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== 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'''<br> | |||
: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'''<br> | |||
:(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'''<br> | |||
: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 == | == Colors == |
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