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Everything posted by Kyoku
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More on 2P, 2K mix up since I use it quite a lot! It's a very good mix up, that leaves you with many options on hit or block. Most often, I'll end up doing a 6P gat after 2K on hit or block seeing as 6P does move you forward just a little bit more to help with pesky faultless. On hit, you can extend into basic combo via 6P > 5S > etc. On block you can do 6P > 5S into some more guard crank or more mix up via slipping in a 2S or 2D or stomp. On a rarer occasion I like to do 2P, 2K, 5D mix up, which works pretty damn well if you ask me. From there you can go with damage or KD, depending on your play style! Though lately I often find myself doing slightly less obvious mix ups. I feel its a little too easy to block 2P, 2K seeing as you can't really go for a quick overhead after 2P. Not to mention 2P itself puts you in crouching, even if its not a low, it almost insists there will be a low. I do better with 5P or 5K as a 'placeholder' to start mix up. From there you can easily go 3P or 2S/2D/2K and its just a lot less obvious if you don't start from crouching position, especially as oki. That's pretty much all I can think of for that mix up at the moment. Ahh..miss GG haha.
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Ahh, all this talk of MMs brings me back. I'm going to try to make it out this year, though money is already incredibly tight. But, if I do go I'll definitely want to play some dead game, for money! Latif and I don't really play much anymore, but I kinda assume that nobody else does either. I can make a hypothetical list of matches I'd like to play either way, just in case. I want another legend rematch vs Watches I need to play Hellmonkey (It's been 3 years, and no match!) I'll play every Johnny player. No offense, but I like fighting Johnny. Maybe not Jo for serious money though, he still scares me. Uh, I can't think of anyone else at the moment. Maybe when I figure out whether or not I'm going I'll make a better list. Hopefully I can make it, so there can be atleast one Anji player at Evo!
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P follow up is pretty safe against most characters, even if predicted will likely trade. But P follow up can only combo if you actually hit somebody with it XD But its good to get back to neutral, if you want to, or if you fuujin too close to somebody and need to get out.
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I've been playing on pad since X2 came out on the PS2. For the longest time I used R2 as a macro until I started going to more tournaments, most of which at the time wouldn't allow FRC macros. During #R I began using the thumb on square, X, and O. For me, I tend to have my thumb rest on square/X (kick/punch.) A lot of people encourage stick play over pad play at times, but I don't necessarily agree. The only slight issue with pad is the difficulty of shaking dizzy. This can possibly solved by turning on the analogue stick and using that when dizzied. Or you could just not get dizzied :O Eddie and May can get you easy, but its not like you really have time to shake that anyways. I think if someone is comfortable playing on pad, they should stick to it. Hell, I can use a stick, but I still prefer playing on pad.
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I think it works pretty well. Just slip it in sparingly. It's worked for me on high level players before, but I rarely use it. I think it also is good if you try to keep 3P as a rare mix up as well. Anji has so many different mix ups that if you alternate between slipping in 3P or fake 3P, you'll almost always land them.
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When you say "land" you mean they actually connect with it? If so they cannot tech until they hit the ground after the attack, unless Anji hits them while they are in the air (which is possible.) There is no way to tech On, but an opponent may Burst just before the On connects. Otherwise, I'm not sure what you are asking. If combos are done wrong, the On may miss and the opponent will tech. But yeah, no way to tech On. Only burst prior, if Anji attacks afterwards, or drops the combo.
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Anji's best high/mid GP is 6k for certain. One must only find the proper timing for it. The autoguard is basically active on start up, but does not last very long. I tend to just throw it at moves that are easy to see coming, like on reversal, or as AA for if you notice patterns in certain player's blockstrings where Fuujin isn't a better idea. As for low GP, I think that is debatable. 3K is good for reversals if you find the timing, but the autoguard is only active for a short time (1-2 framesish), 2H can work for slow/predictable/long active low attacks but cannot exactly be used as a "reaction" GP, the same goes for 3S but this one becomes active more quickly. I once used to use it against Slayer's 2D. I also wanted to add about Anji's tier. I really don't consider him to be low, even when he was in bottom 3, I didn't consider him low. His main thing is that he just isn't that much of a safe character so you really need to know how to use your moves (or psych out the opponent.) I'd say he is a solid mid for sure. Many people just do not see Anji players, so don't know much about his strengths so he will likely always be considered bottom 3.
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If Chipp doesn't have bar during leafthrow then just jump and air throw him out of it then net free SJ install combo for tons of damage or On if you want to try to start your own pressure. I wouldn't say I'd rely too much on pressure in this fight, imo Chipp has too many ways to get out of butterfly set ups so I'd prefer to take the SJ install combo off air throw. You may also be able to time it to see if he isn't going to use the FB on leafthrow (if I remember right, he has to do it fairly early) then just air throw him anyways. That thing takes forever so.... Why doesn't anybody post in the Anji thread anymore?
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There's actually a little trick I learned from AGing with 3s. Since the move slows down to guard the attack, it actually slows down to the frames where you would preform a 3s cancel. So during the GP you can cancel to anything else very easily, making 3s a viable counter (sometimes, maybe for very predictable attacks like Slayer 2D or something.) Usually when I use it, I will go from 3s GP to a 5S into combo. This might also help someone for learning the specific timing for a normal 3s cancel.
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You can evade most of the counters by reacting to them after butterfly (depending on the range you do it from and how fast she decides to counter. 2D, HS Fuujin, and air throw can beat Ouren. 2D will go under the stab counter, but depending on the timing, may not hit her.
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Opps, I meant DA :P I've actually played a few Axls that catch me with 214P consistently out of my Fuujins AND Rins. Non FB Rin is a terrible terrible idea against Axl from what I've seen because of how slow it is and easy to catch or stop, but even FB Rin isn't too fast to catch. The damage/knockdown options seem to be better from 214P anyhow, though 623P is faster. I suppose it all depends on the player. But I have been caught quite a bit using both.
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From what I've seen of this match Axl does actually have ways to deal with some of Anji's tricks in ways other characters don't. Axl can easily react to Fuujin mid pressure and Rins with 214P turning into momentum lost and a chunk of life lost. Pressuring without use of Fuujin is a bit harder to do. You have less mix up options and are fairly predictable at that point. Using Fuujin during pressure is usually where you can catch your opponent by doing the risky things Anji is all about, but if you are just fishing for a counter with normals or a 2D than its unlikely you will get anywhere. Axl players tend to be patient and would likely rather wait for you to do something risky and counter you or go for a DE than try to poke out. As for butterfly, I don't believe Axl has much to work with that other characters don't. I'll add more later, I'm going to be late for work :O
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From what I tested, you have to be far enough for you to be able to finish the startup animation of throwing the first shitsu. Otherwise you would be canceling shitsu 1 into shitsu 2. It should just look like you are throwing them back to back from fan flutter to fan flutter, not fan flutter during previous fan flutter. Thats my theory atleast. I tried for awhile with various distances, and pointblank/very close seemed impossible. You need to be far enough to finish the little fan flutter animation that throws the shitsu out.
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I'm always down for the hype. I think the best Anji would have to have mirror experience in order to claim the title. Though I do understand where you are coming from. But how else could we know? Atleast in that sense, the winner is likely to know the most about their character and Anji playstyle. Either way, I think it would be a fun idea if it could actually be brought together.
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From what I heard, GG is still going on actually. BB isn't to replace Guilty Gear because BB isn't Guilty Gear. They are trying to establish a franchise so to speak, by using their engine for other games. What I heard was, they used Battle Fantasia as a test to see what they wanted GGX3 to look like, and still plan on making it. Anyhow, I don't believe in arguing either. But I do believe that someone can't effectively claim a title without putting it to the test. I just want to play, haha.
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What we really need is a All-Anji Round Robin NA tourney to see who is the best Anji, 2nd best, etc. Now all I need is a guaranteed cash prize for the winner, and some sort of plaque. If we could get funds, would it work?
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We should play sometime. Though Canada is mad far away from me. I would like to see where I rank on the Anji scale. I hardly ever see any Anji players in NA. I was hoping to run into Kenji at Evo, but he wasn't there as far as I could see.
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Okay, I've played this match up a little bit more as well. From my experience, K AG won't go through oki bazooka. I was able to get a K AG through a lv2 bazooka, but the lv3 will eat you. I'm fairly sure reversal fujin will go through, but I didn't want to risk taking a dust combo that often. A properly timed 6P will beat out a horsey attack from what I've seen aswell. If done too late, you will both just miss each other, similar to 6P vs May's straight dolphin. RK's FB seems like a free air throw/On if you can react to it. As long as he isn't already attacking, you can grab him right out of the flyer if he flies at you. I'll add more if I remember anything.
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That sounds like a cool idea. I'd be down to try to get that set up again.
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From what I've been able to do with Zappas, if I see a random summon I'll just throw out a 6S to autoguard and get some free damage. Not much of a punish unless I time a 5HS to hit right after the attack frames are done, where I think Zappa is wide opened. In that case, yeah, you're going to eat damage. I wouldn't try to bring out anything at all honestly unless you have an opening or you get it without summoning. Just throw out the little puke puddles until said Anji gets hit and staggers, where you run in with the combo into summon. You may also be able to find an opening to beat him out as well during his attacks with the summon. I haven't played as Zappa much in AC to really say =/
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Yeah, thats pretty much all I work on, match up stuff. Knowing what options I have to deal with what everyone else does. I honestly never worried too much about it until I sat down with Combofiend for a day and went head to head with his Slayer. His precision taught me that I should stop making mistakes, period :P But I usually lose in tourneys for various reasons: -Trying to be too flashy. -Dumbing down my combos, lowering my damage output because I am afraid of dropping more advanced combos. -Getting into a low tier mindset. -Pretty much the same thing I just listed, when I get in that mindset, I don't take the matches seriously because I'm not taking my character seriously. I think once I get over those flaws, I'll be fine. Well, and learn to deal with certain characters (Millia and May specifically.)
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Yeah, thats more or less why I don't mess with it at the moment. I'm not incredibly confident throwing around 3s cancels or double butterflies in tourney lately. And considering there are so few Anji players in North America, then you COULD in fact be the best :P Now that you won't be showing up, there will be no way to find out hehe.
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So... since this thread is pretty much dead, I thought I would attempt to bring some life into it with a question that has probably been asked before. How do ya'll like to set up your red butterfly combos? There are a lot of different things I've seen done with the combo so I was seeing if I could get some varying input on this. I personally like to do them after a throw because the distance it creates is just perfect. I'll run up with a 5s to put em in guard stun making the unblockable inevitable then I'll do the 2s as the butterfly falls on them. Usually from there I'll just do a S fujin with a quick S follow up for the KD to go back into safe pressure after the free damage. But I've seen some other cool alternatives to extend the damage a little bit. Like timing a 5S into 5HS into H fujin then H follow up for the KD. I haven't really messed with it too much (but I should); its just so second nature now for me to finish a red butterfly set up the way I do now. Maybe different people do set ups against different characters though? And lastly I was wondering if any of you were going to be going to Evo. I'm always down for mirror matches. Its a real learning experience in my opinion.
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Another way you can bait Ouren is by doing a 6S around max-mid range and jump cancel into air throw if you see it.
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You're right. If you have chance to nab a wallstick, of course it would be a better idea. Its all about your ability to react though. For me, when I see warrant, I instantly go for the throw. Kind of a habit now. I don't consider it a bad habit, but I can't always take advantage of options like that unless I remember.