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Eiji is an asshole. If you play him, you are probably an asshole.
At a Glance
|Kuuchuu Ippanzeoi||(throw) f/b + C/D|
|Kikou Hou||qcf + P|
|Kasumi Kiru||qcb + P|
|Ryuukagejin||dp + P|
|Kage Utsushi||hcb + K|
|Tenba Kyaku||rdp + K|
|Kagenui||(air) qcf+ P|
|Zantetsu Nami||qcf hcb + P|
|Zantetsu Iibamushiriken||qcf hcb + K|
Kuuchuu Ippanzeoi: close, b or f + HP or HK
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
Press D a lot.
- (j.C) > cl.D > qcf+A/dp+A/hcb+B/qcb+A
- Main and best 3-in-1
- 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
Do your fireball super.