TheSlyMoogle Report post Posted January 16, 2008 or just 214P, 5P, airthrow lololol Uhm no. 5P On would be much better it's a guranteed knockdown and perfect butterfly. WHAT IS WRONG WITH YOU PEOPLE!!! Tech traps aren't all they're cracked up to be. Most high level players wont tech right away. Share this post Link to post Share on other sites
KBnova Report post Posted January 16, 2008 It's true, most high level people will not tech unless they know it's really safe. Of course this will depend on the knowledge of your match-up vocabulary and chances of falling for their tech traps / air throw resets are weighed on how often you see it etc. Also for using Anji you should definitely try to get used to be able to see every air throw opportunity everytime and be able to think of *air throw* as you anti air tool..even if it's not from reset etc. Also to keep in mind Anji don't have felxible options like Millia, ABA, Eddie...plus more when it comes to baiting good air throws or reset combos because of the way he is designed. So when you see an opportunity for gauranteed knockdown, go for it. Don't bother with flashy stuff especially if it's your chance to pin them down with wake up pressure, which in a nutshell is the better 50/50 option and puts you in upper hand from start possibly. So don't make the mistake of letting the match go from trying to go for flashy resets especially against harder match ups such as eddie, it can only take one mistake in several match ups to put anji back in his hole. Share this post Link to post Share on other sites
Aurelious Report post Posted January 16, 2008 Let's talk about May, and how much we all hate her. Fought one last night. No matter what I did, it was CH J.H to Lame Loop. Rinse and repeat twice for death. WTF. The only move I could land on her was a 5D thanks to Autoguard. I tried 6S to poke with, no avail. Butterfly was quickly clipped. Help >.> Share this post Link to post Share on other sites
Tiamat Report post Posted January 16, 2008 when all other anti airs fail, anji always has two options - 6K autoguard into P special - air throw I have no exp in May matchup so that's all I can help you with. Share this post Link to post Share on other sites
Jais Report post Posted January 16, 2008 when all other anti airs fail, anji always has two options - 6K autoguard into P special - air throw This is pretty good. But don't forget about Backdash. Lastly the best AA ever. Jump, IB, land throw. Slymoogle IB FTW Share this post Link to post Share on other sites
Tiamat Report post Posted January 16, 2008 Ya, also if you're lucky/skilled you can even jump IB into air throw sometimes. =D Share this post Link to post Share on other sites
Nuts Report post Posted January 17, 2008 help me please...i'm playing reload now...can somebody give me a link to anji #reload guide? i can't find it by myself T_T Share this post Link to post Share on other sites
Dawnbringer Report post Posted January 17, 2008 Nuts: Though this isn't reload,it's the version before that.So I'm not sure how much of this can be used in reload,but it's something to start.However,I suggest you get Accent Core asap. http://www.youtube.com/watch?v=VaMZhBQUF3A Share this post Link to post Share on other sites
Wind Owl Report post Posted January 17, 2008 Anji is crap in #Reload anyway Share this post Link to post Share on other sites
Nuts Report post Posted January 17, 2008 ummm =) i can't play AC T_T i don't have PS2...even if i had it...its impossible for me to play on pad...stick or keyboard(best)...and my stick can connect only to ps3 and pc xD so...i'm waiting for new GG series on ps3 maybe u can tell me here? basic combos...like air combo....k>s>hs>d...e.t.c %) Share this post Link to post Share on other sites
Wind Owl Report post Posted January 17, 2008 His basic air combo is 214P > c.S > f.S(JI) > SJ > j.S > j.P > j.S(JC) > j.P > j.S > j.D I believe his B&B was something like 5K > 5S > 5H > 236S>S, but that doesn't even start with a low so I'm not sure. #Reload Anji was pretty much just a gimmick character that relied on guard points and unblockable butterfly setups. EDIT: The guide that Dawnbringer posted is really good. Share this post Link to post Share on other sites
TheSlyMoogle Report post Posted January 18, 2008 OMG Fan super was stupid in XX I forgot. My advice is combo into fan super. Jeez. Share this post Link to post Share on other sites
The Burricane Report post Posted January 18, 2008 ummm =) i can't play AC T_T i don't have PS2...even if i had it...its impossible for me to play on pad...stick or keyboard(best)...and my stick can connect only to ps3 and pc xD so...i'm waiting for new GG series on ps3 maybe u can tell me here? basic combos...like air combo....k>s>hs>d...e.t.c %) My friends and I got Accent Core working on his step-father's PS3. However, maybe 4 times out of 5 it would get stuck on one of the loading screens (the Arc System Works one, I think). So, if you ever really want Accent Core I know that it will work on the PS3, but not reliably. Share this post Link to post Share on other sites
Tiamat Report post Posted January 18, 2008 PS3 is a piece of junk and yeah I agree with moogle, Fan super used to be so boss Share this post Link to post Share on other sites
JinSaotome Report post Posted January 18, 2008 OMG Fan super was stupid in XX I forgot. My advice is combo into fan super. Jeez. Lets not forget you could On without FRC. somekinda launcher -> On -> Fan Super -> On -> Fan Super -> On Share this post Link to post Share on other sites
