Eyedol MU: Scublord Report

Wow. That’s not the way I thought Eyedol was going to played.

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I’m not being too confident. I just know Jago’s weaknesses and strengths. I stand by calling this move braindead because it requires little effort and can be spammed effortlessly. I’ve met a few players using this tactic but again, as a Jago my answer is having a true dp. If it registers as a counter hit, his Heavy DP will surely stop someone from continuing to use the tactic.

If I lose, it’s because I failed in other areas.

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Yeah its a brain dead move… but it works. Pick Sadira and see if you have an answer. Not everyone uses Jago is what Im saying. that guy knew what he was doing and so do all the other Eyedols that are using this brain dead move online right now.

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I know not everyone uses Jago, which is why my post was centered on myself. As for others, this move is bs. Which is why I mentioned I die a little when seeing someone do it to a person who don’t have an answer.

Alas, it’s barely the first week, I know this move will see some alteration later on.

Let’s not forget TJ’s first week… and I don’t mean his beta phase either. The horror.

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M8, if this is in any way working as you mention, please report it in the bug thread as it is very much a bug.

When I get the time, I’ll test it out, but under no circumstances should this ever be possible. A move’s hitbox has nothing to do with crossing you up or not (please read crossing you up as switching the direction in which you should be blocking, and not the actual instance of hitting you from the back of your character).

The move’s hitbox may come from all the way on the other end of the screen and touch your character in the back, and you will still block it walking away from your opponent.

If this is indeed happening as you say, then what’s going on is some sort of bug is causing the game to recognize Eyedol’s character behind his opponent, when he’s in front. Meaning, the move’s hitbox and/or hurtbox is being recognized as the character himself, or it’s simply erasing the character’s hurtbox in the front.

I find this highly unlikely, but if it is happening, please report it as a bug.

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I absolutely hate this move, dont get me wrong. I have experienced what this OP went through…not as bad as this video. But in close matches when it came down to it the Eyedol I was facing went ham with this move and it crossed me up and I lost. I dont mind loosing, but Im not sure if this move can be beat consistently.

It comes out so fast even Omens invincible orda shield couldn’t beat it. Its definitely a ■■■■ move that I dont think will last long. I tried crouching HP too…didnt work.

A cross up is one thing and is fine, but a cross up from a vertical jump isnt a good idea.

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Maybe overhead cross up is a better wording. Looks like you can standing block it, but there isnt enough time to execute a move out of block stun.

Again - recluse or jump+LP. I’d need to go into the lab to test the jump+LP, but I know recluse will beat this, and that he’d have enough time to get it out in time.

lol overhead crossup?

All of that is wrong, man =/ every jumping normal (excluding a few exceptions that are purposefully done so they can be blocked crouching) can only be blocked standing. That’s a property of jumping normals.

As for crossup, if you can block it from the front, as you would any other normal, I have no idea why you’d call it a crossup, but you shouldn’t.

As for blockstun, it was clearly possible to input AA’s in between two j.HP’s in a row. So much so, that the OP was getting them too soon, and whiffing because of wrong timing.

There have been multiple answers explained here, you only don’t see them if you don’t want to =/

Because its a vertical jump…it doesnt appear to hit over head or cross up like most characters.

Im not here to argue…Im not the OP. Tell him how to escape it.

WHy dont you post a video of how to beat it instead of correcting everyone?

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I got salty just from watching that video. When you said “he only used that one move”, I didn’t realize you meant he only used that one move. Then to top it off he’s teabagging and doing double ultra combo. F that guy

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He’s offered suggestions of how to beat it, along with several others in this thread. And while it might feel annoying, he’s not wrong to try and make sure that we’re consistent and accurate in our descriptions of the properties of the move. The terminology used to describe a move has huge significance in how to defend against it.

For further clarification, it doesn’t matter where it looks like Eyedol’s club is hitting you - if Eyedol is to the right of you and doing neutral jump+HP, then you hold left to block, and you will never be hit by it. It wouldn’t matter if Eyedol’s club did a literal “S” to squiggle and hit you directly in the back, you would still just hold left to block. The move can cross up, but it’s not going to happen (that I’ve ever seen) from Eyedol just spamming neutral jump+HP.

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Well I hope your suggestions work for him. Maybe you should request him to change the name of his video to jumping hp instead of jumping HP cross up FTW since that might not be the correct terminology.

I prefer jumping vertical squiggly cross up my self.

Madam and I spent a solid couple of hours testing this last night (along w holes in Warrior pressure), and I can attest that it indeed CAN cross up, but the spacing and timing are incredibly strict, and no freaking way was it happening from a neutral jump (maybe someone else can spend an hour pressing one button to disprove my assessment, but I put in my time on that one! seriously mind numbing to test one button like that). From about 1/4 space (lab floor box) jf.HP will cross up from just after the apex, but can hit in front and fake cross up if hit too early (hits in front but Eyedol lands behind).

Honestly, it doesn’t seem super broken, except for a couple of little things. The labs attack data doesn’t list it as a cross up, for one (though there could be an issue w it’s property description as it is noted as a bounce AND a launcher, the latter of which isn’t technically true and is redundant; perhaps it was supposed to read Ground Bounce/Crossup?). Second, for a bouncing crossup it does a fair chunk on first hit. The thing is, once your hit, aside from clobber bouncing (which will often be LP for consistency), his follow-ups are kinda telegraphed to a 50/50 (if you lock out on a L Uppercut, it didn’t matter cuz the juggle’s over).

Sure, players pressing one button over and over again is really annoying, but I don’t think it’s wholly the moves fault. If you try to crouch block any j.HP, you’ll get hit, they’re all overheads.

Reallu, I think they just need to fix the lab description so it isn’t misleading people into believing it’s hitting where t shouldn’t. Or take away the cross up power, but that is a product of its hitbox, and would significantly affect the utility of the move. Maybe that’s for the best. I dunno.

Point is, it does cross up but it’s not easy to space. That makes it harder to defend also. Is no one trying backdash tripguard punishes, or dash under tripguard punishes? I can only imagine the j.HP spamming goons reaction to getting blown up by either of those.

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Well guys, I’ll see how the AA, recluse and jumping LP work out.

From what I could see, I didn’t expect the AA to work simply because the mace trail goes under Eyedol (I think) and so logic would dictate that it’s not going to hit him, as the mace would stuff out the AA.

To be clear, I didn’t post this vid just to spit on Eyedol’s design mechanics or cry out for more tools for Sadira (though both probably happened in the thread) it was to see if there was a genuine problem amongst other Sadira mains and if they had a solution.

I’ll admit I did deserve to lose that match as it was my first ever online match against Eyedol, I just didn’t expect to lose by this one “tactical” loop.

The Tbagging from the offending player is enough to just drop the pad and get on with something more fulfilling, like counting the blades of grass in my garden or finding out just how long it takes for a coat of paint to dry.

I can understand the tactic used, as Sadira has a useless (exaggerating I know) ground game and when made too scared to jump, grabbing her is the best thing to do.

Any example vids of the timing to stop this kind of thing would be greatly appreciated.

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I can see why you’d think that, about the club stuffing the AA, as it would seem correct from a purely logical point of view.

But in KI, every hitbox is a hurt box as well. This means that the club (or rather, the hitbox associated with it, you can view hitboxes by turning on the option in training mode, they would be the red squares) can be hit as well. Any move that has greater priority than the J.HP will stuff it, if correctly timed (to clarify, grounded normals have +1 priority over jumping normals, which means a grounded heavy will outright stuff the j.HP, as well as any grounded or air special, and a grounded medium will trade with the j.HP).

I really don’t mean to aggravate anyone with this more or less technical stuff, it’s just that I really find it important for people to learn basic technical concepts in order to understand what’s happening and to be able to explain to others what the situation is. Otherwise we go around calling jumping attacks overheads and crossups because of how they look, and it really creates lack of awareness and leads to wrong ideas =/

@FallofSeraphs76 I’m not “correcting everyone” to try and ■■■■ them off or something like that… I’d post a video if I was home or had the chance, and I will gladly do so later tomorrow when I can, if someone doesn’t get around to it first. But I don’t see why you’d take my posts in any wrong way when I’m only trying to clarify stuff and help ppl understand the game =S

I feel like too many ppl automatically resort to whining and complaining about something before first trying to understand it and/or find a way around it. Not saying that’s necessarily the case here, with this thread, but it certainly is a habit around here.

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Doesn’t work, Eyedol’s hurtbox when jumping is stupidly high, like sadira double jump high, meaning you’d have to reach the peak of your jump to hit him, but by that point you’ve already eaten another jumping hp.

However jumping mp will work since its hitbox is above sadira.

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I just used this technique on my lunch break and my first 2 opponents rage quit half way through the match LOL

3rd opponent DPd me out of it pretty much every time with Fulgore.

It’s pretty funny when you play as RAAM and half their life bar is gone from Kryll damage anti airs.

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This speaks more to a problem w the players than the move itself, in my opinion. 2 gave up with no solution per one solution? Doesn’t sound like folks getting soundly thrashed by a broken move so much as deciding it’s broken because they couldn’t solve it instantly.

Very familiar, this ratio seems.

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