Introduction
Thank you!
Eagle is the closest thing Kizuna has to an air fighter, equipped with an air grab and multiple air command moves Eagle can prevent his opponent from relying on the air block that normally wins air encounters. All of this in spite of canonically being a wrestler.
Strengths |
Weaknesses
|
- Solid air game with lots of good options, including an air grab, a divekick, and an air fireball
- His axe is a good projectile that can attack from weird angles
- American Screw lets him approach even after air blocking something and is completely safe if not GC’d
|
- Lackluster ground game
- Generally short reach on his attacks
- His only high priority projectile doesn’t really do much for him
- Has no command grabs despite being a wrestler
|
Light Attacks
c.5A
c.5A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
8
|
±0
|
+5
|
|
c.5B
c.5B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
5
|
8
|
±0
|
+5
|
|
f.5A
f.5A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
2
|
10
|
-2
|
+3
|
|
f.5B
f.5B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
2
|
11
|
-3
|
+2
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
8
|
±0
|
+5
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
9
|
-1
|
+4
|
pursuit
|
|
Strong Attacks
c.6A
c.6A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M
|
x/o
|
1/2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6/9
|
3/3
|
12
|
±0
|
+4
|
|
c.6B
c.6B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
3
|
12
|
±0
|
+4
|
|
f.6A
f.6A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
3
|
12
|
±0
|
+4
|
|
f.6B
f.6B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
4
|
12
|
±0
|
+4
|
|
3A
3A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
4
|
12
|
±0
|
+4
|
|
3B
3B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
RC
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
4
|
20
|
-12
|
Knockdown
|
|
Weapon Attacks
c.5C
c.5C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9
|
6[3+3]
|
15
|
-6
|
-2
|
|
f.5C
f.5C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9
|
6[3+3]
|
15
|
±0
|
+4
|
|
c.2C
c.2C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9
|
6[3+3]
|
15
|
±0
|
+4
|
|
f.2C
f.2C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9
|
6[3+3]
|
15
|
±0
|
+4
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M
|
o/o
|
2/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7/20
|
4/6[3+3]
|
17
|
-2
|
+2
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L/L
|
o/o
|
2/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7/23
|
4/6[3+3]
|
17
|
-2
|
+2
|
|
Jumping Attacks
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
3
|
-
|
-
|
-
|
-
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
4
|
25
|
-
|
-
|
-
|
|
j.6A
j.6A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
8
|
-
|
-
|
-
|
|
j.6B
j.6B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
6
|
-
|
-
|
-
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
6[3+3]
|
-
|
-
|
-
|
|
j.6C
j.6C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H/H
|
o/o
|
1/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
3/11
|
2/6[3+3]
|
-
|
-
|
-
|
|
Universal Mechanics
3+A
3+A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
3
|
10
|
+2
|
+6
|
pursuit
|
|
B+C
B+C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
x
|
3L
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
13
|
11
|
19
|
-12
|
+2
|
best: B-2F/H+12F
|
|
GC
GC
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M/M
|
-
|
3/3/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6/9/12
|
2/2/2
|
39(9)
|
-27
|
Knockdown
|
|
Special Moves
41236A
Front Suplex 41236A 41236A Follow-up 41236A Follow-up
|
Normal 41236A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
-
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
4
|
24
|
38
|
-35
|
Knockdown
|
Double german hitgrab. Short range but this is probably your best combo tool when not in red health. Not using the followup will switch sides, so you can corner your opponent with it.
|
Follow-up 41236A on hit
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
T
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
-
|
-
|
-
|
-
|
Knockdown
|
|
jW.4A
Diving Body Attack jW.4A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
-
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
15(20)
|
-
|
(16)
|
-9
|
Pursuit OK KD
|
A very fast dive. Has a tendency to catch people off guard with how fast it is and provides an option to get out of the corner. Somewhat punishable on block.
|
|
j.2B
American Screw j.2B *unintelligible yells* *unintelligible yells*
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*n
|
-
|
2*n
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5/13/21…(16)
|
2*n
|
-13
|
4
|
Pop-up
|
A sort of slow falling divekick that hits three times. Easily guard canceled but otherwise safe on block.
|
|
623B
Flash Wing 623B 3B Follow-up 3B Follow-up Unarmed Unarmed
|
Armed 623B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M/M
|
o
|
3/3/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7/10/13
|
2/2/2
|
39(9)
|
-27
|
Knockdown
|
Eagle’s standard dp, the followup is difficult to get the timing right
|
Follow-up 3B on hit while armed
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
T
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
-
|
-
|
-
|
-
|
Knockdown
|
Unarmed 623B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M/M
|
x
|
3/3/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
8/11/14
|
2/2/2
|
39(9)
|
-27
|
Knockdown
|
|
214C
Axe Boom 214C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3S
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
17
|
70
|
76[8]
|
+2
|
Pursuit OK KD
|
- Rank A projectile.
- 9F weapon drop window.
AXEU BUUM! Eagles projectile eating projectile. Starts going in an upwards arc before coming down and bouncing a few times. Eagle is entirely vulnerable and can not move while his axe is out. Could see a bit of use against opponents who are aggressive with their air projectiles but otherwise is easily reacted to and Flash Wing and his air grab are much better anti airs.
|
|
236C
Axe Throw 236C (Air OK) Air Air
|
Ground
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
19
|
52
|
43[8]
|
-3
|
+1
|
Air
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
54
|
-[8]
|
-8
|
-4
|
- Rank B projectile.
- Hitting/blocking 236C & j236C 15 frames after they occur will result in 2 attacks.
It's the hand axe from fire emblem. The axe flies at a slight downwards angle before going up a bit again before returning to Eagle. Doing it in the air has steeper angles and even goes under the stage if done too low. Eagle is very briefly vulnerable when the axe comes back to him as he has to stop everything he is doing to catch it, even blocking. If you catch it in the air you can’t do anything else until he lands.
|
|
Desperation Moves
632146A
Eagle Special 632146A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
-
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
5
|
40
|
-16
|
Knockdown
|
Thought double german was cool? Get ready for more germans. Overall very similar to his front suplex move that doesn’t go as far but has much better recovery. Has a super fast startup and will catch your opponent from a juggle. It also has a habit of throwing yourself in a corner with zero oki potential.
|
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