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Ky Kiske vs. Anji - 6-4/Ky

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Vs. Anji. Goes 6-4 in Ky's favor.

What is used to beat Anji:

6P > Anji's 5P and placed properly, can beat any air attack except for j.D possibly.

5H > Beats most of Anji's standing normals that are not laced with a guard point such as his 5K, 5H, c.S. Can also beat both versions of Stomp.

2S > Beats most of Anji's crouching normals that are not laced with a guard point such as his 2K, 2S (75/25 Ky), 2D.

Stun Dipper > Can beat any high attack guard point. Loses/trades to some of Anji's lows. Can beat 3K in some cases. Also can beat zoned Shitsu/Red Shitsu, for example, usually in lockdown in the corner then butterfly, you can SD past it. Can beat HS Fujin and Slash followup w/o the FRC. Also beats both Rins.

Greed Sever > Can beat any low attack guard point and all of Anji's lows. Can be used to avoid zoned Shitsu/Red Shitsu but is not recommended, SD works better. Can beat K followup after Fujin with or without FRC for CH combo. Can beat square version of Stomp if applied properly.

Vapor Thrust > Beats close up Shitsu on wakeup. Orb can be beaten as well. Any air attack that Anji has.

More to come in this.

What to watch out for from Anji:

j.K > Beats Ky's j.K (50/50) altho loses to j.S.

j.D > Beats Ky's j.S and j.H if well placed. CH for good damage vs. Ky.

Orb > Usually beats anything ground or air that Ky dishes out that is not fast enough to beat it. Vapor Thrust and 2H can trade/beat out Orb.

Red Shitsu (FB Butterfly) > Any projectile can be dismissed and the Butterfly will be unaffected by it. Also works on FB Sphere and Sacred Edge.

Delayed S Followup after Fujin > Ky's lows including 2P. Some other normals are bad against it too. CH is definite if trying to poke.

j.H/j.P > 6P and 2H (50/50 depends how well placed the attack is)

High Guard Points (f.S, 3S, 6H, 6K, 5D, Rin) > Any high/mid attack can be defeated by guard points when the GP frames are active. Sometimes can be baited and blocked by 2P, Sphere, S version of Stun Edge and both versions of Aerial with FRC.

Low Guard Points (3K and 2H) > Any low attack can be defeated by guard points when GP frames are active. Sometimes can be baited and blocked with 2K but is more than likely eaten.

Both versions of Stomp > All lows. Can be baited for IB throw.

HS Fujin > Invincibilty to go over most normals and Stun Edges.

More to come soon.

Matchup Overall + Tips

First and foremost, Anji is basically low/mid tier almost in AC but has certain techniques that can get him out of bad spots. He is known for having an above average air game with his jump normals including j.D and having the longest super jump in the game. His ground game is usually consisting of unblockables with the Red Shitsu (FB Butterfly) and certain guard points on his normals. Most guard points are avoidable and can be baited with Ky. Still, this cannot keep you totally safe against Anji, but this matchup is very winnable.

Ky can easily win this matchup by doing 2 things: baiting/punishing GPs and cutting off Anji's lockdown with SD where needed. After that, keep the zoning. You may want to lay out the lockdown a little bit when going against GP happy Anji's. If an Anji can see your attack coming, they can use a guard point or super jump to get out of the corner. Both of these can be baited at points where you can think that GP/super jump is coming. To get GP baited, apply high/low mixup to your pressure since all lows beat High Guard Points and vice versa. FRC Stun Edge is a good substitute to lead out GPs for punishment. HS Fujin could also be a problem to most Ky players since you need SE's at times for zoning and sometimes for pressure. Fujin can easily beat SE but cannot beat SD. Keep revolving from SE to SD at times for mixups at the end of pressure since both of them can be FRC'ed.

More to come here.

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Stealing Jais's setup because that bridget fag is my heart

Openers: There are multiple ways to approach the beginning of this match.

2S - This is probably your best round opener. 2S beats out almost all of Anji's normals and since 2S recovers quickly it is safe to much of Anji can do (K stomp for example).

5HS- Not a bad move to throw out at the beginning. This will beat any HS Fujin attempt at the beginning or any far reaching normal.

Backjump HS/S&HS SE/D- Another great option Anji doesn't have much to deal when catching up to you or general Anti air when ky is going back.

Okizeme:

ACSE- Is a great option for wakeup. Anji can HS Fujin through it and get a CH and trade but at the same time it's risky for Anji so don't be afraid to use it.

5K/2K- If you happen to be too far or not in position for a ACSE at the moment then these will do just fine. Be careful that Anji CAN HS Fujin through these but its rather risky so just becareful when just throwing these out if it becomes too predictable.

J.D Force Break- This again ruins most of Anji's options to move and so is forced to block.

J.D- Use crossups and high and low's when throwing the J.D gimmick. It's a decent mixup

Punishes:

If Anji does Shitsu at close range Greed Sever is your best option and being it can be comboed its a good idea. Learn to react to these.

If Anji does Shitsu at max range then a simple stun dipper will punish it.

If at any point Anji does a VERY close range shitsu such as for example 2HS>shitsu. Do 2K>6HS or 6K. The focus on this is that by sending out a fast poke like 2K and using a move that sends your animation forward it allows you to evade the dropping butterfly. (Try it out lolz)

5K will beat out Force Break Fujin and If you Instant Block Fujin at first and force break comes out you can beat it out with 5HS which lands you a CH/stagger and get that damage son!

Anti-airing:

Anji has almost NO moves that can allow him to approach Ky in the air.

6P- Besides a well place J.S (Which for some reason makes it hit from behind:psyduck:). It will be beat ALL of Anji's air moves PERIOD

2HS- Well we got 6P what do we need 2HS for? Well some Anji's love to use J.D to delay there landing so 6P whiffs and Anji's get in for free. So use 2HS to score a CH or to scare the other opponent into thinking twice when coming in like that.

Zoning:

This is where Ky excels in this matchup. Ky can run circles around Anji and be able to play safely nearly the entire match if played right.

J.D is probably your best friend in this matchup. A low ground placed J.D makes Anji not be able to advance since Anji can not run under it, is too slow a runner to catch it in time (usually) and we can't forget the fact that hes really freaking tall lolz. Meaning Anji willl usually want to jump around it but considering Anji's vertical jump it's basically Ky waiting for him and to Anti air/air grab. This really forces the Anji to play very carefully. J.D forcebreak helps much when trying to get away from him if needed.

J.D > Air Backdash > J.HSE (If he backs off) or J.SSE ( If he tries to advance)

This is your basic zone plan and one of the most effective.

Ground Stun Edge's (Mix it up between slow and fast) is a must to keep the anji on it's toes. Be careful not to use it when near him because of Autoguard.

J.K for air measurement is great for just throwing it out and if Anji jumps he gets beat period.

Double jumping over him to get to the other side of the field and releasing Air Stun Edges and CSE will keep you active and always changing your style so the Anji doesn't see you getting predictable.

Their game plan: (My friend Makubex will write this part up from his Anji experience vs Me and other Ky players such as Andrew etc)

Strategy: This entire match up basically zoning, zoning, zoning. Anji doesn't have much in terms to deal with it and it's very hard for him to catchup and deal with it. You keep zoning till you find a opportunity to come in safely! Mixup and if he happens to escape then rinse and repeat.

Don't try to approach Anji from air to ground as Anji can and most likely will win. Stay on the floor/Air away from them and zone much. Once you get an opportunity to come in from things such as J.HSE FRC Dash in.

Do NOT get predictable. Anji has many options to beat much of your moves during pressure and mixups so always keep on your toes and keep throwing in a wild card.

Char specific details:

When pressuring him on ground Anji has good ways to escape your strings since most of Ky's strings tend to end after a few hits so learning to gap is a safe and good way to deal with Anji being able to get out of things. For example....2P>5K>Gap>Run in> 2K>5S etc etc etc. Constantly switch it up to never get predictable.

Try not to end your strings much in Stun Edges because Anji can HS Fujin it and punish you if you don't FRC The Stun Edge.

Air Dash in J.S/J.K gets beat flat out by Anji's 6P.

Going from air to ground J.HS gets beat out by Anji's 5P easily.

Try to avoid ground CSE without FRC as Anji CAN HS Fujiin it

Anji's 6K will beat out much of your air moves such as J.S.

Video examples:

Roz(Ky) Vs ANG(Anji)

There are a series of Roz vs ANG 1-4. Look in the right side of the videos to find related videos and watch the others.

Roz playing style is almost exactly like I said in the matchup. Stay on the ground or in air when far and poke with 2S,5HS and throw stun edges. Watch and see how he deals with certain things

Thats all I got for now.

Hope it helps and this is all up for discussion. My friend Makubex will write his gameplan up soon.

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I was getting that alot...forgive me <_< Any strats you have DH, lay em out. School is bad in its first day.

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5H is good against Anji in almost any suituation whether it be pressure or zoning.

Great poke indeed but not spamable. Don't just use recklessly. 2D beats it clean and with that ky loses 50% =O

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HS Fuujin's speed is pretty slow to be honest. Took me a while to realize that. It's just the animation is deceptive to the speed. It has some invincibility but you can hit him out of it with any overly active move like Sweep or 5K. You can react and punish all the follow ups too. So thats what you should be looking for. HS Rin is -3 on block (Off the top of my head.) so if you IB it you can 2P or 2K it. The Punch follow up (Forgot the name.) The moment you see it you should j.K him into standard aircombo. For the kick follow up react and try and punish. The Slash one is horrible on block but has an FRC. But if no FRC comes out you can SD or 2D it for free. FB Rin should be punished before the hit comes. Punishing it after is a bad idea, because it is good on block and Anji can just frame trap you. Altho he might try to get tricky and use a slow move to make the most of the frame advantage.

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