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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Anji Mito|forums=http://www.dustloop.com/forums/index.php?/forums/forum/10-anji-mito/}} | |||
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* Incredibly potent okizeme | * 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. | |||
* Some of the best air mobility and aerial options in the game | * Good meter gain from most hits, and uses meter very well | ||
* Good meter gain | * High guts rating allow you to make more mistakes than other characters. | ||
* High guts rating | |||
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* | * 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 | |||
* Loses hard to characters that prevent butterfly okizeme | * Significant amount of normals which are generally all necessary for specific situations, making anji quite hard to master | ||
* No traditional reversal outside of Dead Angle | |||
* Significant amount of normals which are generally all necessary for specific situations | |||
|- | |- | ||
|} | |} | ||
</div> | </div> | ||
=== Unique Mechanics === | === Unique Mechanics === | ||
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{{Description|7|text= | {{Description|7|text= | ||
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 | 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. | 4~11F Guard Point. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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. | 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. | 1st-4th hit have hitstop 6F. 1~11F Guard Point. Only 1st and 2nd hits are cancellable. FRC point 17~20F. | ||
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{{Description|8|text= | {{Description|8|text= | ||
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 | 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. | 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. | ||
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{{Description|8|text= | {{Description|8|text= | ||
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 | 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. | Knocks down opponent on air hit. 16F onwards can cancel into followups on hit. | ||
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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. | 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. | 1-12 Strike invul. Wall bounces opponent on hit (untechable for 38F). 24F onwards can cancel into followups on hit. | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Issokutobi | ||
|input=Fuujin -> K | |input=Fuujin -> K | ||
|image=GGAC_Anji_Hitoashitobi.png | |image=GGAC_Anji_Hitoashitobi.png | ||
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{{Description|7|text= | {{Description|7|text= | ||
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. | 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. | Total 28F. Anji is in CH state during move. 5-22F can pass through opponent. Hop avoids lows. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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 | 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. | Knocks down opponent on hit. 9F onwards airborne. FRC point 11~13F. | ||
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{{MoveData | {{MoveData | ||
|name= | |name=Tenjinkyaku | ||
|input=[2]8K | |input=[2]8K | ||
|image=GGAC_Anji_Tenjinashi.png | |image=GGAC_Anji_Tenjinashi.png | ||
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}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth:GGReload/Anji Mito/Data|Links}} | {{#lsth:GGReload/Anji Mito/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[GGReload/Anji Mito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGReload/Anji Mito/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Anji Mito]] | ||
Latest revision as of 04:04, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
Anji Mito | |||||||||||||||||||||
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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
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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 |
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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 |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Shitsu 236P |
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Fuujin 236S/H |
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Shin: Isshiki Fuujin -> P |
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Issokutobi Fuujin -> K |
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Nagiha Fuujin -> S |
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Kou P during autoguard |
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On 623H |
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Kai 214P/K |
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Shin: Nishiki j.214P |
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Overdrives
Issei Ougi: Sai 632146H |
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Tenjinkyaku [2]8K |
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Kachoufuugetsu 63214S during autoguard |
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Instant Kill
Zetsu 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.