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popoblo
07-27-2003, 06:35 PM
This thread is for advanced strats and tactics for eagle. If you're looking for B&B combos, CC's, or other generic information, go to the bottom of the page and change it to"Show threads from: the beginning." You can also find all the mixups after a punch throw, advanced combo talk for C groove in an old apoc post, and some other really good stuff.

I'm relatively new to eagle myself. I've always put him on my "fun" A-groove teams, but I've never really considered him for my "business" team.

Without a doubt, eagle's two best grooves are C and A, in that order.

Here are a few of my questions. They deal primarily with character matchups, and a few other random questions.

-How does eagle fight against vega (claw)? Although vega has some good anti-air's, eagle's jump-in's and air-to-air games are REALLY solid. I think this fight should be approached by jumping at vega, but i'm just not too sure about which attacks i should use to counter which of vega's AAs. The problem with engaging in a ground game with vega is that he can punish whiffs very easily, can super jump over eagle's long ranged pokes (which have horrible recovery) and punish, and can jiggle all day and poke sparingly.

-How does eagle fight against bison (psycho crusher)? I'm really inexperienced in this matchup because there aren't many skilled bisons that i play against. Help would be greatly appreciated on this one.

-Eagle does well against blanka, cammy, and chun li IMO. Blanka can't jump in, his roll is too slow, and he loses in a poking war. Cammy can't jump in, her roll is too slow, and she loses in a poking war also. When fighting cammy, just make sure if she gets in close, to block her close standing fierce, (tech hit throws), block her standing roundhouse, then snuff any more advances with crouching mk, and push her back out again. Chun li can't jump in, loses air to air, and gets outpoked by eagle big time.

-What are some good ways to set up his CC? There was an old thread for this, but nothing decent was ever contributed.

*Jumping in with an early blocked roundhouse, then landing and activating is sometimes effective, because they will either try to DP or poke because your roundhouse came out so early.

*Linking into CC after a punch throw mixup is very effective.

*cr jab, cr jab, dash, punch throw. do it again at another point in the match (not after the punch throw, too predictable), but activate your CC instead of doing the punch throw. This one works very well.

*against shotos, it's habit for them to throw out a blocked cr hk into fireball. wait until you recover from the block stun of the cr hk, activate, hcf + mk through the fireball, and continue your ground CC from there.

-Are his counters worth learning? Besides cancelling fireballs from long distances, a missed counter leads to a free jump-in from most quick opponents.

Hopefully Apoc will contribute his information. He's the eagle guru, especially in terms of character matchups.

Gwai Lo ½
07-27-2003, 08:43 PM
hmmm, you seem to believe eagle outpokes some of the best pokes in the game... im not too sure i agree with you on that...

popoblo
07-27-2003, 09:15 PM
Originally posted by Gwai Lo ½
hmmm, you seem to believe eagle outpokes some of the best pokes in the game... im not too sure i agree with you on that...

in reference to what characters? and i'm not saying eagle outright owns blanka, cammy, and chun li, but i'm saying he has the ability to do well against them. be more specific please.

No defence
07-31-2003, 08:57 AM
I dont know if it's been posted before but... one cool thing that eagle can do with his qcf.mp is counter Blanka's RC electricty on wake up.Cool? meh... :) Eagle is a good character If people explore more They will see the untapped power.:lame: Really Eagle Is a solid character. still learning though...

popoblo
07-31-2003, 10:29 AM
damn, that is a nice little trick. and it builds eagle TONS of meter.

i also think eagle has the best air-to-air game in cvs2, with bison being a very close second. his jumping mp has really good priority, great horizontal range, and comes out very quickly. his jumping mk is excellent at snuffing people trying to jump up at you and has great priority. and his jumping hp has even more horizontal range, and can catch the higher jumpers because eagle swings his entire arm around, instead of just out like the mp. but his jumping hp has more startup than his jumping mp.

hopefully apoc will bust up in the club and contribute his eagle knowledge. anyway, eagle rules:cool:

No defence
07-31-2003, 12:32 PM
Originally posted by popoblo
damn, that is a nice little trick. and it builds eagle TONS of meter.


I have Friend that play's P eagle. My other friend plays A blanka RC electricity like" the world Is comming to an end". My eagle friend was trying to parry the RC electricity, and was Fucking up. I said "qcf mp counter that shit":mad::lol: :cool:
Anyway's. Do you or anyone eles have some Block string I could use? Something to get me started. Iam so lazy. :( :D
P.S. It does build Hell a Bar. I never noticed. :eek:

popoblo
07-31-2003, 01:18 PM
Originally posted by No defence

Do you or anyone eles have some Block string I could use?

this was posted in the old eagle thread by geekboy...

"you can use c.LP x2, c.MK, s.FP as a poke combo, takes a good chunk, but is very risky vs. lvl 3s (you'll get hit almost all the time if you use it carelessly against them), so sub for c.MP or s.MK after c.MK"

-cr lp x2, cr mp

-cr lp x2, cr mk, do nothing. you might have either baited a level 3/roll/jump, and punish accordingly.

also, since i play A groove- once you do get a guard break, activate CC, do hcf + mp (1 hit), then continue your ground CC from there.

eagle also does relatively well against sakura.

*if she tries to turtle and poke sparingly with standing hk, play your distances right, and punish her whiffed hk with your standing fp because his fp is slightly longer than her standing hk. but always play the whiff, don't poke first, because she will surely nail you in recovery.

*if she tries to divekick for meter from a distance away, meet her in the air with either jumping mk or mp, depending on height and distance. most of the time you should win, or it'll trade, BARELY in eagle's favor.

*if she tries to RC hurricane kick, mp counter that ish. let it hit his counter once or twice, then release the button and smack her.

*RC lariat her crossups, cr hp her jump ins.

*his alpha counter trades with her shoshosho'ing, which isn't too bad.

i'm not saying he's a counter character to her or anything, but eagle gives sakura a run for her money IMO.

-and what about team location? i think eagle is a huge threat WITH meter, but he can also build it very quickly because of his 10 hit B&B and multi-hit counter on characters like blanka/sakura or somebody else with multi-hitting specials. R1 or R2?

damn, i might have to change my avatar, eagle's the shit:cool:

Gwai Lo ½
08-08-2003, 07:19 PM
cammy owns my eagle.... soon as she starts poking i lose like half of my life before i can get the bitch away...

edit: i was thinking of using counters sometimes in between her poke string but it's really risky for obviously reasons.... especially if they are sitting on a super.... how do you get this bitch off you without losing like 90% of your guard and/or 40% of your life?

popoblo
08-12-2003, 10:05 PM
Originally posted by Gwai Lo ½
cammy owns my eagle.... soon as she starts poking i lose like half of my life before i can get the bitch away...

edit: i was thinking of using counters sometimes in between her poke string but it's really risky for obviously reasons.... especially if they are sitting on a super.... how do you get this bitch off you without losing like 90% of your guard and/or 40% of your life?

yea, i retract my former statement of eagle doing really well against cammy, but my former advice still stands...

"When fighting cammy, just make sure if she gets in close, to block her close standing fierce, (tech hit throws), block her standing roundhouse, then snuff any more advances with crouching mk, and push her back out again."

basically frame advantage simply isn't on your side when cammy gets all up in your grill. so your best bet is to let the little whore throw out her standing fp, standing fp/hk, THEN begin your zoning game again. her roll sucks, so you can use crouching rh sparingly.

also, eagle's standing hp reaches over cammy's whiffed standing hk. and when cammy does divekicks, instead of doing crouching hp for AA, do standing mp. try to throw it out early so the finishing animation hits where he has his baton extended, not the part where he begins to flick it out. the part where he has the baton in his right hand extended has TONS of priority.

know your jumping abilities also. after she does he block string of standing hp, standing hp/hk, do one of two things...jump backwards and stick out mk to snuff out any advances, or jump straight up and do mk.

and yes, NEVER do counters against her. you're asking to be killed.

hope this helps, i'll write up some of the stuff i learned at EVO and what not a little later.

PS- i wanna make an eagle video because i came across something i think is pretty tight/important, and i would rather show than tell. if anybody has a place they could host a video or something, i wouldn't mind making a video similar to dj-b13's tips and tricks video for eagle.

and jesus christ, does ANYBODY else use eagle? your loss i guess, but i would like more input...

Ratio1BeatDown
08-12-2003, 10:34 PM
yea Im in the process of making an eagle advanced strategies video and I should be done relatively soon... if you have specific questions about eagle just drop it because I pretty much play him religiously haha..

popoblo
08-12-2003, 11:59 PM
tight, sounds good.

1. what groove do you play eagle in? i use A mostly, but i'm thinking about switching over to C.

2. what ratio do you use him at and where do you place him in your team?

3. how does eagle fight vega (claw)? i've heard you want to stay in the air and jump at vega, but i'm not sure about which attacks to use for which of vega's AAs.

4. how does eagle fight against bison (psycho power)? i have very few skilled bisons in my area, so i'm in the dark on that matchup.

5. who does eagle do REALLY well against? i've heard chun li, and i can guess nakoruru, but who else and why?

and how'd you do at EVO? i talked to apoc and he said you beat him, but i was wondering how far you got/who you lost to?

personally i lost to arturo sanchez in my pool (which also had KSK and Sin), then to some other random guy and his K-groove rolento which did too much damage for me to catch up. and since it was only one game instead of 2 of 3, i was fucked.

GeekBoy
08-13-2003, 08:26 AM
1. Eagle's best groove is C because he has a good alpha counter, air block, a powerful lvl 2 cancel and he can become a turtling machine.

2. Why would you want to put him as your 2? He's better off as a 1 because if you don't get that many supers or all you're doing is poking and building meter, you might as well hand off the ratio 2 to Sagat or Chun-Li. In terms of where to put him, he makes a good starter, I like putting him second usually because if I have someone like Chun-Li or Guile who can put it a lot of work before dying, I don't have to rely on Eagle to do a lot of work because he's a bad match up for a lot of top tier.

3. Whoever said Eagle's in favor against Eagle is wrong. Eagle can't jump in at all against Vega...because you have to deal with s.RH or c.Fierce, both of which will stuff you or land a weird counter hit depending on if you both press buttons at the same time. You're better off beating him on the ground because Vega's gonna rely on c.Strong a majority of the match. If HE tries to jump in, c.Fierce that shit, no problems. You don't want to get into a poking war and throw out s.Fierce, because Vega should be able to c.Strong it regardless if it hits or not. I believe Eagle's c.RH goes under Vega's c.Strong though, and you can nail Vega with it if he whiffs something. Make sure you want to maintain distance, if you get in close either go for Eagle's punch throw or a super, you'll want to strip him of his claw and babysit it because after Vega loses the claw, the match starts to become in favor of you.

4. In terms of fighting Bison, I think it's a little bit easier than Vega, especially if you have C-Eagle. Why? Because you don't have to worry about Bison's j.RH that much anymore. In fact, if you bait a Bison to do a j.RH on you, you get a free combo because you land first. If you can RC his qcb+P thing, cross ups are gone. Once you get Bison down on the ground, you have the advantage because he can't jump in and all he can really do is get into a poking war with you. Just make sure not to get rushed down, because I believe Bison's s.Strong hits Eagle whether or not he's crouched, so...you better watch for your guard meter and USE THOSE ALPHA COUNTERS. Eagle can get meter back pretty quickly.

5. Bison does good against Chun-Li because she can't jump in on him at all, therefore minimizing her chances of getting a super (outside of doing those ghetto buffer things). You can jump in on Chun-Li pretty safely because you only have to worry about c.RH, and you can use j.Forward to beat that I believe. He's at a loss against small people because you can't really poke them that well. He doesn't do well vs Cammy because once she gets on you with the Fierces and the RHs...you better hope you do SOME damage, because you're not doing much after that. Bison also does good against Blanka, because they're equally matched in terms of poking. If Blanka whiffs a c.Fierce, you punisher with a c.RH (if Blanka isn't in an instant recovery groove, dash towards him as much as you can), you'll trade with most of his jump ins with c.Fierce, so you don't have to worry about that. Eagle's extremely good at turtling and that's the way I play him (I put him second to frustrate a lot of people), he's like a ghetto Cammy, because you can walk back and forth, and as long as you control your space, you're golden.

popoblo
08-13-2003, 10:46 AM
I don't have to rely on Eagle to do a lot of work because he's a bad match up for a lot of top tier.



like who? i'll admit he doesn't do too well against sagat, but i think he does well against blanka, cammy (kinda), bison, and does really well against sakura and chun li. i don't know about guile because nobody around here plays a good one.



I believe Eagle's c.RH goes under Vega's c.Strong though, and you can nail Vega with it if he whiffs something.



yes, but the spacing is so ridiculously tight that it can't be considered a viable option (unless vega lost his claw). go into training mode and have vega mash on crouching strong, then see how close you need to get to hit him after he whiffs. add to the fact that he'll be jiggling by walking back and forth, and there's no way you can punish it consistently.



I believe Bison's s.Strong hits Eagle whether or not he's crouched, so...you better watch for your guard meter.



yep, he can't crouch it. but by the time bison gets in range to hit you with that, you could've already smacked him with a crouching mk a long time ago.



He doesn't do well vs Cammy because once she gets on you with the Fierces and the RHs...you better hope you do SOME damage, because you're not doing much after that.



well once cammy gets in on ANYBODY and does standing fierce, then standing rh, hardly anybody can do anything in terms of normals. but eagle can punish cammy's whiffed standing hk with his standing fierce pretty easily, and his crouching mk serves as a good "get the fuck off me" poke. he also completely nullifies her air game with crouching fierce, standing mp (for divekicks), and RC lariat. so i wouldn't say eagle is helpless against her, he just really needs to know his distances and which pokes to use in which situations.



he's like a ghetto Cammy, because you can walk back and forth, and as long as you control your space, you're golden.



kinda, but with a MUCH better air to air game. i still don't think people see just how good his air to air game is. he can jump straight up and stick out either a mp, mk, or fp and not many people can do a damn thing about it in terms of air to air.

oh yea, dash into CC is TOO GOOD. i caught too many people at EVO with that ish, even BAS and Ino in casual. then i tried to do it in my tourney match against arturo, and he just RC lariated me:bluu:

oh yea, eagle's MP counter owns sakura's RC fireballs (and RC hurricane kicks) for free. that was how i finally killed arturo's damn C-sakura. I tested out his mp counter against her RC fireball (cuz i was desperate), and eagle absorbed all three hits, then smacked her.

and thanks for the input geekboy, it's good to see this thread pick up some steam:cool:

Dnut
08-13-2003, 01:49 PM
I've been playing A/C-Eagle for pretty long while now. He's almost like a Vega with combos minus the walking speed. One thing about Eagle is that i kept putting him and taking him out of my team a lot. Sometimes i would be on a roll with Eagle and sometimes he get raped so bad that im afraid to use him for any tourney.

My opinions of Eagle's tough matches are Bison, Cammy, Nakoruru, and Vega.

Im my opinion, Cammy whoops Eagle just like the way she beats on Vega.

Wouldnt Balrog be a tough opponent for Eagle to beat?

Both fighters like to stay at a distance where they can abuse their long range pokes. But im thinking Balrog would have the upper hand since Eagle cant duck under Balrog's s.fierce. Also Balrog's poke s.fierce recovers much faster than Eagle's s.fierce and c.roundhouse. His rolls is also faster than Eagle's roll. Any opinions on how to approach this match?

popoblo
08-13-2003, 06:45 PM
Originally posted by Dnut
Sometimes i would be on a roll with Eagle and sometimes he get raped so bad that im afraid to use him for any tourney.

My opinions of Eagle's tough matches are Bison, Cammy, Nakoruru, and Vega.

Both fighters like to stay at a distance where they can abuse their long range pokes. But im thinking Balrog would have the upper hand since Eagle cant duck under Balrog's s.fierce. Also Balrog's poke s.fierce recovers much faster than Eagle's s.fierce and c.roundhouse. His rolls is also faster than Eagle's roll. Any opinions on how to approach this match?

who is raping your eagle? maybe you're just not playing him right or something, but eagle is damn good, maybe the most underrated character in cvs2.

but eagle owns nakoruru, and he does very well against bison, and vega and cammy can be difficult matches sometimes.

balrog can be pretty tough. but if he doesn't have a level 3, stay at his standing fierce range, and use standing mp. it will usually beat his standing fierce if the second part of the animation hits, or it'll trade in balrog's favor (just a little). and try to stay in the air and beat him air to air instead of on the ground, cuz balrog does have the advantage there.

Ratio1BeatDown
08-14-2003, 08:30 AM
Come on people eagle doesn't do that bad against vega. Vega can't jump in at all against eagle (aside from a small jumping round house). Did you ever try using eagles crouching medium punch against vega? The priority is godly and if you get the timing and spacing down it will hit the tip of vega's crouching medium pokes. As for jumping in on vega your best opinion is jumping medium kick. If you hit the jumping medium relatively early in your jump it will beat vega to the ground, but the problem is that if you hit him with the medium from that high he will obviously grab you once you make contact with the ground. So overall don't bother jumping in on Vega with eagle, but rather try to anticipate his jumps and poke that shit in the air and try to keep the game tight with him. If you are close enough to vega and you jump in on him (perhaps in the corner), most of your jump ins are all good. And remember alot of the times if you eat a c.hp from Vega from relatively close you get a free super with eagle (thanks apoc haha), just super his ass while he is recovering from hitting you.

As for Cammy you just gotta keep that bitch away from you. If you are good at anticipating her cannon drills you can stuff them with C.Mk or C.MP if you time it right. Eagles medium counter works well against scrubby Cammy's that mash away at the hardpunches as they walk in, but beware of the distancing because you may counter and hit the air after. Basically the whole game against cammy revolvles around keeping her away, and zoning her with c.mp and c.mk's. Eagles antiair is almost 100% safe against Cammy's jump ins.

As for bison that is a pretty safe match up for eagle. Use the antiairs accordingly and use your pokes to punish scissor kicks. Eagles supers are pretty fast and can hit bison alot of the times after you block a scissor kick so learn to punish that shit when the space is right and link a super off a c.mk.

Roger W

popoblo
08-14-2003, 09:27 PM
Originally posted by Ratio1BeatDown
Did you ever try using eagles crouching medium punch against vega? The priority is godly and if you get the timing and spacing down it will hit the tip of vega's crouching medium pokes

And remember alot of the times if you eat a c.hp from Vega from relatively close you get a free super with eagle (thanks apoc haha), just super his ass while he is recovering from hitting you.

Eagles antiair is almost 100% safe against Cammy's jump ins.


i've never tried using crouching mp against vega cuz i thought he could bait me and either hit me during the recovery, or jump in on me with hk, cuz his jump is so damn fast.

and which super are you talking about, his rush one or the lariat? i'd imagine you could custom also. i've never heard about that, good stuff.

yea, crouching hp shuts down her normal jump ins, and standing mp owns her dive.

i'll probably share my super-secret trick in the next few days once i get my computer working (i'm at a friends now):cool:

No defence
08-17-2003, 06:09 AM
What is the purpose of qcb punch. How the hell do you use his crossup.

Sabin
08-17-2003, 06:27 AM
I'm too lazy to post anything big really but i'll point out a few things i guess

his qcb+p move when you RC it, is perfect antiair, including crossups. It's good against P too since you have to parry multiple hits...it hits like 5 times or something..I have yet to see anyone parry all this and hit him afterwards.

regarding eagles crossup its kinda hard to use it effectively. Sometimes it acts like a fake crossup (like when hibiki does j. rh and it looks like it crosses u up but she doesnt and stays on the same side). My best advice is to use it off a throw I guess, but why do that when you can try to mix it up with dash to the otherside and either do meaty guardstun patterns or jumpback fwd when they get up. I wouldnt advise doing it really, against good players by the time you get into that range to cross up like that youre leaving yourself open to other stuff (like when I played choi and tried to go for meaty jumpins since thats how you get in on her - I got airthrown.)

Roger, its stand MK against cannon drill, not crouching MK yo!

regarding eagles counters against cammy you can use it more if you RC it, just dont do it randomly so that she jumps over it or something, cammy shouldnt be in that range vs eagle anyway - you want to keep that bitch at midscreen and do a lot or low fwd/stand fierce/low rh. If she short jumps on you just RC spin, that solves his main problem (he cant antiar small jumps but with RC spin he can.)

Eagle RC counter is decent occasionally, I always RC the medium one sometimes - it takes the guesswork out of which counter you have to pick, since if you RC their poke will go through and counter will hit even if you guess wrong.

o, eagle dies to sagat (especially C-Sagat) pretty badly.

white shadow
08-17-2003, 09:36 AM
Oh and if you want to cancel into his Union Jack Platinum with ease use C.MK because it can only cancel into supers, so you'll never accidentally do that annoying QCF P move EVER AGAIN!!!:mad: Worx the same way Cammy's C.HP can only cancel into Spin Drive Smasher.

Gwai Lo ½
08-17-2003, 11:09 AM
Originally posted by Sabin

his qcb+p move when you RC it, is perfect antiair, including crossups. It's good against P too since you have to parry multiple hits...it hits like 5 times or something..I have yet to see anyone parry all this and hit him afterwards.

o, eagle dies to sagat (especially C-Sagat) pretty badly.


For the RC spin, is the fp version safe? (can they tech get up after being knocked down and hit on on recovery)

and yea, c-sagat :sweat:

popoblo
08-18-2003, 06:16 PM
good shit arturo.

is there ANYTHING that eagle can do against sagat? and i think standing mp works relatively well on short jumps if you do it immediately, although RC lariat is obviously safer/better.

white shadow
08-20-2003, 06:39 PM
Hello, I use C-Groove eagle and I was wondering if LV.2 Union Jack Platinum into MK Oxford Red is better than LV.2 Union Jack Platinum into LV.1 Union Jack Platinum in terms of Damage and Meter saving?
(I'm more for damage BTW.);)

And can C.MP combo into Oxford Red? :bluu: Thanx in Advance!!!:D

Gwai Lo ½
08-20-2003, 08:01 PM
Originally posted by popoblo
good shit arturo.

is there ANYTHING that eagle can do against sagat? and i think standing mp works relatively well on short jumps if you do it immediately, although RC lariat is obviously safer/better.

i dont think there is any way you can do mp fast enough on reaction to a short jump. you will most likely get stuffed or trade for a LOT worse as a lot of low jumps are roundhouses. even doing a rc lariat is pretty hard unless you are waiting for a short jump (assuming they are doing running poke strings with low jump mixups). if that short jump doesn't come you might get caught with a lot less guard meter than you thought. I think doing a high counter might be the best thing you can do for a low jump if they are abusing it but again you still have to be pretty fast. The start up for this move is relatively fast and if it does start up you at least wont trade..

