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Some Eileen Questions

Discussion in 'Eileen' started by Genzen, Jul 10, 2012.

  1. 0Renzokuken0

    0Renzokuken0 New Member

    Wow had no idea that 3k and 9k beat both rising attacks thanks for that. Gonna listen to podcast now haha. I'm wondering though what can she do against Akiras low attack? He seems to go really low when he does it not sure if 9k will crush it.
     
  2. Daydream

    Daydream Well-Known Member

    XBL:
    Daydream CE
    I use this move way to much. It's convenient against newer players but as mentioned by others, it's too easy to block/struggle. Your best hope is that it nets you a counterhit wich leads to guaranteed combo. If you land it on normal hit, be careful with stuff like 66P (that you mention you're using). Your opponent might as well make his recovery and then stuff like 66P is just blocked and gives the opponent advantage without any serious pressure from your end. Sure, it might work sometimes but don't make it a habit of going into stagger combos.

    If you land the stagger I suggest you use safer mixups like maybe incorporating dashes and throws or usage of fast strings that let's you start a new guessing game.
     
  3. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Works on akira too. The timing for crushing his rising kicks are strange though. I find him the hardest to crush.
     
  4. Genzen

    Genzen Well-Known Member

    Alright, so my next problem is a bit more advanced than just how to do combos.

    I find I have a lot of problems with players who make heavy use of evading to defend, mixed in with the odd LP or crouching guard now and again.

    I browsed her moves list to make sure I wasn't missing anything, and she only has one midlevel attack that isn't linear (46P+K), but that's very slow. The rest of her non-linear attacks are high or low, both beaten by a crouching guard or a LP (since most are quite slow too).

    I've been trying to use delayed strike tactics to knock people out of an evade, but anyone half decent can just mix-up their evades with continued attacks, and it means I end up allowing my opponent to go unpunished when I guard a lot of their attacks.

    Is there a better way to do this? Currently I've resigned to trying to 'guess' when they'll evade and just throwing out K+G since it's full circular and a bit faster than most of the lows, but it doesn't really feel like an adequate response.
     
  5. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    You've stumbled on one of the things that makes eileen harder to use. There is nothing in her toolbox that can shut down both low punches and evades at the same time except for PP monkey twist K. That will delay long enough to catch someone who wants to evade the next attack and is fast enough to tag someone who 2Ped you. It's a safe move on block too, but if they tag you in the air it's not so good.

    You can bait the evades with a single 6P. This is unpunishable when evaded and will force someone to stand up on hit. If you get them to evade your standing P you can stuff their counter attack with you elbow or a GPG quickly done after an evade and you'll tag them.

    This is def getting into more advanced stuff. It's really a good idea to figure out which direction they're evading more often and just hit them with your half circular 4K+G/4P+K which both have followups that can give your opponent a reason to think before counter attacking even on block or duck.
     
  6. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    For opponents who mix up 2P and sidestep for defence, i find 4K+G is the best move to use. 4K+G will jump 2P in nitaku situations and if you're quick the follow up K can net minor counter.

    Since it's also half circular it covers 2 of the 3 options of sidestep front/sidestep back/2P. It's the only move she has that does this.

    If you get your opponent sidestepping away from 4K+G it opens up the use of 4K, which has a greater reward; +9 on CH and sideturns.
     
  7. Green_Tea

    Green_Tea New Member

    Try delayed 9p. hits failed evade and the 2p. all the failed evade punish stuff gets stopped if they can evade cancel. which is like 7 8 or 9 frames until block. down p sidestep will lose in the long run though unless they are better at guessing in which case you in trouble. for style points do 46p+k and hop over the 2p.
     
  8. Genzen

    Genzen Well-Known Member

    Hmm, alright, that's some useful advice from everyone there. I guess I'll try working on 4K+G and forcing an evaded elbow, see what success I have with that.

    I used to play Jacky, so I'm lazy with this stuff as I had so many half-circulars and even the full-circular mid level of doom. Not used to having to work at punishing evades.

    Quick question: if I hit someone out of an evade, is that a major, minor, or normal hit? Just wondering what frames I should be looking at when I land these attacks.
     
  9. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Sry I took so long to see this question. It's a normal hit if you hit them with a linear attack that you delayed to hit them during the failed evade animation. If you are using a circular then you'll get a CH.
     
  10. 0Renzokuken0

    0Renzokuken0 New Member

    Just wondering what other options does Eileen have if she lands a 3k+g sweep? The only two things i do is 6k to catch them if they don't tech roll or her 8p+k+g mixup shenanigans for when they do techroll. Is there a setup that can cover both situations?
     
  11. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    The same as with any other hard knockdown. You just have to pay attention and respond to what your opponent does. If they roll way its a free money walk mix up. If they just sit there, i'd use the light down attack. If they do a rising attack you can block it and use advantage or try and crush it.
     
  12. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I agree with Marly's suggestions too. I'll add that 3K+G into 6K is risky at higher levels because if they tech roll you're wide open for a launch so I'd recommend against using that. What I would recommend is use the knockdown for pressure since you have great oki options here.

    I'd do something like sweep then use 3K right after you've hit them. If they tech roll and do anything but block you're going to hit them even if they evade (though beating the evade timing is more difficult). You will also have enough time to block a rising kick if they decided not to tech roll after you whiff 3K. I think you might even have enough time to crush the rising kick by doing a second 3K afte the first depending on how they time their rising kick but that's a little more advanced.

    Overall my recommendation after you knock someone down and they have the optino to tech roll or lay down on the ground, I'd throw out a mid with a decent amount of active frames (i.e. 3 or more active frames) right after they are knocked down. You will almost always have enough time to block the rising kick if they lay on the ground, and if they tech you will be able to hit them before they can throw an attack at you. If you learn the timing you can also stop them from evading after a tech roll once you get the timing of the meaty attack against tech rolls too. There is little reason to use a circular to pressure someone on wakeup once you get this timing down, and I highly recommend it be added to your toolbox of tricks.
     
  13. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    Ok i have a question what throw is this?
    Kou'ou Batsuzan
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    I never seen this b4 maybe im missing something?
     
  14. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    You have seen me use it on you many a time. It's the one where she jumps up puts her legs around your face and does a backflip with your head between her legs leading to hard knockdown. It's her strongest and arguably best throw.
     
  15. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    Oh ok i remember that throw its like 60 dmg ima have to start using that more
     
  16. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    I was in dojo today & was trying to find the best options to do after Eileen's 64[P][+][G]? I mean other that low sweep or back kick idk what to do, and what if they break stagger 2 fast then i just jump away?
     
  17. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    BT P+K or BT 2KP. Lets you cancel into moves to start mixing up.
     
  18. MarlyJay

    MarlyJay Moderator - 9K'ing for justice. Staff Member Gold Supporter

    PSN:
    MarlyJay
    XBL:
    MarlyJay
    It's not quite Nitaku, but the option to turn around and throw is still there. Since you're backturned, remember that Eileens BT sweep is arguably the best sweep in the game. It's only - 16 on block and very evasive. It's also an option if you want that knockdown.
     
    Tricky likes this.
  19. Daydream

    Daydream Well-Known Member

    XBL:
    Daydream CE
    I took a whole round (220 hp) against some dude by just using that throw looped with P+K (not backturned) over and over again. Dojo sais it's a natural combo and you obviously just loop it over and over again until you wanna try something else. It's easily shakeable though and not a recommended option. Just thought it was funny. Basically, if they don't shake at all they are dead after either P+K or 46P+G.
     
  20. EvenPit

    EvenPit Well-Known Member Content Manager Eileen

    Ok thanks yall
     

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