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Everything posted by Tiamat
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notice all the characters he listed as good matchups for I-no are characters with totally ass anti pressure options
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- crazy larry
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Anji videos aren't as hard to find as they used to be imo. I get the impression more people are using him now, both in japan and the states. Dunno what's up with it honestly (well the states it's cause of the US release if nothing else). He actually wins quite often in japanese match vids I've seen, it's not like he gets constantly creamed or anything.
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- crazy larry
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this post is mostly a note to self always delay your shitsu if you're going to use it after a knockdown. she stands up SLOW. disappearing shitsu is not fun meaty 2S is immune to DP regardless of distance. 5P good vs her iad moves
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seizure overdrive is too strong yo
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6S is indeed a good poke in this matchup. Testament lacks long range low attacks other than 2D, which is kinda whack to throw out by itself. Anji's DAA is horrible in every matchup Testament is weak against throws in general. Common anti-pressure tools for him such as warrant, nightmare circular, low blocking with a tree right in front, and exe beast, all lose to a dash brake throw if close enough. Keep it in mind! Throw can start your offensive pressure , or even serve as a unblockable setup from which he cannot escape without 50% meter. Defense: know his popular mixup options 2K - low 6P- overhead 2K6P - tricky, low then overhead c.5S (blocked) 6P/2D mixup - this will hurt a lot if you get hit because of guard build from 5S, and 2D doesn't scale badly like 2K does throw - there are tons of ways for him to throw you, which is painful. he may try to tick grab with 2K, or a similar move, luckily none of his normals are advantage on block so you can feel free to mash on that 2P in general (I bet a lot of testament don't know how to stop this) or throw him first. after frc beasts he may try to throw you straight up as well. also if you block okizeme web, he may try to throw you straight from that. crossup badlands- if he TKs this close up it will be a crossup tree crossup - after knockdown he may plant a tree then airdash over you and the tree will hit crossup, which leads to huge damage Combos: most combos will work on testament. he is the easiest character in the game to fujin loop!
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6P and 2S seem to be particularly good pokes in mirrors. 6P upper body invul and stays on screen for good amount of time so can possibly catch fujins. anti fujin followups: S - block it P - run under and air throw or something K - 2S or throw it D - mash 2P or autoguard it H - mash 2P and cancel to 2D (this probably fails if he goes into aoi), autoguard it, or just react with a counterhit low move combo wise you can do almost whatever you want as dawnbringer said
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tough matchup but I think I have a bit to contribute. I'll break it down by his 4 modes naked mode: his only special is 236P but it's got great strike invulnerability and it's hard to punish unless close up. you can throw him out of it if close enough. He will often zone/poke with his f.S spit, it hits mid and then lands and creates a puddle which hits low. watch out for his jH crossup. dog: try hard not to get trapped in the corner or things get ugly. it's somewhat similar to fighting eddie. autoguarding can be helpful against his strings even against the smallest gap, but fujin won't do you much good here. don't forget that you can't hit the dog if it's just sitting there, can only hit if it's attacking or in recovery from an attack ghosts: this mode has incredible zoning and safe pressure ability, kinda like dizzy. so you may find yourself blocking for a long time. autoguard is useful for escaping when there is a small gap. Fujin not very useful unless he does a 236S projectile in ghost mode and doesn't frc. his jH can be low blocked so keep that in mind. This mode's only weakness is that it has the worst anti pressure of all his summons, with literally no reversal options short of super (which takes him out of ghost). sword: quite powerful in terms of raw damage but also has much less offensive flow than dog and ghosts. it's sorta like sol without the threat of 2D and GV going under all your moves. jH crossups are annoying but tend not to hurt much. 6H overhead can spell pain for you so keep an eye out for it. Many sword moves recover bad when whiffed, so well placed fujins are useful. his 236S-H can be punished hard with IB into dash 5S/5H. you can also fujin after the first hit and it will hit him if he does the H. raoh: you must air FD his anti air fireball. raoh is more like sword than the other summons so i think fujin will be more helpful than autoguard but not sure. anything you try against raoh is pretty risky. keep an eye out for his dust and look out for throw attempts, unless you're back is right against the wall he can get beefy combos from his throw, even midscreen. don't panic or you've already lost
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Hokuto No Ken: Read Before Making a New Thread!
Tiamat replied to Mr. Mamation's topic in Hokuto No Ken
you do dribbles ftw -
yea it did. too bad anji's throw sucks ass damage wise so you only have to make that work like 15 times to win. -_- (ok not that many) if anyone wants the little bit of info I have from the old anti-character post I had just ask and I'll add it. otherwise I'll be too lazy
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Hokuto No Ken: Read Before Making a New Thread!
Tiamat replied to Mr. Mamation's topic in Hokuto No Ken
you can find it on the galbadia hotel forum one of the tracks (score results or something) is still messed up though -_- -
ghost infinite? I've never heard of such a thing
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sometimes you can end with jD sword spin I'll try those later, thanks.
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a lot of times I'm gonig too high up the the jK is missing afte the jS. could you give notation for an example combo (including starter) and whether to do 1 or 2 hits of hte 2H also found this combo video "Kane" that's not too old, but here's the link. lotso dog infinites http://www.youtube.com/watch?v=WvQ5QIaPbZs&
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so I been messing with zappa combos again after all this time, and I need my memory refreshed on some things for a sword JI combo what can you do? also dunno if anyone else noticed this but you can combo off raw sword 63214H if they are in corner into 2P c.5S jS djSH air 236H for 142 on sol. I doubt I'd ever land this in a match but interesting that it's possible do combo without frc
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yes it is I still have some stuff on this matchup from the old matchup guide, I'll try to remember to put it up soon. do yourself a favor and pick another character if you can though in all seriousness
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slayer, command grab ate zappa's children back then
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coincidentally anji happens to have one of the worst throws in the game damage wise. YAY
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I'm thinking of actually using Zappa again *gasp* and I got to wondering. What is Zappa's best matchup? also what is his best matchup against a high tier character?
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yeah, fujin is nearly always preferable if you have a choice between autoguard and fujin. way more damage potential usually
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oh I see, I always wondered about that. agreed about the FD braking, you could walk too but doesn't cover as much ground. does axl have anything he can use as a wakeup reversal that goes through butterfly? maybe his upper body invulnerable DP? I assume his counters dont activate instantly so you wouldn't be able to do that, but I could be wrong.
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the very few times I've played vs an axl he did have a lot of trouble getting out once I got in but I'm aware he has some options, I just don't know the weaknesses of them i know he has those counters and he has that DP esque move. do they activate from frame 1? cause that would matter when he's waking up especially. is there some sort of problem with his DP that im not aware of? cause I don't hear it mentioned much
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that's helpful about the fujin through rashousen/fake rashousen. sadly I don't play against axl enough to build up a reflex to start doing that. >_> patience is a virtue. also switching characters for this matchup is a virtue. lol
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oiboi: I think you are the one missing the point. he can't anti air if he's doing a beast around the same time as your jump (unless he frcs in which case who knows). you get a free combo. and how can you block and punish his beast followup? everything he could possibly dream of using is safe or advantage on block. It's not as if only you are allowed to vary your followups, he's got something to deal with anything you could possibly do it's just a matter of prediction. if he thinks you'll do 5K he can 6K, if he thinks you'll do 6P he can low move, if he thinks you'll summon he can block or whiff punish it. even if he chooses not to attack after the beast cause he thinks you will summon or something, he can just use that frame advantage to run away and set out more traps I just don't understand why you wouldn't jump at all if he's using it a lot.