Against sagat I just hope he throws a fireball and rc through it... but most people wont let this happen too often... wait for whiffed s.hp and punish... rc.lariat on a normal jump attack. S.fierce on repeated j.lk cross ups.. other than that i get beat down. Sagat standing fierce counter hitting my c.rh just isn't very much fun, almost all of sagat's other pokes out ranging and out prioritizing eagles.. and it's a lot harder for eagle to get into his ideal range that it is for sagat to keep him out :bluu: Oh well, enough of my venting my frustration and stating the obvious :D

Anyway, feel free to tear apart any of this post... im still learning eagle

umthrfkr
08-21-2003, 09:33 AM
anyone play k eagle besides me. i also play a eagle. he has a pretty basic custom and does decent damage. i do a lot of the shit you guys posted earlier but what i like to do is c.jab, short jump forward. which is almost guaranteed when done out of the clear blue. yes its punishable but they wont pick up on it until after the first couple. its good in k when your sittin on a super. makes people scared to attack afterwards.

popoblo
10-07-2003, 04:04 PM
bump

Vigorous
10-09-2003, 04:42 AM
Tips on fighting C/K Groove Sagats?

Gwai Lo ½
10-09-2003, 06:36 AM
Anyone get those videos done up?

I still have lots of fun using this character ... would like to see some things to add to his game.

popoblo
10-12-2003, 06:14 PM
why is eagle so dope?

i think eagle's better in A groove than C. it's much easier to land his CC than a few crouching lp's. he's good in both, but i think A has the slight advantage.

and i'm gonna get my video made soon. so stay tuned, it's gonna be awesome.

Gwai Lo ½
10-12-2003, 11:33 PM
I dunno, eagle gets c.jab c.jab a lot in a match, i dont use c cuz i suck at supers.. but i thitnk they are both really goodll... a is just easier for me to land a super, i want to learn.cjab c.jab CC c.forward, s.roundhouse into his usual cc... but it so hard...

popoblo
10-13-2003, 03:40 PM
i find the crouching lp, crouching lp, CC, crouching mp to be easier than mk for some reason. and if you're hardcore over your custom damage, you can cancel the first hit of the mp instead of letting both hits happen.

and i've found that i like eagle's non-super B&B to be crouching lp, crouching lp, standing mk, hcf + mp.

for comboing into super i do crouching lp, crouching lp, crouching hp, qcf x2 + punch. you get just a little more stun and damage than using crouching mk, and the link seems easier for me. plus if you're doing a level 2, cancel it into hcf + mp before the last hit and you're pretty close to dizzying them.

i'm kinda sad apoc hasn't contributed any knowledge yet:(

Apoc
10-13-2003, 11:50 PM
My bad. I hella suck:(

um...jab jab is good for clean opening but I think Eagle should start with cr.short otherwise. Sure, it's a little tighter timing to go from there to the jab but, look at it this way, if they were standing up, they're still screwed. If you use cr.jab, they can still block it high. Also, done first, Eagle's cr.short out-prioritizes more moves than a jab, meaning, you're less likely to trade or get countered.

um...the big combo on fat characters is cross-up RH, cr.mk,cr.jab,cr.frcXX hcf+mk.

I'm a tightwad but, honestly, most Eagle's don't bother with the short to jab link when it's a must so I thought I'd throw it out. Even against P groove it's better. They can only parry down whereas cr.jab they can parry any way they want:(

/me puts back all of his Eagle shiet back in his shoebox and hides it under his bed.

Apoc.

Gwai Lo ½
10-14-2003, 05:38 AM
Cross up roundhouse - The best part about this move is when he crosses up, the opponent turns around to block it (both the on the stick, and the character sprite), and then you land on the same side which you started on :D If you time your jabs a lil bit late (so they are not in autoblock) you can sometimes hit people ... also a tick throw in moment of confusion might be good too.

edit: just re-read whole thread.. noticed sabin already posted something about fake crossup roundhouse.

Burghy
10-14-2003, 08:01 AM
Capcom players seem to have this thing where they hate short, jab links. But all players that come from SNK love that.

I am the only Eagle player I've seen that does short, jab. NO ONE else does it. It's strange to me.

Also is it possible to link (not cancel) a level 3 from cr MK? Sort of like cammy's HP, super. Is it practicable? I only ask this because this would enable me to randomly stick out cr MK and see if it hits or not before doing super.

Gwai Lo ½
10-14-2003, 11:19 AM
Hmm, I dont think this is practical... to be ina situation to throw out random c.mk I think you near the max range. If you are throwing them out randomly closer you should probably use your jabs/shorts instead (in which case you can combo into c.mk super by seeing if they hit). At the max range a c.mk into level 3 super is asking for you to lose a lot of life. As somewhere around the range when you do c.jab c.jab c.mk super, your level 3 will not connect all hits, allowing people to counter with any super they might have. (im not sure if this is true near the corner though as I use a-eagle)

Neo Odin
10-14-2003, 07:54 PM
This is another set up for a custom combo....
(note this only works on people that can safe fall, Ive been experimenting with him and found something you might like.)

FK throw, now the opponent might think you cant possibly do anything to them and safe fall, but after the initial Fk throw
Activate as soon as possible and HCF+FK across the screen,
this definetly will hit them because when you activate thats when they already put the button input for the safe fall..

When they almost recover your already hitting them with the first hit of the HCF+FK, then you can custom as you please...

Try it if you dont believe me, put the computer on safe fall and
guard all and try it out...100%

The custom I do after the HCF+FK (only 1 hit) is, FKx2,FP, HCF+MK (1 hit only), FKx3, HCF+MKx3, super....

This custom does about 7300-7500 it all depends on you...
Now, I dont think that this trick is the shi,t but it definetly is
is nice to have...

Note: dont abuse this shit, make your opponent afraid to safe fall and then rush that shit down!! (If you want) :confused:

you can also HCF+FK across the screen to punish the safe fall also if you dont have meter...

Hope this helps...

PS: if anyone can get more damage from that distance from the opponent after the FK throw set up let me know, but if you think about it after the throw, if you connect the combo it would actually do more damage than 7300, more like 9500 or so....
Just judge your opponent when doing this set up, or safe fall happy people....:lol:

LATer...:cool:

popoblo
10-14-2003, 08:38 PM
good call. it seems kinda risky. tomorrow i'll see if you can look for the very beginning of the safe fall icon and THEN activate, instead of just guessing. cuz the risk/reward might not be worth it if it's a guess.

and what's a SAFE blocked chipping CC for eagle? you can't do (hcf + mp)xN because there's a time you can get hit between the initial contact and the repeated fist lunges.

eagle's best color is MP cuz he looks like a pimp:cool:

Gwai Lo ½
10-14-2003, 08:43 PM
I dont think Eagle has a safe blocked string.

The safest one is (hcf+mk xx far s.fierce) x N

The standing fierce stops them from jumping away. The problem with this is after the first hit of the hcf+mk there are ways to escape. For example parry -> dragon... There is a delay between the first hit and the hits that follow if the move is blocked. I believe you might even be able to roll out of it. The timing is pretty tight but it is possible.

Neo Odin
10-14-2003, 09:03 PM
To: POPOBLO

Yeah I know there is a slight amount of risk involved, I think most players will tech, but I can judge okay cause I play A-geese so im not too bad at guessing, but I watch my opponent very closely to see there habits, and I know a lot of people i could get this on cause they safe fall from far knock downs all the time cause they believe there safe.....

I try what you stated just now and edit my post in a bit to let you know, but I think they can block...

Another little tid bit about the FK throw set up:

you can walk forward slighty before activating, then still custom that shit, maybe I can get in one more Fierce or something at the start of the custom, ethier way I think its an okay tid bit to add to his arsenal, I would never do it to someone who was in rage mode after the FK knock down cause thats some scary shit if your wrong.... :sweat: :depress: :wasted:

Ive been practing a lot more strategy than combos, practicing poke strings with him FP throw set ups dashing over dead body ect...

I have a question though, can someone help me out with eagle vs blanka, & honda.... and ATHENA down fierce hoar.. :fury:
(no offence to those who play her but this one guy at my arcade plays a scrubby athena, how do I get past that down Fierce)

Thanks in advance...:)

Note: after blocking a blanka ball with eagle in A = CUSTOM!!:evil:

To the popster: you cannot wait to see the safe fall logo to activate and then attack, but the good news is that I checked it out again and when you activate you should see the safe fall logo, so you are safe if you guessed wrong.... ;)

Gwai Lo ½
10-15-2003, 08:42 AM
Small bit of information:

s.mk works really well against cammy. This move is the only normal that I could find to contest with her s.roundhouse and s.fierce.



Against Athena keep her the fuck out. If she is hopping in and doing c.fierce you should c.mk that every time and hit her before her fierce comes out. Athena should not be able to jump in on Eagle ever. If she does her ball shiet out of the air, high counter that for free and TONS of meter.

Otherwise keep her out of her d.fierce range at all times. If you block one, block another and get the fuck out :D Dont try to jump in on her, she's too tiny... and you will most likely get c.fierced :bluu:

Just wiggle and hop back etc ... jump back mp/mk depending on what she does.. you can pretty much keep her away from you all game.

Oh, and abuse c.mp.

popoblo
10-15-2003, 11:54 AM
i'd actually recommend jumping in at athena A LOT. eagle has great normal jump ins, so you can use jumping mk or rh alot and try to whittle down her guard bar by continually jumping. you don't have to worry about tripguard fierce as an AA if you jump in right on top of her. the only options she really has are to teleport or roll. her normal/special AA options won't cut it.

and use jump in mk more than hk because mk reaches down more it seems. and if athena whiffs a crouching fierce, knock her down with a crouching rh, but you do have to be relatively quick because her fp recovers so fast.

try to get in a B&B and a few counter hit mk's and link a fierce, and she'll be dizzy in no time.

Gwai Lo ½
10-15-2003, 12:02 PM
Hmmm, I completey disagree about her having no options, because she is so tiny you have to delay your attacks in the air a lot more, if you want to do a j.rh that will actually connect you have to wait for a very logn time, giving her plenty of time to jump back rh you, activate, roll, and you are forgetting athena has a command grab. Activate -> command grab is very dangerous. Same goes for jumping mk although her options are different you have to jump way in front of her with this move, and its kind of hard to space that because she is so tiny and her hop is incredibly fast. I believe she can c.fierce to trade with this move.

Ill be back though, I have to go get coffee. Im not sure if I covered everything I wanted to.


After coffee....

Yea... and eagles c.mp owns her c.fierce for free. If they come out at the same time eagle wins every time. Both hits of it too.... either your first hit will beat hers, or your second hit will, whichever is in range. This is an excellent tool for keeping her at (well, just outside of) c.rh range. I believe after 1 blocked c.fierce, you can trade with her on the second using c.mp. But I dont think it's a good trade.

After a c.mp the opponent is usually just out side of c.rh range (this is true when you do c.jab, c.jab, c.mp .. at about that distance). Watch them and wait, if they flinch a little bit (forward) then stick out c.roundhouse this catches people quite often.

Neo Odin
10-16-2003, 12:55 AM
this anti athena discussion is kind of informing...
PS: if you got athena in a custom while she was crouching,
dont ever use the far S.FP cause it will go over her litte ass...
In other words your far s.fp becomes useless if she is crouching

How in the hell does eagle play agaisnt rush down Honda cause this one guy own me with N-groove honda, you cant jump in on him because of his anti air head butt move and when he gets me in the corner I feel paralyzed and I get raped...

Maybe if I suspect he will head butt anti air then I can activate and custom that stuff down.

Now when you guys say that you can mp counter blanka's electricity, do you mean that its possible when your getting up from a knock down and hes on you with the electricity?

Most good blanka players will knock you down and then blanka roll in back of you as you get up and bust out the electricity...

Or are there other instances or moments where you can perform this tactic on him?? Please explain....

Gwai Lo ½
10-16-2003, 06:37 AM
If they fuck up the rc electricity timing on wake up (doing the roll part of the move and so the delay is greater) you can do a counter with mp.. but I dotn think its safe at all...

edit: and man, that code shit is fuckin up the page ..

popoblo
10-16-2003, 11:42 AM
Originally posted by Neo Odin

How in the hell does eagle play agaisnt rush down Honda cause this one guy own me with N-groove honda, you cant jump in on him because of his anti air head butt move and when he gets me in the corner I feel paralyzed and I get raped...


EDIT- fix that code shit in your sig for real, it's extending the margins on this page and makes the page look ghetto.

can you be more specific against honda besides just saying he's rushing you down? what kind of moves is he using, what pressure strings is he using, is he good at RC'ing, etc.

it really doesn't matter if he can RC alot or not, because you can mp counter RC headbutts and honda slappy hands FOR FREE. countered honda slappy hands build you ton of meter. i remember this pissed mago off a great deal at evo:cool:.

honda feels like jumping (most likely with rh)? do an EARLY standing mp. you want the extended part of the second stick to hit, so you have to hit the mp early because crouching fp doesn't have the best angle. or jump up and do mp. just try to avoid counter hits since you take more damage than honda.

never jump at honda. no point really. unless you're going for a crossup rh when you're relatively close, then it's not worth it because you'll get stuffed by jab headbutt mostly, or standing hp if he lost his charge.

if honda is doing some sort of pressure string, find the opening where frame advantage isn't on his side, and throw out a crouching mk. if the mk is a counter hit, link a standing fp.

if honda wants to play footsies, the only decent moves he can use are forward + rh and crouching mp. for forward + rh, just watch for the whiff and standing fierce him back. remember it hits low. for crouching mp, once again watch for the whiff and standing fierce him back.

i'd say eagle counters honda pretty hard. just play smart and look for headbutts/honda hands, and you'll be fine.

Neo Odin
10-16-2003, 12:39 PM
Sorry about the code incident, I wasn't quite sure how to use the code, but I got it now, and I apologize for any inconvienece my ignorance may have caused.. ;)

Dame, so I guess eagle can counter a wide array of things with his mp counter, I got to see how much bar he gets in practice mode.

Thank you for the honda info that pretty much covered what I needed to know, but he throws out the head butt at such akward times the I dont have time to counter it, (this from a geese player) he doesnt use the hand slaps much, but im willing to give him another go, thanks.:) (he doesnt RC much with honda) (he uses honda/zangief/blanka but im not too afraid of his blanka, cause after a blocked blanka ball, custom that shit for free without the coupons...

Im going after the athena scrub too with his turteling ways, down fierce's all day, but when he does that I just gain meter, which pisses him off in the long run.

Later...:)

popoblo
10-16-2003, 07:24 PM
NEVER NEVER NEVER NEVER NEVER NEVER NEVER NEVER EVER use eagle's mp counter for pokes. EVER! i don't know if i can stress this anymore. i don't give a shit if you *think* you've figured out their patterns and you now what's coming next, DON'T DO IT. consider the risk/reward ratioi- if you guess wrong, you get fucked up with a free combo. if you guess right, you get a knockdown and about 1200 damage (a guess). NOT WORTH IT. only use mp counter to counter RC's.

how about we talk about groove breakdowns. i think the order of his grooves from best to worst are...

C/A/K/P/N/S

-C barely edges out A just because eagle's combos recycle his meter. level 2 cancelled into hcf + mp gives back good meter, does good stun and damage also. air-block is huge because eagle should spend a lot of time in the air because his air-to-air game is the best in cvs2. he also has constant alpha counters to reset the distance game if the opponent ever gets too close for comfort. for some odd reason, level 2's have a longer reach than level 3's, so your advanced link combos with level 3's won't always reach, which means you're screwed because it gives them time to block inbetween.

-A is just barely second probably because it doesn't have air-block/constant alpha counters. i think his CC's are surprisingly versatile and damaging. you also don't need to learn all the timing for the links that separates a decent C-eagle from an expert C-eagle. overall more user-friendly.

-i'm really not too sure on the rest. all the rest are good because you get low jumps, which are an awesome addition to eagle's game. low jump and press a medium and you're golden. a raged eagle is scary, N-groove eagle builds a lot of meter, i don't play P so i can't say much, and S has good dodge attacks. eagle changes so much from groove to groove that he's almost a different character sometimes.

eagle's dope:D

Vigorous
10-17-2003, 01:03 AM
Originally posted by Vigorous
Tips on fighting C/K Groove Sagats?

popoblo
10-20-2003, 08:16 PM
eagle vs sagat

-NEVER throw out standing fp or crouching rh unless you are punishing a whiffed move. NEVER. this will get rolled through and you will get fucked up big time, especially if it's against C-sagat.

-use standing mp against sagat's distanced jumping rh. eagle's crouching fierce doesn't cover the right angle to that type of jump in.

-don't jump in, you're begging to get hit by a tiger uppercut.

-be selective about your mediums. you don't wanna get nailed with a crouching fierce into tiger cannon super. if you're playing against K-sagat, look for holes in his rushdown pattern to stick in a crouching mk. hopefully it'll counterhit, so you tack on a standing fierce, then you're back at eagle's optimal distance.

-your counters are absolutely worthless in this matchup. don't try it on jump-ins, and definitely not on pokes.

-if they roll at you, sagat has the advantage. 9 times out of 10 sagat players will roll into level 2 tiger raid or roll into fp tiger uppercut. consider the risk/reward ratio. if they fp uppercut, you get a fat ground super combo/CC. if they tiger raid- block low initially, then hold down and sagat will go over you. immediately after he goes over you, do a hcf + mk and you will catch them in their recovery. this is semi-risky because sometimes eagle won't reach all the way and the last few hits will whiff, so sagat gets standing fierce into level 1 tiger cannon super for free. hcf + rh is too slow. overall, i just sit there and i'm thankful because sagat just lost a level 2. roll into throw- just look for it very closely and try to tech hit.

but if you're good at spotting/punishing rolls, then crouching mk into super or CC all day.

-eagle has a problem with low jumps overall. you have to see the low jump REALLY early to use standing mp. crouching fp has bad horizontal range so your opponent has to be mis-using his low jumps in terms of range for you to even use crouching fierce as an option. RC lariat works well if you can do it quick enough. regular hp lariat if you don't mind trading once in awhile. or just jump back mk to set yourself in a better range.

-overall eagle's objective against sagat is to play very carefully. bait whiffs and punish them with standing fierce. don't fall for roll into whatever tactics.

maybe apoc, arturo, or roger will pop in with their eagle knowledge.

popoblo
10-20-2003, 08:22 PM
does anybody have any tips on fighting chun li? i remember roger mentioned eagle counters her hard, but idk why really. i'd imagine crouching fierce/RC lariat shut down her jumping game, but i'm iffy on the ground game aspect.

thanks

Gwai Lo ½
10-20-2003, 08:37 PM
I dont know why you keep saying s.mp against low jumps, that is one of the most horrible tactics i've ever heard of in my life.

EDIT: It was originally posted in an eagle thread from like 2002 which was completely theory fighter

popoblo
10-21-2003, 03:18 AM
aight, i just figured i'd list all his possible options. since i can't RC the lariat very consistently, i just look for low jumps a great deal and hit mp if i catch one very quickly. otherwise i just block it.

that is probably eagle's biggest weakness- his inability to deal with low jumps.

Gwai Lo ½
10-21-2003, 06:34 AM
Low jumps definately give eagle trouble.

I find high counter works fairly well (depending on the distance they low jump from.. the greater the distance.. ie sagat j.roundhouse from a range that he will land outside of throw range.. gives you more time to throw out the counter.. ) if they dont do an attack in the air by a certain point you just let go and hit them out....

You definately have more time to do the high counter than the s.mp and the timing isnt as difficult as you can do it at anytime before the jumping attack hits you and it works for all heights of moves (s.mp can attack over the persons hit box because of the angle depending on what they are doing)

Either is fairly risky but with high counter you can counter a lot of low jumps psychically (ie semi-predictable.. wait for it to happen.. counter) regardless of distance ..

Obviously keeping them out of a position to low jump is the best way to avoid it.. but as this is often very hard to do I either suggest blocking or high counter. s.mp will get counter hit - tigeruppercut/L3 a lot of times.

And I throw out s.fierce and c.roundhouse quite often... just not predictably.. you can bait out rolls this way by making someone think you are doing a predictable s.fierce... (ie c.fierce as AA, walk forward a step, then jiggle or jab ....)

Burghy
10-21-2003, 08:42 AM
Against Mr Sagat, I think Eagle's straight up jump fierce is good against normal jumps because Sagat's slow.

Against low jumps, I found mid counter to be pretty useful. If they kick your head (where mid counter won't defend against), then they can't combo into level 3 afterwards. Also you have to let go of the mid counter pretty early if they have a level 2/3.

Usually my vs Sagat strategy degenerates into jumping vertically up and down and eating L2 high tiger -> L1 high tiger :confused:

What's the frame advantage/disadvantage on the lariat moves? I was wondering whether it would be possible to repeatedly do RC lariats since Sagat has to block them.

Ratio1BeatDown
10-22-2003, 03:22 PM
Your best bet with eagle to overcome small jumps is his RC lariat thats pretty much the only solid option you are going to have in this situation. Its probably one of the better anit airs in the game once you learn it. Its hard to JD, and its extremely hard to parry the lariat and the hitbox is pretty huge so its a must to learn with eagle.

Eagle Vs Chunli

For me when I play against chun-li my main objective is to try and keep her within mid-screen. From this range you will cleanly anitair her jumping lk (with the exception of a low jump sometimes), and you will have enough time to read fireballs and RC through them (even the FP version if your quick enough). I use C groove Eagle just to abuse the Alpha Counter when ChunLi's and vega's repeatidly use multihitting moves (ex, spinning bird kick). Use the alpha counters to keep them in the optimal range and beware of guard crush. Eagles jump in RH is relatively safe against chunlis c.hk if you get in on it deep enough (like not hit the tip of her trip). Don't bother using eagles counters in this match up way too risky.

popoblo
10-22-2003, 05:38 PM
good stuff.

i've found that chun li can't do too much about eagle's crouching mk because the range is so deceptive. you'll setup a LOT of counter hit mk's against chun li (free standing fierce!) because she'll constantly be trying to do standing/crouching mp into super. obviously don't just sit there and do crouching mk's all day, but if you're ever scared about which move to use when she's within standing/crouching mp range, use crouching mk and you're rarely wrong.

throw in some random crouching mp's also, but that move is much more punishable although the chunners player has to REALLY be looking for it because you have to hit eagle between when he sticks out the initial stick then follows with the second hit.

i really wouldn't throw out too many random standing fierces or crouching rh's because chunners roll is long and relatively quick. and everybody knows that one slip-up against C-chunners is about 3/4 your life:bluu:

popoblo
10-22-2003, 06:50 PM
here's something that hasn't been talked at all yet...

eagle's counter characters

who gives eagle problems? i could imagine N-iori just because of his fast roll to go through standing fierce and crouching rh and RC rekkas to go through eagle's good mediums.

who else?

