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Everything posted by Tiamat
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6S is indeed a good poke in this matchup. Testament lacks long range low attacks other than 2D, which is kinda whack to throw out by itself. Anji's DAA is horrible in every matchup Testament is weak against throws in general. Common anti-pressure tools for him such as warrant, nightmare circular, low blocking with a tree right in front, and exe beast, all lose to a dash brake throw if close enough. Keep it in mind! Throw can start your offensive pressure , or even serve as a unblockable setup from which he cannot escape without 50% meter. Defense: know his popular mixup options 2K - low 6P- overhead 2K6P - tricky, low then overhead c.5S (blocked) 6P/2D mixup - this will hurt a lot if you get hit because of guard build from 5S, and 2D doesn't scale badly like 2K does throw - there are tons of ways for him to throw you, which is painful. he may try to tick grab with 2K, or a similar move, luckily none of his normals are advantage on block so you can feel free to mash on that 2P in general (I bet a lot of testament don't know how to stop this) or throw him first. after frc beasts he may try to throw you straight up as well. also if you block okizeme web, he may try to throw you straight from that. crossup badlands- if he TKs this close up it will be a crossup tree crossup - after knockdown he may plant a tree then airdash over you and the tree will hit crossup, which leads to huge damage Combos: most combos will work on testament. he is the easiest character in the game to fujin loop!
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6P and 2S seem to be particularly good pokes in mirrors. 6P upper body invul and stays on screen for good amount of time so can possibly catch fujins. anti fujin followups: S - block it P - run under and air throw or something K - 2S or throw it D - mash 2P or autoguard it H - mash 2P and cancel to 2D (this probably fails if he goes into aoi), autoguard it, or just react with a counterhit low move combo wise you can do almost whatever you want as dawnbringer said
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tough matchup but I think I have a bit to contribute. I'll break it down by his 4 modes naked mode: his only special is 236P but it's got great strike invulnerability and it's hard to punish unless close up. you can throw him out of it if close enough. He will often zone/poke with his f.S spit, it hits mid and then lands and creates a puddle which hits low. watch out for his jH crossup. dog: try hard not to get trapped in the corner or things get ugly. it's somewhat similar to fighting eddie. autoguarding can be helpful against his strings even against the smallest gap, but fujin won't do you much good here. don't forget that you can't hit the dog if it's just sitting there, can only hit if it's attacking or in recovery from an attack ghosts: this mode has incredible zoning and safe pressure ability, kinda like dizzy. so you may find yourself blocking for a long time. autoguard is useful for escaping when there is a small gap. Fujin not very useful unless he does a 236S projectile in ghost mode and doesn't frc. his jH can be low blocked so keep that in mind. This mode's only weakness is that it has the worst anti pressure of all his summons, with literally no reversal options short of super (which takes him out of ghost). sword: quite powerful in terms of raw damage but also has much less offensive flow than dog and ghosts. it's sorta like sol without the threat of 2D and GV going under all your moves. jH crossups are annoying but tend not to hurt much. 6H overhead can spell pain for you so keep an eye out for it. Many sword moves recover bad when whiffed, so well placed fujins are useful. his 236S-H can be punished hard with IB into dash 5S/5H. you can also fujin after the first hit and it will hit him if he does the H. raoh: you must air FD his anti air fireball. raoh is more like sword than the other summons so i think fujin will be more helpful than autoguard but not sure. anything you try against raoh is pretty risky. keep an eye out for his dust and look out for throw attempts, unless you're back is right against the wall he can get beefy combos from his throw, even midscreen. don't panic or you've already lost
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Hokuto No Ken: Read Before Making a New Thread!
Tiamat replied to Mr. Mamation's topic in Hokuto No General
you do dribbles ftw -
i remember sjK being iffy for setting up air throw after On but I'll have to double check later or something
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yeah it's something you can land for sure, though i haven't tested that particular one but I have done a similar one off On before. just not in matches cause that's not how i roll (not a big fan of parlor tricks), but do not allow my pessimism to stunt your creativity I'll be doing a big update for my guide sometime next week, will try to organize the combos better and probably cut out some of the stuff I never use. only a couple new things since last update to add, but they are useful
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3Sc only goes into 5S and 5H for some reason. I dunno why but that's how it is. luckily a lot of stuff gatlings into 2S anyway (like 2P/2K/5K/5S/etc) non-intuitive moves to just do nothing/move after they are blocked: fujin, 5H, 2D after fujin you should only do nothing on block if they like to turtle and react, so keep that in mind. people who throw out random DPs and pokes after blocked fujin you will need to pick the fujin followup that counters their move
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6K autoguard destroys everything if your timing is good, and air throws destroy everything as long as close enough range. this applies to all matchups. lol 5P can work well against slayer's jH, but do not even try 6P against his jump ins/iads. dawnbringer told me this and I tried it anyway, and all you'll accomplish is getting killed by his jH CH. if Slayer 6K is timed meaty it will beat 5P for sure. 5P is not a valid wakeup reversal. 6K to P special vs his 6K oki. he will be able to block fujin after is 6K misses Resume: you don't always have to do something after 5H is blocked. it's basically neutral on block and has pushback, so you can backdash or jump pretty freely after it (or block, or whatever) also if you IB slayer's jH air to air, you do in fact get a free air throw, but that goes for a lot of air to air IBs. proof at 00:38 http://www.youtube.com/watch?v=9rnALM2mfgY oh questions about character matchups should be in their respective threads, just to remind you
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normal post On combo is sjKSPSD (omit K on some chars) corner post On combo is 236S-H or 5H. I like 5H but knockdown not as good as if you don't combo them good to see some gameplay discussion in the anji forum
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I don't count Chipp's leaf grab as a command grab, i think of it more like an unblockable attack. mash on 5P and get a counterhit into On. I rarely see good chipp players use the leaf grab cause honestly it sucks, super easy to hit him out of it
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i never see anyone backdash a meaty shitsu so I don't even take it into account personally. random tip: any predicted command grab, from any character that has one except eddie, is a free backdash 5H for predicting it, even if it's from a tick setup with advantage on block like sol 2P, pot 2S etc. you wont want to jump or 3K vs command grabs anymore after you try that (unless eddie cause his grab recovers incredibly fast on whiff)
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don't rely on how many hits a combo is to determine how many reps of a fujin loop you can get. you have to a little bit but some moves make it techable earlier, it's really stupid. click the guide in my signature for some fujin loop combos. i plan to revise it soon as for characters being able to do wakeup stuff vs shitsu, I could tell you what each char can do off the top of my head though (almost every char though)
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depends on how you look at it. combo wise he's not as difficult as a lot of other characters, but to play well with him you require a better mastery of system mechanics and his non-intuitive pressure style feel free to post any questions or observations though, anji forum is not too active right now, but I'd like to say we are one of the friendlier character forums
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your name is familiar for some reason 3K throw invulnerability is not very useful because most 5Hs and 6Hs are faster than 3K so you lose anyway. it will beat command grabs, but backdash 5H is way more rewarding
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that's cause you can do fujin moves (especially S and H are useful) with huge huge delay after fujins. until the fujin animation is completely gone you can still do those moves, and they will beat a lot of stuff. experienced and safe players will generally opt to block after fujin and react to followups, so if you don't do a followup, you get away with it slashback question: no clue
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Bonzai: the fact that you are trying to approach him in the first place is your biggest problem fS is not so good against sol unless very far or you have traps to help cover you. use 2S a lot instead cause his 2D won't go under that (though it may beat it depending on situation) trees are good stuff, just try to set out a lot of junk at range. I could use some advice for this matchup myself but I have a general idea what to do. honestly I know sol better than testament despite not playing as him at all, so I would mostly want testament stuff that's effective on sol in particular if there is any
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5S cannot ever combo into P stomp. only counterhit 6P (unless they max stagger recover) or CH 5H (the only one i actually ever land)
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punish whiffed moves with whatever you can based on your distance, better to go for something safe than something fancy in punishing situations. if you're up to it though, dash in 5S5H 3Sc 5S5H is the general power combo I see CH 5H goes to P stomp which isn't as good as fujin unless you don't have meter. I land it in matches more than I can make sense of to be honest. CH 5H also goes to 6P5H > 236H > blah
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it doesn't combo at all unless its on a crouching opponent (unless the 5S was counterhit)
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ah I see what you mean, makes sense now that I think about it
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I don't do it so take what I say with a grain of salt. I've done it like twice in my life, I don't ever practice it. With that said, I'm under the impression the distance is a non issue, and it's solely reliant on putting in the next one when the first one is transforming during that 1 frame where it's not on the screen.
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yea it did. too bad anji's throw sucks ass damage wise so you only have to make that work like 15 times to win. -_- (ok not that many) if anyone wants the little bit of info I have from the old anti-character post I had just ask and I'll add it. otherwise I'll be too lazy
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Hokuto No Ken: Read Before Making a New Thread!
Tiamat replied to Mr. Mamation's topic in Hokuto No General
you can find it on the galbadia hotel forum one of the tracks (score results or something) is still messed up though -_- -
ghost infinite? I've never heard of such a thing
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sometimes you can end with jD sword spin I'll try those later, thanks.