Street Fighter 1 MR/Eagle

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Eagle

Eagle is a British gentleman and master of the bojutsu fighting style. He works as a bouncer for a rich family, traveling with them as a bodyguard. During the events of Street Fighter 1, he was hired to kill Sagat, and entered the tournament to find him. He returned unsuccessful, but his journey and multiple wins over other powerful fighters made him a local legend.

Eagle is a great character for anyone starting to pick up SF1MR. His playstyle is fairly linear, with long disjointed normals that are amazing for poking, and his specials for antiairs, pressure, and callouts. Eagle is good at walling out characters from finding an opening and abusing infinite blockstrings or a barrage of mixups, while when he gets an opening, it is highly threatening because the main appeal to Eagle is his access to a very easy infinite blockstring using his Spinning Sticks (214P), or "Lariat". Lariat keeps Eagle on the opponent while constantly chipping away at them akin to Retsu's Hurricane Kick, after a successful hit he can even land a j.C/j.D followup anywhere. Tack all of these together with his supers, and Eagle becomes amazing both for proactive neutral plays and reactive callouts. Eagle's supers are extremely versatile, with examples being their ability to answer fireballs or to reversal out of the opponents pressure.

While Eagle is a strong character for these reasons, its what he lacks that keeps him honest. A key difference to Eagles infinite blockstring is that it can whiff on crouching opponents, making it only a truly infinite blockstring on taller characters like Birdie or Sagat. Eagle is great at forcing an opponent to block his pressure, but has a hard time capitalizing on it with a lack of mixup tools. Eagles other common issue is his lack of range on 2D and limited knockdown conversions, meaning he typically has to rely on techchasing to keep up his offense after landing a hit.


Pros Cons
  • Long Range: Eagle's variety of disjointed pokes cover a wide area for poking and churn out damage off raw hits or conversions, giving him fantastic control in neutral.
  • Pressure: Eagle has great + frame pressure with an infinite blockstring to keep opponents locked within Eagles reach.
  • Meter Utility: Eagle has a great selection of supers between using them for reversals, antifireball, whiff punishing, or long range confirming. His taunt allows him to pick up these supers without too much trouble as well.
  • Mixless: Eagle relies on infinite blockstrings to make comebacks, as he lacks an overhead or a crossup to open up the opponent.
  • Knockdown Routes: One of Eagles consistent combo enders and damage routes comes with the cost of them being air techable. If Eagle wants a knockdown, he'd use his 2D which has stubby range, or Stick Frenzy (236K) which only combos from 2C.
Profile
Eagle.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.4
  • Backward Walk Speed = -2.3
  • Taunt = 30f

Movelist

Special Moves
236B/D - Stick Frenzy: Rush Special
214A/C - Spinning Sticks: Combo Ender/Blockstring Tool/Anti-Air
236A/C - Eagle Counter: Call-out Tool
Supers
236236K - Super Frenzy: Fireball Punish/Combo Ender
214214P - Super Spin: Reversal Super
Unique Attacks
N/A

Colors
borderless


Normals

Standing Normals

Stand Light Punch
5A
SF1MR Eagle 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +8 +2

A quick mash option with stellar range for poking and pressure. Eagles jabwalks are great with this button.

Stand Light Kick
5B
SF1MR Eagle 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 5 GA/SP/SU +3 -3

A button with similar range to 5A, but slower and doesn't have as great frame advantage. The benefit of this button over 5A is this has no extended hurtbox, making it a better poke and counterpoke.

Stand Heavy Punch
5C
SF1MR Eagle 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 6 10 5 N/A +12 -1

An amazing disjointed poke in neutral. This covers a large amount of space and has great damage, frame advantage and pushback; you can even link a 2C after at some ranges. This is also Eagles main antiair on top of 2C and Lariat.

Stand Heavy Kick
5D
SF1MR Eagle 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 6 10 5 N/A +1 +1
  • Air unblockable

Another long range poke identical to 5C, with a lower hitbox and worse frame advantage on hit. Although it is safer on block, you don't see this button too much compared to 5C, and its air unblockable property would be better given it had a better hitbox for antiairs.

Crouching Normals

Crouch Light Punch
2A
SF1MR Eagle 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 2 GA/SP/SU +7 +4

A fast button for poking, pressure, and gatlings. On it's own, it's a great ranged 2A, poking very well, and it's able to punish unsafe things very easily. Typical confirms are into itself, 2B, 2C. or C Lariat (236C).

Crouch Light Kick
2B
SF1MR Eagle 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 3 2 GA/SP/SU +9 -2

A quick low poke for catching people trying to shimmy Eagle. It has great frame advantage on hit, but unfavorable on block compared to 2A if they low block the move.

Crouch Heavy Punch
2C
SF1MR Eagle 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 5 10 5 SP/SU +8 +8

An amazing all-around poke and Eagles main linking/cancel normal. This normal is very combo-friendly and poke-friendly with equal frame advantage on hit and block. You can gatling or links into it while being able to link into itself, and confirm with Stick Frenzy (236K) or Lariat (214P). This is also an antiair that can cancel into Lariat for a spinout juggle.

Crouch Heavy Kick
2D
SF1MR Eagle 2D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 10 5 SP/SU KD +1

A sweep with pitiful range. Although it causes a knockdown for Eagle, there's limited confirm routes into it with its lacking lateral range and Eagle's high pushback. This button doesn't see too much use as a poke either despite its disjoint.

Jumping Normals

Jump Light Punch/Kick
j.A/j.B
SF1MR Eagle jX.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies

A very active disjointed jump normal for air-to-airs and safejumps.

Jump Heavy Punch/Kick
j.C/j.D
SF1MR Eagle jX.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies

A disjointed high damage jump normal for jump ins and jump followups. The hitstun on this jump normal is lower compared to other jump ins, meaning for better links you have to hit it deep. This is Eagles main followup after Lariat (214P) or Stick Frenzy (236K) in the corner.

Taunt

Taunt
A+B
SF1MR Eagle Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 30 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Eagle is hit out of it or not, hence the 1 frame startup.

This is fairly easy to set up for Eagle after midscreen knockdowns or for dropping techchases, Eagle likes having his Super Frenzy (236236K) super in his back pocket.

Special Moves

Stick Frenzy
236B/D
SF1MR Eagle 236K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 15 x 5 Mid 14 15(3)3(3)3(3)3(3)15 5 N/A KD -1

B version travels a short distance while D versions travels a far distance; D version is preferred for combo consistency. This is a great combo ender for Eagle, it travels a long distance, it causes a knockdown unlike an ender that can be air teched, and it connects fully on crouch. In the corner you get a very tight j.C/j.D followup though this doesn't do more damage than Lariat. The downside to this special is you can't confirm it from your light normals, the only route into this is cancelled from 2C.


Spinning Sticks
214A/C
SF1MR Eagle 214P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 20 x 4, 15 Mid 3 6,6,6,6,3 5 N/A KD +10
C 15 x 5 Mid 3 6,6,6,6,3 5 N/A KD +10

Also known as "Lariat", this is Eagles staple pressure tool, A version stays stationary but has higher damage, C version is travelling but has lower damage. This has amazing + frames on block to pseudo-infinite blockstring some characters, and truly infinite blockstring Lee, Birdie, and Sagat; this also chips all the while. Lariat is another consistent antiair for many jump in ranges, and it is a good ender given the opponent is standing, on grounded connect Lariat gives you a j.C/j.D followup, which is good damage but is airtechable.


Eagle Counter
236A/C
SF1MR Eagle 236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 97 - 1 70 0 N/A KD -
C 87 - 1 70 0 N/A KD -
  • Parry frames 1-70

A counter for calling out pokes or jump ins. Counter will win against anything that hits inside its active range, but loses to most lows, projectiles, and throws. Although its a parry, it's hard to use it as a reversal.

Supers

Super Frenzy
236236K
SF1MR Eagle 236236K.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
15 x 9 Mid 14 10(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)14 7 N/A KD -3
  • Frames 1-17 Invulnerable

A great utility super with full invuln frames while travelling. This is a great anti-fireball tool, punish tool, and confirm super. It's slow startup doesn't make it a completely ideal reversal or antiair compared to his Super Spin (214214P) super, but having this super stocked makes Eagle more threatening in neutral.


Super Spin
214214P
SF1MR Eagle 214214P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
20 x 8, 15 Mid 3 6,6,6,6,6,6,6,6,3 5 N/A KD +11
  • Frames 1-18 Invulnerable

Great reversal and antiair super, synergizing perfectly with his Super Frenzy (236236K) super. This super has low range hurting it's confirm potential, but it shines most as a defensive tool.

Arcade Ending


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat