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Everything posted by Klaige
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This ones kind of old, but does anyone know the song in the vid "Answer". It's a fairly old Sol and Anji combo vid.
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You could try it yes, but the closer it is to being completely meaty means you are looking at just frame input, and if you botch it, you're losing out terribly on the risk reward. Also keep in mind, if you do autoguard only FB autoguard, and possibly Kachofuugetsu have enough invulnerability to beat DA. FB autogaurd is no good because venom isn't going to be right on top of you when he does DA. Kachofuugetsu has a better shot assuming the super flash lasts long enough for DA to pass thru, but again it takes some reach, and venom could actually have time to block, in which case Anji is royaly boned. Basically, the theory there, but the risk reward is pretty rotten.
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In all honesty it's practical on one character and that's potemkin. Double butterfly is very much a flashy thing and only put time on it if you want to have something fun to try in casual. The most reliable way to practice it is to just set the character to block, going from throw distance is your best bet.
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May is nearly as bad. Jam is bad, but is easier to get the big hit on compared to May/Axl. Sweep can actually shut down puffballs to an extent. And watches, I agree a catchcounter going in 3 frames is huge, especially for a flowing trap/pressure character like anji. I don't play axl much but I would assume there are lot of places where you can throw a poke, make it look punishable with HS Fuujin and then cover your ass with the counter.
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Regular rin outside of a combo for knockdown is pretty much always a terrible idea. The risk/reward for using it is very very rarely in Anji's favor. I won't call the move useless, theres always a situation that it can be handy, but it honestly has become one of the most laughable moves in the game. And yes you do have to use some caution dealing with axls catch counters. In general just don't get predictable or cute with your frame traps and such, and don't be blatently obvious about throwing fuujin.
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I think there may be some misunderstanding about "pressure" and it's usage here. Anji has decent pressure that relies on taking some lobsided risk reward options to maintain it. Where his strength is, is in the okizeme/mixup area. Anji's mixup is really good on Oki, and Axl is easy to handle with it because he lacks a reliable reversal move. The problem in this match is that when it's played right Anji may never get in close enough to knock axl down in the first place. Make no mistake, this is anji's worst fight in this game. Argueably one of the worst matchups in all of Accent core.
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Basically the recovery of butterfly requires you have a certain amount of space to let the first recover and do the second. The easiest range to do it from is Anji's throw range, however you do have enough time to run in and pressure from that distance, so most likely it's a step or two closer than throw range if you want to talk about closest possible distance for a double butterfly. Keep in mind this distance would be greater for FB butterfly due to it's increased speed and longer recovery. But doing it first in a double butterfly string would be pointless so that's not really an inssue.
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In theory Eddie grows even stronger because his one weakness is that once he is put on the defensive, he essentially has to block and eat pressure. Give him a surefire way out of that and he's potentially far stronger than he is now. Otherwise yes, characters like Venom, Dizzy, Johnny, etc who lack pressure breaks would definatly get a little stronger defensively, by the same token, characters rely on pure pressure based offense could develope more difficult matches. Basically there would be movement, but nothing that jumps a C rank to S-A rank or vice versa. Also considering the game has been out over 2 years in japan now, and we aren't seeing slashback become a huge part of the game, I don't think it will ever be an issue.
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- crazy larry
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hes got the right idea honestly. Lots of use of solid educated guesses on his high risk moves. Even you play super solid intelligent anji, there are some matches that just are never going to turn your way unless you try and consider a spot to take a good risk/reward and grab it.
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That midwest was ridculous. Guilty was over 60 some deep, and the tourney was played on two arcade cabs, which took til 3 or 4 in the fucking morning. That was back when we still did NE vs. Chicago 5 on 5's too! Good shit! Old XX, it's hot garbage lol. Look at the damage!
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Actually you can combo off stomp super with anything that has a large hitbox. Comboing into HS Fuujin works as well, i believe 5k too, i remember using that this weekend at SER.
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Blocked Fuujin honestly requires you to just start a guessing game. If you have tension for FB Rin that can offer you a lot of pressure options, but like all Fuujin followups it can be stuffed. I'm not a huge fan of using hordes of tension to follow up with pressure, especially like RC Nagiha since your advantage for the tension spent is minimal. Sometimes it pays to just let the Fuujin be blocked and then wait, if they move you can swing a super late Nagiha, hop, fan needles, or try a sneaky Rin/FB Rin. Or, even better just don't throw a followup and then put out a good poke/zoning move (5H, 6S, 6P). A blocked fuujin always creates a guessing game, its even better if its blocked out to max range Nagiha or so. You force them to wait and try and react by waiting it out. Not doing a followup usually puts you in a netural state again at fairly close range, which isn't too shabby position for anji.
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That's good. The rewards for a connected HS Fuujin are sick, without a doubt, but it's so easy to bait and deal with if you try to mash it. It's another move you just get a feel for, you just have to know it's going to be the right time to toss it out and catch your opponent in a swing that was not properly timed or had an easy reversal. It just takes a lot of trail and error to figure out what it can and can't beat.
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Anji's backdash isn't total crap, it's just that it doesn't do anything spectacular. It's not super fast, doesn't have a ton of invulnerability, and it doesn't move that far. It can still get you out of hairy situations, you just can't whore it. Treat HS Fuujin like a very risky horizontal DP. There are tons of situation where a backdash is a perfectly good option and HS fuujin would get murdered. It can definatly turn the tide when the invuln is used properly, but it shouldn't bet your go to option for both offense and defense.
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Anti air isn't that bad with Anji, it just takes some getting used to. Max range 5P is really good, you just need to learn how to space it, and how to get maximum punishment off it. In general this is his most well rounded anti-air and is fairly safe due to its fast recovery. It will not stop godly jump ins that have hard to handle hit boxes however (Sol J.h, Slayer J.h for example) 6K into autoguard or letting it follow through to CH is good, you just have to learn the timing, if you miss you're eating a CH and it'll probably hurt. Know which autoguard to use. K autoguard is safer, but if they aren't low to the ground odds are they will tech before the last hit. P autoguard is very dangerous if they have burst, as is FB autoguard, use with discretion. 6P is your anti IAD move. It will stuff the hell out of most air dash strings, you just have to learn the proper timing. You throw it somewhat late, but not so late they get in deep enough to snuff the startup, if you can imagine the timing like that. 6S is more of a zoning tool than an anti-air, its not terribly easy to use on reaction, it can be done, it's just not as practical as the other options. 6S should be your first line of defense, and when they get around it, look to your anti-airs to cover the area right around Anji. Don't forget sometime the best Anti-air is defensive, backdashing, IB, FD, or slashbacking. Also on Guardpoint fishing. It really is all about your playstyle. You don't want to make it your focus, because the rewards off it are average at best. Using GP is all about forcing the opponent to think twice about BnB strings and pokes, and as a high risk medium reward defensive option. When used properly it forces the opponent to change it up and give anji a chance to use other strengths (Hs Fujinn invulnerability, zoning, blatent throws, etc). Just keep playing and you will get a feel for it i assure you.
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I have little to no matchup exp with Venom Vs. Baiken, or at least none since reload, so I wasn't bout to correct anyone on that.
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Venom's a character that just doesn't lend himself well to modding. Everyone can play him very differently and be successful as we have all stated on this board, so to try and sit and come up with the "best advice" as one person is a massive chore, and probably not worth the effort (not because it wouldn't be appriciated, but because the range of correct ideas and theories with the character is so large). Honestly the burden is on us as a community of players to share your thoughts. Even if you think they are small or "incorrect" pipe up. A character with this much depth needs more input than most of them.
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Yea there is absoultely no dispute that Prucha is the best US Venom, and when he's at his best, he is on a level that can compete with the japanese. He Knows his shit for sure, and he has a load of experience with the character.
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Seriously, air summons are your friend in this match. As long as pot doesn't have meter for HPB, the air is probably the safest place you can be with some distance between you and Po. Make sure you know how to 1 frame jump too, this applies to all matches but it comes in extremely handy in getting out of slidehead. Also S double head at max range is actually very useful against Po, it will stuff almost everything he does (unless he p busters you, but if po is inputting p buster at that range, then....either he's in your mind, exploding your heads, or he's bad). S DhM is one of your best opening options against Pochop. Typically empty jump and ball hit tick throws work well against potemkin, don't get too blatent or predictable about it, just make sure you add them to your mixups to keep him honest and less likely to mash on buster.
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Something I gathered out of N-O's blog this morning. This is appears to be his current venom matchup chart. Keep in mind I'm doing this with a web page translator, I can't read Kanji to save my life yet. But according to the N man himself, these are the matchups (venom's number first) 6-4: Johnny 5.75-4.25 - Axl, Anji 5.5-4.5: Robo, Ky, ABA, Hoss, Bridget, Dizzy, Sol 5-5: Pot, Chipp, May 4.75-5.25: Zappa, Jam, Ino 4.5-5.5: Faust 4.25-5.75: Testament, Baiken, Slayer 4-6: Millia, Eddie The top and bottom don't suprise me a bit. Where I am kind of shocked is that apparently May is an even matchup. I always saw her wrecking venom, but i dont know how to fight that character to save my life. Dunno looks pretty kosher to me at least, what do you guys think?
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He's referring to H>S. Then doing sweep at near max range, which hits the S ball, then canceling into S.stinger, which shoots the H ball as well. I've noticed he tends to use it most often as burst bait since at proper range it appears it will force burst to wiff completely. It's a pretty spiffy oki as long as your opponent doesn't have a good reversal.
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Characters with that funky hitbox can still be hit with 6P, 6H off throw. Instead of dashing forward, just WALK forward and delay the 6P a slight bit. After that the rest is gravy.
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You mean hit a ball into them? If so that's normally corner specific. 6P, 6H, hs ball summon, 66, 6P (ball hits) 6H, S.carcass, 66 6H, into dubious curve finish of your choice. (if you are close enough dubious, if not, s.ball summon, 5s(f), into dubious, requires you run forward a bit.
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I'm here...sort of...coming up with sekret venom strats........ not really. I'm just waiting for more shit to happen round here.
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yes it does. put dizzy somewhere in B. Also the Robo chipp ky thing isn't in order. I just consider him in somewhere in the lower half of B.
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- crazy larry
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