yes, countering. eagle vs…
several different flavors of Blanka
is at LEAST 6-4 in eagle’s favor, because that would be the most basic definition of a counter (5-5 would be a tie). i’ve elaborated on all of those matches in my eagle thread, and i won’t re-post all that info, so i’ll keep it short.
vs A-Sakura, standing fierce her whiffed divekicks and whiffed standing rh, you CAN use mp counter to nullify RC hurricane kicks and fireballs if your reflexes are that good, but it isn’t necessary. RC lariat crossups, crouching fierce jump ins. no real point to jump in.
vs P-Cammy, RC lariat her jump ins (the day somebody parries all 4 or 5 hits of that and then punishes me is the day i quit cvs2, it’s not practical). standing fierce her whiffed standing rh, stuff her walk up advances after a standing fierce with a crouching mk, link a standing fierce (IF cammy doesn’t have a level 3) and she’s pushed out again. obviously watch for parry setups after she walks in after a close standing fierce. press standing mk if you get nervous, it trades with cammy’s standing rh at WORST. no real point to jump in.
vs A-Bison, RC lariat jump ins, standing fierce periodically from long ranged, or just continually walk up and press crouching mk. bison can’t do much in this matchup. NEVER jump in, because you already own the ground game and bison’s AA options are too good.
vs Blanka, crouching fiere jump ins, standing fierce blanka’s crouching fierce in recovery. eagle’s crouching forward > blanka’s. use crouching rh periodically. mp counter eats RC electricity. blanka hops, he gets a stick in the grill (standing fierce). NEVER jump in, you’re giving damage to blanka.
vs C/N-Chun Li, RC lariat crossups, crouching fierce jump ins. chun li has to REALLY space her standing strong perfectly to punish eagle’s crouching forward because the range is deceptive, so that will be eagle’s primary poke in the matchup with a few standing fierces. eagle can selectively jump in with jumping mk. the biggest thing is to RC lariat crossups, because people like to think eagle can easily be crossed up, which definitely isn’t the case.
vs C-Honda, mp counter eats headbutts AND honda hands, or if you’re in C-groove, you can do late air block, crouching roundhouse to punish a headbutt (thanks kcxj). same thing on the ground game, crouching forward and standing fierce. NEVER jump in.
plus eagle has the 2nd most damaging level 2 super, dizzies surprisingly well, is a great battery, above average vitality, and 8000+ CC regular ground CC, with an easy link into CC so he doesn’t have to guess (does around 6500 i think).
remember, i’ve gone into more detail in the eagle thread, so you can check the finer points in there because this is the bare bones of it all. and remember, when in doubt, hit crouching forward :tup:.
maybe people don’t play eagle because it takes too much patience. lifetimeboy should play eagle, he’s definitely got the patience. that’s what gets me sometimes, i want to use eagle’s awesome jump ins when i shouldn’t be jumping at all.
PS- so when i said that eagle counters team BAS, that actually has some validity. while eagle shouldn’t be OCV’ing the team for free, he does have favorable (6-4 or better) matchups with A-sakura/bison/blanka. just wanted to clarify that.