Jump to content
Dustloop Forums

Recommended Posts

Posted

If you have cash for a PS3, you have cash for a HRAPSA2 :psyduck:

Thats how I learned to play stick, anyway D:

PS3 was a single gift from about 4 different people.

I'm not actively loaded.

........but I do understand what you're saying about getting a practice stick. I'll think about it. Still though, I'm one of those guys who would just generally prefer pad to stick, and not just for fighters but for pretty much everything that operates in 2D.

  • Replies 391
  • Created
  • Last Reply

Top Posters In This Topic

Posted

PS3 was a single gift from about 4 different people.

I'm not actively loaded.

........but I do understand what you're saying about getting a practice stick. I'll think about it. Still though, I'm one of those guys who would just generally prefer pad to stick, and not just for fighters but for pretty much everything that operates in 2D.

well playing old school RPGs on a stick is about the laziest thing you can do by the way. Just tap tap tap all day.

  • 2 weeks later...
Posted

You're anji looks really good man, way better than mine did at frosty faustings (not looking forward to those vids, won my first 3 matches, then played like ass in the only two that were taped...ugh). Just start learning matchups, your grasp of the character looks really good, just keep learning the finer points: Bigger ground combos (FB rin into running HS Fuujin, etc), unblockable butterfly setups, and how to bait bursts. You played well, you just ate a few untimely counter hits..and it was from slayer so that's usually peace. But yea good shit, keep up the same style and you'll be fine.

Posted

Thank you Klaige! Ok, so for a more specific question, is it very common for melty 2P to beat out Fuujin and the the follow-ups (except Nagiha, which I think should CH against a masher) or is this Slayer specific? I've only been playing Anji for a few months now so no one is good at the matchup yet and this was the first time anyone attempted to mash out against my Fuujin mixups :vbang: It is quite annoying!

Posted

Slayers 2P is a really good poke, it will beat both rins, that being said, delayed nagiha should ch it as you said. The hop should (keyword) go over it and give you a throw attempt. Fan needles will avoid it as well, but Slayer can BBU that on reaction so use caution. Just doing nothing after fuujin is always an option too, if you see him poke you can try and HS fuujin again for a big counter hit. Fuujin mixups are good, but yea pretty much everyone has a counter to each option should they guess right. Slayer happens to have a lot of them. Also one thing I did notice is that you can use 5P and 2P a little more in this matchup. They are both good for catching dash happy slayers and chaining into an easy knockdown.

Posted

Actually...Slayer's 2P does not beat H rin provided that you use the autoguard right after.That's the main reason my Slayer friend stopped attacking with 2P right after.But it'll hit anything else other than P follow up and immediate Nagiha (delayed allows him to hit you provided that he's mashing it).Also 2D will rape any Fuujin stance moves other than P and immediate nagiha. However,your zone/spacing is good.Just throw out more 5Ps as it literally limits a lot of Slayer's higher reward options should he try to attack using moves that aren't 2P/2K.These posts should be in the Slayer matchup sub-forum.:psyduck:

Posted

I suppose that make sense, but H rin for anything but a knockdown after a wall bounce is....well suicide, god that move is so horrible now.

Anyway for any of you new guys looking for a primer on how to play Anji really sloppy and develope a lot of HORRIBLE habits. Watch my two latest vids from Frosty Faustings. Granted I hadn't played in like 3 months and was really winging it, but this was wrong on so many levels.

Myself Vs. Elvenshadow http://www.youtube.com/watch?v=1LxzReS8KnI&feature=channel_page

This goes as you would expect.

Myself Vs. Bob Washington http://www.youtube.com/watch?v=iJ4F_PrmMLc&feature=channel_page

And here I play flat out terrible. Really dissapointing considering I usually have good close matches with Eric.

anyway, use these to learn from my mistakes, you won't be finding much worth stealing, strat/setup wise in these.

  • 3 weeks later...
Posted

Question: Been practicing the 1 frame super jump off of On, but it doesn't feel like it's possible to get the initial kick off of some characters (or rather it's much MUCH harder). I figured this is probably relevant to size and weight. Which characters is the super jump better against, and which are you just better going for standard butterfly mixups?

  • 4 weeks later...
Posted

Didn't we have a parlor tricks thread around here somewhere?!? Maybe I'm imagining it. Mode Change, Air Throw, IK. This shit crosses up when timed right. if your name is ChaseFucking MAGIC, you eat this shit "Allday".

Posted

Didn't we have a parlor tricks thread around here somewhere?!? Maybe I'm imagining it.

Mode Change, Air Throw, IK. This shit crosses up when timed right. if your name is ChaseFucking MAGIC, you eat this shit "Allday".

I think your confused?

ChaseFUCKINGmagic landed 4 IK's on Ryan-Bill in an actual 2/3 best of 2 matches Anji v Anji set.

Posted

God, kentucky and your goddamn shenanigans, leave my character alone!!!!! *is stealing the air throw ik strat. Also i got fucked out of going to FR so you bastards better show up at MWC/EVO

Posted

More questions from the noob: 1. Approaching. I'm having trouble approaching opponents besides waiting it out and timing HS Fuujin's and/or IAD P's or of course, for them to wiff a big move. Are there other viable options available? 2. Okizeme. For the past while (in #R NetPlay and in AC), people have been breaking my pressure strings and mixup with the greatest of ease. I don't think I'm missing an input and I'm sure I'm dashing in as fast as possible to get those hits in, but it seems after butterfly hits, they'll easily jump/backdash out and/or punish me for running in. I've simply dealt with this by 50% of the time, just not dashing in, IAD P's, K Stomp, etc. But I feel as if I'm missing something here. 3. HS Fuujins from 5HS. I can't for the life of me get these to work. What is the special timing for the FB Rin in HS Fuujins? About to hit the 'wall'? Hitting the 'wall'? Bouncing off 'wall'? Furthermore, how large is the delay between that FB Rin to the next Fuujin, HS or S or dashing? I simply don't get it after trying it for a good hour. Let along most of the BnB stuff, and since he's so different from in AC than he is in #R (Combo wise), I'm screwing myself up hardcore. 4. Testament Bloodnets. I've seen Anji's Guardpoint this on Wakeup 100% of time, but I can't seem to do it. It IS 6K right? er... I had a few more questions, but I don't remember them haha. oh well, I'll post them later (as in probably a few months LOL)

Posted

1.Well,Anji does have trouble getting in on opponents,his gameplay is generally to just poke around until an opportunity arises for him to get in.Another option is to SJ in.Anji does have the longest(full screen) SJ in the game,so use it. 2.Shitsu oki's a tricky one.There's multiple setups if you will.From throw,to max range 2D,to On(weakest to strongest).The difference between those setups is the time you have after shitsu is out.Since the recovery is a little longer in AC,Anji's oki isn't as great as it used to be.And to deal with backdashes,you have to HS Fuujin or keep dashing punish (or 5K works too I believe,but you'll have to chase with 5S 6S jcombo).For those poke-a-holics,use 6S immediately,if it's a low then P stomp.Anji doesn't have a multi-option thing.So you HAVE to guess right,but it'll feel all the much better when you can legitimately say "I saw that coming." 3.5HS--->HS Fuujin--->D (FB Rin) is supposed to combo,however there are two situations where you can't.The first is when the opponent is too far for D to connect,the second is when the opponent is bouncing off the wall after you hit HS Fuujin in the corner (and you're right beside him).There shouldn't be any delay from your first Fuujin to the next unless you land D and he's flying away (in this case,you input 2366HS to do dashing Fuujin) 4.Yes.It is 6K,you're just not getting the timing right.It takes a bit before you get used to it.

Posted

I'd just disagree with one thing, that being that throw is the best setup for butterfly oki and not the weakest. It's a perfect meaty every time on essentially the entire cast.

Posted

I was wondering what an impossible dust looked like? I keep seeing it mentioned, but i've never seen one done with Anji. Has to do with his Aerial D right? Btw, I thought of using normal fuujin~D into 5S chase 2S into fuujin~D repeat. Is this ok, or should I work onto something else? I can't seem to do a decent aerial. Fuujin~D, j.S, j.P., j.P, j.K., maybe a second j.S but then I'm forced to do Aerial D to end. If I try 214P then they tech out.

Posted

An impossible dust is simply doing a dust combo that leads to a complete untechable fall. There's a certain point as the opponent ascends where any hit will cause this completely un-techable time.

Anji typically uses FDC, J.HS~ or a quick combo into J.D.

His best follow up with this is HSFujin.

The Dust combo's starting at 2:30 are from an I.D. Obviously these incorporate a bit more flash than usual. =P

http://www.youtube.com/watch?v=ovEr40nNSCE

Posted

More questions from the noob:

1. Approaching. I'm having trouble approaching opponents besides waiting it out and timing HS Fuujin's and/or IAD P's or of course, for them to wiff a big move. Are there other viable options available?

2. Okizeme. For the past while (in #R NetPlay and in AC), people have been breaking my pressure strings and mixup with the greatest of ease. I don't think I'm missing an input and I'm sure I'm dashing in as fast as possible to get those hits in, but it seems after butterfly hits, they'll easily jump/backdash out and/or punish me for running in. I've simply dealt with this by 50% of the time, just not dashing in, IAD P's, K Stomp, etc. But I feel as if I'm missing something here.

3. HS Fuujins from 5HS. I can't for the life of me get these to work. What is the special timing for the FB Rin in HS Fuujins? About to hit the 'wall'? Hitting the 'wall'? Bouncing off 'wall'? Furthermore, how large is the delay between that FB Rin to the next Fuujin, HS or S or dashing? I simply don't get it after trying it for a good hour. Let along most of the BnB stuff, and since he's so different from in AC than he is in #R (Combo wise), I'm screwing myself up hardcore.

4. Testament Bloodnets. I've seen Anji's Guardpoint this on Wakeup 100% of time, but I can't seem to do it. It IS 6K right?

er... I had a few more questions, but I don't remember them haha.

oh well, I'll post them later (as in probably a few months LOL)

4. Probably but couldnt u Slashback it on wakeup as well? thats how i handle nets in the air sometimes

On Impossible dusts i just comboed into ON for spacing, cuz Anji's damage off dust wasnt that good.

Posted

You can't slashback on wake up.It doesn't allow you to,however you can AG instead.

This is the truth, and it should also be noted that there is still the option to (H)Fuujin through Blood Web on wake-up (not in the corner though, I think you still get hit)

  • 4 months later...
Posted

I have a question about TK'ing Anji's Shin Nikishi.. How important is it to Anji's game, if at all? Since no matter what I do, I keep getting the P version of Kai(although, strangely enough, I can do all TK's flawlessly on the P2 style). So i'm pretty much asking if it's worth trying to get awesome at TK'ing for, since if the move sucks or anything, I probably won't bother with trying to TK it any time soon.

Posted

The move generally sucks, regardless of whether you TK it or not. Sure, it is unexpected sometimes, but it's pretty easy to see coming most of the time and it's absolutely horrible on block. Like, opponent blocks and you're open for 9000 years and then you die. The only time the move sees any competent level of use is in occurrences where you TK the move and then RC it, usually to (on block) throw your opponent off balance or to (on hit) setup a position for either an aerial combo or possibly On (which I believe only works on CH or in the corner). Overall, your tension is better spent on other things. If you can surprise your opponent with one then kudos, but try not to overuse. EDIT: The are some other specific instances where TK comes in handy, since it grants airborne status. Can be used to counter sweeps (if you are mad good), or Potemkin's Slidehead, just for a couple examples. Experiment, have fun.

Posted

Thanks. I have one more question. Forgive me it it's a bit nooby(I just started using Anji about 3 hours ago >_<; ) but how do you combo into ON(that's the name of his command throw, right?) The guide says you can do 5k, 5s, On after a Force break Rin, but when I try it, Anji ends up barely missing the command throw. EDIT! NVM. I figured it out. I wasn't dashing close enough(it seems you have to be like right under them).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...