Overview
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 |
- 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 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: KouGuardMidStartup2Recovery11+8 after landingAdvantage-41.
While autogaurd may seem strong it has two major weaknesses:
- Every guard point only blocks Mid and High attacks, making Anji vulnerable to lows.
- Autoguard can only be triggered once, so it naturally loses to multi hit attacks and some projectile based okizeme.
Normal Moves
5P
5K
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
2K
2S
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
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
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
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