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Eileen Beginner's Guide: The Basics

Discussion in 'Eileen' started by SweepTheLeg, Jul 24, 2007.

  1. SweepTheLeg

    SweepTheLeg Well-Known Member

    Per Myke's suggestion, I've made this into its own thread so that it doesn't get buried in the generic "VF5 Eileen Thread". My goal was to create a solid beginner's guide to Eileen's basic techniques: her cancellation skills, essential attacks, follow up options, etc. I've assimilated the data from hundreds of games with the socal crew, high level Japanese media, as well as from Srider's awesome mini-guide that got me playing Eileen in the first place. I hope the guide continues to grow as more is discovered about Eileen -- let's try to change her status as the least-used S tier character in the game. /forums/images/%%GRAEMLIN_URL%%/smile.gif Thanks for stopping by, I hope you find something useful below.

    The Bread and Butter
    Cancellation Entry Strings:
    1. /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    2. /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    3. /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    4. /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    5. /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    6. /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    7. /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif

    The lifeblood of Eileen's offensive flow, these strings/entries provide speed and pressure while allowing for powerful mix up options to keep your opponent off balance. To use these effectively, it is essential that you continue to make unique strings with her cancellation skills. Let's take a look at her options out of these strings via cancellation skills (I bolded my favorites above):

    1. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (Zenkuuhon)
    Ah, my favorite of all her cancellation skills. Eileen will execute a flip after either the first OR second hit of the string -- follow up options are plentiful, so let's go into each of these in-depth:

    a) Zenkuuhon -> /forums/images/%%GRAEMLIN_URL%%/k.gif
    Eileen will perform a quick kick out of the flip, causing opponent to crouch on block and leaving you at +1, making it the safest of all her post-Zenkuuhon options. If opponent blocks, instigate a /forums/images/%%GRAEMLIN_URL%%/p.gif/throw mix up or perform a quick OM /forums/images/%%GRAEMLIN_URL%%/p.gif to take to the opponent's side while continuing the pressure. Watching countless Eileen vids, it seems many high level Japanese players LOVE the OM /forums/images/%%GRAEMLIN_URL%%/p.gif option, as opponents often abare out of the /forums/images/%%GRAEMLIN_URL%%/k.gif thinking Eileen is at a disadvantage. In this case, OM /forums/images/%%GRAEMLIN_URL%%/p.gif gives side stagger, allowing you even more free damage and pressure options.

    b) Zenkuuhon -> /forums/images/%%GRAEMLIN_URL%%/p.gif
    Another semi-safe option out of Eileen's flip is her /forums/images/%%GRAEMLIN_URL%%/p.gif, which will slam the opponent, allowing for a combo opportunity. An easy follow-up for good damage is: /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif. On block, Eileen is left at -8, so no crazy punishment is guaranteed. I don't use this option as often as the /forums/images/%%GRAEMLIN_URL%%/k.gif -- I find it slows her flow down on block and can give initiative back to your opponent. If your yomi is good (or if you just play the same person a lot and know what they are going to do :>), I find that this option works well for punishing low sweep abusers. Also, you can jump low wake up kicks for a stylish slam combo, leaving them right back on the floor for more oki...

    c) Zenkuuhon -> /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    My 2nd favorite option out of Zenkuuhon, how I love this move! Eileen will perform a delayed kick that comes out after she has already landed. It leaves Eileen at -7 upon block, so it is safe as well. After weathering the storm of Eileen's offense, the opponent will see Eileen land without having executed a move out of Zenkuuhon -- a counter-attack is almost invariably mounted. The /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif will stuff the attempt, staggering the opponent and allowing for a highly damaging follow up (barring mad struggle skills): /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.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. Also, this move seems to have some ridiculous properties: it tracks to an absurd degree! Even if your Zenk. flip seems to be off axis with the opponent, the /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif will often wildly turn to track opponents. Again, referencing many high level vids I've watched, this seems to be a viable tactic. Love this move, I would really like to hear others' uses for it. Experiment and tell us!

    d) Zenkuuhon -> /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    Another fantastic tool, the perfect way to punish opponents after conditioning them to guard upon sight of Zenkuuhon. The downside to this throw is that it seems to have faulty hit detection -- for example, there are times when the opp. is clearly frozen but Eileen drops harmlessly to their feet, ready to eat huge damage. However, it is still a worthwhile throw and at the closest of ranges (where you should be with eileen anyway) it appears to be more consistent. Mix this with Zenk -> /forums/images/%%GRAEMLIN_URL%%/k.gif to force a powerful guessing game on your opponent.

    e) Zenkuuhon -> /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    The most unsafe of her Zenkuuhon option (-15 on block), this move still deserves a spot in your mix up rotation. Why? After conditioning opponents to guard high in fear of the Zenk. /forums/images/%%GRAEMLIN_URL%%/k.gif and the post-flip /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, this option seems almost guaranteed at times. As her only low option out of Zenkuuhon, it remains an essential part of your mix up tactics -- just don't abuse it! At -15, you're open to serious punishment.

    f) Zenkuuhon -> /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif -> throw
    Pure style and mind-f**k stuff :). Use this to further confuse opponents and entice them to attack recklessly, allowing you greater success with your other Zenkuuhon attacks. Note that this should be used sparingly -- just keep it in mind as an occasional option to add yet another layer of confusion. Follow up with the throw of your choice..

    This ends my Zenkuuhon discussion -- let's take a look at other cancellation skill techniques.

    2. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    This move is a godsend for Eileen -- a low kick that staggers on normal hit, under your opponent's high guard. I've found it to be the most consistent source of stagger damage for our lil' monkey. After dealing with the agressive hell that is /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, opponents are trained to stand and guard in anticipation of the string's 2nd and 3rd hits. At this point, perform a /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif immediately following the first hit of the /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif string -- again, the kick will stagger on normal hit (so awesome it's borderline abusive) and allow for the brutal stagger-finishing combo of: /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.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. When your opponent eventually adjusts by struggling out of the stagger, dash in for your choice of throw, or, if they duck/guard low, execute an elbow to create another stagger situation. On MC, the /forums/images/%%GRAEMLIN_URL%%/k.gif will cause a forward-falling crumple -- I actually prefer the normal hit, due to its greater damage potential. This should definitely be a go-to string option, just be sure to mix it up (obviously) with the second hit of the string or another mid cancellation attack to keep the opponent honest, as the /forums/images/%%GRAEMLIN_URL%%/k.gif is punishable at -18 on block. Between her strings, Zenkuuhon attacks, and this nifty lil' /forums/images/%%GRAEMLIN_URL%%/k.gif, you can mount an incredible offense with head-spinning options.

    3. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    A quick, full circular punch. I use this mainly for it's delayable follow up /forums/images/%%GRAEMLIN_URL%%/p.gif, an identical quick, circular poke. Eileen looks as if she is disadvantaged after the initial /forums/images/%%GRAEMLIN_URL%%/p.gif is blocked and the opponent will often attempt a quick poking counter attack. The follow up /forums/images/%%GRAEMLIN_URL%%/p.gif will interrupt and leaves opponent in a side turned situation on hit (and +9 on MC!). It also happens to be a special high, so it will eat your opponent's /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif interrupt attempts. If opponent usually abares out of side turned situations, take to their back with an OM /forums/images/%%GRAEMLIN_URL%%/k.gif and follow up with Eileen's bounce combo on crumple: /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif. If they freeze up and block, dash and throw. Or you can always continue the cancellation skill pressure by advancing with your /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif series. Eileen is left at -3 on block, so you can use this move with impunity. When the opponent catches on that a second /forums/images/%%GRAEMLIN_URL%%/p.gif is coming, begin throwing after the initial /forums/images/%%GRAEMLIN_URL%%/p.gif.

    4. /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    A wonderfully useful, evasive move. Eileen will leap back a good distance leaving you with three attack options:

    a) /forums/images/%%GRAEMLIN_URL%%/p.gif
    My favorite option -- it stomach crumples on hit allowing for Eileen's strongest combo option (/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.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). It is completely unsafe, as Eileen is left at -13 and open to jab string punishment; however, with the proper set ups, this shouldn't deter you from using this technique. Some ideas: 1) Bait rising kicks! The /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif will leap back to evade the opponents rising options and the /forums/images/%%GRAEMLIN_URL%%/p.gif will crumple as stated above. 2) To start matches! If your opponent just got beat down last round and is looking to get aggressive, a quick assault out of the gate is often expected. Use this move to avoid their first move/string and capitalize with your most powerful crumple combo. 3) When opponent has blocked a move from a distance. 4) In the middle of /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif string to generate confusion/bait counter attack.

    b)/forums/images/%%GRAEMLIN_URL%%/k.gif
    Blah. I don't ever use the kick option...It is safer than than /forums/images/%%GRAEMLIN_URL%%/p.gif (Eileen is left at -6 on block), but even on normal hit you're left at -1. Basically, with decent yomi and set ups, taking advantage of the huge damage potential of the /forums/images/%%GRAEMLIN_URL%%/p.gif option is far more rewarding, at least in my opinion. If others like this option, let me know why -- at the current time, I haven't found a use for it (except maybe to mix up sabaki spammers perhaps).

    c) /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    I love this option, especially after the opponent has eaten a few 80 dmg combos via /forums/images/%%GRAEMLIN_URL%%/p.gif crumple. Being trained to stand and guard, this option sweeps for the knockdown, granting fine yomi opportunities. If blocked, you're going to get punished badly (-18), but the opponent is generally so scared of the stomach-crumpling /forums/images/%%GRAEMLIN_URL%%/p.gif that this option is worth the risk.

    5. /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif

    Executing these during your cancellation strings will result in Eileen performing evasive movements (either a jump or a ducking "splits" manuever) -- Sebo has explored these options a little more in depth and these are his findings, assimilated from another post:

    It is obvious that Eileen's (string) /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif ducks highs, and /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif jumps over lows, but after a blocked /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, both are capable of avoiding elbow class attacks. My findings:

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif ducks under
    Goh's /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance (tight timing for closed)
    Brad's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance
    Pai's /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif in either stance
    Lei Fei's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance
    Lau's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in open stance
    Jeffry's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance
    Vanessa's DS /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif in open stance
    Wolf's 180/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance
    Sarah's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance
    Jacky's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance

    /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif jumps over
    Eileen's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance (very tight timing)
    Lion's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif in either stance

    There are likely many more attacks that these manuevers can avoid, so post your findings and I'll update this section as information comes in.

    This ends my discussion of cancellation skills. There are a few others (/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, etc) but I believe I've covered her most valuable options. Now, on to some of Eileen's best moves with thoughts on their application/follow ups.

    Essential Moves/Techniques

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    A great tool for Eileen, this move goes under all highs and slams the opponent for an easy, damaging combo: /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/p.gif. It is also completely safe (-4). Use this when you're disadvantaged and anticipate a standing jab string. An essential defensive move!

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    The perfect stagger punisher! Whenever you stagger your opponent (/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, successful /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif sabaki, etc), use this move to create a stomach crumple. On hit, the opponent is forced to eat Eileen's most damaging combo. This move's surprising range can also punish ARM backpeddlers and back dashing opponents. Eileen's damage on her basic moves is not very high, so her stagger/crumple game is ESSENTIAL. Look for stagger set ups whenever possible and keep this move ready at all times.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    One of the best sabakis in the game (in my opinion), this seemingly slow high kick will eat the opponents' high/mid punches and elbow class attacks, resulting in an instant stagger. Use this move in disadvantaged situations (like after your standing jab string has been blocked) when you anticipate your opponent will counterattack with a jab string or elbow. Even if it seems to late, throw this move out -- it often eats moves that are seemingly fully executed. Eileen is left at -7 on block, so it is unpunishable. Can't say enough good stuff about this, use it in disadvantage, use it versus punch-based characters, just USE IT!

    /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    One of Eileen's most evasive attacks, this hop will go under highs and even /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gifs(!), launching the opponent for a combo. Confirm the first hit and tack on /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 for a damaging combo. If the first hit is blocked, you can press /forums/images/%%GRAEMLIN_URL%%/p.gif again for a second hop to keep your opponent on his/her toes. Once you train them to expect the second hit, /forums/images/%%GRAEMLIN_URL%%/g.gif cancel after the first and throw.

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    An awesome, semi-abusable poke. Use this as a tool to frustrate enemies attempting to mount an offensive flow. You're at -6 even on hit, but I've found that it surprises/frustrates opponents enough to render this advantage negligible; however, it is -14 if blocked, so do not overuse or you will face serious punishment. Lastly, its range is surprisingly good -- use it to peck away that last bit of health at the end of a round.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    Should become a staple of your oki game. Though it takes a bit to "wind up" (46i, ouch), execute it as opponent is about to tech roll -- it staggers on block, creating the perfect opportunity for a /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif stomach crumple follow up. It is also /forums/images/%%GRAEMLIN_URL%%/g.gif cancellable, so mix in the cancel -> throw option to keep the opponent guessing.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    One of Eileen's best whiff punishers, this move performs double kicks and knocks down on hit, creating a favorable oki situation. Use to punish opponents' missed attacks from distance.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    A risky attack (26i), this is nonetheless a worthy addition to your move set. Eileen performs floating kicks that cover a good deal of ground -- I've found that opponents think the move is over and attempt to attack, only to get MC'd by the second floating kick. In other words, the move seems to take a loooong time to fully execute, which is good news for you if your opponent takes the bait. On hit, follow up with /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. Although it is unpunishable at -8 on block, use this sparingly from distance to bait your opponent into a hasty counterattack.

    /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (Goku Honshiin)
    This manuever leaves Eileen with her back turned to the opponent, and luckily she has a strong assortment of BT moves to create a solid mix up game. I use this mainly as an oki option -- the move itself, though not an attack, looks like the start of one; use this to pysch out your opponent into blocking by rushing down their TR and performing the Goku Honshiin -- then begin the mix ups. Use BT /forums/images/%%GRAEMLIN_URL%%/k.gif or BT /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to low poke or sweep the opponent; when they begin to block low out of fear of these option, perform a BT /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to stagger them out of their crouch. Use this in conjunction with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (with continuation skill follow ups), and dash -> throw to create a viable oki mix up game.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (Gokuushicchi)
    Eileen will perform a quick monkey dash, low to the ground, with several attack options:

    a) /forums/images/%%GRAEMLIN_URL%%/p.gif
    Will perform her /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, the awesomely evasive monkey hop juggler. See above for ideas/combos. Use in anticipation of a jab string or /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    b) /forums/images/%%GRAEMLIN_URL%%/k.gif
    Eileen performs several jump kicks (resembling a bicycle pedaling motion) -- this attack covers a TON of ground, so use from a distance to surprise your opponent. My testing in vs. sessions has shown the last hit to track -- can anyone confirm this? It is safe on block, at -8. Very good in certain spacing situations.

    c) /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    Eileen goes into her Zenkuuhon series (see above for application ideas/options). When opponent freezes up in fear of the /forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/k.gif options, your Zenkuuhon abilities enable you to punish their defensiveness.

    Eileen's Guaranteed Damage

    +10
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Fairly standard.
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif - mix up between final /forums/images/%%GRAEMLIN_URL%%/k.gif and throwing after 2nd hit

    +14
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Awesome guaranteed punishment, knocks down, setting up great oki. If opponent's attack recovers crouching, use /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    +17
    /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - After guarding highly unsafe attacks, launch with this and finish with /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

    Throw Options

    Eileen's possesses one of the worst throw games in VF5; however, don't let that deter you from throwing -- rather, take advantage of the interesting options from some of her throws while remembering to mix up your choices to stop easy breaking from your opponent.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(optional follow of /forums/images/%%GRAEMLIN_URL%%/f.gif, /forums/images/%%GRAEMLIN_URL%%/u.gif, or /forums/images/%%GRAEMLIN_URL%%/d.gif)
    Eileen climbs onto the opponent's shoulders and from here you have a several options: 1) not pressing anything results in her kicking the opponent's head on the way down; 2) follow the throw command with another /forums/images/%%GRAEMLIN_URL%%/f.gif to leap off their back, at which point Eileen's standing jab series is guaranteed! I love this option and recommend it very much -- after her jab string lands, you can engage in further mix ups, such as executing another jab string; dash and throw (repeating the process); sweep; evade and punish, etc. If you can read your opponent, I feel this throw creates the highest damage potential; 3) inputting /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif after the throw will cause Eileen to leap off in these directions -- use this to take advantage of ring out or wall damage potential.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    Eileen's most damaging throw at 55 pts, this should rank highly in your throw options because of its obvious damage potential. I find opponents break /forums/images/%%GRAEMLIN_URL%%/b.gif most often because of this fact, but after mixing with her other options, landing this throw should be a priority.

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    A fairly weak throw at only 25 dmg, this is nonetheless a strong option, as it leaves the opponent staggered with Eileen in BT stance. See the Goku Honshiin section above for BT mix ups. The ensuing BT attacks combined with the base 25 damage make this a potentially deadly throw option for Eileen.

    -----------------------------------------------

    That's all I have to offer for now -- I may add more set ups and oki options, etc., as I become more and more comfortable with her. I hope this was either informative for the potential Eileen user or a solid review for the experienced Eileen player. Please don't be shy about sharing, correcting, compiling other Eileen info.
     
  2. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    yay finally a usefull eileen thread other than stiders which by all means was very usefull.
     
  3. tribaL

    tribaL Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is full circular.

    zen /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif i found tends to miss when you do it from a move that actually connects with the opponent whether blocked or on hit. when you do it from regularly standing it seems to connect much, much more often.

    good read.
     
  4. SweepTheLeg

    SweepTheLeg Well-Known Member

    Thanks tribaL, I'll update the /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif section.

    Also, regarding Zen /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif: I use it immediately after my /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is blocked to great success, whereas after a blocked /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif the hit detection is way more faulty...Dunno what to say about this one -- it seems like if the blocked attacks push them outside of a certain range, the /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will miss. I'm usually extremely close when I use /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif which may explain the high success rate. Hopefully Ver. C will address this issue..
     
  5. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif the second hit is also special high so it hits /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gifers. If it counters Eileen is at +9!!!!!
     
  6. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    so through some testing today I find that the 214Kcancel to still be good but not something that can be overtly used. The only time I think that's a viable option is when used as a mix up between P, 3P,zankuuhon ; P,3P, K ; or P,3P, 234K. The second mix up only works if your oppenent has been trained to attack after P,3P becuase if all hits block the 234K will wiff and you'll eat a combo if your opponent is looking for it.
     
  7. SweepTheLeg

    SweepTheLeg Well-Known Member

    Try it immediately after 6P+K, especially if you've trained them to block the follow up P,P. Works like a charm -- once they adjust and struggle out, dash and throw or begin using the P,P follow up again for MC.
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    even if 6P+K is blocked the 214K will not wiff? I never thought of trying that I just assumed the block was going to push me too far back.
     
  9. SweepTheLeg

    SweepTheLeg Well-Known Member

    It won't whiff -- it connects as long as you are fairly close (which you probably are if you're using Eileen! :)), even when they guard high -- which is why it's so good!
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Oh yeah my friends are constantly saying "get away from me let me get some air" Any of her other cancelation move openers on block let 214K hit?
     
  11. k4polo

    k4polo Well-Known Member

    I said this in the other thread. Good stuff. I am not an eileen player but its useful for me to know this type of stuff in general if i face eileen or use her. I generally use alot of ppl XD. Beginner should look at this and learn.
     
  12. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I've found 22_3P+K, 214P+K to give a lot of people off guard and it gives you a nice amount of space to confirm for the follow up P.
     
  13. JimmyBiscuits

    JimmyBiscuits Active Member

    i play eileen against a friend who plays a kage, sarah, goh, and akira. i play on a stick, and he plays on the ps3 pad (he doesn't know how to use the stick). he's quite good at shaking out of staggers. i have tried and tried the moves sweeptheleg suggested, the zen -> df,k stagger and the qcb+k stagger, and when i get that stagger i try for that 'most damaging combo' you suggest, starting with f,f+p, and only once, just once, have i actually gotten it. every other time i get blocked. yesterday i tried following up with f+p,p string after that stagger and i have a lot more luck with that.

    so, this stagger into her most damaging combo string you suggest, is it guaranteed at all? am i doing something wrong?
     
  14. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I don't own the game so I can't test, but all I can assume is that you must not be doing the ffp fast enough. From experience the df p, p, k stagger string is garanteed for sure for a combo on that stagger the 214k might be iffy.
     
  15. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    I play Eileen as a sub sub character so my info may not be 100% correct but from experience 66+P is never garanteed after those struggles. 214+K stagger is different from 46+K or P,3P,K ones (which are butt stagger).
    After those 66+P can be used against bad strugglers for big damage, but an average struggler will be able to block. If it's the case switch to 6+P+K,P,236+KKK which is harder to struggle and will launch in this situation.
     
  16. SweepTheLeg

    SweepTheLeg Well-Known Member

    ^ word

    I use 66P mainly after the 214 K stagger -- if you mix up your cancellation strings properly, this one is TOUGH for people to struggle out of when they're surprised by it.

    Also, you might try buffering in the 66P input as the monkey hop kick is ending -- practice a smooth input flow in dojo. I've used it on very experienced players (and very good strugglers!) at SoCal events to great success. But, as FrenchAkira stated, it isn't guaranteed. If you *abuse* it, people will struggle out of it with far more regularity.

    The 46K sabaki is MUCH easier to struggle out of than the 214 K. A below average struggler will get out of it, so dash and throw or elbow crouchers.

    -Sweep!
     
  17. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    yeah i've found her sabaki to not lead to the 66p more often than not, it pains to hear it's true that you can struggle out of it.
     
  18. JimmyBiscuits

    JimmyBiscuits Active Member

    my findings are also the same... after my successful 46k sabaki, they always struggle out pretty easily it seems. but it does give you a good chance to run in and mix it up on em.

    thanks a lot for the input about how to follow up with the 66p guys. i haven't been including the 214k in my game as much as i probably should, so i'll try to change that and see if i can get the 66p combo down.

    during a few matches i thought it'd be fun to throw in a few of her 8pkg and 2pkg cancel moves to see what happened... sometimes i got punished, but on the 2pkg, since i was down, her rising cartwheel kick came out pretty naturally afterwards and connected with the opp.

    oh yea, by the way, i hate akira.
     
  19. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    a great way to use the pkg evade is to do 214P+K, 2pkg, p. It's a great way to make your opponent wary to attack when you do 214P+K. Very nice to use on wakeup
     
  20. dreams

    dreams New Member

    what should i do against /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif or /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif abuser?, in advantage or disadvantage situation he throws /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif most of the time or often multiple /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif's.. and he also uses dm moves sometimes when i'm pressuring with /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif strings or /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif strings.. its akira btw -.-"

    enlighten me, sorry for the scrubby question, i just play this game for two days /forums/images/%%GRAEMLIN_URL%%/frown.gif
     

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