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Tiamat

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Everything posted by Tiamat

  1. it's just prediction honestly, that's all there is to it
  2. hey dan this is cool, why don't you post these things on the HnK forum too? =D
  3. do you have a standard air combo that leads to knockdown that you can do from nagiha frcs? I like those air combos with the jD into the jH then shitsu but I have difficulty with them personally. ending air combo in orb knockdown sadly doesn't yield good shitsu setup in most cases another thing is that after 236H(delay)-S in corner you don't even need to frc to get small fujin loop on some characters like ky, but you would need to be closer than if you had frced
  4. I still say 7-3 or 6.5-5.5 at best. As dawnbringer said, lots of jump FDs and dash brakes would be helpful as well. At far distance you can use zoning butterfly without much risk and it may help you get in. If you bore axl enough he may try to come in on you so keep your eye out for when he tries to do that. Otherwise you'll have to get in on him sooner or later, which is a pain.
  5. 3K because it beats her normal mode 236P I assume?
  6. jH is still good zoning move against Sol for defense since it's like a wall when you jump back with it, usually it will clash if he does VV in a situation like that, otherwise he'll probably get hit. crossup jH after knockdown does not need frc to be safe from VV. just do the dash jump crossup (which sadly does no damage but whatever) and you'll be totally safe Edguy loses to Sol's 2D all day long, be wary of that It's been a while since I played the matchup but I'm pretty sure about those 2 things.
  7. you sure it wasn't ANG? pot can't do a lot about double butteflies
  8. hmmm I will try that sometime, I'll change that thing in the faq a bit
  9. probably just being flashy the FRC nagiha combos against wall are decent cause they do more dmg than FB rin, it's just less versatile and takes some timing. personally if I used one I'd go into fujin loop
  10. Tiamat's Ongoing AC Anji guide latest update: March 31, 2008 Commonly Used Terms: Shitsu: 236P, aka butterfly Fujin: 236S and 236H Dashing Fujin: 2366H, slower but longer range Fujin for combo uses Nagiha: the slash followup after fujin Rin: the heavy slash followup after fujin, FB Rin refers to the force break version of the move Kou: special move by pressing P during autoguard Aoi: special move by pressing K during autoguard Orb: anji's air 214P TK Orb: tiger knee with orb 2147P for a fast overhead, RC for combos (counterhit yields no meter cost combos) On: 623H, mostly used as a combo ender ā€nā€-hit fujin: I'm going to refer to some combos this way by putting a number-hit fujin to indicate how many hits before the fujin. This is important because it affects follow-ups. examples: raw fujin: 236H-D 2 hit fujin: 5S5H 236H-D 3 hit fujin: 5K5S5H 236H-D low 2 hit fujin: 2S2D 236S-D Frequently Asked Questions!!! Q: omg how do I do double butterfly!? A: it's a one frame timing technique. during one frame when the butterfly is transforming, the game does not register that it exists and it is not on the screen at all, during this one frame if you use another one you can have two on the screen at once. if you mess up a double shitsu and the second one is a normal shitsu, you'll get a 6P, if were trying to FB shitsu and you mess up you get 5D. Q: omg how did anji do 5S5H5S5H combo?! A: Anji's 3S move can be canceled into 5S or 5H before it connects during a 2 frame window about frames 8-9 I think. This allows for combos that are normally impossible such as 5S x4, 5S5H5S5H, and 2S5S5H. 5H 5H does not combo but can be used to build guard meter. for short let us refer to 3S cancels as "3Sc" because it's short and easy to remember. so a combo notation would be like: 2S 3Sc 5S 5H etc Q: omg j.S has an autoguard?! A: yes it does when very low to the ground, it hardly ever happens but I promise you it's real. supposedly you can do specials from this but it may bug the game (still need to try this myself) demonstration: http://www.youtube.com/watch?v=SDQaoY6Hxws&NR=1 Combos: from standing/crouching normals: standing B&B: 5K5S5H 236H-D (near corner) 236H KS On standing B&B (corner): 5K5S5H2D 236S-S/D 236H KS On low B&B: 2K/2S 2D 236S-S(corner)/D (near corner) 236H KS On CH 6S5H (normal hit on croucher) CH 2K 6P 5H 236H CH 2S 5H 236H (normal hit on croucher) CH 2D 236H CH 2D 236S-D (works even on heavyweights) D > homing jump > jD jD jKS jSPSD D > impossible dust jH > On 2P5S etc... Midscreen combos: Usually if you are nearer the corner than the opponent is you will need to perform a midscreen combo. The general idea is to combo into FB rin and then follow up with an iad SH or dashing fujin (2366H) to contine the combo. Iad SH has more range than dashing fujin but less damage potential. After a midscreen dashing fujin, use a normal Rin to end the combo (need to time it) or a FB rin if you have meter. Practically speaking there is no reason to use more than two FB Rins in one combo. Example midscreen combos: 5K5S5H 236H – D > iad jSH (most reliable, most range) or > 2366H – H/D After using the 2nd FB Rin in a midscreen combo they will now be near corner and you can use the following enders after running in 6P5H 5S On 6P5S On (only on chars with fat air hitbox like sol, slayer, etc) 6P 236S-H from jump moves: deep jS 5S5H 236H jD (whiff) landing jS 5K 2D falling CH jS (enemy low in air) 5P/SS JI aircombo falling CH jS (enemy mid height in air) sj aircombo CH jD (far cornerstick) iad jSH CH jD (closer cornerstick) 236H KS On anti-air: 5P 5P sjKSD (use the second 5P as the hit confirm, must be quick with the superjump K) 6P SS JI combo CH 6P 236H 6S sjKSD air throw 5P/5S On *the lower they are when you air throw them the easier it is to combo, take 5S if you can get it but if unsure go for 5P. If you throw them too high up just make something up by doing dash SH for knockdown or dash SS Ji aircombo for higher damage video I made of some knockdown RC combos I thought up: http://www.youtube.com/watch?v=2qZ4S6BxlZc from specials: autoguard K (cornerstick) iad jSH autoguard K (closer cornerstick) 2366H KS On TK 214P RC 2366H-K 5P/5S On (midscreen, sometimes replace On with air combo) TK 214P RC 236H 5K5S On (corner, omit 236H vs Robo Ky and maybe some others) TK 214P RC SS JI sjKS djSPSD 214P 5S5H 214P SS JI jSPS dj jSPSD 214P dash 2P5S/5K5S On (works on most characters) 214K SS JI jKS jSPSD fujin P airdash jPKS 5K2D 236H combo help: - KS On *near corner, basic and ideal - 5P On *usually used after 236H-K. hits higher and faster than KS and generally more reliable (unless they are too low, in which case use 5K) at the sacrifice of some damage. - use dashing fujin with 2366H for extra range. How fast you put in the 236 determines how far it will go so try to do that slowly then quickly hit 6H after completing the 236 - 236H-K *used to close distance then use 5P/K/S to continue combo. - delaying 236H is sometimes needed if they bounce very high after the 236H-D in the corner - 236H-(delay)D *used a lot to combo off "walls." there isn't much of a reason to NOT do this it can only help you unless you are really bad at the timing (but it's not hard to get used to at all). You want them to bouce off the invisible wall and then press D and it will launch higher. - when very close to corner do 236H-(delay)S if you don't have meter for 236H-D and frc or RC for combo - 236H-(may need slight delay if far away)H is generally a reliable, lazy man's combo ender if you aren't sure you can connect a combo into On post-On combos: - sj SPSD does not work in corner (hard: ve, fail: ro, ab, an, ch) - sj KSPSD after air grab works on most characters for extra damage (contributed by Dawnbringer) - 632146H (fan overdrive) corner drop post-On combos (tested from 5K B&B): 236S-S: so, ho, sl, ax, za, te, fa, in 236S-H: ma, ja, ba, di, br, mi, in (hard) walkforward 5H: ed for the ones you an do 236S on you can also do 236S-D then 6P 236S-H for more damage, or just do 6P5H on heavies if you do a short combo into the On you can do 5H falling butterfly combos: 2D (falling butterfly hits): can otg launch any character with FB Rin or can otg with normal Rin if close enough to corner. also can combo into 236H 2S (falling butterfly hits): 5H into combo 3P (falling butterfly hits): 5S into combo dash brake and guard (falling butterfly hits them for trying to DAA): 5S into combo movement: - retreat with iad backward with jS so that it covers your front as you are landing so they cannot easily run in from the ground, after which if far enough it is safe to throw out a shitsu. Backward superjump also gets you away quickly and the occasional backdash may be helpful if used cautiously. - in the air you have a lot of maneuverability thanks to your amazing superjump which is great for advancing to the other side of the screen quickly. you also have jD to "brake" your jumps after which jS or a front or backward airdash is good. Anji’s normal jumps go quite high as well compared to most characters - running at the opponent and dash braking is a good fake but probably extra important for Anji as a tool for moving into closer range against characters with annoying long range pokes. Run dash brake with 4P+K then press 4 will make the dash brake go smoothly into a backdash. So the command is run > 4P+K, 4. this allows you to move into their attack range and possibly dodge their attack at close range and give you the advantage. Poking: 2K - your fastest, safest low to use at close range, if blocked you can pressure a bit if desired 2S - a tiny bit more range than 2K, does not extend your hitbox. does not scale horribly like 2K so this gives you big damage. it's a good poke against opponents running at you. counterhit combo with 2S5H is good stuff 6S - has autoguard and is your longest range normal. if blocked you can shitsu or jump cancel it (second option is safer). on counterhit you get 6S5H for big damage so hunt for that. if you hit too far away you can't get 5H so go for 236S-S jS - your main air to air poke, air to ground, almost everything really. does not extend your hitbox 5K - good rush in attack when at advantage to apply pressure, should almost always be doing this from a run jK - good attack against opponents higher in the air than you are and at close range, should almost always be doing this from a superjump jP - your best air move to use from airdashes to begin pressure, also use this if you jS or jK is blocked Zoning tools: jD - used to make air movement unpredictable, doubles as a good attack to hit opponents higher in the air than you are shitsu - use at range to give them something else to deal with. also can be used to block other projectiles and things. using this during spacing is rather matchup specific punishing: - 5K and 5S are your general punishers for pretty much anything that's significantly unsafe on block or whiff, including blue bursts and things like that. dashing into these works well also. - 2D is pretty effective punisher of many moves because of it's range/speed combination, I use it for whiff punish often and go into butterfly pressure or a FB Rin combo if I have tension - 5H can be used to whiff punish some attacks by anticipation because of it’s large range, yet highly rewarding combo potential on normal hit - 5P is your fastest attack and thus can punish some moves on block that are normally unpunishable by anji, but they must recover in a standing state for this to hit okizeme: Throw a butterfly then run in and mixup. In some cases the range is too close/you lack enough time to throw a butterfly. Meaty 2S, 214P, TK 214P, and 2H are good when too close to shitsu. The strength of different knockdowns from Anji varies greatly so get used to common knockdown situations and alter your okizeme accordingly. common knockdowns you cannot butterfly after: TK 214P, Rin (if too close to corner), corner throw tension usage: most tension should be used for force break Rin combos. then force break shitsu probably. force break D should be reserved for when it will kill them or if you have lots of meter to burn RCs of note: TK 214P, Nagiha (pressure and combos) frcs: 214K, nagiha (for safety) overdrives: stomp overdrive is an ok whiff punisher, fan overdrive is good after On as a finisher or if their guard meter is up, and autoguard overdrive is only really good as a finisher Corner butterfly pressure strings: 2K (far range) > shitsu 2K (far range) > 3K 2K (mid range) 6P [5H or 2D] > shitsu (anti-2P) 2K (close range) 2H [3K or 2D] > shitsu (anti-2K) 2K 2D (low option) 2S > shitsu 2S 2H > shitsu 2S 2D/5H 5K5S 6P [5H or 2D] > shitsu 5K5S 2H [3K or 2D]> shitsu 5K5S 2S > 2D/2H/5H after they block the shitsu do 2K, if they attack it will hit them and you can get free corner B&B combo after the 2H and 6P setups…from the standing one anyway… if they are blocking do a throw and then go into meaties to reset pressure. other options are superjump forward jK/jD, 6S, 5P, 2S...make stuff up Use the 5H and 3K follow-ups instead of 2D if not close enough. 2D will certainly punish them for trying to jump butterfly though guard meter strategy: keep mixing up short blockstrings into shitsu or 214P in corner pressure until meter is flashing from Kenji: after shitsu dash in and 5S6P5S6P shitsu then 6S iad jH (they should be in corner at this point) then do something to continue pressure or mixup. builds their guard a lot and gets you lotsa meter. not foolproof so you'll have to vary it as needed If their guard meter begins flashing go for 2S 5H combo or an orb. If CH orb hits you can 5P into air combo or if you are against corner you can 5P into On, or on many characters you can 5S into fujin loop. You can also try for 3P which you can follow up with 236H for a good combo. Example video clip of a combo once guard is raised: http://www.youtube.com/watch?v=qLqp8CfnnqU Character specific combos: *2D 236S-D: - the D will not otg hit the following characters (heavyweights): jo, ab, ho, po, ro *236H-H (very close to wall): - will hit Robo and Pot and keep them in the corner * mid screen 2D 236S-D success at max range (omit heavyweights) O: SO, SL, AN, ZA, ED, TE X: CH, KY * 2D 236S-D iad jSH for KD combo 0: so, sl, te, fa, an, ch, za X: ed, ky, ja, ma, ba *5K5S5H 236H-D dash 5S5H2D 236S-S(delay on Jam)/H (ja, ed, po, jo) Eddie/Johnny/jam combo: FB Rin after the 236S > dash KS or 236S-H (50% meter) Pot combo: FB Rin after the 236S > dash KS/2PS On or 236H-H (50% meter) *2D On *faust only* *vs SO/HO/SL/FA/AX(difficult) P stomp > dash KS On > dash SH > FB shitsu > dash 2P5K2S5H also can be done from air throw 5P/5S On Anti-okizeme: reversal 236H: goes through a lot of stuff, buffer the 236 as you stand and time the button press for right when you are about to be hit example uses - evade eddie drills meaties (even unblockables), ky CSE, anji shitsu 3K/6K: hold the direction you plan to use then hit K with correct timing. usually the K autoguard special is the best followup so when you press K the first time for the 6K just keep mashing on it example 6K uses - potemkin 632146H, anji shitsu, eddie 236K use 3K against fast recovery lows that fujin cannot punish like ky's c.K, Sol 2K, Dizzy 2K, etc. and unlike 236H and 6K, you cannot be command grabbed out of this move Fujin loop combos: notes: - fujin loops can be started with 6P, 5S, or 2H. damage wise 2H>5S>6P. any place you see one you should be able to substitute another with the same results provided you have time. - you can end with On for high damage but drops out of corner, normal Rin for high damage corner kd, Nagiha for corner KD shitsu setup, or 5H for less dmg than nagiha but better shitsu setup - for some reason Jam can tech when you end combos with Nagiha a lot of times so be wary of that Jam orb RC > 2H 236S-K > 5S5H2D 236S-K > KS On (233) orb RC > 2H 236S-K > 5S5H2D 236S-K > KSH (218) aoi RC > dash 214K > dash SH2D 236S-K > KS On (216-230) aoi RC > dash 214K > dash SH2D 236S-H (195) Potemkin/Testament orb RC > 2H 236S-K > KS 236S-K > KS 236S-K > KS On (172) 203 orb RC > 2H 236S-K > KS 236S-K > 5SH2D 236S-H (177 keeps Pot in corner) orb RC > 236H > KS On > 236S-H 198 on te (for comparison) aoi RC > dash 214K > 5S 236S-K > KS 236S-K > KS On (167) 198 Johnny 5S5H 236H-D 2H 236S-K 5S5H2D236S-S (206) orb RC > 2H 236S-K > KS 236S-K > SH2D 236S-S (206) aoi RC > dash 214K > dash SH2D 236S-S (185) Eddie 236H-D dash 5S5H2D 236S-K > KSH (171) orb RC > dash 5S5H2D 236S-K > KSH (185) Ky/Robo Ky aoi RC > dash 214K > dash 5S 236S-K > KS 236S-H (183) 156 Practical "fujin loop": - 5K5S5H 236H-D 5S 236S-K KSH(good shitsu setup+corner) works on: di, ba, ma, ja, in, br, an, ch, jo, ro, ve, fa, po low combo version(does not work on heavies): - 2S2D 236S-D 236H 5S 236S-K KSH te, ky, za need to use 5K5S into loop instead of 5S if you do the 236H (omit 236H if having trouble) ABA combo: 5S5H 236H-D dash 5S 236S-K KS sj jD (no orb!, 164 dmg + corner knockdown) if you start with 5K omit the dash 5S and just do 236S aircombo knockdown: - 5K5S5H 236H-D run up (wait till they are low) KS sj jPKSHD 214P (corner knockdown+good damage) works against: sol (hard), hos, sl, ed, fa, po low combo version (does not work on heavies): - 2S2D 236S-D 236H (wait till they are low) KS sj jPKSHD 214P both "fujin loop" and "aircombo knockdown" work: potemkin, faust, eddie, slayer half meter fujin loop combo example: vs ky 5S5H 236H-D 5S 236S-K KS 236S-D 6P5H 75% meter combos (jam/baiken) 3 hit fujin (delay the D) > dash 5S On > 236H-(delay)D > dashing fujin (delay D shorter time) > dash 5H from 5K does 220 on jam and from 5S does 240. on baiken it does about 240 from 5K and 264 from 5S. Blue shitsu mixups/strings: from strong shitsu setups like 2D,On, or 5H air hit: - dash 2P2K dash (falling blockstun) 5K mixup - dash 5K3P (falling hits) 5S > combo - dash 5K2S (falling blockstun) dash 2S/dash throw mixup Throw shitsu oki: -dash 2K/5K delay 2D 236H/214K to punish if they try to escape after blocking the 2K/5K with a decent combo -dash 2K/5K after shitsu (they block falling) dash 5K as close as possible into tick throw, delay 2S, orb, or 214P crossup -6S is another noteworthy option because it puts them in blockstun and lets you attempt to airdash at them for pressure if you wish. against tall standing characters you can jc it and do iad jPPKS or something like that. tall chars are di, so, po, an, jo, ax, sl, ed, ho, te, ve -just dash and throw them right after they block the shitsu, if you dont want the falling part to combo from the throw you should throw them away from it feel free to make stuff up when doing blue shitsu pressure and mixups, there's tons of stuff you can do FB shitsu theory and practice: setup 1: 2K2D or 2D (hits at mid or far range) > FB shitsu > dash 2P5K2S5H (can replace 2P5K with 2P2P but will do less dmg if they get hit by the initial shitsu) reasons for using FB shitsu instead of FB rin from 2K and 2D: *you are fighting a heavyweight *if you use FB rin after 2K, damage scaling makes the damage suck, while FB shitsu gives possible reset for more potential damage *if you know 2D will hit you should use FB Rin, but if you are unsure you may use FB shitsu after hit confirming the 2D setup 2: stomp/air throw/B&B ender 5S5H setup 3(character specific): throw > dash 5S(delay gatling)2S/2D > 5H if did 2S, 236H if did 2D to combo 5S 2S5H: ky, ro, po, fa, ma, ch, jo, ab, ve 5S 2D236H: di, te, sl other useful setups: - Nagiha in corner (not too close) - On drops them in corner (may need to walk back or forward first) Example video of FB shitsu setups: http://www.youtube.com/watch?v=f6sGJ6yFv8g OTG shitsus in corner: corner On drop: BA, DI, FA 5H air hit (not too far away): VE the first 3 setups setups cause a continuous blockstun and are nearly guaranteed depending on if they have wakeup reversals at their disposal or a burst. There are ways to get it to otg some other characters as well Misc Links: 5P 5P (also work on crouch hit on potemkin) 2K 5K 5S (possibly useful on wide characters like ky or potemkin) 2K 5S (hard) 214P crossup setups: varies by character generally try these while they are in the falling butterfly blockstun 2P 5K 5S 2P5K 5P (blocked standing or vs potemkin) Airdash setups jPKP jPK jPKS (less reliable to crossup cause more block pushback, only reason is more dmg if hits, same guard build as jK) frame data: http://i95.photobucket.com/albums/l131/CursedTiamat/anjiframedata.gif notes: 6H does not autoguard from frame 1 3K is throw invincible and has low autoguard 1-4 3S is not throw invincible and does not autoguard from frame 1
  11. someone printed it out and brought it to an arcade? 0_0 I'm honored, I'll just repost it in this topic I guess. hasn't been updated in quite a while risingstars: it's cause Moogle deleted everything and basically re-made the anji forum and I didn't know where to repost it but I guess I will here
  12. hmm yeah I should have mentioned this, haven't tried in match play but on training mode it worked nicely throw > shitsu if you dash in with 2S and use it at a far range, you'll hit him if he does GB and also cause his storm viper to miss so it baits both thank you for the input
  13. you wouldn't be talking about the one in my guide that I haven't reposted cause I don't know where to put it would you? lol
  14. I notice you commented on one of my videos. Coincidentally I do a wakeup 3K autoguard against Slayer's 2K in that one so maybe that would be demonstration for you if you didn't catch it the first time. Only do if you are pretty damn sure though cause in general the risk vs reward is not so hot, but used sparingly can get you out of a lots of shit.
  15. sometimes you are too far away even for dashing fujin, but usually it's not the case. make sure to go on training and make sure your 2366H input is correct, you may also want to delay it a little bit I like iad SH cause I think it has more range than dashing fujin but that doesn't work on everyone. i use it somewhat often against Sol if the 2D hits too far away and you are midscreen against someone like, ky, i think you are shit outta luck though, run up and shitsu oki i guess
  16. yeah that's a good one even though it's pretty old not so bad matchup because of anji's aerial manuverabilty and that when you get eddie under pressure you can do whatever you want really I don't think there's anything wrong with putting match vids in the matchup threads though, rather, I think it would be a good idea.
  17. I dunno about making a whole thread but basically 6K and 3K are the moves used with intent to autoguard because they activate from frame 1, meaning you can do them while rising after a knockdown. you may as well think of them as parries in this game because of how rarely they occur unless you try for it, since other than 6S none of anji's moves with autoguard property are good poles as for what specials to use from the autoguards, use K for ground to ground, use P for anti air. generally any move that causes the opponent to jump you are better off going for P, such as against slayer's 6K, sol's riot stomp, etc there are a lot of projectiles and things that are pretty safe to autoguard into K special unless they have meter to frc. for example as long as not too far away K special is guaranteed after autoguarding a gunflame from sol, however if he frcs he will be able to block it other than the P and K specials you have the D and the overdrive ones. D one is very unsafe if they burst at the right time as you are going up because they will land before you and get free combo, so be careful with it and try not to use in a situation where it could be blocked or bursted. They can probably instant kill you if either of those happens. overdrive is not burstable obviously but if they manage to block it for whatever reason you'll be in for a world of hurt. the plus side of these is that they have huge hitboxes so you don't have to distinguish between whether they are in the air or the ground.
  18. I wish. I seen him at two C3 tournaments in northern VA. He actually beat me first round at the Nov C3, which was when I first met him, and played casuals with him at the Dec C3 even though I didn't enter cause I was feeling sick. I went back to college and couldn't get a ride so I missed the big C3 on Saturday that kenji won. Sometimes I talk to him on aim though and I copied a couple things from when I played him. He's got crazy amount of matchup exp compared to me among other things. He actually uses 3Sc combos in tournaments now. and his zappa is broooke. lol Hey guys from now on I propose that when talking about 3S cancels we just type "3Sc" for easiness. like 5S 3Sc 5S
  19. Tiamat

    AC: Combos

    are there any other characters that can always tech after ice spike besides baiken?
  20. yeah that's what I thought but someone told me even though the range is increased, it's still not quite Sol's range...but yeah I'll have to check it myself, though range is a more ambiguous thing to test than say, damage.
  21. Tiamat

    AC: Combos

    ah I didn't think of using 2P, thanks. think I'll watch some match vids...
  22. Ah I see. My problem with this is that it just keeps getting more and more complicated. Not only do we have to predict that he will do a low, we also have to predict if it's the sweep or not. Unless we just go for good old K special...
  23. alright thanks for the input, though someone else told me that his 2D has less range than sol's but maybe I'll just have to check on that for myself
  24. if you do the same test but with 5H instead of 5S if sol does 2K2D 5H still loses if sol does 2D 5H wins unless he cancels into VV or GV
  25. Tiamat

    AC: Combos

    cool I'll try that out, what's the version you'd do to keep knockdown? i did f.S into another ice spike and it gave knockdown but i only got it in corner, is that what you're supposed to do?
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