RisingStars Report post Posted February 1, 2008 Can you combo off of a k autoguard if positioned correctly? Share this post Link to post Share on other sites
Wind Owl Report post Posted February 1, 2008 Yes. If you're really close to the wall, you can just run up > 5S (sometimes 5H) > some sort of Fuujin Loop or Superjump Combo. If you're a little further, K Kai > RC > etc will usually get you a combo. Share this post Link to post Share on other sites
McBane Report post Posted February 11, 2008 So I picked up Anji very recently, in the last two weeks, and I was wondering about some of his JI or non-JI air combos that have a j.H > j.D in them. I can never seem to nail them in training mode so I've been stuck with SPS jc SPS D or something to that effect. I was wondering what sets up these combos, and what general sequence one can apply to set up a j.H > j.D where the j.D doesnt whiff and I get a tastey orb. Share this post Link to post Share on other sites
Tiamat Report post Posted February 11, 2008 to combo into orb you generally need the corner also the jH into jD is sort of character specific. before doing whatever your starter is for the juggle (5SS or whatever) let them fall about horizontal to you before hitting them. then superjump at themwith jK and delay it as long as you can with still being able to gatling to jS, then do jSHDorb Share this post Link to post Share on other sites
Woocash Report post Posted April 4, 2008 Is Anji's Fuujin > Hitoashitobi(K) invincible in the beginning or near the end? Share this post Link to post Share on other sites
Tiamat Report post Posted April 4, 2008 beginning, the end is the recovery time where you can hit him or throw him Share this post Link to post Share on other sites
Ryujin Report post Posted April 17, 2008 When using a RC in a combo how much damage (by numbers) is it worth it? 150? 170? 200? For some reason in matches i have all this extra tension lying around but i dont want to waste it. Share this post Link to post Share on other sites
Chomite Report post Posted April 17, 2008 I doubt blowing 25% more tension will net you any fantastic damage other than starting a combo from RC like 3P... Share this post Link to post Share on other sites
Tiamat Report post Posted April 18, 2008 yay my ghetto RC anti air combos http://www.youtube.com/watch?v=2qZ4S6BxlZc Share this post Link to post Share on other sites
Chomite Report post Posted April 18, 2008 ^ lol. I'm so trying that. Share this post Link to post Share on other sites
Tiamat Report post Posted April 18, 2008 I added some tips on timing to the youtube comment for the video Share this post Link to post Share on other sites
Anji man Report post Posted April 18, 2008 I played with the Ex anji in the GGXXAC+ yesterday Anji ex has the old 6H and 5H and I think, in the next GG, anji will recover his autoguard :keke: PLEASE ARCSYS.... :yaaay: :yaaay: Share this post Link to post Share on other sites
Tiamat Report post Posted April 18, 2008 i just hope there aren't any more versions of XX Share this post Link to post Share on other sites
Rinsuku Report post Posted May 30, 2008 So...where are the combos that end in the orb? Or is it not as practical anymore? Share this post Link to post Share on other sites
Tiamat Report post Posted May 31, 2008 it mostly sucks but you can still get some extra damage with it in the corner off some things, sometimes knockdown guide will be updated when my laziness subsides...I've got most of the update done but need to add some stuff still it's not nearly as practical as it was in slash which was like....over a year ago...so I shouldn't still be seeing posts like that. no offense Share this post Link to post Share on other sites
Mechanica Report post Posted May 31, 2008 If you're at a height where orb will lead to knockdown, you're better off with the extra okizeme setup time by just stopping with jHS/jD and a backdash when you land. Unless you really need the damage, but then you should be doing some jump install S P S ^ S P S D shit or something. Share this post Link to post Share on other sites
Tiamat Report post Posted May 31, 2008 Unless you really need the damage, but then you should be doing some jump install S P S ^ S P S D shit or something. that jump instal combo is the B&B midscreen combo, but orb combos near the corner do more damage SP(delay)S (fast)> PSHD orb Share this post Link to post Share on other sites
Rinsuku Report post Posted May 31, 2008 Alright....I miss the orb....T_T Share this post Link to post Share on other sites
Mechanica Report post Posted May 31, 2008 that jump instal combo is the B&B midscreen combo, but orb combos near the corner do more damage SP(delay)S (fast)> PSHD orb jP (delay) jS doesn't give them time to tech..? Share this post Link to post Share on other sites
Harem Report post Posted May 31, 2008 jP (delay) jS doesn't give them time to tech..? They don't tech. It gives Anji the momentum from a super jump that you normally lose when you JC. It was a Slash Anji staple. Share this post Link to post Share on other sites
Tiamat Report post Posted June 1, 2008 you delay the jP to jS gatling as long as you can Share this post Link to post Share on other sites
Mechanica Report post Posted June 6, 2008 cool, I didn't know jP had that much untechable time I guess. I have some On followup questions when I need damage I do something like sjK, S, P, S, D... and if I could pull off the sjK, pause, airthrow bait (I don't know why I can't do that... even in like training mode, I can do other air throw baits) I'd use that occasionally... what characters do things like HS fuujin follow up work on? Or is that S fuujin? Share this post Link to post Share on other sites
Tiamat Report post Posted June 6, 2008 I'm confused by your question S and H fujin have the same followups...what situation do you want to know about? Share this post Link to post Share on other sites
superclack Report post Posted June 10, 2008 I'm fairly new to Guilty Gear and I've been hearing how Anji is really bad all over the place, but I can't find any descriptions as to why he's so bad. He seems pretty balanced from the videos I've watched, but I don't have much experience playing as Anji against skilled opponents. What makes Anji the worst character in Guilty Gear? Share this post Link to post Share on other sites
Dawnbringer Report post Posted June 10, 2008 Anji is now technically not the worst character in the game anymore,but here's his bad points: -Tension required to do any sort of REAL damage -extremely risky move-set -high risk low rewards character -does not have a high damage combo that ends with knockdown (compared to the rest of the cast) -has holes in his pressure strings -no rewarding overheads -huge hitboxes,he's one of the EASIEST characters to combo -hardly any advantageous match-ups,if any at all (Johnny has more power than him,so I think that match-up is even,don't know if anyone else is closer to this match-up other than himself) And here's what he's good for: -getting out of pressure,but if you're already being pressured,that's not a good thing really -easy to pick up and learn The videos you watched must be the top Anji players,such as Domi/Lime-key/Dry Ace/ANG. Share this post Link to post Share on other sites