-
Posts
231 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by MiraclePizza
-
For BB I usually play at Arcade Infinity, though I live in Fullerton (for whoever knows where that is). Also I go to school at UCI so sometimes I'll be down in the Irvine area but most of my BB'ing goes on at AI. Anyone else close to where I live? Btw Chris there's actually a BB thread on that srk board
-
Ooo thanks LK I think I'll try that one. That part felt like a problem because I see Japanese players run into "whoops" situations there too. Guess for the superjump it's better to do it the clunky way with 2C 29 JB instead of 2C 39 JB.
-
Now here are some questions that I haven't been able to find solid answers to. 1. Combo options after IttsuC from a specific distance from the corner. That is, those time when you are close enough to the corner so that after the Airdash JC (or JBC) and the staff2 hit afterwards you cannot 6C but rather you would get a 6C[m]. In other words: 5B 5C itsuuC jchun 5B JBC D airdash JC staff2 land 6C DP~ That part screws up because the staff returns too soon for a staffless 6C and you can't continue the combo as you would normally. I've seen players do hatsu chun or the sort after airdash JC but I was wondering if there are other more solid options. 2. How do you execute the superjump in a string like 2B 2C SJ JB JC without doing TK hatsu instead of the JB you want to do? I currently use 369 for SJ but it seems to buffer the 236 motion from the 2C right before it. Thought about 159 for SJ but haven't tested it yet.
-
Today is Thursday, anything going on? Edit: Oh yea, I put my AIM up. ------ ..................................................| ..................................................| ..................................................| ............<--------------------------
-
Thursdays eh. I think I might be down for Thursdays.
-
I was at AI around 10-11 PM. Played some people (they were of course not competitive level players) and one of them who had apparently not acquired the best of sportsmanship called me out for being cheap for using Anji. "That shit is so fucking cheap. Fucking fagget." :lol: :lol:
-
Wouldn't it be better to 6K GP the warrant instead? I'd imagine that even though throw has a directional option select, there might be more timing/spacing issues with using it against warrant. Just wondering.
-
Throws definitely isn't one of testament's weaknesses when he is on defense. Not only does he have very very slightly more throw range than you do, but both his c.S option select and his followups off both of them are very potent, which gives him an excellent throw game. It's just that his damn c.S is extremely good of an option select as it would also cover some throw bait attempts (such as dashing up and FD jumping close to him). It's not to say that Anji should never use his throws against him. If anything, it's encouraged to mix it up to get past warrant and NC but his counterthrow game is just also something to consider. PS: 6K GP Nightmare Circular on reaction to the superflash if you're dashing up since NC would normally give frame advantage
-
I've played this matchup on more than one occasion. And absolute rape is correct . Better get that knockdown or you're going to have a hard time pressing any buttons. Triple dolphin loop on Anji is lol.
-
I'm thinking of analyzing the various mixups shown in the Sousei no Aquarion combo video (and a lot of his oki/mixups in general) because I don't see any discussion that centers around that aspect of the character. IMO Anji has so many unused mixups and options and so much potential and it's always better to expand on utilizing all of the character's options. Any thoughts?
-
After knockdown from Nagiha you also don't need an frc to butterfly oki. Early butterfly is probably not worth the tension unless you got 50% and can win the round with a more solid unblockable setup. That's a nice little detail to think about and I'll keep that in mind. On the side note, +-1 definitely isn't enough for butterfly pressure. This isn't what we were talking about so my mistake but it's another good thing to keep in mind I suppose. I actually thought it was slight frame advantage on block until I did some math from the frame data sheet.
-
I don't think nagiha frc is enough frame advantage for initiating butterfly pressure.
-
These things have probably been said elsewhere already and/or is already well-known but I thought I'd randomly bring it up before I forget . This is just random info that recently went through my mind. 5S5H combo starters always result in more damage than 5K5S5H combo starters due to the GB- on 5K not living up to its damage. It just lowers guard bar too much. At max range, 5S will not connect after the pushback from 5K, while starting with 5S into 5H would work. In this case, if you attempt to to a 5K5S, you will drop your combo due to 5S whiffing. That stuff being said, the only time you should use 5K is when you need a move that's 3 frames faster and overall a bit safer. TL;DR - 5S5H for damage 5K5S5H for speed and safety About the FB rin combos. If you're up against a character that you can Fuujin loop and, let's say, landed a 5S5H 236H-D 236H and you're somewhat close to the corner to connect 5S (with your opponent in the corner, of course), you can do one rep of the Fuujin loop by linking 236H into 5S 236S-K 5K5S5H into Butterfly or FB Butterfly. This option is also more guaranteed if your second 236H hits them while they're still high from the groundbounce from FB Rin, so that you have more time to input 5S without getting the S followup from Fuujin. What makes this option superior to hop KS (or P) On is that this gets you a perfect corner oki/unblockable setup. Don't worry, I haven't forgotten that if you're close enough to the corner, hop KS On will get you a corner knockdown anyway. However, there are certain times where your hop after Fuujin will not cross up your opponent for On to produce a corner drop so it can't hurt to know that the option I just mentioned will always give you a very good corner knockdown vs characters that can be Fuujin looped. TL;DR - Midscreen BNB can be modified to have more chance for a corner knockdown. Fuujin loop ender gives you CORNER momentum. Very useful for Anji! Corner 236H-D. Yea, you guys should know what I'm talking about. This is the annoying situation where if you hit with 236H in the corner and use the FB followup, it will knock them AWAY from the corner. Generally this might mean that you dash up KS into superjump combo which does not knock them down and leaves them midscreen. However, there is a far superior option against characters that are either very floaty and/or have wide aerial hitboxes. If you haven't already guessed, after the FB Rin bounces them away from the corner you can dash up P or KS into On which will produce a knockdown close to the corner with them in the corner. Prime examples of this off the top of my head are Faust, Testament, May, and Zappa. There is most likely some more characters that will fit on this list. On this note, fangrab combo enders are always superior to superjump combo enders since they end up dealing about the same amount of damage but fangrab gives you a very good knockdown. There are a very few exceptions to this, but those will require you to be able to do the full orb combo for these options to be practical. TL;DR - 5S5H 236H-D (bounce away from corner) dash P On or KS On. 236S followups after on is also usually possible but costs more tension for less damage. That's all I can think of for now.
-
It's hard to explain why, but HS Fuujin seems to work systematically well in this matchup.
-
Counter random puffball with 6K or Fuujin on "reaction". Anji is practically designed to counter that kind of nonsense. Otherwise, pretty tough matchup
-
Be really F'ing careful if you ever try to 6K the disc on wakeup since it usually does NOT hit meaty. It can be done, but you obviously can't be predictable with it. If you're desperate to get out of the disc setup, you can mix things up with 6K, 1f jump, or even sometimes forward superjump (when she doesn't go for or screws up a meaty). The forward superjump option will escape all threats of the disc if successful. If you counter her meaty with 6/3K, the disc will certainly hit you unless you use the Force Break or Overdrive GP specials. I'm not sure about her combo options after being hit by the first (or first few) hits of P or K GP specials but I'd assume for now that she won't be able to follow up very well. More on this after the next time I play against Millia again. This is a fairly tough matchup due to Millia's oki options usually being reversal/burst safe.
-
IIRC launch K(JI)S Jump SPS Doublejump PSD Orb works midscreen vs Johnny.
-
I'm going to be down at FFA on Friday. It's to pay my stick that's going to be made, but if anyone else feels like coming for some GG on a H2H cabinet then let's get some games in. There's also a chance that HF will go too. /copypasta
-
Damn only one of my friends plays GG. Everyone else plays MT3. Stuff needs to happen on Fridays instead :psyduck: So count me in for the next thing that happens on a Friday lol.
-
Where did all the Saturday players go?!
-
One character immediately off the top of my head is Ky. If you do a gatling -> shitsu most of the time you WILL eat a stun dipper. There are safe situations to do it though, but it's still not recommended, especially at relatively closer distances.
-
Or just sj. SPSD to add a little damage (or a pretty noticeable amount, if On wasn't done after a long combo) for no tension cost.
-
Ah, thank you Gwyrgyn Blood.
-
http://www.play-asia.com/paOS-13-71-m-77-2-49-en-15-hori-70-4ra.html http://www.play-asia.com/paOS-13-71-m-49-en-70-2byy.html Anybody have any info about these sticks? They both seem like fair bargains in terms of a low-budget stick so would anyone know if there is something that I should watch out for or be aware of about these two and why I should/shouldn't get these sticks. Seems like a silly question, but I'm aware that expensive sticks are usually more expensive for reasons other than the fact that they look prettier so I thought I'd be on the lookout for a catch when buying the cheaper ends of these kinds of things where quality can make a huge difference in how usable they are.
-
Hmm, so today I was at the arcade and I found out that Anji's P autoguard special gives him OVER HALF A BAR of tension on hit without the need of much increase in tension pulse It caught my attention because Anji's such a tension whore, which is why this just looked so ridiculous. On a side note, would anyone happen to know how tension is actually measured? The frame date says that a connected P special has a tension gain of 7.2 * 8 = 56.6, which, from my observation seems to be a little over half a bar so is the entire tension gauge out of 100? Or is the TG listed as a % for all the moves in the first place? In any case though, P special = happy Anji.