Jump to content
Dustloop Forums

Recommended Posts

Posted

The first video on the last post of page 7 was RIDICULOUS with double shitsus...he only screwed it up once out of like...5 times? I'm having trouble dealing with Slayer so far...trying a red shitsu has proven pointless since the slayer just reversals dandy step into FRC on wakeup...or a backdash. The fact he can punish a LOT of stuff with BBU, more so if he can IB a 5HS or c.S., makes me ugh. His j.H beating/trading with my far S most of the time has me pissed off a little bit too.

  • Replies 230
  • Created
  • Last Reply

Top Posters In This Topic

Posted

imo you can autoguard predictable j.H pretty consistantly if u know the timing, otherwise 5p, 6s, 6p should beat it at the correct distance. I don't think you should ever end a block string with c.S, and if you're really afraid of him BBU after an IB 5hs, you can always 3sc into a 2s. Well, reversal dandy on wakeup = lost tension for him = less bbu. I'm pretty sure you can stuff his backdash with a lotta stuff, i'm just not sure what. Is it possible to jump up and ib slayer's j.H to air throw? Also, if slayer does a early j.H, or if you IB, i'm fairly certain you can attempt to throw when he lands. Can i 5p or fujin through slayer's 6k on wakeup. Or does it depend on when he starts his 6k?

Posted

6K autoguard destroys everything if your timing is good, and air throws destroy everything as long as close enough range. this applies to all matchups. lol

5P can work well against slayer's jH, but do not even try 6P against his jump ins/iads. dawnbringer told me this and I tried it anyway, and all you'll accomplish is getting killed by his jH CH.

if Slayer 6K is timed meaty it will beat 5P for sure. 5P is not a valid wakeup reversal. 6K to P special vs his 6K oki. he will be able to block fujin after is 6K misses

Resume: you don't always have to do something after 5H is blocked. it's basically neutral on block and has pushback, so you can backdash or jump pretty freely after it (or block, or whatever)

also if you IB slayer's jH air to air, you do in fact get a free air throw, but that goes for a lot of air to air IBs. proof at 00:38 http://www.youtube.com/watch?v=9rnALM2mfgY

oh questions about character matchups should be in their respective threads, just to remind you

Posted

Resume: you don't always have to do something after 5H is blocked. it's basically neutral on block and has pushback, so you can backdash or jump pretty freely after it (or block, or whatever)

That's pretty helpful. It took me a day or two to develop a mindset that I don't ALWAYS have to do something after a blocked Fuujin...I guess I'll have to learn again this time with 5HS. As for doing a 2S after a 3Sc, I'm pretty sure that is impossible, is it not?

Posted

3Sc only goes into 5S and 5H for some reason. I dunno why but that's how it is. luckily a lot of stuff gatlings into 2S anyway (like 2P/2K/5K/5S/etc) non-intuitive moves to just do nothing/move after they are blocked: fujin, 5H, 2D after fujin you should only do nothing on block if they like to turtle and react, so keep that in mind. people who throw out random DPs and pokes after blocked fujin you will need to pick the fujin followup that counters their move

Posted

I've been working on this On follow up lately. I was just doing it as a joke before, until I noticed that it worked on several occasions, now I am doing more in depth tests. The situation is: On into SJ, J.p (which allows them to tech immediately after the hit) into air throw. It seemed like a funny tech trap at first, but it actually does work. I've tested it on about half the cast so far. There are usually more damaging options, in the sense that you can not follow up and go into butterfly mix ups, or follow up with a more damaging air combo. But in some cases you can get another free On or combo, or general knockdown after the air throw. I haven't exactly devised a plan of what to do if they don't tech, probably just a J.h for the knockdown. Does this sound like a viable option to add to an Anji's arsenal.

Posted

I use a very similar(if not the same kind of) tech trap on occassion, and it usually works at least once. I don't do it too often simply because there are some better options, and it is somewhat character specific. I prefer to go into butterfly lockdown after an On knockdown...but mixing up your game is a good thing. It might be tricky to follow up from an air throw, but you could do (5P, On...) afterwards. I'm not sure if it's reliable against every character or not though(some you might have to do a short dash before the 5P)

Posted

yeah it's something you can land for sure, though i haven't tested that particular one but I have done a similar one off On before. just not in matches cause that's not how i roll (not a big fan of parlor tricks), but do not allow my pessimism to stunt your creativity I'll be doing a big update for my guide sometime next week, will try to organize the combos better and probably cut out some of the stuff I never use. only a couple new things since last update to add, but they are useful

Posted

Yeah, same thing here. I usually go into butterfly lockdown from On if I don't follow up with an air combo (depending on character and life remaining). Thats why it was more of a joke set up to me before. I want to incorporate it into my game though vs certain characters. Once I test it on all characters I can decide who it works best on, and only really break it out on those characters. Maybe vs DPers who aren't as susceptible to butterfly lockdowns. And depending on where your first On was, you could go into a nice corner air combo after the air throw. It seems like a nice trick over all, flashy atleast, and damaging in certain instances. But it may not be worth the trouble when butterfly set ups are much more effective in certain cases. But on those characters who I follow up On with air combos often, I like to throw this out occasionally for some extra damage, and to make me seem a little more scary^^; Getting into your opponent's head = win.

Posted

i remember sjK being iffy for setting up air throw after On but I'll have to double check later or something

Posted

sjK misses on certain characters. I know because I usually start my follow up On air combo with sjK. Which is actually how I figured this out. On the characters that I would miss sjK, I would throw an sjP to see what happens, only to see that they were too far away for me to follow up any more, or that they teched out after the P. I can't remember exactly which characters I was missing sjK on, but sjP does have more range from what i've seen. Its diagonal range hits the characters who aren't lifted as high by On. (I want to say Johnny, RK, and Ky being on that list?) And I am too inclined to go for that air combo after landing sjK now^^;

Posted

hmm, ya that tech trap after the on is quite common. I normally do it from a j.k. I copied itfrom a japanese match, but i can't remember the video or anji player that did it. I think it was lime key.

Posted

I finally got to go out and test the tech trap. It works very well when not expected. I only went for it with sjP. Sure it is a bit of a flash trick, but extra damage, extra meter = always good. I still want to find out which characters I can easily On again after the air throw, hopefully characters that I like to go into butterfly pressure from On. I'll work on it later and keep everyone posted on what I find.

  • 3 months later...
Posted

So, how do I deal with people jump-FDing butterflies? I try to airthrow, but I jump right over them, On works, but sometimes they'll just not jump leaving me open. Can I run on and do 5S while they FD and combo that into On, and if they don't jump I can do 5S 2S 2D 236P?

Posted

You cannot 5S On if they FD.However,my best suggestion is either 5P and follow up with an air combo or just tech trap after the 5P or just keep going without the 5P and throw them as they land (or you can 3K if you want to switch it up).

Posted

If you guys are fishing for a GP, what move do you usually use? Is there a way to train GPs, or is it something you just sort of develop from playing? Also, what do use as antiair? 6P, I find a bit hard to use, and 6S has that really messed up whiff property (how does that work anyways)

Posted

If it's guardpoints,on wakeup it's generally 6K or 3K (depending on what you guess for the meaty),then there's 6K for AA GP,6S for poking,and 2HS for lows.5D can be used as a pre-emptive GP,and generally in shitsu strings,it's 6HS (it's easier to time). Your general AA options is SJ Air throw,5P,6P,and 6K(autoguard).All of which can be situational since 6P doesn't really give invincibility (just moves the hitbox back for a moment),and 5P being a little unreliable.6S is generally a poking move used at about mid range to fish for an opening(it also moves your hitbox forward).It will generally protect your space but it will be punished by IADs if you're too predictable with it.

Posted

So, how do I deal with people jump-FDing butterflies? I try to airthrow, but I jump right over them, On works, but sometimes they'll just not jump leaving me open.

Can I run on and do 5S while they FD and combo that into On, and if they don't jump I can do 5S 2S 2D 236P?

Use 6S > IAD > whatever.

6S is a great hit confirm option even when blocked because you can IAD into air to ground block string to start pressure again with butterfly/mixup...or if hit on ground you can IAD > into any combo since butterfly will come back down for hit stun (still combos) allowing you to follow up with any air to ground gattlings. If you catch them in air it's free combo.

Posted

Anti air isn't that bad with Anji, it just takes some getting used to. Max range 5P is really good, you just need to learn how to space it, and how to get maximum punishment off it. In general this is his most well rounded anti-air and is fairly safe due to its fast recovery. It will not stop godly jump ins that have hard to handle hit boxes however (Sol J.h, Slayer J.h for example) 6K into autoguard or letting it follow through to CH is good, you just have to learn the timing, if you miss you're eating a CH and it'll probably hurt. Know which autoguard to use. K autoguard is safer, but if they aren't low to the ground odds are they will tech before the last hit. P autoguard is very dangerous if they have burst, as is FB autoguard, use with discretion. 6P is your anti IAD move. It will stuff the hell out of most air dash strings, you just have to learn the proper timing. You throw it somewhat late, but not so late they get in deep enough to snuff the startup, if you can imagine the timing like that. 6S is more of a zoning tool than an anti-air, its not terribly easy to use on reaction, it can be done, it's just not as practical as the other options. 6S should be your first line of defense, and when they get around it, look to your anti-airs to cover the area right around Anji. Don't forget sometime the best Anti-air is defensive, backdashing, IB, FD, or slashbacking. Also on Guardpoint fishing. It really is all about your playstyle. You don't want to make it your focus, because the rewards off it are average at best. Using GP is all about forcing the opponent to think twice about BnB strings and pokes, and as a high risk medium reward defensive option. When used properly it forces the opponent to change it up and give anji a chance to use other strengths (Hs Fujinn invulnerability, zoning, blatent throws, etc). Just keep playing and you will get a feel for it i assure you.

Posted

oh yeah, that was what I also wanted to ask, whats the duration/total invincibility on Anji's BD? I've always heard it was crap, so I never use it. :psyduck:

Posted

Hi there !

Taken from > Accent Core System Data <, Anji's backdash lasts 16 frames but only has 9 frames of invulnerability. It means you become vulnerable for 7 frames during the end of your BD. Be sure to read it, it contains useful informations gathered by the nice people of DL.

Though I don't play Anji, I wouldn't rate it as crap. Sure it is not the best but still it is okay, you can evade stuff. Though, Anji may have better tools, you are the pros there. ;)

Posted

hmm, 9/16 = roughly a little over 1/2 Fuujin is 12/20, which is about 6/10, so I'd guess that Fuujin is basically what you do when you want to backdash, maybe? THen again, if Eddie does meaty Drill a little bit in front of Anji so that it hits him out of fuujin, you'd want to backdash in situations similar to that?

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...