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Art of Fighting 2/Eiji Kisaragi

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Art of Fighting 2

OverviewStrategyDataCombos

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
  • fHK is a pretty good normal
  • Most of his normals range from mid to bad
  • Specials range from bad to very bad
  • Does very bad damage off stray hits
  • Does well below average damage on even the biggest punishes
  • No reversal
  • No sweep + bad throw + bad combos = no knockdowns
  • Stubby buttons aside from fHK
  • Just kinda doesn't have anything going for him

Colors

Movelist

Special Moves

Kikou Hou - + - 20% Spirit

Kasumi Giri - + - 20% Spirit

Ryuueijin - + - 20% Spirit

Koppagiri - + - 20% Spirit

Kisaragi Ryuuken Kenkyaku - + - 20% Spirit

Tenbu Kyaku - + - 40% Spirit

Super Move

Zantetsuha - + - 75% Spirit

Desperation Move

Zantetsu Tourou Ken - + - 75% Spirit

Normals

Standing Normals

5LP

5LP
5A
5A
6 Mid No 3 4 2 +5 +7 -

Stand jab with good frame data. Fast and disjointed poke.

5LK

5LK
5B
5B
10 Mid Yes 7 6 10 -3 -1 -

Pretty sluggish for how little damage it deals. Still an ok anti-air.

cl.HP

Close HP
5[A]
5[A]
16 Mid Yes 4 6 4 +11 +7 -

Super plus normal. So plus, in fact, you can actually link into Low Attack for a combo that ends in kd. This is Eiji's only way of comboing into a kd, so savor it.

f.HP

Far HP
5[A]
5[A]
16 Mid Yes 7 6 16 -1 -5 -

Standard poke. Decent damage but a bit sluggish. Eiji's fHP reaches slightly farther than a lot of fHPs, but not far enough for it to matter with how movement is in this game.

cl.HK

Close HK
5[B]
5[B]
10 Mid Yes 10 1 16 +8 +4 -

Worse clHP with the same activation range and no benefits. Avoid.

f.HK

Far HK
5[B]
5[B]
19,19 Mid 2nd hit 5 7(12)5 7 +8 +4 -

Eiji's best feature. Advancing plus on block normal that does a lot of damage, and the second hit is fast enough to link into Low Attack on hit for a kd. The two hits don't combo into each other, but the sequence is a natural 1f frametrap on hit and a true blockstring on block. Good poke.

Crouching Normals

2LP

2LP
2LP
2LP
6 Low No 3 4 2 +5 +7 -

5LP but it's a low. Similarly useful.

2LK

2LK
2LK
2LK
8 Low Yes 5 4 4 +3 +5 -

Same range as 2LP with slightly worse frame data and 2 extra damage. Not really preferred over 2LP.

2HP

2HP
2HP
2HP
10 Low Yes 6 6 11 +4 0 -

Ok anti-air.

2HK

2HK
2HK
2HK
8,8 Low 2nd hit 5 12 7 0 -4 -

Same range as 2LP/2LK. Doesn't knock down and doesn't combo into anything, but does a bit of extra damage if both hits connect. Occasionally useful.

Jumping Normals

j.LP

j.LP
j.LP
j.LP
6 High No 7 12 7 on ground N/A N/A -

Worse than jLK with no upsides. Avoid.

j.LK

j.LK
j.LK
j.LK
10 High No 3 13 7 on ground N/A N/A -

Good, active air normal to control space with.

j.HP

j.HP
j.HP
j.HP
10 High No 7 12 7 on ground N/A N/A -

Also worse than jLK with no upsides. Avoid.

j,HK

j.HK
j.HK
j.HK
8,8 High No 9 6(2)12 7 on ground N/A N/A -

It's seemingly not possible to get both hits of this normal to connect. At the height where the first hit connects vs a grounded opponent, Eiji lands before the second hit can connect. On air hit, both hits cause an air reset, preventing the first hit from comboing into the second. With this in mind, it's more like a very active air button that does 8 damage than a 2-hit button. It's not all that much more active than jLK, and it's a lot slower and a bit less damaging. Probably just stick to jLK.

System Mechanics

Uppercut

Uppercut
AC
AC
10 Mid Yes 8 6 7 +99 (KD) +1 -

Another ok anti-air. This one knocks down.

Low Attack

Low Attack
BC
BC
10 Low Yes 8 5 27 +33 -18 -

Can be linked out of after some heavies for a knockdown, which is nice. Useful kd poke as well due to Eiji not having a traditional sweep.

Throw

Throw
6/4 C
6/4 C
30 Throw No 1 1 0 +62 (KD) N/A -

Standard throw. You can dash up after and run whatever pressure Eiji has if they don’t tech. Unfortunately, the animation is really long, so they probably will tech on reaction.

Taunt

Taunt
D
D
0 N/A No 1 0 49 N/A N/A -

Standard taunt. Taunting is useful in neutral due to the drain on the opponent's Spirit.

Special Moves

Kikou Hou

Kikou Hou
236A
236A
30 Mid No 17 11 33 +76 (KD) -22 -

Costs 20% Spirit. Cannot be special cancelled into.

The active frames on this move are way earlier than you think; it starts being active right when he starts moving his hand and stops being active before the particles can leave his hand. With that being said, this is a slow, short-ranged, unsafe option with no real utility. Avoid.

At low Spirit, this move no longer knocks down, the animation is sped up considerably, and the move does 8 damage. This is even more awful than the regular version.

Kasumi Giri

Kasumi Giri
214A
214A
26 Mid No 12 19 9 -10 -14 -

Costs 20% Spirit. Cannot be special cancelled into.

Not nearly as good as you remember it from KOF. Quite big, quite active, and pretty damaging poke, making it occasionally useful to just sorta do, since Eiji has so little else to spend meter on. Not all that helpful, though.

At low Spirit, this move is much less active and deals 7 damage. Avoid using this move at low Spirit.

Ryuueijin

Ryuueijin
28A
28A
24 Mid No 3 68 20 +7 +3 -

Costs 20% Spirit. Cannot be special cancelled into.

Would be great combo filler but for some reason cannot be cancelled into. Due to this, plus its tiny hitbox, there's no point to this. In addition, this move has a unique property where, on hit or block, the animation will immediately cancel and go into recovery; this means the frame data is always consistent if the move connects, which also means you can't use this as a super plus on block meaty or anything.

At low Spirit, this move deals 8 damage, has a faster animation, and loses the aforementioned consistent frame data property. This is just as bad as the real thing. Avoid.

Koppagiri

Koppagiri
646A
646A
26 Mid No 5 24 7 0 -4 -

Costs 20% Spirit. Cannot be special cancelled into.

Safe on block due to the pushback, but pretty unhelpful. After Eiji catches his target, the swing is pretty sluggish, making this move potentially reactable at the ranges you'd want a run-up attack. You can't cancel into it to sneak your way in off a poke, so there's no reason to use this as opposed to just forward dashing and pressing a normal.

At low Spirit, Eiji will travel nowhere before slicing immediately, the frame advantage on hit/block become significantly worse, and the move does 8 damage. Awful.

Kisaragi Ryuuken Kenkyaku

Kisaragi Ryuuken Kenkyaku
214B
214B
10,10,10 Mid No 5 8(18)5(17)15 16 0 -6 -

Consumes 20% Spirit on use if available, but is unchanged at low Spirit.

All three of the hits not only don't combo into each other, but leave a wide enough gap on hit to jab out of, if not punish with a close heavy (6f gaps on hit, 4f gaps on block, to be exact). This makes the move awful unless the 10 damage provided by the first hit will kill.

Tenbu Kyaku

Tenbu Kyaku
16B
16B
32 Mid No 34 9 12 +78 (KD) -20 -

Costs 40% Spirit.

Very slow, very unsafe, and lacking in really any utility. No point to ever pressing this move.

At low Spirit, this move does 16 damage. Still terrible.

Super Move

Zantetsuha

Zantetsuha
2363214A
2363214A
52 Mid No 19 Projectile 64 +58 (KD) -40 -

Costs 75% Spirit. Can only be executed with sufficient Spirit.

Actually an ok super. The projectile comes out fast and travels fast, making it a potentially decent harassment tool, especially since there's so little else you'll want to spend the meter on. Fine neutral tool.

Desperation Move

Zantetsu Tourou Ken

Zantetsu Tourou Ken
4123632B
4123632B
80 Unblockable No 41 24 7 +84 (KD) N/A -

Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.

Big, damaging unblockable. Eiji doesn't have many chances to set this up; he can do it off throw, links into Low Attack, or cancelling 2HP anti-airs into it on a prayer. Ok DM.

Art of Fighting 2
General

ControlsFAQSystem

Characters

Eiji KisaragiJack TurnerJohn CrawleyKingLee Pai LongMickey RogersMr. BigRobert GarciaRyo SakazakiTakuma SakazakiTemjinYuri Sakazaki