Capcom vs SNK 2/Eagle/Strategy: Difference between revisions

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== Strategy ==
== Strategy ==
Eagle is a character who constantly uses his buttons to deal damage, with some super confirms and throws in between. He rarely uses his specials for anything outside of combos. For an extremely button reliant character, his individual buttons are decent, but not at the level of power that the stronger characters have. Because of this, Eagle's neutral, anti air and pressure game have to be really well played and technically sound in order to pose a threat to a good player. Eagle poses more threats offensively in the CAP grooves as opposed to the SNK grooves, but both contain strong options and tools at Eagle's disposal.
Eagle is a character who constantly uses his buttons to deal damage, with some super confirms and throws in between. He rarely uses his specials for anything outside of combos. For an extremely button reliant character, his individual buttons are decent, but not at the level of power that the stronger characters have. Because of this, Eagle's neutral, anti air and pressure game have to be really well played and technically sound in order to pose a threat to a good player. Eagle poses more threats offensively in the CAP grooves as opposed to the SNK grooves, but both contain strong options and tools at Eagle's disposal.
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=== Team Position ===
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Best Position: '''Middle'''<br>
<center>Here's how Eagle can work for your team in all 3 team positions, and which one is the best.</center>
Eagle can work well as a point character on some C and A groove teams, however due to his lackluster meterless combos, he becomes pretty volatile at the point position, even if he's mostly defensive oriented. What Eagle thrives on is having access to meter, as that is where he becomes a threat, even against characters better than him. Starting out with no meter to play with already puts Eagle at a pretty big disadvantage, and already has an uphill battle to fight until he has access to super or CC. Being at the middle solves all of that, as the point character will give Eagle that meter he needs to be really effective.
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<center>{{Big|'''Point'''}}</center>
<center>A great position for Eagle. His meterbuild is lackluster in neutral, but because his playstyle involves landing a ton of stray pokes, he builds meter much faster than most characters. Though his meterless BnB is pretty underwhelming, it still deals good damage and stun.</center>
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<center>{{Big|'''Middle'''}}</center>
<center>Tied with point for Eagle's best position. At middle, Eagle gets access to 2 things he really needs: a reversal and a good combo ender. Union Jack Platinum is an excellent super, so being able to have multiple of those is very convenient. When considering whether or not to place Eagle point or middle on your team, you must look at the other non-anchor member. Do they build meter better than Eagle? Do they need meter more than Eagle? If they build meter better than Eagle, while also not needing supers to thrive, place Eagle at middle. If they need meter to be effective, like say Rugal or Chun, then place Eagle at point.</center>
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<center>{{Big|'''Anchor'''}}</center>
<center>Comfortably Eagle's worst team position, largely due to matchups and comeback factor. As mentioned earlier, Eagle isn't the best without meter, and your anchor typically needs to be great regardless of how much meter they have. Eagle also has a horrific matchup against the most common anchor in the game, Sagat. Blanka he fights just okay against. That you cannot have if you want to have a viable anchor on your team.</center>
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=== Neutral ===
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Eagle has a pretty decent neutral game. His buttons are okay compared to the more stronger characters but there are certain buttons that must be used with caution to prevent a huge punish. While Eagle tends to play it safe with his buttons there are times where he has to whip out a more unsafe option to get the job done, and that is where spacial awareness and just good footsies are needed to make him work against strong characters.
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=== Pokes ===
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'''st.MK''': Though not necessarily a poke, it is a very good counterpoke due to it's speed and small but still good disjoint. Anticipated pokes and general attempts to open up in neutral will either trade or lose to this button.
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'''cr.MP''': A really strong poke due to it's very long range and being only -1, essentially unpunishable. The only weakness with this poke is its duration. Because of the long recovery, jumps and rolls punish it on whiff. Make sure that this poke actually connects when you use it.
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'''cr.MK''': A really good button overall. Fast with good priority, and safe to whiff in neutral. This is also a really good confirm into super as well. Generally one of Eagle's preferred pokes.
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'''st.HP''': Not necessarily a preferred option, but it makes for a really good whiff punish and something to check a bad approach with. However, with great range this button carries great risk. On block it will be punished, and even on hit some reversals like Gigaton Blow and Mega Psycho Crusher will punish. It's best to use sparingly but can make for a great, damaging blow if it lands.
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'''cr.HK''': Similar to st.HP. It has longer range and knocks down, so most times the opponent might not be able to see it before it's too late. Best to use at max range since most attempts to punish it from that far won't work. If it gets rolled past or jumped over, expect a punish. In any case, don't use it predictably.
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'''st.HK''': Has less range than st.HP and cr.HK but is far more safe and is pretty fast. Very good whiff punish and counterpoke that deals good damage and does not carry the risk of getting blown up in most scenarios.
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===== Anti-Zone =====
== General Strategy ==
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== Vs. Sagat ==
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== Groove Strategy ==
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C-Eagle is a good character with a great set of tools at his disposal. Level 2 cancels give Eagle a great way to use his meter. As well, Eagle has great synergy with C in general, as he just has to use his pokes and try to keep the opponent away. Along with A, it is his best groove.


'''st.HP/cr.HK''': They are very unsafe, but can check zoners from their preferred distances. At max range, both are hard to punish on hit but might see punishes on block. Don't use too much but you might have to if the time is right.
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=== Playing [[image:Cvs2 C-Groove Label.png|frameless]] ===
C-Eagle is a decent character. It's his best groove alongside A. The main playstyle with C-Eagle is playing mostly defensive while prodding the opponent with his variable arsenal of pokes. He can push pressure via his great dash, and getting a level 2 combo is the best form of damage that C-Eagle can get in terms of efficiency and meterbuild afterwards. He doesn't have the best pressure, but an empty dash from Eagle still catches many off guard. Most of playing C-Eagle comes from just using his pokes and anti airs correctly. Make sure to learn his combos as well, since it will be the main source of Eagle's damage throughout the round.
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==== Level 2 Cancels ====
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'''RC HK Oxford Red''': A very risky move but it will blow through fireballs and long ranged pokes. Do not anticipate a fireball and use it without 100% knowing it will connect, as it is very unsafe on block and you will get punished for it. Midscreen is the preferred range, make sure to stay away from fullscreen. Unfortunately, this option is only available to roll grooves.
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==== General Strategy ====
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=== Vs. [[image:Cvs2 C-Groove Label.png|frameless]] ===
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==== Anti-Roll ====
Here is the general strategy vs. rolling as Eagle.


'''Roll''': Eagle's roll is fairly quick but doesn't travel far. You have to time it right when trying to approach with a roll. Like the above, this is only available in roll grooves.
Click "Expand" to see the contents.


'''Jump''': Eagle's jump and super jump are average, but his aerial buttons are anything but average. A jump-in j.MK or j.HK can usually punish a lot of zoning attempts. j.MK in particular can beat out a lot of attempted anti airs.
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For rolling, it is very important to guage the distance where the opponent likes rolling, and the actual distance of the roll itself. If an opponent plays Iori you're going to want to expect a roll from farther a way, whereas if someone plays King, you'd expect that roll more up close since it does not travel nearly as far. It is largely a test of reads and reactions, you have to know when your opponent likes to roll, but the character's roll can also give you a clue as to when to expect it.


If you do get a read, what are your punishes? Well if they're close, you throw them, pretty simple. Throws beat rolls and throws only work up close. When farther away and a throw might not be guaranteed, you want to stick to a normal with a lot of active frames. 2HP and 2MK are your go-to roll punish buttons. If meaty enough, 2HP can net you a combo, but 2MK not so much. Either can give you a super if you really want to tell the opponent that was a bad roll.
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==== Anti-Roll Cancel ====
Here are the main strategies to fight against Roll Cancels as Eagle. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.
Click "Expand" to see the contents.


==== Pressure ====
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* ''Roll/Dodge'': Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.


Eagle can be a pretty oppressive character when the space is closed in due to the safety of some of his normals. If he uses them right, he can definitely work the guard bar very well.
* ''Throwing'': RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.


* ''Get Out'': Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
* ''Guard Cancel'': Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.
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==== General Strategy ====
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===== Up-Close Options =====
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'''cr.LP''': A standard jab that you can mash. Generally useful in a large variety of situations and this is one of them.
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=== Playing [[image:Cvs2 A-Groove Label.png|frameless]] ===
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'''cr.MP''': It's basically safe and puts you at a decent space, but unfortunately doesn't give you too much room to push pressure afterwards.
If you want to see Eagle's Custom Combos, refer to the [https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/Eagle/Combos Combos Section]
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'''cr.MK''': High priority means it beats bigger counterpokes, but mashing lights usually beats this normal up close so don't be too predictable with it.


'''st.LK''': This one is more for surprise stagger pressure when cr.LP is slightly out of range.
=== Vs. [[image:Cvs2 A-Groove Label.png|frameless]] ===
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'''Throw''': It beats blocking. Eagle can tick into this from many of his safe normals. Once he lands it, he gets great positioning for more pressure.
==== Anti-CC ====


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* '''Blocked CC''': If the A-Groove player either failed to link into or mix into a custom. They will usually do a long blockstring that will tear your guard bar apart. Now, if you are in a groove with Guard Cancel or Counter Movement, then that is great. Just dock them in the face with it if you have the resources. If you don't, then you will either have to hope there's a punishable gap, or in the case of the ShoSho, pray that they drop the custom and get a free punish. Because Sagat is a big guy, certain custom combo mixups are more effective on him as well, so you will have to be ready to block some really weird but true blockstrings. Blocking a CC kinda sucks since you don't really get an opportunity to punish unless you have the resources to Guard Cancel but if that's what has to happen then it's better to do that instead of eating it.


===== Blockstrings =====
* '''Roll CC''': Oldest trick in the book. Basically roll super but instead it's a CC. If you notice the opponent getting a little roll happy then try to avoid getting greedy and stick with your faster buttons. If they are getting roll happy close to you then throwing is also a great option. Buttons like 2HP can get rolled past and you might eat a custom, but if you simply play it safe and defensively, then you will most likely shut down this attempt.


''* x n means the move notated can be repeated as many times until it falls out of range.''
* '''Wake-Up CC''': Another old trick that catches a lot of players. Generally gets beaten by doing nothing on wakeup and promptly punishing afterwards, though note they still have i-frames after the super freeze so you can't hit them right afterwards. If they immediately attack with something unsafe then get away and punish. If they use something safe just try to run away as best as you can. The most important thing is hitting the opponent so they lose custom. They cannot block, so their best option of avoiding anything is jumping or rolling, and by that point they lost the i-frames to blow through your counterattack.
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'''Runstop cr.LP x n''': Pretty effective, but can get mashed out of, or worse, can be killed by a reversal, but you can definitely abuse this if the opponent doesn't do either of those.
* '''Anti-Air Custom''': This one is pretty simple. Just don't jump.


'''cr.LP, cr.LP, cr.MK''': Safe and pretty good guard bar, sets up for an empty dash into potentially more pressure.
* '''Trip-Guard Custom''': Custom Combos that are done by blowing through the jump-in then countering with a low attack that will hit. Most times A-Groove players go for tripguard customs as answers to jumps than actual anti-air customs, since they are a little more difficult to perform. To beat these, just do an empty jump. You will be able to guard whatever hits you on the ground. It's even better if you have a low jump and intend to bait the custom.


'''cr.MK, cr.MP/cr.MK''': Same as above
* '''Up Close Custom''': Can work as a footsies tool and a mixup tool. Very hard to beat and can be mixed with pokes, throws, and empty movements. To stop this, it's best to not throw out any greedy, unnecessary moves. If the opponent senses you will do something that their CC can tag and follow up with, then it's best to stick to the fast buttons. As well, if they are doing it as an offensive mix-up tool, then you will have to just keep them out as best you can. Jumping is a decent option if they are right on you, but note they can still anti-air you. Rolling can also work, but it may get meatied if they see it in time, and throwing them is extremely risky but it can work.


'''cr.LP, cr.LP/cr.MK, cr.MP''': The spacing is very far, so this is mostly a block string to get aggressive opponents at distances where you can easily react to their next attack, but if you want pressure afterwards, this is not the ideal blockstring, even if the guard damage is good.
* '''Jump-In Custom''': Pretty much beats any anti-air in the game. Instead of anti-airing them, try to get out of the jump-in and either air-to-air them, or use 2MK/2HK to punish their lack of tripguard.
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==== Anti-Roll ====
Here is the general strategy vs. rolling as Sagat.


'''cr.LP x 2, st.MK, cr.MP/cr.MK''': Has a chance of getting reversal'd on but deals good guard damage to compensate.
Click "Expand" to see the contents.


'''Meaty cl.HK/cr.MK/st.LK, cr.LP, cr.MP/cr.MK''': The usual route from a meaty. You can potentially either do 2 cr.LPs or replace cr.LP with cr.MK against fatter characters.
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For rolling, it is very important to guage the distance where the opponent likes rolling, and the actual distance of the roll itself. If an opponent plays Iori you're going to want to expect a roll from farther a way, whereas if someone plays King, you'd expect that roll more up close since it does not travel nearly as far. It is largely a test of reads and reactions, you have to know when your opponent likes to roll, but the character's roll can also give you a clue as to when to expect it.


If you do get a read, what are your punishes? Well if they're close, you throw them, pretty simple. Throws beat rolls and throws only work up close. When farther away and a throw might not be guaranteed, you want to stick to a normal with a lot of active frames. 2HP and 2MK are your go-to roll punish buttons. If meaty enough, 2HP can net you a combo, but 2MK not so much. Either can give you a super if you really want to tell the opponent that was a bad roll.
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'''Using st.HP/cr.HK Post Blockstring'''
==== Anti-Roll Cancel ====
Here are the main strategies to fight against Roll Cancels as Sagat. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.


Generally all Eagle blockstrings that don't end in cr.MP can end in Eagle's st.HP/cr.HK, but it carries huge risk. If the opponent senses that you will use it, they can roll or jump past it and get a huge punish. Doing this is not advised if the opponent avoids the normal and kills you for trying.
Click "Expand" to see the contents.


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* ''Roll/Dodge'': Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.


==== Throw Setups ====
* ''Throwing'': RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.


'''Empty Dash/Run''': Eagle's dash is very quick, so doing an empty dash into throw is a very solid tool, and it can catch a lot of people off guard. Doing the same with a run is slightly more difficult but doable if you condition the opponent to block enough.
* ''Get Out'': Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.


'''Meaty Normal''': A meaty cl.HK, cr.MK or st.LK gives you enough time to throw the opponent, but be mindful of the plus frames some meaties give you, as you might try to throw them while they're still in block stun and instead get out close HP. You can also do a meaty normal into a cr.LP tick throw if you find yourself doing that a lot.
* ''Guard Cancel'': Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.
 
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'''Light Normals''': cr.LP and cr.LK get the job done as far as basic tick throws are concerned. They're quick and leave quicker, although cr.LK is slightly slower.
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{{StrengthsAndWeaknesses
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=== Playing [[image:Cvs2 P-Groove Label.png|frameless]] ===
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==== Parry Punishes ====
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===== Ground Parry vs. Grounded Opponent =====
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===== Ground Parry vs. Aerial Opponent =====
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===== Air Parry vs. Grounded Opponent =====
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===== Air Parry vs. Aerial Opponent =====
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==== General Strategy ====
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=== Defense ===


Unfortunately, Eagle's defensive options are limited. He has no true reversal outside of an RC, which makes his defense pretty bad without a roll. Eagle has to make very smart use of his anti airs and his general anti pressure options to avoid massive damage, however using them right is easier said than done, especially against heavy rushdown characters.
=== Vs. [[image:Cvs2 P-Groove Label.png|frameless]] ===
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==== Anti-Parry ====
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==== General Strategy ====
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{{StrengthsAndWeaknesses
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=== Playing [[image:Cvs2 S-Groove Label.png|frameless]] ===
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===== Anti Airs =====


'''st.MP''': Good against both low and regular jumps, but must be timed so the second hit is the one that actually lands.
==== Power Charge ====
Here are some situations where you can power charge as Eagle.


'''st.HP''': Hard to use and will be death on whiff, but can be used to clip jumps that land in front of Eagle rather than on top of him.
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'''cr.HP''': Usually Eagle's anti-crossup option, but also good against jumps that land on top of Eagle. It can whiff due to poor horizontal range though.
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'''close st.HP''': Another anti-crossup, however due to the comically small hitbox it can either trade or completely whiff, but it is good damage.
'''Neutral''': Placeholder
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==== Dodge ====
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'''j.MP''': One of the best air to airs in the game. It can take out almost any air move that CvS2 has if done instantly. 3-frame startup with decent priority makes it almost a guaranteed anti air if used right and can consistently counter even the most tricky of jumps, like Claw and Mai.
===== Dodge Attacks =====
Here are how you can use Eagle's dodge attack.


'''j.HP''': Has far more startup than j.MP but also has more range and more importantly more priority. If it does not win the interaction, a majority of the time it will trade.
'''Dodge Punch (5HP)''': Placeholder


'''j.MK''': Has less range than j.MP but slightly more priority. It is mainly used to hit jumps that j.MP would whiff at due to its straight and high hitbox. It is really strong but loses more aerial interactions than Eagle would like. It is better suited as a jump-in.
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==== Desperation ====
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==== General Strategy ====
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'''RC Lariat''': Can be used without roll cancel but it is a little difficult to do so. Using the light version is preferred since the MP and HP versions can get punished on hit by safe fall. Doesn't deal damage but is just as consistent as the others mentioned (with RC of course).


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==== Anti-Dodge ====
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==== Anti-Desperation ====
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===== Anti-Pressure =====
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=== Playing [[image:Cvs2 N-Groove Label.png|frameless]] ===
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'''2LP/2LK''': A quick set of buttons that can potentially give Eagle some room to escape, but it's better to use 2LP due to Eagle having access to blockstring routes that put the opponent farther away from Eagle.


'''RC LP Lariat''': This is only available in roll grooves, but up close this option can give Eagle a good amount of time to get his turn back. However, because Eagle is stationary, you have to make sure the opponent is close enough, otherwise Eagle has a lot of recovery and can be punished.
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'''Roll''': Eagle has an average roll, so this won't be super reliable when Eagle is getting hard pressured, especially when the opponent is sitting back for a slight moment waiting for an untimely move from Eagle.


'''Guard Cancel / Guard Cancel Roll''': Eagle's GC has decent priority, but unfortunately can be baited, but can still get him out of tight situations. As stated earlier, Eagle's roll is average at best, so GCR is going to be useful only against super unsafe moves.
==== Anti-Roll ====
Here is the general strategy vs. rolling as Sagat.


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Click "Expand" to see the contents.


=== Okizeme ===
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Eagle's okizeme game is only really effective after his punch throw, which is untechable and gives Eagle a lot of time to do something because it puts the opponent right next to him.
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For rolling, it is very important to guage the distance where the opponent likes rolling, and the actual distance of the roll itself. If an opponent plays Iori you're going to want to expect a roll from farther a way, whereas if someone plays King, you'd expect that roll more up close since it does not travel nearly as far. It is largely a test of reads and reactions, you have to know when your opponent likes to roll, but the character's roll can also give you a clue as to when to expect it.


Here is generally what Eagle has access to on his okizeme:
If you do get a read, what are your punishes? Well if they're close, you throw them, pretty simple. Throws beat rolls and throws only work up close. When farther away and a throw might not be guaranteed, you want to stick to a normal with a lot of active frames. 2HP and 2MK are your go-to roll punish buttons. If meaty enough, 2HP can net you a combo, but 2MK not so much. Either can give you a super if you really want to tell the opponent that was a bad roll.
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==== Anti-Roll Cancel ====
Here are the main strategies to fight against Roll Cancels as Sagat. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.


* '''Corpse Hop''': If you're in CAP grooves, you can do this with a simple dash. If you're in SNK grooves, you have to use a shorthop. It's far more efficient via dashing but because K-Groove can be decent with Eagle the shorthop method is something that should be mentioned.
Click "Expand" to see the contents.


* '''Basic Low''': cr.LK and cr.MK work as good lows because they both can confirm into a combo of some kind. It's better if they hit meaty. This is mostly what you'll do on oki as Eagle. cr.LK also works as a great tick into his punch throw to put the opponent right back into the mix.
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* ''Roll/Dodge'': Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.


* '''IOH j.MK''': Eagle's j.MK can hit all characters as an instant overhead. Unfortunately, it's super unrewarding because it's just one hit. However, in a scenario where one hit kills, this becomes an extremely dangerous option. It's still something good to use just to tilt the opponent a little and because it's basically unreactable.
* ''Throwing'': RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.


* '''Throw''': Sometimes the opponent won't expect another throw, especially considering the strike gains considerable reward. An experienced player will probably avoid this option a lot, so use it sparingly.
* ''Get Out'': Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.


== Groove Strategy ==
* ''Guard Cancel'': Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.
</div>
</div>
<br>
==== Anti-Guard Cancel Roll ====
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}}
<br>
<br>
[[image:Cvs2 C-Groove Label.png|frameless|left]]
{{FP Box|header={{Big|[[image:Cvs2 K-Groove Label.png|frameless]]}}|content=
----
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C-Eagle is a good character with a great set of tools at his disposal. Level 2 cancels give Eagle a great way to use his meter. As well, Eagle has great synergy with C in general, as he just has to use his pokes and try to keep the opponent away. Along with A, it is his best groove.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro=
|pros=
|pros=
* Level 2 Super Cancels deal great damage.
* Placeholder
* Air Blocking makes air-to-air situations safer.
* Strong meter usage with a lot of flexibility.
* Good defensive tools.
* Access to dashing and RCs.
|cons=
|cons=
* Does not push offense nearly as well as other grooves, but the difference is negligible.
* Placeholder
}}
}}
=== Playing [[image:Cvs2 C-Groove Label.png|frameless]] ===
=== Playing [[image:Cvs2 K-Groove Label.png|frameless]] ===
C-Eagle is a decent character. It's his best groove alongside A. The main playstyle with C-Eagle is playing mostly defensive while prodding the opponent with his variable arsenal of pokes. He can push pressure via his great dash, and getting a level 2 combo is the best form of damage that C-Eagle can get in terms of efficiency and meterbuild afterwards. He doesn't have the best pressure, but an empty dash from Eagle still catches many off guard. Most of playing C-Eagle comes from just using his pokes and anti airs correctly. Make sure to learn his combos as well, since it will be the main source of Eagle's damage throughout the round.
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<br>
<br><br>
==== Just Defend ====
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<br><br>
==== Just Defend Frame Advantage Formula ====
Good to reference for your character to see what kind of returns they can have on a JD.
 
