Capcom vs SNK 2/Eagle

From SuperCombo Wiki

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 (Saint Andrews Green)
DP + P


»

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 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.

Disscussion