Eiji(KOFXI)
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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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R1 + ![]() |
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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