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 3S Cancel, all explained below.
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.
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. |
Voice: | Tou'ru Igarashi |
- 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.
- 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
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.
Late Cancelling
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.
3S Cancel
For a very brief window, Anji can cancel the start of his 3S into anything else, giving him unique blockstrings and attack setups.
Guilty Bits Character Intro | |
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Normals
5K |
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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. |
5S |
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Has a surprisingly good hitbox without extending its hurtbox, and reaches out farther than you'd expect. Will work well as a round opener by stuffing a lot of other openers, especially given its speed given its range. It also cranks a LOT of guard bar the first time it is used in a block string. Fairly safe. Note: Anji does not have a f.S. 5S will activate at any range. However, 5S will automatically gatling into 6S if 5S is pressed again on contact. Lvl 3 attack on block. Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string. |
5H |
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Covers a lot of space and hits on both sides of Anji, acting as a good tool to stop opponents who are advancing in from half screen away. Its speed is fairly slow, but for the angle and space it covers, it works quite well when outside of close range. Knocks down airborne opponents, leading into Anji's oppressing oki game. Forces crouch on hit, opening up combo routes which otherwise might not be accessible. This generally leads to bigger damage, meaning that you'll usually want to confirm into 5H at some point. Fairly important. Forces opponent into crouching state on ground hit. Slams down and knocks down opponent on air hit. |
6P |
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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%. |
3P |
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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. 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). |
6K |
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Anji's fastest option for using autoguard, active from the moment you press the button. Outside of that, it has very few gatling routes, and only chains into 3P, not leading into much by itself. The FRC point takes this to the next level, though, leading to easily confirmable combos and pressue continuation in case the autoguard didn't lead to anything particularly special. Staggers opponent on ground CH (max 37F). FRC timing 11~12F. High autoguard 1~7F. See notes *1. |
3K |
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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. |
6S |
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Enormously wide and high reaching, 6S will catch people at mid range, people jumping out, and people jumping in with its high autoguard late into its startup frames. Will whiff at point blank, so avoid using this if the opponent is already close. You'll automatically get this if you press 5S again after a blocked/hit 5S. This will make opponents think twice about where they are and how they approach. High autoguard 7~12F. See notes *1. |
3S |
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Brings back nightmares of GGX's FD Cancels. From frames 8-10, Anji can cancel 3S into 5S or 5H, regardless of where the opponent is or what they're doing. Everything can gatling into this normal, meaning that you gain access to otherwise impossible routes and strings, leading to some extremely unexpected situations and can open up some very creative possibilites. By itself, 3S is jump cancellable, has low autoguard entirely until startup, is Level 6, and is safe on block, so the move is not necessarily bad as a standalone, despite its very slow startup of 28 frames. You can very much use this against players mashing lows and get free autoguard attacks as a result. Overall a move with some deceptive properties. Low autoguard 1~27F. Cancelable into 5S or 5H 6~8F. Blockstun 22F. See notes *1. |
6H |
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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. |
5D |
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On paper, a pretty subpar dust attack solely based on its use as an overhead; it's slow, has a pretty obvious tell, has very little range, and is horribly unsafe on block. What it does have is that it is special cancellable and has high autoguard, which can be used to go through and cancel out a few things. The special cancel allows you to use it in strings and make it safe, throw in an overhead in the middle of a blockstring, and to cancel into things which may not connect on a Counter Hit dust, which works in your favor since all Counter Hit 5Ds are untechable. Overall, an oddly specific move which has some unusual, unexpected uses. High autoguard 4~18F. See notes *1. |
2P |
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A crouching move sharing some similarities to 5P. Can go under a few things without being low profile, pokes out of pressure, starts blockstrings, and used in tick throws. Even on block. A good move despite its average nature. Initial prorate 80% |
2K |
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Shockingly advantageous despite being a low. Will catch people not expecting staggered use in practice. Has some slightly above average range amongst 2Ks, tagging things and having good use in pressure, especially in conjunction with FB Butterfly in unblockable setups. Initial prorate 70%. |
2S |
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Also a low, but has more range than 2K, has no proration, and hits on both sides similarly to 5H. A good combo tool that goes into sweep. Low profile 11~13F, 21~23F. |
2H |
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Not particularly useful by itself due to its slow startup, but that can lend itself to frame traps due to its excessive blockstun and being as Level 6 move. It gatlings notably into 6H and 2D, and also has low autoguard. Overall pretty situational. Blockstun 22F. Low autoguard 10~19F. See notes *1. |
2D |
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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 |
j.P |
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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. |
j.K |
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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. |
j.S |
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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. |
j.H |
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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. |
j.D |
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Control/stop button for Anji's aerial momentum. Using j.D will almost entirely halt your aerial movement, leading to some simple but effective pressure and stall out tactics. It also works as a good Air-to-air as it has a large hitbox and will beat a lot of moves from below. The wallstick on counter hit and other uses will lead to a lot of air combos. A pretty useful tool. Initial prorate 90%. Upper body invincible 1~11F, 22F onward. Blows back opponent on hit (untechable for 30F). Wallsticks opponent on CH (untechable for 84F, wallstick for 30F). Can be canceled into any jump attack except another j.D 23F onwards. |
Universal Mechanics
Ground Throw |
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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%. |
Air Throw |
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Combos into 5P > xx > On from wherever you are, which of course leads to Butterfly oki. Anji's throw options always lead to setup, and throw opportunities should never be ignored when they knock. Floats opponent on hit (untechable for 60F). Forced prorate 50%. |
Dead Angle Attack |
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Your absolute best option for breaking out of pressure. Anji's Dead Angle is not particularly unsafe on block, comes out quick enough, and is reliable wherein his supers do not act as reversals, and his autoguard can be harder to time and followup counters are situation specific. Always remember that you have this tool. Fully invincible 1~11F. Throw invincible 12~26F. Knocks down opponent on ground hit. Initial prorate 50%. |
Specials
Shitsu 236P |
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Second only to Fuujin in its importance to Anji's game: Shitsu launches a slow moving Butterfly projectile which is active for about 2/3rds of the screen. On contact, it will float up, transform into a hawk, and drop down on the opponent for three hits. Works predominantly as an Oki tool, forcing players to block, DAA, or attempt a reversal on wakeup. This allows Anji to run in and go for his myriad of mixup options, from overheads, double lows, High > Low, etc. There is a large gap between the first and the following hits, meaning that you'll want to time Anji's other attacks to hit between so that the opponent doesn't get to play while you're applying pressure. Butterfly has some uses in neutral, but it's best used from far away or while they're in the middle of something to simply force the opponent to deal with it. It's actually fairly easy to SB the followup hits, so some players might be ballsy and SB to chicken block to avoid any mixup you'd go for if you don't force them to sit down between the first hit and transformation. Projectile disappears immediately if Anji gets hit. Falling butterfly has Chip damage x2. Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile. |
Fuujin
Fuujin 236S/H |
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Shin: Ichishiki Fuujin -> P |
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A fairly safe followup. It has lengthy startup, so the punish window for attempting this move is quite wide, but mixed in well with other followups, it'll be significantly harder to predict and deal with accordingly. The FRC will make Fuujin completely safe and allow you to continue into whatever you want. Anji is airborne 4F onwards. FRC timing 6~8F. Auto Jump Install. Listed Frame Adv is for a standing opponent in the corner (Tested on Sol). |
Hitoashitobi Fuujin -> K |
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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. |
Nagiha Fuujin -> S |
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Low sweeping followup. Generally a combo tool, particularly in the corner. It has a late FRC, making it pretty easy to confirm a hit and continue into damage from anywhere, and for making it safe when it's blocked. Floats opponent on ground hit (untechable for 35F). FRC timing 23~25F. |
Rin Fuujin -> H |
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Overhead followup. Has plenty of autoguard on it, and works into Anji's mixup without spending any meter. Has a lot of startup, but is even on block. Throw invincible 1~22F. Slams down and knocks down opponent on hit. Groundbounces opponent and fully untechable on CH. High autoguard 8~26F. Listed Frame Adv is when opponent blocks standing (tested on Sol). Startup to hit a crouching opponent is 31F. Blockstun 21F. See notes *1. |
Kou P during autoguard |
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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. |
Sou K during autoguard |
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This autoguard counter is meant against grounded moves, and instead of causing wallsplat like previous versions, it is plus on hit, allowing you to link into a 5P/5K for knockdown or combo extension. Strike invincible 1~11F. Lower body invincible 12~23F. 4th hit has 23F hitstun. Frame Adv. on hit = +5F. 1st-3rd hits have hitstop 6F. Anji is in CH state during move. Sou can only be used during the hitstop of an autoguarded move. FRC timing 26~28F. |
On 623H |
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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. |
Kai 214P/K |
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Shin: Nishiki j.214P |
