Eiji(KOFXI): Unterschied zwischen den Versionen

4.086 Bytes hinzugefügt ,  19. Juli 2023
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| jcharname = 如月 影二
| jcharname = 如月 影二
| portrait = [[Image:KOFXI eiji full.png]]
| portrait = [[Image:KOFXI eiji full.png]]
|tier_rank = A+
|tier_rank = A
|ratio_rank = 5 Punkte
|ratio_rank = 5 Points
|health = 110
|health = 1.02
|stun_gauge = 103
|stun_gauge = 0.98
|crouch_tier = C
|crouch_tier = C
}}
}}
== Quick Guide ==
:Eiji is a very fast character with very strong pressure but low damage, very short range and below average defense.
:He has limited defensive capabilities with only situational reversals, with the teleports being the only decent option.
:He is not great for shift combos, both to and from, and should therefore be played solely as a point "battery" type of character.


== Farben ==
'''Neutral'''<br>
{| cellpadding="0" style="text-align: center;"
:In neutral, Eiji can poke with 236A/C, which has a strong hitbox and leads to a wall bounce on counter hit.
|[[Datei:kofxi_eiji_S.png]]
: 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).
|[[Datei:kofxi_eiji_X.png]]
:If Eiji has super stock available, he can constantly threaten using his projectile super to punish jumps, even from full screen.
|[[Datei:kofxi_eiji_T.png]]
 
|[[Datei:kofxi_eiji_C.png]]
'''Offense'''<br>
|[[Datei:kofxi_eiji_R1S.png]]
:(Small)jump j.B is a brutally fast and strong jump in that can also crossup, and a mainstay of Eiji's pressure.
|[[Datei:kofxi_eiji_R1X.png]]
:2A gives massive frame advantage and links both into 5C and 2D(1). It is frequently used in blockstrings.
|[[Datei:kofxi_eiji_R1T.png]]
: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)
|[[Datei:kofxi_eiji_R1C.png]]
:Teleports can be used as left/right okizeme, eg. after a midscreen combo that ends with 236P
 
'''Defense'''<br>
:Use 5A(f) to stop smalljumps - at only 4F startup, the attack is extremely fast.
: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 ==
{{KOF XI Colors
|square=[[Datei:kofxi_eiji_S.png]]
|cross=[[Datei:kofxi_eiji_X.png]]
|triangle=[[Datei:kofxi_eiji_T.png]]
|circle=[[Datei:kofxi_eiji_C.png]]
|R1+square=[[Datei:kofxi_eiji_R1S.png]]
|R1+cross=[[Datei:kofxi_eiji_R1X.png]]
|R1+triangle=[[Datei:kofxi_eiji_R1T.png]]
|R1+circle=[[Datei:kofxi_eiji_R1C.png]]
|L1+square=[[Datei:kofxi_eiji_L1S.png]]
|L1+cross=[[Datei:kofxi_eiji_L1X.png]]
|L1+triangle=[[Datei:kofxi_eiji_L1T.png]]
|L1+circle=[[Datei:kofxi_eiji_L1C.png]]
}}
 
== Frame Data ==
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
! Move !! S!! A!! Hit!! Grd!! Note
|-
| 5A(c) || 4 || 4|| +6|| +5 ||
|-
| 5A(f)|| 4 || 4|| +4 || +3 ||
|-
| 5B(c)|| 6 || 6|| -7|| -8 ||
|-
| 5B(f)|| 8 || 3|| -4|| -5||
|-
| 5C(c)|| 5 || 8|| +3|| +2||
|-
| 5C(f)|| 10 || 8|| -7|| -8||Special Cancel
|-
| 5D(1)|| 6 || 4|| /|| /||No cancel except QS
|-
| 5D(2)|| 21* || 2+4|| -1|| -2||Special Cancel. *=if first hit whiffs.
|-
| 5D(f)|| 13 || 5|| +3|| +2||No hurtbox on feet F8-23.
|-
| 5E|| 9 || 8|| KD|| +2||
|-
| GC|| 8 || 8|| KD|| -18||
|-
| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
|-
| 2A|| 4 || 3|| +6|| +5||
|-
| 2B|| 5 || 3|| +5|| +4||
|-
| 2C|| 10 || 6|| +6|| +5||
|-
| 2D(1)|| 5 || 4|| /|| /||Low hit. Special Cancel.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8414;
| 2D(2)|| 9 || 8|| KD|| +1||Low hit. Special Cancel.
|colspan="1" style="background:#000000;color:#FFFFFF;"|X
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8413;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 +&#8414;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
| small A|| 7|| 10|| /|| /||
|colspan="1" style="background:#000000;color:#FFFFFF;"|B
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|C
| j.A|| 7|| 16|| /|| /||
|colspan="1" style="background:#000000;color:#FFFFFF;"|D
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+A
| small up B || 4|| 13|| /|| /||Same as jump up B.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+B
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+C
| small B || 6|| 15|| /|| /||Can crossup. Same hitbox as fwd B.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+D
|-
|}
| up B || 4|| 13|| /|| /||Same as small up B.
 
|-
{| cellpadding="0" style="text-align: center;"
| j.B || 7|| 15|| /|| /||Can crossup.
|[[Datei:kofxi_eiji_L1S.png]]
|-
|[[Datei:kofxi_eiji_L1X.png]]
| small C|| 8|| 8|| /|| /||Same hitbox as j.C.
|[[Datei:kofxi_eiji_L1T.png]]
|-
|[[Datei:kofxi_eiji_L1C.png]]
| j.C || 9|| 8|| /|| /||Same hitbox as small C.
|-
| small D || 10|| 5|| /|| /||Same hitbox as j.D.
|-
| j.D || 8|| 9|| /|| /||Same hitbox as small D.
|-
| small E || 12|| 7|| /|| /||Same as j.E.
|-
| j.E || 12|| 7|| /|| /||Same as small E.
|-
| 236P|| 14|| 15|| KD|| -1||Wall bounce on counter hit.
|-
| 214A|| 10|| 4|| -9|| -10||QS ok.
|-
| 214C|| 13|| 4|| -11|| -12||Moves forward. QS ok.
|-
| 623A|| 15|| 24|| KD|| +3||Reflects projectiles. Used in blockstrings.
|-
| 623C|| 16|| 36|| KD|| +3||Reflects projectiles. Used in blockstrings.
|-
| 63214K|| 10|| 3|| KD|| -3||Reflects projectiles. D-Version runs further.
|-
| 421B|| 18|| ?|| +1*|| +1*||*=Point blank, corner, standing opponent.
|-
| 421D|| 36|| ?|| +13*|| +12*||*=Point blank, corner, standing opponent.
|-
| 236B|| /|| 27|| /|| /||F1-12 invul above feet & Counterhit State.
|-
| 236D|| /|| 39|| /|| /||F1-25 invul on legs & Counterhit State.
|-
| 2363214A|| 7|| ?|| KD|| -6`*||Travels slower than C-version. *=Point blank.
|-
| 2363214C|| 7|| ?|| KD|| -22*||Travels faster than C-version. *=Point blank.
|-
| 2363214K|| 4|| 12|| KD|| -6||Full invul F1. Invul on legs F2-15.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 +&#8414;
| 63214,63214E|| 1|| 1|| KD|| /||Command Throw. F1-3 invul. Hits during freeze.
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D
|}
|}


== Frame Data ==
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Dmg
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5A(c).png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5A(c).png]]
| style="background-color:#F9F9F9;" |10px
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5A(f)'''
| style="background-color:#F9F9F9;" |'''5A(f)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5A(f).png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5A(f).png]]
| style="background-color:#F9F9F9;" |10px
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5B(c)'''
| style="background-color:#F9F9F9;" |'''5B(c)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5B(c).png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5B(c).png]]
| style="background-color:#F9F9F9;" |10px
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5B(f).png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5B(f).png]]
| style="background-color:#F9F9F9;" |12px
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5C(c)'''
| style="background-color:#F9F9F9;" |'''5C(c)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5C(c).png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5C(c).png]]
| style="background-color:#F9F9F9;" |17px
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5C(f)'''
| style="background-color:#F9F9F9;" |'''5C(f)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5C(f).png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5C(f).png]]
| style="background-color:#F9F9F9;" |21px
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5D(1)'''
| style="background-color:#F9F9F9;" |'''5D(1)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(c)_1.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(c)_1.png]]
| style="background-color:#F9F9F9;" |16px
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |No cancel except QS.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(2)'''
| style="background-color:#F9F9F9;" |'''5D(2)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(c)_2.png|150px]][[bild:kofxi_eiji_5D(c)_3.png|150px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(c)_2.png|150px]][[bild:kofxi_eiji_5D(c)_3.png|150px]]
| style="background-color:#F9F9F9;" |27px
| style="background-color:#F9F9F9;" |21*
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |Schaden = insgesamt
| style="background-color:#F9F9F9;" |Special Cancel. *=if first hit whiffs.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(f)'''
| style="background-color:#F9F9F9;" |'''5D(f)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(f)_1.png|100px]][[bild:kofxi_eiji_5D(f)_2.png|150px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(f)_1.png|100px]][[bild:kofxi_eiji_5D(f)_2.png|150px]]
| style="background-color:#F9F9F9;" |21px
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |Keine Hurtbox auf den Füßen.
| style="background-color:#F9F9F9;" |No hurtbox on feet F8-23.
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5E.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5E.png]]
| style="background-color:#F9F9F9;" |32px
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_GC.png]]
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Dmg
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2A.png]]
| style="background-color:#F9F9F9;" |8px
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2B.png]]
| style="background-color:#F9F9F9;" |10px
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |trifft tief
| style="background-color:#F9F9F9;" |Special Cancel. Low Hit.
|-
|-
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2C.png]]
| style="background-color:#F9F9F9;" |19px
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)'''
| style="background-color:#F9F9F9;" |'''2D(1)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2D_1.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2D_1.png]]
| style="background-color:#F9F9F9;" |16px
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |trifft tief
| style="background-color:#F9F9F9;" |Hits low. Special Cancel. Same data & hitbox as 2B.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(2)'''
| style="background-color:#F9F9F9;" |'''2D(2)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_2D_2.png]]
| style="background-color:#F9F9F9;" |28px*
| style="background-color:#F9F9F9;" |9*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |trifft tief, knockdown. *=Hit 1+2
| style="background-color:#F9F9F9;" |Hits low. Special Cancel. *=if first hit whiffs.
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Sprungangriffe
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Dmg
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_A.png]]
| style="background-color:#F9F9F9;" |8px
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
Zeile 236: Zeile 318:
| style="background-color:#F9F9F9;" |'''j.A'''
| style="background-color:#F9F9F9;" |'''j.A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_A.png]]
| style="background-color:#F9F9F9;" |8px
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''smalljump up B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_up_B.png]]
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |Same as jump up B. Great air to air.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump B'''
| style="background-color:#F9F9F9;" |'''smalljump B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_B.png]]
| style="background-color:#F9F9F9;" |12px
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |bester Jump-In, geht als Crossup. Gleiche hitbox wie jump forward B
| style="background-color:#F9F9F9;" |best jump in, works as crossup. Same hitbox as jump forward B.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_up_B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_up_B.png]]
| style="background-color:#F9F9F9;" |12px
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |sehr guter air-to-air
| style="background-color:#F9F9F9;" |Same as smalljump up B. Great air to air.
|-
|-
| style="background-color:#F9F9F9;" |'''jump forward B'''
| style="background-color:#F9F9F9;" |'''jump forward B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_forward_B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_forward_B.png]]
| style="background-color:#F9F9F9;" |12px
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |bester Jump-In, geht als Crossup. Gleiche Hitbox wie smalljump B
| style="background-color:#F9F9F9;" |Best jump in, works as a crossup. Same hitbox as smalljump B
|-
|-
| style="background-color:#F9F9F9;" |'''jump back B'''
| style="background-color:#F9F9F9;" |'''jump back B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_back_B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_back_B.png]]
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |Andere Hitbox als jump forward / smalljump B
| style="background-color:#F9F9F9;" |Different Hitbox as jump forward / smalljump B
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump C'''
| style="background-color:#F9F9F9;" |'''smalljump C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_C.png]]
| style="background-color:#F9F9F9;" |21px
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |1F schneller als jump C. Gleiche Hitbox wie jump C.
| style="background-color:#F9F9F9;" |1F faster than jump C. Same Hitbox as jump C.
|-
|-
| style="background-color:#F9F9F9;" |'''j.C'''
| style="background-color:#F9F9F9;" |'''j.C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_C.png]]
| style="background-color:#F9F9F9;" |21px
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |1F langsamer als smalljump C. Gleiche Hitbox wie smalljump C.
| style="background-color:#F9F9F9;" |1F slower than smalljump C. Same Hitbox as smalljump C.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_D.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_D.png]]
| style="background-color:#F9F9F9;" |21px
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |Langsamer als jump D, aber gleiche Hitbox.
| style="background-color:#F9F9F9;" |Slower than jump D, but same Hitbox.
|-
|-


| style="background-color:#F9F9F9;" |'''j.D'''
| style="background-color:#F9F9F9;" |'''j.D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_D.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_D.png]]
| style="background-color:#F9F9F9;" |21px
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |Schneller als smalljump D, aber gleiche Hitbox.
| style="background-color:#F9F9F9;" |Faster than smalljump D, but same Hitbox.
|-
| style="background-color:#F9F9F9;" |'''smalljump E'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_E.png]]
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |Same as j.E
|-
|-
| style="background-color:#F9F9F9;" |'''j.E'''
| style="background-color:#F9F9F9;" |'''j.E'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_E.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_jump_E.png]]
| style="background-color:#F9F9F9;" |28px
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Same as smalljump E
|}
|}


Zeile 312: Zeile 396:
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" | 236P
| style="background-color:#F9F9F9;" | 236P
Zeile 319: Zeile 404:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Projektil-Clash auf allen 15F Active Time. Wall Bounce auf Counter Hit.
| style="background-color:#F9F9F9;" |-1
| 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
Zeile 326: Zeile 412:
| 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;" |Projektil-Clash F12-22. Bessere Hurtbox als 214C, sonst gleich.
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |Negates Projectiles F12-22. Better Hurtbox as 214C.
|-
|-
| style="background-color:#F9F9F9;" | 214C
| style="background-color:#F9F9F9;" | 214C
Zeile 333: Zeile 420:
| 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;" |Projektil-Clash F14-24. Schlechtere Hurtbox als 214A, sonst gleich.
| 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;" | 623A
| style="background-color:#F9F9F9;" | 623A
Zeile 340: Zeile 428:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |24
| style="background-color:#F9F9F9;" |24
| style="background-color:#F9F9F9;" |Projektil-Clash F17-40
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |Reflects Projectiles F17-40
|-
|-
| style="background-color:#F9F9F9;" | 623C
| style="background-color:#F9F9F9;" | 623C
Zeile 346: Zeile 436:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |36
| style="background-color:#F9F9F9;" |36
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |Projektil-Clash F16-51 (Endet zeitgleich mit Active Time)
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |Reflects Projectiles F16-51 (until end of active time)
|-
|-
| style="background-color:#F9F9F9;" | 63214K
| style="background-color:#F9F9F9;" | 63214K
Zeile 353: Zeile 444:
| 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;" |Projektil-Clash auf allen 3 Active Frames. D-Version rennt weiter.
| 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;" |Hits: a-b-a-b. Danach Combo möglich. Bei Air-Hit juggle möglich.
| 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;" |Hits:a-a-b-a. Geht als Crossup. Danach Combo möglich. Bei Air-Hit juggle möglich.
| 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;" |N/A
| 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 nur Füße verwundbar & 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;" |N/A
| 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 Unverwundbar auf den Beinen & 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]][[bild:kofxi_eiji_2363214P_2.png]]
| 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;" |Fliegt langsamer als 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]][[bild:kofxi_eiji_2363214P_2.png]]
| 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;" |Fliegt schneller als A-Version. Projektil erscheint auf der 1. Active Frame minimal weiter weg als bei 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;" |Beine unverwundbar.  
| 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 416: Zeile 516:
| 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;" |Größere Hitbox als DC-Version.
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Bigger Hitbox than regular version.
|-
|-
|}
|}


===Specials & Supers===
==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.


*'''214P:''' kein Knockdown. A-Version combot aus leichten Angriffen, C-Version nicht - beide machen aber gleichviel Schaden. Eigenschaften unbekannt. Super Cancel. Tagout OK.
==Combos==
*'''236P:''' Wall Bounce auf Counter Hit. C-Version ist langsamer aber hat mehr Range (und vermutlich mehr Schaden).
*'''j.B (Crossup or high regular hit),\/,2A link 5C(C), 214P/236P/63214K/Super:''' Important Combo.
*'''623P:''' Reflektiert Projektile. Hat kaum / keinen Pushback und gibt Vorteil auf Block, kann somit für Pressure benutzt werden.
*'''236K:''' Teleport. B-Version hat Unverwundbarkeit auf dem Oberkörper, D-Version auf dem Unterkörper.
*'''63214K:''' Slasher mit Hard Knockdown. B-Version Combot aus leichten Angriffen. B-Version Nachteil auf Block, D-Version nicht.
*'''421K:''' Command Jump mit Kicks. Auf Back Hit kann theoretisch danach weiter gecombot werden.
----
*'''2363214K:''' Rush Super. B-Version hat lower body Invul, D-Version upper body (''Anm.: muss nochmal confirmed werden, ob es nicht umgekehrt ist!'').
*'''2363214P:''' Schuss-Super. Schlägt alle regulären Projektile und trifft danach trotzdem. A-Version fliegt langsam, C schnell.
*'''6321463214E:''' Leader Super. Command Grab. Kann gecombot werden.


==Combos==
*'''j.B,\/,2A/B,2A,214A:''' Combo for Quick-Shifts out of pressure (smalljump j.B + 2A x N)
*'''j.B,\/,2A/B,2A,214A:''' Combo für Quick-Shift aus der typischen Eiji Pressure (smalljump j.B + 2A gemixt und x N)
 
*'''j.B (Crossup or regular hit),\/, D(2 Hits), 63214D or 2363214P/K or 63214,63214E:''' ''[0-2 Stocks]'' easy Hit Confirm.


*'''j.B (Crossup oder normal),\/, D(2 Hits), 63214D oder 2363214P/K oder 63214,63214E:''' ''[0-2 Stocks]'' einfacher Hit Confirm.


*'''j.B (Crossup oder normal),\/,2A,5C(C), 214P/236P/63214K/Super:''' Combo aus einem Jump-In nahe am Gegner.
*'''2B,2B, link 2363214K:''' Hit Confirm from Low Hit.


*'''2B,2B, link 2363214K:''' Hit Confirm aus Low Hit.
*'''236P (Counter Hit), 2363214A/C:''' ''[1 Stock]'' CH into Super.


*'''236P (Counter Hit), 2363214A/C:''' ''[1 Stock]'' CH in Super.
*'''421K (air Hit) > j.E'''


*'''421K (air Hit) > j.CD'''
*'''Saving Shift to Eiji (Counter Hit) > 2363214P'''




=== Team Combos ===
=== Team Combos ===
'''Eiji & Kdash'''
'''Eiji & Kdash'''
*Combo in 2363214K, shift out j.X (whiff), landen, backdash, 2363214E, 4-5x tigerknee j.214B: combo aus eiji super in K'-Leader Super rein
*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


== Strategie ==
===Okizeme===
*midscreen combo into 236A, dash, superjump j.B for left / right okizeme


'''Okizeme'''
*midscreen combo into 236A, dash, cancel into 236B or 236D for left / right okizeme (source: kyuntakuya)


*Corner Throw > E kara cancel 421D (corner cross) > 5A...
*Corner Throw > E kara cancel 421D (corner crossup) > 5A...


*Corner Combo in 236A, dann:
*Corner Combo into 236A, then:
**Rolle, 2A>5C... (fake Crossup)
**Roll, 2A>5C... (fake Crossup)
**etwas vorlaufen, Rolle, 2A>5C.. (Crossup) [https://youtu.be/ajBapWJEkk8?t=56 Quelle: Gori]
**slightly walk forward, roll, 2A>5C.. (Crossup) [https://youtu.be/ajBapWJEkk8?t=56 Source: Gori]




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==Matchups==
===Vs Maxima===
Good matchup for Eiji according to Kyuntakuya.


'''Gegen Gato:'''
===Vs Gato===
*nach Gato's 236236A Super Freeze 236B durch den Super durch > Crossup.
*During Gato's 236236A super freeze, buffer 236B to teleport through the super > punish.


== Links ==
== Videos ==
[https://www.youtube.com/watch?v=b5SoMYoV0q8&feature=youtu.be&t=4117 Kyuntakuya am ausrasten]
[https://youtu.be/_eOPwjk01VU?t=707 Kyuntakuya vs u-rasia & others]<br>
[https://www.youtube.com/watch?v=b5SoMYoV0q8&feature=youtu.be&t=4117 Kyuntakuya going crazy]<br>
[https://www.youtube.com/watch?v=V1GtSJ_kyjE Kyuntakuya vs team AGEO]
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