Overview
Anji is an all around character with autoguard on many moves, and an extensive amount of normals for a variety of situations. He can work at close to mid range with varying degrees of effectiveness. His moves generally fit the bill for being good in specific situations, but he has no normals meant to deal with everything, so he needs to rely on all of his tools. He does have an extensive mixup game with a variety of lows, overheads, and throws which can break open opponents who don't know what to do. He also has a fair set of unique options available to him: Autoguard, Late Cancelling, and 3S Cancel, all explained below.
Autoguard is the most important and most centric to his game, as it entirely what is played around. Several of Anji's moves will automatically block incoming attacks (highs/mids or lows, depending on the type of autoguard), letting him attack unhindered. Unaware opponents will get run over by this quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect.
- Incredibly potent okizeme.
- Many tricky mixup tools.
- Guard points.
- Some of the best air mobility and aerial options in the game.
- Good meter gain.
- High guts rating.
- Many moves can be easily reversal'd, low profiled, or avoided and punished hard.
- High damage combo options are few without tension.
- Loses hard to characters that prevent butterfly okizeme.
- Lackluster overdrives.
- No traditional reversal outside of Dead Angle.
- Significant amount of normals which are generally all 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 anything else. 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 frames into a special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap.