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eddy Tekken 8 Season 2 Guide

Written by
Contributors : Scorpion
Last updated Aug 04, 2025, Game version 2.03

Introduction

Eddy is a stance-heavy mixup character with high damage and strong punishment/whiff punishment. He excels at constantly enforcing high-risk,high-reward 50-50s, like his RLX 3,3 or RLX 4,3 50-50. Eddy is a very beginner-friendly character that is easy to pick up and find quick success with, and gradually gets harder to win with as you face opponents with stronger defense.

Strengths

  • Great low/mid mixup from RLX and Handstand (when he has the install Mandinga)
  • Hard to read due to constant movement and evasive hurtboxes
  • Great mid selection with moves such as B2 and B3, which can be hit-confirmed on hit or counter hit respectively
  • Solid keepout with strong whiff punishment like DF+3 and SS 3+4

Weaknesses

  • Weak i10 Punish
  • Weak to good movement (SWL/SSL)
  • Highly commited based lows such as: D3, FF3, DB3 (-14)
  • Has no parry, sabaki or reverals

Heat System

  • Upon Heat, he gets a stack of his install (Mandinga)
  • Heat Move: H.QCF+4 High (Evasive +9 forces RLX mixup high damage)
  • Heat Move: H.3+4 Mid (High crush +9 forces into Handstand normal hit launcher)

Installments

Mandinga (MND)

Can get up to 2 stacks of Mandinga, automatically gets one from heat activation. Ohter moves that give MND (RLX 3,3, HSP 2,3, DB+4,4, QCB+4)

Top 10 Moves

FF+3

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

RLX 4,3

Use this as a 50/50 in RLX, it is a hitconfirmable mid, mid heat engager that launches on heat and wallsplats
m, m, i15~16, -13 oB, +16a/HE oH

RLX 3,3

Use this as a 50/50 in RLX, it has a clean hit property and gives install on hit aswell, activates wall hazard
L, h, i16~17, -13 oB, -2(-3) oH

SS 3+4

A good keep-out move since it comes after a sidestep. It's a high-high safe on block launcher
h,h, i14~15, -7 oB, +31a(+24) oH

B+3,3

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

B+1

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 i14
m, i14~15, -7 oB, +8 oH

HSP 4,2

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 Launcher
m, m, i12~13, -13 oB, +12a(+3) oH

B+2,4

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

F+3,4

High, Mid homing move that is -11. If held forward on the 4, you get handstand transition. it wallsplats from a very far range
h, m, i16~18, -11~-9 oB, +15a (+6) oH, +32a oCH

WS+1,3

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

Punishers

Standing
i10f 1,3 (Use at wall for RLX 50-50)
i10f 1,2 (Use outside wall for more +frames)
i12f 2,3 (Max damage, into Handstands)
i13f DF+1,3 (Wallsplats)
i14f UF+1,4 (Wallsplats, Heat engager)
i15f DF+3 (Launcher)
i15f B+2,4 (Wallsplats, use near walls)
i16f F+3,4 (Long range punish for pushback moves)
Crouching
i11f WS 4,4 (Mid, High)
i12f D+2+4 (Crouch Grab)
i13f WS 1,3 (High, Mid Launcher)
i13f WS 1,4 (High, High Wallsplats)
i14f UF+1,4 (Mid, High Heat engager, Wallsplats)
i15f WS 2 (Launcher)
Whiff punishers
DF+3 (i15 Mid Launcher -18)
DF+1,3 (i13 Mid, High Knockdown/Wallsplat)
F+3,4 (i16 High, Mid Homing long range wallsplatting punish)
B+2,4 (i15 Mid, High wallsplat)

Combos

WS 1,3 | CH B+3,3
RLX 2 → B+1 → WS 1,4 → QCF+3 → DASH → DB+4,4
DF+3 | WS+2
B+3,3 → RLX 2 → B+1 → WS 1,4 → QCF+3 → DASH → DB+4,4
QCF+3 | CH HSP 4,2
UF+4 → RLX 2 → B+1 → WS 1,4 → DB+4,4

Beginner Combos

WS 1,3 | CH B+3,3
RLX 3+4 → UF+4 → RLX 2,4~D → RLX 3,3
DF+3 | WS+2
3,3 → HSP 3,3,3 → RLX 3,3

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
With tornado
QCF+3 → B+2,3,3

Small Combos

CH B+1, 4, 3+4
RLX 3+4
CH HSP 4
HSP 1 (or HSP B+4 if you have stacks)
CH HSP 1
RLX 3+4
CH DB+3
QCF+3

Notable Moves

1,2,3

10f wall-splatting G-Clef: High, high, high. It's used to interrupt pressure. The whole string is guaranteed on counter hit
h, h, h, i10, -9 oB, +21a (+11) oH

DF+1,3

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 free
m, h, i13, -7 oB, +22a (+5) oH

DF+2

Fast (i14) mid poke with good tracking and pushback on block. Deals decent damage and knocks down/wall splats on counterhit
m, i14~15, -5 oB, +6 oH, +21a (+4) oCH

HSP 1+3

Handstand throw that wallsplats and gives massive + frames on hit, cannot be broken, needs to be ducked
th(h), i23~24, +6 oH

WR+3

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

RLX 1+2

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

uf+2

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 one
m, i22~23, -13 oB, +32a(+24) oH

Stances

Handstand (HSP)

It's a 50/50 stance that is not as strong as RLX, unless he has Mandinga, then it becomes better. He cannot block mids or highs, but has auto low parry when he has Mandinga

Relax (RLX)

This stance is Eddy's main 50-50 stance. He sits very low on the ground, so high moves are ineffective against this stance. He can block mids and lows in this stance.

Panic Moves

uf+2

Evasive moves that step to the right, avoiding a lot of moves, and gives guaranteed follow-up
m, i22~23, -13 oB, +32a(+24) oH

1,2,3

10f G-Clef that wallsplats/knockdowns only on counterhit
h, h, h, i10, -9 oB, +21a (+11) oH

D+4,3

High crush low mid, gives guaranteed crouch grab on counterhit
L, m, i15~16, -13c oB, +12c oH, Launch oCH

Frame Traps

f,f,f+3 HSP 4,2
F,F+3 RLX 4,3
QCB+4 1,2,3

Knowledge Checks

RLX 2,4~D

Mid, high, goes into RLX at +3

HSP 3,3,3

Mid high high. Goes into RLX to evade highs afterwards
m, h, h, i17~18, -5 oB, +13 oH

DB+4,4

Mid high, +1 on block
m, h, i17~18, +1 oB, +19a(-7) oH

Defensive tips

Strong emphasis on SWL or SSL

A lot of Eddy's approach tools, such as FF+3 and WR 3 are weak to SWL and leave him wide open for punishment

Backdash against RLX

Some of Eddy's RLX mixups are fake, and you can backdash and get away from his clean-hit range on his RLX 3,3. Such as FC DF+3 or Heat Smash into RLX 3,3 can be avoided by backdashing

Heat Burst

Heat burst can float Eddy a lot as he is in an airborne state frequently

Defensive Move Handling

DF+3

i15 launcher, it's -18 on block, and you have to launch him if you block this
m, i15~18, -18~-16 oB, +31a (+21) oH

RLX 4,3

If Eddy messes up the hit-confirm, he is -13, use your strongest punisher.
m, m, i15~16, -13 oB, +16a/HE oH

1,2,3

If Eddy doesn't get a counterhit, you can duck and launch the last hit.
h, h, h, i10, -9 oB, +21a (+11) oH

B+3,3

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

DF+1,3

There is no mid option after DF+1, you can duck and launch the 2nd hit.
m, h, i13, -7 oB, +22a (+5) oH

External Resources