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5K is a much less risky (and faster) poke to go for than f.S or 2S, and it still lets you get a knockdown with 2D. 2K works too, but has less range, which is important in this scenario. Raw 2D is also a surprisingly good counterpoke, since it’s fast, low-profiles, and gets big damage if it counter hits.
The new whiff cancel stuff lets you cover a lot of ground quickly with whiff cancelled fuujin K or S, but keep in mind that you’ll be pretty vulnerable during the long animation. You can whiff cancel stuff out of charged fuujin as well, meaning you can basically do fuujin followups out of the parry spin now.
Abuse kou. It’s an insanely good anti-air in a game with relatively weak anti-airs. Even if the opponent air blocks it, you’re now in their face and can get your offense started (or even press j.S on the way down). If it counter hits at round start or closer to the corner, the opponent’s losing at least a third of their health bar.
Don’t air-to-air with j.P. j.S is faster, bigger, and can still be used as a jump-in. It’s big enough that you can smack the opponent in the back of the head with it after airdashing over them. j.H is still anji’s best jump-in, though.
Yeah I knew anji wasn’t the best but I wanted to try playing someone new who looked fun, I mained I-no before him
fS isn't a good button (especially compared to the one he had in +R). 5K is a bit faster and can get you a knockdown with 2D 236S. Inexplicably fS will sometimes come out instead of cS despite the oppenent seemingly being in range, so keep that in mind.
6H will usually counter hit people after 5/2P and catch people jumping, good move, don't abuse it, but remember it exists.
Anti air people with 236S, the hitbox is disgusting, meanwhile 6P won't get you much and push the oppenent away.
In the air jS is my go to move when I'm jumping backward and want to throw a hitbox, jD if the oppenent is chasing me.
Spin isn't bad, but it can backfire even if you land it, so use it sparringly. To approach I prefer air dashes (which are still risky), throw a charged Fujiin here and there when you're in range between two spins, if you counter hit someone with that they will burst or eat 60 %, meterless that is.
When it comes to Fujiin, never, and I mean never throw Rin in neutral or during a blockstring. If they block it you'll get hit, they don't even need to interrupt it to punish you. And even if you land it, as a combo starter it sucks.
In neutral avoid the jump follow up, you'll eat a counter hit or get close enough to grab them. It's a coinflip essentially : you explode or deal a bit of damage and get a knockdown.
Projectile follow up is good but can also backfire, only the explosion on the ground has a hitbox, Anji is one big defenseless hurtbox when he throws that move. But it's plus on block so you can keep going if they block it and will get you a combo if they eat it.
If in doubt nagiha is mostly safe.
Finally avoid early Fujiin cancels, except maybe the projectile or nagiha is you're not too close. Too risky, moves will still take forever to come out and the reward won't even be that high.
People will forget 632146S exists, so use it and make them pay for it. It's a frame 1 counter that'll punish greedy players a bit too eager to finish the round when you're below 30 % health.
I apprciate all the tips Im getting, Im not the greatest at understanding the fighting game number inputs ( I don't know what they are acc called.) But Ill Keep them all in mind!
Mixing charged Fuujin or Kou with the plain spin can help as it means when people see you start spinning they won't know which move is coming out. Kou can jump over some pokes if they're not timed correctly (or hit people trying to jump over Fuujin or spin > grab), and plain spin can keep autoguard longer and catch people trying to interrupt Fuujin.
You can also mix spins up with just dashing in, as if people are expecting you to spin partway through the dash they may not attack. Crouch dust can go under some pokes as it makes Anji's hurtbox very low, so dash > 2D can be a decent approach, and it gives you big damage if it lands a counterhit. Catching someone with dash > parry super can also make people afraid to take a swing when you have 50% meter.
j.D causes you to stall in the air, which can make people whiff an anti-air attempt if timed correctly. This makes it harder for your opponent to stop jump-ins.
If you make someone block 6H, you can cancel it into a special on any of the three hits - this can be Fuujin, but cancelling it into spin > grab on the first or second hit instead will often catch people who are expecting to block at least one more hit.
I'd also say that it's important to be able to make the most of the opportunities you do get - one thing Anji does have going for him is that he can do big damage without spending meter off a counterhit, especially 2D or charged Fuujin. You don't need to approach as often if you wipe off 70% of someone's health in one go!
You outed yourself as being a scrub, you're in no position to be trying to call other people bad. Especially when this guy's approach in his thread compared to yours makes it crystal clear that it's only a matter of time until he's better than you, if he isn't already.
- P ender gives you amazing and relatively safe pressure against people who try to poke you and leads to a combo on hit, also you're plus. Don't do this against jumpers.
- K ender gives you a really fast command dash to high-profile low pokes with and can be roman canceled, which in turn can be insta-canceled with an air normal for a very far-reaching, nasty, safe, instant overhead.
- S ender, you now have giovanna's sweep lol.
- H ender if you have balls or are perfectly spaced. You are now goldlewis.
Fullscreen butterfly is a poor man's i-no fireball approach if your opponent turtles a bit too hard. Also oh my god just make them hate butterflies. Every time you get a hard knockdown you poop out a butterfly, no question.
Condition them to use their big pokes then punish with autoguard beyblade. Why 6P pot's big slaps when you can pole-dance on his arm? Don't do it on small pokes or long actives like gio f.S.
Just don't autopilot instant air dash jHS jump-in approach, you are not gio/millia/ky/may. As a nago main 90% of anjis I encounter do that and then wonder where their life bar went.
Yeah I've learned not to air dash HS after about 400 punishes. But I I did not know how good the P ender was, Thanks!
It's good but still risky, sometimes do it after Fujiin, sometimes early cancel it, keep people guessing and it'll keep people in the corner.
Yeah imagine doing that :)