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TheSlyMoogle

Anji Mito: Questions and Answers

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jP doesn't prorate at all so it doesn't really matter if you use it soon or not. The only thing you could worry about is damage lowering due to guard bar lowering but it's not like jP takes away a lot of guard bar, so... In GG you have few moves that force prorate (ie prorate even when used in a middle of a combo) most prorate moves do so if used on the first hit an jP isn't even one of them according to frame data.

Anyway, jP is useful as a way to go back to jS so that you can do two jS in you first jump, which beefs damage quite a bit.

Actually a more damaging SJI combo would be : jSPS, JC, jKSHD

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jP doesn't prorate at all so it doesn't really matter if you use it soon or not. The only thing you could worry about is damage lowering due to guard bar lowering but it's not like jP takes away a lot of guard bar, so... In GG you have few moves that force prorate (ie prorate even when used in a middle of a combo) most prorate moves do so if used on the first hit an jP isn't even one of them according to frame data.

Anyway, jP is useful as a way to go back to jS so that you can do two jS in you first jump, which beefs damage quite a bit.

Actually a more damaging SJI combo would be : jSPS, JC, jKSHD

Couldn't they tech before the H hits?

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Yes and No, which is why I discluded it.

the j.H likes to whiff a lot, so to guarantee I get the minimum damage possible and the pushback of j.D I'll omit j.H completely if I see/or fear j.H whiffing.

A whiffed j.H because they tech can lead to bad situations!

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Next question!

Someone mentioned that I should use TK Orb during pressure strings as Mixup.

To be sure TK Orb hits, I have to be:

1. Close (It whiffs if you're too far, even after a simple 5KS)

2. Done after an attack that may be jump cancelled (Basically only 5S since 6S doesn't hit close) or a Dash in

Wouldn't it be better just to mix in P.Stomp or 3P?

TK Orb is pretty much 100% unsafe on whiff/block without RC, and pushs them too far if not near corner for Oki and if it does whiff, you're stuck in air waiting for any punish they want to dish out!!!

The only real mixup I can think of from it is: Feint Throw attempt -> TK Orb or 2P5S TK Orb

Thoughts?

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I used to use it as an instant overhead .. like 2P > 2P > TK orb .. or on wakups to bait throws and stuff.

you can use TK orb off of P and K attacks (not necessarily JC moves), just delay it enough.

It's a very powerful tool to add to your mixup game

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Couldn't they tech before the H hits?

From 214P/K, S, JI, 6S starter, no it doesn't. This combo works well on midweights. You have to do a certain variation for heavys and lights though. Lights : jKPS, jC, jKSHD, Heavyweights : jSPKS, jC, jKSHD except Johnny : jSPS, jC~jPSD, 214P (yes it works midscreen on him).

Baiken, Aba and Sol in particular are quite hard to land this combo on but wuth the good timing you can get it even on them.

As for TK orb, personally I don't use it often but it's Anji's fastest overhead by far. 214P is very telegraphed (seriously there is no way your opponent will eat this as an overhead, maybe as a crossup but still...) and 3P can be guarded on reaction with some practice. But as you said TK orb has it's own downsides, cannot be done in every situation, needs to be done close and with 50% tension maybe more if you want a better combo after it.

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Simple stuff: after an air throw, what shold I do?

Let's clarify, it seems that the best option would be 5S->On, but it seems to miss most the time.

It is chara specific? Also, I have to do 5S just as I can or I have to wait the opponent to fall?

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5P, On almost never misses for me. And you don't lose that much damage since On makes the most of it, doesn't really matter which move you use before.

Never tried 5S, On but I assume it is chara specific. For 5P, On to connect you already have to do it fast, so I assume that 5S speed difference must also have something to do with it not connecting most of the time.

And you also have to take into account the height at which you air throw, if you do it very high from the ground I think there are higher chances that even 5P, On won't connect.

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5P>On took me a while to get for seemingly no reason...But yeah, after an airthrow, 5P>On is a good choice.

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Ephraim suggested I go here. Here I am! I'm a new Anji player, so I'm definitely interested in learning some fun stuff. So far I'm doing 5k,5s,5hs,236hs, and then kind of gauging where the foe is after that. But, there's obviously more to him than that. I have been trying to do the BnB air combo which is allegedly 214P,5s,5s,jS,jP,jS(JC) then I think jP,jS, and jD. I can't connect the second jS, though; the opponent is too far away. I'll try watching a few videos, but some insight would be much appreciated, ya'll! ^__^

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Sorry for the late answer. To connect properly the combo you wrote, you have to insert a jump install between the two 5Ss, then do the first jump as a high jump forward then later in the combo push the second jP at the same time as the air jump cancel to preverve the high jump momentum. All this will allow you to connect the combo properly.

A jump install is a way to sort of "store" a jump for later. It allows you to double jump in cases you wouldn't normally be able to do so, in this case after a high jump. To do it you have to push up between the two 5Ss without your character actually jumping. This would be something like : 5S, (8), 5S basically imputing a jump between the two moves and cancelling your jump with the second 5S before it even comes out. This technique only works from jump cancellable moves, which in this case is 5S (close).

So the real imput for this combo would be : 214P, 5S, 8 (jump install), quickly 5S, 29 (high jump forward), jS, jP, jS, 9~jP (at the same time), jS, jD.

Maybe that's a lot of new things for you to get used to but with practice this combo should become second nature. Good luck. :)

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Sorry for the late answer. To connect properly the combo you wrote, you have to insert a jump install between the two 5Ss, then do the first jump as a high jump forward then later in the combo push the second jP at the same time as the air jump cancel to preverve the high jump momentum. All this will allow you to connect the combo properly.

A jump install is a way to sort of "store" a jump for later. It allows you to double jump in cases you wouldn't normally be able to do so, in this case after a high jump. To do it you have to push up between the two 5Ss without your character actually jumping. This would be something like : 5S, (8), 5S basically imputing a jump between the two moves and cancelling your jump with the second 5S before it even comes out. This technique only works from jump cancellable moves, which in this case is 5S (close).

So the real imput for this combo would be : 214P, 5S, 8 (jump install), quickly 5S, 29 (high jump forward), jS, jP, jS, 9~jP (at the same time), jS, jD.

Maybe that's a lot of new things for you to get used to but with practice this combo should become second nature. Good luck. :)

That's a wonderful description! Thanks so much! This description with the Jump Install is just what I needed. It seems kind of tricky because of the precise, Vagrant Story-esque timing, but as you said...practice the combo so it becomes second nature. ^o^v

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No problem, I'm not sure if I was very clear so if you have any trouble don't hesitate to ask anything, it's good to see the Anji forums brought back from the dead. It would be a real pleasure to help anyone with questions as much as I can. ^^

Jump install seems very weird when you hear about it but it's nothing hard to master really, the timing isn't even as tight as it sounds (hitstops on the moves help for that). I'm sure you'll understand the thing quickly after a bit of practice.

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I managed to do it a few times! My problem wasn't the JI, but actually getting a high jump pulled off after the second 5S. That timing was stricter than I thought. I'll try some more later tonight! Thanks again for breaking it down so well! ^__^

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I managed to do it a few times! My problem wasn't the JI, but actually getting a high jump pulled off after the second 5S. That timing was stricter than I thought. I'll try some more later tonight! Thanks again for breaking it down so well! ^__^

I do the super jump by doing the following. I start by going from the 7 ( I use 7 to install the jump during 5s. So while doing the gatling I'm doing 5s, 7s) From 7 I roll to 4 during the animation of the second 5s. From there I quickly roll the stick all the way to 9 around the time Anji can jump cancel. By doing this I always get the install and the superjump. I was a pad player for a long time, and didn't switch to stick until blazblue CT because we got to play it on a cab when it came out in arcades. I had to learn stick quickly and I basically just translated all the things I did on pad over to stick. So I do things a little oddly, but it works for me, and seems more intuitive than going from 8 to 2 then up to 9 for the super jump and I can feel the corners of the stick so I knew I was hitting the directions.

Also I literally hit the 7 as I'm pressing slash again.

Inside the combo there is also another tricky thing you do when you do the aerial jump cancel that you need to do to hit certain characters. You basically have to jump cancel on the right frame (I think you have like 5 frames to do it). You will jump cancel forward, but you also preserve the momentum from your super jump on your second jump in the air. It allows you to hit certain characters for the last few hits of the combo, but the other cool thing is you can do it always because it doesn't screw up the combo on other characters you don't need to do it for.

Also if you need more anji help just PM me. I used to live in Atlanta and played some people in GG there a lot. I hardly ever visit the anji forums, but visit dustloop daily for other reasons.

I'm hoping GG:AC#R will bring some people back into the game so I actually feel a reason to do something on the anji boards.

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I think everyone has their own idiosyncracies when it comes to landing strict timing. With more practice, I found a way to get better results. I simply doing the high jump until the last moment before Anji's fan is gone after the second 5s. But, I'll keep your method in mind because I just got a Hori as a gift and I'm anxious to make the switch from the pad. Unfortunately, it's not cross compatible with the PS2 so I have to wait until AC+R is released on the PS3.

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