Shoryuken Wiki

Difference between revisions of "The King of Fighters '98: Ultimate Match/Eiji Kisaragi"

From Shoryuken Wiki
Line 64: Line 64:
  
 
B versions has high/mid level invincibility, D version has low, allowing you to move through projectiles with the right choice. D version goes further.
 
B versions has high/mid level invincibility, D version has low, allowing you to move through projectiles with the right choice. D version goes further.
Kotsu Hazaki Kiri - hcb+K - B version combos from heavy attacks, D version travels faster. Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there.
+
 
 +
Kotsu Hazaki Kiri - hcb+K  
 +
 
 +
B version combos from heavy attacks, D version travels faster. Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there.
  
 
Tenba Kyaku - rdp+K
 
Tenba Kyaku - rdp+K

Revision as of 17:57, 24 November 2015

Introduction

Eiji is an asshole. If you play him, you are probably an asshole.

Moves List

At a Glance

Normal Throws
Kuuchuu Ippanzeoi (throw) f/b + C/D
Special Moves
Kikou Hou qcf + P
Kasumi Kiru qcb + P
Ryuukagejin dp + K
Kage Utsushi hcb + K
Tenba Kyaku rdp + K
Kagenui (air) qcf+ P
Desperation Moves
Zantetsu Nami qcf hcb + P
Zantetsu Iibamushiriken qcf hcb + K


Normal Moves

Kuuchuu Ippanzeoi: close, b or f + HP or HK

Special Moves

Kikou Hou - qcf+P

A version combos from heavy attacks, C version is slower but has a larger hitbox.

Kagenui - air qcf+P

Must be blocked low if it hits near their toe. Can OTG but it's not guaranteed off anything. Can be done from a front & backdash. No cancellable air normals.

Kasumi Kiri - qcb+P

Combos from light attacks. Can work well as AA. Long recovery period.

Ryuu Kagejin - dp+P

Reflects projectiles (including DM), massive active frames. Combos from heavy attacks but only on backturned. dp+A gives slight advantage (meaty does not give extra advantage) and no pushback when in the corner.

Kage Utsushi - qcf+K

B versions has high/mid level invincibility, D version has low, allowing you to move through projectiles with the right choice. D version goes further.

Kotsu Hazaki Kiri - hcb+K

B version combos from heavy attacks, D version travels faster. Massive active frames. B version is poor on block, but when meaty gives massive frame advantage. D version starts at neutral and improves from there.

Tenba Kyaku - rdp+K

D version combos from c.D [1 hit] (only connects properly on standing). Can link normals after both, depending on the situation.

Super Special Moves

Zantetsu Nami: d, df, f, df, d, db, b + P

Zantetsu Iibamushiriken: d, df, f, df, d, db, b + K

The Basics

Press D a lot.

Combos

  • (j.C) > cl.D > qcf+A/dp+A/hcb+B/qcb+A
Main and best 3-in-1
  • cr.B>cr.A>qcb+A
Low hit confirm
  • (Corner) JD > cr.D> rdp+B > (cl.A or cr.A > qcb+A) or (cl.D > hcb+B)
  • cl.D > qcf,hcb+K or qcf,hcb+P
Best way to combo his Ryuko Ranbu Super
  • cr.B > cr.A > qcf,hcb+K or qcf,hcb+P
  • (Corner) JD > cr.D> rdp+B > cl.D > qcf,hcb+K or qcf,hcb+P

Advanced Strategy

Do your fireball super.

Match-Ups