I didn’t see this mentioned anywhere, but I have a nice little 50/50 crossup I like to use against characters with a weak wakeup game (or, if I’m just feeling lucky).
Throw with HK (the one that tosses them away from you. As an optional thing, get you and your friends to yell Ol everytime he does this throw, right as he hits… yeah, ok, bad inside joke, but we used to love doing this all the time whenever we’d play against Combofiend)
Immediately follow up with a dash forward. Now, at this point, you have two options:
Hold forward a split second after the dash, so you move forward a few pixels. Now roll. You will cross them up, and be able to go into your BnB (I personally just do a meaty s.mk, and cancel into hcf+mk on hit, but pop into CC works as well).
Do not hold forward after the dash, put the stick back to neutral. Roll as soon as the dash ends. You will NOT cross them up, and will be able to follow up with whatever options you so desire.
The time to walk forward for the crossup varies depending on the character, but it’s a good way to keep the momentum in your favor after the throw.
I’ve just started playing Eagle in A-Groove. (since i can’t do ptf and shoshosho, i chose him). I’ve noticed his chip dmg CC can be punished during hcf+mk.
Is it punishable even with hcf+lk???
and how’s his matchups against:
-A-scrub
-C-Sagat/Vega
Mai/Ken/Balrog
???
use crouching mp (first hit) instead because it’s a frame faster. make sure you activate as soon as possible after the jab finishes animating. keep practicing.
back from FR9, it seemed like everybody and their grandma played eagle at that tournament.
midscreen, if someone throws a fireball at you, activate as it is close to you, hcf + mk through it, bunch of rh’s and fierces into ground CC. i don’t like to mess around with punishing full screen fireballs with hcf + rh, it doesn’t work as consistently as i’d like.
basic stuff, i don’t know if i’ve said it before though.