GGACR/Anji Mito

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Overview[edit]
Overview

Anji is an all-around character whose main mechanic is his autoguard, which allows him to block during portions of some of his attacks. He can work at close to mid range with varying degrees of effectiveness. His tools, while each strong in specific situations, don't fit any "jack of all trades scenarios", making Anji tricky both to play and to deal with.

Anji has an extensive mixup game with a variety of lows, overheads, and throws which can break open opponents who don't know what to do. His most unique tools include Autoguard, Late Cancelling, and 3S Cancel, all explained below. Unaware opponents can be run over by his quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect.

Playstyle
GGACR Anji Mito Icon.png Anji Mito is an all around character whose game is centered on his autoguard.
Pros Cons
  • Potent okizeme: When given a butterfly setup, Anji gets access to strong mixup and an unblockable setup with meter.
  • Tricky mixup tools: 3P, Fuujin followups, and an anti-air grab give Anji some good tools for opening up targets.
  • Guard points: Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.
  • Strong aerial and mobility options: Air stalls, ON, and a unique super jump give Anji some good aerial tools.
  • High guts rating: Despite an average defense modifier, his guts level lets Anji survive longer than expected.
  • Easily gone around: Many moves can be easily reversal'd, low profiled, or avoided and punished hard.
  • Lackluster meterless damage: Requires tension or counter hits for combos to really hurt.
  • Shut down by counters to Butterfly Oki: Reversals and characters with means around it can put Anji in a struggle.
  • No reliable reversals: None of Anji's options besides DAA can reliably get him out of pressure.
  • Very specialized: Anji has a wider moveset than normal, and each move is necessary for specific situations.
Autoguard
Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mids and highs. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.
Late Canceling
Anji's normals have a property in which they can all be cancelled at any point during their active and recovery frames into a special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. Example link, turn on the CC for explanation
3S Cancel
3S is a particular normal that can be cancelled during frames 8-10 of its startup into 5S or 5H, allowing for very unique blockstrings and cancels that other characters cannot perform. Example Link
Guilty Bits Character Intro
GGACR Anji Mito Nameplate.png
GGAC Anji Portrait.png
Prejump:3f
Weight:Middleweight (1.0x)
Backdash:16f (1~>9f invuln)
Movement Options:Double Jump, 1 Airdash, Dash Type: Run
Guts Rating:5
Defense Modifier:x1.06
Stun Resistance:65
Wakeup Time:54f (Face Up) / 50f (Face Down)
Colors
Color sets can be toggled through by hitting the Respect button.
Default P
Default K
Default S
Default H
Default D
GGACR Anji Mito normal p.png
GGACR Anji Mito normal k.png
GGACR Anji Mito normal s.png
GGACR Anji Mito normal h.png
GGACR Anji Mito normal d.png
EX P
EX K
EX S
EX H
EX D
GGACR Anji Mito ex p.png
GGACR Anji Mito ex k.png
GGACR Anji Mito ex s.png
GGACR Anji Mito ex h.png
GGACR Anji Mito ex d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Anji Mito slash p.png
GGACR Anji Mito slash k.png
GGACR Anji Mito slash s.png
GGACR Anji Mito slash h.png
GGACR Anji Mito slash d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
GGACR Anji Mito reload p.png
GGACR Anji Mito reload k.png
GGACR Anji Mito reload s.png
GGACR Anji Mito reload h.png
GGACR Anji Mito reload d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
AC Anji Mito normal h.png
AC Anji Mito normal d.png
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Normals[edit]

[edit]
5P
GGAC Anji 5P.png
"Excellence is doing ordinary things extraordinarily well."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 Mid SJR 4 3 8 +3

Possibly the best jab in the game. A level 3 attack, 5P has an excessive amount of hitstun and combo potential for a 4 frame move, and its hitbox and range dominate most other jabs that you'll see. Works for poking, starting pressure, Anti-Air, and is usually a good option in a variety of situations.

Its main weakness is that it can be low profiled and run under by a handful of characters, but other than that it will stuff most people who aren't blocking. All around amazing.

Untechable for 16F.

