Difference between revisions of "The King of Fighters '98 UMFE/Eiji Kisaragi"

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* any of the above combos but with an (S)DM instead of the final special.
* any of the above combos but with an (S)DM instead of the final special.


QuickMAX
====Quick Max====
* cl.C, ABC, qcf,hcb+P (S)DM - this is a link
* cl.C, ABC, qcf,hcb+P (S)DM - this is a link
* far st.D, ABC, qcf,hcb+P (S)DM
* far st.D, ABC, qcf,hcb+P (S)DM

Revision as of 14:00, 18 October 2021

Kyo98umfeeiji.jpg

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Introduction

Eiji is a very fast poking focused character. Eijis neutral game 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 some excellent long ranged pokes like his qcf+C and good mid ranged pokes with his st.D and qcb+P. He also has an aerial projectile he can throw to stall his air momentum. Up close Eijis options are fairly limited. He can blockstring well and poke but he lacks any kind of real mixup tools, using his teleports to do which side 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:

  • qcf+B has less recovery

Supers:

  • MAX qcf,hcb+P has slower startup, no invincibility after super flash

Normal Moves

Close

  • cl. A: whiffs on low crouchers. can stop hops if you're too close for st.A. cancelable. Chainable.
  • cl. B: Large hitbox making it good to stop jumpouts. Cancelable. Chainable.
  • cl. C: fast startup. Has a lot of active frames so it's good for meaties. Cancelable.
  • cl. D: Two hitting normal. good for combos since it has fast startup. Cancelable on second hit.

Stand

  • st. A: good for stopping hops. Whiffs on regular crouchers. Cancelable. Chainable.
  • st. B: long range low. Cancelable.
  • st. C: longer range poke. has only 2 active frames so can be a bit unreliable. Cancelable.
  • st. D: another long range poke. has a large amount of low invul. Very safe on block.

Crouch

  • cr. A: good to chain into for combos and blockstrings. Cancelable. Chainable.
  • cr. B: hits low. good for low confirms. Chainable.
  • cr. C: an okay anti air. on air hit you can cancel it into light teleport for a cross under. Cancelable.
  • cr. D: a two hitting sweep. First hit is cancelable making this both a sweep and a confirm tool.

Jump

  • j. A: a decent. air to air button
  • j. B: good crossup button.
  • neutral j.B: good air to air button.
  • j. C: can be used for jumpins or air to airs but not the best choice for either.
  • j. D: good jumpin button. Can crossup but it's harder to time than j.B. Can be used as an instant overhead with neutral or hyper hops.

Blowback

  • st. CD: a bit slow startup but has a nice hitbox in front of Eiji. Cancelable on contact or whiff.
  • j. CD: good for blockstun pressure and an okay air to air.

Throws

Kuuchuu Ippan Seoi: b/f+C/D

  • Regular throw, techable. Eiji picks up the opponent, jumps up into the air and throws them down. Both leave the opponent backturned with enough time to meaty.

Command Normals

N/A

Special Moves

Kikou Hou: qcf+P

  • 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: air qcf+P

  • 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 front & backdash. No cancellable air normals.

Kasumi Kiri: qcb+P

  • Combos from light attacks. Can work well as AA. Long recovery period.
  • counts as a projectile so can destroy other regular projectiles.

Ryuu Kagejin: dp+P

  • Reflects projectiles (including DM), massive active frames.
  • Combos from heavy attacks but only on backturned.
  • dp+A gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.

Kage Utsushi: qcf+K

  • B versions has high/mid level invincibility, D version has low, allowing you to move through projectiles with the right choice. D version goes further.

Kotsu Hazaki Kiri: hcb+K - 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: rdp+K

  • D version combos from c.D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.

DM

Zantetsu Nami: qcf,hcb+P

  • Amazing super. 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 Eiji's to spam this when they are on on low health.
  • Combos from lights.

Zantetsu Kamakiriken: qcf,hcb+K

  • Combos from lights, does slightly more damage than qcf,hcb+P. SDM version switches sides and does hard knockdown.

Combos

Normal

  • cr.B, cr.A, qcb+P - tends to whiff unless your jump is perfect, so omit the cr.B when doing from a jump.
  • far cl.C/cr.D [1 hit], qcf+A/hcb+B
  • j.X, cl.C/cl.D, qcf+A/hcb+B
  • cr.D [1 hit], rdp+D, cr.A, qcb+P - midscreen
  • j.X, cr.D [1 hit], rdp+D, cl.C, qcf+A/hcb+B - corner
  • rdp+B, cl.C, qcf+A/hcb+B - corner
  • cr.A, cl.C/cl.D - link

(hcb+B gives slightly better advatage on wakeup but is unsafe when blocked, qcf+A gives more meter)

(S)DM

  • any of the above combos but with an (S)DM instead of the final special.

Quick Max

  • cl.C, ABC, qcf,hcb+P (S)DM - this is a link
  • far st.D, ABC, qcf,hcb+P (S)DM
  • cr.B, cr.A, ABC, cl.C/cl.D, special or DM (must walk forward slightly. alternatively you can just do a single cr.B and you won't have to walk forward).

Quick Dodge

  • cr.D [1 hit], AB, qcf+A/hcb+B/qcf,hcb+K DM
  • j.X, cl.D, AB, qcf+A/hcb+B/qcf,hcb+K DM

Misc

  • meaty cl.C, qcf,hcb+C
  • dp+P fireball reflect, qcf,hcb+C
  • dp+A counterhit, qcf,hcb+C
  • j.CD counterhit, qcf,hcb+C

Notes

  • j.B and j.D are crossups, j.D is an instant overhead. s.A and far s.A will whiff on crouchers.
  • s.D [2 hit] can be punished or rolled during the gap between the hits when it is blocked.
  • far s.D can hop over low pokes.
  • c.C is good anti-air and cancellable. On counterhit it combos with qcb+P and qcf,hcb+C. A good way to set up meaty hcb+K (another way is from far s.A anti-air against hops).

Strategy & Tips

Videos

King of Fighters 98 UM FE: Eiji Guide by Mash It Out

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

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro