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Eagle puts the opponent in a headlock and then jabs them with his stick. | Eagle puts the opponent in a headlock and then jabs them with his stick. | ||
* While a funny-looking throw, it is far outclassed by his punch throw, so if you want to throw your opponent use the punch one. | * While a funny-looking throw, it is far outclassed by his punch throw, so if you want to throw your opponent use the punch one. | ||
}} | |||
}} | |||
==Special Moves== | |||
===== <span class="invisible-header">Canterbury Blue</span> ===== | |||
{{MoveData | |||
| name = Canterbury Blue | |||
| input = {{Motion|236}} + {{Icon-Capcom|P}} | |||
| subtitle = 236+P / QCF+P | |||
| image = CVS2_Eagle_236LPhold.png | |||
| caption = LP version (hold) | |||
| image2 = CVS2_Eagle_236LPrelease.png | |||
| caption2 = LP version (release) | |||
| image3 = CVS2_Eagle_236MPhold.png | |||
| caption3 = MP version (hold) | |||
| image4 = CVS2_Eagle_236MPrelease.png | |||
| caption4 = MP version (release) | |||
| image5 = CVS2_Eagle_236HPhold.png | |||
| caption5 = HP version (hold) | |||
| image6 = CVS2_Eagle_236HPrelease.png | |||
| caption6 = HP version (release) | |||
| linkname = 236K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = LP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 (beginning startup), 13~73 (hold time), 5 (release startup) | |||
| active = 12 | |||
| recovery = 34 | |||
| total = Variable | |||
| advHit = HKND | |||
| advBlock = -14 | |||
| invul = None | |||
| description = | |||
Eagle spins his sticks and takes a counter pose, then does a quick upward swing. | |||
* By holding the punch, Eagle stays in an autoguard state for about a second until he swings his stick. He can release it prematurely by simply not holding punch, although the startup is still beefy as he needs to hold for at least 13 frames before attacking. Without holding the startup is 21 frames, which is huge and makes it's use as an anti-air/counterpoke/anti-fireball very difficult. | |||
* Has autoguard frames against high hitting attacks. | |||
* The only version that knocks down, although it's obviously far too slow to be comboed into. | |||
* Can absorb multiple normal and special move hits, it can even block projectiles. Supers cannot be absorbed. | |||
* Can be an anti-air against jump-ins but note that the lack of invincibility means it can't be used as a reversal. As well the aforementioned 21 frame startup means it has to be done anticipating a jump. | |||
* The way the autoguard works is an invisible box is used for the autoguard, and if the opponent's hitbox strikes that area, it will be absorbed. | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 (beginning startup), 13~73 (hold time), 5 (release startup) | |||
| active = 12 | |||
| recovery = 30 | |||
| total = Variable | |||
| advHit = -10 | |||
| advBlock = -10 | |||
| invul = None | |||
| description = | |||
Eagle spins his sticks and takes a counter pose, then does a quick midsection swing. | |||
* Has autoguard frames against mid hitting attacks. | |||
* Has the same absorbing properties as LP and HP. | |||
* Generally the most versatile of the three, as the pose and the swing itself can catch most pokes in neutral, however this move is very slow to recover so don't fish for this move in neutral. | |||
* The autoguard box is at Eagle's midsection, so jump-ins and lows can hit Eagle out of the counter. | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 (beginning startup), 13~73 (hold time), 5 (release startup) | |||
| active = 12 | |||
| recovery = 30 | |||
| total = Variable | |||
| advHit = -10 | |||
| advBlock = -10 | |||
| invul = None | |||
| description = | |||
Eagle spins his sticks and takes a counter pose, then does a quick upward swing. | |||
* Has autoguard frames against low hitting attacks. | |||
* Same absorption properties as LP and MP. | |||
* Can absorb low projectiles like Reppukens, but due to it's slow speed it's not worth going for in neutral since Eagle has better anti-fireball tools. | |||
* The autoguard box is at Eagle's legs, so most crouching moves will get caught but mid pokes and jump-ins still beat this counter. | |||
}} | |||
}} | |||
==Super Moves== | |||
=== <span class="invisible-header">Union Jack Platinum</span> === | |||
{{MoveData | |||
| name = Union Jack Platinum | |||
| input = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|P}} | |||
| subtitle = 236236+P / QCF,QCF+P | |||
| image = CVS2_Eagle_236236P.png | |||
| caption = | |||
| linkname = Union Jack Platinum | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = - | |||
| recovery = 47 | |||
| total = 55 | |||
| advHit = HKND | |||
| advBlock = -22 | |||
| invul = 8 (Full) | |||
| description = | |||
Eagles does a short flurry of attacks ending in an Oxford Red. | |||
* placeholder | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 4800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = - | |||
| recovery = 47 | |||
| total = 55 | |||
| advHit = HKND | |||
| advBlock = -22 | |||
| invul = 14 (Full) | |||
| description = | |||
Eagles does a flurry of attacks ending in an Oxford Red. | |||
* placeholder | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 6000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = - | |||
| recovery = 47 | |||
| total = 55 | |||
| advHit = HKND | |||
| advBlock = -22 | |||
| invul = 23 (Full) | |||
| description = | |||
Eagles does a long flurry of attacks ending in an Oxford Red. | |||
* placeholder | |||
}} | }} | ||
}} | }} |
Revision as of 21:35, 7 August 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, as it can hop over lows and low fireballs. He also has great oki after a punch throw as he can dash over the opponent and meaty for a left-right mix and use instant overhead j.MK (one of the best IOHs in the game) for a surprisingly effective high low mix, essentially giving him a 4-way mix, albeit slightly reactable but still really strong. Overall, C-Eagle is a reliable and footsies-based Eagle playstyle, great for fundamentally sound players. 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 2MK 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. On the SNK side, K-Eagle is the antithesis to the footsies based Eagle in C and A. 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 decent comeback factor. Although his mixup game isn't nearly as strong as in dash grooves, he still has access to things like IOH j.MK and a short hop to create a crossover hop.
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 (lvl.2 Union Jack and multiple lvl.3 Union Jacks), 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, A-Groove, and K-Groove. |
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Pros | Cons |
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THIS PAGE IS STILL A WORK IN PROGRESS
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
clHP
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Throws
Pile of Fools
Fool Percussion
Special Moves
Canterbury Blue
Super Moves
Union Jack Platinum
Colors