So i've graduated from the blog to my wiki. So now I'll be taking my notes about eileen over the vfdc's wiki page for eileen here's a link.
http://virtuafighter.com/wiki/doku.php?id=vf5:eileen:strategy
I'll still talk about new things here but most of the gold will go to the wiki now.
Saturday, May 17, 2008
Sunday, March 2, 2008
Combo Video
so I made a combo video over the weekend for everyone. I'm pretty proud of it, and it even reminded me of some combos that I'd forgot about.
http://youtube.com/watch?v=fiMVRdSnV50
http://youtube.com/watch?v=fiMVRdSnV50
Thursday, February 21, 2008
Fuzzy Monkey
normal fuzzy at -5
PP6P
PPP2KK
2P
3P
6P
9P
8P
4K
6K+G
4K+G BT you have to crouchdash in direction you're turned to fuzzy
46K+G
2K+GK
K+G BT you have to crouchdash in direction you're turned to fuzzy
crouchdash fuzzy at -6
PP
1P
2PP
8K
3K
6P+K
3P+K
PP6P
PPP2KK
2P
3P
6P
9P
8P
4K
6K+G
4K+G BT you have to crouchdash in direction you're turned to fuzzy
46K+G
2K+GK
K+G BT you have to crouchdash in direction you're turned to fuzzy
crouchdash fuzzy at -6
PP
1P
2PP
8K
3K
6P+K
3P+K
Tuesday, February 12, 2008
Yomi Monkey trainer
through some PMs last week Sweep shared with me some of his Yomi set-ups and I feel it should be shared and added to. I want this thread to be a source for all eileens as a way to mix up situations outside of nitaku. These strategies will work when you have read your opponent. I repeat these things aren't all guaranteed they're just good ways to mix things up.
Post-sabaki sequence:
46K > throw
46K [stagger] > 6P [crouch stagger] > 63214 P+G
46K [stagger] > 6P [crouch stagger] > PK
if they can't struggle fast
46K [stagger] > dash in > 9K+G
RISKY but high reward vs lightweights
46K > 6P+KP > 214P > 6K
You can start this from any stagger as long as your opponent is bad at getting out of them.If 6P+K hits while they're staggered it still will launch
Ways to get out of this Post-Sabaki Sequence:
Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.
Things to do on TR Oki after they've gotten up:
throw
P
6P
9K+G
risky
PK games:
PK > 6P+K CH > 236KKK
best option to beat 2P spammers since 6P+K beats 2P with +4 adv
PK > delay P+K CH > 236KKK
Good to beat delayed attempts of a 2P
PK > 6P
beat 2P spammers and will crouch stagger if they're just ducking. Even if they block the situation is +/-0 so you're safe.
PK > [tightly buffered] 2_3P+K CH > 236KKK
When in open stance can be very effective at beating 2P's for a CH. In closed, I would recommend something else.
PK > [tightly buffered] 2_3P+K CH > 236P+K > P+G
Good way to force your opponent to have to react after blocking the shoulder.
PK > 4K+G > BT
Will beat side step spammers but you have to notice which side they like to sidestep to.
PK > K+G
Will also beat side step spammers. I use this when I don't know which side they're sidestepping to because they mix it up too well
PK > throw
When they fear the circular and mid options and start blocking.
PK~G > throw
A smart opponent know that after a P K is guaranteed so they won't abare hence a throw is easier to get. Won't work on dumb opponents as well though.
PK > backdash > 46P
Great for baiting a high retaliation attack and will net a surprising amount of damage off of opponents eager to attack when they see a backdash. Also great for failed evades.
PK > P > throw
bread and butter. even if your opponent evades the P you're still at advantage so throw or even another single P will beat them down.
PK > OMP
will beat 2P & throw, but if your opponent delays their attack you're going to be hit. . . I think. OM is wierd.
PK > 236P+KK CH > 6P+KPP
This of this as a tracking mid. It's not the best option since you can get hit out the flip easily but it beats fuzzy/2p/defensive techs and gives you advantage on block and on CH launches
PK > 236P+K > P+G
Again you can get hit out the flip so not always the best option but when your opponent is frozen up from all the other options this throw will really piss them off.
Post-sabaki sequence:
46K > throw
46K [stagger] > 6P [crouch stagger] > 63214 P+G
46K [stagger] > 6P [crouch stagger] > PK
if they can't struggle fast
46K [stagger] > dash in > 9K+G
RISKY but high reward vs lightweights
46K > 6P+KP > 214P > 6K
You can start this from any stagger as long as your opponent is bad at getting out of them.If 6P+K hits while they're staggered it still will launch
Ways to get out of this Post-Sabaki Sequence:
Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.
Things to do on TR Oki after they've gotten up:
throw
P
6P
9K+G
risky
PK games:
PK > 6P+K CH > 236KKK
best option to beat 2P spammers since 6P+K beats 2P with +4 adv
PK > delay P+K CH > 236KKK
Good to beat delayed attempts of a 2P
PK > 6P
beat 2P spammers and will crouch stagger if they're just ducking. Even if they block the situation is +/-0 so you're safe.
PK > [tightly buffered] 2_3P+K CH > 236KKK
When in open stance can be very effective at beating 2P's for a CH. In closed, I would recommend something else.
PK > [tightly buffered] 2_3P+K CH > 236P+K > P+G
Good way to force your opponent to have to react after blocking the shoulder.
PK > 4K+G > BT
Will beat side step spammers but you have to notice which side they like to sidestep to.
PK > K+G
Will also beat side step spammers. I use this when I don't know which side they're sidestepping to because they mix it up too well
PK > throw
When they fear the circular and mid options and start blocking.
PK~G > throw
A smart opponent know that after a P K is guaranteed so they won't abare hence a throw is easier to get. Won't work on dumb opponents as well though.
PK > backdash > 46P
Great for baiting a high retaliation attack and will net a surprising amount of damage off of opponents eager to attack when they see a backdash. Also great for failed evades.
PK > P > throw
bread and butter. even if your opponent evades the P you're still at advantage so throw or even another single P will beat them down.
PK > OMP
will beat 2P & throw, but if your opponent delays their attack you're going to be hit. . . I think. OM is wierd.
PK > 236P+KK CH > 6P+KPP
This of this as a tracking mid. It's not the best option since you can get hit out the flip easily but it beats fuzzy/2p/defensive techs and gives you advantage on block and on CH launches
PK > 236P+K > P+G
Again you can get hit out the flip so not always the best option but when your opponent is frozen up from all the other options this throw will really piss them off.
Monday, January 28, 2008
SweeptheLeg
So I played sweep the leg a lot these past few weeks and I've learned a lot from him. He has much better technique than I do and a stronger oki game. I decided to work on my own oki game from watching Srider vids. I noticed he used 3K+G timed properly will beat all rising attacks like kage's 9K+G. I also worked on OMing out of the way of rising attacks. I found that OMing in the direction of my front foot will yield a missed rising attack. Though I'm still shaky on this even in dojo.
here's some gold from Sweep and me's PMing
Sweep:
Short wall combo: 6P+G6 > P or PP [wall stagger] > 33P > 2P [refloat] > 6P+K,P,P
The 2P refloat works for lightweights to light middleweights (I think - it might be lightweight only) - other weights you can still use this combo, just eliminate the 2P part. This is the short wall version of the more damaging, high wall only 6P+G6 > P or PP [wall stagger] > 33P > PP236KKK.
Post-sabaki sequence: for a while, I was dashing in to throw but then you got wise and started ducking. So I changed it to: 46K [stagger] > 6P [crouch stagger] > 63214 P+G. I believe you can also get guaranteed PK damage after the 6P crouch stagger, which I would have switched to once you got wise to this new technique. That's why I love her sabaki -- it creates a strong guessing game afterwards. Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.
My 9K+G flow chart is definitely risky (Srider would probably hate it \:\) ), but it is very high reward vs. lightweights! I use it in the same way I used 6P to crouch stagger. After a stagger, if the opponent knows how to struggle at all, I'll throw them until they start ducking. After they get wise to it (and start crouching) I then dash > 9K+G. I also use it during oki as an anti-crouch move; so, if people get scared of the oki throw as they stand and duck to counter, I try to yomi it and launch with 9K+G.
9K+G > PP236KKK is great damage for a relatively simple yomi game. If they block it...they get guaranteed strong mids or PK though. But it's fun to play Eileen risky and abare. \:\)
Also, I don't know if you noticed it, but I was trying to implement 9P+K+G into oki. It freezes people because she jumps forward and it looks like an attack -- then she lands BT and you can start the 2K+G / P+K mind game again. It's something I'm trying to add to my oki game so it doesn't get predictable. I only used it like 3 times against you but I think it was successful each time.
here's some gold from Sweep and me's PMing
Sweep:
Short wall combo: 6P+G6 > P or PP [wall stagger] > 33P > 2P [refloat] > 6P+K,P,P
The 2P refloat works for lightweights to light middleweights (I think - it might be lightweight only) - other weights you can still use this combo, just eliminate the 2P part. This is the short wall version of the more damaging, high wall only 6P+G6 > P or PP [wall stagger] > 33P > PP236KKK.
Post-sabaki sequence: for a while, I was dashing in to throw but then you got wise and started ducking. So I changed it to: 46K [stagger] > 6P [crouch stagger] > 63214 P+G. I believe you can also get guaranteed PK damage after the 6P crouch stagger, which I would have switched to once you got wise to this new technique. That's why I love her sabaki -- it creates a strong guessing game afterwards. Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.
My 9K+G flow chart is definitely risky (Srider would probably hate it \:\) ), but it is very high reward vs. lightweights! I use it in the same way I used 6P to crouch stagger. After a stagger, if the opponent knows how to struggle at all, I'll throw them until they start ducking. After they get wise to it (and start crouching) I then dash > 9K+G. I also use it during oki as an anti-crouch move; so, if people get scared of the oki throw as they stand and duck to counter, I try to yomi it and launch with 9K+G.
9K+G > PP236KKK is great damage for a relatively simple yomi game. If they block it...they get guaranteed strong mids or PK though. But it's fun to play Eileen risky and abare. \:\)
Also, I don't know if you noticed it, but I was trying to implement 9P+K+G into oki. It freezes people because she jumps forward and it looks like an attack -- then she lands BT and you can start the 2K+G / P+K mind game again. It's something I'm trying to add to my oki game so it doesn't get predictable. I only used it like 3 times against you but I think it was successful each time.
Tuesday, January 1, 2008
LvL UP!
I lvled up today after getting beaten by chibiaya for the past few days. Chibiaya lvled up this past week when he switched to jacky. Him being one of my sparring partners meant that I had to step up to his new lvl now. I made it my quest to stand toe to toe with him once again. He noticed I had a lot of mistakes in my playing that I didn't even notice was there. I used his input to fix these problems. I found that I have a pretty solid offense it was my defense that was getting me killed but that wasn't anything new to me.
So I was able to start winning becuase I noticed some kinks in chiaiya's game while playing him. He was relying on sidesteps far too much. He was dodging my attacks far too often so it was annoying for me at first. Once I started seeing him do failed evades on the regular I started to just throw him.
I also played into one of jacky's faults as a character. If you evade to his back his followup attack generaly misses you. He was also using moves that weren't really safe if evaded and were linear so I'd evade the attack then use P+K. This sometimes lead to a CH which I'd follow with PK. The Correct combo to use was CHP+K< P+K< PK but I kept not capitalizing on it being a CH. I need to practice using it more because I'm obviously not used to it working.
End of story after having been able to finally step up to chiayia's lvl it's even more fun to play vf5. It becomes een more of a mindgame. It's the next lvl of competition. I can also beat lower lvl people more quicly now tooo.
So I was able to start winning becuase I noticed some kinks in chiaiya's game while playing him. He was relying on sidesteps far too much. He was dodging my attacks far too often so it was annoying for me at first. Once I started seeing him do failed evades on the regular I started to just throw him.
I also played into one of jacky's faults as a character. If you evade to his back his followup attack generaly misses you. He was also using moves that weren't really safe if evaded and were linear so I'd evade the attack then use P+K. This sometimes lead to a CH which I'd follow with PK. The Correct combo to use was CHP+K< P+K< PK but I kept not capitalizing on it being a CH. I need to practice using it more because I'm obviously not used to it working.
End of story after having been able to finally step up to chiayia's lvl it's even more fun to play vf5. It becomes een more of a mindgame. It's the next lvl of competition. I can also beat lower lvl people more quicly now tooo.
Saturday, December 29, 2007
Oki game
I was playing around in dojo today and found some nice oki tools. Along with some help from the shout box (fulaani, sweeptheleg) to inspire me to make this.
Basic oki
---------
214P+K Hop back to punish with P, one of eileen's bread and butter oki games. You can use wari after the hop to give yourself more time for the opponent to stop blocking for your P to hit if need be.
Advanced Oki
Getting under Mid rising kick
-------------
2_3P+K will duck under a rising mid kick. ONLY in open stance though so be careful.
1P< wari duck will avoid rising mid kick then if you follow up with the K you'll get a sideturned position
Getting over Low rising kick
-----------------
46P+K done at the last second, meaning you can do it well after you've seen your opponent start a low rising attack, will hop over the attack and you will knock them down. For another oki game.
1P < wari jump will avoid rising low kick then if you follow up with the K you'll get a sideturned position
236P+K flip will jump over low rising kick but it has to be done early so you have to know it's coming. You can follow with a P for a bounce combo 6P+KPP or go for the K if you did the flip a little too late
Basic oki
---------
214P+K Hop back to punish with P, one of eileen's bread and butter oki games. You can use wari after the hop to give yourself more time for the opponent to stop blocking for your P to hit if need be.
Advanced Oki
Getting under Mid rising kick
-------------
2_3P+K will duck under a rising mid kick. ONLY in open stance though so be careful.
1P< wari duck will avoid rising mid kick then if you follow up with the K you'll get a sideturned position
Getting over Low rising kick
-----------------
46P+K done at the last second, meaning you can do it well after you've seen your opponent start a low rising attack, will hop over the attack and you will knock them down. For another oki game.
1P < wari jump will avoid rising low kick then if you follow up with the K you'll get a sideturned position
236P+K flip will jump over low rising kick but it has to be done early so you have to know it's coming. You can follow with a P for a bounce combo 6P+KPP or go for the K if you did the flip a little too late
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