Eiji(KOFXI): Unterschied zwischen den Versionen

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Zeile 28: Zeile 28:
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + △
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + △
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + ⃝
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + Circle
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
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|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + △
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + △
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + ⃝
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + Circle
|-
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|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A

Version vom 22. Mai 2020, 14:21 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 + Circle
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 + Circle
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

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