[UM] Eiji
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This dude is not the XI version, just to point it out first. But the moves that are in XI are in this game as well.
Far C cancellable. Close C and D are both cancellable, even though I think close D's cancel timing is different from XI.
Air +P: Throws ninja dart thingy diagonally downwards. Currently can't see whether distance is adjusted for the A/C version. It's pretty fast, and it seems that the CPU really likes to fall for this move. From what I read, this move can OTG.
+P: Goes pretty far, the blast is about 1.5 character space long. Good for keeping the opponent grounded and rather safe, it seems. But not a good anti-air move, mind you. C version goes really far.
+P: Not much range, but comes out pretty fast and definitely hits the opponent whether it's the start or the end of the move. Good anti-almost everything move.
+K: Teleport. From what I read, B version has upper body invincibility, and D version has lower body invincibility.
+K: Dashing slash thingy. Unlike XI, it knocks opponent away instead. Note that if blocked, Eiji is sorta open for a combo.
+P: I don't see much use here yet. Maybe it reflects fierballs? Anyway it was noted that he can do low D -> +P in the corner.
+K: Seems crappier now. But still decent on block. From what I played, +D, land then far C->qcf+P seems like a decent pressure string and is rather repeatable.
,hcb+P: Hueg fierball, comboable and comes out really quickly. C version is for opponents who try to do something funny, while A version works better as anti-air. Main super.
,hcb+K: Ranbu moev, stops if blocked. Anyway, it was noted that it can link from low B->low A, and it's generally advised that it be done in combos instead.
Far C cancellable. Close C and D are both cancellable, even though I think close D's cancel timing is different from XI.
Air +P: Throws ninja dart thingy diagonally downwards. Currently can't see whether distance is adjusted for the A/C version. It's pretty fast, and it seems that the CPU really likes to fall for this move. From what I read, this move can OTG.
+P: Goes pretty far, the blast is about 1.5 character space long. Good for keeping the opponent grounded and rather safe, it seems. But not a good anti-air move, mind you. C version goes really far.
+P: Not much range, but comes out pretty fast and definitely hits the opponent whether it's the start or the end of the move. Good anti-almost everything move.
+K: Teleport. From what I read, B version has upper body invincibility, and D version has lower body invincibility.
+K: Dashing slash thingy. Unlike XI, it knocks opponent away instead. Note that if blocked, Eiji is sorta open for a combo.
+P: I don't see much use here yet. Maybe it reflects fierballs? Anyway it was noted that he can do low D -> +P in the corner.
+K: Seems crappier now. But still decent on block. From what I played, +D, land then far C->qcf+P seems like a decent pressure string and is rather repeatable.
,hcb+P: Hueg fierball, comboable and comes out really quickly. C version is for opponents who try to do something funny, while A version works better as anti-air. Main super.
,hcb+K: Ranbu moev, stops if blocked. Anyway, it was noted that it can link from low B->low A, and it's generally advised that it be done in combos instead.
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I know this isn't a vid thread, but...
http://v.youku.com/v_show/id_cg00XMTY4MjAxMTI=.html
... Eiji's Kikoho (or whatever his +P move is called) is just too good. It even stopped Kyo's RED Kick and nulifies projectiles.
From what I can tell, he's a very solid and good char to use. LMAO @ far standing C -> Kikoho. It seems like they programmed him partially based on his XI incarnation.
http://v.youku.com/v_show/id_cg00XMTY4MjAxMTI=.html
... Eiji's Kikoho (or whatever his +P move is called) is just too good. It even stopped Kyo's RED Kick and nulifies projectiles.
From what I can tell, he's a very solid and good char to use. LMAO @ far standing C -> Kikoho. It seems like they programmed him partially based on his XI incarnation.
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oh I see, one thing I noticed is that his + p does not negate fireballs like on KoF XI :-( or at least ive seen some vids in which they do it and they get hit by the fireball anywaysAcidicEnema wrote:That probably because most Krauser and Ex King players will use fireballs against Eiji very sparingly and only under the right set ups (e.g., as a meaty or off a blocked string). Its not the reflect they're worried about... its the super =p
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Works better on crossups and taller characters. Holding before pressing D helps too. I rather skip the d.A part and just do d.B> QMAX> s.D> Ranbu DM.AcidicEnema wrote: From Wiki:
d.B> d.A> Quick Max> s.D> Ranbu Super
-d.B, Close B, Far s.B> B Ranbu DM or C Projectile DM.
-qcb+P is the only special that combos off light attacks, hence dash d.A> +P is the best choice for punishing (outside of Projectile DM). Even fast enough to punish a blocked set of Iori's Deadly Flowers (qcb+P x 3)
-Like Kasumi, backx2~qcf+P is good for zoning and relatively safe.
-Close A/B/C/D, Far A/B/C all cancel.
-Advance mode combo: Full screen Projectile DM [counter], Projectile SDM.
-qcf+A is for combos (off a s.D or d.D usually) and +C is for near-full screen usage.
-Worth mentioning again, +P is super fast, and the hitbox is huge, above you and slightly behind you (you can stuff rolls although +C is better)
-C Projectile DM is so fast it's not funny, good twitch anti-air DM too.
-If the opponent jumps at you and you time a late d.C [counter] > A Projectile DM.
Last edited by Kane317 on Thu Aug 21, 2008 20:26, edited 2 times in total.
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Eiji plays pretty differently from XI despite his moves being practically identical. The larger sprites in UM means I use him as a zoner rather than going in aggressively. He's slightly toned down from XI: the (C) fireball DM is slower than in XI, and you have to anticipate a fireball, since if you throw in out in response, opponent has time to block, unlike in XI where your opponent is screwed once they toss a fireball when Eiji has stock.
On the other hand, gratuitous mixing of his +P and air fireball at the right distance can drive anyone nuts. Heck, Eiji plays almost like a shoto: bait someone into jumping, then hit them with a +P, which is pretty much a Moon Slasher that you don't have charge. The hitbox for that is HUGE, and it lasts long enough to catch rollers as well. As much as I like using Eiji, I'd hate to fight another Eiji user.
On the other hand, gratuitous mixing of his +P and air fireball at the right distance can drive anyone nuts. Heck, Eiji plays almost like a shoto: bait someone into jumping, then hit them with a +P, which is pretty much a Moon Slasher that you don't have charge. The hitbox for that is HUGE, and it lasts long enough to catch rollers as well. As much as I like using Eiji, I'd hate to fight another Eiji user.
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Re: [UM] Eiji
Played against an Eiji player today, dude's +P is scary. Even if my Beni does the drill which gives him some extra time to avoid Eiji's +P, he still gets hit by that move.