Click "Expand" to see the contents.
<br><br>
<div class="mw-collapsible mw-collapsed" style="width:100%" >
<div class="mw-collapsible-content">
===== Formula =====
<big>'''Adv = G - (Act + Rec) '''
 
Adv = New frame advantage estimate from a JD'd attack.
G = Guard Stun. See Guard Stun Estimates.
Act = Active Frames of the JD'd attack.
Rec = Recovery Frames of the JD'd attack.
</big> 
 
===== Guardstun Estimates =====
'''Light Normals''': 10 Frames
'''Medium Normals''': 14 ~ 16 Frames
'''Heavy Normals''': 18 ~ 20 Frames
'''Special Moves''': 19 ~ 21 Frames
<Br><br>
===== Examples =====
'''Rugal 2LP''' = 10 Frames - (4 Act + 6 Rec) = +0 on JD (+5 Normally)


'''Eagle 5MK''' = 14 ~ 16 Frames - (6 Act + 16 Rec) = -6 ~ -8 on JD (+0 Normally)


=== Vs. [[image:Cvs2 C-Groove Label.png|frameless]] ===
'''Sagat 2HP''' = 18 ~ 20 Frames - (8 Act + 14 Rec) = -4 ~ -2 on JD (+2 Normally)
A decent matchup. Eagle can fight C-Groove decently, especially when he is also in C or A. He can play defensively and use is pokes to great effect. C-Groove overall isn't exactly an offensive groove, so Eagle's guard bar won't be in jeopardy. He has the tools to swat away approaches as long as his neutral is disciplined and fundamentally sound. Some characters like Blanka and Cammy can be very oppressive, but besides RCs there's nothing overall with C that can destroy Eagle offensively. As long as Eagle simply plays well, he can fight C really well, and can do it especially well if he's also in C/A because of his access to better groove subsystems.
</div>
</div>
<br><br>
==== Rage ====
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<br><br>
==== General Strategy ====
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<br><br>
<br><br>


 
=== Vs. [[image:Cvs2 K-Groove Label.png|frameless]] ===
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<br><br>
==== Anti-JD ====
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<br><br>
==== Anti-Rage ====
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}}
<br>


{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Eagle]]
[[Category:Eagle]]

Revision as of 11:34, 11 November 2024

Strategy

Eagle is a character who constantly uses his buttons to deal damage, with some super confirms and throws in between. He rarely uses his specials for anything outside of combos. For an extremely button reliant character, his individual buttons are decent, but not at the level of power that the stronger characters have. Because of this, Eagle's neutral, anti air and pressure game have to be really well played and technically sound in order to pose a threat to a good player. Eagle poses more threats offensively in the CAP grooves as opposed to the SNK grooves, but both contain strong options and tools at Eagle's disposal.

Team Position
Here's how Eagle can work for your team in all 3 team positions, and which one is the best.



Point
A great position for Eagle. His meterbuild is lackluster in neutral, but because his playstyle involves landing a ton of stray pokes, he builds meter much faster than most characters. Though his meterless BnB is pretty underwhelming, it still deals good damage and stun.


Middle
Tied with point for Eagle's best position. At middle, Eagle gets access to 2 things he really needs: a reversal and a good combo ender. Union Jack Platinum is an excellent super, so being able to have multiple of those is very convenient. When considering whether or not to place Eagle point or middle on your team, you must look at the other non-anchor member. Do they build meter better than Eagle? Do they need meter more than Eagle? If they build meter better than Eagle, while also not needing supers to thrive, place Eagle at middle. If they need meter to be effective, like say Rugal or Chun, then place Eagle at point.


Anchor
Comfortably Eagle's worst team position, largely due to matchups and comeback factor. As mentioned earlier, Eagle isn't the best without meter, and your anchor typically needs to be great regardless of how much meter they have. Eagle also has a horrific matchup against the most common anchor in the game, Sagat. Blanka he fights just okay against. That you cannot have if you want to have a viable anchor on your team.
Neutral
Anti-Airs
Pressure
Blockstrings


Okizeme


General Strategy

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Vs. Sagat

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Groove Strategy


Cvs2 C-Groove Label.png

C-Eagle is a good character with a great set of tools at his disposal. Level 2 cancels give Eagle a great way to use his meter. As well, Eagle has great synergy with C in general, as he just has to use his pokes and try to keep the opponent away. Along with A, it is his best groove.

Pros Cons
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Playing Cvs2 C-Groove Label.png

C-Eagle is a decent character. It's his best groove alongside A. The main playstyle with C-Eagle is playing mostly defensive while prodding the opponent with his variable arsenal of pokes. He can push pressure via his great dash, and getting a level 2 combo is the best form of damage that C-Eagle can get in terms of efficiency and meterbuild afterwards. He doesn't have the best pressure, but an empty dash from Eagle still catches many off guard. Most of playing C-Eagle comes from just using his pokes and anti airs correctly. Make sure to learn his combos as well, since it will be the main source of Eagle's damage throughout the round.

Level 2 Cancels

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General Strategy

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Vs. Cvs2 C-Groove Label.png

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Anti-Roll

Here is the general strategy vs. rolling as Eagle.

Click "Expand" to see the contents.

For rolling, it is very important to guage the distance where the opponent likes rolling, and the actual distance of the roll itself. If an opponent plays Iori you're going to want to expect a roll from farther a way, whereas if someone plays King, you'd expect that roll more up close since it does not travel nearly as far. It is largely a test of reads and reactions, you have to know when your opponent likes to roll, but the character's roll can also give you a clue as to when to expect it.

If you do get a read, what are your punishes? Well if they're close, you throw them, pretty simple. Throws beat rolls and throws only work up close. When farther away and a throw might not be guaranteed, you want to stick to a normal with a lot of active frames. 2HP and 2MK are your go-to roll punish buttons. If meaty enough, 2HP can net you a combo, but 2MK not so much. Either can give you a super if you really want to tell the opponent that was a bad roll.


Anti-Roll Cancel

Here are the main strategies to fight against Roll Cancels as Eagle. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.

Click "Expand" to see the contents.

  • Roll/Dodge: Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.
  • Throwing: RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.
  • Get Out: Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
  • Guard Cancel: Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.


General Strategy

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Cvs2 A-Groove Label.png

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Pros Cons
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Playing Cvs2 A-Groove Label.png

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If you want to see Eagle's Custom Combos, refer to the Combos Section


Vs. Cvs2 A-Groove Label.png

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Anti-CC

  • Blocked CC: If the A-Groove player either failed to link into or mix into a custom. They will usually do a long blockstring that will tear your guard bar apart. Now, if you are in a groove with Guard Cancel or Counter Movement, then that is great. Just dock them in the face with it if you have the resources. If you don't, then you will either have to hope there's a punishable gap, or in the case of the ShoSho, pray that they drop the custom and get a free punish. Because Sagat is a big guy, certain custom combo mixups are more effective on him as well, so you will have to be ready to block some really weird but true blockstrings. Blocking a CC kinda sucks since you don't really get an opportunity to punish unless you have the resources to Guard Cancel but if that's what has to happen then it's better to do that instead of eating it.
  • Roll CC: Oldest trick in the book. Basically roll super but instead it's a CC. If you notice the opponent getting a little roll happy then try to avoid getting greedy and stick with your faster buttons. If they are getting roll happy close to you then throwing is also a great option. Buttons like 2HP can get rolled past and you might eat a custom, but if you simply play it safe and defensively, then you will most likely shut down this attempt.
  • Wake-Up CC: Another old trick that catches a lot of players. Generally gets beaten by doing nothing on wakeup and promptly punishing afterwards, though note they still have i-frames after the super freeze so you can't hit them right afterwards. If they immediately attack with something unsafe then get away and punish. If they use something safe just try to run away as best as you can. The most important thing is hitting the opponent so they lose custom. They cannot block, so their best option of avoiding anything is jumping or rolling, and by that point they lost the i-frames to blow through your counterattack.
  • Anti-Air Custom: This one is pretty simple. Just don't jump.
  • Trip-Guard Custom: Custom Combos that are done by blowing through the jump-in then countering with a low attack that will hit. Most times A-Groove players go for tripguard customs as answers to jumps than actual anti-air customs, since they are a little more difficult to perform. To beat these, just do an empty jump. You will be able to guard whatever hits you on the ground. It's even better if you have a low jump and intend to bait the custom.
  • Up Close Custom: Can work as a footsies tool and a mixup tool. Very hard to beat and can be mixed with pokes, throws, and empty movements. To stop this, it's best to not throw out any greedy, unnecessary moves. If the opponent senses you will do something that their CC can tag and follow up with, then it's best to stick to the fast buttons. As well, if they are doing it as an offensive mix-up tool, then you will have to just keep them out as best you can. Jumping is a decent option if they are right on you, but note they can still anti-air you. Rolling can also work, but it may get meatied if they see it in time, and throwing them is extremely risky but it can work.
  • Jump-In Custom: Pretty much beats any anti-air in the game. Instead of anti-airing them, try to get out of the jump-in and either air-to-air them, or use 2MK/2HK to punish their lack of tripguard.



Anti-Roll

Here is the general strategy vs. rolling as Sagat.

Click "Expand" to see the contents.