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Orb special. Tiger Knee'd, you gain access to a fantastic overhead which bounces on hit, and leads to damage on RC or counter hit. It will plummet on air hit as well, so if done a bit above ground it will score a knockdown. Done too low, however, and it will ground bounce high enough that the opponent can tech out. Ground bounces opponent on hit (untechable for 60F). High groundbounce and fully untechable on CH. Anji is in CH state 1~48F. Hitstop 6F. Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F. |
Force Breaks
FB Shitsu 236D |
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Butterfly on an acid trip. After the transformation, it turns into an overhead, creating Anji's unblockable setups. These are difficult to actually perform, though, as FB Shitsu has significantly more recovery than regular Shitsu. It also travels much farther and slightly faster, though, so it can be used to create setups from much farther out than regular Butterfly. The additional property of blowing through other projectiles is a nice bonus as well, making this a justified option to throw out in neutral despite the cost, as it will generally force the opponent to deal with it due to the increased range. Keep in mind that you'll probably want to also bait Dead Angles or reversals when they have the resources. The falling part has Chip Damage x2. Projectile disappears instantly if Anji gets hit. Goes through other projectiles. Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile. |
FB Rin Fuujin -> D |
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FB Kou D during autoguard |
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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. |
FB On 623D |
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Not as impressive as it looks, but it comes with a few nice bonuses. It's useful for catching people messing around at the top of the screen or stalling out, and on hit, you can use any of your air movement options immediately after it lands. The invincibility is nice too if they expect it while they're playing around in the air. You can airdash out of it instantly and continue into another combo. The slow startup won't combo out of anything aside from 5D, which already has limits in its use as an overhead. It does have an FRC with similar utility to regular On, but spending half a bar is not worth it in most situations. A situational move, but might be good given the right chance. 10~18F low profile, 19~28F strike invincible. Knocks down opponent on hit (untechable for 120F). Anji is in crouching state during landing recovery. FRC timing 19~20F. Anji can move before landing. |
Overdrives
Issei Ougi: Sai 632146H |
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Tacked on damage combo ender, usually after On. It has an FRC for continuation, and the window is relatively wide, but otherwise you probably won't see or use this much. It's got some invincibility on it before and after startup, but it's not full body and it's not throw invincible, so this move isn't much of a reversal. It's an easy followup but generally is only recommended if it's going to kill. Above chest invincible 4~6F. Upper body invincible 7~9F. Strike invincible 10F. 11th hit knocks down opponent. Anji is in CH state during move. Dizzy modifier x0. Hitstop 0F. Can pass through projectiles. Projectile appears on 10F. FRC timing 66~70F. Projectile guranteed to activate after 10F. Giant fan will activate on 53F if the 11th hit hits (not blocked). Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable. |
Tenjinashi [2]8K |
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A super version of Kai, Overdrive Stomp is unreactable after the flash, meaning that unless they were already blocking, or were in the middle of something with invincibility or a hitbox that will clash, this move will land if it makes contact. It's also a gimmicky option for getting out of things and can be used to make ambiguous crossups similar to Kai for those who preemptively block it. It's got some lengthy startup though, and even though it comes out on frame 0 after the flash, they can react to the jumping animation just like regular Kai. It also doesn't have invincibility fully from startup, so Anji will generally want to rely more on his powerful Dead Angle over any of his overdrives to get out of pressure. An move which looks kind of good on paper and will work on occasion, but generally not the best use of meter. Strike invincible 4~20F. Knocks down opponent on hit. Opponent cannot input anything from after super flash until the 3rd active frame. Must charge down for at least 40F to perform Tenjinashi. Listed Frame Adv is for standing block (tested on Sol). All hits outside of the 2nd hit have hitstop 0. For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground |
Kachoufuugetsu 63214S during autoguard |
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Guaranteed to connect once it makes contact, assuming they're not still in the middle of something invincible. Kachoufuugetsu will come out during hitstop, simliar to Baiken's guard cancels, meaning that this will work even against moves with minimal recovery like jabs, despite its listed startup. Since it only comes out on autoguard, you'll have to predict or know that you'll autoguard something considering the time it takes to perform the motion. This can be useful to simply land an unburstable super, or you can FRC it before the last hit to do something extended, but that's generally not worth the meter and you'll prefer to just take the knockdown. Fully invincible 1~22F. Strike invincible 23~70F. 1st-3rd hits stagger opponent on hit (Max 65F). Opponent's inputs are frozen until the 2nd active frame of the 1st hit. 4th hit knocks down opponent. Anji is in CH state during move. Dizzy modifier x1.5. FRC timing 63~65F. Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked. |
Instant Kill
Zetsu 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
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Uki | enter | Japan | A-Cho | - | Retired to Xrd | Strong, aggressive player with some wacky setups | cool |
name |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •