This has already been super useful to me. Though I've gotten a laugh at people accidentally missing their reversal timing and CHing me with a DP even after held spin.
Awesome vid ! I learned a lot thanks . BTW against Pot i usually OTG with Fujin > K after throwing him. That way i can counter PB (or regular grab mashing) with 2K > 2D or just c.S . Anyway thanks again :D
I actually took your idea and chose to not hit them after the throw. Cause that space you give them before you spin in tells them how long you got before your long spin ends. Making waiting before hitting a much easier option.
i didn't see anyone say it but corner throw > otg 2H > minimum spin lose vs throw on nagoriyuki (and other big characters i'd say?)... otg 5H seems to work fine
Nago can wakeup throw you from this setup even if you do minimum spin. Using standing HS into minimum spin pushes you far enough from him to punish the throw.
this is super helpful! after watching your gio I want to know what some of anji's strong round starts are because you seem to always win catch they gio in the video
It varies from matchup to matchup. Anji's moves are all rather slow so I tend to do something safe like backdash most round starts to get a feel for the opponent before i commit to anything.
I noticed a Nagoriyuki player was throwing me out of spin > cS (regular throw), so after labbing I checked and his throw range is bigger than usual. I guess we have to treat this as a pot buster as well? Sad af
Someone else commented about this. If you otg with 5h instead, the same setup will put you outside throw range. You probably dont get c.S for meaty, but I havent tested that.
Great vid! Been doing otg 2S into butterfly in the corner, but dont think its that great... does charged koh or charged fuujin have a place in your setup? Thanks :)
Otg into butterfly is really weak sadly due to them getting to act quicker, it actually makes the butterfly setup much less tight. Charged Kou/Fuujin are much more committal with a lot less autoguard on them so they wouldn't work well for this type of setup. If you think they are going to jump you could do an uncharged kou to maintain pressure or to maybe catch them mashing, but 5S will work just as well for that particular situation and covers more options all at once.
Seems like corner throw into fujin hop is straight up better, the meaty cS beats everything (including potemkin buster) except for reversal overdrives and DPs
Which would be the point. Deterring reversals is a huge advantage. If they see you hop its a free counterhit with any reversal that has invuln or a super. There is no wakeup you can't counter with this oki because it has guard point in the equation, fuujin hop does not which makes it more limited. You already have the meaty close S option here to stop mashing. Fuujin + hop is likely a better option against potemkin but in any other matchup otg into spin allows you to cover more options and force more guesses out of the opponent which is what you want out of an oki option.
@@klaige true, but you can still walk up and throw the DPs after fujin hop if you guessed right. But you are right for reversal supers, 2H delayed spin is better. I think you should use both, depending on the Matchup and if the opponent has Meter.
@@klaige thanks for the amazing vid and explanations! ive got a couple questions on this setup vs the fuujin hop setup. to me fuujin hop seems better for the following reasons: 1) fuujin hop can be done anywhere on the screen 2) the hop can be immediately followed up by the spin which when i test seems to cover the DP type stuff in the same way as your setup. plus they dont see the spin coming...so with these in mind im wondering if the fuujin hop would still be better? it does seem to cover all options if you follow it up with spin which converts it to this setup but also the spin is more surprising. and what do you mean by this oki having guard point in the equation again?
what are your opinions on fuujin otg into hop? (not exclusively in the corner but anywhere) on the h dp punish combo it would be easier without forward drift
I think it's a perfectly good OTG option. In the corner I still prefer the 2H (or other normal) into autoguard spin simply because it gives less option for escape via mashing. Against Pot/Nago Fuujin OTG is honestly probably the preferred option. Midscreen Fuujin OTG is probably better for sticking to them to avoid trying to chase down. Anji is one of those characters that needs to use every tool he has in the kit, so being able to utilize both types of OTG options is important.
Is there a trick to grab after the minimum spin after the 2H because whenever I try to do the loops with the minimum spin my grab doesn’t reach bc the 2H pushes me back too far
Make sure you are 2H and canceling into the spin as early as possible. If you know you are committed to the throw hold forward at the end of the spin to get that last little bit of forward movement to get into throw range.
You definitely will if pot calls you out. For the most part you'll want to try other options against pot, especially when he has 50% meter as he can reversal you on the ground with Reflector or in the air with HPB. Pot is one of Anji's most difficult matchups right now imo.
Cancel 2H immediately, and if you think they are going to mash hold it for a little longer. Go into training mode and set the dummy to counter-attack with 5P or Close S after recovery and you can simulate the example perfectly.
Could we stop calling it auto guard lmao. It's not autoguard or guard point anymore. He doesn't block it, rather the twirl causes a whiff , with the remaining of the moves frames plus10 f. And another variable of 28f I think. But it's not auto guard, u know that though.
Considering autoguard is arguably his most infamous mechanic and this is the strive interation of it, yes, im going to call it autoguard for simplicity and consistency. Nitpicking the term is not conducive to helping players understand better.
@@klaige but its just false pretense, better to educate people on the fact it literally isnt auto guard. Or guard point because people will use those terms later on. And yeah dived a bit into anji. He's missing half his kit a big part of which is auto guard built in normals like his 3p. Feel like this game just removed any legacy skill or knowledge in favor of noobs
@@internetmemeplace6886 you can either accept that this is very much a different guilty gear, or, you can keep lamenting it and ultimately not enjoy the game. I've been playing this character for 18 years, using general terms that explain the interaction is fine. I'm gonna call it autoguard as a commentator too, its not worth getting this uppity over. Also thinking the game is catering to "noobs" is far more false pretense than a basic term. Not to mention far more toxic. Strive has some of the most difficult aspects of any guilty gear yet
@@klaige not really toxic more fact than anything else, player instinct for the older Gatling system is gone, having to block by FD is home now it's just done normally, throws are now whiffable and done out of runs unlike before, characters are neutered versions of their previous iterations. So no not a false pretense to say it was changed and had the legacy knowledge removed for newer players. But calling it auto guard definitely is. There literally isn't a single frame of a block occuring if the opponents press it whiffs, anji doesn't block
This has already been super useful to me. Though I've gotten a laugh at people accidentally missing their reversal timing and CHing me with a DP even after held spin.
8:00 try air dashing after the cancel. you land behind them perfectly and don't still slide when hitting them.
Awesome vid ! I learned a lot thanks . BTW against Pot i usually OTG with Fujin > K after throwing him. That way i can counter PB (or regular grab mashing) with 2K > 2D or just c.S . Anyway thanks again :D
I actually took your idea and chose to not hit them after the throw. Cause that space you give them before you spin in tells them how long you got before your long spin ends. Making waiting before hitting a much easier option.
Thanks for making a video on this! It's so simple, but makes things so awkward for everyone, and isn't that what Anji is all about?
This is the way a guide should be.
I’ve watched five of your videos thus far and it’s been extremely helpful, thank you! I really needed to learn more about what Anji can do 🙏🏼🙏🏼🙏🏼
The combo video helped me get into celestial. This video will help me stay there! Thanks again Klaige!
Hey Man Great Tutorial on Anji💯I learned a lot of tech here. 13:54 made me lmao😂
Hey thanks man I've had a change of heart and gonna play the game
Clear, exciting, efficient
i didn't see anyone say it but corner throw > otg 2H > minimum spin lose vs throw on nagoriyuki (and other big characters i'd say?)... otg 5H seems to work fine
Really good pacing and explanations. Thanks a lot for the video Klaige!
Really nice! Gonna try to incorporate this into my gameplan. Been using fujin to hop otg at corners but this covers waaay more.
Thats really good midscreen, though. 2d into fujin K sets up a meaty 2k, or close S if they crouched.
Nago can wakeup throw you from this setup even if you do minimum spin. Using standing HS into minimum spin pushes you far enough from him to punish the throw.
Ooh, nice.
You have my sword, I mean my sub
You are bringing my Anji to a new lvl! Thanks
Thanks for your videos and sets and all you do! I’m gonna practice and hopefully move up from floor 6 with your videos!
Great analysis, heck you made me try Anji.
Ty for the tech bro these vids help so much 👍
Holy shieeeeet. That's great mate! Thx a lot!
this is super helpful! after watching your gio I want to know what some of anji's strong round starts are because you seem to always win catch they gio in the video
It varies from matchup to matchup. Anji's moves are all rather slow so I tend to do something safe like backdash most round starts to get a feel for the opponent before i commit to anything.
Thank you so much for this
I noticed a Nagoriyuki player was throwing me out of spin > cS (regular throw), so after labbing I checked and his throw range is bigger than usual. I guess we have to treat this as a pot buster as well? Sad af
Someone else commented about this. If you otg with 5h instead, the same setup will put you outside throw range. You probably dont get c.S for meaty, but I havent tested that.
@@fortidogi8620 oh that's really good to know, thanks!
Ur anji is so cool and inspiring to watch I hope you try out chipp ! He’s the boss after all >:)
Great vid! Been doing otg 2S into butterfly in the corner, but dont think its that great... does charged koh or charged fuujin have a place in your setup? Thanks :)
Otg into butterfly is really weak sadly due to them getting to act quicker, it actually makes the butterfly setup much less tight. Charged Kou/Fuujin are much more committal with a lot less autoguard on them so they wouldn't work well for this type of setup. If you think they are going to jump you could do an uncharged kou to maintain pressure or to maybe catch them mashing, but 5S will work just as well for that particular situation and covers more options all at once.
With the changes to Kou I don't think the full reversal punish is possible anymore. I've been trying to figure out an alternative. Any ideas?
Seems like corner throw into fujin hop is straight up better, the meaty cS beats everything (including potemkin buster) except for reversal overdrives and DPs
Which would be the point. Deterring reversals is a huge advantage. If they see you hop its a free counterhit with any reversal that has invuln or a super.
There is no wakeup you can't counter with this oki because it has guard point in the equation, fuujin hop does not which makes it more limited.
You already have the meaty close S option here to stop mashing.
Fuujin + hop is likely a better option against potemkin but in any other matchup otg into spin allows you to cover more options and force more guesses out of the opponent which is what you want out of an oki option.
@@klaige true, but you can still walk up and throw the DPs after fujin hop if you guessed right. But you are right for reversal supers, 2H delayed spin is better. I think you should use both, depending on the Matchup and if the opponent has Meter.
@@klaige thanks for the amazing vid and explanations! ive got a couple questions on this setup vs the fuujin hop setup. to me fuujin hop seems better for the following reasons: 1) fuujin hop can be done anywhere on the screen 2) the hop can be immediately followed up by the spin which when i test seems to cover the DP type stuff in the same way as your setup. plus they dont see the spin coming...so with these in mind im wondering if the fuujin hop would still be better? it does seem to cover all options if you follow it up with spin which converts it to this setup but also the spin is more surprising. and what do you mean by this oki having guard point in the equation again?
what are your opinions on fuujin otg into hop? (not exclusively in the corner but anywhere)
on the h dp punish combo it would be easier without forward drift
I think it's a perfectly good OTG option. In the corner I still prefer the 2H (or other normal) into autoguard spin simply because it gives less option for escape via mashing. Against Pot/Nago Fuujin OTG is honestly probably the preferred option. Midscreen Fuujin OTG is probably better for sticking to them to avoid trying to chase down. Anji is one of those characters that needs to use every tool he has in the kit, so being able to utilize both types of OTG options is important.
Is there a trick to grab after the minimum spin after the 2H because whenever I try to do the loops with the minimum spin my grab doesn’t reach bc the 2H pushes me back too far
Make sure you are 2H and canceling into the spin as early as possible. If you know you are committed to the throw hold forward at the end of the spin to get that last little bit of forward movement to get into throw range.
Well at the end the ability to read opponent is what matters
Why do you half-circle forward the spin?
I'm having trouble getting the timing down for the air throw version. Any tips or is it just a simple practice thing?
this might be a redundant question, but how does the anti-p.buster oki work against heavenly pot buster? do you get tagged for jumping forward?
You definitely will if pot calls you out. For the most part you'll want to try other options against pot, especially when he has 50% meter as he can reversal you on the ground with Reflector or in the air with HPB. Pot is one of Anji's most difficult matchups right now imo.
@@klaige thanks havent played vs pot much yet (just got the game) but thanks for the guide super helpful stuff here :)
Excelente, mejor que usar fujin y salto.
Gracias, mi Amigo.
Is there a timing to the spin when to cancel from crouch HS cuz i try this online and they just jab me and i lose
Cancel 2H immediately, and if you think they are going to mash hold it for a little longer. Go into training mode and set the dummy to counter-attack with 5P or Close S after recovery and you can simulate the example perfectly.
Please translate. Почему никто не играет c.S, 6hs, 236hs, любая отмена. В углу отличный прессинг. Особенно против мешеров
Unfortunately Jack-O’s throw super beats the meaty.
does this deal well with FD tech?
Ur brain huge
Could we stop calling it auto guard lmao. It's not autoguard or guard point anymore. He doesn't block it, rather the twirl causes a whiff , with the remaining of the moves frames plus10 f. And another variable of 28f I think. But it's not auto guard, u know that though.
Considering autoguard is arguably his most infamous mechanic and this is the strive interation of it, yes, im going to call it autoguard for simplicity and consistency. Nitpicking the term is not conducive to helping players understand better.
@@klaige but its just false pretense, better to educate people on the fact it literally isnt auto guard. Or guard point because people will use those terms later on. And yeah dived a bit into anji. He's missing half his kit a big part of which is auto guard built in normals like his 3p. Feel like this game just removed any legacy skill or knowledge in favor of noobs
@@internetmemeplace6886 you can either accept that this is very much a different guilty gear, or, you can keep lamenting it and ultimately not enjoy the game.
I've been playing this character for 18 years, using general terms that explain the interaction is fine.
I'm gonna call it autoguard as a commentator too, its not worth getting this uppity over.
Also thinking the game is catering to "noobs" is far more false pretense than a basic term. Not to mention far more toxic. Strive has some of the most difficult aspects of any guilty gear yet
@@klaige not really toxic more fact than anything else, player instinct for the older Gatling system is gone, having to block by FD is home now it's just done normally, throws are now whiffable and done out of runs unlike before, characters are neutered versions of their previous iterations. So no not a false pretense to say it was changed and had the legacy knowledge removed for newer players. But calling it auto guard definitely is. There literally isn't a single frame of a block occuring if the opponents press it whiffs, anji doesn't block
But do elaborate on the "most difficult " things in guilty gear from this game. I would love to know