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Everything posted by Tiamat
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Hey I found this last time I played mr mamation's rei and it seems pretty nice to know! if he uses that shield move in the air (air 214C) you can hit him out with 236C cause it's so many hits! also against mr heart i probably mentioned this before but far C cannot be crouched under by mr heart, so as long as he doesn't use his reversal he will probably have difficulty dealing with this move
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Seriously does anyone else realize that Koichi's list is almost nothing like the first two lists? that has been bugging me for a while now oh well I'll try to put some Anji stuff since no one else will I assume Anji: Pros: + new force break Rin gives good combos from lows against most characters, is much faster than normal Rin and hits overhead + new autoguard special with K has lower body invincibilty and good horizontal range, new D autoguard force break not that useful but has sick priority, buffs post autoguard options + good okizeme pressure, possible unblockables with new Shitsu force break + pretty nice corner pressure + FRC point added to 236S/H-S for safety and possible combos + very good normals in general both on the ground and in the air + excellent spacing ability while airborne partly thanks to his great jD (which now causes untechable wallstick on counterhit) + does better against Eddie than most if that counts for anything Cons: - needs 25% meter minimum to do decent damage most of the time, damage not spectacular by any means - overly reliant on corner imo - air combos don't usually yield knockdown because air 214P was nerfed, he generally has to choose either dmg or knockdown for combos now, can't get both like in slash - autoguarding moves horribly nerfed. no anti crossup 5H...6H was wrecked. 6K is still very usable for autoguarding though - various moves nerfed such as normal Rin (no bounce on normal hit now), autoguard P (less range, damage, no knockdown on normal hit), CH 6K stagger instead of untechable launch, 6S hitbox doesn't hit as close up as before, 5S does not raise guard meter on block at all (wtf), his DAA is HORRIBLE now and almost always trades with attacks when used mid blockstring - generally weak spacing game, trouble getting in against several characters - cannot make you dizzy to save his life (nothing new there) - zero (?) advantageous matchups...some matchups such as Axl are heavily against him. he may have advantage against potemkin though... - he's a lot more character specific than he used to be as far as combos are concerned That being said I think Anji is still a good character despite being ranked very low in most tier lists. He is well rounded for the most part and has good anti-pressure/okizeme with autoguard and 236H. He's just not as strong as most of the other characters because he suffered a lot of downgrades along with his upgrades, while others got nearly no downgrades and a lot of nice upgrades.
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- crazy larry
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it's really hard against some characters like Chipp there's a list here http://www.dustloop.com/forums/showthread.php?t=2924
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Basically yeah...you'll be getting GPed a lot less and Anji generally has to chose knockdown or damage for his combos while in Slash he could get knockdown+damage all over the place. Now to get knockdown you have to give up a pretty nice chunk of damage a lot of times. Johnny is one of the few characters that Anji can't launch with his force break rin after he lands a sweep (under normal conditions) which is VERY annoying. I don't know much about Johnny but I do know that neither of you wants to stay in the corner cause both characters have good pressure there and being on the receiving end is tough. maybe this video 4r5 uploaded will help too http://www.youtube.com/watch?v=LZnuDchNRI8
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good going SMP keep it up
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ah excelence: Anji isn't all that different from Slash when it comes to fighting against him I would think....it's a lot harder for him to autoguard people now though...
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I was just wondering about that one thing not the match up itself so much
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Ah I understand now. good to know edit: one other thing I'm wondering about...lets say the laser fish is going to hit anji before the 2K (which I assume is what would happen)...couldn't he autoguard the fish laser and then use his new K autoguard (low body invincibility) to beat the 2K? That won't work if you manage to have the fish laser and the 2K hit at the exact same time though...but I don't know if you can do that or not. Not a dizzy player after all haha...and don't play against Dizzy players often either. So can you make the laser and the 2K hit at the same (or almost the same) timing?
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so you do low attacks while he's blocking those moves?
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I randomly stumbled in here. What attacks are you talking about that can't be autoguarded?
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I bought them MOTW and LB2 years ago...probably in 2000 or something...certainly long before any PS2 versions came out. Hell I've still got my dreamcast version of 3S lol
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last blade 2 was a pretty fun game to bad I have the edited Dreamcast version with white blood -_- oh well Setsuna for the win
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why is it accidental? lol I have no advice I just had to say that
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now I'm just waiting for a Last Blade topic and we'll have one for every game that no one plays anymore
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why is kain so low on all these lists I thought he was 1337 lol Hotaru vs Kain http://www.youtube.com/watch?v=XcyHF1UvIjc Terry vs Gato http://www.youtube.com/watch?v=kDfABrqkvSQ Kain vs Rock http://www.youtube.com/watch?v=6EoEMOS-y_g Freeman vs Kain http://www.youtube.com/watch?v=bHJ89L3a1eI
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since when is that the tier list? Kevin is #1...and I was under the impression Kain and Grant were higher than that (especially Kain) Also I REALLY don't see Rock being low tier...the game does seem well balanced though...especially for an SNK game
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no one plays this game anymore but anyway I play Kain and Rock...Kain for scrubby powa
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Hmm I like that first one I didn't know you could homing jump after going directly into 236P
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After playing SC3 HnK and guilty gear don't look glitchy at all. I haven't encountered even one glitch during match play in GG AC yet and only one in training mode. It's not as bad as people act like. I'll play some HnK whenever you're up for it mr mamation. GG AC is taking most of my focus right now but HnK is second for me so I don't wanna get too sloppy.
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Hmm glad someone made this topic I was thinking it would be nice to have one. Some of these combos I'm posting are old but I'm putting them just for completeness. I'll put an asterisk with * at the start of combos that are character dependant. If there are any problems with my combos or you have a more reliable/damaging version let me know. Normal mode: 2P2K2D 236P (B&B combo) D > homing jump jD jD jKSKS jSD CH 6P/5K > 2HS jc jPS dj jPSD or 2H jc jPKS dj SD (more damage, less reliable at distance) f.S low hit stagger > dash 2P/2K into B&B combo (if close enough this is guaranteed even on max stagger recovery) throw (bounce) 236P throw (bounce) 6P/c.S jPS jPSD air throw > 236P iad jPS(delay)jD (land) jPS dj jPSD (tall characters) fails if not close enough Dog mode: 2P2K c.S f.S 6D,D dash 2P2K c.S f.S (just a simple one) 2D 214D 236P (7 orb combo) Ghost mode: PPP c.S f.S 236S (simple one) throw/air throw > 236K f.S 236S frc > dash 2K2D 236P (oki setup) Sword mode: S/2S > 5H (1 hit) 63214H (range dependant) corner 2S/S 5H (2 hits) 63214H 6H (1st hit) 63214H Jump in jH > air 236H (3 of 4 hits) RC *land* S2H jc jS dj jSD 236H FRC 63214H (near corner) dash 2S/S 2H(1 hit) jS jSjH/jD air 236H CH 63214H (no corner needed) dash 2S/S 2H(1 hit) jS jSjH/jD air 236H D homing jump jD jD jKSKS jSD air 236H Raoh mode: *2S5H > 236S-K (otg launch) dash 2S 214S *2S5H > 236S-K (otg launch) iad SH (land) jH (land) 214S CH 5H 236S-K (otg launch even at max range) iad jSH (land) jH 214S CH 6P/5K > 236S-K > dash 2S 214S 236S-P/S/K > jSjH > jH > land 214S D ID jH (land) jSH (land) jH (land) 214S RC 6H 236S-K dash 2S 214S *D ID jH (land) 6H 236S-K > dash 6H 236S-K > dash 6H 236S-K > dash 6H 236S-K > dash 2S 214S *(near corner) 214S RC dash > 6H loop x3 > 6H Bellows Malice Throw (wall bounce) > 6P jc jSH land 214S 214S Normal/Dog/Ghost/Sword: *214D 236P CH 6P/5K 214D 236P I'll add combos to this post as I find them. I have some I haven't added yet I'll put up later.
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It was DEFINENTLY not throw invincible until now. I've been thrown out of it by Sol's wild throw many times. Finally I have another option besides jumping to escape tick grabs.
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Guys great news! according to my tests zappa's overdrive is now throw invincible! someone double check for me but I'm pretty sure it is high cost but hey...better than nothing right? new combo video: http://www.youtube.com/watch?v=MiFR5q5cbi0 some nice stuff there I'll have to mess with it tomorrow
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ah cool I can get it now. It's kinda interesting, you can attack while you are doing it too...
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Are you sure you got the command right? I'm having trouble getting it but I did get it once. Just checking.
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yeah I was just wondering what I might be able to do after otg...didn't think of taking a soul with the 236S...I like that...I'll have to check the uppercut make sure it's got enough range to work I don't really pressure with the sword much either (unless I've got full tension) but now that you can get knockdowns more than once a blue moon with it thanks to 63214H I'd like to make the most of that advantage. I have mostly been doing 2S after the wall hit and then dashing up to them and doing stuff. tried your throw combo zeero nice find =] it works with other summons too! surprised that sword can do 6P, S, 2H > air combo and it all works Found something you guys might like... CH 6P, force break, otg 236P 4 orbs from CH 6P/5K...nice if you think about it since you can use this combo regardless of what mode you are in...so if you have 4 orbs and you want raoh you could try this. seems to work on all characters reliably. =] another one for Raoh from CH 6P/5K CH 6P/5K > 236S-K otg launch (even on zappa!) > dash S 214S