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Eileen cancel and interrupt moves

Discussion in 'Eileen' started by MarlyJay, Jul 20, 2012.

  1. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    This Thread is to discuss Eileen's Interrupt and cancel moves and the options for going into these moves.

    The moves that allow intertupt and cancel all do so at different points in their animation. Using the detailed display and Eileens Frame data. The following was done under the assumption this frame data is correct, which it seems to be.

    To test the frames when cancelling into interrupt moves ( [6]+[P]+[K]+[G] , [9]+[P]+[K]+[G] , [2]+[P]+[K]+[G] , [8]+[P]+[K]+[G] ), I used that move on block, hit or CH then transitioned into the interrupt move with the fastest input. The frame display shows Eileen's frames after using the interrupt move.

    I used the basic equation Frames you're left at(i.e. on the display)+total frames for interrupt move = Frame advantage give by going into the interrupt.

    My results;

    [P][P] = +10/+12/+18
    [P][P][P] = +11/+13/+23
    [P][3][P] = +9/+11/+15
    [3][P] = +15/+17/+25
    [1][P] = +8/+12/+14
    [2][1][4][P][P] = +14/+14/+22

    [6][P]+[K][P] = +13/+13/+23 (note: +14 on block in open stance)
    [4][P]+[K] = +14/+17/+23
    [1][P]+[K] = +16/+19/+24
    [4][3][P]+[K] = +15/+20/+22
    [​IMG][3][P]+[K] = +3/down/down

    [6][K]+[G] = +11/+13+/+16
    [4][K]+[G] = +7/+10/+14

    [8][P]+[K]+[G]~[P][P] = +8/+11/+18

    BT [P]+[K] = +11/+17/+21
    BT [2][K][P] = +8/+11/+16

    If using the interrupts, the only guaranteed damage is from [3][P], which combos on CH into [9]+[P]+[K]+[G] [P].

    Worth noting is that at any state that is +14 or greater, your opponent cannot interrupt [9]+[P]+[K]+[G] [P] with 11f Jab.

    Cancel frames an info to follow. Please anyone test and verify or disprove my stuff.
     
    EvenPit, G0d3L, synce and 1 other person like this.
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    great stuff. I think you meant to put a P after the 3 in the last few lines there.
     
  3. Daydream

    Daydream Well-Known Member

    XBL:
    Daydream CE
    Thank you for doing this. I will mess around with this later. I'm glad you added the info about 9P+K+G P being immune to 11f P at +14. That is useful knowledge when planning interrupt strings. I guess 9P+K+G P is gonna be more common now =)
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I just noticed you didn't test this out using 6PP too.
     
  5. Green_Tea

    Green_Tea New Member

    This is good stuff. Does 6P+K P mean 6 P+K. Also could you figure out the actual execution on 9p+k+g p or K. the frame data doesnt encorporate the jump frames and theres no indication on what frame it cancels. its somewhere between 5 and 13 im guessing. as well as when the 236p+k flip cancels is not shown
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    6P+KP means exactly what it says. There is no more canceling out of 6P+K that's gone. The list is really just to let you know what advantage you get for canceling these moves, so you can make good choices of what might be a good move to cancel with.

    The monkey twist when canceled into is the same execution as is listed in the frame data. Monkey twist P from a cancel situation is 11 frames exe. The zenk options are the same way.
     
  7. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    From some testing today I found how many frames Zenk takes before you can get an attack to come out. Since it's frames aren't listed in the command list I figured time to learn what it is when done from fastest timing possible. It's 32 frames so any low attack that has a total of 33 or more frames total exe will get caught with zenk K.

    Test was:

    BT P+K on CH when canceled gives eileen +21 frames. So eileen has enough time to zenk K and beat out 11 frame jabs before she gets hit. But if she has +20 frames like after 43P+K NH she will get jabbed out the air before zenk K comes out. So after a bit of math I found that zenk K takes 32 frames to execute (airborn from frame 1).
     
  8. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I believe marly was trying to recreate this information. He told me someone showed him some kinda spreadsheet like this at Evo but wasn't able to keep it or something. I'm guessing this is what he was talking about. I can't read the kanji but it looks like it's talking about very similar stuff.

    Do you know what 硬化
    空振り時ガード時ヒット時 mean?
     
  10. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    They refer to counter hit, guard, and hit, in that order.
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    what is 硬化 tho? It's the header that goes above the CH, Guard, Hit (strange ass way to order things btw.)
     
  12. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    It's difficult for me to provide a direct translation. It just refers to the recovery of the moves under the heading.
     
  13. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    K. It's going to take me quite a bit of time to process what all this stuff is going to mean in terms of mixups available. Man it's almost overwhelming the amount of new information you just dumped on us :).
     
  14. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    Yep, it's near enough the same. I actually think my results are more accurate... Worth testing some stuff again though.
    The magic number is +13. At that point, [2][3][6][K][+][G] should become uninterruptable by 12f jab. That gives you a safe mid that your opponent HAS to respect, giving you time to do other stuff.
     
    Tricky likes this.
  15. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Adding to this list.

    Interrupt move true execution
    2P+K+GP・・・(The actual numerical value) 51F(2P+K+G=35F+16F)
    2P+K+GK・・・(The actual numerical value) 50F(2P+K+G=35F+15F)
    6P+K+GP・・・(The actual numerical value) 39F(6P+K+G=21F+18F)
    6P+K+GK・・・(The actual numerical value) 36F(6P+K+G=21F+15F)
    6P+K+GK+G・・・(The actual numerical value) 39F(6P+K+G=21F+18F)
    8P+K+GP・・・(The actual numerical value) 46F(8P+K+G=30F+16F)
    8P+K+GK・・・(The actual numerical value) 46F(8P+K+G=30F+16F)
    9P+K+GP・・・(The actual numerical value) 25F(9P+K+G=14F+11F)
    9P+K+GK・・・(The actual numerical value) 28F(9P+K+G=14F+14F)


    cancel move true execution
    214P・・・20F
    236P・・・30F
    214K・・・25F
    236K・・・19F
    214P+KP・・・(The actual numerical value) 45F(214P+K=26F+19F)
    214P+KK・・・(The actual numerical value) 45F(214P+K=26F+19F)
    214P+K2K・・・(The actual numerical value) 44F(214P+K=26F+18F)
    236P+KP・・・(The actual numerical value) 41F(236P+K=28F+13F?)
    236P+KK・・・(The actual numerical value) 32F(236P+K=20F+12F?)
    236P+K2K・・・(The actual numerical value) 54F(236P+K=36F+18F)
    236P+K3K・・・(The actual numerical value) 52F(236P+K=36F+16F)
    236P+KP+G・・・(The actual numerical value) 33F?(236P+K=30F+3F?)
    214K+G・・・18F
    236K+G・・・25F




    True Cancelation Frame adv
    PP・・・G=+10F/NH=+12F/CH=+18F  ※Side +2F
    PPP・・・G=+11F/NH=+11F/CH=+23F ※Side +2F
    P3P・・・G=+9F/NH=+11F/CH=+15F ※Side +3F
    214PP・・・G=+14F/NH=+14F/CH=+22F ※Side +2F
    3P・・・G=+15F/NH=+17F/CH=+25F ※Side +3F
    4PP・・・G=+14F/NH=+15F/CH=+20F ※Side +2F
    6PP・・・G=+9F/NH=+10F/CH=+15F ※Side +2F
    1P+K・・・G=+16F/NH=+19F/CH=+24F ※Side +2F
    2_3P+K・・・G=+3F ※Side +3F
    4P+K・・・G=+14F/NH=+17F/CH=+23F ※Side +3F
    43P+K・・・G=+15F/NH=+20F/CH=+22F ※Side +3F
    6P+KP・・・G=+13F/NH=+13F/CH=+23F ※Side +2F
    4K+G・・・G=+7F/NH=+10F/CH=+14F ※Side +3F
    6K+G・・・G=+11F/NH=+13F/CH=+16F ※Side +6F
    8P+K+GPP・・・G=+8F/NH=+11F/CH=+18F ※Side +2F
    Back Turned 2KP・・・G=+8F/NH=+11F/CH=+16F ※Side +2F
    Back Turned P+K・・・G=+11F/NH=+17F/CH=+21F ※Side +3F


    True Interrupt Frame adv

    PP・・・G=+11F/NH=+13F/CH=+19F  ※Side +2F
    PPP・・・G=+10F/NH=+10F/CH=+22F ※Side +2F
    P3P・・・G=+9F/NH=+11F/CH=+15F ※Side +3F
    214PP・・・G=+14F/NH=+14F/CH=+22F ※Side +2F
    3P・・・G=+13F/NH=+15F/CH=+23F ※Side +3F
    4PP・・・G=+14F/NH=+15F/CH=+20F ※Side +2F
    6PP・・・G=+9F/NH=+10F/CH=+15F ※Side +2F
    1P+K・・・G=+14F/NH=+17F/CH=+22F ※Side +2F
    2_3P+K・・・G=+3F ※Side +3F
    4P+K・・・G=+14F/NH=+17F/CH=+23F ※Side +3F
    43P+K・・・G=+15F/NH=+20F/CH=+22F ※Side +3F
    6P+KP・・・G=+13F/NH=+13F/CH=+23F ※Side +2F
    4K+G・・・G=+7F/NH=+10F/CH=+14F ※Side +3F
    6K+G・・・G=+11F/NH=+13F/CH=+16F ※Side +6F
    8P+K+GPP・・・G=+8F/NH=+11F/CH=+18F ※Side +2F
    Back Turned 2KP・・・G=+8F/NH=+11F/CH=+16F ※Side +2F
    Back Turned P+K・・・G=+11F/NH=+17F/CH=+21F ※Side +3F

    list was pulled from a jp eileen player site. Can't remember who's.
     
    Last edited: Jan 11, 2014
    MarlyJay, G0d3L and synce like this.
  16. synce

    synce Active Member

    I'm a little confused... Hopefully you can clear this up to me with this example: pp214p

    Going by the data in-game, I'm at -6 after a blocked pp, and since 214p is 20f it would take 26f to execute... But in actuality since I'm cancelling into it I'm at +10 after pp and therefore 214p takes 10f to execute? Am I understanding correct?
     
    EvenPit likes this.
  17. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    yes
     

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