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McBane

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About McBane

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  1. McBane

    Anji vs. Ky Kiske

    P, 6K, On drains too much tension for my liking. Excellent for winning rounds, however. Air combos on Ky are very difficult to do (as you know). The best damage youre going to get on Ky is from ground gatling into Fuujin into FB rin into whatever the hell you want (dashing fuujin works wonders). If you end the combo with a normal Rin, usually you've done like 180 damage and have a shitsu setup for kinda sorta maybe baiting jumps out of the corner. Dashing fuujin to K followup into P > superjump combo (KSD, sometimes orb) nets you decent damage but no knockdown. In some cases you might not even need to spend the tension for 6K, and you might be able to do P > On after your hop. Ocassionally I find that on Ky I am able to do a weird combo near but not in the corner as follows for epic damage and corner knockdown: ground gatling to H > Fuujin > FB Rin > K followup (now you're closer to the corner than him) > KS On. Sexy as hell, learn it and love it. To be perfectly honest for air combos, the only one I ever do is jump installed SPS SPS D on Ky. I only rarely get to do the corner knockdown (5S6S sj.K (delay) S H D orb) as it is very situational on Ky. PS: Fuujin loop on Ky is not as difficult as you might think. Go into training mode and practice this loop in the corner (any setup is fine in a match but this one works for practice) 5S > (optional 5H) > 2D > S fuujin > FB rin > 2H (this is the part where you must learn epic timing skills) > S fuujin > K > KSH. Only one rep, because if you do more than one then you lose your corner unblockable setup (as the H knockdown at the end gets teched). Another rep can be added if you want to just end with nagiha or something or you have insufficient tension. The 5H at the beginning helps you space it so that you can practice the timing for when you set it up from outside of the corner using ground gatling > H fuujin > FB rin
  2. McBane

    Anji vs. Ky Kiske

    Autoguarding CSE just epic fails... It's not like Ky players are stupid, they DO occasionally pay attention to reversals, and so even if you use the FB autoguard youre likely to get instant killed.
  3. McBane

    Anji Mito: Random Thread

    Raimuki did a fine job at SBO this year, a very fine job. The finals with a team of Bridget/ Anji/ Slayer os quite an accomplishment, let alone OCVing a favourite team in the semi-finals with Anji.
  4. McBane

    Anji Mito: Random Thread

    Man if I wasn't so busy living life, I'd come play with you guys in Toronto. It's like an hour away from my house (I live in Cobourg). I main Anji, rather decently IMO, but unfortunately I have no real way of testing my true ability because I always play a slightly above-average Bridget, and nothing but. I might be doing performance music at U of T next year, so if anyone is still playing AC in a year I'll be even closer and have more means to commute.
  5. McBane

    Anji vs. Bridget

    Man if Buri ever does anything unsafe, its over. I was playing my friend (who mains a rather patient bridget) the other day and whenever he screwed up, I basically got the easiest BnB combo of my entire life. He was going for mixups and really ridiculous yoyo setups but he'd try to float in and it was like 5P... 5P... 5P... and 90 damage every time. And when he was playing seriously, he'd rock a knockdown and go for a yoyo (obviously) and he'd set it but I really didnt feel threatened... maybe i was just being more patient than normal? Sometimes I get stupid and try to HS fuujin when I'm between him and a yoyo. It's like Jais said, its a patient matchup because you dont want to rush and get your face kicked in by like 6S or something.
  6. McBane

    Anji vs. Bridget

    I was trying to be generous with my assessment because I hate how anji has such crap matchups . Kenji is probably right to call it a bad matchup.
  7. McBane

    Anji vs. Bridget

    I play this matchup almost every time I play AC, so I thought I'd give my input since nobody else has: Why Anji Has It Easy: - Yoyo recalls can be either guarded or autoguarded for a bit of trickery. - 5P: Spaced, beats a lot of jump-ins from Bridget, including 2S. - Super jump covers huge distances to remove yourself from the path of yoyo set-ups. Watch for air throws... - Extremely easy character to combo across the screen with H Fuujin and FB Rin. - Shitsu hits yoyos and controls space -behind- the yoyos, where Bridget would love to be running. - Air throw that bastard. You know you want to. Nobody jumps around like that with Anji in the house. - Starship is the easiest thing to block (on reaction) ever. - 6S is an excellent round starter; it will hit Bridget normally and if he jumps normally, and it will also autoguard f.S. Don't overuse though. Why Anji Has It Hard: - Kickstart My Heart: This piece of crap is active for about an hour and will kill Fuujin every time for knockdown and a yoyo setup. Evil as hell. - 3P: Counter hits Fuujin all day for a stagger, follow-up, knockdown, and yoyo setup. - Yoyos: They're not as bad for Anji, but everyone has to worry about them at least a little, so... take care to use your options wisely. - Bridget can sometimes be difficult to catch; (s)he has a lot of movement options when a yoyo is out. This confusion can lead to getting hit. - If you get too confident or predictable with your butterflies, he can delay his getup, and/or Starship on wake for a reversal. It can also be FRC'd, unfortunately. IF bridget has no tension, you can block/ isntant block and time a 5H to hit during the recovery frames for big damage. Don't faultless this unless you'll die from chip damage. - 2D has feet invincibility and huge range. Watch the hell out. - Watch for unblockables; they don't come often but they HURT like a BITCH. - Bridget can be difficult to catch in some of Anji's super jump combos due to floatiness and a crap air hitbox. - Bridget 6S is a problem. Anji is really tall, so it hits him from far away. Also hits a super jumping Anji. Beware. Overall: Honestly, I'd call this an even match. Anji has a lot of tools to deal with Bridget's traditional yoyo setups, but Bridget has a lot of tools to shut down Fuujin. Any matchup against Bridget requires patience, and this one is no different. You're Anji, you will get in eventually. Fuujin can be your best friend or your worst enemy; seriously watch your Fuujin spamming on this one. Pressure, pressure, pressure, and react.
  8. McBane

    Anji Mito: Random Thread

    I've noticed that lightweight chars wont get hit by the second S or the D at the end depending on conditions, so I just do SPSD on them.
  9. McBane

    Anji Mito: Random Thread

    1. S raises guard bar again. 2. Guaranteed orb knockdown again WHY does this not raise guard bar? WHY did they take out his guaranteed orb knockdown?
  10. McBane

    Anji Mito: Questions and Answers

    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.
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