Eiji Kisaragi (XI)
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We whiners were blessed with the presence of our favourite-though-not-sure-why ninja this year.
So, stuff about him goes here.
So, stuff about him goes here.
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OK, here's what I noted of Eiji:
+P: He punches out a small burst of energy. Knocks down without recovery, and sends opponent flying pretty far back. Also works as a Counter Wire.
+P: He swings out a crescent-shaped slash, sorta like the first hit of Mature's +P, except this move can reflect projectiles. Dunno about DMs though.
+K: Is a fast teleport. It's faster than Lin's but slower than Duo Lon's. I don't think it can go past opponent though.
+K: Has Eiji rushing forward with a crescent'shaped slash.
+K: Eiji hops up and kicks multiple times. Lin sorta borrowed this as his +K. D version goes really high and can't hit opponent on the ground.
,hcb+P: Similar to his +P, except this time he thows out the crescent-shaped slash as a fast projectile. This used to be a normal move in 95, but it's way better as a DM.
,df,d+K: Eiji's autocombo DM that we all know and love.
I haven't tried his LDM, but it's a short ranged unblockable throw.
To be honest, I don't really like Eiji very much. On one hand, he's surprisingly damaging for a character with no command attacks and multiple hit specials. On the other hand, he doesn't have any real anti-airs, overheads or low attacks, so he's a little too straightforward. I can't say I missed him during those 10 years of absence from KOF, but I'm not complaining him being here either.
+P: He punches out a small burst of energy. Knocks down without recovery, and sends opponent flying pretty far back. Also works as a Counter Wire.
+P: He swings out a crescent-shaped slash, sorta like the first hit of Mature's +P, except this move can reflect projectiles. Dunno about DMs though.
+K: Is a fast teleport. It's faster than Lin's but slower than Duo Lon's. I don't think it can go past opponent though.
+K: Has Eiji rushing forward with a crescent'shaped slash.
+K: Eiji hops up and kicks multiple times. Lin sorta borrowed this as his +K. D version goes really high and can't hit opponent on the ground.
,hcb+P: Similar to his +P, except this time he thows out the crescent-shaped slash as a fast projectile. This used to be a normal move in 95, but it's way better as a DM.
,df,d+K: Eiji's autocombo DM that we all know and love.
I haven't tried his LDM, but it's a short ranged unblockable throw.
To be honest, I don't really like Eiji very much. On one hand, he's surprisingly damaging for a character with no command attacks and multiple hit specials. On the other hand, he doesn't have any real anti-airs, overheads or low attacks, so he's a little too straightforward. I can't say I missed him during those 10 years of absence from KOF, but I'm not complaining him being here either.
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Eiji has the distinction of being the first keep away character without a real, full screen fireball (not counting the super). He's got all the tools to stay full screen from you all day- teleport, fireball reflect- and when he has meter, he *should* try to keep away, waiting for the opponent to stick out a move, then hit him with his super fireball. Lame but effective.
Lots of people play him with plenty of back hops> +P, which works similar to Yamazaki, back hop into snake arms, except that if it hits on counter wire, you get a free super. Lame but effective.
At mid-range, stand D is a great poke, and + A is anti-poke, anti-hop.
Despite all his -o-strats, tho, Eiji dies once you penetrate the mid range and rush him down non-stop. The keep is in being able to keep out of that fatal distance consistently.
In short, Eiji is all about distancing. He is indeed a very simple character, but learning to play him well, I think, is something else.
Lots of people play him with plenty of back hops> +P, which works similar to Yamazaki, back hop into snake arms, except that if it hits on counter wire, you get a free super. Lame but effective.
At mid-range, stand D is a great poke, and + A is anti-poke, anti-hop.
Despite all his -o-strats, tho, Eiji dies once you penetrate the mid range and rush him down non-stop. The keep is in being able to keep out of that fatal distance consistently.
In short, Eiji is all about distancing. He is indeed a very simple character, but learning to play him well, I think, is something else.
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Sadly, for a character whose moves are mostly short-ranged, his defence is pretty poor once you get up close. Eiji is pretty good for keeping opponent away, but it's kind of odd that you have to play him as a keepaway character instead of rushdown. You have to, because other than his +B, all his other specials are single hit attacks and easily punished if blocked. And since Eiji doesn't have any command attacks, he doesn't anything for mind games either.AcidicEnema wrote:Despite all his -o-strats, tho, Eiji dies once you penetrate the mid range and rush him down non-stop. The keep is in being able to keep out of that fatal distance consistently.
In short, Eiji is all about distancing. He is indeed a very simple character, but learning to play him well, I think, is something else.
To tell the truth, I never liked him in 95, but I really liked Zantetsu in LB and LB2, so I tried liking Eiji in XI as well. I can't say I do, but at least I don't hate him either.
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