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| Pros: Uber recovery on everything except for one super, superior frame advantage on ALL specials, fast, easy to use, good normals overall.
| | http://www.shoryuken.com/wiki/images/4/46/Duolon-stance1.gif |
| Cons: Limited combo options, horrible for switching, limited special moves.
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| Eiji is a wierd character. He has 4 moves that are basically the same. He is a limited character, but what he has is deadly, especially as a leader. His brutal simplicity is, often, overshadowed by his limitations as a character. Basically he is a character whose moves you have to abuse to survive.
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| Throw:
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| Kuuchuu Ippan Seoi: close, b or f + C or D
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| Special Moves:
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| Kikou Hau **** ( qcf + P)
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| Very short ranged move, a blast of Ki energy that extends slightly from the hands and, if it counter hits, critical wires. Fast enough to combo, but its a knockdown. It comes out at average speed and has NO recovery, as many of his moves. Abuse, abuse, abuse.
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| Kasumi Kiri:***( qcb + P)
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| Another very short ranged blade type attack. He dashes forward a little bit
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| and cuts when he gets pretty close. Sucks overall, but it can be comboed into but not cancelled. Screw that!
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| Ryuu Kagejin: **** dp + P
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| Yet another short ranged attack. Splits his hands appart and causes a glowing blade to appear across his chest. Comboable and stays out for a long time still with no recovery. What makes this a 4 star move is that it can reverse EVERY fireball including super fireballs if you are fast enough. Otherwise, pretty useless.
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| Kotsu Hazaki Kiri: **** hcb + K
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| Basically like a chou ate giri or a hard vertical slash with a sword drawn from the back.
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| Tenba Kyaku: ** (rdp + K)
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| Not a great move. Jumps at the opponent and kicks pretty much the whole way down. I don' t think it can be comboed like in AoF so aside from the low recovery, screw it.
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| Kage Utsushi:* (qcf + K)
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| Warpish dash. Nothing special.
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| Super Moves:
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| Kiritetsu Nami:**** ( qcf,hcb + P)
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| When I used him in AoF I would abuse the HELL out of this move. It is unbelievably deceptive. Eiji ducks, so the move comes out higher than his body. He sweeps as if to perform a chou ate kiri so the moves starts almost directly above him. Comboable, is you can time it. Overall A great move.
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| Kiritetsu Kamakiriken: *** (hcf,fcd or qcf,hcb + K)
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| Pretty basic super, nice cause you can Dream cancel it and it hits jump ins if you don't trade.
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| Leader Moves:
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| Yami Kari: **** close, hcbx2 + E
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| It's a throw, and it does really good damage. Other than that, nothing special.
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