[edit]
5K
GGAC Anji 5K.png
"A jack of all trades, a master of none, but better than a master of one."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 Mid SJR 5 5 6 -1

Good all around. Works for spacing, poking at waist level, and generally just to throw out a hitbox. Its speed is fairly fast, works as a combo starter, can be used for tick throws, and is safe when done anywhere outside of point blank range. A go-to.

[edit]
5S
GGAC Anji 5S.png
"In times of change learners inherit the earth; while the learned find themselves beautifully equipped to deal with a world that no longer exists."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Mid SJR 7 4 13 -3

Has a surprisingly good hitbox without extending its hurtbox, and reaches out farther than you'd expect. Will work well as a round opener by stuffing a lot of other openers, especially given its speed given its range. It also cranks a LOT of guard bar the first time it is used in a block string. Fairly safe.

Note: Anji does not have a f.S. 5S will activate at any range. However, 5S will automatically gatling into 6S if 5S is pressed again on contact.

Lvl 3 attack on block. Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string.

[edit]
5H
GGAC Anji 5H.png
"The world is a book, and those who do not travel read only a page."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 Mid SR 15 4 21 -6

Covers a lot of space and hits on both sides of Anji, acting as a good tool to stop opponents who are advancing in from half screen away. Its speed is fairly slow, but for the angle and space it covers, it works quite well when outside of close range. Knocks down airborne opponents, leading into Anji's oppressing oki game.

Forces crouch on hit, opening up combo routes which otherwise might not be accessible. This generally leads to bigger damage, meaning that you'll usually want to confirm into 5H at some point. Fairly important.

Forces opponent into crouching state on ground hit. Slams down and knocks down opponent on air hit.

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6P
GGAC Anji 6P.png
"A wise man can learn more from a foolish question than a fool can learn from a wise answer."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24 Mid SR 18 4 16 -1

Great Anti-Air and an excellent answer to airdashes. Has plenty of good gatling options, stuffs a lot of higher reaching attacks, and can lean back during its startup and beat quite a few things, even some projectiles (May Dolphin, for example). Particularly good in frame traps for all the aforementioned reasons, but also because it provides some lengthy stagger on block. Definitely a go-to.

Above knees invincible 1~21F (Anji's back can be hit as he stands 18F onwards). Staggers opponent on ground CH (Max 49F). Hitstun 21F. Initial prorate 90%.

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3P
GGAC Anji 3P.png
"A dream becomes a goal when action is taken toward its achievement."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 High R 20 3 11 0

A quicker than average overhead which doesn't lead to anything without resources or setup. Alone, it's not much of a threat since it has no gatlings, but on RC or with a Butterfly out, will lead to decent damage. 3P is especially potent if the opponent's guard bar is flashing, as it ground bounces on Counter Hit, resulting in a free conversion which will obviously deal far more damage than normal due to an opponent's excessive blocking. You'll catch people with this quite often.

Ground bounces opponent on CH (Untechable for 90F).

[edit]
6K
GGAC Anji 6K.png
"Always seek out the seed of triumph in every adversity."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid RF 11 6 18 -10

Anji's fastest option for using autoguard, active from the moment you press the button. Outside of that, it has very few gatling routes, and only chains into 3P, not leading into much by itself. The FRC point takes this to the next level, though, leading to easily confirmable combos and pressue continuation in case the autoguard didn't lead to anything particularly special.

Staggers opponent on ground CH (max 37F). FRC timing 11~12F. High autoguard 1~7F. See notes *1.

[edit]
3K
GGAC Anji 3K.png
"The state of minds vary according to the angle under which one examines them."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 Low SR 19 4 14 -1

Great, ranged, throw invincible low that can be late cancelled for frame traps. Excellent against players mashing throw, baiting them on oki, or tagging them standing when they're not expecting it or trying to upback.

Initial prorate 80%. Wallbounces opponent on CH (untechable for 56F). Low autoguard 1~5F. Throw invincible (not listed on frame data). See notes *1.

[edit]
6S
GGAC Anji 6S.png
“A vision is best presented as a story that people can relate to.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
34 Mid SJR 13 4 17 -7

Enormously wide and high reaching, 6S will catch people at mid range, people jumping out, and people jumping in with its high autoguard late into its startup frames. Will whiff at point blank, so avoid using this if the opponent is already close. You'll automatically get this if you press 5S again after a blocked/hit 5S. This will make opponents think twice about where they are and how they approach.

High autoguard 7~12F. See notes *1.

[edit]
3S
GGAC Anji 3S.png
"History is a vast early warning system."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SJR 28 12 10 +1

Brings back nightmares of GGX's FD Cancels. From frames 8-10, Anji can cancel 3S into 5S or 5H, regardless of where the opponent is or what they're doing. Everything can gatling into this normal, meaning that you gain access to otherwise impossible routes and strings, leading to some extremely unexpected situations and can open up some very creative possibilites.

By itself, 3S is jump cancellable, has low autoguard entirely until startup, is Level 6, and is safe on block, so the move is not necessarily bad as a standalone, despite its very slow startup of 28 frames. You can very much use this against players mashing lows and get free autoguard attacks as a result. Overall a move with some deceptive properties.

Low autoguard 1~27F. Cancelable into 5S or 5H 6~8F. Blockstun 22F. See notes *1.

[edit]
6H
GGAC Anji 6H.png
“Prosperity is no just scale; adversity is the only balance to weigh friends.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
44 Mid SRF 21 6 25 -14

A powerful tool leads into and from nearly every grounded option that Anji has. It can lead to big damage on hit, its autoguard window is respectable, and the FRC can lead to a very easy throw setup which is difficult for opponents to react to or to expect if you keep it unpredictable. This will lead straight to staple Butterfly Oki. A move which has had its use see many shifts across XX iterations, but its +R version remains a more potent one for certain.

Initial prorate 80%. Knocks down opponent on ground hit. Untechable for 19F. High autoguard 12~19F. Throw invincible 14~20F. FRC timing 17~20F. See notes *1.

[edit]
5D
GGAC Anji 5D.png
“There is only one kind of shock worse than the totally unexpected: the expected for which one has refused to prepare.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
15 High, Air SR 27 6 26 -18

On paper, a pretty subpar dust attack solely based on its use as an overhead; it's slow, has a pretty obvious tell, has very little range, and is horribly unsafe on block.

What it does have is that it is special cancellable and has high autoguard, which can be used to go through and cancel out a few things. The special cancel allows you to use it in strings and make it safe, throw in an overhead in the middle of a blockstring, and to cancel into things which may not connect on a Counter Hit dust, which works in your favor since all Counter Hit 5Ds are untechable. Overall, an oddly specific move which has some unusual, unexpected uses.

High autoguard 4~18F. See notes *1.

[edit]
2P
GGAC Anji 2P.png
“Whatever you do will be insignificant, but it is very important that you do it.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Mid CSR 5 4 6 0

A crouching move sharing some similarities to 5P. Can go under a few things without being low profile, pokes out of pressure, starts blockstrings, and used in tick throws. Even on block. A good move despite its average nature.

Initial prorate 80%

[edit]
2K
GGAC Anji 2K.png
“The best of knowledge and righteous acts are those hidden to the people.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 L SR 8 2 6 +6

Shockingly advantageous despite being a low. Will catch people not expecting staggered use in practice. Has some slightly above average range amongst 2Ks, tagging things and having good use in pressure, especially in conjunction with FB Butterfly in unblockable setups.

Initial prorate 70%.

[edit]
2S
GGAC Anji 2S.png
"Gratitude makes sense of the past, brings peace for today, and creates a vision for tomorrow."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Low SR 8 6 14 -6

Also a low, but has more range than 2K, has no proration, and hits on both sides similarly to 5H. A good combo tool that goes into sweep.

Low profile 11~13F, 21~23F.

[edit]
2H
GGAC Anji 2H.png
“Where utility ends and decoration begins is perfection.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 Mid SR 20 5 15 +5

Not particularly useful by itself due to its slow startup, but that can lend itself to frame traps due to its excessive blockstun and being as Level 6 move. It gatlings notably into 6H and 2D, and also has low autoguard. Overall pretty situational.

Blockstun 22F. Low autoguard 10~19F. See notes *1.

[edit]
2D
GGAC Anji 2D.png
"Perfect tranquility within consists in the good ordering of the mind, the realm of your own."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 L SR 7 3 25 -11

A solid sweep, has slightly more range than the animation suggests. Gatlings from most of Anji's notable normals, and performs well by itself, especially since it has a lengthy amount of low profile. Its major weakness is its lengthy recovery, which will leave you open to some brutal punishment if you whiff. Pretty good as long as you don't miss.

Low profile 5~23F

[edit]
j.P
GGAC Anji jP.png
"It cannot be found by seeking, but only seekers shall find it."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 High, Air CSR 8 3 3 -

A normal with great reach which doesn't extend Anji's hurtbox too much, making it great in airdash pressure and combos. It can make for a workable air-to-air, lead to easy confirms, and generally works as a safe, reliable option in the air.

[edit]
j.K
GGAC Anji jK.png
"Over every mountain there is a path, although it may not be seen from the valley."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 High, Air SR 6 6 10 -

Hits almost entirely horizontally, but makes for a good air-to-air when launched from Anji's amazing forward super jump. The recovery on it is not particularly high, and the angle of Anji's SJ can make it difficult for a lot of characters to tag if he whiffs. Not necessarily a "just do it" move, but good nonetheless.

[edit]
j.S
GGAC Anji jS.png
"Harmony makes small things grow, lack of it makes great things decay."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 High, Air SJR 7 9 18 -

Kind of an in-between from an air-to-air and a jump in. It can catch people from both positions and is pretty prime for aerial use. You'll usually want to use this as a jump in if you ever do, though Anji will usually forgo oki safejump setups for Butterfly oki.

[edit]
j.H
GGAC Anji jH.png
"Success is often achieved by those unaware that failure is inevitable."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
32 High, Air SR 13 6 15 -

Janky to be used in neutral, as it doesn't have the best hitbox and will likely get you hurt if you use it as a jump-in. J.H mainly sees use as a combo ender, as it will plummet on air hit and lead to your oki pressure. It can be used for some gimmicky crossup shenanigans, but Anji's generally one to go for mixup on the ground. Best avoided in neutral.

Slams down opponent on air hit.

[edit]
j.D
GGAC Anji jD.png
“A river is easier to channel than to stop.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 High, Air SR 10 6 14+ 6 after landing -

Control/stop button for Anji's aerial momentum. Using j.D will almost entirely halt your aerial movement, leading to some simple but effective pressure and stall out tactics. It also works as a good Air-to-air as it has a large hitbox and will beat a lot of moves from below. The wallstick on counter hit and other uses will lead to a lot of air combos. A pretty useful tool.

Initial prorate 90%. Upper body invincible 1~11F, 22F onward. Blows back opponent on hit (untechable for 30F). Wallsticks opponent on CH (untechable for 84F, wallstick for 30F). Can be canceled into any jump attack except another j.D 23F onwards.


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Anji throw.png
"The logic of the world is prior to all truth and falsehood."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
56 43 pixels - - - - -

Guarantees Butterfly oki. By itself is a standard ground throw, but getting perfect setups every time is excellent, especially considering Anji's mixup tools, ability to tick throw, or moves that position him for throw setups.

Knocks down opponent on hit. Forced prorate 50%.

[edit]
Air Throw
GGAC Anji airThrow.png
"If the doors of perception were cleansed, everything would appear to man as it is: infinite."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 88 pixels - - - - -

Combos into 5P > xx > On from wherever you are, which of course leads to Butterfly oki. Anji's throw options always lead to setup, and throw opportunities should never be ignored when they knock.

Floats opponent on hit (untechable for 60F). Forced prorate 50%.

[edit]
Dead Angle Attack
GGAC Anji 6P.png
"He who conquers others is strong. He who conquers himself is all powerful."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 All R 12 6 12 -4

Your absolute best option for breaking out of pressure. Anji's Dead Angle is not particularly unsafe on block, comes out quick enough, and is reliable wherein his supers do not act as reversals, and his autoguard can be harder to time and followup counters are situation specific. Always remember that you have this tool.

Fully invincible 1~11F. Throw invincible 12~26F. Knocks down opponent on ground hit. Initial prorate 50%.


Specials[edit]

[edit]
Shitsu
236P
GGAC Anji Shitsu.png
"Elegance is elimination"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18, 16x2 All - 21 56 total: 48 -7

Second only to Fuujin in its importance to Anji's game: Shitsu launches a slow moving Butterfly projectile which is active for about 2/3rds of the screen. On contact, it will float up, transform into a hawk, and drop down on the opponent for three hits. Works predominantly as an Oki tool, forcing players to block, DAA, or attempt a reversal on wakeup. This allows Anji to run in and go for his myriad of mixup options, from overheads, double lows, High > Low, etc. There is a large gap between the first and the following hits, meaning that you'll want to time Anji's other attacks to hit between so that the opponent doesn't get to play while you're applying pressure.

Butterfly has some uses in neutral, but it's best used from far away or while they're in the middle of something to simply force the opponent to deal with it. It's actually fairly easy to SB the followup hits, so some players might be ballsy and SB to chicken block to avoid any mixup you'd go for if you don't force them to sit down between the first hit and transformation.

Projectile disappears immediately if Anji gets hit. Falling butterfly has Chip damage x2. Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile.

Fuujin[edit]
Fuujin
236S/H
GGAC Anji Fuujin.png
"Culture is a way of coping with the world by defining it in detail."
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 30 Mid R 15 3 27 -16

When you think of Anji, you probably think of Fuujin. Fuujin is Anji's prime move, leading to damage, bridging combos, and has followups that can be used on hit, block, and even whiff, leading to different setups or making Fuujin safe. The S version doesn't have quite the same versatility of the H version, but it is faster and can be used on occasion against players who can predict and reversal through H Fuujin.

Slides opponent on air hit (untechable for 40F, slide for 20F). Can cancel into followup attacks 28F onwards.

H 46 Mid R 20 3 27 -16

Encompasses everything that Anji is. Strike invulnerable for over half of its startup, launches and wallbounces on hit, and has all the same followups. Used by itself, it will go through quite a few things, forcing players to avoid just tossing projectiles or long range normals in your face due to the invincibility. Just throwing it out will net you quite a few rewards when it works, particularly on counter hit.

Part of what makes Fuujin so powerful is its ability to go through and tag things in a fashion that is reminiscent of a dragon punch, but coming in horizontally. The main difference is that although it lacks full invincibility until startup, the followups lead to healthy chunks of damage, build upon his mixup, and will allow Anji to play an overbearing game against opponents who don't know how to deal with it. Defining.

Initial prorate 80%. Strike invincible 1~12F. Wallbounces opponent on hit (untechable for 38F). Fully untechable on CH. Can cancel into followup attacks 33F onwards.

[edit]
Shin: Ichishiki
Fuujin -> P
GGAC Anji ShinIsshiki.png
“The high road is always respected. Honesty and integrity are always rewarded."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10x6 All F 36 - total:50+ 8 after landing +17

A fairly safe followup. It has lengthy startup, so the punish window for attempting this move is quite wide, but mixed in well with other followups, it'll be significantly harder to predict and deal with accordingly.

The FRC will make Fuujin completely safe and allow you to continue into whatever you want.

Anji is airborne 4F onwards. FRC timing 6~8F. Auto Jump Install. Listed Frame Adv is for a standing opponent in the corner (Tested on Sol).

[edit]
Hitoashitobi
Fuujin -> K
GGAC Anji Hitoashitobi.png
"A guilty conscience feels continual fear."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - 24+6 after landing -

Hop followup: goes over lows, crosses up, and leads to throws or other pressure tools. Good for people who mash reversals after Fuujin is blocked, or for those who are content to wait, so you can throw them. If Fuujin gets IB'd you might eat it.

Lower body invincible and can pass through opponent 7~24F. Anji is in CH state until landing.

[edit]
Nagiha
Fuujin -> S
GGAC Anji Nagiha.png
"Wonder, rather than doubt, is the root of all knowledge."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Low RF 10 6 27 -19

Low sweeping followup. Generally a combo tool, particularly in the corner. It has a late FRC, making it pretty easy to confirm a hit and continue into damage from anywhere, and for making it safe when it's blocked.

Floats opponent on ground hit (untechable for 35F). FRC timing 23~25F.

[edit]
Rin
Fuujin -> H
GGAC Anji Rin.png
"Simplicity is the glory of expression."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 High R 27 8 16 0

Overhead followup. Has plenty of autoguard on it, and works into Anji's mixup without spending any meter. Has a lot of startup, but is even on block.

Throw invincible 1~22F. Slams down and knocks down opponent on hit. Groundbounces opponent and fully untechable on CH. High autoguard 8~26F. Listed Frame Adv is when opponent blocks standing (tested on Sol). Startup to hit a crouching opponent is 31F. Blockstun 21F. See notes *1.

[edit]
Kou
P during autoguard
GGAC Anji Kou.png
"Flying starts from the ground.
The more grounded you are,
the higher you fly."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25,7x6,20 Mid R 4 2,4x6,12 11+8 after landing -41

Fast, good damage, knocks down, builds a ton of meter. Best against opponents who are attacking from the air. Since it flies so high during the attack, it's incredibly unsafe, but the startup will generally net you the hit unless they RC'd in expectation.

Strike invincible 1~4F. Upper body invincible 5~13F. 1st-7th hits float opponent (untechable for 20F). 8th hit blows opponent back on hit (untechable for 60F). Anji is in CH state until landing. 2nd-7th hits have hitstop 5F. Kou can only be used during the hitstop of an autoguarded move.

[edit]
Sou
K during autoguard
GGAC Anji Sou.png
"Freedom is never given;
it is won."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12x3,38 Mid RF 4 4x2,3(4)5 14 +4

This autoguard counter is meant against grounded moves, and instead of causing wallsplat like previous versions, it is plus on hit, allowing you to link into a 5P/5K for knockdown or combo extension.

Strike invincible 1~11F. Lower body invincible 12~23F. 4th hit has 23F hitstun. Frame Adv. on hit = +5F. 1st-3rd hits have hitstop 6F. Anji is in CH state during move. Sou can only be used during the hitstop of an autoguarded move. FRC timing 26~28F.

[edit]
On
623H
GGAC Anji On.png
"One of life's greatest blessings
is the freedom to
pursue one's goals."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
0,90 - F 11 18 20+landing 6 -

One of your main combos enders. Does a good amount of damage, knocks down, and leads to free butterfly oki. You can also use it to catch jumps, start a combo with meter or when cornered, and use the FRC as an option select in case the opponent bursts. This FRC is particularly important since it'll occur during the first active frames, so if they do burst or you predict a jump which doesn't come, you can block whatever follows.

Anji is airborne from 9F onwards. Fully untechable on hit. FRC timing 11~13F.

[edit]
Kai
214P/K
GGAC Anji Kai.png
"The only way to make sense out of change is to plunge into it, move with it, and join the dance."
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
P 32 H R 28 3 9 +2

A short range crossup overhead tool which can be a major pain for those unfamiliar with it. Works in pressure since it's advantageous by a slive. However it can be airthrown on prediction, so let the mystery remain.

Anji is airborne 4~27F. Feet invincible 22~27F. Knocks down opponent on hit.

K 50 High, Air RF 32 10 till landing+8 +1

Less safe and more pronounced since Anji jumps much higher. It needs to start from much farther out in order to work as an ambiguous crossup, and is a less safe option on IB. Unlike the P version, it has an FRC which can make it safer or lead to more unexpected mixups like land to throw, airdash back to crossup, etc.

Both versions are much more rewarding on Counter Hit, and will work wonders against those scared to press buttons when their guard gauge is flashing. Used in exchange with one another and with some discretion, you'll get much out of this move.

Anji is airborne 9F onwards. Groundbounces opponent on hit (untechable for 40F). High groundbounce and fully untechable on CH. FRC timing 23~25F. Listed Frame Adv is for a standing block (tested on Sol). Auto Jump Install. Anji automatically turns to face the opponent after FRC.

[edit]
Shin: Nishiki
j.214P
GGAC Anji ShinNishiki.png
"On life's vast ocean diversely
we sail. Reasons the card,
but passion the gale."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
45 High, Air R 14 7 44 -37

Orb special. Tiger Knee'd, you gain access to a fantastic overhead which bounces on hit, and leads to damage on RC or counter hit. It will plummet on air hit as well, so if done a bit above ground it will score a knockdown. Done too low, however, and it will ground bounce high enough that the opponent can tech out.

Ground bounces opponent on hit (untechable for 60F). High groundbounce and fully untechable on CH. Anji is in CH state 1~48F. Hitstop 6F. Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F.


Force Breaks[edit]

[edit]
FB Shitsu
236D
GGAC Anji FBShitsu.png
“The brighter you are, the more you have to learn.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25,16x2 All,HAx2 - 21 40 total:50 -9

Butterfly on an acid trip. After the transformation, it turns into an overhead, creating Anji's unblockable setups. These are difficult to actually perform, though, as FB Shitsu has significantly more recovery than regular Shitsu. It also travels much farther and slightly faster, though, so it can be used to create setups from much farther out than regular Butterfly.

The additional property of blowing through other projectiles is a nice bonus as well, making this a justified option to throw out in neutral despite the cost, as it will generally force the opponent to deal with it due to the increased range. Keep in mind that you'll probably want to also bait Dead Angles or reversals when they have the resources.

The falling part has Chip Damage x2. Projectile disappears instantly if Anji gets hit. Goes through other projectiles. Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile.

[edit]
FB Rin
Fuujin -> D
GGAC Anji Rin.png
"Simplicity is prerequisite for reliability"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50 High R 21 8 8 +5

One of Anji's best uses of meter and better moves all around. Ground bounces, OTGs, does a bunch of damage, and is your best followup to Fuujin. As a combo tool, the bounce is more than high enough to confirm into whatever you want, in many cases even another Fuujin.

This will tag people not paying attention after a blocked Fuujin, though the FB flash will usually give away your intent. However, it's almost entirely throw invincible (though the first frame generally won't matter since they'll usually be in blockstun from Fuujin). A move you'll be using a lot.

Throw invincible 2~25F. Ground bounces opponent on hit (untechable for 60F). High autoguard 2~20F. Listed Frame Adv is for standing block (tested on Sol). Startup is 25F to hit a crouching opponent (tested on Sol). See notes *1.

[edit]
FB Kou
D during autoguard
GGAC Anji FBKou.png
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
35,7x6,70 Mid R 4 2,4x6(24)4 39+8 after landing -89

Just as powerful as the normal version, except that it can be airdashed out of, ignoring the awful frame disadvantage. This will net a bunch of damage, probably making it better in value than Overdrive Counter.

Strike invincible 1~11F. Upper body invincible 12~13F. 1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F). 8th hit slams down opponent and fully untechable. Anji is in CH state until landing. 2nd-7th hits have hitstop 5F. FB Kou can only be used during the hitstop of an autoguarded attack.

[edit]
FB On
623D
GGAC Anji On.png
“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
90 - F 21 18 35+6 -

Not as impressive as it looks, but it comes with a few nice bonuses. It's useful for catching people messing around at the top of the screen or stalling out, and on hit, you can use any of your air movement options immediately after it lands. The invincibility is nice too if they expect it while they're playing around in the air. You can airdash out of it instantly and continue into another combo.

The slow startup won't combo out of anything aside from 5D, which already has limits in its use as an overhead. It does have an FRC with similar utility to regular On, but spending half a bar is not worth it in most situations. A situational move, but might be good given the right chance.

10~18F low profile, 19~28F strike invincible. Knocks down opponent on hit (untechable for 120F). Anji is in crouching state during landing recovery. FRC timing 19~20F. Anji can move before landing.


Overdrives[edit]

[edit]
Issei Ougi: Sai
632146H
GGAC Anji IsseiOugiSai.png
“What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
11x11,9x4 All F 7+3 4x9,2x2,4x4 63 -40

Tacked on damage combo ender, usually after On. It has an FRC for continuation, and the window is relatively wide, but otherwise you probably won't see or use this much. It's got some invincibility on it before and after startup, but it's not full body and it's not throw invincible, so this move isn't much of a reversal. It's an easy followup but generally is only recommended if it's going to kill.

Above chest invincible 4~6F. Upper body invincible 7~9F. Strike invincible 10F. 11th hit knocks down opponent. Anji is in CH state during move. Dizzy modifier x0. Hitstop 0F. Can pass through projectiles. Projectile appears on 10F. FRC timing 66~70F. Projectile guranteed to activate after 10F. Giant fan will activate on 53F if the 11th hit hits (not blocked). Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable.

[edit]
Tenjinashi
[2]8K
GGAC Anji Tenjinashi.png
“The art of war is the art of deception.”
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30,14x13 High, Air R 18+0 10 landing+20 -11

A super version of Kai, Overdrive Stomp is unreactable after the flash, meaning that unless they were already blocking, or were in the middle of something with invincibility or a hitbox that will clash, this move will land if it makes contact. It's also a gimmicky option for getting out of things and can be used to make ambiguous crossups similar to Kai for those who preemptively block it. It's got some lengthy startup though, and even though it comes out on frame 0 after the flash, they can react to the jumping animation just like regular Kai.

It also doesn't have invincibility fully from startup, so Anji will generally want to rely more on his powerful Dead Angle over any of his overdrives to get out of pressure. An move which looks kind of good on paper and will work on occasion, but generally not the best use of meter.

Strike invincible 4~20F. Knocks down opponent on hit. Opponent cannot input anything from after super flash until the 3rd active frame. Must charge down for at least 40F to perform Tenjinashi. Listed Frame Adv is for standing block (tested on Sol). All hits outside of the 2nd hit have hitstop 0. For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground

[edit]
Kachoufuugetsu
63214S during autoguard
GGAC Anji Kachoufuugetsu.png
"He will win who, prepared himself, waits to take the enemy unprepared."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40x4 Mid RF 7+0 5(16)5(12)5(20)5 75 -61

Guaranteed to connect once it makes contact, assuming they're not still in the middle of something invincible. Kachoufuugetsu will come out during hitstop, simliar to Baiken's guard cancels, meaning that this will work even against moves with minimal recovery like jabs, despite its listed startup. Since it only comes out on autoguard, you'll have to predict or know that you'll autoguard something considering the time it takes to perform the motion.

This can be useful to simply land an unburstable super, or you can FRC it before the last hit to do something extended, but that's generally not worth the meter and you'll prefer to just take the knockdown.

Fully invincible 1~22F. Strike invincible 23~70F. 1st-3rd hits stagger opponent on hit (Max 65F). Opponent's inputs are frozen until the 2nd active frame of the 1st hit. 4th hit knocks down opponent. Anji is in CH state during move. Dizzy modifier x1.5. FRC timing 63~65F. Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked.


Instant Kill[edit]

Zetsu
236236H
GGAC Anji Zetsu.png
"Since all life is futility, then the decision to exist must be the most irrational of all."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal All - 17+4 - - -159~

I guess you could just throw out all that utility and use this instead.

Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
AGF
GGACR Anji Mito slash s.png
Japan - - Active Good neutral play and won evo japan 2020 Link
Taka
GGACR Anji Mito reload h.png
Japan - - Semi-Active Also known for his wildly aggressive Slayer -
Zidane
GGACR Anji Mito ex d.png
US - - Retired to monster hunter Aggressive and clean Setplay. Japan calls him a demon. Link
Woocash
GGACR Anji Mito ex k.png
US - - Active Currently most active US Anji Link
Domi
GGACR Anji Mito ex p.png
Japan - - Retired Likes to go for reads Link
Lime Key (ac only)
GGACR Anji Mito normal s.png
Japan - - Retired after base accent core Very aggressive and mobile anji player Link


External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Anji Mito/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
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