[UM] Eiji

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[UM] Eiji

Post by PenPen » Thu Mar 27, 2008 14:55

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 qcf+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.
qcf+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.
qcb+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.
hcf+K: Teleport. From what I read, B version has upper body invincibility, and D version has lower body invincibility.
hcb+K: Dashing slash thingy. Unlike XI, it knocks opponent away instead. Note that if blocked, Eiji is sorta open for a combo.
dp+P: I don't see much use here yet. Maybe it reflects fierballs? Anyway it was noted that he can do low D -> dp+P in the corner.
rdp+K: Seems crappier now. But still decent on block. From what I played, rdp+D, land then far C->qcf+P seems like a decent pressure string and is rather repeatable.

qcf,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.
qcf,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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Post by Kyosuke Kagami » Thu Mar 27, 2008 19:29

I know this isn't a vid thread, but...

http://v.youku.com/v_show/id_cg00XMTY4MjAxMTI=.html

OMG... Eiji's Kikoho (or whatever his qcf+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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Post by TamaYak » Fri Mar 28, 2008 04:38

In the videos Eiji goes jump d, dwn d (1hit) dwn a then whatever.

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Post by Greed Sever » Sun Mar 30, 2008 15:10

Eiji's qcb-P looks crazy good this time, seems to stop just about everything!

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Post by Frederick » Fri Apr 11, 2008 06:13

his close D is automatically two hits. very beginner friendly since it gives you so much time to decide on what move you want to combo into.

down D on first hit still cancels like xi into whatever. A kikoho, A reflect, slash, either supers

dwn b, dwn a into either of his supers dm or sdm all work.

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Post by AcidicEnema » Sun May 04, 2008 16:43

hcb+B on block seems to be really safe. Follow your a blocked s.D> hcb+B with another close s.D, and your stand D will very likely beat whatever they throw out.

From Wiki:

c.B> c.A> Quick Max> s.D> Ranbu Super

c.D> Quick Dodge> Dodge Attack> Ranbu Super

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Post by Divemans » Sun Jun 22, 2008 03:09

Any confirmation that eijis dp + P still reflects projectiles?

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Post by AcidicEnema » Sun Jun 22, 2008 11:51

Yep it does.

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Post by Divemans » Sun Jun 22, 2008 22:07

oh thanks, I´ve seen a lot of vids, but nobody seems to do it when characters like krauser or ex king throws them

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Post by AcidicEnema » Sun Jun 22, 2008 23:52

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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Post by Divemans » Mon Jun 23, 2008 03:16

AcidicEnema 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
oh I see, one thing I noticed is that his qcb + 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 anyways

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Post by Kane317 » Mon Aug 18, 2008 15:52

AcidicEnema wrote: From Wiki:

d.B> d.A> Quick Max> s.D> Ranbu Super
Works better on crossups and taller characters. Holding fwd before pressing D helps too. I rather skip the d.A part and just do d.B> QMAX> s.D> Ranbu DM.

-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> qcb+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 qcf+C is for near-full screen usage.

-Worth mentioning again, QCB+P is super fast, and the hitbox is huge, above you and slightly behind you (you can stuff rolls although dp+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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Post by Tel » Thu Aug 21, 2008 02:21

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 qcf+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 qcb+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. :P

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Post by Kane317 » Thu Aug 21, 2008 20:25

I think Eiji's projectile DM has gotta be overall, top 3 best DMs (at the DM level at least) in UM... and I'll add that Ex King's Surprise Rose DM and Krauser's Rush DM is up there as well.

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Re: [UM] Eiji

Post by PenPen » Thu Feb 19, 2009 15:41

Played against an Eiji player today, dude's qcb+P is scary. Even if my Beni does the drill which gives him some extra time to avoid Eiji's qcb+P, he still gets hit by that move.

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