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.