Klaige Posted September 25, 2008 Posted September 25, 2008 Anji's backdash isn't total crap, it's just that it doesn't do anything spectacular. It's not super fast, doesn't have a ton of invulnerability, and it doesn't move that far. It can still get you out of hairy situations, you just can't whore it. Treat HS Fuujin like a very risky horizontal DP. There are tons of situation where a backdash is a perfectly good option and HS fuujin would get murdered. It can definatly turn the tide when the invuln is used properly, but it shouldn't bet your go to option for both offense and defense.
JinSaotome Posted September 25, 2008 Posted September 25, 2008 Yeah, I have a bad habit of Reversal Fuujin-ing everything (read: EVERYTHING), so I'm trying to practice more defensive options :D
Klaige Posted September 25, 2008 Posted September 25, 2008 That's good. The rewards for a connected HS Fuujin are sick, without a doubt, but it's so easy to bait and deal with if you try to mash it. It's another move you just get a feel for, you just have to know it's going to be the right time to toss it out and catch your opponent in a swing that was not properly timed or had an easy reversal. It just takes a lot of trail and error to figure out what it can and can't beat.
JinSaotome Posted September 25, 2008 Posted September 25, 2008 Yeah, I have a hard time with Testa cause I always try to reversal 236H to beat out things like HS EXE Beast and then I eat a death combo. DX Also, one of my favorite block strings now is 2P 2K 3K 236H (I saw Domii do it in a match), however I find it hard to keep up pressure when I end blcokstrings with 236H. Is there anything i can do to keep up pressure after a blocked 236H? Nomally I do Nagiha and go RC 66 5S 2S 2D 236P. It cranks guard gauge extremely well, but spending so much tension is
Klaige Posted September 25, 2008 Posted September 25, 2008 Blocked Fuujin honestly requires you to just start a guessing game. If you have tension for FB Rin that can offer you a lot of pressure options, but like all Fuujin followups it can be stuffed. I'm not a huge fan of using hordes of tension to follow up with pressure, especially like RC Nagiha since your advantage for the tension spent is minimal. Sometimes it pays to just let the Fuujin be blocked and then wait, if they move you can swing a super late Nagiha, hop, fan needles, or try a sneaky Rin/FB Rin. Or, even better just don't throw a followup and then put out a good poke/zoning move (5H, 6S, 6P). A blocked fuujin always creates a guessing game, its even better if its blocked out to max range Nagiha or so. You force them to wait and try and react by waiting it out. Not doing a followup usually puts you in a netural state again at fairly close range, which isn't too shabby position for anji.
PegasusKnight Posted October 8, 2008 Posted October 8, 2008 While Anji isn't my main, I play him alot (mostly when people get sick of being raped by my Potemkin.) and I wanted to bring up the discussion of 2 moves in particular that Anji has that have freakish properties. I'm sure most of you guys already know about these moves, but I want to get my facts straight about them. The first is simple: 5S. This is basically a normal move, but when an opponent gaurds it in the air, they slowly fall to the ground as opposed to quickly landing like they would after blocking any other move. So far as I can tell 5S is Anji's only move with this property, and I can't find any other character that has a similar move. I've found that this slow falling thing actually has a handy application for corner pressure. if they try to jump out and block a 5S in the air, they fall so slowly that you can grab them with an On (or even an air grab if you're spaced just right) most of the time. The second move I wanted to discuss is more complicated. Tenjinashi. (overdrive stompy) Frankly, I think this move is underrated. (or maybe it just extra effective against May, the character I play against most of the time.) But regardless if it's a good move or not, the stompy does something that I'm not sure any other move in the game does; and that is putting a launched opponent back into a standing position. Much like you can combo after the knockdown of Pot's slide head, so can you combo after the knockdown from the stompy. There is however, a key difference. With the slidehead, the first hit after knocking them down will launch them again. With the stompy, the first hit (after completing the move) will put them back into a standing position (or crouching, if they were crouching when the stompy hit them). Things really get nuts if they get thrown into the corner by the stompy. I usually get about 220 damage and knockdown by running up and going 2k -> 5S -> 5H -> 236H -> Nagiha after hitting with a stompy. Even if they get thrown toward the middle of the screen, you can go run up -> 2D for a perfect butterfly settup. (the 2D will knock them down as if they had been standing, even though they were on the ground.) So yeah, that's my two cents. Anybody have any more info on these freakish moves of Anji's?
JinSaotome Posted October 8, 2008 Posted October 8, 2008 That stomp info is very interesting, since I catch my main comp with it very frequently. Maybe I should test it out...By the way, do you have to launch them with 2K? That 70% Proration kinda sucks ): EDIT: Now I'm really curious since you could possibly get some really nice Fuujin loop setups this way Stomp Super 66 2D 236S-D -> loop, etc, etc.
Dawnbringer Posted October 8, 2008 Posted October 8, 2008 Oh wow...I never really noticed that but 5S is generally not a good way to anti-air due its big startup compared to 5P.5S is generally the hit confirm for Anji players,and not used as an anti-air(unless you see it coming miles away,and even then...you'd probably just want to air throw or straight up On).5S also doesn't add any guard now but it is compensated by being able to be 3S canceled into it(Thus,creating more blockstrings for Anji). Tenjinashi is an extremely situational overdrive,and if it's blocked(not even instant),you're bound to be punished for that massive frame disadvantage.There are usually far better options for Anji (usually one of his other reversal moves such as HS Fuujin).Though I knew that you can combo off of Tenjinashi(combo videos show that a lot),it generally isn't worth the risk(even though Anji is about risk,but the reward just isn't as appealing as other options,especially since their risk is lower)... Anji also has another move that forces you into a different position and that's 5HS.It forces the opponent to crouch on hit(this is the reason why HS fuujin combos from 5HS). Edit: I just went into training mode and tested the stuff out. 5S is just the blockstun they're in.But you can't really catch them with On since it knocks them back too much.I was able to catch them a few times but they were too close. Tenjinashi is comboable only in corner by low hitting property moves.(Since they're on the floor).
Klaige Posted October 8, 2008 Posted October 8, 2008 Actually you can combo off stomp super with anything that has a large hitbox. Comboing into HS Fuujin works as well, i believe 5k too, i remember using that this weekend at SER.
PegasusKnight Posted October 8, 2008 Posted October 8, 2008 A couple things I forgot to mention: 1, you can't get a Fuujin loop off the super stompy (at least, not one that starts with sweep) because for after the the sweep they fall too fast, even lightweights. 2, If you hit them early enough after the super stompy, the hit will launch them and not put them back to standing/crouching. 5S is just the blockstun they're in.But you can't really catch them with On since it knocks them back too much.I was able to catch them a few times but they were too close. I just got done experimenting a little more with this myself. On only works occasionally, but Superjump forward -> air throw back seems to work pretty consistently. (although I was testing it on May, so I could be wrong on this.) And about the super stompy's usefulness, with invincibility not kicking in until frame 4, I know it's not a reversal, but my main use for it is actually as a sort of anti-air. (again, I normally play against may, so this might not be a wise idea against other characters.) It reaches really high in the air, and while he's that high he's invincible, plus if they block in the air it's harder to punish since you land before they do. Actually you can combo off stomp super with anything that has a large hitbox. Comboing into HS Fuujin works as well, i believe 5k too, i remember using that this weekend at SER. I'm pretty sure that only works on characters with large hitboxes while they're on the ground. (most notably Potemkin.)
Dawnbringer Posted October 9, 2008 Posted October 9, 2008 I just got done experimenting a little more with this myself. On only works occasionally, but Superjump forward -> air throw back seems to work pretty consistently. (although I was testing it on May, so I could be wrong on this.) That's probably the reason why.It might be just lightweights in general because I couldn't do it against Anji,he just landed too fast or too far.
Shining Aquas Posted October 22, 2008 Posted October 22, 2008 Hey, when Arc System Works decides they want to make another GG game, what changes would you like to see to Anji-Mito? And I mean both sides of the spectrum, things that he needs to do better and things he should do worse.
Silmerion Posted October 22, 2008 Posted October 22, 2008 I'd like an extra frame or two of autoguard on 6K, about 10 extra active frames on Orb, and faster recovery from butterfly.
Chomite Posted October 22, 2008 Posted October 22, 2008 j.D able to give knockdown 100% on hit. Return 5S to the good old days when it increased guard gauge.
ChunkTug Posted October 22, 2008 Posted October 22, 2008 Random hidden whiff cancels. Enough to make Anji dance.
Dream Maker Posted October 22, 2008 Posted October 22, 2008 I already like him how he is right now but this would be lovely : - 5S raising guard bar like before - More active frames on Orb (corner loops ) - More blockstun on 5HS - 3S coming out faster (like 10~12 frames), higher dizzy value on CH and one more whiff cancel frame just before the present ones. - 6S having larger hitbox close to Anji (this was the case before I think)
JinSaotome Posted October 22, 2008 Posted October 22, 2008 Give 5HS guardpoint again ): Shorter recovery on butterfly Butterflies level 2 on block Fewer vulnerable frames on HS Fuujin obligatory bring back 6HS Thats about it really. I don't know how you could make him much worse, tbh.
Harem Posted October 22, 2008 Posted October 22, 2008 - 6S having larger hitbox close to Anji (this was the case before I think) ashfashfhasfh YES THIS THIS THIS
JinSaotome Posted October 22, 2008 Posted October 22, 2008 Oh yeah, and how about Slash-Ky Anji, where butterflies are level 6 attacks
Dream Maker Posted October 25, 2008 Posted October 25, 2008 Actually I forgot something that is very important : - Auto Jump Install on K Kai.
Chomite Posted November 10, 2008 Posted November 10, 2008 So, how about some gimmicks? I'm really bored. Let's see some life back in Anji forum. I will start off with easy one. JI'd 236HS P FRC IAD
McBane Posted November 10, 2008 Posted November 10, 2008 Close 2D knockdown, pause, On FRC crossup okizeme. Works like a charm.
Silmerion Posted April 10, 2009 Posted April 10, 2009 I was recently dicking around with Anji in training; and while doing so, discovered a cool tech trap. Combo into corner On, 66, 5P, SJ, tech air throw into 5P (or something else), On Sequences like the above can knock off anywhere from 60% to 85% life. Since I can't possibly be the first to find this, I'd like to know if there's some reason I don't ever see it.
Dawnbringer Posted April 10, 2009 Posted April 10, 2009 That works but generally only when you land the On before the 7th or 8th hit (depending on character,but I'm not exactly sure which number it is but it's just a general guess) and it's generally better to just throw a shitsu instead to start Anji's main risk and reward game.There's also the fact that you can reduce that into SJ jK tech airthrow into 5P (or 5K 5S) On.
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