GGST/Anji Mito

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Overview

Overview

Anji Mito uses his guile and wits to read the opponent's next moves and steal the spotlight when they misstep. The unique Autoguard property on his specials make them immune to normal strikes during their duration. If an opponent tries to take their turn too early, Anji can dance straight through their attack for a devastating punish. These and other tricky tools in Anji's kit are especially good for conditioning, guessing games, and dangerous Rock-Paper-Scissors situations.

Fuujin is his signature move with many graceful followups, the threat of which can force an opponent into risky options in the neutral game and in pressure after 5K or f.S. Shitsu fires a projectile butterfly that turns into a bird for starting offense from a knockdown. While he lacks plus-on-block moves to assert himself, Anji excels at stealing turns from the opponent by using the threat of his strong counter-hit starters and Autoguard to get away with leaving large gaps in his pressure. If the opponent tries to jump over Fuujin, Kou and 6P provide him excellent control of the air. Combined with throws, 2D, and baits, Anji's neutral and offense commands respect if you can enter someone's head.

This playstyle carries inherent, unavoidable risks. Each follow-up to Fuujin has their own counter-play that requires Anji to think one step ahead of the opponent at all times, especially if the opponent has access to an invincible reversal. Anji's defensive tools such as Kachoufuugetsu Kai also require some foresight, and bode doom for him if he whiffs them. He has limited options for mashing out of pressure, as 5P and 2P can only combo into 6P and only at point-blank range. All of Anji's Autoguard moves are vulnerable to throws, and RC slowdown.

If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.
Lore:He can be hot-blooded, acting on his intuition rather than reason.

It's easy to recognize his actions as direct and lacking foresight, but he isn't an optimist---he simply isn't very careful. Although he doesn't go out of his way to preach his sense of justice to others, he openly shows his distaste for anything he considers warped or unfair.

It may seem at times as if he's making fun of others, but he means it amicably.
Playstyle
Anji Mito , classified as a Balance type, is an elegant martial artist who dodges all with his dance.
Pros Cons
  • Powerful Okizeme: ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    is an important piece of Anji's pressure, but an even more key part of his OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.. With proper use, it allows Anji to safely apply pressure against the entire roster. ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    gives Anji some of the best post-throw pressure in the game.
  • Jack of All Trades: Anji has a well rounded moveset which covers many situations evenly, with a great anti-air in KouGGST Anji Mito 236S.pngGuard:
    All
    Startup:
    12 [28]
    Recovery:
    14
    Advantage:
    -
    and neutral control in slower matchups using ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    to name a few.
  • Unique Neutral: With good use of the Autoguard window on Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 34~50
    Advantage:
    -
    and the charged versions of FuujinGGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    and KouGGST Anji Mito 236S.pngGuard:
    All
    Startup:
    12 [28]
    Recovery:
    14
    Advantage:
    -
    , Anji can create unique neutral situations and keep opponents second-guessing their attacks.
  • High Guts: Anji's high guts give him a large health pool. This gives him more freedom to take risks or make mistakes while analyzing an opponent's defensive habits.
  • High Risk: Many of Anji's options present opportunities for heavy punishment. All Autoguard windows can be called out by throws, ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    has long total duration, and all FuujinGGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    follow-ups are unsafe in different ways. Even NagihaGGST Anji Mito 236HS.pngGuard:
    Low
    Startup:
    15 (28 with early cancel)
    Recovery:
    20
    Advantage:
    -7
    , one of his safest pressure enders, is -7, making it punishable by a large portion of the cast when not spaced carefully.
  • Weak Combo Enders: While anji has great okizeme potential, all of his combo enders don't give him the opportunity to set it up properly, leaving up with an opportunity for a meaty close slash at best. To run his ideal oki game, he needs to land a throw, end a ground string with 2d or go for a specific reset in the corner.
  • Inconsistent reward: Anji has high damage potential, but most of his hits are likely to lead into mediocre damage without either a heavy counterhit or meter spent. This hurts him especially due to his inherently risky nature and difficulty to maintain ideal pressure on wakeup.

Autoguard

Anji has a property on most of his special moves called Autoguard, where he will pass through an opponent's attack and will treat the attack as though it whiffed, allowing for potential punishes other characters may not be able to do. He is able to Autoguard attacks with 236K, 236[H] and 236[S]. Making good use of Autoguards to call out reckless attacks is a key part of playing Anji effectively.

GGST Anji Brief Character Guide

                                                                                         *PATCH INFORMATION IN COMMENTS*
                                                                             More indepth version of an Anji guide here: Link 

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 8 5 9 -2 none

  • Anji's best low commitment poke.
  • Dash 5K can set up a Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..

While useful in neutral, it also has great use in pressure. 5K > 6H is very useful for starting pressure on far blocks, while 5K > 2D is a frametrap.

Gatling Options: 6P, 6H, 5D, 2D

c.S

f.S

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
44 All 15 4 23 -8 none

  • Hits on both sides of Anji
  • Might not combo from a max range f.S
  • Forces opponent into crouching state on ground counterhit.

Covers an incredible area above and around Anji. This move's wide range and tall hitbox make it a great tool for forcing the opponent back down onto the ground, most notably in the corner. 5H's slightly disjointed hitbox can make for a decent counterpoke in some matchups. This move's long range also makes it a go-to throw whiff punisher.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20 3 26 -15 -
Charged 56 High 28 3 26 -10 -

Uncharged Dust
  • Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. Can gatling from 5K, 2K, or c.S for a mixup. When done during ShitsuGGST Anji Mito 236P.pngGuard:
All
Startup:
29
Recovery:
Total 52
Advantage:
-5
, the second hit will let Anji combo afterward using 5K (though this only works if Shitsu lands at the correct timing).


Charged Dust
  • Charged Dust leads to soft knockdown (+36).
  • Holding any upwards direction during the hitstop frames of charged Dust will perform a Homing Jump:
    • Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
    • Homing Jump combos can sometimes increase Tension Pulse enough to activate Positive Bonus.

Similar to uncharged Dust but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

2P

2K

2S

2H

2D

6P

6H

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Shitsu

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,40 All 29 71 Total 52 -5 none

  • Listed frame advantage is for the initial projectile impact

A slow moving butterfly projectile that transforms into a bird when it collides with something, flying up and then falling back down for another hit. This move sees most of its use after a hard knockdown (e.g. Ground Throw, 2D, Kou) where you can perform a strike/throw mixup once you have conditioned your opponent to stop mashing/backdashing/upbacking. Use sparingly outside of knockdowns, as it has long startup and does not travel fullscreen. It has very specific and matchup dependent use in neutral, but when used appropriately it can help Anji make safer approaches against a defensive opponent, as its slow travel time allows Anji to run behind it.

When landing a Throw (such as after a 236K punish or 236H-K > Throw), the gap between MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Shitsu and a follow-up can be eliminated by MicrodashingCancelling a very short dash into another move, making blockstrings like Shitsu > Dash c.S gapless. This is incredibly usful to learn against characters with powerful reversals, such as Sol's 623SGGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-28
.

Suigetsu No Hakobi

236K (Hold OK) 水月の運び

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - Total 34~50 - 10-25~41 Guard Point

  • Anji is in counterhit state for the 9 frames before the Autoguard begins and the 9 frames after it ends.
  • Autoguard starts on frame 10, lasts for 16 frames, and can be held to extend it to 32 frames. When K is released, Autoguard ends immediately, and 9 frames of recovery begin.
  • Vulnerable to Throws.

When Anji successfully guards a move:

  • Anji moves forward and enters an animation for 38f where he is fully invulnerable. Anji is actionable immediately afterward, so guarding a move cannot be punished. Unlike when exiting blockstun, Anji gets no throw protection when exiting this animation.
  • If it is a non-projectile move, the opponent will be locked in hitstop for 28f before continuing their move. They can use a Purple Roman Cancel afterwards to avoid being punished.
  • The guarded move is treated as though it whiffed. Unless it has the special property that it can be whiff-canceled (e.g. Chipp 2SGGST Chipp Zanuff 2S.pngGuard:
    All
    Startup:
    10
    Recovery:
    17
    Advantage:
    -7
    ), it cannot be cancelled into other normals or special moves.

Anji spins forward with Autoguard. This spin can also be done by holding KouGGST Anji Mito 236S.pngGuard:
All
Startup:
12 [28]
Recovery:
14
Advantage:
-
or FuujinGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
, with the respective attack coming out if nothing is guarded. The duration of the autoguard window for held Kou and held Fuujin is determined by how long the button for the move is held. It may be any length from 1 frame up to 16. 236K is used to scare an opponent into expecting Fuujin or Kou, allowing you to reset pressure, set up grabs, or gain ground. Make sure to be careful when using this move as it puts Anji into CH state for the startup and recovery of the move. 236[K] has a longer Autoguard window than any other move Anji has, which will catch people trying to preempt held Kou or Fuujin.

When Anji guards a projectile, Anji goes through the 38-frame invulnerable animation, but the opponent does not suffer a 28-frame freeze. This gives the opponent time to safely approach. Because Anji does not receive throw protection when exiting the animation, the opponent has an opportunity to run strong strike/throw offense as the animation ends. An opponent can also give themselves this opportunity by using a Purple Roman Cancel when Anji guards one of their moves.

The amount of advantage Anji gets after guarding a move depends on which move he guarded. The frame advantage can be calculated using the formula:

Advantage frames = remaining active frames + recovery frames - 10

There are many exceptions, but these guidelines will apply in most circumstances.

What Punish Anji Gets
The Move Anji Guarded Frames of Advantage Punish
any projectile -38, sometimes more -
j.X / jump-ins -3 -
5P, 2P 0-1 -
5K, 2K 2-4 Throw
c.S 5-6 Throw
other S moves, H moves, 2D 11-20 c.S, f.S, or 2D

Fuujin

236H (Hold OK) 風神

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 All 16 [32] 4 21 -8 [-6] [10-25 Guard Point]

  • Can be held to add Autoguard to startup.
  • Not too unsafe by itself.
  • Follow-ups can be performed on whiff and as early as frame 13 after inputting Fuujin.
  • The latest possible follow-up can be started on frame 35 [51] of Fuujin, or 13f before Fuujin recovers.

Fuujin is a dash punch/rekka type move that is a part of Anji's offense. Fuujin itself is useful for CH confirms, combos and can be useful for pressure in some situations. It has a variety of follow-ups that are nice to use against conditioned opponents. However, a non-conditioned opponent may not respect it as a pressure tool and for many characters with a reversal/DP, they will usually abuse the gap between Fuujin and its followups.

Nagiha is the go-to follow up on standing hit, Rin is for air hits or a slow overhead, Issokutobi is for 236[H] or risky throws, and Shin: Ichishiki is a pressure reset.

Note: Extra strategies related to Fuujin can be found here.

Shin: Ichishiki

P after Fuujin 針: 壱式

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
32 All 30 (43 if early cancelled from Fuujin) 8 Total 43+6 after landing +7 none

  • The hitbox only exists once the fans have reached the ground.

A slightly plus on block followup to Fuujin, allowing you to frametrap the opponent or potentially reset pressure. This move can always be completely avoided and even punished by an opponent jumping, so you must condition the opponent to stay put before you can use this safely. With early cancel, this turns into an alternate guaranteed plus meaty Anji can combo with on hit, or a projectile to keep opponents out. It can make an opponent's DPs whiff with proper spacing, which may lead to a full punish depending on matchup. It can also lead to a 50/50 with drift Purple Roman Cancel that can either cross up or not depending on when you do the PRC.

Issokutobi

K after Fuujin 一足飛び

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - 22+6 after landing - -

  • -12 on block and -9 on regular hit if cancelled immediately.
  • Plus after OTG Fuujin (advantage depends on spacing)
  • No longer in counter hit state

A small hop that gets you up close to the opponent, allowing you to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it. Use it rarely to keep the opponent on their toes, otherwise you can be punished on reaction with a button or throw. Anji is considered airborne while using this move, allowing for some sneaky mixups with Roman Cancel. It's also used to correct the distance in certain combo routes and can make you safer after a whiffed fuujin. With early cancel, this becomes a massive command dash with lower body invulnerability. Can be used to close the gap (very risky), make a risky throw-bait or against Potemkin players mashing Slide Head.

Nagiha

S after Fuujin 凪刃

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36 Low 15 (28 with early cancel) 4 20 -7 -

  • Soft knockdown on hit.

A low sweep that's the safest follow-up to Fuujin due to its high pushback and low disadvantage on block, allowing you to end your pressure with not too much risk if spaced correctly. Instant-blocking can make it a lot riskier, but mixing up the timing can help against players looking out for that. Using this move with a slight delay after Fuujin gives you a great way to catch opponents who are jumping or mashing, allowing you to condition them to stay put and do other follow-ups. If done immediately after Fuujin it's a true blockstring which doesn't allow for reversals/DPs. On counter hit, this move grants you a hard knockdown allowing you to set up butterfly oki. Or you can combo with 2K/5K or c.s (if you're close enough) as an extension for more damage, especially near or in the corner. Early cancel turns this into a 28 frame half screen low, usable for whiff punishing, poking, and anything in-between.

Rin

H after Fuujin

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 High 21 (34 with early cancel) 2 24 -9 -

  • Overhead option of Fuujin's follow-ups.
  • Does not bounce high enough for him to continue the combo meterlessly without CH, and even then, it's tight.

The overhead option after Fuujin. Use this move to catch people who are staying put and looking out for Issokutobi. Normally, it does not lead to great combo potential due to how low the opponent bounces on hit. However, it is useful in conjunction with Shitsu or if you have RC to boot. In these cases, you get great damage. Also, you get an advantage to go for a meaty anywhere on screen.

Kou

236S (Hold OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,30 All 12 [28] 9(6)5 14 - 1-9 Above Waist
10-31 Upper Body
[10-25 Guard Point]

  • Whiffs on grounded opponents.
  • Can be held to add autoguard to startup
  • Can use air actions while falling.
  • Guard crushes on second hit.

A fast anti-air with a monstrous hitbox and short recovery that serves as a great combo move. Does not hard knockdown on hit, but you are in great advantage even when you land. That being said, if you are absolutely craving for a ShitsuGGST Anji Mito 236P.pngGuard:
All
Startup:
29
Recovery:
Total 52
Advantage:
-5
oki, doing 2K or c.S afterwards makes for a decent subtitution. With the dash cancel, you can do Kou loops much more consistently.

Overdrives

Issei Ougi: Sai

632146H 一誠奥義・彩

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
15×6,75 All 11+6 - - -30 -

  • Considered a projectile.
  • Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.

Primarily used as a combo ender for damage or to break the wall for both a hard knockdown and Positive Bonus. Because it's considered a projectile, it will continue if you Roman Cancel it. This allows Anji to pack in more damage by himself on hit or try a mixup on block while the fan keeps people locked in place, but this is expensive at 100% Tension. As it also doesn't go away on hit, it can be used to call out slow attacks such as Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
All
Startup:
39
Recovery:
Total 62
Advantage:
+22 [+25]
if you're in range to trade.

Kachoufuugetsu Kai

632146S 花鳥風月・改

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Catch - - - - Total 40 - 1-30 Guard
Attack Near 66,15×4,60 All 2+1 - - - -
Attack Far 60, 80 All 2+1 - - -1 -

  • Loses to Throws and whiffs on cross-ups.
  • Near counter is cinematic, Far counter is not.

Anji's reversal super. On frame 1, Anji enters Baiken's stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. With Near counter, the cinematic triggers for solid damage. With Far counter, Anji dashes forward and does two follow-ups instead, being slightly minus on block. The Far counter loses invincibility once the attack starts, making it hard to use in some situations. Due to being a counter, it beats SafejumpsWhen an air attack with low recovery hits meaty, but recovers in time to block reversals., but has no offensive presence outside of niche frame traps.


External References

Navigation

Anji Mito
Ambox notice.png To edit frame data, edit values in GGST/Anji Mito/Data.