GGACR/Anji Mito/Combos

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Combo Notation Guide
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 236GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List (IN PROGRESS)

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 Gain Works on: Diffuculty Notes Video
2P > 5K > 5S > 5H > (6P) > (5H) > 236H > H Any - - 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 -
2H > 5H > (6P) > (5H) > 236H > H Any - - 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. -
2K > 2S > 2D > 236S > K/S Any - - 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 -
5P > (5P) > 2D > 236S > K/S Any - - 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) > 623H Any - - All Very Easy An easy anti air combo that works on the whole cast, though depending on situation the 623H may not hit. -
Anit Air 5P > (5P) > 5H Any - - All Very Easy An easy anti air combo that works on the whole cast like the last one it might not hit depending on the scenairo -
214P > 5S > 5H Any - - All Very Easy A basic confirm into knockdown off of 214P -
214K > (5K) > 5S > 5H Any - - All Very Easy A basic confirm into knockdown off of 214K add the 5K if you hit it in the corner -
H fuujin > Fb Rin Combos
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
214P Starter
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
214K Starter
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
2S Starter
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
3P Starter
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
236P Oki Combos
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
TK j.214P Combos
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
Counter Hit Combos
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
Anti Air Combos
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
Fuujin Loops
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video
Autoguard K Followup Combos
Combo Position Damage Tension Gain Works on: Diffuculty Notes Video

Combo Theory

Combos Obviously you can’t get much damage if you don’t know the combos, so here we will lay out the foundation for getting the most out of opening up your opponent with that Offensive Pressure. Remember that the best combos for Anji are the ones that not only net him big damage, but score him a knockdown. You won’t find any super flash Combo video combos here, these things are designed for utility and damage, so I’m only listing the combos that are worthy of being used in a serious match.

Ground Combos

Your ground combos should strive to get decent damage and then put the opponent on the ground in position for a meaty butterfly. Remember that means ending them in 2D, or Fujinn followed by the hop. You won’t get real fancy with these until we discuss ending them in launchers for air combos, so here are some basics.

5K, 5S, 5S, 2D, 236S, K

5K, 5S, 2S, 2D, 236S, K

5K, 5S, 5H, 2D

On crouching opponents

5K, 2S, 5H, 2D, 236S, K

5S, 6P, 5S, 6P, 2D (or 236S, S if opponent is too far)

Basic Air Combos

Basic Air combos will always end in an Orb or On to get a knockdown. To start an air combo you will first have to use a move that launches. Here is a list of the moves that will launch your opponent and allow you to follow up with a juggle or just a super jump combo :Stomp (P or K), Orb (Roman Canceled), Sweep (Roman Canceled), Sweep into S Fujinn (Roman Canceled), HS Fujinn (Roman canceled), CH HS Fujinn followed by hop (With wall bounce), Nagiha (Roman Canceled) Rin, CH 3P or 6K, 5P(CH), 6P(CH), 6S, or 5H(CH) when used as Anti-Air.

After connecting with these moves you will either juggle using one of Anji’s primary juggles (5K, 5S) or (5S, 5S), or superjump cancel the move straight into an air combo. For the most part the first juggle is to connect to an On, and the 2nd is for air combos ending in orb. Here’s an example with each launcher.

214P, 66, 5K, 5S, 623H

214K, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

2147P, RC, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

5S, 2D, RC, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

2D, 236S, RC, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

236H, RC, 5P, Sjc, J.S, J.P, J.S, 214P

236H(CH), K, 5K, 5S, 623H

236S, S, RC, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

236H(CH), H, Sjc, J.S, J.P, J.S, 214P

3P(CH), 5S, 5S, Sjc, J.S, J.P, J.S, 214P

6K(CH), 5S, 5S, Sjc, J.S, J.P, J.S, 214P

Anti-Airs

5P(CH), 5P, 623H

6P (CH), 66, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

6S, Sjc, J.K, J.S, 214P

5H(CH) 66, 5S, 5S, Sjc, J.S, J.P, J.S, 214P

Note that depending on the weight of the character you may have to change the air combo portion from S,P,S to K,S,orb or K,S,H,orb for it to connect. For the most part you won’t have to worry about this though because we will discuss Jump installs.

Jump Install Combos

Guilty Gear has a strange system property that allows you to cancel a jump cancel by quickly imputing another ground normal before the Jump cancel Activates. What this does is allow you to “store” your jump cancel and use it as an extra action in the air, in short this allows you to jump cancel on a super jump. This is especially useful for Anji because of his far reaching super jump, and it leads to some of his biggest combos. The easiest juggle to jump install on is his 5S, 5S juggle. To do this you simply tap up between the two presses of Slash. The notation looks like this:

5S, 8, 5S, Sjc.

This allows Anji to extend his air combo from just S,P,S, orb into S,P,S,jc, P,S,orb. It’s more damage and still gets Anji the knockdown he desires. Let’s look at an example using the k stomp combo. Rather than the basic air combo, we jump install the juggle and get ourselves some extra damage. The notation would look like this.

214K, 5S, 8, 5S, Sjc, J.S, J.P, J.S, jc, J.P, J.S, 214P

This can be applied to any of the combos in the air combo section

, however depending on the height of the juggle and the weight of the character you may not be able to get orb to reach, in which case you should end the combo with a jumping dust rather than wiffing the orb.

Dust Combos

Anji has a variety of dust combos at his disposal, many of which are impossible dusts. There’s plenty of variations but I’ll just post the two I use.

5D, [8], D, D, S, P, S, P, S, jc, P, S, 214P

5D, [8] D, (release 8) D, land, 5K, 5S, 623H

Comboing off of Rin

A brief but important note about how to combo off of Rin. You will only be able to combo into Rin off a HS Fujinn. If you are too close to the corner when you throw Rin the move will cross through your opponent and will either wiff, or will hit too far away for you to follow up with a super jump combo. When you are looking to combo off rin make sure you have the spacing down properly and are not too close to the corner. Also remember that on a CH HS Fujinn you’ll get wall bounce, which may change the spacing you need to properly connect Rin. Note that if you get a CH Rin you will have time to do a juggle into an air combo instead of immediately super jump canceling into it.

IAD Combos

If you connect with an IAD string you can combo when you land, a simple one to score a knockdown is:

99, J.P, J.P, J.S, land, 5P, 2D

You could get fancy and extend it into an air combo, and add an jump install for extra damage, this will not work on some characters however. Here’s a rather long one

99 J.P, J.P, J.S, land, 5P, 2D, RC, 5S, 8, 5S, Sjc, J.S, J.P, J.S, jc, J.P, J.S, 214P

Roman Canceling Orb for extra damage

If you have tension to Roman Cancel orb in air combos you can get extra damage and still score a knockdown. These combos should always end in On due to the fact that it prorates very well and will still do solid damage at the end of a combo. If you are not in the corner, you cannot use a jump install as you will be unable to air dash (your air actions are all used up) to finish the combo properly. In the corner you can jump install and land to simply juggle into On.

Non Corner

214P, 5S, 5S, J.K, J.S, 214P. RC, 66, slight pause, J.S, land, 5P, 623H

Corner: 214P, 5S, 8 5S, J,S, J,P, J.S, jc, J.P, J.S, 214P, RC, land, 5S, 623H

This air combo ender: J.K, J.S, 214P. RC, 66, slight pause, J.S, land, 5P, 623H is particularly useful and can be used after things like Rin, an impossible dust, or after an air throw where your juggle won’t connect to On. Learn this ender well, it’s big damage for a roman cancel and still gets you back on the spot for butterfly pressure.

Comboing off TK Orb

Off of a TK orb you will have two options if you roman cancel it. You can either do a juggle into an air combo, or you can combo into HS Fujinn, into Rin if you are at the proper spacing (I.E. not too close to the corner). The Orb to Rin combo looks something like this

2147P, RC, 236H, H, Sjc, J.K, J,S, Orb


Advanced Combos: Momentum Preserved Jump Installs

You have probably noticed that when you use a jump install combo, all the momentum of Anji’s super jump is lost after the jump cancel. There is a glitch in the game that allows you to maintain the momentum of your jump during a jump install. This is difficult to master and it took me about 2 months before I finally got it to a comfortable point. To do this you have to jump cancel on the same frame you cancel into the move after the jump cancel. This has to be done with a move that would gatling in the air, in Anji’s case it is the cancel between J.S and J.P.

The timing is going to feel very awkward at first, but to get these momentum preserved combos to hit you need to input your jump install combo without any breaks what so ever.

Typically you would do J.S, J.P, J.S. tap 8, wait a very brief second and then do J.P, J.S, 214P

To get the preserved jump there can be no delays between the 2nd jumping slash and the 2nd jumping punch. In other words the timing in your button presses should be exactly the same all the way through. This is really hard to explain on paper, but imagine the sound you make when you do the combo, you should hear something like this. Tap, Tap, Tap,…Tap,Tap. To get this momentum preserved version your taps should sound like this Tap, Tap, Tap, Tap, Tap. Each at the same interval with no delays. You have to sneak the jump cancel in right around the time you have finished the 2nd jumping slash input. So the notation would look something like this, with absolutely no changes in the pace you tap the buttons:

J.S, J.P, J.S+8, J.P, J.S

More Ground combos:

Starter: 5k,5s,5hs,236 Hs, FB rin. From here you can do several things. -Opponent close to corner: -(possibly dash forward depending on distance), 5k, 5s, On(623 HS). (Note that depending on character you can get another 236H and from the wall bounce still get 5k,5s,On, this is often a better combo as it will put opponent in the corner at the end of the combo. Anji loves the corner butterfly.) -Opponent mid-screen: - Depending on the character you can either get 236 HS again or you might have to do 2366 HS. This is known as a running or dashing fujin. From there you can do another FB rin if you have the tension or regular rin to get knockdown. -If you chose FB rin again, more than likely right now your opponent is either in the corner, or you were close enough to the corner that your opponent actually flipped behind you. If your opponent is in the corner be sure to either get 5k, 5s, On or 5p On. If your opponent flipped behind you you would have been much better off taking the corner HS Fujin knockdown.

Lightweights : S > JI > 6S > HJC > jK > jP > jS > JC > jK > jS > jHS > jD

Potemkin and Robo-Ky : S > JI > 6S > JC > jS > jP > jK > jS > JC > jK > jS > jHS > jD

Doesn't work on Johnny but you can do : S > JI > 6S > JC > jS > jP > jK > jS > JC~jP > jS > jD > 214P which is quite fun midscreen

Video Examples

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