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Art of Fighting 2/Eiji Kisaragi: Difference between revisions
Added better descriptions to special moves and an overview section. |
Stressedin (talk | contribs) added backstory section |
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[[File: | [[File:AOF2 Eiji Illustration.jpg|thumb|right]] | ||
==Backstory== | |||
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. | |||
==Special Moves== | ==Special Moves== |
Revision as of 16:58, 28 January 2024
Backstory
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.
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.