------------------------------------------------------------------------------ King of Fighters XI Eiji FAQ: VERSION 1.00 -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) with some help by G Product, ArcadeFire and 3S Masta Another form of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: September 4, 2006 ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Character Biography 3) Legend 4) Pros and Cons 5) Movelist -Normals ~Standing ~Crouching ~Jumping -Unique Moves (Command Normals) -Special Moves -Super Desperation Moves -Leader Desperation Moves 6) Differences from KOF '95 7) Combos 8) Contact 9) Credits ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.00 - September 4, 2006: Compilated on August 18, 2006 and finished on September 4, 2006. Finished a little late due to other projects and FAQs created within that timeline. ------------------------------------------------------------------------------ Character Biography: ------------------------------------------------------------------------------ Full Name: Eiji Kisaragi Birthplace: Japan Blood type: B Fighting style: Kisaragi Ryu Ninpo Likes: Practicing new techniques, preserved food (and any other food that keeps well) Dislikes: The Sakazaki clan and Kyokugenryu Karate First Appearance: Art of Fighting 2 ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ U = Up UF = Up-Forward F = Forward DF = Down-Forward D = Down DB = Down-Back B = Back UB = Back QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Backward P = Punch LP = Light Punch HP = Hard Punch K = Kick LK = Light Kick HK = Hard Kick E = Blow-Off Attack SC = Super Cancellable DC = Dream Cancel ------------------------------------------------------------------------------ Pros and Cons: ------------------------------------------------------------------------------ (+): Excellent recovery on all special moves and Kiritetsu Kamakiriken. (+): Great frame advantage on all special moves. (+): Better normals compared to his '95 version. (+): Good speed and has a teleport dash which can make him a bit more threatening on ground. (+): Exceptional damage on normals. (+): Kikou Hau pushes the opponent back which is good for rushing and turtling game and can also stop a lot of the opponent's tactics and attacks. (+): Doesn't need to be the Team Leader to bring it the pain in the match. He's good in no matter what order is being selected and no matter what opponent he's facing (even Kula, Gato, Oswald). (?): Yami Kari isn't bad but the range to connect must be done really close as it doesn't have tick-range but it does nearly 52% which is awesome. (-): Limited combo options with mostly of them having the same setups which can mean repetitive tactics and easy attacking predictions. (-): Somewhat little-to-no range on a few of his normals, especially his crouching ones. (-): Has the same moves from his '95 counterpart except most of them have little-to-no modifications. (-): Has no good wakeup options other than Kiritetsu Kamakiriken. ------------------------------------------------------------------------------ Movelist: ------------------------------------------------------------------------------ NORMALS: Standing: LP: (FAR) A jab with a chop-like animation. Has pretty good reach, could be used as a pretty decent anti-air if used at the right time, repetitive and also super cancellable. (CLOSE) An elbow attack-like animation that is also cancellable to special moves. Links into standing close HP as well and is super cancellable. LK: (FAR) A far lunging kick with Eiji turning his back toward his opponent during the kick with a lot of range and priority. Doesn't link into anything but is super cancellable and is very safe. (CLOSE) An awkward upwards kick animation. It's not to good up close due to its insafe nature, not a move that's recommended majority of the fight, could be used as a situational anti-air, special and super cancellable. HP: (FAR) A turn-around punch which has decent damage but somewhat slow animation. Can be used as an anti-air then setup a rushing tactic from there on if it's correctly timed. (CLOSE) A palm attack with okay damage which can link to a special due to its quickness. HK: (FAR) Does a hop kick which comes out fast and has some air which can't beat out or trade crouching hits depending on type of attack, opponent size and timing. (CLOSE) A hop kick which can be linked to a heel kick once the button is pressed again. Great hit time which can combo into any special or super very easily. E: (FAR/CLOSE) A straight punch that does a knockdown. Focuses more on standing as it leaves him open to any crouching or low attack. Okay anti-air but don't rely on it, decent damage and range. Crouching: LP: A crouching jab-chop animation similar to standing LP. Pretty good to start pressure and links from crouching LK as well. Special cancellable with a decent amount of frame advantage on hit or block. Also combos into itself. LK: A crouching lunge kick animation that can't cancel into itself but is linkable through crouching LP and is special cancellable as well. HP: A palm attack that aims slightly upward that can hit both standing and crouching opponents depending on size and can be comboed if timed right. Has somewhat the same speed as a standing close HP but is decent for a crouching hard normal. HK: A two-hit kick attack from a crouching position. The first hit aims up and doesn't knockdown as it can be whiffed and the second hit knocks down but only up close as it has slightly less range than the first hit. Both hits do decent damage, good speed but somewhat little range. Jumping: LP: A chop that lasts almost the entire duration of time Eiji is in the air. Decent air-to-air as it beats alot of moves in that situation. LK: A downward kick that could really only be used as a jump- in. Thats pretty much the only time your going to be using the move because it has no horizontal range on it. HP: A downward diagonal fist. Jumping straight up HP is a really decent anti-air if you see you opponent jumping around alot. Short hop LK is the better anti-air if you anticipate your opponent is going to jump. Decent jump-in though. HK: A hurricane kick-like animation where as Eiji has one leg out making a really odd grunting sound. Pretty decent anti- air due to the fact that he has ALOT of range in the air. This move can (and should) also be used to start an offense along with jumping LK when you are short hopping with Eiji. E: His standing HK done in the air which does a knockdown. Great aerial poke for a blow-off attack as it focuses on more horizontal range which means it's a good air-to-air. UNIQUE MOVES: None... SPECIAL MOVES: Kikou Hau: QCF + P: A very short ranged move as Eiji does a blast of Ki energy from his palms that extends and, if it counter hits, critical wires. Fast enough to combo and it knocks down. If timed right, it can bounce the opponent off the wall which leaves time for a follow-up attack. It comes out at average speed and has ZERO recovery, as many of his moves which makes it very abusable. Kasumi Kiri: QCB + P: Another very short ranged attack where Eiji swings his blade down. He dashes forward a little bit and cuts when he gets pretty close. Sucks overall, but it can be comboed into but not cancelled and it can also negate projectiles. Ryuu Kagejin: F, D, DF + P: Yet another short ranged attack as Eiji splits his hands apart 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. Kotsu Hazaki Kiri: HCB + K: Eiji runs forward as he does a blade swipe close to the opponent. A very quick move that can be comboed into but has some low recovery time and Eiji is easily open to incoming attacks and projectiles during the run which is a bad sign. Tenba Kyaku: B, D, DB + K: A decent move as Eiji jumps at the opponent and kicks pretty much the whole way down. Has low recovery and can make Eiji open in the air if timed right from a smart player with successful countering and is unreliable as an air-to-air as it aims downwards instead of horizontal. The upside to it is that once it connects, it has enough time to land in normals to combos. Kage Utushi: QCF + K: Eiji does a warping dash. In the early and end part due to the opponent's attack timing, Eiji can get attacked but can't in the middle of it. Nothing special other than the fact that it's good to get out of corners and great for confusion game. SUPER DESPERATION MOVES: Kiritetsu Nami: QCF, HCB + P: Eiji swings his hands down as he does a large-releasing projectile version of his Kasumi Kiri. It is unbelievably deceptive as Eiji ducks, so the move comes out higher than his body so the move starts almost directly above him. Comboable, if you can time it. A great move to use as an anti-air and for rushing and turtling situations. Kiritetsu Kamakiriken: HCF, reverse QCF + K or QCF, HCB + K (DC): Pretty basic super as Eiji does a running animation and if it connects, does a barrage of normals and ends it with a Kasumi Kiri. It's very good because it can be comboed into simply and you can Dream Cancel it and it hits jump- ins if you don't trade. Excellent on wakeup also if you need to lock in a desperate strike. LEADER DESPERATION MOVES: Yami Kari: HCBx2 + E (close): Eiji's command throw as he does an aerial grab similar to Andy's Shoryuu Dan and the opponent is in the middle of a black screen as Eiji attacks from all sides similar to Strider's Ragnarok and ends with a stomp. Does nearly 50% but must be done up close as it has no tick-range and can't be comboed but cool nonetheless. This is mostly known as Zantetsu's super from the Last Blade series. ------------------------------------------------------------------------------ Differences from KOF '95: ------------------------------------------------------------------------------ -Kiriretsu Nami now costs meter in XI. In '95, it was a regular special which costed no meter but has a bit of slow startup time and less speed. -Kikou Hau pushes the opponent back and bounces in XI which gives in follow-up opportunities. In '95, it's the same projectile which came quicker with a bit longer range that does a regular knockdown hit. -Doesn't have much horizotal range when doing his second standing close HK in XI as he slightly steps forward. In '95, it looks like he steps a step forward in doing the kick. -Ryuu Kagejin is more slower in '95. -Kage Utushi was invincible in '95. In XI, Eiji can get hit in the startup of the animation. -Kasumi Kiri can negate some projectiles in XI, although unknown of super projectiles (probably unlikely). In '95, it's just a regular blade swipe. -Has a different jumping HK. In '95, it's two kicks from his Tenbu Kyaku. In XI, it's a standing HK. ------------------------------------------------------------------------------ Combos: ------------------------------------------------------------------------------ -Crouching LPx2, Kiriretsu Nami -Standing close HKx2, LP Kasumi Kiri, Kiritetsu Kamakiriken (DC) -Standing close HKx2, any special move *All combos can be started up with a Tenba Kyaku if the timing is right. ------------------------------------------------------------------------------ Contact: ------------------------------------------------------------------------------ -Psychochronic: Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: b_unit905@hotmail.com Yahoo!: psychochronic2004@yahoo.ca Internet Forums: Gamefaqs.com: brettdude Shoryuken.com: psychochronic MIRC (channels on EFnet): #Capcom (The main channel for Shoryuken.com) #Gamecombos (The main channel for Gamecombos.com) #Srkgd (The General Discussion part of Shoryuken.com) #Srklive (The XBOX Live part of Shoryuken.com) My Fighting Game Site: www.geocities.com/psychochronic2004 -ArcadeFire: E-Mails: AOL/AIM: Demented Cheezit XBOX Live Gamerag: MOGUERA -G Product: E-Mails: MSN Messenger/Hotmail: aolkillah@hotmail.com AOL/AIM: Two D Playa XBOX Live Gamertag: G Product -3S Masta: E-Mails: MSN Messenger/Hotmail: teamsidewinder@hotmail.com ------------------------------------------------------------------------------ Credits: ------------------------------------------------------------------------------ Props to those who made this guide possible: G Product for his share of researching and his hookups from Guardcrush.net and Orochinagi.com, ArcadeFire for helping me out in the middle part and for finalizations and also helping me out last minute on this FAQ. Peace. -Psychochronic Copyright (c) Brett Navarro 2005-2007