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Art of Fighting 2/Eiji Kisaragi
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 |
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Colors
Movelist
Special Moves
Kisaragi Ryuuken Kenkyaku - + - 20% Spirit
Super Move
Desperation Move
Zantetsu Tourou Ken - + - 75% Spirit
Special Moves
Kikouhou - qcf + A (236 + A) [20% spirit meter]
- Eiji creates a short blast of ki energy from his palm, where it lingers for a second
- Not very useful as a poke due to poor range and startup
- Can be used in some scenarios as a frame trap
Kasumigiri - qcb + A (214 + A) [20% spirit meter]
- Eiji creates swings a large energy blade at the opponent
- Eiji's best move to catch people jumping, dashing in, or pressing buttons
- Difficult to use do to its startup
- The energy blade is shorter the less meter you have
Ryueijin - d, u + A ([2]8 + A) [20% spirit meter]
- Eiji creates a short wave of energy that reflects projectiles
- Has fast startup and is Eiji's main anti-zoning tool
- Can also be used to stop pokes from the opponent
Koppagiri - f, b, f + A (646 + A) [20% spirit meter]
- 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
- Usually slower than a normal dash into attack but has some use if done close to the opponent
Kisagari Ryuuken Kenkyaku - qcb + A (214 + A) [20% spirit meter]
- Eiji delivers a series 3 kicks
- Useful as a pressure tool
- Must be blocked high in order to escape repeating Kisagari Ryuuken Kenkyakus
- Can be escaped if the opponent mashes a stand attack but often at the cost of a trade
Tenbakyaku - db, f + A ([1]6 + A) [40% spirit meter]
- Eiji jumps in a long arc in the air to deliver a series of kicks
- Can be used to escape situations or punish from afar
- Generally safe to use but consumes a lot of meter
Super Moves
Zantetsuha - qcf, hcb + A (2363214 + A) [75% spirit meter]
- Eiji slashes the air and sends flying a huge wave of energy
- Extremely quick startup compared to other supers
- Useful for blowing straight through projectiles or as a predictive anti-air
Desperation Move
Zantetsu Tourouken - hcf, reverse qcf +B (41236312 + B) (75% Spirit, Low Health)
- Eiji rushes towards the opponent to deliver an unlockable barrage attack
- Does massive damage and can be safely performed on knocked down opponents
- Move can only be performed when health is low enough (Eiji's stance will change as a sign)