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Anyone know why Eileen is supposedly good?

Discussion in 'Eileen' started by fman, Nov 18, 2007.

  1. Pai_Garu

    Pai_Garu Well-Known Member

    9P should not be used for reverse nitaku. In fact, you are just setting yourself up to get launched if you try to do it in disadvantage.
     
  2. NinjaCW

    NinjaCW Well-Known Member

    Well it was advantage. I'll tell the situation.

    My friend (Akai) plays Pai and she has some string where she does a sweep, then what seems to be a sabaki. So (on accident) I did 9p and it didn't get sabaki so I went with that. I started using 9k too cause it felt better with that move. But I will take the advice and not use that at disadvantage lol.
     
  3. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    NinjaCW I know exactly what situation you're talking about. I'm still on my quest to learn all the character's move properties so and I havne't gotten to that move yet but I had been wondering how to hit her out of that too. I wish the dojo let you record what you want your opponent to do so you can just train against a particular move.
     
  4. Scamp

    Scamp Well-Known Member

    What you guys are talking about is Pai's /forums/images/%%GRAEMLIN_URL%%/k.gif then /forums/images/%%GRAEMLIN_URL%%/p.gif from her Bokutai stance. First know that she can only get to that stance after a few moves. Most common are /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif. and /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif.

    The /forums/images/%%GRAEMLIN_URL%%/k.gif sweep takes a while to come out so you can simply strike her first. She's really low, though, and you may take hits if she does her other options from Bokutai. (Usually /forums/images/%%GRAEMLIN_URL%%/p.gif which is fast and hits mid.)

    The /forums/images/%%GRAEMLIN_URL%%/p.gif after the sweep has sabaki vs. HP, HE, HK, MP, EL, MK, SK, and KN. I had no idea that /forums/images/%%GRAEMLIN_URL%%/uf.gif /forums/images/%%GRAEMLIN_URL%%/p.gif goes through all of this. I'll have to test it out. Anyway, any low move will work, as well as dodging. If you block it, know that you're going to be at a -2 advantage.


    Question: is /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif guaranteed after the first hit? If so, I need to re-assess my Eileen punishment game.
     
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    this thread should really be renamed Eileen punishment

    I've herd that double handed attacks go through sabaki's and counters, perhaps her 9P is considered two handed.
     
  6. SweepTheLeg

    SweepTheLeg Well-Known Member

    At +14, the string is guaranteed (if the opponent's move recovers standing).
     
  7. Pai_Garu

    Pai_Garu Well-Known Member

    I don't think 9P should be considered over 9K+G for beating sabakis cause it's much slower at 22 frames exe and less dmg potential. There's no reason why you would use 9P. The only thing I can think of that's good about 9P is the built in delay and the fact that it's two hits, meaning if the opponent evades the first part and immediately tries to crouch dash or attack, the second hit will connect.

    I also don't think 9P is as good at all property wise to beat sabaki's and counters.
     
  8. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    NinjaCW - that attack I used has ~30 frame sabaki window against High/Mid Punches, Elbows, Kicks, Side Kicks, and Knee class of attacks. I'm not sure what /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif attack class is, but if it is something like a "Double Kick" or "Crescent Kick" then it should beat that sabaki.
     
  9. BLACKLAC

    BLACKLAC Well-Known Member


    much respect with the SC2 comment
     
  10. NinjaCW

    NinjaCW Well-Known Member

    at the time you was over here, 9k+g never actually crossed my mind but now that it has I have been implementing it into my game.
     
  11. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    It does have one redeeming property im just pointing out, its safe on block, unlike 9K+G. This isnt to say 9P is useful.
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Being a jumping attack is not sufficient requirement as such to not to clash, as Ive pointed out before. Example: Sarahs 8K+G is a jumping attack and will clash in bad enough disadvantage.

    Although, having a non-clashing 9K+G is just good for Eileen.. Any moment now KiwE will jump out of the box and yell that Eileen is broken because of that.. /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  13. Pike

    Pike Member

    what are some good combos after a 9/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif that work on everyone, i just use pppk.
     
  14. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

  15. SweepTheLeg

    SweepTheLeg Well-Known Member

    I use 9K+G > PP > 236KKK almost exclusively. It nets 61 damage and works on lightweights, Blaze, Goh, Lion, Shun, Jacky and closed stance for Brad, Lau, Lei and Blaze. After you block most characters' low sweeps, you can use 9K+G for pretty serious punishment. (Ex: after Lau's PPP2K)
     
  16. KowtowRobinson

    KowtowRobinson Well-Known Member

    Good man.
     

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