GGACR/Anji Mito/Combos: Difference between revisions

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|214P > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P || -
|214P > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P || -
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|214K > (5K) > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214K add the 5K if you hit it in the corner|| -
|214P > (5K) > 5S > 5H || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm into knockdown off of 214P add the 5K if you hit it in the corner|| -
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|3K > 236S -> S || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm off of non CH 3K || -
|3K > 236S -> S || Any || - || 0 || All || <span style="color:DarkTurquoise">Very Easy || A basic confirm off of non CH 3K || -
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===Mid screen/Anywhwere combos===
===Mid screen/Anywhwere combos===

Revision as of 16:53, 17 January 2021

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Matchups   Forums   Videos    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List (IN PROGRESS)

Basic Routes

These are basic meterless confirms anji can do to score knockdown on the whole cast. Some of these are going to be replaced once you learn more about the game especially with the anti air combos as once you learn character specific combos you can make you anti airs much more deadly.

Basic Combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
2P > 5K > 5S > 5H > (6P) > (5H) > [236H -> H] or [236S -> S] Any - 0 All Very Easy The idea with this is to get into 5H to allow comboing into H fuujin. You can start anywhere in it and still combo, but depending on how many hits you got and if you were running the the 6P and 5H at the end may whiff. The H fuujin ender is slightly less consistent but deals more damage. -
2H > 5H > (6P) > (5H) > [236H -> H] or [236S -> S] Any - 0 All Very Easy This is the basic confirm off of Anji's 2H. You most likely won't be hitting this often do to 2H being a slow mid, but when it does your opponent will be sorry. Same as before H fuujin ender is slightly less consistent. -
2K > 2S > 2D > 236S > K/S Any - 0 All Very Easy This is the basic confirm off of Anji's lows. You can either go into the K followup to get closser to the opponent for oki or use the S followup to keep the opponent closer -
Far 2K > 6S Any - 0 All Very Easy The best you can get if you hit a max ranged 2K -
5P > (5P) > 2D > 236S > K/S Any - 0 All Very Easy Like the last combo just off of 5P. You can link a second 5P for some extra damage -
Anti Air 5P > ([5P] or [66 > 5K > 5S]) > 623H Any - 0 All Very Easy An easy anti air combo that works on the whole cast, though depending on situation the 623H may not hit. -
Anti Air 5P > (5P) > 5H Any - 0 All Very Easy An easy anti air combo that works on the whole cast, though depending on situation the 5H may not hit. -
Anti Air 6P > 66 > [5K > 5S] or [5P] > 623H Any - 0 All Very Easy An easy anti air combo that works on the whole cast off of 6P -
214P > 5S > 5H Any - 0 All Very Easy A basic confirm into knockdown off of 214P -
214P > (5K) > 5S > 5H Any - 0 All Very Easy A basic confirm into knockdown off of 214P add the 5K if you hit it in the corner -
3K > 236S -> S Any - 0 All Very Easy A basic confirm off of non CH 3K -
CH 3K > 66 > [5K > 5S] or [5P] > 623 Any - 0 All Very Easy A basic confirm off of CH 3K using the wallbounce to get more damage and good oki -
CH 3P > 2366H -> [H] or [K > 5P > 623H] Any - 0 All Very Easy Confirm off of CH 3P normal hit 3P cant be combo'ed off without rc. do the second option when near a corner or invisible wall, the first one works anywhere -
5D > 623H Any - 0 All Very Easy Easy confirm off of 5D anywhere on anyone -

Mid screen/Anywhwere combos

Mid Screen/Anywhere
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
214P, 5S > 6S > sj.s > j.P > j.S > dj.S > j.P > j.S > j.D Any - 0 Tested on Anji Medium Requires you to jump install the 6S. Doesn't knock down, but does respectable damage. -
TK j.214P RC, 236H -> K, 5P > 623H Midscreen - 50 Tested on Anji Medium - -
Corner Only
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
TK j.214P RC, 236H, 5K > 5S > 623H Corner - 50 Tested on Anji Medium Puts the opponent back in the corner, which you may not want depending on what butterfly setup you want to do afterward. -
214P, 5P > 236S -> K, 2P > 5P > 236S -> K, 5K > 5S > 623H Corner - 0 Tested on Anji Medium - -

5D combos

5D combos
Combo Position Damage Tension Cost Works on: Difficulty Notes Video
5D > j.D > dj.D > dj.S > j.P > j.S > j.P > j.S > j. P > j.S > j.D Any - 0 Tested on Anji Easy Simple midscreen dust combo. -
5D > j.D > dj.D > dj.D, j.S > j.214P, j.S > j.D Corner - 0 Tested on Anji Medium Corner dust combo using the bounce from 214P. -
5D > dj.H, 5P > 623H Any - 0 Tested on Anji Easy Dust combo into On knockdown and setplay. -
5D > dj.H, 5P > 236S -> K, 5K > 5S > 623H Corner - 0 Tested on Anji Hard Corner-specific variation of the above netting a very small amount of extra damage. The 5P needs to be timed very specifically; too high and 236S won't combo, too low and the 5K won't pick up. -
5D > dj.H, 236S -> D, 236S -> K, 5K > 5S > 623H Midscreen into corner - 25 Tested on Anji Medium If you're close enough to the corner, but not close enough to do the above combo, you can spend 25 meter to do a similar combo with a little more damage. -

Fuujin Loops

Character specific and not practical for some characters

Fuujin Loops
Combo Position Damage Tension Cost Works on: Difficulty Notes Video

On loops

Characters specific and high damage combos off of Stomp

On loops
Combo Position Damage Tension Cost Works on: Difficulty Notes Video

Combo Theory

Midscreen Route Theory

Video featuring anjis basic routes and bnbs


Video featuring On loops for most the cast

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