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Klaige

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Everything posted by Klaige

  1. To an extent, you still have to be able to react quickly if you realize the negative edge failed. If you are expecting the next butterfly to come out and then suddenly realize the negative edge didn't work, you don't have to worry about wiffing a move, but you will have likely already wasted the precious frames that allow your opponent to escape the oki.
  2. What im saying is that unless your execution is god fucking like, you run the risk of fucking up the double butterfly and thus wasting your okizeme. It's never a waste to do a single butterfly okizeme mixup, you always have some kind of option, even if it is limited in certain matchups (jam, sol, etc). If you go for double butterfly and miss (a very very real concern against anyone who isn't potemkin because of hitbox sizes and varying frames on when the butterfly transforms) you just gave up what is arguably anji's biggest strength. If you have the execution of a machine and aren't going to miss, hell yes, do double butterflys until they are blue in the face, im just saying that i will put money on the line that not a single person here can do it consistently against anyone but potemkin in a tourney setting, by all means prove me wrong.
  3. I say again, it's not useful (i.e. reliable enough to give up okizeme) on anyone but potemkin. Even on potemkin, you are adding flash to something un-necessary. A single butterfly will get the job done every single time if you understand the concept and use it to your full advantage. Double butterfly is asking for an execution fuckup or a flash in the pan excitement during casual. Don't get me wrong, if you can do it, do it confidently in a tourney match against someone who isn't a scrub, and make them cower for it, then by all means, wreck their shit. But i've got a lot on the line that says anyone here CAN'T.
  4. Double butterfly on anyone not named potemkin is asking for a waste of okizeme, that is all.
  5. ANG played ABA in a few vids, pretty hard to misplace a name with no Kanji. Looks like he switched back to his main though. It's true...they always come back.
  6. 5H is a rapefest against chipp. He has way too many good reaching lows that will destroy it, the lack of autoguard means any teleport mixup beats it too. Honestly I would stow this move away against chipp if your opponent has any idea of what the hell they are doing. 5h is asking for chipp to put you into his okizeme game that leaves you in a very very poor position.
  7. The safest thing to do to the leafthrow I think is just to superjump forward on reaction. The mixup between the grab and the forcebreak is too dangerous to try and poke, and chipp gets hella damage if he lands either one.
  8. I'd just disagree with one thing, that being that throw is the best setup for butterfly oki and not the weakest. It's a perfect meaty every time on essentially the entire cast.
  9. God, kentucky and your goddamn shenanigans, leave my character alone!!!!! *is stealing the air throw ik strat. Also i got fucked out of going to FR so you bastards better show up at MWC/EVO
  10. Haha, i remember constantly uploading match vids to the "archive" man, RC was the shiz.
  11. Notice how john got the words eat and ass in the same sentance there? Tricksys. I kid, I kid. But seriously, Hs fuujin thru a CSE, all the cool kids do it...* *May or may not be an awesome protip from a hasbeen anji player.
  12. I suppose that make sense, but H rin for anything but a knockdown after a wall bounce is....well suicide, god that move is so horrible now. Anyway for any of you new guys looking for a primer on how to play Anji really sloppy and develope a lot of HORRIBLE habits. Watch my two latest vids from Frosty Faustings. Granted I hadn't played in like 3 months and was really winging it, but this was wrong on so many levels. Myself Vs. Elvenshadow http://www.youtube.com/watch?v=1LxzReS8KnI&feature=channel_page This goes as you would expect. Myself Vs. Bob Washington http://www.youtube.com/watch?v=iJ4F_PrmMLc&feature=channel_page And here I play flat out terrible. Really dissapointing considering I usually have good close matches with Eric. anyway, use these to learn from my mistakes, you won't be finding much worth stealing, strat/setup wise in these.
  13. Slayers 2P is a really good poke, it will beat both rins, that being said, delayed nagiha should ch it as you said. The hop should (keyword) go over it and give you a throw attempt. Fan needles will avoid it as well, but Slayer can BBU that on reaction so use caution. Just doing nothing after fuujin is always an option too, if you see him poke you can try and HS fuujin again for a big counter hit. Fuujin mixups are good, but yea pretty much everyone has a counter to each option should they guess right. Slayer happens to have a lot of them. Also one thing I did notice is that you can use 5P and 2P a little more in this matchup. They are both good for catching dash happy slayers and chaining into an easy knockdown.
  14. You're anji looks really good man, way better than mine did at frosty faustings (not looking forward to those vids, won my first 3 matches, then played like ass in the only two that were taped...ugh). Just start learning matchups, your grasp of the character looks really good, just keep learning the finer points: Bigger ground combos (FB rin into running HS Fuujin, etc), unblockable butterfly setups, and how to bait bursts. You played well, you just ate a few untimely counter hits..and it was from slayer so that's usually peace. But yea good shit, keep up the same style and you'll be fine.
  15. And now he switched to ABA, rats (ANG that is). Thanks for the upload.
  16. Playing with lavender shoes also gets you street cred. The J.H link knockdown is sex by the way, seriously everyone should learn that thing.
  17. Vast majority of the time, yep. keep in mind the full jump combo will not hit everyone, so alteratrions are needed on a character to character basis.
  18. Yea i agree with john on this one. Momentum preserves are flashy but not terribly useful in AC. There are occasions where they will net you some really nice damage and a semi-decent air to air mixup, but it pales compared to getting FB Rin combos, or non tension orb knockdown combos that lead to butterfly. Learn them for fun and flash if you like, but don't feel compelled to need them in a match, they are just an extra tool that on rare occasions provides anji with an extra option for some good damage.
  19. Woocash - To get the momentum preserve glitch to work, the normal you jump cancel on, has to be a normal that has quick enough startup to be active when you do your momentum preserved jump cancel. For this reason J.P is the only option that works, (mostly because it gatlings from j.s. and thus shortening the amount of time for the move to become active). John brings up a good point that i forgot to mention, in that jump installs are not nearly as useful as they were in slash. Most of the time you should be looking for a knockdown combo, but there will be instances where someone is too far away to combo into On, or what not and getting max damage off a JI combo then becomes a viable option.
  20. What you are talking about is commonly referred to as a "normal j.c." or a "momentum preserved jump install". This occurs when you execute a normal on the same frame as your jump cancel occurs. This creates a glitch where your momentum is preserved after the jump cancel. Normal the momentum of a jump cancel is that of a jump forward from a neutral position (I.e. if your character is standing still). The momentum preserved version keeps your previous forward moving speed. This is especially noticable for anji because his super jump has so much momentum and speed to it. Basically to do this consistently, you have to perform a jump cancel at the same time as the startup of a normal move that you can gatling into from a jump cancleable normal. The easiest example of this from anji is comboing to jumping Slash, and timing it so you jump cancel as the same time you execute a jumping punch. The easiest way i can describe to get this down is to not break the rythem of your combo. A basic momentum preserved combo for anji is. 5S, (jump install) 5S. Super jump cancel, j.s, j.p, j.s. jump cancel, j.p, j.s, j.h, j.d (or orb). If you were doing a regular jump install you would likely delay the button presses between the first 3 hits, and the jump cancel. The way i get the momentum preserve is to not break rhythm during the entire combo. If this is the regular jump install. tap, tap, tap, up..., tap, tap tap this is the momentum preserver: tap, tap, tap, up, tap, tap, tap It takes some time but honestly once you get a feel for it, doing them 100% of the time is really simple. Hope that helped.
  21. 6K is your most reliable autoguard, and not becoming overly reliant on it is a plus so don't sweat it. 2H has low autoguard but it's not nearly as fast as it used to be. 6S also has autoguard but you'll be hitting it from a good distance away if you are zoning right, so you won't be canceling to p or k autoguard so much as just letting it hit for a Counter into an Air combo. The mixups will come with more knowledge. If someone looks like they will block the butterfly and sit there, run up and throw them, it will make them twitch more, which makes your mixups more effective. Combo's come with experience too, watch lots of vids, see what the top jap players do for their combos and don't be afraid to mimic them to the T. Anji doesn't need a lot of deviation in his combos to be effective. Some people use 3S cancels galore, other players never go for them and do quite well. Jump installs just take some practice, and they are more of a bonus than anything. Just learning basic super jump combos like K, S, H, Orb on characters it hits is plenty good. If you want to work on JI's. Just work on this rhythem. S, tap up, S You have WAY more time than you think to tap up on your stick/pad. The buffer windows in GG are Huge. You can literally go, Tap...Tap for the slashes and they will combo quite easily. Work on the basic combos/knockdowns first, then once you are confident with those, hit up Jump installs just to get that extra bit of damage on the combos where a knockdown isn't practical. Only other advice i can give is play as good of comp as you can find, the better your competition the more you can improve. Best of luck.
