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Tiamat

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Everything posted by Tiamat

  1. yeah, fujin sucks against sol =[
  2. Anji is at disadvantage in this matchup mostly cause of raw damage imo. Otherwise pretty fair matchup. my guess is 5.5-4.5 eddie's advantage zoning/spacing/poking: look for opportunity, don't be hasty or bad things will probably happen to you. zoning shitsu at far range is helpful. if he leaves shadow vulnerable you may try to kill it with a quick recovery attack like 2K. if it's dead he'll have a lot more trouble keeping you out while it recharges. pressure: eddie has trouble against anji's butterfly pressure because he lacks reversals and his DAA is sucky too. defense: if you block his 236K shadow blade thing you can block the first hit then autoguard second hit but I warn you it is very difficult to do consistently and if you mess up you will get hit. If you just want to block (usually the safest option) try to block his 6K overhead on reflex, if you can't you'll have to play guessing games. He may also try to command grab you which you can jump to avoid when you predict it. If he's doing too many 6Ks and grabs just jump and you'll get out, he needs to use low moves or mixup falls apart. Fujin during his blockstrings is usually a bad idea. Reversal Fujin is on the other hand, very useful against okizeme unblockables involving the drills. 5A seems to work well as anti air in this match combos: - On combos are a bit hard to land, fujin loops are a little on the limited side of things. - on the plus side you can use 5S5H2D 236S-blah juggles against him in corner for good damage special combos to ruin eddie's day: basic no fail combo: 5S5H 236H-D run 5S5H2D236S-S raw 236H-D > dash 5S5H2D236S-K > KSH 5H 236H-D > dash 5S5H2D236S-K > KSH 2S2D 236S-D > dash 5S5H2D236S-K > KSH do 5S so it hits him when he's really high up and delay the 2D from the 5H, then the followup shouldn't be a problem
  3. I didn't say I did XD so you are saying Fujin is better against Johnny than most characters because most of johnny's moves do not recover well when whiffed?
  4. This is my second most played matchup after Anji vs Sol. Regardless of what they may say on the Ky forum, this is a fair 5-5 matchup. Zoning: In general though both players need to be patient and space/zone a lot. Ky has longer range projectiles than anji of course, but if anji is pretty far away jumping around, especially with jD, Ky cannot hit him without advancing because none of his projectiles move upward. His air projectiles all have at least a slight downward arc so if you are too far away and high none of his projectiles can hit you. When he moves in he's making risk. You can't do anything to him either without taking some risk by trying to move in, unless he does first. If he's throwing a lot of jDs out and especially the force break jD, it will be very hard to move in. If he uses the force break it's best to back away from it if you can until it's over. The players have to look for weakness in each other's defense to begin their pressure, even if it's not a hit, just getting something blocked that you can pressure from. Occasional shitsu at far range can be useful but will lock you in place and unable to defend if he did air stun edge, so usually don't. you can't air block his FB cross move in the air without FD, how gay is that lol Poking: nothing is especially abusable with either character imo. Anji's basic pokes with 2S and 6S are fine. dash 2D can be a good surprise attack as it goes under some of his good pokes like fS and 5H as well as stun edges. Pressure/mixup: Don't do shitsu predictably in blockstrings or he can stun dipper under it. He cannot reversal stun dipper under shitsu on wakeup if it's on top of him already though. You can deal with his reversal DP by 2D which will cause a double whiff, or 2S (far range) which is better. Kenji says running into him with 6P will counterhit reversal DP. Cut back on the stomp crossups cause his DP deals with crossups well. Contrary to what some say, he cannot throw you after IBed P stomp, no one can. Learn the proper range for non-okizeme shitsu pressure. He can use moves that move him forward to get out but it's not a big deal if you do strings properly spaced. The shitsu will fall on him for doing 2S6K if you block it. If he does 2K6K and you are at proper distance he'll just flat out miss you if you do nothing. If he uses 6K or 6H straight up you can easily beat those with almost anything you want. Just get used to the ideal range for blockstring shitsus and it will work fine. Defense: Ky's overheads are 5D and greed sever. Both can be reacted to and if you block you can get a small punish or at least start pressure. They don't do a ton of damage unless your guard meter is up either but still not fun to get hit by them. He can combo decently from his throw so keep an eye out for tick grabs. He may try 6P6H string for pressure. This can be dealt with by autoguarding the 6H, 236Hing through it, or you can try to backdash to dodge it, or whatever. Be aware that Ky can do 6P 2D to hit you for doing these things but most Kys will not do that often because they want to pressure and they know 2D blocked is usually end of pressure. Any non FRCed projectile is a free fujin in range and if he's doing it in a blockstring you will be in range. Even on wakeup you can do this with reversal fujin to go through CSE and air CSE. Beware he may try the force beak ball which you cannot fujin through but that costs meter obviously. In the event you do just decide to block CSE try to IB the hits to gain extra tension/possibly escape. Autoguards have limited use but can still get you out of some bad situations. Stun dipper is annoying but if you block it you can IB the second hit and dash 5K/5S for a free B&B combo if he doesn't frc it. combos: - combos into On are difficult to land - fujin loop combos should be used whenever possible Overall: Fair matchup, very zoning oriented, in which he has the advantage, but it's not a huge problem unless you are lower than he is on life. IMO Anji has better pressure than Ky in this matchup and better mixups. Keep an eye out for opportunities of any kind so that you can land a hit into knockdown, especially a fujin loop. After landing a corner knockdown such as from a fujin loop, go into corner pressure, and kill him. edit: fixed typo
  5. Offense: You should be able to get the job done on the ground for the most part. your main ranged pokes like 2S and 6S work ok. Air dash at long range is usually bad cause if he does air missles at same time you will get hit. If you predict him to start spamming air missles run up to him and 6P his face. For oki a far meaty 2S is pretty safe from his DP, I think. His DP super is annoying so keep an eye on his meter though. Kenji says to always dash into Robo after knockdowns as close as you can and then 2K otg > shitsu, gets rid of delayed wakeup screwing with your pressure. He said make sure to 2K otg as close as you can so that they can't tech so far back that they get out of shitsu's range. Defensive: - backdashing can be punished badly by several of his moves such as robo dash, so use sparingly. - backdash is still useful of course, backdash or 2P his command grab when predicted to punish robo - His anti air missile with 2H must be air FDed - his homing missles from the air cause tick damage and thus you should try to avoid them if possible by jumping - don't attack him after a blocked robo dash, you will almost certainly be hurt badly for it - watch out for his dust, it hurts tons Combos: - heavywieght, no normal hit 2D 236S-D - hard to land combos into On, go for fujin loop combos when possible
  6. Is there a particular reason you say H Fujin is good agianst Johnny? what moves/setups/strings in particular? I don't get to play against Johnny players often, only one I ever have played is 4r5. oh yeah I just remembered something annoying, johnny is a heavy so 2D 236S-D won't work on normal hit. bah
  7. fair 5-5 matchup both characters have shitty pressure unless they get the other character in the corner, it's a battle to see who gets stuck in corner pressure first. zoning shitsu works well at distance combos: - sadly he's heavy so no normal hit 2D into force break Rin combos - on the other hand you can do some cool shit here cause you can juggle with 5S5H2D 236S-blah - go for knockdown combos unless you have jacked his guard meter up or he will die from a stronger combo. his lack of ways to deal with shitsu okizeme makes knockdowns highly rewarding
  8. chipp 2D beats anji 2D all day long because it goes over it, so don't try to out poke him with 2D in most situations his jump in jH is difficult to beat, much like Sol's jump in jH. 6K autoguard, air throw, or try to evade
  9. Poke/zoning game: - 5P is really good in this matchup cause he can't crouch under it - potemkin buster is scary so try to avoid using attacks that extend your hitbox in such a way that they may be Pot bustered such as 5P and 2S. You must make sure you're not too close though or those moves will be thrown as well. - his anti air is really, really good so don't jump in on him/airdash at him hardly at all unless he's in blockstun from shitsu. jumping for zoning is good as long as you are careful to avoid his anti air attacks range -cut back on zoning shitsu, it's pretty useless if he starts doing his flick Defense: - Potemkin unblockables don't work on anji. if he does heat knuckle knockdown > mirror overdrive > slidehead to unblockable as okizeme you can wakeup 6K autoguard the mirror overdrive - slideheads are free Fujin if you react to it. potemkin often try it from blockstrings, sometimes even just totally randomly. 6H slidehead is a common setup because of hte large blockstun. timing on fujin is more tricky here but always possible. you can also block attacks then backdash to avoid slidehead, but that's obviously yields no reward like fujin. be aware that his 6K overhead looks like slidehead so he may use this as a fake - he may try to tick grab you, in which case know what moves he can try to tick you from (there are a lot like 5P, 2K, 2S, etc.) and use backdash or jump to dodge the potemkin buster. you could also try 3K because it is throw invincible and will always beat command grab, but be wise with this move because it is very slow Pressure: good anji pressure is difficult for potemkin to deal with, he'll be forced to block for a good while in most cases. His large hitbox makes it difficult for him to escape shitsu pressure, plus you can use 5P a lot to beat him out of things and jack his guard. FB shitsu setups are also very effective and you may want to use them often as an alternative to FB rin combo from low, use the meter to try for unblockable. Combos: you can basically do anything you want EXCEPT normal hit 2d 236S-D because he's a heavyweight. otherwise he's extremely easy to combo with almost anything you can think of. go for knockdown combos if you must choose between damage and knockdown unless higher damage combo will kill him Overall: This is one of anji's easiest (maybe the easiest) matchups provided it is played carefully and correctly. Small mistakes can cost you bigtime but on the other hand, it's extremely hard for potemkin to deal with anji's pressure game and once anji gets rolling his chances of winning the match are high. IMO this matchup is a slight advantage for anji. maybe 5.5-4.5
  10. mostly on lightweights aka girls that aren't aba but can work on middlewieghts too maybe ill make a list soon, maybe
  11. stomp combo I usually use P stomp > 5SS (JI) sj jSPS dj jSPSD does 145 dmg on Sol knockdown variation: P stomp > 5S5H you can do P stomp > dash 2P5S/5K5S On but it's more character specific and more difficult, also switches sides which can be good or bad. Impossible Dust Basic combo: Dust > ID jH > (land) On works on all characters. damage is crappy but you get knockdown. it's extremely easy, actually easier than doing a standard dust combo
  12. 1. Here's the problem, if your airdash string ends with jP, it will be hard/impossible to continue the combo. I heavily recommend ending airdash string in jS if you wish to continue to combo. 2. that combo works? lol ill have to check on it 3. P is only preferable when you think it will work but KS will not, otherwise KS is better. Use P if htey are high up, use KS if they are lower or you have time. 5S is better than KS though if you can get it, and 6P5S is best of all raw dmg wise but also least easy to land cause you only can after FB rins and things in corner. 4. you can see that in videos I'm gonna put up soon cause i did a lot of P stomps using the butterfly to set it up the crossup 5. no clue. autoguard super is best as a finisher and when you RC/frc they can burst if they have one so I don't have a set frc/RC combo with it atm I don't understand the combo you posted.
  13. yeah it's kinda weird. it's something like "what you can do to escape pressure/mixups on wakeup you can do to escape during blockstrings but not everything you can do to escape pressure/mixups in blockstrings can be done to escape on wakeup." what other frcs you using?
  14. That's good to hear. Funny how you said about him dropping a CH Rin combo, that's like my MOST dropped combo cause it almost never happens. I get a brain freeze when it happens it's like "OMG COUNTERHIT RIN WHAT DO I DO?! Oh they landed already...damn" I'm using frcs less and less, I used to do K stomp frcs all the time too. One of my recent vids has a nagiha frc but I dunno which one, lol. But yeah I'll look forward to those. I would have mentioned the Ons at the beginning of rounds but it hit Millia twice in a row (lol) and it's my policy not to reprimand someone for doing something that worked, even if it looks totally retarded. I don't really agree with this. First of all you seem to be confusing wakeup (aka you are getting up after knockdown) with pressure string which is not the same thing. About it screwing you more than helping you, it will if you use it a lot but if your prediction is good and you use sparingly, it's much more safe while still being beneficial. I'll be putting up new matches today or tomorrow that I had with Shazay (Slayer player) last night, did a lot better than last time.
  15. no problem i edited my post above with some stuff. he needs really basic stuff first of all. - combos - poking with normals - movement not trying to be mean these are just the things he needs to work on right now. if he needs more specifics let me know
  16. LOL Espada? Only looked at the first one so far and he didn't do much. Looked pretty stiff with his movement and attacks. ill look at the others now yeah looked at all of them. I've never seen so many fujins in my life. ever. fujin is good but you shouldn't do it THAT much I think I somehow never saw him run forward. How this is possible I don't know. Basically all he seems to do is stand in place and throw out 5Hs and Fujins (mostly fujins) and hope they hit. He doesn't seem to know any combos. He needs to learn how to poke with Anji's normals and learn how to move around better, especially his ground movement is nearly non-existent. I could probably count the number of times i saw him run forward, or even walk forward, on one hand.
  17. Isn't GodHand a Sol player? I'll look at them.
  18. PS3 is a piece of junk and yeah I agree with moogle, Fan super used to be so boss
  19. Matchup: 6-4 Sol's favor Good moves for Anji to use in this match: 2K, 2S, 2D, 6S, jS Good moves for your opponent (The stuff you should watch for): 2D, 2S, f.S, fafnir, GV, VV, jH General strategy: You generally have more range than Sol does, especially with 6S. His command grab mixups can spell Anji's doom so you must keep him out off range unless you have the advantage. poke game: Sol's 2D is the biggest threat because it leads to extremely high damage on coutnerhit and goes under almost all anji's normals like 2P, 5K, 5S, 6S (unless at extreme max range) etc. You can only beat it with your own low attacks. Use 2K against sol as your close range interrupt because 2P is too risky usually. During ranged poke game use 2S a lot to try to beat his 2S and 2D. His f.S will usually beat your 2S though, so use 2D (or dashing 2D) to beat this attack. 2D is effective against sol but even so, his recovers faster than yours on whiff and does far more damage on counterhit. Air to air you have the advantage because jK and jS basically own all his air to air moves, unless he attacks first of course. jD is good too. When he jumps in on you with jH there's not a lot you can do other than try to autoguard it or air throw, other anti airs fail against jH pretty bad. However if he airdashes at you with something you can 6P whatever he does, unless he did airdash VV which he will probably almost never (if ever). Offense: mostly bait him but use a lot of 2Ks For Shitsu pressure you must always be wary of VV and GV. Lots of baiting with dash FD and jump is good. Do not try to beat GV with attacks in most situations. 2K is the safest thing to use because even if you do it too early you will be able to block GV after you miss. 2D if you miss is very bad so don't do that unless he's certainly in range. Keep mixups simple once he stops using reversals or you'll allow him more holes to escape. Defense: To deal with Sol's pressure you just have to know when he won't be able to stop you from jumping out (without predicting it and air throwing or something). Jumping out is by far the most useful and safe escape method. Fujin doesn't work well against Sol so keep that in mind. You can try to autoguard his gunflames to mess up his pressure, but that's not foolproof either. If there's a big enough gap you may be able to 2D him to interrupt, just be aware that his command grab rapes 2D all day so if you think he'll command grab you better jump (or 3K if that's how you roll). Just don't use 2P like you would against most characters because the risk of being hit on CH by his 2D is too great. If you think he's baiting your counter (whatever that may be) try for 2K cause he'll block it and you will be able to shift pressure the other way, or neutral at worst. safest way to avoid sol's command grab is usually to jump but backdash can help as well. backdash can be used to bait VVs after blocked stomps and such though GV will hit backdash so be careful if you think he will do this. GV loses to a 2K after stomps though. additions: *if you predict his command grab you can get a free backdash 5H in basically any situation *against bandit bringer 6K autoguard to kou or air throw it if close enough. if he's far away try for 6P5S On combo, time it just a little before you would get hit. do not ever 5P vs bandit bringer or you'll eat a counterhit and die Combo notes: As far as combos are concerned, end combos with On, do not bother with Fujin loops and things like that. Corner knockdown is not nearly as helpful as in other matchups because of his reversal options, which actually become even better in the corner because of Riot Stomp. to sum up: Basically, play it safe, bait more often than actually trying to mixup. Look for holes in his pressure where you can escape by jumping or using a quick low interrupt. Do NOT rely on Fujin in this matchup heavily because you will die horribly. Most of Sol's moves recover so fast when whiffed that he can still block it or interrupt you, or stay on the screen long enough to make it difficult to fujin. however, autoguards can be helpful. Also, keep in mind that using jump to evade GV and backdash to evade VV will give you good punishment opportunities because he will not be able to RC them to make them safe (and even pressure you). well placed 2S are your key to victory. just don't spam it up close if under pressure or you will likely eat a CH 2D and die
  20. Ya, also if you're lucky/skilled you can even jump IB into air throw sometimes. =D
  21. when all other anti airs fail, anji always has two options - 6K autoguard into P special - air throw I have no exp in May matchup so that's all I can help you with.
  22. nah I remember there was some confusion about this 3K is frame 1 low autoguard AND throw invincible. 3S is not throw invincible I just checked, also not 1 frame autoguard so wakeup 3S won't work
  23. actually it's more complicated than that cause if you actually want to do mixup/pressure from a throw there are actually at least 2 points where he could try reversals so you kinda have to bait twice I'll add stuff to sol matchup thing later it's complicated
  24. Unless Sol can reversal VV your 2H on reaction there's no reason why it shouldn't work as long as you have showed him that you know how to bait VV. 2H does beat reversal GV though, which for me is way scarier than VV because of the sheer damage difference (assuming Sol doesn't have meter to RC VV) I DO use it on Sol though...http://www.youtube.com/watch?v=n_pBXeVk2_c way to bait GV without putting on a huge risk is you jump straight up. This is the scariest thing that can happen to Sol while he's doing GV cause he won't be able to RC it for safety if he completely misses, and as long as he didn't get too far away (which shouldn't happen if you jump straight up) you can punish his whiff hard (though in that video I failed at one point). Oh yeah ignore the random FB shitsus near the end I was having a retard moment. braindead way to bait both GV and VV is to dash FD but that won't give you anything if he has 50% meter to RC them on block. Also if he does tyrant rave instead you may get hit for doing dash FD because if the flash happens before you hit FD you won't be able to block it. Longer horizontal range than VV is also a factor. I'll add some stuff to the Sol matchup guide later. dash 2K after throw > shitsu beats everything except all his reversal options. lolz if he blocks the shitsu however, he can't escape the 2K. if it hits try to hit confirm it into 2D then fujin, otherwise run in using 6S after throw > shitsu is fine until he does reversal GV under the shitsu and your 6S gets raped for about half your life bar. So yeah you can do it but if he's prone to reversal GVs you should be very careful about it.
  25. I think a better way to put it is that because it's the only low autoguard that starts from frame 1, it's also the only low autoguard that you can use on wakeup. Keep that in mind. On wakeup there shouldn't be any timing difference between 6K and 3K provided they did a meaty okizeme. The only time you should low autoguard on wakeup rather than 236H is against quick recovery low moves like 2Ks. Against lows with bad recovery on whiff (slayer's 2D for example), fujin is preferable as it gives a greater reward, and also can evade non-low strikes. to sum up the wakeup reversal options: 6K for high/mid attacks 3K for lows 236H > better than 6K and 3K against strikes (regardless if high or low) with bad recovery, but worse against strikes with good recovery
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