Killer Instinct (2013)/Eyedol: Difference between revisions

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   |special properties= Hard knockdown
   |special properties= Hard knockdown
   |description= Standard sweep.   
   |description= Standard sweep.   
}}
}}
=== Air Normals ===
{{MoveData
|image= To Do
|caption= Test Caption
|name= Jumping Light Kick
|linkname= 8LK
|input= Jump LK/8LK
|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= 8
  |active= 11
  |recovery= 4
  |total duration= --
  |on hit= +15
  |on counter-hit= +17
  |on block= +8
  |special properties= --
  |description= Useful for ticking into neutral Crushing Roar on block.
  }}
  }}
}}
}}

Revision as of 16:16, 27 January 2023

Killer Instinct (2013)KI2013.jpg



Eyedol

KI2013-Eyedol Face.jpg

N/A


In a nutshell

N/A

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 Trait

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.

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