Capcom vs SNK 2/Eagle

From SuperCombo Wiki

Introduction

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 - - - - - - - -

All the data is wrong, just copy and pasted from Buk's Hibiki page, correct if you have time.

--RagingStormX 19:31, 6 April 2006 (CDT)

Data has been updated, should be mostly correct now, but watch for typos/missed fields.

--Viewtiful Elvis 11:33, 15 January 2007 (UTC)

Special Moves

Super Moves

-Union Jack Platinum- Qcfx2 +p rush super

A super that does extremely good damage, especially at lvl 2. Easy to combo into and not safe on block.


-Manchester Gold- Qcbx2 +p spinny super

This super isn't that great. For you random people out there, the lvl 3 version is 100% safe on block, leaving you at +1. Wake-up super!

Feel free anyone to put in the real names of his specials/supers

--RagingStormX 12:09, 9 April 2006 (CDT)

The Basics

Bread and Butter Combos

c.lk, c.lp, s.mk xx hcf+mk

This is Eagle's main B&B, good damage, but if you mess up you'll be punished.

c.mk, c.lp, c.mp (1 hit) xx mk rush

I usually do this if I see my meaty d.mk hit, but works meaty or not.

c.lk, c.lp x2, c.mp (1 hit) xx rush

Just a different version of the first combo. Doesn't do as much damage or stun, but I seen some people do it.

counter hit c.mk, s.fp

If you see a counter hit c.mk, go for the s.fp, does a good chunk of damage.

Openings

Eagle has a really good set of normals, most of them safe outside a few. His special moves are all pretty much punishable on block.

S.fp

One of the best whiff punishers, and should mainly be used as such. When done too close Eagle can be punished pretty bad, as the recovery is nasty. This move is also terrible if rolled through, you pretty much give your opponent all the time in the world to think of what big combo to do. Safe at max distance, excepy to fast lvl 3's (balrog, bison, etc.).

C.rh

Pretty much the same as s.fp, except it has more range, a bit less recovery, and slower start up.

Hcf+mk rush (blocked)

This move has a gap after the first blocked hit in which someone can roll/dp/super or whatever they want to do. The end recovery is terrible also, anyone can walk up and hit him. I never see anyone do this randomly, but I have seen it blocked after someone messed up a combo.

Qcf+mp, qcf+hp counters

These are his counters, the only downfall of these are if done to close anyone can do a quick normal into super, or if further, do a fast lvl 3.

qcb+k overhead

Just don't do it. It's slow and very punishable on block.

Jump attacks

I love doing j.mk/j.rh early. J.rh seems safe, but j.mk too early pretty much leaves you open, unless doing his insant overhead backwards.

Rolling

I gotta get his frame data, it doesn't seem great though, I never roll with him anyway.

JD

If either s.fp or c.rh get JD'd, it's a free hit/combo. C.fp anti air can be hit depending on how deep the JD was.

Super Combos

C-groove

c.fp xx qcfx2 +mp, xx qcfx2 +p Damage:---

P/S/N/K

c.fp xx qcfx2 +hp (lvl 3/max) Damage: between --- and ---

Punisher combo of choice, does extremely good damage.

c.fp xx qcfx2 +p (lvl 1) Damage:---

Good damage off a lvl 1.

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.

Disscussion