GGACR/Anji Mito: Difference between revisions

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A super version of Kai. This 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.  
A super version of Kai
 
*because of it going into the air it can allow you to get out of the corner.
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. A move which looks kind of good on paper and will work on occasion, but generally not the best use of meter.
*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
''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

Revision as of 21:01, 19 April 2021

Overview

Template:CharaOverview

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

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

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

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, 6H, 5D, 2D

3S

6H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D


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 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
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

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

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
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


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

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

FB On

623D


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

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

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

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

During IK Mode: 236236H

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.

Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
AGF
GGACR Anji Mito slash s.png
Japan - Twitter Active Good neutral play and won evo japan 2020 Link
Woocash
GGACR Anji Mito ex k.png
US - Twitter Active Currently most active US Anji Link
Dry-Ace
GGACR Anji Mito normal p.png
Japan GGPO Twitter Active Old-school AC player and Anji tech master. Regularly streams on Twitch since the GGPO update. Twitch
Dream Maker
GGACR Anji Mito ex s.png
France GGPO Twitter Active Very confident playstyle Tournament matches vs ALF's Testament and Kurokich's Potemkin
Taka
GGACR Anji Mito reload h.png
Japan Mikado Twitter Semi-Active Also known for his wildly aggressive Slayer Link
Domi
GGACR Anji Mito ex p.png
Japan Mikado - Retired Likes to go for reads. DOMI BURST Link
Zidane
GGACR Anji Mito ex d.png
US - Twitter Retired to monster hunter Aggressive and clean Setplay. Japan calls him a demon. 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.