3.4 Eyedol

Some tips:

  • Pips are incredibly important for both bodies. As Mage, I would convert every combo into a pip at all times (I would one-chance into launcher ender → pip, or convert zoning into pips only). As warrior, represent command grab decently often, force them to want to jump, then frame trap them with amazing plus-on-block normals like cr.MP.

  • Uses for warrior pips: run canceling overhead is seriously plus on block (somewhere in the +6 range), and run canceling heavy shoulder is also plus, so you get free ins from almost anywhere. From close range his overhead is not especially useful, but frame traps and throws will do great.

  • Uses for mage pips: stomp strike is an incredibly underrated special. The heavy version is +3 on block (!), does massive amounts of chip, and you can fish for it from long range by canceling after st.HK repeatedly. The only way out is to shadow counter or reversal, but if you do medium stomp instead, shadow counters won’t work. Stomp strike when pip-charged does twice as much chip and is even better on block (frame data says +5, I will run more tests but this looks about right). A heavy pip-charged stomp strike does roughly 4% chip and can be fished for from half-screen with st.HP or st.HK cancels. If they block two of these, you’ve basically hit them with a free fierce attack - it’s roughly the same amount of chip as blocking Cinder shadow fission. Best part about this is if you randomly switch to warrior stance after heavy stomp strike is blocked, you are now +3 at close range in warrior body, so you can start doing stuff.

If they are trying to get wise to your stomps, just cancel into meteor instead, which acts basically like an assist. They have to hit you really early to stop the meteor from coming out, otherwise they will hit you, then get hit by the meteor, and you can one-chance into launcher ender into teleport for a warrior pip. They might randomly get hit by the meteor because it’s overhead, and if they try to block it, then you are massively plus and you can either run away and zone, or take some free chip with heavy stomp strike (pip charged or not).

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