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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!
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Last Update: September 4, 2006
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Notes before reading this document:
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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"
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feature (Ctrl + F) to find whatever term you're looking for
easy mobility.
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Table of Contents:
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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
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Version Changes:
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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.
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Character Biography:
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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
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Legend:
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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
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Pros and Cons:
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(+): 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.
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Movelist:
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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.
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Differences from KOF '95:
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-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.
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Combos:
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-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.
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Contact:
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-Psychochronic:
Contact me! Here are the following e-mails and internet
forums you can find me at:
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My Fighting Game Site:
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-ArcadeFire:
E-Mails:
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XBOX Live Gamerag:
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-G Product:
E-Mails:
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AOL/AIM: Two D Playa
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G Product
-3S Masta:
E-Mails:
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[email protected]
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Credits:
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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