Tiamat Posted May 9, 2008 Posted May 9, 2008 I don't do it so take what I say with a grain of salt. I've done it like twice in my life, I don't ever practice it. With that said, I'm under the impression the distance is a non issue, and it's solely reliant on putting in the next one when the first one is transforming during that 1 frame where it's not on the screen.
ChunkTug Posted May 9, 2008 Posted May 9, 2008 You won't be able to do any move while you're in recovery frames of Shitsu. If you're too close you'll never get out of recovery in time, so minimum range can be derived from that (you won't see standing punch either... assuming you're not just negative edging the punch). You're at a pretty good distance/timing for it doing ground throw into meaty butterfly. I believe the hitstop affects the timing of when the butterfly transforms. So the timing is different on hit, block, FD, IB, and Slashback. Playing around with it on Johnny I could really feel the difference in timing.
Tiamat Posted May 9, 2008 Posted May 9, 2008 ah I see what you mean, makes sense now that I think about it
RisingStars Posted May 10, 2008 Posted May 10, 2008 is 5s-6p easier to combo on crouching than standing opponents?
Tiamat Posted May 10, 2008 Posted May 10, 2008 it doesn't combo at all unless its on a crouching opponent (unless the 5S was counterhit)
RisingStars Posted May 10, 2008 Posted May 10, 2008 ic ic, What's a common 3s combo to punished whiffed moves, i remember seeing them but i can't recall it exactly or the videos. But i think it was something like 5s 5hs 5s 6p 5s 5hs-> fujinn etc. Or should the third 5s not be there. Also, what sexy stuff can u do off a 5hs counterhit at like pointblank range. I know it's super rare but i saw ang or domi hit one and it was amusing.
Tiamat Posted May 10, 2008 Posted May 10, 2008 punish whiffed moves with whatever you can based on your distance, better to go for something safe than something fancy in punishing situations. if you're up to it though, dash in 5S5H 3Sc 5S5H is the general power combo I see CH 5H goes to P stomp which isn't as good as fujin unless you don't have meter. I land it in matches more than I can make sense of to be honest. CH 5H also goes to 6P5H > 236H > blah
JinSaotome Posted May 11, 2008 Posted May 11, 2008 How much damage is 5k 5s p stomp 5k JI 5s sjKSPS jSPSD? I don't have GG readily available atm, so I can't test D:
RisingStars Posted May 11, 2008 Posted May 11, 2008 that works? probably not much, i'd guesstimate around 170. Don't see why you would want to p stomp, and 5s JI 5s(f) works better after a p stomp for the most part.
Tiamat Posted May 11, 2008 Posted May 11, 2008 5S cannot ever combo into P stomp. only counterhit 6P (unless they max stagger recover) or CH 5H (the only one i actually ever land)
RisingStars Posted May 12, 2008 Posted May 12, 2008 this is kinda a technical question, but if I slashback the first or second hit of eddie's fb spike, can i fujin out of the last hit or two? Also how safe is S and HS fujin on block, assuming i do not use any follow up. I see a lot of japanese players go unpunished after a blocked fujin, they just kinda jump away.
Tiamat Posted May 12, 2008 Posted May 12, 2008 that's cause you can do fujin moves (especially S and H are useful) with huge huge delay after fujins. until the fujin animation is completely gone you can still do those moves, and they will beat a lot of stuff. experienced and safe players will generally opt to block after fujin and react to followups, so if you don't do a followup, you get away with it slashback question: no clue
ResumeDPosition Posted May 12, 2008 Posted May 12, 2008 I don't post here often, if EVER, but I just noticed yesterday that 3K has throw invincibility for what it's worth. It still doesn't seem like a good idea unless you can somehow guess that you are about to be grabbed(not likely most of the time). I figured I'd share it since I've never seen that little tid bit posted anywhere before. If you manage to connect the 3K, depending on distance/whether you got a CH or not, you can try 236HS~K Fuujin, 5P, On...then whatever.
Tiamat Posted May 12, 2008 Posted May 12, 2008 your name is familiar for some reason 3K throw invulnerability is not very useful because most 5Hs and 6Hs are faster than 3K so you lose anyway. it will beat command grabs, but backdash 5H is way more rewarding
ResumeDPosition Posted May 12, 2008 Posted May 12, 2008 well, I posted a comment in your youtube profile and maybe a video or two...I dono. I'm still learning Anji, but I'm getting better...very slowly. These guys weren't kidding when they said that he's difficult to play with
Tiamat Posted May 12, 2008 Posted May 12, 2008 depends on how you look at it. combo wise he's not as difficult as a lot of other characters, but to play well with him you require a better mastery of system mechanics and his non-intuitive pressure style feel free to post any questions or observations though, anji forum is not too active right now, but I'd like to say we are one of the friendlier character forums
ResumeDPosition Posted May 13, 2008 Posted May 13, 2008 Well, I'm taking time to discover various things such as every way each character can escape a butterfly on wakeup if they want to avoid it completely and not get hit by it at all without using a burst or a DAA(some are impractical/really bad/50% tension anyways, but I guess knowing that there is a way for someone to escape will let other people know what to look out for), and who can/can't be fuujin looped...then those who can only be comboed after a S Fuujin on a certain hit of a combo(knowing the last part is pretty stupid IMO, but I guess it's there if someone absolutely needs it for some reason). I don't really see either around in these forums as far as I can see, so is it alright if I post those things once I'm finished looking over everybody?
Tiamat Posted May 13, 2008 Posted May 13, 2008 don't rely on how many hits a combo is to determine how many reps of a fujin loop you can get. you have to a little bit but some moves make it techable earlier, it's really stupid. click the guide in my signature for some fujin loop combos. i plan to revise it soon as for characters being able to do wakeup stuff vs shitsu, I could tell you what each char can do off the top of my head though (almost every char though)
ResumeDPosition Posted May 13, 2008 Posted May 13, 2008 I don't really rely heavily on Fuujin loop...your "practical fuujin loop combo" in your guide is the one I tend to use whenever I can, and sometimes ones setup with an Orb in the corner. The guide is pretty helpful from what I've seen so far, so I'll be keeping an eye on it And as for reversal options against Shitsu, I just finished everybody and what they can do(only thing I haven't confirmed are backdashes for everyone)
Tiamat Posted May 13, 2008 Posted May 13, 2008 i never see anyone backdash a meaty shitsu so I don't even take it into account personally. random tip: any predicted command grab, from any character that has one except eddie, is a free backdash 5H for predicting it, even if it's from a tick setup with advantage on block like sol 2P, pot 2S etc. you wont want to jump or 3K vs command grabs anymore after you try that (unless eddie cause his grab recovers incredibly fast on whiff)
ChunkTug Posted May 13, 2008 Posted May 13, 2008 I'll have to try backdashing command throws some more. I'm not sure if Chipp's leaf grab is backdash-able, and even so I think he recovers in time to block. Also, I don't get to play against Eddie often, but at the last tourney in BC I found out Eddie's command throw gets thin enough that 3K will whiff (at least if close enough).
ChunkTug Posted May 13, 2008 Posted May 13, 2008 Hmmm... I thought we had a gimmicks thread somewhere, but I can't find it. I've been playing more with double butterfly and have started practicing a completely free* attempt for it. 236[P], 2366]P[ or 236P, 2366]D[ So if you miss it, you're dashing in. Off of a throw into meaty Shitsu, its only the tiniest bit of delay on when you would've been dashing. It's not that hard to get down with practice, so I'm actually going to add this into my regular arsenal.
Tiamat Posted May 13, 2008 Posted May 13, 2008 I don't count Chipp's leaf grab as a command grab, i think of it more like an unblockable attack. mash on 5P and get a counterhit into On. I rarely see good chipp players use the leaf grab cause honestly it sucks, super easy to hit him out of it
RisingStars Posted May 13, 2008 Posted May 13, 2008 i've seen some post on combos like 5s© 5s(f), 5p 6kFRC On. Unfortunately i suck so much at doing these combos, but does the height at which you hit characters with On affect the combos that you can do afterwards? edit: wow 6HS connects after 6p on crouching, lol.
Tiamat Posted May 13, 2008 Posted May 13, 2008 normal post On combo is sjKSPSD (omit K on some chars) corner post On combo is 236S-H or 5H. I like 5H but knockdown not as good as if you don't combo them good to see some gameplay discussion in the anji forum
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