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{{CharNavbox AOF2}} | |||
{{TOClimit|3}} | |||
[[File:AOF2 Eiji Illustration.jpg|thumb|right]] | [[File:AOF2 Eiji Illustration.jpg|thumb|right]] | ||
== | ==Story== | ||
Eiji is a ninja of the Kisaragi clan, respected among many. However, there is one family the Kisaragis have never been able to defeat, and that is the Sakazakis. With determination to make his clan proud, he joins the King of Fighters tournament in order to defeat the Sakazakis once and for all, and prove his clan is number one. | Eiji is a ninja of the Kisaragi clan, respected among many. However, there is one family the Kisaragis have never been able to defeat, and that is the Sakazakis. With determination to make his clan proud, he joins the King of Fighters tournament in order to defeat the Sakazakis once and for all, and prove his clan is number one. | ||
==Introduction== | |||
Eiji is a very weak character with poor special moves and decent normals. His main gameplan is to force mistakes from the opponent and punish them using his very limited toolkit. His supers are basic, run-of-the-mill AOF2 supers that will give you some mileage, especially considering he barely uses the meter he gets. | |||
{{ ProConTable | |||
| pros= | |||
* fHK is a pretty good normal | |||
| cons= | |||
* Most of his normals range from mid to bad | |||
* Specials range from bad to very bad | |||
* Does very bad damage off stray hits | |||
* Does well below average damage on even the biggest punishes | |||
* No reversal | |||
* No sweep + bad throw + bad combos = no knockdowns | |||
* Stubby buttons aside from fHK | |||
* Just kinda doesn't have anything going for him | |||
}} | |||
===Colors=== | |||
[[image:AOF2_Eiji_Colors.png]] | |||
==Movelist== | |||
'''Special Moves''' | |||
Kikou Hou - [[image:qcf.gif]] + [[image:a.gif]] - 20% Spirit | |||
Kasumi Giri - [[image:qcb.gif]] + [[image:a.gif]] - 20% Spirit | |||
Ryuueijin - [[image:dn.gif]][[image:up.gif]] + [[image:a.gif]] - 20% Spirit | |||
Koppagiri - [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:a.gif]] - 20% Spirit | |||
Kisaragi Ryuuken Kenkyaku - [[image:qcb.gif]] + [[image:b.gif]] - 20% Spirit | |||
Tenbu Kyaku - [[image:db.gif]][[image:fd.gif]] + [[image:b.gif]] - 40% Spirit | |||
'''Super Move''' | |||
Zantetsuha - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] - 75% Spirit | |||
'''Desperation Move''' | |||
Zantetsu Tourou Ken - [[image:hcf.gif]][[image:df.gif]][[image:dn.gif]] + [[image:b.gif]] - 75% Spirit | |||
==Normals== | |||
===Standing Normals=== | |||
====5LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_5lp | |||
| description = Stand jab with good frame data. Fast and disjointed poke. | |||
}} | |||
====5LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_5lk | |||
| description = Pretty sluggish for how little damage it deals. Still an ok anti-air. | |||
}} | |||
====cl.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_clhp | |||
| description = Super plus normal. So plus, in fact, you can actually link into Low Attack for a combo that ends in kd. This is Eiji's only way of comboing into a kd, so savor it. | |||
}} | |||
====f.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_fhp | |||
| description = Standard poke. Decent damage but a bit sluggish. Eiji's fHP reaches slightly farther than a lot of fHPs, but not far enough for it to matter with how movement is in this game. | |||
}} | |||
====cl.HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_clhk | |||
| description = Worse clHP with the same activation range and no benefits. Avoid. | |||
}} | |||
====f.HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_fhk | |||
| description = Eiji's best feature. Advancing plus on block normal that does a lot of damage, and the second hit is fast enough to link into Low Attack on hit for a kd. The two hits don't combo into each other, but the sequence is a natural 1f frametrap on hit and a true blockstring on block. Good poke. | |||
}} | |||
===Crouching Normals=== | |||
====2LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_2lp | |||
| description = 5LP but it's a low. Similarly useful. | |||
}} | |||
====2LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_2lk | |||
| description = Same range as 2LP with slightly worse frame data and 2 extra damage. Not really preferred over 2LP. | |||
}} | |||
====2HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_2hp | |||
| description = Ok anti-air. | |||
}} | |||
====2HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_2hk | |||
| description = Same range as 2LP/2LK. Doesn't knock down and doesn't combo into anything, but does a bit of extra damage if both hits connect. Occasionally useful. | |||
}} | |||
===Jumping Normals=== | |||
====j.LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_jlp | |||
| description = Worse than jLK with no upsides. Avoid. | |||
}} | |||
====j.LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_jlk | |||
| description = Good, active air normal to control space with. | |||
}} | |||
====j.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_jhp | |||
| description = Also worse than jLK with no upsides. Avoid. | |||
}} | |||
====j,HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_jhk | |||
| description = It's seemingly not possible to get both hits of this normal to connect. At the height where the first hit connects vs a grounded opponent, Eiji lands before the second hit can connect. On air hit, both hits cause an air reset, preventing the first hit from comboing into the second. With this in mind, it's more like a very active air button that does 8 damage than a 2-hit button. It's not all that much more active than jLK, and it's a lot slower and a bit less damaging. Probably just stick to jLK. | |||
}} | |||
==System Mechanics== | |||
===Uppercut=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_uppercut | |||
| description = Another ok anti-air. This one knocks down. | |||
}} | |||
===Low Attack=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_lowattack | |||
| description = Can be linked out of after some heavies for a knockdown, which is nice. Useful kd poke as well due to Eiji not having a traditional sweep. | |||
}} | |||
===Throw=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_throw | |||
| description = Standard throw. You can dash up after and run whatever pressure Eiji has if they don’t tech. Unfortunately, the animation is really long, so they probably will tech on reaction. | |||
}} | |||
===Taunt=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_taunt | |||
| description = Standard taunt. Taunting is useful in neutral due to the drain on the opponent's Spirit. | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
===Kikou Hou=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_236a | |||
| description = Costs 20% Spirit. Cannot be special cancelled into. | |||
The active frames on this move are way earlier than you think; it starts being active right when he starts moving his hand and stops being active before the particles can leave his hand. With that being said, this is a slow, short-ranged, unsafe option with no real utility. Avoid. | |||
At low Spirit, this move no longer knocks down, the animation is sped up considerably, and the move does 8 damage. This is even more awful than the regular version. | |||
}} | |||
===Kasumi Giri=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_214a | |||
| description = Costs 20% Spirit. Cannot be special cancelled into. | |||
Not nearly as good as you remember it from KOF. Quite big, quite active, and pretty damaging poke, making it occasionally useful to just sorta do, since Eiji has so little else to spend meter on. Not all that helpful, though. | |||
At low Spirit, this move is much less active and deals 7 damage. Avoid using this move at low Spirit. | |||
}} | |||
===Ryuueijin=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_28a | |||
| description = Costs 20% Spirit. Cannot be special cancelled into. | |||
Would be great combo filler but for some reason cannot be cancelled into. Due to this, plus its tiny hitbox, there's no point to this. In addition, this move has a unique property where, on hit or block, the animation will immediately cancel and go into recovery; this means the frame data is always consistent if the move connects, which also means you can't use this as a super plus on block meaty or anything. | |||
At low Spirit, this move deals 8 damage, has a faster animation, and loses the aforementioned consistent frame data property. This is just as bad as the real thing. Avoid. | |||
}} | |||
===Koppagiri=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_646a | |||
| description = Costs 20% Spirit. Cannot be special cancelled into. | |||
Safe on block due to the pushback, but pretty unhelpful. After Eiji catches his target, the swing is pretty sluggish, making this move potentially reactable at the ranges you'd want a run-up attack. You can't cancel into it to sneak your way in off a poke, so there's no reason to use this as opposed to just forward dashing and pressing a normal. | |||
At low Spirit, Eiji will travel nowhere before slicing immediately, the frame advantage on hit/block become significantly worse, and the move does 8 damage. Awful. | |||
}} | |||
===Kisaragi Ryuuken Kenkyaku=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_214b | |||
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. | |||
' | All three of the hits not only don't combo into each other, but leave a wide enough gap on hit to jab out of, if not punish with a close heavy (6f gaps on hit, 4f gaps on block, to be exact). This makes the move awful unless the 10 damage provided by the first hit will kill. | ||
}} | |||
===Tenbu Kyaku=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_16b | |||
| description = Costs 40% Spirit. | |||
Very slow, very unsafe, and lacking in really any utility. No point to ever pressing this move. | |||
At low Spirit, this move does 16 damage. Still terrible. | |||
}} | |||
==Super | ==Super Move== | ||
===Zantetsuha=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_2363214a | |||
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit. | |||
Actually an ok super. The projectile comes out fast and travels fast, making it a potentially decent harassment tool, especially since there's so little else you'll want to spend the meter on. Fine neutral tool. | |||
}} | |||
==Desperation Move== | ==Desperation Move== | ||
===Zantetsu Tourou Ken=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = eiji_4123632b | |||
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below. | |||
Big, damaging unblockable. Eiji doesn't have many chances to set this up; he can do it off throw, links into Low Attack, or cancelling 2HP anti-airs into it on a prayer. Ok DM. | |||
}} | |||
{{Navbox AOF2}} | {{Navbox AOF2}} |
Latest revision as of 04:15, 1 July 2024

Story
Eiji is a ninja of the Kisaragi clan, respected among many. However, there is one family the Kisaragis have never been able to defeat, and that is the Sakazakis. With determination to make his clan proud, he joins the King of Fighters tournament in order to defeat the Sakazakis once and for all, and prove his clan is number one.
Introduction
Eiji is a very weak character with poor special moves and decent normals. His main gameplan is to force mistakes from the opponent and punish them using his very limited toolkit. His supers are basic, run-of-the-mill AOF2 supers that will give you some mileage, especially considering he barely uses the meter he gets.
Strengths | Weaknesses |
---|---|
|
|
Colors
Movelist
Special Moves
Kisaragi Ryuuken Kenkyaku - +
- 20% Spirit
Super Move
Desperation Move
Zantetsu Tourou Ken - +
- 75% Spirit
Normals
Standing Normals
5LP
5LP
5A
5A |
---|
5LK
5LK
5B
5B |
---|
cl.HP
Close HP
5[A]
5[A] |
---|
f.HP
Far HP
5[A]
5[A] |
---|
cl.HK
Close HK
5[B]
5[B] |
---|
f.HK
Far HK
5[B]
5[B] |
---|
Crouching Normals
2LP
2LP
2LP
2LP |
---|
2LK
2LK
2LK
2LK |
---|
2HP
2HP
2HP
2HP |
---|
2HK
2HK
2HK
2HK |
---|
Jumping Normals
j.LP
j.LP
j.LP
j.LP |
---|
j.LK
j.LK
j.LK
j.LK |
---|
j.HP
j.HP
j.HP
j.HP |
---|
j,HK
j.HK
j.HK
j.HK |
---|
System Mechanics
Uppercut
Uppercut
AC
AC |
---|
Low Attack
Low Attack
BC
BC |
---|
Throw
Throw
6/4 C
6/4 C |
---|
Taunt
Taunt
D
D |
---|
Special Moves
Kikou Hou
Kikou Hou
236A
236A |
---|
Kasumi Giri
Kasumi Giri
214A
214A |
---|
Ryuueijin
Ryuueijin
28A
28A |
---|
Koppagiri
Koppagiri
646A
646A |
---|
Kisaragi Ryuuken Kenkyaku
Kisaragi Ryuuken Kenkyaku
214B
214B |
---|
Tenbu Kyaku
Tenbu Kyaku
16B
16B |
---|
Super Move
Zantetsuha
Zantetsuha
2363214A
2363214A |
---|
Desperation Move
Zantetsu Tourou Ken
Zantetsu Tourou Ken
4123632B
4123632B |
---|