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| summary =, classified as a ''Balance'' type, is an elegant martial artist who dodges all with his dance. | | summary =, classified as a ''Balance'' type, is an elegant martial artist who dodges all with his dance. | ||
| pros = | | pros = | ||
*'''Powerful Okizeme:''' | *'''Powerful Okizeme:''' {{MMC|chara=Anji Mito|game=GGST|input=236P|label=Shitsu}} is an important piece of Anji's pressure, but an even more key part of his {{keyword|okizeme}}. With proper use, it allows Anji to safely apply pressure against the entire roster. {{MMC|chara=Anji Mito|game=GGST|input=236P|label=Shitsu}} gives Anji some of the best post-throw pressure in the game. | ||
*'''Jack of All Trades:''' Anji has a well rounded moveset which covers many situations evenly, with a great anti-air in | *'''Jack of All Trades:''' Anji has a well rounded moveset which covers many situations evenly, with a great anti-air in {{MMC|chara=Anji Mito|game=GGST|input=236S|label=Kou}} and neutral control in slower matchups using {{MMC|chara=Anji Mito|game=GGST|input=236P|label=Shitsu}} to name a few. | ||
*'''Unique Neutral:''' With good use of the Autoguard window on | *'''Unique Neutral:''' With good use of the Autoguard window on {{MMC|chara=Anji Mito|game=GGST|input=236K|label=Suigetsu No Hakobi}} and the charged versions of {{MMC|chara=Anji Mito|game=GGST|input=236H|label=Fuujin}} and {{MMC|chara=Anji Mito|game=GGST|input=236S|label=Kou}}, Anji can create unique neutral situations and keep opponents second-guessing their attacks. | ||
*'''High Guts:''' Anji's high [[{{PAGENAME}}#Guts_and_Defense_Ratings|guts]] give him a large health pool. This gives him more freedom to take risks or make mistakes while analyzing an opponent's defensive habits. | *'''High Guts:''' Anji's high [[{{PAGENAME}}#Guts_and_Defense_Ratings|guts]] give him a large health pool. This gives him more freedom to take risks or make mistakes while analyzing an opponent's defensive habits. | ||
| cons = | | cons = | ||
*'''Autoguard PRC:''' When an opponent triggers Anji's Autoguard, they can use a Purple Roman Cancel (PRC) to recover before Anji does. Anji gets no throw protection after exiting his Autoguard animation, so an opponent that uses PRC like this gets strong strike/throw mix afterward. | *'''Autoguard PRC:''' When an opponent triggers Anji's Autoguard, they can use a [[https://www.dustloop.com/wiki/index.php?title=GGST/Movement#Roman_Cancels| Purple Roman Cancel (PRC)]] to recover before Anji does. Anji gets no throw protection after exiting his Autoguard animation, so an opponent that uses PRC like this gets strong strike/throw mix afterward. | ||
*'''High Risk:''' Many of Anji's options, whether they're easy to use or hard to apply, | *'''High Risk:''' Many of Anji's options, whether they're easy to use or hard to apply, present opportunities for heavy punishment. All Autoguard windows can be called out by throws, {{MMC|chara=Anji Mito|game=GGST|input=236P|label=Shitsu}} has long total duration, and all {{MMC|chara=Anji Mito|game=GGST|input=236H|label=Fuujin}} follow-ups are unsafe in different ways. Even {{MMC|chara=Anji Mito|game=GGST|input=236H S|label=Nagiha}}, one of his safest pressure enders, is -7, making it punishable by a large portion of the cast when not spaced carefully. His generally sub-par frame data and the risky choices he has to constantly make can make it difficult for him to assert himself in a match. | ||
| difficulty_rating = 3 | | difficulty_rating = 3 | ||
| official_difficulty = yes | | official_difficulty = yes |
Revision as of 15:33, 24 May 2022
Anji Mito uses his guile and wits to read the opponent's next moves and steal the spotlight when they misstep. The unique Autoguard property on his specials make them immune to normal strikes during their duration. If an opponent tries to take their turn too early, Anji can dance straight through their attack for a devastating punish. These and other tricky tools in Anji's kit are especially good for conditioning, guessing games, and dangerous Rock-Paper-Scissors situations.
Fuujin is his signature move with many graceful followups, the threat of which can force an opponent into risky options in the neutral game and in pressure after 5K or f.S. Shitsu fires a projectile butterfly that turns into a bird for starting offense from a knockdown. While he lacks plus-on-block moves to assert himself, Anji excels at stealing turns from the opponent by using the threat of his strong counter-hit starters and Autoguard to get away with leaving large gaps in his pressure. If the opponent tries to jump over Fuujin, Kou and 6P provide him excellent control of the air. Combined with throws, 2D, and baits, Anji's neutral and offense commands respect if you can enter someone's head.
This playstyle carries inherent, unavoidable risks. Each follow-up to Fuujin has their own counter-play that requires Anji to think one step ahead of the opponent at all times, especially if the opponent has access to an invincible reversal. Anji's defensive tools such as Kachoufuugetsu Kai also require some foresight, and bode doom for him if he whiffs them. He has limited options for mashing out of pressure, as 5P and 2P can only combo into 6P and only at point-blank range. All of Anji's Autoguard moves are vulnerable to throws, and RC slowdown.
If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.
Anji Mito Anji Mito , classified as a Balance type, is an elegant martial artist who dodges all with his dance.
- Powerful Okizeme: ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 is an important piece of Anji's pressure, but an even more key part of his okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. With proper use, it allows Anji to safely apply pressure against the entire roster. ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 gives Anji some of the best post-throw pressure in the game.
- Jack of All Trades: Anji has a well rounded moveset which covers many situations evenly, with a great anti-air in KouGuardAllStartup12 [28]Recovery14Advantage- and neutral control in slower matchups using ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 to name a few.
- Unique Neutral: With good use of the Autoguard window on Suigetsu No HakobiGuardStartupRecoveryTotal 34~50Advantage- and the charged versions of FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] and KouGuardAllStartup12 [28]Recovery14Advantage-, Anji can create unique neutral situations and keep opponents second-guessing their attacks.
- High Guts: Anji's high guts give him a large health pool. This gives him more freedom to take risks or make mistakes while analyzing an opponent's defensive habits.
- Autoguard PRC: When an opponent triggers Anji's Autoguard, they can use a [Purple Roman Cancel (PRC)] to recover before Anji does. Anji gets no throw protection after exiting his Autoguard animation, so an opponent that uses PRC like this gets strong strike/throw mix afterward.
- High Risk: Many of Anji's options, whether they're easy to use or hard to apply, present opportunities for heavy punishment. All Autoguard windows can be called out by throws, ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 has long total duration, and all FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] follow-ups are unsafe in different ways. Even NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7, one of his safest pressure enders, is -7, making it punishable by a large portion of the cast when not spaced carefully. His generally sub-par frame data and the risky choices he has to constantly make can make it difficult for him to assert himself in a match.
Anji Mito |
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Normal Moves
5P
- Can be used as a quick anti-air or to mash out of pressure.
- Whiffs on crouching.
Should be used for close anti-airs more than 6P when applicable, as 5P > Kou gives a better knockdown.
Gatling Options: 5P, 2P, 6P, 6H
5K
- Anji's best low commitment poke.
- Dash 5K can set up a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..
While useful in neutral, it also has great use in pressure. 5K > 6H is very useful for starting pressure on far blocks, while 5K > 2D is a frametrap.
Gatling Options: 6P, 6H, 5D, 2D
c.S
- An important attack in Anji's pressure and combos.
Useful in pressure for its Gatling variety, allowing for long delays, pressure resets, or tick throws. On Counter Hit, crouching or airborne opponents, c.S > 2H can lead into KouGuardAllStartup12 [28]Recovery14Advantage-.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- An useful long-range poke, but committal and - on block.
At max range, FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] is the only move that will connect. Hard to hit-confirm, but should still be used to try and tag the opponent.
Gatling Options: 5H, 2H
5H
- Hits on both sides of Anji
- Might not combo from a max range f.S
Covers an incredible area above and around Anji. This move's wide range and tall hitbox make it a great tool for forcing the opponent back down onto the ground, most notably in the corner. 5H's slightly disjointed hitbox can make for a decent counterpoke in some matchups. This move's long range also makes it a go-to throw whiff punisher. Also gives a good reward on counterhit with a charged Fuujin into Issokutobi.
5D
- Uncharged Dust
- Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast. Can gatling from 5K, 2K, or c.S for a mixup. When done during ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6, the second hit will let Anji combo afterward using 5K (though this only works if Shitsu lands at the correct timing).
- Charged Dust
- Charged Dust leads to soft knockdown (+36).
- Holding any upwards direction during the hitstop frames of charged Dust will perform a Homing Jump:
- Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
- Homing Jump combos can sometimes increase Tension Pulse enough to activate Positive Bonus.
Similar to uncharged Dust but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.
2P
- Hits low enough to catch some situations where 5P whiffs.
- Low reward on hit, but 6H will start pressure.
The large size combined with fast frame data make this a powerful option to mash out of pressure.
Gatling Options: 5P, 2P, 6P, 6H
2K
- Faster than 2D but slightly shorter range, combos into 2D at most ranges.
Anji's fastest low for when you need a quick punish into a knockdown with 2D.
Gatling Options: 6P, 6H, 5D, 2D
2S
- Hits on both sides of Anji.
- Mediocre low poke, but still has use.
Useful if you're trying to catch an opponent in landing recovery or extend pressure. Delay 5H can catch opponents after they're pushed out by this attack.
Gatling Options: 5H, 2H
2H
- High-reward starter, especially on Counter Hit.
- OTGs, sets up pressure after throw.
An incredibly potent button that catches many of the opponent's options, like backdashing or jumping, if delayed. Always combos into 236[S], resulting in large amounts of damage. Doesn't combo on a grounded opponent unless they're hit while crouching by c.S or on Counter Hit.
2D
- Good range.
- Great low profile.
Used to low profile the opponent's attacks, both in large pressure gaps and in neutral. On hit and Counter Hit, Kou is incredibly rewarding.
6P
- Upper body invincible.
- Only combos at extremely close ranges on grounded opponents.
A great anti-air if you can't use your others safely, and counter-pokes well. Whenever possible, use 5P > Kou (or Kou alone) to anti-air instead, as 6P knocks the opponent too far away for strong okizeme.
6H
- Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's Night Raid Vortex and I-No's Stroke the Big Tree.
- Susceptible to being thrown when used from further away.
An advancing command normal with 3 hits. Cancelling this move into Fuujin on any of the 3 hits is a frametrap. Should be used pretty much exclusively as a pressure tool, namely after a P or K normal. Gives a good reward on Counterhit with a charged Fuujin into Issokutobi, but needs to be canceled immediately so the other hits of 6H don't connect.
j.P
- A quick air to air when you are not confident in anti airing the opponent.
Gatling Options: j.P
j.K
- Quick startup sometimes used in air combos.
Strong air to air due to its speed and good hitbox.
Gatling Options: j.D
j.S
- An in between of a jump in and air to air.
- One of your most used air attacks.
Incredibly fast air attack which covers a great angle. If blocked too high in the air, j.D can be used to space out Throw before you land.
Gatling Options: j.H, j.D
j.H
- Better jump-in than j.S, but slower.
Spacing here is key, as this jump in can easily become unsafe and punished with a throw.
Gatling Options: j.D
j.D
- Strong air to air tool.
- Stops Anji's air momentum
Wall bounces on hit, and important to many of Anji's corner routes. Anji can still attack as he's falling if he does j.D high enough in the air.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Throw is a very big part of Anji's pressure, so make sure to do it often.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Covers angles where 6P would whiff, such as with certain airdashes.
Special Moves
Shitsu
236P 疾
- Listed frame advantage is for the initial projectile impact
A slow moving butterfly projectile that transforms into a bird when it collides with something, flying up and then falling back down for another hit. This move sees most of its use after a hard knockdown (e.g. Ground Throw, 2D, Kou) where you can perform a strike/throw mixup once you have conditioned your opponent to stop mashing/backdashing/upbacking. Use sparingly outside of knockdowns, as it has long startup and does not travel fullscreen. It has very specific and matchup dependent use in neutral, but when used appropriately it can help Anji make safer approaches against a defensive opponent, as its slow travel time allows Anji to run behind it.
When landing a Throw (such as after a 236K punish or 236H-K > Throw), the gap between meaty 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. Shitsu and a follow-up can be eliminated by MicrodashingCancelling a very short dash into another move, making blockstrings like Shitsu > Dash c.S gapless. This is incredibly usful to learn against characters with powerful reversals, such as Sol's 623SGuardAllStartup9Recovery18+10 LandingAdvantage-28.
Suigetsu No Hakobi
236K (Hold OK) 水月の運び
- Autoguard starts on frame 10 and can be held to extend it up to frame 41
- Vulnerable to Throws.
- On successful guard, Anji enters a spin animation for 38f where he is fully invulnerable. Anji is actionable immediately, so it cannot be punished.
- If Anji guards a non-projectile move, the opponent will be locked in hitstop for 28f before continuing their move. They can still Roman Cancel afterwards to avoid being punished.
Anji spins forward with Autoguard. This twirl can also be done by KouGuardAllStartup12 [28]Recovery14Advantage- or FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6], with the respective attack coming out if nothing is guarded. 236K is used to scare an opponent into expecting Fuujin or Kou, allowing you to reset pressure, set up grabs, or gain ground. Make sure to be careful when using this move as it puts Anji into CH state for the startup and recovery of the move. 236[K] has a longer autoguard window than any other move Anji has, which will catch people trying to pre-empt held Kou or Fuujin.
Note: Frame advantage after Autoguard depends on the move guarded. (Frame Advantage = Remaining active and recovery frames - 10f)
Fuujin
236H (Hold OK) 風神
- Can be held to add Autoguard to startup.
- Held version floats the opponent on hit.
- Unsafe by itself.
- Follow-ups can be performed on whiff and as early as frame 13 after inputting Fuujin.
- The latest possible follow-up can be started on frame 35 [51] of Fuujin, or 13f before Fuujin recovers.
Fuujin is a dash punch/rekka type move that is apart of Anji's offense. Fuujin itself is useful for CH confirms, combos and can be useful for pressure in some situations. It has a variety of follow-ups that are nice to use against conditioned opponents. However, a non-conditioned opponent may not respect it as a pressure tool and for many characters with a reversal/DP, they will usually abuse the gap between Fuujin and its followups.
Nagiha is the go-to follow up on standing hit, Rin is for air hits or a slow overhead, Issokutobi is for 236[H] or risky throws, and Shin: Ichishiki is a pressure reset.
Note: Extra strategies related to Fuujin can be found here.
Shin: Ichishiki
P after Fuujin 針: 壱式
- The hitbox only exists once the fans have reached the ground.
A slightly plus on block followup to Fuujin, allowing you to frametrap the opponent or potentially reset pressure. This move can always be completely avoided and even punished by an opponent jumping, so you must condition the opponent to stay put before you can use this safely. With early cancel, this turns into an alternate guaranteed plus meaty Anji can combo with on hit, or a projectile to keep opponents out. It can make an opponent's DPs whiff with proper spacing, which may lead to a full punish depending on matchup. It can also lead to a 50/50 with drift Purple Roman Cancel that can either cross up or not depending on when you do the PRC.
Issokutobi
K after Fuujin 一足飛び
- -12 on block and -9 on regular hit if cancelled immediately.
- Plus after OTG Fuujin (advantage depends on spacing)
- No longer in counter hit state
A small hop that gets you up close to the opponent, allowing you to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it. Use it rarely to keep the opponent on their toes, otherwise you can be punished on reaction with a button or throw. Anji is considered airborne while using this move, allowing for some sneaky mixups with Roman Cancel. It's also used to correct the distance in certain combo routes and can make you safer after a whiffed fuujin. With early cancel, this becomes a massive command dash with lower body invulnerability. Can be used to close the gap (very risky), make a risky throw-bait or against Potemkin players mashing Slide Head.
Nagiha
S after Fuujin 凪刃
- Soft knockdown on hit.
A low sweep that's the safest follow-up to Fuujin due to its high pushback and low disadvantage on block, allowing you to end your pressure with not too much risk if spaced correctly. Instant-blocking can make it a lot riskier, but mixing up the timing can help against players looking out for that. Using this move with a slight delay after Fuujin gives you a great way to catch opponents who are jumping or mashing, allowing you to condition them to stay put and do other follow-ups. If done immediately after Fuujin it's a true blockstring which doesn't allow for reversals/DPs. On counter hit, this move grants you a hard knockdown allowing you to set up butterfly oki. Or you can combo with 2K/5K or c.s (if you're close enough) as an extension for more damage, especially near or in the corner. Early cancel turns this into a 26 frame half screen low, usable for whiff punishing, poking, and anything in-between.
Rin
H after Fuujin 臨
- Overhead Fuujin follow-up.
- Ground bounces on hit.
- Bigger ground bounce on Counter Hit.
The biggest risk but biggest reward follow-up to Fuujin. Use this move to catch people who are staying put and looking out for Issokutobi. Massively minus on block. Not super useful with early cancel due to being even slower and more minus. However, it can be used in conjunction with early Nagiha to fool the opponent to getting hit by a halfscreen overhead, and can catch backdashes if your opponent loves to backdash out of Shitsu. Plus, sometimes you just want to go YOLO.
Kou
236S (Hold OK) 紅
- Whiffs on grounded opponents.
- Can be held to add autoguard to startup
- Can use air actions while falling.
- Guard crushes on second hit.
A fast anti-air with a monstrous hitbox and short recovery that serves as a great combo move. Since it gives a hard knockdown on hit, ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6 lets Anji start his pressure anywhere or OTG with Air Dash > j.H or Fuujin to maximize damage. When held, the opponent is launched extremely high, allowing for juggles like 2H > Kou (held) > c.S > Kou.
Overdrives
Issei Ougi: Sai
632146H 一誠奥義・彩
- Considered a projectile.
- Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.
Primarily used as a combo ender for damage or to break the wall for both a hard knockdown and Positive Bonus. Because it's considered a projectile, it will continue if you Roman Cancel it. This allows Anji to pack in more damage by himself on hit or try a mixup on block while the fan keeps people locked in place, but this is expensive at 100% Tension. As it also doesn't go away on hit, it can be used to call out slow attacks such as Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] if you're in range to trade.
Kachoufuugetsu Kai
632146S 花鳥風月・改
- Loses to Throws and whiffs on cross-ups.
- Near counter is cinematic, Far counter is not.
Anji's reversal super. On frame 1, Anji enters Baiken's stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. With Near counter, the cinematic triggers for solid damage. With Far counter, Anji dashes forward and does two follow-ups instead, being slightly minus on block. The Far counter loses invincibility once the attack starts, making it hard to use in some situations. Due to being a counter, it beats SafejumpsWhen an air attack with low recovery hits meaty, but recovers in time to block reversals., but has no offensive presence outside of niche frame traps.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall