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TheSlyMoogle

Anji vs. Sol Badguy

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Posted earlier by Tiamat

For now I'm just going to copy and paste my post I made in the matchup thread. I'll add stuff to this post later and organize it more.

Matchup: 6-4 Sol's favor

Good moves for Anji to use in this match: 2K, 2S, 2D, 6S, jS

Good moves for your opponent (The stuff you should watch for): 2D, 2S, f.S, fafnir, GV, VV, jH

General strategy:

You generally have more range than Sol does, especially with 6S. His command grab mixups can spell Anji's doom so you must keep him out off range unless you have the advantage.

poke game: Sol's 2D is the biggest threat because it leads to extremely high damage on coutnerhit and goes under almost all anji's normals like 2P, 5K, 5S, 6S (unless at extreme max range) etc. You can only beat it with your own low attacks. Use 2K against sol as your close range interrupt because 2P is too risky usually. During ranged poke game use 2S a lot to try to beat his 2S and 2D. His f.S will usually beat your 2S though, so use 2D (or dashing 2D) to beat this attack. 2D is effective against sol but even so, his recovers faster than yours on whiff and does far more damage on counterhit.

For Shitsu pressure you must always be wary of VV and GV. Lots of baiting with dash FD and jump is good. Do not try to beat GV with attacks in most situations. 2K is the safest thing to use because even if you do it too early you will be able to block GV after you miss. 2D if you miss is very bad so don't do that unless he's certainly in range. Keep mixups simple once he stops using reversals or you'll allow him more holes to escape.

Air to air you have the advantage because jK and jS basically own all his air to air moves, unless he attacks first of course. jD is good too.

When he jumps in on you with jH there's not a lot you can do other than try to autoguard it or air throw, other anti airs fail against jH pretty bad. However if he airdashes at you with something you can 6P whatever he does, unless he did airdash VV which he will probably almost never (if ever).

safest way to avoid sol's command grab is usually to jump but backdash can help as well. backdash can be used to bait VVs after blocked stomps and such though GV will hit backdash so be careful if you think he will do this. GV loses to a 2K after stomps though.

As far as combos are concerned, end combos with On, do not bother with Fujin loops and things like that. Corner knockdown is not nearly as helpful as in other matchups because of his reversal options, which actually become even better in the corner because of Riot Stomp.

Basically, play it safe, bait more often than actually trying to mixup. Look for holes in his pressure where you can escape by jumping or using a quick low interrupt. Do NOT rely on Fujin in this matchup heavily because you will die horribly. Most of Sol's moves recover so fast when whiffed that he can still block it or interrupt you, or stay on the screen long enough to make it difficult to fujin. however, autoguards can be helpful. Also, keep in mind that using jump to evade GV and backdash to evade VV will give you good punishment opportunities because he will not be able to RC them to make them safe (and even pressure you).

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Matchup: 6-4 Sol's favor Good moves for Anji to use in this match: 2K, 2S, 2D, 6S, jS Good moves for your opponent (The stuff you should watch for): 2D, 2S, f.S, fafnir, GV, VV, jH General strategy: You generally have more range than Sol does, especially with 6S. His command grab mixups can spell Anji's doom so you must keep him out off range unless you have the advantage. poke game: Sol's 2D is the biggest threat because it leads to extremely high damage on coutnerhit and goes under almost all anji's normals like 2P, 5K, 5S, 6S (unless at extreme max range) etc. You can only beat it with your own low attacks. Use 2K against sol as your close range interrupt because 2P is too risky usually. During ranged poke game use 2S a lot to try to beat his 2S and 2D. His f.S will usually beat your 2S though, so use 2D (or dashing 2D) to beat this attack. 2D is effective against sol but even so, his recovers faster than yours on whiff and does far more damage on counterhit. Air to air you have the advantage because jK and jS basically own all his air to air moves, unless he attacks first of course. jD is good too. When he jumps in on you with jH there's not a lot you can do other than try to autoguard it or air throw, other anti airs fail against jH pretty bad. However if he airdashes at you with something you can 6P whatever he does, unless he did airdash VV which he will probably almost never (if ever). Offense: mostly bait him but use a lot of 2Ks For Shitsu pressure you must always be wary of VV and GV. Lots of baiting with dash FD and jump is good. Do not try to beat GV with attacks in most situations. 2K is the safest thing to use because even if you do it too early you will be able to block GV after you miss. 2D if you miss is very bad so don't do that unless he's certainly in range. Keep mixups simple once he stops using reversals or you'll allow him more holes to escape. Defense: To deal with Sol's pressure you just have to know when he won't be able to stop you from jumping out (without predicting it and air throwing or something). Jumping out is by far the most useful and safe escape method. Fujin doesn't work well against Sol so keep that in mind. You can try to autoguard his gunflames to mess up his pressure, but that's not foolproof either. If there's a big enough gap you may be able to 2D him to interrupt, just be aware that his command grab rapes 2D all day so if you think he'll command grab you better jump (or 3K if that's how you roll). Just don't use 2P like you would against most characters because the risk of being hit on CH by his 2D is too great. If you think he's baiting your counter (whatever that may be) try for 2K cause he'll block it and you will be able to shift pressure the other way, or neutral at worst. safest way to avoid sol's command grab is usually to jump but backdash can help as well. backdash can be used to bait VVs after blocked stomps and such though GV will hit backdash so be careful if you think he will do this. GV loses to a 2K after stomps though. additions: *if you predict his command grab you can get a free backdash 5H in basically any situation *against bandit bringer 6K autoguard to kou or air throw it if close enough. if he's far away try for 6P5S On combo, time it just a little before you would get hit. do not ever 5P vs bandit bringer or you'll eat a counterhit and die Combo notes: As far as combos are concerned, end combos with On, do not bother with Fujin loops and things like that. Corner knockdown is not nearly as helpful as in other matchups because of his reversal options, which actually become even better in the corner because of Riot Stomp. to sum up: Basically, play it safe, bait more often than actually trying to mixup. Look for holes in his pressure where you can escape by jumping or using a quick low interrupt. Do NOT rely on Fujin in this matchup heavily because you will die horribly. Most of Sol's moves recover so fast when whiffed that he can still block it or interrupt you, or stay on the screen long enough to make it difficult to fujin. however, autoguards can be helpful. Also, keep in mind that using jump to evade GV and backdash to evade VV will give you good punishment opportunities because he will not be able to RC them to make them safe (and even pressure you). well placed 2S are your key to victory. just don't spam it up close if under pressure or you will likely eat a CH 2D and die

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please note that his DP end with crouching so you can combo by s.f+p.s.hs....etc and some times he will be in crouching state if you hit his B((QCF+K)) with f+p then s.f+p you can GP second hit from his over drive withe f+k also you can do d~u+k before the second hit also... you can GP last hit from GV or throw but i think you already know that.

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As a side note, don't try to Autoguard punish the initial lower hits of Grand Viper. Trying to AG Grand Viper is like trying to fight an actual Grand Viper while completely naked: you can certainly pull it off (via well timed 3S), but it's far too risky and just plain silly if you think about it. Here's a fun tip: If your oppenent throws a Grand Viper and has 50% tension ready for a Coliseum party getting rained out (aka a Roman Cancel), Fuujin becomes fun :). Assuming you guard all the rushing low hits, you can actually H Fuujin right before the last hit gets you, which not only scores you a counter hit and gets Sol off your chest, but also prevents him from Roman Cancelling on the last hit I suppose you can look at it like baseball: Throwing the GV and getting it fully blocked is strikes 1 and 2, and if he whiffs on the last pitch for strike 3, he's out, and there's no chance for him to save himself with a bunt (RC).

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6H can autoguard Gunblaze and if your close get a knockdown. High risk, but to shove it in a Sol's face sometimes can be fun. Not very good for competitive reasons! xD

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