Top 10 Moves
Good approach tool, forces RLX 50/50 on hit and guaranteed heat engager on counterhit (Low)L, i21~22, -14c oB, +6c oH, +15c oCH
Use this as a 50/50 in RLX, it is a hitconfirmable mid, mid heat engager that launches on heat and wallsplatsm, m, i15~16, -13 oB, +16a/HE oH
Use this as a 50/50 in RLX, it has a clean hit property and gives install on hit aswell, activates wall hazardL, h, i16~17, -13 oB, -2(-3) oH
A good keep-out move since it comes after a sidestep. It's a high-high safe on block launcherh,h, i14~15, -7 oB, +31a(+24) oH
Fast (i13) safe mid, mid poke. It can be used as a counter-hit confirmable launcher, but it's not easy to pull off consistently. If you mess up the confirm, you are vulnerable at -15 in RLX. Use the first part of this move (B3), and if you get a counter hit, try and confirm for a launch.m, M, i13~14, -15 oB, +33a(+23) oH
Has Extensions such as B1,4, 3 3+4 and B1,4 3+4. B1,4 3+4 is guaranteed on counterhit. B1 itself tracks both sides and is i14m, i14~15, -7 oB, +8 oH
Fastest mid poke from Handstand. It stops your opponent from stepping you/challenging you. The full string on CH (HSP 4,2) becomes a CH Launcherm, m, i12~13, -13 oB, +12a(+3) oH
Fast (i15) Mid High string that is hit confirmable, is very powerful at the wall as it wallsplats for devastating damage.m, h, i15~16, -7 oB, +14a(+5) oH
High, Mid homing move that is -11. If held forward on the 4, you get handstand transition. it wallsplats from a very far rangeh, m, i16~18, -11~-9 oB, +15a (+6) oH, +32a oCH
This is one of Eddy's most iconic moves, i13 high mid while standing launcher. It makes him very strong defensively against a lot of characters, as they can easily get launched by Eddy for doing -13 low pokes.h, M, i13~14, -15 oB, +38a(+20) oH
Notable Moves
10f wall-splatting G-Clef: High, high, high. It's used to interrupt pressure. The whole string is guaranteed on counter hith, h, h, i10, -9 oB, +21a (+11) oH
i13 String (Mid, High) that knockdowns on normal hit, if they don't techroll, you get qcf3 float, and if they techroll, you get handstand for freem, h, i13, -7 oB, +22a (+5) oH
Fast (i14) mid poke with good tracking and pushback on block. Deals decent damage and knocks down/wall splats on counterhitm, i14~15, -5 oB, +6 oH, +21a (+4) oCH
Handstand throw that wallsplats and gives massive + frames on hit, cannot be broken, needs to be duckedth(h), i23~24, +6 oH
Eddy's running move. It's quite linear, but on hit, it wallsplats, and on block puts Eddy in handstand in a very favourable position.m, i25~27, +8 oB, +14a oH
18f safe wallsplatting/knockdown move from RLX, which is an alternative for RLX 4,3. It's a shoulder, so it cannot be parried by a lot of characters. m, i18~19, -8 oB, +25a(+20) oH
Evasive move that sidesteps onto the foreground, giving you a free follow-up such as F3+4, QCF3, or FF4. F3+4 being the most damaging onem, i22~23, -13 oB, +32a(+24) oH
Defensive Move Handling
i15 launcher, it's -18 on block, and you have to launch him if you block thism, i15~18, -18~-16 oB, +31a (+21) oH
If Eddy messes up the hit-confirm, he is -13, use your strongest punisher.m, m, i15~16, -13 oB, +16a/HE oH
If Eddy doesn't get a counterhit, you can duck and launch the last hit.h, h, h, i10, -9 oB, +21a (+11) oH
If Eddy doesn't get a counterhit, he is -15 in RLX, punish him with an i15 mid that can either launch him or do massive damage.m, M, i13~14, -15 oB, +33a(+23) oH
There is no mid option after DF+1, you can duck and launch the 2nd hit.m, h, i13, -7 oB, +22a (+5) oH