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K (→Combos) |
K (→Quick Guide) |
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== Quick Guide == | == Quick Guide == | ||
:Eiji is a very fast character with very strong pressure but very short range and | :Eiji is a very fast character with very strong pressure but low damage, very short range and below average defense. | ||
:He has | :He has limited defensive capabilities with only situational reversals, with the 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. | :He is terrible for shift combos, both to and from, and should therefore be played solely as a point "battery" type of character. | ||
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:In neutral, Eiji can poke with 236A/C, which has a strong hitbox and leads to a wall bounce on counter hit. | :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). | : 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 | :If Eiji has super stock available, he can constantly threaten using his projectile super to punish jumps, even from full screen. | ||
'''Offense'''<br> | '''Offense'''<br> |
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