Eiji(KOFXI): Unterschied zwischen den Versionen

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| 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 = 110
|stun_gauge = 103
|stun_gauge = 103
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:kofxi_eiji_S.png]]
|[[Datei:kofxi_eiji_S.png]]
Zeile 58: Zeile 58:


== Frame Data ==
== Frame Data ==
'''Note: advantage frames need to be revised, might be off ~1F.'''
{| 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;" | 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! 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)'''
Zeile 139: Zeile 140:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |Schaden = insgesamt
| style="background-color:#F9F9F9;" |Damage = in total
|-
|-
| style="background-color:#F9F9F9;" |'''5D(f)'''
| style="background-color:#F9F9F9;" |'''5D(f)'''
Zeile 148: Zeile 149:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |Keine Hurtbox auf den Füßen.
| style="background-color:#F9F9F9;" |No hurtbox on feet
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 161: Zeile 162:


{| 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;" | 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 205: Zeile 206:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |trifft tief
| style="background-color:#F9F9F9;" |hits low. Same as 2B.
|-
|-
| style="background-color:#F9F9F9;" |'''2D(2)'''
| style="background-color:#F9F9F9;" |'''2D(2)'''
Zeile 214: Zeile 215:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |trifft tief, knockdown. *=Hit 1+2
| style="background-color:#F9F9F9;" |hits low, knockdown. *=Hit 1+2
|-
|-
|}
|}


{| 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;" | 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'''
Zeile 246: Zeile 247:
| 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, Crossup ok. Same hitbox as jump forward B
|-
|-
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |'''jump up B'''
Zeile 253: Zeile 254:
| 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;" |Excellent air-to-air
|-
|-
| style="background-color:#F9F9F9;" |'''jump forward B'''
| style="background-color:#F9F9F9;" |'''jump forward B'''
Zeile 267: Zeile 268:
| 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'''
Zeile 274: Zeile 275:
| 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'''
Zeile 281: Zeile 282:
| 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'''
Zeile 288: Zeile 289:
| 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.
|-
|-


Zeile 296: Zeile 297:
| 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;" |'''j.E'''
| style="background-color:#F9F9F9;" |'''j.E'''
Zeile 312: Zeile 313:
! 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" | 236P
| style="background-color:#F9F9F9;" | 236P
Zeile 320: Zeile 321:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |Projektil-Clash auf allen 15F Active Time. Wall Bounce auf Counter Hit.
| style="background-color:#F9F9F9;" |Negates projectiles on all 15F of the active time. Wall Bounce on Counter Hit.
|-
|-
| style="background-color:#F9F9F9;" | 214A
| style="background-color:#F9F9F9;" | 214A
Zeile 327: Zeile 328:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Projektil-Clash F12-22. Bessere Hurtbox als 214C, sonst gleich.
| style="background-color:#F9F9F9;" |Negates Projectiles F12-22. Better Hurtbox as 214C.
|-
|-
| style="background-color:#F9F9F9;" | 214C
| style="background-color:#F9F9F9;" | 214C
Zeile 334: Zeile 335:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Projektil-Clash F14-24. Schlechtere Hurtbox als 214A, sonst gleich.
| 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 341: Zeile 342:
| style="background-color:#F9F9F9;" |24
| style="background-color:#F9F9F9;" |24
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |Projektil-Clash F17-40
| style="background-color:#F9F9F9;" |Reflects Projectiles F17-40
|-
|-
| style="background-color:#F9F9F9;" | 623C
| style="background-color:#F9F9F9;" | 623C
Zeile 348: Zeile 349:
| style="background-color:#F9F9F9;" |36
| style="background-color:#F9F9F9;" |36
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |Projektil-Clash F16-51 (Endet zeitgleich mit Active Time)
| style="background-color:#F9F9F9;" |Reflects Projectiles F16-51 (until end of active time)
|-
|-
| style="background-color:#F9F9F9;" | 63214K
| style="background-color:#F9F9F9;" | 63214K
Zeile 355: Zeile 356:
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Projektil-Clash auf allen 3 Active Frames. D-Version rennt weiter.
| style="background-color:#F9F9F9;" |Negates projectiles on all 3F of active time. D-Version runns further.
|-
|-
| style="background-color:#F9F9F9;" | 421B
| style="background-color:#F9F9F9;" | 421B
Zeile 362: Zeile 363:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |Hits: a-b-a-b. Danach Combo möglich. Bei Air-Hit juggle möglich.
| style="background-color:#F9F9F9;" |Hit pattern: a-b-a-b. Possible to combo after. Juggle on air hit possible.
|-
|-
| style="background-color:#F9F9F9;" | 421D
| style="background-color:#F9F9F9;" | 421D
Zeile 369: Zeile 370:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |Hits:a-a-b-a. Geht als Crossup. Danach Combo möglich. Bei Air-Hit juggle möglich.
| 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;" | 236B
| style="background-color:#F9F9F9;" | 236B
Zeile 376: Zeile 377:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-12 nur Füße verwundbar & Counterhit State.
| style="background-color:#F9F9F9;" |F1-12 invul above feet & Counterhit State.
|-
|-
| style="background-color:#F9F9F9;" | 236D
| style="background-color:#F9F9F9;" | 236D
Zeile 383: Zeile 384:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-25 Unverwundbar auf den Beinen & Counterhit State.
| style="background-color:#F9F9F9;" |F1-25 invul on legs & Counterhit State.
|-
|-
| style="background-color:#F9F9F9;" | 2363214A
| style="background-color:#F9F9F9;" | 2363214A
Zeile 390: Zeile 391:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Fliegt langsamer als C-Version.
| style="background-color:#F9F9F9;" |Travels slower than C-Version.
|-
|-
| style="background-color:#F9F9F9;" | 2363214C
| style="background-color:#F9F9F9;" | 2363214C
Zeile 397: Zeile 398:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| 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;" |Travels faster than A-Version. Projectile appears on 1st Active Frame slightly farther away than A-Version.
|-
|-
| style="background-color:#F9F9F9;" | 2363214K
| style="background-color:#F9F9F9;" | 2363214K
Zeile 404: Zeile 405:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Beine unverwundbar.  
| style="background-color:#F9F9F9;" |Invul on legs.  
|-
|-
| style="background-color:#F9F9F9;" | 63214,63214E
| style="background-color:#F9F9F9;" | 63214,63214E
Zeile 418: Zeile 419:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Größere Hitbox als DC-Version.
| style="background-color:#F9F9F9;" |Bigger Hitbox than regular version.
|-
|-
|}
|}
===Specials & Supers===
*'''214P:''' kein Knockdown. A-Version combot aus leichten Angriffen, C-Version nicht - beide machen aber gleichviel Schaden. Eigenschaften unbekannt. Super Cancel. Tagout OK.
*'''236P:''' Wall Bounce auf Counter Hit. C-Version ist langsamer aber hat mehr Range (und vermutlich mehr Schaden).
*'''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==
==Combos==
*'''j.B (Crossup oder normal),\/,2A,5C(C), 214P/236P/63214K/Super:''' Wichtige Combo aus einem Jump-In nahe am Gegner.
*'''j.B (Crossup or high regular hit),\/,2A link 5C(C), 214P/236P/63214K/Super:''' Important Combo.


*'''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,\/,2A/B,2A,214A:''' Combo for Quick-Shifts out of pressure (smalljump j.B + 2A x N)


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


*'''236P (Counter Hit), 2363214A/C:''' ''[1 Stock]'' CH in Super.
*'''236P (Counter Hit), 2363214A/C:''' ''[1 Stock]'' CH into Super.


*'''421K (air Hit) > j.E'''
*'''421K (air Hit) > j.E'''


*'''Safety Shift zu Eiji (Counter Hit) > 2363214P'''
*'''Safety 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]




Zeile 470: Zeile 468:




 
==Matchups==
'''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.


== Videos ==
== Videos ==
[https://youtu.be/_eOPwjk01VU?t=707 Kyuntakuya vs u-rasia], im Rest der File spielt Kyuntakuya auch<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 am ausrasten]
[https://www.youtube.com/watch?v=b5SoMYoV0q8&feature=youtu.be&t=4117 Kyuntakuya going crazy]
{{KOFXI_Navi}}
{{KOFXI_Navi}}

Version vom 22. Mai 2020, 11:28 Uhr

Eiji Kisaragi
如月 影二
KOFXI eiji full.png
Tiers & Ranking
Tier: A+
Ratio Cost: 5 Points
Properties
Damage Modifier: 110
Stun Modifier: 103
Crouch height (Tier): C

Colors

Kofxi eiji S.png Kofxi eiji X.png Kofxi eiji T.png Kofxi eiji C.png Kofxi eiji R1S.png Kofxi eiji R1X.png Kofxi eiji R1T.png Kofxi eiji R1C.png
X R1 +⃞ R1 + X R1 + △ R1 + ⃝
A B C D 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 +⃞ L1 + X L1 + △ L1 + ⃝
Start+A Start+B Start+C Start+D

Frame Data

Note: advantage frames need to be revised, might be off ~1F.

