I was skeptical and haven't gotten around to testing these changes yet, but I didn't realize the nagiha buff allows it to combo from full screen, god damn.
The Nagiha buffs make the safejump stuff you touched on in your previous video effortless. Super meaty Nagiha can make jH plus enough to frametrap with cS after
Idk if I'll cover anji vs certain character matchups, because most of the knowledge comes from playing the game alot, and so there are many ways the matchup gets played out In short there's a chance I'll cover matchups, but it's complicated with alot of variables.
i have a question is 6H really a buff or just an adjustment now that the counter 5p/k route is gone? edit:scratch that it's a buff i just saw that you can pick it up after the counter 6H
really good nagiha buffs but i feel like the fact that 5/2p can combo into 6h is irrelevant. isn't the whole point of a 6h for it to be gatlinged into most special moves?
I think they really nailed Anji this Season He got two quite drastic patches in the past which made me feel that they didn’t really know where they wanted to go with him But now he feels like a complete character, and much stronger too
I don't agree with 6H being better for frame trapping; when you factor in the risk-reward it's much less threatening and useful in block pressure now. I don't believe that a frametrap tool can be very good if blocking it creates a beneficial outcome for the opponent (Anji immediately ending his turn unless he spends meter). The reward on both regular hit and counterhit is significantly lower compared to last patch as well. Also, by extension, block pressure using light buttons (2P, 2K, 5K) is much weaker because the only frametrap they effectively threaten now is 6P, which requires being very close. Anji needs to rely much more on tick throws from light buttons now instead of frametraps, solely because 6H is no longer an effective frametrap option. What the 6H changes *do* improve is Anji's optimal punish game off of light button punishes, though frankly I think that resetting into more stable pressure after the punish is more valuable than the weak oki Anji gets after 6H now. Nagiha is a more rewarding starter but is now similarly worse to actually open up an opponent with, because the new momentum almost always makes it punishable on block in the corner with a P or K button even when maximally spaced. At least unlike 6H, it's actually threatening on hit because it has pretty reliable combo routes now. This is the first Anji patch where they took some of his few safe, reliable tools and increased the risk associated with them - and also lowered the reward in the case of 6H. It's baffling because it's completely against the direction they've tried to move the character into up until now: reworking his old high-risk gambling playstyle into something you can actually build a strategy around.
Honestly, It probably is better. Personally, Anji was always pretty good midscreen, since he had plenty of good combos routes that didn't require the corner. The corner was only good for pressure and rekka mix, especially with gauge. 6H was always better as a whiff punisher, and since it 5p nice combos into it, you have a pretty decent route for when you choose to abare with 2p, even if it doesn't special cancel. It allows a reset to neutral and gives anji some breathing rooms. Before if you hit 2p you could frame trap with 6H but if its blocked your left decently negative and risking yourself by trying to rekka to cover yourself has the potential to be even more dangerous. Basically, this just give Anji a more reliable way to confirm off his abare and set back up a situation where at the very least he is not in disadvantage. Nagiha is I think a more stronger risk/reward version of itself. Even before, if you use nagiha without gauge you risk a 2k/2d at the very least, if your opponent isn't too perceptive. You almost never wanted to hit nagiha unless you were conditioning your opponent or wanted to hit something in your rekka that wasn't super punishable/obvious. Even with gauge, hitting his overhead did more damage/had more reward. Now it has more of a purpose, giving more reward while not totally increasing its risk. Sure its riskier to use against your opponent in the coner but that was always the case and having gauge is the best way to avoid the issue, just like before where even if you had them in the corner, you wanted gauge/positive bonus if you wanted to do rekka mix up
@@yaboytony3028 I did mention that abare/punish game off of P buttons is better now, but that's about the only improvement to 6H as opposed to its complete removal as a block pressure option. My comment was also primarily disagreeing with the notion of it being a better frametrap tool by virtue of it presenting a worse situation both on hit and on block compared to last patch. 6H being able to cancel into Fuujin was incredibly valuable as last patch's empty Fuujin/delayed Nagiha mix was very strong and earned Anji plenty of resets against conditioned opponents. 6H is now marginally stronger as a combo/punish tool and much worse as a block pressure tool. I also disagree that the corner is not important for Anji; it's practically his win condition. You will *very* rarely see a high-level Anji player take a regular wallbreak from midscreen; keeping the corner until you can secure a super/WA wallbreak is arguably the entire point of the character's offense. Anji's great corner carry from midscreen allows him to force a reset in the corner, crank RISC, get a confirm into Issei Ougi for huge damage, and then snowball the round by doing it all again with a hard wallbreak knockdown and Positive Bonus. Nerfing Anji's ability to safely end his turn while keeping the opponent in the corner is a huge hit to the character's gameplan, even if he has a slightly easier time getting them into the corner in the first place with the new Nagiha confirms. It all sounds good in a vacuum but in practice he is much less effective at enabling his wincon than last patch.
This is just wrong, 6H was a bad frametrap move since it had a 5f gap and could be mashed on for free. Unless they IB, 6H also leaves the enemy at a great range where they either have to press and slow and long range button, or run up and give up frame advantage. Both are good rps scenarios for anji. As for nagiha, certain spacings can be less safe, but they already were unsafe vs chars with good 2ks. 5H backwards momentum is how you guarantee nagiha safety now pretty much. Combined with WA wallbreak on hit, and wallbreak meter less if you hit in corner, you have to actually care about getting hit by nagiha. Before people would just eat the low all the time, without 50 meter to RC you got no reward for guessing right on your offense. Anjis other options can be punished heavily before and still now, but because they have to care about getting hit by nagiha, it increases the mental stack much more on the opponent.
@@colinstone5479 6H was absolutely not a bad frametrap move, and especially not because of the gap. The way to beat buffered abare after 2P was to delay another 2P, which on CH got you a confirm into 6H > Fuujin→Nagiha (better reset/oki situation than new 6H) or 6H > Fuujin→super for wallbreak. There's also 2P > 6P > Fuujin→hop which in Season 3 has much higher reward than new 6H. How can a frame trap tool possibly be improved by making it MORE rewarding for the opponent to block as well as making its ideal outcome *worse* than tools that he already has? Now there is no way for Anji to re-engage with a blocking opponent after a 2P without dashing, which creates way more than a 5f gap. As for Nagiha, there is a HUGE difference between "a few characters can punish this on block" and "most characters can reliably punish this on block". Nago was actually the only one who could punish Nagiha on block with a knockdown from max spacing, if I recall correctly, and now nearly every character can do so easily. 5H is also not a reliable way to make it safe, since it means Anji can no longer safely use Fuujin after the opponent blocks max range f.S or 2S, which is crucial for converting midrange neutral wins into offense. I agree that it is more rewarding to hit, obviously, but it has always been scary to block ever since Season 2 and he still needs resources to get meaningful reward. Overall Nagiha was sidegraded in a way that makes it higher-risk and higher-reward, and Anji definitely doesn't need any more tools like that. The majority of Anji players love to fixate on reward and never consider the risk or gameplan stability that comes with the changes to his kit, which is why so many of them complained incessantly throughout season 2 even though those changes are the only reason the character functions in the modern game. So in that sense, I'm not surprised that this patch was well-received by the playerbase at large considering it's a minor buff to combo/punish routing and a significant nerf to block pressure and gameplan stability.
Join the Anji Discord: discord.com/invite/EVTJWCbE6j
VIDEO CHAPTERS:
0:00 | Intro
0:23 | Patch Notes
THE COMBOS
1:23 | 6H
3:58 | Nagiha
5:52 | Outro
I was skeptical and haven't gotten around to testing these changes yet, but I didn't realize the nagiha buff allows it to combo from full screen, god damn.
The Nagiha buffs make the safejump stuff you touched on in your previous video effortless. Super meaty Nagiha can make jH plus enough to frametrap with cS after
meaty WHAT?????
Thank you so much 😭 the risk and reward on nagiha now makes a lot more sense. Now I don’t have any excuse to suck at Anji
AAAA YOUR VIDEOS ARE RLY HELPFUL THENKS
ive gotchu fam
@@RemyHobo keep it up dude, they've helped me improve my anji by a lot!
5:28 got me fucked up, bombo sexy as hell good shit king
Thanks, Bruv! Now I've got a play book to have fun with! Awesome work!!!
I absolutely love the usage of the Sea of Stars music :D
A bit unfortunate that they modified Nagiha so heavily right after your safe jump video :P
Ye dw about it, the safe jump still kinda works but it is a niche use.
I'm just happy Nagiha is cracked now XDD
also RAAAAAH SEA OF STARS 🗣💯🗣🔥⁉️🗣‼️ BANGERS 🔥🔥🗣 ONLY 💀🥶🥶🥶
Really clean editing, and great music choices
Man that Sea of Stars OST made me smile while watching this.
Great video format and info and straight to the point you deserve more subs
thank you again remy himbo, my head is not wrapping around the 6H changes yet, used it a lot on pressure now leaves me giga negative, muscle memory
Thank you for this 😭😭😭 i needed this so bad
Banger video, anji mains ate this patch
The goat returns..
Dis goofy ahh fella bru XD
Strongest axl in the multiverse
Goated video as per usual. Vid on anji vs elphelt match up perhaps?
Idk if I'll cover anji vs certain character matchups, because most of the knowledge comes from playing the game alot, and so there are many ways the matchup gets played out
In short there's a chance I'll cover matchups, but it's complicated with alot of variables.
When I read the patchnotes i said "LOOK WHAT THEY DID TO MY BOY!"
One thing I’m worried about is 6H being ibed on reaction cause it’s a multihit, in a similar way to di Ky dire eclat.
i have a question is 6H really a buff or just an adjustment now that the counter 5p/k route is gone?
edit:scratch that it's a buff i just saw that you can pick it up after the counter 6H
2:15 im struggling to get the 236H WS. For me the 5H splats and fujin breaks. Am i just not doing it fast enough or something?
Yes, the 5H will Wall splat, but if you get the Fuujin in quick enough, you get a bit more damage.
So yes, it's about speed.
I can't believe you killed Anji just to have a cooler outro smh
a small price
really good nagiha buffs but i feel like the fact that 5/2p can combo into 6h is irrelevant. isn't the whole point of a 6h for it to be gatlinged into most special moves?
Not anymore, now it's just an optimal jab punish at Close to Mid Range, which Anji didn't have and strongly needed.
I think they really nailed Anji this Season
He got two quite drastic patches in the past which made me feel that they didn’t really know where they wanted to go with him
But now he feels like a complete character, and much stronger too
how do you execute 5k DC 236S, been having trouble with this. TQ
I made a vid on learning how to do it here:
th-cam.com/video/TgGQFM626qk/w-d-xo.htmlsi=uWjkvTvhMy36cWbl
I don't agree with 6H being better for frame trapping; when you factor in the risk-reward it's much less threatening and useful in block pressure now. I don't believe that a frametrap tool can be very good if blocking it creates a beneficial outcome for the opponent (Anji immediately ending his turn unless he spends meter). The reward on both regular hit and counterhit is significantly lower compared to last patch as well. Also, by extension, block pressure using light buttons (2P, 2K, 5K) is much weaker because the only frametrap they effectively threaten now is 6P, which requires being very close. Anji needs to rely much more on tick throws from light buttons now instead of frametraps, solely because 6H is no longer an effective frametrap option.
What the 6H changes *do* improve is Anji's optimal punish game off of light button punishes, though frankly I think that resetting into more stable pressure after the punish is more valuable than the weak oki Anji gets after 6H now.
Nagiha is a more rewarding starter but is now similarly worse to actually open up an opponent with, because the new momentum almost always makes it punishable on block in the corner with a P or K button even when maximally spaced. At least unlike 6H, it's actually threatening on hit because it has pretty reliable combo routes now.
This is the first Anji patch where they took some of his few safe, reliable tools and increased the risk associated with them - and also lowered the reward in the case of 6H. It's baffling because it's completely against the direction they've tried to move the character into up until now: reworking his old high-risk gambling playstyle into something you can actually build a strategy around.
Honestly, It probably is better. Personally, Anji was always pretty good midscreen, since he had plenty of good combos routes that didn't require the corner. The corner was only good for pressure and rekka mix, especially with gauge.
6H was always better as a whiff punisher, and since it 5p nice combos into it, you have a pretty decent route for when you choose to abare with 2p, even if it doesn't special cancel. It allows a reset to neutral and gives anji some breathing rooms. Before if you hit 2p you could frame trap with 6H but if its blocked your left decently negative and risking yourself by trying to rekka to cover yourself has the potential to be even more dangerous. Basically, this just give Anji a more reliable way to confirm off his abare and set back up a situation where at the very least he is not in disadvantage.
Nagiha is I think a more stronger risk/reward version of itself. Even before, if you use nagiha without gauge you risk a 2k/2d at the very least, if your opponent isn't too perceptive. You almost never wanted to hit nagiha unless you were conditioning your opponent or wanted to hit something in your rekka that wasn't super punishable/obvious. Even with gauge, hitting his overhead did more damage/had more reward.
Now it has more of a purpose, giving more reward while not totally increasing its risk. Sure its riskier to use against your opponent in the coner but that was always the case and having gauge is the best way to avoid the issue, just like before where even if you had them in the corner, you wanted gauge/positive bonus if you wanted to do rekka mix up
@@yaboytony3028
I did mention that abare/punish game off of P buttons is better now, but that's about the only improvement to 6H as opposed to its complete removal as a block pressure option. My comment was also primarily disagreeing with the notion of it being a better frametrap tool by virtue of it presenting a worse situation both on hit and on block compared to last patch. 6H being able to cancel into Fuujin was incredibly valuable as last patch's empty Fuujin/delayed Nagiha mix was very strong and earned Anji plenty of resets against conditioned opponents. 6H is now marginally stronger as a combo/punish tool and much worse as a block pressure tool.
I also disagree that the corner is not important for Anji; it's practically his win condition. You will *very* rarely see a high-level Anji player take a regular wallbreak from midscreen; keeping the corner until you can secure a super/WA wallbreak is arguably the entire point of the character's offense. Anji's great corner carry from midscreen allows him to force a reset in the corner, crank RISC, get a confirm into Issei Ougi for huge damage, and then snowball the round by doing it all again with a hard wallbreak knockdown and Positive Bonus. Nerfing Anji's ability to safely end his turn while keeping the opponent in the corner is a huge hit to the character's gameplan, even if he has a slightly easier time getting them into the corner in the first place with the new Nagiha confirms. It all sounds good in a vacuum but in practice he is much less effective at enabling his wincon than last patch.
Sure it's less rewarding on hit now, but it actually beats abare now so I think it's an improvement
This is just wrong, 6H was a bad frametrap move since it had a 5f gap and could be mashed on for free. Unless they IB, 6H also leaves the enemy at a great range where they either have to press and slow and long range button, or run up and give up frame advantage. Both are good rps scenarios for anji.
As for nagiha, certain spacings can be less safe, but they already were unsafe vs chars with good 2ks. 5H backwards momentum is how you guarantee nagiha safety now pretty much. Combined with WA wallbreak on hit, and wallbreak meter less if you hit in corner, you have to actually care about getting hit by nagiha. Before people would just eat the low all the time, without 50 meter to RC you got no reward for guessing right on your offense. Anjis other options can be punished heavily before and still now, but because they have to care about getting hit by nagiha, it increases the mental stack much more on the opponent.
@@colinstone5479 6H was absolutely not a bad frametrap move, and especially not because of the gap. The way to beat buffered abare after 2P was to delay another 2P, which on CH got you a confirm into 6H > Fuujin→Nagiha (better reset/oki situation than new 6H) or 6H > Fuujin→super for wallbreak. There's also 2P > 6P > Fuujin→hop which in Season 3 has much higher reward than new 6H. How can a frame trap tool possibly be improved by making it MORE rewarding for the opponent to block as well as making its ideal outcome *worse* than tools that he already has? Now there is no way for Anji to re-engage with a blocking opponent after a 2P without dashing, which creates way more than a 5f gap.
As for Nagiha, there is a HUGE difference between "a few characters can punish this on block" and "most characters can reliably punish this on block". Nago was actually the only one who could punish Nagiha on block with a knockdown from max spacing, if I recall correctly, and now nearly every character can do so easily. 5H is also not a reliable way to make it safe, since it means Anji can no longer safely use Fuujin after the opponent blocks max range f.S or 2S, which is crucial for converting midrange neutral wins into offense. I agree that it is more rewarding to hit, obviously, but it has always been scary to block ever since Season 2 and he still needs resources to get meaningful reward. Overall Nagiha was sidegraded in a way that makes it higher-risk and higher-reward, and Anji definitely doesn't need any more tools like that.
The majority of Anji players love to fixate on reward and never consider the risk or gameplan stability that comes with the changes to his kit, which is why so many of them complained incessantly throughout season 2 even though those changes are the only reason the character functions in the modern game. So in that sense, I'm not surprised that this patch was well-received by the playerbase at large considering it's a minor buff to combo/punish routing and a significant nerf to block pressure and gameplan stability.
Remy please marry me ❤
He’s taken
Babe I'm broke, we'll financially recover from this 😔😔
Video unwatchable, didnt include the 'get a load of this guy' meme
FUUUCK u right XDDD
Grave mistake on my part, will fix next time, my b