Capcom vs SNK 2/Eagle: Difference between revisions

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» <b>c.FP</b> Controls the space directly above Eagle's head. Use to intercept cross ups.
» <b>c.FP</b> Controls the space directly above Eagle's head. Use to intercept cross ups.
» <b>j.MP/j.HP</b> Very effective air-to-air attack.


» <b>RC Lariat</b> See Special Moves section.
» <b>RC Lariat</b> See Special Moves section.

Revision as of 23:44, 20 January 2008

Introduction

Obviously of the British upper class, Eagle challenges his opponents with a baton in each hand. The later British boxer Dudley resembles Eagle in style. Eagle was one of the tougher opponents Ryu faced in the original Street Fighter.

Ripped straight from jchensor's FAQ.

Moves List

Normal Moves

Name State Spc Sup Hit Blk Sta Act Rec Dmg
Jab Standing y y +7 +7 3 4 6 300
Crouch y y +7 +7 3 4 6 300
Jump - - - - 3 20 - 600
Strong Standing y+n y+n -1 -1 4 2(5)7 17 400+800
Crouch y+n y+n -2 -2 4 2(6)4 22 400+800
Jump - - - - 3 10 - 1000
Fierce Close n,n y,y -2 -2 5 8 26 1100,1300
Far n n -17 -17 8 3 38 1300
Crouch y,n y,y -14 -14 5 9 29 1200,1100
Jump - - - - 7 6 - 1300
Short Standing y y +2 +2 4 4 11 500
Crouch y y +5 +5 3 4 8 400
Jump - - - - 3 20 - 500
Forward Standing y y +0 +0 4 6 16 900
Crouch n y +6 +6 5 6 11 800
Jump - - - - 3 10 - 900
Roundhouse Close n n +2 +2 8 9 17 1400
Far n n -11 -11 7 3 32 1300
Crouch n n DWN -9 11 4 29 1200
Jump - - - - 8 7 - 1200
Command Normals
None Close - - - - - - - -

Special Moves

Lariat/Spin (Manchester Black)
QCB + P

Counter (Canterbury Blue)
QCF + P (hold)

Sticks (Oxford Red)
HCF + K

Overhead (Liverpool White)
QCB + K

Reflector/Bat Swing (Saint Andrews Green)
DP + P

» Manchester Black: Eagle's lariat. RC LP version for a solid AA, especially against crossovers that are not meaty. The multiple hits make jump in parries/JDs more difficult. Avoid using the MP and FP versions in the corner against grooves with safe fall, as an opponent can safe fall and punish Eagle before he recovers.

» Canterbury Blue: This is not a true counter as it utilizes autoblock with a counter attack that comes out regardless of whether or not a move was 'countered'. Positioning of the stick and resulting counter attack are determined by the strength used. The autoblock stance can be held for about 2 seconds and will absorb multiple normal and special move hits, including projectiles. Supers cannot be countered. Eagle can be hit out of the counter attack, even the start up, because it has no invincibility frames. Because this counter ignores high/low hit properties, a move is countered as long as its hitbox touches the autoblock area. In general, the MP strength is most useful because it catches most moves.

» Oxford Red: Eagle's stick poke barrage. The versions do 5, 7 and 9 hits respectfully. The last hits will whiff if the move is done from too far. This move is not safe on block and looks like it would be good for a chip damage KO, but there is a gap between the initial hit and the pokes that an opponent can exploit with rolls, DPs or parries/JDs. This special is meant for combos, with MK being the best strength to use because FK is too slow to combo off normals and LK obviously does less damage. RC the FK version to go through projectiles midscreen. Don't do this full screen because the last hits will whiff.

» Liverpool White: A slow aerial overhead that's not safe on block, easily Eagle's worst special. It travels over fireballs, but so does a super jump into free combo. The only time this move should be in a match is when the player messes up an RC lariat and gets this move RCed instead.

» Saint Andrews Green: Reflects fireballs in a direction of choice depending on strength of punch used. LP returns the projectile horizontally with the MP and FP launching at higher angles. The swing itself does the same damage no matter which strength is used, but interestingly enough weaker versions launch the opponent higher in the air. Every version is punishable on block. This does not work on supers outside of Kyosuke's super fireball.

Super Moves

Rush Super (Union Jack Platinum)
QCFx2 + P
Spinny Super (Manchester Gold)
QCBx2 + P

» Union Jack Platinum: Easy to combo with good damage. This is not safe on block at any level and has atrocious recovery if whiffed. Level 1 has unusually high invincibility and will trade with meaty normals. Level 2 is one of the harder hitting level 2s in the game and will fully connect at any distance except counter hitting extended limbs. Level 3 can be used in combos, but landing this super at max range will cause the last hit to whiff.

» Manchester Gold: Not very practical outside of K-Groove. For the most part, the Union Jack Platinum makes this super useless in combos as it does less damage. As an AA it will only juggle a few times for pitiful damage, especially at level 3 since the last hit will not come out unless the opponent is grounded. This super is best used for finishing an opponent in the air or as chip. Only the level 3 version is safe, leaving Eagle at +1.

The Basics

Pokes

» c.MP Hits low. First hit can be canceled into sticks to combo. The second hit cannot be canceled but has long reach. Don't spam this as the opponent can psychic jump this normal for a free combo.

» s.MK Use this to stuff certain anticipated pokes (like Vega c.MP).

» c.MK Decent speed and priority and somewhat safe to whiff.

» s.FP Long reach heavy hit. Use sparingly since it can be rolled and punished on block by characters with quick supers. K-Groove can punish at any distance with a JD.

» c.FK Same as above, only it knocks down. Good to punish whiffs.

Anti Airs

» s.MP Use against low jumps. Time this so the second hit is the AA.

» s.FP This hits opponents jumping just short of Eagle's position.

» sc.FP This feels like it has a lot of priority. The hitbox is deceptive because it initially hits far above and just ahead of Eagle before he brings the sticks to his sides. Use start on the console to help see the beginning hitbox animation. Usable against late cross ups.

» c.FP Controls the space directly above Eagle's head. Use to intercept cross ups.

» j.MP/j.HP Very effective air-to-air attack.

» RC Lariat See Special Moves section.

» LP Counter Use against low jumps. The autoblock can help but is not necessary, just release the button.

» MP Counter Use only if the jump in will hit Eagle's midsection.

Bread and Butter Combos

» c.LP, c.LP, s.MK xx HCF + MK Eagle's easiest B&B, but c.LP can be blocked high. Use for quick punishes. Remove a c.LP if needed for distance.

» c.LK, c.LP, s.MK xx HCF + MK This combo is slightly harder because of the c.LK to c.LP link and does the same damage as the combo above, but c.LK must be blocked low. The jab can be left out, linking c.LK to s.MK is more difficult than c.LP to c.MK.

» c.MK, s.MK xx HCF + MK This is a nice hit confirm. If c.MK hits, go straight into s.MK xx sticks.

» c.MK, s.FP Only works if c.MK is a counter hit. Good damage for two buttons.

» j.FP OR j.FK, c.FP xx HCF + MK The most damaging combo Eagle can do without meter. j.FP does slightly more damage but is best used only on dizzied opponents since it can be ducked by most of the cast.


Some Eagle players like to substitute c.MP for s.MK in combos. The first hit of c.MP can combo into the sticks. This trades damage in exchange for distance and a different style of execution which may be easier to some players.

Super Combos

Take any of the combos above and replace the Oxford Red (HCF + MK) with any level Union Jack Platinum (QCFx2 + P). Be careful on distance when using the level 3 because the last hits will whiff at max range.

Openings

This section is a general list of openings an opponent can exploit against Eagle.

s.FP Eagle can be punished when this is used too close. This is safe on block at max distances except to fast level 3s (like Balrog's and Bison's). The opponent can avoid with a roll and get a free combo.

c.FK Can be rolled just like s.FP. At point blank range this will completely whiff on smaller opponents, but it should only be used from afar or as a whiff punisher anyway. Always safe on hit since it knocks down. Fast supers may still punish this as max range on block, needs testing...

Manchester Black This IS punishable on the ground. Even in the corner against blocking big characters. Opponents with safe fall can recover and punish Eagle before the FP strength recovers, even more so if close to the corner.

Canterbury Blue Punishable on block and on hit at close range by fast moves (like quick level 3s and Vega's c.MP).

Oxford Red There is a gap between the first hit and the stick barrage. An opponent can roll/dp/super/parry/JD at that point. The end recovery is terrible. Very vulnerable outside of combos. If this move lands from too far, the last hits will whiff.

Liverpool White You should be punished for using this move. Slow, roll bait, and punishable on block.

Jump back early j.MK. Mostly safe, but some characters can punish it... possibly Sagat with a level 3 super fireball. Needs testing.

Rolling Eagle has a slightly below average roll: long distance, 20 total invincibility frames, 3 high invincibility frames, and 4 recovery frames.

Just Defend s.FP and c.FK are punishable if JD'd. c.FP used as anti air can be punished depending on how deep the JD is.

Customs Combos

1. Anti-Air- qcb+fp (1 hit) xx c.fp x2 xx roll, [c.fp x3]xN, juggle with either super. When you get to the corner you can [j.mk x3, j.mp]xN the super.

  • I never see anyone do this, I guess cause everyone goes for the tripguard CC. This CC does decent damage, I think at least 6000. I'll put up damage later for both CC's.

2. Ground- s.rh x3 xx hcf+mk (1 hit) xx s.rh x3, hcf+mk x3 xx qcfx2+p Replace the first s.rh with a c.mk to do his tripguard CC.

Advanced Strategy

CC Resets

Will add later.

Wake-up Pressure/Knockdown Mixups

Matchups

Random Tricks/Notes

Instant overhead - j.mk

This comes in handy alot. Just jump back and hit mk as soon as you jump back from near point blank range. You can even do a c.lp point blank and then overhead. Another way is to jump in lk/mk then jump back instant mk.