)
    -Ogre & True Ogre: (u/b+3,2)
    ---------------------------------------------------------------------------
    Wheel Kick (SS+3+4): This move is powerful but a very short ranged move.
    
    Execution errors: [U+3+4][FC+3+4]
    Useful when: approaching enemies doing technical roll.
    
    ----------------
    RELAXED POSITION
    ----------------
    Flare (RLX+4~3): A very low offensive back off attack.
    
    Execution errors: RLX+4
    Useful when: Close enemy clearance.
    
    ===========================
    APPENDIX B: EJCC PROPERTIES
    ===========================
         This explains the proper executions of some EJCCs.
    
    Leg Whip = FS3*: This EJCC is probably one of the best infinite 
    "Signature Combo". It is a good Okizeme tactic for CPU opponents only.
    1. Do a counter hit Leg Whip.
    2. When the opponent is stunned, wait until the CPU hits the ground.
    3. D+3 the enemy, you should be crouching after the move.
    4. While standing, execute 3+4 to pursuit the standing enemy. You should
    be able to stun the CPU grounded. Avoid holding D while in 3+4.
    5. To continue the combo, do steps 3 to 4. For beginners, you could tap
    3+4 for about 4 times until Eddy execute the Front Stinger while standing.
    
    Generally, any other EJCC that ends in Front Stinger 3 can follow the
    Steps 3 to 4.
    ---------------------------------------------------------------------------
    Freak Show = 1,[FS2*]~D,[FS4*]: This is the ultimate "Signature Combo". It
    is the advanced string of FS2*. It is highly recommended for CPU Okizeme
    tactics.
    1. Start the juggle with a Freak Show.
    2. Juggle the CPU with a left punch.
    3. Do the D+4 at the same time the CPU hits the ground. You should be
    crouching after the move.
    4. While standing, execute 3+4 to pursuit the standing enemy. You should
    be able to stun the CPU grounded. Avoid holding D while in 3+4.
    5. D+4 the enemy to stun the standing enemy grounded.
    6. To continue the combo repeat steps 4 to 5. For beginners, you could tap
    3+4 for about 4 times until Eddy execute the Front Stinger while standing.
    7. After FS2*, ~D immediately to RLX.
    8. RLX+3+4 to continue the combo.
    9. From RLX+3+4, there are two things you should remember, If you're near
    the enemy's feet, use D+4,FC+3+4~D; or
    10.If you're far from the enemy, use FC+3+4~D instead.
    11.To continue the combo, repeat steps 7 to 10.
    12.You can also transition from the FS4* back to the FS2* string.
    
    Generally, any other EJCC that ends in Front Stinger 2 can follow the
    Steps 4 to 5.
    
    Generally, any other EJCC that ends in Front Stinger 4 can follow the
    Steps 7 to 10.
    ---------------------------------------------------------------------------
    Leg Whip = LW1*: This EJCC works both for Human and CPU Players depending
    on situations.
    1. Do a counter hit Leg Whip.
    2. For Human Players, you can immediately execute the Leg Whip 1.
    3. For CPU players, you need to delay your Leg Whip 1. I.e., your b+4
    should miss hitting the enemy's head as he/she falls to the ground.
    
    Generally, any other EJCC that ends in the Leg Whip 1, you really
    have to end it in the Full Mars Attack.
    ---------------------------------------------------------------------------
    Perch Flop Kick = CS2*: This EJCC works most entirely for big opponents.
    Against CPU players, the second string of the Carnival Sweep 2 entirely
    misses because of the enemy's technical rolls. Should you miss the CPU
    from such attack, start crouching and recover from the attack with a low
    punch.
    ---------------------------------------------------------------------------
    WK3*: This EJCC can be a very tricky move against your CPU opponent. 
    1. Knock your opponent with a Wheel Kick.
    2. After he/she hits the ground, follow with RWD+u+3,3+4.
    3. The CPU would usually stand immediately, but you got him/her grounded
    again after u+3,3+4.
    4. If the CPU rolls sideward after a knockdown, you'll miss the u+3,3+4.
    The lucky opponent will blow your head in a RLX position.
    
         There's no point which side you want to wheel kick, the CPU will
    avoid them both with a grounded side roll.
    ---------------------------------------------------------------------------
    Elbow Upper = ![f,f+3+4],!(u_u/f)+2: I kind of like this move
    cause the diving fist drop has some purposes for Eddy than any other
    character. There are other EJCCs where you can use the U~N+2 but this
    EJCC is much effective.
    
    1. After you get a good bounce juggle to your CPU with a Boomerang,
    you can follow the (u_u/f)+2 anytime.
    2. Here's the good part, when you managed to reach the other side after a
    Boomerang, follow with (u_u/f)+2. Be careful not to juggle the enemy with
    your right punch. On big opponents, this scheme won't work.
    3. Now, continue the attack with the d/b+3~4,4. Expect some blocks but
    with the Guard Damage on, it's a good advantage. 
    ---------------------------------------------------------------------------
    Freakshow = !SKS*: I find it useless to CPU because they can block the 3~4
    after they technical roll. I wish they couldn't. Nevertheless, if it
    connects, give yourself a good pat in the back.
    
    Generally, any other combo that ends in the Slippery Kick Strings is
    similar to this EJCC. As your enemy lands, 3~4 as the CPU technical rolls.
    ---------------------------------------------------------------------------
    Freakshow = !WW1*: This is a very great combo for both Human and CPUs
    if they don't technical roll from the d/b+3.
    
    Generally, any other combo that ends in the Weed Whacker Strings is
    similar to this EJCC. As your enemy lands, d/b+3,~4,(4_1+2) the same
    time the CPU hits the ground.
    ---------------------------------------------------------------------------
    Leg Whip = f+4~B, ^FP2* Gosh! You have to try this combo! You'll thank Eddy
    for it. It only works for Big opponents.
    
    1. Counter hit with a b+4.
    2. As you opponent falls, f+4,~B, HSP.
    3. Now here's the hard part. Your enemy must GET-UP while doing 1 in
    the Flop Punch 2 string for the whole combo to work!
    4. This technique works better with CPUs but found it useless because
    they would technical roll at your Weed Whacker.
    
    This string is also similar to the Slippery Kick and 4 Hit String Start-up.
    ---------------------------------------------------------------------------
    Leg Whip = LW2* This is pure Capoeira technique. A VERY good combo
    for Big opponents. Another good discovery. I recommend you try this one.
    
    1. Counter hit with b+4
    2. As you opponent falls, b+4,3,4,4,3+4. If you got all the strings hit
    correctly, you should send your big opponent being juggled sideward while
    suffering in agony from your combo.
    3. Your opponent's face should be facing down after the combo. Against a
    CPU, you can follow the combo with d/b+3+4 for additional damage. You'll
    have a hard time using this EJCC against Kuma/Panda.
    4. Other strings in this combo are okay if your opponent doesn't technical
    roll.
    
    This string is also similar to the 4 Hit String Start-up.
    ---------------------------------------------------------------------------
    Leg Whip = f+4~B,^CS2* Another good combo. Also for Big opponents.
    
    1. Counter hit with a b+4.
    2. As you opponent falls, f+4~B,HSP.
    3. Now here's the hard part. Your enemy must GET-UP while doing 2 in
    the Carnival Sweep 2 string for the whole combo to work!
    4. This technique works better with CPUs.
    
    This string is also similar to the Slippery Kick and 4 Hit String Start-up.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ===================
    ADVANCED REFERENCES (tips to your expertise)
    ===================
    
    At the ARCADES:
    
    1. Watch Newbies or Veterans playing Tekken 3. Observe them how they
    play their favorite character and examine how they commonly use their
    techniques for battle. Therefore you got a tactical advantage of planning
    a good strategy against that player.
    2. When playing alone, do not eventually show off your real moves, if
    there were players watching, They would do the tips given above. For you,
    it will give you the challenge of limiting your moves against the CPU
    while attempting to win at the same time.
    3. Decrease your mashing ability. Since Eddy was known to be a hard
    tapping button masher to figure out the timing of his moves, You got to
    learn when to delay those buttons. It'll give you less effort and more
    comfort.
    4. Do not stick on just one side of the screen. As much as possible,
    be capable of playing at both sides.
    5. When you encounter buttons that are out of order, learn to manage the
    game using the remaining buttons. Its gonna be hard but you got to deal
    with it but if you feel the challenge, find some tactical advantage.
    6. Do not hesitate what moves to use when in battle or when the enemy's
    HP is getting low. Beat the enemy as simple and as careful as possible.
    7. Learn the properties of your opponent. Eg. Jin cannot hit you with
    his f,N,d,d/f+2 by crouching because of a high hit property but
    Heihachi can with his middle hit property.
    8. Don't get eaten by overconfidence. Players and CPU you defeated today
    will beat you tomorrow.
    9. LEARN A NEW CHARACTER. When you've exposed all the moves EDDY can
    give, your moves will be easily familiarized and anticipated (just like
    King's 10 hit combo). The more characters you learn, the more characters
    to choose in battle.
    
    At the PLAYSTATION:
    
    1. Practice and create new attack and defensive strategies.
    2. Learn offensive and defensive maneuvers from all your stances.
    3. Combine strings from existing ones.
    4. Play the Tekken Force Mode, Survival Mode, Team Battle Mode, and
    Time Attack Mode.
    5. Bring a friend so you can enjoy together.
    
    At the INTERNET:
    
    1. Visit TEKKEN ZAIBATSU, where you could find the game's information, the
    character's profiles, frame data, movelists and combolists.
    2. Look for sites where you can download videos from matches and combo
    acts so you can follow them.
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ===============
    CABT REFERENCES
    ===============
         If there's any section of this FAQ that needs to be cleared, learned,
    commented, offended, corrected, and suggested, e-mail me in my address at
    eastborder@edsamail.com.ph. This account will last until APRIL 2004. I got
    a lot of nasty mails here and I hope if won't come from you. The other
    one's is theeasternborders@yahoo.com
    
         The Tekken Zaibatsu Move Lists is where I got most of the ideas in
    making this FAQ, I thank the site very much. Again, I cannot promise you
    pure victory or that you'll be able to execute all the techniques listed
    here. Also, don't rely too much on the ATK%. It's just my research but I'm
    no nerd. Try the EJCC and rate them yourself. I usually don't mind on how
    much damage the EJCCs does right now. Just give them a scare.
    
         I've been reading other contributor's FAQ and some of EJCCs were
    already familiar to them. Well, I wouldn't doubt it anyway, since I
    only discovered EJCCs by just playing EDDY. I haven't included all of
    Eddy's move cause I'm still unsure how to include them in the EJCC, even
    if there are some obvious ones.
    
         By the time you read this FAQ I'll probably work on EDDY at TTT.
    It's very hard to find him a Tag Partner (I mean his real partner cause
    every other character does), although there are some specific ones such
    as Kazuya and Hwoarang. Otherwise, I maybe just home and still complaining
    about having a PS2 or playing this game for other character guides.
    
    ===========================================================================
    
                           END OF SESSION - "Go Ginga!"
    
    ===========================================================================
    -------
    CREDITS
    -------
    I give thanks to these guys for doing nothing:
    -Cay Cariyan         -Plushee
    -Tomoyo Daidouji     -The Initiatives
    -The rest of the Eastern Borders
    
    The Characters who got exhausted from practicing the CABT:
    -Eddy Gordo          -Hie Strato
    -Tiger Jackson       -Jie Strato
    -The Old Man
    
    To the other Eddy Character Guiders:
    I don't know who these guys are anyway but a lot of thanks for being a part
    of the Eddy Mania. (Try e-mailing me if you want to get included) They must
    be pretty good.
    
    The Company who made a very challenging and very addictive game for the
    last 10 years:
    -Namco
    
    The Sites that does it all and I hope they liked this FAQ very much:
    -http://www.tekkenzaibatsu.com
    -http://www.gamefaqs.com
    -http://faqs.ign.com
    -http://www.cheats.de
    
    To other inspiring and aspiring Eddy players and Capoeristas out there,
    thank you for reading this FAQ and I hope you'll thank me too.
    
                        WELCOME TO THE NEW AGE OF FIGHTING!!!
    
    =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
    ===========
    !!WARNING!!
    ===========
         For your safety, DO NOT attempt to perform any stunts and moves of
    EDDY at home unless you're a dedicated capoerista like EDDY, TIGER or the
    old man. Avoid being a casualty from the risk of accidents. Easternborder
    shall not be held responsible for the abuse of your wellbeing.
    

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