GGST/Anji Mito/Starter

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Unique Mechanic

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, 236H and 236[S]. Making good use of Autoguards to call out reckless attacks is a key part of playing Anji effectively.

Key Moves

Neutral

Ground Control

  • 5K is a low risk, low reward poke that is effective at stopping reckless grounded approaches, with 2D and 6H gatlings that provide opportunities for Anji to begin pressuring the opponent. Anji will generally want to position himself just outside of the range of this move, giving himself time to react to and stuff a sudden approach, while still being able to fish for counterhits and whiff punish with 2D and f.S, which always combos into Fuujin.
  • f.S will likely want to be used just outside of 5K's effective range, due to its comparatively slower startup. If it is used as an approaching normal from a dash, it can either gatling into a 5H frametrap at closer ranges or a Fuujin frametrap at longer ranges from a special cancel.
  • 2D is a high-risk high-reward tool due to it's 22 frame recovery albeit really rewarding and useful as it allows it to low-proffile certain moves and scores him a hard knockdown allowing him to start pressuring the opponent.
  • Suigetsu No Hakobi (236K) A powerful option in neutral and pressure that will nullify enemy attacks that Anji spins through. Depending on the attack nullified, Anji can be left plus and punish his opponent. Anji also has the option to cancel into MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11 on successful catch. The threat of potential follow-ups create a scary guessing game for Anji's opponent and lets him enforce his game plan.
What Punish Anji Gets from autoguard?
The Move Anji Guarded Frames of Advantage Punish
Any projectile Usually Very Minus Midare if they're close
j.X / jump-ins Usually Minus Midare
5P, 2P -1 to +1 Midare
5K, 2K +2 to +4 Throw
c.S +5 to +6 Throw
other S moves, H moves, 2D +11 to +20 c.S, f.S, or 2D

Anti Airs

  • 236S is 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.pngGuardAllStartup29RecoveryTotal 52Advantage-6 oki, doing 2K or c.S afterwards makes for a decent subtitution.
  • j.D is Anji's best air to air, easy to convert from if close to the wall thanks to it's wallbounce, specially good on matchups where the opponent spends a lot of time in the air.
  • 6P A great anti-air tho it shouldn't be your first option, it also counter-pokes well. Whenever possible, use Kou to anti-air instead, as 6P knocks the opponent too far away for strong okizeme unless it counterhits.

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