GGReload/Anji Mito

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Anji Mito
GGReload Anji Portrait.jpg

Defense Modifier: x1.06

Guts Rating: 5

Weight: Medium (x1.00)

Stun Resistance: 65

Jump Startup: 3F

Backdash Time: 16F / Invul: 1~9

Wake-Up (Face Up/Down): 36F / 32F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Anji P.png
GGReload Anji K.png
GGReload Anji S.png
GGReload Anji H.png
GGReload Anji D.png
GGReload Anji Start.png
SP
GGReload Anji P(Sp).png
GGReload Anji K(Sp).png
GGReload Anji S(Sp).png
GGReload Anji H(Sp).png
GGReload Anji D(Sp).png
GGReload Anji Start(Sp).png

Overview

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 couple of unique options available to him: Autoguard and Late Cancelling.

Strengths and Weaknesses


Strengths Weaknesses
  • Incredibly potent okizeme, enabling all sorts of left/rights, high/lows and even unblockables. Anji can set it after nearly every hit too.
  • Guardpoint is a very versitile mechanic, giving him unique defensive options, reversal-safe frametraps/oki and hifh priority in neutral.
  • Some of the best air mobility and aerial options in the game, especially thanks to hos massive super jump.
  • Good meter gain from most hits, and uses meter very well
  • High guts rating allow you to make more mistakes than other characters.
  • Mediocre average damage output, and high damage options are few without tension
  • Loses hard to characters with tools that prevent butterfly okizeme
  • No traditional reversal outside of Dead Angle - heavy reliance on using autoguard, which is riskier
  • Significant amount of normals which are generally all necessary for specific situations, making anji quite hard to master

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 two Autoguard followups: Kou, a dragon punch-style move, and Kachoufuugetsu, an Overdrive that cancels during hitstop, meaning it will connect even against small hits.

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.

Super Jump

Anji has a unique super jump. No one else gets the same momentum as him.



Normals

5P
GGAC Anji 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid SJR 4 3 6 +3

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.

5K
GGAC Anji 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 Mid SJR 5 5 6 -1

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.

c.S
GGAC Anji 5S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SJR 7 4 10 +3

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.

f.S
GGAC Anji 6S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 13 4 17 -7

Enormously wide and high reaching, f.S will catch people at mid range, people jumping out, and people jumping in with its high autoguard late into its startup frames.

7~10F Guard Point.

5H
GGAC Anji 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Mid SR 15 4 21 -6

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.

4~11F Guard Point.

6P
GGAC Anji 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid SR 18 4 16 -1

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's Horizontal Dolphin, for example). Particularly good in frame traps for all the aforementioned reasons, but also because it provides some lengthy stagger on CH. Definitely a go-to.

1~21 Upper body inv (past 18, Anji's back can be hit as he stands). Staggers opponent on CH (Max 49F).

6K
GGAC Anji 6K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid RF 11 6 13 -5

Anji's fastest option for using autoguard, active from the moment you press the button. Outside of that, it doesn't gatling into anything, 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.

1-7F Guard Point. Knocks down opponent on CH.

6H
GGAC Anji 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14*4,34 Mid SJRF 13 3*4(3)6 18 -12

A powerful tool leads into and from nearly every grounded option that Anji has. It can lead to big damage on hit, its 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. Also used as a reversal safe hit to close the gap between the hits of Butterfly. The long blockstun can give anji enough time to jump cancel to set up his mixups.

1st-4th hit have hitstop 6F. 1~11F Guard Point. Only 1st and 2nd hits are cancellable. FRC point 17~20F.

5D
GGAC Anji 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15 High 25 6 26 -18

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 5D's are untechable. Overall, an oddly specific move which has some unusual, unexpected uses.

4~11F Guard Point.

2P
GGAC Anji 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSR 5 4 6 ±0

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
GGAC Anji 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 L SR 8 2 6 +6

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 Butterfly in unblockable setups.

Initial prorate 70%.

2S
GGAC Anji 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 L SR 8 6 14 -6

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.

11~13F Low Profile.

2H
GGAC Anji 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Mid SR 20 5 15 -3

Not particularly useful by itself due to its slow startup. It gatlings notably into 6H and 2D, and also has low autoguard. Overall pretty situational.

1~15F Lower Guard Point.

2D
GGAC Anji 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 L SR 7 3 25 -11

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.

5~23F Low Profile.

j.P
GGAC Anji jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 High, Air CSR 8 3 3 -

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
GGAC Anji jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 High, Air SR 6 6 10 -

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
GGAC Anji jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High, Air SJR 7 9 18 -

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
GGAC Anji jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High, Air SR 13 6 15+2L -

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. Knocks down and wall bounces opponent on CH.

j.D
GGAC Anji jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SR 8 6 17+5L -

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 stallout 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 wall bounce on counter-hit and other uses will lead to a lot of air combos. A pretty useful tool.

1~9F, 23~34F upper body invul. Knocks down opponent on ground hit. Wall bounces opponent on CH.


Universal Mechanics

Ground Throw
GGAC Anji throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
56 Throw: 43 Pixels - - - - -

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. Initial prorate 50%.

Air Throw
GGAC Anji airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -

Also leads to Butterfly oki.

Knocks down opponent on hit. Initial prorate 50%.

Dead Angle Attack
GGAC Anji 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 12 6 12 -4

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.

1 and onwards full invul. Knocks down opponent on CH.


Specials

Shitsu
236P
GGAC Anji Shitsu.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 18 All - 22 - Total 48 -6
2st hit 30 High, Air - 26 - - -

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 block exclusively, it will float up, transform into a hawk, and drop down on the opponent for three hits. After the transformation, it turns into an overhead, creating Anji's unblockable setups. 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, left/dight fakeouts, 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.

If Anji gets hit, attack disappears 1F after.

Fuujin
236S/H
GGAC Anji Fuujin.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 30 Mid R 15 3 27 -16

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 is used primarily for combos, as it is faster, and is both a primary combo ender that leads to excellent oki or a combo filler in rare juggle loops

Knocks down opponent on air hit. 16F onwards can cancel into followups on hit.

H 46 Mid R 23 3 27 -16

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.

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.

The only issue with this move is how its slow startup makez it really hard to implement in combos effectively. 1-12 Strike invul. Wall bounces opponent on hit (untechable for 38F). 24F onwards can cancel into followups on hit.

Shin: Isshiki
Fuujin -> P
GGAC Anji ShinIsshiki.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10*6 High, Air F 32 - Until L+6 -6

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 point 6~8F. Total 68F. Listed Frame Adv is for a standing block in the corner (tested on Sol).

Issokutobi
Fuujin -> K
GGAC Anji Hitoashitobi.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Until L+6 -

Hop followup: goes over lows, crosses up, and leads to throws or other pressure tools. Good qfter finishing combos with s fuujin to enqble oki, 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.

Total 28F. Anji is in CH state during move. 5-22F can pass through opponent. Hop avoids lows.

Nagiha
Fuujin -> S
GGAC Anji Nagiha.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low 10 6 27 -19

Low sweeping followup. Generally a combo tool, particularly in the corner. Unsafe if blocked though, so be mindful of using it or have 50 Tension available.

Knocks down opponent on ground hit.

Kou
P during autoguard
GGAC Anji Kou.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30,10*6,40 Mid R 4 2,4*6,12 11+8L -41

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.

1~6F Strike invul. Knocks down opponent on hit. Anji is in CH state until landing. 2nd~7th hit have hitstop 5F. Kou can only be used during the hitstop of an autoguarded move. Kou starts up 1F after hitstop of autoguard finishes.

On
623H
GGAC Anji On.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
0,90 - F 13 16 15+6L -

One of your main combos enders. Does a good amount of damage, knocks down, and leads to free butterfly oki. Alternatively, depending on the lenght of the combo and height anji catches opponents, it can be a combo extender that can loop into itself. You can also use it to catch jumps, start a combo with microdash/suprr jump followups, 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.

Knocks down opponent on hit. 9F onwards airborne. FRC point 11~13F.

Kai
214P/K
GGAC Anji Kai.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P 32 H R 28 3 9 +2

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.

4F onwards airborne. Floats opponent on hit. Anji is in CH state during recovery.

K 50 High, Air RF 32 10 8 +2

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.

This version is 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.

9F onwards airborne. Knocks down opponent on hit. Ground bounces opponent on hit (untechable for 40F). FRC timing 23~25F. Anji automatically turns to face the opponent after FRC. Listed Frame Adv is for a standing block (tested on Sol).

Shin: Nishiki
j.214P
GGAC Anji ShinNishiki.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16*6 High, Air R 10 2*8 Until L+6 -20

Orb special. Tiger Knee'd, you gain access to an overhead which floats on hit, but doesn't lead to much by itself, even with Tension or counter-hit.

1~7F Lower body invul. 8~9F Foot invul. 10~25 Lower body invul. Floats opponent on hit. Hitstop 6F. Fastest possible TK Shin:Nishiki has startup 13F, Frame Adv -25F.


Overdrives

Issei Ougi: Sai
632146H
GGAC Anji IsseiOugiSai.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12*11,50 All 10+3 4*9,2*2 40 -15

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.

4~6F Above chest invul. 7~9F Upper body invul. Floats opponent on hit. 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.

Tenjinkyaku
[2]8K
GGAC Anji Tenjinashi.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
15*13 High, Air 18+0 7 20+20L -11

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. A move which looks kind of good on paper and will work on occasion, but generally not the best use of meter.

4~18F Strike invul. 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.

Kachoufuugetsu
63214S during autoguard
GGAC Anji Kachoufuugetsu.png
Damage Guard Cancel Startup Active Recovery Frame Adv.

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

1~21F Full invul. 1st~3rd hit stagger opponent (max 65F). 4th hit knocks down opponent. Anji is in CH state during move. Kachoufuugetsu can only be used during the hitstop of an autoguarded move. Kachoufuugetsu starts up 1F after hitstop of autoguard finishes.


Instant Kill

Zetsu
236236H
GGAC Anji Zetsu.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 17+4 - - -158

I guess you could just throw out all that utility and use this instead.

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