GGX/Anji Mito

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< GGX

Overview

Overview
Anji has fans and butterfly
GGX Anji Mito Nameplate.png
GGX Anji Mito Portrait.png
Damage Received Mod
x1.06
Guts Rating
5/5
Gravity Mod
x1.1
Stun Resistance
60
Prejump
2F
Backdash
17F (1~9F Strike Invuln)
Wakeup Timing
21F (Face Up)/ 28F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Pros
Cons
  • Makes people explode: Anji can convert almost any hit into big damage, potentially even killing off of a single hit.
  • Poor defensive options: Anji lacks traditional reversal options outside of universal mechanics. He does have autoguard, but even that is far from reliable.
  • Terrible overheads: While Anji has no shortage of overheads, the majority of them are slow and don't lead into anything impressive when not Roman Canceled, hurting his high-low mixups.


Autoguard (also known as Guard Points)

Autoguard is a property on some of Anji's moves which allows him to automatically block moves that make contact. Blocking something that way also gives an option to cancel into autoguard exclusive followup: KouGGAC Anji Kou.pngGuardMidStartup2Recovery11+8 after landingAdvantage-41.

While autogaurd may seem strong it has two major weaknesses:

  1. Every guard point only blocks Mid and High attacks, making Anji vulnerable to lows.
  2. Autoguard can only be triggered once, so it naturally loses to multi hit attacks and some projectile based okizeme.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 6 +5
Level Guard Bar+ Guard Bar-
2

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 5 5 6 -1
Level Guard Bar+ Guard Bar-
1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 6 8 +5
Level Guard Bar+ Guard Bar-
3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 13 4 17 -7 7~10F High Guardpoint
Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 17 11 13 -5 1~8F High Guardpoint
Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
28 High 25 6 30 -17
Level Guard Bar+ Guard Bar-
3

6P

Damage Guard Startup Active Recovery On-Block Invuln
28 High 27 2 29 -17 1~24F, 40~57F Upper Body
7~9F High Guardpoint
Level Guard Bar+ Guard Bar-
2

6K

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 35 2 12 0 1~12F High Guardpoint
Level Guard Bar+ Guard Bar-
2

6H

Damage Guard Startup Active Recovery On-Block Invuln
14×4, 34 Mid 13 3,3,3,3(3)6 18 -10 1~11F High Guardpoint
Level Guard Bar+ Guard Bar-
2×4, 3
  • Special/Jump cancellable only on first two hits
  • Final hit has level 2 blockstun

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 8 2 6 +6
Level Guard Bar+ Guard Bar-
2

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 8 6 14 -6
Level Guard Bar+ Guard Bar-
2

2H

Damage Guard Startup Active Recovery On-Block Invuln
46 Mid 20 5 11 +3 1~15F High Guardpoint
Level Guard Bar+ Guard Bar-
3

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 3 25 -9
Level Guard Bar+ Guard Bar-
3
  • Cancellable during recovery

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 8 3 3
Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 6 6 10
Level Guard Bar+ Guard Bar-
2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 7 9 18
Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 13 6 15
Level Guard Bar+ Guard Bar-
2
  • Slams opponent down on air hit

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
56 43 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 6 12 -4 1~5F All
6~29F Strike
Level Guard Bar+ Guard Bar-
2

Special Moves

Shitsu

236P

Damage Guard Startup Active Recovery On-Block Invuln
18, 30 All, High/Air 22 56(24)32 Total 48 -6
  • 2 hits only, Overhead on the second hit, second hit only comes out if first is blocked
Level Guard Bar+ Guard Bar-
1, 2
  • Second hit only happens if projectile was blocked
  • Projectile disappears if Anji gets hit

Fuujin

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 Mid 15 3 27 -16
236H 46 Mid 23 3 27 -16 1~10F Strike
  • Fuujin followups cannot be done on whiff

S Fuujin keeps the opponent standing and has no invulnerability but is much quicker, allowing it to practically connect in combos. Anji has no practical overhead threat from Fuujin and his low, Nagiha, is extremely unsafe, making Fuujin not an excellent option in pressure.


H Fuujin has significantly longer startup and can only be comboed into from 6K, but launches the opponent away and wallbounces in the corner, allowing a combo into Shin: Nishiki when close enough. It has invulnerability for half of its startup, allowing it to be used as a pseudo-reversal, though with how unsafe or non-advantageous any of Fuujin's followups are, this is usually overly risky for your potential reward.

Version Level Guard Bar+ Guard Bar-
236S 2
236H 2

236S: 236H:

Shin: Ichishiki

Fuujin > P

Damage Guard Startup Active Recovery On-Block Invuln
10×6 High/Air 31 Total 65+12 after landing -5 4~64F Airborne
  • Air inactionable, even on Jump Install
Level Guard Bar+ Guard Bar-
2
  • Listed frame advantage is for standing Sol

Shin: Nishiki

Fuujin > K or j.214P

Version Damage Guard Startup Active Recovery On-Block Invuln
236S > K 18×5 High/Air 17 15 39+5 after landing -36 4~69F Airborne
j.214P 18×6 High/Air 10 16 Until landing+6
Fuujin > K

Very odd move that doesn't serve any obivous purpose besides being a combo option after H Fuujin in the corner. It doesn't give a knockdown and allows the opponent to air tech far before you recover, leaving it disadvantaged on hit but not practically punishable. It's an overhead, but tags zero crouchers without the ability to adjust its height in any way, so it serves no purpose as a mixup tool beyond giving your opponent a free combo.

Can occasionally accidentally catch people jumping after Fuujin, but if they air block it you're probably just as dead as if it whiffed.

  • Whiffs on standing Baiken, Chipp, Faust, Ky, May, and Millia

j.214P

Has similar problems to the Fuujin followup variant, but can be used as a knockdownless air combo ender of sorts. In the corner it's a decent instant overhead when paired with RC since it combos into On. Midscreen however the conversions are weak and somewhat inconsistent, thus mostly relegating it to closing out rounds.

Version Level Guard Bar+ Guard Bar-
236S > K 2
j.214P 2

236S > K: j.214P:

Nagiha

Fuujin > S

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 10 6 27 -19
  • Only knocks down on ground hit
Level Guard Bar+ Guard Bar-
2

Kou

P during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
30, 10×6, 40 Mid 2 2, 4×6, 12 11+8 after landing -41 4~49F Airborne
Level Guard Bar+ Guard Bar-
3, 1×6, 3

On

623H

Damage Guard Startup Active Recovery On-Block Invuln
0, 90 Unblockable 13 16 15+6 after landing 9~42F Airborne
Level Guard Bar+ Guard Bar-

Kai

214P or 214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 42 High/Air 29 2 12 0 4~28F Airborne
214K 25 High/Air 35 10 10 -4 13~43F Airborne
Version Level Guard Bar+ Guard Bar-
214P 2
214K 2

214P: 214K:

  • Listed frame advantage is for standing Sol

Overdrives

Issei Ougi: Sai

632146H

Damage Guard Startup Active Recovery On-Block Invuln
20×11, 100 All 10+3 4×9,2×2 [(26)28] 44 -19
Level Guard Bar+ Guard Bar-
2
  • In CH state during move
  • Projectile guranteed to activate after superflash
  • Data in [] is for giant fan
  • Giant fan will only activate if any active frames, except the last, hit

Instant Kill

Zetsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 17+4 -159~ 18~Recovery Throw
Level Guard Bar+ Guard Bar-
3
  • IK Mode activation: 54F

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