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.
Anji is an all around character with no particularly glaring strengths or weaknesses. 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.
- 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: He can also cancel any normal into his 3S, which can then be cancelled into 5S or 5H several frames before it goes active, opening up new gatling chains and combos.
These sound overpowering on paper, but are actually fairly modest and will not see much use outside some very specific situations. Anji overall has some lackluster damage output and many moves can be easily reversal'd, low profiled, or avoided very easily and punished hard. His lack of damage also reduces how much fear he can place into an opponent, so Anji will have to work a bit harder to get what he needs.
Pros/Strengths
- 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/Weaknesses
- 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.
Notable Moves
- 5P, 5H, 6P, 6H, 6S, 3K, 2K, 2D, j.P, j.D, Throw
- Shitsu, Fuujin, On, Naghia, Rin(FB), Shitsu (FB), Kou, Sou