Killer Instinct (2013)/Eyedol

From SuperCombo Wiki


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 BSLPhbV2.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

Chains up to 3 times.


Standing Light Kick
Stand LK/5LK
Eyedol BSLKhbV2.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 BSMKhbV2.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 BSHKhbV2.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. The range is so good that it can avoid some reversals at tipper range, such as Puddle Punch.


Crouching Light Punch
Crouch LP/2LP
Eyedol BCLPhbV2.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

Chains thrice on hit and twice on block.


Crouching Light Kick
Crouch LK/2LK
Eyedol BCLKhbV2.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 BCMKhbV2.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.
  • Shifts Eyedol's position forward quite a bit. Special cancel from this to recover lost ground.


Crouching Heavy Kick
Crouch HK/5HK
Eyedol BCHKhbV2.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. Use this during juggles for some okizeme.


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
10(2%) to self - - - - - - - - 41f - - - Induces stance switch
  • Eyedol punches his inactive head, increasing his chances of switching.
    • A switch is guaranteed within 9 smacks.
  • Truth be told, you shouldn't be fishing for a head swap unless you're between rounds, Eyedol's favour. The health drain is just too severe.
  • In Instinct, Wake Up! will restore a small amount of Instinct meter, even between rounds where health drain is not possible.
  • Eyedol can lose the round with Wake Up! as of the Anniversary update.

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 22+f +15 +17 +8 --

Throw a little wrinkle in your juggles with this.


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 22+f +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 20+f +16 +19 +12 Cross-up

You will be using this after jump cancels a lot. Take care not to whiff the back hitbox on short characters like Hisako.


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 18+f +20 +24 +20 Cross-up

Really good for jumping in, and if it hits, you get a free manual!

Warrior Normals

Ground Normals

Standing Medium Punch
Stand MP/5MP
Eyedol WSMPhbV2.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 WSHPhbV2.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 WCMPhbV2.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

Eyedol jumps forward for a long-range overhead and situational anti-air. A tension point in juggles that forces a breaker mindgame everytime, if there's no lockout. Counts as an opener, but doesn't transition directly into auto-doubles or linkers.


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[16]2[16]2 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 W3PhbV2.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. Can be cancelled into from normals.

  • •Neutral: Frametraps into itself against most characters. The most used option after wall splat enders as it can't be teched or otherwise avoided.
  • →Forward: Eyedol leaps forward before grabbing. Ticks off your grounded normals.
  • ←Back: Eyedol jumps back before leaping forward and grabbing. Uhh?

Air Normals

Jumping Medium Punch
Jump MP/8MP
Eyedol WJMPhbV2.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 WJHPhbV2.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 21+f +61 +61 +6 Ground Bounce

A useful move for starting and maintaining juggles. You can also tick into neutral Crushing Roar on block.


Warrior Specials

Crushing Destroyer
QCF+P/236P
Eyedol W236P2hb.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[11]3 15 42f +1 +1 -1 Ground bounce vs. airborne

A really good special. Long range, difficult to jump over, difficult to contest at range, locks your foe down, and is a true blockstring unlike the higher strengths.

As of the Anniversary Edition, it's also the best way to fish for a switch as it's only 1 frame slower than Wake Up!

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[14]3 13 46f +3 +3 0 Ground bounce vs. airborne

All strengths of Crushing Destroyer do 1% in chip, so get whittling!

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(9%) 40.1(11%) 2.7(0.7%) 8 9 Mid 17 3[17]3 15 54f +5 +5 +1 Ground bounce vs. airborne

Quite slow, and there is a gap between hits that blocking characters can reversal through. This will mostly be your optimal-damage opener.

All strengths of Crushing Destroyer are woefully shadow counterable, and you can't pip cancel until the second hit lands.


Crushing Swing
QCB+P/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

Your reversal.

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

Good anti-air, juggle starter and maintainer.

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

Juggle ender. You can do an ender directly after this, unlike Head Bash.


Crushing Shoulder
QCB+K/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 --

You have to be a madman to throw this out in neutral without pips. Don't whiff this or you'll have delivered yourself right to your opponent.


Warrior Shadows

Shadow Crushing Destroyer
QCF+PP/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(11%) 6.4(1.8%) 0 0 Mid 2+3(5) 2[13]2[13]

2[13]2[13]2

12 78f +23 +23 +5 Ground bounce vs. airborne
  • Bask in awe at the advantage.
    • This makes Shadow Destroyer the preferred shadow confirm over Shoulder just 'cos of the free manual you get.
  • Lacks the anti-air hitbox of meterless Destroyer.


Shadow Crushing Swing
QCB+PP/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
QCB+KK/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

Between M and H Shoulder in distance travelled. Projectile immune the whole way through, which can lead to some funky interactions, usually in Eyedol's favour.

Throws

Warrior 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%) - - - - - 5 2 29 35f +32/+19 - - Hard Knockdown

Top-tier throw range. Both directions keep your foe close. Forward throw has perhaps the slowest throw animation in KI. Not so great when Eyedol's in Instinct, but great for wasting your opponent's Instinct.


Mage Throw
5LPLK/4LPLK
Eyedol LPLK2hb.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%) - - - - - 5 2 29 35f +37 - - Hard Knockdown

Top-tier throw range. Tacks on 3 level of Potential Damage instantly, and puts them in range for a medium meteor. Try throwing after a point-blank Stomp-Strike.

Mage Normals

Ground Normals

Standing Medium Punch
Stand MP/5MP
Eyedol MSMPhbV2.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 MSHPhbV3.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 MCMPhbV2.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%) 36(10%) -- 2.4 4 Mid 21 2 35 57f +7 +6 -20 Projectile hitbox, destroys projectiles

Nearly full-screen hitbox, but whiffs on most crouchers. Airborne opponents will be flung a huge distance away. Not special-cancelable.


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

A teleport attack that builds Control pips for Warrior to use later. Comes with three variations;

  • •Neutral Tele-Strike: warps to your opponent's face. Push them into the corner!
  • ->Forward Tele-Strike: hits crossup. Cancel into this from normals for a sneaky mixup.
  • <-Back Tele-Strike: goes a short bit backward and is invincible on startup.

Use this after landing Bolt-Strikes and Meteor-Strikes in neutral, and after Stomp-Strike ender. Opponents will be flung to heavy meteor range.

Air Normals

Jumping Medium Punch
Jump MP/8MP
Eyedol MJMPhbV2.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. High pushback on block, but hitting it is only practical on tall characters.


Jumping Heavy Punch
Jump HP/8HP
Eyedol MJHPhbV2.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 4 19+f -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.

Mage Specials

Bolt-Strike
QCF+P/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=moveimg]] 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 --
  • A full-screen low that stops the opponent from walking forward.
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 --
  • A full-screen anti-air.
  • Follow-ups are limited to just Tele-Strike, or L Bolt-Strike if you're happy with your position.
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 --
  • A cage that catches teleports and jump-ins.
  • Dial it in after a corner throw for a +1 meaty.

The opponent will always drop like a rock out of the second Bolt-Strike in one combo/juggle.


Meteor-Strike
QCB+P/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 Stagger, Ground bounce vs. airborne

Falls right in front of Eyedol.

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 Stagger, 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 28(7%) 28(7%) -- ?? ?? High 30 -- 17 47f +57 +57 +13 Stagger, Ground bounce vs. airborne

Falls at max distance.

It isn't safe to jump when the rocks come down. Eyedol summons a fiery boulder to cover a vertical slice of the screen. Meteors act like a mini-assist and stick around even if Eyedol is hit after casting. There is always a strength that can hit the opponent in front of Eyedol, no matter their position. Sadly, meteors have low priority and will clash or lose in pretty much every projectile collision.


Stomp-Strike
QCB+K/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 -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 26.8(7%) 32.8(9%) 2.3(0.6%) ?? ?? Mid 15 5 14 33f +8 +8 -4 --

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 26.3(7%) 32.3(8%) 3.4(0.9%) ?? ?? Mid 16 9 12 36f +10 +10 -6 --

A huge disjoint with high pushback, so Mage's turn isn't entirely over despite the minus frames. It also builds shadow hand over fist.


Mage Shadows

Shadow Bolt-Strike
QCF+PP/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, Proj invul 1-14f

Win zoning wars easily. Swat your enemies out of the sky. Or just throw it out as a neutral check. Most characters can't contest this at range and without meter. However, most can punish on reaction with their own projectile invul shadow move. A very strong use of Eyedol's meter.


Shadow Meteor-Strike
QCB+PP/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 Stagger, Ground bounce vs. airborne

The longest startup of all shadow moves. But if you get it off, the opponent will be locked down for several seconds as meteors flood the screen in front of Eyedol, and you can run your long-range mixups all the while. Use this after any knockdown, and it will be very difficult to escape. However, as a combo starter, shadow meteors scale damage heavily. They are also not overheads.


Shadow Stomp-Strike
QCB+KK/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, Throw invul 1-10f

Something of a black sheep among Mage's shadows, as it lacks the obvious destructive power of S Bolt or S Meteors. What S Stomp provides over the others is high pushback while being plus on block, and is a more traditional combo opener. If you need someone off of you outside of oki, this is the shadow to do it.

Instinct

Awakening
HP+HK
Killer Instinct-2023 01 28-23 25 26-min.png
Test Caption
The properties of Eyedol's motion inputs are combined. This simple change amplifies his damage, meter gain, and plus frames. Eyedol is capable of explosive damage thanks to Shadow Bolt Destroyer and Meteor Swing ender. It is very dangerous to contest Eyedol since he will melt your health bar if you get opened up.

However, this Instinct doesn't really improve his mixup options, and most of the destruction can be avoided simply by holding down-back and reaction-blocking his overheads.

Eyedol always returns to Warrior after Instinct runs out.


Instinct Specials

Bolt Destroyer
QCF+P/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=moveimg]] 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[11]3 15 42f +52 +52 +5 Ground bounce vs. airborne
  • That same Crushing Destroyer you love, now impossible to shadow counter on the second hit.
  • Lightning active from 27-43f.
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[14]3 13 46f +54 +54 +7 Ground bounce vs. airborne
  • Lightning active from 33-43f.
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[17] 15 54f +52 +52 +7 Ground bounce vs. airborne
  • Lightning active from 39-55f.


Meteor Swing
QCB+P/214P
[[File:
Eyedol W214Phb.png
Eyedol M214Phb.png
|175x250px|center|class=moveimg]] 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
  • Meteor spawns on Frame 21.
  • A bit safer than his normal reversal; however, some characters can avoid the meteor simply by being right next to Eyedol, and many can punish with a throw or projectile invul move as the meteor drops.
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
  • Meteor spawns on Frame 25.
  • Do a sweep right as the meteor hits for a HKD.
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
  • Meteor spawns on Frame 27.
    • This meteor does not hit most characters at max distance.
  • Cannot recapture in the corner.


Shoulder Stomp
QCB+K/214K
[[File:
Eyedol W214Khb.png
Eyedol M214Khb.png
|175x250px|center|class=moveimg]] 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 -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 40.8(11%) 40.8(11%) 4.3(0.1%) 11 16 Mid 12 13 17 41f +8 +8 -4 --

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 -6 --

Well, it's safer than vanilla Shoulder. Builds half a bar of shadow on block, powering up the S Bolt Destroyer you need to stay plus. Good chip damage, too.

Instinct Shadows

Shadow Bolt Destroyer
QCF+PP/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
S 53.2(14%)OH, 20(5%)OB 61.2(17%) 12.4(3%) 0 0 Mid 2+3 (5) 2[13]2[13]

2[13]2[13]2

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; I mean it just does everything: opener, anti-air, neutral check, pressure, chip damage, all while being fast as a jab and plus on block.


Shadow Meteor Swing
QCB+PP/214PP
[[File:
Eyedol W214PPhb.png
Eyedol M214PPhb.png
|175x250px|center|class=moveimg]] 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
QCB+KK/214KK
[[File:
Eyedol W214KKhb.png
Eyedol I214KKhb.png
|175x250px|center|class=moveimg]] 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

Unlike the normal S Stomp, this is a melee hit, and not safe on block. The Stomp portion will come out even on whiff (but Eyedol will whip around if the opponent changes sides) and is breakable even when used as an opener. By that same token though, you can cash out directly after without your ender being breakable.

Enders

Warrior Enders

Crushing Destroyer Ender
QCF+HP/236HP
Eyedol W236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Ground Bounce +64 --
Version Ender Type On Hit Special Properties
Level 2 Ground Bounce +64 --
Version Ender Type On Hit Special Properties
Level 3 Ground Bounce +64 --
Version Ender Type On Hit Special Properties
Level 4 Ground Bounce +64 --


Crushing Swing Ender
QCB+P/214P
Eyedol W214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +25 --
Version Ender Type On Hit Special Properties
Level 2 Damage +24 --
Version Ender Type On Hit Special Properties
Level 3 Damage +24 --
Version Ender Type On Hit Special Properties
Level 4 Damage +24 --

Pretty middle-of-the-road among damage enders.

Version Ender Type On Hit Special Properties
Shadow Damage, Ground Bounce +47 Juggle cashout


Crushing Shoulder Ender
QCB+HK/214HK
Eyedol W214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wall Splat 0/+15 --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat 0/+15 --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat 0/+16 --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat 0/+16 --

Warrior's pip ender; you will usually be doing Crushing Roar after this. Luckily, you're +4 and right next to the other guy, so it all works out. If you're not building pips, you can use Cr. HK for a hard knockdown, or throw for an unscaled 9%. Will wall splat from pretty much anywhere past the midpoint of the stage.

Mage Enders

Bolt-Strike Ender
QCF+HP/236HP
Eyedol M236Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Battery +6 --
Version Ender Type On Hit Special Properties
Level 2 Battery +6 --
Version Ender Type On Hit Special Properties
Level 3 Battery +6 --
Version Ender Type On Hit Special Properties
Level 4 Battery +6 --

Eyedol's worst ender. A pittance of damage for meager shadow. Only use this between rounds with full Control pips.


Meteor-Strike Ender
QCB+P/214P
Eyedol M214Pnv.png
Summon the Sun
Version Ender Type On Hit Special Properties
Level 1 Damage +1 --
Version Ender Type On Hit Special Properties
Level 2 Damage +2 --
Version Ender Type On Hit Special Properties
Level 3 Damage +2 --
Version Ender Type On Hit Special Properties
Level 4 Damage +4 --

Among the weakest damage enders in terms of damage done. Still, you'll be using this one a lot.


Stomp-Strike Ender
QCB+HK/214HK
Eyedol M214Knv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher +66 --
Version Ender Type On Hit Special Properties
Level 2 Launcher +65 --
Version Ender Type On Hit Special Properties
Level 3 Launcher +65 --
Version Ender Type On Hit Special Properties
Level 4 Launcher +65 --

A free pip from anywhere on the stage. If your KV is 54 or less, you can tack on a H Bolt-Strike for bonus unbreakable damage and still get the pip.

Instinct Enders

Bolt Destroyer Ender
QCF+HP/236HP
Eyedol I236HPnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Ground Bounce / Battery +87 --
Version Ender Type On Hit Special Properties
Level 2 Ground Bounce / Battery +87 --
Version Ender Type On Hit Special Properties
Level 3 Ground Bounce / Battery +87 --
Version Ender Type On Hit Special Properties
Level 4 Ground Bounce / Battery +96 --

Combines the properties of both 236HP enders. Surpasses Warrior's damage ender at all levels while building a good grip of meter while also letting you continue your combo at low KV.


Meteor Swing Ender
QCB+P/214P
Version Ender Type On Hit Special Properties
Level 1 Damage +39 --
Version Ender Type On Hit Special Properties
Level 2 Damage +24 --
Version Ender Type On Hit Special Properties
Level 3 Damage +24 --
Version Ender Type On Hit Special Properties
Level 4 Damage +24 --

A very strong ender, comparable to Kim's or Tusk's.

Version Ender Type On Hit Special Properties
Shadow Damage +179 --

Massively damaging ender. Summons the meteor shower, so you can get a Control pip or reset like usual.


Shoulder Stomp Ender
QCB+HK/214HK
Version Ender Type On Hit Special Properties
Level 1 Wall Splat +16 --
Version Ender Type On Hit Special Properties
Level 2 Wall Splat +15 --
Version Ender Type On Hit Special Properties
Level 3 Wall Splat +16 --
Version Ender Type On Hit Special Properties
Level 4 Wall Splat +16 --

Pretty much identical in application to Eyedol's normal wall splat ender. However, I don't recommend using this as it doesn't add a lot of damage and you will feel your precious Instinct ticking away.

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