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.