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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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![[File:GGACR_Anji_Mito_Nameplate.png]]
|-
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[[File:GGAC_Anji_Portrait.png|350px|center]]
|-
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{{#lsth:GGACR/Anji Mito/Data|SystemData}}
;Movement Options
:Double Jump, 1 Air Dash, Dash Type: Run
<center>'''Colors'''</center>
{{GGACRColors|Character=Anji}}
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
Anji is an all around character with autoguard on many moves, and an extensive amount of normals for a variety of situations. He can work at close to mid range with varying degrees of effectiveness. His moves generally fit the bill for being good in specific situations, but he has no normals meant to deal with everything, so he needs to rely on all of his tools. He does have an extensive mixup game with a variety of lows, overheads, and throws which can break open opponents who don't know what to do. He also has a fair set of unique options available to him: Autoguard, Late Cancelling, and {{clr|3|3S}} Cancel, all explained below.
{{GGACR/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content= Anji is an all-rounder character who specializes in hard reads. With a large offensive toolkit based around highly-specialized moves, Anji is the "thinking man's" character who excels at understanding his opponent and crushing their attempts to contest him.
 
Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Anji has many solid mixup options after a knockdown, allowing him to perform a powerful offensive game.
 
Anji has a lot of tools for specific situations. For example, while Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. To successfully autoguard a move, Anji must make an active prediction for how his opponent will react to any given situation, but the special autoguard follows are powerful and rewarding.


Autoguard is the most important and most centric to his game, as it entirely what is played around. Several of Anji's moves will automatically block incoming attacks (highs/mids or lows, depending on the type of autoguard), letting him attack unhindered. Unaware opponents will get run over by this quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect.
By that same token, Anji has several highly unique properties that change how he approaches basic situations on a fundamental level. While his jump-ins aren't particularly strong, he has a strong IAD threat in neutral with buttons like {{MMC|input=j.P|label={{clr|P|j.P}}}}, and can use {{MMC|input=j.D|label={{clr|D|j.D}}}}'s air stall to bait and punish anti-airs with falling normals. His  unique superjump is extremely horizontal, giving Anji a potent alternative to double jumps and airdashes for navigating the screen. His bad guard bar stats and strong defensive tools in tandem necessitate that Anji approach defense more proactively than most.


{{Bio
Anji's low execution, strong fundamentals, and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense, and solid defense will love Anji and his fanciful fighting style.  
| name = Anji Mito
| game = GGACR
| quote =
| voice = Tou'ru Igarashi
| lore = Anji is a man most akin to the Judgment Arcanum, a man of balance, philosophy, and seeking knowledge of the world due to being held in captivity for being an endangered species. He pursues That Man and works under him solely to learn.
}}
}}
{{StrengthsAndWeaknesses
{{GGACR/Infobox
| intro = {{Character Label|GGACR|Anji Mito|24px}} is an all around character whose game is centered on his autoguard.
|fastestAttack=[[#5P|5P]] (4F, whiffs crouchers)<br>[[#2P|2P]], [[#5K|5K]] (5F)
| pros =
|reversal=[[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (High Guardpoint 1~7F)<br>[[#3K|3K]]/[[#3S|3S]] (Low Guardpoint 1~4F/1~27F)
* Incredibly potent okizeme.
* Many tricky mixup tools.
* Guard points.
* Some of the best air mobility and aerial options in the game.
* Good meter gain.
* High guts rating.
| cons =
* Many moves can be easily reversal'd, low profiled, or avoided and punished hard.
* Mediocre damage.
* High damage combo options are few without tension.
* Loses hard to characters that prevent butterfly okizeme.
* Lackluster overdrives.
* No traditional reversal outside of Dead Angle.
* Significant amount of normals which are generally all necessary for specific situations.
}}
}}
=== Unique Mechanics ===
{{ProsAndCons
----
|intro=is a specialist famous for Fuujin, his unique Auto Guards, and purposed-tailored normals.
|pros=
*'''Specialist Attacks''': Anji's buttons reward specific callouts. His normals are oppressive when leveraged properly because of their combination of counterhit reward,  autoguard, and shutdown potential.
*'''Belligerent Defense''': [[#Fuujin|Fuujin]], [[#Autoguard|Autoguard]], and a powerful Throw {{keyword|OS}} enable disrespectful style in which Anji can blow through attacks and make the opponent play his game.
*'''Great Anti-Airs''': Both in terms of anti-airs and air-to-airs, Anji has it made. He's great at harassing opponents who jump with jumps of his own, and he has great anti-airs if he chooses to plant his feet.
*'''Meter Dump''': Strong and linear meter use means he can turn just about any touch into 150+ damage, corner carry, and oki on almost the entire cast. He also has damaging, match-practical unblockables against the entire roster from his key knockdowns.
*'''Gatling God''': His permissive gatling table and uniquely delayable gatling timings give Anji an unmatched degree of freedom and expression in how he sequences his normals.
*'''Clean Movement''': Thanks to a good run speed, extremely horizontal super jump arc, and momentum-altering moves, Anji can work himself into just the right spot on the screen.
|cons=
*'''Over-Specialized''': Anji's normals tend to be geared towards strong niche uses, trading properties like autoguard and great counterhit reward for compromises elsewhere that make them extremely risky when misused.
*'''Hitbox Issues''': Anji struggles to deal with low profile moves more than most, beyond the realm of traditionally strong low moves like {{CLabel|GGACR|Sol}}'s {{MMC|chara=Sol Badguy|input=214S|imageNumber=1|label=Ground Viper}} - strong sweeps are a consistent and exploitable pain point.
*'''Guard Bar''': Anji has the worst guard bar stats in the game, which can lead to disproportionately damaging cash-outs on hits after even short pressure sequences
}}
</div>
===Unique Mechanics===
====Autoguard====
====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 anything else. 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.
{{card|width=4
|header=Autoguard (also known as Guard Points or GP)
|content=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 mid and high attacks. 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.
<br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show High Guardpoints" data-collapsetext="Hide High Guardpoints">
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left">
GGAC_Anji_6K.png|{{clr|K|6K}}, 1~7F High Guardpoint
GGAC_Anji_6S.png|{{clr|S|6S}}, 7~12F High Guardpoint
GGAC_Anji_6H.png|{{clr|H|6H}}, 13~20F High Guardpoint
GGAC_Anji_5D.png|{{clr|D|5D}}, 4~18F High Guardpoint
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|H|H}}, 8~26F High Guardpoint
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|D|D}}, 2~20F High Guardpoint
</gallery>
</div><br><br>
 
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Low Guardpoints" data-collapsetext="Hide Low Guardpoints">
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left">
GGAC_Anji_3K.png|{{clr|K|3K}}, 1~4F Low Guardpoint
GGAC_Anji_3S.png|{{clr|S|3S}}, 1~27F Low Guardpoint
GGAC_Anji_2H.png|{{clr|H|2H}}, 10~19F Low Guardpoint
</gallery>
</div><br><br>
 
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Guardpoint Followups" data-collapsetext="Hide Guardpoint Followups">
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left">
GGAC_Anji_Kou.png|Kou, {{clr|P|P}} during Guardpoint
GGAC_Anji_Sou.png|Sou, {{clr|K|K}} during Guardpoint
GGAC_Anji_FBKou.png|FB Kou, {{clr|D|D}} during Guardpoint
GGAC_Anji_Kachoufuugetsu.png|Kachoufuugetsu, {{clr|S|63214S}} during Guardpoint
</gallery>
</div>{{clear}}
}}
 
===Unique Gatling Options===
{{card|width=4
|header=Unique Gatling Options
|content=Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.


====Late Cancelling====
*Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]
Anji's normals have a property in which they can ''all'' be cancelled at any point during their active frames into a special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap.
*{{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 7-9 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]
*Wide Gatling Tree - Anji has a large number of command normals and [[/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well.
}}


===={{clr|3|3S}} Cancel====  
=={{InvisibleText|Starter Guide}}==
For a very brief window, Anji can cancel the start of his {{clr|3|3S}} into ''anything'' else, giving him unique blockstrings and attack setups.
{{StarterBlurb}}
{{FrameChartKey}}


{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
==Normal Moves==
!| <big>Guilty Bits Character Intro</big>
===<big>{{clr|1|5P}}</big>===
|-
{{GGACR Move Card
|- style="text-align: center;"
|input=5P
| style="border: 1px;"|
|description=
{{#evt:
{{#invoke:FrameChart|drawFrameData
service=youtube
|startup  = 4
|id=https://youtu.be/EgT9R4YEBwA
|active = 3
|recovery = 8
}}
}}
|}
Anji's {{clr|P|5P}} is a god-tier jab, undercut by its ability to be crouched by most of the cast. It is large, lightning fast, and prone to favorable trades due to its high attack level.
{{#lst:GGACR/Anji Mito/Data|Links}}
<br style="clear:both;"/>


== Normals ==
{{clr|P|5P}} has limited options for gatlings, generally leaving you reliant on {{clr|S|3S}} cancels for more substantial grounded conversions. {{clr|P|5P}} will, however, freely combo into {{clr|H|5H}} on crouching hit and counterhit, making it superb for fast punishes on crouch-recovery moves like {{Character Label|GGACR|Ky Kiske|label=Ky's}} {{MMC|game=GGACR|chara=Ky Kiske|input=214K|label=Greed Sever}} or {{Character Label|GGACR|Slayer|label=Slayer's}} {{MMC|game=GGACR|chara=Slayer|input=2D|label=sweep}}.
====== ======
 
{{MoveData
Furthermore, the fact that Potemkin and Justice cannot crouch block under {{clr|P|5P}} makes it positively domineering in those matchups, letting Anji convert hits that would be inconsequential in other matchups into corner-to-corner carry.
|name={{clr|1|5P}}
 
|image=GGAC_Anji_5P.png
*Is a great anti-air that can catch a lot of approaches.  
|caption="Excellence is doing ordinary things extraordinarily well."
*Will whiff on all crouching characters except Potemkin (always hits) and on Justice (hits block/proximity block, whiffs on neutral crouch)
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
[[File:GGXXACPR_Anji_5P-1-Hitbox.png|center|175px]]
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
Frame 4
}}
[[File:GGXXACPR_Anji_5P-2-Hitbox.png|center|175px]]
Frames 5-6
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|5P}}
{{!}}-
{{Description|7|text=
Possibly the best jab in the game. 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.
===<big>{{clr|2|5K}}</big>===
{{GGACR Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active = 5
|recovery = 6
}}
A great general poke that has many options to followup on.
*Has great gatling options such as 3P, 2S, and 6K.
*Great at keeping the opponent in Anji's butterfly oki.
*Extends Anji's hurtbox.


''Untechable for 16F.''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


====== ======
===<big>{{clr|3|5S}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|2|5K}}
|input=5S
|image=GGAC_Anji_5K.png
|description=
|caption="A jack of all trades, a master of none, but better than a master of one."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 7
[[File:GGXXACPR_Anji_5K-1-Hitbox.png|center|175px]]
|active = 4
Frames 5-6
|recovery = 13
[[File:GGXXACPR_Anji_5K-2-Hitbox.png|center|175px]]
Frames 7-9
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|5K}}
{{!}}-
{{Description|7|text=
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.
}}
}}
}}
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler.
*Cranks the guard bar well.
*Has good gatling options such as 3P, 2S, and 3S.


====== ======
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.
{{MoveData
|name={{clr|3|5S}}
|image=GGAC_Anji_5S.png
|caption="In times of change learners inherit the earth; while the learned find themselves beautifully equipped to deal with a world that no longer exists."
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_5S-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|5S}}
{{!}}-
{{Description|7|text=
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 {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|5S}} is pressed again on contact.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


''Lvl 3 attack on block. Raises GB+ 14 on first hit, GB+ is decreased on additional {{clr|3|5S}}es in the same string.''
===<big>{{clr|4|5H}}</big>===
  }}
{{GGACR Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 15
|active = 4
|recovery = 21
}}
}}
{{clr|H|5H}} is one of Anji's most important normals. It boasts decent range and a high attack level, and forces crouch on hit, opening the door to some of Anji's most essential combos. {{clr|H|5H}} is guaranteed to combo into {{clr|H|236H}} on grounded hit, launching opponents for a great blend of damage and corner carry, especially with meter invested.  Put simply, routing into {{clr|H|5H}} is part of your win condition in many matchups.


====== ======
On airborne hits, {{clr|H|5H}} knocks down, where you can take advantage of Anji's delayed cancels by late canceling into {{clr|P|236P}} to get some of Anji's best okizeme.
{{MoveData
 
|name={{clr|4|5H}}
On block, {{clr|H|5H}} is a little more nuanced. Its high attack level means it leads to a good amount of pushback, but cancels from {{clr|H|5H}} can be quite hard to challenge. Accordingly, using {{clr|H|5H}} in block pressure can be quite powerful when applied well, but may force you to disengage or lean on {{clr|H|236H}} to make up for lost space.
|image=GGAC_Anji_5H.png
|caption="The world is a book, and those who do not travel read only a page."
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_5H-1-Hitbox.png|center|175px]]
Frames 15-16
[[File:GGXXACPR_Anji_5H-2-Hitbox.png|center|175px]]
Frames 17-18
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|5H}}
{{!}}-
{{Description|7|text=
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 {{clr|4|5H}} at some point. Fairly important.
*Generally what you want to combo into after a mixup.  
*Has hitboxes on both sides of Anji - reverse hits will send special cancels the wrong way, but gatlings will auto-correct


''Forces opponent into crouching state on ground hit. Slams down and knocks down opponent on air hit.''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


====== ======
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|1|6P}}
|input=5D
|image=GGAC_Anji_6P.png
|description=
|caption="A wise man can learn more from a foolish question than a fool can learn from a wise answer."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 27
[[File:GGXXACPR_Anji_6P-Hitbox.png|center|175px]]
|active = 6
</div>
|recovery = 26
|data=
}}
{{AttackDataHeader-GGACR}}
At first glace, Anji's {{clr|D|5D}} on paper looks like a subpar dust, but it boasts quite a bit of utility, especially as an anti-air autoguard to pair with {{MMC|chara=Anji Mito|input=Autoguard > P|label=Kou}} and its {{MMC|chara=Anji Mito|input=Autoguard > D|label=Force Break counterpart}}.
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|6P}}
{{!}}-
{{Description|7|text=
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%.''
It has a massive fifteen-frame high/mid autoguard window, and is one of the few special cancelable {{clr|D|5D}}s in the game.
}}
*Can be special cancelled to make it safe.  
*Has a lot of autoguard frames.
*5D into autoguard P or D can be a strong anti air option.
}}
}}


====== ======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|1|3P}}
|input=6P
|image=GGAC_Anji_3P.png
|description=
|caption="A dream becomes a goal when action is taken toward its achievement."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 18
[[File:GGXXACPR_Anji_3P-Hitbox.png|center|175px]]
|active = 4
</div>
|recovery = 16
|data=
}}
{{AttackDataHeader-GGACR}}
Great all around anti air, especially against airdashes.
{{!}}-
*Anji leans back during the animation allowing him dodge certain things.  
{{#lsth:GGACR/Anji Mito/Data|3P}}
*Has a great disjoint like most 6P's.
{{!}}-
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range.  
{{Description|7|text=
*Good for frame traps.  
A quicker than average overhead which doesn't lead to anything without resources or setup. Alone, it's not much of a threat wince it has no gatlings, but on RC or with a Butterfly out, will lead to decent damage. {{clr|1|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).''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


====== ======
===<big>{{clr|1|3P}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|2|6K}}
|input=3P
|image=GGAC_Anji_6K.png
|description=
|caption="Always seek out the seed of triumph in every adversity."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 20
[[File:GGXXACPR_Anji_6K-Hitbox.png|center|175px]]
|active = 3
</div>
|recovery = 11
|data=
}}
{{AttackDataHeader-GGACR}}
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.
{{!}}-
*Bounces opponent on counterhit, allowing for a followup.  
{{#lsth:GGACR/Anji Mito/Data|6K}}
}}
{{!}}-
{{Description|7|text=
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 {{clr|1|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.''
===<big>{{clr|2|6K}}</big>===
}}
{{GGACR Move Card
|input=6K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active = 6
|recovery = 18
|frcStart = 11
|frcEnd  = 12
}}
}}
{{clr|K|6K}} stands alone as Anji's only frame one high/mid autoguard, and as such, is one of his most used, overused, respected, and counterplayed options. Its frame one high/mid autoguard means it can be used as a reversal when paired with its followups, though if your opponent delays their meaty or goes low, you will get counterhit. Additionally, {{clr|K|6K}} is quite potent when used as a callout against frame traps and projectile-based pressure resets.
Aside from being used as a reversal with autoguard followups, {{clr|K|6K}} sees some use as an anti-air and anti-poking autoguard due to its short length compared to {{clr|H|6H}} and {{clr|D|5D}}, though {{clr|K|6K}} suffers from a relatively small catch window, and {{clr|S|6S}} has more use as an actual poke with an autoguard.


====== ======
{{clr|K|6K}}'s only gatling is {{clr|1|3P}}, which acts as a ''wide'' frame trap (7f gap) to discourage punishment when {{clr|2|6K}} is not cancelled. While not a gatling, {{clr|K|6K}} can also be late cancelled into {{clr|2|5K}} on hit, block, or whiff during its last 10 frames, which leaves a 5f gap on block as an alternate frame trap.
{{MoveData
 
|name={{clr|2|3K}}
{{clr|K|6K}} also has an FRC on its first two active frames, which are somewhat niche but quite powerful. First and foremost, it allows for a much greater degree of safety, since the FRC is only four frames after {{clr|K|6K}}'s autoguard window ends. On block, {{clr|K|6K}} FRC is a whopping +13, which is a huge amount of pressure to squeeze out of an 11f move with many gatlings into it. This advantage applies to combos as well, where it can be used to extend ground combos or put together character-specific extensions after On.
|image=GGAC_Anji_3K.png
|caption="The state of minds vary according to the angle under which one examines them."
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_3K-1-Hitbox.png|center|175px]]
Frames 19-20
[[File:GGXXACPR_Anji_3K-2-Hitbox.png|center|175px]]
Frames 21-22
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|3K}}
{{!}}-
{{Description|7|text=
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.''
This FRC shares its timing with autoguard hitstop should Anji catch something with {{clr|K|6K}}, meaning the following option selects are available:
* <code>{{clr|K|6K}} > FRC (PKS)</code> - Kou on autoguard, FRC on block/whiff
* <code>{{clr|K|6K}} > FRC (KSH)</code> - Sou on autoguard, FRC on block/whiff
* <code>{{clr|K|6K}} > FRC (Any Three+D</code> - FB Kou on autoguard, FRC on block/whiff; must be precise or you risk using your Gold Burst


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}
}}


  }}
===<big>{{clr|2|3K}}</big>===
{{GGACR Move Card
|input=3K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 19
|active = 4
|recovery = 14
}}
A very big poke covering a large portion of the screen in front of Anji. Throw invulnerable, so it might be a good oki option to fake opponents out. On normal hit, combo into S Fuujin Nagiha.
*Has a good autoguard point while also potentially leaving Anji at a safe distance.
*It being a low can catch inexperienced opponents off guard.
}}
}}


====== ======
===<big>{{clr|3|6S}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|3|6S}}
|input=6S
|image=GGAC_Anji_6S.png
|description=
|caption=“A vision is best presented as a story that people can relate to.”
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 13
[[File:GGXXACPR_Anji_6S-1-Hitbox.png|center|175px]]
|active = 4
Frames 13-14
|recovery = 17
[[File:GGXXACPR_Anji_6S-2-Hitbox.png|center|175px]]
}}
Frames 15-16
An extremely far poke covering a large portion of the screen in front of Anji.
</div>
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.
|data=
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option.  
{{AttackDataHeader-GGACR}}
*Has many gatling options.  
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|6S}}
{{!}}-
{{Description|7|text=
Enormously wide and high reaching, {{clr|3|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 {{clr|3|5S}} again after a blocked/hit {{clr|3|5S}}. This will make opponents think twice about where they are and how they approach.


''High autoguard 7~12F. See notes *1.''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


====== ======
===<big>{{clr|3|3S}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|3|3S}}
|input=3S
|image=GGAC_Anji_3S.png
|description=
|caption="History is a vast early warning system."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 28
[[File:GGXXACPR_Anji_3S-1-Hitbox.png|center|175px]]
|active = 12
Frames 28-33
|recovery = 10
[[File:GGXXACPR_Anji_3S-2-Hitbox.png|center|175px]]
}}
Frames 34-39
{{clr|3|3S}} is an autoguard machine, boasting both custom hitstun and blockstun, which makes it -2 on hit and +1 on block.
</div>
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.
|data=
*Has many ways to gatling into it.
{{AttackDataHeader-GGACR}}
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos.  
{{!}}-
*Oddly, is jump cancellable.  
{{#lsth:GGACR/Anji Mito/Data|3S}}
{{!}}-
{{Description|7|text=
Brings back nightmares of GGX's FD Cancels. From frames 8-10, Anji can cancel {{clr|3|3S}} into {{clr|3|5S}} or {{clr|4|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, {{clr|3|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.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}
}}


''Low autoguard 1~27F. Cancelable into {{clr|3|5S}} or {{clr|4|5H}} 6~8F. Blockstun 22F. See notes *1.''
===<big>{{clr|4|6H}}</big>===
}}
{{GGACR Move Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 21
|active = 6
|recovery = 25
|frcStart = 17
|frcEnd  = 20
}}
}}
A slow move with a late mid guard point, {{clr|H|6H}} is generally used as a frame trap on block and combo stabilizer in Fuujin loops.


====== ======
Use it to call out backdashes or to mix up when close by FRCing it immediately into throw, which starts Butterfly pressure.
{{MoveData
 
|name={{clr|4|6H}}
Combos into {{clr|S|S}} Fuujin on normal hit or {{clr|H|H}} Fuujin on counterhit, both on and near the ground, with some per-character variation. This is especially useful on characters that can be difficult to {{clr|S|S}} Fuujin loop, where {{clr|H|6H}} has enough hitstop to allow for height adjustments by delaying your cancel into {{clr|S|S}} Fuujin.
|image=GGAC_Anji_6H.png
 
|caption=“Prosperity is no just scale; adversity is the only balance to weigh friends.”
Similar to {{clr|K|6K}}, {{clr|H|6H}}'s FRC overlaps with its autoguard, meaning the following option selects are possible:
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* <code>{{clr|H|6H}} > FRC (PKS)</code> - Kou on autoguard, FRC on block/whiff
[[File:GGXXACPR_Anji_6H-1-Hitbox.png|center|175px]]
* <code>{{clr|H|6H}} > FRC (KSH)</code> - Sou on autoguard, FRC on block/whiff
Frames 21-23
* <code>{{clr|H|6H}} > FRC (Any Three+D)</code> - FB Kou on autoguard, FRC on block/whiff; must be precise or you risk using your Gold Burst
[[File:GGXXACPR_Anji_6H-2-Hitbox.png|center|175px]]
Frames 24-26
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|6H}}
{{!}}-
{{Description|7|text=
A powerful tool leads into and from nearly every grounded option that Anji has. It can lead to big damage on hit, has 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.''
}}
}}
}}


====== ======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGACR Move Card
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]
|input=2P
|image=GGAC_Anji_5D.png
|description=
|caption=“There is only one kind of shock worse than the totally unexpected: the expected for which one has refused to prepare.”
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 5
[[File:GGXXACPR_Anji_5D-1-Hitbox.png|center|175px]]
|active = 4
Frames 27-29
|recovery = 6
[[File:GGXXACPR_Anji_5D-2-Hitbox.png|center|175px]]
}}
Frames 30-32
Anji's 2P is a fast and close ranged pressure tool.
</div>
*Can gatling into 2K for a frame trap or be used for a tick throw.
|data=
*Can go under certain moves.
{{AttackDataHeader-GGACR}}
*Decent gatlings.  
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|5D}}
{{!}}-
{{Description|7|text=
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 {{clr|5|5D}}s are untechable. Overall, an oddly specific move which has some unusual, unexpected uses.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


''High autoguard 4~18F. See notes *1.''
===<big>{{clr|2|2K}}</big>===
  }}
{{GGACR Move Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 8
|active = 2
|recovery = 6
}}
}}
2K is an amazing tool for poking and pressure.
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings.
**2S and j.214P allow for a high/low mixup.
**Can be used to restart pressure.


====== ======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{MoveData
}}
|name={{clr|1|2P}}
|image=GGAC_Anji_2P.png
|caption=“Whatever you do will be insignificant, but it is very important that you do it.”
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_2P-1-Hitbox.png|center|175px]]
Frames 5-6
[[File:GGXXACPR_Anji_2P-2-Hitbox.png|center|175px]]
Frames 7-8
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|2P}}
{{!}}-
{{Description|7|text=
A crouching move sharing some similarities to {{clr|1|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%''
===<big>{{clr|3|2S}}</big>===
  }}
{{GGACR Move Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 8
|active = 6
|recovery = 14
}}
}}
2S is a great low poke and mixup option.
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.
*Can go under a lot of things.


====== ======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{MoveData
}}
|name={{clr|2|2K}}
|image=GGAC_Anji_2K.png
|caption=“The best of knowledge and righteous acts are those hidden to the people.”
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_2K-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|2K}}
{{!}}-
{{Description|7|text=
Shockingly advantageous despite being a low. Will catch people not expecting staggered use in practice. Has some slightly above average range amongst {{clr|2|2K}}s, tagging things and having good use in pressure, especially in conjunction with FB Butterfly in unblockable setups.


''Initial prorate 70%.''
===<big>{{clr|4|2H}}</big>===
  }}
{{GGACR Move Card
|input=2H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 20
|active = 5
|recovery = 15
}}
}}
2H is a situational move, but is very strong when used.
Has custom hitstun and blockstun making it +5 on block and 0 on hit
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.
*Can be late cancelled into 6P on hit, block or whiff.
*Can gatling into 5H for massive damage.


====== ======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{MoveData
}}
|name={{clr|3|2S}}
|image=GGAC_Anji_2S.png
|caption="Gratitude makes sense of the past, brings peace for today, and creates a vision for tomorrow."
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_2S-1-Hitbox.png|center|175px]]
Frames 8-10
[[File:GGXXACPR_Anji_2S-2-Hitbox.png|center|175px]]
Frames 11-13
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|2S}}
{{!}}-
{{Description|7|text=
Also a low, but has more range than {{clr|2|2K}}, has no proration, and hits on both sides similarly to {{clr|4|5H}}. A good combo tool that goes into sweep.


''Low profile 11~13F, 21~23F.''
===<big>{{clr|5|2D}}</big>===
}}
{{GGACR Move Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active = 3
|recovery = 25
}}
Anji's 2D is a very strong move that can be very punishable if misused.
*Can be gatlinged into from many of Anji's common moves.
*Can low profile for a large portion of the move.
*Has a very big hitbox, even extending slightly in front of Anji's body.  
*Very punishable on whiff.
}}
}}


====== ======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|4|2H}}
|input=j.P
|image=GGAC_Anji_2H.png
|description=
|caption=“Where utility ends and decoration begins is perfection.”
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 8
[[File:GGXXACPR_Anji_2H-Hitbox.png|center|175px]]
|active = 3
</div>
|recovery = 3
|data=
}}
{{AttackDataHeader-GGACR}}
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|2H}}
{{!}}-
{{Description|7|text=
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 {{clr|4|6H}} and {{clr|5|2D}}, and also has low autoguard. Overall pretty situational.


''Blockstun 22F. Low autoguard 10~19F. See notes *1.''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}
}}


====== ======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|5|2D}}
|input=j.K
|image=GGAC_Anji_2D.png
|description=
|caption="Perfect tranquility within consists in the good ordering of the mind, the realm of your own."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 6
[[File:GGXXACPR_Anji_2D-Hitbox.png|center|175px]]
|active = 6
</div>
|recovery = 10
|data=
}}
{{AttackDataHeader-GGACR}}
{{clr|2|j.K}} is a really good all-around aerial for Anji.
{{!}}-
*Hits right in front of Anji.
{{#lsth:GGACR/Anji Mito/Data|2D}}
*Great for use in SJC combos.
{{!}}-
*Works great for a air-to-air.
{{Description|7|text=
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''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
}}
}}
}}


====== ======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|1|j.P}}
|input=j.S
|image=GGAC_Anji_jP.png
|description=
|caption="It cannot be found by seeking, but only seekers shall find it."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 7
[[File:GGXXACPR_Anji_jP-Hitbox.png|center|175px]]
|active = 9
</div>
|recovery = 18
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|j.P}}
{{!}}-
{{Description|7|text=
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.
}}
}}
}}
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.
*Hits a good bit in front of Anji.
*Great for SJC combos.
*Can be used as an air-to-air or as a jump-in.
*Frames 3-4 of start-up are affected by a unique bug with the following properties:
**When done low enough to the ground, these frames will gain high autoguard.
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:
***No meter gain on Gold Burst.
***No burst refill on Blue Burst.
***No level up from Johnny's coin.
***No follow-up animation from cinematic supers and instant kills.


====== ======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{MoveData
|name={{clr|2|j.K}}
|image=GGAC_Anji_jK.png
|caption="Over every mountain there is a path, although it may not be seen from the valley."
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_jK-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|j.K}}
{{!}}-
{{Description|7|text=
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.
}}
}}
}}


====== ======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGACR Move Card
|name={{clr|3|j.S}}
|input=j.H
|image=GGAC_Anji_jS.png
|description=
|caption="Harmony makes small things grow, lack of it makes great things decay."
{{#invoke:FrameChart|drawFrameData
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|startup  = 13
[[File:GGXXACPR_Anji_jS-1-Hitbox.png|center|175px]]
|active = 6
Frames 7-10
|recovery = 15
[[File:GGXXACPR_Anji_jS-2-Hitbox.png|center|175px]]
Frames 11-15
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|j.S}}
{{!}}-
{{Description|7|text=
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.
}}
}}
}}
{{clr|4|j.H}} is a go-to combo ender for Anji.
*Knocks down on air hit leading to butterfly oki.
*Can be used as a cross up in some scenarios.


====== ======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
{{MoveData
}}
|name={{clr|4|j.H}}
|image=GGAC_Anji_jH.png
|caption="Success is often achieved by those unaware that failure is inevitable."
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_jH-1-Hitbox.png|center|175px]]
Frames 13-15
[[File:GGXXACPR_Anji_jH-2-Hitbox.png|center|175px]]
Frames 16-18
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|j.H}}
{{!}}-
{{Description|7|text=
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.''
===<big>{{clr|5|j.D}}</big>===
  }}
{{GGACR Move Card
|input=j.D
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active = 6
|recovery = 14
|specialRecovery = 6
}}
}}
{{clr|D|j.D}} is a powerful air button, useful for just about everything ''except'' jumping in. Notably, {{clr|D|j.D}} halts Anji's horizontal and vertical movement early in its startup frames, though this movement halting is ''not'' frame one; {{clr|D|j.D}} cannot be FDC'd in a useful manner. This air stall is superb for keeping your movement unpredictable and baiting anti-airs, especially since Anji recovers fast enough to airdash or jump after even the lowest of {{clr|D|j.D}}s.
{{clr|D|j.D}} is shockingly disjointed, making it a potent air-to-air, especially when paired with its movement stopping and Anji's special superjump, effectively letting you place a giant stop sign anywhere in the air. On normal hit, {{clr|D|j.D}} knocks the opponent away with a highly untechable hit, capable of knocking down low to the ground, or comboing into {{clr|P|j.214P}} for a knockdown. On counterhit, {{clr|D|j.D}} is massively untechable and will wallstick should the opponent reach the wall.


====== ======
{{clr|D|j.D}} also has a special property where it can be canceled into any non-{{clr|D|j.D}} air normal from frame 23 onward, allowing for character-specific followups, including <code>{{clr|D|j.D}} > landing j.{{clr|K|K}}/{{clr|S|S}} > {{clr|P|5P}}</code> for a rejump, or <code>{{clr|D|j.D}} > {{clr|H|j.H}}</code> for a knockdown. Outside of combos, this recovery cancel can be used to capitalize on baited anti-airs by landing on the opponent with a button like {{clr|S|j.S}}.
{{MoveData
|name={{clr|5|j.D}}
|image=GGAC_Anji_jD.png
|caption=“A river is easier to channel than to stop.”
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Anji_jD-1-Hitbox.png|center|175px]]
Frames 10-11
[[File:GGXXACPR_Anji_jD-2-Hitbox.png|center|175px]]
Frames 12-15
</div>
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|j.D}}
{{!}}-
{{Description|7|text=
Control/stop button for Anji's aerial momentum. Using {{clr|5|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 {{clr|5|j.D}} 23F onwards.''
*Blows back opponent on hit.
}}
}}
}}
<br style="clear:both;"/>


== Universal Mechanics ==
==Universal Mechanics==
====== ======
===<big>Ground Throw</big>===
{{MoveData
{{GGACR Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGAC_Anji_throw.png
|description=
|caption="The logic of the world is prior to all truth and falsehood."
Pretty normal throw, but guarantees great Butterfly oki midscreen.
|data=
}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|Ground Throw}}
{{!}}-
{{Description|7|text=
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%.''
===<big>Air Throw</big>===
}}
{{GGACR Move Card
|input=Air Throw
|description=
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.
}}
}}
====== ======
{{MoveData
|name=Air Throw
|image=GGAC_Anji_airThrow.png
|caption="If the doors of perception were cleansed, everything would appear to man as it is: infinite."
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|Air Throw}}
{{!}}-
{{Description|7|text=
Combos into {{clr|1|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%.''
===<big>Dead Angle Attack</big>===
  }}
{{GGACR Move Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 12
|active = 6
|recovery = 12
}}
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.
}}
}}
====== ======
{{MoveData
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|image=GGAC_Anji_6P.png
|caption="He who conquers others is strong. He who conquers himself is all powerful."
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|DAA}}
{{!}}-
{{Description|7|text=
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%.''
==Special Moves==
  }}
===<big>Shitsu</big>===
{{InputBadge|{{clr|1|236P}}}}
{{GGACR Move Card
|input=236P
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 21
|isProjectile = true
|recovery = 28
}}
}}
<br style="clear:both;"/>
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids.


== Specials ==
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.
====== ======
{{MoveData
|name=Shitsu  
|input={{clr|1|236P}}
|image=GGAC_Anji_Shitsu.png
|caption="Elegance is elimination"
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|236P }}
{{!}}-
{{Description|7|text=
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.
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.


''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.''
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki.
}}
 
*Disappears if it travels the max distance before touching something.
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.
}}
}}
======<font style="visibility:hidden" size="0">Fuujin</font>======
{{MoveData
|name=Fuujin
|input={{clr|3|236S}}/H
|image=GGAC_Anji_Fuujin.png
|caption="Culture is a way of coping with the world by defining it in detail."
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=S}}
{{#lsth:GGACR/Anji Mito/Data|236S}}
{{!}}-
{{Description|8|text=
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.''
===<big>Fuujin</big>===
}}
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=H}}
|input=236S,236H
{{#lsth:GGACR/Anji Mito/Data|236H}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 15
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.  
|active = 3
|recovery = 27
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active = 3
|recovery = 27
}}
Fuujin is arguably Anji's most important tool, and alongside his autoguards, what really defines his kit. Fuujin is an advancing and highly damaging lunging strike that sees use across every facet of Anji's game plan. {{clr|S|S}} Fuujin and {{clr|H|H}} Fuujin are pretty distinct, each with different uses.


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.
On block, both Fuujins share the same flaw; they lock you into the same set of five reactable followups, each with well-understood counterplay. While ill-prepared or scared opponents may not challenge your followups, savvy opponents will be able to snipe you out of most followups with ease. Regularly routing into Fuujin followups on block will leave you dependent on an ignorant/scared opponent, ambitious conditioning, or meter use to consistently stay safe. At the same time, Fuujin is a great gap closer in block pressure, and can be used to mitigate natural pushback and faultless defense alike.
----
{{clr|3|S}} Fuujin is one of the key features of Anji's grounded and corner combos. Owing to its lack of invulnerability and minimal horizontal movement, {{clr|3|S}} Fuujin does not see use in neutral and pressure like {{clr|H|H}} Fuujin.
 
On grounded hit, {{clr|3|S}} Fuujin combos into Nagiha and nothing else. On air hit (including {{clr|D|2D}}), however, {{clr|3|S}} Fuujin will floorslide. On {{Tt|most characters|Everyone except A.B.A., Johnny, Order-Sol, Potemkin, and Robo-Ky}}, <code>{{clr|D|2D}} > {{clr|S|236S}}</code>  will let you combo into {{clr|D|FB}} Rin for a launch, which is one of Anji's staple combo routes. From higher hits, <code>{{clr|D|2D}} > {{clr|S|236S}}~{{clr|D|D}}</code> works on everyone, and will even let you link normals from {{clr|3|S}} Fuujin's floorslide.
 
In the corner, {{clr|3|S}} Fuujin can be looped on many characters (most notably Potemkin and Testament, where it can fund and lead into unblockable loops) for high damage, great meter gain, and Anji's signature okizeme.
----
{{clr|4|H}} Fuujin is highly threatening in neutral, boasting enough forward movement and invuln to blow through preemptive pokes and fast projectiles, though reactive and highly active moves will win out in these situations. With this partial invuln, it can also be used as a reversal, albeit a flawed one, losing to delayed meaties and throws. Proper use of {{clr|4|H}} Fuujin on wakeup can leave opponents scared to pressure you, especially when paired with Anji's wakeup autoguard normals, but overuse will just hand your opponent counterhits on a silver platter.
 
On hit, {{clr|4|H}} Fuujin launches and wallbounces, which is why it sees use in basically every major combo Anji has. With proper routing and meter use (see: {{clr|D|FB}} Rin), you will be able to take every character in the game from corner to corner, while also scoring solid okizeme. Even without meter, {{clr|4|H}} Fuujin opens up opportunities for substantial air combos by linking normals off of {{clr|4|236H}}~{{clr|K|K}}.


''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.''
}}
}}
}}


====== ======
===<big>Shin: Ichishiki</big>===
{{MoveData
{{InputBadge|Fuujin > {{clr|1|P}}}}
|name=Shin: Ichishiki
{{GGACR Move Card
|input=Fuujin -> P
|input=236S > P
|image=GGAC_Anji_ShinIsshiki.png
|description=
|caption=“The high road is always respected. Honesty and integrity are always rewarded."
{{#invoke:FrameChart|drawFrameData
|data=
|startup=36
{{AttackDataHeader-GGACR}}
|isProjectile= true
{{!}}-
|recovery=15
{{#lsth:GGACR/Anji Mito/Data|236S > P}}
|specialRecovery=8
{{!}}-
|frcStart=6
{{Description|7|text=
|frcEnd=8
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 '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.


The FRC will make Fuujin completely safe and allow you to continue into whatever you want.
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.


''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).''
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh.  
}}
}}
}}


====== ======
===<big>Issokutobi</big>===
{{MoveData
{{InputBadge|Fuujin > {{clr|2|K}}}}
|name=Hitoashitobi
{{GGACR Move Card
|input=Fuujin -> K
|input=236S > K
|image=GGAC_Anji_Hitoashitobi.png
|description=
|caption="A guilty conscience feels continual fear."
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing.  
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|236S > K}}
{{!}}-
{{Description|7|text=
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.''
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.
}}
 
The move's biggest downside is that it puts Anji in counterhit state until he lands, and can be readily thrown on reaction during its landing recovery. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.
}}
}}


====== ======
===<big>Nagiha</big>===
{{MoveData
{{InputBadge|Fuujin > {{clr|3|S}}}}
|name=Nagiha
{{GGACR Move Card
|input=Fuujin -> S
|input=236S > S
|image=GGAC_Anji_Nagiha.png
|description=
|caption="Wonder, rather than doubt, is the root of all knowledge."
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 10
{{AttackDataHeader-GGACR}}
|active = 6
{{!}}-
|recovery = 27
{{#lsth:GGACR/Anji Mito/Data|236S > S}}
|frcStart = 23
{{!}}-
|frcEnd  = 25
{{Description|7|text=
}}
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.
The '''low/frametrap/combo ender''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Nagiha is one of Anji's staple combo enders, granting a knockdown on opponents on or very near the ground, allowing for pressure midscreen and guaranteed butterfly oki in the corner. If delayed, Nagiha acts as a potent frame trap, especially against opponents preemptively trying to challenge Rin. This frame trap opens up strong combo opportunities, though meter investment may be necessary on some characters.


''Floats opponent on ground hit (untechable for 35F). FRC timing 23~25F.''
Nagiha's FRC is also one of Anji's best, and should be a priority for anyone playing Anji eventually. On block, Nagiha FRC is great for maintaining pressure, as using it keeps Anji safe on normal block - or you can be more aggressive and FRC into one of Anji's frame one autoguards or H Fuujin to stuff punish attempts. Against more passive opponents, it may be possible to try to retake your turn, though this will be stretching the bounds of your frame advantage quite significantly. On hit, Nagiha's FRC lets you upgrade smaller Fuujin confirms, tack on extra damage in the corner, and generate butterfly oki midscreen where it otherwise might not be possible.
}}
}}
}}


====== ======
===<big>Rin</big>===
{{MoveData
{{InputBadge|Fuujin > {{clr|4|H}}}}
|name=Rin
{{GGACR Move Card
|input=Fuujin -> H
|input=236S > H
|image=GGAC_Anji_Rin.png
|description=
|caption="Simplicity is the glory of expression."
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 27
{{AttackDataHeader-GGACR}}
|active = 8
{{!}}-
|recovery = 16
{{#lsth:GGACR/Anji Mito/Data|236S > H}}
}}
{{!}}-
The '''overhead/autoguard/knockdown''' option out of Fuujin, notable for being a level six attack on block. Rin sees some use as a tool for ending pressure safely on hesitant opponents and challenging abare, though it has a few uses in combos as well.
{{Description|7|text=
 
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.
In pressure, much like the rest of Fuujin's followups, Rin is far too slow to be used as a real high/low mixup, and can be interrupted low or Slashbacked on reaction. That said, Rin can be quite potent as a timing mixup when opponents preemptively attempt to mash on or jump out of Fuujin, especially when paired with its ''massive'' 18f high/mid catch window and generous throw invulnerability. At the very least, it is 0 on normal block, should you be able to convince someone to hold it.
 
It should be noted that Rin's autoguard and throw invuln are not comprehensive; Rin can be interrupted by mids before its autoguard goes active and right before it hits (the move's frame data is somewhat misleading here; Rin takes roughly four more frames than its noted startup to connect on standing opponents), and can be thrown before it connects, which is usually aided by Rin's forward movement.
 
On hit, Rin is exclusively used as a combo ender to guarantee knockdowns, since it can hit far higher than Nagiha- directly above Anji's head- and always knocks down, giving butterfly oki from good spacings and heights. On counterhit, Rin is surprisingly awkward. It burns through a ''lot'' of RISC, meaning it stunts combo damage quite significantly, and the launch is massive but somewhat unwieldy.
}}


''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.''
===<big>Kou</big>===
  }}
{{InputBadge|{{clr|1|P}} during Autoguard}}
{{GGACR Move Card
|input=Autoguard > P
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 4
|active = 38
|recovery = 11
|specialRecovery = 8
}}
}}
A rising autoguard followup that leads to a knockdown on full connect. Kou is lightning fast, at only four frames, meaning in certain situations it can be truly inescapable. However, Kou's grounded hitbox is rather small, just covering the area above Anji's shoulders, meaning many moves can low profile it without issue (or without even meaning to). Accordingly, Kou is generally preferred as an anti-air autoguard followup, where its vertical movement and speed shine, and its weakness to low profiles is mitigated.


====== ======
Notably, Kou builds a ''ludicrous'' amount of meter on hit, sometimes in excess of 50% if your tension pulse is good. This can work in your favor either way; savvy opponents may feel forced to burst to deny your meter gain, giving you a resource advantage, and eating the Kou will also give you a tremendous edge on resources.
{{MoveData
|name=Kou  
|input=P during autoguard
|image=GGAC_Anji_Kou.png
|caption="Flying starts from the ground.<br>The more grounded you are,<br>the higher you fly."
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|Autoguard > P}}
{{!}}-
{{Description|7|text=
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.''
On hit, Kou will lead to a knockdown with a full connect, throwing the opponent fullscreen away. Partial connects are also possible, which will allow the opponent to tech in the air above Anji - this situation is safe, but not nearly as advantageous of course. In the corner, followups are possible, albeit difficult. On block, however, Kou is disastrous, at a whopping -41f and in counterhit state until it lands. If this is baited, you may well die, so be judicious!
}}
}}
}}


====== ======
===<big>Sou</big>===
{{MoveData
{{InputBadge|{{clr|2|K}} during Autoguard}}
|name=Sou
{{GGACR Move Card
|input=K during autoguard
|input=Autoguard > K
|image=GGAC_Anji_Sou.png
|description=
|caption="Freedom is never given;<br>it is won."
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 11
{{AttackDataHeader-GGACR}}
|active = 11
{{!}}-
|inactive2 = 4
{{#lsth:GGACR/Anji Mito/Data|Autoguard > K}}
|active3 = 5
{{!}}-
|recovery = 14
{{Description|7|text=
|frcStart = 26
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 {{clr|1|5P}}/{{clr|2|5K}} for knockdown or combo extension.
|frcEnd  = 28
}}
A horizontally advancing autoguard followup, made up of three low-level attacks followed by a single high level hit. Boasting a generous amount of strike invulnerability and lots of forward movement, Sou is regarded as Anji's choice autoguard against grounded offense. Due to its 11 frames of strike invulnerability followed by loads of lower body invulnerability, Sou can even blow through projectile-based pressure resets, allowing Anji to fully steal turns from his opponents from the smallest of gaps.


''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.''
Due to its relatively low recovery and the high attack level of the last hit, it's possible to link off of the last hit to turn Sou hits into more substantial combos:
}}
* Standing characters: {{clr|P|5P}} is a 2f link, {{clr|P|2P}} and {{clr|K|5K}} are 1f links
* Crouching characters: {{clr|P|5P}} whiffs on most crouchers, {{clr|P|2P}} and {{clr|K|5K}} are 2f links
 
Sou is best punished by trying to force a whiff, though be wary of its extremely active last hit, which can catch people off guard - and will wallsplat if it counterhits. Aside from using Dead Angles, Slashbacking Sou's last hit is generally the only recourse for dealing with it once it's blocked, since the last hit is still 0 on instant block.
 
Sou also has an FRC during the first three active frames of the final hit, which allows for highly damaging extensions (dash {{clr|S|5S}} and {{clr|H|5H}} are both possible followups) and good corner carry. Should your opponent bait Sou, the FRC guarantees massive frame advantage on block, allows counterplay to the last hit Slashback (which is a counterhit punish otherwise), and lets you bail out of risky whiffs.
}}
 
===<big>On</big>===
{{InputBadge|{{clr|4|623H}}}}
{{GGACR Move Card
|input=623H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active = 18
|recovery = 20
|specialRecovery = 6
|frcStart = 11
|frcEnd  = 13
}}
}}
One of Anji's best combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and throwing them to the floor. Depending on your combo routing, On's forced side switch can leave you facing midscreen from a corner combo, but Anji is still perfectly happy running okizeme facing into the midscreen as well. Furthermore, many of Anji's routes will deliberately side switch with the opponent ''before'' On, dropping them into the corner for a tight and well-spaced mixup.


====== ======
Notably, On throws the opponent to the ground at an ideal spacing for butterfly oki on virtually everyone, with only minor timing and spacing adjustments needed; using Shitsu as soon as you land will guarantee a properly meaty hit for establishing your pressure. On also does a surprising amount of damage, even fairly deep into combos, meaning efficient routes into On will effectively let you have your cake and eat it too; damage and okizeme.
{{MoveData
|name=On  
|input={{clr|4|623H}}
|image=GGAC_Anji_On.png
|caption="One of life's greatest blessings<br>is the freedom to<br>pursue one's goals."
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|623H}}
{{!}}-
{{Description|7|text=
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.''
Though On is an air-unblockable hitgrab, meaning comparisons to {{MMC|game=GGACR|chara=Potemkin|input=623H|label=Heat Knuckle}} are somewhat common, it should be understood that On is ''not'' a primary anti-air for Anji. On is wildly unsafe to whiff, and mis-using it can lead to forfeiting otherwise highly favorable situations - stick to Anji's other excellent anti-airs, such as {{clr|P|5P}}, {{clr|P|6P}}, or {{clr|D|5D}}'s autoguard.
}}
 
Importantly, On has an FRC point from 11-13f, right as the grab would connect during its first three active frames. This gives Anji an incredibly strong OS against bursting his combo enders, since if the opponent doesn't burst, On will simply connect and grant you okizeme. If they do burst, however, you will FRC as On whiffs through their burst, able to block or throw their burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]
}}
}}
====== ======
{{MoveData
|name=Kai
|input={{clr|1|214P}}/K
|image=GGAC_Anji_Kai.png
|caption="The only way to make sense out of change is to plunge into it, move with it, and join the dance."
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=P}}
{{#lsth:GGACR/Anji Mito/Data|214P }}
{{!}}-
{{Description|8|text=
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.''
===<big>Kai</big>===
}}
{{InputBadge|{{clr|1|214P}}\{{clr|2|214K}}}}
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=K}}
|input=214P,214K
{{#lsth:GGACR/Anji Mito/Data|214K}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 28
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.
|active = 3
|recovery = 9
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 32
|active = 10
|specialRecovery = 8
|frcStart = 23
|frcEnd  = 31
}}
Kai represents a pair of advancing jumps, both of which hit overhead and can cross up opponents. Both are slightly plus, and can be used as pressure resets or as mixup tools, though they are readily interruptible and will not guarantee Anji offense on block.
----
{{clr|P|P}} Kai is a short advancing hop that can cross up at close range. It hits as it lands, and will bounce opponents upwards with a small launch on hit. Due to its (relative to {{clr|K|K}} Kai) speed and short trajectory, it can crush many attempts at abare, especially with crouching jabs and sweeps.
----
{{clr|K|K}} Kai is a massive leap with much more vertical and horizontal travel than {{clr|P|P}} Kai, though it is also slower. It hits on the way down rather than upon landing, which makes it less safe on tall characters since it will hit relatively earlier. {{clr|K|K}} Kai sees use as a pressure reset and crossup, much like {{clr|P|P}} Kai, though it also works as niche tool for navigating around committal buttons with lots of horizontal reach, which Anji can normally struggle to deal with.  


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.
{{clr|K|K}} Kai also has an FRC right as Anji begins to descend. This FRC retains Anji's air actions, allowing him to airdash and jump, letting him leverage more complex overheads or empty lows from Kai. This FRC will also let Anji bail out of a Kai attempt if he thinks he's going to be intercepted, or wants to bait an autopiloted punish/interrupt.


''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.''
}}
}}
}}


====== ======
===<big>Shin: Nishiki</big>===
{{MoveData
{{InputBadge|{{clr|1|j.214P}}}}
|name=Shin: Nishiki
{{GGACR Move Card
|input={{clr|1|j.214P}}
|input=j.214P
|image=GGAC_Anji_ShinNishiki.png
|description=
|caption="On life's vast ocean diversely<br>we sail. Reasons the card,<br>but passion the gale."
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 14
{{AttackDataHeader-GGACR}}
|active = 7
{{!}}-
|recovery = 44
{{#lsth:GGACR/Anji Mito/Data|j.214P}}
}}
{{!}}-
A common air combo ender.
{{Description|8|text=
*Can be tiger knee'd and RCed to combo after.  
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.
*Extremely unsafe if blocked.
*Will give knockdown if at the right height.
}}


''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==
}}
===<big>FB Shitsu</big>===
{{InputBadge|{{clr|5|236D}}}}
{{GGACR Move Card
|input=236D
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 21
|isProjectile = true
|recovery = 30
}}
}}
<br style="clear:both;"/>
FB Shitsu is a metered sidegrade of Shitsu with slightly different, albeit more powerful, uses compared to standard Shitsu.


== Force Breaks ==
It travels slightly faster and significantly further, going roughly one full screen.
====== ======
{{MoveData
|name=FB Shitsu
|input={{clr|5|236D}}
|image=GGAC_Anji_FBShitsu.png
|caption=“The brighter you are, the more you have to learn.”
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|236D}}
{{!}}-
{{Description|7|text=
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.
Rather than trading with projectiles like Shitsu, FB Shitsu will go clean through them, deleting projectile hits it passes through. For special projectiles like Justice's {{MMC|game=GGACR|chara=Justice|input=22X|label=Nukes}} or Venom's {{MMC|game=GGACR|chara=Venom|input=2141236S|label=Dark Angel}}, FB Shitsu will simply not interact and pass through. This makes FB Shitsu a potent anti-zoning tool, where you can carve a line through another character's space control, or force them into the air to avoid it.


''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.''
The descending second and third hits of FB Shitsu are overheads rather than mids, allowing for high/low unblockables when paired with a low guard break like {{clr|S|2S}}, though you do need to hold your opponent in place between FB Shitsu's initial mid hit and later overhead hits. Some unblockable sequences include:
}}
* <code>FB Shitsu (first hit) > {{clr|S|5S}} > delay {{clr|S|2S}} (guard break) > {{clr|H|5H}} > {{clr|H|236H}}</code> - 'Standard' unblockable
* <code>FB Shitsu (first hit) > {{clr|S|6S}} > {{clr|K|3K}} > 236{{clr|S|S}}/{{clr|H|H}}</code> - 'Safe' unblockable
 
It must be understood that FB Shitsu is not a flat upgrade over regular Shitsu, and it doesn't work in the same situations. Accordingly, FB Shitsu is also not a good 'correction' tool; using it will not salvage situations where you fail to set up Shitsu properly - its higher travel speed and longer recovery will just derail missed setups further.
}}
}}


====== ======
===<big>FB Rin</big>===
{{MoveData
{{InputBadge|Fuujin > {{clr|5|D}}}}
|name=FB Rin
{{GGACR Move Card
|input=Fuujin -> D
|input=236S > D
|image=GGAC_Anji_Rin.png
|description=
|caption="Simplicity is prerequisite for reliability"
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 21
{{AttackDataHeader-GGACR}}
|active = 8
{{!}}-
|recovery = 8
{{#lsth:GGACR/Anji Mito/Data|{{clr|3|236S}} > D }}
}}
{{!}}-
Anji's main use of meter. An important piece of combo filler as it ground bounces, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it.
{{Description|7|text=
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.
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.
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.
}}


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.
===<big>FB Kou</big>===
{{InputBadge|{{clr|5|D}} during Autoguard}}
{{GGACR Move Card
|input=Autoguard > D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active = 26
|inactive2 = 24
|active3 = 4
|recovery = 24
}}
At face value, {{clr|D|FB}} Kou looks like a souped-up version of Kou and little else. In practice, it is one of Anji's most powerful defensive tools. During {{clr|D|FB}} Kou, Anji rapidly ascends before performing a special version of Shin, knocking the opponent down.


''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.''
{{clr|D|FB}} Kou essentially merges the best features of Sou and Kou. It shares Sou's 11 frames of strike invulnerability and to-the-floor hitbox (even able to hit {{MMC|game=GGACR|chara=Sol Badguy|input=214S|label=Grand Viper}}), and pairs it with Kou's four-frame startup and rising trajectory. This combination of speed and invulnerability makes this move Anji's strongest tool for discouraging and punishing any sort of gap or read/guess on a meaty.
}}
}}
====== ======
{{MoveData
|name=FB Kou
|input=D during autoguard
|image=GGAC_Anji_FBKou.png
|caption=“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|Autoguard > D }}
{{!}}-
{{Description|7|text=
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.''
On block, {{clr|D|FB}} Kou is quite unsafe, but can be difficult to punish for unprepared players and some characters, since Anji recovers in the air well above superjump height for most characters, and retains his air actions.
}}
}}


====== ======
On hit, {{clr|D|FB}} deals a substantial amount of damage (108 to Sol) and knocks down, giving you block pressure or slightly disadvantaged butterfly oki ({{MMC|game=GGACR|chara=Sol Badguy|input=623S|label=Volcanic Viper}}, for example, will punish an attempted butterfly).
{{MoveData
|name=FB On  
|input={{clr|5|623D}}
|image=GGAC_Anji_On.png
|caption=“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|623D }}
{{!}}-
{{Description|7|text=
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 {{clr|5|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.''
}}
}}
}}
<br style="clear:both;"/>


== Overdrives ==
===<big>FB On</big>===
====== ======
{{InputBadge|{{clr|5|623D}}}}
{{MoveData
{{GGACR Move Card
|name=Issei Ougi: Sai
|input=623D
|input={{clr|4|632146H}}
|description=
|image=GGAC_Anji_IsseiOugiSai.png
{{#invoke:FrameChart|drawFrameData
|caption=“What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.”
|startup = 21
|data=
|active = 18
  {{AttackDataHeader-GGACR}}
|recovery = 35
{{!}}-
|specialRecovery = 6
{{#lsth:GGACR/Anji Mito/Data|632146H }}
|frcStart = 19
{{!}}-
|frcEnd  = 20
{{Description|7|text=
}}
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.
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing.  
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender.
*FRC works similar to normal On, but at 50 tension this can be difficult to justify.  
}}


''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.''
==Overdrives==
}}
===<big>Issei Ougi: Sai</big>===
{{InputBadge|{{clr|4|632146H}}}}
{{GGACR Move Card
|input=632146H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active = 56
|recovery = 63
|frcStart = 66
|frcEnd  = 70
}}
}}
====== ======
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. Sai's damage ranges from decent to somewhat underwhelming, but with 12 hits, it is superb as a guts crush option, and completely workable as a damage dump from shorter confirms. From stray pokes, especially on normal hit and at range, Sai is actually Anji's best option in some situations - and capitalizing on Anji's ability to late cancel his normals makes confirming much easier.
{{MoveData
|name=Tenjinashi
|input=[2]{{clr|2|8K}}
|image=GGAC_Anji_Tenjinashi.png
|caption=“The art of war is the art of deception.”
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/Anji Mito/Data|[2]8K }}
{{!}}-
{{Description|7|text=
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.
Sai does have some upper body and strike invulnerability, but not enough to allow it to be used as a reversal of any sort. The projectile will stay out even if Anji is hit, meaning it is possible force some hugely favorable trades, especially against projectile-based pressure resets, where you can simply recover and pick up the opponent with On to guarantee strong okizeme.


''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
On block, Sai is wildly unsafe, allowing for fairly reliable counterhit punishes by the entire cast.


Sai also has an FRC at the end of the attack portion of the move, right as Anji stands up, which is surprisingly useful for a super FRC. On block, Sai FRC will bail you out, and potentially even allow for a cheeky overhead attempt - especially rewarding since Sai will ''seriously'' crank the RISC gauge. On hit, Sai FRC will let you continue your combo, including giving you an unburstable On, which is great for taking burst off the table until your next round of okizeme.
}}


}}
===<big>Tenjinkyaku</big>===
{{InputBadge|{{clr|2|[2]8K}}}}
{{GGACR Move Card
|input=[2]8K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active = 10
|specialRecovery = 20
}}
}}
====== ======
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner.
{{MoveData
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.
|name=Kachoufuugetsu
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.
|input={{clr|3|63214S}} during autoguard
*Has some invincibility, but other moves are more useful for that.
|image=GGAC_Anji_Kachoufuugetsu.png
}}
|caption="He will win who, prepared himself, waits to take the enemy unprepared."
 
|data=
===<big>Kachoufuugetsu</big>===
{{AttackDataHeader-GGACR}}
{{InputBadge|{{clr|3|63214S}} during Autoguard}}
{{!}}-
{{GGACR Move Card
{{#lsth:GGACR/Anji Mito/Data|Autoguard > 63214S }}
|input=Autoguard > 63214S
{{!}}-
|description=
{{Description|7|text=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 7
|active = 5
|inactive2 = 16
|active3 = 5
|inactive4 = 12
|active5 = 5
|inactive6 = 20
|active7 = 5
|recovery = 75
|frcStart = 63
|frcEnd  = 65
}}
Kachoufuugetsu (frequently referred to as just 'Kachou') is Anji's straightforward damage dump and burst lockout option after an autoguard. Kachou is generally considered underwhelming, given it is slower than {{clr|D|FB}} Kou and only deals slightly more damage for twice the cost. However, it still does have a few distinct advantages - it is completely unburstable, zero frames post-flash (meaning it locks out inputs until the first hit has a chance to connect), and has some truly ludicrous horizontal and vertical range.


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.
Kachou also has an FRC immediately before its last hit, which elevates Kachou's damage from decent to astonishing, though it does require the investment of 75 meter total, or 100 if you want to use {{clr|D|FB}} Rin, which is generally inadvisable unless it will end a round outright or assist with a massive comeback. The price associated with elevating Kachou's damage past that of Anji's B&B combos has basically singlehandedly rendered it obsolete when Anji has faster, scarier, and cheaper options available.


''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.''
Kachou has a unique quirk where, despite being 'autoguard-only,' it can be canceled into after an autoguard normal hits, provided the autoguard itself did catch something.
}}
}}
}}
<br style="clear:both;"/>


==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Zetsu</big>===
|name=Zetsu  
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input={{clr|4|236236H}}
{{GGACR Move Card
|image=GGAC_Anji_Zetsu.png
|input=236236H
|caption="Since all life is futility, then the decision to exist must be the most irrational of all."
|description=
|data=
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.
{{AttackDataHeader-GGACR}}
 
{{!}}-
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.
{{#lsth:GGACR/Anji Mito/Data|IK }}
{{!}}-
{{Description|7|text=
I guess you could just throw out all that utility and use this instead.
}}
}}
}}
== Notable Players ==
{| class="wikitable"
!width="95"|Name (English/Japanese) !! width="75"|Color
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| Uki || style="text-align:center;"| [[File:Sol_slash_k.png|enter|70px]]
| Japan || A-Cho ||-|| Retired to Xrd || Strong, aggressive player with some wacky setups || -
|-
| Kishitaka || style="text-align:center;| [[File:Sol_ex_p.png|enter|70px]]
| Japan || A-Cho || - || Retired || Balanced player with strong, high-end conversions || [https://youtu.be/T4f_Ssr4xN0 Link]
|-
| Hossa (Sub) || style="text-align:center;"| [[File:Sol_reload_p.png|enter|70px]]
| Japan || A-Cho || - || Active || Nutty Justice player using Sol on the side || -
|-
| NOB || style="text-align:center;"| [[File:Sol_ex_k.png|enter|70px]]
| Japan || Mikado || - || Retired to Xrd || Straightforward player focused on neutral || -
|-
| 012 || style="text-align:center;| [[File:Sol_ex_h.png|enter|70px]]
| Japan || - || - || Retired || Patient, Strong combo game player || [https://www.youtube.com/watch?v=ItiKE4b{{clr|1|j_P}}0 Link]
|-
| Roi || style="text-align:center;"| [[File:AC_Sol_normal_h.png|enter|70px]]
| Japan || A-Cho || - || Retired to Xrd || Overextending player with good conversions || [https://youtu.be/r3gORbqUqh0 Link]
|-
| Kusoru || style="text-align:center;"| [[File:Sol_normal_k.png|enter|70px]]
| Japan  || - || - || Retired || The one and only Troll Badguy. Crazy to the extreme. || [https://youtu.be/skrcaaBev5A AC Footage]
|}


<br style="clear:both;"/>
==Colors==
==[[Dustloop_Wiki:Roadmap/GGACR#Anji|Roadmap]]==
{{GGACRColors|Character=Anji Mito}}
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Anji}}
 
==Navigation==
==Navigation==
{{#lsth:GGACR/Anji Mito/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGACR/Navigation}}
{{Navbar-GGACR}}
 
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Unga]]
[[Category:Anji Mito]]

Latest revision as of 08:55, 14 April 2024

Overview

Overview

Anji is an all-rounder character who specializes in hard reads. With a large offensive toolkit based around highly-specialized moves, Anji is the "thinking man's" character who excels at understanding his opponent and crushing their attempts to contest him.

Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7 to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Anji has many solid mixup options after a knockdown, allowing him to perform a powerful offensive game.

Anji has a lot of tools for specific situations. For example, while Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are 3K, 3S and 2H, all of which are committal. To successfully autoguard a move, Anji must make an active prediction for how his opponent will react to any given situation, but the special autoguard follows are powerful and rewarding.

By that same token, Anji has several highly unique properties that change how he approaches basic situations on a fundamental level. While his jump-ins aren't particularly strong, he has a strong IAD threat in neutral with buttons like j.PGGAC Anji jP.pngGuardHigh/AirStartup8Recovery3Advantage-, and can use j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage-'s air stall to bait and punish anti-airs with falling normals. His unique superjump is extremely horizontal, giving Anji a potent alternative to double jumps and airdashes for navigating the screen. His bad guard bar stats and strong defensive tools in tandem necessitate that Anji approach defense more proactively than most.

Anji's low execution, strong fundamentals, and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense, and solid defense will love Anji and his fanciful fighting style.
GGACR Anji Mito Nameplate.png
GGACR Anji Mito Portrait.png
Damage Received Mod
×1.06
Guts Rating
5/5
Gravity Mod
×1
Stun Resistance
65
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
5P (4F, whiffs crouchers)
2P, 5K (5F)
Reversals
236H (20F, 1~12F Strike Invul)
6K (High Guardpoint 1~7F)
3K/3S (Low Guardpoint 1~4F/1~27F)

 Anji Mito is a specialist famous for Fuujin, his unique Auto Guards, and purposed-tailored normals.

Pros
Cons
  • Specialist Attacks: Anji's buttons reward specific callouts. His normals are oppressive when leveraged properly because of their combination of counterhit reward, autoguard, and shutdown potential.
  • Belligerent Defense: Fuujin, Autoguard, and a powerful Throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. enable disrespectful style in which Anji can blow through attacks and make the opponent play his game.
  • Great Anti-Airs: Both in terms of anti-airs and air-to-airs, Anji has it made. He's great at harassing opponents who jump with jumps of his own, and he has great anti-airs if he chooses to plant his feet.
  • Meter Dump: Strong and linear meter use means he can turn just about any touch into 150+ damage, corner carry, and oki on almost the entire cast. He also has damaging, match-practical unblockables against the entire roster from his key knockdowns.
  • Gatling God: His permissive gatling table and uniquely delayable gatling timings give Anji an unmatched degree of freedom and expression in how he sequences his normals.
  • Clean Movement: Thanks to a good run speed, extremely horizontal super jump arc, and momentum-altering moves, Anji can work himself into just the right spot on the screen.
  • Over-Specialized: Anji's normals tend to be geared towards strong niche uses, trading properties like autoguard and great counterhit reward for compromises elsewhere that make them extremely risky when misused.
  • Hitbox Issues: Anji struggles to deal with low profile moves more than most, beyond the realm of traditionally strong low moves like  Sol's Ground ViperGGAC Sol 214S.pngGuardLow×7, MidStartup17Recovery37Advantage-21 - strong sweeps are a consistent and exploitable pain point.
  • Guard Bar: Anji has the worst guard bar stats in the game, which can lead to disproportionately damaging cash-outs on hits after even short pressure sequences

Unique Mechanics

Autoguard

Autoguard (also known as Guard Points or GP)

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 mid and high attacks. 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.





Unique Gatling Options

Unique Gatling Options

Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.

  • Late Cancel - Anji's normals have a property in which they can all be cancelled at any point during their active and recovery frames into a normal or 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 7-9 of its startup into 5S or 5H, allowing for very unique blockstrings and cancels that other characters cannot perform. Example Link
  • Wide Gatling Tree - Anji has a large number of command normals and gatlings, along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 8 +3
Total: 14

Anji's 5P is a god-tier jab, undercut by its ability to be crouched by most of the cast. It is large, lightning fast, and prone to favorable trades due to its high attack level.

5P has limited options for gatlings, generally leaving you reliant on 3S cancels for more substantial grounded conversions. 5P will, however, freely combo into 5H on crouching hit and counterhit, making it superb for fast punishes on crouch-recovery moves like  Ky's Greed SeverGGAC Ky GreedSever.pngGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14 or  Slayer's sweepGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8.

Furthermore, the fact that Potemkin and Justice cannot crouch block under 5P makes it positively domineering in those matchups, letting Anji convert hits that would be inconsequential in other matchups into corner-to-corner carry.

  • Is a great anti-air that can catch a lot of approaches.
  • Will whiff on all crouching characters except Potemkin (always hits) and on Justice (hits block/proximity block, whiffs on neutral crouch)

Gatling Options: 6P, 3P, 6K, 3S, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 5 5 6 -1
Total: 15

A great general poke that has many options to followup on.

  • Has great gatling options such as 3P, 2S, and 6K.
  • Great at keeping the opponent in Anji's butterfly oki.
  • Extends Anji's hurtbox.

Gatling Options: 6P, 3P, 6K, 5S, 6S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 7 4 13 0
Total: 23

Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler.

  • Cranks the guard bar well.
  • Has good gatling options such as 3P, 2S, and 3S.

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

Gatling Options: 6P, 3P, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4
  • Cancellable during first 8 recovery frames

5H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 15 4 21 -6
Total: 39

5H is one of Anji's most important normals. It boasts decent range and a high attack level, and forces crouch on hit, opening the door to some of Anji's most essential combos. 5H is guaranteed to combo into 236H on grounded hit, launching opponents for a great blend of damage and corner carry, especially with meter invested. Put simply, routing into 5H is part of your win condition in many matchups.

On airborne hits, 5H knocks down, where you can take advantage of Anji's delayed cancels by late canceling into 236P to get some of Anji's best okizeme.

On block, 5H is a little more nuanced. Its high attack level means it leads to a good amount of pushback, but cancels from 5H can be quite hard to challenge. Accordingly, using 5H in block pressure can be quite powerful when applied well, but may force you to disengage or lean on 236H to make up for lost space.

  • Generally what you want to combo into after a mixup.
  • Has hitboxes on both sides of Anji - reverse hits will send special cancels the wrong way, but gatlings will auto-correct

Gatling Options: 6P, 6K, 3S, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Slams down on air hit
  • Cancellable during first 16 recovery frames

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 27 6 26 -18 4~18F High Guardpoint
Total: 58

At first glace, Anji's 5D on paper looks like a subpar dust, but it boasts quite a bit of utility, especially as an anti-air autoguard to pair with KouGGAC Anji Kou.pngGuardMidStartup4Recovery11+8 after landingAdvantage-41 and its Force Break counterpartGGAC Anji FBKou.pngGuardMidStartup4Recovery24Advantage-66.

It has a massive fifteen-frame high/mid autoguard window, and is one of the few special cancelable 5Ds in the game.

  • Can be special cancelled to make it safe.
  • Has a lot of autoguard frames.
  • 5D into autoguard P or D can be a strong anti air option.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3
  • Cancellable during first 5 recovery frames

6P

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 18 4 16 -1 1~21F Above Knees
Total: 37

Great all around anti air, especially against airdashes.

  • Anji leans back during the animation allowing him dodge certain things.
  • Has a great disjoint like most 6P's.
  • Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range.
  • Good for frame traps.

Gatling Options: 3P, 6K, 3K, 5S, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 20 6 5
  • Anji's back can be hit as he stands 18F onwards
  • Staggers on ground CH (max 37F)
  • Cancellable during first 14 recovery frames

3P

Damage Guard Startup Active Recovery On-Block Invuln
28 High 20 3 11 0
Total: 33

A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.

  • Bounces opponent on counterhit, allowing for a followup.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Ground bounces on CH (untechable for 90F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 11 6 18 -10 1~7F High Guardpoint
Total: 34

6K stands alone as Anji's only frame one high/mid autoguard, and as such, is one of his most used, overused, respected, and counterplayed options. Its frame one high/mid autoguard means it can be used as a reversal when paired with its followups, though if your opponent delays their meaty or goes low, you will get counterhit. Additionally, 6K is quite potent when used as a callout against frame traps and projectile-based pressure resets.

Aside from being used as a reversal with autoguard followups, 6K sees some use as an anti-air and anti-poking autoguard due to its short length compared to 6H and 5D, though 6K suffers from a relatively small catch window, and 6S has more use as an actual poke with an autoguard.

6K's only gatling is 3P, which acts as a wide frame trap (7f gap) to discourage punishment when 6K is not cancelled. While not a gatling, 6K can also be late cancelled into 5K on hit, block, or whiff during its last 10 frames, which leaves a 5f gap on block as an alternate frame trap.

6K also has an FRC on its first two active frames, which are somewhat niche but quite powerful. First and foremost, it allows for a much greater degree of safety, since the FRC is only four frames after 6K's autoguard window ends. On block, 6K FRC is a whopping +13, which is a huge amount of pressure to squeeze out of an 11f move with many gatlings into it. This advantage applies to combos as well, where it can be used to extend ground combos or put together character-specific extensions after On.

This FRC shares its timing with autoguard hitstop should Anji catch something with 6K, meaning the following option selects are available:

  • 6K > FRC (PKS) - Kou on autoguard, FRC on block/whiff
  • 6K > FRC (KSH) - Sou on autoguard, FRC on block/whiff
  • 6K > FRC (Any Three+D - FB Kou on autoguard, FRC on block/whiff; must be precise or you risk using your Gold Burst

Gatling Options: 3P

FRC Window Proration Guard Bar+ Guard Bar- Level
11~12FThe first two active frames; FRC immediately as the move hits 10 7 3
  • Staggers on ground CH (max 33F)
  • Cancelable into 5K from 25F onwards

3K

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 19 4 14 -1 1~4F Low Guardpoint
1~End Throw
Total: 36

A very big poke covering a large portion of the screen in front of Anji. Throw invulnerable, so it might be a good oki option to fake opponents out. On normal hit, combo into S Fuujin Nagiha.

  • Has a good autoguard point while also potentially leaving Anji at a safe distance.
  • It being a low can catch inexperienced opponents off guard.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 11 6 4
  • Wallbounces on CH (untechable for 56F)

6S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 13 4 17 -7 7~12F High Guardpoint
Total: 33

An extremely far poke covering a large portion of the screen in front of Anji.

  • Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.
    • Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option.
  • Has many gatling options.

Gatling Options: 3P, 6K, 3K, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

3S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 28 12 10 +1 1~27F Low Guardpoint
Total: 49

3S is an autoguard machine, boasting both custom hitstun and blockstun, which makes it -2 on hit and +1 on block.

  • One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.
  • Has many ways to gatling into it.
  • Allows Anji to use 3S cancel, a very strong technique for blockstrings and combos.
  • Oddly, is jump cancellable.

Gatling Options: 3P

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Cancelable into 5S or 5H 7~9F
  • Anji is in crouching state 1~27F
  • Anji is in CH state during move

6H

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 21 6 25 -14 13~20F High Guardpoint, Throw
Total: 51

A slow move with a late mid guard point, 6H is generally used as a frame trap on block and combo stabilizer in Fuujin loops.

Use it to call out backdashes or to mix up when close by FRCing it immediately into throw, which starts Butterfly pressure.

Combos into S Fuujin on normal hit or H Fuujin on counterhit, both on and near the ground, with some per-character variation. This is especially useful on characters that can be difficult to S Fuujin loop, where 6H has enough hitstop to allow for height adjustments by delaying your cancel into S Fuujin.

Similar to 6K, 6H's FRC overlaps with its autoguard, meaning the following option selects are possible:

  • 6H > FRC (PKS) - Kou on autoguard, FRC on block/whiff
  • 6H > FRC (KSH) - Sou on autoguard, FRC on block/whiff
  • 6H > FRC (Any Three+D) - FB Kou on autoguard, FRC on block/whiff; must be precise or you risk using your Gold Burst
FRC Window Proration Guard Bar+ Guard Bar- Level
17~20FFRC immediately before the move hits 80% 14 6 4

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0
Total: 14

Anji's 2P is a fast and close ranged pressure tool.

  • Can gatling into 2K for a frame trap or be used for a tick throw.
  • Can go under certain moves.
  • Decent gatlings.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 5S, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 8 2 6 +6
Total: 15

2K is an amazing tool for poking and pressure.

  • Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings.
    • 2S and j.214P allow for a high/low mixup.
    • Can be used to restart pressure.

Gatling Options: 6P, 3K, 6S, 2S, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 8 7 3

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 8 6 14 -6 11~13F, 21~23F Low Profile
Total: 27

2S is a great low poke and mixup option.

  • While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.
  • Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.
  • Can go under a lot of things.

Gatling Options: 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 20 5 15 +5 10~19F Low Guardpoint
Total: 39

2H is a situational move, but is very strong when used. Has custom hitstun and blockstun making it +5 on block and 0 on hit

  • Works great as a frame trap, lending itself well with its good amount of low autoguard frames.
  • Can be late cancelled into 6P on hit, block or whiff.
  • Can gatling into 5H for massive damage.

Gatling Options: 3K, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Cancelable into 6P from 29F onwards

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 7 3 25 -11 5~23F Low Profile
Total: 34

Anji's 2D is a very strong move that can be very punishable if misused.

  • Can be gatlinged into from many of Anji's common moves.
  • Can low profile for a large portion of the move.
  • Has a very big hitbox, even extending slightly in front of Anji's body.
  • Very punishable on whiff.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4
  • Cancellable during first 22 recovery frames

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 8 3 3
Total: 13

j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 6 6 10
Total: 21

j.K is a really good all-around aerial for Anji.

  • Hits right in front of Anji.
  • Great for use in SJC combos.
  • Works great for a air-to-air.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 7 9 18
Total: 33

j.S is a pretty good move for most aerial scenarios.

  • Hits a good bit in front of Anji.
  • Great for SJC combos.
  • Can be used as an air-to-air or as a jump-in.
  • Frames 3-4 of start-up are affected by a unique bug with the following properties:
    • When done low enough to the ground, these frames will gain high autoguard.
    • Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.
    • The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:
      • No meter gain on Gold Burst.
      • No burst refill on Blue Burst.
      • No level up from Johnny's coin.
      • No follow-up animation from cinematic supers and instant kills.

Gatling Options: j.P, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 13 6 15
Total: 33

j.H is a go-to combo ender for Anji.

  • Knocks down on air hit leading to butterfly oki.
  • Can be used as a cross up in some scenarios.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Slams down opponent on air hit

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 10 6 14+6 after landing 1~11F, 22~End Upper Body
Total: 35

j.D is a powerful air button, useful for just about everything except jumping in. Notably, j.D halts Anji's horizontal and vertical movement early in its startup frames, though this movement halting is not frame one; j.D cannot be FDC'd in a useful manner. This air stall is superb for keeping your movement unpredictable and baiting anti-airs, especially since Anji recovers fast enough to airdash or jump after even the lowest of j.Ds.

j.D is shockingly disjointed, making it a potent air-to-air, especially when paired with its movement stopping and Anji's special superjump, effectively letting you place a giant stop sign anywhere in the air. On normal hit, j.D knocks the opponent away with a highly untechable hit, capable of knocking down low to the ground, or comboing into j.214P for a knockdown. On counterhit, j.D is massively untechable and will wallstick should the opponent reach the wall.

j.D also has a special property where it can be canceled into any non-j.D air normal from frame 23 onward, allowing for character-specific followups, including j.D > landing j.K/S > 5P for a rejump, or j.D > j.H for a knockdown. Outside of combos, this recovery cancel can be used to capitalize on baited anti-airs by landing on the opponent with a button like j.S.

  • Blows back opponent on hit.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 7 3
  • Wallsticks on CH (untechable for 84F, sticks for 30F)
  • Can be canceled into any air normal (except another j.D) 23F onwards

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
56 43 pixels

Pretty normal throw, but guarantees great Butterfly oki midscreen.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

A basic air throw. Can combo into 5P > OnGGAC Anji On-1.pngGuardUnblockableStartup11Recovery20+6 after landingAdvantage- from anywhere on screen.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 6 12 -4 1~11F All
12~26F Throw
Total: 29

A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Shitsu

236P

Damage Guard Startup Active Recovery On-Block Invuln
18, 16×2 All 21 56 Total 48 -7
Total: 48

A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids.

Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.

Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like 3P or 3K, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.

Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. 6K can help with checking for reversal attempts in butterfly oki.

  • Disappears if it travels the max distance before touching something.
  • Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 8×3 1
  • Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
  • Falling butterfly chip damage x2
  • Projectile disappears immediately if Anji gets hit

Fuujin

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 30 Mid 15 3 27 -16
236H 46 Mid 20 3 27 -16 1~12F Strike
Total: 44
Total: 49

Fuujin is arguably Anji's most important tool, and alongside his autoguards, what really defines his kit. Fuujin is an advancing and highly damaging lunging strike that sees use across every facet of Anji's game plan. S Fuujin and H Fuujin are pretty distinct, each with different uses.

On block, both Fuujins share the same flaw; they lock you into the same set of five reactable followups, each with well-understood counterplay. While ill-prepared or scared opponents may not challenge your followups, savvy opponents will be able to snipe you out of most followups with ease. Regularly routing into Fuujin followups on block will leave you dependent on an ignorant/scared opponent, ambitious conditioning, or meter use to consistently stay safe. At the same time, Fuujin is a great gap closer in block pressure, and can be used to mitigate natural pushback and faultless defense alike.


S Fuujin is one of the key features of Anji's grounded and corner combos. Owing to its lack of invulnerability and minimal horizontal movement, S Fuujin does not see use in neutral and pressure like H Fuujin.

On grounded hit, S Fuujin combos into Nagiha and nothing else. On air hit (including 2D), however, S Fuujin will floorslide. On most charactersEveryone except A.B.A., Johnny, Order-Sol, Potemkin, and Robo-Ky, 2D > 236S will let you combo into FB Rin for a launch, which is one of Anji's staple combo routes. From higher hits, 2D > 236S~D works on everyone, and will even let you link normals from S Fuujin's floorslide.

In the corner, S Fuujin can be looped on many characters (most notably Potemkin and Testament, where it can fund and lead into unblockable loops) for high damage, great meter gain, and Anji's signature okizeme.


H Fuujin is highly threatening in neutral, boasting enough forward movement and invuln to blow through preemptive pokes and fast projectiles, though reactive and highly active moves will win out in these situations. With this partial invuln, it can also be used as a reversal, albeit a flawed one, losing to delayed meaties and throws. Proper use of H Fuujin on wakeup can leave opponents scared to pressure you, especially when paired with Anji's wakeup autoguard normals, but overuse will just hand your opponent counterhits on a silver platter.

On hit, H Fuujin launches and wallbounces, which is why it sees use in basically every major combo Anji has. With proper routing and meter use (see: FB Rin), you will be able to take every character in the game from corner to corner, while also scoring solid okizeme. Even without meter, H Fuujin opens up opportunities for substantial air combos by linking normals off of 236H~K.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236S N/A 10 7 3
236H N/A 80% 10 7 3

236S:

  • On whiff cancellable into followup attacks 28F onwards

236H:

  • On CH untechable for 80F
  • On whiff cancellable into followup attacks 33F onwards

Shin: Ichishiki

Fuujin > P

Damage Guard Startup Active Recovery On-Block Invuln
10×6 All 36 Total 50+8 after landing +17
Total: 58

The somewhat safe/pressure reset option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.

This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.

Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh.

FRC Window Proration Guard Bar+ Guard Bar- Level
6~8FFRC immediately after the followup starts 0 7×6 3
  • Anji is in CH state during move
  • Anji is airborne 4F onwards
  • Anji is in crouching state during landing recovery
  • Auto Jump Install
  • Listed Frame Adv is for a standing opponent in the corner (tested on Sol)

Issokutobi

Fuujin > K

Damage Guard Startup Active Recovery On-Block Invuln
24+6 after landing 7~24F Lower Body

The throw/anti-low option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing.

This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.

The move's biggest downside is that it puts Anji in counterhit state until he lands, and can be readily thrown on reaction during its landing recovery. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Airborne and can pass through opponent 7~24F
  • Anji is in CH state until landing

Nagiha

Fuujin > S

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 10 6 27 -19
Total: 42

The low/frametrap/combo ender option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Nagiha is one of Anji's staple combo enders, granting a knockdown on opponents on or very near the ground, allowing for pressure midscreen and guaranteed butterfly oki in the corner. If delayed, Nagiha acts as a potent frame trap, especially against opponents preemptively trying to challenge Rin. This frame trap opens up strong combo opportunities, though meter investment may be necessary on some characters.

Nagiha's FRC is also one of Anji's best, and should be a priority for anyone playing Anji eventually. On block, Nagiha FRC is great for maintaining pressure, as using it keeps Anji safe on normal block - or you can be more aggressive and FRC into one of Anji's frame one autoguards or H Fuujin to stuff punish attempts. Against more passive opponents, it may be possible to try to retake your turn, though this will be stretching the bounds of your frame advantage quite significantly. On hit, Nagiha's FRC lets you upgrade smaller Fuujin confirms, tack on extra damage in the corner, and generate butterfly oki midscreen where it otherwise might not be possible.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears 8 7 3

Rin

Fuujin > H

Damage Guard Startup Active Recovery On-Block Invuln
40 High 27 8 16 0 8~26F High Guardpoint
1~22F Throw
Total: 50

The overhead/autoguard/knockdown option out of Fuujin, notable for being a level six attack on block. Rin sees some use as a tool for ending pressure safely on hesitant opponents and challenging abare, though it has a few uses in combos as well.

In pressure, much like the rest of Fuujin's followups, Rin is far too slow to be used as a real high/low mixup, and can be interrupted low or Slashbacked on reaction. That said, Rin can be quite potent as a timing mixup when opponents preemptively attempt to mash on or jump out of Fuujin, especially when paired with its massive 18f high/mid catch window and generous throw invulnerability. At the very least, it is 0 on normal block, should you be able to convince someone to hold it.

It should be noted that Rin's autoguard and throw invuln are not comprehensive; Rin can be interrupted by mids before its autoguard goes active and right before it hits (the move's frame data is somewhat misleading here; Rin takes roughly four more frames than its noted startup to connect on standing opponents), and can be thrown before it connects, which is usually aided by Rin's forward movement.

On hit, Rin is exclusively used as a combo ender to guarantee knockdowns, since it can hit far higher than Nagiha- directly above Anji's head- and always knocks down, giving butterfly oki from good spacings and heights. On counterhit, Rin is surprisingly awkward. It burns through a lot of RISC, meaning it stunts combo damage quite significantly, and the launch is massive but somewhat unwieldy.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 30 5
  • Groundbounces on CH (untechable for 90F)
  • Listed Frame Adv is when opponent blocks standing (tested on Sol)
  • Startup to hit a crouching opponent is 31F

Kou

P during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
25, 7×6, 20 Mid 4 2, 4×6, 12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
Total: 60

A rising autoguard followup that leads to a knockdown on full connect. Kou is lightning fast, at only four frames, meaning in certain situations it can be truly inescapable. However, Kou's grounded hitbox is rather small, just covering the area above Anji's shoulders, meaning many moves can low profile it without issue (or without even meaning to). Accordingly, Kou is generally preferred as an anti-air autoguard followup, where its vertical movement and speed shine, and its weakness to low profiles is mitigated.

Notably, Kou builds a ludicrous amount of meter on hit, sometimes in excess of 50% if your tension pulse is good. This can work in your favor either way; savvy opponents may feel forced to burst to deny your meter gain, giving you a resource advantage, and eating the Kou will also give you a tremendous edge on resources.

On hit, Kou will lead to a knockdown with a full connect, throwing the opponent fullscreen away. Partial connects are also possible, which will allow the opponent to tech in the air above Anji - this situation is safe, but not nearly as advantageous of course. In the corner, followups are possible, albeit difficult. On block, however, Kou is disastrous, at a whopping -41f and in counterhit state until it lands. If this is baited, you may well die, so be judicious!

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10, 3×6, 20 7, 4×7 3, 1×6, 5
  • Anji is airbone 6F onwards
  • Anji is in CH state until landing

Sou

K during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
12×3, 38 Mid 11 4×2,3(4)5 14 +4 1~11F Strike
12~23F Lower Body
Total: 44

A horizontally advancing autoguard followup, made up of three low-level attacks followed by a single high level hit. Boasting a generous amount of strike invulnerability and lots of forward movement, Sou is regarded as Anji's choice autoguard against grounded offense. Due to its 11 frames of strike invulnerability followed by loads of lower body invulnerability, Sou can even blow through projectile-based pressure resets, allowing Anji to fully steal turns from his opponents from the smallest of gaps.

Due to its relatively low recovery and the high attack level of the last hit, it's possible to link off of the last hit to turn Sou hits into more substantial combos:

  • Standing characters: 5P is a 2f link, 2P and 5K are 1f links
  • Crouching characters: 5P whiffs on most crouchers, 2P and 5K are 2f links

Sou is best punished by trying to force a whiff, though be wary of its extremely active last hit, which can catch people off guard - and will wallsplat if it counterhits. Aside from using Dead Angles, Slashbacking Sou's last hit is generally the only recourse for dealing with it once it's blocked, since the last hit is still 0 on instant block.

Sou also has an FRC during the first three active frames of the final hit, which allows for highly damaging extensions (dash 5S and 5H are both possible followups) and good corner carry. Should your opponent bait Sou, the FRC guarantees massive frame advantage on block, allows counterplay to the last hit Slashback (which is a counterhit punish otherwise), and lets you bail out of risky whiffs.

FRC Window Proration Guard Bar+ Guard Bar- Level
26~28FFRC is during the first active frames of the last, stronger hit 6×3, 20 5×3, 15 2×3, 5
  • Anji is in CH state during move
  • 4th hit wallsticks on CH (untechable for 136F, sticks for 40F)

On

623H

Damage Guard Startup Active Recovery On-Block Invuln
0, 90 Unblockable 11 18 20+6 after landing
Total: 54

One of Anji's best combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and throwing them to the floor. Depending on your combo routing, On's forced side switch can leave you facing midscreen from a corner combo, but Anji is still perfectly happy running okizeme facing into the midscreen as well. Furthermore, many of Anji's routes will deliberately side switch with the opponent before On, dropping them into the corner for a tight and well-spaced mixup.

Notably, On throws the opponent to the ground at an ideal spacing for butterfly oki on virtually everyone, with only minor timing and spacing adjustments needed; using Shitsu as soon as you land will guarantee a properly meaty hit for establishing your pressure. On also does a surprising amount of damage, even fairly deep into combos, meaning efficient routes into On will effectively let you have your cake and eat it too; damage and okizeme.

Though On is an air-unblockable hitgrab, meaning comparisons to Heat KnuckleGGAC Potemkin 623H.pngGuardUnblockable, FD×3Startup14Recovery22Advantage- are somewhat common, it should be understood that On is not a primary anti-air for Anji. On is wildly unsafe to whiff, and mis-using it can lead to forfeiting otherwise highly favorable situations - stick to Anji's other excellent anti-airs, such as 5P, 6P, or 5D's autoguard.

Importantly, On has an FRC point from 11-13f, right as the grab would connect during its first three active frames. This gives Anji an incredibly strong OS against bursting his combo enders, since if the opponent doesn't burst, On will simply connect and grant you okizeme. If they do burst, however, you will FRC as On whiffs through their burst, able to block or throw their burst. Here's an example.

FRC Window Proration Guard Bar+ Guard Bar- Level
11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active 7, 8 3
  • Anji is in crouching state 1~8F, First 4 landing frames
  • Anji is airborne from 9F onwards

Kai

214P or 214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 32 High/Air 28 3 9 +2 22~27F Feet
214K 50 High/Air 32 10 8 after landing +1 32~41F Feet
Total: 39
Total: 49

Kai represents a pair of advancing jumps, both of which hit overhead and can cross up opponents. Both are slightly plus, and can be used as pressure resets or as mixup tools, though they are readily interruptible and will not guarantee Anji offense on block.


P Kai is a short advancing hop that can cross up at close range. It hits as it lands, and will bounce opponents upwards with a small launch on hit. Due to its (relative to K Kai) speed and short trajectory, it can crush many attempts at abare, especially with crouching jabs and sweeps.


K Kai is a massive leap with much more vertical and horizontal travel than P Kai, though it is also slower. It hits on the way down rather than upon landing, which makes it less safe on tall characters since it will hit relatively earlier. K Kai sees use as a pressure reset and crossup, much like P Kai, though it also works as niche tool for navigating around committal buttons with lots of horizontal reach, which Anji can normally struggle to deal with.

K Kai also has an FRC right as Anji begins to descend. This FRC retains Anji's air actions, allowing him to airdash and jump, letting him leverage more complex overheads or empty lows from Kai. This FRC will also let Anji bail out of a Kai attempt if he thinks he's going to be intercepted, or wants to bait an autopiloted punish/interrupt.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P N/A 90% 8 7 3
214K 23~31FFRC is as Anji starts to descend after rising 11 6 4

214P:

  • Anji is airborne 4~27F

214K:

  • Anji is airborne 9F onwards
  • Listed Frame Adv is for a standing block (tested on Sol)
  • Auto Jump Install
  • Anji automatically turns to face the opponent after FRC

Shin: Nishiki

j.214P

Damage Guard Startup Active Recovery On-Block Invuln
45 High/Air 14 7 44 -37 1~11F Feet
14~20F Lower Body
Total: 64

A common air combo ender.

  • Can be tiger knee'd and RCed to combo after.
  • Extremely unsafe if blocked.
  • Will give knockdown if at the right height.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • High groundbounce on CH (untechable for 210F)
  • Anji is in CH state 1~48F
  • Fastest possible TK Shin: Nishiki has startup: 17F, Frame Adv: -29F

Force Breaks

FB Shitsu

236D

Damage Guard Startup Active Recovery On-Block Invuln
25, 16×2 All, High/Air×2 21 88 Total 50 -9
Total: 50

FB Shitsu is a metered sidegrade of Shitsu with slightly different, albeit more powerful, uses compared to standard Shitsu.

It travels slightly faster and significantly further, going roughly one full screen.

Rather than trading with projectiles like Shitsu, FB Shitsu will go clean through them, deleting projectile hits it passes through. For special projectiles like Justice's NukesGGACR Justice 22X.pngGuardAllStartup7RecoveryTotal 51Advantage-13 or Venom's Dark AngelGGAC Venom 214236S.pngGuardAllStartup7+18Recovery10Advantage-, FB Shitsu will simply not interact and pass through. This makes FB Shitsu a potent anti-zoning tool, where you can carve a line through another character's space control, or force them into the air to avoid it.

The descending second and third hits of FB Shitsu are overheads rather than mids, allowing for high/low unblockables when paired with a low guard break like 2S, though you do need to hold your opponent in place between FB Shitsu's initial mid hit and later overhead hits. Some unblockable sequences include:

  • FB Shitsu (first hit) > 5S > delay 2S (guard break) > 5H > 236H - 'Standard' unblockable
  • FB Shitsu (first hit) > 6S > 3K > 236S/H - 'Safe' unblockable

It must be understood that FB Shitsu is not a flat upgrade over regular Shitsu, and it doesn't work in the same situations. Accordingly, FB Shitsu is also not a good 'correction' tool; using it will not salvage situations where you fail to set up Shitsu properly - its higher travel speed and longer recovery will just derail missed setups further.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 8, 12×2 1, 2×2
  • 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
  • Falling butterfly has Chip Damage x2

FB Rin

Fuujin > D

Damage Guard Startup Active Recovery On-Block Invuln
50 High 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
Total: 36

Anji's main use of meter. An important piece of combo filler as it ground bounces, and leads into H Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it.

  • Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.
  • Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 20 5
  • Listed Frame Adv is for standing block (tested on Sol)
  • Startup is 25F to hit a crouching opponent (tested on Sol)

FB Kou

D during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
35, 7×6, 70 Mid 4 2,4×6(24)4 24 -66 1~11F Strike
12~13F Upper Body
Total: 81

At face value, FB Kou looks like a souped-up version of Kou and little else. In practice, it is one of Anji's most powerful defensive tools. During FB Kou, Anji rapidly ascends before performing a special version of Shin, knocking the opponent down.

FB Kou essentially merges the best features of Sou and Kou. It shares Sou's 11 frames of strike invulnerability and to-the-floor hitbox (even able to hit Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21), and pairs it with Kou's four-frame startup and rising trajectory. This combination of speed and invulnerability makes this move Anji's strongest tool for discouraging and punishing any sort of gap or read/guess on a meaty.

On block, FB Kou is quite unsafe, but can be difficult to punish for unprepared players and some characters, since Anji recovers in the air well above superjump height for most characters, and retains his air actions.

On hit, FB deals a substantial amount of damage (108 to Sol) and knocks down, giving you block pressure or slightly disadvantaged butterfly oki (Volcanic ViperGGAC Sol 623S.pngGuardMidStartup7Recovery21+10 after landingAdvantage-28, for example, will punish an attempted butterfly).

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10, 3×6, 20 7, 4×7 3, 1×6, 5
  • Anji is airborne 6F onwards
  • Anji is in CH state during move
  • Auto Jump Install

FB On

623D

Damage Guard Startup Active Recovery On-Block Invuln
0, 90 Unblockable 21 18 35+6 after landing 10~18F Low Profile
19~38F Strike
Total: 79

Like normal On, but with much slower startup and much higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing.

  • Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender.
  • FRC works similar to normal On, but at 50 tension this can be difficult to justify.
FRC Window Proration Guard Bar+ Guard Bar- Level
19~20FFRC is shortly after Anji leaves the ground Forced 70% 7, 8 3
  • Anji is in crouching state 1~18F, First 4 landing frames
  • Anji is airborne 19F onwards
  • Anji can move before landing on hit or FRC

Overdrives

Issei Ougi: Sai

632146H

Damage Guard Startup Active Recovery On-Block Invuln
11×11, 50 All 7+3 4×9,2×2,4×4 63 -40 3~6F Above Chest
Total: 128

Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. Sai's damage ranges from decent to somewhat underwhelming, but with 12 hits, it is superb as a guts crush option, and completely workable as a damage dump from shorter confirms. From stray pokes, especially on normal hit and at range, Sai is actually Anji's best option in some situations - and capitalizing on Anji's ability to late cancel his normals makes confirming much easier.

Sai does have some upper body and strike invulnerability, but not enough to allow it to be used as a reversal of any sort. The projectile will stay out even if Anji is hit, meaning it is possible force some hugely favorable trades, especially against projectile-based pressure resets, where you can simply recover and pick up the opponent with On to guarantee strong okizeme.

On block, Sai is wildly unsafe, allowing for fairly reliable counterhit punishes by the entire cast.

Sai also has an FRC at the end of the attack portion of the move, right as Anji stands up, which is surprisingly useful for a super FRC. On block, Sai FRC will bail you out, and potentially even allow for a cheeky overhead attempt - especially rewarding since Sai will seriously crank the RISC gauge. On hit, Sai FRC will let you continue your combo, including giving you an unburstable On, which is great for taking burst off the table until your next round of okizeme.

FRC Window Proration Guard Bar+ Guard Bar- Level
63-67FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand 10×15 2×11, 7 3
  • Anji is in CH state during move
  • Dizzy modifier x0
  • Projectile guranteed to activate after superflash
  • If any of first 11 hits connect (not blocked) Giant fan will activate on 50F and the rest of active frames will be skipped, Giant fan has attack level 3, startup 27F, active 24F

Tenjinkyaku

[2]8K

Damage Guard Startup Active Recovery On-Block Invuln
30, 14×13 High/Air 18+0 10 20 after landing -11 4~20F Strike
Total: 47

A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner.

  • It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.
  • Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.
  • Has some invincibility, but other moves are more useful for that.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6, 2×13 5, 3×13
  • Anji is airborne 4F onwards
  • Opponent cannot input anything from after super flash until the 3rd active frame
  • Must charge down for at least 40F to perform attack
  • Listed Frame Adv is for standing block (tested on Sol)
  • 2nd hit onwards only occur if attack connects (not block or whiff)
  • 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

Kachoufuugetsu

63214S during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
40×4 Mid 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~69F Throw
Total: 149

Kachoufuugetsu (frequently referred to as just 'Kachou') is Anji's straightforward damage dump and burst lockout option after an autoguard. Kachou is generally considered underwhelming, given it is slower than FB Kou and only deals slightly more damage for twice the cost. However, it still does have a few distinct advantages - it is completely unburstable, zero frames post-flash (meaning it locks out inputs until the first hit has a chance to connect), and has some truly ludicrous horizontal and vertical range.

Kachou also has an FRC immediately before its last hit, which elevates Kachou's damage from decent to astonishing, though it does require the investment of 75 meter total, or 100 if you want to use FB Rin, which is generally inadvisable unless it will end a round outright or assist with a massive comeback. The price associated with elevating Kachou's damage past that of Anji's B&B combos has basically singlehandedly rendered it obsolete when Anji has faster, scarier, and cheaper options available.

Kachou has a unique quirk where, despite being 'autoguard-only,' it can be canceled into after an autoguard normal hits, provided the autoguard itself did catch something.

FRC Window Proration Guard Bar+ Guard Bar- Level
63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing 20×4 6×4 5
  • Opponent's inputs are frozen until the 2nd active frame
  • Anji is in CH state during move
  • Dizzy modifier x1.5
  • Can be special cancelled into if attack connects after successfull autoguard

Instant Kill

Zetsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 17+4 -159~ 18~Recovery Throw

I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.

Has a 50/50 after an air throw, but requires being in IK mode before the air throw.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 54F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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