Shoryuken Wiki

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

From Shoryuken Wiki
 
(17 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
=Introduction=
 
=Introduction=
Eiji is an asshole. If you play him, you are probably an asshole.
+
Eiji is a great upper tier "Black Horse" (because he was reduced to a joke character but had a great and varied movelist for pro playing) Ninja focused in corner traps and keepaway far combat/ close rush mind games. huge asshole. Only assholes play Eiji so they can be huge assholes.
  
 
=Moves List=
 
=Moves List=
 +
==At a Glance==
 +
 +
{| class="wikitable"
 +
|-
 +
! colspan="2" | Normal Throws
 +
|-
 +
| Kuuchuu Ippanzeoi
 +
| (throw) '''f/b + C/D'''
 +
|-
 +
! colspan="2" | Special Moves
 +
|-
 +
| Kikou Hou
 +
| '''qcf + P'''
 +
|-
 +
| Kasumi Kiru
 +
| '''qcb + P'''
 +
|-
 +
| Ryuukagejin
 +
| '''dp + P'''
 +
|-
 +
| Kage Utsushi
 +
| '''hcb + K'''
 +
|-
 +
| Tenba Kyaku
 +
| '''rdp + K'''
 +
|-
 +
| Kagenui
 +
| (air) '''qcf+ P'''
 +
|-
 +
! colspan="2" | Desperation Moves
 +
|-
 +
| Zantetsu Nami
 +
| '''qcf hcb + P'''
 +
|-
 +
| Zantetsu Iibamushiriken
 +
| '''qcf hcb + K'''
 +
|}
 +
 
==Normal Moves==
 
==Normal Moves==
 +
Kuuchuu Ippanzeoi: close, b or f + HP or HK
 
==Special Moves==
 
==Special Moves==
==Super 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=
 
=The Basics=
Press D a lot.
+
Round start, Kikohou or Kasumi Giri , throw Kunais, reflect projectiles, if opponent its close Press D a lot, corner your  opponent and rdp+B FTW.
 +
 
 +
=Combos=
 +
*j.C > cl.D (2 hits) >> qcf + A or dp + A or hcb + B or qcb + A
 +
:Main and best 3-in-1
 +
 
 +
*cr.B > cr.A >> qcb + A
 +
: Low hit confirm
 +
 
 +
*(Corner) J.D > cr.D (1 hit) >> rdp+B >(cl.A or cr.A >> qcb + A) or (cl.D (2 hits) >> hcb + B)
 +
 
 +
*cl.D (2 hits) >> 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) J.D > cr.D (1 hit) >> rdp+B > cl.D (2 hits) >> qcf hcb + K or qcf hcb + P
  
 
=Advanced Strategy=
 
=Advanced Strategy=
Do your fireball super.
+
Midscreen is your keepaway zone,Corner its your rush zone ,do your fireball super if you have one stock.
  
 
=Match-Ups=
 
=Match-Ups=
  
 
{{Template:The King of Fighters '98: Ultimate Match}}
 
{{Template:The King of Fighters '98: Ultimate Match}}
 +
[[Category:Eiji Kisaragi]]

Latest revision as of 22:57, 29 January 2021

Introduction

Eiji is a great upper tier "Black Horse" (because he was reduced to a joke character but had a great and varied movelist for pro playing) Ninja focused in corner traps and keepaway far combat/ close rush mind games. huge asshole. Only assholes play Eiji so they can be huge assholes.

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 + P
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

Round start, Kikohou or Kasumi Giri , throw Kunais, reflect projectiles, if opponent its close Press D a lot, corner your opponent and rdp+B FTW.

Combos

  • j.C > cl.D (2 hits) >> qcf + A or dp + A or hcb + B or qcb + A
Main and best 3-in-1
  • cr.B > cr.A >> qcb + A
Low hit confirm
  • (Corner) J.D > cr.D (1 hit) >> rdp+B >(cl.A or cr.A >> qcb + A) or (cl.D (2 hits) >> hcb + B)
  • cl.D (2 hits) >> 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) J.D > cr.D (1 hit) >> rdp+B > cl.D (2 hits) >> qcf hcb + K or qcf hcb + P

Advanced Strategy

Midscreen is your keepaway zone,Corner its your rush zone ,do your fireball super if you have one stock.

Match-Ups