User:Cob/GGST/Anji: Difference between revisions

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While held Kou also has autoguard, the preemptive nature of these options doesn't lend itself well to how punishable Kou is on whiff.<br />
While held Kou also has autoguard, the preemptive nature of these options doesn't lend itself well to how punishable Kou is on whiff.<br />
However, if an opponent is trying to avoid Spin/held Fuujin altogether by jumping over it, Kou may be another option worth presenting to discourage them.
However, if an opponent is trying to avoid Spin/held Fuujin altogether by jumping over it, Kou may be another option worth representing to discourage them.
 
== They blocked my attack, now what? ==
 
Block pressure, especially with Anji, involves playing around the threat of your other options to get away with staggers, resets, and aggressive advances.
 
It can be helpful to think of pressure and frame advantage in terms of “turns”.
* When it's your turn, it means you have access to more options and/or more time than your opponent, so you generally get to decide what happens next. You extend your turn by taking advantage of plus frames (largely via gatlings or other cancels) to maintain the upper hand while restricting the opponent's ability to do something about it.
* Your turn ends when you use a move without cancellable recovery (such as a special move) that forces you to remain minus on block. In this case, you want to create as much space between you and the opponent as possible to return to neutral; otherwise, the opponent can punish your recovery with a quick button and begin their turn immediately.
 
However, if you just do tight blockstrings and frame traps every time, the opponent has no incentive to do anything except block until your turn ends naturally. For pressure to actually be scary, you need to implement resets and mixups (such as running up to throw) to keep them on their toes and encourage them to try interrupting apparent gaps in your pressure.
 
=== Starting pressure off of far pokes ===
 
=== Starting pressure off of close hits ===
 
=== Fuujin on block, aka Chance Time ===
 
Blocking Fuujin puts both players into a pseudo-RPS situation where every one of Anji's options is technically punishable or interruptible on a correct response from the opponent, but it also requires that they leave themselves susceptible to other options in order to do so. Initiating this mindgame carries some risk but is necessary to represent Fuujin as a consistent threat and give Anji the leeway to reset and mix up elsewhere.
 
<gallery widths="128px" mode="nolines" style="display: flex; align-items: flex-end; flex-wrap: wrap;">
GGST_Anji_Mito_236H.png | Fuujin, {{#cargo_query:tables=MoveData_GGST|fields=onBlock|where=chara="Anji Mito" and name="Fuujin"|format=list}}
GGST_Anji_Mito_236HS.png | Nagiha, {{#cargo_query:tables=MoveData_GGST|fields=onBlock|where=chara="Anji Mito" and name="Nagiha"|format=list}}
GGST_Anji_Mito_236HH.png | Rin, {{#cargo_query:tables=MoveData_GGST|fields=onBlock|where=chara="Anji Mito" and name="Rin"|format=list}}
GGST_Anji_Mito_236HP.png | Shin, {{#cargo_query:tables=MoveData_GGST|fields=onBlock|where=chara="Anji Mito" and name="Shin: Ichishiki"|format=list}}
GGST_Anji_Mito_236HK.png | Hop
</gallery>
 
By effectively applying the threat of Fuujin and its associated options, you can force your opponent to have to guess more often than you do, skewing the risk-reward of these interactions in your favour.
 
==== Will you use Fuujin at all? ====
* Cancelling into Fuujin can stuff out opponents who show aggression or intent to punish after blocking laggier moves like {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|1|6P}}.
* If the opponent respects the threat of Fuujin and remains passive even after blocking an unsafe normal, that's a sign that you can start resetting pressure on them or end your turn (i.e. return to neutral).
 
==== Will you use a followup? ====
* Fuujin with no followup is reversal-safe and difficult to punish due to the threat of being counterhit by Nagiha. This should be your primary option to gather info about the opponent's defensive habits or to freely end your turn if they're preoccupied with the followups.
* Nagiha is your most reliable followup in a vacuum, being the safest option and a true blockstring if done immediately. You can vary your timing to catch the opponent's attempts to jump, interrupt the other followups, punish empty Fuujin, or block Rin.
* Rin offers the opportunity for high/low mix on an opponent who is expecting Nagiha or a more reactable option like Shin or Hop.
* Shin is an interruptible pressure reset that leaves you solidly advantageous on block. Use it to call out opponents who are too busy thinking about the other options to react.
* Hop is kind of a meme, but it can get you an occasional throw against opponents who are determined to sit and block all of your options.
 
==== Will the followup come early or after Fuujin? ====
* Fuujin can be kara cancelled after its initial motion such that the followups will come out without Fuujin actually appearing at all. This does create a large gap that the opponent can interrupt, though they will have to do so basically on prediction. The main reason to do this in pressure is to trip up opponents that base their reaction cues on the big green “I am about to use a followup” indicator.
* Namely, kara cancelling makes Rin, Shin, and Hop more viable against opponents that are good at dealing with post-Fuujin followups. Kara Nagiha becomes a riskier option because the momentum reduces the pushback that otherwise makes it relatively safe.
 
=== {{clr|4|6H}} with Spin and Fuujin ===
 
=== Resetting with Shitsu ===

Revision as of 19:27, 27 June 2022

A big writeup of how I like to play Anji in Guilty Gear -Strive-. Eternal work-in-progress.

This stuff is here instead of the main strategy page because I want to put all my personal notes in one place and worry less about objectivity or good form.
Of course, many other valid (and better) playstyles exist, and this should be thought of as nothing more than one interpretation of how to play the character.

How autoguard works

Anji enters a twirling animation during Suigetsu no Hakobi (“Spin”) and the held versions of Fuujin and Kou.
During this time, any strike or projectile that hits him will activate autoguard. It offers no protection from throws or Burst.

On a successful autoguard activation, Anji enters a 38-frame animation with full invulnerability. If the activating move was not a projectile, the opponent is put in hitstop for 28 frames.
This gives the opponent an effective frame advantage of +10, although most or all of this time will be spent on the remaining active and recovery frames of their move.
However, the opponent can Purple RC the hitstop or their attack to maintain frame advantage; Anji cannot cancel his animation in any way, but will remain invulnerable for the full duration.

The autoguard invulnerability has no recovery and Anji is able to block or perform any action on the first frame after it ends.

Neutral, and getting the opponent to play it

Written as an extension of the three-structure concept and Satsu's guide to neutral.

The point of neutral is not to hit a high-reward combo starter, but rather to swing the game state from “roughly equal” to “marginally in your favor”. This usually means transitioning from neutral to a pressure situation via a successful poke or whiff punish.
Only once you've gained a small advantage have you earned the chance to convert it into a bigger advantage (combo, okizeme, corner pressure, etc.). Overextending is an easy way to give your opponent undeserved opportunities.

Anji applies these concepts best around max f.S range, though your ability to get into and maintain that range will depend on the opponent's character.
None of these three playstyles are complete in a vacuum, and they require figuring out when you can switch between them to capitalize on the habits and adjustments your opponent displays.

Part I: Playing preemptively

Preemptive play is characterized by the use of ranged pokes to control space between you and the opponent, without the direct intent to hit them.

The main goal is to stuff out any sudden approaches that you otherwise wouldn't be able to react to, while keeping your overall commitment and risk as low as possible.
However, an opponent who knowingly baits your pokes can use that opportunity to punish or advance on you.

If you find yourself frequently caught by surprise by seemingly random approaches, consider using more pokes that cover the space where your opponent could hypothetically move within the time it would take for you to react.
If you're right and they did move into your poke while attempting to run at you, you gain the foothold you were looking for and have won neutral.

What this means for Anji

  • Anji's 5K should be your go-to button for stopping an opponent from running in, having good reach and being hard to whiff punish on reaction. Some approach options will low-profile it, however.
  • 2K and 2S are alternatives that can hedge against low-profile approaches but are shorter and slower respectively.
  • 2P has the least commitment but also the least range on this list. It has its use for keeping out characters that stick to closer ranges and like to run up and strike/throw.

Part II: Playing reactively

Reactive play creates opportunities to whiff punish the opponent's moves, such as by walking in and out of the opponent's effective range to bait pokes.

An opponent using pokes to control space will likely enforce that control when they think you're going to challenge it. By tiptoeing their max range, you make things ambiguous for them and give them the chance to mess up and whiff.
Many moves become easier to react to and punish when you're consciously focused on them, but in doing so you may open yourself up to sudden, unexpected approaches.

If you feel like you can never get in against players that just throw out walls of hitboxes, trying to bait and punish could get you the openings you're looking for.
While this requires some degree of matchup knowledge to determine your punishes near the opponent's effective range, it can be a powerful technique when applied correctly.

What this means for Anji

  • Anji's 2D grants hard knockdown for okizeme or, on counterhit at closer ranges, nets Anji a combo.
  • 6P can plow through some high-startup moves that would be otherwise difficult to punish due to low recovery.
  • f.S has some extra reach and leads into Fuujin on hit or block (except in cases where f.S clips an extended hurtbox).
  • Fuujin can close gaps and leads to good reward on counterhit at all but the furthest ranges.

Part III: Playing proactively

Proactive play capitalizes on your opponent's hesitation and takes advantage of the space they've conceded.

An opponent who focuses on baiting and punishing will be directing most of their attention towards responding to your options instead of contesting your established zone.
You can take advantage of this behaviour to get away with things you otherwise wouldn't, like suddenly dashing in while they're expecting a defensive poke.
However, if your approaches become obvious, they will still be able to maintain control of their space with their own preemptive options.

If it seems like your natural reactions are being exploited by an opponent that won't take initiative, test the limits of their passiveness by peppering a conservative playstyle with some sudden aggression.

What this means for Anji

  • Test the waters by dashing before using established pokes such as 5K; this allows you to continue claiming space while throwing off the opponent's positioning.
  • Dashing in with low-profile counterpokes like 2D and 6P can beat out some attempts to stuff your approach.
  • Once the opponent has been conditioned to play very passively, you can keep them on their toes with harder callouts like run-up c.S or throw.

Keeping the opponent on the ground

As the three-structure guide states, the opponent is under no obligation to play grounded footsies; they must be conditioned to do so by presenting reliable anti-airs.
Most of the time, the opponent will never completely stop trying to jump in; your objective is just to punish or threaten them so they do it less frequently.
As such, when playing the footsies RPS described by the three-structure, you still have to look out for the opponent attempting to skip it altogether via aerial approach.

What this means for Anji

  • Against jump-ins or in situations where you can't confidently react to the opponent's exact option or timing, 5P and retreating j.K are a safe bet.
  • j.D is phenomenal as an air-to-air due to its disjoint and the fact that it halts jump momentum, so Anji lands quickly even when used rising.
  • 6P and Kou have upper-body invincibility but carry a big punish window on whiff. They have a place for calling out big airborne attacks that would be otherwise troublesome.
  • Air throw is versatile, and especially good for stopping ambiguous cross-ups and approaches from above.

Using autoguard in neutral

Autoguard (see how autoguard works) introduces an additional dynamic to the neutral game wherein Anji can close gaps and create advantage by correctly reading the opponent's attempts to poke him out.
Using autoguard correctly is an essential tool for finding your way in against characters with longer range.

  • Advancing with Spin will activate autoguard against preemptive pokes, although depending on the move, Anji may not actually be up frames. Study what your punishes are after autoguard in the matchup.
  • Autoguard can also work against proactive approaches, but Anji risks being counterhit if the opponent reaches him during the startup. Be aware of burst options and establish strong preemptive space control to discourage their use.
  • The duration of Spin can be varied to throw off the opponent's timing, such as holding Spin to catch delayed pokes, throwing them after a short Spin, etc.

Using Spin this way will (hopefully) encourage opponents to take on a more reactive playstyle, as Anji remains open to the opponent running in for a free throw or other punish.

Once the opponent respects Spin and is looking out for it, Anji can potentially get away with using fully or partially held Fuujin (or even kara followups) to open them up.
This relies on the fact that the startup animations of Spin and held Fuujin are virtually indistinguishable until it's too late to reliably react and punish both.

While held Kou also has autoguard, the preemptive nature of these options doesn't lend itself well to how punishable Kou is on whiff.
However, if an opponent is trying to avoid Spin/held Fuujin altogether by jumping over it, Kou may be another option worth representing to discourage them.

They blocked my attack, now what?

Block pressure, especially with Anji, involves playing around the threat of your other options to get away with staggers, resets, and aggressive advances.

It can be helpful to think of pressure and frame advantage in terms of “turns”.

  • When it's your turn, it means you have access to more options and/or more time than your opponent, so you generally get to decide what happens next. You extend your turn by taking advantage of plus frames (largely via gatlings or other cancels) to maintain the upper hand while restricting the opponent's ability to do something about it.
  • Your turn ends when you use a move without cancellable recovery (such as a special move) that forces you to remain minus on block. In this case, you want to create as much space between you and the opponent as possible to return to neutral; otherwise, the opponent can punish your recovery with a quick button and begin their turn immediately.

However, if you just do tight blockstrings and frame traps every time, the opponent has no incentive to do anything except block until your turn ends naturally. For pressure to actually be scary, you need to implement resets and mixups (such as running up to throw) to keep them on their toes and encourage them to try interrupting apparent gaps in your pressure.

Starting pressure off of far pokes

Starting pressure off of close hits

Fuujin on block, aka Chance Time

Blocking Fuujin puts both players into a pseudo-RPS situation where every one of Anji's options is technically punishable or interruptible on a correct response from the opponent, but it also requires that they leave themselves susceptible to other options in order to do so. Initiating this mindgame carries some risk but is necessary to represent Fuujin as a consistent threat and give Anji the leeway to reset and mix up elsewhere.

By effectively applying the threat of Fuujin and its associated options, you can force your opponent to have to guess more often than you do, skewing the risk-reward of these interactions in your favour.

Will you use Fuujin at all?

  • Cancelling into Fuujin can stuff out opponents who show aggression or intent to punish after blocking laggier moves like f.S, 5H, 6H, 2D, and 6P.
  • If the opponent respects the threat of Fuujin and remains passive even after blocking an unsafe normal, that's a sign that you can start resetting pressure on them or end your turn (i.e. return to neutral).

Will you use a followup?

  • Fuujin with no followup is reversal-safe and difficult to punish due to the threat of being counterhit by Nagiha. This should be your primary option to gather info about the opponent's defensive habits or to freely end your turn if they're preoccupied with the followups.
  • Nagiha is your most reliable followup in a vacuum, being the safest option and a true blockstring if done immediately. You can vary your timing to catch the opponent's attempts to jump, interrupt the other followups, punish empty Fuujin, or block Rin.
  • Rin offers the opportunity for high/low mix on an opponent who is expecting Nagiha or a more reactable option like Shin or Hop.
  • Shin is an interruptible pressure reset that leaves you solidly advantageous on block. Use it to call out opponents who are too busy thinking about the other options to react.
  • Hop is kind of a meme, but it can get you an occasional throw against opponents who are determined to sit and block all of your options.

Will the followup come early or after Fuujin?

  • Fuujin can be kara cancelled after its initial motion such that the followups will come out without Fuujin actually appearing at all. This does create a large gap that the opponent can interrupt, though they will have to do so basically on prediction. The main reason to do this in pressure is to trip up opponents that base their reaction cues on the big green “I am about to use a followup” indicator.
  • Namely, kara cancelling makes Rin, Shin, and Hop more viable against opponents that are good at dealing with post-Fuujin followups. Kara Nagiha becomes a riskier option because the momentum reduces the pushback that otherwise makes it relatively safe.

6H with Spin and Fuujin

Resetting with Shitsu