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    Eddie by royalflame09

    Version: 1.0 | Updated: 05/03/03 | Search Guide | Bookmark Guide

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    Version 1.0
    by: royalflame09
    Part 1: FAQ Introduction
        I. Welcome
        II. Version History and My History with GGX2
    Part 2: Basic Introduction to the World of Guilty Gear
        III. Fighting Mechanics
        VI. Why You Should Get GGX2
        V. Basic History of Guilty Gear
    Part 3: Eddie Information
        VI. Background Information *SPOILER ALERT*
        VII. Strengths and Weaknesses of Eddie
        VIII. Eddie's Statistics
        IX. Tips for Playing
        X. Eddie's Biggest Enemies
    Part 4: Eddie's Moves
        XI. Key for Eddie's Moves
        XII. Eddie's Regular Attacks
        XIII. Eddie's Special Moves
        XIV. Eddie's Overdrives and Instant Kill
    Part 5: Eddie's Story Mode
        XV. Path Ways for Story Mode Endings
    Part 6: Finale
        XVI. Credits and Thanks
        XVII. Legal Information
        XVIII. Contact Me
        XIX. Parting Words
    PART 1: FAQ Introduction
    I. Welcome
    Hey, this is royalflame09 welcoming you to the world of Guilty Gear and this
    Eddie FAQ.  Before saying anything else, I made that thing at the top, so sorry
    if its not that great.  While on a trip to the PASF of Texas convention (a
    Spanish club), one of my roommates brought over GGX2.  Being a fan of the
    original, I had been waiting to play this title with anticipation.  It was a
    blast to play.  Yet, just recently, in order to finish the story mode, I need
    to play as Eddie.  Upon finishing the story mode, I found out that Eddie is
    very cool.  He's a bit strange, yet with practice, he can be on of the best
    characters in the game.  Hopefully, this guide will help you use Eddie
    effectively, and persuade your mind to play as him.
    II. Version History and My History with GGX2
    This my first time playing the game.  Enjoying the flashy new look and having a
    blast with it.
    Gone through Eddie's Story Mode, and after finishing them all, practiced with
    Starting on Version 1.0 of FAQ.
    Date:3/11/2003 Version 1.0 complete
    Finished my first version of the Eddie FAQ.
    Very soon I'm planning on updating all of my guides and makiing quite a few
    more.  I've gotten all the info I need.  I expect to have something new by
    March 12.
    NEXT TIME:I'll finish up the rest of rest of the guide(Eddie's Regular Attacks,
    Eddie's Statistics, and Eddie's Biggest Enemies) along with some basic combos. 
    Tell me wheter or not I should do it by contacting me.
    PART 2: Introduction to the World of Guilty Gear
    III. Fighting Mechanics
    The Fighting Mechanics section covers most of the universal moves of this game.
     This neglect common moves like double/high jumping, guarding, and so on.
    Dead Angle Attack: This is a special type of counterattack that drains your
    Tension Gauge by 50%.  When guarding an attack from a guard position, press
    forward with any  two attack buttons.
    Dust Attack: Pressing the Dust button will allow you to launch your opponent
    into the air, allowing you to perform an aerial combo.  Essentially a launcher
    in this game.  No cost to use.
    Faultless Defense: Basically a much more powerful version of a Guard, but it
    drains your Tension slowly with use.  To do this, do the Guarding motion, while
    pressing Punch and Kick.
    Roman Cancel: This cancels any move you may be using at the moment, reverting
    to your normal position allowing yourself to go into other combos.  To do this,
    press 3 attack buttons while attacking.  You must have 50% of your Tension
    Gauge to use this.
    Burst Attack: This is either a very quick boost in Tension or a fairly powerful
    counterattack.  There's a separate gauge for Burst that transfers from duel to
    duel (i.e. matches).  This increases the same way as your Tension Gauge, and
    you always start with a full one at the beginning of a fight.  To do a Burst
    Attack, use a Dust attack in combination with a normal attack button.  The
    former is harder to use.  Completely depletes the Burst Gauge.
    False Roman Cancel: As soon as I can, I'll give the info on this move.
    Instant Kill "Summon" and Instant Kill: The Instant Kill is basically an attack
    that kills your opponent in one move.  The Instant Kill "Summon" is the calling
    of your Instant Kill Gauge, which is done by pressing all four attack buttons
    simultaneously at any time.  This drains your Tension bar until all of it has
    depleted, in which your life begins to drain.  I also think that when your
    Tension depletes, you become weaker and take more damage.  You may only do an
    instant kill in this mode, which is a combination of movements and attack.  If
    you miss your attack, you lose your Tension is lost for the rest of the duel,
    i.e. none of the moves that require Tension cannot be used.
    That concludes this section of the FAQ.
    IV. Why You Should Get GGX2
    This is a definite must buy for newbies of the series, with Marvel vs. Capcom
    being the only competition.  If you can, get both, since they are different
    types of 2-D fighting games. If not, get this especially if you liked the old
    SNK series Samurai Showdown(man, I loved that game) since the basic idea of
    weapon-based fighting is still. So, what about those who've played GGX to
    death?  Here's a basic list of the new features.
    -MUCH better graphics
    -new burst attack
    -great new characters(vampire leader, cross-dresser, rock star witch, and
    possessed man, plus hidden people)
    -story and mission modes
    -better backgrounds in fights(more colors and motions in the scene)
    -EX and Gold modes for each character
    -some small changes in some Instant Kills
    -you get Dizzy and Testament at the start
    -NO load times between battles(YEA!)
    I know it doesn't sound like much, but when you either play or see the game in
    motion, your going to want it very badly.  Must have for any 2-D fighting fan.
    V. Basic History of Guilty Gear
    To make a long story short,  the basic premise of why most of these people are
    fighting for three basic reasons: to earn a bounty, to earn money for winning
    the tournament, or to get revenge upon the man who created Gears, which caused
    the destruction of Japan and killed most of the Japanese.  Some exception do
    occur (such as Axl and Zappa, who have different goals). Also, each character
    has his/her own personal goals, which is mentioned at the beginning and
    throughout that characters Story Mode.  So, basically its an excuse to bring
    this great game to the US, like most stories in fighting games are.
    Part 3: Eddie Information
    VI. Background Information*SPOILER ALERT*
    Zato-1(or Zato), the body that Eddie inhabits, was once the leader of the
    Assassins Guild, until his shadow possessed him.  This possession was due to an
    ability Zato acquired, the ability to manipulate shadows.  In exchange, Zato
    lost his eyesight.  After the first Guilty Gear tournament, Zato lost control
    of his own body, due to his shadow, now named Eddie.  After the last game(GGX),
    Zato finally lost complete control.*SPOILER ALERT*Also, Zato is now dead, so
    Eddie needs to find a new body to inhabit throughout story mode.  In one path,
    I-No and Eddie strike a deal to find Dizzy and to have Eddie take over Dizzy's
    body.  Yet, knowing I-No ways, you may have an idea of how this ends.  Another
    segment has I-No and Eddie finding a suitable host.  This turns out to be
    Slayers gal, and this ends in tragedy. The final path is the coolest IMHO,
    since it ends in a cinema sequence, and it doesn't leave Eddie in a bad
    position.  This one revolves around finding the old major members of the
    Assassins Guild, when Zato was in charge.
    VII. Strengths and Weaknesses of Eddie
    -long double jump take gets high
    -small projectile that stays for a while
    -great damage on Overdrives
    -one good aerial combo
    -excellent teleportation moves
    -nice lengths to normal attacks
    -pretty good anti-air moves
    -he's such a badass
    -plays an excellent keep away game
    -he sort of slow
    -small lags in some moves
    -awful Instant Kill range
    -odd Overdrive ranges
    Eddie has a lot more strengths than weaknesses, but the very odd Overdrive
    ranges really hurt Eddie.  Overall, Eddie's strengths weights over the
    VIII. Eddies Statistics
    IX. Tips for Playing
    This section of the FAQ helps you by providing basic fighting tips with Eddie.
    -Break the Law is one of the best moves Eddie has, since he goes into a puddle,
    allowing you to miss certain dash moves *cough Chipp and Bridget cough* with
    -Invite Hell can be very effective two hit combo by using the close distance
    one following the long distance one.
    -The mini Eddie is your friend, since he has six moves that come from this one
    single move.
    -Drunkard Shade has many uses.  The two that most stand out are the ability to
    reflect projectiles and the ability to stop dashing attacks.
    -Master air combos using Executor, since that move does a ton of damage,
    especially if you make it travel across the screen.
    X. Eddie's Biggest Enemies
    Part 4: Eddies Moves
    XI. Key for Eddies Moves
    HS-High Slash
    Any Direction-AD
    Down, Down Forward, Forwad-QCF
    Down, Down Backward, Backward-QCB
    Forward, Down Forward, Down, Down Backward, Backward-HCB
    Backward, Down Backward, Down, Down Forward, Forward-HCF
    Forward, Down, Down Forward-DPM(Dragon Punch Motion, review your Street Fighter
    if you don't understand)
    Any Motion done twice in a row-MotionX2
    Also Available in air-*
    Must be done in the air-#
    Charge for X amount of sceonds-(-C#-)
    XII. Eddie's Regular Moves
    XIII. Eddie's Special Moves
    This is the format that I will be doing this portion of the FAQ.
    *Move Name:Motion and Button Press:Damage:Effectiveness(10 star scale, 1 for
    least effective, 10 for most effective)
    *Any Perquisites *
    Attack Type(Dash, Projectile, Support, Ground[just a basic attack that counters
    nothing special], Anti-Air, or Movement)
    Description of move
    Invite Hell:D,D+S/HS:8/10
    Ground Type
    Eddie summons a shadow drill that comes up from the ground.  Pressing slash
    does a close-up drill while high slash does a far drill.  This attack is done
    fairly fast, does a moderate amount of damage to your opponent, and can be done
    in a 2-hit combo.  One of Eddies best moves.
    Break the Law:QCB+K:9/10
    Movement Type
    Eddie goes into a puddle, allowing you to move around on the ground.  The
    movement is done very fast and your pretty much invulnerable while in this
    move.  Another great move for Eddie, hurray!
    Summon Eddie:QCf+P/K/S/HS:10/10
    Support Type
    Eddie call upon a small version of Eddie, which opens up a bunch of moves.  The
    mini Eddie stays on the ground and you can double team on your opponent.  Also,
    when released, the button you push to release him, he does the attack you used.
     It's really cool.  But, if you run out of time or if either of you gets hit,
    the mini Eddie disappears.  Also effective as a shield as well.  Top priority
       Eddie, Return!:QCF+P/K/S/HS:5/10
       *mini Eddie must be out*
       Support Type
       Useless, unless in certain situations, since it returns Eddie pre-
       maturely.  I tend to do this by mistake, and you almost always want
       to ride the mini Eddie gauge out, just to get one more move.  Any
       tips for this move are welcome to be e-mailed to me.
       Tiny Attack:P:6/10
       *mini Eddie must be out*
       Ground Type
       Mini Eddie rushes a small bit forward, in a low attack.  This is the
       worst of the mini Eddie attacks, and the move causes minimal damage.
       It's quick and takes up only a tiny portion of your Eddie Gauge,
       making it useful to pick at your opponents from a distance.
       Moving Attack:K:10/10
       *mini Eddie must be out*
       Dash Type
       Mini Eddie rushes out in a buzz-saw like form and attacks his
       opponents.  Very easy to control and does quite a bit of damage.
       The only major downside to this move is the fact that it takes up
       quite a bit of your Eddie Gauge.  One of the best moves he has.
       Anti-Aerial Attack:S:8/10
       *mini Eddie must be out*
       Anti-Air Type
       Mini Eddie reached his arm very high up at a quick rate.  Excellent
       anti-air that is fairly effective to use, except for its terrible
       lag time.  It's not the best he has, but it's up there.
       Drill Special:HS:9/10
       *mini Eddie must be out*
       Ground/Anti-Air Type
       Mini Eddie leaves a detonator on the ground, and after a few
       seconds, the detonator releases and a big drill appears.  This is
       easily to lure your opponents into, and it does a whole lot of
       damage.  Another great move for Eddie to use.
    Drunkard Shade:QCB+S:8/10
    Support Type
    Eddie quickly puts up a shield made from shadows for a second or two.  During
    this time, Eddie may reflect projectiles thrown at him.  This is also an
    effective move to use against dashing opponents.  Does OK damage, but its many
    uses make this an excellent move to use.
    Damned Fang:F,B, DPM+S:7/10
    Ground Type
    Eddie gets a close opponent into a shadow ball and traps them inside. 
    Afterwards, Eddie gets towards the top and bursts it, causing quite a bit of
    damage to the opponent.  Its awkward range and command makes it hard to use.
    XIV: Eddie's Overdrives and Instant Kills
    This will be done in the same way as the last section.
    Executor#:QCF, QCF+S:8/10
    Dash Type
    Eddie turns his body into a shadow sword, that charges really fast in a
    horizontal fashion.  This move does quite a bit of damage, especially when done
    from one side of the screen to the other.  Always use as a Air Combo finisher.
    Amorphous:HCB, F+HS:9/10
    Ground Type
    Eddie summons a huge shadow shark-looking thing.  This does quite a bit of
    damage and is VERY fast.  However, your opponent has to be about a kicking
    distance away in order for it to hit.  Excellent overall.
    Megalith Head:HCB, F+S:8/10
    *mini Eddie must be out*
    Mini Eddie gets fairly large and opens up his mouth wide.  The attack also does
    a good amount of damage, but in order for it to his, the mini Eddie must be
    fairly close to your opponent.  Pretty good, but not the best.
    INSTANT KILL:Black in the Mind:P+K+S+HS, QCFX2+HS:1/10
    This move is the worst move he has.  Eddie puts his arm high, grabs his
    opponent, and a head appears that goes from a goddess like head to a skeleton
    head.  This has terrible range and it's fairly easy to avoid the attack.  Good
    to use against jumping opponents and its pretty cool, but the bad range makes
    it useless to use.
    Part 5: Eddie's Story Mode
    XV. Path Ways for Story Mode Endings
    *NOTE:This is directly from EChangs excellent Story Mode FAQ*
    Faust ----------------------------------------------
    |                                                 |
    (more than 30 sec.)                     (less than 30 seconds)
    |                                                 |
    I-No --------------------                         Ky
    |                      |                          |
    (Instant Kill)  (no Instant Kill)                Chipp
    |                      |                          |
    Potemkin              Baiken                     Millia
    |                      |                          |
    Johnny                 Ky                        Venom
    |                      |                          |
    May                   Zappa                     Ending #2
    |                      |
    Dizzy                  Sol
    |                      |
    I-No                  Slayer
    |                      |
    Ending #3           Ending #1
    Eddie gradually starts with less health in each round.  In the fight against
    Venom, you will be poisoned.  In the fight against Dizzy or against Slayer, you
    will have gold boss powers.
    Prerequisites: Need I-No #2 for Ending #3.
    XVI. Credits and Thanks
    I'd like to thank the following people:
    Sammy and Arc System Works for making a sequel to such an excellent gaming
    experience and fighting game.
    Blake Robinson for bring the game on the PASF trip.
    Extended Play for giving this game such a good review(5/5, very rare on that
    EChang for allowing me to use his excellent Story Mode FAQ in my FAQ.
    gamefaqs.com for allowing me to post this FAQ on their sight.
    And finally, I thank you for reading this FAQ, and I hope you learn to
    effectively play or effectively fight Eddie.
    XVII. Legal Information
    Currently, the only sites that may currently post this FAQ up is gamefaqs.com
    and neoseeker.com.
    XVIII. Contact Me
    Hey, tell me how this FAQ is.  Complement, criticize, suggest, and tell me how
    I'll fill in the gaps ASAP.  Be sure to e-mail me at
    servbotroyalmage09@hotmail.com or AIM me, royalflame09.
    XIX. Parting Words
    Make sure that you always have fun with this and quit when your tired or angry.
     Have fun playing as Eddie.  See you again!!!!!

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