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Revision as of 22:02, 30 January 2023

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 |
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Character Data | |
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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 |
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|
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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 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | -- |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22(6%) | 26(7%) | -- | 4 | 4.5 | Mid | 10 | 5 | 21 | 35f | +5 | +9 | 0 | -- |
Huge normal and excellent meaty. |
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 |
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 | -- |
Long range low that works harmoniously with Meteor-Strike and pip-cancelled Head Bash. |
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. |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5(1%) to self | - | - | - | - | - | - | - | - | 41f | - | - | - | Induces stance switch |
Eyedol punches his inactive head, greatly increasing his chances of switching. Eyedol will always switch within 4 smacks. In Instinct, Wake Up! will restore a small amount of Instinct meter. Eyedol cannot finish his life bar with Wake Up! |
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 | -- | +15 | +17 | +8 | -- |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16(4%) | 20(5%) | -- | 1.6 | 2.4 | High | 8 | 11 | 4 | -- | +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 | -- | +16 | +19 | +12 | Cross-up |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
26(7%) | 30(8%) | -- | 4 | 4.5 | High | 10 | 5 | 4 | -- | +20 | +24 | +20 | Cross-up |
To Do |
Warrior Normals
Grounded 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. Lightning 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%) | -- | 4 | 4.5 | 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 | -- |
Very similar to St. MP, with less recovery and more advantage on hit, but shorter range. |
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 |
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 |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36.1(10%) | 38.1(10%) | 4.7(1%) | 4 x3 | 4.5 x3 | Mid | 11 | 2 x3 | 23 | 72f | +5 | +5 | 0 | Pip-cancelable at any time |
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. |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11.6(3%) | 11.6(3%) | -- | 7 | -- | -- | 9 | 2 | 25 | 35f | +4 | +4 | -- | Builds Rage pip |
A long range command grab that earns a pip for Mage to use later. Frametraps into itself against most characters. The most used option after wall splat enders as it can't be teched or otherwise avoided. |
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 | -- |
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 | High | 15 | 3 | 4 | -- | +61 | +61 | +6 | Ground bounce |
A useful move for starting and maintaining juggles. You can also tick into neutral Crushing Roar on block. |
Mage Normals
Grounded 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 | 1 | 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%) | 28(7%) | -- | 2.4 | 4 | Mid | 21 | 2 | 35 | 57 | +7 | +6 | -20 | Projectile hitbox, destroys projectiles |
Nearly full-screen hitbox; despite this, whiffs on most crouchers. Airborne opponents will be flung a huge distance away. |
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%) | -- | ?? | ?? | Mid | 31 | 4 | 32 | 66f | +23 | +23 | -17 | Projectile hitbox, destroys projectiles, builds Control pip |
Use this after landing Bolt-Strikes/Meteor-Strikes in neutral, and Stomp-Strike ender. |
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 |
Air-to-air that sends opponents far away. |
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 | 23 | -- | -3 | -3 | -6 | Projectile hitbox, destroys projectiles |
A beefy magic blast that resists all anti-airs. Also useful as an air-to-air. Causes stagger, but still not plus on grounded hit. |
Warrior Specials
Crushing Destroyer
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%) | 3.2 | 4.8 | Mid | 11 | 3 x2 | 15 | 42f | +1 | +1 | -1 | 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 |
MP | 29.4(8%) | 39.4(10%) | 2.5(0.6%) | 4.8 | 8 | Mid | 14 | 3 x2 | 13 | 46f | +3 | +3 | 0 | 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 | 32.1(8%) | 40.1(11%) | 2.7(0.7%) | 8 | 9 | Mid | 17 | 3 x2 | 15 | 54f | +5 | +5 | +1 | Ground bounce vs. airborne |
To Do |
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Shadow | 53.2(14%)OH, 20(5%)OB | 61.2(17%) | 12.4(3%) | 0 | 0 | Mid | 2+3 (5) | 2 x5 | 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. |