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3-4-0 |
Reach: 113px |
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Pretty high range and solid damage for a quick attack... Good for combo'ing, after hitting a couple of times you can try and follow it with a HP or so. |
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3-17-5 |
128px | 85px | 124px | 77px |
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While not as good as HP, could be used as a mix-up, or to fool your opponent into thinking you're committing. But generally it's just a less comittal and less rewarding version of the spin. Still alright for approaching. |
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3-32-5 |
128px | 85px | 124px | 77px |
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Eagle's signature spin. While committal, it's great for rapidly approaching in while simultaneously attacking, the damage and range is simply excellent, and can hit multiple times. This is what you'll use to punish when you know you can. |
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7-4-13 |
Reach: 113px |
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Arguably Eagle's lesser move. But it does fulfill a purpose regardless. Useful against Gen, Mike, Joe and a few times Lee, who will try to get under your spins since they can attack while ducking. So instead, you use this to counter that, but in other match-ups it isn't particularly useful. |
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?-?-? |
Reach: 91px |
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When things get heated, this is a good way of retreating while possibly landing a hit. |
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?-?-? |
Reach: 91px |
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Some times good for incoming enemies while you want to guard, but it's rather slow, but that could be its strength and weakness. You'll primarily use this for baiting. Because it's so slow, your opponent is going to try and approach you. |
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?-?-? |
Reach: 91px |
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The damage is high, and while not the fastest, it gets the job done regardless. You'll specially need it against Adon or Lee. |
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