|Overview||Combos||Strategy/Counter Strategy||Full Frame Data||Forums|
Defense Modifier: x1.06
Guts Rating: 5
Weight: Medium (x1.00)
Stun Resistance: 65
Jump Startup: 3F
Backdash Time: 16F / Invul: 1~9
Wake-Up (Face Up/Down): 36F / 32F
Anji is an all around character with no particularly glaring strengths or weaknesses. 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 couple of unique options available to him: Autoguard and Late Cancelling.
Strengths and Weaknesses
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 two Autoguard followups: Kou, a dragon punch-style move, and Kachoufuugetsu, an Overdrive that cancels during hitstop, meaning it will connect even against small hits.
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.
Anji has a unique super jump. No one else gets the same momentum as him.
|Dead Angle Attack|
Fuujin -> P
Fuujin -> K
Fuujin -> S
P during autoguard
|Issei Ougi: Sai
63214S during autoguard
move Fullsections. One is shown on the character page, while the other is shown on the frame data page.