TheSlyMoogle Report post Posted January 18, 2008 Lets not forget you could On without FRC. somekinda launcher -> On -> Fan Super -> On -> Fan Super -> On actually you had to be very close for that to work. Share this post Link to post Share on other sites
Nuts Report post Posted January 19, 2008 what is that? Fan super? %) Share this post Link to post Share on other sites
Chomite Report post Posted January 19, 2008 Overdrive that looks like the big fan is spinning around...That's Fan super I think. Share this post Link to post Share on other sites
TheSlyMoogle Report post Posted January 19, 2008 Overdrive that looks like the big fan is spinning around...That's Fan super I think. QFT. Fan Super was amazing. You can combo into it for like half life damage. Share this post Link to post Share on other sites
JinSaotome Report post Posted January 19, 2008 actually you had to be very close for that to work. Yeah, On had such a short range. I only had XX before AC so when I tried to On in AC I was like "Holy shit, Anji can FLY. " Share this post Link to post Share on other sites
KBnova Report post Posted January 19, 2008 Actually back in XX Anji had the greatest super. After throw you can do: butterfly > fan super > frc > run in close > 2k >(fan should close at the same time with 2k...60% plus damage) > ON > sj. any combo.....80-90% damage. Frc super unblockable. That was the reason why his frc timing changed in #R. Share this post Link to post Share on other sites
Aurelious Report post Posted January 19, 2008 I've started using Fan Super FRC in AC. It doesn't do a lot, but I'm just happy I can do a FRC >.> Questions: What's a good string to do if I air dash in and connect with a kick that when I land the beat counter will continue? Sometimes I do IAD-->K-S-P (land)K-S-H-blahblah Is there a better one? 2: K-JI-S-K-S-P-P-P-S-jc-SPD is my typical JI combo. Is there one that either deals more damage or gives knockdown? I feel like a n00b just spamming P but I know it's doing very little damage. 3: Is P-On better than KS On? Which situations would P be preferable? 4:> How are both the Butterfly and the Stomps (preferably P stomp) work as far as getting the crossover? 5: Are there any useful combos from a FRC'd Fan Super? How about uses for the Autoguard super? (Invin frames, wide hitboxes, etc) and how does the FRC aid this other than safety? Share this post Link to post Share on other sites
Tiamat Report post Posted January 20, 2008 1. Here's the problem, if your airdash string ends with jP, it will be hard/impossible to continue the combo. I heavily recommend ending airdash string in jS if you wish to continue to combo. 2. that combo works? lol ill have to check on it 3. P is only preferable when you think it will work but KS will not, otherwise KS is better. Use P if htey are high up, use KS if they are lower or you have time. 5S is better than KS though if you can get it, and 6P5S is best of all raw dmg wise but also least easy to land cause you only can after FB rins and things in corner. 4. you can see that in videos I'm gonna put up soon cause i did a lot of P stomps using the butterfly to set it up the crossup 5. no clue. autoguard super is best as a finisher and when you RC/frc they can burst if they have one so I don't have a set frc/RC combo with it atm I don't understand the combo you posted. Share this post Link to post Share on other sites
Wind Owl Report post Posted January 20, 2008 If you mean Superjump Combos, it's annoyingly character- and corner- dependent. I recommend you watch the 20-minute long tutorial vid I posted here Share this post Link to post Share on other sites
MiraclePizza Report post Posted January 20, 2008 Actually Anji's superjump combos are generally the same and only needs minor alterations among different characters. The non-knockdown ones I can think of are 1. Works on most characters: sj-S-P-S-djc-P-S-D (easiest one to land, especially after a Pstomp-c.S-f.S) sj-S-P-S-djc-S-P-S-D (most damaging of the three but slightly harder to execute because of the S-djc-S) sj-S-P-S-djc-P-K-S-D (somewhere in the middle, after cramming that K in there for some damage) 2. Best for floatier characters: sj-K-S-djc-K-S-D sj-K-S-djc-S-P-S-D (more damage then the former) 3. Best for larger, easier to combo characters (well, you get more damage than variation #1): sj-S-P-K-S-djc-S-P-K-S-D (If I remember correctly, the first K is actually needed to continue the combo on Potemkin) All of the above are independent of whether or not they're in the corner and they're all pretty basic and easy JI-superjump combos. AFAIK, the only sj combos that are corner dependent are the ones that end with orb knockdown (though I'm not sure if it's always guaranteed), or jD-fall-jH knockdown. Otherwise, if they're simply too far for an On knockdown after a grounded juggle from a stomp or FB Rin, then all the stuff I listed should work for getting reasonable damage as follow-ups with little worries about being character specific. No need to spam P in an air combo as Anji can fit plenty of S's in. So in short, should you get a combo with a bad corner bounce (when FB Rin bounces them against and AWAY from the wall), you can still get around the same amount or slightly more follow-up damage as you would in a B&B in a situation such as: S-H-HS Fuujin (right up against the wall)-FB Rin (bounce away from wall)-run towards them-K-S-sj-S-P-S-djc-P-K-S-D would still net you around the ~170-200 damage depending on the character's defense ratings. Just my two cents. Share this post Link to post Share on other sites