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KBnova

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Everything posted by KBnova

  1. HAHAHHAA dude Robocop was my jam dude! that final scene.. Dick:'You can't kill me cus your a cop'.... Hostage: DICK...YOUR FIRED! Robocop: 'Thank you'.... braaap braap braap...falls out the window, the end. We should go drink for sure!
  2. YOOOO LOL!!!! This is the truth Mike, shit is REAL. This is pretty much straight out of MICA type of crowd. and the audience looks straight up from Club Charles, Depot, Zodiac, etc. etc. Yo....Charles sounds like fun! Lets grab a drink or two brotha!
  3. Yun and Yang,....maybe...yup.
  4. Golden West* :) Those burritos are GDLK!

  5. Hey Jeff, hahaha dude who cares about winning or losing! :) It's about dat KARAOKE YEA HEARD and tasty food at the GODLEN WEST!!

  6. And I say... let's get back JUICY G!!!
  7. yo lets play 2nite and get weengz

  8. i vote for teams If possible, it's more fun Can't wait to see you guys there .
  9. Hey Eric, put me down on: GGAC, Tekken 6, SF4 appreciate it dude.
  10. Hey you guys, I will be running GG AC at SB4, It would be cool to see some of you guys out there. Should be there by either Thursday evening or friday latest. Let's play some games but there needs to be more of you people in MD. No one here really plays like OH does. Miss those small get togethers every other day of the week. Well I will be getting ready to see you peoples so get pweepaerd!
  11. I still play AC, hit me up If you want some training one of these days, I will help break down Anji for you and specific match ups. I know a lot of the MD guys don't play much of AC these days but I still play just to mess around some new stuff just in case. holla!
  12. Another good way to confirm the unblock or not and end with a safe string: knockdown > FB Shitsu > dash in > 5s > 2s ... if hit: 3sc > 5s > 5HS >HS fujin etc. blocked: 3sc > 5s into whatever seems best for situation. mid screen/corner etc.
  13. Hey dude, I never really chefck the pm's much but sorry for late reply. Yeah I was the one playing Anji at Otakon.

  14. Johnny is the 'King of poke machines'... hands down. And apparently the biggest pimp....
  15. Use 6S > IAD > whatever. 6S is a great hit confirm option even when blocked because you can IAD into air to ground block string to start pressure again with butterfly/mixup...or if hit on ground you can IAD > into any combo since butterfly will come back down for hit stun (still combos) allowing you to follow up with any air to ground gattlings. If you catch them in air it's free combo.
  16. Also when using autogaurd follow ups it's very importnant to know which ones to use under specific circumstances. It will take practice/getting used to since using AG can get you in trouble too. At high level comp people who are used to fighting against Anji will use AG baits with proper zoning etc. Keep in mind just letting the autogaurds (not p/k follow ups) finish through might be the better solution for anti air (6k for example). Because P counter is always CH state when whiffed so it can get you in extreme trouble with just one combo from your opponent. Also when using K for anti air will just knick them in most cases and they can tech with little damage taken. If you manage to punish them with standard autogaurd into high chance of CH state on opponent is better bargain since you can do more damage/ follow ups ending them in your favor. Also try practicing to punish character specific situation as mentioned before such as : (While blocking) Sol: strings > gunflame *punish with 6k ~ k follow up strings > bandit bringer *6k ~ p follow up strings > bandit revolver *6k ~ p follow up strings or near corner > riot stamp *6k ~ p follow up try these out and you can figure out more ways with other character match ups, but these are great way to know how/when to use your autogaurds. Keep practicing and it will pay off. Cheers! -Kenji
  17. Cool, i respect your ambition and I understand what you are saying.
  18. Arguing who is better or having the ' best of' tourney is pretty pointless. Anyone can be good at this game depending on how much experience/knowledge about the game/match-ups. I used to travel for years and playing with bad, great, outstanding players, and with that It helped my overall game. Yeah, I win and lose, so does every player in here and with any character. No one is invincible/unstoppable and to claim who is best etc. I could care less for 'who is best tourney', and for those who care rubs off as some form of ego. To improve just travel to gatherings, tournaments, and absorb as much as you can.
  19. Very cool, hope it helps out in some ways. I was meaning to post stuff but I am always busy at my office,..like now actually. But I will update some more stuff like character match up related stuff and also I can share stuff with you this weekend! Safe trip to you friend and everyone from Bama, cheers! -Kenji
  20. Some small updates with 3sc: For the past few months I have been watering down the 3sc stuff intensely. Well, apologize for my ignorance from previous post about how this is not a useful strat, it's pretty much how Anji should be played really anymore. Not just because of the higher combos/ or damage but for the practical uses during his strings/pressure and for really safe high low games. But the most interesting thing about his 3sc is the fact that there is really no reason to interrupt your basic ground string at all without putting you at much/any disadvantage. A good example is not having to use 2D as your string ender unless it's actually guaranteed when you see the last couple/few gattling connect. (really, really basic example but opponent still blocking...) Throw > butterfly > run in > 2p > 2k > while butterfly hits > 5k > 5s > 5HS > 2D > butterfly... This string will actually push you slightly too far from your opponent and chances of them BD are much easier for them and harder to punish the BD as well. One of the reason is because the block stun from 2D is not that great and pushes you further away. Also the reason why opponents can escape corner set ups just by jumping etc. *indicating where strings change from above. Throw > butterfly > run in > 2p > 2k > while butterfly hits > *5s > 2s > 3sc > 5s > 2s > butterfly... *5s > 2s > 3sc > 5s > 6p > butterfly... *2s > 3sc > 5s > 2s > butterfly... Now from here you get the picture and are more of just base set of strings. Also there are several ways to apply this of course and with more creativity it can make your pressure more rewarding in the long run. Also the reason for the 2s in strings toward the end is because it's much more meaty and will keep your opponents even closer. Should be enough space to keep safe in most cases and catch BD's. Now it's important to really utilize these tools at all is to get comfortable with using the 3sc without dropping them as much as possible or extremely minimal. But prefer you can use it at all times rather than missing them. So it will take time to get used to but it's very 2nd nature within practice. Very small note is there are 2 different timing for these 3sc, early and late. When done early they will string but minimal delay will not combo and can get you thrown possibly or poked out. But CH state is very high also. Quick FB gauranteed combo with 3sc. (Basic example): Knockdown or throw > FB butterfly > run in >* *indicates when strings options... If they are in crouch state only... 5s > 2s > red stun > 3sc > 5s > 6p > 5s > 2s (opt out If too far from actually connecting) >5HS > HS fujin > etc, etc. If standing only.... 5s > 2s > red stun > 3sc > 5s > 3sc > 5s > 2s (opt out if are too close ) > 5HS > HS fujin > etc , etc. I have more uses for these 3sc but can't really get into that stuff right now since I am quite busy .Will update some info here soon with some useful apps of the 3sc/combos/block string into cross ups..etc. I mentioned before in some previous thread about that waaay back and apologize but after FRXI will do so immediately. If anyone from here is heading there I will be more than willing to share/ demonstrate during the weekend. I just have been quite busy with my job and several competition (art related) lately. So If you guys do get there please say hello and would like to meet any of you. Cheers and happy hunting! -Kenji
  21. Here is a neat trick using p or k counters. This is a minor strat but useful... when you land a p or k counter and your opponent has a burst you can RC it (only when they burst anytime) and catch them right before they land from either version into any air combo or air throw set ups. It's great to get into the habit of using this trick to condition your opponent into not bursting during the p or k counters. But also keep a close eye during these animations since it's very easy to react to. -Kenji
  22. Actually back in XX Anji had the greatest super. After throw you can do: butterfly > fan super > frc > run in close > 2k >(fan should close at the same time with 2k...60% plus damage) > ON > sj. any combo.....80-90% damage. Frc super unblockable. That was the reason why his frc timing changed in #R.
  23. It's true, most high level people will not tech unless they know it's really safe. Of course this will depend on the knowledge of your match-up vocabulary and chances of falling for their tech traps / air throw resets are weighed on how often you see it etc. Also for using Anji you should definitely try to get used to be able to see every air throw opportunity everytime and be able to think of *air throw* as you anti air tool..even if it's not from reset etc. Also to keep in mind Anji don't have felxible options like Millia, ABA, Eddie...plus more when it comes to baiting good air throws or reset combos because of the way he is designed. So when you see an opportunity for gauranteed knockdown, go for it. Don't bother with flashy stuff especially if it's your chance to pin them down with wake up pressure, which in a nutshell is the better 50/50 option and puts you in upper hand from start possibly. So don't make the mistake of letting the match go from trying to go for flashy resets especially against harder match ups such as eddie, it can only take one mistake in several match ups to put anji back in his hole.
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