Killer Instinct (2013)/Eyedol: Difference between revisions

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{{KI2013Header}}
{{KI2013 Character Infobox
{{KI2013 Character Infobox
|name=Eyedol
|name=Eyedol
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|landing recovery= 4f
|landing recovery= 4f
|advantage post grounded combo breaker= +1
|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.
{{ProConTable
| pros=
*'''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.
| cons=
*'''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.
}}
}}



Revision as of 16:05, 3 February 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
  • 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

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
Eyedol BSLPhb.png
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
Eyedol BSLKhb.png
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
Eyedol BSMKhb.png
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
Eyedol BSHKhb.png
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
Eyedol BCLPhb.png
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
Eyedol BCLKhb.png
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


Crouching Medium Kick
Crouch MK/2MK
Eyedol BCMKhb.png
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
Eyedol BCHKhb.png
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.


Wake Up!
Back HP/4HP
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
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

Jumping Light Punch
Jump LP/8LP
Eyedol BJLPhb.png
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 7 12 4 -- +15 +17 +8 --

To Do


Jumping Light Kick
Jump LK/8LK
Eyedol BJLKhb.png
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.


Jumping Medium Kick
Jump MK/8MK
Eyedol BJMKhb.png
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
20(5%) 24(6%) -- 2.4 4 High 10 7 4 -- +16 +19 +12 Cross-up

To Do


Jumping Heavy Kick
Jump HK/8HK
Eyedol BJHKhb.png
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(7%) 30(8%) -- 4 4.5 High 10 5 4 -- +20 +24 +20 Cross-up

To Do

Warrior Normals

Grounded Normals

Standing Medium Punch
Stand MP/5MP
Eyedol WSMPhb.png
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
Eyedol WSHPhb.png
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%) -- 0.8 1.2 Mid 9 2 22 32f +4 +8 +1 --

To Do


Crouching Medium Punch
Crouch MP/2MP
Eyedol WCMPhb.png
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
Eyedol WCHPhb.png
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

Command Normals

Head Bash
Forward MP/6MP
Eyedol 6MPhb.png
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%) 24(6%) -- 2.4 4 High 28 3 20 50f +14 +14 -4 Overhead, recapture

To Do


Clobber
Forward HP/6HP
Eyedol 6HPhb.png
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
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.


Crushing Roar
3P/LMHP
Eyedol W3Phb.png
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
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

Jumping Medium Punch
Jump MP/8MP
Eyedol WJMPhb.png
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
20(5%) 24(6%) -- 2.4 4 High 9 5 4 17+f +16 +19 +12 --

To Do

Jumping Heavy Punch
Jump HP/8HP
Eyedol WJHPhb.png
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
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

Standing Medium Punch
Stand MP/5MP
Eyedol MSMPhb.png
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


Standing Heavy Punch
Stand HP/5HP
Eyedol MSHPhbV2.png
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
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.


Crouching Medium Punch
Crouch MP/2MP
Eyedol MCMPhb.png
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 20 29f 0 +2 -2 Projectile hitbox, destroys projectiles

Mage's shortest and fastest magic blast.


Crouching Heavy Punch
Crouch HP/2HP
Eyedol MCHPhb.png
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
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

Rod Blast
Back MP/4MP
Eyedol MBMPhb.png
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
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.


Tele-Strike
3K/LMHK
Eyedol M3Khb.png
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%) 8(2%) -- 0 0 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

Jumping Medium Punch
Jump MP/8MP
Eyedol MJMPhb.png
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
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.


Jumping Heavy Punch
Jump HP/8HP
Eyedol MJHPhb.png
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
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.


Throws

Throw
5LPLK/4LPLK
Eyedol LPLKhb.png
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
33.0 (9%) - - - - - - - - 35f - - - Hard Knockdown

Top-tier throw range. Warrior's has no special attributes but keeps them close. Mage's builds 3 levels of Potential Damage instantly and sends the opponent far away.

Warrior Specials

Crushing Destroyer
236P
Eyedol W236Phb.png
Test Caption
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


Crushing Swing
214P
Eyedol W214Phb.png
Test Caption
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 Invincible 1-8f

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 28(7%) 28(7%) -- 2.4 4 Mid 8 5 36 48f +59 +59 -19 Upper body invincible 1-9f

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 42.8(11%) 42.8(11%) 3.6(1%) 8 4.5 Mid 11 5 36 51f +25 +25 -18 Recapture

To Do


Crushing Shoulder
214K
Eyedol W214Khb.png
We gotta move it
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 --

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 28(7%) 28(7%) -- 2.4 4 Mid 12 13 17 41f +2 +2 -5 --

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 32(8%) 32(8%) -- 4 4.5 Mid 16 6 25 46f +4 +4 -9 --

To Do


Shadow Moves

Shadow Crushing Destroyer
236PP
Eyedol W236PPhb.png
Test Caption
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(8%) 6.4(1%) 0 0 Mid 2+3(5) 2 x5 12 78f +23 +23 +5 Ground bounce vs. airborne

To Do


Shadow Crushing Swing
214PP
Eyedol W214PPhb.png
Test Caption
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

Shadow Crushing Shoulder
214KK
Eyedol W214KKhb.png
Test Caption
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

To Do

Mage Specials

Bolt-Strike
236P
[[File:
Killer Instinct-2023 01 28-23 50 35.png
Killer Instinct-2023 01 28-23 50 48.png
Killer Instinct-2023 01 28-23 51 21.png
|175x250px|center|class=move-image]] Test Caption
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 --

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 21.6(5%) 21.6(5%) 2.5(0.6%) 8.3 4.5 Mid 22 17 16 54f +35 +35 -12 --

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 40.3(11%) 40.3(11%) 4.1(1%) 8.3 4.5 Mid 22 17 16 54f +35 +35 -9 --

To Do


Meteor-Strike
214P
Eyedol M214Phb.png
Test Caption
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 30 -- 17 47f +57 +57 +13 --

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 28(7%) 28(7%) -- ?? ?? High 30 -- 17 47f +57 +57 +13 --

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 30 -- 17 47f +57 +57 +13 --

To Do


Stomp-Strike
214K
Eyedol M214Khb.png
Test Caption
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 0 --

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 +2 --

To Do


Shadow Moves

Shadow Bolt-Strike
236PP
Killer Instinct-2023 02 01-16 38 21.png
Test Caption
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

To Do


Shadow Meteor-Strike
214PP
Eyedol M214PPhb.png
Test Caption
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 --

To Do


Shadow Stomp-Strike
214KK
Killer Instinct-2023 02 01-16 38 50.png
Test Caption
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

To Do

Instinct Specials

Bolt Destroyer
236P
[[File:
Killer Instinct-2023 02 01-16 43 00.png
Killer Instinct-2023 01 29-00 04 44.png
Killer Instinct-2023 02 01-16 43 21.png
|175x250px|center|class=move-image]] Test Caption
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 x2 15 42f +52 +52 +5 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 39.8(11%) 49.8(13%) 5.9(1%) ?? ?? Mid 14 3 x2 13 46f +54 +54 +7 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 50.6(14%) 58.6(16%) 8.9(2%) ?? ?? Mid 17 3 x2 15 54f +52 +52 +7 Ground bounce vs. airborne

To Do


Meteor Swing
214P
[[File:
Eyedol W214Phb.png
Eyedol M214Phb.png
|175x250px|center|class=move-image]] Test Caption
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 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 37.4(10%) 37.4(10%) 3.1(0.8%) ?? ?? High 8 5 36 48f +79 +79 -19, ?? 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 51.3(14%) 51.3(14%) 6.4(1%) ?? ?? High 11 5 36 51f +25 +25 -18, ?? Recapture, ground bounce vs. airborne

To Do


Shoulder Stomp
214K
[[File:
Eyedol W214Khb.png
Eyedol M214Khb.png
|175x250px|center|class=move-image]] Test Caption
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 0 --

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 +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
HK 46.6(12%) 46.6(8%) 4.9(1%) 12.5 25 Mid 16 6 25 46f +10 +10 +3 --

To Do


Shadow Moves

Shadow Bolt Destroyer
236PP
Killer Instinct-2023 01 29-00 05 40.png
Test Caption
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.


Shadow Meteor Swing
214PP
[[File:
Eyedol W214PPhb.png
Eyedol M214PPhb.png
|175x250px|center|class=move-image]] Test Caption
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.


Shadow Shoulder Stomp
214KK
[[File:
Eyedol W214KKhb.png
Eyedol I214KKhb.png
|175x250px|center|class=move-image]] Test Caption
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

To Do

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 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle