GGXX: Anji Mito

i choose white but I like the red better

That’s one thing I love about Anji players…very good taste in their color choices. I’m still loving my total white “zombie” Anji color in #R, but the red color is my favorite. Well, at least I can make my own color scheme in Isuka…even though it’s gonna suck supposedly. Yare yare daze…:smiley:

Its all about bumblebee Anji, with the yellow with black trim costume.

yeah just like a bug so potman can crush you, MWAHAHAHAH :cool: :stuck_out_tongue:

i’ll post it on here but in the mean time i use the dust button to white costume is my favorite i’m the same way about people playing me with my own charcter especially with my own costume.

By the way i just graduated high school. Free at last free at last oh thank god free at last

Thanks toney, I might need to do some editing on it but if I remember it right that’s how I still play my basic game against Baiken.

Shit I miss High School, well the girls.

Eh…Faust can be disgustingly deep if played right (even though I still loathe his priority/combo off almost anything nature/items).

On okizeme, this is what can give hell:

  1. run up, 2K (3 hits) into whatever ground combo
  2. run up, 2K (3 hits), if blocked, 2K again, or FDC K for overhead, into whatever ground combo
  3. run up, 2K (3 hits), if blocked, attempt command throw
  4. run up FDC K into whatever ground combo
  5. run up FDC EMPTY, into command throw
  6. run up FDC K into a quick JC K, into whatever ground combo

Faust’s guessing game can just be as annoying as Millia’s… Admitedly other areas of Faust are not very deep (IMO) but his FDC tricks make up for it.

Ooops…I guess I’m supposed to be talking about Anji…uh…yeah…

Quicktip: If you attempt butterfly trap, and you predict a dead angle from your opponent (and you have at least 50% tension), just do Issen Ougi. :smiley: Do this enough and your opponent will definitely be scared about doing anything else on block. Gives you more freedom to do your butterfly trap/pressure sequences.

One of the reasons I think Anji owns slayer is becaues you can Issen Ougi his dashs plus he is hella ez to autoguard. I think Slayer is top tier but I think Anji has him beat. He just can’t mix it up enough to beat me. Well at least not yet.

I use the green Anji in XX, I like the orb color, and in #R I use the black Anji

PMTONEY9
Do you know Collin? Venom payer that lives in ATL now.

Ain’t that the damn truth. Southern Cali white women are just too damn easy to fall for though. That was one thing I hated. I can’t believe that was only 2 years ago…

I don’t remember a colin so probably not. But any way i found the page so lets see if this helps out i’m only pasting klaige’s post causing the page is to long. Hopefully this is the right one. By the way have in of you tryed tigerkneeing anjis orb in the middle of a ground combo like 2p,5s,2147p off a perfect trap thats preferably where you may want to use it. Just fool around with it and tell me what you think. And also since where on the issue of the handicaped amazon what do you do when baiken starts baiting out bursts with her 412 s counter.( trust me it hits)

**Ukyo saves me by handling the faust, I’ll counter by dealing with my best known matchup: Baiken.

First off, Baiken is argueably Anji’s WORST matchup (it’s debateable but she’s easily in the top 3 of his worst opponents). However Anji can win this match, but it requires a lot of patience, some good guessing, and being very picky about how you pick your spots.

I’ll be a whore and use Ukyo’s format.

Baiken:

  1. First and foremost FEAR, absolutely FEAR Baikens 2D. It stops Anji Cold on nearly all of his normals and most of your specials as well. Baikens 2D has retardedly good range, it’s very quick, and if you get hit it’s a free dust combo (Read: much pain if you’re near the corner) Do not get predictable with your ground game or you will get sweeped and it will hurt. If you think you’re going to get swept on any kind of rush in, just block and faultless defense. The one thing Baikens 2D doesn’t have is really fast recovery, if you FD you’ll probably lose your momentum and might get tatmi pressured, but it beats the hell out of losing half a bar.

  2. Learn and bait counters. Baikens counters can ruin Anji’s best games. It gets her out of butterfly traps, out of any pressure, and it can lead into more free damage dust combos. Quite simply this is aquired learning. The only way to learn how Baiken player’s counter is to play them more. Often times Baiken players will get predictable with counters, use that to your advantage and throw out a crossup kai hop (214P) when you expect a counter. This a big part of the patience game against Baiken. You can’t just play pressure games because she always has an easy out. Watch, learn, and use your best judgement.

  3. Getting out of pressure. By now everyone knows Baiken has good pressure games. Tatimi mats, j.HS, and overhead uppers can all turn you very defensive very quickly.

3a) The key to getting out of tatmi pressure is patience. Look for the right opening between a tatmi. You can run under air tatmi’s if you expect it, or instant air dash over ground tatmis. Keep in mind a tatami can be FRCed just like Sol’s gunflame, so be weary of being predictable when running through pressure.

3b) Many Baikens (all the ones I play) like to whore out j.HS. It’s good, it has a massive hitbox (I’m not kidding, the hitbox is huge) and it has very good priority for a HS. I’ve tried to use 5P anti-air to snuff it out, but i seem to take hits more than I stop the pressure. I prefer one of two options for stopping j.HS. The first is good for a Baiken getting too predictable. Wait a bit for her to come down with the j.HS and use Anji’s 5HS. It has a big hitbox for autoguard and gives you a free counter to rc if you have tension. The second is to jump up and block the j.HS and go into an Air throw. You know what goes from there.

  1. Mixup, Mixup, Mixup. Baiken players are more apt to block then try and counter you when you get in, because of the freedom to escape with a counter. That means play hi-lo games and mix it up as much as you can. Baiken’s have a tendancy to block low, because as I said 2D snuffs out a lot, especially high normals. Strategically placed stomps (both k and p), tiger knee shin nichi (2147P), and just good mixup are keys to getting damage on Baiken.

  2. Pefect traps are NOT safe. Yes the guard counter lets Baiken escape from a perfect trap out of an ON. However, she still has limited time to do it. If you think Baiken is going to counter out of a perfect trap, stop it short and faultless defense so that when she counters the butterfly finishes the job and you can continue the trap out of here. Baiken is one of the best times to use your most unorthodox trap strings. For example if you expect a guard counter throw this string. Butterfly, run in, 6K Frc, 214P into on or air combo.

  3. Take damage when you get the chance. Normally if you hit an On, you better be going into a perfect butterfly setup. But as I said Baiken has many ways of turning that back in your face. Baiken doesn’t take damage well (3rd worst in the game behind chipp and millia) so if you get her into the air with an on or anything, you would do well to take a big air combo (SJ. K, S, P, S, D or K, S, HS, 214P will do just fine). Also make it a point to take Fujinn loops or any RC combo available as you are not going to be saving tension for the unblockable in this match (the dash counter is an easy escape). Your typical resets don’t always help against Baiken, because it is so easy for her to break pressure. However if you feel confident in baiting out counters, then feel free to stick with perfect trap setups.

  4. I mentioned it earlier, but guessing games on defense are just as important on offense. A good Baiken puts Anji it deep deep trouble on knockdown (knockdown is of course Anji’s biggest problem to overcome in a lot of matches). On a knockdown Baiken will normally do one of two things, 2D (into sweep into dust combo) or her instant overhead upper (Yosozansen {sp?} ). Either one of these is going to hurt, and when you get knocked down you have to be ready to guess high or low. Learn to predict what they throw, or your gonna hurt.

  5. Watch for the Baiken charge. This is the running charge that can’t be knocked out unless you hit low. Baiken’s use this to get through pressure such as butterflies that aren’t safe. If you see Baiken sudden running forward (you’ll see her make somewhat of a ducking animation before the charge if you watch close). Just be ready to take out Baikens feet or you’ll be under even more pressure.

That’s the jist of how to handle a good Baiken. Above all just be patient and realize that you’ll probably have trouble the first few times you fight a good Baiken. She has a definate advantage over Anji in all sorts of areas. Learn how to bait and predict and hope you get a few good guesses and you’ll start taking your share of the matches. Knowing when to be patient and when to shell out the damage is the toughest part about learning how to deal with the one eyed wonder.**
(BY THE WAY WHOS ARE ANJI OTHER WORST MATCHUPS)

Eddie…sigh:depress:

So sleepy…shitsu…:lol:

I have added that reset against Dizzy and Pot players and it owns

I play Anji very well in GGXX and I hope I can make it to TiT6 to show everyone some stuff. But by playing my bro Lil Majin all the time I have to say Chipp and Potemkin are also his bad matchups. Chipp is not as bad as Potemkin though. But I have my share of strats vs. Baiken. Anji does well against Eddie because you can block his dolphin (So-Called) unblockable. It is not unblockable just very hard to block trust me. Ok let me explain… If Eddy does the combination and he is very close to you. Block low first then rise to high block really fast like a qcb motion. It has to be perfect or you will block the kick then get hit by dolphin. If he is slightly far doing it block high first then low like a quick perfect quarter circle down/back motion. Its hard at first but you can master it. I noticed if you put the computer on guard all in training mode that they will get hit by it. The Eddie’s Dolphin unblockable is blockable always on a human opponent or if you try a few times on limited guard to prove it. (Got questions about it reply.) Also all of Anji’s unblockables are blockable too but just 2 times harder than Eddie’s to time. (Just hope Eddie players don’t know that.) :frowning:

Ok my 2 cents on Baiken trap strats.
Yeah we all heard it before she is hard as hell for Anji. But to stop here counter annoyances is to practice guard point timing in training mode and not just hope you can luck up and do it on her. This is why, Lets say you do a throw you can do either of these things for a mixup. You throw the butterfly and run in and do 6HS, its a timing to this, if she does any counter except the running one you can do a Kou reversal or the reversal hyper for big damage. But still it is a mixup on the Anji player because you don’t know if she is going to run counter.
Another method is to learn your timing on 6p for a clash from her guard counters off of a blocked butterfly into a sweep to throw off a Baiken player. Something else to do is to have a butterfly setup going and do a 214k to hop on other side of Baiken is she does any attack counter she will get hit on the head. Which can led into a combo. If she run counter when you do the 214k you will be 90% safe anyways. This is a good trick for Baiken also. If you do a throw (I think only a standing throw) and you throw his fan overdrive right behind it (its a timing for this) is she does any counter she will get hit. If she runs she will catch the last 4 hits of it because her running space runs out. One last thing I know against her is about countering that meaty jumping HS of hers. Like someone said you do 5HS and Kou counter it. But the Baiken player can anticipate that and do it and cancel it into FD which leaves you wide open. So sacrifice a RC and stop yourself from going into the air and throw her on the way down. If you have the space. 5s is a very good tool vs Baiken because you can turtle with it like run in and hit 5s and air dash back and repeat until you luck up and get a counter and super jump combo her for 1/2 a bar. This works if she is not sweep happy also. :bluu: Remember these are just strats and if the Baiken players know you going to do any of them your ass is grass. I will post a more cleaner version of this info soon and more.
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Gotta admit this is some good information and its really helped me out, but still i could really use some help on ky. But any way when I play anji i’m more of wake up guardpoint person like when eddie rushes in with his 5k do 6hs time you get up this even works on jams 5k, this works pretty well on predectable opponents execpt ky which is why i need help cause his wakeup game i better than i thought.

I posted a bit earlier about this matchup, so I’ll just quote myself.

For a little more insight, I wouldn’t even attempt autoguard against Ky on wakeup. The best thing is to FD all of his wakeup bullshit; its really not all THAT hard. You still gotta watch out for those overheads, but if you’re able to succesfully block his okiezime (spelling?), then he’s not all that scary.

What exactly is this Ky player doing to beat you? Maybe then I can give better advice :smiley:

I will post in-depth Anji vs. Ky later but here is a quick tip. If you don’t want to risk running in and getting Vapor Thrusted from Ky’s wakeup, you run in for a butterfly setup and quickly 2D. Anji’s sweep is so low to the ground that if he uppercut he will pass over your head (Ky’s uppercut doesn’t start from the ground up like everyone else.) thats when you get your free hits. And if he blocks the sweep he still has to block he butterfly so followup with whatever.

It’s so funny to finish Ky off with Kachoufuugetsu off of a GPed Stun Edge or Sacred Edge. It’s just so damn hilarious.:lol: :evil:
Even if GPing during that fight may not be your best friend(I could be wrong, and if so should be corrected), I still do it, just for hilarity.:smiley: