Capcom vs SNK 2/Eagle

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Revision as of 22:45, 17 December 2007 by L3land (talk | contribs) (→‎Disscussion: Unnecessary.)

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 - - - - - - - -

Super Moves

Spin/Lariat (Manchester Black)
QCB + P

Counter (Canterbury Blue)
QCF + P (hold)

Pokes (Oxford Red)
HCF + K (hold)

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 move is not a true counter because it utilizes autoblock, meaning it will negate normal and special moves that are not throws. Will not work on supers! Eagle gains autoblock properties where the stick is held. Position of the stick and resulting counter attack is determined by which version is used. This move can be held for around 2 seconds and will autoblock multiple hits. The most useful version is MP. Not only will it counter medium attacks, but it will also grab some low and high attacks just because their hit box touches the stick. It's a shame the MP counter does the least amount of damage.

» 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 HK version to go through projectiles. 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 a higher angle. The swing itself does the same damage no matter what strength is used, but interestingly enough weaker versions launch the opponent higher in the air. 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. 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/inconsistent damage. As an AA it will only juggle a few times for pitiful damage, even at level 3. 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

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.