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Test Notes

Discussion in 'Eileen' started by EvenPit, Sep 27, 2013.

  1. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    Inspired by being in ranked match too much these days there are some things about Eileen matchups that I will post here. they will be just points of reference/ notes of things that are relevant to Eileen. Little instances in a match when you're like, "wtf just happened, or why did that move miss"? I want to try and recreate those moments in dojo and if they are valid I will make a personal note here in this thread. (it'll make more sense when I have actually put stuff here) Probably in the form of bullet points, a example below

    9/25/13 VS Shun Note1= eileens [9][P] does not punish shuns wakeup low kick and will whiff.
    Eileens zinc flip [P] can jump over shuns high wakeup kick, you'll end up behind shun and can do BT [2][K][+][G] (this move cannot be guarded BUT shun can roll out of the way avoiding the kick if the shun player is smart enough. However in a RO situation rolling out of the way may mean a RO.


    This is a example of as a result of some match I had with Cmoney's shun in ranked match the other day. i wont be putting people on blast this was just of example of what it'll look like when I do find stuff that otherwise would not be worthy of making a entire thread about to it's self.

    Other characters can benefit from this as well as I sometimes use Jeffery or Wolf just for the exposure and soon Sarah and Jacky. The way this will work is I'll be on the opposite end and if I come across a competent Eileen in ranked and i'm using one of the characters above (or any other character) I will take note of anything interesting that unfolds involving that specific character vs Eileen. I figure If i'm going to be in rank just to past the time I mines as well get something out of it and share it with yalls.

    EileenTESTnotes.jpg
     
    Last edited: Sep 27, 2013
    Craigbot, Tricky and IcKY99 like this.
  2. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    Just to normalize things here are my cpu configuration settings I use everytime I go into dojo they will always be the same so apply to all future notes unless otherwise mentioned. And I will always be using Eileen on my end unless otherwise stated.
    CPU settings
    Action settings- Don't move
    State- Standing
    Reaction- Counter hit
    Health bar settings- Type A

    Details
    Turning around- Turn in place
    Throw escapes- No
    Getting up- Side roll/back
    Rising attacks- None
    Rising speed- Fastest
    Fall recovery- Side roll/back (exact)
    Stagger recovery- Fastest

    Ok now on to the 2nd note

    9/28/13 VS Dojo (eileen) Note2= Normally with [2][3][6][K][+][G] hitting your opponent and creating CH wall stagger is kind of a guess as far as, distance you need to be for it actually to work. Even at closest range it's 50 50 with no easy visual Q as to if you're going to get the stagger. You can test this yourself to see what I mean by setting the cpu's back to the edge of the ring and repeat [2][3][6][K][+][G] over and over, you can do it fast and slow (not too slow though). The 1st hit will stagger giving you +8 the second hit will not stagger (repeat etc.)
    BUT
    Move back to center ring position and do [6][K][+][G]cancel into [2][3][6][K][+][G] and assuming your opponent hits a button you get the wall stagger granting you +16 max. And if your opponent happens to be Eileen in this situation then its big damage with [3][K] being guaranteed. (I managed to max out at 105 dmg with this combo after [3][K] hits= [8][P][+][K][+][G][P][P][P], [P], [4][3][P][+][K]~[2][3][6][P])

    side note1= max damage side crumple [3][K] combo for Eileen & El Blaze, Aoi = [2][1][4][P][P]~[2][3][6][P][+][K], [6][6][K], [P], [4][3][P][+][K]~[2][3][6][P] 9hit 106 dmg
     
    Last edited: Sep 28, 2013
    Tricky likes this.
  3. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    9/28/13 VS Dojo (Entire cast) Note3= This note focuses on Eileen's [3][P]cancel[2][1][4][K][+][G] from when opponent is BT. I will just go down the line indicating who it's guaranteed on, who can avoid it and who can actually deliver damage to you if do it on them.

    TAKA- will counter and deliver 67 dmg at -11 using [4][P][+][K][+][G]
    AKIRA- guaranteed
    PAI- guaranteed
    LAU- Evades the move completely using [9][K] putting him a good 4 character lengths away
    WOLF- guaranteed
    JEFFRY- guaranteed
    JEAN- guaranteed
    EILEEN- guaranteed
    SARAH- guaranteed
    JACKY- Only [3][P] is guaranteed Jacky is able to block [2][1][4][K][+][G] and punish as seen in Eileen Thread page 3.

    SHUN- guaranteed (if there's any amount of delay by you however Shun may be able to evade the move completely with BT [6][6] tis-Online)

    LION- guaranteed
    ElBlaze- guaranteed

    AOI-
    Not guaranteed Im 100% sure of this but I have no idea of the input Aoi uses to avoid this sorry:( Just never use it on her!

    LEIFEI- guaranteed
    VANESSA- guaranteed
    BRAD- guaranteed
    GOH- guaranteed
     
    Last edited: Sep 30, 2013
  4. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Eileen's 9P will whiff against
    Shun - 2K
    Jacky - 1K+G
     
  5. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    10/1/13 VS Dojo (Jacky) Note4= Custom meaty setup 1. (side note= some of these are very time sensitive I'll indicate which ones with TS label) These setups? "But why would I use this over the normal combo?' = more damage, way more

    Starting with [4][6][P] combo starter
    [P],[6][P][+][K][P] wait [3][K] +10 TS (guaranteed throw attempt) Total dmg possible = 138 using Eileen's [2][1][4][P][+][G] opposed to the normal combo for Jacky with this combo starter only maxing out at 71 dmg open stance (using [2][1][4][K][+][G]) 70 dmg closed (using [6][P][+][K][P][P]) & if you're not paying attention to your stance you'll only get 64 dmg= lame

    Using the [4][6][P] starter custom meaty setup above gives you the minimal possible damage assuming you connect with Eileen's highest damage throw after the +10. However below I will leave you with higher damage options depending on the combo starter you connect with.


    Ok so we already done [4][6][P] setup which gives you max 138,
    And just for the record the [3][K]+10 [2][1][4][P][+][G] is 82 dmg on its own so you can add it on

    Ok using [4][6][K][+][G]
    [4][3][P][+][K], [P][+][K][P] = 64 dmg (then goes for the setup) + 82= 146

    This last one is the max dmg possible you can muster using that combo starter and that setup on Jacky & most likely anyone in his weight class without a wall.

    Using pounce [2][1][4][P][+][K][P]
    [4][3][P][+][K], [P][+][K][P] = 67dmg for a grand total of 149
     
    Last edited: Oct 1, 2013
  6. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    Or damn I suppose you could finish the whole 6P+KPP and then do 3K. I haven't thought about that. The timing might be different though. But who in their right mind wouldn't tec roll after a "supposed" 6P+KP "failure".
     
  7. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4

    She can BT reverse your mid punch with [1][P][+][K] or BT evade with [2] or [8][P][+][K][+][G]
     
    Craigbot and EvenPit like this.
  8. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    10/2/13 VS Sarah Note5= Eileen's [6][P][+][K][P]cancel into [6][P][+][K][+][G] is not good VS Sarah unless there is hesitation.

    -[2][P] or evade against Flamingo

    - Sarah's [9][P][+][K] into Flamingo +4 on block +6 to +7 on hit and +9 on CH

    - On block Sarah's [9][P][+][K][K] is +4 Eileen counter with [2][P]
    but not sidestep [6][P] elbow or [P] you'll get CH if Sarah's [K] is repeated. But sidestep [2][P] is ok +9 CH if that occurs.

    - For the situation above Eileen's sabaki gives you +28. This is useless because it creates too much space between you and your op but in somewhere like the Taco stages it means a free luncher.

    (side note= seems like the -4 position makes way for people to [2][P]. Example me using Wolf and landing fully charged [P][+][K] then doing guaranteed [P][K] is +4 for me and after I hit that my opponent goes for [2][P] right away. I thought this may be out of desperation but seems I've been seeing it in other places a lot lately).

    so in most cases -4 = [2][P]?


     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I noticed in the BT cup Against Brad Eileen was able to use 2_3P+K to go under brads Special High 6_ K move. The shoulder was after eileen's 2P was blocked. I wonder what other special highs it can go under.
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Aoi can't BT reverse double mid punches though. If I'm remembering correct.
     
  11. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    I don't know about eileen's shoulder ram in particular but i've had akira's shoulder ram (i tend to run across Gameztrix a LOT on xbl) go under vane's special highs at one point or another (DS [K][K], OS [6_][K], [4][P][K] and [3][K][P][K]).

    Since eileen's shdrm is supposed to have a hitbox that's even more evasive than akira's i assume it will also beat the same moves.
     

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