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Tiamat

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Everything posted by Tiamat

  1. Tiamat

    Anji Mito: Questions and Answers

    enemy string/okizeme then the thing in () is when you do the autoguard move with anji Standing pressure examples: high/mid: Ky 6P blocked (6K) 6H low: Slayer 6K blocked (3K) 2K The low example is a lot harder because you're in blockstun longer from the initial move. In both cases if you mash on K when doing 6K/3K you'll get guaranteed K special Okizeme examples: all are 1 frame timing so same difficulty regardless of high/mid or low as long as their attack is meaty high/mid: Sol 2P (6K) low: Sol 2K (3K) Time for right before you would normally get hit in all cases. Obviously use the recording feature for this training.
  2. Tiamat

    Anji vs. A.B.A.

    her crouch dash with 236P can be beaten with low attacks but her 236D is totally invulnerable - danzai is free 236H after blocking first hit - her 3 hit punch string you can autougard or fujin through the 3rd hit, though she is safe if she frcs it - do not otg or knockdown penalty to moroha will be lost Combos: - heavyweight, no normal hit 2D 236S-D - one of hte hardest in the game to fujin loop, don't bother in general - go for knockdown combos no matter how much damage you are giving up unless it's for kill. - on normal hit 2K and 2S push her back like WOAH for no reason which is bad
  3. Tiamat

    Anji Mito: Questions and Answers

    the GGAC tier list thread is honestly full of bullshit so don't believe half the stuff you see in there well maybe only 20% bullshit or so, lol Anji needs 25% meter to get 40% life damage in most cases because he needs force break Rin. Simplest would be like 5S5H 236H-D 2366H-H but usually you're in range to do something better after the second 236H, like KS On. Almost all Anji's normals can lead to 40% life damage (roughly) using FB Rin and dashing fujin.
  4. Tiamat

    Anji vs. Venom

    gonna be a lil project heh, have very little actual experience here This is one of those whoever gets stuck in corner pressure first loses kinda matches from what I can tell. venom's pressure is amazing, but his anti-pressure is awful. He must rely on good old fashioned blocking, slashback (if he's 1337 like that), and DAA. So yeah whoever is in the corner is probably gonna die lol. Defensively: you can reversal fujin through dark angel on wakeup. maybe good for a surprise sometimes but I'm sure it's easily dealt with. from standing it's hard as fuck but possible. on block it does about 5% of your life, so don't bother FDing it unless your life is very low. instead you could try to IB as many hits as you can to gain extra tension, you can get over 25% meter from doing this. he has very good mixup with good overheads and a throw that yields combos. his lows consist of 2K and 2D he may do blockstrings into his dubious curve (his 421+button special), likely from 5H. in which case you can autoguard it with 6K and get free autoguard special of your choice or free 236H unless he frcs and blocks. you can also backdash from whatever the attack is that you think he'll do it from. combos: - juggle ender 5KSH > shitsu will otg as long as not too far away, if you did FB shitsu this creates unblockables that are basically guaranteed - he's hard to combo into On, AND it's hard to combo after On hits
  5. Tiamat

    Anji Mito: Questions and Answers

    Hey I did testing. From a stomp into dash 5K5S On (or air throw into 5S On) you can do 236H on these characters di, ch, ja, ba, ma, mi however to combo further without a corner nearby you will need meter for FB Rin Yet, on the following characters you can do it and get 236H-(slight delay)H regardless of screen location. easy: anji, faust, i-no moderate: axl, aba (timing on the 236H after On is a bit harder) hard: sol (both the timing on the 236H and the timing on the H followup are harder than normal) I hope that helps.
  6. Tiamat

    Accent Core Anji Mito Video Discussions Thread

    Hey all the videos from my matches with Shazay on 1/19/08 are up now so check them out if you feel like it. Anji vs Slayerrrrrr 11 matches. be the last matches for a while probably since I went back to college and no one plays around here http://www.youtube.com/profile_videos?user=CursedTiamat&p=r
  7. Tiamat

    Anji Mito: Questions and Answers

    Yeah, you can 236S against most characters after On corner drop. Depending on the character you can land S,D, or H followups. It matters a lot how many hits where in the combo till this point though. Also you can 5H in this situation.
  8. Tiamat

    Anji Mito: Questions and Answers

    I spent a couple hours messing with stomp combos last night. The thing that bothers me about the fujin after On combos is that you almost always need FB rin to combo after the 236H, but I guess usually you've got some meter to burn. You can do some pretty sweet stuff though on some characters examples: slayer 214P > dash 5K5S On > KSH wait till he is horizontal to you before pressing button. good damage and knockdown for no meter cost. faust man you can do a lot of shit on this guy lol. iad jKSH after On is not too hard you can also 236H-(delay)H after the 236H to hit him no matter where he is on the screen, which doesn't normally work It's very character specific what you can get though. Also some characters are more easily hit with On than others. The Slayer combo works on dizzy but she's harder to On so stomp needs to hit closer/you need better timing on her. I'll make a post with more random stomp combos and hopefully a list of chars you can On > 236H later.
  9. Tiamat

    Anji vs. Eddie

    Testament? Why's that? maybe post in testament topic about it so don't get too sidetracked I disagree about being in situations where he can't do puddle unblockable on you though, it's gonna happen sooner or later.
  10. Tiamat

    Anji vs. Order-Sol

    Thanks, those are important to know. Personally I still lack sufficient experience in this matchup. I know with Sol 2D is a huge problem for Anji. Order Sol's 2D range was beefed in this game so I'm wondering does it have the same range and properties now as Sol's 2D for the most part? Also how much damage will HOS get for landing it? Does the damage take a big jump on counterhit like Sol's does? Probably a complicated question what with the amount of tension, maybe counterhit, and your charge level being involved in the damage but try to give me rough idea. Also wondering if they lead to knockdown, from what I've seen order sol combos often end in his air DP which does not knockdown.
  11. Tiamat

    Anji vs. Order-Sol

    If HOS is using non-okizeme gunblaze it's helpful to know that you can beat it with 2S. Other low moves beat it as well but 2S is best because it will combo to 5H on normal hit because he is in crouching state. Also it's best because if you get crossed over you won't miss. This will probably mostly be good to know if he starts using gunblaze to reversal under shitsu on wakeup.
  12. Tiamat

    Anji vs. Johnny

    yeah, fujin sucks against sol =[
  13. Tiamat

    Anji vs. Eddie

    Anji is at disadvantage in this matchup mostly cause of raw damage imo. Otherwise pretty fair matchup. my guess is 5.5-4.5 eddie's advantage zoning/spacing/poking: look for opportunity, don't be hasty or bad things will probably happen to you. zoning shitsu at far range is helpful. if he leaves shadow vulnerable you may try to kill it with a quick recovery attack like 2K. if it's dead he'll have a lot more trouble keeping you out while it recharges. pressure: eddie has trouble against anji's butterfly pressure because he lacks reversals and his DAA is sucky too. defense: if you block his 236K shadow blade thing you can block the first hit then autoguard second hit but I warn you it is very difficult to do consistently and if you mess up you will get hit. If you just want to block (usually the safest option) try to block his 6K overhead on reflex, if you can't you'll have to play guessing games. He may also try to command grab you which you can jump to avoid when you predict it. If he's doing too many 6Ks and grabs just jump and you'll get out, he needs to use low moves or mixup falls apart. Fujin during his blockstrings is usually a bad idea. Reversal Fujin is on the other hand, very useful against okizeme unblockables involving the drills. 5A seems to work well as anti air in this match combos: - On combos are a bit hard to land, fujin loops are a little on the limited side of things. - on the plus side you can use 5S5H2D 236S-blah juggles against him in corner for good damage special combos to ruin eddie's day: basic no fail combo: 5S5H 236H-D run 5S5H2D236S-S raw 236H-D > dash 5S5H2D236S-K > KSH 5H 236H-D > dash 5S5H2D236S-K > KSH 2S2D 236S-D > dash 5S5H2D236S-K > KSH do 5S so it hits him when he's really high up and delay the 2D from the 5H, then the followup shouldn't be a problem
  14. Tiamat

    Anji vs. Johnny

    I didn't say I did XD so you are saying Fujin is better against Johnny than most characters because most of johnny's moves do not recover well when whiffed?
  15. Tiamat

    Anji vs. Ky Kiske

    This is my second most played matchup after Anji vs Sol. Regardless of what they may say on the Ky forum, this is a fair 5-5 matchup. Zoning: In general though both players need to be patient and space/zone a lot. Ky has longer range projectiles than anji of course, but if anji is pretty far away jumping around, especially with jD, Ky cannot hit him without advancing because none of his projectiles move upward. His air projectiles all have at least a slight downward arc so if you are too far away and high none of his projectiles can hit you. When he moves in he's making risk. You can't do anything to him either without taking some risk by trying to move in, unless he does first. If he's throwing a lot of jDs out and especially the force break jD, it will be very hard to move in. If he uses the force break it's best to back away from it if you can until it's over. The players have to look for weakness in each other's defense to begin their pressure, even if it's not a hit, just getting something blocked that you can pressure from. Occasional shitsu at far range can be useful but will lock you in place and unable to defend if he did air stun edge, so usually don't. you can't air block his FB cross move in the air without FD, how gay is that lol Poking: nothing is especially abusable with either character imo. Anji's basic pokes with 2S and 6S are fine. dash 2D can be a good surprise attack as it goes under some of his good pokes like fS and 5H as well as stun edges. Pressure/mixup: Don't do shitsu predictably in blockstrings or he can stun dipper under it. He cannot reversal stun dipper under shitsu on wakeup if it's on top of him already though. You can deal with his reversal DP by 2D which will cause a double whiff, or 2S (far range) which is better. Kenji says running into him with 6P will counterhit reversal DP. Cut back on the stomp crossups cause his DP deals with crossups well. Contrary to what some say, he cannot throw you after IBed P stomp, no one can. Learn the proper range for non-okizeme shitsu pressure. He can use moves that move him forward to get out but it's not a big deal if you do strings properly spaced. The shitsu will fall on him for doing 2S6K if you block it. If he does 2K6K and you are at proper distance he'll just flat out miss you if you do nothing. If he uses 6K or 6H straight up you can easily beat those with almost anything you want. Just get used to the ideal range for blockstring shitsus and it will work fine. Defense: Ky's overheads are 5D and greed sever. Both can be reacted to and if you block you can get a small punish or at least start pressure. They don't do a ton of damage unless your guard meter is up either but still not fun to get hit by them. He can combo decently from his throw so keep an eye out for tick grabs. He may try 6P6H string for pressure. This can be dealt with by autoguarding the 6H, 236Hing through it, or you can try to backdash to dodge it, or whatever. Be aware that Ky can do 6P 2D to hit you for doing these things but most Kys will not do that often because they want to pressure and they know 2D blocked is usually end of pressure. Any non FRCed projectile is a free fujin in range and if he's doing it in a blockstring you will be in range. Even on wakeup you can do this with reversal fujin to go through CSE and air CSE. Beware he may try the force beak ball which you cannot fujin through but that costs meter obviously. In the event you do just decide to block CSE try to IB the hits to gain extra tension/possibly escape. Autoguards have limited use but can still get you out of some bad situations. Stun dipper is annoying but if you block it you can IB the second hit and dash 5K/5S for a free B&B combo if he doesn't frc it. combos: - combos into On are difficult to land - fujin loop combos should be used whenever possible Overall: Fair matchup, very zoning oriented, in which he has the advantage, but it's not a huge problem unless you are lower than he is on life. IMO Anji has better pressure than Ky in this matchup and better mixups. Keep an eye out for opportunities of any kind so that you can land a hit into knockdown, especially a fujin loop. After landing a corner knockdown such as from a fujin loop, go into corner pressure, and kill him. edit: fixed typo
  16. Tiamat

    Anji vs. Robo-Ky

    Offense: You should be able to get the job done on the ground for the most part. your main ranged pokes like 2S and 6S work ok. Air dash at long range is usually bad cause if he does air missles at same time you will get hit. If you predict him to start spamming air missles run up to him and 6P his face. For oki a far meaty 2S is pretty safe from his DP, I think. His DP super is annoying so keep an eye on his meter though. Kenji says to always dash into Robo after knockdowns as close as you can and then 2K otg > shitsu, gets rid of delayed wakeup screwing with your pressure. He said make sure to 2K otg as close as you can so that they can't tech so far back that they get out of shitsu's range. Defensive: - backdashing can be punished badly by several of his moves such as robo dash, so use sparingly. - backdash is still useful of course, backdash or 2P his command grab when predicted to punish robo - His anti air missile with 2H must be air FDed - his homing missles from the air cause tick damage and thus you should try to avoid them if possible by jumping - don't attack him after a blocked robo dash, you will almost certainly be hurt badly for it - watch out for his dust, it hurts tons Combos: - heavywieght, no normal hit 2D 236S-D - hard to land combos into On, go for fujin loop combos when possible
  17. Tiamat

    Anji vs. Johnny

    Is there a particular reason you say H Fujin is good agianst Johnny? what moves/setups/strings in particular? I don't get to play against Johnny players often, only one I ever have played is 4r5. oh yeah I just remembered something annoying, johnny is a heavy so 2D 236S-D won't work on normal hit. bah
  18. Tiamat

    Anji vs. Johnny

    fair 5-5 matchup both characters have shitty pressure unless they get the other character in the corner, it's a battle to see who gets stuck in corner pressure first. zoning shitsu works well at distance combos: - sadly he's heavy so no normal hit 2D into force break Rin combos - on the other hand you can do some cool shit here cause you can juggle with 5S5H2D 236S-blah - go for knockdown combos unless you have jacked his guard meter up or he will die from a stronger combo. his lack of ways to deal with shitsu okizeme makes knockdowns highly rewarding
  19. Tiamat

    Anji vs. Chipp

    chipp 2D beats anji 2D all day long because it goes over it, so don't try to out poke him with 2D in most situations his jump in jH is difficult to beat, much like Sol's jump in jH. 6K autoguard, air throw, or try to evade
  20. Tiamat

    Anji vs. Potemkin

    Poke/zoning game: - 5P is really good in this matchup cause he can't crouch under it - potemkin buster is scary so try to avoid using attacks that extend your hitbox in such a way that they may be Pot bustered such as 5P and 2S. You must make sure you're not too close though or those moves will be thrown as well. - his anti air is really, really good so don't jump in on him/airdash at him hardly at all unless he's in blockstun from shitsu. jumping for zoning is good as long as you are careful to avoid his anti air attacks range -cut back on zoning shitsu, it's pretty useless if he starts doing his flick Defense: - Potemkin unblockables don't work on anji. if he does heat knuckle knockdown > mirror overdrive > slidehead to unblockable as okizeme you can wakeup 6K autoguard the mirror overdrive - slideheads are free Fujin if you react to it. potemkin often try it from blockstrings, sometimes even just totally randomly. 6H slidehead is a common setup because of hte large blockstun. timing on fujin is more tricky here but always possible. you can also block attacks then backdash to avoid slidehead, but that's obviously yields no reward like fujin. be aware that his 6K overhead looks like slidehead so he may use this as a fake - he may try to tick grab you, in which case know what moves he can try to tick you from (there are a lot like 5P, 2K, 2S, etc.) and use backdash or jump to dodge the potemkin buster. you could also try 3K because it is throw invincible and will always beat command grab, but be wise with this move because it is very slow Pressure: good anji pressure is difficult for potemkin to deal with, he'll be forced to block for a good while in most cases. His large hitbox makes it difficult for him to escape shitsu pressure, plus you can use 5P a lot to beat him out of things and jack his guard. FB shitsu setups are also very effective and you may want to use them often as an alternative to FB rin combo from low, use the meter to try for unblockable. Combos: you can basically do anything you want EXCEPT normal hit 2d 236S-D because he's a heavyweight. otherwise he's extremely easy to combo with almost anything you can think of. go for knockdown combos if you must choose between damage and knockdown unless higher damage combo will kill him Overall: This is one of anji's easiest (maybe the easiest) matchups provided it is played carefully and correctly. Small mistakes can cost you bigtime but on the other hand, it's extremely hard for potemkin to deal with anji's pressure game and once anji gets rolling his chances of winning the match are high. IMO this matchup is a slight advantage for anji. maybe 5.5-4.5
  21. Tiamat

    Anji Mito: Questions and Answers

    mostly on lightweights aka girls that aren't aba but can work on middlewieghts too maybe ill make a list soon, maybe
  22. Tiamat

    Anji Mito: Questions and Answers

    stomp combo I usually use P stomp > 5SS (JI) sj jSPS dj jSPSD does 145 dmg on Sol knockdown variation: P stomp > 5S5H you can do P stomp > dash 2P5S/5K5S On but it's more character specific and more difficult, also switches sides which can be good or bad. Impossible Dust Basic combo: Dust > ID jH > (land) On works on all characters. damage is crappy but you get knockdown. it's extremely easy, actually easier than doing a standard dust combo
  23. Tiamat

    Anji Mito: Questions and Answers

    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.
  24. Tiamat

    Accent Core Anji Mito Video Discussions Thread

    yeah it's kinda weird. it's something like "what you can do to escape pressure/mixups on wakeup you can do to escape during blockstrings but not everything you can do to escape pressure/mixups in blockstrings can be done to escape on wakeup." what other frcs you using?
  25. Tiamat

    Accent Core Anji Mito Video Discussions Thread

    That's good to hear. Funny how you said about him dropping a CH Rin combo, that's like my MOST dropped combo cause it almost never happens. I get a brain freeze when it happens it's like "OMG COUNTERHIT RIN WHAT DO I DO?! Oh they landed already...damn" I'm using frcs less and less, I used to do K stomp frcs all the time too. One of my recent vids has a nagiha frc but I dunno which one, lol. But yeah I'll look forward to those. I would have mentioned the Ons at the beginning of rounds but it hit Millia twice in a row (lol) and it's my policy not to reprimand someone for doing something that worked, even if it looks totally retarded. I don't really agree with this. First of all you seem to be confusing wakeup (aka you are getting up after knockdown) with pressure string which is not the same thing. About it screwing you more than helping you, it will if you use it a lot but if your prediction is good and you use sparingly, it's much more safe while still being beneficial. I'll be putting up new matches today or tomorrow that I had with Shazay (Slayer player) last night, did a lot better than last time.
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