I'm hoping this isn't just a dp because attaching more of his kit to spin is pretty boring and I don't like the idea of a character getting more annoying to fight rather than just being stronger/better character .
I agree, but I think having the reversal makes spin less of a shallow gimmick into projectiles or PRCs. Even if it's more annoying to play against it does add some interaction to a situation that used to be completely losing. Spin being less of a meme benefits Anji in every matchup even if you never use the reversal -- at least that's how I'm choosing to look at it.
Personally I kind of like this new change, it makes Anji's defense, and subsequently the opponenents offense much more engaging and interesting. But you're right, I would be lying if I said this would 100% fix Anji from his flaws. I hope that this new special move isn't his ONLY change, and that the patch notes offer other ideas (e.g. buff or change f.S or 6H).
Ye i had issues naming it while making the video, because it's not really a DP. It's simply a Follow Up that is Strike Invuln, but it's utility is the SAME as a DP, but ONLY limited to Spin. Honestly this is very new, and we'll all come up and figure out a new term for this move.
Amazing analysis on Anji’s new move! I really hope it isn’t locked behind a successful spin tbh though cause I wanna have some new sauce but either way this is gonna be a really good tool for Anji to have. Praying more Anji buffs to come 🙏
Not even an Anji man, but I hope you are correct on this move. Now everything will be fine until the show off Nagoriyukis new move called "Warcrime" on an upcoming patch - quote from a Nago Main
Spin is a very awkward situation for me bc i think that if they added the guard point as it actually was in accent core it would be either really bad or very good,so fish dp is a good approach to solving the problems with spin
Anji's autoguard also weak to the multiple hit such as KY's stun dipper (when anji can't throw KY after autoguard the first hit), Gio's 2s and fs, FA's mixmix, and the special move with whiff follow-up such as BR's 26k, Sol's 26k, NA's 623h, even CH's 2s-5h. But NOW! WE CAN SOLVE THESE! I hope that Anji can combo with cs dcc Kou after new ffollow-up counter.
Ye Anji on release was pretty rushed. Thankfully with time they've designed his moveset and playstyle more and now he'll feel complete, better late than never!
insanely high quality editing and analysis. I don't play this game as much anymore but content like this is still a treat to check out because of the time and passion people like you put into it. good shit gamer
This video was meant to be informative but I'm literally dying of laughter the whole way through. Maybe I should switch from fire man to funny fish man instead
With this explanation it really does seem like Arc is trying to address character stability issues with these new moves even if you question their choices over tier strength. Faust gets item reserve for stable item based utility, Ram gets midscreen pressure that's not sword dependent, May gets to bait 6P
My first thought when seeing the move was that it could be used to make his C.S > 5H > Kou combos more consistent based on the distance. This analysis makes a lot more sense then mine, and I'm now hoping it isn't special cancelable as it would mean that the best option after auto guard is always fish (less combo variety = more sad) A fish > Kou combo would have been fun, but I think it's for the best if it doesn't combo on normal hit.
Dw, i dont think it will be special cancellable, it would fundamentally break everyone playing: You: "I'm going to use fish because it'll be my turn for free after" Them: "He's going to use fish because it'll be their turn for free after" 0 risk, only reward. Yes it would be very boring and sad. What they could do, if it's special cancellable, is make the damage scaling worse (fun for new players, not useful at high level). Tbh I'm not convinced with this concept either but "kinda" works. It makes new players fundamentally worse and the move itself boring and "must use". So no stress, I trust ArcSys with this one.
3:27 I'd say that an 8 frame startup is the safer bet. Right now the fastest reversals are 9 frames, and I dont think they'd want to deviate too far from that even if fish DP is a special case
I understand that, but with the success Spin animation along with the opponent using PRC, the move would feel pretty slow and reacting to it would actually be very easy.
An amazing educational video. Got my attention with the presentation of the fish, which I personally did not notice, and then presented me valuable information on what the move is and real life uses. Genuinely great stuff here.
the best part about the predictions in the latter section of video is the fact that, no, it is in fact also throw invuln, beats PRC, and guard crushes on block to give anji his turn back
Hearing about le fishe was almost enough to drag me back, thankfully I just close my eyes and repeat "Potemkin Buster, Potemkin Buster" to myself whenever those thoughts creep back in
I only played Anji in season one and the way how I wanted his season 2 version to be buffed would have been via an alternative spin. Like, if you let go of spin the moment the attack connects similar to just block so that Anji gains a small speed boost for 10 seconds, increasing his potential range, maybe opening up more opportunities for combos and making okizeme more present because you can follow up on it easier. Maybe to fix the current issues of being that minus against an opponent, he might also get more invulframes on backdash on top of it. Or, maybe have his backdash be swapped out to another version of spin, one that starts up a frame after your backdashes invul ends but has greater recovery to balance it out. You'd be able to supercancel this too, allowing you to access more situations to parry your opponent or use the extra distance to punish the opponent for pressing a button with fandisk. Playing Anji with a speedbuff sounds very fun to me
@@RemyHobo but this is not a normal DP, moreso of a followup akin to his Fujin followups. And if it's on his other buttons it might make his other punish options more confusing to execute
@@OccuredJakub12 What about punishes where you want to throw? or if you want to 2D sweep? or in some specific cases Charge Dust? I think this new move is either going to have a direction input or motion input that involves P, K, S or HS, but not D. There's also the new defensive and offensive mechanics that use Burst Gauge which require 236D and 214D.
@@RemyHobo I wouldn't be surprised if it's a one-button followup out of a successful spin. There's precedent for it in ACR. In that game, anji had a lot of moves that _only_ came out if you pressed the button or did the motion input during hos guardpoint frames. Since the spin is this game's version of Anji's guardpoint I wouldn't be surprised if he had to activate by pressing a single button during the spin I-Frames Granted, Kachoufuugetsu was also only doable in ACR by doing the super input for it during guardpoint frames off his guard normals, so. It wouldn't be 1:1
@@Splitcyclewastaken Well, we're just gonna have to wait for it to come out in 2 weeks. We can theorize all we want, but we shouldn't get to wrapped on this. But ye, great talk! I'm sure there are others in the Discord server that would love to talk more, go check it out (if you want to ofc).
Thats too braindead. You want kou to finish any route anyway because it's his best damage. Letting him continue pressure effortlessly after a kou loop with his last patch changes would be psychotic. You can still maintain oki by cutting the loop short and fall canceling an air dashed normal
Y'all gotta let go of this... butterfly oki at such a long distance was not even that good. He didn't even get mix at that range without preemptively spending 50 meter on some RC cheese. The airdash safejump oki off of Kou is way more stable and gets you in to actually run real block pressure, which is something that Kou butterfly oki didn't get you without taking a huge risk.