Killer Instinct (2013)/Eyedol: Difference between revisions

From SuperCombo Wiki
Line 11: Line 11:
*'''Great range:'''  Eyedol's large frame grants him great reach on his normals and makes him a footsies monster.
*'''Great range:'''  Eyedol's large frame grants him great reach on his normals and makes him a footsies monster.
*'''Overwhelming offense:'''  Both heads have safe/plus specials to create frame traps that loop themselves while building Shadow very quickly.
*'''Overwhelming offense:'''  Both heads have safe/plus specials to create frame traps that loop themselves while building Shadow very quickly.
*'''Third eye:'''  Between head switches, Eyedol has plenty of time to analyze his opponent's offense and counter accordingly, such as with an anti-air or reversal. Head switching also comes with 7f of invulnerability, causing some attacks to pass through harmlessly and scoring Eyedol a free punish.
*'''Third eye:''' Between head switches, Eyedol has plenty of time to analyze his opponent's offense and counter accordingly, such as with an anti-air or reversal. Head switching also comes with 7f of invulnerability, causing some attacks to pass through harmlessly and scoring Eyedol a free punish.
| cons=
| cons=
*In Progress
*'''Low overall damage:''' When not in Instinct, Eyedol's damage output lags behind most of his contemporaries.
}}
}}



Revision as of 01:40, 28 January 2023

Killer Instinct (2013)KI2013.jpg



Eyedol

KI2013-Eyedol Face.jpg

N/A


In a nutshell

N/A

Introduction

Strengths Weaknesses
  • Great range:  Eyedol's large frame grants him great reach on his normals and makes him a footsies monster.
  • Overwhelming offense:  Both heads have safe/plus specials to create frame traps that loop themselves while building Shadow very quickly.
  • Third eye: Between head switches, Eyedol has plenty of time to analyze his opponent's offense and counter accordingly, such as with an anti-air or reversal. Head switching also comes with 7f of invulnerability, causing some attacks to pass through harmlessly and scoring Eyedol a free punish.
  • Low overall damage: When not in Instinct, Eyedol's damage output lags behind most of his contemporaries.

Universal Mechanics

Instinct

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

Combat Traits

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

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

Shared Normals

Ground Normals

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

To Do


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

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


Standing Medium Kick
Stand MK/5MK
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 8 2 22 31f +1 +6 +1 --

To Do


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

Huge normal and excellent meaty.


Crouching Light Punch
Crouch LP/2LP
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 10(2%) -- 1.6 2.4 Mid 5 2 10 16f 0 +2 -2 Chain

To Do


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

To Do


Standing Medium Kick
Stand MK/5MK
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 30(8%) -- 2.4 4 Low 8 3 27 37f -4 -1 -6 --

Long range low that works harmoniously with Meteor-Strike and pip-cancelled Head Bash.


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

Standard sweep.


Air Normals

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

Useful for ticking into neutral Crushing Roar on block.

Warrior Normals

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

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


Standing Heavy Punch
Stand HP/5HP
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 28(7%) -- 4 4.5 Mid 9 2 22 32f +4 +8 +1 --

To Do


Crouching Medium Punch
Crouch MP/2MP
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 2.4 4 Mid 6 2 14 21f +6 +9 +1 --

Very similar to St. MP, with less recovery and more advantage on hit, but shorter range.


Crouching Heavy Punch
Crouch HP/2HP
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24(6%) 28(7%) -- 4 4.5 Mid 10 4 18 31f 0 +1 -3 --

To Do

Mage Normals

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

To Do