GGACR/Anji Mito

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Overview
Overview

Anji is an all-around character whose main mechanic is his autoguard, which allows him to block during portions of some of his attacks. He can work at close to mid range with varying degrees of effectiveness. His tools, while each strong in specific situations, don't fit any "jack of all trades scenarios", making Anji tricky both to play and to deal with.

Anji has an extensive mixup game with a variety of lows, overheads, and throws which can break open opponents who don't know what to do. His most unique tools include Fuujin, Autoguard, Late Cancelling, and 3S Cancel, all explained below. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect.

Playstyle
GGACR Anji Mito Icon.png Anji Mito is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin.
Pros Cons
  • Fuujin: Has access to a partly invincible rekka starter that covers lots of horizontal space, and leads to damage and setplay on hit and mixups on block.
  • Potent okizeme: When given a butterfly setup, Anji gets access to strong mixup and an unblockable setup with meter.
  • Tricky mixup tools: 3P, Fuujin followups, and an anti-air grab give Anji some good tools for opening up targets.
  • Guard points: Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.
  • Strong aerial mobility: Air stalls, ON, and a unique super jump give Anji some good aerial tools.
  • High guts rating: Despite an average defense modifier, his guts level lets Anji survive longer than expected.
  • Reliant on Fuujin: Matchups where Anji has to use Fuujin sparingly due to traps or attacks with long active frames are tough.
  • Easily gone around: Many moves can be easily reversal'd, low profiled, or avoided and punished hard.
  • Shut down by counters to Butterfly Oki: Reversals and characters with means around it can put Anji in a struggle.
  • No reliable reversals: None of Anji's options besides DAA can reliably get him out of pressure.
  • Very specialized: Anji has a wider moveset than normal, and each move is necessary for specific situations.
Autoguard
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 mids and highs. 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
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 8-10 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 allows him to apply strong mix, frame trap, and crank guard bar really well.
Guilty Bits Character Intro

Normals

5P

5K

5S

5H

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
24 Mid 18 4 16 -1 1~21F Above Knees

Great all around anti air, especially against airdashes.

  • Anji leans back durring 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.

Above knees invincible 1~21F (Anji's back can be hit as he stands 18F onwards). Staggers opponent on ground CH (Max 49F). Hitstun 21F. Initial prorate 90%.

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

3P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
28 Mid 11 6 18 -10 1~7F Guard High

A fast frame trap with early autoguard frames.

  • Has autoguard on FRAME 1, meaning instant access to Anji's autoguard moves.
  • Potentially unsafe to throw out if left uncancelled.
  • Has no true gatlings besides 3P which acts as a frame trap to discourage punishment when 6K is not cancelled.
  • Can be late cancelled into 5K on hit, block or whiff during the final 10 frames.
    • A 5F gap on block between 6K and 5K provides another frame trap discourage mashing.
    • At Level 3 Stagger, on 6K CH, the 5K will link and provide a combo.
  • FRC or RC can be used to further make 6K safe with FRC leading to good combos or the ability to continue your pressure.

Staggers opponent on ground CH (max 37F). FRC timing 11~12F. Can be late cancelled into 5K from 26F onwards.

Autoguard: High autoguard 1~7F. See notes *1 here.

Gatling Options: 3P

3K

6S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
34 Mid 13 4 17 -7 7~12F Guard High

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.

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.

Autoguard: High autoguard 7~12F. See notes *1 here.

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

3S

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
44 Mid 21 6 25 -14 12~19F Guard High
4~20F Throw

6H used to be an iconic multi-hitting attack now nerfed to a single hit, but is still a powerful tool with a variety of uses.

  • Can work as a good frame trap and goes into 236H on counterhit.
  • Using its FRC point allows for a strike throw mix up.
  • Has high autoguard.
  • Is throw invincible for a portion.
  • Has many ways to gatling into.

Initial prorate 80%. Untechable for 19F. Throw invincible 14~21F. FRC timing 17~20F.

Autoguard: High autoguard 12~19F. See notes *1 here.

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
40 High/Air 10 6 14+ 6 after landing - 1~11F, 22~End Upper Body

j.D is a powerful button with a few uses.

  • Can stop Anji's aerial momentum.
  • Can be used as a good air to air.
  • A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.
  • Blows back opponent on hit.

Initial prorate 90%. Upper body invincible 1~11F, 22F onward. Blows back opponent on hit (untechable for 30F). Wallsticks opponent on CH (untechable for 84F, wallstick for 30F). Can be canceled into any jump attack except another j.D 23F onwards.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Shitsu

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
18, 16x2 All 21 56 total: 48 -7 -

A slow moving projectile with two parts to it.

  • The move will go out and once it touches something either a opponent or a projectile it will transform and come down for two hits.
  • Allows alot of Anji's oki game forcing the opponent into situation weighed in Anji's favor.
  • disapears if it doesnt touch anything in the first part or if anji is hit at anypoint.

Projectile disappears immediately if Anji gets hit. Falling butterfly has Chip damage x2. Falling butterfly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile.

Fuujin

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S 30 Mid 15 3 27 -16 -
H 46 Mid 20 3 27 -16 1~12F Strike

A useful move to get to anjis follow ups.

  • Used in comboes especially for 236S > D extensions.
  • Fast enought

When you think of Anji, you probably think of Fuujin. Fuujin is Anji's prime move, leading to damage, bridging combos, and has followups that can be used on hit, block, and even whiff, leading to different setups or making Fuujin safe. The S version doesn't have quite the same versatility of the H version, but it is faster and can be used on occasion against players who can predict and reversal through H Fuujin.

Slides opponent on air hit (untechable for 40F, slide for 20F). Can cancel into followup attacks 28F onwards.


The more common version of Fuujin

  • Strike Invul for the first 12 frames
  • Leads into his followups for mix
  • Launches allowing for most of his routes typically using 236H > D.

Initial prorate 80%. Strike invincible 1~12F. Wallbounces opponent on hit (untechable for 38F). Fully untechable on CH. Can cancel into followup attacks 33F onwards.

Shin: Ichishiki

Fuujin -> P

Issokutobi

Fuujin -> K

Nagiha

Fuujin -> S

Rin

Fuujin -> H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
40 High 27 8 16 0 1~22F Throw
8~26F Guard High

Slow overhead followup from Fuujin, all to setup some solid oki...or to fish for a disgusting counter hit. Even then, it's a way to transition into his autoguard moves during pressure with Fuujin in general.

  • Alot of overhead autoguard frames and is a fat Level 6 move on block; also neutral on block unless it's been Slashbacked.
  • Works well to catch opponents off-guard, but can beat out with a low.
  • Throw invincible helps to make opponents have to understand how to beat it.

Throw invincible 1~22F. Slams down and knocks down opponent on hit. Groundbounces opponent and fully untechable on CH. Listed Frame Adv is when opponent blocks standing (tested on Sol). Startup to hit a crouching opponent is 31F. Blockstun 21F.

Autoguard: High autoguard 8~26F. See notes *1 here.

Kou

P during Autoguard

Sou

K during Autoguard

On

623H

Kai

214P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P 32 H 28 3 9 +2 -
K 50 High/Air 32 10 till landing+8 +1 -

Shortrange overhead that can crossup

  • Is slightly plus on block, but the number of frames depend on opponents height.
  • Can be airthrown if they predict it

Anji is airborne 4~27F. Feet invincible 22~27F. Knocks down opponent on hit.


Less safe and easier to reacted to since Anji jumps higher.

  • Frc leads to much stronger and unpredictable mixups and safer.

Anji is airborne 9F onwards. Groundbounces opponent on hit (untechable for 40F). High groundbounce and fully untechable on CH. FRC timing 23~25F. 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


Force Breaks

FB Shitsu

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
25,16x2 All,HAx2 21 40 total:50 -9 -

Similar to normal shitsu but the second part is now a overhead

  • Allows Anji to perform unblockable setups.
  • Has more recovery, more range, and travels faster compared to normal shitsu.
  • The increased range and speed make it a situationally useful move to control space.

The falling part has Chip Damage x2. 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.

FB Rin

Fuujin -> D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
50 High 21 8 8 +5 2~20F Guard High
2~25F Throw

Anji's main meter use.

  • Ground bounces, OTGs, and does a metric tone of damage.
  • Main combo extension after H fuujin.
  • 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 your doing to a opponent who knows Anji's options.

Throw invincible 2~25F. Ground bounces opponent on hit (untechable for 60F). Listed Frame Adv is for standing block (tested on Sol). Startup is 25F to hit a crouching opponent (tested on Sol).

Autoguard: High autoguard 2~20F. See notes *1 here.

FB Kou

D during Autoguard

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
35,7x6,70 Mid 4 2,4x6(24)4 39+8 after landing -89 1~11F Strike
12~13F Upper Body

Like the normal version it is used as a response to a anti-air autoguard.

  • trades meter build for damage and it be safe on block since you can air dash out.

Strike invincible 1~11F. Upper body invincible 12~13F. 1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F). 8th hit slams down opponent and fully untechable. Anji is in CH state until landing. 2nd-7th hits have hitstop 5F. FB Kou can only be used during the hitstop of an autoguarded attack.

FB On

623D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
90 - 21 18 35+6 - 10~18F Low Profile
19~28F Strike

Situationally useful when your opponent likes to stall on the top of the screen.

  • can be air dashed out of.
  • Its start up makes it hard to combo into compared to normal ON.
  • Frc works similar to normal ON, but spending 25 meter before the frc makes it hard to justify.

10~18F low profile, 19~28F strike invincible. Knocks down opponent on hit (untechable for 120F). Anji is in crouching state during landing recovery. FRC timing 19~20F. Anji can move before landing.


Overdrives

Issei Ougi: Sai

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
11x11,9x4 All 7+3 4x9,2x2,4x4 63 -40 4~6F Above Chest
7~9F Upper Body
10~10F Strike

Useful way to tack on some extra damage in a combo.

  • Works after ON.
  • has some slight invincibility but not enough to make using it as a reversal worthwhile.
  • Frc allows you to combo out of it for some more damage
  • If you are hit after the very start the move will still comeout but you can move and follow up for free.

Above chest invincible 4~6F. Upper body invincible 7~9F. Strike invincible 10F. 11th hit knocks down opponent. Anji is in CH state during move. Dizzy modifier x0. Hitstop 0F. Can pass through projectiles. Projectile appears on 10F. FRC timing 66~70F. Projectile guranteed to activate after 10F. Giant fan will activate on 53F if the 11th hit hits (not blocked). Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable.

Tenjinkyaku

[2]8K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
30,14x13 High/Air 18+0 10 landing+20 -11 4~20F Strike

A super version of Kai

  • because of it going into the air it can allow you to get out of the corner.
  • Its unreactable 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 abiguous cross ups but the steep meter cost makes it not worthwhile.
  • Has some invincibility but other moves are more useful for that.

Strike invincible 4~20F. Knocks down opponent on hit. Opponent cannot input anything from after super flash until the 3rd active frame. Must charge down for at least 40F to perform Tenjinashi. Listed Frame Adv is for standing block (tested on Sol). All hits outside of the 2nd hit have hitstop 0. 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 GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
40x4 Mid 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~70F Strike

Unburstable super after autoguard

  • guaranteed to connect after the first hit.
  • can FRC before the last hit to get some extra damage, though if its not gonna kill taking the knockdown would be better in most cases.

Fully invincible 1~22F. Strike invincible 23~70F. 1st-3rd hits stagger opponent on hit (Max 65F). Opponent's inputs are frozen until the 2nd active frame of the 1st hit. 4th hit knocks down opponent. Anji is in CH state during move. Dizzy modifier x1.5. FRC timing 63~65F. Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked.


Instant Kill

Zetsu

During IK Mode: 236236H

Colors

GGACR Anji Mito normal p.png
GGACR Anji Mito normal k.png
GGACR Anji Mito normal s.png
GGACR Anji Mito normal h.png
GGACR Anji Mito normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Anji Mito ex p.png
GGACR Anji Mito ex k.png
GGACR Anji Mito ex s.png
GGACR Anji Mito ex h.png
GGACR Anji Mito ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Anji Mito slash p.png
GGACR Anji Mito slash k.png
GGACR Anji Mito slash s.png
GGACR Anji Mito slash h.png
GGACR Anji Mito slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Anji Mito reload p.png
GGACR Anji Mito reload k.png
GGACR Anji Mito reload s.png
GGACR Anji Mito reload h.png
GGACR Anji Mito reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Anji Mito normal h.png
AC Anji Mito normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*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.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

External References

Navigation

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