GGXX: Anji Mito

Yea faust’s massive hitbox and slow falling speed allows you to combo On off of 2D. It’s quite amusing.

As for jump installs, that’s one thing I’ve never really used with Anji. Hell I don’t even remember HOW to Jump install anymore it’s been so long since I worried about it. Anyone want to refresh my memory and I’ll fuck with some tomarrow?

Now to get back to working on Air grab option selects.

I was going to link to the gamecombos section on it, but it kind of sucks IMO. Anyway, onto jump install (BTW, I will try to explain it in terms that anyone can understand, so I’m not being condescending)…

This is the combo I posted earlier to which I will be referring:
214P, 5S© [JI], 5S(f), sj.S, sj.P, sj.S (JC), dj.S, dj.H, 214P

Normally, if you’re doing a combo off of a superjump, you cannot double jump. For example, off of Kai (near) you can do 5S©, 5S(f) (SJC), sj.K, sj.S, sj.H, 214P. However, if you want to extend the combo for more damage, you can do the jump install, which essentially allows you to JC during a sj.

The motion is a lot easier in #R, because all characters have one frame added to their jump motion. Anyway, what you do is during a JC’able move, you briefly hold up then let go before the next move executes. I.E. you would press up during 5S© and then let go before 5S(f) comes out. What this does is essentially “store” the jump cancel until later.

After the 5S(f), you superjump-cancel and combo with whatever. The catch is that the last hit has to be JC’able. In my combo, you do sj.S, sj.P, sj.S. Now, if you hadn’t Jump-installed the 5S©, you wouldn’t be able to jump cancel, considering you can’t double-jump after a superjump. However, since we did jump install, that “stored” jump is recalled, and you’re able to jump again. This allows you to continue the combo a bit further. In this case, you can add (JC), dj.S, dj.H, 214P.

Compared to the normal combo of 214P, 5S©, 5S(f) (SJC), sj.K, sj.S, sj.H, 214P (around 130 dmg on Sol), the jump-installed combo does 170 dmg on Sol. 40 dmg aint bad, folks.

Anyway, thats my jump-install tutorial.

Also, I tried doing a fujiin loop in #R with 5K, 5S, Fujiin(s) instead of 2P, 5S, Fujiin(s), and it does indeed work. However, the damage is still not all that great. I’d almost rather skip the loop altogether and go for 5K, 5S, 623H, which is much easier to execute.

Now onto my question:
Can anyone explain to me air-throw option-select? I never actually use it and I read the gamecombos section on it, but I still don’t really understand how it is used.

I figured as much on the damage. IMO going into the On (263HS) is always the best option, then follow up.

Anji can still follow up an On (263HS) in #R?

Anyway, I figured it would work because I think I saw a Japanese player doing it, but couldn’t remember for sure.

And 5K, 5S was what I used for B&B Anji in GGX (not GGXX) after a launch or 2D, launch, RC.

Hey, kickass I learned something new for a change I’ll screw with that Ji stuff later today.

Air-throw option select is essentially a “save your ass” sort of thing that helps protect you from wiffed air throws.

Basically as you know if you wiff an airthrow yor’re going to get a j.HS. What option select entails is tapping your airthrow motion always using Back + HS. However what you do is instead of just tapping HS, you tap and hold HS and quickly tap and hold S (or another button if thats easier). What happens is if you miss your airthrow you will instead perform a faultless defense (holding back and 2 buttons). Since the airthrow has the most priority of your actions, if you were supposed to hit it, you will. If you miss it, then you’re FDing to avoid punishment.

There are other forms of option-select but the basic idea is buffering the command for faultless defense into a move or motion in case you happen to wiff with it. The other common one I see is dashing option select, but I can’t really describe the input as well on that one. I see Sol players use it a lot to get in.

Option select is just what it sounds like, it allows you to take the best option for the situation.

Of course! Its one of the staples of Anji’s strategy. If he didn’t have, he would suck (IMHO).

Thanks Klaige, I’ll have to start using that more; seems useful.

sigh of relief

I was worried there for a sec.

Yes it is, it’s kinda goofy to use at first but I think it’s one of those things that over time will be second nature.

Alright since I’m bored at school and have another 25 minutes to kill before class I figured I’d re-tally who we have looking for money matches Anji style at Evo.

So far:
Myself
Qwazy
Ukyo
SelfScience
Duece.

Let me know If I’ve forgot anyone.

Less than 2 months to MWC. Sweet. Of course that could mean less than 2 months to another 2 and out at a major. Nah screw that I’m gonna break some heads this time. I hope.

dashing option select( i have no idea if thats what it is actually called) is basically just holding S+HS then doing 664 when you do 66 you will dash a little with 4 making you FD since you were holding S+HS. You can also use the throw option select when you are grounded but you the risk of being thrown yourself. Its of nice use if your ground HS sucks aka AXL’s.

how do you throw double butterflies?

Magic.

No but seriously it’s hard to do, you have to do it from a decent distance (not max, around 3/4ths) so Anji has time to recover from the first butterfly. Your 236p motion should exactly as the butterfly is blocked for the first time.

It’s really really difficult, you have 1 frame for execution, and it’s not terribly practicle since the ideal distance for it is not the ideal distance for trapping (I.E. too far for perfect setup).

I wish I could be there with my drunk-fu self :expressionless:

I saw a vid where the person that threw it was less than half screen away from the opponent?

I thougth maybe you neede to cancel the fireball with holding up forward. oh well

It may be possible but I’ve never been able to do it less than about 3/4ths of the butterflies distance away.

My bad I though I posted that a long time ago. Glad to see you post it

In regards to my earlier post about JI combos, I have changed my stance. In comparing these two combos, you can see that the damage from the JI combo actually doesn’t warrant the effort.

#1: 214P, 5S©, 5S(f) (SJC), sj.K, sj.S, sj.H, 214P
12 hits, 168 dmg on Sol.

#2: 214P, 5S© [JI], 5S(f) (SJC), sj.S, sj.P, sj.S (JC), dj.S, dj.H, 214P
13 hits, 170 dmg on Sol.

Yeah, I don’t think 2 damage warrants the increase. Originally I compared the JI combo to a combo using 5P (SJC) instead of 5S©, 5S(f) (SJC). Anyway, thats all…

They’re stylish, it never hurts to have some stylish play every once in awhile. Oh yea, The gamecombos forums are back up (not the main page). I suggest we all migrate back there ASAP to get that place back up to snuff.

http://www.gamecombos.com/forums/forumdisplay.php?s=&forumid=36

Woohoo!

Hell yeah

Yeah, JI combos are great for style. My old personal fave was:
p hop,s©(ji),s(f),sj.s,p,s,dj.s,p,s,d did about 174 iirc on sol.
My new fave is:
p hop,d.s,s,on,sj.k,s,h,orb This does 50% on sol. The timing is kinda hard on normal weight guys but you can use 2p,s,s to start instead, it sacrifices 17 damage though. Also, the timing becomes even harder from a crossup hop.(In fact, I simply go with a generic combo or the 2p,s,s version) It doesn’t work on the heavier chars though iirc. (ky,johnny,pot,slayer)

PS: I’ve been working on using sweep as a butterfly setup. If you figure out your distances and timing, you can get perfects going a lot more. What you do is add or forego hits in order to get them to the desired spot, then cancel the sweep at the correct time. I used to be able to do it a lot but I’ve lost the timing. =)

uses for Kai (K version

Sombody please explain some good uses for anjis kai the k version. Everytime i try to use it i get thrown on the ground or in the air and even after I RC it in the air. I don’t think the block stun is long enough to start attacking again after you land. It probably has some uses(Besides the obvious crossup) but there has to be some other use for it.

by the way finally did the airthrow reset pretty cool. :lol: