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

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(Created page with "right|frame =Special Moves= '''Kikou-hou''' - qcf + A * Eiji shoots a blast of ki energy from his palm '''Kasumi Giri''' - qcb + A * Eiji create...")
 
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[[File:eiji-aof2-artwork.jpg|right|frame]]
[[File:AOF2 Eiji Illustration.jpg|thumb|right]]


==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=
==Special Moves==
'''Kikou-hou''' - qcf + A
'''Kikouhou''' - qcf + A (236 + A) [20% spirit meter]
* Eiji shoots a blast of ki energy from his palm
* 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


'''Kasumi Giri''' - qcb + A
'''Kasumigiri''' - qcb + A (214 + A) [20% spirit meter]
* Eiji creates an crescent slash attack
* 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
'''Ryueijin''' - d, u + A ([2]8 + A) [20% spirit meter]
* Eiji creates a horizontal energy crescent wave that reflects projectiles
* 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


'''Koppa Giri''' - f, b, f + A
'''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


'''KisarakiRyuu RenKenKyaku''' - qcb + B
'''Kisagari Ryuuken Kenkyaku''' - qcb + A (214 + A) [20% spirit meter]
* Eiji launches himself in the air to deliver a series of kicks
* 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''' - df, f + B
'''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''' - qcf, hcb + A (2363214 + A) [75% spirit meter]
* Eiji slashes the air and sends flying a huge wave of energy
* Extremely quick startup compared to other supers
* Useful for blowing straight through projectiles or as a predictive anti-air


=Super Moves=
==Desperation Move==
'''Zantetsuha''' - qcf, hcb + A
'''Zantetsu Tourouken''' - hcf, reverse qcf +B (41236312 + B) (75% Spirit, Low Health)</code>
* Eiji creates a wall of energy to attack opponent
* Eiji rushes towards the opponent to deliver an unlockable barrage attack  
* Does massive damage and can be safely performed on knocked down opponents
* Move can only be performed when health is low enough (Eiji's stance will change as a sign)


==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.




=Hidden Super Moves=
{{Navbox AOF2}}
'''ZantetsuTourouken''' - hcf, df, d + B
 
* Eiji rushes to opponet to deliver a barrage attack
[[Category:Art of Fighting 2]]
[[Category:Eiji Kisaragi]]

Latest revision as of 20:05, 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 - qcf, hcb + A (2363214 + A) [75% spirit meter]

  • Eiji slashes the air and sends flying a huge wave of energy
  • Extremely quick startup compared to other supers
  • Useful for blowing straight through projectiles or as a predictive anti-air

Desperation Move

Zantetsu Tourouken - hcf, reverse qcf +B (41236312 + B) (75% Spirit, Low Health)

  • Eiji rushes towards the opponent to deliver an unlockable barrage attack
  • Does massive damage and can be safely performed on knocked down opponents
  • Move can only be performed when health is low enough (Eiji's stance will change as a sign)

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