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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.
- Fuujin: Has access to an 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.
- 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.
Normals
5P
Anji's 5P is an amazing jab, it comes out fast while also having a large hitbox in front of Anji.
- Is a great anti-air that can catch alot of approaches.
- Leaves Anji at +3 on block
- Can be crouched under
- Has limited options for gattlings.
Untechable for 16F.
- GGXXACPR Anji 5P-2-Hitbox.png
Frames 5-6
5K
A great general poke that has many options to followup on
- Has great gatling options such as 3P, 2S, and 6K
- Great at keeping the opponent in Anji's butterfly oki
- Extends Anji's hurtbox
5S
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler.
- Cranks the gaurd bar well
- Has good gatling options such as 3P, 2S, and 3S
Note: Anji does not have a f.S. 5S will activate at any range. However, 5S will automatically gatling into 6S if S is pressed again on contact.
Lvl 3 attack on block. Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string.
5H
5H works as a good move to stuff approaches and a great combo tool.
- Combos into 236H on normal hit leading to big damage.
- Generally what you want to combo into after a mixup.
- Has hitboxes on both sides of Anji.
- Knockdowns airborne opponents.
Forces opponent into crouching state on ground hit. Slams down and knocks down opponent on air hit.
6P
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%.
3P
A great grounded overhead to mixup opponents.
- On counter hit bounces opponent allowing a followup.
- Potent in Anji's butterfly oki.
- Has no gatling or cancel options besides RC.
Ground bounces opponent on CH (Untechable for 90F).
6K
A fast frame trap with early autoguard frames.
- Has autoguard on FRAME 1, meaning instant access to Anji's autoguard moves.
- Has no gatlings besides 3P and can only be cancelled by RC or its FRC while also being -10 on block making it a potentially very unsafe move to throw out.
- Despite that its FRC leads to good combos or the ability to continue your pressure.
Staggers opponent on ground CH (max 37F). FRC timing 11~12F. High autoguard 1~7F. See notes *1.
3K
A very big poke covering a large portion of the screen in front of Anji.
- Has a good autoguard point while also potentially leaving Anji at a safe distance.
- It being a low can catch inexperienced opponents.
Initial prorate 80%. Wallbounces opponent on CH (untechable for 56F). Low autoguard 1~5F. Throw invincible (not listed on frame data). See notes *1.
6S
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.
High autoguard 7~12F. See notes *1.
3S
3S is an autoguard machine, and also is Level 6 on block.
- One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.
- Has many ways to gatling into.
- Allows Anji to use 3S cancel a very strong technique for blockstrings and combos.
- Is also +1 on block
- Oddly is jump cancelable.
Low autoguard 1~27F. Cancelable into 5S or 5H 6~8F. Blockstun 22F. See notes *1.
6H
6H is 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. High autoguard 12~19F. Throw invincible 14~20F. FRC timing 17~20F. See notes *1.
5D
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.
- Can be special cancelled to make it safe.
- Has a lot of autoguard frames.
- 5D into autoguard P or D can be a strong anti air option.
High autoguard 4~18F. See notes *1.
2P
Anji's 2P is fast and close ranged pressure tool
- Can gatling into 2K for a frame trap or be used for a tick throw.
- +0 on block.
- Can go under certain moves.
- Decent gatlings.
Initial prorate 80%
2K
2K is an amazing tool for poking and pressure.
- Leaves Anji at a MASSIVE +6 on block.
- While it has limited gatling options it being +6 on block allows it to be a great mixup tool.
- 2S and j.214P allow for a high/low mixup.
- Can be used to restart pressure.
Initial prorate 70%.
2S
2S is a great low poke and mixup option.
- While it has limited gatlings 2S makes up for that by gatling into 3S allow 3S cancels.
- Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.
- Can go under alot of things.
- Has no proration.
Low profile 11~13F, 21~23F.
2H
2H is a very situational move, but is very strong when used. Level 6 move on block.
- Works great as a frame trap lending itself well with its good amount of low autoguard frames.
- leaves the Anji at +5
- Can gatling into 5H for massive damage.
Blockstun 22F. Low autoguard 10~19F. See notes *1.
2D
Anji's 2D is a very strong move, that can be very punishable if misused.
- Can be gatling into from many of Anji's common moves.
- Can low profile for a large portion of the move.
- Has a very big hitbox, even extending slightly infront of Anji's body.
- Is -11 making it very punishable if blocked.
Low profile 5~23F
j.P
j.P is a fast and decently ranged air option for Anji.
- Works in combos, air dash pressure, and can be used as a air to air also.
j.K
j.K is a really good all around aerial for Anji.
- Hits right infront of Anji.
- Great for use in SJC combos.
- Works great for a air to air.
j.S
j.S is a pretty good move for most aerial scenarios.
- Hits a good bit in front of Anji.
- Great for SJC combos.
- Can be uses as a air to air or as a jump in.
j.H
j.H is a goto combo ender for Anji
- Knocks down on air hit leading to butterfly oki.
- Can be used as a cross up in some scenarios.
Slams down opponent on air hit.
j.D
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
Pretty normal throw, but guarantees great Butterfly oki midscreen
Knocks down opponent on hit. Forced prorate 50%.
Air Throw
Normal air throw
- can combo into 5P > ON from anywhere on screen
Floats opponent on hit (untechable for 60F). Forced prorate 50%.
Dead Angle Attack
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.
Fully invincible 1~11F. Throw invincible 12~26F. Knocks down opponent on ground hit. Initial prorate 50%.
Specials
Shitsu 236P
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
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
A fairly safe followup. It has lengthy startup, so the punish window for attempting this move is quite wide, but mixed in well with other followups, it'll be significantly harder to predict and deal with accordingly.
The FRC will make Fuujin completely safe and allow you to continue into whatever you want.
Anji is airborne 4F onwards. FRC timing 6~8F. Auto Jump Install. Listed Frame Adv is for a standing opponent in the corner (Tested on Sol).
Issokutobi Fuujin -> K
Hop followup: goes over lows, crosses up, and leads to throws or other pressure tools. Good for people who mash reversals after Fuujin is blocked, or for those who are content to wait, so you can throw them. If Fuujin gets IB'd you might eat it.
Lower body invincible and can pass through opponent 7~24F. Anji is in CH state until landing.
Nagiha Fuujin -> S
Low sweeping followup. Generally a combo tool, particularly in the corner. It has a late FRC, making it pretty easy to confirm a hit and continue into damage from anywhere, and for making it safe when it's blocked.
Floats opponent on ground hit (untechable for 35F). FRC timing 23~25F.
Rin Fuujin -> H
Overhead followup. Has plenty of autoguard on it, and works into Anji's mixup without spending any meter. Has a lot of startup, but is even on block due to being a fat Level 6 move.
Throw invincible 1~22F. Slams down and knocks down opponent on hit. Groundbounces opponent and fully untechable on CH. High autoguard 8~26F. Listed Frame Adv is when opponent blocks standing (tested on Sol). Startup to hit a crouching opponent is 31F. Blockstun 21F. See notes *1.
Kou P during Autoguard
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
This autoguard counter is meant against grounded moves, and instead of causing wallsplat like previous versions, it is plus on hit, allowing you to link into a 5P/5K for knockdown or combo extension.
Strike invincible 1~11F. Lower body invincible 12~23F. 4th hit has 23F hitstun. Frame Adv. on hit = +5F. 1st-3rd hits have hitstop 6F. Anji is in CH state during move. Sou can only be used during the hitstop of an autoguarded move. FRC timing 26~28F.
On 623H
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
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
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
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
One of Anji's best uses of meter and better moves all around, despite not being Level 6 like its normal version. 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
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
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
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.
Tenjinkyaku [2]8K
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.
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
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
I guess you could just throw out all that utility and use this instead. Troll move for most part.
Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
AGF | Japan | - | - | Active | Good neutral play and won evo japan 2020 | Link | |
Taka | Japan | - | - | Semi-Active | Also known for his wildly aggressive Slayer | - | |
Zidane | US | - | - | Retired to monster hunter | Aggressive and clean Setplay. Japan calls him a demon. | Link | |
Woocash | US | - | - | Active | Currently most active US Anji | Link | |
Domi | Japan | - | - | Retired | Likes to go for reads | Link | |
Lime Key (ac only) | Japan | - | - | Retired after base accent core | Very aggressive and mobile anji player | Link |
NOTE: These tables are still WIP
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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