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Art of Fighting 2/Eiji Kisaragi: Difference between revisions
Added better descriptions to special moves and an overview section. |
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==Special Moves== | ==Special Moves== | ||
'''Kikouhou''' - 236A (20% Spirit) | '''Kikouhou''' - <code>236A (20% Spirit)</code> | ||
* Eiji shoots a blast of ki energy from his palm. | * Eiji shoots a blast of ki energy from his palm. The hitbox only reaches as far as the sprite. | ||
* Not very useful due to the pitiful range. | |||
'''Kasumigiri''' - 214A (20% Spirit) | '''Kasumigiri''' - <code>214A (20% Spirit)</code> | ||
* Eiji creates | * Eiji creates a crescent slash attack. | ||
* This is Eiji's main anti-air. | |||
'''Ryueijin''' - 28A (20% Spirit) | '''Ryueijin''' - <code>28A (20% Spirit)</code> | ||
* Eiji creates a | * Eiji creates a wave of energy that can reflect projectiles. | ||
* Has lighting-fast startup and is Eiji's main anti-zoning tool. | |||
'''Koppagiri''' - 646A (20% Spirit) | '''Koppagiri''' - <code>646A (20% Spirit)</code> | ||
* Eiji rushes towards the opponent and performs a slash. | * Eiji rushes towards the opponent and performs a delayed slash. | ||
* Not much use due to the delay of the slash after Eiji reaches the opponent. | |||
'''Kisagari Ryuuken Kenkyaku''' - 214B (20% Spirit) | '''Kisagari Ryuuken Kenkyaku''' - <code>214B (20% Spirit)</code> | ||
* Eiji delivers a series of kicks. | * Eiji delivers a series of kicks. | ||
* Completely useless as none of the hits combo into each other. | |||
'''Tenbakyaku''' - 16B (40% Spirit) | '''Tenbakyaku''' - <code>16B (40% Spirit)</code> | ||
* Eiji takes to the air to deliever a series of kicks. | * Eiji takes to the air to deliever a series of kicks. | ||
* Can work somewhat decently as an evasive tool, but the meter cost isn't worth it. | |||
==Super Moves== | ==Super Moves== | ||
'''Zantetsuha''' - 2363214A (75% Spirit) | '''Zantetsuha''' - <code>2363214A (75% Spirit)</code> | ||
* Eiji creates a large | * Eiji creates a large energy wave. | ||
* Expensive, but high damage anti-zoning tool. | |||
* Useful for blowing straight through projectiles. | |||
==Desperation | ==Desperation Move== | ||
''' | '''Zantetsu Tourouken''' - <code>41236312B (75% Spirit, Low Health)</code> | ||
* Ranbu-type desperation super. | * Ranbu-type desperation super. | ||
* Useful as a punish or a last resort option. | |||
==Overview== | |||
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. Unlike his appearances in KOF, especially in '95 and '98 UMFE, Eiji's special moves are completely terrible, with the only noteworthy ones being Kasumigiri (214A) and Ryueijin (28A). Even then, Kasumigiri is a far cry from its KOF glory. 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. | |||
{{Navbox AOF2}} | {{Navbox AOF2}} |
Revision as of 20:58, 12 January 2024
Special Moves
Kikouhou - 236A (20% Spirit)
- Eiji shoots a blast of ki energy from his palm. The hitbox only reaches as far as the sprite.
- Not very useful due to the pitiful range.
Kasumigiri - 214A (20% Spirit)
- Eiji creates a crescent slash attack.
- This is Eiji's main anti-air.
Ryueijin - 28A (20% Spirit)
- Eiji creates a wave of energy that can reflect projectiles.
- Has lighting-fast startup and is Eiji's main anti-zoning tool.
Koppagiri - 646A (20% Spirit)
- Eiji rushes towards the opponent and performs a delayed slash.
- Not much use due to the delay of the slash after Eiji reaches the opponent.
Kisagari Ryuuken Kenkyaku - 214B (20% Spirit)
- Eiji delivers a series of kicks.
- Completely useless as none of the hits combo into each other.
Tenbakyaku - 16B (40% Spirit)
- Eiji takes to the air to deliever a series of kicks.
- Can work somewhat decently as an evasive tool, but the meter cost isn't worth it.
Super Moves
Zantetsuha - 2363214A (75% Spirit)
- Eiji creates a large energy wave.
- Expensive, but high damage anti-zoning tool.
- Useful for blowing straight through projectiles.
Desperation Move
Zantetsu Tourouken - 41236312B (75% Spirit, Low Health)
- Ranbu-type desperation super.
- Useful as a punish or a last resort option.
Overview
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. Unlike his appearances in KOF, especially in '95 and '98 UMFE, Eiji's special moves are completely terrible, with the only noteworthy ones being Kasumigiri (214A) and Ryueijin (28A). Even then, Kasumigiri is a far cry from its KOF glory. 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.