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Eileen strategy questions

Discussion in 'Eileen' started by Heartbreak013, Jun 15, 2008.

  1. Heartbreak013

    Heartbreak013 Well-Known Member

    I can pull off all the moves but sometimes arnt sure when to use what move, i find my self using alot of moves and hoping for the best or falling back to /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif

    I mostly have trouble knowing when to use /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/b_.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif.I also am not sure when to try /forums/images/%%GRAEMLIN_URL%%/d_.gif [K /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif I get hit alot by combos that start below high level to and im not sure how to counter them quickly and what does oki mean
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Hey uhm Heartbreak, I think I know what your question is but can you clear it up a little bit. As in that last thing you entered I didn't quite get what that second direction is I think you mean 2_3P+K ? I can give you a nice answer when you get back to me, i Just want to answer the right question.
     
  3. Heartbreak013

    Heartbreak013 Well-Known Member

    lol im sry i wrote that when i was tired. My question is basically when and when not to use the standing attacks such as /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif or /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, or /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif . Im unsure of which ones to use to use in certain situations.
     
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    you want to use 6P when you're expecting your opponent to crouch or 2P, though that's nothing unique to eileen it's the same with almost everyones 6P.

    Her 4P you use as a punisher, so if you're at +13 you bust out the 4PPK combo for some guaranteed dmg.

    6P+K is a tricky one because it's eileen's most dangerous move to use, in that without CH's you'll always be negative and the more moves in the string you use the more negative you make yourself. It's also really good because that's one of the easier ways to get into cancelation techniques.

    so you basically use it when you're at +4 and expect a 2P coming such as after PK. It can also beat out slower attacks which will give you CH's. On CH you want to use 236KKK combo after 6P+K cuz it's a natural combo hence why it's so important to hit check that move.

    there's some info on her in the wiki strat section too, but it's still a work in progress.
     
  5. Heartbreak013

    Heartbreak013 Well-Known Member

    This helped alot tricky thanks, im also having trouble seeing openings when fighting lei fei, is there specific moves to look for or something because i get caught in his never ending strings and get pooped on

    And ill add u to my friends list, would u mind sparring a few rounds with me , ive never really fought a good eileen player b4. If your busy its cool though
     
  6. Zamus

    Zamus Member

    as long as we're talkin strategy, what are the best options while going low to avoid high attacks. i try to use 2p but that really doesn't lead to anything. when they really tick me off with high attacks, i usually 46k but i think that option should be used sparingly.
     
  7. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    you want to use 46K if they're using Mid/High punches and you can predict them; best used to iterupt canned strings of your opponent, it's hard to do though I'll admit.

    2P actually dose lead to a lot even on NH. After a NH2P you could go the safe route and use OMP and you'll avoid throws/Full circles/attacks because eileen's OM will avoid all that as long as she's at least +1 adv and after 2P NH i believe you're at +4 so you have plenty of room to work with.

    2P on CH is nitaku which is just +7 so your opponent has to guess between u using your mid attacks or your throw. If you have a really good opponent they'll start ETEGing you after a CH 2P which you'll have to respond to with 4K/4K+G/K+G to hit them out of evades.

    eileen has a lot to work with against opponent who don't ues enough mids. her 2_#P+K shoulder will go under high attacks and some mids and on CH i leads to 236KKK for a healthy chunk of dmg.

    She also has 46P which also ducks under high attacks and leads to P3PK combo on hit which also does a nice chunk of dmg. It also travels far as hell.

    and yeah go ahead and friend me, I am normally busy but we'll get our fights in eventually when the time comes.
     
  8. Heartbreak013

    Heartbreak013 Well-Known Member

    Oh ya, im having trouble with /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, i input it correctly but eileen rarely gives me the 3rd kick, is it timing or what im a lil confused
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    the last kick is frame tight. You have to hit it right when the 2nd kick hits. Only advice I can give for that is just to go in dojo command training lock that move and do it over and over for a few weeks. I've been doing it for months and I still screw it up sometimes. that might also be due to the frame of the last kick moving based on how good the connection with my opponent is. That kick is what lets me know how much lag I'm dealing with.
     
  10. Zamus

    Zamus Member

    i never hit that last kick online. all that offline practice amounts to nothing...lol jk
     
  11. Xzyx987X

    Xzyx987X Well-Known Member

    Ragarding /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, what I have found is that inability to pull the last kick off is more often than not caused by caused by screwing up the timing on the second kick input. Basically, if you input the second kick too soon and it gets buffered, the last kick won't work. As long as you don't press the second kick too soon, you should be able to hit the whole sequence in a rythm. In other words, wait the same amount of time between the first and second kicks as the second and third. If you ever get stuck in a rut where you can't kit it no matter what you do, try hitting the second kick a little later. And remeber, there isn't always enough time to get all three kicks in a juggle.
     
  12. Fulan

    Fulan Well-Known Member

    it doesn't matter when you input the 2nd kick.
     
  13. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    I do the three kicks by pretending im doing the 2nd /forums/images/%%GRAEMLIN_URL%%/k.gif using hit execution. Once you become accustomed to the rhythm, it becomes as easy to perform online.
     
  14. Xzyx987X

    Xzyx987X Well-Known Member

    Eh really? In my experience in training mode changing my timing on the second kick makes it so I can never hit the third. It's possible it just screws up my rythm though. At any rate, I can say for certain that practicing the second kick so you hit it in the same rythm as the third will greatly improve your consistancy. And delaying the second kick a bit when you repeatedly can't get the third out always kicks me back into rythm.
     
  15. MP

    MP Well-Known Member

    PSN:
    MonkeypunchVF
    I tend to go by the sound when delaying the 3rd kick, or just wait till the 2nd kick to connect before going for the last one, although i must admit my success with it is about 30% at the moment.

    I struggle more so when trying to use it as part of longer strings, (say: /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif) as inputting the x3 /forums/images/%%GRAEMLIN_URL%%/p.gif puts me off rhythm for the rest of the string.
     
  16. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Fulan's right, there's no specific timing for the second /forums/images/%%GRAEMLIN_URL%%/k.gif, and it can be buffered.

    What I find helps is to enter/buffer the first two kicks as fast as possible. This gives you plenty of time to time the 3rd kick.

    So /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif~/forums/images/%%GRAEMLIN_URL%%/k.gif (during hit) /forums/images/%%GRAEMLIN_URL%%/k.gif.

    Practice just /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif on it's own by pressing the two kicks ASAP. Do it over and over again so it's natural. When you're comfortable with doing that without thinking, then move onto the third kick.

    Then when it comes to doing the entire series in game, think of entering the kicks in two phases:

    1st phase: /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    2nd phase: /forums/images/%%GRAEMLIN_URL%%/k.gif
     
  17. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Myke is right you need to think about this move in two phases becuase the first two kicks are like one move in my mind.

    The reason the 3rd kicks' timing seems to move around is because of the 2nd kick. If you hit the 2nd kick really fast then the timing for the 3rd kick comes "sooner" because you've given yourself that much less time to do the just frame. While if you input the 2nd kick later in the input window you end up having to hit the 3rd kick "later" since you moved your just frame input a little farther back.

    Personally I like to input my first two kicks slowly so I have more time to get the 3rd kick right, but online sometimes I can miss the window and only get 1 kick to come out or my 2nd kick doesn't come out at the frame I want it to so I miss the 3rd kick. But overall it's normally not too much of a problem.

    Here's the easiest way to practice using the kicks

    practice CH6P+K > 236KKK

    once you get that bread and butter down which as an eileen player you should be using all the Fing time if your opponent is 2Ping you to death from disadvantage start using

    2_3P+K (open stance or just CH any stance) > 236KKK

    you'll find this harder to get all the kicks in, why i don't know but it just feels like the timing is different. Probably has something to do with buffering, dunno, but learn to do this move because it's also a bread and butter and important to her game.

    Once you have those two down you should be fine with any other situation, but if you still want to work on varying timings try

    PP>236KKK

    I know it sounds simple but a lot of her air combos can be ended with this, I personally don't use this anymore for her air combos as I found a better more damaging option that is much less prone to error, but I can't tell you how many times I F'd this up and lost a round for it.

    Hope my little 236KKK insight is useful to people.
     
  18. Xzyx987X

    Xzyx987X Well-Known Member

    Better more damaging option? What would that be?
     
  19. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    9K+G > 6P+K,P > 214P > _6PK (or 6K if I want to ring out)

    it doesn't work against everyone but it works on most of the cast. I just use it and if I find my opponent falling to the ground before I can get my 214P out I use the old fashioned PP > 236KKK.

    You don't get much more dmg but you get a lot more ring position movement even without the 6K at the end. It also has the added plus of not having to worry about missing a 236KKK which is infuriating.
     
  20. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    Hi, I started playing Eileen and I have a few questions:

    After 6P+G 8 or 2 throw, against some characters, my PP6P can't reach my opponent side!!!! Eileen is too far so I wonder if I do something wrong.
    After 6P+G 6, sometimes I use PP or PPP and mix up with the flip or continue with the sweep follow up, instead of the free PP6P. I find it is sometimes more rewarding: For ex:
    6P+G6, PPP236P+K catch throw if he try to dodge or turn forward standing.
    6P+G6, PPP236P+KP or K if he tries to turn and block low or 2P ( because of the PPP2K )
    6P+G6, PPP2K if he tries to abare.
    Of course it's not safe but I like throwing theses options to confuse my opponent hehe
    What do you think ?

    What combo do we have after a 9K+G on a crouching opponent ? I only get 6PP...
     

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