GGACR/Anji Mito

From Dustloop Wiki

Overview

Overview

Anji is an all-rounder character who specializes in hard reads. With a large offensive toolkit based around highly-specialized moves, Anji is the "thinking man's" character who excels at understanding his opponent and crushing their attempts to contest him.

Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7 to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Anji has many solid mixup options after a knockdown, allowing him to perform a powerful offensive game.

Anji has a lot of tools for specific situations. For example, while Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are 3K, 3S and 2H, all of which are committal. To successfully autoguard a move, Anji must make an active prediction for how his opponent will react to any given situation, but the special autoguard follows are powerful and rewarding.

By that same token, Anji has several highly unique properties that change how he approaches basic situations on a fundamental level. While his jump-ins aren't particularly strong, he has a strong IAD threat in neutral with buttons like j.PGGAC Anji jP.pngGuardHigh/AirStartup8Recovery3Advantage-, and can use j.DGGAC Anji jD.pngGuardHigh/AirStartup10Recovery14+6 after landingAdvantage-'s air stall to bait and punish anti-airs with falling normals. His unique superjump is extremely horizontal, giving Anji a potent alternative to double jumps and airdashes for navigating the screen. His bad guard bar stats and strong defensive tools in tandem necessitate that Anji approach defense more proactively than most.

Anji's low execution, strong fundamentals, and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense, and solid defense will love Anji and his fanciful fighting style.
GGACR Anji Mito Nameplate.png
GGACR Anji Mito Portrait.png
Damage Received Mod
×1.06
Guts Rating
5/5
Gravity Mod
×1
Stun Resistance
65
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
5P (4F, whiffs crouchers)
2P, 5K (5F)
Reversals
236H (20F, 1~12F Strike Invul)
6K (High Guardpoint 1~7F)
3K/3S (Low Guardpoint 1~4F/1~27F)

 Anji Mito is a specialist famous for Fuujin, his unique Auto Guards, and purposed-tailored normals.

Pros
Cons
  • Specialist Attacks: Anji's buttons reward specific callouts. His normals are oppressive when leveraged properly because of their combination of counterhit reward, autoguard, and shutdown potential.
  • Belligerent Defense: Fuujin, Autoguard, and a powerful Throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. enable disrespectful style in which Anji can blow through attacks and make the opponent play his game.
  • Great Anti-Airs: Both in terms of anti-airs and air-to-airs, Anji has it made. He's great at harassing opponents who jump with jumps of his own, and he has great anti-airs if he chooses to plant his feet.
  • Meter Dump: Strong and linear meter use means he can turn just about any touch into 150+ damage, corner carry, and oki on almost the entire cast. He also has damaging, match-practical unblockables against the entire roster from his key knockdowns.
  • Gatling God: His permissive gatling table and uniquely delayable gatling timings give Anji an unmatched degree of freedom and expression in how he sequences his normals.
  • Clean Movement: Thanks to a good run speed, extremely horizontal super jump arc, and momentum-altering moves, Anji can work himself into just the right spot on the screen.
  • Over-Specialized: Anji's normals tend to be geared towards strong niche uses, trading properties like autoguard and great counterhit reward for compromises elsewhere that make them extremely risky when misused.
  • Hitbox Issues: Anji struggles to deal with low profile moves more than most, beyond the realm of traditionally strong low moves like  Sol's Ground ViperGGAC Sol 214S.pngGuardLow×7, MidStartup17Recovery37Advantage-21 - strong sweeps are a consistent and exploitable pain point.
  • Guard Bar: Anji has the worst guard bar stats in the game, which can lead to disproportionately damaging cash-outs on hits after even short pressure sequences

Unique Mechanics

Autoguard

Autoguard (also known as Guard Points or GP)

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 mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.





Unique Gatling Options

Unique Gatling Options

Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.

  • Late Cancel - Anji's normals have a property in which they can all be cancelled at any point during their active and recovery frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. Example link, turn on the CC for explanation
  • 3S Cancel - 3S is a particular normal that can be cancelled during frames 7-9 of its startup into 5S or 5H, allowing for very unique blockstrings and cancels that other characters cannot perform. Example Link
  • Wide Gatling Tree - Anji has a large number of command normals and gatlings, along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
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

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 8 +3
Total: 14

Anji's 5P is a god-tier jab, undercut by its ability to be crouched by most of the cast. It is large, lightning fast, and prone to favorable trades due to its high attack level.

5P has limited options for gatlings, generally leaving you reliant on 3S cancels for more substantial grounded conversions. 5P will, however, freely combo into 5H on crouching hit and counterhit, making it superb for fast punishes on crouch-recovery moves like  Ky's Greed SeverGGAC Ky GreedSever.pngGuardHigh/AirStartup18Recovery5+11 after landingAdvantage-14 or  Slayer's sweepGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8.

Furthermore, the fact that Potemkin and Justice cannot crouch block under 5P makes it positively domineering in those matchups, letting Anji convert hits that would be inconsequential in other matchups into corner-to-corner carry.

  • Is a great anti-air that can catch a lot of approaches.
  • Will whiff on all crouching characters except Potemkin (always hits) and on Justice (hits block/proximity block, whiffs on neutral crouch)

Gatling Options: 6P, 3P, 6K, 3S, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 5 5 6 -1
Total: 15

A great general poke that has many options to followup on.

  • Has great gatling options such as 3P, 2S, and 6K.
  • Great at keeping the opponent in Anji's butterfly oki.
  • Extends Anji's hurtbox.

Gatling Options: 6P, 3P, 6K, 5S, 6S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 7 4 13 0
Total: 23

Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler.

  • Cranks the guard bar well.
  • Has good gatling options such as 3P, 2S, and 3S.

Note: Anji does not have a f.S. 5S will activate at any range. However, 5S will automatically gatling into 6S if S is pressed again on contact.

Gatling Options: 6P, 3P, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4
  • Cancellable during first 8 recovery frames

5H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 15 4 21 -6
Total: 39

5H is one of Anji's most important normals. It boasts decent range and a high attack level, and forces crouch on hit, opening the door to some of Anji's most essential combos. 5H is guaranteed to combo into 236H on grounded hit, launching opponents for a great blend of damage and corner carry, especially with meter invested. Put simply, routing into 5H is part of your win condition in many matchups.

On airborne hits, 5H knocks down, where you can take advantage of Anji's delayed cancels by late canceling into 236P to get some of Anji's best okizeme.

On block, 5H is a little more nuanced. Its high attack level means it leads to a good amount of pushback, but cancels from 5H can be quite hard to challenge. Accordingly, using 5H in block pressure can be quite powerful when applied well, but may force you to disengage or lean on 236H to make up for lost space.

  • Generally what you want to combo into after a mixup.
  • Has hitboxes on both sides of Anji - reverse hits will send special cancels the wrong way, but gatlings will auto-correct

Gatling Options: 6P, 6K, 3S, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Slams down on air hit
  • Cancellable during first 16 recovery frames

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 27 6 26 -18 4~18F High Guardpoint
Total: 58

At first glace, Anji's 5D on paper looks like a subpar dust, but it boasts quite a bit of utility, especially as an anti-air autoguard to pair with KouGGAC Anji Kou.pngGuardMidStartup4Recovery11+8 after landingAdvantage-41 and its Force Break counterpartGGAC Anji FBKou.pngGuardMidStartup4Recovery24Advantage-66.

It has a massive fifteen-frame high/mid autoguard window, and is one of the few special cancelable 5Ds in the game.

  • Can be special cancelled to make it safe.
  • Has a lot of autoguard frames.
  • 5D into autoguard P or D can be a strong anti air option.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3
  • Cancellable during first 5 recovery frames

6P

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 18 4 16 -1 1~21F Above Knees
Total: 37

Great all around anti air, especially against airdashes.

  • Anji leans back during the animation allowing him dodge certain things.
  • Has a great disjoint like most 6P's.
  • Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range.
  • Good for frame traps.

Gatling Options: 3P, 6K, 3K, 5S, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 20 6 5
  • Anji's back can be hit as he stands 18F onwards
  • Staggers on ground CH (max 37F)
  • Cancellable during first 14 recovery frames

3P

Damage Guard Startup Active Recovery On-Block Invuln
28 High 20 3 11 0
Total: 33

A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.

  • Bounces opponent on counterhit, allowing for a followup.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Ground bounces on CH (untechable for 90F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 11 6 18 -10 1~7F High Guardpoint
Total: 34

6K stands alone as Anji's only frame one high/mid autoguard, and as such, is one of his most used, overused, respected, and counterplayed options. Its frame one high/mid autoguard means it can be used as a reversal when paired with its followups, though if your opponent delays their meaty or goes low, you will get counterhit. Additionally, 6K is quite potent when used as a callout against frame traps and projectile-based pressure resets.

Aside from being used as a reversal with autoguard followups, 6K sees some use as an anti-air and anti-poking autoguard due to its short length compared to 6H and 5D, though 6K suffers from a relatively small catch window, and 6S has more use as an actual poke with an autoguard.

6K's only gatling is 3P, which acts as a wide frame trap (7f gap) to discourage punishment when 6K is not cancelled. While not a gatling, 6K can also be late cancelled into 5K on hit, block, or whiff during its last 10 frames, which leaves a 5f gap on block as an alternate frame trap.

6K also has an FRC on its first two active frames, which are somewhat niche but quite powerful. First and foremost, it allows for a much greater degree of safety, since the FRC is only four frames after 6K's autoguard window ends. On block, 6K FRC is a whopping +13, which is a huge amount of pressure to squeeze out of an 11f move with many gatlings into it. This advantage applies to combos as well, where it can be used to extend ground combos or put together character-specific extensions after On.

This FRC shares its timing with autoguard hitstop should Anji catch something with 6K, meaning the following option selects are available:

  • 6K > FRC (PKS) - Kou on autoguard, FRC on block/whiff
  • 6K > FRC (KSH) - Sou on autoguard, FRC on block/whiff
  • 6K > FRC (Any Three+D - FB Kou on autoguard, FRC on block/whiff; must be precise or you risk using your Gold Burst

Gatling Options: 3P

FRC Window Proration Guard Bar+ Guard Bar- Level
11~12FThe first two active frames; FRC immediately as the move hits 10 7 3
  • Staggers on ground CH (max 33F)
  • Cancelable into 5K from 25F onwards

3K

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 19 4 14 -1 1~4F Low Guardpoint
1~End Throw
Total: 36

A very big poke covering a large portion of the screen in front of Anji. Throw invulnerable, so it might be a good oki option to fake opponents out. On normal hit, combo into S Fuujin Nagiha.

  • Has a good autoguard point while also potentially leaving Anji at a safe distance.
  • It being a low can catch inexperienced opponents off guard.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 11 6 4
  • Wallbounces on CH (untechable for 56F)

6S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 13 4 17 -7 7~12F High Guardpoint
Total: 33

An extremely far poke covering a large portion of the screen in front of Anji.

  • Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.
    • Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option.
  • Has many gatling options.

Gatling Options: 3P, 6K, 3K, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

3S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 28 12 10 +1 1~27F Low Guardpoint
Total: 49

3S is an autoguard machine, boasting both custom hitstun and blockstun, which makes it -2 on hit and +1 on block.

  • One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.
  • Has many ways to gatling into it.
  • Allows Anji to use 3S cancel, a very strong technique for blockstrings and combos.
  • Oddly, is jump cancellable.

Gatling Options: 3P

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Cancelable into 5S or 5H 7~9F
  • Anji is in crouching state 1~27F
  • Anji is in CH state during move

6H

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 21 6 25 -14 13~20F High Guardpoint, Throw
Total: 51

A slow move with a late mid guard point, 6H is generally used as a frame trap on block and combo stabilizer in Fuujin loops.

Use it to call out backdashes or to mix up when close by FRCing it immediately into throw, which starts Butterfly pressure.

Combos into S Fuujin on normal hit or H Fuujin on counterhit, both on and near the ground, with some per-character variation. This is especially useful on characters that can be difficult to S Fuujin loop, where 6H has enough hitstop to allow for height adjustments by delaying your cancel into S Fuujin.

Similar to 6K, 6H's FRC overlaps with its autoguard, meaning the following option selects are possible:

  • 6H > FRC (PKS) - Kou on autoguard, FRC on block/whiff
  • 6H > FRC (KSH) - Sou on autoguard, FRC on block/whiff
  • 6H > FRC (Any Three+D) - FB Kou on autoguard, FRC on block/whiff; must be precise or you risk using your Gold Burst
FRC Window Proration Guard Bar+ Guard Bar- Level
17~20FFRC immediately before the move hits 80% 14 6 4

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0
Total: 14

Anji's 2P is a fast and close ranged pressure tool.

  • Can gatling into 2K for a frame trap or be used for a tick throw.
  • Can go under certain moves.
  • Decent gatlings.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 5S, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 8 2 6 +6
Total: 15

2K is an amazing tool for poking and pressure.

  • Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings.
    • 2S and j.214P allow for a high/low mixup.
    • Can be used to restart pressure.

Gatling Options: 6P, 3K, 6S, 2S, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 8 7 3

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 8 6 14 -6 11~13F, 21~23F Low Profile
Total: 27

2S is a great low poke and mixup option.

  • While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.
  • Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.
  • Can go under a lot of things.

Gatling Options: 3S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 20 5 15 +5 10~19F Low Guardpoint
Total: 39

2H is a situational move, but is very strong when used. Has custom hitstun and blockstun making it +5 on block and 0 on hit

  • Works great as a frame trap, lending itself well with its good amount of low autoguard frames.
  • Can be late cancelled into 6P on hit, block or whiff.
  • Can gatling into 5H for massive damage.

Gatling Options: 3K, 5H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Cancelable into 6P from 29F onwards

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 7 3 25 -11 5~23F Low Profile
Total: 34

Anji's 2D is a very strong move that can be very punishable if misused.

  • Can be gatlinged into from many of Anji's common moves.
  • Can low profile for a large portion of the move.
  • Has a very big hitbox, even extending slightly in front of Anji's body.
  • Very punishable on whiff.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4
  • Cancellable during first 22 recovery frames

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 8 3 3
Total: 13

j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 6 6 10
Total: 21

j.K is a really good all-around aerial for Anji.

  • Hits right in front of Anji.
  • Great for use in SJC combos.
  • Works great for a air-to-air.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 7 9 18
Total: 33

j.S is a pretty good move for most aerial scenarios.

  • Hits a good bit in front of Anji.
  • Great for SJC combos.
  • Can be used as an air-to-air or as a jump-in.
  • Frames 3-4 of start-up are affected by a unique bug with the following properties:
    • When done low enough to the ground, these frames will gain high autoguard.
    • Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.
    • The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:
      • No meter gain on Gold Burst.
      • No burst refill on Blue Burst.
      • No level up from Johnny's coin.
      • No follow-up animation from cinematic supers and instant kills.

Gatling Options: j.P, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 13 6 15
Total: 33

j.H is a go-to combo ender for Anji.

  • Knocks down on air hit leading to butterfly oki.
  • Can be used as a cross up in some scenarios.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Slams down opponent on air hit

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 10 6 14+6 after landing 1~11F, 22~End Upper Body
Total: 35

j.D is a powerful air button, useful for just about everything except jumping in. Notably, j.D halts Anji's horizontal and vertical movement early in its startup frames, though this movement halting is not frame one; j.D cannot be FDC'd in a useful manner. This air stall is superb for keeping your movement unpredictable and baiting anti-airs, especially since Anji recovers fast enough to airdash or jump after even the lowest of j.Ds.

j.D is shockingly disjointed, making it a potent air-to-air, especially when paired with its movement stopping and Anji's special superjump, effectively letting you place a giant stop sign anywhere in the air. On normal hit, j.D knocks the opponent away with a highly untechable hit, capable of knocking down low to the ground, or comboing into j.214P for a knockdown. On counterhit, j.D is massively untechable and will wallstick should the opponent reach the wall.

j.D also has a special property where it can be canceled into any non-j.D air normal from frame 23 onward, allowing for character-specific followups, including j.D > landing j.K/S > 5P for a rejump, or j.D > j.H for a knockdown. Outside of combos, this recovery cancel can be used to capitalize on baited anti-airs by landing on the opponent with a button like j.S.

  • Blows back opponent on hit.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 7 3
  • Wallsticks on CH (untechable for 84F, sticks for 30F)
  • Can be canceled into any air normal (except another j.D) 23F onwards

Universal Mechanics

Ground Throw

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

Pretty normal throw, but guarantees great Butterfly oki midscreen.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

A basic air throw. Can combo into 5P > OnGGAC Anji On-1.pngGuardUnblockableStartup11Recovery20+6 after landingAdvantage- from anywhere on screen.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 6 12 -4 1~11F All
12~26F Throw
Total: 29

A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Shitsu

236P

Damage Guard Startup Active Recovery On-Block Invuln
18, 16×2 All 21 56 Total 48 -7
Total: 48

A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids.

Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.

Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like 3P or 3K, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.

Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. 6K can help with checking for reversal attempts in butterfly oki.

  • Disappears if it travels the max distance before touching something.
  • Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 8×3 1
  • Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
  • Falling butterfly chip damage x2
  • Projectile disappears immediately if Anji gets hit

Fuujin

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 30 Mid 15 3 27 -16
236H 46 Mid 20 3 27 -16 1~12F Strike
Total: 44
Total: 49

Fuujin is arguably Anji's most important tool, and alongside his autoguards, what really defines his kit. Fuujin is an advancing and highly damaging lunging strike that sees use across every facet of Anji's game plan. S Fuujin and H Fuujin are pretty distinct, each with different uses.

On block, both Fuujins share the same flaw; they lock you into the same set of five reactable followups, each with well-understood counterplay. While ill-prepared or scared opponents may not challenge your followups, savvy opponents will be able to snipe you out of most followups with ease. Regularly routing into Fuujin followups on block will leave you dependent on an ignorant/scared opponent, ambitious conditioning, or meter use to consistently stay safe. At the same time, Fuujin is a great gap closer in block pressure, and can be used to mitigate natural pushback and faultless defense alike.


S Fuujin is one of the key features of Anji's grounded and corner combos. Owing to its lack of invulnerability and minimal horizontal movement, S Fuujin does not see use in neutral and pressure like H Fuujin.

On grounded hit, S Fuujin combos into Nagiha and nothing else. On air hit (including 2D), however, S Fuujin will floorslide. On most charactersEveryone except A.B.A., Johnny, Order-Sol, Potemkin, and Robo-Ky, 2D > 236S will let you combo into FB Rin for a launch, which is one of Anji's staple combo routes. From higher hits, 2D > 236S~D works on everyone, and will even let you link normals from S Fuujin's floorslide.

In the corner, S Fuujin can be looped on many characters (most notably Potemkin and Testament, where it can fund and lead into unblockable loops) for high damage, great meter gain, and Anji's signature okizeme.


H Fuujin is highly threatening in neutral, boasting enough forward movement and invuln to blow through preemptive pokes and fast projectiles, though reactive and highly active moves will win out in these situations. With this partial invuln, it can also be used as a reversal, albeit a flawed one, losing to delayed meaties and throws. Proper use of H Fuujin on wakeup can leave opponents scared to pressure you, especially when paired with Anji's wakeup autoguard normals, but overuse will just hand your opponent counterhits on a silver platter.

On hit, H Fuujin launches and wallbounces, which is why it sees use in basically every major combo Anji has. With proper routing and meter use (see: FB Rin), you will be able to take every character in the game from corner to corner, while also scoring solid okizeme. Even without meter, H Fuujin opens up opportunities for substantial air combos by linking normals off of 236H~K.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236S N/A 10 7 3
236H N/A 80% 10 7 3

236S:

  • On whiff cancellable into followup attacks 28F onwards

236H:

  • On CH untechable for 80F
  • On whiff cancellable into followup attacks 33F onwards

Shin: Ichishiki

Fuujin > P

Damage Guard Startup Active Recovery On-Block Invuln
10×6 All 36 Total 50+8 after landing +17
Total: 58

The somewhat safe/pressure reset option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.

This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.

Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh.

FRC Window Proration Guard Bar+ Guard Bar- Level
6~8FFRC immediately after the followup starts 0 7×6 3
  • Anji is in CH state during move
  • Anji is airborne 4F onwards
  • Anji is in crouching state during landing recovery
  • Auto Jump Install
  • Listed Frame Adv is for a standing opponent in the corner (tested on Sol)

Issokutobi

Fuujin > K

Damage Guard Startup Active Recovery On-Block Invuln
24+6 after landing 7~24F Lower Body

The throw/anti-low option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing.

This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.

The move's biggest downside is that it puts Anji in counterhit state until he lands, and can be readily thrown on reaction during its landing recovery. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Airborne and can pass through opponent 7~24F
  • Anji is in CH state until landing

Nagiha

Fuujin > S

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 10 6 27 -19
Total: 42

The low/frametrap/combo ender option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Nagiha is one of Anji's staple combo enders, granting a knockdown on opponents on or very near the ground, allowing for pressure midscreen and guaranteed butterfly oki in the corner. If delayed, Nagiha acts as a potent frame trap, especially against opponents preemptively trying to challenge Rin. This frame trap opens up strong combo opportunities, though meter investment may be necessary on some characters.

Nagiha's FRC is also one of Anji's best, and should be a priority for anyone playing Anji eventually. On block, Nagiha FRC is great for maintaining pressure, as using it keeps Anji safe on normal block - or you can be more aggressive and FRC into one of Anji's frame one autoguards or H Fuujin to stuff punish attempts. Against more passive opponents, it may be possible to try to retake your turn, though this will be stretching the bounds of your frame advantage quite significantly. On hit, Nagiha's FRC lets you upgrade smaller Fuujin confirms, tack on extra damage in the corner, and generate butterfly oki midscreen where it otherwise might not be possible.

FRC Window Proration Guard Bar+ Guard Bar- Level
23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears 8 7 3

Rin

Fuujin > H

Damage Guard Startup Active Recovery On-Block Invuln
40 High 27 8 16 0 8~26F High Guardpoint
1~22F Throw
Total: 50

The overhead/autoguard/knockdown option out of Fuujin, notable for being a level six attack on block. Rin sees some use as a tool for ending pressure safely on hesitant opponents and challenging abare, though it has a few uses in combos as well.

In pressure, much like the rest of Fuujin's followups, Rin is far too slow to be used as a real high/low mixup, and can be interrupted low or Slashbacked on reaction. That said, Rin can be quite potent as a timing mixup when opponents preemptively attempt to mash on or jump out of Fuujin, especially when paired with its massive 18f high/mid catch window and generous throw invulnerability. At the very least, it is 0 on normal block, should you be able to convince someone to hold it.

It should be noted that Rin's autoguard and throw invuln are not comprehensive; Rin can be interrupted by mids before its autoguard goes active and right before it hits (the move's frame data is somewhat misleading here; Rin takes roughly four more frames than its noted startup to connect on standing opponents), and can be thrown before it connects, which is usually aided by Rin's forward movement.

On hit, Rin is exclusively used as a combo ender to guarantee knockdowns, since it can hit far higher than Nagiha- directly above Anji's head- and always knocks down, giving butterfly oki from good spacings and heights. On counterhit, Rin is surprisingly awkward. It burns through a lot of RISC, meaning it stunts combo damage quite significantly, and the launch is massive but somewhat unwieldy.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 30 5
  • Groundbounces on CH (untechable for 90F)
  • Listed Frame Adv is when opponent blocks standing (tested on Sol)
  • Startup to hit a crouching opponent is 31F

Kou

P during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
25, 7×6, 20 Mid 4 2, 4×6, 12 11+8 after landing -41 1~4F Strike
5~13F Upper Body
Total: 60

A rising autoguard followup that leads to a knockdown on full connect. Kou is lightning fast, at only four frames, meaning in certain situations it can be truly inescapable. However, Kou's grounded hitbox is rather small, just covering the area above Anji's shoulders, meaning many moves can low profile it without issue (or without even meaning to). Accordingly, Kou is generally preferred as an anti-air autoguard followup, where its vertical movement and speed shine, and its weakness to low profiles is mitigated.

Notably, Kou builds a ludicrous amount of meter on hit, sometimes in excess of 50% if your tension pulse is good. This can work in your favor either way; savvy opponents may feel forced to burst to deny your meter gain, giving you a resource advantage, and eating the Kou will also give you a tremendous edge on resources.

On hit, Kou will lead to a knockdown with a full connect, throwing the opponent fullscreen away. Partial connects are also possible, which will allow the opponent to tech in the air above Anji - this situation is safe, but not nearly as advantageous of course. In the corner, followups are possible, albeit difficult. On block, however, Kou is disastrous, at a whopping -41f and in counterhit state until it lands. If this is baited, you may well die, so be judicious!

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10, 3×6, 20 7, 4×7 3, 1×6, 5
  • Anji is airbone 6F onwards
  • Anji is in CH state until landing

Sou

K during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
12×3, 38 Mid 11 4×2,3(4)5 14 +4 1~11F Strike
12~23F Lower Body
Total: 44

A horizontally advancing autoguard followup, made up of three low-level attacks followed by a single high level hit. Boasting a generous amount of strike invulnerability and lots of forward movement, Sou is regarded as Anji's choice autoguard against grounded offense. Due to its 11 frames of strike invulnerability followed by loads of lower body invulnerability, Sou can even blow through projectile-based pressure resets, allowing Anji to fully steal turns from his opponents from the smallest of gaps.

Due to its relatively low recovery and the high attack level of the last hit, it's possible to link off of the last hit to turn Sou hits into more substantial combos:

  • Standing characters: 5P is a 2f link, 2P and 5K are 1f links
  • Crouching characters: 5P whiffs on most crouchers, 2P and 5K are 2f links

Sou is best punished by trying to force a whiff, though be wary of its extremely active last hit, which can catch people off guard - and will wallsplat if it counterhits. Aside from using Dead Angles, Slashbacking Sou's last hit is generally the only recourse for dealing with it once it's blocked, since the last hit is still 0 on instant block.

Sou also has an FRC during the first three active frames of the final hit, which allows for highly damaging extensions (dash 5S and 5H are both possible followups) and good corner carry. Should your opponent bait Sou, the FRC guarantees massive frame advantage on block, allows counterplay to the last hit Slashback (which is a counterhit punish otherwise), and lets you bail out of risky whiffs.

FRC Window Proration Guard Bar+ Guard Bar- Level
26~28FFRC is during the first active frames of the last, stronger hit 6×3, 20 5×3, 15 2×3, 5
  • Anji is in CH state during move
  • 4th hit wallsticks on CH (untechable for 136F, sticks for 40F)

On

623H

Damage Guard Startup Active Recovery On-Block Invuln
0, 90 Unblockable 11 18 20+6 after landing
Total: 54

One of Anji's best combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and throwing them to the floor. Depending on your combo routing, On's forced side switch can leave you facing midscreen from a corner combo, but Anji is still perfectly happy running okizeme facing into the midscreen as well. Furthermore, many of Anji's routes will deliberately side switch with the opponent before On, dropping them into the corner for a tight and well-spaced mixup.

Notably, On throws the opponent to the ground at an ideal spacing for butterfly oki on virtually everyone, with only minor timing and spacing adjustments needed; using Shitsu as soon as you land will guarantee a properly meaty hit for establishing your pressure. On also does a surprising amount of damage, even fairly deep into combos, meaning efficient routes into On will effectively let you have your cake and eat it too; damage and okizeme.

Though On is an air-unblockable hitgrab, meaning comparisons to Heat KnuckleGGAC Potemkin 623H.pngGuardUnblockable, FD×3Startup14Recovery22Advantage- are somewhat common, it should be understood that On is not a primary anti-air for Anji. On is wildly unsafe to whiff, and mis-using it can lead to forfeiting otherwise highly favorable situations - stick to Anji's other excellent anti-airs, such as 5P, 6P, or 5D's autoguard.

Importantly, On has an FRC point from 11-13f, right as the grab would connect during its first three active frames. This gives Anji an incredibly strong OS against bursting his combo enders, since if the opponent doesn't burst, On will simply connect and grant you okizeme. If they do burst, however, you will FRC as On whiffs through their burst, able to block or throw their burst. Here's an example.

FRC Window Proration Guard Bar+ Guard Bar- Level
11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active 7, 8 3
  • Anji is in crouching state 1~8F, First 4 landing frames
  • Anji is airborne from 9F onwards

Kai

214P or 214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 32 High/Air 28 3 9 +2 22~27F Feet
214K 50 High/Air 32 10 8 after landing +1 32~41F Feet
Total: 39
Total: 49

Kai represents a pair of advancing jumps, both of which hit overhead and can cross up opponents. Both are slightly plus, and can be used as pressure resets or as mixup tools, though they are readily interruptible and will not guarantee Anji offense on block.


P Kai is a short advancing hop that can cross up at close range. It hits as it lands, and will bounce opponents upwards with a small launch on hit. Due to its (relative to K Kai) speed and short trajectory, it can crush many attempts at abare, especially with crouching jabs and sweeps.


K Kai is a massive leap with much more vertical and horizontal travel than P Kai, though it is also slower. It hits on the way down rather than upon landing, which makes it less safe on tall characters since it will hit relatively earlier. K Kai sees use as a pressure reset and crossup, much like P Kai, though it also works as niche tool for navigating around committal buttons with lots of horizontal reach, which Anji can normally struggle to deal with.

K Kai also has an FRC right as Anji begins to descend. This FRC retains Anji's air actions, allowing him to airdash and jump, letting him leverage more complex overheads or empty lows from Kai. This FRC will also let Anji bail out of a Kai attempt if he thinks he's going to be intercepted, or wants to bait an autopiloted punish/interrupt.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P N/A 90% 8 7 3
214K 23~31FFRC is as Anji starts to descend after rising 11 6 4

214P:

  • Anji is airborne 4~27F

214K:

  • Anji is airborne 9F onwards
  • Listed Frame Adv is for a standing block (tested on Sol)
  • Auto Jump Install
  • Anji automatically turns to face the opponent after FRC

Shin: Nishiki

j.214P

Damage Guard Startup Active Recovery On-Block Invuln
45 High/Air 14 7 44 -37 1~11F Feet
14~20F Lower Body
Total: 64

A common air combo ender.

  • Can be tiger knee'd and RCed to combo after.
  • Extremely unsafe if blocked.
  • Will give knockdown if at the right height.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • High groundbounce on CH (untechable for 210F)
  • Anji is in CH state 1~48F
  • Fastest possible TK Shin: Nishiki has startup: 17F, Frame Adv: -29F

Force Breaks

FB Shitsu

236D

Damage Guard Startup Active Recovery On-Block Invuln
25, 16×2 All, High/Air×2 21 88 Total 50 -9
Total: 50

FB Shitsu is a metered sidegrade of Shitsu with slightly different, albeit more powerful, uses compared to standard Shitsu.

It travels slightly faster and significantly further, going roughly one full screen.

Rather than trading with projectiles like Shitsu, FB Shitsu will go clean through them, deleting projectile hits it passes through. For special projectiles like Justice's NukesGGACR Justice 22X.pngGuardAllStartup7RecoveryTotal 51Advantage-13 or Venom's Dark AngelGGAC Venom 214236S.pngGuardAllStartup7+18Recovery10Advantage-, FB Shitsu will simply not interact and pass through. This makes FB Shitsu a potent anti-zoning tool, where you can carve a line through another character's space control, or force them into the air to avoid it.

The descending second and third hits of FB Shitsu are overheads rather than mids, allowing for high/low unblockables when paired with a low guard break like 2S, though you do need to hold your opponent in place between FB Shitsu's initial mid hit and later overhead hits. Some unblockable sequences include:

  • FB Shitsu (first hit) > 5S > delay 2S (guard break) > 5H > 236H - 'Standard' unblockable
  • FB Shitsu (first hit) > 6S > 3K > 236S/H - 'Safe' unblockable

It must be understood that FB Shitsu is not a flat upgrade over regular Shitsu, and it doesn't work in the same situations. Accordingly, FB Shitsu is also not a good 'correction' tool; using it will not salvage situations where you fail to set up Shitsu properly - its higher travel speed and longer recovery will just derail missed setups further.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 8, 12×2 1, 2×2
  • Projectile disappears instantly if Anji gets hit
  • Goes through other projectiles
  • Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
  • Falling butterfly has Chip Damage x2

FB Rin

Fuujin > D

Damage Guard Startup Active Recovery On-Block Invuln
50 High 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
Total: 36

Anji's main use of meter. An important piece of combo filler as it ground bounces, and leads into H Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it.

  • Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.
  • Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 20 5
  • Listed Frame Adv is for standing block (tested on Sol)
  • Startup is 25F to hit a crouching opponent (tested on Sol)

FB Kou

D during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
35, 7×6, 70 Mid 4 2,4×6(24)4 24 -66 1~11F Strike
12~13F Upper Body
Total: 81

At face value, FB Kou looks like a souped-up version of Kou and little else. In practice, it is one of Anji's most powerful defensive tools. During FB Kou, Anji rapidly ascends before performing a special version of Shin, knocking the opponent down.

FB Kou essentially merges the best features of Sou and Kou. It shares Sou's 11 frames of strike invulnerability and to-the-floor hitbox (even able to hit Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21), and pairs it with Kou's four-frame startup and rising trajectory. This combination of speed and invulnerability makes this move Anji's strongest tool for discouraging and punishing any sort of gap or read/guess on a meaty.

On block, FB Kou is quite unsafe, but can be difficult to punish for unprepared players and some characters, since Anji recovers in the air well above superjump height for most characters, and retains his air actions.

On hit, FB deals a substantial amount of damage (108 to Sol) and knocks down, giving you block pressure or slightly disadvantaged butterfly oki (Volcanic ViperGGAC Sol 623S.pngGuardMidStartup7Recovery21+10 after landingAdvantage-28, for example, will punish an attempted butterfly).

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10, 3×6, 20 7, 4×7 3, 1×6, 5
  • Anji is airborne 6F onwards
  • Anji is in CH state during move
  • Auto Jump Install

FB On

623D

Damage Guard Startup Active Recovery On-Block Invuln
0, 90 Unblockable 21 18 35+6 after landing 10~18F Low Profile
19~38F Strike
Total: 79

Like normal On, but with much slower startup and much higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing.

  • Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender.
  • FRC works similar to normal On, but at 50 tension this can be difficult to justify.
FRC Window Proration Guard Bar+ Guard Bar- Level
19~20FFRC is shortly after Anji leaves the ground Forced 70% 7, 8 3
  • Anji is in crouching state 1~18F, First 4 landing frames
  • Anji is airborne 19F onwards
  • Anji can move before landing on hit or FRC

Overdrives

Issei Ougi: Sai

632146H

Damage Guard Startup Active Recovery On-Block Invuln
11×11, 50 All 7+3 4×9,2×2,4×4 63 -40 3~6F Above Chest
Total: 128

Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. Sai's damage ranges from decent to somewhat underwhelming, but with 12 hits, it is superb as a guts crush option, and completely workable as a damage dump from shorter confirms. From stray pokes, especially on normal hit and at range, Sai is actually Anji's best option in some situations - and capitalizing on Anji's ability to late cancel his normals makes confirming much easier.

Sai does have some upper body and strike invulnerability, but not enough to allow it to be used as a reversal of any sort. The projectile will stay out even if Anji is hit, meaning it is possible force some hugely favorable trades, especially against projectile-based pressure resets, where you can simply recover and pick up the opponent with On to guarantee strong okizeme.

On block, Sai is wildly unsafe, allowing for fairly reliable counterhit punishes by the entire cast.

Sai also has an FRC at the end of the attack portion of the move, right as Anji stands up, which is surprisingly useful for a super FRC. On block, Sai FRC will bail you out, and potentially even allow for a cheeky overhead attempt - especially rewarding since Sai will seriously crank the RISC gauge. On hit, Sai FRC will let you continue your combo, including giving you an unburstable On, which is great for taking burst off the table until your next round of okizeme.

FRC Window Proration Guard Bar+ Guard Bar- Level
63-67FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand 10×15 2×11, 7 3
  • Anji is in CH state during move
  • Dizzy modifier x0
  • Projectile guranteed to activate after superflash
  • If any of first 11 hits connect (not blocked) Giant fan will activate on 50F and the rest of active frames will be skipped, Giant fan has attack level 3, startup 27F, active 24F

Tenjinkyaku

[2]8K

Damage Guard Startup Active Recovery On-Block Invuln
30, 14×13 High/Air 18+0 10 20 after landing -11 4~20F Strike
Total: 47

A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner.

  • It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.
  • Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.
  • Has some invincibility, but other moves are more useful for that.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6, 2×13 5, 3×13
  • Anji is airborne 4F onwards
  • Opponent cannot input anything from after super flash until the 3rd active frame
  • Must charge down for at least 40F to perform attack
  • Listed Frame Adv is for standing block (tested on Sol)
  • 2nd hit onwards only occur if attack connects (not block or whiff)
  • For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground

Kachoufuugetsu

63214S during Autoguard

Damage Guard Startup Active Recovery On-Block Invuln
40×4 Mid 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~69F Throw
Total: 149

Kachoufuugetsu (frequently referred to as just 'Kachou') is Anji's straightforward damage dump and burst lockout option after an autoguard. Kachou is generally considered underwhelming, given it is slower than FB Kou and only deals slightly more damage for twice the cost. However, it still does have a few distinct advantages - it is completely unburstable, zero frames post-flash (meaning it locks out inputs until the first hit has a chance to connect), and has some truly ludicrous horizontal and vertical range.

Kachou also has an FRC immediately before its last hit, which elevates Kachou's damage from decent to astonishing, though it does require the investment of 75 meter total, or 100 if you want to use FB Rin, which is generally inadvisable unless it will end a round outright or assist with a massive comeback. The price associated with elevating Kachou's damage past that of Anji's B&B combos has basically singlehandedly rendered it obsolete when Anji has faster, scarier, and cheaper options available.

Kachou has a unique quirk where, despite being 'autoguard-only,' it can be canceled into after an autoguard normal hits, provided the autoguard itself did catch something.

FRC Window Proration Guard Bar+ Guard Bar- Level
63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing 20×4 6×4 5
  • Opponent's inputs are frozen until the 2nd active frame
  • Anji is in CH state during move
  • Dizzy modifier x1.5
  • Can be special cancelled into if attack connects after successfull autoguard

Instant Kill

Zetsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 17+4 -159~ 18~Recovery Throw

I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.

Has a 50/50 after an air throw, but requires being in IK mode before the air throw.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 54F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

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