Killer Instinct (2013)/Eyedol: Difference between revisions

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{{KI2013Header}}
{{KI2013 Character Infobox
 
|name=Eyedol
{{KI2013CharacterHeader|Eyedol|Eyedol|
|image=KI2013_Eyedol_CSS.png
N/A
|forward walk speed= '''Warrior:''' 41f to cross two large training mode squares</br>
|
''Run speed:'' 18f to cross two large training mode squares</br>
N/A}}
'''Mage:''' 77f to cross two large training mode squares
|backwards walk speed= '''Warrior:''' 61f to cross two large training mode squares
'''Mage:''' 127f to cross two large training mode squares
|forward dash duration= '''Warrior:''' 30f+
'''Mage:''' 25f
|backdash duration= '''Warrior:''' 22f
'''Mage:''' 25f
|pre-jump frames= 5f
|jump duration= '''Warrior:''' 32f
'''Mage:''' 38f
|landing recovery= 4f
|advantage post grounded combo breaker= +1
}}


== Universal Mechanics ==
== Universal Mechanics ==
=== Instinct ===
=== Instinct ===
'''Awakening:''' Eyedol's specials combine the properties of their Warrior and Mage counterparts, and he can do any command normal from either stance.
'''Awakening:''' Eyedol's specials combine the properties of their Warrior and Mage counterparts, and he can do any command normal from either stance.
=== Combat Trait ===
=== Combat Traits ===
'''Head Switching:''' Eyedol has a chance of changing stances after returning to neutral from any special, ender, or grounded medium/heavy normal.  If Eyedol doesn't switch. the likeliness of switching increases on the next move.
'''Head Switching:''' Eyedol has a chance of changing stances after returning to neutral from any special, ender, or grounded medium/heavy normal.  If Eyedol doesn't switch. the likeliness of switching increases on the next move.
'''Cosmic Charges:''' By landing Crushing Roar and Tele-Strike, Eyedol earns pips that let Warrior run or jump-cancel his attacks, and power up Mage's specials.


== Shared Normals ==
== Shared Normals ==
=== Ground Normals ===
=== Ground Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BSLPhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Light Punch
|name= Standing Light Punch
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   |on block= -1
   |on block= -1
   |special properties= Chain
   |special properties= Chain
   |description= To Do
   |description= Chains up to 3 times.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BSLKhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Light Kick
|name= Standing Light Kick
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   |damage= 8(2%)
   |damage= 8(2%)
   |counter-hit damage= 10(2%)
   |counter-hit damage= 10(2%)
   |potential damage= ==
   |potential damage= --
   |shadow on hit= 1.6
   |shadow on hit= 1.6
   |shadow on block= 2.4
   |shadow on block= 2.4
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BSMKhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Medium Kick
|name= Standing Medium Kick
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   |on hit= +1
   |on hit= +1
   |on counter-hit= +6
   |on counter-hit= +6
   |on block= +1
   |on block= -1
   |special properties= --
   |special properties= --
   |description= To Do
   |description= *A button without much identity despite appearing strong in a vacuum.
*Most pushback of Eyedol's normals.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BSHKhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Heavy Kick
|name= Standing Heavy Kick
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   |on block= 0
   |on block= 0
   |special properties= --
   |special properties= --
   |description= Huge normal and excellent meaty.
   |description= Huge normal and excellent meaty.  The range is so good that it can avoid some reversals at tipper range, such as Puddle Punch.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BCLPhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Crouching Light Punch
|name= Crouching Light Punch
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   |on block= -2
   |on block= -2
   |special properties= Chain
   |special properties= Chain
   |description= To Do
   |description= *Chains thrice on hit and twice on block.
*2LP has a unique trait: cancel into neutral Crushing Roar on block and it will connect.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BCLKhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Crouching Light Kick
|name= Crouching Light Kick
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   |damage= 12(3%)
   |damage= 12(3%)
   |counter-hit damage= 16(4%)
   |counter-hit damage= 16(4%)
   |potential damage= ==
   |potential damage= --
   |shadow on hit= 1.6
   |shadow on hit= 1.6
   |shadow on block= 2.4
   |shadow on block= 2.4
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BCMKhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Medium Kick
|name= Crouching Medium Kick
|linkname= 5MK
|linkname= 2MK
|input= Stand MK/5MK
|input= Crouch MK/2MK
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
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   |on block= -6
   |on block= -6
   |special properties= --
   |special properties= --
   |description= Long range low that works harmoniously with Meteor-Strike and pip-cancelled Head Bash.
   |description= *Long range low that works harmoniously with Meteor-Strike and pip-cancelled Head Bash.
*Despite the extended hurtboxes and disadvantage on block, it's not easy to punish if you hit at the tip.
*Shifts Eyedol's position forward quite a bit.  Special cancel from this to recover lost ground.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol BCHKhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
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   |on counter-hit= +53
   |on counter-hit= +53
   |on block= -4
   |on block= -4
   |special properties= Hard knockdown
   |special properties= Hard Knockdown
   |description= Standard sweep.   
   |description= Standard sweep.  Use this during juggles for some okizeme.
  }}
  }}
}}
}}


{{MoveData
|image= To Do
|caption= Test Caption
|name= Wake Up!
|linkname= 4HP
|input= Back HP/4HP
|data=
{{AttackData-KI2013
  |damage= 10(2%) to self
  |total duration= 41f
  |special properties= Induces stance switch
  |description= *Eyedol punches his inactive head, increasing his chances of switching.
**A switch is guaranteed within 9 smacks.
*Truth be told, you shouldn't be fishing for a head swap unless you're between rounds, Eyedol's favour.  The health drain is just too severe.
*In Instinct, Wake Up! will restore a small amount of Instinct meter, even between rounds where health drain is not possible. 
*Eyedol can lose the round with Wake Up! as of the Anniversary update.
}}
}}


=== Air Normals ===
=== Air Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Eyedol JLPhb.png|thumb
|caption= Test Caption
|name= Jumping Light Punch
|linkname= 8LP
|input= Jump LP/8LP
|data=
{{AttackData-KI2013
  |damage= 16(4%)
  |counter-hit damage= 20(5%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= High
  |startup= 7
  |active= 12
  |recovery= 4
  |total duration= 22+f
  |on hit= +15
  |on counter-hit= +17
  |on block= +8
  |special properties= --
  |description= *A rather large aerial considering its startup and active frames. 
** It's equal in range to JMK, in fact!
*Throw a little wrinkle in your juggles with this.
}}
}}
 
 
{{MoveData
|image= Eyedol JLKhb.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Jumping Light Kick
|name= Jumping Light Kick
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   |damage= 16(4%)
   |damage= 16(4%)
   |counter-hit damage= 20(5%)
   |counter-hit damage= 20(5%)
   |potential damage= ==
   |potential damage= --
   |shadow on hit= 1.6
   |shadow on hit= 1.6
   |shadow on block= 2.4
   |shadow on block= 2.4
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   |active= 11
   |active= 11
   |recovery= 4
   |recovery= 4
   |total duration= --
   |total duration= 22+f
   |on hit= +15
   |on hit= +15
   |on counter-hit= +17
   |on counter-hit= +17
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   |special properties= --
   |special properties= --
   |description= Useful for ticking into neutral Crushing Roar on block.
   |description= Useful for ticking into neutral Crushing Roar on block.
}}
}}
{{MoveData
|image= Eyedol JMKhb.png|thumb
|caption= Test Caption
|name= Jumping Medium Kick
|linkname= 8MK
|input= Jump MK/8MK
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 10
  |active= 7
  |recovery= 4
  |total duration= 20+f
  |on hit= +16
  |on counter-hit= +19
  |on block= +12
  |special properties= Cross-up
  |description= You will be using this after jump cancels a lot.  Take care not to whiff the back hitbox on short characters like Hisako.
}}
}}
{{MoveData
|image= Eyedol JHKhb.png|thumb
|caption= Test Caption
|name= Jumping Heavy Kick
|linkname= 8HK
|input= Jump HK/8HK
|data=
{{AttackData-KI2013
  |damage= 26(7%)
  |counter-hit damage= 30(8%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 10
  |active= 5
  |recovery= 4
  |total duration= 18+f
  |on hit= +20
  |on counter-hit= +24
  |on block= +20
  |special properties= Cross-up
  |description= Really good for jumping in, and if it hits, you get a free manual!
  }}
  }}
}}
}}


== Warrior Normals ==
== Warrior Normals ==
=== Ground Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Eyedol WSMPhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Medium Punch
|name= Standing Medium Punch
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   |on block= +1
   |on block= +1
   |special properties= --
   |special properties= --
   |description= Godlike normal.  Lightning fast, low pushback, frametraps into itself, and has decent range.  Use this to keep your opponent locked down.
   |description= Godlike normal.  Super fast, low pushback, frametraps into itself, and has decent range.  Use this to keep your opponent locked down.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol WSHPhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Standing Heavy Punch
|name= Standing Heavy Punch
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   |counter-hit damage= 28(7%)
   |counter-hit damage= 28(7%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 4
   |shadow on hit= 0.8
   |shadow on block= 4.5
   |shadow on block= 1.2
   |guard= Mid
   |guard= Mid
   |startup= 9
   |startup= 9
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol WCMPhbV2.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Crouching Medium Punch
|name= Crouching Medium Punch
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   |on block= +1
   |on block= +1
   |special properties= --
   |special properties= --
   |description= Very similar to St. MP, with less recovery and more advantage on hit, but shorter range.
   |description= *A medium with the frame data of a light.
*Very similar to St. MP, with less recovery and more advantage on hit, but shorter range.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image= To Do
|image= Eyedol WCHPhb.png|thumb
|caption= Test Caption
|caption= Test Caption
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
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|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013
   |damage= 24(6%)
   |damage= 28(7%)
   |counter-hit damage= 28(7%)
   |counter-hit damage= 32(8%)
   |potential damage= --
   |potential damage= --
   |shadow on hit= 4
   |shadow on hit= 4
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   |special properties= --
   |special properties= --
   |description= To Do
   |description= To Do
}}
}}
=== Command Normals ===
{{MoveData
|image= Eyedol 6MPhb.png|thumb
|caption= Test Caption
|name = Head Bash
|linkname= 6MP
|input= Forward MP/6MP
|data=
{{AttackData-KI2013
  |damage= 22 (6%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 28
  |active= 3
  |recovery= 20
  |total duration= 50f
  |on hit= +14
  |on counter-hit= +14
  |on block= -4
  |special properties= Overhead, recapture
  |description= *Eyedol hops forward for a long-range overhead and situational anti-air. 
*A tension point in juggles that forces a breaker mindgame every time, if there's no lockout. 
*Counts as an opener, but doesn't transition directly into auto-doubles or linkers.
}}
}}
{{MoveData
|image= Eyedol 6HPhb.png|thumb
|caption= Test Caption
|name = Clobber
|linkname= 6HP
|input= Forward HP/6HP
|data=
{{AttackData-KI2013
  |damage= 36.1 (10%)
  |counter-hit damage= 38.1 (10%)
  |potential damage= 4.7 (1%)
  |shadow on hit= 4 x3
  |shadow on block= 4.5 x3
  |guard= Mid
  |startup= 11
  |active= 2[16]2[16]2
  |recovery= 23
  |total duration= 72f
  |on hit= +5
  |on counter-hit= +5
  |on block= 0
  |special properties= --
  |description= *Eyedol runs forward, traveling full-screen in this 3-hit attack. 
*Builds a lot of shadow, but is easily shadow countered itself without Control pips.
*Can be pip-canceled on any hit.
}}
}}
{{MoveData
|image= Eyedol W3PhbV2.png|thumb
|caption= Test Caption
|name = Crushing Roar
|linkname= LMHP
|input= 3P/LMHP
|data=
{{AttackData-KI2013
  |version= Neutral
  |damage= 11.6 (3%)
  |counter-hit damage= 11.6 (3%)
  |potential damage= --
  |shadow on hit= 7
  |shadow on block= --
  |guard= --
  |startup= 9
  |active= 2
  |recovery= 24
  |total duration= 35f
  |on hit= +4
  |on counter-hit= +4
  |on block= --
  |special properties= Builds Rage pip, Throw Invul 1-10f
  |description= A long range command grab that earns a pip for Mage to use later. 
*Can be cancelled into from normals.
*Frametraps into itself against most characters. 
*The most used option after wall splat enders as it can't be teched or broken.
}}
{{AttackData-KI2013
  |version= Forward
  |damage= 11.6 (3%)
  |counter-hit damage= 11.6 (3%)
  |potential damage= --
  |shadow on hit= 7
  |shadow on block= --
  |guard= --
  |startup= 27
  |active= 2
  |recovery= 25
  |total duration= 53f
  |on hit= +4
  |on counter-hit= +4
  |on block= --
  |special properties= Builds Rage pip, Throw Invul 1-28f
  |description= Eyedol leaps forward before grabbing.
*Ticks off your grounded normals.
*Combos truly from long-distance wall splats.
}}
{{AttackData-KI2013
  |version= Backward
  |damage= 11.6 (3%)
  |counter-hit damage= 11.6 (3%)
  |potential damage= --
  |shadow on hit= 7
  |shadow on block= --
  |guard= --
  |startup= 47
  |active= 2
  |recovery= 25
  |total duration= 73f
  |on hit= +4
  |on counter-hit= +4
  |on block= --
  |special properties= Builds Rage pip, Throw Invul 21-48f
  |description= Eyedol jumps back before leaping forward and grabbing.
*It can be used to call out DPs and punish as it does shrink Eyedol's hurtbox.
*It's a meme move.  Don't use it.
}}
}}
=== Air Normals ===
{{MoveData
|image= Eyedol WJMPhbV2.png|thumb
|caption= Test Caption
|name= Jumping Medium Punch
|linkname= 8MP
|input= Jump MP/8MP
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 9
  |active= 5
  |recovery= 4
  |total duration= 17+f
  |on hit= +16
  |on counter-hit= +19
  |on block= +12
  |special properties= --
  |description= A good long-range air-to-air.</br>
*As a jump-in, whiffs on a large portion of crouching characters.
}}
}}
{{MoveData
|image= Eyedol WJHPhbV2.png|thumb
|caption= Test Caption
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump HP/8HP
|data=
{{AttackData-KI2013
  |damage= 28(7%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 15
  |active= 3
  |recovery= 4
  |total duration= 21+f
  |on hit= +61
  |on counter-hit= +61
  |on block= +6
  |special properties= Ground Bounce
  |description= A useful move for starting and maintaining juggles.  You can also tick into neutral Crushing Roar on block.
}}
}}
== Warrior Specials ==
{{MoveData
|image= Eyedol W236P2hb.png|thumb
|caption= Test Caption
|name= Crushing Destroyer
|linkname= 236P
|input= QCF+P/236P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 26.8 (7%)
  |counter-hit damage= 38.8 (10%)
  |potential damage= 2.3 (0.6%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 11
  |active= 3[11]3
  |recovery= 15
  |total duration= 42f
  |on hit= +1
  |on counter-hit= +1
  |on block= -1
  |special properties= Ground bounce vs. airborne
  |description= A very versatile special.</br> 
*A premier poke due to its huge horizontal range
*Difficult to jump over thanks its high vertical range
*Fast startup and low recovery for its range
*Easy to juggle with
*No gap to reversal through
*Overall it's just a really annoying move to contend with.</br>
L Destroyer is the only version that's a true blockstring within itself.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 29.4 (8%)
  |counter-hit damage= 39.4 (10%)
  |potential damage= 2.5 (0.6%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 14
  |active= 3[14]3
  |recovery= 13
  |total duration= 46f
  |on hit= +3
  |on counter-hit= +3
  |on block= 0
  |special properties= Ground bounce vs. airborne
  |description= Similar to L Destroyer, but worse due to being slower and having a gap that can be reversal'd through.</br>
</br>
Can also be used quite easily in juggles.  Mix it up with L Destroyer and you might throw someone off.
}}
{{AttackData-KI2013
  |version= HP
  |damage= 32.1 (9%)
  |counter-hit damage= 40.1 (11%)
  |potential damage= 2.7 (0.7%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 17
  |active= 3[17]3
  |recovery= 15
  |total duration= 54f
  |on hit= +5
  |on counter-hit= +5
  |on block= +1
  |special properties= Ground bounce vs. airborne
  |description= Kinda slow, enough that it's not quite as practical for juggles as the lower strengths, and there is a gap between hits that blocking characters can reversal through, but it may also open up inattentive or impatient defenders.</br>
---</br>
All strengths of Crushing Destroyer are woefully shadow counterable, and you can't pip cancel until the second hit lands.
}}
}}
{{MoveData
|image= Eyedol W214Phb.png|thumb
|caption= Test Caption
|name= Crushing Swing
|linkname= 214P
|input= QCB+P/214P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 24 (6%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 5
  |active= 6
  |recovery= 36
  |total duration= 46f
  |on hit= +22
  |on counter-hit= +22
  |on block= -21
  |special properties= Invul 1-8f
  |description= Your reversal.</br>
*Decently fast, and reaches far forward and upward.</br>
Only version that can be Instinct-canceled.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 28 (7%)
  |counter-hit damage= 28 (7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 8
  |active= 5
  |recovery= 36
  |total duration= 48f
  |on hit= +59
  |on counter-hit= +59
  |on block= -19
  |special properties= High Invul 1-9f, Throw Invul 1-4f
  |description= Good anti-air, and juggle starter / maintainer.
}}
{{AttackData-KI2013
  |version= HP
  |damage= 42.8 (11%)
  |counter-hit damage= 42.8 (11%)
  |potential damage= 3.6 (1%)
  |shadow on hit= 8
  |shadow on block= 4.5
  |guard= Mid
  |startup= 11
  |active= 5
  |recovery= 36
  |total duration= 51f
  |on hit= +25
  |on counter-hit= +25
  |on block= -18
  |special properties= Recapture
  |description= *Highly damaging opener and recapture.
*Trades KV for a free manual, or you can go directly into a linker / AD / ender.
}}
}}
{{MoveData
|image= Eyedol W214Khb.png|thumb
|caption= We gotta move it
|name= Crushing Shoulder
|linkname= 214K
|input= QCB+K/214K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 24 (6%)
  |counter-hit damage= 24 (6%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 9
  |active= 6
  |recovery= 22
  |total duration= 36f
  |on hit= 0
  |on counter-hit= 0
  |on block= -2
  |special properties= --
  |description= Goes farther than 5HK reaches.
}}
{{AttackData-KI2013
  |version= MK
  |damage= 28 (7%)
  |counter-hit damage= 28 (7%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 12
  |active= 13
  |recovery= 17
  |total duration= 41f
  |on hit= +2
  |on counter-hit= +2
  |on block= -5
  |special properties= --
  |description= Wow, look at those active frames!  Advantage is always the same, so keep a pip with you before using it as a meaty.
}}
{{AttackData-KI2013
  |version= HK
  |damage= 32 (8%)
  |counter-hit damage= 32 (8%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 16
  |active= 6
  |recovery= 25
  |total duration= 46f
  |on hit= +4
  |on counter-hit= +4
  |on block= -9
  |special properties= --
  |description= You have to be a madman to throw this out in neutral without pips.  Don't whiff this or you'll have delivered yourself right to your opponent.
}}
}}
=== Warrior Shadows ===
{{MoveData
|image= Eyedol W236PPhb.png|thumb
|caption= Test Caption
|name= Shadow Crushing Destroyer
|linkname= 236PP
|input= QCF+PP/236PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 35.2 (9%)
  |counter-hit damage= 43.2 (11%)
  |potential damage= 6.4 (1.8%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 2+3(5)
  |active= 2[13]2[13]
2[13]2[13]2
  |recovery= 12
  |total duration= 78f
  |on hit= +23
  |on counter-hit= +23
  |on block= +5
  |special properties= Ground bounce vs. airborne
  |description= *Bask in awe at the advantage. 
**This makes Shadow Destroyer the preferred shadow confirm over Shoulder just 'cos of the free manual you get.
*The range is so great, some characters can't punish with their Shadow Counter.
**Who's who [https://x.com/MEightfield/status/1825024393086444009 here.]
*Lacks the anti-air hitbox of meterless Destroyer.
}}
}}
{{MoveData
|image= Eyedol W214PPhb.png|thumb
|caption= Test Caption
|name= Shadow Crushing Swing
|linkname= 214PP
|input= QCB+PP/214PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 48.8 (13%)
  |counter-hit damage= 48.8 (13%)
  |potential damage= 9.6 (2%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 2+2(4)
  |active= 24
  |recovery= 25
  |total duration= 52f
  |on hit= +48
  |on counter-hit= +48
  |on block= -16
  |special properties= Full Invul 1-11f, Ground Bounce, Juggle Cashout
  |description= To Do
}}
}}
{{MoveData
|image= Eyedol W214KKhb.png|thumb
|caption= Test Caption
|name= Shadow Crushing Shoulder
|linkname= 214KK
|input= QCB+KK/214KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 35.2 (9%)
  |counter-hit damage= 35.2 (9%)
  |potential damage= 6.4 (1%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 2+9(11)
  |active= 20
  |recovery= 22
  |total duration= 52f
  |on hit= +11
  |on counter-hit= +11
  |on block= -2
  |special properties= Projectile invul 1-52f
  |description= Between M and H Shoulder in distance travelled.  Projectile immune the whole way through, which can lead to some funky interactions, usually in Eyedol's favour.
}}
}}
== Throws ==
{{MoveData
|image= Eyedol LPLKhb.png|thumb
|caption= Test Caption
|name= Warrior Throw
|linkname= LPLK
|input= 5LPLK/4LPLK
|data=
{{AttackData-KI2013
  |damage= 33.0 (9%)
  |startup= 5
  |active= 2
  |recovery= 29
  |total duration= 35f
  |on hit= +32/+19
  |special properties= Hard Knockdown
  |description= Top-tier throw range.  Both directions keep your foe close.  </br>
</br>
Forward throw has perhaps the slowest throw animation in KI.  Not so great when Eyedol's in Instinct, but great for wasting your opponent's Instinct. </br>
Back throw has a faster animation and dumps them right at 5HK tipper range, where short and slow^ reversals can be baited.</br>
</br>
^5 frames or more.
}}
}}
{{MoveData
|image= Eyedol LPLK2hb.png|thumb
|caption= Test Caption
|name= Mage Throw
|linkname= LPLK
|input= 5LPLK/4LPLK
|data=
{{AttackData-KI2013
  |damage= 33.0 (9%)
  |potential damage= 20 (5%)
  |startup= 5
  |active= 2
  |recovery= 29
  |total duration= 35f
  |on hit= +37
  |special properties= Hard Knockdown
  |description= Top-tier throw range.  Tacks on 3 level of Potential Damage instantly, and puts them in range for a medium meteor.</br>
*Try throwing after a point-blank Stomp-Strike.
*In the corner, perform H Bolt-Strike after a throw for a meaty that's +1 on block and +infinity on hit.
  }}
  }}
}}
}}


== Mage Normals ==
== Mage Normals ==
=== Ground Normals ===
{{MoveData
|image= Eyedol MSMPhbV2.png|thumb
|caption= Test Caption
|name= Standing Medium Punch
|linkname= 5MP
|input= Stand MP/5MP
|data=
{{AttackData-KI2013
  |damage= 18(5%)
  |counter-hit damage= 22(6%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 10
  |active= 2
  |recovery= 17
  |total duration= 28f
  |on hit= +3
  |on counter-hit= +6
  |on block= -2
  |special properties= Projectile hitbox, destroys projectiles
  |description= To Do
}}
}}
{{MoveData
|image= Eyedol MSHPhbV3.png|thumb
|caption= Test Caption
|name= Standing Heavy Punch
|linkname= 5HP
|input= Stand HP/5HP
|data=
{{AttackData-KI2013
  |damage= 28(7%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 12
  |active= 2
  |recovery= 29
  |total duration= 42f
  |on hit= -2
  |on counter-hit= -2
  |on block= -2
  |special properties= Projectile hitbox, destroys projectiles
  |description= Long range normal and staple of Mage's keepaway.
}}
}}
{{MoveData
|image= Eyedol MCMPhbV2.png|thumb
|caption= Test Caption
|name= Crouching Medium Punch
|linkname= 2MP
|input= Crouch MP/2MP
|data=
{{AttackData-KI2013
  |damage= 18(5%)
  |counter-hit damage= 22(6%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 8
  |active= 2
  |recovery= 20
  |total duration= 29f
  |on hit= 0
  |on counter-hit= +2
  |on block= -2
  |special properties= Projectile hitbox, destroys projectiles
  |description= Mage's shortest and fastest magic blast.
}}
}}
{{MoveData
|image= Eyedol MCHPhb.png|thumb
|caption= Test Caption
|name= Crouching Heavy Punch
|linkname= 2HP
|input= Crouch HP/2HP
|data=
{{AttackData-KI2013
  |damage= 28(7%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= Mid
  |startup= 14
  |active= 3
  |recovery= 23
  |total duration= 37f
  |on hit= -5
  |on counter-hit= -4
  |on block= -8
  |special properties= Projectile hitbox, destroys projectiles
  |description= Slow but disjointed anti-air, and free crossup Tele-Strike on air hit.
}}
}}
=== Command Normals ===
{{MoveData
|image= Eyedol MBMPhb.png|thumb
|caption= Test Caption
|name= Rod Blast
|linkname= 4MP
|input= Back MP/4MP
|data=
{{AttackData-KI2013
  |damage= 28(7%)
  |counter-hit damage= 36(10%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= Mid
  |startup= 21
  |active= 2
  |recovery= 35
  |total duration= 57f
  |on hit= +7
  |on counter-hit= +6
  |on block= -20
  |special properties= Projectile hitbox, destroys projectiles
  |description= Nearly full-screen hitbox, but whiffs on most crouchers.  Airborne opponents will be flung a huge distance away.  Not special-cancelable.
}}
}}
{{MoveData
|image= Eyedol M3Khb.png|thumb
|caption= Test Caption
|name= Tele-Strike
|linkname= LMHK
|input= 3K/LMHK
|data=
{{AttackData-KI2013
  |damage= 8(2%)
  |counter-hit damage= 8(2%)
  |potential damage= --
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 31
  |active= 4
  |recovery= 32
  |total duration= 66f
  |on hit= +23
  |on counter-hit= +23
  |on block= -17
  |special properties= Projectile hitbox, destroys projectiles, builds Control pip
  |description= A teleport attack that builds Control pips for Warrior to use later.  Comes with three variations;
*•Neutral Tele-Strike: warps to your opponent's face.  Push them into the corner!
*->Forward Tele-Strike: hits crossup.  Cancel into this from normals for a sneaky mixup.
*<-Back Tele-Strike: goes a short bit backward and is invincible on startup. 
Use this after landing Bolt-Strikes and Meteor-Strikes in neutral, and after Stomp-Strike ender.  Opponents will be flung to heavy meteor range.
}}
}}
=== Air Normals ===
{{MoveData
|image= Eyedol MJMPhbV2.png|thumb
|caption= Test Caption
|name= Jumping Medium Punch
|linkname= 8MP
|input= Jump MP/8MP
|data=
{{AttackData-KI2013
  |damage= 20(5%)
  |counter-hit damage= 24(6%)
  |potential damage= --
  |shadow on hit= 2.4
  |shadow on block= 4
  |guard= High
  |startup= 10
  |active= 4
  |recovery= 4
  |total duration= 14+f
  |on hit= +13
  |on counter-hit= +13
  |on block= +9
  |special properties= Projectile hitbox, destroys projectiles
  |description= *Great big disjointed air-to-air that catapults opponents away. 
*Because it cancels Mage's downward momentum, hitting standing opponents is extremely difficult, when it's not straight impossible. 
**A pity, 'cos JMP has huge pushback on block.
*Don't even think about using it as an overhead except against Aganos.
}}
}}
{{MoveData
|image= Eyedol MJHPhbV2.png|thumb
|caption= Test Caption
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump HP/8HP
|data=
{{AttackData-KI2013
  |damage= 28(7%)
  |counter-hit damage= 32(8%)
  |potential damage= --
  |shadow on hit= 4
  |shadow on block= 4.5
  |guard= High
  |startup= 11
  |active= 5
  |recovery= 4
  |total duration= 19+f
  |on hit= -3
  |on counter-hit= -3
  |on block= -6
  |special properties= Projectile hitbox, destroys projectiles
  |description= A beefy magic blast that resists anti-airs and air-to-airs.</br>
*It is possible, though unlikely, to start a combo by landing a counter-hit at the lowest possible height and doing a light auto-double.
}}
}}
== Mage Specials ==
{{MoveData
|image=
[[File:Killer Instinct-2023 01 28-23 50 35.png|thumb]]
[[File:Killer Instinct-2023 01 28-23 50 48.png|thumb]]
[[File:Killer Instinct-2023 01 28-23 51 21.png|thumb]]
|caption= Test Caption
|name= Bolt-Strike
|linkname= 236P
|input= QCF+P/236P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 21.6(5%)
  |counter-hit damage= 21.6(5%)
  |potential damage= 2.5(0.6%)
  |shadow on hit= 8.3
  |shadow on block= 4.5
  |guard= Low
  |startup= 22
  |active= 17
  |recovery= 16
  |total duration= 54f
  |on hit= +35
  |on counter-hit= +35
  |on block= -12
  |special properties= --
  |description= *A full-screen low that stops the opponent from walking forward.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 21.6(5%)
  |counter-hit damage= 21.6(5%)
  |potential damage= 2.5(0.6%)
  |shadow on hit= 8.3
  |shadow on block= 4.5
  |guard= Mid
  |startup= 22
  |active= 17
  |recovery= 16
  |total duration= 54f
  |on hit= +35
  |on counter-hit= +35
  |on block= -12
  |special properties= --
  |description= *A full-screen anti-air.
*Follow-ups are limited to just Tele-Strike, or L Bolt-Strike if you're happy with your position.
}}
{{AttackData-KI2013
  |version= HP
  |damage= 40.3(11%)
  |counter-hit damage= 40.3(11%)
  |potential damage= 4.1(1%)
  |shadow on hit= 8.3
  |shadow on block= 4.5
  |guard= Mid
  |startup= 22
  |active= 17
  |recovery= 16
  |total duration= 54f
  |on hit= +35
  |on counter-hit= +35
  |on block= -9
  |special properties= --
  |description= *A cage that catches teleports and jump-ins.
The opponent will always drop like a rock out of the second Bolt-Strike in one combo/juggle.
}}
}}
{{MoveData
|image= Eyedol M214Phb.png|thumb
|caption= Test Caption
|name= Meteor-Strike
|linkname= 214P
|input= QCB+P/214P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 28(7%)
  |counter-hit damage= 28(7%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High
  |startup= 19
  |active= --
  |recovery= 28
  |total duration= 46f
  |on hit= +57
  |on counter-hit= +57
  |on block= +13
  |special properties= Stagger, Ground bounce vs. airborne
  |description= *Falls right in front of Eyedol.
*This particular strength enables hard-to-block high/low mixups with 2MK and even throw mixups.
*It's great for keeping Mage out of a jam because of its high hitstun and persistence even when Eyedol is hit.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 28(7%)
  |counter-hit damage= 28(7%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High
  |startup= 19
  |active= --
  |recovery= 28
  |total duration= 46f
  |on hit= +57
  |on counter-hit= +57
  |on block= +13
  |special properties= Stagger, Ground bounce vs. airborne
  |description= To Do
}}
{{AttackData-KI2013
  |version= HP
  |damage= 28(7%)
  |counter-hit damage= 28(7%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High
  |startup= 19
  |active= --
  |recovery= 28
  |total duration= 46f
  |on hit= +57
  |on counter-hit= +57
  |on block= +13
  |special properties= Stagger, Ground bounce vs. airborne
  |description= Falls at max distance.</br>
---</br>
*Eyedol summons a fiery boulder to cover a vertical slice of the screen.
*Meteors spawn at the top of the screen on Frame 19 and fall down for 35 frames (active 19-53f).
**Eyedol can move independently of the meteor for the last 7 active frames.
**Meteors hit grounded opponents at around 40 frames.
*Meteors act like a mini-assist and stick around even if Eyedol is hit after casting.
*There is always a strength that can hit the opponent in front of Eyedol, no matter their position.
*Meteors have low priority and will clash or lose in pretty much every projectile collision.
}}
}}
{{MoveData
|image= Eyedol M214Khb.png|thumb
|caption= Test Caption
|name= Stomp-Strike
|linkname= 214K
|input= QCB+K/214K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 24(6%)
  |counter-hit damage= 30(8%)
  |potential damage= --
  |shadow on hit= 1.6
  |shadow on block= 2.4
  |guard= Mid
  |startup= 13
  |active= 3
  |recovery= 14
  |total duration= 29f
  |on hit= +5
  |on counter-hit= +5
  |on block= -2
  |special properties= --
  |description= To Do
}}
{{AttackData-KI2013
  |version= MK
  |damage= 26.8(7%)
  |counter-hit damage= 32.8(9%)
  |potential damage= 2.3(0.6%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 15
  |active= 5
  |recovery= 14
  |total duration= 33f
  |on hit= +8
  |on counter-hit= +8
  |on block= -4
  |special properties= --
  |description= To Do
}}
{{AttackData-KI2013
  |version= HK
  |damage= 26.3(7%)
  |counter-hit damage= 32.3(8%)
  |potential damage= 3.4(0.9%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 16
  |active= 9
  |recovery= 12
  |total duration= 36f
  |on hit= +10
  |on counter-hit= +10
  |on block= -6
  |special properties= --
  |description= A huge disjoint with high pushback, so Mage's turn isn't entirely over despite the minus frames.  It also builds shadow hand over fist.
}}
}}
=== Mage Shadows ===
{{MoveData
|image= Killer Instinct-2023 02 01-16 38 21.png|thumb
|caption= Test Caption
|name= Shadow Bolt-Strike
|linkname= 236PP
|input= QCF+PP/236PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 35.2(9%)
  |counter-hit damage= 35.2(9%)
  |potential damage= 6.4(1%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 1+8(9)
  |active= 2 x5
  |recovery= 28
  |total duration= 50f
  |on hit= +30
  |on counter-hit= +30
  |on block= -15
  |special properties= Destroys projectiles, Proj invul 1-14f
  |description= Win zoning wars easily.  Swat your enemies out of the sky.  Or just throw it out as a neutral check.  Most characters can't contest this at range and without meter.  However, most can punish on reaction with their own projectile invul shadow move.  A very strong use of Eyedol's meter.
}}
}}
{{MoveData
|image= Eyedol M214PPhb.png|thumb
|caption= Test Caption
|name= Shadow Meteor-Strike
|linkname= 214PP
|input= QCB+PP/214PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 15(4%)
  |counter-hit damage= 15(4%)
  |potential damage= 3(0.8%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 11+30(41)
  |active= --
  |recovery= 22
  |total duration= 63f
  |on hit= +132
  |on counter-hit= +132
  |on block= +94
  |special properties= Stagger, Ground bounce vs. airborne
  |description= The longest startup of all shadow moves.  But if you get it off, the opponent will be locked down for several seconds as meteors flood the screen in front of Eyedol, and you can run your long-range mixups all the while.  Use this after any knockdown, and it will be very difficult to escape.  However, as a combo starter, shadow meteors scale damage heavily.  They are also not overheads.
}}
}}
{{MoveData
|image= Killer Instinct-2023 02 01-16 38 50.png|thumb
|caption= Test Caption
|name= Shadow Stomp-Strike
|linkname= 214KK
|input= QCB+KK/214KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 26.6(7%)
  |counter-hit damage= 26.6(7%)
  |potential damage= 4.2(1%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 1+7(8)
  |active= --
  |recovery= 35
  |total duration= 42f
  |on hit= +19
  |on counter-hit= +19
  |on block= +3
  |special properties= Destroys projectiles, Throw invul 1-10f
  |description= Something of a black sheep among Mage's shadows, as it lacks the obvious destructive power of S Bolt or S Meteors.  What S Stomp provides over the others is high pushback while being plus on block, and is a more traditional combo opener.  If you need someone off of you outside of oki, this is the shadow to do it.
}}
}}
== Instinct ==
{{MoveData
|image= Killer Instinct-2023 01 28-23 25 26-min.png|thumb
|caption= Test Caption
|name= Awakening
|linkname= HP+HK
|input= HP+HK
|data= The properties of Eyedol's motion inputs are combined. This simple change amplifies his damage, meter gain, and plus frames.  Eyedol is capable of explosive damage thanks to Shadow Bolt Destroyer and Meteor Swing ender.  It is very dangerous to contest Eyedol since he will melt your health bar if you get opened up. </br>
</br>
However, this Instinct doesn't really improve his mixup options, and most of the destruction can be avoided simply by holding down-back and reaction-blocking his overheads. </br>
</br>
Eyedol always returns to Warrior after Instinct runs out.
}}
=== Instinct Specials ===
{{MoveData
|image=
[[File:Killer Instinct-2023 02 01-16 43 00.png|thumb]]
[[File:Killer_Instinct-2023_01_29-00_04_44.png|thumb]]
[[File:Killer Instinct-2023 02 01-16 43 21.png|thumb]]
|caption= Test Caption
|name= Bolt Destroyer
|linkname= 236P
|input= QCF+P/236P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 37.1 (10%)
  |counter-hit damage= 49.1 (13%)
  |potential damage= 5.7 (1%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Low
  |startup= 11
  |active= 3[11]3
  |recovery= 15
  |total duration= 42f
  |on hit= +52
  |on counter-hit= +52
  |on block= +5
  |special properties= Ground bounce vs. airborne
  |description= *That same Crushing Destroyer you love, now impossible to shadow counter on the second hit.
*Lightning active from 27-43f.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 39.8 (11%)
  |counter-hit damage= 49.8 (13%)
  |potential damage= 5.9 (1%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 14
  |active= 3[14]3
  |recovery= 13
  |total duration= 46f
  |on hit= +54
  |on counter-hit= +54
  |on block= +7
  |special properties= Ground bounce vs. airborne
  |description= *Lightning active from 33-43f.
}}
{{AttackData-KI2013
  |version= HP
  |damage= 50.6 (14%)
  |counter-hit damage= 58.6 (16%)
  |potential damage= 8.9 (2%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 17
  |active= 3[17]
  |recovery= 15
  |total duration= 54f
  |on hit= +52
  |on counter-hit= +52
  |on block= +7
  |special properties= Ground bounce vs. airborne
  |description= *Lightning active from 39-55f.
}}
}}
{{MoveData
|image=
[[File:Eyedol W214Phb.png|thumb]]
[[File:Eyedol M214Phb.png|thumb]]
|caption= Test Caption
|name= Meteor Swing
|linkname= 214P
|input= QCB+P/214P
|data=
{{AttackData-KI2013
  |version= LP
  |damage= 33.4 (9%)
  |counter-hit damage= 33.4 (9%)
  |potential damage= 3.1 (0.8%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High
  |startup= 5
  |active= 6
  |recovery= 36
  |total duration= 46f
  |on hit= +61
  |on counter-hit= +61
  |on block= -21, +7
  |special properties= Invul 1-7f, Ground Bounce
  |description= *Meteor spawns on Frame 21. 
*A bit safer than his normal reversal; however, some characters can avoid the meteor simply by being right next to Eyedol, and many can punish with a throw or projectile invul move as the meteor drops.
}}
{{AttackData-KI2013
  |version= MP
  |damage= 37.4 (10%)
  |counter-hit damage= 37.4 (10%)
  |potential damage= 3.1 (0.8%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High
  |startup= 8
  |active= 5
  |recovery= 36
  |total duration= 48f
  |on hit= +79
  |on counter-hit= +79
  |on block= -19, ??
  |special properties= High Invul 1-9f, Throw Invul 1-4f, Ground Bounce
  |description= *Meteor spawns on Frame 25. 
*Do a sweep right as the meteor hits for a HKD.
}}
{{AttackData-KI2013
  |version= HP
  |damage= 51.3 (14%)
  |counter-hit damage= 51.3 (14%)
  |potential damage= 6.4 (1%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= High
  |startup= 11
  |active= 5
  |recovery= 36
  |total duration= 51f
  |on hit= +25
  |on counter-hit= +25
  |on block= -18, ??
  |special properties= Recapture, Ground Bounce
  |description= *Meteor spawns on Frame 27. 
**This meteor does not hit most characters at max distance. 
*Cannot recapture in the corner.
}}
}}
{{MoveData
|image=
[[File:Eyedol W214Khb.png|thumb]]
[[File:Eyedol M214Khb.png|thumb]]
|caption= Test Caption
|name= Shoulder Stomp
|linkname= 214K
|input= QCB+K/214K
|data=
{{AttackData-KI2013
  |version= LK
  |damage= 32.1 (8%)
  |counter-hit damage= 32.1 (8%)
  |potential damage= 2.7 (0.7%)
  |shadow on hit= 4.5
  |shadow on block= 7
  |guard= Mid
  |startup= 9
  |active= 6
  |recovery= 22
  |total duration= 36f
  |on hit= +5
  |on counter-hit= +5
  |on block= -2
  |special properties= --
  |description= To Do
}}
{{AttackData-KI2013
  |version= MK
  |damage= 40.8 (11%)
  |counter-hit damage= 40.8 (11%)
  |potential damage= 4.3 (0.1%)
  |shadow on hit= 11
  |shadow on block= 16
  |guard= Mid
  |startup= 12
  |active= 13
  |recovery= 17
  |total duration= 41f
  |on hit= +8
  |on counter-hit= +8
  |on block= -4
  |special properties= --
  |description= To Do
}}
{{AttackData-KI2013
  |version= HK
  |damage= 46.6 (12%)
  |counter-hit damage= 46.6 (8%)
  |potential damage= 4.9 (1%)
  |shadow on hit= 12.5
  |shadow on block= 25
  |guard= Mid
  |startup= 16
  |active= 6
  |recovery= 25
  |total duration= 46f
  |on hit= +10
  |on counter-hit= +10
  |on block= -6
  |special properties= --
  |description= Well, it's safer than vanilla Shoulder.  Builds half a bar of shadow on block, powering up the S Bolt Destroyer you need to stay plus.  Good chip damage, too.
}}
}}
=== Instinct Shadows ===
{{MoveData
|image= Killer Instinct-2023 01 29-00 05 40.png|thumb
|caption= Test Caption
|name= Shadow Bolt Destroyer
|linkname= 236PP
|input= QCF+PP/236PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 53.2(14%)OH, 20(5%)OB
  |counter-hit damage= 61.2(17%)
  |potential damage= 12.4(3%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 2+3 (5)
  |active= 2[13]2[13]
2[13]2[13]2 
  |recovery= 12
  |total duration= 78f
  |on hit= +14
  |on counter-hit= +14
  |on block= +1
  |special properties= Ground bounce vs. airborne, destroys projectiles
  |description= Power overwhelming.  Same full-screen projectile hitbox from S Bolt, with the speed and safety of S Destroyer.  Deals a lot of damage fast and builds two levels of potential damage.  On top of that, extremely difficult to shadow counter (should only be attempted by trained professionals).  A top 5 shadow move; I mean it just does everything: opener,  anti-air, neutral check, pressure, chip damage, all while being fast as a jab and plus on block.
}}
}}
{{MoveData
|image= [[File:Eyedol_W214PPhb.png|thumb]]
[[File:Eyedol_M214PPhb.png|thumb]]
|caption= Test Caption
|name= Shadow Meteor Swing
|linkname= 214PP
|input= QCB+PP/214PP
|data=
{{AttackData-KI2013
  |version= S
  |damage= 57.3(15%)
  |counter-hit damage= 57.3(15%)
  |potential damage= 12.4(3%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 2+2 (4)
  |active= 14
  |recovery= 25
  |total duration= 42f
  |on hit= +179
  |on counter-hit= +179
  |on block= -16, +99
  |special properties= Ground bounce vs. airborne, Stagger
  |description= Meteors do not appear if Eyedol is hit before Frame 45.
}}
}}
{{MoveData
|image= [[File:Eyedol_W214KKhb.png|thumb]]
[[File:Eyedol I214KKhb.png|thumb]]
|caption= Test Caption
|name= Shadow Shoulder Stomp
|linkname= 214KK
|input= QCB+KK/214KK
|data=
{{AttackData-KI2013
  |version= S
  |damage= 56.2(15%)
  |counter-hit damage= 56.2(15%)
  |potential damage= 13.4(3%)
  |shadow on hit= 0
  |shadow on block= 0
  |guard= Mid
  |startup= 2+9 (11)
  |active= 20, 2 x5
  |recovery= 17
  |total duration= 78f
  |on hit= +12
  |on counter-hit= +12
  |on block= -5
  |special properties= Projectile invul 1-31f
  |description= Unlike the normal S Stomp, this is a melee hit, and not safe on block.  The Stomp portion will come out even on whiff (but Eyedol will whip around if the opponent changes sides) and is breakable even when used as an opener.  By that same token though, you can cash out directly after without your ender being breakable.
}}
}}
== Enders ==
=== Warrior Enders ===
{{MoveData
|image= Eyedol W236Pnv.png|thumb
|caption= Test Caption
|name= Crushing Destroyer Ender
|linkname= 236HP
|input= QCF+HP/236HP
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Ground Bounce
  |on hit= +64
  |special properties= --
  |description= Jugglable for 34 frames.
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Ground Bounce
  |on hit= +64
  |special properties= --
  |description= Jugglable for 34 frames.
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Ground Bounce
  |on hit= +64
  |special properties= --
  |description= Jugglable for 34 frames.
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Ground Bounce
  |on hit= +64
  |special properties= --
  |description= Jugglable for 34 frames.
}}
}}
{{MoveData
|image= Eyedol W214Pnv.png|thumb
|caption= Test Caption
|name= Crushing Swing Ender
|linkname= 214P
|input= QCB+P/214P
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Damage
  |on hit= +25
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Damage
  |on hit= +24
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Damage
  |on hit= +24
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Damage
  |on hit= +24
  |special properties= --
  |description= Pretty middle-of-the-road among damage enders.
}}
{{KI2013_EnderData
  |version= Shadow
  |ender type= Damage, Ground Bounce
  |on hit= +47
  |special properties= Juggle Cashout
  |description= Jugglable for 17 frames.
}}
}}
{{MoveData
|image= Eyedol W214Knv.png|thumb
|caption= Test Caption
|name= Crushing Shoulder Ender
|linkname= 214HK
|input= QCB+HK/214HK
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Wall Splat
  |on hit= 0/+15
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Wall Splat
  |on hit= 0/+15
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Wall Splat
  |on hit= 0/+16
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Wall Splat
  |on hit= 0/+16
  |special properties= --
  |description= Warrior's pip ender; you will usually be doing Crushing Roar after this.  Luckily, you're +4 and right next to the other guy, so it all works out.  If you're not building pips, you can use Cr. HK for a hard knockdown, or throw for an unscaled 9%.  Will wall splat from pretty much anywhere past the midpoint of the stage.
}}
}}
=== Mage Enders ===
{{MoveData
|image= Eyedol M236Pnv.png|thumb
|caption= Test Caption
|name= Bolt-Strike Ender
|linkname= 236HP
|input= QCF+HP/236HP
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Battery
  |on hit= +6
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Battery
  |on hit= +6
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Battery
  |on hit= +6
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Battery
  |on hit= +6
  |special properties= --
  |description= Eyedol's worst ender.  A pittance of damage for meager shadow.  Only use this between rounds with full Control pips.
}}
}}
{{MoveData
|image= Eyedol M214Pnv.png|thumb
|caption= Summon the Sun
|name= Meteor-Strike Ender
|linkname= 214P
|input= QCB+P/214P
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Damage
  |on hit= +1
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Damage
  |on hit= +2
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Damage
  |on hit= +2
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Damage
  |on hit= +4
  |special properties= --
  |description= Among the weakest damage enders in terms of damage done.  Still, you'll be using this one a lot.
}}
}}
{{MoveData
|image= Eyedol M214Knv.png|thumb
|caption= Test Caption
|name= Stomp-Strike Ender
|linkname= 214HK
|input= QCB+HK/214HK
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Launcher
  |on hit= +66
  |special properties= --
  |description= Jugglable for 36 frames.
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Launcher
  |on hit= +65
  |special properties= --
  |description= Jugglable for 35 frames.
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Launcher
  |on hit= +65
  |special properties= --
  |description= Jugglable for 35 frames.
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Launcher
  |on hit= +65
  |special properties= --
  |description= Jugglable for 35 frames.</br>
---</br>
 A free pip from anywhere on the stage.  If your KV is 54 or less, you can tack on a H Bolt-Strike for bonus unbreakable damage and still get the pip.
}}
}}
=== Instinct Enders ===
{{MoveData
|image= Eyedol I236HPnv.png|thumb
|caption= Test Caption
|name= Bolt Destroyer Ender
|linkname= 236HP
|input= QCF+HP/236HP
|data= 
{{KI2013_EnderData
  |version= Level 1
  |ender type= Ground Bounce / Battery
  |on hit= +87
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Ground Bounce / Battery
  |on hit= +87
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Ground Bounce / Battery
  |on hit= +87
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Ground Bounce / Battery
  |on hit= +96
  |special properties= --
  |description= Combines the properties of both 236HP enders.  Surpasses Warrior's damage ender at all levels while building a good grip of meter while also letting you continue your combo at low KV.
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Meteor Swing Ender
|linkname= 214P
|input= QCB+P/214P
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Damage
  |on hit= +39
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Damage
  |on hit= +24
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Damage
  |on hit= +24
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Damage
  |on hit= +24
  |special properties= --
  |description= A very strong ender, comparable to Kim's or Tusk's.
}}
{{KI2013_EnderData
  |version= Shadow
  |ender type= Damage
  |on hit= +179
  |special properties= --
  |description= Massively damaging ender.  Summons the meteor shower, so you can get a Control pip or reset like usual.
}}
}}
{{MoveData
|image=
|caption= Test Caption
|name= Shoulder Stomp Ender
|linkname= 214HK
|input= QCB+HK/214HK
|data=
{{KI2013_EnderData
  |version= Level 1
  |ender type= Wall Splat
  |on hit= +16
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 2
  |ender type= Wall Splat
  |on hit= +15
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 3
  |ender type= Wall Splat
  |on hit= +16
  |special properties= --
  |description=
}}
{{KI2013_EnderData
  |version= Level 4
  |ender type= Wall Splat
  |on hit= +16
  |special properties= --
  |description= Pretty much identical in application to Eyedol's normal wall splat ender.  However, I don't recommend using this as it doesn't add a lot of damage and you will feel your precious Instinct ticking away.
}}
}}
== Trivia ==
*There is an early tell in Eyedol's intro for what stance he will start in.  If the club glows red and purple, he will begin as Warrior.  If the club is all purple, he will begin as Mage.
*Eyedol builds about half a bar with his ultra ender.  While this doesn't have an effect in most matchups, it does give Eyedol an edge if he ultras TJ Combo while he has Last Breath.
{{KI2013_Navbox}}

Latest revision as of 05:05, 26 December 2024


Introduction

Lore

Centuries ago, Eyedol stood against one of Gargos' invasions of Earth. Emerging victorious, he won the adoration of many people from around the world. But soon it all went to his head, and Eyedol became mad with power, turning on the very heroes he fought alongside in his own conquest for world domination. Banished to the Astral Plane by Tusk, Eyedol and Gargos would face off once again, this time Gargos coming out the victor after cleaving Eyedol's head in half. In the modern day, Kan-Ra resurrects Eyedol to help ARIA's alliance repel another Shadow Lord invasion. But Eyedol doesn't play nice with others.

Gameplay

Placeholder gameplay overview

Strengths Weaknesses
  • Great range:  Eyedol's large frame grants him great reach on his normals and makes him a footsies monster.
  • Overwhelming offense:  Both heads have safe/plus specials to create frame traps that loop themselves while building Shadow very quickly.
  • Warrior jump arc: Eyedol is infamous for having the quickest jump in the game, complimenting his pip cancels and making his jump-ins particularly difficult to contest.
  • Third eye: Between head switches, Eyedol has plenty of time to analyze his opponent's offense and counter accordingly, such as with an anti-air or reversal. Head switching also comes with 7f of invulnerability, causing some attacks to pass through harmlessly and scoring Eyedol a free punish.
  • Clear headspace: Eyedol has no shortage of moves that cover the air above him, making jump-ins a risky affair against players with good reactions.
  • Chips away: Eyedol's specials in Mage and especially in Instinct knock off full percents of health on block.
  • Mediocre damage: When not in Instinct, Eyedol's damage output lags behind most of his contemporaries.
  • Linear offense:  Eyedol largely relies on strike/throw for his pressure, as his crossups and overheads are extremely telegraphed.
  • Projectile vulnerability: While Warrior has a great forward walk speed, he doesn't have any meterless answers to zoning, and his big body + fast jump arc means he will get tagged a lot trying to get in on keepaway characters.
  • Projectile immunity vulnerability: Mage is uniquely weak to projectile immune moves as all his punches and specials use projectile hitboxes.
  • Chronic downplaying: You will never be satisfied with Eyedol's strength and all the little ways he could be improved.
KI2013 Eyedol CSS.png
Character Data
Forward Walk Speed Warrior: 41f to cross two large training mode squares

Run speed: 18f to cross two large training mode squares
Mage: 77f to cross two large training mode squares

Backwards Walk Speed Warrior: 61f to cross two large training mode squares

Mage: 127f to cross two large training mode squares

Forward Dash Duration Warrior: 30f+

Mage: 25f

Backdash Duration Warrior: 22f

Mage: 25f

Pre-Jump Frames 5f
Jump Duration Warrior: 32f

Mage: 38f

Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1

Universal Mechanics

Instinct

Awakening: Eyedol's specials combine the properties of their Warrior and Mage counterparts, and he can do any command normal from either stance.

Combat Traits

Head Switching: Eyedol has a chance of changing stances after returning to neutral from any special, ender, or grounded medium/heavy normal. If Eyedol doesn't switch. the likeliness of switching increases on the next move.

Cosmic Charges: By landing Crushing Roar and Tele-Strike, Eyedol earns pips that let Warrior run or jump-cancel his attacks, and power up Mage's specials.

Shared Normals

Ground Normals

Standing Light Punch
Stand LP/5LP
Eyedol BSLPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 6 2 10 17f 0 +2 -1 Chain

Chains up to 3 times.


Standing Light Kick
Stand LK/5LK
Eyedol BSLKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 5 4 12 20f +4 +6 +2 --

Low pushback normal that frametraps into itself, but has the shortest range of Eyedol's lights.


Standing Medium Kick
Stand MK/5MK
Eyedol BSMKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 8 2 22 31f +1 +6 -1 --
  • A button without much identity despite appearing strong in a vacuum.
  • Most pushback of Eyedol's normals.


Standing Heavy Kick
Stand HK/5HK
Eyedol BSHKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
22(6%) 26(7%) -- 4 4.5 Mid 10 5 21 35f +5 +9 0 --

Huge normal and excellent meaty. The range is so good that it can avoid some reversals at tipper range, such as Puddle Punch.


Crouching Light Punch
Crouch LP/2LP
Eyedol BCLPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 5 2 10 16f 0 +2 -2 Chain
  • Chains thrice on hit and twice on block.
  • 2LP has a unique trait: cancel into neutral Crushing Roar on block and it will connect.


Crouching Light Kick
Crouch LK/2LK
Eyedol BCLKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
12(3%) 16(4%) -- 1.6 2.4 Low 6 2 14 21f -3 -1 -5 --

To Do


Crouching Medium Kick
Crouch MK/2MK
Eyedol BCMKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 30(8%) -- 2.4 4 Low 8 3 27 37f -4 -1 -6 --
  • Long range low that works harmoniously with Meteor-Strike and pip-cancelled Head Bash.
  • Despite the extended hurtboxes and disadvantage on block, it's not easy to punish if you hit at the tip.
  • Shifts Eyedol's position forward quite a bit. Special cancel from this to recover lost ground.


Crouching Heavy Kick
Crouch HK/5HK
Eyedol BCHKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30(8%) 34(9%) -- 4 4.5 Low 11 2 28 40f +53 +53 -4 Hard Knockdown

Standard sweep. Use this during juggles for some okizeme.


Wake Up!
Back HP/4HP
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10(2%) to self - - - - - - - - 41f - - - Induces stance switch
  • Eyedol punches his inactive head, increasing his chances of switching.
    • A switch is guaranteed within 9 smacks.
  • Truth be told, you shouldn't be fishing for a head swap unless you're between rounds, Eyedol's favour. The health drain is just too severe.
  • In Instinct, Wake Up! will restore a small amount of Instinct meter, even between rounds where health drain is not possible.
  • Eyedol can lose the round with Wake Up! as of the Anniversary update.

Air Normals

Jumping Light Punch
Jump LP/8LP
Eyedol JLPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 20(5%) -- 1.6 2.4 High 7 12 4 22+f +15 +17 +8 --
  • A rather large aerial considering its startup and active frames.
    • It's equal in range to JMK, in fact!
  • Throw a little wrinkle in your juggles with this.


Jumping Light Kick
Jump LK/8LK
Eyedol JLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 20(5%) -- 1.6 2.4 High 8 11 4 22+f +15 +17 +8 --

Useful for ticking into neutral Crushing Roar on block.


Jumping Medium Kick
Jump MK/8MK
Eyedol JMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 10 7 4 20+f +16 +19 +12 Cross-up

You will be using this after jump cancels a lot. Take care not to whiff the back hitbox on short characters like Hisako.


Jumping Heavy Kick
Jump HK/8HK
Eyedol JHKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
26(7%) 30(8%) -- 4 4.5 High 10 5 4 18+f +20 +24 +20 Cross-up

Really good for jumping in, and if it hits, you get a free manual!

Warrior Normals

Ground Normals

Standing Medium Punch
Stand MP/5MP
Eyedol WSMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 6 2 18 25f +5 +8 +1 --

Godlike normal. Super fast, low pushback, frametraps into itself, and has decent range. Use this to keep your opponent locked down.


Standing Heavy Punch
Stand HP/5HP
Eyedol WSHPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 28(7%) -- 0.8 1.2 Mid 9 2 22 32f +4 +8 +1 --

To Do


Crouching Medium Punch
Crouch MP/2MP
Eyedol WCMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 6 2 14 21f +6 +9 +1 --
  • A medium with the frame data of a light.
  • Very similar to St. MP, with less recovery and more advantage on hit, but shorter range.


Crouching Heavy Punch
Crouch HP/2HP
Eyedol WCHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 10 4 18 31f 0 +1 -3 --

To Do

Command Normals

Head Bash
Forward MP/6MP
Eyedol 6MPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
22 (6%) 24 (6%) -- 2.4 4 High 28 3 20 50f +14 +14 -4 Overhead, recapture
  • Eyedol hops forward for a long-range overhead and situational anti-air.
  • A tension point in juggles that forces a breaker mindgame every time, if there's no lockout.
  • Counts as an opener, but doesn't transition directly into auto-doubles or linkers.


Clobber
Forward HP/6HP
Eyedol 6HPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
36.1 (10%) 38.1 (10%) 4.7 (1%) 4 x3 4.5 x3 Mid 11 2[16]2[16]2 23 72f +5 +5 0 --
  • Eyedol runs forward, traveling full-screen in this 3-hit attack.
  • Builds a lot of shadow, but is easily shadow countered itself without Control pips.
  • Can be pip-canceled on any hit.


Crushing Roar
3P/LMHP
Eyedol W3PhbV2.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
Neutral 11.6 (3%) 11.6 (3%) -- 7 -- -- 9 2 24 35f +4 +4 -- Builds Rage pip, Throw Invul 1-10f

A long range command grab that earns a pip for Mage to use later.

  • Can be cancelled into from normals.
  • Frametraps into itself against most characters.
  • The most used option after wall splat enders as it can't be teched or broken.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
Forward 11.6 (3%) 11.6 (3%) -- 7 -- -- 27 2 25 53f +4 +4 -- Builds Rage pip, Throw Invul 1-28f

Eyedol leaps forward before grabbing.

  • Ticks off your grounded normals.
  • Combos truly from long-distance wall splats.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
Backward 11.6 (3%) 11.6 (3%) -- 7 -- -- 47 2 25 73f +4 +4 -- Builds Rage pip, Throw Invul 21-48f

Eyedol jumps back before leaping forward and grabbing.

  • It can be used to call out DPs and punish as it does shrink Eyedol's hurtbox.
  • It's a meme move. Don't use it.

Air Normals

Jumping Medium Punch
Jump MP/8MP
Eyedol WJMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 9 5 4 17+f +16 +19 +12 --

A good long-range air-to-air.

  • As a jump-in, whiffs on a large portion of crouching characters.


Jumping Heavy Punch
Jump HP/8HP
Eyedol WJHPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 High 15 3 4 21+f +61 +61 +6 Ground Bounce

A useful move for starting and maintaining juggles. You can also tick into neutral Crushing Roar on block.

Warrior Specials

Crushing Destroyer
QCF+P/236P
Eyedol W236P2hb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 26.8 (7%) 38.8 (10%) 2.3 (0.6%) ?? ?? Mid 11 3[11]3 15 42f +1 +1 -1 Ground bounce vs. airborne

A very versatile special.

  • A premier poke due to its huge horizontal range
  • Difficult to jump over thanks its high vertical range
  • Fast startup and low recovery for its range
  • Easy to juggle with
  • No gap to reversal through
  • Overall it's just a really annoying move to contend with.

L Destroyer is the only version that's a true blockstring within itself.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 29.4 (8%) 39.4 (10%) 2.5 (0.6%) ?? ?? Mid 14 3[14]3 13 46f +3 +3 0 Ground bounce vs. airborne

Similar to L Destroyer, but worse due to being slower and having a gap that can be reversal'd through.

Can also be used quite easily in juggles. Mix it up with L Destroyer and you might throw someone off.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 32.1 (9%) 40.1 (11%) 2.7 (0.7%) ?? ?? Mid 17 3[17]3 15 54f +5 +5 +1 Ground bounce vs. airborne

Kinda slow, enough that it's not quite as practical for juggles as the lower strengths, and there is a gap between hits that blocking characters can reversal through, but it may also open up inattentive or impatient defenders.
---
All strengths of Crushing Destroyer are woefully shadow counterable, and you can't pip cancel until the second hit lands.


Crushing Swing
QCB+P/214P
Eyedol W214Phb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 24 (6%) 24 (6%) -- 1.6 2.4 Mid 5 6 36 46f +22 +22 -21 Invul 1-8f

Your reversal.

  • Decently fast, and reaches far forward and upward.

Only version that can be Instinct-canceled.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 28 (7%) 28 (7%) -- 2.4 4 Mid 8 5 36 48f +59 +59 -19 High Invul 1-9f, Throw Invul 1-4f

Good anti-air, and juggle starter / maintainer.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 42.8 (11%) 42.8 (11%) 3.6 (1%) 8 4.5 Mid 11 5 36 51f +25 +25 -18 Recapture
  • Highly damaging opener and recapture.
  • Trades KV for a free manual, or you can go directly into a linker / AD / ender.


Crushing Shoulder
QCB+K/214K
Eyedol W214Khb.png
We gotta move it
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK 24 (6%) 24 (6%) -- 1.6 2.4 Mid 9 6 22 36f 0 0 -2 --

Goes farther than 5HK reaches.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK 28 (7%) 28 (7%) -- 2.4 4 Mid 12 13 17 41f +2 +2 -5 --

Wow, look at those active frames! Advantage is always the same, so keep a pip with you before using it as a meaty.

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK 32 (8%) 32 (8%) -- 4 4.5 Mid 16 6 25 46f +4 +4 -9 --

You have to be a madman to throw this out in neutral without pips. Don't whiff this or you'll have delivered yourself right to your opponent.


Warrior Shadows

Shadow Crushing Destroyer
QCF+PP/236PP
Eyedol W236PPhb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 35.2 (9%) 43.2 (11%) 6.4 (1.8%) 0 0 Mid 2+3(5) 2[13]2[13]

2[13]2[13]2

12 78f +23 +23 +5 Ground bounce vs. airborne
  • Bask in awe at the advantage.
    • This makes Shadow Destroyer the preferred shadow confirm over Shoulder just 'cos of the free manual you get.
  • The range is so great, some characters can't punish with their Shadow Counter.
  • Lacks the anti-air hitbox of meterless Destroyer.


Shadow Crushing Swing
QCB+PP/214PP
Eyedol W214PPhb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 48.8 (13%) 48.8 (13%) 9.6 (2%) 0 0 Mid 2+2(4) 24 25 52f +48 +48 -16 Full Invul 1-11f, Ground Bounce, Juggle Cashout

To Do


Shadow Crushing Shoulder
QCB+KK/214KK
Eyedol W214KKhb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 35.2 (9%) 35.2 (9%) 6.4 (1%) 0 0 Mid 2+9(11) 20 22 52f +11 +11 -2 Projectile invul 1-52f

Between M and H Shoulder in distance travelled. Projectile immune the whole way through, which can lead to some funky interactions, usually in Eyedol's favour.

Throws

Warrior Throw
5LPLK/4LPLK
Eyedol LPLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
33.0 (9%) - - - - - 5 2 29 35f +32/+19 - - Hard Knockdown

Top-tier throw range. Both directions keep your foe close.

Forward throw has perhaps the slowest throw animation in KI. Not so great when Eyedol's in Instinct, but great for wasting your opponent's Instinct.
Back throw has a faster animation and dumps them right at 5HK tipper range, where short and slow^ reversals can be baited.

^5 frames or more.


Mage Throw
5LPLK/4LPLK
Eyedol LPLK2hb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
33.0 (9%) - 20 (5%) - - - 5 2 29 35f +37 - - Hard Knockdown

Top-tier throw range. Tacks on 3 level of Potential Damage instantly, and puts them in range for a medium meteor.

  • Try throwing after a point-blank Stomp-Strike.
  • In the corner, perform H Bolt-Strike after a throw for a meaty that's +1 on block and +infinity on hit.

Mage Normals

Ground Normals

Standing Medium Punch
Stand MP/5MP
Eyedol MSMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 10 2 17 28f +3 +6 -2 Projectile hitbox, destroys projectiles

To Do


Standing Heavy Punch
Stand HP/5HP
Eyedol MSHPhbV3.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 12 2 29 42f -2 -2 -2 Projectile hitbox, destroys projectiles

Long range normal and staple of Mage's keepaway.


Crouching Medium Punch
Crouch MP/2MP
Eyedol MCMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 8 2 20 29f 0 +2 -2 Projectile hitbox, destroys projectiles

Mage's shortest and fastest magic blast.


Crouching Heavy Punch
Crouch HP/2HP
Eyedol MCHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 Mid 14 3 23 37f -5 -4 -8 Projectile hitbox, destroys projectiles

Slow but disjointed anti-air, and free crossup Tele-Strike on air hit.

Command Normals

Rod Blast
Back MP/4MP
Eyedol MBMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 36(10%) -- 2.4 4 Mid 21 2 35 57f +7 +6 -20 Projectile hitbox, destroys projectiles

Nearly full-screen hitbox, but whiffs on most crouchers. Airborne opponents will be flung a huge distance away. Not special-cancelable.


Tele-Strike
3K/LMHK
Eyedol M3Khb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 8(2%) -- 0 0 Mid 31 4 32 66f +23 +23 -17 Projectile hitbox, destroys projectiles, builds Control pip

A teleport attack that builds Control pips for Warrior to use later. Comes with three variations;

  • •Neutral Tele-Strike: warps to your opponent's face. Push them into the corner!
  • ->Forward Tele-Strike: hits crossup. Cancel into this from normals for a sneaky mixup.
  • <-Back Tele-Strike: goes a short bit backward and is invincible on startup.

Use this after landing Bolt-Strikes and Meteor-Strikes in neutral, and after Stomp-Strike ender. Opponents will be flung to heavy meteor range.

Air Normals

Jumping Medium Punch
Jump MP/8MP
Eyedol MJMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 24(6%) -- 2.4 4 High 10 4 4 14+f +13 +13 +9 Projectile hitbox, destroys projectiles
  • Great big disjointed air-to-air that catapults opponents away.
  • Because it cancels Mage's downward momentum, hitting standing opponents is extremely difficult, when it's not straight impossible.
    • A pity, 'cos JMP has huge pushback on block.
  • Don't even think about using it as an overhead except against Aganos.


Jumping Heavy Punch
Jump HP/8HP
Eyedol MJHPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 32(8%) -- 4 4.5 High 11 5 4 19+f -3 -3 -6 Projectile hitbox, destroys projectiles

A beefy magic blast that resists anti-airs and air-to-airs.

  • It is possible, though unlikely, to start a combo by landing a counter-hit at the lowest possible height and doing a light auto-double.

Mage Specials

Bolt-Strike
QCF+P/236P
[[File:
Killer Instinct-2023 01 28-23 50 35.png
Killer Instinct-2023 01 28-23 50 48.png
Killer Instinct-2023 01 28-23 51 21.png
|175x250px|center|class=move-image]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 21.6(5%) 21.6(5%) 2.5(0.6%) 8.3 4.5 Low 22 17 16 54f +35 +35 -12 --
  • A full-screen low that stops the opponent from walking forward.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 21.6(5%) 21.6(5%) 2.5(0.6%) 8.3 4.5 Mid 22 17 16 54f +35 +35 -12 --
  • A full-screen anti-air.
  • Follow-ups are limited to just Tele-Strike, or L Bolt-Strike if you're happy with your position.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 40.3(11%) 40.3(11%) 4.1(1%) 8.3 4.5 Mid 22 17 16 54f +35 +35 -9 --
  • A cage that catches teleports and jump-ins.

The opponent will always drop like a rock out of the second Bolt-Strike in one combo/juggle.


Meteor-Strike
QCB+P/214P
Eyedol M214Phb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 28(7%) 28(7%) -- ?? ?? High 19 -- 28 46f +57 +57 +13 Stagger, Ground bounce vs. airborne
  • Falls right in front of Eyedol.
  • This particular strength enables hard-to-block high/low mixups with 2MK and even throw mixups.
  • It's great for keeping Mage out of a jam because of its high hitstun and persistence even when Eyedol is hit.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 28(7%) 28(7%) -- ?? ?? High 19 -- 28 46f +57 +57 +13 Stagger, Ground bounce vs. airborne

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 28(7%) 28(7%) -- ?? ?? High 19 -- 28 46f +57 +57 +13 Stagger, Ground bounce vs. airborne

Falls at max distance.
---

  • Eyedol summons a fiery boulder to cover a vertical slice of the screen.
  • Meteors spawn at the top of the screen on Frame 19 and fall down for 35 frames (active 19-53f).
    • Eyedol can move independently of the meteor for the last 7 active frames.
    • Meteors hit grounded opponents at around 40 frames.
  • Meteors act like a mini-assist and stick around even if Eyedol is hit after casting.
  • There is always a strength that can hit the opponent in front of Eyedol, no matter their position.
  • Meteors have low priority and will clash or lose in pretty much every projectile collision.


Stomp-Strike
QCB+K/214K
Eyedol M214Khb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK 24(6%) 30(8%) -- 1.6 2.4 Mid 13 3 14 29f +5 +5 -2 --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK 26.8(7%) 32.8(9%) 2.3(0.6%) ?? ?? Mid 15 5 14 33f +8 +8 -4 --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK 26.3(7%) 32.3(8%) 3.4(0.9%) ?? ?? Mid 16 9 12 36f +10 +10 -6 --

A huge disjoint with high pushback, so Mage's turn isn't entirely over despite the minus frames. It also builds shadow hand over fist.


Mage Shadows

Shadow Bolt-Strike
QCF+PP/236PP
Killer Instinct-2023 02 01-16 38 21.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 35.2(9%) 35.2(9%) 6.4(1%) 0 0 Mid 1+8(9) 2 x5 28 50f +30 +30 -15 Destroys projectiles, Proj invul 1-14f

Win zoning wars easily. Swat your enemies out of the sky. Or just throw it out as a neutral check. Most characters can't contest this at range and without meter. However, most can punish on reaction with their own projectile invul shadow move. A very strong use of Eyedol's meter.


Shadow Meteor-Strike
QCB+PP/214PP
Eyedol M214PPhb.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 15(4%) 15(4%) 3(0.8%) 0 0 Mid 11+30(41) -- 22 63f +132 +132 +94 Stagger, Ground bounce vs. airborne

The longest startup of all shadow moves. But if you get it off, the opponent will be locked down for several seconds as meteors flood the screen in front of Eyedol, and you can run your long-range mixups all the while. Use this after any knockdown, and it will be very difficult to escape. However, as a combo starter, shadow meteors scale damage heavily. They are also not overheads.


Shadow Stomp-Strike
QCB+KK/214KK
Killer Instinct-2023 02 01-16 38 50.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 26.6(7%) 26.6(7%) 4.2(1%) 0 0 Mid 1+7(8) -- 35 42f +19 +19 +3 Destroys projectiles, Throw invul 1-10f

Something of a black sheep among Mage's shadows, as it lacks the obvious destructive power of S Bolt or S Meteors. What S Stomp provides over the others is high pushback while being plus on block, and is a more traditional combo opener. If you need someone off of you outside of oki, this is the shadow to do it.

Instinct

Awakening
HP+HK
Killer Instinct-2023 01 28-23 25 26-min.png
Test Caption
The properties of Eyedol's motion inputs are combined. This simple change amplifies his damage, meter gain, and plus frames. Eyedol is capable of explosive damage thanks to Shadow Bolt Destroyer and Meteor Swing ender. It is very dangerous to contest Eyedol since he will melt your health bar if you get opened up.

However, this Instinct doesn't really improve his mixup options, and most of the destruction can be avoided simply by holding down-back and reaction-blocking his overheads.

Eyedol always returns to Warrior after Instinct runs out.


Instinct Specials

Bolt Destroyer
QCF+P/236P
[[File:
Killer Instinct-2023 02 01-16 43 00.png
Killer Instinct-2023 01 29-00 04 44.png
Killer Instinct-2023 02 01-16 43 21.png
|175x250px|center|class=move-image]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 37.1 (10%) 49.1 (13%) 5.7 (1%) ?? ?? Low 11 3[11]3 15 42f +52 +52 +5 Ground bounce vs. airborne
  • That same Crushing Destroyer you love, now impossible to shadow counter on the second hit.
  • Lightning active from 27-43f.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 39.8 (11%) 49.8 (13%) 5.9 (1%) ?? ?? Mid 14 3[14]3 13 46f +54 +54 +7 Ground bounce vs. airborne
  • Lightning active from 33-43f.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 50.6 (14%) 58.6 (16%) 8.9 (2%) ?? ?? Mid 17 3[17] 15 54f +52 +52 +7 Ground bounce vs. airborne
  • Lightning active from 39-55f.


Meteor Swing
QCB+P/214P
[[File:
Eyedol W214Phb.png
Eyedol M214Phb.png
|175x250px|center|class=move-image]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP 33.4 (9%) 33.4 (9%) 3.1 (0.8%) ?? ?? High 5 6 36 46f +61 +61 -21, +7 Invul 1-7f, Ground Bounce
  • Meteor spawns on Frame 21.
  • A bit safer than his normal reversal; however, some characters can avoid the meteor simply by being right next to Eyedol, and many can punish with a throw or projectile invul move as the meteor drops.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP 37.4 (10%) 37.4 (10%) 3.1 (0.8%) ?? ?? High 8 5 36 48f +79 +79 -19, ?? High Invul 1-9f, Throw Invul 1-4f, Ground Bounce
  • Meteor spawns on Frame 25.
  • Do a sweep right as the meteor hits for a HKD.
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP 51.3 (14%) 51.3 (14%) 6.4 (1%) ?? ?? High 11 5 36 51f +25 +25 -18, ?? Recapture, Ground Bounce
  • Meteor spawns on Frame 27.
    • This meteor does not hit most characters at max distance.
  • Cannot recapture in the corner.


Shoulder Stomp
QCB+K/214K
[[File:
Eyedol W214Khb.png
Eyedol M214Khb.png
|175x250px|center|class=move-image]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK 32.1 (8%) 32.1 (8%) 2.7 (0.7%) 4.5 7 Mid 9 6 22 36f +5 +5 -2 --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK 40.8 (11%) 40.8 (11%) 4.3 (0.1%) 11 16 Mid 12 13 17 41f +8 +8 -4 --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK 46.6 (12%) 46.6 (8%) 4.9 (1%) 12.5 25 Mid 16 6 25 46f +10 +10 -6 --

Well, it's safer than vanilla Shoulder. Builds half a bar of shadow on block, powering up the S Bolt Destroyer you need to stay plus. Good chip damage, too.

Instinct Shadows

Shadow Bolt Destroyer
QCF+PP/236PP
Killer Instinct-2023 01 29-00 05 40.png
Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 53.2(14%)OH, 20(5%)OB 61.2(17%) 12.4(3%) 0 0 Mid 2+3 (5) 2[13]2[13]

2[13]2[13]2

12 78f +14 +14 +1 Ground bounce vs. airborne, destroys projectiles

Power overwhelming. Same full-screen projectile hitbox from S Bolt, with the speed and safety of S Destroyer. Deals a lot of damage fast and builds two levels of potential damage. On top of that, extremely difficult to shadow counter (should only be attempted by trained professionals). A top 5 shadow move; I mean it just does everything: opener, anti-air, neutral check, pressure, chip damage, all while being fast as a jab and plus on block.


Shadow Meteor Swing
QCB+PP/214PP
[[File:
Eyedol W214PPhb.png
Eyedol M214PPhb.png
|175x250px|center|class=move-image]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 57.3(15%) 57.3(15%) 12.4(3%) 0 0 Mid 2+2 (4) 14 25 42f +179 +179 -16, +99 Ground bounce vs. airborne, Stagger

Meteors do not appear if Eyedol is hit before Frame 45.


Shadow Shoulder Stomp
QCB+KK/214KK
[[File:
Eyedol W214KKhb.png
Eyedol I214KKhb.png
|175x250px|center|class=move-image]] Test Caption
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
S 56.2(15%) 56.2(15%) 13.4(3%) 0 0 Mid 2+9 (11) 20, 2 x5 17 78f +12 +12 -5 Projectile invul 1-31f

Unlike the normal S Stomp, this is a melee hit, and not safe on block. The Stomp portion will come out even on whiff (but Eyedol will whip around if the opponent changes sides) and is breakable even when used as an opener. By that same token though, you can cash out directly after without your ender being breakable.

Enders

Warrior Enders

Crushing Destroyer Ender
QCF+HP/236HP
Eyedol W236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Ground Bounce +64 --

Jugglable for 34 frames.

Version Ender Type On Hit Special Properties
Level 2 Ground Bounce +64 --

Jugglable for 34 frames.

Version Ender Type On Hit Special Properties
Level 3 Ground Bounce +64 --

Jugglable for 34 frames.

Version Ender Type On Hit Special Properties
Level 4 Ground Bounce +64 --

Jugglable for 34 frames.


Crushing Swing Ender
QCB+P/214P
Eyedol W214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +25 --
Version Ender Type On Hit Special Properties
Level 2 Damage +24 --
Version Ender Type On Hit Special Properties
Level 3 Damage +24 --
Version Ender Type On Hit Special Properties
Level 4 Damage +24 --

Pretty middle-of-the-road among damage enders.

Version Ender Type On Hit Special Properties
Shadow Damage, Ground Bounce +47 Juggle Cashout

Jugglable for 17 frames.


Crushing Shoulder Ender
QCB+HK/214HK
Eyedol W214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wall Splat 0/+15 --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat 0/+15 --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat 0/+16 --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat 0/+16 --

Warrior's pip ender; you will usually be doing Crushing Roar after this. Luckily, you're +4 and right next to the other guy, so it all works out. If you're not building pips, you can use Cr. HK for a hard knockdown, or throw for an unscaled 9%. Will wall splat from pretty much anywhere past the midpoint of the stage.

Mage Enders

Bolt-Strike Ender
QCF+HP/236HP
Eyedol M236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Battery +6 --
Version Ender Type On Hit Special Properties
Level 2 Battery +6 --
Version Ender Type On Hit Special Properties
Level 3 Battery +6 --
Version Ender Type On Hit Special Properties
Level 4 Battery +6 --

Eyedol's worst ender. A pittance of damage for meager shadow. Only use this between rounds with full Control pips.


Meteor-Strike Ender
QCB+P/214P
Eyedol M214Pnv.png
Summon the Sun
Version Ender Type On Hit Special Properties
Level 1 Damage +1 --
Version Ender Type On Hit Special Properties
Level 2 Damage +2 --
Version Ender Type On Hit Special Properties
Level 3 Damage +2 --
Version Ender Type On Hit Special Properties
Level 4 Damage +4 --

Among the weakest damage enders in terms of damage done. Still, you'll be using this one a lot.


Stomp-Strike Ender
QCB+HK/214HK
Eyedol M214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher +66 --

Jugglable for 36 frames.

Version Ender Type On Hit Special Properties
Level 2 Launcher +65 --

Jugglable for 35 frames.

Version Ender Type On Hit Special Properties
Level 3 Launcher +65 --

Jugglable for 35 frames.

Version Ender Type On Hit Special Properties
Level 4 Launcher +65 --

Jugglable for 35 frames.
---
 A free pip from anywhere on the stage. If your KV is 54 or less, you can tack on a H Bolt-Strike for bonus unbreakable damage and still get the pip.

Instinct Enders

Bolt Destroyer Ender
QCF+HP/236HP
Eyedol I236HPnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Ground Bounce / Battery +87 --
Version Ender Type On Hit Special Properties
Level 2 Ground Bounce / Battery +87 --
Version Ender Type On Hit Special Properties
Level 3 Ground Bounce / Battery +87 --
Version Ender Type On Hit Special Properties
Level 4 Ground Bounce / Battery +96 --

Combines the properties of both 236HP enders. Surpasses Warrior's damage ender at all levels while building a good grip of meter while also letting you continue your combo at low KV.


Meteor Swing Ender
QCB+P/214P
Version Ender Type On Hit Special Properties
Level 1 Damage +39 --
Version Ender Type On Hit Special Properties
Level 2 Damage +24 --
Version Ender Type On Hit Special Properties
Level 3 Damage +24 --
Version Ender Type On Hit Special Properties
Level 4 Damage +24 --

A very strong ender, comparable to Kim's or Tusk's.

Version Ender Type On Hit Special Properties
Shadow Damage +179 --

Massively damaging ender. Summons the meteor shower, so you can get a Control pip or reset like usual.


Shoulder Stomp Ender
QCB+HK/214HK
Version Ender Type On Hit Special Properties
Level 1 Wall Splat +16 --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat +15 --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat +16 --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat +16 --

Pretty much identical in application to Eyedol's normal wall splat ender. However, I don't recommend using this as it doesn't add a lot of damage and you will feel your precious Instinct ticking away.

Trivia

  • There is an early tell in Eyedol's intro for what stance he will start in. If the club glows red and purple, he will begin as Warrior. If the club is all purple, he will begin as Mage.
  • Eyedol builds about half a bar with his ultra ender. While this doesn't have an effect in most matchups, it does give Eyedol an edge if he ultras TJ Combo while he has Last Breath.

KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle