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4r5

[AC] Johnny vs Anji

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ANJI MATCHUP INFORMATION

Poking Game

More to come!...? You can help!

Strategy

More to come!...? You can help!

Specific Punishes

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Setups/baits

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Knowledge

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During Rin after Fuujin you can easily do the 2d-MC-K-JI-S-HS-DBT-DB FRC-K-S-K-S-D-Ensenga or switch up however you like it. The Butterfly can be dealt with a well placed IB or SB from the first hit and then into a backdash. Also if its a good Anji switch up when you attack because they'll guard point everything.

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somethings i've picked up over dying...:vbang: 5k can stop pre-empted fujin. doing anything canceled into coin during pressure is asking for a free fujin in the face :( 2d works well to stuff a fujin when its activated be wary of doing 2k or anything low as oki since fujin is supposely invul for the first couple frame during startup. so i've been told best to keep a 3 char length and randomly throw out 6h to bait fujin...what do u guys think?

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6H to bait fuujin is a bad idea, because like you said it has strike invul frames on startup(1-12F)...and 6H has a very short active window(2F). So the chances of you whiffing it and him wailing on you for it is somewhat decent. Problem being if he does nothing he has a fairly large window to punish you from 6H's recovery...and you have to pre-emptively use 6H before he even does anything for it to work. So while it's a good punish if you read the shit out of him, it's pretty risky. There are safer ways to bait/punish Fuujin. Poke->Coin is safe from H Fuujin. Kinda hard to punish on reaction, but at the very least you should be able to block. 2K(and actually a lot of different pokes) is actually an option select of sorts against a reversal happy Anji, because it only has a recovery of 4F(7F max if you hit on the first active frame). Fuujin takes 20F to even hit, so you should be safe to block it no matter what. But you can also throw him out of his strike invul frames after his wakeup throw invincibility wears off, or anytime between 9F-20F you're free to throw him and anytime between 13F-20F you're able to hit him.

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Double-No on the 6HS to bait Fujin. Especially if it's random. And trying to stay 3 char-lengths away would be a pretty good idea, if this was Tekken and we had infinite stages. Your best (or at least what has been giving me the most success against KBnova) is to fight inside Fujin's range. Goad him into using Fujin, then punish it when he does.

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Ugh, I'm having lots of trouble punishing Fuujin. I'm decent at throwing out pokes to stop fuujin when I think it's coming (5k, 2S, 2D, 2K) but when I block it, I'm just not quite sure what to do. It feels like I'm always just waiting for FB Rin to pop out after Fuujin when Anji has 25% tension or more. So I wait to see if he's going to Rin, IB it if he does and come back with 2D into coin, or a Lv2 combo. My main problem is that I don't know what to do against all the other followups off of Fuujin, so if someone could give me something to work with against each, I'd be extremely grateful. This matchup hurts for me, having to worry about autoguard, guardpoint, and all the invulnerabilities and wackiness of Fuujin puts me on the defensive from the beginning, and I obviously need some work on my defense.

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S followup after fujin - 2d > coin. or if he's already coined, do lvl2 combo (make sure to be quick in case he decides to FRC) K followup after fujin - throw P followup after fujin - block or try to jump away while FDing you can actually 2d between the fujin and the FB followup

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S followup after fujin - 2d > coin. or if he's already coined, do lvl2 combo (make sure to be quick in case he decides to FRC)

K followup after fujin - throw

P followup after fujin - block or try to jump away while FDing

you can actually 2d between the fujin and the FB followup

You can break out a 2D even if you didn't IB the Fuujin? Fantastic! Thanks very much for the help.:yaaay:

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no no, you still have to IB the first part of Fujin. when he does the FB followup, you can 2d him out of it.

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I played some matches against an Anji player recently, and I'd like to know some things.

1- What's the timing for "KJ (frc)-> ad-> j.K-> j.S-> j.D-> Ensenga (1)" Enkasu on him?

2- Is there any other tensionless corner throw Enkasu besides "Throw-> j.P-> j.P-> j.P-> Ensenga (1) that works on Anji? I tried the classic "j.K-> j.S-> j.D-> Ensega (1)" but to no avail :(

3- I tend to drop momentum during corner pressure due to *random* Fujin. Considering Johnny's pressure is fule of gaps, should I play it safe and bait/punish it? I assume after one or two successful punish he'll think twice about using it, then I can resume normal pressure from there

That's all, thanks in advance :)

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2 - You're lucky that you got THAT combo working man. Cuz as far as I knew I didn't think he even HAD a 1-hit that worked on Anji, besides that coin->airdash->k,s,d,E->mist re-loop combo.

3 - If you do meaty lows, they will most of the time stuff what he's got, other than that I throw coins.

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3- I tend to drop momentum during corner pressure due to *random* Fujin. Considering Johnny's pressure is fule of gaps, should I play it safe and bait/punish it? I assume after one or two successful punish he'll think twice about using it, then I can resume normal pressure from there

Lead-in with Punches and Kicks. P's are unfuujinable and K's aren't fuujinable on reaction. Once you take away reaction-fuujin as a viable counter-option to your gameplan, he'll be forced to guess-fuujin. (If he decides to even fuujin at all.) And once you got him guess-fuujining, you can start planning big baits. If he stops fuujining all together, then problem solved. From here, you can either leave the situation as is, or you can reintroduce fuujinable moves, as a bait to get him to start looking for fuujin-opportunities again. Which may open him up more for throws, or leave him more vulnerable to false-positives.

also, do your 5HS as 4HS, and c.S and f.S as 4S+HS or 6S+HS

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Lead-in with Punches and Kicks. P's are unfuujinable and K's aren't

also, do your 5HS as 4HS, and c.S and f.S as 4S+HS or 6S+HS

I'm curious; what does this accomplish 4r5?

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they're option-selects. you might randomly throw a random fuujin

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I'll elaborate more on this later, but I think this matchup has changed quite a bit in +R.

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