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

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== Introduction==
== 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.
{{StrengthsAndWeaknesses
|ext=jpg
| description =Eiji is a very fast poking-focused character. Eiji's neutral 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 plenty of excellent pokes at both mid- and long-range, a few of which have disjointed projectile hitboxes. He also has an aerial projectile he can throw to stall his air momentum. Up close, Eiji's options are fairly limited. He can blockstring well and poke, but he lacks any kind of real mixup tools; using his teleports to do left-right 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 ==
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


specials:
Specials:
* qcf+B has less recovery
 
* qcf+B now has less recovery


Supers:
Supers:
* MAX qcf,hcb+P has slower startup, no invincibility after super flash


==Normal Moves==
* qcf,hcb+AC now has slower startup and no invincibility after super flash
 
== Normal Moves ==


'''Close'''
'''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'''
* cl.A: Whiffs on low crouchers. Can stop hops if you're too close for st.A. Chainable and cancelable.
*st. A: good for stopping hops. Whiffs on regular crouchers. Cancelable. Chainable.
 
*st. B: long range low. Cancelable.  
* cl.B: Large hitbox, making it good to stop jump-outs. Chainable and 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.  
* 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.
 
'''Standing'''
 
* st.A: Standard hop anti-air. Whiffs on regular crouchers. Chainable and cancelable.
 
* st.B: Long-range low. Cancelable.
 
* st.C: Longer-range cancelable poke. Has only 2 active frames, so it can be a bit unreliable. Cancelable.
 
* st.D: Another long-range poke. Has a large amount of low invincibility. Very safe on block.  
 
'''Crouching'''
 
* cr.A: Solid filler for combos and blockstrings. Chainable and cancelable.
 
* 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 low confirm tool.
 
'''Jumping'''
 
* j.A: A decent air-to-air button.
 
* j.B: Eiji's best crossup.
 
* nj.B: Good air-to-air button.
 
* j.C: Can be used for jump-ins or air-to-airs, but not the best choice for either.
 
* j.D: Good jump-in button. Can crossup, but it's harder to time than j.B. Can be used as an instant overhead with neutral or hyper hops.
 
'''CD Normals'''


'''Crouch'''
* st.CD: Somewhat slow startup, but has a nice hitbox in front of Eiji. Cancelable on hit, block, and whiff.
*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.CD: Good for blockstun pressure, and an okay air-to-air.
*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'''
== Throws ==
*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:''' <code>b/f+C/D</code>
'''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==
* Regular throw, techable. D version switches sides, C version does not. Eiji picks up the opponent, jumps up into the air, and throws them down. Both versions leave the opponent backturned with enough time to meaty.
 
== Command Moves ==


N/A
N/A


==Special Moves==
== Special Moves ==
'''Kikou Hou:''' qcf+P
 
'''Kikou Hou:''' <code>qcf+A/C</code>
 
* A version combos from heavy attacks, C version is slower but has a larger hitbox.
* 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.
* C version makes a great long-range poke, but can be punishable on whiff if read.
 
'''Kagenui:''' <code>qcf+A/C (in air)</code>


'''Kagenui:''' air qcf+P
* Eiji throws a kunai in the air. Stalls his momentum in the air completely.
* Eiji throws a kunai in the air. Stalls his momentum in the air completely.


* Must be blocked low if it hits near their toe.  
* 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.
* Can OTG, but it's not guaranteed off anything. Can be done from a forward dash & backdash.


'''Kasumi Kiri:''' qcb+P
* Cannot be canceled into from the air, as Eiji has no cancelable air normals.
* Combos from light attacks. Can work well as AA. Long recovery period.


* counts as a projectile so can destroy other regular projectiles.
'''Kasumi Kiri:''' <code>qcb+A/C</code>


'''Ryuu Kagejin:''' dp+P
* Combos from light attacks. Can work well as an anti-air. Long recovery period.
* Reflects projectiles (including DM), massive active frames.


* Combos from heavy attacks but only on backturned.
* Counts as a projectile, so it can destroy other regular projectiles.


* dp+A gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.
'''Ryuu Kagejin:''' <code>dp+A/C</code>


'''Kage Utsushi:''' qcf+K
* Reflects projectiles (including projectile DMs), massive active frames.
* 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.  
* Combos from heavy attacks, but only on backturned opponents.
 
* A version gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.
 
'''Kage Utsushi:''' <code>qcf+B/D</code>
 
* B version has high/mid level invincibility, D version has low invincibility, allowing you to move through projectiles with the right choice. D version goes further.
 
'''Kotsu Hazaki Kiri:''' <code>hcb+B/D</code>
 
* 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.
* 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
'''Tenba Kyaku:''' <code>rdp+B/D</code>
* D version combos from c.D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.
 