Standing Attacks
Attack Hitbox Dmg Startup Active Adv Cancel Note
5A(c) Kofxi eiji 5A(c).png 10px 4 4 +5 C,S
5A(f) Kofxi eiji 5A(f).png 10px 4 4 +3 C,S
5B(c) Kofxi eiji 5B(c).png 10px 6 6 -7 S
5B(f) Kofxi eiji 5B(f).png 12px 8 3 -4/-5* - *-5, wenn Eiji danach angreift.
5C(c) Kofxi eiji 5C(c).png 17px 5 8 +2 S
5C(f) Kofxi eiji 5C(f).png 21px 10 8 S
5D(1) Kofxi eiji 5D(c) 1.png 16px 6 4 -
5D(2) Kofxi eiji 5D(c) 2.pngKofxi eiji 5D(c) 3.png 27px - 2+4 S Damage = in total
5D(f) Kofxi eiji 5D(f) 1.pngKofxi eiji 5D(f) 2.png 21px 13 4 - No hurtbox on feet
5E Kofxi eiji 5E.png 32px 9 8 -
Crouching Attacks
Attack Hitbox Dmg Startup Active Adv Cancel Note
2A Kofxi eiji 2A.png 8px 4 3 +6 C,S
2B Kofxi eiji 2B.png 10px 5 3 +4 C,S trifft tief
2C Kofxi eiji 2C.png 19px 10 6 S
2D(1) Kofxi eiji 2D 1.png 16px 5 4 S hits low. Same as 2B.
2D(2) Kofxi eiji 2D 2.png 28px* 8 S hits low, knockdown. *=Hit 1+2
Jump Attacks
Attack Hitbox Dmg Startup Active Note
smalljump A Kofxi eiji smalljump A.png 8px 7 10
j.A Kofxi eiji jump A.png 8px 7 16
smalljump B Kofxi eiji smalljump B.png 12px 6 15 best Jump-In, Crossup ok. Same hitbox as jump forward B
jump up B Kofxi eiji jump up B.png 12px 4 13 Excellent air-to-air
jump forward B Kofxi eiji jump forward B.png 12px 7 15 bester Jump-In, geht als Crossup. Gleiche Hitbox wie 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 21px 8 8 1F faster than jump C. Same Hitbox as jump C.
j.C Kofxi eiji jump C.png 21px 9 8 1F slower than smalljump C. Same Hitbox as smalljump C.
smalljump D Kofxi eiji smalljump D.png 21px 10 5 Slower than jump D, but same Hitbox.
j.D Kofxi eiji jump D.png 21px 8 9 Faster than smalljump D, but same Hitbox.
j.E Kofxi eiji jump E.png 28px 12 7
Specials & Supers
Move Hitbox Startup Active Adv Note
236P Kofxi eiji 236P.png 14 15 -1 Negates projectiles on all 15F of the active time. Wall Bounce on Counter Hit.
214A Kofxi eiji 214A 1.pngKofxi eiji 214A 2.pngKofxi eiji 214A 3.png 10 4 Negates Projectiles F12-22. Better Hurtbox as 214C.
214C Kofxi eiji 214C 1.pngKofxi eiji 214C 2.pngKofxi eiji 214C 3.png 13 4 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 +3 Reflects Projectiles F17-40
623C Kofxi eiji 623C.png 16 36 +3 Reflects Projectiles F16-51 (until end of active time)
63214K Kofxi eiji 63214K 1.pngKofxi eiji 63214K 2.png 10 3 Negates projectiles on all 3F of active time. D-Version runns further.
421B Kofxi eiji 421B a.pngKofxi eiji 421B b.png 18 + Hit pattern: a-b-a-b. Possible to combo after. Juggle on air hit possible.
421D Kofxi eiji 421D a.pngKofxi eiji 421D b.png 36 + Hit pattern:a-a-b-a. Can crossup. Possible to combo after. Juggle on air hit possible.
236B Kofxi eiji 236B.png N/A F1-12 invul above feet & Counterhit State.
236D Kofxi eiji 236D.png N/A F1-25 invul on legs & Counterhit State.
2363214A Kofxi eiji 2363214A 1.pngKofxi eiji 2363214P 2.png 7 Travels slower than C-Version.
2363214C Kofxi eiji 2363214C 1.pngKofxi eiji 2363214P 2.png 7 Travels faster than A-Version. Projectile appears on 1st Active Frame slightly farther away than A-Version.
2363214K Kofxi eiji 2363214K.png 4 12 Invul on legs.
63214,63214E Kofxi eiji 6321463214E.png 1 1
63214,63214E(DC) Kofxi eiji 6321463214E(DC).png 1 1 Bigger Hitbox than regular version.

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
  • Safety 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 Gato

  • During Gato's 236236A super freeze, buffer 236B to teleport through the super > punish.

Videos

Kyuntakuya vs u-rasia & others
Kyuntakuya going crazy

Navigation