Difference between revisions of "Art of Fighting 2/Eiji Kisaragi"

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(Added better descriptions to special moves and an overview section.)
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==Special Moves==
==Special Moves==
'''Kikouhou''' - 236A (20% Spirit)
'''Kikouhou''' - <code>236A (20% Spirit)</code>
* Eiji shoots a blast of ki energy from his palm. Unlike in KOF, the hitbox only goes as far as the sprite.
* Eiji shoots a blast of ki energy from his palm. The hitbox only reaches as far as the sprite.
* Not very useful due to the pitiful range.


'''Kasumigiri''' - 214A (20% Spirit)
'''Kasumigiri''' - <code>214A (20% Spirit)</code>
* Eiji creates an crescent slash attack. This can work as an anti-air.
* Eiji creates a crescent slash attack.
* This is Eiji's main anti-air.


'''Ryueijin''' - 28A (20% Spirit)
'''Ryueijin''' - <code>28A (20% Spirit)</code>
* Eiji creates a horizontal energy crescent wave that reflects projectiles. Comes out very fast and has a lot of active frames.
* Eiji creates a wave of energy that can reflect projectiles.
* Has lighting-fast startup and is Eiji's main anti-zoning tool.


'''Koppagiri''' - 646A (20% Spirit)
'''Koppagiri''' - <code>646A (20% Spirit)</code>
* Eiji rushes towards the opponent and performs a slash.
* Eiji rushes towards the opponent and performs a delayed slash.
* Not much use due to the delay of the slash after Eiji reaches the opponent.


'''Kisagari Ryuuken Kenkyaku''' - 214B (20% Spirit)
'''Kisagari Ryuuken Kenkyaku''' - <code>214B (20% Spirit)</code>
* Eiji delivers a series of kicks. This does not naturally combo.
* Eiji delivers a series of kicks.
* Completely useless as none of the hits combo into each other.


'''Tenbakyaku''' - 16B (40% Spirit)
'''Tenbakyaku''' - <code>16B (40% Spirit)</code>
* Eiji takes to the air to deliever a series of kicks.
* Eiji takes to the air to deliever a series of kicks.
* Can work somewhat decently as an evasive tool, but the meter cost isn't worth it.


==Super Moves==
==Super Moves==
'''Zantetsuha''' - 2363214A (75% Spirit)
'''Zantetsuha''' - <code>2363214A (75% Spirit)</code>
* Eiji creates a large projectile. Similar to other super projectiles.
* Eiji creates a large energy wave.
* Expensive, but high damage anti-zoning tool.
* Useful for blowing straight through projectiles.


==Desperation Super Move==
==Desperation Move==
'''ZantetsuTourouken''' - 41236312B (75% Spirit, Low Health)
'''Zantetsu Tourouken''' - <code>41236312B (75% Spirit, Low Health)</code>
* Ranbu-type desperation super.
* Ranbu-type desperation super.
* Useful as a punish or a last resort option.
==Overview==
Eiji is a very weak character with poor special moves and decent normals. His main gameplan is to force mistakes from the opponent and punish them using his very limited toolkit. Unlike his appearances in KOF, especially in '95 and '98 UMFE, Eiji's special moves are completely terrible, with the only noteworthy ones being Kasumigiri (214A) and Ryueijin (28A). Even then, Kasumigiri is a far cry from its KOF glory. His supers are basic, run-of-the-mill AoF2 supers that will give you some mileage, especially considering he barely uses the meter he gets.


{{Navbox AOF2}}
{{Navbox AOF2}}

Revision as of 20:58, 12 January 2024

Eiji-aof2-artwork.jpg


Special Moves

Kikouhou - 236A (20% Spirit)

  • Eiji shoots a blast of ki energy from his palm. The hitbox only reaches as far as the sprite.
  • Not very useful due to the pitiful range.

Kasumigiri - 214A (20% Spirit)

  • Eiji creates a crescent slash attack.
  • This is Eiji's main anti-air.

Ryueijin - 28A (20% Spirit)

  • Eiji creates a wave of energy that can reflect projectiles.
  • Has lighting-fast startup and is Eiji's main anti-zoning tool.

Koppagiri - 646A (20% Spirit)

  • Eiji rushes towards the opponent and performs a delayed slash.
  • Not much use due to the delay of the slash after Eiji reaches the opponent.

Kisagari Ryuuken Kenkyaku - 214B (20% Spirit)

  • Eiji delivers a series of kicks.
  • Completely useless as none of the hits combo into each other.

Tenbakyaku - 16B (40% Spirit)

  • Eiji takes to the air to deliever a series of kicks.
  • Can work somewhat decently as an evasive tool, but the meter cost isn't worth it.

Super Moves

Zantetsuha - 2363214A (75% Spirit)

  • Eiji creates a large energy wave.
  • Expensive, but high damage anti-zoning tool.
  • Useful for blowing straight through projectiles.

Desperation Move

Zantetsu Tourouken - 41236312B (75% Spirit, Low Health)

  • Ranbu-type desperation super.
  • Useful as a punish or a last resort option.

Overview

Eiji is a very weak character with poor special moves and decent normals. His main gameplan is to force mistakes from the opponent and punish them using his very limited toolkit. Unlike his appearances in KOF, especially in '95 and '98 UMFE, Eiji's special moves are completely terrible, with the only noteworthy ones being Kasumigiri (214A) and Ryueijin (28A). Even then, Kasumigiri is a far cry from its KOF glory. His supers are basic, run-of-the-mill AoF2 supers that will give you some mileage, especially considering he barely uses the meter he gets.

Art of Fighting 2
General

ControlsFAQSystem

Characters

Eiji KisaragiJack TurnerJohn CrawleyKingLee Pai LongMickey RogersMr. BigRobert GarciaRyo SakazakiTakuma SakazakiTemjinYuri Sakazaki