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
Spin/Lariat | (Manchester Black) |
QCB + P | |
Counter | (Canterbury Blue) |
QCF + P (hold) | |
Sticks | (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 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 cross ups.
» c.HP Controls the space directly above Eagle's head. Use to intercept cross ups.
» RC Lariat See Special Moves section.
» LP Counter Use against low jumps. The autoblock can help but is not necessary, just release the button.
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.
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
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.
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.