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  • 3 weeks later...
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Posted

Hey, those of you who have AC+R, have you been getting any real use out of FB On? I didn't want to judge it before I got the game, but now that it's in my hands, it just doesn't really seem to add much to Anji's game. I haven't really seen it much in match vids either, but I figured it's worth seeing if anybody has figured it out.

Posted (edited)
Hey, those of you who have AC+R, have you been getting any real use out of FB On? I didn't want to judge it before I got the game, but now that it's in my hands, it just doesn't really seem to add much to Anji's game. I haven't really seen it much in match vids either, but I figured it's worth seeing if anybody has figured it out.

AFAIK the only thing i t might help is after 5D ..

I think it would be used as option select between it and FB KOU..it would be something like

1-5D(the opp attacks you )-GB- FB KOU

2- 5D (hit) FB ON..combo

BTW about 5D in R+

5D : GP frames changed from 4~12 to 4~18.

Still i don't think it would do something big in anji's game play..

Note

Normal ON connect after 5D but it won't if you did it from maximum distance unlike FB ver..( though the damage is the same the scaling to the combo after FB ON is worse.. )..

Edited by Lynxfort
Posted

Personally I use it like this, when pressuring an opponent, throw out 5D, input 623 during the motion, and then see if the opponent blocks or not:

- if he blocks push P and you should get shitsu, which allows you to put some more pressure on him.

- if he gets hit push D and you will combo into FB On, then you can followup by airdashing, land, 5P, On (may vary depending on the character and distance from the edge of the screen though).

You don't get much more damage compared to a normal dust combo but it's still useful if you want both knockdown and good damage from a dust. Still costs 25% though.

Apart from that it's not especially useful, in theory you can use it as an anti-air because the hitbox is huge, but your opponent needs to be very high and/or far enough from you when you do it because the startup is kinda slow and it has no invincibility during the startup. It's kinda like a dumbed-down version of Potem's HPB for 25% but a lot more situational.

Posted

I saw AGF (I think it was AGF, anyway.) use a couple air combos ending in FB-On specific tech traps that hit really high up. Definitely not BnB material, but the use for tech traps where regular On won't reach is out there.

Posted
I saw AGF (I think it was AGF, anyway.) use a couple air combos ending in FB-On specific tech traps that hit really high up. Definitely not BnB material, but the use for tech traps where regular On won't reach is out there.

Could you give me the links for these matches plz..??

Posted (edited)

To my knowledge there is no "fast" or easy way to train those combos, they are among the hardest things to master as an Anji player (there aren't many) and also are quite character specific.

What you need in order to do those:

1) Not too many hits before On (we already discussed that earlier) if not the combo will be impossible.

2) Hit with the jHS while being low enough to the ground and also having the opponent high enough in the air when he's getting hit by the move so that he doesn't hit the ground before you and you have enough time to continue the combo with 5K or even 2P.

In order to achieve 2) you need of course to time your air dash as fast as possible, which is achieved thanks to the 956 IAD input: input 9 then let the stick go back to neutral and push 6, all that very fast. You also need to delay your gatlings as much as you can in order to have jHS hit at the latest timing possible. In this regard, the jK into jS gatling in particular allows for a relatively long delay without allowing your opponent to tech, so make sure to use this to your advantage. The only problem is that you probably won't always be able to use jK to hit the character after the IAD, I'm pretty sure some characters need to be taken with jP, jS, jHS instead. So basically you need to experiment from that and see what works with which characters.

To be honest I don't use this type of combo in real match situations because the risk of fucking up at the price of losing your knockdown is quite high. And it's also relatively situational since you can only do it in cases where On can hit early enough in the combo (so basically limited to anti-air followups from standing P or anti-jump/tech traps with plain On).

But obviously if you can master it even on just a few characters, it's a great plus to your game since the damage increase is still very noticable and at no tension cost.

Edited by Dream Maker
Posted

By the way, does anyone know this Midorino Anji player ? I was really impressed by his play against Ain, but I couldn't find any other game with him. Maybe he's got another nickname ?

Posted

Honestly if you aren't playing against Faust the IAD combos after On are not worth attempting. They are fairly consistent against him but everyone else is you are risking way too much for the potential reward.

  • 3 weeks later...
Posted
To my knowledge there is no "fast" or easy way to train those combos, they are among the hardest things to master as an Anji player (there aren't many) and also are quite character specific.

What you need in order to do those:

1) Not too many hits before On (we already discussed that earlier) if not the combo will be impossible.

2) Hit with the jHS while being low enough to the ground and also having the opponent high enough in the air when he's getting hit by the move so that he doesn't hit the ground before you and you have enough time to continue the combo with 5K or even 2P.

In order to achieve 2) you need of course to time your air dash as fast as possible, which is achieved thanks to the 956 IAD input: input 9 then let the stick go back to neutral and push 6, all that very fast. You also need to delay your gatlings as much as you can in order to have jHS hit at the latest timing possible. In this regard, the jK into jS gatling in particular allows for a relatively long delay without allowing your opponent to tech, so make sure to use this to your advantage. The only problem is that you probably won't always be able to use jK to hit the character after the IAD, I'm pretty sure some characters need to be taken with jP, jS, jHS instead. So basically you need to experiment from that and see what works with which characters.

To be honest I don't use this type of combo in real match situations because the risk of fucking up at the price of losing your knockdown is quite high. And it's also relatively situational since you can only do it in cases where On can hit early enough in the combo (so basically limited to anti-air followups from standing P or anti-jump/tech traps with plain On).

But obviously if you can master it even on just a few characters, it's a great plus to your game since the damage increase is still very noticable and at no tension cost.

Honestly if you aren't playing against Faust the IAD combos after On are not worth attempting. They are fairly consistent against him but everyone else is you are risking way too much for the potential reward.

Always try to flair up your GG game. That's part of what makes it the best fighting game.

If you think those combos look flashy and cool, then practice them until you find what feels right. Practice them over and over.

TBH I haven't followed AC+R changes that much, but I've seen a lot of IAD combos from Anji. I don't have the time to look it up, but perhaps the properties of ON have changed slightly.

As far as a way to practice them, jamming out the IAD after the On isn't that difficult. Tap 8 before Anji hits the ground after On, then tap 7 or 9 the frame after he lands. If done right you'll IAD immediately as he lands on the ground. After that each character usually has a specific 2-3-4 hit air combo that ends in j.HS that puts you landing before they would. In AC and previous games there were character specific ways to do a second ON, but the combo shown in this video actually looks very practical as it looks like the timing on the j.k after the air dash isn't too strict. The hardest part of the double ON combo in AC and previous version was getting the second ON. At least for me personally. I'm excited to try the airdash combos when the patch drops.

Keep on practicing the cool stuff Lynxfort. You got dis.

Posted

Also, if you see something in a video and you can't quite figure out an easy way to do it, usually the answer is to input something early. Like how GG will store that initial jump input while you're falling from ON. Even though you wouldn't actually jump if you landed on the stored input, the game will register 2 inputs of up anyway which allows for the fast IAD from the landing.

Posted

If you want to make combo videos make combo videos.

If you want to have consistent things for match play then spending time on flair when there are far more important things you can work on with your time is awful silly. There's nothing wrong with practicing flashy combos to change things up or to just give yourself execution challenges but to say "always up your flair" is pretty terrible advice for how to actually get stronger for competitive play.

Posted
If you want to make combo videos make combo videos.

If you want to have consistent things for match play then spending time on flair when there are far more important things you can work on with your time is awful silly. There's nothing wrong with practicing flashy combos to change things up or to just give yourself execution challenges but to say "always up your flair" is pretty terrible advice for how to actually get stronger for competitive play.

Hmm, honestly don't crush the guy's dreams. I've watched a lot of ACR+ videos since my last post and they're doing a lot of IAD after ON combos. A lot of corner setup stuff too with them. Seems fine to me now. Don't crush someone's dreams because you don't deem it competitive/can't do it. The strongest competitive players are those who understand the character, the situation, the combos they can do from said situation, and the ability to execute said combos. If he wants to practice his heart out on those things, whose to judge?

Posted

Would likely be more relevant to practice the tensionless corner HS Fuujin>nagiha>relaunch>hard KD if you wanted something stylish with a lot of in match usage. Unfortunately my laptop is gone but maybe I can ask Honnou if he still has the old AC Anji 22min video with the corner setup for every character.

That said, if you can get On>IAD combos consistently then it does open up some options for eeking out extra damage off a fairly common occurrence, much like solo JI 5p combos. I do feel there are generally more integral things you can practice as far as execution goes, but if ya want to style every now and then, go for it.

Posted
Hmm, honestly don't crush the guy's dreams. I've watched a lot of ACR+ videos since my last post and they're doing a lot of IAD after ON combos. A lot of corner setup stuff too with them. Seems fine to me now. Don't crush someone's dreams because you don't deem it competitive/can't do it. The strongest competitive players are those who understand the character, the situation, the combos they can do from said situation, and the ability to execute said combos. If he wants to practice his heart out on those things, whose to judge?

How is it crushing someones dreams to use common sense and tell them "here is a combo that is pretty situational and inconsistent on a lot of characters", and to suggest they would be better served focusing their practice on combos/techniques that they will use regularly in match play? That's like telling a football team to say fuck it an only practice flea flickers/hail marys because they have the most "swag" and look amazing when they hit, and then when someone with half a brain comes in and goes "uh, hey guys, maybe we should practice our standard running/passing game and defense?" only to be told "STOP CRUSHING DREAMS MORON".

I clearly stated that if someone wants to practice difficult combos or focus on flair then that's fine, but that it's not the best use of ones time if they are practicing for competitive play. I'm not judging anybody or telling anyone they are wrong for working on whatever they want, I'm just stating the obvious: that if you want to get better at the game for high level play there's far more important things to practice than your "flair" or your most difficult flashy combos. You can't even argue this point John, stop trying to make it sound like I told the dude he's a scrub for asking about one combo. I've been going out of my way to try and help players get better at the game overall and teach them how to get the most out of the game. When someone comes in and says "always practice flair, practice your little heart out" I'm going to call that out as being terrible advice for someone trying to get better at the game for high level match play, because it is!

Also your point about the strongest competitive players? AGF and Taka rarely do the IAD combo after On. In fact I've almost never seen them attempt it on anyone but Faust since +R hit, and I even said that Faust is the exception to the rule because the IAD combo does work on him quite consistently. Even with that, why would you spend tons of time on a combo that's only truly reliable in one matchup? There's 24 other characters you need to figure out what to do with. Oh and many of the strongest players in the world don't play for flair. Woshige is still far and away the best Millia and he consistently does the good but not over the top flashy combos to ensure his knockdowns and oki. Of course there are situational combos and flashy combos for more damage that players should know about and consider, GG's combo system having a lot of free-form to it makes that an option, but stop blowing smoke up people's asses and telling them spending all their time on "flair" is going to help them be a strong player.

If you want to tell them it will make for awesome combo vid material and let them get an extra option for damage in certain match situations then fine, but the fact remains that telling someone to always up their flair is awful advice if their goal is to become a stronger player in tournaments/casuals. More often than not when people ask advice in a character forum they are seeking answers to be a better player, not to have more "flair".

And before you go pathetically attempting to twist my words again:

If you want to practice your flashiest most difficult combos, make combos videos, or just challenge yourself in training mode go for it, there's nothing wrong with that.

If you want to get stronger at competitive play. There are better uses of your time in terms of working on fundamentals, offense, defense, consistent BnB's and a plethora of other things.

If this statement "crushes your dreams", you may want to try growing some thicker skin.

Posted
How is it crushing someones dreams to use common sense and tell them "here is a combo that is pretty situational and inconsistent on a lot of characters", and to suggest they would be better served focusing their practice on combos/techniques that they will use regularly in match play? That's like telling a football team to say fuck it an only practice flea flickers/hail marys because they have the most "swag" and look amazing when they hit, and then when someone with half a brain comes in and goes "uh, hey guys, maybe we should practice our standard running/passing game and defense?" only to be told "STOP CRUSHING DREAMS MORON".

I clearly stated that if someone wants to practice difficult combos or focus on flair then that's fine, but that it's not the best use of ones time if they are practicing for competitive play. I'm not judging anybody or telling anyone they are wrong for working on whatever they want, I'm just stating the obvious: that if you want to get better at the game for high level play there's far more important things to practice than your "flair" or your most difficult flashy combos. You can't even argue this point John, stop trying to make it sound like I told the dude he's a scrub for asking about one combo. I've been going out of my way to try and help players get better at the game overall and teach them how to get the most out of the game. When someone comes in and says "always practice flair, practice your little heart out" I'm going to call that out as being terrible advice for someone trying to get better at the game for high level match play, because it is!

Also your point about the strongest competitive players? AGF and Taka rarely do the IAD combo after On. In fact I've almost never seen them attempt it on anyone but Faust since +R hit, and I even said that Faust is the exception to the rule because the IAD combo does work on him quite consistently. Even with that, why would you spend tons of time on a combo that's only truly reliable in one matchup? There's 24 other characters you need to figure out what to do with. Oh and many of the strongest players in the world don't play for flair. Woshige is still far and away the best Millia and he consistently does the good but not over the top flashy combos to ensure his knockdowns and oki. Of course there are situational combos and flashy combos for more damage that players should know about and consider, GG's combo system having a lot of free-form to it makes that an option, but stop blowing smoke up people's asses and telling them spending all their time on "flair" is going to help them be a strong player.

If you want to tell them it will make for awesome combo vid material and let them get an extra option for damage in certain match situations then fine, but the fact remains that telling someone to always up their flair is awful advice if their goal is to become a stronger player in tournaments/casuals. More often than not when people ask advice in a character forum they are seeking answers to be a better player, not to have more "flair".

And before you go pathetically attempting to twist my words again:

If you want to practice your flashiest most difficult combos, make combos videos, or just challenge yourself in training mode go for it, there's nothing wrong with that.

If you want to get stronger at competitive play. There are better uses of your time in terms of working on fundamentals, offense, defense, consistent BnB's and a plethora of other things.

If this statement "crushes your dreams", you may want to try growing some thicker skin.

At what point did I tell the guy to spend all of his time practicing this combo? I just said practice it if he liked the combo.

So let me correct my statement:

Learn the basics of the game. They're deep and amazing. The options in this game are outstanding and knowing how to utilize them will improve your over all game tremendously.

Learn how to use your character. Know the ins and outs of your character completely. Learn your basic BnB combos, learn them hard. Learn all the specific things your character can do. This adds an extra level to your game.

Learn all the advanced character stuff that's still competitively viable. For example, Anji has a combo that requires you to run for a few frames before you fuujin. It's necessary to complete some BnBs. It's advanced, but you should learn it, because it's important to some of your match ups.

Last, learn all the advanced, high damage, situational bullshit you want. If you think it's awesome, learn how to do it, and practice doing it. It's better to hear "Wow man, I can't believe you just did that" than to be saying "Yeah, I tried to do this combo, but I haven't practiced it too often, would have been awesome there though."

For the record, he didn't ask "Is this practical" he asked "How can I train this combo"

I'm not trying to argue that you shouldn't be practicing all the other things, that is correct.

However, Awesome combos are awesome, and being able to do them, is awesome. I've lived in that world, a lot.

  • 3 weeks later...
Posted
2366H. Use the buffer and wait between the dash and the HS to let Anji gain some momentum from the dash. Same thing for dashing Shitsu.

This.

However if you do it fast enough 6236H will also work as well as 2366H. 2366H is by far the easiest in my opinion though.

Posted
By the way, does anyone know this Midorino Anji player ? I was really impressed by his play against Ain, but I couldn't find any other game with him. Maybe he's got another nickname ?

I found about him couple months ago and definitely the best ive seen so far but he only has that match with ain. Very smart and clean play and recommend any anji players to check those set of matches.

Posted
This.

However if you do it fast enough 6236H will also work as well as 2366H. 2366H is by far the easiest in my opinion though.

I think 6236HS will make On instad of Fuujin. (I experienced the same difficultness when I tried to do Shitsu - dash - HS Fuujin to punish Justice's backdash)

Posted

(nothing new here)

While thinking about some mix ups and block strings i just watched wargasm old slash vid again..( and felt that I'm so old -_-)

http://www.youtube.com/watch?v=a7oW-hs4wkw

Now when i saw the mix up in the beginning of the vid.. i wondered if i can do it in another way then i did :

(Combo that ends with ON)..Butterfly.. run 5K.. then gatling it to :

A- 3P ..combo..

B- 2S 3S cancel then 5S..combo..

1- Is this is a good sit up..?? and if it was..does works on all situations were i finish my combos by ON and doesn't effect how long is my combo ..??

2- If what i did wasn't practical..is there other (ways) that works in R+ ??( especially cuz the 3S cancel here is easier than vanilla )

Posted
(nothing new here)

While thinking about some mix ups and block strings i just watched wargasm old slash vid again..( and felt that I'm so old -_-)

http://www.youtube.com/watch?v=a7oW-hs4wkw

Now when i saw the mix up in the beginning of the vid.. i wondered if i can do it in another way then i did :

(Combo that ends with ON)..Butterfly.. run 5K.. then gatling it to :

A- 3P ..combo..

B- 2S 3S cancel then 5S..combo..

1- Is this is a good sit up..?? and if it was..does works on all situations were i finish my combos by ON and doesn't effect how long is my combo ..??

2- If what i did wasn't practical..is there other (ways) that works in R+ ??( especially cuz the 3S cancel here is easier than vanilla )

A is a perfectly normal setup. 3P is sometimes good to use even if it do not combo after a butterfly, because if it counters you have some pretty nice followups, and you can punish some mashing

Same for B, it's a perfectly normal setup.

Remember just to constantly change your pressure, since it's ot Anji's best point, or you can become predictable too easily

Also, the things in the video is really basic, i think it was one of the GG DVD sold by arcsys some time ago?

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