Shining Aquas Posted July 29, 2009 Posted July 29, 2009 Yeah, sticking On is usually 5K, 5S, On after FB Rin. Sometimes, it may be more convenient to just FB Rin>5P>On, but the one with more hits is preferable. Alternatively, if you are playing against Faust, you can 2D>On for tremendous lulz.
NemesisZeru Posted July 29, 2009 Posted July 29, 2009 2D? Really? Wow, i'll have to try that some time. Actually, one more question(Sorry! X_X) Is it possible to use a guard point to block a charged stun edge? I've tried with 6HS(bad move, I know, but the late autoguard point made it easier for me to time it) but there just seems to be too many hits. Since my only real human opponent is a Ky user, this may be good to know. ^.^
Shining Aquas Posted July 30, 2009 Posted July 30, 2009 Charged Stun Edge (or CSE around these parts) cannot be effectively guard point countered. That doesn't mean it's impossible, just not a great idea. The only 2 GP counters that can go through CSE are the Force Break counter (which may have slight usage against a Ky that shoots one and jumps in, but at the cost of 25% tension and leaving you open on whiff/block makes it less than cordial) and the Overdrive counter (Which not only costs 50% tension, but can definitely be seen coming and can be blocked for free combo on Ky's side). Rather than try to GP the CSE, better options are usually to block normally, jump over, throw butterfly THAN jump over (Butterfly collides with CSE, turns into eagle, eagle intercepts Ky if Ky follows CSE recklessly, laugh), instant block all the hits of CSE for slight tension gain, Fuujin through it (this only works on wakeup). Play around with it. And don't be afraid to ask questions, we tend to be a somewhat friendly community and won't lash out at new players.
NemesisZeru Posted July 30, 2009 Posted July 30, 2009 Thanks. I'm not exactly new, though..just new to Anji(well, also new to actually trying to seriously learn things too, I guess..I know the moves and stuff, but I just threw them out randomly and hoped everything died. lol) I'm getting better pretty quick. I judge my character skill by going through survival, and, as of last night, made it to 653 before I had to shut it down(coulda gone further, too) Hm..also, what tier is Anji at? I could probably find out where(and why) from the tier thread, but, at 150+ pages, It's just too much for me to hunt through at once. xD
NemesisZeru Posted July 30, 2009 Posted July 30, 2009 Thanks. I'm not exactly new, though..just new to Anji(well, also new to actually trying to seriously learn things too, I guess..I know the moves and stuff, but I just threw them out randomly and hoped everything died. lol) I'm getting better pretty quick. I judge my character skill by going through survival, and, as of last night, made it to 653 before I had to shut it down(coulda gone further, too) Hm..also, what tier is Anji at? I could probably find out where(and why) from the tier thread, but, at 150+ pages, It's just too much for me to hunt through at once. xD EDIT: Wow, it's on page 1? Wow, I feel stupid...sorry! X_X
Shining Aquas Posted July 30, 2009 Posted July 30, 2009 Anji's position in the tier has been slightly debated in AC. Some people think he's the worst character in the game. Others just think he's bad without being the worst. Regardless, the spectrum is in the C-D range for tier. I honestly think he's a solid C tier character. Decent damage off of combos, great reversal options (like GP's and Fuujin), butterfly makes for great okizeme, plus one of only 2 characters that has 5 guts (and at 106% damage, he's pretty blessed on the side of defense). Problems he faces are that his mixup isn't amazing, all of his Fuujin followups are horribly unsafe on block, butterfly has a humongous recovery period, most combos are reliant on having 25% tension (at least to get good damage), and he's not terribly great at taking control of the field like say Venom, Eddie, or Testament. I happen to like him simply because he is amazingly versatile. No matter what situation you are put in, there's always an option open to you as long as you are willing to take some risks.
NemesisZeru Posted July 30, 2009 Posted July 30, 2009 Guts? Hm....that affects how much damage you take when you're low on life, right? Never really noticed it, but that's quite nice. Well, that's all the questions I have for now. Thanks for the help, Aquas ^_^ EDIT: Damn my curiousity.. What's Anji's best GP? I've been using 6k, but I can never seem to time it right. 6hs is easier to time, but I get horribly punished if it fails. horribly.
Kyoku Posted August 1, 2009 Posted August 1, 2009 Anji's best high/mid GP is 6k for certain. One must only find the proper timing for it. The autoguard is basically active on start up, but does not last very long. I tend to just throw it at moves that are easy to see coming, like on reversal, or as AA for if you notice patterns in certain player's blockstrings where Fuujin isn't a better idea. As for low GP, I think that is debatable. 3K is good for reversals if you find the timing, but the autoguard is only active for a short time (1-2 framesish), 2H can work for slow/predictable/long active low attacks but cannot exactly be used as a "reaction" GP, the same goes for 3S but this one becomes active more quickly. I once used to use it against Slayer's 2D. I also wanted to add about Anji's tier. I really don't consider him to be low, even when he was in bottom 3, I didn't consider him low. His main thing is that he just isn't that much of a safe character so you really need to know how to use your moves (or psych out the opponent.) I'd say he is a solid mid for sure. Many people just do not see Anji players, so don't know much about his strengths so he will likely always be considered bottom 3.
Silmerion Posted August 1, 2009 Posted August 1, 2009 Anji is a cool character with some of the game's best avoidance options, terrible abare, and solid but high-risk/moderate-reward okizeme. Those are probably the most important things to know about him. I'd put him at C tier. He's certainly doing well enough in tournaments.
ShinsoBEAM Posted August 1, 2009 Posted August 1, 2009 I have kind of a weird question here, I see alot an anji land on then the opponent break away like they teched, how does this occur, I assume its some input?
Kyoku Posted August 1, 2009 Posted August 1, 2009 When you say "land" you mean they actually connect with it? If so they cannot tech until they hit the ground after the attack, unless Anji hits them while they are in the air (which is possible.) There is no way to tech On, but an opponent may Burst just before the On connects. Otherwise, I'm not sure what you are asking. If combos are done wrong, the On may miss and the opponent will tech. But yeah, no way to tech On. Only burst prior, if Anji attacks afterwards, or drops the combo.
ShinsoBEAM Posted August 1, 2009 Posted August 1, 2009 No I wasn't talking about that, thinking back on it, it may of just been video editing, so once he grabbed it immediately did the second hit, *combo vids argggggh. Also I have seen ppl cancel anji's 3P(before it came out), into itself, other stuff, yatta yatta, what is the timing for that cancel? I hope this isn't just more combo vid small cuts, but it looked legit so.
ChunkTug Posted August 1, 2009 Posted August 1, 2009 Anji's taunt (forward + respect) looks like the startup to 3P. You can use it to feint doing a 3P and then cancel into a low... or into 3P if you want.
Shining Aquas Posted August 3, 2009 Posted August 3, 2009 It's a miracle. Life has been breathed into this board
Dream Maker Posted August 4, 2009 Posted August 4, 2009 It does work tough it's not abusable just as many Anji's mixup options and it's harder to do on a classic arcade cab due to the position of the start button.
Kyoku Posted August 5, 2009 Posted August 5, 2009 I think it works pretty well. Just slip it in sparingly. It's worked for me on high level players before, but I rarely use it. I think it also is good if you try to keep 3P as a rare mix up as well. Anji has so many different mix ups that if you alternate between slipping in 3P or fake 3P, you'll almost always land them.
MiraclePizza Posted August 11, 2009 Posted August 11, 2009 Speaking of high level play, having only recently (yes I realize that I'm about 7 months too slow) watched the SBO '08 videos that were uploaded on youtube, I saw Limekey running HS Fuujin -> FB Rin in blockstrings sometimes! Not anything spectacular, but I was pretty surprised to see that go unpunished by 2K or the sort in reaction to the FB Rin.
Dream Maker Posted August 11, 2009 Posted August 11, 2009 Well actually it is pretty hard to punish consistently especially if it is done really sparingly. We all now as Anji players that doing fuujin HS > FB Rin all the time in blockstrings is asking for punishment but if you make a wise use of it, it can become a viable option, especially if your opponent doesn't expect you to do it. It's no big news that Anji often requires you to take a lot of risks to win... That said, HS fuujin > FB Rin is hard to punish on reaction to the move, it has 21 frames of startup after all, which is decently fast for an overhead (the same as most dusts in the game). If you react too late, you are likely to get hit before your move comes out so it's often safer just to block high (not mentioning that you are still in blockstun from HS fuujin when FB Rin comes out, which shortens your window to counter a bit). So yeah you'd better be fully aware that Anji may do FB Rin before trying to counter it. I played a good amount of Japanese players to know that even the best of them can't really punish it on reaction consistently if it's used sparingly. PS : Actually a lot of players I fought try to slashback it which ironically is a good thing for me as they often mess it up when I delay the move enough.
ShinsoBEAM Posted August 12, 2009 Posted August 12, 2009 Well I mean considering your options after fujin, you only have 5, all of which except for maybe roman canceling his slash followup are fairly easy to counter if you get predicted, the problem is that some of them are hard to beat on reaction, especially the dust follow up, so if the oppenent isn't expecting a dust follow up its p. much some more free guard meter, and if you have used it he might except it possibly leading him to try to hit you early and get owned by S follow up or something IDK.
Kyoku Posted August 12, 2009 Posted August 12, 2009 P follow up is pretty safe against most characters, even if predicted will likely trade. But P follow up can only combo if you actually hit somebody with it XD But its good to get back to neutral, if you want to, or if you fuujin too close to somebody and need to get out.
MiraclePizza Posted August 12, 2009 Posted August 12, 2009 Jump-installed P followup FRC is in theory the safest. P followup by itself works pretty well too off a blocked Fuujin but there's still a little bit of risk as it may get beaten out or trade with ugly counterhits if predicted. May j.HS and Testament j.D come to mind.
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