GGXX: Anji Mito

Thanks for the info Dialup.

Lester the XX arcade button setup goes like this
K S HS
P __ D

__ = area of mk or forward in street fighter terms.
Depending on the cabinet the “medium kick” button is either removed from the cabinet like the one in nebraska, or disabled like the one in nickle city. This is the closest match to the japanese setup except that of course japanese cabinets have the P K S and HS buttons setup in an almost arc like formation with the dust just below and slightly to the left of the HS.

Definatly start adjusting now, it will take a bit of work.

Yeah its hard work really

money matches sound dope. anyway i can get in on this?

Holy shit, a money match with SelSci? Fuckin A you can get in on this. If we can just get KBnova to join up we could have a “Best Anji in the states battle”. Now that would be dope.

Hey, what can Anji do against Sol and a 2D happy Chipp? I’ve been using 2147P against Chipp Randomly and hope he throws a sweep out

Hey the thread lives.

For Sol - Mad patience, you can’t just rush Sol he’s got too much priority for it. Abuse your 5P for anti air for sols trying to whore out j.S or j.HS but be careful about it, a deep j.HS from sol is rough to stop. Be really careful about imperfect traps because Volcanic Viper is a free out with it’s priority and invincibility. Bait out VV’s and learn what you can and can’t autoguard. 6K and 6HS are great ways to Auto Guard a Bandit Bringer. You just have to be really picky about your spots and when you attack. Using some good runaway and patience against Sol is not a bad thing at all. Learning to deal with him is an aquired matchup so just stick with it even if you eat a few good dust loops.

As for 2D happy chipps, I would reccommend backing off. Chipp has got to get close to you to start his lockdown and poking, so make him come to you on your terms. Good anti-air and timely auotguards are your friends. Again watch for uppers when doing imperfect traps, Beta Blade will ruin those real quick. Don’t anxiously swing against chipp, 2D and his good pokes eat alive an Anji that is too anxious and looking to score big hits. Remember that it doesn’t take much to drop Chipp, pick your spots and make em count when you hit and you can win this matchup. I actually find this more difficult than Sol but that’s just my personal experience.

I’ll try and get more detailed later, right now I needs some sleep.

Hey, thanks, and what about a really good rush down Testament?

The one good thing about Testament is you know his gameplan. Get a knockdown, place a web and play 50/50. The problem is, it’s a really good 50/50 game, on occassion I’ve broken free with wakeup Auto-guards but I really don’t reccomend that for any matchup unless your desperate. DAA’s are your friend agains Testament, if you can get him off you then you’re in business as he’s not the best in the world at getting out of traps. Use butterflies to expose web definatly make good use of Anji’s super jump. It’s a great way to cover distance and clear webs and avoid trees. You can autoguard a lot of testaments moves with great results. I don’t live and die by autoguard and niether should Anji player worth his fans, but solid Autoguard is a big big help against testament.

There’s really nothing special about this matchup, you’re playing to get the first knockdown and get your traps and pressure going before Testament does. Really watch your opponent and try to notice if they get predictable with their 50/50 game, if you stop the webs and 50/50 then you severly limit Testaments options.

That’s about all I can comment on this one, I don’t play a lot of testaments and none that are using him as a main.

2hs is a good tool but only if the Chipp trys to sweep you close.

not torwards anything specific posted but I’ve been using anji’s 6k alot,it seems to have really good recovery(better frc)and eats alot of stuff,plus ch cmd air grab combos…I don’t know it works really well vs slower chars,not chip,millia…ect.I mean not evan as an antiair just as a string starter…6k,wait,cp,cD…

i’ll play you guys anji money matches as well, except selfsci, cuz i need to sandbag

anji airthrow reset

will sombaody please explain the airthrow reset in detail its the only thing in his arsenal that i cann’t understand and it would help me aginst my friend who unfortunatley plays with baiken any hints on beating a good baiken player would be greatly appreciated

Well I play with the best Baiken in the AS all the time. it is a hard match but one thing that is cool is baiting here counters. To trap most chacters you could rush with a poke sting of some sort, but against uppercuts and Baiken you have to wait an watch sometimes.
Lets say you simply wiff a butterfly and she blocks and is thinking couter. Well don’t run at her and start the stink. you could just simple run in and trip at the SAME time the second form falls.

Her pressure game in the corner is sick, This my sound crazy but her iad is so low that you could air throw her with a little practice.

