GGST/Anji Mito: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
| overview = Anji is a unique but well rounded character, with a gameplan revolving around taking calculated risks and cashing out for big rewards. The most notable thing that is unique to Anji is his autoguard [[GGST/Anji_Mito#Special_Moves|specials]], which make him go straight through the opponents attacks when timed well, which allows him to create unique and threatening RPS scenarios for the opponent in neutral and his own offense.  
| overview = 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.


Anji is primarily a strike/throw oriented character outside of using [[GGST/Anji_Mito#Fuujin|Fuujin]] ({{clr|4|236H}}), while his strikes on their own can lead to big damage, his throws also have their own unique threat thanks to [[GGST/Anji_Mito#Shitsu|Shitsu]] ({{clr|1|236P}}) oki, which hands Anji an advantageous, but moderately layered situation. While not having a great amount of plus frames to assert his offense, Anji excels at stealing turns from the opponent by using the threat of his strong counterhit starters and autoguard to get away with leaving large gaps in his offense and still continuing pressure.  
[[{{PAGENAME}}#Fuujin|Fuujin]] is his signature move with many graceful followups, the threat of which can force an opponent's hand into risky options in the neutral game and while starting pressure after making the opponent block {{clr|2|5K|5K}} or {{clr|3|f.S}}. [[{{PAGENAME}}#Shitsu|Shitsu]] fires a projectile butterfly that turns into a bird for starting offense from a knockdown. While not having a great amount of 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, [[{{PAGENAME}}#Kou|Kou]] and {{clr|1|6P}} provide him excellent control of the air. Combined with throws, {{clr|5|2D}}, and baits, Anji's neutral and offense commands respect if you can enter someone's head.  


This kind of playstyle, however, makes Anji a character who asks for strong reads from those who play him, as making one incorrect play can put you in a very bad spot, since Anji has bad abare options without meter. On the topic of meter, Anji is a character who demands having 50 meter as often as possible, since it allows him to mitigate the risks he has to take in neutral and offence, as well as granting him greater defensive capabilities.  
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 [[{{PAGENAME}}#Kachoufuugetsu Kai|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 {{clr|1|5P}} and {{clr|1|2P}} are comparatively slow. Fuujin and Kou put Anji in counter-hit state on startup and still remain vulnerable to throws, RC slowdown, moves with multiple hits, and Overdrives.  
 
If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.


In summary, Anji is a well rounded character that rewards strong reads and calculated risk taking to break down the opponent.
| lore =  
| lore =  
He can be hot-blooded, acting on his intuition rather than reason.
He can be hot-blooded, acting on his intuition rather than reason.
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*'''Autoguard:''' Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him.
*'''Autoguard:''' Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him.
*'''Swiss Army Knife:''' Anji has a pretty well rounded moveset, granting him a tool for most situations.  
*'''Swiss Army Knife:''' Anji has a pretty well rounded moveset, granting him a tool for most situations.  
*'''Good Offense:''' A potent strike/throw game, [[GGST/Anji_Mito#Fuujin|Fuujin]], and the infamous [[GGST/Anji_Mito#Shitsu|butterfly]] oki give Anji several ways to pressure the opponent. The threat of his massive counterhit starters allow Anji to steal turns even while being minus 8 or more.
*'''Good Offense:''' A potent strike/throw game, [[{{PAGENAME}}#Fuujin|Fuujin]], and the infamous [[{{PAGENAME}}#Shitsu|butterfly]] oki give Anji several ways to pressure the opponent. The threat of his massive counterhit starters allow Anji to steal turns even while being minus 8 or more.
*'''Anti Airs:''' [[GGST/Anji_Mito#Kou|Kou]] and {{clr|1|6P}} are both very fast and reliable anti air options
*'''Anti Airs:''' [[{{PAGENAME}}#Kou|Kou]] and {{clr|1|6P}} are both very fast and reliable anti air options
*'''Fuujin:''' Anji's infamous {{clr|4|236H}} rekka dash punch special move that blasts him across the screen, and makes up a core part of his gameplan. While a decent move on its own, the ability to autoguard through the startup and cancel into its follow-ups before the move even becomes active gives Anji a huge amount of mindgame potential.  
*'''Fuujin:''' Anji's infamous {{clr|4|236H}} rekka dash punch special move that blasts him across the screen, and makes up a core part of his gameplan. While a decent move on its own, the ability to autoguard through the startup and cancel into its follow-ups before the move even becomes active gives Anji a huge amount of mindgame potential.  
| cons =
| cons =
*'''Autoguard:''' Anji's autoguard can put him at disadvantage if the guarded move is low recovery, multi hit, or the opponent can PRC to steal their turn back.
*'''Autoguard:''' Anji's autoguard can put him at disadvantage if the guarded move is low recovery, multi hit, or the opponent can PRC to steal their turn back.
*'''Abare:''' Anji's fastest normals ({{clr|1|5P}} and {{clr|1|2P}}) both have 6 frames of startup and don't provide much reward on hit. As a result, he cannot mash out of well timed tick throws.
*'''High Risk:''' Anji's tools can be punished heavily if the opponent is expecting them or if they're used improperly. [[{{PAGENAME}}#Fuujin|Fuujin]] and its followups, [[{{PAGENAME}}#Kou|Kou]], and [[{{PAGENAME}}#Suigetsu No Hakobi|Suigetsu no Hakobi]] can all put Anji at major risk against an opponent with proper matchup knowledge.  
*'''High Risk:''' Anji's tools can be punished heavily if the opponent is expecting them or if they're used improperly. [[GGST/Anji_Mito#Fuujin|Fuujin]] and its followups, [[GGST/Anji_Mito#Kou|Kou]], and [[GGST/Anji_Mito#Suigetsu_No_Hakobi|Suigetsu no Hakobi]] can all put Anji at major risk against an opponent with proper matchup knowledge.  
| difficulty_rating = 3
| difficulty_rating = 3
| official_difficulty = yes
| official_difficulty = yes
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*Anji's fastest button, tied with 2P
*Can be used as a quick anti-air or to mash out of pressure
*Can be used as a quick anti-air or to mash out of pressure
*whiffs on most crouching characters
*whiffs on most crouching characters
 
*Very good against Millias who mistime their H disc after a throw
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
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Images =
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5K.png |do the Nago
GGST_Anji_Mito_5K.png |
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* Anji's best low commitment poke.  
* Anji's best low commitment poke.  
Excellent at stopping reckless approaches on reaction and it's 6H gatling makes it a pretty good pressure starter. Also has a wide enough cancel window to make 5K>2D into a frametrap.
Excellent at stopping reckless approaches on reaction. Its {{clr|4|6H}} gatling makes it a pretty good pressure starter, and it also has a wide enough cancel window to make {{clr|2|5K}} > {{clr|5|2D}} a frametrap.


[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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A very important attack in Anji's pressure and combos.
A very important attack in Anji's pressure and combos.


Pressure: cS can be canceled to 2S, fS, 5H, or 6H. You can delay your timings to frame trap the opponent and catch their mash out. If you properly condition them to avoid mashing, you can go for greedier things like run up/236K throw after cS, since it's only -2 on block.
Pressure: {{clr|3|c.S}} can be canceled to {{clr|3|2S}}, {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|6H}}. You can delay your timings to frame trap the opponent and catch their mash out. If you properly condition them to avoid mashing, you can go for greedier things like run up/{{clr|2|236K}} throw after {{clr|3|c.S}}, since it's only -2 on block.


Mixup: cS->5D can be strong. cS->delay 2D or cS->2H can catch opponent's mash or jump.
Mixup: {{clr|3|c.S}}->{{clr|5|5D}} can be strong. {{clr|3|c.S}}->delay {{clr|5|2D}} or {{clr|3|c.S}}->{{clr|4|2H}} can catch opponents mashing or jumping.


Combos: cS combos to 5H, 6H and Fuujin. When hitting airborne opponents, you can combo into 2H or Kou. On counterhit combos into 2H which leads to Kou.
Combos: {{clr|3|c.S}} combos to {{clr|4|5H}}, {{clr|4|6H}} and [[{{PAGENAME}}#Fuujin|Fuujin]]. When hitting airborne opponents, you can combo into {{clr|4|2H}} or [[{{PAGENAME}}#Kou|Kou]]. On counterhit combos into {{clr|4|2H}} which leads to Kou.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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* Anji's best long range poke
* Anji's best long range poke
Works well when paired with Fuujin, but it only combos on counterhit or if the opponent is crouching.
Works well when paired with [[{{PAGENAME}}#Fuujin|Fuujin]], but it only combos on counterhit or if the opponent is crouching.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
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*Hits on both sides of Anji
*Hits on both sides of Anji
*Might not combo from a max range {{clr|3|f.S}}


*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. {{clr|4|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 [[{{PAGENAME}}#Fuujin|Fuujin]] into [[{{PAGENAME}}#Issokutobi|Issokutobi]].
 
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.
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;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 {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.
----
;Charged Dust
* Data in [] represents values when fully charged.
* Data in [] represents values when fully charged.
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
* Charged Dust leads to soft knockdown (+36).
* Deals more damage when fully charged, launches opponent on hit if combo'd into.
* Holding any upwards direction during the hitstop frames of charged Dust will perform a Homing Jump:
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
** Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
* 80% proration if not fully charged.
** 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.
Standard pressure overhead, gatlings from K buttons or cS for a mixup.


Similar to uncharged Dust but is slow enough to be reacted to. but if it does land it gives a very high damaging combo.
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_6P_Hitbox.png |
Anji Strive 6P Hitbox.png |
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*Upper body invincible anti-air, can also be used to counter-poke
*Upper body invincible anti-air that can also be used to counter-poke
*Unlike some 6Ps, this move is hard to combo into on a grounded opponent unless at very close range
*Hard to combo into on a grounded opponents unless at very close range
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*Susceptible to being thrown when used from further away.
*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.
An advancing command normal with 3 hits. Cancelling this move into [[{{PAGENAME}}#Fuujin|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 [[{{PAGENAME}}#Issokutobi|Issokutobi]], but needs to be canceled immediately so the other hits of 6H don't connect.
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Hitboxes =
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2P_Hitbox.png |
GGST_Anji_Mito_2P_Hitbox.png |  
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*Hits low enough to catch some situations where 5P whiffs.  
*Hits low enough to catch some situations where {{clr|1|5P}} whiffs.  
If you really need a mash a frame faster than 2K this is your button. Not any safer than 2K, but has its own uses.
The large size combined with fast frame data make this a powerful option to mash out of pressure.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
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*Faster than 2D but slightly shorter, combos into 2D at most ranges.  
*Faster than {{clr|5|2D}} but slightly shorter range, combos into {{clr|5|2D}} at most ranges.  
No longer +6 on block, but still good nonetheless. 2K ought to be your go to move if you need a quick punish into a knockdown with 2D.
Anji's fastest low for when you need a quick punish into a knockdown with {{clr|5|2D}}.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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* Hits on both sides of Anji
* Hits on both sides of Anji
This move has two uses: your opponent is stalling in the air and you want to catch them while they land, or you're fishing for counter hits.
Primarily used when your opponent is stalling in the air and you want to catch them while they land, or you're fishing for counter hits.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
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*One of if not the highest reward combo starters Anji has, especially on counterhit.  
*One of if not the highest reward combo starters Anji has, especially on counterhit.  
*Good for his corner pressure as an OTG after throw
*Good for his corner pressure as an OTG after throw.
2H is used for frametraps, catching jumps, and catching backdashes, often simultaneously. While landing this move is quite an ordeal, it will ALWAYS combo in to 236[S], which is especially huge in the corner, where Anji will get monstrous amounts of damage. You can only combo into this move on a grounded opponent with a counterhit or as a crouch confirm from c.S.
Used for frametraps, catching jumps, and catching backdashes, often simultaneously. Always combos into {{clr|3|236[S]}}, resulting in large amounts of damage in the corner. You can only combo into this move on a grounded opponent with a counterhit or as a crouch confirm from {{clr|3|c.S}}.
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Images =
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2D.png | whistles
GGST_Anji_Mito_2D.png | [whistles]
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*Decent range and a great low profile property.  
*Decent range and a great low profile property.  
Practically identical in terms of utility to Sol's 2D in previous guilty gear games. Use to low profile the opponent's attacks, run up with it to catch people backing up, or use it to fish for rewarding counterhits that go into a Fuujin-Issokutobi. Important neutral tool that you should not sleep on.
Used to low profile the opponent's attacks, run up with it to catch people backing up, or to fish for rewarding counterhits that go into a [[{{PAGENAME}}#Fuujin|Fuujin]]-[[{{PAGENAME}}#Issokutobi|Issokutobi]]. Important neutral tool that you should not sleep on.
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Images =
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jS.png |Why is this faster than my j. P?
GGST_Anji_Mito_jS.png |Why is this faster than my j.P?
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jH.png |Jump in
GGST_Anji_Mito_jH.png |
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*Strong air to air tool, can be used to efficiently stop airdash approaches.
*Strong air to air tool, can be used to efficiently stop airdash approaches.
*Wall bounces if opponent is near the corner. Can continue a combo with 5K or cS but height is a factor.
*Wall bounces if opponent is near the corner. Can continue a combo with {{clr|2|5K}} or {{clr|3|c.S}} but height is a factor.
*Almost completely kills Anji's air momentum and quickly brings him back to the ground after a brief float.
*Almost completely kills Anji's air momentum and quickly brings him back to the ground after a brief float.
*Anji can still attack as he's falling if he does jD high enough in the air.
*Anji can still attack as he's falling if he does {{clr|5|j.D}} high enough in the air.
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===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span>
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Ground throw that gives a hard knockdown, allowing for butterfly oki. Throw is a very big part of Anji's pressure, so make sure to do it often.
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 50% forced proration.
Ground throw that gives a hard knockdown, allowing for butterfly oki or other setups. Throw is a very big part of Anji's pressure, so make sure to do it often.
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===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span>
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Anji's 6P has tendencies to whiff if the opponent air dashes over him. Air throwing is sometimes a better anti-air as a result.
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 50% forced proration.
Covers angles where {{clr|1|6P}} would whiff, such as with certain airdashes.  
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==Special Moves==
==Special Moves==
===<big>Shitsu (疾)</big>===
===<big>Shitsu</big>===
<span class="input-badge">'''{{clr|1|236P}}'''</span>
<span class="input-badge">'''{{clr|1|236P}}'''</span> <big>疾</big>
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* Listed frame advantage is for the initial projectile impact
* 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. 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 very 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.
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, {{clr|5|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.
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===<big>Suigetsu No Hakobi (水月の運び) </big>===
===<big>Suigetsu No Hakobi</big>===
<span class="input-badge">'''{{clr|2|236K}} (Hold OK)'''</span>
<span class="input-badge">'''{{clr|2|236K}} (Hold OK)'''</span> <big>水月の運び</big>
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* Autoguard starts on frame 10
* Autoguard starts on frame 10 and can be held to extend it up to frame 41
* Can be held to extend autoguard window up to frame 41
* Vulnerable to throws during autoguard window
* Vulnerable to throws during autoguard window
* On successful guard, Anji enters a spin animation for 38f where he is fully invulnerable. You can perform any action including blocking after invuln ends, so the spin cannot be punished.
* On successful guard, Anji enters a spin animation for 38f where he is fully invulnerable. You can perform any action including blocking after invuln ends, so the spin cannot be punished.
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* Frame advantage after autoguard depends on the move guarded. (Frame Advantage = Remaining active and recovery frames - 10f)
* Frame advantage after autoguard depends on the move guarded. (Frame Advantage = Remaining active and recovery frames - 10f)


Anji spins forward with autoguard. This twirl can also be done with Kou ({{clr|3|236[S]}}) and Fuujin ({{clr|4|236[H]}}) inputs, with the respective attack coming out if nothing is guarded. {{clr|2|236K}} finds use in scaring the opponent into expecting Fuujin or Kou, allowing you to freely reset pressure, set up grabs, or just gain ground. Make sure to be EXTREMELY careful when using this move as the move puts Anji into counterhit state for the startup and recovery of the move, lending you to potentially getting hit by one of the opponent's most damaging confirms. The held version of this move has a longer autoguard window than any other move Anji has, which will catch people timing their attacks to coincide with the vulnerable period of Anji's other autoguard attacks.  
Anji spins forward with autoguard. This twirl can also be done with [[{{PAGENAME}}#Kou|Kou]] ({{clr|3|236[S]}}) and [[{{PAGENAME}}#Fuujin|Fuujin]] ({{clr|4|236[H]}}) inputs, with the respective attack coming out if nothing is guarded. {{clr|2|236K}} finds use in scaring the opponent into expecting Fuujin or Kou, allowing you to freely reset pressure, set up grabs, or just gain ground. Make sure to be EXTREMELY careful when using this move as the move puts Anji into counterhit state for the startup and recovery of the move, lending you to potentially getting hit by one of the opponent's most damaging confirms. The held version of this move has a longer autoguard window than any other move Anji has, which will catch people timing their attacks to coincide with the vulnerable period of Anji's other autoguard attacks.  
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===<big>Fuujin (風神)</big>===
===<big>Fuujin</big>===
<span class="input-badge">'''{{clr|4|236H}} (Hold OK)'''</span>
<span class="input-badge">'''{{clr|4|236H}} (Hold OK)'''</span> <big>風神</big>
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* Can be held to add autoguard to startup.
* Can be held to add autoguard to startup.
* Held version floats the opponent on hit
* Held version floats the opponent on hit
* Unsafe by itself, but can be made safer with follow-ups, all of which can be done on Fuujin hit, block, or even whiff.
* Unsafe by itself, but can be made safer with follow-ups
* By inputting one of Fuujin's follow-up specials just before Fuujin's active frames, Anji will perform the follow-up without needing Fuujin's actual attack to come out first. This is known as "kara Fuujin" or "early cancel," and can be done as early as frame 13.
* This can be performed on wiff and as early as frame 13.


A dash punch/rekka type move that is critical to Anji's offense. Fuujin has a variety of follow-ups that create a guessing game for you and the opponent as none of the follow-ups can be punished in the exact same way, forcing the opponent to open themselves up to one option to try dealing with another.  
A dash punch/rekka type move that is critical to Anji's offense. Fuujin has a variety of follow-ups that create a guessing game for you and the opponent as none of the follow-ups can be punished in the exact same way, forcing the opponent to open themselves up to one option to try dealing with another.  
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On pressure, try not to overuse Fuujin as a savvy opponent can handle most follow-ups and punish you if you guess wrong. Think of it as the butter to the bread of Anji's pressure; it makes everything better, but if you eat it by itself you'll look like a clown.
On pressure, try not to overuse Fuujin as a savvy opponent can handle most follow-ups and punish you if you guess wrong. Think of it as the butter to the bread of Anji's pressure; it makes everything better, but if you eat it by itself you'll look like a clown.


In neutral, however, Fuujin turns Anji into a rapidly advancing swiss army knife able to whiff punish/poke anything with early cancel Nagiha, zone or bait DPs with early cancel Shin, or get in the opponent's face with early cancel Issokutobi. Fuujin and its follow-ups all still have long recoveries and cannot have autoguard until frame 10 at the earliest, so make sure you space correctly or whiff them in places where the opponent cannot get a meaningful punish.
In neutral, however, Fuujin turns Anji into a rapidly-advancing Swiss army knife able to whiff punish/poke anything with early cancel [[{{PAGENAME}}#Nagiha|Nagiha]], zone or bait DPs with early cancel Shin, or get in the opponent's face with early cancel [[{{PAGENAME}}#Issokutobi|Issokutobi]]. Fuujin and its follow-ups all still have long recoveries and cannot have autoguard until frame 10 at the earliest, so make sure you space correctly or whiff them in places where the opponent cannot get a meaningful punish.


Getting a counterhit with Fuujin alone is a big payoff with Issokutobi, especially near the corner.
Getting a counterhit with Fuujin alone is a big payoff with Issokutobi, especially near the corner.
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===<big>Shin: Ichishiki (針: 壱式)</big>===
===<big>Shin: Ichishiki</big>===
<span class="input-badge">'''{{clr|1|P}} after Fuujin'''</span>
<span class="input-badge">'''{{clr|1|P}} after Fuujin'''</span> <big>針: 壱式</big>
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* The hitbox only exists once the fans have reached the ground.
* 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.  
A slightly plus on block followup to [[{{PAGENAME}}#Fuujin|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.
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.
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===<big>Issokutobi (一足飛び)</big>===
===<big>Issokutobi</big>===
<span class="input-badge">'''{{clr|2|K}} after Fuujin'''</span>
<span class="input-badge">'''{{clr|2|K}} after Fuujin'''</span> <big>一足飛び</big>
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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 distance in certain combo routes.  
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 distance in certain combo routes.  
With early cancel, this becomes a massive command dash with lower body invuln. Use it for general zoning, to close the gap, make a risky throw-bait or against Potemkins mashing Slide Head.
With early cancel, this becomes a massive command dash with lower body invuln. Use it to close the gap, make a risky throw-bait or against Potemkins mashing Slide Head.
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===<big>Nagiha (凪刃)</big>===
===<big>Nagiha</big>===
<span class="input-badge">'''{{clr|3|S}} after Fuujin'''</span>
<span class="input-badge">'''{{clr|3|S}} after Fuujin'''</span> <big>凪刃</big>
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* Soft knockdown on hit.
* 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 little to no risk. 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.
A low sweep that's the safest follow-up to [[{{PAGENAME}}#Fuujin|Fuujin]] due to its high pushback and low disadvantage on block, allowing you to end your pressure with little to no risk. 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.
Early cancel turns this into a 26 frame half screen low, usable for whiff punishing, poking, and anything inbetween. On Counter Hit, you can do either {{clr|2|2K}} > Kou or a full {{clr|3|c.S}} combo if you're close enough.
Early cancel turns this into a 26 frame half screen low, usable for whiff punishing, poking, and anything inbetween. On Counter Hit, you can do either {{clr|2|2K}} > Kou or a full {{clr|3|c.S}} combo if you're close enough.
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===<big>Rin (臨)</big>===
===<big>Rin</big>===
<span class="input-badge">'''{{clr|4|H}} after Fuujin'''</span>
<span class="input-badge">'''{{clr|4|H}} after Fuujin'''</span> <big>臨</big>
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* Bigger ground bounce on Counter 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.
The biggest risk but biggest reward follow-up to [[{{PAGENAME}}#Fuujin|Fuujin]]. Use this move to catch people who are staying put and looking out for [[{{PAGENAME}}#Issokutobi|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.
Not super useful with early cancel due to being even slower and more minus. However, it can be used in conjunction with early [[{{PAGENAME}}#Nagiha|Nagiha]] to fool the opponent to getting hit by a halfscreen overhead, and can catch backdashes if your opponent loves to backdash out of [[{{PAGENAME}}#Shitsu|Shitsu]]. Plus, sometimes you just want to go YOLO.
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===<big>Kou (紅)</big>===
===<big>Kou</big>===
<span class="input-badge">'''{{clr|3|236S}} (Hold OK)'''</span>
<span class="input-badge">'''{{clr|3|236S}} (Hold OK)'''</span> <big>紅</big>
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* Pops the opponent up higher than usual when held
* Pops the opponent up higher than usual when held
* Can use air actions while falling.
* Can use air actions while falling.
A lightning fast anti-air with a monstrous hitbox and short recovery that serves as an incredible combo tool. This move grants a hard knockdown when it connects, allowing you to set up butterfly oki when you are closer to the corner, or go for an airdash > OTG {{clr|4|j.H}} for guaranteed damage.
* '''Guard crushes on second hit.'''
 
A lightning fast anti-air with a monstrous hitbox and short recovery that serves as an incredible combo tool. This move grants a hard knockdown when it connects, allowing you to set up butterfly oki when you are closer to the corner, or go for an airdash > OTG {{clr|4|j.H}} for guaranteed damage. With its newly added low horizontal launch, this move can deal MONSTER damage in the corner. The guard crush serves to ensure that this move is nigh unbeatable in the air.
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==Overdrives==
==Overdrives==


===<big>Issei Ougi: Sai (一誠奥義・彩)</big>===
===<big>Issei Ougi: Sai</big>===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<span class="input-badge">'''{{clr|4|632146H}}'''</span> <big>一誠奥義・彩</big>
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* Counted as a projectile.
* Considered a projectile.
* Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.
* 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 for a mixup on block while the fan keeps people locked in place, but keep in mind that it's 100% meter gone.
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% meter cost.
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===<big>Kachoufuugetsu Kai (花鳥風月・改)</big>===
===<big>Kachoufuugetsu Kai</big>===
<span class="input-badge">'''{{clr|3|632146S}}'''</span>
<span class="input-badge">'''{{clr|3|632146S}}'''</span> <big>花鳥風月・改</big>
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* Does not counter throws.
* Does not counter throws.
* Does not follow cross-ups.
* Proximity-based cinematic
Anji's reversal counter super, and a pretty good one at that. Starting on frame 1, Anji enters Baiken's stance and remains there for roughly 30 frames. He then exits the stance for roughly 10 frames of recovery. While in stance, any hit will trigger an advancing counterattack from Anji. If the attack was a close range strike, the camera will shift as Anji swings forward for several hits of his fan. If the attack was a projectile or a long range strike, the opponent is put in a guard crush state and Anji swings forward with a smaller two hit combo with no camera shift. The non-cinematic version loses invulnerability during its attack portion, meaning an opponent can use a projectile, then mash PRC to block or counter Anji's attack.


Anji's reversal counter super, and a pretty good one at that. Because it's a counter super, it beats safejumps, which gives it some unique utility. Scales incredibly well, which can lead to huge damage on Roman Cancel, but keep in mind that's 100% meter gone.
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Revision as of 19:31, 19 October 2021



Overview
Overview

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's hand into risky options in the neutral game and while starting pressure after making the opponent block 5K or f.S. Shitsu fires a projectile butterfly that turns into a bird for starting offense from a knockdown. While not having a great amount of 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 are comparatively slow. Fuujin and Kou put Anji in counter-hit state on startup and still remain vulnerable to throws, RC slowdown, moves with multiple hits, and Overdrives.

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.

Pros
Cons
  • Autoguard: Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him.
  • Swiss Army Knife: Anji has a pretty well rounded moveset, granting him a tool for most situations.
  • Good Offense: A potent strike/throw game, Fuujin, and the infamous butterfly oki give Anji several ways to pressure the opponent. The threat of his massive counterhit starters allow Anji to steal turns even while being minus 8 or more.
  • Anti Airs: Kou and 6P are both very fast and reliable anti air options
  • Fuujin: Anji's infamous 236H rekka dash punch special move that blasts him across the screen, and makes up a core part of his gameplan. While a decent move on its own, the ability to autoguard through the startup and cancel into its follow-ups before the move even becomes active gives Anji a huge amount of mindgame potential.
  • Autoguard: Anji's autoguard can put him at disadvantage if the guarded move is low recovery, multi hit, or the opponent can PRC to steal their turn back.
  • High Risk: Anji's tools can be punished heavily if the opponent is expecting them or if they're used improperly. Fuujin and its followups, Kou, and Suigetsu no Hakobi can all put Anji at major risk against an opponent with proper matchup knowledge.
Anji has a property on most of his special moves called autoguard, where he will pass through an opponent's attack and will treat the attack as though it whiffed, allowing for potential punishes other characters may not be able to do. He is able to autoguard attacks with 236K, 236[H] and 236[S]. Making good use of autoguards to call out reckless attacks is a key part of playing Anji effectively.
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Anji Mito
GGST Anji Character Guide
*PATCH INFORMATION IN COMMENTS*

Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 7 7 11 - none

A very important attack in Anji's pressure and combos.

Pressure: c.S can be canceled to 2S, f.S, 5H, or 6H. You can delay your timings to frame trap the opponent and catch their mash out. If you properly condition them to avoid mashing, you can go for greedier things like run up/236K throw after c.S, since it's only -2 on block.

Mixup: c.S->5D can be strong. c.S->delay 2D or c.S->2H can catch opponents mashing or jumping.

Combos: c.S combos to 5H, 6H and Fuujin. When hitting airborne opponents, you can combo into 2H or Kou. On counterhit combos into 2H which leads to Kou.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 All 15 4 23 - none

  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 High 20 3 26 - none

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.


Charged Dust
  • Data in [] represents values when fully charged.
  • 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.

6P

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12,12,25 All 12 3(3)3(4)4 21 - none

  • 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.

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 All 22 4 19 - none

  • One of if not the highest reward combo starters Anji has, especially on counterhit.
  • Good for his corner pressure as an OTG after throw.

Used for frametraps, catching jumps, and catching backdashes, often simultaneously. Always combos into 236[S], resulting in large amounts of damage in the corner. You can only combo into this move on a grounded opponent with a counterhit or as a crouch confirm from c.S.

2D

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 High 8 6 18 - none

  • Strong air to air tool, can be used to efficiently stop airdash approaches.
  • Wall bounces if opponent is near the corner. Can continue a combo with 5K or c.S but height is a factor.
  • Almost completely kills Anji's air momentum and quickly brings him back to the ground after a brief float.
  • 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

Air Throw

j.6D or j.4D

Special Moves

Shitsu

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,40 All 29 71 Total 52 - none

  • 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.

Suigetsu No Hakobi

236K (Hold OK) 水月の運び

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 34~50 - 10-25~41 Guard Point

  • Autoguard starts on frame 10 and can be held to extend it up to frame 41
  • Vulnerable to throws during autoguard window
  • On successful guard, Anji enters a spin animation for 38f where he is fully invulnerable. You can perform any action including blocking after invuln ends, so the spin 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.
  • Frame advantage after autoguard depends on the move guarded. (Frame Advantage = Remaining active and recovery frames - 10f)

Anji spins forward with autoguard. This twirl can also be done with Kou (236[S]) and Fuujin (236[H]) inputs, with the respective attack coming out if nothing is guarded. 236K finds use in scaring the opponent into expecting Fuujin or Kou, allowing you to freely reset pressure, set up grabs, or just gain ground. Make sure to be EXTREMELY careful when using this move as the move puts Anji into counterhit state for the startup and recovery of the move, lending you to potentially getting hit by one of the opponent's most damaging confirms. The held version of this move has a longer autoguard window than any other move Anji has, which will catch people timing their attacks to coincide with the vulnerable period of Anji's other autoguard attacks.

Fuujin

236H (Hold OK) 風神

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 16 [32] 4 21 - [10-25 Guard Point]

  • Can be held to add autoguard to startup.
  • Held version floats the opponent on hit
  • Unsafe by itself, but can be made safer with follow-ups
  • This can be performed on wiff and as early as frame 13.

A dash punch/rekka type move that is critical to Anji's offense. Fuujin has a variety of follow-ups that create a guessing game for you and the opponent as none of the follow-ups can be punished in the exact same way, forcing the opponent to open themselves up to one option to try dealing with another.

On pressure, try not to overuse Fuujin as a savvy opponent can handle most follow-ups and punish you if you guess wrong. Think of it as the butter to the bread of Anji's pressure; it makes everything better, but if you eat it by itself you'll look like a clown.

In neutral, however, Fuujin turns Anji into a rapidly-advancing Swiss army knife able to whiff punish/poke anything with early cancel Nagiha, zone or bait DPs with early cancel Shin, or get in the opponent's face with early cancel Issokutobi. Fuujin and its follow-ups all still have long recoveries and cannot have autoguard until frame 10 at the earliest, so make sure you space correctly or whiff them in places where the opponent cannot get a meaningful punish.

Getting a counterhit with Fuujin alone is a big payoff with Issokutobi, especially near the corner.

Shin: Ichishiki

P after Fuujin 針: 壱式

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 30 (43 if early cancelled from Fuujin) 8 Total 43+6 after Landing - Airborne 3-44

  • 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22+6 after Landing - Airborne 5-23

  • -12 on block and -9 on regular hit if cancelled immediately.

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 distance in certain combo routes. With early cancel, this becomes a massive command dash with lower body invuln. Use it to close the gap, make a risky throw-bait or against Potemkins mashing Slide Head.

Nagiha

S after Fuujin 凪刃

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 15 (28 with early cancel) 4 20 -

  • 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 little to no risk. 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. Early cancel turns this into a 26 frame half screen low, usable for whiff punishing, poking, and anything inbetween. On Counter Hit, you can do either 2K > Kou or a full c.S combo if you're close enough.

Rin

H after Fuujin

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 High 21 (34 with early cancel) 2 24 -

  • 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)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,30 All 12 [28] 9(6)5 14 - 1-9 Above Waist
10-31 Upper Body
[10-25 Guard Point]

  • Does not hit grounded opponents.
  • Can be held to add autoguard to startup
  • Pops the opponent up higher than usual when held
  • Can use air actions while falling.
  • Guard crushes on second hit.

A lightning fast anti-air with a monstrous hitbox and short recovery that serves as an incredible combo tool. This move grants a hard knockdown when it connects, allowing you to set up butterfly oki when you are closer to the corner, or go for an airdash > OTG j.H for guaranteed damage. With its newly added low horizontal launch, this move can deal MONSTER damage in the corner. The guard crush serves to ensure that this move is nigh unbeatable in the air.

Overdrives

Issei Ougi: Sai

632146H 一誠奥義・彩

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13×6,67 All 11+6 -

  • 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% meter cost.

Kachoufuugetsu Kai

632146S 花鳥風月・改

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Catch
1 30 10 - Guard 1-30
Attack

No results

  • Does not counter throws.
  • Does not follow cross-ups.
  • Proximity-based cinematic

Anji's reversal counter super, and a pretty good one at that. Starting on frame 1, Anji enters Baiken's stance and remains there for roughly 30 frames. He then exits the stance for roughly 10 frames of recovery. While in stance, any hit will trigger an advancing counterattack from Anji. If the attack was a close range strike, the camera will shift as Anji swings forward for several hits of his fan. If the attack was a projectile or a long range strike, the opponent is put in a guard crush state and Anji swings forward with a smaller two hit combo with no camera shift. The non-cinematic version loses invulnerability during its attack portion, meaning an opponent can use a projectile, then mash PRC to block or counter Anji's attack.



54% complete
Page Status %
Overview Needs overview paragraph describing playstyle, more detailed/accurate pros and cons, more detailed description of moves and their uses. 9/20
Combos Combo theory is blank, needs videos examples too. 4/10
Strategy Very bare, what's there needs formatting and video examples. Okizeme, blockstrings, tactics, and how to fight sections needed. 1/20
Frame Data Missing proration on all moves. Overdrive data is incomplete. 40/50
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External References

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To edit frame data, edit values in GGST/Anji Mito/Data.

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