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Latest revision as of 23:02, 7 April 2020

Pros: Uber recovery on everything except for one super, superior frame advantage on ALL specials, fast, easy to use, good normals overall. Cons: Limited combo options, horrible for switching, limited special moves.

Introduction

Eiji is a wierd character. He has 4 moves that are basically the same. He is a limited character, but what he has is deadly, especially as a leader. His brutal simplicity is, often, overshadowed by his limitations as a character. Basically he is a character whose moves you have to abuse to survive.

Special Moves

Throw Kuuchuu Ippan Seoi: close, b or f + C or D

Special Moves

Kikou Hau **** ( qcf + P) Very short ranged move, a blast of Ki energy that extends slightly from the hands and, if it counter hits, critical wires. Fast enough to combo, but its a knockdown. It comes out at average speed and has NO recovery, as many of his moves. Abuse, abuse, abuse.

Kasumi Kiri:***( qcb + P) Another very short ranged blade type attack. He dashes forward a little bit and cuts when he gets pretty close. Sucks overall, but it can be comboed into but not cancelled. Screw that!

Ryuu Kagejin: **** dp + P Yet another short ranged attack. Splits his hands appart and causes a glowing blade to appear across his chest. Comboable and stays out for a long time still with no recovery. What makes this a 4 star move is that it can reverse EVERY fireball including super fireballs if you are fast enough. Otherwise, pretty useless.

Kotsu Hazaki Kiri: **** hcb + K Basically like a chou ate giri or a hard vertical slash with a sword drawn from the back.

Tenba Kyaku: ** (rdp + K) Not a great move. Jumps at the opponent and kicks pretty much the whole way down. I don' t think it can be comboed like in AoF so aside from the low recovery, screw it.

Kage Utsushi:* (qcf + K) Warpish dash. Nothing special.

Super Moves

Kiritetsu Nami:**** ( qcf,hcb + P) When I used him in AoF I would abuse the HELL out of this move. It is unbelievably deceptive. Eiji ducks, so the move comes out higher than his body. He sweeps as if to perform a chou ate kiri so the moves starts almost directly above him. Comboable, is you can time it. Overall A great move.

Kiritetsu Kamakiriken: *** (hcf,fcd or qcf,hcb + K) Pretty basic super, nice cause you can Dream cancel it and it hits jump ins if you don't trade.

Leader Moves

Yami Kari: **** close, hcbx2 + E It's a throw, and it does really good damage. Other than that, nothing special.

The King of Fighters XI
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Adelheid BernsteinAsh CrimsonAthena AsamiyaB.JenetBenimaru NikaidoBlue MaryClark StillDuck KingDuo LonEX Kyo KusanagiEiji KisaragiElisabeth BranctorcheGai TendoGatoGeese HowardHotaru FutubaIori YagamiJazuK'Kasumi TodohKim KaphwanKingKula DiamondKyo KusanagiMagakiMai ShiranuiMalinMaximaMomokoMr. BigOswaldRalf JonesRamonRobert GarciaRyo SakazakiShen WooShingo YabukiShionSho HayateSie KensouSilverTerry BogardThe GriffonTung Fu RueVanessaWhipYuri Sakazaki