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Eagle is mostly a poking character with solid anti-airs, simple combos, good roll cancels, and effective supers. He can be quite simple to play, relying mostly on using his sticks to beat out opponents buttons on the ground and comboing into his Oxford Red stick rush special. Hitconfirming into his supers is fairly easy as well, and he has a versatile combo ending super in Union Jack Platinum. While his best anti-air special requires a roll cancel to be effective, roll cancelling does make it VERY effective. Overall, Eagle is just a simple poking and hitconfirming character. | Eagle is mostly a poking character with solid anti-airs, simple combos, good roll cancels, and effective supers. He can be quite simple to play, relying mostly on using his sticks to beat out opponents buttons on the ground and comboing into his Oxford Red stick rush special. Hitconfirming into his supers is fairly easy as well, and he has a versatile combo ending super in Union Jack Platinum. While his best anti-air special requires a roll cancel to be effective, roll cancelling does make it VERY effective. Overall, Eagle is just a simple poking and hitconfirming character. | ||
He does have his weaknesses however. His main meterless combo ender, while it does good damage, doesn't give any knockdown. His anti-air special also requires roll cancelling to make it effective, and RC Sticks is a powerful fireball punish, limiting his use in non-roll Grooves heavily. He lacks any sort of zoning tools outside of his normals, and his mixups aren't the best without run/hop Grooves. Not having a | He does have his weaknesses however. His main meterless combo ender, while it does good damage, doesn't give any knockdown. His anti-air special also requires roll cancelling to make it effective, and RC Sticks is a powerful fireball punish, limiting his use in non-roll Grooves heavily. He lacks any sort of zoning tools outside of his normals, and his mixups aren't the best without run/hop Grooves. Not having a reliable reversal (his lariet trades or loses quite a bit) also hurts, since it means he has to commit to something like a super to wake up with something invincible. If you want a poking character with good and fun hitconfirms, Eagle is your guy. | ||
=== Groove Selection === | === Groove Selection === | ||
'''Best - C/K:''' C-Eagle is a powerful defensive character that can hitconfirm into a level 2 Union Jack Platinum for solid damage. While his Alpha Counter isn't the greatest, it's a useful defensive tool, and one that Eagle heavily appreciates. He can roll cancel Lariats for a more reliable anti-air, and his mobility with dash isn't too bad. C-Eagle is a more reliable and footsies-based Eagle playstyle. K-Eagle is the exact opposite. He makes an immediate major sacrifice by losing RC Lariat and RC Sticks, but gains a few big things in return. Run and hop make his rushdown a lot scarier, and he can be surprisingly good at it too. Rage lets him hitconfirm into a level 3 Union Jack Platinum for great damage, and since he has great range, JD is a reliable defensive tool for him. K-Eagle is a more rushdown focused Eagle with a good comeback factor. | '''Best - C/A/K:''' C-Eagle is a powerful defensive character that can hitconfirm into a level 2 Union Jack Platinum for solid damage. While his Alpha Counter isn't the greatest, it's a useful defensive tool, and one that Eagle heavily appreciates. He can roll cancel Lariats for a more reliable anti-air, and his mobility with dash isn't too bad. C-Eagle is a more reliable and footsies-based Eagle playstyle. A-Eagle is similar to C-Eagle, but sacrifices any threat of a hitconfirmed super in exchange for Custom Combos. Eagle's CC is fairly damaging and overall good, though usually not as scary as a level 2 or 3 Union Jack Platinum. What Eagle loses in damage he gains as versatility. Eagle is able to combo into CC off light confirms or c.mk or build meter post CC. Raw custom does big damage and he gains a true anti-air custom, comboing into CC off lights does roughly the same as a level 2 C-cancel. K-Eagle is the exact opposite. He makes an immediate major sacrifice by losing RC Lariat and RC Sticks, but gains a few big things in return. Run and hop make his rushdown a lot scarier, and he can be surprisingly good at it too. Rage lets him hitconfirm into a level 3 Union Jack Platinum for great damage, and since he has great range, JD is a reliable defensive tool for him. K-Eagle is a more rushdown focused Eagle with a good comeback factor. Eagle does have the ability to go left/right/high/low in dash grooves after a punch throw letting you hit confirm into big damage or instant overhead j.mk (one of the best overheads). | ||
'''Useful - N | '''Useful - N/P:''' N-Eagle is a bit of a mix between C-Eagle and K-Eagle. You get the mobility of K and the reliable supers and rolls of C, but you sacrifice a lot of potential damage, making him a bit less scary overall. N-Eagle is good for a more simple style. P-Eagle gets parries, which are alright for him as he has decent ranged punishes and damage. While it is rare, a parry from P-Eagle into 5MK > Level 3 Union Jack Platinum does massive damage and is very scary. | ||
