GerVer Posted September 12, 2008 Posted September 12, 2008 lol... how do u always manage to nail em so well ^^ OH, u can "lol" in Dustloop? cause i wanna lol too.
Makubex Posted September 12, 2008 Posted September 12, 2008 Play more GG bum. IM me be4 3 am from time to time and it might happen otherwise im just playing peter hes the only one with a non complicated schedule
JinSaotome Posted October 7, 2008 Posted October 7, 2008 So, how do you do those sweet 5P relaunch combos on Pot+Faust? I remember seeing them in a combo vid but basically what happened is Anji would do a JI combo in the corner and as he landed on the ground he would end it with j.K, land, 5P and then super jump back up and combo some more. Shit looks cool, so I wanna learn it +_+
Dawnbringer Posted October 7, 2008 Posted October 7, 2008 It's timed.When you do jK jS jHS jD jK land 5P etc...,those moves have to be mostly delayed enough to land the jD after the jHS (sometimes it's not necessary to delay at all).I don't think it's possible to combo if you did the second jump since it's too high in the air and you won't land fast enough.
Shining Aquas Posted October 10, 2008 Posted October 10, 2008 Out of curiosity, is there any practical use for 3P? Also, silly question now that I think about it, but what is a recommended reversal if recovering from a blocked Grand Viper from Sol? (I gave up on trying to AG that after about 3 minutes of practice, 3S kept getting me into trouble more often than helping )
ChunkTug Posted October 10, 2008 Posted October 10, 2008 3P hits overhead and is a fundamental part of Anji's butterfly mixup. Eg. Butterfly,dash,(first hit blocked),3P(connects),falling butterfly hits,S,H,236H-D,... Grand Viper is horrible on block, there's no reason to try to autoguard it. If they don't have 50% tension to RC, you can block, dash in, and punish with K,S,H,236H,... for full combo. Also, note that 3S is low autoguard and the last hit of grand viper is mid. Sol can GV under butterfly on wakeup. If you want to stuff GV as it comes out use 2K.
Ryujin Posted October 10, 2008 Posted October 10, 2008 3P Rc> crouch combo wouldnt be bad every now and then since 3p doesnt prorate and forces crouch. If blocking a GV, couldnt you theoretically Hs Fujin b4 he finishes? Between that last hit I mean. I saw an Anji do a 5p relaunch combo on faust in a match vid but I can't remember where.
Shining Aquas Posted October 10, 2008 Posted October 10, 2008 If blocking a GV, couldnt you theoretically Hs Fujin b4 he finishes? Between that last hit I mean. (H)Fuujin before the last hit is impossible unless the second to last hit was some form of Instant Block. As for trying to hit after the last hit, it seems to work "selectively". Granted no one I play with is at expert level play (me included, I just happen to be the most experienced), but against the Sol of our group I've been trying to reverse with HS Fuujin and it seems like sometimes it does hit him, and other times he blocks (though it doesn't matter for me since I tend to catch him with Nagiha) Still, I like the dash-in K,S,S,H,(H)Fuujin->D idea a little better.
ChunkTug Posted October 10, 2008 Posted October 10, 2008 You should be able to block (regular) the last hit of GV (where he stands) and punish with dash,K,S,H or even dash,S,H,... everytime guaranteed. Go into training mode and record the dummy doing GV and holding back as you mash the extra hits... then keep holding back. The "selective" punishment you're talking about with Fuujin is likely just your opponent not blocking. Note that if you FD the last hit, then you're in block stun longer, but I believe it's still a guaranteed punish.
Ryujin Posted October 11, 2008 Posted October 11, 2008 Thing is the 2 sols that i played against dont GV unless it: Combos in or they have 50% tension to get out a blocked one. so thats why i asked if i can interrupt b4.
Hi-C Posted November 20, 2008 Posted November 20, 2008 Hey, I just picked Anji as part of my playing list, and was wondering, whats up with his Dust? It has auto guard abilities, albeit strange timing. From the time the umbrella starts to pop open to whenever (don't know when it ends), there is autoguard. I noticed it while playing against a CPU (Ky) and went for Dust by accident and Ky threw three punches, all which the autoguard blocked. I was able to test it against a friend who tried to punch and I autoguarded (by accident) with dust again. If the move is guarded, then the dust whiffs. ANyone else encounter this? Any good use besides actually guarding? Well, getting your auto-guard attacks in I guess.
faultydefense Posted November 20, 2008 Posted November 20, 2008 If you time it right you can basically option select reversal attempts. If they don't do anything, you may hit them with an overhead, if they try to reveral uppercut or something, if you timed it right, hit confirm into autoguard attack.
Shining Aquas Posted November 26, 2008 Posted November 26, 2008 (H)Fuujin before the last hit is impossible unless the second to last hit was some form of Instant Block. Yeah, just ignore that shit I said, you can easily H Fuujin right before the last hit assuming you blocked all the other hits of Grand Viper. It's hilarious if the Sol player is planning on going Roman at the very last hit of GV, only to eat a Fuujin sandwich instead. So, the moral of the story is: "Rome wasn't built in a day because all the Romans were too busy eating delicious Fuujin sandwiches" Secondly, about the Dust autoguard, I tend to find it fairly useful when someone IAD's you. My group of friends finally got smart enough to jump the butterfly and dash in, and will usually go for the aerial poke. Dust AG seems to be pretty safe because of the long AG box, and then punish with Kou or let the dust finish. Finally, I have a question: I've almost nearly gotten down the consistent timing for K Stomp FRC, but unsure how to make it effective in match play. Any suggestions?
Dawnbringer Posted November 26, 2008 Posted November 26, 2008 For K Stomp FRC,place it in a string (it's bonus if you cross them over) and then FRC into 2S 2D 236S--->D Combo.If it's a heavy weight,you just end in 2D shitsu or if you're feeling pro...2S 3Sc 5S 5HS HS Fuujin combo.
Chomite Posted November 27, 2008 Posted November 27, 2008 Some usage for K Stomp FRC. Late butterfly on Okizemi (dash butterfly 2366P)>K Stomp>FRC>Throw or 2S or j.S
Chomite Posted November 30, 2008 Posted November 30, 2008 To which characters this combo works? P stomp (or anything really, near corner)>5P or 5K5S or 5c.S5f.S sj.KPSHD (or KSPSHD or SPSHD)>Orb So far, I think that only Johnny and Potemkin this one works. Any-others that I can combo into Orb for knockdown or do I have to resort to just finish air combo into j.HS to get a knockdown? (LAME)
Shining Aquas Posted December 1, 2008 Posted December 1, 2008 Wouldn't you generally have to use 5P first to make them somewhat more airborne, then sj? Also, I wouldn't be surprised if it worked on Faust or possibly May, but who knows.
Chomite Posted December 1, 2008 Posted December 1, 2008 Wouldn't you generally have to use 5P first to make them somewhat more airborne, then sj? Also, I wouldn't be surprised if it worked on Faust or possibly May, but who knows. Read carefully I guess that on Faust it works as well. I like doing Orbs in combo as it somehow gives a nice distance to butterfly.
Dawnbringer Posted December 1, 2008 Posted December 1, 2008 It works on Dizzy and Testament as well.But for the rest of the cast,there are some you just can't do while the rest are timing specific (it's just that you delay jK and jS as long as possible).
Dream Maker Posted December 1, 2008 Posted December 1, 2008 One thing that is wonderful with Anji's jK is that it causes relatively big hitstun so that you can wait a little before cancelling it to another move like for instance js. So in fact, you can get corner KD orb combos on pretty much everyone in the cast by following this pattern : - For lights + Anji : *214P > S > HJ > jK (delay) > jS > jHS > jD (delay) > Orb *214K (wait a little) > K > S > HJ > jK (delay) > jS > jHS > jD (delay) > Orb - For mids and heavys minus Chipp and ABA that you can't KD orb with this method : *214P > S > 6S > HJ > jK (delay) > jS > jHS > jD (delay) > Orb *214K (wait a little) > K > S > 6S > HJ > jK (delay) > jS > jHS > jD (delay) > Orb I use this consistently in match so it works for sure. Of course there are some exceptions to this rule, IIRC Sol doesn't need any delay after jK, Johnny can only be KDed with an air pattern like jK > jS > jD > jHS, Robo-Ky has another variation that I can't remember of, and Pot can relatively easily be looped with that famous jD > falling jK trick... Also Slayer, Faust and Zappa have a very funny JI KD combo which is easier to do : 214P > S (JI) > 6S > HJ > jS > jP > jS > JC~jP > jS > jHS > jD > jHS
Hi-C Posted December 5, 2008 Posted December 5, 2008 Does 6P work well for pressure? Since I'm the only GG player in my area (except for one other, but she plays Arcana Heart) I can't really test. I have to assume things because all I can fight are computers. Anyways, back to my question: Does 6P work for pressure strings? Or combo's? I find that 6P is only good if you can follow up with 5H, then 2D, then maybe land a counterhit with 236H/S~S. Or 6P follow up with 5H cut short to 236H/S. Also for anti-air from what I've tried. Also good for surprise hits. If someone is blocking everything, cut to 6P, they try to attack when they see the pause, and you hit them instead. Also goes under a couple of attacks i.e. Sol's Bandit Revolver (if timed right). Also is 3K a good way to start a match off? It has some auto-guard and can get a good hit first moment.
Chomite Posted December 5, 2008 Posted December 5, 2008 Does 6P work well for pressure? Since I'm the only GG player in my area (except for one other, but she plays Arcana Heart) I can't really test. I have to assume things because all I can fight are computers. Anyways, back to my question: Does 6P work for pressure strings? Or combo's? I find that 6P is only good if you can follow up with 5H, then 2D, then maybe land a counterhit with 236H/S~S. Or 6P follow up with 5H cut short to 236H/S. Also for anti-air from what I've tried. Also good for surprise hits. If someone is blocking everything, cut to 6P, they try to attack when they see the pause, and you hit them instead. Also goes under a couple of attacks i.e. Sol's Bandit Revolver (if timed right). Also is 3K a good way to start a match off? It has some auto-guard and can get a good hit first moment. Maybe because of characters that I am fighting against but I had no luck of making 6P somewhat useful enough to incorporate into my pressure string. Its low stance is very nice and does beat out some moves very cleanly, so I would use it as anti-air or anti-specials. 6P does cancel into many other useful normals however it pushes out Anji too far; if you want to put it into pressure string, it would have to be during butterfly pressure. If you want to mix-up involving surprise attacks, just try to vary and delay hits between your normal pressure string. And I don't really recommend using autoguard to start the round off. Medium~High risk/low return (well if you can get P autoguard to hit, then maybe but it probably most of time would not hit).
Hi-C Posted December 7, 2008 Posted December 7, 2008 Ok, I can understand 3K. The computers just either backup or move forward match start. For butterfly: Is it a good idea to shoot it if I geta knockdown on Nagiha (236H/s~s)? Guess it depends on how close you are to them, but is it a good idea? The computers usually block if I'm close, allowing me to start some pressure. If its far, they jump and AD at me and I either catch them with 623H or anti-air them (if they don't start some fast pokes). Who do you practice against anyways? I tend to try to beat Slayer (done it, with difficulty if not impossible), Axl (can't think of a pressure game), Robo-Ky (just a joke), I-No, Baiken (to hell for this one), Ky (50/50 for me), Sol (25/75 favor in his), Potemkin (like Baiken), HOS, and Venom. The others I have a damn good chance at winning. They're all on maniac too if that helps for practice.
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