people in the dustloop space are looking into Guilty Gear X more after all these years since ML's getting some attention, and it's shitty in a much similar way but in more of a proto-XX to +R way rather than being toe to tip rotten a little like ML is
specifically though i'd like to share some things about GGX Anji
first off, i'll assume readers are somewhat familiar with GGACR Anji's gameplan and mechanics. if not, short description: solid but specialized normals, consistent okizeme, Autoguard/Guardpoint on specific normals that either blocks strikes that hit High and Mid (High GP) or strikes that hit Low (Low GP) for a specific, usually single-digit, burst of frames; and belligerent defense and a way of consistently "getting in" that is colloquially considered "toddler-accessible". (mainly through H Fuujin being an advancing, extremely long range 1f invuln pseudoreversal that goes into mixup OR combo followups on hit or block)
that and a little skim of the DL page should get you well prepped for this iteration of our boy! this character makes people explode off of grounded mids and doesn't have a full gameplan yet.
first off, your normal that matters: anji isn't proximityless in this game, and c.S is your button. when FDC'd (an exploit-mechanic exclusive to GGX, where you kara cancel a sweep which you gatling into from another normal into FD to functionally instantly cut said normal's remaining active and recovery frames to zero, leaving you neutral and usually Plus A Lot), this move infinites into itself by doing a couple FDC ones in a row, doing an FDC microdash, and repeating.
yes, this hurts your hands (especially considering the Sweep input in GGX was 2S+H, as the D button didn't exist yet). it also has jab pushback, so even if you can't hit the FDC, doing c.S > c.SxN will crank guard bars while beating mash, jump, and usually recovering fast enough for you to catch their backdash (often with another c.S).
5H has autoguard because, like... whatever, sure. the move property was new. live a little. this does make it a reversal that beats meaties, and notably if you're pressing 4H on wakeup, this is an extremely belligerent, obnoxious, and easy option from throw OS since it will stick people in autoguard-stop until it's active if they're hitting you out of throw range and result in you getting wakeup thrown if not. only really loses to spaced lows and projectiles. good ass guilty gear.
Dust, however, tragically lacks autoguard, leaving 5D autoguard > Kou to not be an option anymore, alas. you do have your 6P, though, which uh-
huh
so, that's your overhead animation, with... randomly generated hurtbox shift frames, and it has high guardpoint at an entirely arbitrary (and mostly entirely useless) window. i guess it's uh... harder to challenge, though you still need RC to do anything with it. quite a move.
aside from that, his 3K is on his 6K, and both the tyrant 6K and 6H have f1 High guardpoint, but this creates an unfortunate lack of any low autoguard in Anji's kit, which is a significant thing to have, and prevents Anji - lacking any Low Crush options in his kit, in this state - from dealing with lows much of anywhere, and especially makes him unable to compete with strong sweeps and low profile moves, which he already has trouble with even in +R, where he's a much more complete character.
but hey, that's just buttons. how's butterfly?
...alright! so, meterless Shitsu is FB shitsu. neat. this lets Anji set up meterless high/low unblockables assuming he gets oki instead of just Raohing them. so that's neat. it is still butterfly, though, so it's not good at zoning, contesting projectiles, or pressure outside of okizeme. so uh... guess he can keep it.
Fuujin's the same, mainly, but you can't go into followups on whiff, and the H version has significantly shorter invuln, which... is a pretty big hurt considering the lack of other tools Fuujin could've compensated for. if nothing else, Anji can still play favorable RPS when the opponent blocks Fuujin, so-
oh. hm, that move's mainly only good because you can airdash after it to pressure re-buy. otherwise that's kind of just a slow air backdash that resets you to full screen probably, uh...
hey why are YOU here
(of note, this move is usually used as an air combo knockdown ender. and it still exists in GGX anji's kit, largely untouched. InvisibleWater describes this move as "Probably one of the worst moves I've seen that isn't some 'Oops, we forgot about our own juggle rules' followup".
it's an overhead that's minus a billion on block, gives a bad knockdown on hit, is slow, and doesn't combo from or into anything unlike the great move that's usually the overhead followup out of fuujin as Rin. FB rin is also missing, notably crippling metered options and options in general as Anji.
but hey, Nagiha's here and... it can't be used as a surrogate combo ender in the place of other missing tools... and uh... oh, there's no H followup, so we also don't have Hop, the usual K followup. so, uh... hm. that's pretty bad. Kou is probably still good, though...
but that's most of what i wanted to say about GGX Anji! everyone that's been contributing to this game, linking old arcade tournament vods for it, and generally doing their best to explore an otherwise written off entry is super cool. hope you enjoyed reading.
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