'''Worst - S:''' S-Eagle doesn't have much going for him. While Eagle doesn't exactly need meter, he really likes having it, so without low health being forced to charge is very demanding. At low health, you can confirm into level 1 Union Jack Platinum over and over again. This gives you more consistent knockdowns and damage, but the damage isn't as high as other Grooves are capable of. You lose out on rolls for RC Lariat/Sticks in exchange for a dodge, which doesn't help much. Run and hop are strong, but are also present in K-Groove and N-Groove which are better for Eagle overall. | '''Worst - S:''' S-Eagle doesn't have much going for him. While Eagle doesn't exactly need meter, he really likes having it, so without low health being forced to charge is very demanding. At low health, you can confirm into level 1 Union Jack Platinum over and over again. This gives you more consistent knockdowns and damage, but the damage isn't as high as other Grooves are capable of. You lose out on rolls for RC Lariat/Sticks in exchange for a dodge, which doesn't help much. Run and hop are strong, but are also present in K-Groove and N-Groove which are better for Eagle overall. | ||
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|pros= | |pros= | ||
* '''Normals:''' Thanks to the long reach of his sticks, Eagle has solid normals for keeping the opponent away or confirming into a super or 41236K | * '''Normals:''' Thanks to the long reach of his sticks, Eagle has solid normals for keeping the opponent away or confirming into a super or 41236K | ||
* '''Super:''' Union Jack Platinum is a great and damaging combo ending super that lets Eagle melt the opponent with level 2 cancels or Raged level 3's | * '''Super:''' Union Jack Platinum is a great and damaging combo ending super that lets Eagle melt the opponent with level 2 cancels or Raged level 3's, level 3 Manchester Gold (lariet super) is one of the best wake moves in the game being +1(!!!) on block. | ||
* '''Roll Cancels:''' RC Lariat is a fairly annoying roll cancel that works as a great anti-air, and RC | * '''Roll Cancels:''' RC Lariat is a fairly annoying roll cancel that works as a great anti-air, and RC lp Oxford Red (Rush) is fairly safe wake up (-2 on block) and mk and hk versions are great to punish fireballs. | ||
* '''Offense:''' With hop and run, Eagle can actually be fairly scary on offense, possessing a great hop normal and a great low confirm | * '''Offense:''' With hop and run, Eagle can actually be fairly scary on offense, possessing a great hop normal and a great low confirm | ||
|cons= | |cons= | ||
* '''Meterless Combos:''' While his meterless combos are still damaging, Eagle can struggle to secure a knockdown without spending meter | * '''Comeback factor''' Eagle is very solid at keeping out, but getting in can be a struggle vs many top tiers as he is better at zoning when low on health | ||
* '''Meterless Combos:''' While his meterless combos are still damaging, Eagle can struggle to secure a knockdown without spending meter, his main bnb leaves him at -2 | |||
* '''Reliance on Roll:''' Eagle's best anti-air special has to be roll cancelled, since it only has upper body invuln on the startup and not till the first frame | * '''Reliance on Roll:''' Eagle's best anti-air special has to be roll cancelled, since it only has upper body invuln on the startup and not till the first frame | ||
* '''Defense:''' While he has some solid jabs to mash, the aforementioned lack of a true meterless reversal forces him to hold pressure on knockdowns or spend meter on an unsafe reversal super | * '''Defense:''' While he has some solid jabs to mash, the aforementioned lack of a true meterless reversal forces him to hold pressure on knockdowns or spend meter on an unsafe reversal super |
Revision as of 03:30, 8 July 2022
Introduction
Story
Eagle is a British Bojutsu fighter who works as a bouncer at a bar. He was one of the original enemies Ryu fought in Street Fighter 1, and was one of the most powerful of them. He was hired as a hitman to kill Sagat, thought he sadly failed. He returned home a living legend for his fighting however. Alpha 3 and its stories are questionably canon, but during the events of Alpha 3, Eagle started travelling to perfect his Bojutsu martial art style. He challenged anyone he thought was strong, most notably Guile, who Eagle beats. Guile shares that he's on a mission to stop Shadaloo and fight M. Bison, and also sharing that Sagat is there as well. Eagle follows, eager to fight his previous rival. Upon seeing Sagat, Eagle is disappointed that he's just become a lackey of Shadaloo. They fight, and Eagle wins. M. Bison is impressed, and fights Eagle himself, also being defeated by the Bojutsu master. They rescue Charlie and destroy the Psycho Driver, and Eagle thanks Guile for one last romp on the battlefield.
