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Everything posted by Chomite
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; ) just saying hi to y'all again. Back from school and summer break.
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people still play this horrible character? lol
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You are not supposed to end your block string into fujin or make fujin predictable that it gets blocked. It is just so easy to counter out the followups, it is not even funny. Only time that I would do it is during butterfly pressure and opponent is trying to throw out poke hoping that it would hit you and kills butterfly. I used to end my block-string into fujin all the time because it looked so good...but when I stopped using it, my win rate jumped. Now-days, I usually end it with butterfly if I land successful high lv normals (2HS), or just wait and measure the distance then try to counter according to how opponent moves. It sucks that anji doesn't get any good moves with + frame advantage like certain characters do. Disregard the last part past half. I read it wrong. But still a tip.
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There are also Jackhound combos on the ground. It's distance specific and depends upon mist finer level. They tend to eat up a lot of tensions, however, give a nice knockdown for safe mist into possible another combo. But setting it up is pretty hard as well as technically difficult to learn all the MC linking between hits and MSDJH - which is not required but really nice to learn.
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If you want damage after KJ FRC, KJ FRC>j.S>j.SHD>Ensenga Above is the most damaging option but keep in mind that you need to vary it a bit depending on height and characters (ie Against heavy characters, you probably won't be able to do it) And in a corner, if you can delay well enough, you might be even able to go for Enkasu but difficulty is hard. If you want 1-hit Ensenga after KJ FRC, KJ FRC>66>Option>Enkasu Options: 1) j.KSD 2) j.PKD 3) j.PPD 4) j.KD 5) j.D 6) j.KPD It is possible to get even one hit in mid screen with this set up, however, totally depends on what character you are dealing with. Slayer is really hard whereas Ky is pretty easy. In corner, you shouldn't have too much problem since timing a lot easier because that air dash forces you into opponent. Just for fun, Impossible dust that I use: 5D>FD>j.SD>Land>5K5HS>DBT>DB FRC>Enkasu
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I don't play BB either (and I don't even personally find that attractive anyway. Probably I would just play for fun and for the sake of having more people in competitive fighting scene if people around my area starts to play seriously). Apperantly, when the command throw is combo'd into, you can throw break out of it and I heard that it's not that even hard to do so. P stomp would be the one you are looking for. And yes, another person who knows about Touhou! Yap, her name is Youmu
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1) Then he simply did HPB as a combo THUS, NO, you can't get out. It's not Blazblue where your command throw is throw-breakable LOL. You have to burst out before HPB comes out if you don't want to eat that damage. if he does HPB anticipating your jump in, you can still get out by mashing j.P or Gold burst! And lol he does slide head that close? Punish with stomp please. Hell, if he is doing it that close than might as well go for fujin and fat combo. No good potemkin player would ever do slide head that close, heh. 2) Using P follow after Fujin is...It is just there so we can have some giggles. No really Using it on Okizemi is just bad since it's not overhead or anything and you can't even follow up after it. In other words, you just lost your pressure and advantage that you had when you knocked down someone. It's good to use once in a while to throw people off during pressure strings. Learn FRC for more awesomeness. 3) Good that worked out for you
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Can be tricky to time and measure the distance. I don't think that he is on that level yet to get used to pokes and specials. Whipped fujin>LOL BUSTER But yes, fujin indeed works wonders. Good tip.
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1) Don't combo into OD Ever. Unless you don't want your opponent to use the burst (ie if you can win the round/game with combo into OD). There are tons of nice guide here which you can learn many useful combos. If you hit with FB Rin in mid screen there are several options to continue combo but easy one is dash fujin(2366HS)>K follow up>5P>On. 2) Don't jump too predictably. You can try to beat HPB out with well timed j.P or j.S. When Potemkin has 50% tension, just watch your self in air...I don't really recommend on getting in on Potemkin in air anyway unless he does some mistake and allows you to IAD in like doing a slide head on half screen away. Block. Knock him down. DI-Sol is not God and DI isn't that even good. DI comes with serious negative effects on Sol and if you can't utilize that, better learn how to now
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The most safe distance to butterfly is after throw. Keep that distance in mind. Then you can adjust your combos into knockdown to get safe distance for butterfly. If nagiha hits too close, then no you won't be safe; not just nagiha, but any knockdown that is closer than that 'safe distance' is not really safe. But it's not written anywhere that you can't butterfly. You just have to be smart with it. Do a butterfly and guard. If opponent saw that you did butterfly too close and try to beat you out, he will eat a falling butterfly. This is just one scenario but definitely, after a knockdown, you will lead the mind game. 623 as anti-air is Don't. Use 5P, 6K, 6S, or 6P instead. Fight only against Maniac Potemkin. I don't really recommend fighting against CPUs because they block mix-ups too much and your pressure string tend to get repetitive and does not improve much. But it's nice once in a while to practice your new ideas with moving dummy. And Potemkin is just perfect. But best is, fight with real people.
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Maybe because of characters that I am fighting against but I had no luck of making 6P somewhat useful enough to incorporate into my pressure string. Its low stance is very nice and does beat out some moves very cleanly, so I would use it as anti-air or anti-specials. 6P does cancel into many other useful normals however it pushes out Anji too far; if you want to put it into pressure string, it would have to be during butterfly pressure. If you want to mix-up involving surprise attacks, just try to vary and delay hits between your normal pressure string. And I don't really recommend using autoguard to start the round off. Medium~High risk/low return (well if you can get P autoguard to hit, then maybe but it probably most of time would not hit).
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^ Thanks a lot 4r5. I was really sad to see all the great Johnny CVs uploaded on youtube gone.
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Read carefully I guess that on Faust it works as well. I like doing Orbs in combo as it somehow gives a nice distance to butterfly.
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To which characters this combo works? P stomp (or anything really, near corner)>5P or 5K5S or 5c.S5f.S sj.KPSHD (or KSPSHD or SPSHD)>Orb So far, I think that only Johnny and Potemkin this one works. Any-others that I can combo into Orb for knockdown or do I have to resort to just finish air combo into j.HS to get a knockdown? (LAME)
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This is very practical stuff. I can't think of an example right now but I seen 2S>3S>5S combos few times as well as 5S>3S>5S one for mix up. Also, 5S>5HS>3S>5S>5H>BnB is very damaging combo over 200+ so learn this to punish somebody.
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To answer your question, no RC or anything is needed. It's just like new gatlin system that is unique to Anji. Kinda like a bug. Fact that you can cancel gatlin into 3S and 3S cancels into some other move makes this possible. 5S - 5S for example shouldn't be possible but it does with 5S - 3S -5S.
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http://www.youtube.com/watch?v=DFglJc7IEz4 Examplio.
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Unless you spend tension, it's nearly impossible to get 1-hit En on HOS and Sol.
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Some usage for K Stomp FRC. Late butterfly on Okizemi (dash butterfly 2366P)>K Stomp>FRC>Throw or 2S or j.S
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I was a bit surprised too. Then again, I'm doing same combos that I learned when I first started learning Anji...All these variations however doesn't seem to change much in terms of damage.
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There were list of links that you can only do it if you did the fastest possible MC (in all LV). I know it's in Korean GG site somewhere but I'm sure I saw it around here as well.
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...Just do it fast? That worked for me. I know that this doesn't help much but practice. You seen it, and it works. Maybe some characters it's much harder to get them in.
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This terms came few years ago I thought that everyone knew.
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That is what I needed to know. Thanks a lot. I got HS Disc > Koichi Kick > Combo to work but Woshige Kick is not working. Not enough time.