MegaZangief
10-22-2003, 08:42 PM
Just thought I might add my littleA groove trick that I use. Anyways if I happen to fuck up my custom combo or what not, I go straight into hcf K moves. I listen for my opponent to alpha counter, if he does, I react by doing my own counter, my counter comes out, his alpha counter comes out, I hit him, and I can combo him. It is a little tricky, but very flashy :).

popoblo
10-23-2003, 06:22 AM
Originally posted by MegaZangief
Just thought I might add my littleA groove trick that I use. Anyways if I happen to fuck up my custom combo or what not, I go straight into hcf K moves. I listen for my opponent to alpha counter, if he does, I react by doing my own counter, my counter comes out, his alpha counter comes out, I hit him, and I can combo him. It is a little tricky, but very flashy :).

that is pretty tight. i've got a similar trick i'm saving for my combo video. do all alpha counters have to be countered the same height, or are some low, some medium, and some high? if they were all the same height, that would make it a lot easier to use this trick often.

MegaZangief
10-23-2003, 10:21 AM
Originally posted by popoblo


that is pretty tight. i've got a similar trick i'm saving for my combo video. do all alpha counters have to be countered the same height, or are some low, some medium, and some high? if they were all the same height, that would make it a lot easier to use this trick often.

Most of the time I use medium counter and it seems to work, but I cannot guarantee that with all characters. For example, Honda, it looks like he hits low but I cannot say, someone would have to test these out.

Gwai Lo ½
10-23-2003, 10:50 AM
Ive been trying to figure out your sig but i just seem to understand...

MegaZangief
10-23-2003, 11:32 AM
Originally posted by Gwai Lo ½
Ive been trying to figure out your sig but i just seem to understand...

Mine?

Gwai Lo ½
10-23-2003, 11:43 AM
Originally posted by MegaZangief


Mine?

yes

MegaZangief
10-23-2003, 10:52 PM
Originally posted by Gwai Lo ½


yes

Well my original request was too have a fuzzy screen, and then have the girl from the ring pop up, just for a split second. I thought it would be a pretty cool idea, but this is what he made instead. MZ standing for MegaZangief of course, and the Ring, I guess because of my original request. It isn't a bad AV I guess, not exactly what I wanted, but I will rock, especially since he took the time to help me out.

Gwai Lo ½
10-24-2003, 06:44 AM
I was talking about your sig not your av :P

MegaZangief
10-24-2003, 06:55 AM
Originally posted by Gwai Lo ½
I was talking about your sig not your av :P

duh I cant read... Anyways, I only started playing SF when CvS2 came out. When I first started playing I was a big scrub, and I spazzed like a bitch, so everyone used to make fun of me and call me spazzy, and I played Zangief... All I could do was roll SPD< and when I did, that is basically what I pressed, everything, well not exactly, but you get the picture :). Well times have changed and I am now the shit, but yet they still bring that shit up lol.

popoblo
10-27-2003, 09:02 PM
i'm thinking A-eagle might barely edge out C-eagle now. when i talk to apoc, he says that he lost both of his matches at Evo because of free retaliation from a missed link leading into a blocked super.

NOBODY'S execution is ever 100% all the time. cvs2 is all about not leaving yourself open to a big super/CC/jump in combo. A-eagle isn't as dependent on difficult links as C-eagle is because A-eagle gets his damage from the CC primarily. and since A-groove is arguably the best groove in the game, he fits very well into a r1 battery position because he encounters tons of favorable counter matchups with other battery characters (ie honda, vega, sakura, blanka, mai, etc) and he builds meter very quickly.

i've just gotta find a safe blocked CC with no holes in it, then my A-eagle will be golden.

PS- when you get somebody dizzy with A-eagle, do your regular ground CC but when you do the first hcf + mk, keep on doing hcf + mk instead of more rh's and fierces because of damage scaling. seems like common sense, but you never know....

Gwai Lo ½
10-28-2003, 10:53 AM
Can someone tell me the damage/stun difference on the following combos:

c.jab, c.jab, c.fierce xx hcf+mk
c.jab, c.jab, s.forward xx hcf+mk

popoblo
10-28-2003, 03:38 PM
this was done by a R2 C-eagle against a R2 C-sagat

c.jab, c.jab, c.fierce xx hcf+mk does 3329 damage and 33 stun points

c.jab, c.jab, s.forward xx hcf+mk does 3014 damage and 30 stun points

popoblo
10-28-2003, 08:52 PM
DOPE

here's my no-holes, safe blocked A-eagle string...

if your initial CC of something like *activate* crouching mk, standing rh x2 or 3, standing fierce is blocked, then proceed with your hcf + mk (after the standing fierce) and from that point blank range immediately do the following string...

[standing rh, hcf + lk (1 hit)] xN

it's a steady, relatively slow one-two-one-two-one-two type of sound in terms of the button presses.

the key is to NEVER let the hcf + lk/mk hit more than once, because there is delay after the initial hit and when eagle goes rapid fire with his poles that you can be hit. also, he will gradually push the opponent away if you don't cancel the hcf + lk on the first hit.

tight, the only thing that worried me about A-eagle was no safe blocked CC. now you can throw in all the eagle counter reset trickery you want:evil:

Gwai Lo ½
10-30-2003, 06:57 AM
Question about Eagle vs Cammy:

Ive done this many times and never had it punished.

knock down, s.forward xx hcf.short

After they block this, I usually end up blocking a super of some sort and then getting a free combo. I was wondering if someone could tell me if this could be punished by cammys qcfx2+kick super, and by what levels.

jreinert13
10-30-2003, 11:29 AM
Originally posted by Gwai Lo ½
Question about Eagle vs Cammy:

Ive done this many times and never had it punished.

knock down, s.forward xx hcf.short

After they block this, I usually end up blocking a super of some sort and then getting a free combo. I was wondering if someone could tell me if this could be punished by cammys qcfx2+kick super, and by what levels.



I just checked this..
the HCF + short is unpunishable after it's blocked...but in between the HCF+short move(after the first hit) it's open season for DP, Lvl2 or 3, JD, Parry...and it's easy too..

Gwai Lo ½
10-30-2003, 11:53 AM
Originally posted by popoblo
DOPE

here's my no-holes, safe blocked A-eagle string...

if your initial CC of something like *activate* crouching mk, standing rh x2 or 3, standing fierce is blocked, then proceed with your hcf + mk (after the standing fierce) and from that point blank range immediately do the following string...

[standing rh, hcf + lk (1 hit)] xN

it's a steady, relatively slow one-two-one-two-one-two type of sound in terms of the button presses.

the key is to NEVER let the hcf + lk/mk hit more than once, because there is delay after the initial hit and when eagle goes rapid fire with his poles that you can be hit. also, he will gradually push the opponent away if you don't cancel the hcf + lk on the first hit.

tight, the only thing that worried me about A-eagle was no safe blocked CC. now you can throw in all the eagle counter reset trickery you want:evil:

How much guard crush does this do though? I mean it cant do that much ... countering an a-combo that does very little guard crush is sort of a waste of a bar imo

popoblo
10-30-2003, 12:54 PM
Originally posted by Gwai Lo ½

How much guard crush does this do though? I mean it cant do that much ... countering an a-combo that does very little guard crush is sort of a waste of a bar imo

you're missing my point. i'm looking for a SAFE, NO HOLES blocked CC string. i'm not looking for chip damage. most characters look to LAND their CC's as opposed to having them blocked (unless you can mix in overheads, get tons of chip damage, or are about to guard crush them). if eagle just continues with his regular CC being blocked, he has TONS of holes where he can be punished horribly.

and jreinert13 is exactly right.

Gwai Lo ½
10-30-2003, 01:13 PM
But you were talking about doing counter resets, I assume you were talkin gabout the thign where you counter (qcf punch) their counter attack... What im saying is people wont counter attack if they arent losing life or guard bar.

popoblo
10-30-2003, 03:54 PM
Originally posted by Gwai Lo ½
But you were talking about doing counter resets, I assume you were talkin gabout the thign where you counter (qcf punch) their counter attack... What im saying is people wont counter attack if they arent losing life or guard bar.

yes, and the idea is more or less a trick that you should only use sparingly. a lot of people hit low jab/short during CC's to either throw off your timing or avoid resets out of habit. if you hear this while doing your blocked CC, low counter that shit and continue your CC. or you could let a qcf + mp hit letting all the hits come out, do it again, and cancel into low counter after the initial contact because they'll most likely throw out a jab again to hit you out of your CC.

ANYWAY- let's get back into character specific matches. guile hasn't been discussed yet and he's catching on like wildfire (except around me because i have no arcade with cvs2). after i get back from midwest challenge (i'll probably rep A or C eagle:cool: ) i'll have more details, but for now, does anybody have any anti-guile strats using eagle?

Strider Hiryu
11-02-2003, 12:01 PM
Originally posted by popoblo
good stuff.

i've found that chun li can't do too much about eagle's crouching mk because the range is so deceptive. you'll setup a LOT of counter hit mk's against chun li (free standing fierce!) because she'll constantly be trying to do standing/crouching mp into super. obviously don't just sit there and do crouching mk's all day, but if you're ever scared about which move to use when she's within standing/crouching mp range, use crouching mk and you're rarely wrong.

throw in some random crouching mp's also, but that move is much more punishable although the chunners player has to REALLY be looking for it because you have to hit eagle between when he sticks out the initial stick then follows with the second hit.

i really wouldn't throw out too many random standing fierces or crouching rh's because chunners roll is long and relatively quick. and everybody knows that one slip-up against C-chunners is about 3/4 your life:bluu:

I dont know about that...

Try any low poke from eagle versus chunli standing RH...
Chun beats it clean,

Ratio1BeatDown
11-02-2003, 11:51 PM
look at the risk versus reward ratio there though man. Would you rather throw out eagles c.mk or ChunLi's stand Hk which leaves her three times as open as eagles c.mk? I would much rather use the c.mk from eagle. Eagle can also standing Mk chunlis HK

Gwai Lo ½
11-03-2003, 11:24 AM
Originally posted by popoblo


yes, and the idea is more or less a trick that you should only use sparingly. a lot of people hit low jab/short during CC's to either throw off your timing or avoid resets out of habit. if you hear this while doing your blocked CC, low counter that shit and continue your CC. or you could let a qcf + mp hit letting all the hits come out, do it again, and cancel into low counter after the initial contact because they'll most likely throw out a jab again to hit you out of your CC.

ANYWAY- let's get back into character specific matches. guile hasn't been discussed yet and he's catching on like wildfire (except around me because i have no arcade with cvs2). after i get back from midwest challenge (i'll probably rep A or C eagle:cool: ) i'll have more details, but for now, does anybody have any anti-guile strats using eagle?

Hmmm, i dont know much about strats for specific characters... i pretty much play eagle the same against everyone, (just try to stay the fuck out of their attacking range unless im poking :) or have meter)

All i know is c.mp beats sooooo much shit, but loses to cammy pretty hard :bluu:

edit: Roger you going to use eagle in M.A.T.?

popoblo
11-03-2003, 04:29 PM
here's what i learned at midwest challenge...

-to play a good eagle, you NEED to be able to RC fierce lariat on reaction. i remember playing against floe's C-chunners and he got me in the corner and continually jumped in on me and i couldn't do too much. but RC lariat would've had him off me in a second. come to think of it, arturo RC lariatted me at evo out of my dash forward, activate trick on reaction. definitely worth the practice.

-i did this without ever testing it out, but if you block a cannon spike, activate, start your CC with standing fierce, then qcf + mp, and continue your ground CC from there.

-NEVER jump in on honda. fubarduck ocv'd me my first match against him with his A-honda because i got really impatient and jumped in way too much. RC headbutt, ggpo. but what works well against honda is dash in, mp counter. 9 times out of 10 you'll catch a RC headbutt. this match is pretty much all about reflexes.

-roger is dope:cool:. it was really cool how he watched my matches and gave me pointers between rounds. japanese-like consistency with RC's.

now that i watch my matches, i wonder what the fuck i was thinking. i need more practice. and i should've been playing my main team (A-eagle/chunners/r2 blanka) in C groove instead of A, but oh well.

[Twitch1]
11-05-2003, 01:54 PM
If ur playing A-groove whenever the balrog player atempts to use a jump in roundhouse activate and do hes custom starting with a c.foward and if he atempts T.A.P activate when his punch comes at u and do his custom,also try to keep away u dont want to face a balrog player in the corner.Throw him and run and keep im at bay with s.fierce

[Twitch1]
11-05-2003, 06:32 PM
sorry i replied for a post on the first page by accident thinking it was on this page:p

No defence
11-14-2003, 10:28 AM
Originally posted by popoblo
here's what i learned at midwest challenge...

-to play a good eagle, you NEED to be able to RC fierce lariat on reaction. i remember playing against floe's C-chunners and he got me in the corner and continually jumped in on me and i couldn't do too much. but RC lariat would've had him off me in a second. come to think of it, arturo RC lariatted me at evo out of my dash forward, activate trick on reaction. definitely worth the practice.

.
Yeah you gotta learn RC with all of your characters.
Eagle Is way too strong with RC. I haven't read this but it's probally common knowledge........ RC hcf+k threw projectile's. Every time somebody would throw a projectile, Arturo RC'ed right threw...... every time..... free damage.

Popoblo: is RC "fierce lariat" as an AA, safe to do on character's with safe fall groove's. I would test it ,but I let someone use my Agetec. :wasted:
I also he was using FP lariat's to chip large characters on wake up("RC" of course). It can be punished it think? but the push block put you in a safe position? My friends said he was doing this to Sagat's(I guess with out meter) Meh. I wish I could test this. I dont want to misimform.:sweat:
My friend play's P groove Eagle...... he use fierce Punch lariat's early to evade cross ups. Also I've seen jumping mp(hit kinda early) snuff Tiger uppercuts. It seem's to snuff alot of move's.
Also about a blocked Hcf+k........ like s.mp to Hcf+mk I know you can punish it after the first hit but I never react fast enough? I haven't seen anyone punish It.:lol: Like 90% dont know you can punish it, or dont react fast enough.
I keep telling my friend......"why dont you chip me"?
He's like....... "I dont want to chip you!"........ "It's not safe!"
Iam like...... "I cant punish that shit, Iam too slow".
My friend's like... "If I play somebody good...... I dont want to get in the habit of doing it!.:(

No D

Gwai Lo ½
11-14-2003, 10:33 AM
Its hcf+kick , btw

And yes you can punish ALL versions of this if blocked.

Forward and Roundhouse versions can easily be punished after completion. I assume the weak version can be punished after completion, but I dont recall having this happen.

All versions can be punished after the first hit. You can roll, RC, level 3, dragon, parry+fast attack.

EDIT: Im fairly sure you can quick getup an anti air rc lariat and punish it with a fast move (ie cammy super). Although this will only happen outside of the corner (if they try to quick get up near corner they will be hit a second time.. its quit funny to knock someone down, bait a dragon and rc lariat, have them quick get up... and hit them again.)

No defence
11-15-2003, 01:38 PM
Originally posted by Gwai Lo ½
its quit funny to knock someone down, bait a dragon and rc lariat, have them quick get up... and hit them again.)

Yeah that is funny...... people love to hit 2 punches for "safe fall":D
My bad...... It's Hcf+k:( :) Do you guys find Eagle's reflect move usefull at all (Dp+p). After a level 2 qcf2+p in the corner, I cancle out the last hit with Dp+punch. I usuall forget that Eagle has that move along with "qcb+K".
Do any of you Eagle player fight...... "Guile"? It seem's like an interesting match up for Eagle. The reflect (DP) seems to work really well against him.:confused:

No D

Gwai Lo ½
11-15-2003, 07:44 PM
Guile can easily roll (while holding charge) and punish your relfect though... because the lag on that is so long... unless they are predictably jumping, then sometimes you can hit it upwards! :D

i think i use it a few times, just so i can stay full screen when people try to make me attack by throwing fireballs, ie, roll through one fireball, jump over another, reflect another one back... but other than that i dont know. eagles qcf+kick move is so useless... Im not sure but I think i recall it being used in the anti air cc, but i never bothered to learn it.

popoblo
11-15-2003, 10:15 PM
i'm too tired to answer your questions right now no defence, but i'll get to them tomorrow:)

HERE'S A TREAT

i just got the cvs2 frame data book, so i can post up the frame data of moves i feel are crucial to eagle. i'll have to use buktooth's format that he used in his iori FAQ, because that's the only way i could find out what the numbers corresponded to (i can't speak/read any japanese).

Gwai Lo ½
11-16-2003, 05:25 AM
Originally posted by popoblo
i'm too tired to answer your questions right now no defence, but i'll get to them tomorrow:)

HERE'S A TREAT

i just got the cvs2 frame data book, so i can post up the frame data of moves i feel are crucial to eagle. i'll have to use buktooth's format that he used in his iori FAQ, because that's the only way i could find out what the numbers corresponded to (i can't speak/read any japanese).

Sick! But you'll need other character's frame data to for specific matchups etc.... :D Lucky you! How much did it cost you and how long did it take to deliver?

popoblo
11-16-2003, 01:49 PM
Originally posted by Gwai Lo ½


Sick! But you'll need other character's frame data to for specific matchups etc.... :D Lucky you! How much did it cost you and how long did it take to deliver?

$27 plus $8 shipping for me. i got it in about 4 or 5 days, really quick.

http://store.yahoo.com/animebooks-com/capvssnk2mil.html

frame data will be up shortly

popoblo
11-16-2003, 07:20 PM
Originally posted by No defence

1. Popoblo: is RC "fierce lariat" as an AA, safe to do on character's with safe fall groove's.

2. I also he was using FP lariat's to chip large characters on wake up("RC" of course). It can be punished it think? but the push block put you in a safe position?

3. Also about a blocked Hcf+k........ like s.mp to Hcf+mk I know you can punish it after the first hit but I never react fast enough? I haven't seen anyone punish It.:lol: Like 90% dont know you can punish it, or dont react fast enough.


i've kinda had a problem RC'ing half circles. i'd imagine the best method would be to push the roll once you get to down and finish the motion. i've never really tried it either, so i'll practice that.

1. RC fierce lariat AA against safe fall grooves is safe for the most part. make sure you're knocking them AWAY from the corner and then they'll land far enough away so eagle will recover. i tested this against K-cammy and got reversal timing for her level 3 spin drive smasher and eagle could still block. i'm learning RC lariat primarily for the "get the fuck off me" factor and against P/K groovers. hell, it'd probably be really good against A-groovers looking to activate through a crouching fierce:evil:

2. RC lariats on wakeup aren't completely safe. between the second to last and last hit, there's a gap large enough to stick in a quick crouching lp/lk or time enough to get smoked by CC activation. if you NEED that final chip or your opponent doesn't know, then it's kinda safe.

3. there is definitely a gap between the initial hit of the hcf + k and the following hits. but unless your opponent knows a lot about eagle, you should be safe. your friend is right though, it'd be better not to develop bad habits.

eagle's reflector move has 49 frames of recovery, which is obscenely high. i wouldn't recommend using it against guile very often if at all.

frame data will be up tomorrow considering i've still got massive homework plus tests tomorrow.

peace

popoblo
11-17-2003, 05:47 PM
Here’s the format that Buktooth used in his N-Iori FAQ. I’m just not including if the move is chainable into itself, bufferable into special or super. I’m also not going to list every move because it would take way too long and I’m unfamiliar on how to read special and super information for the time being.

(1) (2) (3)/(4) [(5)/(6)/(7)]

(1) Name of the move
(2) Damage it inflicts on opponent
(3) Frame advantage (disadvantage) if move hit.
(4) Frame advantage (disadvantage) if move is blocked
(5) number of frames it takes the move to hit (how fast the move is)
(6) number of frames the move has an active hit box (how meaty the move is)
(7) number of frames of recovery the move has

Standing Jab 300 +7/+7 [3/4/6]
Standing Strong 1200 -1/-1 [4/2, 5/7, 17]
Far Standing Fierce 1300 -17/-17 [8/3/38]

Crouching Jab 300 +7/+7 [3/4/6]
Crouching Strong 1200 -2/-2 [4/2, 6/4, 22]
Crouching Fierce 1200 -14/-14 [5/9/29]

Jumping Jab 600 [ 3/20]
Jumping Strong 1000 [3/10]
Jumping Fierce 1300 [7/6]

Standing Short 500 +2/+2 [4/4/11]
Standing Forward 900 0/0 [4/6/16]
Close Standing Roundhouse 1400 +2/+2 [8/9/17]

Crouching Short 400 +5/+5 [3/4/8]
Crouching Forward 800 +6/+6 [5/6/11]
Crouching Roundhouse 1200 -9 [11/4/29]

Jumping Short 500 [3/20]
Jumping Forward 900 [3/10]
Jumping Roundhouse 1200 [8/7]

Notes- Far Standing Fierce has as much (sometimes more) recovery time as most jab dragon punches. The frame disadvantage is also atrocious. Remember that the next time you randomly throw it out against somebody with a fast roll or as a whiff-punisher. Jumping Strong and Forward are still the shit, and Jumping Fierce is still too laggy for me to use unless I call the opponent’s jump in from awhile away. Meaty Crouching Strong obviously sucks because it’s mostly gaps instead of hitting frames, but Close Standing Roundhouse is much better.

Peace

Gwai Lo ½
11-18-2003, 08:29 AM
Originally posted by popoblo

Crouching Strong 1200 -2/-2 [4/2, 6/4, 22]

Meaty Crouching Strong obviously sucks because it’s mostly gaps instead of hitting frames

I find c.strong to be a great move...

But anyway, besides my belief, does the -2 mean you are at a disadvantage here? Or is that advantage for you... it has to be advantage, because the second part needs advantage to start up.. but still there is a 10 frame hitbox with a 2 frame gap.

EDIT: (More questions about the c.Strong)

Does the book give individual damage/recovery for each hit of the C.Strong?

For the combo c.jabx3, c.strong,

Only one hit of the c.strong connects, the second one wiffs. I want to know what the recovery is on the second part of it wiffs and also the frame advantage of the first one (as -2 doesnt make sense, if the second part has 2 frame startup, the first hit would need at least +2). Im basically wandering if it can be punished. (I dont do that combo very often, as I usually combo into the hcf+kick if the jabs connect but im just curious)

No defence
11-18-2003, 11:21 AM
Nice

popoblo
11-18-2003, 02:48 PM
i said MEATY crouching strong is a bad move, not crouching strong in general. and meaty standing rh is a much better option.

-2 is at the completion of the move, not inbetween them. and remember -2 is 1/30 of a second, no poke would ever punish that considering the crouching strong pushes you away.

yes, the book gives 400 (1st hit) + 800 (2nd hit) for damage.

for your last question, the book only tells me that the first hit has 4 frames of startup and 2 frames while it can hit, and the second hit has six frames of startup and 4 frames while it can hit. so i'm not too sure how to answer your question.

but irregardless, apoc made the point in an old eagle thread that using crouching strong to buffer into hcf + k is a waste. here's what he said...

"Most of the time when you can land 2 cr.jabs you can also land the st. forward.

Also, most times when you can land 2 cr.jabs you can also land cr. fierce.

That being said, there really aren't many times when using low strong to cancel into hcf+k is best. It does less damage than other normals you can link to cancel(both vitality and stun). It's harder than using st. forward and if you can use low strong then you can use low fierce.

The only time I find low strong to be useful is one links that cause push back like cr.mk,cr.jab,cr.strong xx special. Or after landing a close RH as a counter.

Point is, 90% of the time there are better links than low strong. You are cancelling a strong move on the first half of the damage. You don't even get a full strong's worth of damage for the skill involved. Forward and Fierce are almost always better."

Gwai Lo ½
11-18-2003, 06:14 PM
No, definately isnt many times, i was just wondering abotu the situation

Dnut
11-18-2003, 07:34 PM
I hate it when I mess up the timing for c.lp, c.lp, c.mk into a super.


So based on the frame data, the c.mp comes out faster than both c.mk and c.hp. It would be easier to link:

c.lp, c.lp, c.mp xxx QCFx2+p

instead of doing,

c.lp, c.lp, c.mk xxx QCFx2+p


The first hit of the c.strong is buffered into a super, so it will do less damage than doing c.mk xxx super. But since c.mp is faster and can reach farther, c.mp is a more reliable link when executing super combos.

popoblo
11-19-2003, 07:37 PM
has anybody fought a good hibiki with eagle? how is this matchup played? i've never played a good hibiki with eagle, so i don't really know how i would approach it...

MegaZangief
11-19-2003, 09:08 PM
Originally posted by popoblo
has anybody fought a good hibiki with eagle? how is this matchup played? i've never played a good hibiki with eagle, so i don't really know how i would approach it...

I assume just play a poking game with her, S.FP, C.RH, C.MK, dash in throws to mix shit up... Not exactly sure if jumping MK would trade or clean beat her S.fp, but j.mk gives your character a funny hitbox so.

Gwai Lo ½
11-20-2003, 06:59 AM
Can Hibiki duck eagles s.fierce? I know iori can. Against him I have to use s.roundhouse more.

Burghy
11-20-2003, 07:48 AM
Dnut: cr mp -> super is a bad idea because you have to be really really quick to cancel cr MP. You have like maybe 1 frame or so (exaggeration).

If you want an easier link try cr lp cr lk -> super.

Apoc
11-20-2003, 01:33 PM
Dropped by to clarify the strong cancel into rush topic. I meant that in combos beginning with jab/short. The low strong cancel is Eagle's best far range counter poke. In that sense, it's the best to cancel. Funny thing is, that's when most don't bother cancelling it.

So, yeah. In combos other than the one beginning with close st.RH, low strong cancelling is a big waste. However, when poking at a far distance, it's the best to cancel as a comboSTARTER. I.E. You stick low strong out and get a counter with the first hit, BOOM, cancel into rush. You'd be surprised at how far you can get a counter and then combo this. Cr. Fierce does way more damage and stun while also having deceptive range but, you'll want to be sure that you know that they ARE sticking out the move that you intend to counter with fierce since a whiffed fierce is not good:P However, in matches where you find this useful, it's nice to cancel into the RH rush. I mean, how often do you get to combo that. That's an annoying move to get hit by, lol.

Another side note, when Eagle trades with the low strong, watch for the major counter. There are times when you can connect a super after the trade.

Just wanted to clear up the idea that it wasn't good to cancel low strong. It is good. But, only as the combo starter, imo. As previously stated, it's a big waste otherwise. I know it's hard to fight off the urge to do a million jabs and then a strong on characters like Blanka just to annoy and watch the hit count go up, lol. Funny tho, ppl are most impressed when I do it just for fun. They don't realize that they aren't losing too much life:/

Great thread!

Apoc.

popoblo
11-20-2003, 01:39 PM
good call apoc. did you get my email? i'm still wondering what you think about the cammy vs eagle matchup.

thanks

Gwai Lo ½
11-20-2003, 01:48 PM
One time I woke up with a level 1 super vs cammy, we had a major counter thingy where you are both frozen, I then combod a crouching fierce. (could have combod into super but I wasnt expecting it to actually combo) I tried reproducing this again but I couldnt get it to work. I dont even remember what move cammy threw out (probably a s.fierce)

Gwai Lo ½
11-20-2003, 01:52 PM
Originally posted by Apoc
You stick low strong out and get a counter with the first hit, BOOM, cancel into rush.

This cant be the easiest thing to do on reaction.. or is it? It definately doesnt sound easy.. especially for one with super motion skills like myself!

Apoc
11-20-2003, 09:57 PM
Trading into combo is common for Eagle but you still need to be quick and reflexive. Level 1 does this on trade as Gwai Lo mentioned. So does both of his strongs. The level 1 spin is especially good for doing this easily. I did it a lot the first year it came out but now I'd rather save for level2 and such and screw the flashiness. Cool shit is not at its' most useful in CvS2:P

As for low strong cancelling on reaction. In all honesty, I am the only one that I have ever seen do this and that is because it's extremely difficult. Or...one would think. lol

Being that I've been lazier and lazier in the last 3-4 years, and also that I've been SFing for over 10, I'm quite skilled at making up tricks in order to do crazy shit.

So...now that I'm retired really, I'll throw this out for the Eagle fellas alone(Everytime something is a technique I invented, it turns into whoever's technique that ppl witness using it. I actually read on Denjin video that pre-charging moves like Remy is a Japanese technique when I've been doing it since CE. It just took me a few years to realize that ppl weren't doing this the whole time. Again, now it's japanese,lol. Whatever.).

So, here's the technique for getting a combo everytime you counter hit with the first hit of the strong. Do me a favor and remember where yall got this. Don't act all hot shit when someone asks how the hell you do that.

Ready, yall are gonna laugh. Ok, everytime you hit the low strong at counter poke range, be doing the motion for the rush. Basically, it's like this. Walk and instead of merely crouching, roll the stick from back to down as you hit strong. Then, (here's the funny part) complete the motion and hit MK.

If you're paying attention, you'll realize that you'll be doing a buffered low strong into mk rush. Basically doing the mk rush and inserting the strong in the middle. It's a simple twist on buffering and I'm surprised that other Eagle's don't do this. But then, who else rushes with Eagle...unless charged in A, lol.

Why does this work and cause a combo on reaction? Simple. If you do this EVERYtime you hit low strong at counterhit range it's guaranteed not to mess up. How? Because if it doesn't counterhit then the strong continues on the second hit and the mk is never able to be taken as true input(unless you "kara" cancel which means you're buffering too fast). So you stick out strong, if it hits, the mk rush comes out. If they don't attack yet they block or get hit by the second hit of the strong.

That's how you guarantee any crouching strong into a rush. That's a patented "Apoc Eagle" technique, lol.

Anyway, no sense in keeping secrets when I'm done competing(at least for some time).

Excuse the mood of this post. Was a lil pissed today, heheh.

They are PLENTY of strings that lead to an almost guaranteed counter if they attack. Inserting a low strong after specific strings are set-ups for this. Some strings work better on others. Yall should look for these=)

Apoc.

Gwai Lo ½
11-21-2003, 07:36 AM
Damn, that's pretty cool shit, so the counter hit delays when the next part of the move comes out? Im not sure I understand why it works, although I know chun has similar shit but its supposed to take some learning in timing...

EDIT: And yea.. I only mentioned the level 1 thing because I use eagle in a groove..

Apoc
11-21-2003, 09:29 AM
Originally posted by Gwai Lo ½
Damn, that's pretty cool shit, so the counter hit delays when the next part of the move comes out? Im not sure I understand why it works, although I know chun has similar shit but its supposed to take some learning in timing...

EDIT: And yea.. I only mentioned the level 1 thing because I use eagle in a groove..

Trading into combo can usually be done with any multihit move.

As for the counter strong. How can I make this easier sounding?

K, when doing a low strong, always act as if you are comboing the mk rush move with it. If they stick anything out that gets countered by the first hit, the rush will combo, naturally as if you knew you were going to counter hit. If they don't stick anything out, the strong can't cancel and therefore you get the second hit of the strong as a poke. So always be buffering the low strong into a mk rush when you stick it out.

scenario1:you stick out low strong(with the buffering method described) and the opponent does nothing.
Outcome:They end up blocking the second hit of the strong.

scenario2:you stick out low strong(with the buffering method described) and the opponent attacks into it.
Outcome:The opponent gets hit with the 1st hit of the strong and gets comboed by the buffered mk rush.

In both scenarios you are still doing the exact same command with the joystick and buttons=comboing first hit of the strong everytime it connects.

Understand that I don't mean to do this if you are in range to connect the first strong with their sprite. This is done from outside of the first hits' range. Otherwise you would be cancelling the rush on a block which would be bad news. This is strictly a counterpoke technique.

When in range and anticipating a counter, you can actually wait to hit the mk and therefore, NOT hit it, if they block. This is usually done after a set up string that makes them feel safe to attack.

Both of these have the same button rhythm. Sounds like "tadah"

Apoc.

Gwai Lo ½
11-21-2003, 09:34 AM
Ahh, I understand you, although your post went into a lot more detail that was necessary for me to understand :D Thanks for taking the time to do so.

Apoc
11-22-2003, 09:24 PM
Originally posted by Gwai Lo ½
Ahh, I understand you, although your post went into a lot more detail that was necessary for me to understand :D Thanks for taking the time to do so.

My bad, just wanted to be thorough, heheh.

Apoc.

Croaky is Frog
11-22-2003, 10:35 PM
Hey hey, sorry for doing this in Eagle's forum(whom I have much respect for) but I mainly wanted to say sup to Mr. Apoc. Hey Jason, I couldn't help notice your location on your sig sayz Nevada. Are you back in Sin city? If so let me know cause me and King might be there during Christmas time and it would be great to hook up with ya. Don't Private message me cause my PM's don't work but rather post back here and I'll check in every now and then.

Apoc
11-23-2003, 05:05 AM
Originally posted by Croaky is Frog
Hey hey, sorry for doing this in Eagle's forum(whom I have much respect for) but I mainly wanted to say sup to Mr. Apoc. Hey Jason, I couldn't help notice your location on your sig sayz Nevada. Are you back in Sin city? If so let me know cause me and King might be there during Christmas time and it would be great to hook up with ya. Don't Private message me cause my PM's don't work but rather post back here and I'll check in every now and then.

WASSUP bro! It would be sweet to have yall here. I'd hold a tourney if you guys wanted to challenge the Vegas comp(yep, I'm stuck here for the time being). Yall are welcomed to stay at my crib if you'd like to save some ends on the hotel fees. You can hit me up by email(so as not to tick off other Eagle heads:))

truapoc@hotmail.com

Good to hear from ya!

Apoc.

popoblo
11-24-2003, 08:35 PM
all right, let's get to some real advanced eagle shit. in buk's "what i learned in japan" thread, the only thing he mentioned about eagle that the japanese players know eagle's moves and priorities much better. he also mentioned counter hit crouching mk setups, but didn't remember any in particular.

so let's throw out some counter hit crouching mk setups (which link to standing fierce)

-*my favorite* after you knock somebody down, do a meaty standing rh, then crouching mk. sets that shit up perfectly.

-hit somebody with a B&B ending in hcf + k, then do crouching mk.

-dash in, crouching mk

-crouching jab x2, very tiny pause, crouching mk

basically any setup is good as long as you set up a good distance or frame advantage where not many normals will be quick enough or have enough priority to beat eagle.

peace

PS- hey apoc, did you ever get my emails? that's cool if you don't want to respond, i'm just wondering if you got them. although i would like to hear your vs cammy strats:cool:

popoblo
11-24-2003, 08:42 PM
oh yeah, eagle has a massive advantage once he gets someone cornered (especially A-eagle).

if they poke...

-eagle just baits whiffs and punishes them.

if they jump...

-do his AA CC (check www.namonaki.com) if you have a full A-groove meter
-jumping mk/mp
-RC lariat
-crouching fierce

if they roll...

-CC starting with crouching mk
-throw
-mk into super

so basically find that sweet-spot in the corner and be patient, and you're golden.

eagle's all about the options:lol:

Gwai Lo ½
11-25-2003, 10:37 AM
What are the stats on eagles close s.fierce and far s.roundhouse?

EDIT: Dash grab is top tier tactics, dash activate, and roll activate are top tier tactics.

popoblo
11-25-2003, 02:30 PM
Close Standing Fierce 1100 -2/-2 [5/8/26]
Far Standing Roundhouse 1300 -11/-11 [7/3/32]

for the love of god, never use far standing rh.

Gwai Lo ½
11-26-2003, 05:10 AM
Originally posted by popoblo
Close Standing Fierce 1100 -2/-2 [5/8/26]
Far Standing Roundhouse 1300 -11/-11 [7/3/32]

for the love of god, never use far standing rh.

I use it against iori, and to change up the timing on my far s.fierce range (p-iori)

But wow, -11? that's fucked up..

Buktooth
11-26-2003, 04:26 PM
Originally posted by popoblo
Close Standing Fierce 1100 -2/-2 [5/8/26]
Far Standing Roundhouse 1300 -11/-11 [7/3/32]

for the love of god, never use far standing rh.
I'm no authority on Eagle so I can't add much to this convo (though I used to use him way back in the day), but deciding whether or not to use a move solely based on the frame advantage/disadvantage is a bad habit. Keep an open mind. A move is much more than the sum of its numbers. It might have weird hitboxes in your favor and be effective against a certain character or move that's giving you trouble. A good example of this would be Rugal's low strong being an excellent anti-cross up and anti-air against most characters.

Sagat's standing forward and roundhouse, Hibiki's slash and Iori's sweep are -12, -7, -19 and -16, respectively. All of these moves are incredibly good.

On that note, I'm 90% done on a short little guide on reading and using frame data. Should be up by the end of the week.

popoblo
11-26-2003, 07:18 PM
Originally posted by Buktooth88

I'm no authority on Eagle so I can't add much to this convo (though I used to use him way back in the day), but deciding whether or not to use a move solely based on the frame advantage/disadvantage is a bad habit. Keep an open mind. A move is much more than the sum of its numbers. It might have weird hitboxes in your favor and be effective against a certain character or move that's giving you trouble. A good example of this would be Rugal's low strong being an excellent anti-cross up and anti-air against most characters.

Sagat's standing forward and roundhouse, Hibiki's slash and Iori's sweep are -12, -7, -19 and -16, respectively. All of these moves are incredibly good.

On that note, I'm 90% done on a short little guide on reading and using frame data. Should be up by the end of the week.

my bad:)

the thing that struck me was that the moves hitbox was only active for 3 frames, which seemed ridiculously small. but then i realized the standing fierce was also 3 frames, but it's range is much greater. you're probably right, i just need to find those specific uses for it.

and buk, have you ever used maki in a tourney? i've seen your posts in the maki thread, but i've wondered if you've tried using her instead of morrigan in a tourney.

peace, thanks for dropping in on my thread. i'm trying to contribute as much as i can on eagle, although i'm still working on him myself:cool:

Gwai Lo ½
12-03-2003, 08:31 AM
Just bumping this thread...

its been a while since stuff has been posted. Anyone come up with any new tricks/set ups? I dunno, to me eagle seems pretty basic in terms of game play, nothing too extravegant... poke poke poke :)

I think all the combos and such has been talked about, so more situational game play should follow hopefully :)

I dunno if I mentioned this, but if you are inside of eagles s.fierce range, sagats c.fierce will beat it easily.. but a bit outside eagles s.fierce range you will beat a sagat c.fierce (as is the way with most moves like this, but the difference in distancing is like very minimal). Im not too sure how much application to actualy game play this has (aside from random pokes/predicting c.fierce, which isnt always the easiest thing to do), but im really bored and am waiting to go away on a branch retreat for work :D

I recently changed the way I play with eagle. I stopped RCing (before I rcd shit all the time, especially sagat fireball). This has limited some stuff but helped me with my distancing. If you play with good distancing you can bait moves to rc through by getting out of position. Like sagat fireballs, they think "oh, i can do this now" but then you RC through it unexpectedly (because you arent whoring them all game). You can RC through a sagat fireball almost anywhere on screen except for full screen, as you will hit a few times, but then miss and eat c.fierce of death (or c.fierce xx super)

Also another thing I noticed, is beware people jumping into your s.fierce range. Never ever throw out that s.fierce no matter how tempting it looks. The worst part about this is sometimes I press it on reaction :bluu: Instead of s.fierce, press something like s.jab or tap forward and back quickly to make it look like you are doing something. Then if they are sagat you still have to block, hehe :)

Blanka RC Electricity. I recently had a huge problem with this because I was playing on a screen I wasnt used to. Eagles s.fierce went out a bit further than I thought, and also blanka delayed the RC a lot so he moved forward more. At max range eagles s.fierce will go through blanka RC Electricity. This is good to know the range because it is fairly safe if you learn the range really well. You can get a lot of counter hits on reaction. As soon as you see the RC electricity at your max s.fierce range throw it out, either you go through, they block, or you hit them. Of course not knowing your range and getting a counter hit is not fun (as is the case when I played on a different size screen).

Anyway, this is the kind of stuff I want to hear about, not match winning, but fun stuff to know that will add up.

I gotta go catch my bus for my branch retreat. Will try to think of more things later.

:cool:

Binarystar
12-04-2003, 01:24 AM
Originally posted by Gwai Lo ½
I'm Cheap

Your Eagle, Rolento are cheap :mad:
But I laugh at your Blanka har har har

Can't catch Mai!!! Booyacka!!

oh ya Eagle is sick in right hands!!too much range!!!! Cable of cvs2 nah jk nobody is betta then Nathan SUmmer!!! Scimitar!!!!!!!!!!!

edit: scimitar!!!

gunjack_fever
12-09-2003, 01:24 AM
I just came from NEC. It was nice, had a good turnout. I first match was against a fellow from connecuit (i think). I play p-groove and had rolento/eagle/Yama(2). He had K cammy/hibiki/sagat(2). To cut the story short, my eagle had huge problems against hibiki. it was very stressful.

First jumping in was not an option, kept changing the timing of her anti- so i kept getting hit. Using his medium kick to jump in was okay however it was still in her favor.

Second, i was tyring to bait her s.fierce?(the move hits mid) by using small jump then medium punch counter, it kinda worked well. Small jump was a good way to get in though, just have to be very careful.

Third, if u know he is going to attack low, hcb+rh is a good choice. Sometimes during the match, i will just do hcb+mk, then have to guess with counter i should use. It was a big risk but i guessed rite:)

Forth, when he is very close ( which happened very rarely) i threw her with fierce. followed it up by using hcb+jab. The jab version has a good recovery(put in mind, mixed up tactical recovery), I had three choices:

1) If he trying to do hibiki's b&b, i could just easly parry low then punish.

2) Having a full meter, i could fool him into thinking i am about to tick throw but did super(sometimes i smile mind cuz the throw animation is just there and a super is in their face).

3) Hop back, hop forward c. mk super/throw.

My opponent, to be honest was not technical but i give him props for his runaway skills. i knew turtle hibiki is really good. I have never played against her in a tourney before. Made me want to go back to my drawing board and find more setups to lure her. i like some advice on this against her. please do not post , *play rc groove and u will be fine*. P-groove beats RC.

undeadgeist1942
12-09-2003, 03:16 AM
all i have to say is .... eagle a-groove, that guy is crazy with his guard break wich sets up some of the best a-groov combos possible. I went to the metro mall over the weekend (in pheonix)
and there was this cat using a-groove eagle-sakura-kyo (all hella crazy with a-g) he sluaghtered me the first time , but i almost had him 2 times after words just caus of my sweeping technique (most people dont ever expect 3 sweeps in a row from joe)
anyways now i started using a-groove bison (i can connect a 74 hit combotaking around 10000 damage) anyway i hope to challenge him again, any tips for crushing his a-g eagle?

Gwai Lo ½
12-09-2003, 07:31 AM
Originally posted by gunjack_fever
i like some advice on this against her [hibiki]. please do not post , *play rc groove and u will be fine*. P-groove beats RC.

Hibiki's scary. This matchup is a turtle fest, imo. Both characters are at a disadvantage attacking. Both characters have good distancing pokes (as well as distance pokes too) and a way to create distance without poking (Eagle hop back, hibiki dodgexxhopback with random attack.. usually fierce or roundhouse)

You can take a good amount of damage by keeping her out. But if she gets in she got some crazy confusion shit going on. (Ie ambiguous j.roundhouse ->, close s.fierce/bnb/throw/activate.. and lots more.. but I dont play her so I cant give details.. I never know what this bitch is doing when she activates...)

Try to keep her out of her c.fierce range, (its the one where she crouches low and her sword arc's up). Shes got a slow roll, so your sweep is fairly safe (although with this thing its never 100%). Her s.mp is longer range, so keep this in mind too, but eating a few mp is better than a c.fierce :)

Bait jump ins, and punish, especially against a/c/s-groove where its a no brainer to punish (c.fierce). People often feel the need to jump when they are expecting a sweep and are annoyed at not being able to get in. So watch out for jumpins just outside your sweep range... you will see them walk into it traying to bait a sweep...

Jumping puts you at a huge disadvantage too. I would suggest not jumping unless its an ambiguous crossup... and even then you still may get hit.. jumping when you are too close for her far s.fierce to work is good, because it gives you a chance to counter hit her close.sfierce (the double slash)

Again, imo this matchup is a poke and keep away game, but if one character gets in with momentum (especially with bar) then they can inflict some huge damage.

Watchout for her RC wakeups - ie the qcb (or hcb??) + p, then the ground slash follow up... getting this done on you while trying to do a meaty attack is not very much fun :sweat:

Hibikis throw has less range than eagles in terms of pixels. She's got to be pretty close to throw eagle. So eagles got a bit of advantage on throws.

EDIT: (I tried to keept his as non groove specific as possible..)

popoblo
12-09-2003, 02:20 PM
once A-hibiki has meter and if she jumps, RC lariat every time. that'll beat out the cute little trick of jump (hope for crouching fierce) and activate into CC.

and i've never faced a good hibiki with my eagle, so i'm not gonna try to play theory fighter.

Nipp0n
12-13-2003, 05:31 PM
Very intrested in the direction this thread has taken. Hibiki and eagle are my 2 fav fighters on my A-team. O and apoc, thanks for the mpXXrush shit, it works like a charm. Now if i could only rc ANYTHING i might be good :(

gunjack_fever
12-13-2003, 06:26 PM
Thank u for contributing.

undeadgeist1942/ popoblo:- Ever since the game came out, i never (too rearly might be the correct word) use other grooves, i don't like them. P-groove suits my eagle.:rolleyes: lol. However, i will let my friend know about your A/rc groove tips.

Gwai Lo ½: [/QUOTE]Watchout for her RC wakeups - ie the qcb (or hcb??) + p, then the ground slash follow up... getting this done on you while trying to do a meaty attack is not very much fun [/QUOTE]
Yes that is not fun at all. :bluu:

Anyway gentlemen, I have been thinking of recording some of my matches and post them online. Its just for u guys to point out my mistakes. Could be entertaining to watch my scrubness.:D

Thanks again

P.S: Thought of Maki and Rc Zangief? Will discuss later

No D
12-15-2003, 04:40 PM