Gameplay
Eagle is mostly a poking character with solid anti-airs, simple combos, good roll cancels, and effective supers. He can be quite simple to play, relying mostly on using his sticks to beat out opponents buttons on the ground and comboing into his Oxford Red stick rush special. Hitconfirming into his supers is fairly easy as well, and he has a versatile combo ending super in Union Jack Platinum. While his best anti-air special requires a roll cancel to be effective, roll cancelling does make it VERY effective. Overall, Eagle is just a simple poking and hitconfirming character.
He does have his weaknesses however. His main meterless combo ender, while it does good damage, doesn't give any knockdown. His anti-air special also requires roll cancelling to make it effective, and RC Sticks is a powerful fireball punish, limiting his use in non-roll Grooves heavily. He lacks any sort of zoning tools outside of his normals, and his mixups aren't the best without run/hop Grooves. Not having a reliable reversal (his lariet trades or loses quite a bit) also hurts, since it means he has to commit to something like a super to wake up with something invincible. If you want a poking character with good and fun hitconfirms, Eagle is your guy.
Groove Selection
Best - C/A/K: C-Eagle is a powerful defensive character that can hitconfirm into a level 2 Union Jack Platinum for solid damage. While his Alpha Counter isn't the greatest, it's a useful defensive tool, and one that Eagle heavily appreciates. He can roll cancel Lariats for a more reliable anti-air, and his mobility with dash isn't too bad. C-Eagle is a more reliable and footsies-based Eagle playstyle. A-Eagle is similar to C-Eagle, but sacrifices any threat of a hitconfirmed super in exchange for Custom Combos. Eagle's CC is fairly damaging and overall good, though usually not as scary as a level 2 or 3 Union Jack Platinum. What Eagle loses in damage he gains as versatility. Eagle is able to combo into CC off light confirms or c.mk or build meter post CC. Raw custom does big damage and he gains a true anti-air custom, comboing into CC off lights does roughly the same as a level 2 C-cancel. K-Eagle is the exact opposite. He makes an immediate major sacrifice by losing RC Lariat and RC Sticks, but gains a few big things in return. Run and hop make his rushdown a lot scarier, and he can be surprisingly good at it too. Rage lets him hitconfirm into a level 3 Union Jack Platinum for great damage, and since he has great range, JD is a reliable defensive tool for him. K-Eagle is a more rushdown focused Eagle with a good comeback factor. Eagle does have the ability to go left/right/high/low in dash grooves after a punch throw letting you hit confirm into big damage or instant overhead j.mk (one of the best overheads).
Useful - N/P: N-Eagle is a bit of a mix between C-Eagle and K-Eagle. You get the mobility of K and the reliable supers and rolls of C, but you sacrifice a lot of potential damage, making him a bit less scary overall. N-Eagle is good for a more simple style. P-Eagle gets parries, which are alright for him as he has decent ranged punishes and damage. While it is rare, a parry from P-Eagle into 5MK > Level 3 Union Jack Platinum does massive damage and is very scary.
Worst - S: S-Eagle doesn't have much going for him. While Eagle doesn't exactly need meter, he really likes having it, so without low health being forced to charge is very demanding. At low health, you can confirm into level 1 Union Jack Platinum over and over again. This gives you more consistent knockdowns and damage, but the damage isn't as high as other Grooves are capable of. You lose out on rolls for RC Lariat/Sticks in exchange for a dodge, which doesn't help much. Run and hop are strong, but are also present in K-Groove and N-Groove which are better for Eagle overall.
Eagle is a poking and punishing character with lots of good normals and hitconfirms. He doesn't get consistent knockdowns without meter, and his best anti-air requires you to roll cancel it, but otherwise he's a very solid neutral-oriented character. Eagle is best in C-Groove and K-Groove. |
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Pros | Cons |
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!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
X
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
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- | - | - | - | - | - | - | - | - | - | - | - | - |
Placeholder |
Throws
X
X
Colors