  22. I've got some free time at work here so i will offer up some advice after watching your vids. In general it looks like you have a foundation building to get the basics down, so keep up the good work. I've got lots of criticisms here, but it's a tiny sample of vids to work with, but here are some things to work on that i think will quickly take your game up another level. -Tone down the jump in's, especially J.H. You can jump in, and J.H, is argueably Anji's best Air to Ground poke, but this will get your slaughtered against players who know their anti air game well. Situtions like the one in the corner where you double jumped out of pressure and had a fairly ambiguous crossup on the way down are good places for J.H. But it looked like you relying on it a lot to start your offense, Anji has far better ways of getting in. A blatent Jump in with J.h Should be a last resort. If you want to go in by air. Instant air dashing with j.p is good option to catch someone on recovery, or if you are looking for a falling attack to cover your landing, J.S. also works well. -More use of anji's great pokes. Use 6S. It's godsend for zoning and mid range anti-air. It will force people to think twice about how they approach. I saw use of 2K and 5K, good foundation built there. Learn to utilize max range 2D and 2S, they snuff a ton of attacks. 5P is a really safe and solid poke as well. 3K also has it's uses but focus more on learning how to use the others to build up your poking/zoning game before adding it in. -More knockdown combos. You've got the basics of comboing into FB rin, good deal. Now you'll want to start taking it to the next level and getting more damage and knockdowns. If you FB rin them into the corner, throw HS fuujin, and then get a knockdown with one of these options: A: Let them wall bounce, and after the recovery on fuujin is over, juggle into On, which puts them back in the corner. B: Run up and finish a juggle with 5H, which will knockdown. Cancel into butterly for your okizeme setup. When you aren't in the corner keep in mind you have tons of options to make a knockdown. 2D, juggle to 5H or On, FB Rin (provided the combo isn't super long), and Nagiha will all knockdown and setup the butterfly game. One of Anji's biggest threats is that he can touch you for half life and a knockdown with little bit of tension, you have to put this fear in your opponent. if you are in a situation where you will have a hard time getting a knockdown (I.E. off Kick stomp, punch stomp, etc.) Make sure you get the most out of your damage with a jump install combo into J.D or orb. -throwing random moves for punishment I saw a lot of random On, and a couple supers as an attempt at punishment. You did get one On connected with a solid guess against johnny, but in general just tossing On out there to grab them is a bad idea. If you suspect a blatent jump in, go up and air throw them, then combo into On for a knockdown, or go up and beat them with J.D. or J.K. Remember you have a plethora of anti-air options. 5P, 6K autoguard, 6S, instant J.D. Use them, and punish accordingly I also saw you try to punish once with run up Fan super, forgo that and nail them with a HS Fuujin into a painful FB rin combo. 50% tension is a ton of damage for Anji, make em pay with it! The stomp super has it's uses too, but they are situational. Tossing it out randomly usually is not in your favor on the risk-reward factor. Saw a lot of K stomp, which isn't bad, but just don't get too predictable, since it will start getting instant blocked and punished badly. Make sure you utilize the FRC on it for a mixup now and again. -Butterfly Zoning Your basic use of butterfly zoning is coming along well. Just remember you need a good deal of range to get it to full potential. Butterfly is punishable on reaction by a lot of characters with a good IAD, keep this in mind when you zone with it. -Okizeme and throws I can't stress this enough. Throw, Throw, Throw, and throw again. Tick throws, butterfly setup throws, mixup throws. Use that throw. It setups another butterfly, anji's mixups give him so many options for the throw game. You MUST use it to be successful, period. Throw people until they are blue in the face! Your basic okizeme with butterflies is starting out nicely. Now just get more mixup in there. Run up throw or tick throw. Start incorporating the overheads even more. You use the stomps alot, now add in 3P and TK Orb, (occasional dust is ok too, but Anji's dust is meh at best). I saw you throw out meaty moves a couple of times on okizeme (5K mostly). If you don't have a butterfly for your meaty, max range 2S and TK orb are your friends, the occasional P stomp is good too just to keep them honest. I know that seems like a lot of criticism, but like i said it looks like you have an idea of the basics, and that's a good thing. You used bursts intelligently, which is very nice to see. Now just start adding in the next levels. Watch lots of match vids and jack every good combo you see. Being succesful with Anji in AC centers around a few major points. -Max damage off your abare and punishment -Instilling Fear with his okizeme and mixups -Proper use of zoning and counterpokes (including autoguard). Obviously there are lots of more advanced things to come, such as burst baits and setting up things like Fb butterfly unblockables, but work on these basics for now and you'll see dramatic improvements. Keep up the good work.
  23. Fuujin mixups are fine on the right characters, you just have to make them respect all the options. If you have a blocked fuujin, and you aren't attempting FB Rin pressure, you need to be doing max delay on your follow ups. When you max delay it, you force them to wait out, if they move, you have options to stuff them. Nagiha especially stuffs them the minute they decide to move forward. Keep in mind there are characters who will flat out rape Fuujin mixups. Jam, May, and Axl all come to mind. There's nothing wrong with using them, and it's part of Anji's game. You just can't be reliant on it, as it's just one piece of a very large pie. Also keep in mind that if you get a blocked fuujin, you don't have to do a follow up. If they are waiting to do something on reaction, and you do....nothing. There is nothing to react to, and now you are in good range to throw a good poke into another mixup. I'd say close to half the time on a blocked fuujin, you are not incorrect to just not perform a followup. Keep in mind this doesn't work against mashers and twitchy players. There's never a good reason to just stand still in a CH state if you are up against someone like that.
  24. If you are going to use butterfly, you have to bait counters, period. The flowchart in doing so is pretty huge based on the situation. I actually like what lime-key does, he uses K stomp as his okizeme on her. It's safe from counters if you aren't really stupid about it, and if you land a crossup one, it's gonna do hella.
  25. Would probably help if i posted links or something. Here's the vid i was talking about "Answer" http://www.youtube.com/watch?v=f3msp0-Hboc
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