Eiji(KOFXI)

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Eiji Kisaragi
如月 影二
KOFXI eiji full.png
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

Kofxi eiji S.png Kofxi eiji X.png Kofxi eiji T.png Kofxi eiji C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
Kofxi eiji R1S.png Kofxi eiji R1X.png Kofxi eiji R1T.png Kofxi eiji R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
Kofxi eiji L1S.png Kofxi eiji L1X.png Kofxi eiji L1T.png Kofxi eiji L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi eiji 5A(c).png 4 4 +6 +5
5A(f) Kofxi eiji 5A(f).png 4 4 +4 +3
5B(c) Kofxi eiji 5B(c).png 6 6 -7 -8
5B(f) Kofxi eiji 5B(f).png 8 3 -4 -5
5C(c) Kofxi eiji 5C(c).png 5 8 +3 +2
5C(f) Kofxi eiji 5C(f).png 10 8 -7 -8
5D(1) Kofxi eiji 5D(c) 1.png 6 4 / / No cancel except QS.
5D(2) Kofxi eiji 5D(c) 2.pngKofxi eiji 5D(c) 3.png 21* 2+4 -1 -2 Special Cancel. *=if first hit whiffs.
5D(f) Kofxi eiji 5D(f) 1.pngKofxi eiji 5D(f) 2.png 13 5 +3 +2 No hurtbox on feet F8-23.
5E Kofxi eiji 5E.png 9 8 KD +2
GC Kofxi eiji GC.png 8 8 KD -18
Saving Shift Kofxi eiji saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi eiji 2A.png 4 3 +6 +5
2B Kofxi eiji 2B.png 5 3 +5 +4 Special Cancel. Low Hit.
2C Kofxi eiji 2C.png 10 6 +6 +5
2D(1) Kofxi eiji 2D 1.png 5 4 / / Hits low. Special Cancel. Same data & hitbox as 2B.
2D(2) Kofxi eiji 2D 2.png 9* 8 KD +1 Hits low. Special Cancel. *=if first hit whiffs.
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi eiji smalljump A.png 7 10
j.A Kofxi eiji jump A.png 7 16
smalljump up B Kofxi eiji smalljump up B.png 4 13 Same as jump up B. Great air to air.
smalljump B Kofxi eiji smalljump B.png 6 15 best jump in, works as crossup. Same hitbox as jump forward B.
jump up B Kofxi eiji jump up B.png 4 13 Same as smalljump up B. Great air to air.
jump forward B Kofxi eiji jump forward B.png 7 15 Best jump in, works as a crossup. Same hitbox as smalljump B
jump back B Kofxi eiji jump back B.png 7 15 Different Hitbox as jump forward / smalljump B
smalljump C Kofxi eiji smalljump C.png 8 8 1F faster than jump C. Same Hitbox as jump C.
j.C Kofxi eiji jump C.png 9 8 1F slower than smalljump C. Same Hitbox as smalljump C.
smalljump D Kofxi eiji smalljump D.png 10 5 Slower than jump D, but same Hitbox.
j.D Kofxi eiji jump D.png 8 9 Faster than smalljump D, but same Hitbox.
smalljump E Kofxi eiji smalljump E.png 12 7 Same as j.E
j.E Kofxi eiji jump E.png 12 7 Same as smalljump E
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236P Kofxi eiji 236P.png 14 15 KD -1 Negates projectiles F14-28 (the whole active time). Small wall bounce in the corner. Big wall bounce on Counter Hit.
214A Kofxi eiji 214A 1.pngKofxi eiji 214A 2.pngKofxi eiji 214A 3.png 10 4 -9 -10 Negates Projectiles F12-22. Better Hurtbox as 214C.
214C Kofxi eiji 214C 1.pngKofxi eiji 214C 2.pngKofxi eiji 214C 3.png 13 4 -11 -12 Negates projectiles F14-24. Worse hitbox as 214A, but moves forward on use.
623A Kofxi eiji 623A 1.pngKofxi eiji 623A 2.pngKofxi eiji 623A 3.png 15 24 KD +3 Reflects Projectiles F17-40
623C Kofxi eiji 623C.png 16 36 KD +3 Reflects Projectiles F16-51 (until end of active time)
63214K Kofxi eiji 63214K 1.pngKofxi eiji 63214K 2.png 10 3 KD -3 Negates projectiles on all 3F of active time. D-Version runs further.
421B Kofxi eiji 421B a.pngKofxi eiji 421B b.png 18 ? +1* +1* 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.
421D Kofxi eiji 421D a.pngKofxi eiji 421D b.png 36 ? +13* +12* 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.
236B Kofxi eiji 236B.png / 27 / / F1-12 invul above feet & Counterhit State. 27F total duration.
236D Kofxi eiji 236D.png / 39 / / F1-25 invul on legs & Counterhit State. 39F total duration.
2363214A Kofxi eiji 2363214A 1.pngKofxi eiji 2363214P 2.png 7 ? KD -6* Travels slower than C-Version. *=Point blank.
2363214C Kofxi eiji 2363214C 1.pngKofxi eiji 2363214P 2.png 7 ? KD -22* Travels faster than A-Version. Projectile appears on 1st Active Frame slightly farther away than A-Version. *=Point blank.
2363214K Kofxi eiji 2363214K.png 4 12 KD -6 Full invul F1. Invul on legs F2-15.
63214,63214E Kofxi eiji 6321463214E.png 1 1 KD / Command throw. F1-3 invul. Hit occurs on F28 (during freeze).
63214,63214E(DC) Kofxi eiji 6321463214E(DC).png 1 1 KD / Bigger Hitbox than regular version.

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
  • Saving 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
Kyuntakuya vs team AGEO

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