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The King of Fighters '98 UMFE/Eiji Kisaragi: Difference between revisions
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== | {| style="margin-right:1em;" align="right" | ||
==== | | __TOC__ | ||
Kuuchuu Ippan Seoi | |} | ||
* Both leave the opponent backturned with enough time to meaty. | <section begin="image"/>[[File:kyo98umfeeiji.jpg]]<section end="image"/> | ||
[[File:Notationkof.png|left]] | |||
[[File:Kof98umfeeijimovelist.png|left]] | |||
<br clear=all> | |||
== Introduction == | |||
{{StrengthsAndWeaknesses | |||
|ext=jpg | |||
| description =Eiji is a very fast poking-focused character. Eiji's neutral control is really strong due to his fast movement speed and access to teleports that lets him quickly change his positioning on the screen. Alongside this, he has access to plenty of excellent pokes at both mid- and long-range, a few of which have disjointed projectile hitboxes. He also has an aerial projectile he can throw to stall his air momentum. Up close, Eiji's options are fairly limited. He can blockstring well and poke, but he lacks any kind of real mixup tools; using his teleports to do left-right mixups and going for throws are his best options. He also lacks any kind of real invincible reversal, so his defensive game is a bit lacking.}} | |||
== Changes from Previous Versions == | |||
'''98UM to 98UMFE''' | |||
Specials: | |||
* 236B now has less recovery | |||
Supers: | |||
* 2363214AC now has slower startup and no invincibility after super flash | |||
== Normal Moves == | |||
'''Close''' | |||
* c.A: Whiffs on low crouchers. Can stop hops if you're too close for f.A. Chainable and cancelable. | |||
* c.B: Large hitbox, making it good to stop jump-outs. Chainable and cancelable. | |||
* c.C: Fast startup. Has a lot of active frames, so it's good for meaties. Cancelable. | |||
* c.D: Two-hitting normal. Good for combos since it has fast startup. Cancelable on second hit. | |||
'''Standing''' | |||
* f.A: Standard hop anti-air. Whiffs on regular crouchers. Chainable and cancelable. | |||
* f.B: Long-range low. Cancelable. | |||
* f.C: Longer-range cancelable poke. Has only 2 active frames, so it can be a bit unreliable. Cancelable. | |||
* f.D: Another long-range poke. Has a large amount of low invincibility. Very safe on block. | |||
'''Crouching''' | |||
* 2A: Solid filler for combos and blockstrings. Chainable and cancelable. | |||
* 2B: Hits low, good for low confirms. Chainable. | |||
* 2C: An okay anti-air. On air hit, you can cancel it into light teleport for a cross-under. Cancelable. | |||
* 2D: A two-hitting sweep. First hit is cancelable, making this both a sweep and a low confirm tool. | |||
'''Jumping''' | |||
* j.A: A decent air-to-air button. | |||
* j.B: Eiji's best crossup. | |||
* 8j.B: Good air-to-air button. | |||
* j.C: Can be used for jump-ins or air-to-airs, but not the best choice for either. | |||
* j.D: Good jump-in button. Can crossup, but it's harder to time than j.B. Can be used as an instant overhead with neutral or hyper hops. | |||
'''CD Normals''' | |||
* st.CD: Somewhat slow startup, but has a nice hitbox in front of Eiji. Cancelable on hit, block, and whiff. | |||
* j.CD: Good for blockstun pressure, and an okay air-to-air. | |||
== Throws == | |||
'''Kuuchuu Ippan Seoi:''' <code>4/6C/D</code> | |||
* Regular throw, techable. D version switches sides, C version does not. Eiji picks up the opponent, jumps up into the air, and throws them down. Both versions leave the opponent backturned with enough time to meaty. | |||
== Command Moves == | |||
N/A | |||
== Special Moves == | |||
'''Kikou Hou:''' <code>236A/C</code> | |||
* A version combos from heavy attacks, C version is slower but has a larger hitbox. | * A version combos from heavy attacks, C version is slower but has a larger hitbox. | ||
Kagenui | * C version makes a great long-range poke, but can be punishable on whiff if read. | ||
* Must be blocked low if it hits near their toe. Can OTG but it's not guaranteed off anything. Can be done from a | |||
'''Kagenui:''' <code>236A/C (in air)</code> | |||
* Eiji throws a kunai in the air. Stalls his momentum in the air completely. | |||
* Must be blocked low if it hits near their toe. | |||
* Can OTG, but it's not guaranteed off anything. Can be done from a forward dash & backdash. | |||
* Cannot be canceled into from the air, as Eiji has no cancelable air normals. | |||
'''Kasumi Kiri:''' <code>214A/C</code> | |||
* Combos from light attacks. Can work well as an anti-air. Long recovery period. | |||
* Counts as a projectile, so it can destroy other regular projectiles. | |||
'''Ryuu Kagejin:''' <code>623A/C</code> | |||
* Reflects projectiles (including projectile DMs), massive active frames. | |||
* Combos from heavy attacks, but only on backturned opponents. | |||
* A version gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner. | |||
'''Kage Utsushi:''' <code>236B/D</code> | |||
* B version has high/mid level invincibility, D version has low invincibility, allowing you to move through projectiles with the right choice. D version goes further. | |||
'''Kotsu Hazaki Kiri:''' <code>63214B/D</code> | |||
* B version combos from heavy attacks, D version travels faster. | |||
* Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there. | |||
'''Tenba Kyaku:''' <code>421B/D</code> | |||
* D version combos from 2D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation. | |||
== Desperation Moves == | |||
'''Zantetsu Nami:''' <code>2363214A/C</code> | |||
* Amazing DM. C version has great startup and travels fullscreen almost instantly (eating normal projectiles). | |||
* Can punish a huge variety of moves from anywhere on the screen. Expect EX gauge Eijis to spam this when they are on on low health. | |||
* Combos from lights. | |||
* MAX version throws two projectiles. | |||
'''Zantetsu Kamakiriken:''' <code>2363214B/D</code> | |||
* Combos from lights, does slightly more damage than 2363214P. | |||
* MAX version switches sides and does hard knockdown. | |||
== Combos == | |||
'''General Notes''' | |||
* 214P, 236A, and 63214B can all be replaced in combos with 2363214P or 2363214K if you have the resources. | |||
* 2363214P and 2363214K can be replaced with their MAX versions in combos if you have the resources. | |||
===Meterless=== | |||
''Low'' | |||
: <code>2B > 2A > 214P</code> | |||
: Tends to whiff unless your jump is perfect, so omit the 2B when doing after a jump. | |||
: <code>2D(1) > 421D > 2A > 214P</code> | |||
''Mid/Jump-In'' | |||
: <code>(j.X) > c.C/2D(1) > 236A/63214B</code> | |||
: Good jump-in/punish meterless combo. 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter. | |||
: <code>2A > c.C/c.D > 236A/63214B</code> | |||
''Corner'' | |||
: <code>(j.X) > 2D(1) > 421D > c.C > 236A/63214B</code> | |||
: <code>421B > c.C > 236A/63214B</code> | |||
: 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter. | |||
''Quick Dodge'' | |||
: <code>2D(1) > AB > 236A/63214B</code> | |||
: 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter. | |||
: <code>(j.X) > c.D > AB > 236A/63214B</code> | |||
: 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter. | |||
===With Meter=== | |||
: <code>c.C > 2363214K</code> | |||
: Combo from a meaty c.C. | |||
: <code>623P > 2363214C</code> | |||
: Conversion from a projectile reflected by 623P. | |||
: <code>CH 623A/j.CD > 2363214K/P</code> | |||
: Counterhit conversions. 2363214K is preferred if the counterhit occurs close to the ground and 2363214P is better if the counterhit occurs high in the air. | |||
''Quick Dodge'' | |||
: <code>2D(1) > AB > 2363214K</code> | |||
: <code>(j.X) > c.D > AB > 2363214K</code> | |||
===With Quick Max=== | |||
: <code>c.C > ABC > 2363214K/P</code> | |||
: <code>f.D > ABC > 2363214K/P</code> | |||
: <code>2B > (2A) > ABC > c.C/c.D > 2363214K/P</code> | |||
: Requires a microwalk if the 2A is included. | |||
== Strategy & Tips == | |||
== | == Videos == | ||
{{#ev:youtube|sUrqn2BM8fk|||'''King of Fighters 98 UM FE: Eiji Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}} | |||
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Yuri/Orochi Chris) | |||
http://youtu.be/Z7fuvvHpOhE?t=2m51s | |||
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Orochi Chris) | |||
http://youtu.be/Z7fuvvHpOhE?t=7m53s | |||
==== | == External Links == | ||
{{Navbox 98UMFE}} | |||
[[Category:The King of Fighters '98 Ultimate Match Final Edition]] | |||
[[Category:Eiji Kisaragi]] | |||
Latest revision as of 15:23, 9 January 2025
Introduction
Eiji is a very fast poking-focused character. Eiji's neutral control is really strong due to his fast movement speed and access to teleports that lets him quickly change his positioning on the screen. Alongside this, he has access to plenty of excellent pokes at both mid- and long-range, a few of which have disjointed projectile hitboxes. He also has an aerial projectile he can throw to stall his air momentum. Up close, Eiji's options are fairly limited. He can blockstring well and poke, but he lacks any kind of real mixup tools; using his teleports to do left-right mixups and going for throws are his best options. He also lacks any kind of real invincible reversal, so his defensive game is a bit lacking.
Changes from Previous Versions
98UM to 98UMFE
Specials:
- 236B now has less recovery
Supers:
- 2363214AC now has slower startup and no invincibility after super flash
Normal Moves
Close
- c.A: Whiffs on low crouchers. Can stop hops if you're too close for f.A. Chainable and cancelable.
- c.B: Large hitbox, making it good to stop jump-outs. Chainable and cancelable.
- c.C: Fast startup. Has a lot of active frames, so it's good for meaties. Cancelable.
- c.D: Two-hitting normal. Good for combos since it has fast startup. Cancelable on second hit.
Standing
- f.A: Standard hop anti-air. Whiffs on regular crouchers. Chainable and cancelable.
- f.B: Long-range low. Cancelable.
- f.C: Longer-range cancelable poke. Has only 2 active frames, so it can be a bit unreliable. Cancelable.
- f.D: Another long-range poke. Has a large amount of low invincibility. Very safe on block.
Crouching
- 2A: Solid filler for combos and blockstrings. Chainable and cancelable.
- 2B: Hits low, good for low confirms. Chainable.
- 2C: An okay anti-air. On air hit, you can cancel it into light teleport for a cross-under. Cancelable.
- 2D: A two-hitting sweep. First hit is cancelable, making this both a sweep and a low confirm tool.
Jumping
- j.A: A decent air-to-air button.
- j.B: Eiji's best crossup.
- 8j.B: Good air-to-air button.
- j.C: Can be used for jump-ins or air-to-airs, but not the best choice for either.
- j.D: Good jump-in button. Can crossup, but it's harder to time than j.B. Can be used as an instant overhead with neutral or hyper hops.
CD Normals
- st.CD: Somewhat slow startup, but has a nice hitbox in front of Eiji. Cancelable on hit, block, and whiff.
- j.CD: Good for blockstun pressure, and an okay air-to-air.
Throws
Kuuchuu Ippan Seoi: 4/6C/D
- Regular throw, techable. D version switches sides, C version does not. Eiji picks up the opponent, jumps up into the air, and throws them down. Both versions leave the opponent backturned with enough time to meaty.
Command Moves
N/A
Special Moves
Kikou Hou: 236A/C
- A version combos from heavy attacks, C version is slower but has a larger hitbox.
- C version makes a great long-range poke, but can be punishable on whiff if read.
Kagenui: 236A/C (in air)
- Eiji throws a kunai in the air. Stalls his momentum in the air completely.
- Must be blocked low if it hits near their toe.
- Can OTG, but it's not guaranteed off anything. Can be done from a forward dash & backdash.
- Cannot be canceled into from the air, as Eiji has no cancelable air normals.
Kasumi Kiri: 214A/C
- Combos from light attacks. Can work well as an anti-air. Long recovery period.
- Counts as a projectile, so it can destroy other regular projectiles.
Ryuu Kagejin: 623A/C
- Reflects projectiles (including projectile DMs), massive active frames.
- Combos from heavy attacks, but only on backturned opponents.
- A version gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.
Kage Utsushi: 236B/D
- B version has high/mid level invincibility, D version has low invincibility, allowing you to move through projectiles with the right choice. D version goes further.
Kotsu Hazaki Kiri: 63214B/D
- B version combos from heavy attacks, D version travels faster.
- Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there.
Tenba Kyaku: 421B/D
- D version combos from 2D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.
Desperation Moves
Zantetsu Nami: 2363214A/C
- Amazing DM. C version has great startup and travels fullscreen almost instantly (eating normal projectiles).
- Can punish a huge variety of moves from anywhere on the screen. Expect EX gauge Eijis to spam this when they are on on low health.
- Combos from lights.
- MAX version throws two projectiles.
Zantetsu Kamakiriken: 2363214B/D
- Combos from lights, does slightly more damage than 2363214P.
- MAX version switches sides and does hard knockdown.
Combos
General Notes
- 214P, 236A, and 63214B can all be replaced in combos with 2363214P or 2363214K if you have the resources.
- 2363214P and 2363214K can be replaced with their MAX versions in combos if you have the resources.
Meterless
Low
2B > 2A > 214P
- Tends to whiff unless your jump is perfect, so omit the 2B when doing after a jump.
2D(1) > 421D > 2A > 214P
Mid/Jump-In
(j.X) > c.C/2D(1) > 236A/63214B
- Good jump-in/punish meterless combo. 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter.
2A > c.C/c.D > 236A/63214B
Corner
(j.X) > 2D(1) > 421D > c.C > 236A/63214B
421B > c.C > 236A/63214B
- 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter.
Quick Dodge
2D(1) > AB > 236A/63214B
- 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter.
(j.X) > c.D > AB > 236A/63214B
- 63214B gives slightly better advantage on wakeup but is unsafe when blocked, 236A gives more meter.
With Meter
c.C > 2363214K
- Combo from a meaty c.C.
623P > 2363214C
- Conversion from a projectile reflected by 623P.
CH 623A/j.CD > 2363214K/P
- Counterhit conversions. 2363214K is preferred if the counterhit occurs close to the ground and 2363214P is better if the counterhit occurs high in the air.
Quick Dodge
2D(1) > AB > 2363214K
(j.X) > c.D > AB > 2363214K
With Quick Max
c.C > ABC > 2363214K/P
f.D > ABC > 2363214K/P
2B > (2A) > ABC > c.C/c.D > 2363214K/P
- Requires a microwalk if the 2A is included.
Strategy & Tips
Videos
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Yuri/Orochi Chris) http://youtu.be/Z7fuvvHpOhE?t=2m51s
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Orochi Chris) http://youtu.be/Z7fuvvHpOhE?t=7m53s