For rolling, it is very important to guage the distance where the opponent likes rolling, and the actual distance of the roll itself. If an opponent plays Iori you're going to want to expect a roll from farther a way, whereas if someone plays King, you'd expect that roll more up close since it does not travel nearly as far. It is largely a test of reads and reactions, you have to know when your opponent likes to roll, but the character's roll can also give you a clue as to when to expect it.

If you do get a read, what are your punishes? Well if they're close, you throw them, pretty simple. Throws beat rolls and throws only work up close. When farther away and a throw might not be guaranteed, you want to stick to a normal with a lot of active frames. 2HP and 2MK are your go-to roll punish buttons. If meaty enough, 2HP can net you a combo, but 2MK not so much. Either can give you a super if you really want to tell the opponent that was a bad roll.


Anti-Roll Cancel

Here are the main strategies to fight against Roll Cancels as Sagat. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.

Click "Expand" to see the contents.

  • Roll/Dodge: Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.
  • Throwing: RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.
  • Get Out: Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
  • Guard Cancel: Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.


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Cvs2 P-Groove Label.png

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Pros Cons
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Playing Cvs2 P-Groove Label.png

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Parry Punishes

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Ground Parry vs. Grounded Opponent

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Ground Parry vs. Aerial Opponent

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Air Parry vs. Grounded Opponent

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Air Parry vs. Aerial Opponent

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General Strategy

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Vs. Cvs2 P-Groove Label.png

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Anti-Parry

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General Strategy

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Cvs2 S-Groove Label.png

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Pros Cons
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Playing Cvs2 S-Groove Label.png

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Power Charge

Here are some situations where you can power charge as Eagle.

Full-Screen: Placeholder

Knockdowns: Placeholder

Neutral: Placeholder

Dodge

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Dodge Attacks

Here are how you can use Eagle's dodge attack.

Dodge Punch (5HP): Placeholder

Dodge Kick (5HK): Placeholder

Desperation

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General Strategy

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Vs. Cvs2 S-Groove Label.png

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Anti-Dodge

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Anti-Desperation

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Cvs2 N-Groove Label.png

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Pros Cons
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Playing Cvs2 N-Groove Label.png

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Vs. Cvs2 N-Groove Label.png

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Anti-Roll

Here is the general strategy vs. rolling as Sagat.

Click "Expand" to see the contents.

For rolling, it is very important to guage the distance where the opponent likes rolling, and the actual distance of the roll itself. If an opponent plays Iori you're going to want to expect a roll from farther a way, whereas if someone plays King, you'd expect that roll more up close since it does not travel nearly as far. It is largely a test of reads and reactions, you have to know when your opponent likes to roll, but the character's roll can also give you a clue as to when to expect it.

If you do get a read, what are your punishes? Well if they're close, you throw them, pretty simple. Throws beat rolls and throws only work up close. When farther away and a throw might not be guaranteed, you want to stick to a normal with a lot of active frames. 2HP and 2MK are your go-to roll punish buttons. If meaty enough, 2HP can net you a combo, but 2MK not so much. Either can give you a super if you really want to tell the opponent that was a bad roll.


Anti-Roll Cancel

Here are the main strategies to fight against Roll Cancels as Sagat. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.

Click "Expand" to see the contents.

  • Roll/Dodge: Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.
  • Throwing: RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.
  • Get Out: Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
  • Guard Cancel: Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.


Anti-Guard Cancel Roll

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Cvs2 K-Groove Label.png

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Pros Cons
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Playing Cvs2 K-Groove Label.png

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Just Defend

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Just Defend Frame Advantage Formula

Good to reference for your character to see what kind of returns they can have on a JD.

Click "Expand" to see the contents.

Formula
Adv = G - (Act + Rec) 
Adv = New frame advantage estimate from a JD'd attack.
G = Guard Stun. See Guard Stun Estimates.
Act = Active Frames of the JD'd attack.
Rec = Recovery Frames of the JD'd attack.
  
Guardstun Estimates

Light Normals: 10 Frames

Medium Normals: 14 ~ 16 Frames

Heavy Normals: 18 ~ 20 Frames

Special Moves: 19 ~ 21 Frames

Examples

Rugal 2LP = 10 Frames - (4 Act + 6 Rec) = +0 on JD (+5 Normally)

Eagle 5MK = 14 ~ 16 Frames - (6 Act + 16 Rec) = -6 ~ -8 on JD (+0 Normally)

Sagat 2HP = 18 ~ 20 Frames - (8 Act + 14 Rec) = -4 ~ -2 on JD (+2 Normally)



Rage

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General Strategy

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Vs. Cvs2 K-Groove Label.png

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Anti-JD

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Anti-Rage

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CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori