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Darkhonor90

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Everything posted by Darkhonor90

  1. Air throw glitch?
  2. That Yurichi one is godlike
  3. I'll give my take on this in a while *Reserved for stuff jajaja*
  4. Well maybe your right if your making it state wide and shit but NATION wide we got a hell of alot of players for alot of characters. And if your the type of person who travels alot then it shouldn't be a problem for you =O
  5. idk what your talking about but we have a shit ton of Faust's and Sol's. The only characters we have a huge lack of in the US is Axl, Bridget, Ino and maybe ABA Everyone else we have in a good amount
  6. Great poke indeed but not spamable. Don't just use recklessly. 2D beats it clean and with that ky loses 50% =O
  7. Canada is full of Eddies because they have no real army so they must use extensions of themselves to fulfill the seats of other recruits
  8. My post as been updated =O
  9. Stealing Jais's setup because that bridget fag is my heart Openers: There are multiple ways to approach the beginning of this match. 2S - This is probably your best round opener. 2S beats out almost all of Anji's normals and since 2S recovers quickly it is safe to much of Anji can do (K stomp for example). 5HS- Not a bad move to throw out at the beginning. This will beat any HS Fujin attempt at the beginning or any far reaching normal. Backjump HS/S&HS SE/D- Another great option Anji doesn't have much to deal when catching up to you or general Anti air when ky is going back. Okizeme: ACSE- Is a great option for wakeup. Anji can HS Fujin through it and get a CH and trade but at the same time it's risky for Anji so don't be afraid to use it. 5K/2K- If you happen to be too far or not in position for a ACSE at the moment then these will do just fine. Be careful that Anji CAN HS Fujin through these but its rather risky so just becareful when just throwing these out if it becomes too predictable. J.D Force Break- This again ruins most of Anji's options to move and so is forced to block. J.D- Use crossups and high and low's when throwing the J.D gimmick. It's a decent mixup Punishes: If Anji does Shitsu at close range Greed Sever is your best option and being it can be comboed its a good idea. Learn to react to these. If Anji does Shitsu at max range then a simple stun dipper will punish it. If at any point Anji does a VERY close range shitsu such as for example 2HS>shitsu. Do 2K>6HS or 6K. The focus on this is that by sending out a fast poke like 2K and using a move that sends your animation forward it allows you to evade the dropping butterfly. (Try it out lolz) 5K will beat out Force Break Fujin and If you Instant Block Fujin at first and force break comes out you can beat it out with 5HS which lands you a CH/stagger and get that damage son! Anti-airing: Anji has almost NO moves that can allow him to approach Ky in the air. 6P- Besides a well place J.S (Which for some reason makes it hit from behind:psyduck:). It will be beat ALL of Anji's air moves PERIOD 2HS- Well we got 6P what do we need 2HS for? Well some Anji's love to use J.D to delay there landing so 6P whiffs and Anji's get in for free. So use 2HS to score a CH or to scare the other opponent into thinking twice when coming in like that. Zoning: This is where Ky excels in this matchup. Ky can run circles around Anji and be able to play safely nearly the entire match if played right. J.D is probably your best friend in this matchup. A low ground placed J.D makes Anji not be able to advance since Anji can not run under it, is too slow a runner to catch it in time (usually) and we can't forget the fact that hes really freaking tall lolz. Meaning Anji willl usually want to jump around it but considering Anji's vertical jump it's basically Ky waiting for him and to Anti air/air grab. This really forces the Anji to play very carefully. J.D forcebreak helps much when trying to get away from him if needed. J.D > Air Backdash > J.HSE (If he backs off) or J.SSE ( If he tries to advance) This is your basic zone plan and one of the most effective. Ground Stun Edge's (Mix it up between slow and fast) is a must to keep the anji on it's toes. Be careful not to use it when near him because of Autoguard. J.K for air measurement is great for just throwing it out and if Anji jumps he gets beat period. Double jumping over him to get to the other side of the field and releasing Air Stun Edges and CSE will keep you active and always changing your style so the Anji doesn't see you getting predictable. Their game plan: (My friend Makubex will write this part up from his Anji experience vs Me and other Ky players such as Andrew etc) Strategy: This entire match up basically zoning, zoning, zoning. Anji doesn't have much in terms to deal with it and it's very hard for him to catchup and deal with it. You keep zoning till you find a opportunity to come in safely! Mixup and if he happens to escape then rinse and repeat. Don't try to approach Anji from air to ground as Anji can and most likely will win. Stay on the floor/Air away from them and zone much. Once you get an opportunity to come in from things such as J.HSE FRC Dash in. Do NOT get predictable. Anji has many options to beat much of your moves during pressure and mixups so always keep on your toes and keep throwing in a wild card. Char specific details: When pressuring him on ground Anji has good ways to escape your strings since most of Ky's strings tend to end after a few hits so learning to gap is a safe and good way to deal with Anji being able to get out of things. For example....2P>5K>Gap>Run in> 2K>5S etc etc etc. Constantly switch it up to never get predictable. Try not to end your strings much in Stun Edges because Anji can HS Fujin it and punish you if you don't FRC The Stun Edge. Air Dash in J.S/J.K gets beat flat out by Anji's 6P. Going from air to ground J.HS gets beat out by Anji's 5P easily. Try to avoid ground CSE without FRC as Anji CAN HS Fujiin it Anji's 6K will beat out much of your air moves such as J.S. Video examples: Roz(Ky) Vs ANG(Anji) There are a series of Roz vs ANG 1-4. Look in the right side of the videos to find related videos and watch the others. Roz playing style is almost exactly like I said in the matchup. Stay on the ground or in air when far and poke with 2S,5HS and throw stun edges. Watch and see how he deals with certain things Thats all I got for now. Hope it helps and this is all up for discussion. My friend Makubex will write his gameplan up soon.
  10. It was a pretty decent combo video especially for the first video. Nice uses of grand viper combos lolz but boo for Counter Hit combos >_>
  11. Pretty ok video. Explains the basics pretty well and Im sure it does a great job motivating people. Thats all people really need is a good push and from there people will work on there own to improve
  12. lolz flash- get them jorge. Send his ass back to Chicago
  13. Isnt that what Jam does:psyduck:
  14. Projectiles move during super freeze correct? Is Eddie pet counted as a projectile? Because in this video http://youtube.com/watch?v=I_8v7s134T around 1:30 Eddie does his Key super but his little eddie keeps moving and those a move. Dont only projectiles move during super freeze?
  15. Because you do can the same thing with standing pressure or wakeup
  16. Talk it over with Makubex he'll explain. Anyway Anji doing Shitsu wakeup on Ky is really risky D:
  17. Im not talking about reversals Im just talking about situtations where Anji's can't do and good poke to beat my poke since hes in the recovery. Do any fast poke and then use a move that sends your animation forward
  18. Ky is almost as good as Sol on shitsu wakeup. 2S can beat alot of his movements. If Shitsu is done TOO close Ky can just do any normal and then use 6K or 6HS. Basically any move that moves the animation forward.
  19. How so? All of his strings have large gaps that can be beat by almost every character. IN order for Anji to build guage he needs to use gaping and that is risky in itself
  20. I feel Ive seen these combos before but I can't quite put my fingers on it /sarcasm
  21. I'm psychic But seriously the guy next to you told me so I wanted to surprise you haha
  22. Only in California will GG players teach other GG players how to play in a classroom D: Schools in bitch!
  23. Hellmonkey proves again that all of you Cali players require more O! :P Good shit on the matches to everyone and I liked how neatly organized it was! Good job Hellmonkey
  24. He can but that doesn't make Potemkin a good matchup just a bit easier. Plus double buttefly is a pain int he ass to do
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