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{{ | {{KI2013 Character Infobox | ||
|name=Eyedol | |||
|image=KI2013_Eyedol_CSS.png | |||
|forward walk speed= '''Warrior:''' 41f to cross two large training mode squares</br> | |||
| | ''Run speed:'' 18f to cross two large training mode squares</br> | ||
'''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 | === 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= | |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= | |description= Chains up to 3 times. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |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= | |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= | |on block= -1 | ||
|special properties= -- | |special properties= -- | ||
|description= | |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= | |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= | |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= | |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= | |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= | |image= Eyedol BCMKhbV2.png|thumb | ||
|caption= Test Caption | |caption= Test Caption | ||
|name= | |name= Crouching Medium Kick | ||
|linkname= | |linkname= 2MK | ||
|input= | |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= | |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 | |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= | |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= | |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. | |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= | |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= | |shadow on hit= 0.8 | ||
|shadow on block= | |shadow on block= 1.2 | ||
|guard= Mid | |guard= Mid | ||
|startup= 9 | |startup= 9 | ||
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{{MoveData | {{MoveData | ||
|image= | |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= | |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= | |damage= 28(7%) | ||
|counter-hit damage= | |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 |
---|---|
|
|
Character Data | |
---|---|
Forward Walk Speed | Warrior: 41f to cross two large training mode squares Run speed: 18f 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.
Ground Normals
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. |
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. |
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 | -- |
|
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. |
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 |
|
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 |
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 | -- |
|
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. |
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 |
|
Air Normals
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 | -- |
|
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. |
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. |
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
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. |
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 |
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 | -- |
|
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
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 |
|
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 | -- |
|
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.
| ||||||||||||||
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.
| ||||||||||||||
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.
|
Air Normals
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.
|
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
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.
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. | ||||||||||||||
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. |
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.
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 |
|
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
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 |
|
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 |
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
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. |
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.
|
Mage Normals
Ground Normals
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 |
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. |
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. |
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
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. |
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;
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
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 |
|
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.
|
Mage Specials
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 | -- |
| ||||||||||||||
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 | -- |
| ||||||||||||||
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 | -- |
The opponent will always drop like a rock out of the second Bolt-Strike in one combo/juggle. |
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 |
| ||||||||||||||
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.
|
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
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. |
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. |
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
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
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 |
| ||||||||||||||
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 |
| ||||||||||||||
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 |
|
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 |
| ||||||||||||||
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 |
| ||||||||||||||
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 |
|
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
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. |
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. |
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
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. |
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. |
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
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. |
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. |
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. |
Instinct Enders
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. |
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. |
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.