GGACR/Anji Mito: Difference between revisions

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A version is short range crossup overhead tool which can be a major pain for those unfamiliar with it. Works in pressure since it's advantageous by a sliver. However it can be airthrown on prediction, so let the mystery remain. Frame advantage varies with opponent's character height.
P version is short range crossup overhead tool which can be a major pain for those unfamiliar with it. Works in pressure since it's advantageous by a sliver. However it can be airthrown on prediction, so let the mystery remain. Frame advantage varies with opponent's character height.


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

Revision as of 04:37, 29 November 2020

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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 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.

 Anji Mito  Anji Mito is an all around character whose game is centered on his autoguard.

Pros
Cons
  • 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 and mobility options: 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.
  • Easily gone around: Many moves can be easily reversal'd, low profiled, or avoided and punished hard.
  • Lackluster meterless damage: Requires tension or counter hits for combos to really hurt.
  • 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.
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.
Anji's normals have a property in which they can all be cancelled at any point during their active and recovery frames into a 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
Guilty Bits Character Intro


GGACR Anji Mito Nameplate.png
GGACR Anji Mito Portrait.png

Normals

5P

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

Possibly the best jab in the game. A level 3 attack, 5P has an excessive amount of hitstun and combo potential for a 4 frame move, and its hitbox and range dominate most other jabs that you'll see. Works for poking, starting pressure, Anti-Air, and is usually a good option in a variety of situations.

Its main weakness is that it can be low profiled and run under by a handful of characters, but other than that it will stuff most people who aren't blocking. All around amazing.

Untechable for 16F.

5K

5S

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

Has a surprisingly good hitbox without extending its hurtbox, and reaches out farther than you'd expect. Will work well as a round opener by stuffing a lot of other openers, especially given its speed given its range. It also cranks a LOT of guard bar the first time it is used in a block string. Fairly safe.

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

Lvl 3 attack on block. Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string.

5H

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

Covers a lot of space and hits on both sides of Anji, acting as a good tool to stop opponents who are advancing in from half screen away. Its speed is fairly slow, but for the angle and space it covers, it works quite well when outside of close range. Knocks down airborne opponents, leading into Anji's oppressing oki game.

Forces crouch on hit, opening up combo routes which otherwise might not be accessible. This generally leads to bigger damage, meaning that you'll usually want to confirm into 5H at some point. Fairly important.

Forces opponent into crouching state on ground hit. Slams down and knocks down opponent on air hit.

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

Great Anti-Air and an excellent answer to airdashes. Has plenty of good gatling options, stuffs a lot of higher reaching attacks, and can lean back during its startup and beat quite a few things, even some projectiles (May Dolphin, for example). Particularly good in frame traps for all the aforementioned reasons, but also because it provides some lengthy stagger on block. Definitely a go-to.

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%.

3P

6K

3K

6S

3S

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

Brings back nightmares of GGX's FD Cancels. From frames 6-8, Anji can cancel 3S into 5S or 5H. Many normals gatling into this move, meaning that you gain access to otherwise impossible routes and strings, leading to some extremely unexpected situations and can open up some very creative possibilites.

By itself, 3S is jump cancellable, has low autoguard entirely until startup, is Level 6, and is safe on block, so the move is not necessarily bad as a standalone, despite its very slow startup of 28 frames. You can very much use this against players mashing lows and get free autoguard attacks as a result. Overall a move with some deceptive properties.

Low autoguard 1~27F. Cancelable into 5S or 5H 6~8F. Blockstun 22F. See notes *1.

6H

5D

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

On paper, a pretty subpar dust attack solely based on its use as an overhead; it's slow, has a pretty obvious tell, has very little range, and is horribly unsafe on block.

What it does have is that it is special cancellable and has high autoguard, which can be used to go through and cancel out a few things. The special cancel allows you to use it in strings and make it safe, throw in an overhead in the middle of a blockstring, and to cancel into things which may not connect on a Counter Hit dust, which works in your favor since all Counter Hit 5Ds are untechable. Overall, an oddly specific move which has some unusual, unexpected uses.

High autoguard 4~18F. See notes *1.

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

Control/stop button for Anji's aerial momentum. Using j.D will almost entirely halt your aerial movement, leading to some simple but effective pressure and stall out tactics. It also works as a good Air-to-air as it has a large hitbox and will beat a lot of moves from below. The wallstick on counter hit and other uses will lead to a lot of air combos. A pretty useful tool.

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

Second only to Fuujin in its importance to Anji's game: Shitsu launches a slow moving Butterfly projectile which is active for about 2/3rds of the screen. On contact, it will float up, transform into a hawk, and drop down on the opponent for three hits. Works predominantly as an Oki tool, forcing players to block, DAA, or attempt a reversal on wakeup. This allows Anji to run in and go for his myriad of mixup options, from overheads, double lows, High > Low, etc. There is a large gap between the first and the following hits, meaning that you'll want to time Anji's other attacks to hit between so that the opponent doesn't get to play while you're applying pressure.

Butterfly has some uses in neutral, but it's best used from far away or while they're in the middle of something to simply force the opponent to deal with it. It's actually fairly easy to SB the followup hits, so some players might be ballsy and SB to chicken block to avoid any mixup you'd go for if you don't force them to sit down between the first hit and transformation.

Projectile disappears immediately if Anji gets hit. Falling butterfly has Chip damage x2. Falling buttefly: 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
H

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.


H Version encompasses everything that Anji is. Strike invulnerable for over half of its startup, launches and wallbounces on hit, and has all the same followups. Used by itself, it will go through quite a few things, forcing players to avoid just tossing projectiles or long range normals in your face due to the invincibility. Just throwing it out will net you quite a few rewards when it works, particularly on counter hit.

Part of what makes Fuujin so powerful is its ability to go through and tag things in a fashion that is reminiscent of a dragon punch, but coming in horizontally. The main difference is that although it lacks full invincibility until startup, the followups lead to healthy chunks of damage, build upon his mixup, and will allow Anji to play an overbearing game against opponents who don't know how to deal with it. Defining.

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

Hitoashitobi Fuujin -> K

Nagiha Fuujin -> S

Rin Fuujin -> H

Kou P 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

Fast, good damage, knocks down, builds a ton of meter. Best against opponents who are attacking from the air. Since it flies so high during the attack, it's incredibly unsafe, but the startup will generally net you the hit unless they RC'd in expectation.

Strike invincible 1~4F. Upper body invincible 5~13F. 1st-7th hits float opponent (untechable for 20F). 8th hit blows opponent back on hit (untechable for 60F). Anji is in CH state until landing. 2nd-7th hits have hitstop 5F. Kou can only be used during the hitstop of an autoguarded move.

Sou K during Autoguard

On 623H

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

One of your main combos enders. Does a good amount of damage, knocks down, and leads to free butterfly oki. You can also use it to catch jumps, start a combo with meter or when cornered, and use the FRC as an option select in case the opponent bursts. This FRC is particularly important since it'll occur during the first active frames, so if they do burst or you predict a jump which doesn't come, you can block whatever follows.

Anji is airborne from 9F onwards. Fully untechable on hit. FRC timing 11~13F.

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
K

P version is short range crossup overhead tool which can be a major pain for those unfamiliar with it. Works in pressure since it's advantageous by a sliver. However it can be airthrown on prediction, so let the mystery remain. Frame advantage varies with opponent's character height.

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


K version is less safe and more pronounced since Anji jumps much higher. It needs to start from much farther out in order to work as an ambiguous crossup, and is a less safe option on IB. Unlike the P version, it has an FRC which can make it safer or lead to more unexpected mixups like land to throw, airdash back to crossup, etc.

Both versions are much more rewarding on Counter Hit, and will work wonders against those scared to press buttons when their guard gauge is flashing. Used in exchange with one another and with some discretion, you'll get much out of this move.

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

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

Orb special. Tiger Knee'd, you gain access to a fantastic overhead which bounces on hit, and leads to damage on RC or counter hit. It will plummet on air hit as well, so if done a bit above ground it will score a knockdown. Done too low, however, and it will ground bounce high enough that the opponent can tech out.

Ground bounces opponent on hit (untechable for 60F). High groundbounce and fully untechable on CH. Anji is in CH state 1~48F. Hitstop 6F. Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F.


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

Butterfly on an acid trip. After the transformation, it turns into an overhead, creating Anji's unblockable setups. These are difficult to actually perform, though, as FB Shitsu has significantly more recovery than regular Shitsu. It also travels much farther and slightly faster, though, so it can be used to create setups from much farther out than regular Butterfly.

The additional property of blowing through other projectiles is a nice bonus as well, making this a justified option to throw out in neutral despite the cost, as it will generally force the opponent to deal with it due to the increased range. Keep in mind that you'll probably want to also bait Dead Angles or reversals when they have the resources.

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

One of Anji's best uses of meter and better moves all around. Ground bounces, OTGs, does a bunch of damage, and is your best followup to Fuujin. As a combo tool, the bounce is more than high enough to confirm into whatever you want, in many cases even another Fuujin.

This will tag people not paying attention after a blocked Fuujin, though the FB flash will usually give away your intent. However, it's almost entirely throw invincible (though the first frame generally won't matter since they'll usually be in blockstun from Fuujin). A move you'll be using a lot.

Throw invincible 2~25F. Ground bounces opponent on hit (untechable for 60F). High autoguard 2~20F. Listed Frame Adv is for standing block (tested on Sol). Startup is 25F to hit a crouching opponent (tested on Sol). See notes *1.

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

Just as powerful as the normal version, except that it can be airdashed out of, ignoring the awful frame disadvantage. This will net a bunch of damage, probably making it better in value than Overdrive Counter.

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

Not as impressive as it looks, but it comes with a few nice bonuses. It's useful for catching people messing around at the top of the screen or stalling out, and on hit, you can use any of your air movement options immediately after it lands. The invincibility is nice too if they expect it while they're playing around in the air. You can airdash out of it instantly and continue into another combo.

The slow startup won't combo out of anything aside from 5D, which already has limits in its use as an overhead. It does have an FRC with similar utility to regular On, but spending half a bar is not worth it in most situations. A situational move, but might be good given the right chance.

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

Tacked on damage combo ender, usually after On. It has an FRC for continuation, and the window is relatively wide, but otherwise you probably won't see or use this much. It's got some invincibility on it before and after startup, but it's not full body and it's not throw invincible, so this move isn't much of a reversal. It's an easy followup but generally is only recommended if it's going to kill.

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.

Tenjinashi [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

A super version of Kai, Overdrive Stomp is unreactable after the flash, meaning that unless they were already blocking, or were in the middle of something with invincibility or a hitbox that will clash, this move will land if it makes contact. It's also a gimmicky option for getting out of things and can be used to make ambiguous crossups similar to Kai for those who preemptively block it. It's got some lengthy startup though, and even though it comes out on frame 0 after the flash, they can react to the jumping animation just like regular Kai.

It also doesn't have invincibility fully from startup, so Anji will generally want to rely more on his powerful Dead Angle over any of his overdrives to get out of pressure. An move which looks kind of good on paper and will work on occasion, but generally not the best use of meter.

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

Guaranteed to connect once it makes contact, assuming they're not still in the middle of something invincible. Kachoufuugetsu will come out during hitstop, simliar to Baiken's guard cancels, meaning that this will work even against moves with minimal recovery like jabs, despite its listed startup. Since it only comes out on autoguard, you'll have to predict or know that you'll autoguard something considering the time it takes to perform the motion.

This can be useful to simply land an unburstable super, or you can FRC it before the last hit to do something extended, but that's generally not worth the meter and you'll prefer to just take the knockdown.

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 in IK Mode: 236236H

Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
AGF
GGACR Anji Mito slash s.png
Japan - - Active Good neutral play and won evo japan 2020 Link
Taka
GGACR Anji Mito reload h.png
Japan - - Semi-Active Also known for his wildly aggressive Slayer -
Zidane
GGACR Anji Mito ex d.png
US - - Retired to monster hunter Aggressive and clean Setplay. Japan calls him a demon. Link
Woocash
GGACR Anji Mito ex k.png
US - - Active Currently most active US Anji Link
Domi
GGACR Anji Mito ex p.png
Japan - - Retired Likes to go for reads Link
Lime Key (ac only)
GGACR Anji Mito normal s.png
Japan - - Retired after base accent core Very aggressive and mobile anji player Link

NOTE: These tables are still WIP


External References

Navigation

To edit frame data, edit values in GGACR/Anji Mito/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.