Eiji(KOFXI): Unterschied zwischen den Versionen

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Zeile 55: Zeile 55:
! 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
Zeile 63: Zeile 63:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 71: Zeile 71:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 80: Zeile 80:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 87: Zeile 87:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-4/-5*
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |*-5, wenn Eiji danach angreift.
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''5C(c)'''
| style="background-color:#F9F9F9;" |'''5C(c)'''
Zeile 95: Zeile 95:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 103: Zeile 103:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 111: Zeile 111:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |No cancel except QS.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(2)'''
| style="background-color:#F9F9F9;" |'''5D(2)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(c)_2.png|150px]][[bild:kofxi_eiji_5D(c)_3.png|150px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_5D(c)_2.png|150px]][[bild:kofxi_eiji_5D(c)_3.png|150px]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |21*
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-1
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |Damage = in total
| style="background-color:#F9F9F9;" |Special Cancel. *=if first hit whiffs.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(f)'''
| style="background-color:#F9F9F9;" |'''5D(f)'''
Zeile 135: Zeile 135:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|}
|}
Zeile 146: Zeile 146:
! 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
Zeile 155: Zeile 155:
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 162: Zeile 162:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |C,S
| style="background-color:#F9F9F9;" |Special Cancel. Low Hit.
| style="background-color:#F9F9F9;" |trifft tief
|-
|-
| style="background-color:#F9F9F9;" |'''2C'''
| style="background-color:#F9F9F9;" |'''2C'''
Zeile 170: Zeile 170:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 178: Zeile 178:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |hits low. Same as 2B.
| style="background-color:#F9F9F9;" |Hits low. Special Cancel. Same data & hitbox as 2B.  
|-
|-
| style="background-color:#F9F9F9;" |'''2D(2)'''
| style="background-color:#F9F9F9;" |'''2D(2)'''
Zeile 186: Zeile 186:
| style="background-color:#F9F9F9;" |9*
| style="background-color:#F9F9F9;" |9*
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |S
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |hits low, knockdown. *=if first hit whiffs.
| style="background-color:#F9F9F9;" |Hits low. Special Cancel. *=if first hit whiffs.
|-
|-
|}
|}
Zeile 211: Zeile 211:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''smalljump up B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_up_B.png]]
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |Same as jump up B. Great air to air.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump B'''
| style="background-color:#F9F9F9;" |'''smalljump B'''
Zeile 216: Zeile 222:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |best Jump-In, Crossup ok. Same hitbox as jump forward B
| style="background-color:#F9F9F9;" |best jump in, works as crossup. Same hitbox as jump forward B.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |'''jump up B'''
Zeile 222: Zeile 228:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |Excellent air-to-air
| style="background-color:#F9F9F9;" |Same as smalljump up B. Great air to air.
|-
|-
| style="background-color:#F9F9F9;" |'''jump forward B'''
| style="background-color:#F9F9F9;" |'''jump forward B'''
Zeile 228: Zeile 234:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |bester Jump-In, geht als Crossup. Gleiche Hitbox wie smalljump B
| style="background-color:#F9F9F9;" |Best jump in, works as a crossup. Same hitbox as smalljump B
|-
|-
| style="background-color:#F9F9F9;" |'''jump back B'''
| style="background-color:#F9F9F9;" |'''jump back B'''
Zeile 260: Zeile 266:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |Faster than smalljump D, but same Hitbox.
| style="background-color:#F9F9F9;" |Faster than smalljump D, but same Hitbox.
|-
| style="background-color:#F9F9F9;" |'''smalljump E'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_eiji_smalljump_E.png]]
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |Same as j.E
|-
|-
| style="background-color:#F9F9F9;" |'''j.E'''
| style="background-color:#F9F9F9;" |'''j.E'''
Zeile 265: Zeile 277:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Same as smalljump E
|}
|}


Zeile 274: Zeile 286:
! 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-

Version vom 25. Juli 2020, 10:35 Uhr

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 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

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

(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

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

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

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 - No hurtbox on feet F8-23.
5E Kofxi eiji 5E.png 9 8 KD +2
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 -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.

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
  • 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 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

Navigation