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Everything posted by Dawnbringer
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1.Well,Anji does have trouble getting in on opponents,his gameplay is generally to just poke around until an opportunity arises for him to get in.Another option is to SJ in.Anji does have the longest(full screen) SJ in the game,so use it. 2.Shitsu oki's a tricky one.There's multiple setups if you will.From throw,to max range 2D,to On(weakest to strongest).The difference between those setups is the time you have after shitsu is out.Since the recovery is a little longer in AC,Anji's oki isn't as great as it used to be.And to deal with backdashes,you have to HS Fuujin or keep dashing punish (or 5K works too I believe,but you'll have to chase with 5S 6S jcombo).For those poke-a-holics,use 6S immediately,if it's a low then P stomp.Anji doesn't have a multi-option thing.So you HAVE to guess right,but it'll feel all the much better when you can legitimately say "I saw that coming." 3.5HS--->HS Fuujin--->D (FB Rin) is supposed to combo,however there are two situations where you can't.The first is when the opponent is too far for D to connect,the second is when the opponent is bouncing off the wall after you hit HS Fuujin in the corner (and you're right beside him).There shouldn't be any delay from your first Fuujin to the next unless you land D and he's flying away (in this case,you input 2366HS to do dashing Fuujin) 4.Yes.It is 6K,you're just not getting the timing right.It takes a bit before you get used to it.
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Well,you have to be aware of Ky's Tension.Since his FB eats up HS Fuujin.
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Some random thing I just found that's nifty: You can 6P through stun edge.So if you're in a blockstring or something and anticipate a stun edge,6P.However,you do need to time it.I'm relatively surprised that Anji's 6P ducks low enough for that.
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Just a note about 6S...you better not do it too often because he can just dandy step (therefore you whiff) into a free pilebunker.It's safer to throw out 5P.It might not be as good as 6S,but it's definitely safer as a poke.Also,it interrupts anything that's not 2P/2K.
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Actually...Slayer's 2P does not beat H rin provided that you use the autoguard right after.That's the main reason my Slayer friend stopped attacking with 2P right after.But it'll hit anything else other than P follow up and immediate Nagiha (delayed allows him to hit you provided that he's mashing it).Also 2D will rape any Fuujin stance moves other than P and immediate nagiha. However,your zone/spacing is good.Just throw out more 5Ps as it literally limits a lot of Slayer's higher reward options should he try to attack using moves that aren't 2P/2K.These posts should be in the Slayer matchup sub-forum.
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Btw guys,I've just fooled around with double shitsu for a bit now,and I guess I can leave a tip or two for others. When you do shitsu oki,make sure you're at a relatively safe distance (outside of the opponent's pokes) or else you're going to get hit out of it.However,there is a method to using double butterfly (sort of). Here's how you do it: 236P then buffer 236 and wait until the butterfly almost hits the opponent,then press D and then P immediately after(One after the other).If you fail,you will whiff a 5P while the hawk is reaching its peak (you can still quickly dash up and throw a 2k).The reason why you press D first and P last is that if you fail,you won't pull out a 5D instead.
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Slidehead: HS Fuujin that.Make him pay for recklessly using Slidehead and punish with a combo or a knockdown into shitsu okizeme. HPB: That's a combo.There's no way for you to actually get out of it.Just don't be reckless and control your space.Try throwing shitsu at him sometimes before rushing in.Mix that up with 6S and he'll have to start guessing what type of approach you're going for(You should also include random IADs).Also,if he whiffs HPB,the usual thing potemkins do is jD.You can punish that with 6K autoguard into P for gaining tension. Fuujin (P):The P follow up is one of the "safer" variations of Fuujin stance(and also if you pulled it off successfully,you have quite a bit of frame advantage).However,you should be throwing shitsu for okizeme because that is Anji's main risk vs reward game.When he blocks the first hit and before the "hawk" lands,that's where Anji shines most.The more of these opportunities you get,the better your chances of winning. Note: You should also abuse 5P against potemkin.He can't do jack squat against it (especially if you can chain them since hammerfall can ruin you).
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It works on Dizzy and Testament as well.But for the rest of the cast,there are some you just can't do while the rest are timing specific (it's just that you delay jK and jS as long as possible).
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I remember sending that PM to Dice...what I'm wondering is why are you posting it instead of him?
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For K Stomp FRC,place it in a string (it's bonus if you cross them over) and then FRC into 2S 2D 236S--->D Combo.If it's a heavy weight,you just end in 2D shitsu or if you're feeling pro...2S 3Sc 5S 5HS HS Fuujin combo.
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1.FD does push you back farther than your command grab range.This is true for most characters(damn potemkin),however you can still dash and command grab after that(but that gives it away).Try it in training mode. 2.Anji's 5HS beats May's 5HS because of range.And usually Mays spam it outside of their max range fishing for a counter. 3.As I said.6S is safer but less reward.It actually may not be that much safer since it extends Anji's hitbox so that might backfire if she steps in a little.5HS allows you to combo into HS Fuujin and possibly ending in On (Anji's strongest butterfly setup),where as 6S allows you to either autoguard (if near corner,then it could end in On) or just S Fuujin Nagiha. 4.It's called 6K autoguard.I've done it on you before. And yes,we fought once at T9 in the team tournament.
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Answer: "Because the whale is that damn fat.Fuujin can't get through that fatass."
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Sadly...no...I haven't found anything related to that yet.
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Some new Anjis that performed well: http://www.youtube.com/watch?v=HBXBiLTm3bE http://www.youtube.com/watch?v=Y5BWKsrD6XU
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I don't know how Lime-Key managed to beat Shuuto for the OCV,but the truth is that he did it and it'll remain a mystery until someone posts the video of it.(Which I bet most of us are dying to see )
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Anji generally struggles more in this matchup,as his okizeme game is severely hindered.
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http://www.youtube.com/watch?v=wXCU-dBOejw Maybe it's similar to this match...?
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http://www.youtube.com/watch?v=LUOtKvXrxZ8 Dry Ace OCV.
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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.
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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).
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It's timed.When you do jK jS jHS jD jK land 5P etc...,those moves have to be mostly delayed enough to land the jD after the jHS (sometimes it's not necessary to delay at all).I don't think it's possible to combo if you did the second jump since it's too high in the air and you won't land fast enough.
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http://www.youtube.com/watch?v=dRhBpji5ibE http://www.youtube.com/watch?v=u0pCoiZTBoc A new Anji has emerged...(his name is Asakao? アサガオ) He takes risks like no tomorrow.
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New stuff: -Chipp's strings are pretty predictable and easy to react to...so it's relatively easy to land an autoguard -watch out for cross-ups,it's the main oki choice for Chipp -teleports may be tricky,however,you CAN react to them in terms of blocking...and you can reverse the momentum once you anticipate a teleport and guess right -once you catch Chipp,don't be afraid to let go a little to bait out a DP or burst,those are the "oh shit" buttons he has and it will be frustrating if you hardly caught him in the first place -jS is a good "retreating" option -zoning with 6S is a good idea,but make sure you aren't too predictable with it -shitsu zoning should be limited as it hardly reaps benefits when he can just teleport -6P loses against most of Chipp's air to ground moves (even if it's IAD),5P seem to be fairly reliable if angled properly -make sure Chipp stays on the ground as often as possible,and try to enter from the ground as well since Chipp has good AA against Anji
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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.
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Pffft,we already have TK Orb.Potbuster plz. Ninja Edit: We'd probably be able to FRC into HS Fuujin and K S On for a huge damage combo with that too.And Anji instantly becomes top of A tier.