If you get in on mage Eyedol, don’t let up at all. He’s got no invincible wakeup in that form (to my knowledge) and you have no reason to respect him once in. Meaty him on wakeup as often as you can. Tongue also works wonders as it’s super quick and beats a lot of his mage attacks out in startup and gets you in quick. Tongue is good for a meaty setup and just basic pestering him into blocking. Don’t forget to also mixup with his overhead, because once you’ve trained Eyedol to block your meaties, you gotta get tricky to open him up.
If he has the ability to go instinct, DO NOT MEATY on wakeup. This is when mage goes dual mode and gains an invincible wakeup. I’ve seen it several times, the Eyedol player goes instinct, uses the shadow DP with tons of meteors for a high damage unbreakable opener, and tries to recap while the meteors are coming down because it’s SUPER hard to see through all the explosions and effects on screen.
While just in mage mode, tongue also can move you at speed and angles difficult for Eyedol to effectively deal with.
Warrior mode Eyedol is a different beast altogether, and I do feel balance should be visited upon him. That j.HP is too good, and I’ve seen some players who merely fish for ground bounce hits into combos all game. Most anti air normals can’t deal with it as it has fast startup and a decent attack box, and if you don’t have an invicible startup special like fireflash or Tiger Fury, it’s super hard to deal with.
His forward moving command move, the triple hitting one, should be fairly easy to shadow counter. If you don’t, most players will try to follow up with the club pounding move, which hits twice outside of combos. Block the first and shadow counter, the second hit triggers the counter. However, a shadow counter on the club one is very range specific I’ve found. If he hits you with it at longer distances, and you shadow counter it correctly, you may be so far away, Eyedol can sometimes recover quickly enough to block it. This happened with me as Cinder once. I countered it at a long range, and Eyedol recovered before the counter could connect and he got away free. I did it again at point blank range, and it worked like it should have.
Try not to let him into crossup range, between j.HP, j.HK, and j.MK, he’s got a crossup game that’s better than Sadira’s. The low jump arch combined with the attack box sizes and their startup speed, he can lock down at cross ups, unless you can time a well placed invincible reversal.
His meaty game is pretty good too, and if you don’t have any meter as Rash to use shadow big boot, he’s gonna stay on top of you pretty hard, especially in corners.
I think his mage and warrior pip charge moves should be revisited, they are both insanely hard to defend against and punish. Even if he misses the warrior command grab or the mage teleport, they are difficult to punish as the grab recovers more quickly than most others in the game, and the teleport is hard to anticipate which direction he’s going to use to block and punish, and really the fast startup will catch you by surprise too. Is it going to be behind or in front of you? Even if you guess right, it’s difficult to get an upper hand on him.
Rash doesn’t have the worst of time against Eyedol, but I think there are some significant imbalances with the character that will be addressed in time to bring Eyedol down to a level where he’s going to actually require a little more finesse and thought to play, so Rash isn’t going to be down for long. But even so, this matchup isn’t too difficult.
If I’m at long range against the mage, I can try and time tongue to close the distance against a well timed block and get him on his next move’s startup to get in, or if I have a life lead, I can sit back and block all those super easy to block mage attacks and not even care. He’ll eventually force switch to warrior mode, and shadow Ram horns beats his forward moving specials all day. Purple magic means he’s gonna do the ground electricity (at long range), and red magic means I need to stand block against a meteor. After a while, it was too easy to wait it out against a turtle mage.