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

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==Special Moves==
==Special Moves==
'''Kikouhou''' - <code>236A (20% Spirit)</code>
'''Kikouhou''' - qcf + A (236 + A) [20% spirit meter]
* Eiji shoots a blast of ki energy from his palm. The hitbox only reaches as far as the sprite.
* Eiji creates a short blast of ki energy from his palm, where it lingers for a second
* Not very useful due to the pitiful range.
* Not very useful as a poke due to poor range and startup
* Can be used in some scenarios as a frame trap


'''Kasumigiri''' - <code>214A (20% Spirit)</code>
'''Kasumigiri''' - qcb + A (214 + A) [20% spirit meter]
* Eiji creates a crescent slash attack.
* Eiji creates swings a large energy blade at the opponent
* This is Eiji's main anti-air.
* Eiji's best move to catch people jumping, dashing in, or pressing buttons
* Difficult to use do to its startup
* The energy blade is shorter the less meter you have


'''Ryueijin''' - <code>28A (20% Spirit)</code>
'''Ryueijin''' - d, u + A ([2]8 + A) [20% spirit meter]
* Eiji creates a wave of energy that can reflect projectiles.
* Eiji creates a short wave of energy that reflects projectiles  
* Has lighting-fast startup and is Eiji's main anti-zoning tool.
* Has fast startup and is Eiji's main anti-zoning tool
* Can also be used to stop pokes from the opponent


'''Koppagiri''' - <code>646A (20% Spirit)</code>
'''Koppagiri''' - f, b, f + A (646 + A) [20% spirit meter]
* Eiji rushes towards the opponent and performs a delayed 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.
* Not much use due to the delay of the slash after Eiji reaches the opponent  
* Usually slower than a normal dash into attack but has some use if done close to the opponent


'''Kisagari Ryuuken Kenkyaku''' - <code>214B (20% Spirit)</code>
'''Kisagari Ryuuken Kenkyaku''' - qcb + A (214 + A) [20% spirit meter]
* Eiji delivers a series of kicks.
* Eiji delivers a series 3 kicks  
* Completely useless as none of the hits combo into each other.
* Useful as a pressure tool
* Must be blocked high in order to escape repeating Kisagari Ryuuken Kenkyakus
* Can be escaped if the opponent mashes a stand attack but often at the cost of a trade


'''Tenbakyaku''' - <code>16B (40% Spirit)</code>
'''Tenbakyaku''' - db, f + A ([1]6 + A) [40% spirit meter]
* Eiji takes to the air to deliever a series of kicks.
* Eiji jumps in a long arc in the air to deliver a series of kicks
* Can work somewhat decently as an evasive tool, but the meter cost isn't worth it.
* Can be used to escape situations or punish from afar
* Generally safe to use but consumes a lot of meter  


==Super Moves==
==Super Moves==

Revision as of 17:46, 28 January 2024

AOF2 Eiji Illustration.jpg

Backstory

Eiji is a ninja of the Kisaragi clan, respected among many. However, there is one family the Kisaragis have never been able to defeat, and that is the Sakazakis. With determination to make his clan proud, he joins the King of Fighters tournament in order to defeat the Sakazakis once and for all, and prove his clan is number one.

Special Moves

Kikouhou - qcf + A (236 + A) [20% spirit meter]

  • Eiji creates a short blast of ki energy from his palm, where it lingers for a second
  • Not very useful as a poke due to poor range and startup
  • Can be used in some scenarios as a frame trap

Kasumigiri - qcb + A (214 + A) [20% spirit meter]

  • Eiji creates swings a large energy blade at the opponent
  • Eiji's best move to catch people jumping, dashing in, or pressing buttons
  • Difficult to use do to its startup
  • The energy blade is shorter the less meter you have

Ryueijin - d, u + A ([2]8 + A) [20% spirit meter]

  • Eiji creates a short wave of energy that reflects projectiles
  • Has fast startup and is Eiji's main anti-zoning tool
  • Can also be used to stop pokes from the opponent

Koppagiri - f, b, f + A (646 + A) [20% spirit meter]

  • 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
  • Usually slower than a normal dash into attack but has some use if done close to the opponent

Kisagari Ryuuken Kenkyaku - qcb + A (214 + A) [20% spirit meter]

  • Eiji delivers a series 3 kicks
  • Useful as a pressure tool
  • Must be blocked high in order to escape repeating Kisagari Ryuuken Kenkyakus
  • Can be escaped if the opponent mashes a stand attack but often at the cost of a trade

Tenbakyaku - db, f + A ([1]6 + A) [40% spirit meter]

  • Eiji jumps in a long arc in the air to deliver a series of kicks
  • Can be used to escape situations or punish from afar
  • Generally safe to use but consumes a lot of meter

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