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Eileen Tactical Guide by Shiwapon

Discussion in 'Eileen' started by VolcanoShed, Sep 16, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/153751

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Eileen Tactical Guide

    P

    With an 11F start-up, this punch is faster than other characters.

    Even if it is blocked, it has a +2F advantage, so 6P, which will be described later, cannot be interrupted even if it is hit after P is blocked.

    6P

    A mid-level attack with a 14F start-up.

    Counter hits and crouching hits give you a big advantage. As a starting point for an attack.
    There are also follow-ups, and it is possible to attack from there with a cancel attack.

    3P

    A mid-level attack with a start-up of 15 frames.
    Cancel into this move to attack.

    Also, if the follow-up hits a counter hit, you can use it for a combo with 6PPK, etc. Use a delay to shake things up.

    6P+KP

    A two-stage mid-level attack with a start-up of 16 frames.
    After making contact with the second stage, use a cancel action to attack.

    If 6P+KPP hits it will be a combo, but if it is blocked it will be -15F.

    43P+K

    A two-handed mid-level move with a slow start but long reach.
    When it hits, 236KKK will hit continuously.

    Even if it is guarded, 214PK [43P+K214PK] cannot be interrupted.

    3K

    A middle kick with a fairly long reach and a start-up of 16 frames.
    It's a lifeline for Eileen, who has a short reach and is vulnerable to backdashes.

    4K+G

    A half-circular attack that blocks the opponent's evade towards Eileen's stomach.
    From here you can transition to various cancel or interrupt actions.

    Since the follow-up is a mid-level attack, a single hit followed by a throw is also effective against opponents who guard against string follow-ups and dislike them.

    4P+K

    A half-circular attack that blocks the opponent's evade towards Eileen's back.
    From here you can transition to various cancel or interrupt actions.

    Also, the derived K is a low attack that has no guaranteed counterattack even if it is blocked.
    It can also be used to chip away at the opponent.

    2K+G

    A full-circular, low-level attack that sweeps the ground. It can
    be used to break down an opponent's standing guard or evade, or to deal damage near a wall.

    46P

    Attack while dodging the opponent's high attack.
    After hitting, you can aim for a combo.

    9K

    A combo starter with a 17F start-up.
    A powerful move that can deal a fair amount of damage if it hits, even though Eileen has a low unit cost.

    However, if it is blocked, it will be -15F.

    9P

    A combo starter that allows you to attack while flying against low attacks from your opponent.
    You can also combo on NH, so it's effective against crouching opponents.

    Another great thing about this move is that there is no guaranteed counterattack even if it is blocked.

    2_3P+K

    A mid-level attack that can easily dodge opponent's attacks.
    It can be used to cancel or interrupt various attacks.

    214PK

    A fast high full-circular attack.
    If you cancel it after a 3P or 6P+KP combo, it becomes a combo that can't be interrupted.

    236P+KP+G

    A catch throw that scratches the opponent's face from a stance.
    Try it on an opponent who has their guard up after a 3P or 6P+KP.

    6P+K+GK & 6P+K+GK+GKK

    Mid and low attacks can be launched from a low stance.
    These are the only two options, and if either hits, it will deal a decent amount of damage.

    You can also use it as a last resort.

    6P+G

    After the throw, you can use 6 to get to the back of the opponent, and 2 or 8 to get to the side of the opponent.
    This is useful for switching positions around the edge of the ring.

    If you want damage, go for 66P+G.

    63214P+G

    Eileen's most damaging throw.
    If it's difficult, use 64P+G.

    ★Definite counterattack

    ● Standing

    10F Throw
    11F PK
    12F 2P
    13F 4PPK
    14F 6PP
    15F 3PP, P+K
    17F 9K
    ● Opponent crouching

    12F 2P
    14F 6P
    15F 3PP
    16F 3K
    17F 9K

    Beginner

    Learn the special system, the nature of "Cancel Moves" and "Interrupt Moves"

    This character has a unique system that allows her to guard against a specific technique and then connect it to a special technique, called a "Cancel Move", and transition to a specific stance, called an "Interrupt Move." This allows her to launch multiple offensive moves, such as attacking with a string follow-up, attacking with a cancel action, or attacking from an interrupt action.

    However, there are many complex commands such as 214P, so make sure you can issue them.

    When in doubt, use 6P

    As mentioned above, this character can launch a variety of attacks using follow-up techniques, Cancel actions, and Interrupt actions, but I still recommend using 6P at first.
    It is a mid-level attack with the fastest startup, and if you crouch hit or counter-hit with it, you will have a huge advantage.

    Also, if the 6PP follow-up is blocked, you can go into a Cancel Move or an Interrupt Move.
    If you're having trouble with your offensive strategy, try using this technique first.

    Explore techniques that can be used for Cancel Moves

    First of all, it is recommended to learn how to attack by using Cancel Moves.
    There are many techniques that are easy to break the opponent's guard or that occur quickly, so it is easy to keep the attack going.

    The recommended techniques to start Cancel Moves are 3P, 6P+KP, and 43P+K.
    After making the opponent guard the above techniques, aim for the 214PK Cancel Move first. This is an uninterruptible link-up, and it can inflict a fair amount of damage while suppressing the opponent's counterattack.
    Also, because it is a full-circular upper move, it can also win against the opponent's evasion.
    This 214PK cannot be interrupted after any technique, so use this one first after letting the opponent touch a technique that can go to a Cancel Move.

    However, because it's an upper attack, you will lose if your opponent uses a lower attack such as 2P.
    In that case, try using the lower attack 214K.
    This is a link-up that cannot be interrupted, and when it counter-hits, it can be used as a combo with a 66K, for example.
    Also, this is an attack to break a standing guard, and after the guard is broken, 6K will hit an opponent who is not recovering from the stagger.
    If your opponent can recover from the stagger, run up and choose between a throw or 6P+K.

    Neither of the above [Cancel] attacks work on crouching opponents, so you can try a 3PP or 6P+KPP derivatives against a crouching opponent.
    If the 6P+KPP hits, you can run and combo from 2P.
    Both moves leave you vulnerable if they're blocked, so it is difficult to hit them in succession, but you should show it once in a while.

    Break down your opponent's guard with a forward air flip

    If the opponent is the type that guards against Cancel Moves, it is difficult for Eileen to deal a large amount of damage.
    In such a case, after letting the opponent block a move that can be used to go into Cancel Moves, choose from 236P+K (Zenkūhan).

    From Zenkūhan, aim for P+G first.
    Since this is a catch throw, it is useful for breaking the opponent's guard.

    If your opponent crouches down to avoid Zenkūhan P+G, use Zenkūhan P. This starts a combo on NH.
    This is a mid-level attack that combos with NH, so it is a counterpart to Zenkūhan P+G.

    If you're not sure if your opponent will crouch or not, try using Zenkūhan K.

    This is a mid-level attack that gives Eileen a 1F advantage even if it is blocked.
    After it is blocked, 2P cannot be interrupted.

    Attack with circular techniques

    The techniques we've introduced so far are linear attacks, so they are vulnerable to opponent evasion.
    Next, we'll introduce attacks that combine circular attacks with Cancel Moves.

    First, use 4P+K.

    This is a technique to crush the opponent's evade to Eileen's back, If it is counter-hit, 214PK will hit continuously.

    After getting the opponent to guard, attack with Cancel 214PK, 214K, 236P+K, etc. as in the above attack.
    Incidentally, since its derivative [4P+KK] is a low attack without a guaranteed punish [on block], it can be used as a last-ditch attack.

    If you're not confident in your ability to read with Cancel Moves, try using 4K.
    This will also block your opponent's evades to Eileen's back, and force them to face the side.
    If you get a counter hit, you'll be guaranteed 2P, so after that you can launch a side attack, which will be described later.

    If your opponent evades to your stomach, start with 4K+G.
    This is an option to block your opponent's evasion to the stomach.
    Because the frame when canceling is weaker than 4P+K, any Cancel option other than 214P will lose to the opponent's P.
    Basically, it is effective to block the opponent's strike with 4K+GK, force them to tighten their guard, and then launch an attack with Cancel 236P+K.

    When you have two options [nitaku], choose the technique that best suits the situation.

    When 6P hits crouching or gets a counter hit, or after guarding an attack that leaves the opponent vulnerable, it's a chance to choose between two options.
    Eileen doesn't have many mid-level attacks that can deal a lot of damage, so it's easy to struggle with which move to use in situations where you have two options.

    When 3P is counter-hit, Cancel 236KKK and Cancel 214PK will hit consecutively, so you can earn damage, but it's difficult to confirm whether it's a counter-hit or not.
    If you're confident in your hit confirmation, it's not a bad idea to try it. (I don't recommend it because it will distract you from other things.)

    It's also interesting to try using 46K+G.
    This is an EX high attack, so it can also be used to destroy the opponent's 2P and other low attacks.

    Since the start-up is a little slow at 19F, if 6P hits a crouching opponent, it will lose to the opponent's 2P.
    It is best to show this when 6P counter-hits.

    Also, because of its special motion, it has the property of not being taken by the opponent's parrying or countering techniques.
    Prioritize it against characters with strong parrying skills such as Aoi and Jean.

    By the way, even in nitaku situations, it is still a good idea to attack with 6P+KP.

    While showing these mid attacks, show a throw as a counterattack.
    Basically, use 6P+G or 64P+G, and 66P+G or 63214P+G for damage.
    Be careful not to put your back to the edge of the ring because Eileen has many throws that swap positions, such as 6P+G and 63214P+G.

    Intermediate

    Interrupt Moves are an offensive and defensive option

    An Interrupt Move that can launch a different kind of attack than a Cancel Move.
    This action is characterized by the fact that you can attack while jumping or attack from a very low stance, allowing you to attack while avoiding the opponent's counterattack.
    Since it has a slow start-up, it is basically used at a point where the opponent will not make a move, or to predict the opponent's technique and dodge it.

    8P+K+G

    This attack has the ability to dodge the opponent's low attack, so use it when you predict the opponent's low attack.
    From here, try using 8P+K+GP first.
    If it hits a crouching opponent, it will cause a stagger, so if you jump over the opponent's low attack, you are guaranteed to get up to [8P+K+G]PPP.

    Of course, if you dodge a low attack which has little opening, it won't be a guaranteed hit, so in that case you should hit [8P+K+G]K.
    This will start a combo, and you can aim for a follow-up attack like 6K.

    Since both attacks are linear, they are vulnerable if the opponent evades.
    In such a case, it is effective to perform a throw after 8P+K+G.

    2P+K+G

    This move has a low stance, making it easy to dodge opponent's attacks.
    After dodging the opponent's technique, try to use a follow-up P.

    This is a guard break move, and after the guard is removed, 236KKKK and other attacks are almost certain.

    The P follow-up [from 2P+K+G] is a high attack, so the opponent will crouch, but if they're crouching, you can use the K follow-up.
    If this hits, it will cause a special knockdown, and you can follow up with 66K to aim for a combo.

    These attacks are all linear, so they are weak to evading.
    If your opponent evades them, try using a throw instead.

    9P+K+G

    This move jumps forward, allowing you to dodge low attacks.
    First, let's show 9P+K+GP.

    After this move is blocked, you have two choices: the mid follow-up P or the low follow-up K.
    The P follow-up in particular is an excellent move that has little opening and can take down the opponent if it hits.

    The K follow-up is a full-circular attack, so it can block the opponent's evasion and knock them down if they are standing guard.
    However, if it is guarded, there is a large disadvantage, so Eileen, who takes a lot of damage, should be careful not to swing this too much.

    Also, if you do nothing after 9P+K+G, you will be backturned.
    It's interesting to attack from behind like you would after K+G.

    Recommendation for side attacks

    After evading an opponent's technique, when an OM is successful, or after hitting a specific technique, you have a chance to attack from the side.
    From here, let's start by showing the 3K mid attack.

    If this counter-hits, you can aim for a combo from the side collapse.
    Also, if it hits crouching, PP214K+G is guaranteed.

    For guarding opponents, the 236P+KP+G catch throw is a powerful breakthrough.

    Also, if your opponent is evading, I recommend K+G.
    If K+G is counter-hit, backturned PK becomes unguardable while standing.
    Or backturned 2KPP can also hit continuously if it is on the side, so it can knock down the opponent.

    If the opponent is crouching, then a backturned P+K214PK is guaranteed.

    Another great thing about K+G is that you can still read the move even when it's blocked.
    When blocked [on the side], Eileen is -1F, but if the opponent uses a mid-level attack like 6P, you can interrupt with a backturned PK.
    If the opponent uses a quick attack like 2P, your backturned PK loses, but you can interrupt with a backturned 8K.
    After that, you can use 66K or 8P+K+GPPP for a combo.

    If the opponent hits P, both will lose, but in that case, a backturned 2K+G will allow you to avoid the opponent's high attack.

    Use your best skills when you are at a disadvantage

    Eileen is good at attacking while dodging her opponent's moves, and is good at using her skills even when she is in a disadvantageous situation.
    Watch the opponent's attack tendencies and use aggressive attacks.

    46P

    A high attack that evades the opponent's high attack.
    It has a long reach, so it also works when you predict the opponent's back dash.

    9P

    Attacks while dodging the opponent's low attacks.
    Since it has a jump status from 1F, it is possible to attack while jumping, including certain low string follow-ups.

    2_3P+K

    Attack while dodging the opponent's high attacks or mid-level attacks with a high hit point.
    If the first hit is a counter hit, it will go into a combo with 6PP etc.
    It is also possible to move to a Cancel Move after the first hit touches.

    Advanced

    Wall approach

    ● Opponent's back against the wall

    When the opponent is against the wall, aim for 236K+G as a cancel action from 3P or 6P+KP.
    This will induce a wall stagger, so you can then use PK, or 9K to stick them to the wall.

    If your opponent is guarding or evading you, you can aim for big damage with a wall throw of 64P+G, or you can keep them against the wall with 236P+KP+G.

    ● Parallel to the wall, Eileen's back facing the wall

    In this foot position, aim for a side wall stagger with 2K+G.
    After this, you can aim to stick them to the wall with 2K+GKK, or you can confirm P+K→P+K→PK from the side wall stagger.

    Also, if your opponent doesn't know, you can double up with 2K+G→P+K→P+K→2K+G.
    If your opponent is crouching, you can aim for a good move against crouch such as 9P.

    Another option is to use 6P+G2 or 6P+G8 to drive your opponent towards the wall.
    After this, you will need to change your strategy depending on the distance, but try combos that involve the wall, such as PP9P+K+GK or PPP236K+G.

    ● Parallel to the wall, Eileen's stomach facing the wall

    In this foot position, use 4K+G to aim for a side wall stagger.
    After the opponent staggers, try to aim for a side crumple with 3K, or attack with P+K→P+K→PK.

    Another option is to use 6P+G2 or 6P+G8 to drive your opponent towards the wall.
    After this, you will need to change your strategy depending on the distance, but try combos that involve the wall, such as PP9P+K+GK or PPP236K+G.

    ●There's a wall behind Eileen

    In this case, you can push your opponent into the wall with 6P+G6.

    After this, you'll need to change it depending on the distance, but try a combo that involves the wall with PP9P+K+GK or PPP236K+G.
    Basically, choose the number of P's so that the wall stagger occurs before the Cancel Move.

    Break down the opponent's fuzzy

    Once Eileen's move makes contact, she can Cancel or Interrupt her opponent, but the damage she takes is high, so it's not very efficient.

    Therefore, try to include options that allow you to deal damage the moment the move makes contact.
    First, 236P+KP+G.

    By using this move raw, rather than after a move , you can catch the end of your opponent's Fuzzy move.
    If your opponent thinks Fuzzy is stable, show them your option first.

    It is also effective to wait a little while before throwing when you have an advantage.
    If your opponent responds with a fuzzy crouch, try running and then aiming for 9P.
    9P has no guaranteed counterattack, so it's an excellent option for dealing a large amount of damage.
    If your opponent tries to crouch, try to forcefully pull them out.

    If you're in trouble, try the ultimate technique, Goku Shicchi, which is one of two options.

    I can't break the opponent's fuzzy! ... In such a case, I aim for the ultimate technique "Goku Shicchi and then go wild with mid and low attacks."
    From the 6P+K+G stance "Goku Shicchi," there are two options: K, a mid attack which can knock down and has no definite counterattack, and K+G, which can reduce the opponent with a full-circular low attack.
    These cannot be guarded against in theory, so the opponent is given a complete two-choice strategy.

    Also, both moves will knock the opponent down when they hit, so if you use them as a wake-up attack, it may be possible to set off the loop again.

    If you attack when your opponent is on the edge of the ring, they will die the moment they are hit, so try this when you want to settle things quickly.
    Of course, if the low attack is guarded, there is an opening that allows for a lifting technique such as a knee, and if a mid-level attack is evaded, Eileen will have her back to the edge of the ring, so the risk of missing is also enormous.​
     
    akai likes this.

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