As far as resets Klaige uses sj ones I use normal jump ones.

Im not near my game right now and it is hard for me to give u combos from memory becaaues I just had to change my button set up a few days or so and hae been playing a lot of Chipp. Anyway the one I use the most is jk,s, j and throw.

one of my last posted on gamecombos had this new trick I found.

After an air throw land and do 5p then sj and throw again, never do it more then twice becaues your opponet might not tech the third time. I tryed it at final round 7 and it hit players of all skill levels

that helps alot but this person also does her dust loop from just about anything that lets her jump cancel at some points in the match I can catch his moves in a guard point and other time i’m on the run not to mention her 2D beat any thing i try to do sometime when i’m in the air it hits me and you talk about some Bull

By the way i got o try that reset when i get the chance

Deuce you play Anji too, I didn’t know that.

6K is a very good move when used right, snuffs attacks and free damage and setups on CH, good observation. Don’t be afraid to use it.

Anji Airthrow resets:

Basically you can airthrow reset in a metric fuckton of different ways. Some require you to react quick or almost guess your opponents tech, others are just execution.

Right now I typically use SJ.S, SJ.P, SJ.S, land {tech} Sj.airthrow.

Normal jump resets can be done the same way, just use any string that air combos, cut it short and jump to airthrow when they tech.

Another good super jump reset is to Do SJ.K or SJ.P and just stop, you’ll push them along the direction of the superjump and when they tech you just tap HS for an instant Airthrow. Theres a great example of this in one of SelfSci’s matches.

Coolest airthrow reset I’ve ever seen, and I’ve done it all of twice.

214P, K, S, jc j.K, j.S j.P, {slight pause}, jc towards opponent, airthrow.

It’s so stylish, but it’s hard as hell to do.

Oh and for fighting Baiken, the best thing to do is just learn from experience. It’s argueably Anji’s worst matchup she just totals everything he does. If Gamecombos ever comes up I wrote a Baiken vs. Anji matchup guide there way back when.

I need my Anji fix from gcc, god damnit!

Anyway, I have one GGXX question and one #R question.

GGXX question: Prior to Sat. I’ve never seen this happen. Anyway, I was playing with Anji against a variety of characters in an arcade. About three times in about 10 matches, when I air-threw, the character fell straight to the ground instead of flying into the air for 5P, On. Literally straight to the ground. I don’t think it was character specific because I remember it happening against Sol and another character (can’t remember who). Anyway, later on that night I played GGXX on the PS2 and the same thing happened (I think against Sol). That day it happened 7 times total. Anyone seen this happen before? If so, why does it happen?

#R Question: Fujiin loops: I’ve never been able to do the one where you wait for the last frame of recovery and then do 5S©, Fujiin, so ignore this one. Anyway, what are some #R Fujiin loops, when can you do them (midscreen, corner), and are they worth it? A variety of opinions on this last one would be appreciated.

-Peace Out!

The goofy airthrow thing happens every so often to me as well. I believe it has to do with when you airthrow them. I usually get this when I throw someone who’s been falling for awhile, or when it’s really close to the ground. I’m not sure exactly what causes it, but I think it has something to do with airthrowing them after the apex of their jump maybe. It’s a good question, I’ve always kind of wondered it myself. I also notice that it seems to happen when I airthrow someone when they are swinging, it may be some kind of counter hit property.

All I know about #R Fujinn loops is that they almost all involve the hop after a connected fujinn. A common one I see is something to the effect off.

Gatling into 2D, Fujiin, Hop, K, S, Fujiin, Hop K, S, HS, 623HS.

That may not be exact and like XX loops it’s character specific, but that’s the general idea.

The goofy air throw thing is what happens when you throw them out of airdash frames. Different throws get effected differently(Slayer can combo!!), but yeah, it kinda sucks that you can’t combo anymore. =(
As for resets, after a massive ass whooping by LB and some training mode, super jumps seem to allow you to airthrow much,much better than reg jumps. I have no idea why but I could airthrow a lot better SJing and I got fucking owned by LB’s airthrows. He said he was SJing everytime so I’m practicing doing all that.

Ahhh, that makes sense, now that I think about it, it does only happen because of Airdashes. I agree, I think SJ resets are a lot easier to hit, but it’s all about your style, any airthrow reset is a good one if it gets you damage and a good setup.

What were the results of the money matches? :o

Or have they not happened yet?