Killer Instinct (2013)/Eyedol: Difference between revisions

From SuperCombo Wiki
mNo edit summary
No edit summary
Line 20: Line 20:


== Introduction ==
== Introduction ==
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.
{{ProConTable
{{ProConTable
| pros=
| pros=

Revision as of 03:43, 28 January 2023

Killer Instinct (2013)KI2013.jpg




Introduction

Lore

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

Gameplay

Placeholder gameplay overview

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

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

Introduction

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.

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.
  • Linear offense:  Eyedol largely relies on strike/throw for his pressure, as his crossups and overheads are extremely telegraphed.
  • Projectile immunity: Mage is uniquely weak to projectile immune moves as all his punches and specials use projectile hitboxes.

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


Warrior Specials

Crushing Destroyer

Crushing Destroyer
236P
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
26.8(7%) 38.8(10%) 2.3(0.6%) 1.6% 2.4% Mid 11 3 twice 15 42f +1 +1 -1 Ground bounce vs. airborne

Powerful and spammable footsies tool until your opponent has a bar of shadow. Mondo hitbox will swat away some jump-ins. M and H versions have a large enough gap between hits that certain characters can slip a reversal or parry through.