Eiji(KOFXI): Unterschied zwischen den Versionen
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(13 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 3: | Zeile 3: | ||
| 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 Points | |ratio_rank = 5 Points | ||
|health = 1.02 | |health = 1.02 | ||
Zeile 10: | Zeile 10: | ||
}} | }} | ||
== Quick Guide == | == Quick Guide == | ||
:Eiji is a very fast character with very strong pressure but very short range and | :Eiji is a very fast character with very strong pressure but low damage, very short range and below average defense. | ||
:He has | :He has limited defensive capabilities with only situational reversals, with the teleports being the only decent option. | ||
:He is | :He is not great for shift combos, both to and from, and should therefore be played solely as a point "battery" type of character. | ||
'''Neutral'''<br> | '''Neutral'''<br> | ||
:In neutral, Eiji can poke with 236A/C, which has a strong hitbox and leads to a wall bounce on counter hit. | :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). | : 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 | :If Eiji has super stock available, he can constantly threaten using his projectile super to punish jumps, even from full screen. | ||
'''Offense'''<br> | '''Offense'''<br> | ||
:(Small)jump j.B is a brutally fast and strong jump | :(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. | :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) | :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) | ||
Zeile 26: | Zeile 26: | ||
'''Defense'''<br> | '''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. | :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 | :2C can also be used as an anti-air for slightly more damage, the same cancel opportunity but a weaker hitbox | ||
Zeile 48: | Zeile 49: | ||
== Frame Data == | == 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. | |||
|- | |||
| 2D(2)|| 9 || 8|| KD|| +1||Low hit. Special Cancel. | |||
|- | |||
| small A|| 7|| 10|| /|| /|| | |||
|- | |||
| j.A|| 7|| 16|| /|| /|| | |||
|- | |||
| small up B || 4|| 13|| /|| /||Same as jump up B. | |||
|- | |||
| small B || 6|| 15|| /|| /||Can crossup. Same hitbox as fwd B. | |||
|- | |||
| up B || 4|| 13|| /|| /||Same as small up B. | |||
|- | |||
| j.B || 7|| 15|| /|| /||Can crossup. | |||
|- | |||
| small C|| 8|| 8|| /|| /||Same hitbox as j.C. | |||
|- | |||
| 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. | |||
|- | |||
| 63214,63214E|| 1|| 1|| KD|| /||Command Throw. F1-3 invul. Hits during freeze. | |||
|- | |||
|} | |||
{| 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" | ||
|+ Standing Attacks | |+ Standing Attacks | ||
Zeile 127: | Zeile 220: | ||
| style="background-color:#F9F9F9;" |13 | | style="background-color:#F9F9F9;" |13 | ||
| style="background-color:#F9F9F9;" |5 | | 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;" |No hurtbox on feet F8-23. | | style="background-color:#F9F9F9;" |No hurtbox on feet F8-23. | ||
|- | |- | ||
Zeile 138: | Zeile 231: | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| 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;" |'''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). | |||
|- | |||
|} | |} | ||
Zeile 294: | 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;" |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 | ||
Zeile 301: | 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;" |-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. | ||
|- | |- | ||
Zeile 308: | 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;" |-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. | ||
|- | |- | ||
Zeile 315: | 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;" |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 | ||
Zeile 322: | 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;" |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) | ||
Zeile 329: | 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;" |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 | ||
Zeile 378: | Zeile 500: | ||
| 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 | ||
Zeile 385: | Zeile 508: | ||
| 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 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;" |/ | |||
| style="background-color:#F9F9F9;" |Bigger Hitbox than regular version. | | style="background-color:#F9F9F9;" |Bigger Hitbox than regular version. | ||
|- | |- | ||
Zeile 409: | Zeile 534: | ||
*'''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 or regular hit),\/, D(2 Hits), 63214D or 2363214P/K or 63214,63214E:''' ''[0-2 Stocks]'' easy Hit Confirm. | ||
*'''Combo into 2A,5A,41236B:''' a bit of a harder combo that causes hard knockdown from light hits, very useful. | |||
*'''2B,2B, link 2363214K:''' Hit Confirm from Low Hit. | *'''2B,2B, link 2363214K:''' Hit Confirm from Low Hit. | ||
Zeile 416: | Zeile 542: | ||
*'''421K (air Hit) > j.E''' | *'''421K (air Hit) > j.E''' | ||
*''' | *'''Saving Shift to Eiji (Counter Hit) > 2363214P''' | ||
=== Team Combos === | === Team Combos === | ||
'''Eiji & Kdash''' | '''Eiji & Kdash''' | ||
*Combo into 2363214K, | *Combo into 2363214K, QS K' j.X (whiff), land, backdash, 2363214E, 4-5x tigerknee j.214B: combo from eiji super into K'-Leader Super | ||
== Strategy == | == Strategy == | ||
Zeile 453: | Zeile 579: | ||
===Vs Gato=== | ===Vs Gato=== | ||
*During Gato's 236236A super freeze, buffer 236B to teleport through the super > punish. | *During Gato's 236236A super freeze, buffer 236B to teleport through the super > punish. | ||
===Vs Oswald=== | |||
Good matchup. | |||
:Oswald has trouble escaping Eiji's pressure once he is close. | |||
:Use 2D a lot, it even beats Oswald's ground normals, eg. 5C(f) | |||
== Videos == | == Videos == | ||
[https://youtu.be/_eOPwjk01VU?t=707 Kyuntakuya vs u-rasia & others]<br> | [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] | [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] | |||
{{KOFXI_Navi}} | {{KOFXI_Navi}} |
Aktuelle Version vom 28. Juni 2024, 08:36 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 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.
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 super stock available, 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
- 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
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A | B | C | D |
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R1 + ![]() |
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E+A | E+B | E+C | E+D |
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L1 + ![]() |
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Start+A | Start+B | Start+C | Start+D |
Frame Data
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.
- Combo into 2A,5A,41236B: a bit of a harder combo that causes hard knockdown from light hits, very useful.
- 2B,2B, link 2363214K: Hit Confirm from Low Hit.
- 236P (Counter Hit), 2363214A/C: [1 Stock] CH into Super.
- 421K (air Hit) > j.E
- Saving Shift to Eiji (Counter Hit) > 2363214P
Team Combos
Eiji & Kdash
- Combo into 2363214K, QS K' 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.
Vs Oswald
Good matchup.
- Oswald has trouble escaping Eiji's pressure once he is close.
- Use 2D a lot, it even beats Oswald's ground normals, eg. 5C(f)
Videos
Kyuntakuya vs u-rasia & others
Kyuntakuya going crazy
Kyuntakuya vs team AGEO
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