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How not to get evade Launched with Eileen

Discussion in 'Eileen' started by Tricky, Jul 16, 2013.

  1. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Based off the Chart that Drift made here I'm just posting a relevant one for eileen.
    Here's link to the old thread: http://virtuafighter.com/threads/choosing-the-right-moves-how-to-not-get-launched-when-evaded.18102/
    Note for my list I will be including High moves too even though they lose to 2P. Eileen got a lot of reasons to discourage 2P even from +1 so you kinda would like to see someone 2Ping you (free 9K).

    Code:
    Adv    11f Jab (<=)    14f Elbow (<=)    17f Launch (<=)
    +1          34              37                40
    +2          35              38                41
    +3          36              39                42
    +4          37              40                43
    +5          38              41                44
    +6          39              42                45
    +7          40              43                46
    +8          41              44                47
    +9          42              45                48
    Code:
    Adv      Not Jab-punishable            Not Elbow-punishable        Not Launch-punishable
    ======================================================================================
    +1        2P, 4P, BT P                6P, 66K, P+K                44P, 4P+K, 4K+G, BT P+K
    ======================================================================================
    +2                                    44P
    ======================================================================================
    +3        6P, 66K                      4P+K                        3P, 6P+K,214K+G
    ======================================================================================
    +4        P+K                          4K+G, BT 2KP, BT P+K        1P, 3K, BT 2P
    ======================================================================================
    +5        44P                                                      K, 4K
    ======================================================================================
    +6        4P+K                        3P, 6P+K,214K+G            46P
    ======================================================================================
    +7        44P, 4P+K, 4K+G, BT P+K      1P, 3K, BT 2P              46K+G
    ======================================================================================
    +8                                    K, 4K                      66P, 2K, 2_3P+K, 3P+K
    ======================================================================================
    +9        3P, 6P+K,214K+G              46P   
    ======================================================================================
    How to read chart:
    When at advantage X,
    If you don't want to be Y-punishable if evaded,
    Use a move with totals frames <= Z.

    Normal Evade is 23f. (Side-turned evade takes 3 frames longer.)
    Fastest jab is 11f. 34f total.
    Elbow is 14f. 37f total.
    Launch is 17f. 40f total.
     
    Daydream likes this.
  2. Drift

    Drift Well-Known Member

    I classify 2Ps into Blind/Hopeful and Calculated/Planned.

    Blind 2Ps are the ones players throw out after they've had a move guarded and don't want to guard themselves (also what I call "Light Abare"; does not necessarily mean mashing.) It is difficult to know if a decent player is going to Blind 2P.

    Calculated 2Ps are used to deliberately stop an opponent from continuing a string or to use a +1/2 advantage. It is relatively simple to bait these. Give your opponent a visual cue (guarding the first hit of a string with a high follow-up) and a good player is more likely to attempt to halt your offense.

    I believe that the most efficient method of play is to use mids/lows when starting your offense to CH blind 2Ps and use your strings and watch for small adv./disadv. moves to bait calculated 2Ps.

    TL;DR / K.I.S.S.: When making a chart like this, I wouldn't include highs.
     
    Tricky likes this.
  3. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I hear you drift, I just like CH P+K too much not to include highs. I think it's simple enough to recognize the mids from the highs. But we also might be using this chart for diff purposes. I just want to know what I have that's safe from evade, and how safe. If someone is going to 2P me when I have +1 or more consistently enough for me to think about using a mid, I will 9K them with no second thoughts.
     
  4. Drift

    Drift Well-Known Member

    Oh, I know you'll 9K without fear. I'VE SEEN 'IM! ^,^

    As far as Eileen CH P+K, Kage's 1P+K is used exactly the same. I've found it's only really worth using when near enough to the wall that a CH will allow sick 16f starter into light wall-hit into bound into stupid damage combos; eg Kage 3KK (light wall hit) > dash > K+G > 2_6K > 46K+GK!K > 3K+G. Hot damn, that's satisfying. I imagine Eileen could do something similar with CH P+K > K (light wall-hit) > bound.

    Of course, Eileen P+K / Kage 1P+K also has some merit on side-turned opponent since it's adv-on-guard.
     
    Tricky likes this.
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Eileen can do CH P+K > 3K (wall stagger) > PK (only guaranteed followup). Depending on the angle she could also go for CH P+K > P+K > PP side wall stun > 9K combo of choice. It's a really good move and does a lot of damage on top of giving your opponent reasons to think that 2Ping you would be a good idea. Though most people who play me often enough will not use low attacks to abare. They'll use a mid, even if they have adv they will opt to use a mid. Eileen can abare any predictable high or low attack patterns, so it's safest to use mids against her.
     

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