Never Guard Point Ky on your wakeup unless you know its going to work and you can find that out by testing it the first time you fight the Ky player to see if they don’t know how to cancel Ky’s 6HS into a FD.
If Ky’s does a ground string and you then see his 5S in it do a 236HS because 90% of the time they will do a 236s on you after it and Anji’s move will pass through the projectile.
If the Ky player likes to abuse his 236K and he is close to you throw him in between hits. And watch out for the FRC of the slide for throw setups. Backdash or Jump if you feel you can or if you know its coming throw him before he throws you.
On wakeup you can sometimes sneak a 236HS against Ky’s 236HS to pass through the big fireball on Anji’s wakeup. Its not guaranteed to hit because Ky can block but if he doesn’t expect it he will get hit. Practice reversal timing to master it.
Never jump at Ky unless it is on Ky’s wakeup he has too much priority over Anji. A good way to jump at him is to throw off his anti air timing by super jumping and doing a air dust and then fall with 5s in the air. Usually the Ky player would have already tried to hit you with a 6P but then you can nuke them with the falling 5S.
If the Ky player likes to jump and do a 5HS always 5S him out the air or 5HS for a Guard point reversal.
Also like I mentioned before, 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 close 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.
If anyone has any other problem vs Ky post it and I can easily tell you a way to get past it. Those up there are just general strats not too much in depth against Japanese Ky stuff unless you ask.
Good to see everyone kept the thread alive while I was out of town getting some gaming in. Thanks for posting that faq again toney, I appriciate it. Now If I could just figure out how the hell I am going to get to Midwest since there is a good chance I won’t have a ride out there now. I guess if I end up missing it then I will catch some of you at Evo, though hopefully something will work out.
No problem Klaige, Basically its his high low game after a knock down he will throw out his charged stun edge and after he will do one of the following:
run in 2D, sacred edge, air combo
2)stun dipper RC/FRC,Dust or greed sever
Even that keep away game gets annoynig , the problem is that with people like him its really easy to confuse me and my whole wake up guard point plan goes to hell. plus its hard to get in on him and when i do i end up etting thrown. Eventually i can pulll a butter fly trap and knock him into a dust cmobo but the damage is less than inadaquate. HE used to not be a problem but the guy stoped playing with him for a while and i forgot how i used to fight aginst him,.
(also what the deal with his 2s does it hit low or what)
I neglected to answer the question earlier about bad matchups.
I definatly put Baiken as public enemy no. 1 against Anji. After that I would have to say Chipp. We all know Anji has trouble getting people off of him, and Chipp is especially good at staying on top of his opponents. I personally suck ass at fighting Chipp, I absolutely hate the matchup.
I play probably the best Potemp in all the US in Jamarvelous out in NE. It’s a rough match (very rough if you don’t know all the pot buster setups) but I definatly don’t consider it one of Anji’s worst. Mainly because Potemp really really struggles to get out of traps. In fact P, 2D, Fujiin works great for an imperfect setup because it’s really fast and really difficult for potemp to deal with.
I’m not sure who I would put after Chipp as his worst matchup, I really dislike a good Axl, especially those who can keep away. It’s really difficult for Anji to get in, and tough to keep the pressure on. I suppose if I absolutely had to pick I’d put Axl as the 3rd worst matchup for Anji.
Man I really need to figure out how I’m gonna get to midwest, I really don’t wanna miss it.
-PMTONEY
Don’t even try to beat Ky’s 2D, its not even possible. When he rushes in, just block low and try to react to the overheads (2D, any jumping attack). It really helps if you go into training and program the cpu to do stun dipper (FRC) and then 5D, just so you can learn to react to it quickly. Also, I don’t think you can punish his 5D, but I’m not sure on this.
2H (the thing where he lifts his sword up from flat on the ground) hits mid, but Ky’s 5K hits low, so watch out for that. The main thing to practice is reacting to 5D. If you can do that, then most likely you’ll be able to beat Ky consistently.
I don’t know about you, but one of Anji’s toughest matches is vs. Slayer, IMO. A Slayer who knows how to BDC into a lot of things makes him very dangerous to Anji. I play against my friend who can BDC at least 80-90%% of the time…
Can’t zone by throwing butterflies from max distance, he can easily just invincible Mappa through it; or worse, he can dandy step (while the butterfly dissipates), then does either crosswise heel or pile bunker. Very bad for Anji…which means…
Anji has to play up close. Which is bad because Slayer can BDC out to safety, in case you have Slayer knocked down. Doing meaty attacks against Slayer on a wakeup game might not work, because he can reversal Dandy Step, and possibly nail you. Oh, did I mention he can BDC out of almost anything to safety? Which means it totally nullifies Anji’s butterfly game (which most of his offense comes from). This hurts him a lot. This also means he can somewhat avoid Anji’s tricks easily (i.e. crossup P stomp). Keep in mind that Anji is at a somewhat optimum situation if he has Slayer pinned down in the corner AND knocked down (because he can’t reversal Dandy Step…he’ll still get hit by meaty…2S, for example). But at this point, Slayer probably has at least 50% meter… which makes you even more conservative on wakeup games (otherwise you eat wakeup super). Of course, this is not to say you can’t bait the super, but these are the things you must expect…
Anji somewhat dominates the air, which is good. However, Slayer has NO REASON to go into the air, anyway. An ultra-patient Slayer will rarely leave the ground, and will be at an optimum position to BDC jump/invincible mappa/Dandy step sequences. Playing a patience game with Slayer is not cool. If you eventually lose patience and end up jumping/rushing/airdashing at Slayer for whatever reason, he might answer with some of his good anti airs: 1) 6P; 2) 2S 3) Crosswise Heel; 4) 6HS (if timed right, and even DEADLIER in #Reload since untechable time is longer).
Slayer’s 5S is (IMO) one of the most annoying normals in the game. Not because you can spam it (like Faust’s S). Not even because you can chain it for 2 more hits (making it a total of 4 hits of S). The reason why I hate 5S so much is that its recovery time is so good. Say, you are blocking Slayer’s 5S strings, then you decide to Dead Angle. Slayer still recovers earlier for him to block on time, and maybe even counterattack and punish you. The same goes for burst: If you’re launched into the air by 5S and you foolishly burst, he can easily bait it, with ENOUGH time to block, then punish you accordingly.
There is nothing more annoying than a Slayer putting you on block. You may or may not know about this already but his 5K puts him at a frame advantage (on block), which means it gives him a better chance to follow it up with 6HS. Reacting foolishly/late against Slayer’s 6HS leads to pain (again, moreso in #Reload), and if 6HS is still blocked, he resets his “block” game again. When he has you knocked down, it’s just as annoying. You’d have to expect a few things:
5HS into Dandy Step mixups (may lead to bite);
5HS into unblockable;
2K into Mappa (on hit), RC into 5HS, Pile Bunker
2K into 5D, dust combo
2K into 6K (overhead)
5D, dust combo
5S, 5S, jc j.S (pressure tactic), land, do pressure string of choice
if he has you blocking too much (heh)…
teleport behind, bite, semi-infinite, Good Game Peace Out
Now you realize that if you have no solid wakeup move (like a Volcanic Viper), Slayer has a solid okizeme game.
I rate Slayer vs. Anji a 7-3 in Slayer’s favor. But on the bright side, it applies to Slayer players who truly know what they’re doing. (BDCs, semi-infinite, knowledge of advantages/frame-advantage, safe Dandy Stepping, etc.). Just learn this matchup a bit more and your chances slightly increase, heh… though it’s still a tough match…
Also, I don’t mean to nitpick, but how is Ky’s TK Greed Sever so “good”? I have a few things to mention:
For one, that sequence you posted isn’t a true combo. After the 2D, you should be able to tech. If this is just a pressure tactic…well…this is one hell of an expensive pressure tactic (whereas you can do tons of other things without involving meter, heh).
TK Greed Sever then RCing it to air dash S isn’t worth the tension, IMO. Ky’s tension is better spent on other things (FRC Stun Dipper, FRC CSH, Sacred Edge, RC Stun Dipper -> 5S, 2HS, HS Vapor Thrust (#R). Sure you’re jump installing it so that you can air dash, but the damage of air dash S is nearly insignificant. You can simply just do Greed Sever, land then do either:
a) 5S, 2HS, HS Vapor Thrust (most common sequence in #Reload);
b) 5S, JC (you may omit) K, S, JC S, HS, Vapor thrust
c) 5S Greed Sever, [ P (or K) Greed sever ]x2, then either air throw reset (if you predict a tech) or just follow through with the knockdown, into more knockdown games.
My bad about the ky combo. I meant that I am blocking it and it jacks up my guard meter. the slash in the Rc greed saber is to pin you down. The Ky I am thinking about placed well at Evo. Sorry.
I have only been to 4 majors in the last year but for what i have seen and dealt with I still think that Anji is an ok match up for slayer. but then again i could just be wrong.
ok you know I’m not big on all the game terms so can sombody fill me in on the following:
Meaty, okizme, priority,
other than that i’ll be ok
but i agree with you there there are somany ways to stop slayer in his tracks not to mentoin he move of his dandy step moves are very easily guardpointed.
Okizeme: anti-wakeup pressure thats used for lockdown. Anji’s butterfly trap is one lite example of okizeme, while 85% of Eddie’s game is okizeme.
Priority: basically which attack takes precedence over another. You see priority all the time if you watch Sol fights, hell, THE priority move in the game is Volcanic Viper. It beats out EVERYTHING except for a few things which I’m almost sure you know.
Meaty: i’m not entirely clear on this term either, but I assume it means something among the lines of “well-timed”. Anyone can jump in and correct my assumption if they want to.
About that Slayer thing…yeah, his moves are easily guard-pointed, but that’s just one thing Anji’s got on him. You can’t even get a solid butterfly trap on him if he’s midscreen. All he has to do is…looks at other post up above…forgot.
meaty means that the moves active hitting frames bleed onto someone hittable frames when waking up.
common example is ky, 6h over the person, they wake up into being hit. Only a move whose invincibility starts on the first frame of execution can thwart a correctly placed meaty.
I do so love it when my internet goes down for 2 days. Great fun in the tornadoes I tell you.
Anyway Ukyo’s Slayer advice is very sound, I play a very good but very different Slayer out in Omaha. It’s one of those matches where you are just going to have to watch and learn. Talking about playing Slayer and actaully doing it are two different things. The biggest thing I can add is learn when to swing and when not to swing. Just because Slayer wiffs something does not mean it is your turn to attack. I cannot tell you how many half bar combos I’ve eaten because I saw a wiff and ended up swinging at a really bad time. Cautious agression is the best way I can describe the best way to take out the vampire.
I almost forgot to post my random tip I learned over the weekend (I make a point to take at least one new strat or gimmick home from my trips to NE).
If you’re playing a Sol player who likes to pressure and lockdown with Tyrant Rave, or who uses it as wakeup or anti-rush down (because of it’s quick startup and invunlerability), then remember this the next time you block it.
I’m sure you’ve tried to punish a blocked tyrant rave, and failed only to eat a grand viper or something else fun. Well next time you block the first hit of tyrant rave and your up close. Quickly hit 6HS between the lag of the 2 hits. Bam, free autoguard on the 2nd hit. This very well could be old hat for some of you but I thought it was a damn cool idea. Mad props to my buddy Jamarvelous for teaching me something about Anji that I wasn’t aware of.
no offense and all but i did kind of post that earlier but then again that was kind of a big post so thanks for bringing it up again. I like to use his super guard point when that happens its fun to watch.
Yes, yes you did. I guess it’s not exactly a bad thing when there is so much information that gets posted in the Anji thread that I can’t remember it all eh? Good shit toney.
I guess the only other thing I can add is that I’ve started to use HS fujinn to get in more against zoning characters. Johnny, Bridget, Axl, etc. It’s hard because it’s really easy to overdo it and get in big trouble, but I think it’s a tool that needs more use from Anji players to be successful. Against certain zoners who don’t have moves you can go through with HS fujiin (Faust’s standing S, Venom’s multi ball zoning, etc.) it obviously loses it’s luster real quick.
The only time i really use it is against my igonorent friend DOREN2k( I hope he reads this) when he trys to get out of the butterfly trap so leaving him to options take both hits and get hurt or block both hits and catch a low and high hit at the same time and get hurt either way its a win win situation. Other than that i’m trying to get the invincibilty timing down. what about Anjis 6p that seems pretty damn good to use on things like johnnys 5s
Hey just out of curiosity does anji have any of these impossible dust combos that i’ve been seeing everyother character do lately. I might saw one on game combos but i can’t go back and check. so if you don’t mind sharing them please post them here.