SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
![]() |
Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration. |
Killer Instinct (2013)/Eyedol
Views
Actions
Namespaces
Variants
Tools
Introduction
Lore
Centuries ago, Eyedol stood against one of Gargos' invasions of Earth. Emerging victorious, he won the adoration of many people from around the world. But soon it all went to his head, and Eyedol became mad with power, turning on the very heroes he fought alongside in his own conquest for world domination. Banished to the Astral Plane by Tusk, Eyedol and Gargos would face off once again, this time Gargos coming out the victor after cleaving Eyedol's head in half. In the modern day, Kan-Ra resurrects Eyedol to help ARIA's alliance repel another Shadow Lord invasion. But Eyedol doesn't play nice with others.
Gameplay
Placeholder gameplay overview
Strengths | Weaknesses |
---|---|
|
|
Character Data | |
---|---|
Forward Walk Speed | Warrior: 41f to cross two large training mode squares
Mage: 77f to cross two large training mode squares |
Backwards Walk Speed | Warrior: 61f to cross two large training mode squares
Mage: 127f to cross two large training mode squares |
Forward Dash Duration | Warrior: 30f+
Mage: 25f |
Backdash Duration | Warrior: 22f
Mage: 25f |
Pre-Jump Frames | 5f |
Jump Duration | Warrior: 32f
Mage: 38f |
Landing Recovery | 4f |
Advantage Post Grounded Combo Breaker | +1 |
Universal Mechanics
Instinct
Awakening: Eyedol's specials combine the properties of their Warrior and Mage counterparts, and he can do any command normal from either stance.
Combat Traits
Head Switching: Eyedol has a chance of changing stances after returning to neutral from any special, ender, or grounded medium/heavy normal. If Eyedol doesn't switch. the likeliness of switching increases on the next move.
Cosmic Charges: By landing Crushing Roar and Tele-Strike, Eyedol earns pips that let Warrior run or jump-cancel his attacks, and power up Mage's specials.
Ground Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8(2%) | 10(2%) | -- | 1.6 | 2.4 | Mid | 6 | 2 | 10 | 17f | 0 | +2 | -1 | Chain |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8(2%) | 10(2%) | -- | 1.6 | 2.4 | Mid | 5 | 4 | 12 | 20f | +4 | +6 | +2 | -- |
Low pushback normal that frametraps into itself, but has the shortest range of Eyedol's lights. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 8 | 2 | 22 | 31f | +1 | +6 | +1 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22(6%) | 26(7%) | -- | 4 | 4.5 | Mid | 10 | 5 | 21 | 35f | +5 | +9 | 0 | -- |
Huge normal and excellent meaty. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8(2%) | 10(2%) | -- | 1.6 | 2.4 | Mid | 5 | 2 | 10 | 16f | 0 | +2 | -2 | Chain |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12(3%) | 16(4%) | -- | 1.6 | 2.4 | Low | 6 | 2 | 14 | 21f | -3 | -1 | -5 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 30(8%) | -- | 2.4 | 4 | Low | 8 | 3 | 27 | 37f | -4 | -1 | -6 | -- |
Long range low that works harmoniously with Meteor-Strike and pip-cancelled Head Bash. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 34(9%) | -- | 4 | 4.5 | Low | 11 | 2 | 28 | 40f | +53 | +53 | -4 | Hard Knockdown |
Standard sweep. Use this during juggles for some okizeme. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5(1%) to self | - | - | - | - | - | - | - | - | 41f | - | - | - | Induces stance switch |
Eyedol punches his inactive head, greatly increasing his chances of switching. Eyedol will always switch within 4 smacks. In Instinct, Wake Up! will restore a small amount of Instinct meter. Eyedol cannot finish his life bar with Wake Up! |
Air Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16(4%) | 20(5%) | -- | 1.6 | 2.4 | High | 7 | 12 | 4 | 22+f | +15 | +17 | +8 | -- |
Throw a little wrinkle in your juggles with this. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16(4%) | 20(5%) | -- | 1.6 | 2.4 | High | 8 | 11 | 4 | 22+f | +15 | +17 | +8 | -- |
Useful for ticking into neutral Crushing Roar on block. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 2.4 | 4 | High | 10 | 7 | 4 | 20+f | +16 | +19 | +12 | Cross-up |
You will be using this after jump cancels a lot. Take care not to whiff the back hitbox on short characters like Hisako. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
26(7%) | 30(8%) | -- | 4 | 4.5 | High | 10 | 5 | 4 | 18+f | +20 | +24 | +20 | Cross-up |
Really good for jumping in, and if it hits, you get a free manual! |
Warrior Normals
Ground Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 6 | 2 | 18 | 25f | +5 | +8 | +1 | -- |
Godlike normal. Lightning fast, low pushback, frametraps into itself, and has decent range. Use this to keep your opponent locked down. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 28(7%) | -- | 0.8 | 1.2 | Mid | 9 | 2 | 22 | 32f | +4 | +8 | +1 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 6 | 2 | 14 | 21f | +6 | +9 | +1 | -- |
Very similar to St. MP, with less recovery and more advantage on hit, but shorter range. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 28(7%) | -- | 4 | 4.5 | Mid | 10 | 4 | 18 | 31f | 0 | +1 | -3 | -- |
To Do |
Command Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22(6%) | 24(6%) | -- | 2.4 | 4 | High | 28 | 3 | 20 | 50f | +14 | +14 | -4 | Overhead, recapture |
Eyedol jumps forward for a long-range overhead and situational anti-air. A tension point in juggles that forces a breaker mindgame everytime, if there's no lockout. Counts as an opener, but doesn't transition directly into auto-doubles or linkers. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36.1(10%) | 38.1(10%) | 4.7(1%) | 4 x3 | 4.5 x3 | Mid | 11 | 2 x3 | 23 | 72f | +5 | +5 | 0 | Pip-cancelable at any time |
Eyedol runs forward, traveling full-screen in this 3-hit attack. Builds a lot of shadow, but is easily shadow countered itself without Control pips. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11.6(3%) | 11.6(3%) | -- | 7 | -- | -- | 9 | 2 | 25 | 35f | +4 | +4 | -- | Builds Rage pip |
A long range command grab that earns a pip for Mage to use later. Can be cancelled into from normals.
|
Air Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 2.4 | 4 | High | 9 | 5 | 4 | 17+f | +16 | +19 | +12 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | High | 15 | 3 | 4 | 21+f | +61 | +61 | +6 | Ground Bounce |
A useful move for starting and maintaining juggles. You can also tick into neutral Crushing Roar on block. |
Mage Normals
Ground Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 10 | 2 | 17 | 28f | +3 | +6 | -2 | Projectile hitbox, destroys projectiles |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Mid | 12 | 2 | 29 | 42f | -2 | -2 | -2 | Projectile hitbox, destroys projectiles |
Long range normal and staple of Mage's keepaway. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18(5%) | 22(6%) | -- | 2.4 | 4 | Mid | 8 | 2 | 20 | 29f | 0 | +2 | -2 | Projectile hitbox, destroys projectiles |
Mage's shortest and fastest magic blast. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | Mid | 14 | 1 | 23 | 37f | -5 | -4 | -8 | Projectile hitbox, destroys projectiles |
Slow but disjointed anti-air, and free crossup Tele-Strike on air hit. |
Command Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 28(7%) | -- | 2.4 | 4 | Mid | 21 | 2 | 35 | 57 | +7 | +6 | -20 | Projectile hitbox, destroys projectiles |
Nearly full-screen hitbox; despite this, whiffs on most crouchers. Airborne opponents will be flung a huge distance away. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8(2%) | 8(2%) | -- | 0 | 0 | Mid | 31 | 4 | 32 | 66f | +23 | +23 | -17 | Projectile hitbox, destroys projectiles, builds Control pip |
A teleport attack that builds Control pips for Warrior to use later. Comes with three variations;
Use this after landing Bolt-Strikes and Meteor-Strikes in neutral, and after Stomp-Strike ender. Opponents will be flung to heavy meteor range. |
Air Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 2.4 | 4 | High | 10 | 4 | 4 | 14+f | +13 | +13 | +9 | Projectile hitbox, destroys projectiles |
Air-to-air that sends opponents far away. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28(7%) | 32(8%) | -- | 4 | 4.5 | High | 11 | 5 | 4 | 19+f | -3 | -3 | -6 | Projectile hitbox, destroys projectiles |
A beefy magic blast that resists all anti-airs. Also useful as an air-to-air. Causes stagger, but still not plus on grounded hit. |
Throws
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
33.0 (9%) | - | - | - | - | - | 5 | 2 | 29 | 35f | +32/+19 | - | - | Hard Knockdown |
Top-tier throw range. Both directions keep your foe close. Forward throw has perhaps the slowest throw animation in KI. Not so great when Eyedol's in Instinct, but great for wasting your opponent's Instinct. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
33.0 (9%) | - | - | - | - | - | 5 | 2 | 29 | 35f | +37 | - | - | Hard Knockdown |
Top-tier throw range. Tacks on 3 level of Potential Damage instantly, and puts them in range for a medium meteor. Try throwing after a point-blank Stomp-Strike. |
Warrior Specials
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 26.8(7%) | 38.8(10%) | 2.3(0.6%) | 3.2 | 4.8 | Mid | 11 | 3 x2 | 15 | 42f | +1 | +1 | -1 | Ground bounce vs. airborne |
A really good special. Long range, locks your foe down, and is a true blockstring unlike the higher strengths. -1 on block, but if you're not point-blank, it won't be easy to contest the MP that leads into another Destroyer. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 29.4(8%) | 39.4(10%) | 2.5(0.6%) | 4.8 | 8 | Mid | 14 | 3 x2 | 13 | 46f | +3 | +3 | 0 | Ground bounce vs. airborne |
All strengths of Crushing Destroyer do 1% in chip, so get whittling! | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 32.1(8%) | 40.1(11%) | 2.7(0.7%) | 8 | 9 | Mid | 17 | 3 x2 | 15 | 54f | +5 | +5 | +1 | Ground bounce vs. airborne |
Quite slow, and there is a gap between hits that blocking characters can reversal through. This will mostly be your optimal-damage opener. All strengths of Crushing Destroyer are woefully shadow counterable, and you can't pip cancel until the second hit lands. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 24(6%) | 24(6%) | -- | 1.6 | 2.4 | Mid | 5 | 6 | 36 | 46f | +22 | +22 | -21 | Invincible 1-8f |
Your reversal. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 28(7%) | 28(7%) | -- | 2.4 | 4 | Mid | 8 | 5 | 36 | 48f | +59 | +59 | -19 | Upper body invincible 1-9f |
Good anti-air, juggle starter and maintainer. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 42.8(11%) | 42.8(11%) | 3.6(1%) | 8 | 4.5 | Mid | 11 | 5 | 36 | 51f | +25 | +25 | -18 | Recapture |
Juggle ender. You can do an ender directly after this, unlike Head Bash. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | 24(6%) | 24(6%) | -- | 1.6 | 2.4 | Mid | 9 | 6 | 22 | 36f | 0 | 0 | -2 | -- |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MK | 28(7%) | 28(7%) | -- | 2.4 | 4 | Mid | 12 | 13 | 17 | 41f | +2 | +2 | -5 | -- |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HK | 32(8%) | 32(8%) | -- | 4 | 4.5 | Mid | 16 | 6 | 25 | 46f | +4 | +4 | -9 | -- |
You have to be a madman to throw this out in neutral without pips. Don't whiff this or you'll have delivered yourself right to your opponent. |
Shadow Moves
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 35.2(9%) | 43.2(8%) | 6.4(1%) | 0 | 0 | Mid | 2+3(5) | 2 x5 | 12 | 78f | +23 | +23 | +5 | Ground bounce vs. airborne |
To Do |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 48.8(13%) | 48.8(13%) | 9.6(2%) | 0 | 0 | Mid | 2+2(4) | 24 | 25 | 52f | +48 | +48 | -16 | Full invul 1-11f, Ground bounce, Juggle cashout |
To Do |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 35.2(9%) | 35.2(9%) | 6.4(1%) | 0 | 0 | Mid | 2+9(11) | 20 | 22 | 52f | +11 | +11 | -2 | Projectile invul 1-52f |
Between M and H Shoulder in distance travelled. Projectile immune the whole way through, which can lead to some funky interactions, usually in Eyedol's favour. |
Mage Specials
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 21.6(5%) | 21.6(5%) | 2.5(0.6%) | 8.3 | 4.5 | Low | 22 | 17 | 16 | 54f | +35 | +35 | -12 | -- |
A full-screen low that stops the opponent from walking forward. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 21.6(5%) | 21.6(5%) | 2.5(0.6%) | 8.3 | 4.5 | Mid | 22 | 17 | 16 | 54f | +35 | +35 | -12 | -- |
A full-screen anti-air. If it destroys another projectile, the hitbox dips down, surely hitting the assailant if they weren't crouching. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 40.3(11%) | 40.3(11%) | 4.1(1%) | 8.3 | 4.5 | Mid | 22 | 17 | 16 | 54f | +35 | +35 | -9 | -- |
A cage that catches teleports and jump-ins. If it destroys a projectile, the hitbox jumps forward. The opponent will always drop like a rock out of the second Bolt-Strike in one combo/juggle. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 28(7%) | 28(7%) | -- | ?? | ?? | High | 30 | -- | 17 | 47f | +57 | +57 | +13 | Stagger, Ground bounce vs. airborne |
Falls right in front of Eyedol. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 28(7%) | 28(7%) | -- | ?? | ?? | High | 30 | -- | 17 | 47f | +57 | +57 | +13 | Stagger, Ground bounce vs. airborne |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 28(7%) | 28(7%) | -- | ?? | ?? | High | 30 | -- | 17 | 47f | +57 | +57 | +13 | Stagger, Ground bounce vs. airborne |
Falls at max distance. It isn't safe to jump when the rocks come down. Meteors act like a mini-assist and stick around even if Eyedol is hit after casting. There is always a strength that can hit the opponent in front of Eyedol, no matter their position. Sadly, meteors have low priority and will clash or lose in pretty much every projectile collision. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | 24(6%) | 30(8%) | -- | 1.6 | 2.4 | Mid | 13 | 3 | 14 | 29f | 5 | +5 | 0 | -- |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MK | 26.8(7%) | 32.8(9%) | 2.3(0.6%) | ?? | ?? | Mid | 15 | 5 | 14 | 33f | +8 | +8 | +2 | -- |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HK | 26.3(7%) | 32.3(8%) | 3.4(0.9%) | ?? | ?? | Mid | 16 | 9 | 12 | 36f | +10 | +10 | +3 | -- |
Huge, disjointed, plus on block, and part of a braindead frametrap? Could this get any better? As a matter of fact, it also builds shadow hand over fist. |
Shadow Moves
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 35.2(9%) | 35.2(9%) | 6.4(1%) | 0 | 0 | Mid | 1+8(9) | 2 x5 | 28 | 50f | +30 | +30 | -15 | Destroys projectiles, Full Invul 2-8f |
Win zoning wars easily. Swat your enemies out of the sky. Or just throw it out as a neutral check. Most characters can't contest this at range and without meter. However, most can punish on reaction with their own projectile invul shadow move. It is possible to use this as a reversal (and it's recommended over Tele-Strike), but it loses to perfectly timed meaties. Still, this remains a very strong use of Eyedol's meter. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 15(4%) | 15(4%) | 3(0.8%) | 0 | 0 | Mid | 11+30(41) | -- | 22 | 63f | +132 | +132 | +94 | Stagger, Ground bounce vs. airborne |
The longest startup of all shadow moves. But if you get it off, the opponent will be locked down for several seconds as meteors flood the screen in front of Eyedol, and you can run your long-range mixups all the while. Use this after any knockdown, and it will be very difficult to escape. However, as a combo starter, shadow meteors scale damage heavily. They are also not overheads. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 26.6(7%) | 26.6(7%) | 4.2(1%) | 0 | 0 | Mid | 1+7(8) | -- | 35 | 42f | +19 | +19 | +3 | Destroys projectiles, Throw invul 1-10f |
Something of a black sheep among Mage's shadows, as it lacks the obvious destructive power of S Bolt or S Meteors. What S Stomp provides over the others is high pushback while being plus on block, and is a more traditional combo opener. If you need someone off of you outside of oki, this is the shadow to do it. |
Instinct
Instinct Specials
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 37.1(10%) | 49.1(13%) | 5.7(1%) | ?? | ?? | Low | 11 | 3 x2 | 15 | 42f | +52 | +52 | +5 | Ground bounce vs. airborne |
That same Crushing Destroyer you love, now impossible to shadow counter on the second hit. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 39.8(11%) | 49.8(13%) | 5.9(1%) | ?? | ?? | Mid | 14 | 3 x2 | 13 | 46f | +54 | +54 | +7 | Ground bounce vs. airborne |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 50.6(14%) | 58.6(16%) | 8.9(2%) | ?? | ?? | Mid | 17 | 3 x2 | 15 | 54f | +52 | +52 | +7 | Ground bounce vs. airborne |
To Do |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 33.4(9%) | 33.4(9%) | 3.1(0.8%) | ?? | ?? | High | 5 | 6 | 36 | 46f | +61 | +61 | -21, +7 | Ground bounce vs. airborne |
Meteor spawns on Frame 21. A bit safer than his normal reversal; however, some characters can avoid the meteor simply by being right next to Eyedol, and many can punish with a throw or projectile invul move as the meteor drops. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 37.4(10%) | 37.4(10%) | 3.1(0.8%) | ?? | ?? | High | 8 | 5 | 36 | 48f | +79 | +79 | -19, ?? | Ground bounce vs. airborne |
Meteor spawns on Frame 25. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 51.3(14%) | 51.3(14%) | 6.4(1%) | ?? | ?? | High | 11 | 5 | 36 | 51f | +25 | +25 | -18, ?? | Recapture, ground bounce vs. airborne |
Meteor spawns on Frame 27. This meteor does not hit most characters at max distance. Cannot recapture in the corner. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | 32.1(8%) | 32.1(8%) | 2.7(0.7%) | 4.5 | 7 | Mid | 9 | 6 | 22 | 36f | +5 | +5 | 0 | -- |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MK | 40.8(11%) | 40.8(11%) | 4.3(0.1%) | 11 | 16 | Mid | 12 | 13 | 17 | 41f | +8 | +8 | +2 | -- |
To Do | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HK | 46.6(12%) | 46.6(8%) | 4.9(1%) | 12.5 | 25 | Mid | 16 | 6 | 25 | 46f | +10 | +10 | +3 | -- |
It's what you always wanted - to rush in recklessly and be plus! And this time, you don't need a pip to do it. Does mad chip and builds half a bar on block, charging your S Bolt Destroyers for even crazier chip! |
Shadow Moves
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 53.2(14%)OH, 20(5%)OB | 61.2(17%) | 12.4(3%) | 0 | 0 | Mid | 2+3 (5) | 2 x5 | 12 | 78f | +14 | +14 | +1 | Ground bounce vs. airborne, destroys projectiles |
Power overwhelming. Same full-screen projectile hitbox from S Bolt, with the speed and safety of S Destroyer. Deals a lot of damage fast and builds two levels of potential damage. On top of that, extremely difficult to shadow counter (should only be attempted by trained professionals). A top 5 shadow move. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 57.3(15%) | 57.3(15%) | 12.4(3%) | 0 | 0 | Mid | 2+2 (4) | 14 | 25 | 42f | +179 | +179 | -16, +99 | Ground bounce vs. airborne, Stagger |
Meteors do not appear if Eyedol is hit before Frame 45. |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
S | 56.2(15%) | 56.2(15%) | 13.4(3%) | 0 | 0 | Mid | 2+9 (11) | 20, 2 x5 | 17 | 78f | +12 | +12 | -5 | Projectile invul 1-31f |
Unlike the normal S Stomp, this is a melee hit, and not safe on block. The Stomp portion will come out even on whiff (but Eyedol will whip around if the opponent changes sides) and is breakable even when used as an opener. By that same token though, you can cash out directly after without your ender being breakable. |
Enders
Warrior Enders
Version | Ender Type | On Hit | Special Properties |
---|---|---|---|
Level 1 | Ground Bounce | +64 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 2 | Ground Bounce | +64 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 3 | Ground Bounce | +64 | -- |
Version | Ender Type | On Hit | Special Properties |
Level 4 | Ground Bounce | +64 | -- |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Damage | +25 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Damage | +24 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Damage | +24 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Damage | +24 | -- | |||||||||
Pretty middle-of-the-road among damage enders. | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Shadow | Damage, Ground Bounce | +47 | Juggle cashout |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Wall Splat | 0/+15 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Wall Splat | 0/+15 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Wall Splat | 0/+16 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Wall Splat | 0/+16 | -- | |||||||||
Warrior's pip ender; you will usually be doing Crushing Roar after this. Luckily, you're +4 and right next to the other guy, so it all works out. If you're not building pips, you can use Cr. HK for a hard knockdown, or throw for an unscaled 9%. Will wall splat from pretty much anywhere past the midpoint of the stage. |
Mage Enders
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Battery | +6 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Battery | +6 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Battery | +6 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Battery | +6 | -- | |||||||||
Eyedol's worst ender. A pittance of damage for meager shadow. Only use this between rounds with full Control pips. |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Damage | +1 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Damage | +2 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Damage | +2 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Damage | +4 | -- | |||||||||
Among the weakest damage enders in terms of damage done. Still, you'll be using this one a lot. |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Launcher | +66 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Launcher | +65 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Launcher | +65 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Launcher | +65 | -- | |||||||||
A free pip from anywhere on the stage. If your KV is 50 or less, you can tack on a H Bolt-Strike for bonus unbreakable damage and still get the pip. |
Instinct Enders
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Ground Bounce / Battery | +87 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Ground Bounce / Battery | +87 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Ground Bounce / Battery | +87 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Ground Bounce / Battery | +96 | -- | |||||||||
Combines the properties of both 236HP enders. Surpasses Warrior's damage ender at all levels while building a good grip of meter while also letting you continue your combo at low KV. |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Damage | +39 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Damage | +24 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Damage | +24 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Damage | +24 | -- | |||||||||
A very strong ender, comparable to Kim's or Tusk's. | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Shadow | Damage | +179 | -- | |||||||||
Massively damaging ender. Summons the meteor shower, so you can get a Control pip or reset like usual. |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Wall Splat | +16 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Wall Splat | +15 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Wall Splat | +16 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Wall Splat | +16 | -- | |||||||||
Pretty much identical in application to Eyedol's normal wall splat ender. However, I don't recommend using this as it doesn't add a lot of damage and you will feel your precious Instinct ticking away. |
Trivia
- There is an early tell in Eyedol's intro for what stance he will start in. If the club glows red and purple, he will begin as Warrior. If the club is all purple, he will begin as Mage.
- Eyedol builds about half a bar with his ultra ender. While this doesn't have an effect in most matchups, it does give Eyedol an edge if he ultras TJ Combo while he has Last Breath.