* D version combos from cr.D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.
 
== Desperation Moves ==
 
'''Zantetsu Nami:''' <code>qcf,hcb+A/C</code>
 
* Amazing DM. 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 Eijis to spam this when they are on on low health.
 
* Combos from lights.
 
* MAX version throws two projectiles.
 
'''Zantetsu Kamakiriken:''' <code>qcf,hcb+B/D</code>
 
* Combos from lights, does slightly more damage than qcf,hcb+P.
 
* MAX version switches sides and does hard knockdown.
 
== Combos ==
 
'''General Notes'''
 
* qcb+P, qcf+A, and hcb+B can all be replaced in combos with qcf,hcb+P or qcf,hcb+K if you have the resources.
 
* qcf,hcb+P and qcf,hcb+K can be replaced with their MAX versions in combos if you have the resources.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.A, qcb+P</code>
: Tends to whiff unless your jump is perfect, so omit the cr.B when doing after a jump.
 
: <code>cr.D(1), rdp+D, cr.A, qcb+P</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cl.C/cr.D(1), qcf+A/hcb+B</code>
: Good jump-in/punish meterless combo. hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.
 
: <code>cr.A, cl.C/cl.D, qcf+A/hcb+B</code>
 
''Corner''
 
: <code>(j.X), cr.D(1), rdp+D, cl.C, qcf+A/hcb+B</code>
 
: <code>rdp+B, cl.C, qcf+A/hcb+B</code>
: hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.
 
''Quick Dodge''
 
: <code>cr.D(1), AB, qcf+A/hcb+B</code>
: hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.
 
: <code>(j.X), cl.D, AB, qcf+A/hcb+B</code>
: hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.
 
===With Meter===


==DM==
: <code>cl.C, qcf,hcb+K</code>
'''Zantetsu Nami:''' qcf,hcb+P
: Combo from a meaty cl.C.
* 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.  
: <code>dp+P, qcf,hcb+C</code>
: Conversion from a projectile reflected by dp+P.


*Combos from lights.
: <code>dp+A/j.CD, qcf,hcb+K/P</code>
: Counterhit conversions. qcf,hcb+K is preferred if the counterhit occurs close to the ground and qcf,hcb+P is better if the counterhit occurs high in the air.


'''Zantetsu Kamakiriken:''' qcf,hcb+K
''Quick Dodge''
* Combos from lights, does slightly more damage than qcf,hcb+P. SDM version switches sides and does hard knockdown.


==Combos==
: <code>cr.D(1), AB, qcf,hcb+K</code>
====Normal====
* c.B, c.A, qcb+P - tends to whiff unless your jump is perfect, so omit the c.B when doing from a jump.
* far s.C/c.D [1 hit], qcf+A/hcb+B
* j.X, s.C/s.D, qcf+A/hcb+B
* c.D [1 hit], rdp+D, c.A, qcb+P - midscreen
* j.X, c.D [1 hit], rdp+D, s.C, qcf+A/hcb+B - corner
* rdp+B, s.C, qcf+A/hcb+B - corner
* c.A, s.C/s.D - link
(hcb+B gives slightly better advatage on wakeup but is unsafe when blocked, qcf+A gives more meter)


====(S)DM====
: <code>(j.X), cl.D, AB, qcf,hcb+K</code>
* any of the above combos but with an (S)DM instead of the final special.


QuickMAX
===With Quick Max===
* s.C, QM, qcf,hcb+P (S)DM - this is a link
* far s.D, QM, qcf,hcb+P (S)DM
* c.B, c.A, QM, s.C/s.D, special or DM (must walk forward slightly. alternatively you can just do a single c.B and you won't have to walk forward).


====Quick Dodge====
: <code>cl.C, ABC, qcf,hcb+K/P</code>
* c.D [1 hit], QD, qcf+A/hcb+B/qcf,hcb+K DM
* j.X, s.D, QD, qcf+A/hcb+B/qcf,hcb+K DM


====Misc====
: <code>st.D, ABC, qcf,hcb+K/P</code>
* meaty s.C, qcf,hcb+C
* dp+P fireball reflect, qcf,hcb+C
* dp+A counterhit, qcf,hcb+C
* j.CD counterhit, qcf,hcb+C


==Notes==
: <code>cr.B, (cr.A), ABC, cl.C/cl.D, qcf,hcb+K/P</code>
* j.B and j.D are crossups, j.D is an instant overhead. s.A and far s.A will whiff on crouchers.
: Requires a microwalk if the cr.A is included.
* 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 ==
== Strategy & Tips ==

Latest revision as of 20:14, 25 September 2022

Kyo98umfeeiji.jpg

Notationkof.png
Kof98umfeeijimovelist.png


Introduction

Eiji is a very fast poking-focused character. Eiji's neutral 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 plenty of excellent pokes at both mid- and long-range, a few of which have disjointed projectile hitboxes. He also has an aerial projectile he can throw to stall his air momentum. Up close, Eiji's options are fairly limited. He can blockstring well and poke, but he lacks any kind of real mixup tools; using his teleports to do left-right 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 now has less recovery

Supers:

  • qcf,hcb+AC now has slower startup and 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. Chainable and cancelable.
  • cl.B: Large hitbox, making it good to stop jump-outs. Chainable and cancelable.
  • 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.

Standing

  • st.A: Standard hop anti-air. Whiffs on regular crouchers. Chainable and cancelable.
  • st.B: Long-range low. Cancelable.
  • st.C: Longer-range cancelable poke. Has only 2 active frames, so it can be a bit unreliable. Cancelable.
  • st.D: Another long-range poke. Has a large amount of low invincibility. Very safe on block.

Crouching

  • cr.A: Solid filler for combos and blockstrings. Chainable and cancelable.
  • 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 low confirm tool.

Jumping

  • j.A: A decent air-to-air button.
  • j.B: Eiji's best crossup.
  • nj.B: Good air-to-air button.
  • j.C: Can be used for jump-ins or air-to-airs, but not the best choice for either.
  • j.D: Good jump-in button. Can crossup, but it's harder to time than j.B. Can be used as an instant overhead with neutral or hyper hops.

CD Normals

  • st.CD: Somewhat slow startup, but has a nice hitbox in front of Eiji. Cancelable on hit, block, and whiff.
  • j.CD: Good for blockstun pressure, and an okay air-to-air.

Throws

Kuuchuu Ippan Seoi: b/f+C/D

  • Regular throw, techable. D version switches sides, C version does not. Eiji picks up the opponent, jumps up into the air, and throws them down. Both versions leave the opponent backturned with enough time to meaty.

Command Moves

N/A

Special Moves

Kikou Hou: qcf+A/C

  • 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: qcf+A/C (in air)

  • 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 forward dash & backdash.
  • Cannot be canceled into from the air, as Eiji has no cancelable air normals.

Kasumi Kiri: qcb+A/C

  • Combos from light attacks. Can work well as an anti-air. Long recovery period.
  • Counts as a projectile, so it can destroy other regular projectiles.

Ryuu Kagejin: dp+A/C

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

Kage Utsushi: qcf+B/D

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

Kotsu Hazaki Kiri: hcb+B/D

  • 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+B/D

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

Desperation Moves

Zantetsu Nami: qcf,hcb+A/C

  • Amazing DM. 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 Eijis to spam this when they are on on low health.
  • Combos from lights.
  • MAX version throws two projectiles.

Zantetsu Kamakiriken: qcf,hcb+B/D

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

Combos

General Notes

  • qcb+P, qcf+A, and hcb+B can all be replaced in combos with qcf,hcb+P or qcf,hcb+K if you have the resources.
  • qcf,hcb+P and qcf,hcb+K can be replaced with their MAX versions in combos if you have the resources.

Meterless

Low

cr.B, cr.A, qcb+P
Tends to whiff unless your jump is perfect, so omit the cr.B when doing after a jump.
cr.D(1), rdp+D, cr.A, qcb+P

Mid/Jump-In

(j.X), cl.C/cr.D(1), qcf+A/hcb+B
Good jump-in/punish meterless combo. hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.
cr.A, cl.C/cl.D, qcf+A/hcb+B

Corner

(j.X), cr.D(1), rdp+D, cl.C, qcf+A/hcb+B
rdp+B, cl.C, qcf+A/hcb+B
hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.

Quick Dodge

cr.D(1), AB, qcf+A/hcb+B
hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.
(j.X), cl.D, AB, qcf+A/hcb+B
hcb+B gives slightly better advantage on wakeup but is unsafe when blocked, qcf+A gives more meter.

With Meter

cl.C, qcf,hcb+K
Combo from a meaty cl.C.
dp+P, qcf,hcb+C
Conversion from a projectile reflected by dp+P.
dp+A/j.CD, qcf,hcb+K/P
Counterhit conversions. qcf,hcb+K is preferred if the counterhit occurs close to the ground and qcf,hcb+P is better if the counterhit occurs high in the air.

Quick Dodge

cr.D(1), AB, qcf,hcb+K
(j.X), cl.D, AB, qcf,hcb+K

With Quick Max

cl.C, ABC, qcf,hcb+K/P
st.D, ABC, qcf,hcb+K/P
cr.B, (cr.A), ABC, cl.C/cl.D, qcf,hcb+K/P
Requires a microwalk if the cr.A is included.

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