Overview
Eden is the premier zoner of Vita Fighters, he uses his long ranged normals along with his amazing projectiles to stop the opponent in their tracks. He has amazing conversions off of his limbs and has amazing air control with his j.S, 4S and DP.
Normals
5L Weak Punch Weak Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
12
|
1
|
5
|
+18
|
+10
|
mid
|
-
|
-
|
What it lacks in speed it excels in hitstun.
|
|
5M Poke Kick Poke Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
14
|
6
|
10
|
+5
|
-4
|
mid
|
-
|
-
|
The range is not much better than 5L, its also slower than his heavy so it really doesn't have use in neutral.
|
|
5H Strong Punch Strong Punch
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
13
|
14
|
18
|
+12
|
-21
|
mid
|
Y
|
-
|
Amazing neutral tool with its 5S cancel on hit and block, just don't whiff it.
|
|
2L Weak Jab Weak Jab
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
9
|
3
|
3
|
+16
|
+7
|
low
|
-
|
-
|
One of your more mediocre escape tools since its slower than most standard jabs. The range is as good as 5L though.
|
|
2M Weak Kick Weak Kick
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
9
|
5
|
4
|
+19
|
+2
|
low
|
yes
|
-
|
A much better normal than 2L due to its massive range. On counterhit its so plus that it combos into a dash up 5L
|
|
2H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
19
|
3
|
17
|
+42~
|
+0
|
mid
|
-
|
-
|
Slow for an anti air, but you have other tools for that. Great in combos.
|
|
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
7
|
3
|
8?
|
~
|
~
|
high
|
yes
|
-
|
Your main air to air, it is amazing due to its speed and buffer cancel into j.S which then gives you a full combo.
|
|
j.M
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
10
|
6?
|
2?
|
~
|
~
|
high
|
-
|
-
|
With proper positioning an IAD j.LM is a double overhead setup. Other wise this is used after a whiffed air to air j.L to still land with a button.
|
|
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
15
|
5?
|
7?
|
~
|
~
|
high
|
yes
|
-
|
Amazing crossup. Slow to come out which both hurts its air to air but buffs his mixups.
|
|
Specials
5S Devil Bat Devil Bat
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
20
|
-
|
35
|
-
|
-
|
mid
|
yes
|
-
|
One of the best projectiles in the game as its quick and completely safe against reaction jump ins. It also has a high amount of pushback and blockstun.
|
|
6S Pain Pain
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
11
|
19
|
40
|
+27~
|
-47
|
mid
|
yes
|
11-23~
|
By far the best non sword DP in the game with its generous invincibility starting from frame 11. On top of it clearing the air it has a tendency to drop the opponent right in front of you for a meterless combo.
|
|
4S Sobuzek Sobuzek
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
29..39
|
42?
|
27
|
+21..+23
|
-15..-21
|
high
|
no
|
-
|
A unique but mediocre special. It does have some strengths as it can be used as an anti fireball tool, a pre-emptive anti air, and an unseeable crossup(when set up by a ranged 5H) and finally as an escape tool due to the its low crush and teleport. Nevertheless its too slow to be really good or even decent.
|
|
2S Sweep Sweep
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
21
|
9?
|
17
|
+27
|
-10
|
low
|
yes
|
-
|
Amazing low, would be outclassed by 2M but its more consistent and has a bit longer range. It is completely safe with its 5S cancel but it has to be spaced.
|
|
j.S Devil Bat Devil Bat
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
17
|
-
|
22
|
~
|
-
|
mid
|
no
|
-
|
This move grants great safe preemptive air control, allowing you to combo into a dash up or EX on reaction.
|
|
EX Moves
5EX Battalion Battalion
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
7?
|
~
|
33
|
~
|
0
|
mid
|
no
|
-
|
This move is only to be in combos, confirms or fireball wars. It can be plus when spaced but its never necessary. It can be used after a 5S to catch the opponent trying to press a button.
|
|