GGACR/Anji Mito

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Overview
Overview

Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7 to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and 3S Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.

While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are 3K, 3S and 2H, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. 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. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.

Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style.

 Anji Mito  Anji Mito is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin.

Pros
Cons
  • Well-Rounded: Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.
  • 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. Many of Anji's combos end with OnGGAC Anji On-1.pngGuardUnblockableStartup11Recovery20+6 after landingAdvantage-, which drops opponents at the perfect spacing for butterfly oki.
  • Tricky Mixup Tools: A fast overhead in 3P, a standing low in 3K, Fuujin followups, and his oki setups give Anji great tools for opening up targets.
  • Autoguard: 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.
  • Fuujin isn't Foolproof: Spamming Fuujin can be turned around on Anji due to its vulnerability in its later frames. All the followups have weaknesses and counters, so a good opponent will take advantage of careless attacks.
  • Shut Down by Butterfly Oki Counters: Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like Meaty Attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s, to keep his opponent blocking on wakeup.
  • Low Profile Vulnerability: Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like  Sol can make it difficult for Anji to stop their approach against him.
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 mid, high, and projectile attacks. 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.
GGACR Anji Mito Nameplate.png
GGACR Anji Mito Portrait.png
Damage Received Mod
×1.06
Guts Rating
5/5
Gravity Mod
×1
Stun Resistance
65
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.None
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

See note about autoguard ※1 here.

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. Invuln Level
10 Mid 4 3 8 +3 3
Total: 14

Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji.

  • Is a great anti-air that can catch a lot of approaches.
  • Can be crouched under.
  • Has limited options for gatlings.

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

Additional Frame Data: Untechable for 16F.

5K

5S

5H

5D

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. Invuln Level
24 Mid 18 4 16 -1 1~21F Above Knees 5
Total: 37

Great all around anti air, especially against airdashes.

  • Anji leans back during 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.

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

Additional Frame Data: Staggers opponent on ground CH (max 49F). Hitstun 21F. Initial prorate 90%.

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. Invuln Level
28 Mid 11 6 18 -10 1~7F High Guardpoint 3
Total: 34

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. Good to use in butterfly oki to check for reversal-happy opponents.

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.

  • FRC or RC can be used to further make 6K safe with FRC leading to good combos or the ability to continue your pressure.

Gatling Options: 3P

Additional Frame Data: Staggers opponent on ground CH (max 37F). FRC timing 11~12F. Can be late cancelled into 5K from 24F onwards.

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. Invuln Level
34 Mid 13 4 17 -7 7~12F High Guardpoint 3
Total: 33

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.

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

3S

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

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. Invuln Level
28 High/Air 7 9 18 3
Total: 33

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 used as an air-to-air or as a jump-in.
  • Frames 3-4 of start-up are affected by a unique bug with the following properties:
    • When done low enough to the ground, these frames will gain high autoguard.
    • Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.
    • The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:
      • No meter gain on Gold Burst.
      • No burst refill on Blue Burst.
      • No level up from Johnny's coin.
      • No follow-up animation from cinematic supers and instant kills.

Gatling Options: j.P, j.H, j.D

Additional Frame Data: High autoguard 3~4F when low close to the ground. This is a bug. See notes on bug above.

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. Invuln Level
40 High/Air 10 6 14+6 after landing 1~11F, 22~End Upper Body 3
Total: 35

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.

Additional Frame Data: Initial prorate 90%. 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 22F onwards.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

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. Invuln Level
18, 16×2 All 21 56 Total 48 -7 1

A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids.

Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.

Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a 50/50 mixup attempt. Many of Anji's single-hit mixup moves, like 3P or 3K, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.

Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. 6K can help with checking for reversal attempts in butterfly oki.

  • Disappears if it travels the max distance before touching something.
  • Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.

Additional Frame Data: 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 or 236H

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. Invuln Level
236S 30 Mid 15 3 27 -16 3
236H 46 Mid 20 3 27 -16 1~12F Strike 3
Total: 44
Total: 49

Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses.


S Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of 2D. Otherwise, the H variant is superior in every way.

  • Used in combos especially for 236S > FB Rin extensions.

Additional Frame Data: Slides opponent on air hit (untechable for 40F, slide for 20F). Can cancel into followup attacks 27F onwards.


H Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.

Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing H Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.

  • Launch on hit allows for most of his routes, typically using 236H > FB Rin.

Additional Frame Data: Initial prorate 80%. Wallbounces opponent on hit (untechable for 38F). On CH untechable for 120F. Can cancel into followup attacks 32F onwards.

Shin: Ichishiki

Fuujin > P

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. Invuln Level
10×6 All 36 Total 50+8 after landing +17 3

The somewhat safe/pressure reset option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.

This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point makes the move completely safe, which is useful for baiting reversal attempts.

Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh.

Additional Frame Data: 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

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. Invuln Level
24+6 after landing 7~24F Lower Body

The throw/anti-low option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing.

This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.

The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.

Additional Frame Data: Can pass through opponent 7~24F.

Nagiha

Fuujin > S

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. Invuln Level
30 Low 10 6 27 -19 3
Total: 42

The low/frametrap option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter.

Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.

Additional Frame Data: Floats opponent on ground hit (untechable for 35F). FRC timing 23~25F.

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. Invuln Level
40 High 27 8 16 0 8~26F High Guardpoint
1~22F Throw
5
Total: 50

The overhead/autoguard option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.

Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin.

Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day.

Additional Frame Data: Slams down and knocks down opponent on hit. Groundbounces on CH (untechable for 90F). Listed Frame Adv is when opponent blocks standing (tested on Sol). Startup to hit a crouching opponent is 31F. Blockstun 21F.

Kou

P during Autoguard

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. Invuln Level
0, 90 Unblockable 11 18 20+6 after landing 3
Total: 54

One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.

The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout.

Additional Frame Data: Anji is airborne from 9F onwards. Knocks down opponent on hit (untechable for 120F). FRC timing 11~13F.

Kai

214P or 214K

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. Invuln Level
214P 32 High/Air 28 3 9 +2 22~27F Feet 3
214K 50 High/Air 32 10 8 after landing +1 32~41F Feet 4
Total: 39
Total: 49

A short range 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.

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


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

  • FRC leads to much stronger and more unpredictable mixups and is safer.

Additional Frame Data: Anji is airborne 9F onwards. Groundbounces opponent on hit (untechable for 40F). FRC timing 22~30F. 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. Invuln Level
25, 16×2 All, High/Air×2 21 88 Total 50 -9 1, 2×2

An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed 2S.

  • 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.

Additional Frame Data: 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. Invuln Level
50 High 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
5
Total: 36

Anji's main use of meter. An important piece of combo filler, as it ground bounces, OTGs, and leads into H Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it.

  • 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 you're doing to an opponent who knows Anji's options.

Additional Frame Data: 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).

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. Invuln Level
35, 7×6, 70 Mid 4 2,4×6(24)4 24 -66 1~11F Strike
12~13F Upper Body
3, 1×6, 5
Total: 104

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

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

Additional Frame Data: 1st-7th hits float opponent. 2nd-7th hits have hitstop 5F. 8th hit slams down opponent and fully untechable. Anji is in CH state until landing. 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. Invuln Level
0, 90 Unblockable 21 18 35+6 after landing 10~18F Low Profile
19~38F Strike
3
Total: 79

Like normal On, but with much slower startup and much higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing.

  • Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender.
  • FRC works similar to normal On, but at 50 tension this can be difficult to justify.

Additional Frame Data: 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 on hit or FRC.


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. Invuln Level
11×11, 50 All 7+3 4×9,2×2,4×4 63 -40 3~6F Above Chest 3

Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On.

  • Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs.
  • FRC allows you to combo out of it for some more damage.
  • If you are hit after the very start the move will still come out but you can move and follow up for free.

Additional Frame Data: Anji is in CH state during move. Dizzy modifier x0. Can pass through projectiles. FRC timing 66~70F. Projectile guranteed to activate after 10F. Giant fan will activate on 53F if the 11th hit hits (not blocked).

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. Invuln Level
30, 14×13 High/Air 18+0 10 20 after landing -11 4~20F Strike 5, 3×13
Total: 47

A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner.

  • It's 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 ambiguous cross ups but the steep meter cost makes it not worthwhile.
  • Has some invincibility, but other moves are more useful for that.

Additional Frame Data: Opponent cannot input anything from after super flash until the 3rd active frame. Listed Frame Adv is for standing block (tested on Sol). 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. Invuln Level
40×4 Mid 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~69F Throw
5

An unburstable, high-damage followup from an autoguard. Can make Anji very threatening in neutral, as this super does a surprisingly high amount of average damage thanks to the near guarantee it will be a counterhit. Plus, it looks really cool!

  • Guaranteed to connect after the first hit.
  • Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases.
  • Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.

Additional Frame Data: 1st-3rd hits stagger opponent on hit (max 65F). Opponent's inputs are frozen until the 2nd active frame of the 1st hit. Anji is in CH state during move. Dizzy modifier x1.5. FRC timing 63~65F.


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.

External References

Navigation

 Anji Mito
To edit frame data, edit values in GGACR/Anji Mito/Data.
Systems Pages