Eiji(KOFXI): Unterschied zwischen den Versionen
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| style="background-color:#F9F9F9;" |14 | | style="background-color:#F9F9F9;" |14 | ||
| style="background-color:#F9F9F9;" |15 | | style="background-color:#F9F9F9;" |15 | ||
| style="background-color:#F9F9F9;" |KD | |||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" |Negates projectiles | | style="background-color:#F9F9F9;" |Negates projectiles F14-28 (the whole active time). Small wall bounce in the corner. Big wall bounce on Counter Hit. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" | 214A | | style="background-color:#F9F9F9;" | 214A | ||
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| style="background-color:#F9F9F9;" |10 | | style="background-color:#F9F9F9;" |10 | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |-10 | |||
| style="background-color:#F9F9F9;" |Negates Projectiles F12-22. Better Hurtbox as 214C. | | style="background-color:#F9F9F9;" |Negates Projectiles F12-22. Better Hurtbox as 214C. | ||
|- | |- | ||
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| style="background-color:#F9F9F9;" |13 | | style="background-color:#F9F9F9;" |13 | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |-11 | ||
| style="background-color:#F9F9F9;" |-12 | |||
| style="background-color:#F9F9F9;" |Negates projectiles F14-24. Worse hitbox as 214A, but moves forward on use. | | style="background-color:#F9F9F9;" |Negates projectiles F14-24. Worse hitbox as 214A, but moves forward on use. | ||
|- | |- | ||
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| style="background-color:#F9F9F9;" |15 | | style="background-color:#F9F9F9;" |15 | ||
| style="background-color:#F9F9F9;" |24 | | style="background-color:#F9F9F9;" |24 | ||
| style="background-color:#F9F9F9;" |KD | |||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |Reflects Projectiles F17-40 | | style="background-color:#F9F9F9;" |Reflects Projectiles F17-40 | ||
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| style="background-color:#F9F9F9;" |16 | | style="background-color:#F9F9F9;" |16 | ||
| style="background-color:#F9F9F9;" |36 | | style="background-color:#F9F9F9;" |36 | ||
| style="background-color:#F9F9F9;" |KD | |||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |Reflects Projectiles F16-51 (until end of active time) | | style="background-color:#F9F9F9;" |Reflects Projectiles F16-51 (until end of active time) | ||
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| style="background-color:#F9F9F9;" |10 | | style="background-color:#F9F9F9;" |10 | ||
| style="background-color:#F9F9F9;" |3 | | style="background-color:#F9F9F9;" |3 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |Negates projectiles on all 3F of active time. D-Version | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |Negates projectiles on all 3F of active time. D-Version runs further. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 421B | | style="background-color:#F9F9F9;" | 421B | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_421B_a.png]][[bild:kofxi_eiji_421B_b.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_421B_a.png]][[bild:kofxi_eiji_421B_b.png]] | ||
| style="background-color:#F9F9F9;" |18 | | style="background-color:#F9F9F9;" |18 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |? | ||
| style="background-color:#F9F9F9;" |+ | | style="background-color:#F9F9F9;" |+1* | ||
| style="background-color:#F9F9F9;" |Hit pattern: a-b-a-b. Possible to combo after. Juggle on air hit possible. | | style="background-color:#F9F9F9;" |+1* | ||
| style="background-color:#F9F9F9;" |Hits trigger on proximity. Hit pattern: a-b-a-b. Airborne F14. Possible to combo after. Juggle on air hit possible. *=Point blank in corner, standing opponent. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 421D | | style="background-color:#F9F9F9;" | 421D | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_421D_a.png]][[bild:kofxi_eiji_421D_b.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_421D_a.png]][[bild:kofxi_eiji_421D_b.png]] | ||
| style="background-color:#F9F9F9;" |36 | | style="background-color:#F9F9F9;" |36 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |? | ||
| style="background-color:#F9F9F9;" |+ | | style="background-color:#F9F9F9;" |+13* | ||
| style="background-color:#F9F9F9;" |Hit pattern:a-a-b-a. Can crossup. Possible to combo after. Juggle on air hit possible. | | style="background-color:#F9F9F9;" |+12* | ||
| style="background-color:#F9F9F9;" |Hits trigger on proximity. Hit pattern:a-a-b-a. Can crossup. Possible to combo after. Juggle on air hit possible. *=Point blank in corner, standing opponent. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 236B | | style="background-color:#F9F9F9;" | 236B | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_236B.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_236B.png]] | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |27 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |F1-12 invul above feet & Counterhit State. | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |F1-12 invul above feet & Counterhit State. 27F total duration. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 236D | | style="background-color:#F9F9F9;" | 236D | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_236D.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_236D.png]] | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |39 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |F1-25 invul on legs & Counterhit State. | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |F1-25 invul on legs & Counterhit State. 39F total duration. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 2363214A | | style="background-color:#F9F9F9;" | 2363214A | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2363214A_1.png|200px]][[bild:kofxi_eiji_2363214P_2.png|200px]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2363214A_1.png|200px]][[bild:kofxi_eiji_2363214P_2.png|200px]] | ||
| style="background-color:#F9F9F9;" |7 | | style="background-color:#F9F9F9;" |7 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |? | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |Travels slower than C-Version. | | style="background-color:#F9F9F9;" |-6* | ||
| style="background-color:#F9F9F9;" |Travels slower than C-Version. *=Point blank. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 2363214C | | style="background-color:#F9F9F9;" | 2363214C | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2363214C_1.png|200px]][[bild:kofxi_eiji_2363214P_2.png|200px]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2363214C_1.png|200px]][[bild:kofxi_eiji_2363214P_2.png|200px]] | ||
| style="background-color:#F9F9F9;" |7 | | style="background-color:#F9F9F9;" |7 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |? | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |Travels faster than A-Version. Projectile appears on 1st Active Frame slightly farther away than A-Version. | | style="background-color:#F9F9F9;" |-22* | ||
| style="background-color:#F9F9F9;" |Travels faster than A-Version. Projectile appears on 1st Active Frame slightly farther away than A-Version. *=Point blank. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 2363214K | | style="background-color:#F9F9F9;" | 2363214K | ||
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| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" |12 | | style="background-color:#F9F9F9;" |12 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |Invul on legs. | | style="background-color:#F9F9F9;" |-6 | ||
| style="background-color:#F9F9F9;" |Full invul F1. Invul on legs F2-15. | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 63214,63214E | | style="background-color:#F9F9F9;" | 63214,63214E | ||
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| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Command throw. F1-3 invul. Hit occurs on F28 (during freeze). | |||
|- | |- | ||
| style="background-color:#F9F9F9;" | 63214,63214E(DC) | | style="background-color:#F9F9F9;" | 63214,63214E(DC) | ||
Zeile 392: | Zeile 406: | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | |||
| style="background-color:#F9F9F9;" |Bigger Hitbox than regular version. | | style="background-color:#F9F9F9;" |Bigger Hitbox than regular version. | ||
|- | |- |
Version vom 25. Juli 2020, 10:51 Uhr
Eiji Kisaragi 如月 影二 | |
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Tiers & Ranking | |
Tier: | A+ |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 1.02 |
Stun Modifier: | 0.98 |
Crouch height (Tier): | C |
Quick Guide
- Eiji is a very fast character with very strong pressure but very short range and sub-par defense.
- He has generally bad defense due to his short-ranged normals & bad reversals, with his teleports being the only decent option.
- He is terrible for shift combos, both to and from, and should therefore be played solely as a point "battery" type of character.
Neutral
- In neutral, Eiji can poke with 236A/C, which has a strong hitbox and leads to a wall bounce on counter hit.
- Approaching the opponent is somewhat difficult due to Eiji's limited normal range, but j.E should be used from far away, in combination with his teleports, which have upper / lower body invulnerability (see frame data).
- If Eiji has meter, he can constantly threaten using his projectile super to punish jumps, even from full screen.
Offense
- (Small)jump j.B is a brutally fast and strong jump-in that can also crossup, and a mainstay of Eiji's pressure
- 2A gives massive frame advantage and links both into 5C and 2D(1). It is frequently used in blockstrings.
- Reflector (623P) has no pushback and gives massive frame advantage on block, which makes it great for blockstrings, eg. 2A,2A,reflector, walk forward, 2A, reflector, smalljump B... etc, up to a point where this is pseudo-infinite pressure against some characters in the corner (they have to roll, guard cancel or backdash & take the hit)
- Teleports can be used as left/right okizeme, eg. after a midscreen combo that ends with 236P
Defense
- Eiji's 2D is a very strong anti-air that unfortunately does not lead to much damage, but can be canceled into teleport to immediately cross the opponent up.
- 2C can also be used as an anti-air for slightly more damage, the same cancel opportunity but a weaker hitbox
- jump up j.B is a very strong air-to-air, famously dubbed the "artificial leg" due to its animation by the Japanese players
- Eiji's teleports can be used as reversals due to their upper / lower body invulnerability (see frame data).
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: advantage frames need to be revised, might be off ~1F.
Special Attributes & Bugs
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- Has no collision on back ukemi (can run through)
- Eiji has no invulnerability at the end of his GC-Roll.
Combos
- j.B (Crossup or high regular hit),\/,2A link 5C(C), 214P/236P/63214K/Super: Important Combo.
- j.B,\/,2A/B,2A,214A: Combo for Quick-Shifts out of pressure (smalljump j.B + 2A x N)
- j.B (Crossup or regular hit),\/, D(2 Hits), 63214D or 2363214P/K or 63214,63214E: [0-2 Stocks] easy Hit Confirm.
- 2B,2B, link 2363214K: Hit Confirm from Low Hit.
- 236P (Counter Hit), 2363214A/C: [1 Stock] CH into Super.
- 421K (air Hit) > j.E
- Safety Shift to Eiji (Counter Hit) > 2363214P
Team Combos
Eiji & Kdash
- Combo into 2363214K, shift out j.X (whiff), land, backdash, 2363214E, 4-5x tigerknee j.214B: combo from eiji super into K'-Leader Super
Strategy
Blockstrings
- 2A,2A, 623A, walk forward 2A or j.B, repeat
- 2A,2D(1),623A, walk forward 2A or j.B, repeat
- j.B (on block), land, immediate smalljump j.B (crossup against crouch), 2A link 5C > etc
Okizeme
- midscreen combo into 236A, dash, superjump j.B for left / right okizeme
- midscreen combo into 236A, dash, cancel into 236B or 236D for left / right okizeme (source: kyuntakuya)
- Corner Throw > E kara cancel 421D (corner crossup) > 5A...
- Corner Combo into 236A, then:
- Roll, 2A>5C... (fake Crossup)
- slightly walk forward, roll, 2A>5C.. (Crossup) Source: Gori
- Midscreen Throw > E kara cancel 421B/D? > crossup > 5A... Video
Matchups
Vs Maxima
Good matchup for Eiji according to Kyuntakuya.
Vs Gato
- During Gato's 236236A super freeze, buffer 236B to teleport through the super > punish.
Videos
Kyuntakuya vs u-rasia & others
Kyuntakuya going crazy
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