Shining Aquas Posted September 1, 2008 Posted September 1, 2008 Hello, I'm completely new to Guilty Gear (Started with Accent Core on the PS2 like 3 months ago) and to this website, and needless to say I've decided to play Anji. I apologize if anyone has already asked this: What is the most effective way to initiate Autoguard hits? I've been trying 6K and 6S, and on RARE circumstances 6H has worked, but what is the best way to practice the AG? Also, more importantly, is going for AG's worth it, or are you better off trying to play a normal pressure game?
Chomite Posted September 1, 2008 Posted September 1, 2008 AGs are worth it if you are completely sure that your AG would work. Easy one is using 6K as your anti-air AG.
Shining Aquas Posted September 1, 2008 Posted September 1, 2008 Argh, I'm finally starting to catch the AG more, but I always end up pushing K instead of P. Still, 6K seems like the best.
Dawnbringer Posted September 1, 2008 Posted September 1, 2008 6K is the standard for autoguarding high immediately.However,it's not necessarily always the best.6S is a good mid range poke because it also has a big autoguard window,thus you get protection as you use this move (but be wary of dash ins and air dash ins,as it will whiff and you will eat something).5D also has a pretty good autoguard,however...it is SLOW to come out.6HS is a pretty situational autoguard,it's best used as a dead angle/counter bait during a shitsu string. For lows,you'll have to autoguard with 3K,3S,or 2HS.3K is the immediate autoguard,while 3S is prolonged (similar to 6HS) while 2HS is naturally the safest once it's active like 6S.But all in all,autoguards are still highest in risk,but the reward isn't so bad either if you punish correctly. As a fellow Anji player,I highly suggest you find some competition to polish your skills further (and avoid playing against computers as much as possible).Don't be afraid of losing,Anjis generally start out bad but once you have more experience,people you play will start bitching at random Anji stuff.
KBnova Posted September 2, 2008 Posted September 2, 2008 Also when using autogaurd follow ups it's very importnant to know which ones to use under specific circumstances. It will take practice/getting used to since using AG can get you in trouble too. At high level comp people who are used to fighting against Anji will use AG baits with proper zoning etc. Keep in mind just letting the autogaurds (not p/k follow ups) finish through might be the better solution for anti air (6k for example). Because P counter is always CH state when whiffed so it can get you in extreme trouble with just one combo from your opponent. Also when using K for anti air will just knick them in most cases and they can tech with little damage taken. If you manage to punish them with standard autogaurd into high chance of CH state on opponent is better bargain since you can do more damage/ follow ups ending them in your favor. Also try practicing to punish character specific situation as mentioned before such as : (While blocking) Sol: strings > gunflame *punish with 6k ~ k follow up strings > bandit bringer *6k ~ p follow up strings > bandit revolver *6k ~ p follow up strings or near corner > riot stamp *6k ~ p follow up try these out and you can figure out more ways with other character match ups, but these are great way to know how/when to use your autogaurds. Keep practicing and it will pay off. Cheers! -Kenji
Dawnbringer Posted September 2, 2008 Posted September 2, 2008 Oh,and I think it might be a good idea to train your reversal timing as autoguards are commonly used against okizeme.Try something simple in training mode such as practicing on Anji with this knockdown string set on the dummy: 5K 5S 2D ---> Shitsu (236P) Try to autoguard the shitsu on wakeup with 6K (it's the same concept with 3K but 3K is against lows/straight up command grabs).This will be handy against most okizeme (however,there are characters you cannot autoguard safely on okizeme such as Ky's CSE and robo Ky's bazooka). However,be wary that as Kenji stated that autoguards are sometimes baited in higher level play.
GerVer Posted September 8, 2008 Posted September 8, 2008 So heres some stuff for u, if interested. Dust Combo. Cause he needed one, hehe. 5D,jD,jD,jS,jD,jS,jD,dj,jK or jS,jD. What should be called his basic dust combo. It hit from a little less than mid stage to corner. 2nd jS,jD most hit as late and low as possible so that the jD hit below the oponent and then time the jump to jK,jD as exactly when u recover from the jD. Also do the jK as soon as u tap 8 for it to hit. u can change the 2nd jS for a jK, its easier to pull out but still needs to be followed up as with the jS. With jS option, it deals 153 damage on Test, however i havent tried it on everyone... u do that, but i bet for it hitting everyone. Another one would be 5D,jD,jD,jS,jD,jK,jS,jc,jS,jD. As the others, from mid stage to corner. Combo jK,jS etc as soon as u recover from the 3rd jD, it deals 144pdmg on Test, i think it hits everyone. other. Well its not a combo exactly. But I havent seen much people take advantage of crouching hits.5S can be late canceled and confirmed. So if u see that the oponent was crouched, go for things like 5S,6P,5S,5SH or others. If crouched 5S comboes into 6P. 6S into 5HS. 2S into 5H. Use them. Basic air combo. 5S,JI,5S,sj,jS,jP,jS,jc,jK,jS,jD. Wont work in corners against some characters. Basic air combo for corner from 5S,5S or others sjc,jK,jS,jD, 214P,jK. as soon recover from orb. jS instead of jK is possible but harder, if hit follow with jc,jS. Good combo for some tech throws options. After last jK, hit the ground and jump to throw, or if jS instead, late cancel it into d jump and then throw. Oh and something usefull on double butterflies and re butterflies. If u dont want to get a wiffed p or dust if u miss double butterflie use negative edge. Leave P or D pressed down after the first butterflie, then when it hits do 236 and release the button, that way no wiff comes out. It works with some other special so try that out. An example, dashing into Dolphins. Well, on re butterflies. Use Strings with gaps between them so that they dont combo, if its guard tension ur looking for. If u hit the opponent he can guard if so. A good string... Throw, bflie, dash,(on block stun from bflie)2S,(not comboed from 2S)Falcon hits,dash,(not comboed from Falcon)close 5S,6P,2S,5H,bflie, dash briefly,spj forward,jD(to stop opponent if he tries air dashing out and eliminates his option to go SD or GV under Bflie and hit u),Air dash,jHS,5S,3P or 2S into follow up combos from each one if hit.After jH, his guard should be flashing so if 3p or 2s hit, u can combo some painful stuff. I dont recommend Orb in string like this cause u can pull out a combo out of 3P CH, plus its safe if blocked which Orb is not, unless RC. So i hope u get the idea,basically u get cheap hits and CH and guard tension out of doing so. Another thing, try to consider tension gain in ur combos. For example Fujin loops dont deal a considerable amount of damage compared to other options, but u gain a lot of tension with them. Also on some u can go for a FRC, RC, or FB cause u end up gaining the bar back or u can gain enough for them during the combo. For example with 25% from mid stage u can, 5K,5S,5H, Fujin H-K,5K,5S,sjc,jK,jS,jD,Orb(50% by now exactly when the orb hits),RC,ON(air command throw), etc. Its technically a combo that cost 25% tension, cause the other 25% is gained during the combo.Another one without bar. in corner 214P,5S,fujin S-K,5S,3Sc,5S(or simply 5K,5S),fujin S-D(Fujin S fills the bar to 25%),etc. And well thats all i can remember now, im feeling sleepy so im out:gonk: if anyone has question, u know, just ask:keke:
Shining Aquas Posted September 8, 2008 Posted September 8, 2008 Just based on what I've seen so far (and really that's not saying much at this point), it seems like Anji is probably the worst character ever for fighting Slayer and Eddie. Are there any other "steer clear" matchups I should know about?
JinSaotome Posted September 8, 2008 Posted September 8, 2008 Actually, Anji does decently against Eddie due to Eddie's shit defense. Slayers not that bad, but you have to be careful. The "Fuck Anji, I quit GG" matchups are: Baiken, May, and Axl to a lesser extent. Testament feels shitty, but I'm sure theres ways around it. Baiken and May fuck you up for free. Axl is crappy to get in on, whic makes the matchup an EXTREME pain in the ass, but its its beatable. May just stuffs you out everytime, and Baiken totally negates butterflies. also, 5D isn't THAT slow for autoguard (frames 4-12), the problem with it is the shit recovery. But if you know you're opponents gonna throw out somewthing slow, you can get good results form this. Fun Fact!: If HOS opens with f.S, you can 5D for autoguard!
Chomite Posted September 8, 2008 Posted September 8, 2008 I don't remember winning against Baiken with my Anji ever. That's why I picked up Potemkin. I was astonished with his pot buster FRC combo does 70% on Baiken and I never looked back/touched Anji again.
JinSaotome Posted September 8, 2008 Posted September 8, 2008 Honestly, I find the best way to beat Baiken is to just play hardcore defensively. SJ back and throw out some j.Ses to prevent negative penalty and wait for her to come to you, then punish her if she gets sloppy
GerVer Posted September 9, 2008 Posted September 9, 2008 Whats with Baiken? I use her myself and I dont see how shes a bad match up for Anji. Baikens offense is her weakness. No counters when shes attacking, so just need to wait for mistakes and punish. She takes a lot of damage, and she doesnt deals that much. I think shes very predictable so bait some stuff, some counter and counter back with guard points. Obvious attacks like 5HS as bait and then cancel to 6K and guard point.
JinSaotome Posted September 9, 2008 Posted September 9, 2008 The big problem is that Anji is heavily dependant on butterfly Okizeme, and Baiken essentially nullfies any okizeme to begin with. The other way to beat baiken is tick throw her, but Anji does shit throw damage. On top of this, Anji does not combo form his throw, he goes into butterfly oki, which Baiken nullifies, etc, etc. Baiken's offense is somewhat weak, but that isn't a problem when she can beat you simply playing defensively, which is why I recommend making her come to you. Similarly, May and Axl have easy ways to stuff Anji's momentum at all times. May has it even easier than Baiken, just mash out on the high slash button and she wins.
Dawnbringer Posted September 9, 2008 Posted September 9, 2008 Anji heavily relies on his risk vs reward game which is based on shitsu(otherwise known as butterfly) okizeme.However,Baiken has an unbelievable amount of options for her to choose from to nullify the shitsu okizeme.Here's her main options: 2S,backdash,backward jump,63214K and just plain blocking.Now this makes it hard on Anji to rely on his main risk vs reward game.So offensively,Anji is also as crippled as Baiken is if not more(especially since his throw SUCKS without shitsu pressure after it).She can also choose to counter during the 2nd part of shitsu in case you were baiting. Did I mention that Ouren(412HS) is safe on block?However,this matchup can be won as proven by Lime-Key(though it wasn't a top Baiken player),it just takes a lot more guessing from the Anji player. And obviously,it's harder to autoguard than to just plain input 412(insert button here) while blocking,so Baiken wins in the defensive department.The only "edge" Anji has is more endurance. Ninja Edit: I also play Baiken as a side character (along with...Slayer/Dizzy/Ky) so I know how she works.And it's definitely easy to mix up an Anji with various different guard options during shitsu pressure. Edit 2: Vs Eddie: Anji actually has it better than most of the cast against Eddie because of his various options on defense.So Eddies have to be smart about their pressure as well if you know where to autoguard or HS Fuujin.Anji also has ways getting out of unblockables (but you have to have reversal timing down) unlike others.However,the drill is still a true unblockable if placed correctly (so you're eating it unless you can be godlike at 1 frame blocking). Vs Slayer: Anji is surely at disadvantage in this matchup because of the ridiculous (maybe that's too soft of a word...how about ludicrous?) amounts of damage he can do if you do not guard correctly (and that also includes your guessing game at shitsu because of random BBUs).If Slayer has tension,attack at your own discretion because he can easily turn from being pressured to doing a combo on you.However,this matchup isn't as hard as May/Baike[finput][/finput]xl because you can actually get in on him a lot safer and keep him in shitsu pressure.You can also zone him relatively safely until you have the advantage(but it doesn't mean it's a big advantage at all).
GerVer Posted September 9, 2008 Posted September 9, 2008 Anji heavily relies on his risk vs reward game which is based on shitsu(otherwise known as butterfly) okizeme.However,Baiken has an unbelievable amount of options for her to choose from to nullify the shitsu okizeme.Here's her main options: 2S,backdash,backward jump,63214K and just plain blocking.Now this makes it hard on Anji to rely on his main risk vs reward game.So offensively,Anji is also as crippled as Baiken is if not more(especially since his throw SUCKS without shitsu pressure after it).She can also choose to counter during the 2nd part of shitsu in case you were baiting. Did I mention that Ouren(412HS) is safe on block?However,this matchup can be won as proven by Lime-Key(though it wasn't a top Baiken player),it just takes a lot more guessing from the Anji player. And obviously,it's harder to autoguard than to just plain input 412(insert button here) while blocking,so Baiken wins in the defensive department.The only "edge" Anji has is more endurance. Ninja Edit: I also play Baiken as a side character (along with...Slayer/Dizzy/Ky) so I know how she works.And it's definitely easy to mix up an Anji with various different guard options during shitsu pressure. I see, its true. The only way is to hit and run. pull out some damage without taking damage and the runaway and wait for her to open up. His endurance is indeed an edge. But still, i would go for the baiting stuff. Anji has a lot of moves he can late cancel into GP and fujins. Still, its indeed a bad match up. No block strings or anything and no safe way to make enemy fear using counters...if he only had an Anji Buster
JinSaotome Posted September 9, 2008 Posted September 9, 2008 Well, I wouldn't be so worried about Baiken offense, since you stil have GP, and Reversal Fuujin into combo for big damage, the problem is you can't do any damage outside of reversalling her offense into a combo, or you get eaten alive.
Chomite Posted September 9, 2008 Posted September 9, 2008 ...if he only had an Anji Buster :bad: Play pot and you will see and feel the power.
GerVer Posted September 9, 2008 Posted September 9, 2008 Vs Slayer: Anji is surely at disadvantage in this matchup because of the ridiculous (maybe that's too soft of a word...how about ludicrous?) amounts of damage he can do if you do not guard correctly (and that also includes your guessing game at shitsu because of random BBUs).If Slayer has tension,attack at your own discretion because he can easily turn from being pressured to doing a combo on you.However,this matchup isn't as hard as May/Baike[finput][/finput]xl because you can actually get in on him a lot safer and keep him in shitsu pressure.You can also zone him relatively safely until you have the advantage(but it doesn't mean it's a big advantage at all). Eww, Slayer. Theres lots of Anji stuff for a BBU to be inserted up his ass. So u have to make that Slayer waste his bar on FD and others things. HAhaha Pot my main,but still, its with Anji i want to win the match. Edit. and what about Chipp?
Dawnbringer Posted September 9, 2008 Posted September 9, 2008 Anji has a hard time against Chipps.They like to jump in since you can't deal with him in the Air that easily (especially since jS or jHS really stuffs you at a certain angle).And your best bet is probably to attempt to airthrow his teleports.Your game is to just generally guess what he's gonna do and punish it.You can't really do much else unless you're on offense and again,you'd have to guess if he's gonna try to escape your pressure by triple jumping or beta blade(his DP/Shoryuken).But guess right twice (ending in combos) and you've won the match,maybe it'll take 3-4 depending on bursts. And believe me,it's easier to say how to play Anji than actually performing well with him.
KBnova Posted September 9, 2008 Posted September 9, 2008 And believe me,it's easier to say how to play Anji than actually performing well with him. Fact.
GerVer Posted September 9, 2008 Posted September 9, 2008 And believe me,it's easier to say how to play Anji than actually performing well with him. ... O K. Any ill try and see how well i fare in matches using Anji. Im just looking for a fresh option since people got used to Pot and Axl, just in case pull out "unknown factor" then no more Anji and go for another character.
Jinkakusha Posted September 11, 2008 Posted September 11, 2008 I recently started with Anji after the outburst of Baikens. (Who i used to play...and pretty dam well too )
Harem Posted September 11, 2008 Posted September 11, 2008 Anji heavily relies on his risk vs reward game which is based on shitsu(otherwise known as butterfly) okizeme.However,Baiken has an unbelievable amount of options for her to choose from to nullify the shitsu okizeme.Here's her main options: 2S,backdash,backward jump,63214K and just plain blocking.Now this makes it hard on Anji to rely on his main risk vs reward game.So offensively,Anji is also as crippled as Baiken is if not more(especially since his throw SUCKS without shitsu pressure after it).She can also choose to counter during the 2nd part of shitsu in case you were baiting. jam says hi :vbang: :vbang:
Makubex Posted September 11, 2008 Posted September 11, 2008 jam says hi :vbang: :vbang: lol... how do u always manage to nail em so well ^^
shinquickman Posted September 11, 2008 Posted September 11, 2008 lol... how do u always manage to nail em so well ^^Play more GG bum.
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