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oo few new people playing Anji (cries tears of joy).
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This thread is now officially awesome.
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Yawn, little fun sword combos, pretty sure nothing new but gonna post up some variantions that I tested. c.S is really funky...it makes opponent stand even if they are crouching when they get hit: Any starter normal>c.S>JC>j.S(j.P)>j.H(FRC)>Variantions 1) j.S(j.P)>j.H>land>5H>63214H(FRC)>66>2S(5S)>2H>air combo 2) j.H>j.236H(KD?)>possible RC for air combo 3) Near corner j.D>2S(5S)>2H>air combo Pretty decent for only blowing 25% tension and considering sword doesn't get that much damage combo nor KD combo in mid screen...I guess it's kinda worth it. idk anymore.
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So and so. I kinda stopped progressing with those two characters (stopped going to practice mode) and started to play more Anji before term started. Too bad that my pot is almost as good as my Anji -_-;; Damn, practice practice...
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; ) just saying hi to y'all again. Back from school and summer break.
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people still play this horrible character? lol
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You are not supposed to end your block string into fujin or make fujin predictable that it gets blocked. It is just so easy to counter out the followups, it is not even funny. Only time that I would do it is during butterfly pressure and opponent is trying to throw out poke hoping that it would hit you and kills butterfly. I used to end my block-string into fujin all the time because it looked so good...but when I stopped using it, my win rate jumped. Now-days, I usually end it with butterfly if I land successful high lv normals (2HS), or just wait and measure the distance then try to counter according to how opponent moves. It sucks that anji doesn't get any good moves with + frame advantage like certain characters do. Disregard the last part past half. I read it wrong. But still a tip.
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There are also Jackhound combos on the ground. It's distance specific and depends upon mist finer level. They tend to eat up a lot of tensions, however, give a nice knockdown for safe mist into possible another combo. But setting it up is pretty hard as well as technically difficult to learn all the MC linking between hits and MSDJH - which is not required but really nice to learn.
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If you want damage after KJ FRC, KJ FRC>j.S>j.SHD>Ensenga Above is the most damaging option but keep in mind that you need to vary it a bit depending on height and characters (ie Against heavy characters, you probably won't be able to do it) And in a corner, if you can delay well enough, you might be even able to go for Enkasu but difficulty is hard. If you want 1-hit Ensenga after KJ FRC, KJ FRC>66>Option>Enkasu Options: 1) j.KSD 2) j.PKD 3) j.PPD 4) j.KD 5) j.D 6) j.KPD It is possible to get even one hit in mid screen with this set up, however, totally depends on what character you are dealing with. Slayer is really hard whereas Ky is pretty easy. In corner, you shouldn't have too much problem since timing a lot easier because that air dash forces you into opponent. Just for fun, Impossible dust that I use: 5D>FD>j.SD>Land>5K5HS>DBT>DB FRC>Enkasu
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I don't play BB either (and I don't even personally find that attractive anyway. Probably I would just play for fun and for the sake of having more people in competitive fighting scene if people around my area starts to play seriously). Apperantly, when the command throw is combo'd into, you can throw break out of it and I heard that it's not that even hard to do so. P stomp would be the one you are looking for. And yes, another person who knows about Touhou! Yap, her name is Youmu
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1) Then he simply did HPB as a combo THUS, NO, you can't get out. It's not Blazblue where your command throw is throw-breakable LOL. You have to burst out before HPB comes out if you don't want to eat that damage. if he does HPB anticipating your jump in, you can still get out by mashing j.P or Gold burst! And lol he does slide head that close? Punish with stomp please. Hell, if he is doing it that close than might as well go for fujin and fat combo. No good potemkin player would ever do slide head that close, heh. 2) Using P follow after Fujin is...It is just there so we can have some giggles. No really Using it on Okizemi is just bad since it's not overhead or anything and you can't even follow up after it. In other words, you just lost your pressure and advantage that you had when you knocked down someone. It's good to use once in a while to throw people off during pressure strings. Learn FRC for more awesomeness. 3) Good that worked out for you
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Can be tricky to time and measure the distance. I don't think that he is on that level yet to get used to pokes and specials. Whipped fujin>LOL BUSTER But yes, fujin indeed works wonders. Good tip.