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    Eddy by UrbnKnite

    Version: 1.5 | Updated: | Search Guide | Bookmark Guide

    -=Eddy Gordo Faq V1.5=-
    	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.
    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
    df+lk+rk                       - Cartwheel Kick
    from Handstand Position
    d+lk+rk                - Stakedriver
    *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 
    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 
    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
    -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
    - 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
    - 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-
    	Well, I gave my best advice.  Hope you find them useful.  Feel free
    to mail any comments, strategies, moves, or corrections to me at 
    *Special Thanks to*
    	Surfbard for letting me use part of his faq.

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