Ironfist Insights
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Eddy — character information

Every Eddy move in Tekken 8: 57 rows, 7 lows, 5 throws, 8 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Eddy is built on plus frames (15.2% of the movelist is plus on block) and a floor-breaker (10 strikes break the floor), with 3 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws510th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Eddy: 5 throws from neutral — 10th of 41. The roster median is 4.

  • Plus on block15.2%3rd of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Eddy: 15.2% of the movelist is plus on block — 3rd of 41. The roster median is 11%.

  • Lows12.6%26th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Eddy: 12.6% of the movelist is lows — 26th of 41. The roster median is 13.8%.

  • CH launchers1220th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Eddy: 12 moves launch on counter hit — 20th of 41. The roster median is 12.

  • Stances216th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Eddy: 2 stances: HSP, RLX — 16th of 41. The roster median is 2.

  • Homing314th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Eddy: 3 homing strikes — 14th of 41. The roster median is 3.

  • Wall / balcony23.2%26th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Eddy: 23.2% of the movelist carries a balcony break or wall crush — 26th of 41. The roster median is 24.8%.

  • Floor breakers106th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Eddy: 10 strikes break the floor — 6th of 41. The roster median is 2.

  • Side switches039th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Eddy: 0 moves switch sides on hit — 39th of 41. The roster median is 2.

  • Chip damage13.9%23rd of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Eddy: 13.9% do chip damage on block — 23rd of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Eddy: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids38th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Eddy: 3 mids at i13 or faster — 8th of 41. The roster median is 2.

  • Parries / sabaki215th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Eddy: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows36.8%22nd of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Eddy: 36.8% of their lows are -15 or worse — 22nd of 41. The roster median is 37.5%.

  • Launchable mids/highs9%29th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Eddy: 9% of their highs and mids are -15 or worse — 29th of 41. The roster median is 10.9%.

  • Turn-keeping pokes48.6%4th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Eddy: 48.6% of their pokes stay plus on hit and safe on block — 4th of 41. The roster median is 35.5%.

  • Duckable highs16.6%34th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Eddy: 16.6% of the movelist is highs — 34th of 41. The roster median is 21.3%.

  • Low crushes21.2%7th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Eddy: 21.2% of the movelist jumps over lows — 7th of 41. The roster median is 12.8%.

  • High crushes11.3%15th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Eddy: 11.3% of the movelist ducks under highs — 15th of 41. The roster median is 9.7%.

  • Safe evasions58.1%6th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Eddy: 58.1% of their evasive moves are still safe when blocked — 6th of 41. The roster median is 45.5%.

  • Fast plus on block0.7%39th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Eddy: 0.7% of the movelist is plus on block at i15 or faster — 39th of 41. The roster median is 2%.

  • Safe poke damage11.338th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Eddy: their average safe poke does 11.3 damage — 38th of 41. The roster median is 13.2.

  • Follow-ups per move0.718th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Eddy: 0.7 follow-ups per standalone move — 18th of 41. The roster median is 0.61.

Shading shows where Eddy sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Eddy reaches it on 5 of 23.

Your back to the wall

23.2% of their moves carry wall or balcony properties, below the roster middle.

Their back to the wall

Nothing documented gets them out. No move of Eddy's switches sides on hit, so a corner you win stays won — the escape has to come from movement, which this data cannot see.

Centre stage

3 homing strikes, a little above the roster middle — but 2 of them are highs. Eddy is not hard to step so much as hard to duck: crouching beats most of what punishes a sidestep.

On a breakable floor

A stage that rewards them. 10 strikes break the floor, in the top fifth of the roster — on these stages the floor is a resource Eddy is holding and you are not.

Key Eddy moves

Plus on block

  • 1,2,4~4One Two Galopantes > Chute Altofrom 1 (i10), high, +10 on block at best
  • u+4~4Back Summy > Chute Altoi18, high, +8 on block
  • f,f,F+3Trovãoi25, mid, +8 on block
  • H.qcf+4Rabo de Arraia Liberadosituationali22, high, +7 on block, needs Heat

Plus you cannot ignore

  • 1+2Faisãoi20, mid, +3 on block

Fastest mids

  • 4i13, mid, -9 on block
  • b+3i13, mid, -9 on block
  • df+1i13, mid, -3 on block

Lows, safest first

  • RLX.1stancei14, low, -11 on block, too fast to see coming
  • df+4Kneecap Crusheri18, low, -12 on block, too fast to see coming
  • SS.4Troca Baixasituationali21, low, -13 on block, borderline — some players react to it
  • d+3Sismoi21, low, -14 on block, borderline — some players react to it

Panic buttons

  • b+3+4Lunging Brush Firei20, absorbs a hit, -9 on block
  • f+1+2Bananeiraparries, block frames unpublished
  • u+1+2Vassourai16, jumps lows, +0 on block
  • uf+3+4Meia-Lua Pulandoi17, jumps lows, -13 on block

Launches on counter-hit

  • uf+3,4Armada Pulada > Baixofrom uf+3 (i26), counter-hit +73a(+57)
  • f+2,4Ventaniafrom f+2 (i18), counter-hit +71a(+55)
  • HSP.b+3Chapa Esquivandostancei36, counter-hit +58a
  • 2,1,4Combo Furacãofrom 2 (i12), counter-hit +56a

Homing

  • qcb+4Voragemi21, homing, +3 on block
  • f+3i16, homing, -5 on block
  • uf+4Chapa Giratóriai22, homing, -9 on block

Parries and sabaki

  • b+1+2Back BananeiraAuto low parry ps8?~ at Mandinga Level 1
  • f+1+2BananeiraAuto low parry ps20~79? at Mandinga Level 1

Free launches for you

  • FC.4situationali13, -15 on block
  • FUFT.b+3+4Whirling Spring Kicksituationali16, -15 on block at best, only from the floor, after you knocked them down
  • b+3,3Knee Thruster > Relâmpagofrom b+3 (i13), -15 on block
  • ws1,3Fuzilaçãosituationalfrom ws1 (i13), -15 on block
What Eddy punishes you with
Eddy’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,321—
−12 or worse2,330ws4,423
−13 or worsedf+1,331 launchesws1,320 launches
−15 or worsedf+1,331 launchesws1,320 launches
What you get to do about Eddy’s strings

Documented gaps you can hit

  • b+1,4interrupt with i10
  • b+2,3,3interrupt with i12

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 2,1jails — you stay in blockstun
  • RLX.3,3jails — you stay in blockstun

Jailing is unrecorded on 95% of Eddy’s string continuations, so a string missing from the last list was probably never checked.

Getting into Eddy’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Eddy there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

RLX — 15 moves out of it

  • b+3,3Knee Thruster > Relâmpagofrom b+3 (i13), -15 on block
  • d+2,3Palmares Girofrom d+2 (i17), -4 on block
  • f,F+3Terremotoi21, -14 on block
  • uf+4Chapa Giratóriai22, -9 on block
  • f+4,3+4Aú da Luafrom f+4 (i23), -24 on block
  • u+4~3Back Summy > Chute Baixoi32, -14 on block
  • …and 17 more

HSP — 14 moves out of it

  • 3,3Sincelofrom 3 (i14), -3 on block
  • b+1,4from b+1 (i14), -8 on block
  • uf+1,3Oxóssifrom uf+1 (i14), -13 on block
  • f,F+4Folha Ataquei19, -12 on block
  • f,f,F+3Trovãoi25, +8 on block
  • uf+3i26, -10 on block
  • …and 7 more

MD1 — 2 moves out of it

No move in the movelist names MD1 as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

MD2 — 2 moves out of it

No move in the movelist names MD2 as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

2 of 4 stances in Eddy’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Eddy has 5 throws that can start from neutral.

Default break: 1. It covers 2 of 3 breakable throws (67%).

What 1 does not cover, most damaging first:

  • uf+1+2 Cabra Macaco Throw — breaks with 1+2, 40 damage

2 of their throws cannot be broken at all (d+1+3, d+2+4). No break input helps — the counterplay is not being in the state that lets them land it.

From a stance:

  • RLX — d+1+3, d+2+4. No single input breaks all of them.
Eddy neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Rio Deal1 or 235—On a breakable floorAgainst sidestepping
2+4Rio Special1 or 235—On a breakable floorAgainst sidestepping
d+1+3from RLXVingativa Zangaunbreakable30—Only if you are crouchingTo enter Heat
d+2+4from RLXVingativa Funeralunbreakable35—Only if you are crouching
uf+1+2Cabra Macaco Throw1+240——

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 161 moves
Level
Properties

161 moves

Search any column from its heading.

Eddy frame data — 161 moves
DetailsProperties
(back to wall).b,b,UBWall Jump BackflipMid35~38+1+34d—21
1JabHigh10+1+8—5—
1,2One Two GalopantesHighi10 rel-3+8—,12—
1,2,3One Two Lunging Brush FireHighi24~25 rel-9+21a (+11)—,21
1,2,4——— rel+6+17——
1,2,4~3One Two Galopantes > Chute BaixoLowi32~33 rel-14+18a—,20
1,2,4~4One Two Galopantes > Chute AltoHighi18~20 rel8~+10+42d (-16)—,27
1,3Céu GafanhotoMidi23~24 rel-14+7c—,16
1+2FaisãoMid20+3+5c+14c17
1+2+3+4Ki Charge———————
1+3Rio DealThrow12~14-5-7—35
2—High12-9+2—10—
2,1—Highi17~18 rel-9+2—,13—
2,1,4Combo FuracãoMidi20~22 rel-12~-10+17a (+8)+56a,21
2,3Batida de CompassoMidi20~21 rel-8+8s—,20—
2+3Heat BurstMid16+1+2c—[12;12]
2+4Rio SpecialThrow12~14-6-9—35
3—Mid14~15-9+2—12—
3,3SinceloMidi23~25 rel-3+8s—,22—
4—Mid13~14-9+7—10—
4,4LufadaMidi30~31 rel-7 HD+12g—,20
b,B+2+3Fruit PickerMid ⋯77~79—-37a(-46)—25,30
b,ubFlic Flac——————
b+1—Mid14~15-7+8—15—
b+1,4—Midi25~27 rel-8+8c—,10
b+1,4,3—Midi23~24 rel-13-1c—,8
b+1,4,3,3+4Gato > Aú do SolMid ⋯i24~26 rel-12+8a—,7,20
b+1,4,3+4Gato > Aú da LuaLow ⋯i22~24 rel-24+12—,7,7
b+1+2Back Bananeira——————
b+2—Mid15~16-8+3—12
b+2,3—Midi22~23 rel-11+4—,13—
b+2,3,3Godeme > Combo MarteloMidi33~35 rel-14+13a(-4)—,25
b+2,4Godeme > CalcanheiraHighi25~26 rel-7+14a(+5)—,23
b+3—Mid13~14-9+8—10
b+3,3Knee Thruster > RelâmpagoMidi26~28 rel-15+33a(+23)—,21—
b+3+4Lunging Brush FireHigh20~21-9+21a(+11)—28
b+4—High21~22+0+8—14—
b+4,4—Mid ⋯i29~31 rel-9+8c—,6,6
b+4,4,3Leg Whip Mars Attack FlipMidi28~30 rel+4+14a—,10
Back throwBack Rodeo SpinThrow12~14—+0—50—
d+1+3Vingativa ZangaThrow12~13—-5—30
d+2—Mid17~18-9+0—10
d+2,3Palmares GiroMidi24~25 rel-4+5c—,20—
d+2+4Vingativa FuneralThrow12~13—+0—35—
d+3SismoLow21~22-14+4c+27g17
d+3+4Negativa——————
d+4—Low15~16-16-5—10
d+4,3Aú de BicoMidi21~22 rel-13+12c—,20—
db+1+2Double Arm StingerMid30-8+14c—20
db+2—Low18~19-18-7-210
db+2,3Twister MirageMidi27~28 rel-18+65a (+49)—,23
db+3Rasteira ForteLow28-14+5c+21a21—
db+3+4—Mid ⋯20~22-6+1—12,12
db+3+4,4—Midi21~22 rel-8+5—,10—
db+3+4,4,3Meia-Lua de CompassoMidi22~23 rel-14+15a(+6)+32a,26—
db+4—Mid17~18-8+2—14—
db+4,4Rabo de ArraiaHighi33~34 rel+1+35a (+9)—,27
df+1—Mid13-3+6—10—
df+1,3GêiserHighi26~27 rel-7+22a (+5)—,21
df+2Elbow UppercutMid14~15-5+6+21a (+4)19
df+3MirageMid15~18-18~-16+31a (+21)—17
df+3+4Aú ReversãoMid ⋯18~19-3~+0+1a—10,16
df+4Kneecap CrusherLow18-12+0+14g14—
f,f,F+3TrovãoMid25~27+8+14a—30
f,F+3TerremotoLow21~22-14+6c+15c20
f,F+3+4Roda GiganteMid ⋯23~24+5+17a—10,20
f,F+4Folha AtaqueMid19~20-12+37a(+27)—25
f+1+2Bananeira——————
f+2—Mid18-9+6—15—
f+2,4VentaniaLowi23~24 rel-14+2+71a(+55),17—
f+3—High16~18-5+7—16
f+3,4Combo do FunâmboloMidi29~31 rel-11~-9+15a (+6)+32a,25
f+3+4XangôMid19~21-9 HD+18a (+8)—25
f+4—Mid23~25-8+8c—13
f+4,3—Midi23~24 rel-13-2c—,8
f+4,3,3+4Aú do SolMid ⋯i24~26 rel-12+8a—,7,20
f+4,3+4Aú da LuaLow ⋯i22~24i5~6 rel-24+12a—,7,7
FC.4—Low13-15-4—6—
FC.df+3GafanhotoMid22~23+6+9c+41a20
FC.df+4TornadaLow24~25-21+9+30a25
FUFT.b+3+4Whirling Spring KickMid16-27~-15+2a(-10~)+18a(+6)—25
H.2+3Caveirinha ZangadaMid18~19+6+0—55
H.3+4Guerreiro ExplosivoMid20~22+5+66a(+50)—20
H.qcf+4Rabo de Arraia LiberadoHigh22~23+7+34a(+8)—45
HSP.1Godeme TrovoadaMid23~25+6+8c+19d21
HSP.1+2Cabeçada DiretaMid22~23-12+14c—20
HSP.1+3BatucadaThrow23~24—+6—26—
HSP.2—Mid17~18-8+8—15
HSP.2,3Combo EscorãoMidi26~27 rel-13+10a (+1)—,23
HSP.3—Mid17~18-8+7—10
HSP.3,3—Highi27~28 rel-3+8—,10—
HSP.3,3,3EnxurradaHighi30~31 rel-5+13cg—,23
HSP.4—Mid12~13-1+10+31a10
HSP.4,2Lança de BraçoMidi23~24 rel-13+12a(+3)—,21
HSP.4,2~3Salto YotoriMidi28~30 rel+4+14d—,20
HSP.b+3Chapa EsquivandoMid36~37-12+13a+58a20
HSP.n,dBananeira > Negativa——————
HSP.n,fBananeira > Move Forward——————
Left throwMissile LauncherThrow12~14-3+0—40—
MD1.HSP.3+4Yansan MandingaLow ⋯21~22-14+4c—6,6,18
MD1.HSP.b+4Ogum MandingaMid23~25+5+15d—23
MD2.HSP.3+4Yansan MandingaLow ⋯21~22-14+18a(-17)—16,6,24
MD2.HSP.b+4Ogum MandingaMid23~25+5+36a—23
qcb+4VoragemHigh21~22+3+34a (+8)—25
R.df+1+2Enchente de AxéMid20-18+0d—55+
Right throwShadow DancerThrow12~14-3-6—40—
RLX.1—Low14-11+0—11
RLX.1,3Terra GafanhotoMidi25~26 rel-14+5c+7a,17—
RLX.1+2Cabeçada FixaMid18~19-8+25a(+20)—25
RLX.2—Mid18~19-2+8—16—
RLX.2,4—Highi29~30 rel-5+2—,17—
RLX.2,4,4Maré CheiaMidi32~33 rel-14+15a(+6)—,25
RLX.3—Low16~17-26-4+27a12
RLX.3,3IemanjáHighi25~26 rel-13+12a (+3) / +7a (+6)—,30
RLX.3+4Troca e AtaqueMid17~18-18+29a(+19)—24
RLX.4—Mid15~16-8+8—14—
RLX.4,3Chibata ArdenteMidi28~30 rel-13 HD+16a—,25
RLX.4,3+4Chibata AvalancheMidi34~36 rel-13+22a (+12)—,27
RLX.n,dNegativa > Bananeira———————
RLX.n,fNegativa > Move Forward———————
RLX.uf+1+2Rodeo SpinThrow17~18-6+0—40—
SS.3Hot Plate SpecialMid25~26+0+8+15c17
SS.3+4FaíscaHigh ⋯14~15-7+31a(+24)—6,10
SS.4Troca BaixaLow ⋯21~22-13+3c—7,10
u+1+2VassouraHigh16~17+0+18d—20
u+3AcrobaciaMid38~42+0+5a(-5)—30
u+4Back Summy——————
u+4~3Back Summy > Chute BaixoLow32~33-14+18—20
u+4~4Back Summy > Chute AltoHigh18~20+8+42d(-16)—27
ub+3Perna da LuaMid31~33+4+13a—25
ub+4Satellite MoonMid19~21-17-6—12
ub+4,4——— rel—————
ub+4,4,2——— rel—————
ub+4,4,2,4——— rel—————
ub+4,4,2,4,4——— rel—————
ub+4,4,2,4,4,3+4——— rel—————
ub+4,4,2,4,4,3+4,3+4——— rel—————
ub+4,4,2,4,4,3+4,3+4,3+4——— rel—————
ub+4,4,2,4,4,3+4,3+4,3+4,3+4——— rel—————
ub+4,4,2,4,4,3+4,3+4,3+4,3+4,3+4——— rel—————
uf,n,4Delayed Rising Toe KickMid23~25-13+32a(+22)—20
uf+1—Mid14~15-5+5—12—
uf+1,3OxóssiMidi29~30 rel-13+10a (+1)—,23
uf+1,4OxumHighi29~30 rel-8+11g—,25
uf+1+2Cabra Macaco ThrowThrow12~14-6-4(-34)—40—
uf+2AsfixianteMid22~23-13+32a(+24)—21
uf+3—Mid26~28-10-8c+12a15
uf+3,3Jumping Jacks MirageMidi21~24 rel-18+31a(+21)—,20
uf+3,4Armada Pulada > BaixoLowi24~25 rel-14+7+73a(+57),10—
uf+3+4Meia-Lua PulandoMid ⋯17~18-13+32a (+25)—10,14
uf+4Chapa GiratóriaMid22~24-9+12—20
ws1—High13~14-6+5—6
ws1,3FuzilaçãoMidi19~21 rel-15+38a(+20)—,14—
ws1,4Chapeu de CouroHighi23~25 rel-7+8—,23
ws2MachadoMid15~16-18+51—20
ws3MarteloMid19~21-13+72a(+56)—20
ws3+4Front StingerMid25~27+5+14d—20
ws4—Mid11~13-4+7—13—
ws4,4—Highi26~27 rel-4+8—,10—
ws4,4,4—Mid ⋯i29~31 rel-9+8c—,6,6—
ws4,4,4,3TempestadeMidi28~30 rel+4+14a—,10