GGST/Anji Mito: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGST/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
| 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.
{{card|width=4
|header=Overview
|content= 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 {{keyword|RPS}} situations.


[[{{PAGENAME}}#Fuujin / 風神|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 / 疾|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 / 紅|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.  
[[#Fuujin|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 {{clr|K|5K}} or {{clr|S|f.S}}. [[#Shitsu|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|Kou]] and {{clr|P|6P}} provide him excellent control of the air. Combined with throws, {{clr|D|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 [[{{PAGENAME}}#Kachoufuugetsu Kai / 花鳥風月・改|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.  
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|Kachoufuugetsu Kai]] also require some foresight, and bode doom for him if he whiffs them.
 
Autoguards, while sounding powerful, are not invincible, as Anji does not gain the Autoguarded property until frame 10, making him susceptible to Counter Hits during startup. Even during guard points, he is still vulnerable to throws and RC slowdown if he doesn't use the [[#Midare|Midare]] followup or kara-cancel into [[#Kachoufuugetsu Kai|Kachoufuugetsu Kai]], which are not available without successful guard.


If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.
If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.
| 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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Although he doesn't go out of his way to preach his sense of justice to others, he openly shows his distaste for anything he considers warped or unfair.
Although he doesn't go out of his way to preach his sense of justice to others, he openly shows his distaste for anything he considers warped or unfair.
It may seem at times as if he's making fun of others, but he means it amicably.
It may seem at times as if he's making fun of others, but he means it amicably.
| summary =, classified as a ''Balance'' type, is an elegant martial artist who dodges all with his dance.
| pros =
*'''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, [[{{PAGENAME}}#Fuujin / 風神|Fuujin]], and the infamous [[{{PAGENAME}}#Shitsu / 疾|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:''' [[{{PAGENAME}}#Kou / 紅|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.
| 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.
*'''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 / 風神|Fuujin]] and its followups, [[{{PAGENAME}}#Kou / 紅|Kou]], and [[{{PAGENAME}}#Suigetsu No Hakobi / 水月の運び |Suigetsu no Hakobi]] can all put Anji at major risk against an opponent with proper matchup knowledge.
| difficulty_rating = 3
| official_difficulty = yes
| unique_mechanic1_name = Autoguard
| unique_mechanic1 = 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 {{clr|2|236K}}, {{clr|4|236[H]}} and {{clr|3|236[S]}}. Making good use of autoguards to call out reckless attacks is a key part of playing Anji effectively.
}}
}}
{{FP Box|header=GGST Anji Character Guide
{{GGST/Infobox
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|6OfcdBKUK6Q|450}}{{Closediv}}{{Closediv}}
|fastestAttack=[[#2P|2P]] (5F)
                                                                                          *PATCH INFORMATION IN COMMENTS*
|reversal=[[#Kachoufuugetsu Kai|632146S]]
}}
{{ReasonsToPick
|intro = {{Character Label|GGST|Anji Mito}} is a ''Balanced'' character who controls the midrange with his long pokes and Autoguard while running powerful offense with [[#Fuujin|Fuujin]].
|pickMe =
* Read-based neutral and offense, designed to directly counter your opponent.
* Preparing attacks in advance without revealing your next move.
* Consistent reward, with high damage combos and strong okizeme.
* Forcing {{Keyword|RPS}} situations frequently and consistently.
|avoidMe =
* A gameplan that revolves around risky callouts.
* Offense is rarely able to end safely, forcing you into the RPS.
* Your main tools being very matchup dependent.
}}
 
</div>
 
{{card|width=4
|header=Unique Mechanic: Autoguard
|content= 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 {{clr|K|236K}}, {{clr|H|236[H]}} and {{clr|S|236[S]}}. Making good use of Autoguards to call out reckless attacks is a key part of playing Anji effectively.
<gallery mode="nolines" widths=200px heights=200px>
GGST Anji Mito 236K 1.png|Autoguard is active while in spinning animation.
GGST Anji Mito 236K 2.png|A successful Autoguard.
</gallery>
}}
}}


==Normal Moves==
==Normal Moves==
{{FrameChartKey}}


===<big>{{clr|1|5P}}</big>===
===<big>{{clr|P|5P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=5P
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A fast, low-commitment anti-air with good reward.
GGST_Anji_Mito_5P.png|
 
</gallery>
{{clr|P|5P}} should mainly be used for close anti-airs more than {{clr|P|6P}} when applicable, as {{clr|P|5P}} can juggle into {{clr|S|c.S}} or {{clr|S|Kou}} for higher reward while also being able to beat deeper jump-ins that {{clr|P|6P}} can’t.
|-|
 
Hitboxes =
{{clr|P|5P}} can also be used as a way to stuff approaches thanks to its good active frames and low recovery, but it’s tendency to be low profiled makes it less favorable in this role than options like {{clr|K|2K}} depending on the matchup.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Anji_Mito_5P_Hitbox.png|
*Can be used as a quick anti-air or to mash out of pressure.
</gallery>
*Whiffs on crouching.
</tabber>
 
</div>
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Anji's fastest button, tied with 2P
*Can be used as a quick anti-air or to mash out of pressure
*whiffs on most crouching characters


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
===<big>{{clr|K|5K}}</big>===
</div>
{{GGST Move Card
</div>
|input=5K
|frameChart=auto
|description=
Anji’s least commital poke, boasting good range and the ability to start pressure.
 
{{clr|K|5K}} has fast startup and recovery while also having good active frames. It should generally be used as a way to throw out a hitbox to stuff approaches without much risk.
 
On hit, {{clr|K|5K}} can combo into {{clr|D|2D}} or {{clr|H|6H}} for a knockdown that enables {{clr|P|Shitsu}} okizeme in regards to the former. On Counter Hit, {{clr|K|5K}} can combo directly into {{clr|H|Fuujin}} for good damage and corner carry.
 
During combos, {{clr|K|5K}} is used as a way to pick up the opponent after they’ve been launched by {{clr|S|Kou}} or {{clr|D|j.D}} and continue the combo on the ground. It’s Anji’s most consistent grounded combo extender, but its lack of cancels, mainly into H normals, make it less rewarding than extending with Anji’s S normals.
 
While useful in neutral, it also has great use in pressure. {{clr|K|5K}} > {{clr|H|6H}} is a frametrap of 1 frame, and going into {{clr|D|2D}} allows for a quick way into {{clr|H|Fuujin}} on block, (albeit with a 3 frame gap.) {{clr|K|5K}} by itself is -2, so you can use it to reset pressure or go for a tick throw. It can also be jump and dash cancelled, further expanding your options during pressure.
 
{{clr|K|5K}} also finds a niche use on defense, as its range and startup lets it beat spacing traps designed to catch smaller moves like {{clr|P|2P}}.
 
*Jump and dash cancellable.
*Only combos into {{clr|D|2D}} on regular hit.


===<big>{{clr|2|5K}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5K.png |do the Nago
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5K_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* 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.


[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|S|c.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=c.S
|frameChart=auto
|description=
Often used to start pressure at close range or as a {{keyword|meaty attack}} after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled, dash canceled, or jump canceled to create frame traps and bait defensive options (such as {{clr|S|c.S}} > {{clr|S|2S}}). Since it's plus on block, you can follow up with frame traps, go for a reset by dashing up with another {{clr|S|c.S}} or go for a throw. On Counter Hit, crouching or airborne opponents, {{clr|S|c.S}} > {{clr|H|2H}} can lead into {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}}.
 
*Jump and dash cancellable.


===<big>{{clr|3|c.S}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_cS.png | "You're only minus if you're a bitch" - Lao Tzu
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_cS_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
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.
===<big>{{clr|S|f.S}}</big>===
{{GGST Move Card
|input=f.S
|frameChart=auto
|description=
Anji's longest range button, and one of his primary pokes in neutral.
 
{{clr|S|f.S}} has great horizontal range, covering up to round-start distance, while also having the ability to cancel into {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}} or {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236D|label=Wild Assault}} in order to start pressure or convert into a combo.
 
On normal hit, {{clr|S|f.S}} has good reward at closer ranges, leading into {{clr|H|5H}} for a launcher. At further ranges, namely out of {{clr|H|5H}} range, {{clr|S|f.S}} loses a lot of the reward it otherwise would have, instead only leading into {{clr|H|Fuujin}}.
 
On Counter Hit, the ability to early cancel into {{clr|S|Nagiha}} allows for Anji to start combo from anywhere, at any range of {{clr|S|f.S}}. Leading into a wallbreak from just about any place on-screen.


Mixup: cS->5D can be strong. cS->delay 2D or cS->2H can catch opponent's mash or jump.
Being -9 on block means that this move is difficult to justify using in pressure over {{clr|S|2S}} midscreen, but if the opponent is in the corner, you can space {{clr|S|f.S}} to where the opponent can't punish it or safely start their turn while Anji can threaten to reset pressure with {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}.


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.
The biggest weakness of this button is its slow recovery. 21 frames of recovery means that its generally carries more risk to throw out than pokes like {{clr|K|5K}} and {{clr|S|2S}}.


[[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}}
* Has enough range to hit round-start.
</div>
* Loses to low-profile moves.
</div>


===<big>{{clr|3|f.S}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST Anji Mito f.S.png|No, it's not 6S
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_fS_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Anji's best long range poke
Works well when paired with 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}}
===<big>{{clr|H|5H}}</big>===
</div>
{{GGST Move Card
</div>
|input=5H
|frameChart=auto
|description=
High reward counterpoke and launcher.
 
{{clr|H|5H}} 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|H|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. Do not overuse this move, as its high recovery makes it easily whiff punishable if expected.
 
{{clr|H|5H}}'s range also stops slightly short of the default round start position for most characters, making it so that throwing it on round start may catch some greedy options if the opponent tries to move forwards, or uses a move that projects their hurtbox forward.
 
{{clr|H|5H}} launches on regular hit, allowing him to go into {{clr|S|236[S]}} or {{clr|H|236H->H}} for high damage combos. This button is also one of Anji’s best counter hit starters, granting massive damage while being easily hit-confirmable.
 
In pressure, {{clr|H|5H}} is used as a way to frame trap after his {{clr|S|S}} normals. {{clr|H|5H}} after {{clr|S|c.S}} is gapless, but {{clr|H|5H}} after {{clr|S|f.S}} or {{clr|S|2S}} has a one frame gap. The threat of {{clr|H|5H}} after these moves can be enough to scare the opponent into blocking, allowing Anji to start threatening resets and throws.


===<big>{{clr|4|5H}}</big>===
*Hits on both sides of Anji
<div class="attack-container">
*Might not combo from a max range {{clr|S|f.S}}
<div class="attack-gallery">
*Launches on grounded hit and allows for pickups, ground bounces on air hit.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5H.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5H_1_Hitbox.png |Frames 15-16
GGST_Anji_Mito_5H_2_Hitbox.png |Frames 17-18
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Hits on both sides of Anji


*Might not combo from a max range f.S
===<big>{{clr|D|5D}}</big>===
{{GGST Move Card
|input=5D,5[D]
|versioned=name
|frameChart=auto
|description=
;Uncharged Dust
 
Universal overhead attack that's pretty fast. Can gatling from {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} for a mixup. When done during {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}, the second hit will let Anji combo afterward using {{clr|K|5K}} (though this only works if Shitsu lands at the correct timing). Combined with a [[GGST/Movement#Roman_Cancels|Red Roman Cancel]] it can lead to a combo on hit without charging and also can continue pressure on block.
 
* Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
* Causes 80% proration on-hit
----
;Charged Dust
 
Similar to uncharged Dust but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.


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.
* Charged Dust leads to soft knockdown (+36).
</div>
* Holding any upwards direction during the hitstop frames of charged Dust will perform a Homing Jump:
</div>
** 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.


===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5D.png |Where the hella did he get that umbrella from?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_5D_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="5D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Data in [] represents values when fully charged.
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
* Deals more damage when fully charged, launches opponent on hit if combo'd into.
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
* 80% proration if not fully charged.


Standard pressure overhead, gatlings from K buttons or cS for a mixup.
===<big>{{clr|P|2P}}</big>===
{{GGST Move Card
|input=2P
|frameChart=auto
|description=
Anji’s main {{Keyword|abare}} tool, being his fastest button.


</div>
{{clr|P|2P}} has great frame data for {{Keyword|abare}}. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.
</div>
 
Its wide window for delaying it means {{clr|P|2P}} > delay {{clr|P|2P}} strings can force the opponent to respect this normal on block. {{clr|P|2P}} -> {{clr|H|6H}} or {{clr|H|Fuujin}} can also be done as powerful pressure options, but do know that going into {{clr|H|Fuujin}} has a gap that is larger than 5 frames, meaning all characters can challenge this with a button. Going into {{clr|H|6H}} represents a frametrap catching any button that is 4 frames and slower, trading with 3 frame buttons such as {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}, but will end Anji's turn on block.
 
{{clr|P|2P}} gives modest reward on hit. In abare situations, {{clr|H|6H}} will always combo, allowing for Anji to escape situations with his most used mashing option. Furthermore, {{clr|H|6H}} will combo even from repeated repetitions of {{clr|P|2P}}, allowing for easier hitconfirms.
 
On Counter Hit, {{clr|P|2P}} combos into {{clr|H|6H}}, {{clr|H|Fuujin}}, and link {{clr|S|c.S}}, significantly increasing its reward for both damage and oki.
 
*Hits low enough to catch some situations where {{clr|P|5P}} whiffs.
*Modest reward on normal hit, as {{clr|H|6H}} will always combo and lead to a potential meaty.


===<big>{{clr|1|6P}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_6P.png |Absolutely Fabulous
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_6P_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Upper body invincible anti-air, 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
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|K|2K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2K
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Anji's fastest low for when you need a quick button to confirm into a knockdown with {{clr|D|2D}}.
GGST_Anji_Mito_6H.png |
 
</gallery>
{{clr|K|2K}}’s fast startup and recovery makes it a good way to check fast approaches, especially against moves that low profile like {{Character Label|GGST|Sol|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol|input=214S|label=Night Raid Vortex}}. Outside of this, {{clr|K|2K}} isn’t used often in neutral as a poke due to its short range.
|-|
 
Hitboxes =  
In pressure, it has very low blockstun, creating opportunities for tick throws and pressure resets that are hard to react to, as well as forcing the opponent to block low.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Anji_Mito_6H_1_Hitbox.png |Frames 16-18
{{clr|K|2K}} on defense is an alternative option to {{clr|P|2P}}, as while it has two more startup frames, it goes further and can more reliably convert into knockdowns with {{clr|D|2D}}.
GGST_Anji_Mito_6H_2_Hitbox.png |Frames 22-24
 
GGST_Anji_Mito_6H_3_Hitbox.png |Frames 29-32
*Faster than {{clr|D|2D}} but slightly shorter range, combos into {{clr|D|2D}} at most ranges.
</gallery>
</tabber>


</div>
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*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.
===<big>{{clr|S|2S}}</big>===
</div>
{{GGST Move Card
</div>
|input=2S
|frameChart=auto
|description=
Anji’s most versatile button, being a powerful tool for a wide variety of purposes.
 
The fast speed and decent recovery of {{clr|S|2S}} as well as its good range makes it one of Anji’s main pokes in neutral, being a great tool for stuffing approaches or approaching yourself. Unlike some of Anji’s other pokes like {{clr|K|5K}} and {{clr|S|f.S}}, {{clr|S|2S}} cannot be low-profiled by moves like {{Character Label|GGST|I-No|label=I-No's}} {{MiniMoveCard|game=GGST|chara=I-No|input=236S|label=Stroke the Big Tree}}.
 
While {{clr|S|2S}} is disadvantageous on block at -6, its low blockstun combined with its gatling into {{clr|H|5H}} makes it one of Anji’s premier ways of enforcing strike-throw. The opponent will likely be hesitant to do anything except block due to the threat of {{clr|H|5H}}, and you can use this to go in for a throw or to reset pressure with {{clr|S|c.S}}.
 
On hit, you can cancel {{clr|S|2S}} into [[{{PAGENAME}}#Fuujin|Fuujin]] -> [[{{PAGENAME}}#Nagiha|Nagiha]] for good damage and decent oki. If you’re close enough, you can cancel into {{clr|H|5H}} for a more damaging combo. You can cancel {{clr|S|2S}} into Wild Assault, but you won’t get as big of a combo than with {{clr|S|f.S}}.
 
Depending on the height of the opponent, {{clr|S|2S}} can be used as a way to continue a combo after the opponent has been launched by Kou or wallbounced with {{clr|D|j.D}}. This does more damage than extending combos with {{clr|K|5K}} more often than not.
 
* Hits on both sides of Anji.
* Can be used as a low option during [[{{PAGENAME}}#Shitsu|Shitsu]] oki if you don't feel like doing [[{{PAGENAME}}#Nagiha|Nagiha]].


===<big>{{clr|1|2P}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2P.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2P_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Anji Mito" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Hits low enough to catch some situations where 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.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
===<big>{{clr|H|2H}}</big>===
</div>
{{GGST Move Card
</div>
|input=2H
|frameChart=auto
|description=
Niche frametrap button and powerful combo tool.
 
{{clr|H|2H}} mainly sees use in counter hit combos or combos against crouching opponents. It launches the opponent high enough to always go into {{clr|S|236[S]}}, resulting in large amounts of damage. {{clr|H|2H}} doesn’t combo on a grounded opponent unless they're hit while crouching by {{clr|S|c.S}} or on counter hit, so hit-confirming into this move is important to fully utilize it.
 
Outside of combos, {{clr|H|2H}} is also used as a frametrap in pressure, as its hitbox and gap between {{clr|S|c.S}} and it makes this move a great way of catching defensive options like backdashes, jumps, and abare.
 
{{clr|H|2H}}’s extremely slow startup means that it has little to no use in neutral.


===<big>{{clr|2|2K}}</big>===
*High-reward starter, especially on Counter Hit.
<div class="attack-container">
*OTGs, sets up pressure after throw.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2K.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2K_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Faster than 2D but slightly shorter, combos into 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.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|D|2D}}</big>===
</div>
{{GGST Move Card
</div>
|input=2D
|frameChart=auto
|description=
A threatening low profile button with potentially high reward.
 
{{clr|D|2D}} has Anji’s hurtbox move far down to the floor, allowing him to low profile buttons that don’t hit near the ground like most character’s {{clr|S|f.S}}, as well as most projectiles. This makes this button a strong counterpoke against moves that it low profiles.
 
On hit, {{clr|D|2D}} hard knockdowns, allowing Anji to get meaty oki with {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}. This makes {{clr|D|2D}} the main button to confirm off of {{clr|K|5K}} and {{clr|K|2K}}.
 
{{clr|D|2D}} is also one of Anji’s best counter hit starters, as it grants a full combo that will more than likely lead to a wallbreak. This makes it one of Anji’s prime ways to punish things like a whiffed throw tech.
 
These attributes make {{clr|D|2D}} an alternative option to {{clr|S|2S}}, one that’s worse on block and has less range, but makes up for it with better oki on hit and the ability to low profile.


===<big>{{clr|3|2S}}</big>===
*Good range.
<div class="attack-container">
*Great low profile.
<div class="attack-gallery">
*One of Anji’s most rewarding buttons on CH.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2S.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2S_1_Hitbox.png |Frames 12-13
GGST_Anji_Mito_2S_2_Hitbox.png |Frames 14-15
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* 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.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
===<big>{{clr|P|6P}}</big>===
</div>
{{GGST Move Card
</div>
|input=6P
|frameChart=auto
|description=
An upper-body invul anti-air and counter poke.
 
{{clr|P|6P}}’s upper-body invul during its startup allows it to consistently beat jump-ins as well as attacks that don’t reach low enough to the ground.
 
This makes {{clr|P|6P}} a powerful anti-air if you can't use your others safely. It is important to note, however, that {{clr|P|6P}} has generally less reward than Anji’s other anti-airs. Whenever possible, use {{clr|P|5P}} > {{clr|S|Kou}} (or {{clr|S|Kou}} alone) to anti-air instead.
 
If the opponent is staying grounded, {{clr|P|6P}} can be a strong way to counterpoke buttons like {{clr|S|f.S}}, leading to a counter hit combo. Be mindful of which buttons the opponent is using, as {{clr|P|6P}} will lose to lower reaching buttons like {{clr|S|2S}}.
 
While {{clr|P|6P}} doesn’t have great reward on a regular hit, you can generally combo off of a counter hit {{clr|P|6P}} by going into {{clr|H|236H}} -> {{clr|K|K}}, as the opponent will be in the air for long enough to continue the combo with either {{clr|K|5K}} or {{clr|S|c.S}}. On an anti-air counter hit, you can go into an early cancel {{clr|K|Issokutobi}}, and have enough time to set up Shitsu oki.


===<big>{{clr|4|2H}}</big>===
*Upper body invincible.
<div class="attack-container">
*Only combos at extremely close ranges on grounded opponents.
<div class="attack-gallery">
*Hard knockdowns on an anti-air counter hit.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2H.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_2H_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*One of if not the highest reward combo starters Anji has, especially on counterhit.
*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.
</div>
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|H|6H}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6H
<tabber>
|frameChart=auto
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
An advancing command normal with 3 hits.
GGST_Anji_Mito_2D.png | whistles
 
</gallery>
{{clr|H|6H}}'s main purpose is to confirm off of {{clr|P|P}} and {{clr|K|K}} normals at ranges that {{clr|P|6P}} cannot. On hit, Anji will usually be able to continue pressure with a meaty {{clr|S|c.S}} or {{clr|S|2S}} depending on the spacing. On Counter Hit, Anji can always follow up with {{clr|K|5K}}, even at max range.
|-|
 
Hitboxes =
In pressure, {{clr|H|6H}} can be used as a frametrap due to its quick startup following any {{clr|P|Punch}} or {{clr|K|Kick}} normal, representing a frametrap that catches buttons that are 4 frames and slower all around, and even beating 3 frame buttons from any of the above gatlings that isn't {{clr|P|2P.}}
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Anji_Mito_2D_Hitbox.png |
This move's high amount of pushback on block allows it to be safe, however it being -8 means that Anji will have to give up his turn if it's blocked.
</gallery>
 
</tabber>
*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.
</div>
*Susceptible to being thrown when used from further away.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*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.
</div>
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|P|j.P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.P
<tabber>
|frameChart=auto
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
* An air-to-ground tool that's slower than {{clr|S|j.S}}, but can be used to double overhead with its quicker recovery.
GGST_Anji_Mito_jP.png |
 
</gallery>
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jP_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="j.P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*A quick air to air when you are not confident in anti airing the opponent.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}
===<big>{{clr|K|j.K}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.K
|frameChart=auto
|description=
Anji’s primary air to air due to its speed and horizontal hitbox.
 
{{clr|K|j.K}} is Anji’s fastest air button, with low startup and recovery. Its good horizontal hitbox makes it a non-commital way to stop air approaches.
 
Its quick startup combined with its slight floating property on hit allows you to combo off this move rising in some situations by doing either forward jump {{clr|K|j.K}} into another {{clr|K|j.K}}, or {{clr|K|j.K}} into airdash {{clr|K|j.K}}. Depending on the height, you can even continue the combo by landing and going into {{clr|K|5K}}.
 
Due to the fast recovery of this button, you can cover a whiffed {{clr|K|j.K}} with another air option like falling {{clr|S|j.S}} or airdash back.
 
* This button lacks the vertical reach to be effectively used as a jump-in.


===<big>{{clr|2|j.K}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jK.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jK_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="j.K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Quick startup sometimes used in air combos.
*Strong air to air due to its speed and good hitbox.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
===<big>{{clr|S|j.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.S
|frameChart=auto
|description=
Incredibly fast air attack which covers a great angle. If blocked too high in the air, {{clr|D|j.D}} can be used to space out Throw before you land.
 
* An in between of a jump in and air to air.
* One of your most used air attacks.


===<big>{{clr|3|j.S}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jS.png |Why is this faster than my j. P?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jS_1_Hitbox.png | Frames 7-8
GGST_Anji_Mito_jS_2_Hitbox.png | Frames 9-11
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="j.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* An in between of a jump in and air to air, not exactly excelling at either, but still a move that should see a lot of use. Use primarily as a way to cover yourself when doing an IAD backwards.


[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}
===<big>{{clr|H|j.H}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.H
|frameChart=auto
|description=
Anji’s primary jump-in.
 
{{clr|H|j.H}} has slow startup, but makes up for it with its strong downward angle and frame advantage on block. Spacing here is key, as this jump in can easily become unsafe and punished with a throw. Since {{clr|H|j.H}} doesn’t have enough advantage on block to gaplessly chain into {{clr|S|c.S}}, it may be a better option to do {{clr|H|j.H}} into {{clr|P|2P}} for a more guaranteed block string.
 
* Better jump-in than {{clr|S|j.S}}, but slower.


===<big>{{clr|4|j.H}}</big>===
[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jH.png |Jump in
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jH_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="j.H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*Anji's primary jump in.
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|D|j.D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.D
<tabber>
|frameChart=auto
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Wall bounces on hit, and important to many of Anji's corner routes. Anji can still attack as he's falling if he does {{clr|D|j.D}} high enough in the air.
GGST_Anji_Mito_jD.png |Blow them away like the rain
 
</gallery>
*Strong air to air tool due to its disjointed hitbox.
|-|
*Stops Anji's air momentum, allowing you to bait anti-airs.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_jD_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="j.D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
*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.
*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.
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span>
{{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6D or 4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Anji_Mito_Ground Throw.png |
|description=
</gallery>
Throw is a very big part of Anji's pressure due to being able to set up a Shitsu off of it, so make sure to constantly establish it as a threat.
</div>
 
<div class="attack-info">
* Can throw the opponent either forward or backwards.
{| class="wikitable attack-data"
* Hard knockdown on hit, sets up Shitsu oki.
{{FrameDataHeader-GGST}}
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="Ground Throw"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>Air Throw</big>===
{{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}}
{{GGST Move Card
|input=j.6D or j.4D
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
|description=
Covers angles where {{clr|P|6P}} would whiff, such as with certain airdashes.
 
* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* Hard knockdown on hit.
* 50% forced proration.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
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.
}}
</div>
 
</div>
===<big>Wild Assault</big>===
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
{{GGST Move Card
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 16
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=orange}}
 
A fast advancing strike at the cost of 50% Burst.


===<big>Air Throw</big>===
*Normal, special, jump, and backdash cancelable.
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span>
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.
<div class="attack-container">
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Air Throw.png |Another anti-air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="Air Throw"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 50% forced proration.
Covers angles where 6P would whiff, such as with certain airdashes.
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Shitsu / 疾</big>===
===<big>Shitsu</big>===
<span class="input-badge">'''{{clr|1|236P}}'''</span>
{{InputBadge|{{clr|P|236P}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236P
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData|startup = 29|recovery = 24|isProjectile = yes|frcStart=26|frcEnd=26}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
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|D|2D}}) 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.
GGST_Anji_Mito_Shitsu.png|"Insane" Anji mix vid #21450<br><small>"Quickness"</small>
 
</gallery>
When landing a Throw (such as after a {{clr|K|236K}} punish or {{clr|H|236H-K}} > Throw), the gap between {{keyword|meaty}} Shitsu and a follow-up can be eliminated by {{Tt|Microdashing|Cancelling a very short dash into another move}}, making blockstrings like Shitsu > Dash {{clr|S|c.S}} gapless. This is incredibly useful to learn against characters with powerful reversals, such as Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623S|label={{clr|S|623S}}}}.
|-|
 
Hitboxes =
* Listed frame advantage is for the initial projectile impact
<gallery widths="210px" heights="210px" mode="nolines">
}}
GGST_Anji_Mito_Shitsu_Hitbox.png|
 
</gallery>
===<big>Suigetsu No Hakobi</big>===
</tabber>
{{InputBadge|{{clr|K|236K}} (Hold OK)}}
</div>
{{GGST Move Card
<div class="attack-info">
|input=236K
{| class="wikitable attack-data"
|frameChart={{#invoke:FrameChart|drawFrameData
{{FrameDataHeader-GGST}}
|title    = '''Unheld Suigetsu No Hakobi'''
|-
|startup  = 10
{{#cargo_query:tables=MoveData_GGST
|active   = 15
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|recovery = 10
|where=chara="Anji Mito" and input="236P"
}}
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
{{#invoke:FrameChart|drawFrameData
|title    = '''Fully Held Suigetsu No Hakobi'''
|startup  = 10
|active  = 31
|recovery = 10
}}
}}
|}
|description=
==== ====
''Also  known as "Spin" by the community.''
<!--Insert text below the =s and above the 2 /divs-->
 
* Listed frame advantage is for the initial projectile impact
Anji spins forward activating his {{tt|Autoguard|Guardpoint Stance}} with no automatic followup.
 
A powerful option in neutral and pressure that will nullify enemy attacks that Anji spins through. Depending on the attack nullified, Anji can be left plus and punish his opponent. Anji also has the option to cancel into {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236K~214P|label=Midare}} on successful catch. The threat of potential follow-ups create a scary guessing game for Anji's opponent and lets him enforce his game plan.
 
Can also be activating by holding the attack buttons for {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}} or {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}}.
 
The {{clr|K|236K}} version of this move specifically is used for pressure resets and feinting {{clr|H|236[H]}}. Since Anji is actionable after {{clr|K|236K}} finishes its animation, you can do a pressure string into {{clr|K|236K}} and then go for a throw or {{clr|S|c.S}}. This option is made more powerful by the fact that it shares a very similar animation to {{clr|H|236[H]}}, making the opponent more hesitant to act at the sight of a spin. While {{clr|K|236K}} cannot be mashed on due to its autoguarded property, it can be thrown.


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.
''Strategy and frame data for this move can be found on Anji's [[GGST/Anji_Mito/Strategy#Suigetsu_No_Hakobi_Usage|Strategy Page]]''
</div>
</div>


===<big>Suigetsu No Hakobi / 水月の運び </big>===
<span class="input-badge">'''{{clr|2|236K}} (Hold OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Hakobi.png|"If only it was frame 1...
GGST_Anji_Mito_Hakobi2.png|...Nevermind, they still pressed!"<br><small>"Moving the Moon's Reflection in the Water"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Hakobi_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* 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 ({{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.  
===<big>Midare</big>===
</div>
{{InputBadge|{{clr|P|214P}} after dodging an opponent's attack with {{clr|K|236K}}, {{clr|S|236S}} or {{clr|H|236H}}
</div>
}}
{{GGST Move Card
|input=236K~214P
|frameChart={{#invoke:FrameChart|drawFrameData
|input= 236K~214P
|startup = 7
|active = 3
|recovery = 30
}}
|description= An invincible counterattack which can be performed after any autoguard activation. Midare starts significantly earlier than any of Anji's other options after an autoguard activation, allowing him to punish almost any move. Causes a hard knockdown on hit, allowing Anji to set up {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}} oki. Leaves him heavily advantaged on block due to Guard Crush. Opponents can PRC and backdash to try and whiff punish it or reversal through it. Can be Roman Cancelled for a combo, but other punishes such as {{clr|S|c.S}} lead to more damaging combos.


===<big>Fuujin / 風神</big>===
* Counterhit recovery
<span class="input-badge">'''{{clr|4|236H}} (Hold OK)'''</span>
* Cannot be Purple Roman Cancelled during startup or on whiff
<div class="attack-container">
* Hard knockdown on hit, can set up meaty butterfly afterward
<div class="attack-gallery">
* Guard Crush on block
<tabber>
* Can be Roman Cancelled on hit for a combo
Images =
* Can be kara-cancelled into supers during startup for highly-damaging punishes
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Fuujin.png|The Art of War<br><small>"Wind God"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Fuujin_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
===<big>Fuujin</big>===
{{InputBadge|{{clr|H|236H}} (Hold OK)}}
{{GGST Move Card
|input=236H
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|title='''Uncharged Fuujin'''|input=236H|startup=16|frcStart=13|frcEnd=34}}{{#invoke:GGST-FrameChart|drawFrameData|title='''Fully Charged Fuujin'''|input=236H|startup=32|frcStart=13|frcEnd=51}}<small>({{tt|Note|The squares with a yellow underline indicate cancel windows into Fuujin follow-ups}})</small>
|description=


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.
Fuujin is a dash punch/rekka type move that is a part of Anji's offense. By itself, Fuujin’s range makes it an advancing midrange poke that doubles as a way for Anji to confirm pokes into either knockdowns on hit, or pressure on block. 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. The charged version increase the attack level of the move, and provides additional launch on air hit.


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.
'''Nagiha''' is the go-to follow up on standing hit, '''Rin''' is for air hits or a fast overhead, '''Issokutobi''' is for counterhit combos, and '''Shin: Ichishiki''' is a pressure reset.


Getting a counterhit with Fuujin alone is a big payoff with Issokutobi, especially near the corner.
* Can be held to add Autoguard to startup.
</div>
* Follow-ups can be performed on whiff and as early as frame 13 after inputting Fuujin.
</div>
* The latest possible follow-up can be started on frame 35 [51] of Fuujin, or 6 frames before Fuujin recovers.


===<big>Shin: Ichishiki / 針: 壱式</big>===
'''Note:''' ''Extra strategies related to Fuujin can be found [[GGST/Anji_Mito/Strategy#Fuujin.2C_the_Good_and_Bad|here]]''
<span class="input-badge">'''{{clr|1|P}} after Fuujin'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Ichishiki.png|WHY ARE YOU BLOCKING?<br><small>"Needle: First Technique"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Ichishiki_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236H P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>Shin: Ichishiki</big>===
<!--Insert text below the =s and above the 2 /divs-->
{{InputBadge|{{clr|P|P}} after Fuujin}}
* The hitbox only exists once the fans have reached the ground.
{{GGST Move Card
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.  
|input=236H P
|frameChart={{#invoke:FrameChart|drawFrameData
|input= 236H P
|startup = 30
|active = 8
|recovery = 12
|frcStart = 21
|frcEnd = 21
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
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.
</div>
</div>


===<big>Issokutobi / 一足飛び</big>===
This move can be slightly angled by holding forward or backward when pressing {{clr|P|P}}. Angling Shin forwards makes this move better at maintaining pressure and not being pushed out by Faultless Defense, but in turn makes it less DP safe and gives it the potential to whiff in certain situations. Angling Shin backwards makes it more DP safe and harder to punish, but in turn makes it harder to continue pressure after the move, as Anji will have less options that reach the opponent. Gauge the situation wisely to determine which version of Shin will be best for the situation.
<span class="input-badge">'''{{clr|2|K}} after Fuujin'''</span>
 
<div class="attack-container">
* The hitbox only exists once the fans have reached the ground.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Issokutobi.png|WHY ARE YOU BLOCKING?<br><small>"At One Bound"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Issokutobi_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236H K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>Issokutobi</big>===
<!--Insert text below the =s and above the 2 /divs-->
{{InputBadge|{{clr|K|K}} after Fuujin}}
{{GGST Move Card
|input=236H K
|frameChart={{#invoke:FrameChart|drawFrameData|recovery=22|specialRecovery=6}}
|description=
A small hop that gets Anji up close to the opponent, allowing him to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it.
 
Anji is considered airborne while using this move, allowing for some sneaky mixups with Roman Cancel.  However, you can be punished on reaction with a button or throw, so use it rarely during Fuujin pressure against aware opponents, if at all. Also sees use to correct the distance in certain combo routes and link to a {{clr|S|c.S}} in counterhit combos.
 
With early Fuujin cancel, this becomes a massive command dash with lower body invulnerability. Can be used this way as a risky gap closer, as throw bait or against committal lows like Potemkin's Slide Head.
 
*-12 on block and -9 on regular hit if cancelled immediately.
*-12 on block and -9 on regular hit if cancelled immediately.
*Plus after OTG Fuujin (advantage depends on spacing)
}}


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.
===<big>Nagiha</big>===
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.
{{InputBadge|{{clr|S|S}} after Fuujin}}
</div>
{{GGST Move Card
</div>
|input=236H S
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236H S|startup=15}}
|description=
A low sweep that's the safest follow-up to {{MMC|input=236H|label=[[#Fuujin|Fuujin]]}} due to its high pushback and low disadvantage on block, giving Anji a low-risk option to end his pressure when spaced correctly.  [[GGST/Defense#Instant Block|Instant Blocking]] makes the move unsafe, but varying the cancel timing from Fuujin can help against opponents looking out for that.  
 
In pressure, using Nagiha with a slight delay after Fuujin catches opponents who are jumping or mashing, allowing Anji to condition them to hold low block in order to use other Fuujin follow-ups more effectively. If done immediately after Fuujin's strike, it's a {{keyword|gap}}less blockstring which doesn't allow opponents to use {{keyword|reversal}}s/{{keyword|DP}}s.


===<big>Nagiha / 凪刃</big>===
Can be followed up meterlessly on normal hit and in combos, but be mindful of the gravity scaling.
<span class="input-badge">'''{{clr|3|S}} after Fuujin'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Nagiha.png|WHY ARE YOU NOT BLOCKING?<br><small>"Calm Blade"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Nagiha_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236H S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* 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.
Nagiha can also be used occasionally in neutral, as early canceling from Fuujin turns Nagiha into a 28 frame half screen low, usable for whiff punishing, poking, and anything in-between.
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.
</div>
</div>


===<big>Rin / 臨</big>===
* Soft knockdown on hit.
<span class="input-badge">'''{{clr|4|H}} after Fuujin'''</span>
* The only Fuujin follow-up that can be made gapless.
<div class="attack-container">
* Moves Anji forward when used.
<div class="attack-gallery">
**Combining the movement with early cancel Fuujin causes Anji to cover an extreme amount of distance.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Rin.png|Bonk<br><small>"Confront"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Rin_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236H H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
===<big>Rin</big>===
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.
{{InputBadge|{{clr|H|H}} after Fuujin}}
</div>
{{GGST Move Card
</div>
|input=236H H
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236H H|startup=21}}
|description=
The overhead option after [[{{PAGENAME}}#Fuujin|Fuujin]]. Use this move to catch people who are staying put and looking out for [[{{PAGENAME}}#Issokutobi|Issokutobi]].
Normally, it does not lead to great combo potential due to how low the opponent bounces on hit. However, it is useful in conjunction with [[{{PAGENAME}}#Shitsu|Shitsu]] or if you have RC to boot. In these cases, you get great damage. Also, you get an advantage to go for a meaty anywhere on screen.
 
This move becomes significantly more threatening with RC, as without it [[{{PAGENAME}}#Rin|Rin]] is unsafe and has low reward on hit.


===<big>Kou / 紅</big>===
* Overhead option of [[{{PAGENAME}}#Fuujin|Fuujin]]'s follow-ups.
<span class="input-badge">'''{{clr|3|236S}} (Hold OK)'''</span>
* Does not bounce high enough for him to continue the combo meterlessly
<div class="attack-container">
* You can cancel [[{{PAGENAME}}#Fuujin|Fuujin]] into [[{{PAGENAME}}#Rin|Rin]] early for a surprise overhead that travels far, but it adds 13 frames to [[{{PAGENAME}}#Rin|Rin's]] startup.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Kou.png| Wait this isn't On<br><small>"Crimson"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Kou_1_Hitbox.png|Frames 9-14
GGST_Anji_Mito_Kou_2_Hitbox.png|Frames 15-19
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="236S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>Kou</big>===
* Does not hit grounded opponents.
{{InputBadge|{{clr|S|236S}} (Hold OK)}}
* Can be held to add autoguard to startup
{{GGST Move Card
* Pops the opponent up higher than usual when held
|input=236S
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|title='''Uncharged Kou'''|input=236S|startup=12}}{{#invoke:GGST-FrameChart|drawFrameData|title='''Fully Charged Kou'''|input=236S|startup=28|frcStart=10|frcEnd=25}}<small>({{tt|Note|The squares with a yellow underline indicate Guard Point frames}})</small>
|description=
A fast anti-air with a monstrous hitbox and short recovery that serves as a great combo move. Does not hard knockdown on hit, but you are in great advantage even when you land. That being said, if you are absolutely craving for a {{MMC|input=236P|label=[[{{PAGENAME}}#Shitsu|Shitsu]]}} oki, doing {{clr|K|2K}} or {{clr|S|c.S}} afterwards makes for a decent subtitution.
With the dash cancel, you can do Kou loops much more consistently.
The fully charged version provides additional launch.
* Whiffs on grounded opponents.
* Can be held to add autoguard to startup.
* 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.
<!--Insert text below the =s and above the 2 /divs-->
}}
</div>
</div>


==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>
{{InputBadge|{{clr|H|632146H}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=632146H
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData
Images =
|startup  = 17
<gallery widths="210px" heights="210px" mode="nolines">
|isProjectile = yes
GGST_Anji_Mito_Issei_Ougi_Sai.png |Anji's biggest fan<br><small>"Supreme Secret Skill: Coloring"</small>
|frcStart=11
</gallery>
|frcEnd=11
|-|
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
Hitboxes =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
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 {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}} if you're in range to trade.
GGST_Anji_Mito_Issei_Ougi_Sai_Hitbox.png |
 
</gallery>
* Considered a projectile.
</tabber>
* Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and input="632146H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Counted as 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 for a mixup on block while the fan keeps people locked in place, but keep in mind that it's 100% meter gone.
===<big>Kachoufuugetsu Kai</big>===
</div>
{{InputBadge|{{clr|S|632146S}}}}
</div>
{{GGST Move Card
 
|input=632146S,632146S Attack Near,632146S Attack Far
===<big>Kachoufuugetsu Kai / 花鳥風月・改</big>===
|versioned=input
<span class="input-badge">'''{{clr|3|632146S}}'''</span>
|frameChart={{#invoke:FrameChart|drawFrameData
<div class="attack-container">
|startup = 1
<div class="attack-gallery">
|active  = 30
<tabber>
|recovery  = 10
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Kachoufuugetsu.png|GGs, shake my fan<br><small>"The Beauty of Nature: Revised"</small>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Anji_Mito_Kachoufuugetsu_1_Hitbox.png|The Hook
GGST_Anji_Mito_Kachoufuugetsu_2_Hitbox.png|The Line
GGST_Anji_Mito_Kachoufuugetsu_3_Hitbox.png|The Sinker
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{AttackVersion|name=Catch}}
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and (input="632146S")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Attack}}
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="Anji Mito" and (input="632146S Attack")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|description=
==== ====
Anji's reversal super. On frame 1, Anji enters a defensive stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. Depending on the range of which the opponent is, or if a projectile is the parried hit, two variations of the attack will play.  
<!--Insert text below the =s and above the 2 /divs-->
* 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.
With Near parry, the cinematic triggers for solid damage. Due to being a parry, it beats {{Tt|Safejumps|When an air attack with low recovery hits meaty, but recovers in time to block reversals.}}, but has little offensive presence outside of niche frame traps.


The non-cinematic version of this attack loses invulnerability after Kanchoufuugetsu is triggered. An opponent can use a projectile, then mash PRC to block or counter Anji's attack.
With Far parry, Anji dashes forward and performs two follow-ups, being slightly minus on block. The Far parry loses invincibility once the attack starts, making it unreliable in most situations. On standing block, Far parry will string gaplessly into the second hit.


* Loses to Throws and whiffs on cross-ups.
* Punishable on block if the first Far hit is blocked in the air.
* Near counter is cinematic, Far counter is not.
}}


</div>
==Colors==
</div>
{{GGSTColors|color12=1|Size=160
 
|c6={{CLabel|GGACR|Anji Mito|linkOverride=:Anji_Mito}}'s color scheme from the X and XX games
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}
}}


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGST}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=A fan-wielding elegant martial artist, fighting through dance and graceful butterflies.}}
[[Category:Guilty Gear|Anji Mito]]

Latest revision as of 05:55, 15 March 2024

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 RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. 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.

Autoguards, while sounding powerful, are not invincible, as Anji does not gain the Autoguarded property until frame 10, making him susceptible to Counter Hits during startup. Even during guard points, he is still vulnerable to throws and RC slowdown if he doesn't use the Midare followup or kara-cancel into Kachoufuugetsu Kai, which are not available without successful guard.

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
GGST Anji Mito Portrait.png
Damage Received Mod
×1.06
Guts Rating
5
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Issokutobi
Fastest Attack
2P (5F)
Reversals
632146S
 Anji Mito is a Balanced character who controls the midrange with his long pokes and Autoguard while running powerful offense with Fuujin.
Pick if you like Avoid if you dislike
  • Read-based neutral and offense, designed to directly counter your opponent.
  • Preparing attacks in advance without revealing your next move.
  • Consistent reward, with high damage combos and strong okizeme.
  • Forcing RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situations frequently and consistently.
  • A gameplan that revolves around risky callouts.
  • Offense is rarely able to end safely, forcing you into the RPS.
  • Your main tools being very matchup dependent.


Unique Mechanic: Autoguard

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.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
26 All 6 5 9 -2 none
Total: 19

A fast, low-commitment anti-air with good reward.

5P should mainly be used for close anti-airs more than 6P when applicable, as 5P can juggle into c.S or Kou for higher reward while also being able to beat deeper jump-ins that 6P can’t.

5P can also be used as a way to stuff approaches thanks to its good active frames and low recovery, but it’s tendency to be low profiled makes it less favorable in this role than options like 2K depending on the matchup.

  • Can be used as a quick anti-air or to mash out of pressure.
  • Whiffs on crouching.

Gatling Options: 5P, 2P, 6P, 6H

5K

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
30 All 8 5 9 -2 none
Total: 21

Anji’s least commital poke, boasting good range and the ability to start pressure.

5K has fast startup and recovery while also having good active frames. It should generally be used as a way to throw out a hitbox to stuff approaches without much risk.

On hit, 5K can combo into 2D or 6H for a knockdown that enables Shitsu okizeme in regards to the former. On Counter Hit, 5K can combo directly into Fuujin for good damage and corner carry.

During combos, 5K is used as a way to pick up the opponent after they’ve been launched by Kou or j.D and continue the combo on the ground. It’s Anji’s most consistent grounded combo extender, but its lack of cancels, mainly into H normals, make it less rewarding than extending with Anji’s S normals.

While useful in neutral, it also has great use in pressure. 5K > 6H is a frametrap of 1 frame, and going into 2D allows for a quick way into Fuujin on block, (albeit with a 3 frame gap.) 5K by itself is -2, so you can use it to reset pressure or go for a tick throw. It can also be jump and dash cancelled, further expanding your options during pressure.

5K also finds a niche use on defense, as its range and startup lets it beat spacing traps designed to catch smaller moves like 2P.

  • Jump and dash cancellable.
  • Only combos into 2D on regular hit.

Gatling Options: 6P, 6H, 5D, 2D

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 +1 none
Total: 24

Often used to start pressure at close range or as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled, dash canceled, or jump canceled to create frame traps and bait defensive options (such as c.S > 2S). Since it's plus on block, you can follow up with frame traps, go for a reset by dashing up with another c.S or go for a throw. On Counter Hit, crouching or airborne opponents, c.S > 2H can lead into KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage-.

  • Jump and dash cancellable.

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

f.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
33 All 11 2 21 -9 none
Total: 33

Anji's longest range button, and one of his primary pokes in neutral.

f.S has great horizontal range, covering up to round-start distance, while also having the ability to cancel into FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] or Wild AssaultGGST Anji Mito 236D.pngGuardAllStartup16~28Recovery20Advantage-4 in order to start pressure or convert into a combo.

On normal hit, f.S has good reward at closer ranges, leading into 5H for a launcher. At further ranges, namely out of 5H range, f.S loses a lot of the reward it otherwise would have, instead only leading into Fuujin.

On Counter Hit, the ability to early cancel into Nagiha allows for Anji to start combo from anywhere, at any range of f.S. Leading into a wallbreak from just about any place on-screen.

Being -9 on block means that this move is difficult to justify using in pressure over 2S midscreen, but if the opponent is in the corner, you can space f.S to where the opponent can't punish it or safely start their turn while Anji can threaten to reset pressure with ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6.

The biggest weakness of this button is its slow recovery. 21 frames of recovery means that its generally carries more risk to throw out than pokes like 5K and 2S.

  • Has enough range to hit round-start.
  • Loses to low-profile moves.

Gatling Options: 5H, 2H

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 -8 none
Total: 41

High reward counterpoke and launcher.

5H 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. Do not overuse this move, as its high recovery makes it easily whiff punishable if expected.

5H's range also stops slightly short of the default round start position for most characters, making it so that throwing it on round start may catch some greedy options if the opponent tries to move forwards, or uses a move that projects their hurtbox forward.

5H launches on regular hit, allowing him to go into 236[S] or 236H->H for high damage combos. This button is also one of Anji’s best counter hit starters, granting massive damage while being easily hit-confirmable.

In pressure, 5H is used as a way to frame trap after his S normals. 5H after c.S is gapless, but 5H after f.S or 2S has a one frame gap. The threat of 5H after these moves can be enough to scare the opponent into blocking, allowing Anji to start threatening resets and throws.

  • Hits on both sides of Anji
  • Might not combo from a max range f.S
  • Launches on grounded hit and allows for pickups, ground bounces on air hit.

5D

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
Uncharged 45 High 20 3 26 -15 none
Charged 56 High 28 3 26 -10 none
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast. Can gatling from 5K, 2K, or c.S for a mixup. When done during ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6, the second hit will let Anji combo afterward using 5K (though this only works if Shitsu lands at the correct timing). Combined with a Red Roman Cancel it can lead to a combo on hit without charging and also can continue pressure on block.

  • Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Charged Dust

Similar to uncharged Dust but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

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 All 5 2 10 -2 none
Total: 16

Anji’s main abare An attack during the opponent's pressure, intended to interrupt it. tool, being his fastest button.

2P has great frame data for abare An attack during the opponent's pressure, intended to interrupt it.. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.

Its wide window for delaying it means 2P > delay 2P strings can force the opponent to respect this normal on block. 2P -> 6H or Fuujin can also be done as powerful pressure options, but do know that going into Fuujin has a gap that is larger than 5 frames, meaning all characters can challenge this with a button. Going into 6H represents a frametrap catching any button that is 4 frames and slower, trading with 3 frame buttons such as  Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16, but will end Anji's turn on block.

2P gives modest reward on hit. In abare situations, 6H will always combo, allowing for Anji to escape situations with his most used mashing option. Furthermore, 6H will combo even from repeated repetitions of 2P, allowing for easier hitconfirms.

On Counter Hit, 2P combos into 6H, Fuujin, and link c.S, significantly increasing its reward for both damage and oki.

  • Hits low enough to catch some situations where 5P whiffs.
  • Modest reward on normal hit, as 6H will always combo and lead to a potential meaty.

Gatling Options: 5P, 2P, 6P, 6H

2K

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
25 Low 7 3 11 -2 none
Total: 20

Anji's fastest low for when you need a quick button to confirm into a knockdown with 2D.

2K’s fast startup and recovery makes it a good way to check fast approaches, especially against moves that low profile like  Sol's Night Raid Vortex. Outside of this, 2K isn’t used often in neutral as a poke due to its short range.

In pressure, it has very low blockstun, creating opportunities for tick throws and pressure resets that are hard to react to, as well as forcing the opponent to block low.

2K on defense is an alternative option to 2P, as while it has two more startup frames, it goes further and can more reliably convert into knockdowns with 2D.

  • Faster than 2D but slightly shorter range, combos into 2D at most ranges.

Gatling Options: 6P, 6H, 5D, 2D

2S

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
31 Low 10 4 16 -6 none
Total: 29

Anji’s most versatile button, being a powerful tool for a wide variety of purposes.

The fast speed and decent recovery of 2S as well as its good range makes it one of Anji’s main pokes in neutral, being a great tool for stuffing approaches or approaching yourself. Unlike some of Anji’s other pokes like 5K and f.S, 2S cannot be low-profiled by moves like  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7.

While 2S is disadvantageous on block at -6, its low blockstun combined with its gatling into 5H makes it one of Anji’s premier ways of enforcing strike-throw. The opponent will likely be hesitant to do anything except block due to the threat of 5H, and you can use this to go in for a throw or to reset pressure with c.S.

On hit, you can cancel 2S into Fuujin -> Nagiha for good damage and decent oki. If you’re close enough, you can cancel into 5H for a more damaging combo. You can cancel 2S into Wild Assault, but you won’t get as big of a combo than with f.S.

Depending on the height of the opponent, 2S can be used as a way to continue a combo after the opponent has been launched by Kou or wallbounced with j.D. This does more damage than extending combos with 5K more often than not.

  • Hits on both sides of Anji.
  • Can be used as a low option during Shitsu oki if you don't feel like doing Nagiha.

Gatling Options: 5H, 2H

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 -4 none
Total: 44

Niche frametrap button and powerful combo tool.

2H mainly sees use in counter hit combos or combos against crouching opponents. It launches the opponent high enough to always go into 236[S], resulting in large amounts of damage. 2H doesn’t combo on a grounded opponent unless they're hit while crouching by c.S or on counter hit, so hit-confirming into this move is important to fully utilize it.

Outside of combos, 2H is also used as a frametrap in pressure, as its hitbox and gap between c.S and it makes this move a great way of catching defensive options like backdashes, jumps, and abare.

2H’s extremely slow startup means that it has little to no use in neutral.

  • High-reward starter, especially on Counter Hit.
  • OTGs, sets up pressure after throw.

2D

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
31 Low 10 3 22 -11 none
Total: 34

A threatening low profile button with potentially high reward.

2D has Anji’s hurtbox move far down to the floor, allowing him to low profile buttons that don’t hit near the ground like most character’s f.S, as well as most projectiles. This makes this button a strong counterpoke against moves that it low profiles.

On hit, 2D hard knockdowns, allowing Anji to get meaty oki with ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6. This makes 2D the main button to confirm off of 5K and 2K.

2D is also one of Anji’s best counter hit starters, as it grants a full combo that will more than likely lead to a wallbreak. This makes it one of Anji’s prime ways to punish things like a whiffed throw tech.

These attributes make 2D an alternative option to 2S, one that’s worse on block and has less range, but makes up for it with better oki on hit and the ability to low profile.

  • Good range.
  • Great low profile.
  • One of Anji’s most rewarding buttons on CH.

6P

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
33 All 10 6 25 -17 1-3 Upper Body
4-15 Above Knees
Total: 40

An upper-body invul anti-air and counter poke.

6P’s upper-body invul during its startup allows it to consistently beat jump-ins as well as attacks that don’t reach low enough to the ground.

This makes 6P a powerful anti-air if you can't use your others safely. It is important to note, however, that 6P has generally less reward than Anji’s other anti-airs. Whenever possible, use 5P > Kou (or Kou alone) to anti-air instead.

If the opponent is staying grounded, 6P can be a strong way to counterpoke buttons like f.S, leading to a counter hit combo. Be mindful of which buttons the opponent is using, as 6P will lose to lower reaching buttons like 2S.

While 6P doesn’t have great reward on a regular hit, you can generally combo off of a counter hit 6P by going into 236H -> K, as the opponent will be in the air for long enough to continue the combo with either 5K or c.S. On an anti-air counter hit, you can go into an early cancel Issokutobi, and have enough time to set up Shitsu oki.

  • Upper body invincible.
  • Only combos at extremely close ranges on grounded opponents.
  • Hard knockdowns on an anti-air counter hit.

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 -8 none
Total: 49

An advancing command normal with 3 hits.

6H's main purpose is to confirm off of P and K normals at ranges that 6P cannot. On hit, Anji will usually be able to continue pressure with a meaty c.S or 2S depending on the spacing. On Counter Hit, Anji can always follow up with 5K, even at max range.

In pressure, 6H can be used as a frametrap due to its quick startup following any Punch or Kick normal, representing a frametrap that catches buttons that are 4 frames and slower all around, and even beating 3 frame buttons from any of the above gatlings that isn't 2P.

This move's high amount of pushback on block allows it to be safe, however it being -8 means that Anji will have to give up his turn if it's blocked.

  • 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.

j.P

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
23 High 9 2 5 none
Total: 15

j.K

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
26 High 6 4 15 none
Total: 24

Anji’s primary air to air due to its speed and horizontal hitbox.

j.K is Anji’s fastest air button, with low startup and recovery. Its good horizontal hitbox makes it a non-commital way to stop air approaches.

Its quick startup combined with its slight floating property on hit allows you to combo off this move rising in some situations by doing either forward jump j.K into another j.K, or j.K into airdash j.K. Depending on the height, you can even continue the combo by landing and going into 5K.

Due to the fast recovery of this button, you can cover a whiffed j.K with another air option like falling j.S or airdash back.

  • This button lacks the vertical reach to be effectively used as a jump-in.

Gatling Options: j.D

j.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
31 High 7 5 20 none
Total: 31

j.H

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
39 High 13 3 27 +5 (IAD) none
Total: 42

Anji’s primary jump-in.

j.H has slow startup, but makes up for it with its strong downward angle and frame advantage on block. Spacing here is key, as this jump in can easily become unsafe and punished with a throw. Since j.H doesn’t have enough advantage on block to gaplessly chain into c.S, it may be a better option to do j.H into 2P for a more guaranteed block string.

  • Better jump-in than j.S, but slower.

Gatling Options: j.D

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
Total: 31

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38 none
Total: 42

Throw is a very big part of Anji's pressure due to being able to set up a Shitsu off of it, so make sure to constantly establish it as a threat.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit, sets up Shitsu oki.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

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
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14

Covers angles where 6P would whiff, such as with certain airdashes.

  • 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +51 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+47 to +59).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

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
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

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 -6 none
Total: 52
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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) 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 useful to learn against characters with powerful reversals, such as Sol's 623SGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

  • Listed frame advantage is for the initial projectile impact

Suigetsu No Hakobi

236K (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
Total 34~50 10-25~41 Guard Point
Unheld Suigetsu No Hakobi
Total: 34
Fully Held Suigetsu No Hakobi
Total: 50

Also known as "Spin" by the community.

Anji spins forward activating his AutoguardGuardpoint Stance with no automatic followup.

A powerful option in neutral and pressure that will nullify enemy attacks that Anji spins through. Depending on the attack nullified, Anji can be left plus and punish his opponent. Anji also has the option to cancel into MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11 on successful catch. The threat of potential follow-ups create a scary guessing game for Anji's opponent and lets him enforce his game plan.

Can also be activating by holding the attack buttons for KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- or FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6].

The 236K version of this move specifically is used for pressure resets and feinting 236[H]. Since Anji is actionable after 236K finishes its animation, you can do a pressure string into 236K and then go for a throw or c.S. This option is made more powerful by the fact that it shares a very similar animation to 236[H], making the opponent more hesitant to act at the sight of a spin. While 236K cannot be mashed on due to its autoguarded property, it can be thrown.

Strategy and frame data for this move can be found on Anji's Strategy Page

Midare

214P after dodging an opponent's attack with 236K, 236S or 236H

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
60 All 7 3 30 +11 1-9F Full
Total: 39

An invincible counterattack which can be performed after any autoguard activation. Midare starts significantly earlier than any of Anji's other options after an autoguard activation, allowing him to punish almost any move. Causes a hard knockdown on hit, allowing Anji to set up ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 oki. Leaves him heavily advantaged on block due to Guard Crush. Opponents can PRC and backdash to try and whiff punish it or reversal through it. Can be Roman Cancelled for a combo, but other punishes such as c.S lead to more damaging combos.

  • Counterhit recovery
  • Cannot be Purple Roman Cancelled during startup or on whiff
  • Hard knockdown on hit, can set up meaty butterfly afterward
  • Guard Crush on block
  • Can be Roman Cancelled on hit for a combo
  • Can be kara-cancelled into supers during startup for highly-damaging punishes

Fuujin

236H (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
35 All 16 [32] 4 21 -8 [-6] [10-25 Guard Point]
Uncharged Fuujin
Total: 40
Fully Charged Fuujin
Total: 56
(NoteThe squares with a yellow underline indicate cancel windows into Fuujin follow-ups)

Fuujin is a dash punch/rekka type move that is a part of Anji's offense. By itself, Fuujin’s range makes it an advancing midrange poke that doubles as a way for Anji to confirm pokes into either knockdowns on hit, or pressure on block. 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. The charged version increase the attack level of the move, and provides additional launch on air hit.

Nagiha is the go-to follow up on standing hit, Rin is for air hits or a fast overhead, Issokutobi is for counterhit combos, and Shin: Ichishiki is a pressure reset.

  • Can be held to add Autoguard to startup.
  • 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 6 frames before Fuujin recovers.

Note: Extra strategies related to Fuujin can be found here

Shin: Ichishiki

P 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
32 All 30 (43 if early cancelled from Fuujin) 8 Total 43+6 after Landing +7 Airborne 3-44
Total: 49
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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.

This move can be slightly angled by holding forward or backward when pressing P. Angling Shin forwards makes this move better at maintaining pressure and not being pushed out by Faultless Defense, but in turn makes it less DP safe and gives it the potential to whiff in certain situations. Angling Shin backwards makes it more DP safe and harder to punish, but in turn makes it harder to continue pressure after the move, as Anji will have less options that reach the opponent. Gauge the situation wisely to determine which version of Shin will be best for the situation.

  • The hitbox only exists once the fans have reached the ground.

Issokutobi

K 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
22+6 after Landing Airborne 5-23
Total: 28

A small hop that gets Anji up close to the opponent, allowing him to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it.

Anji is considered airborne while using this move, allowing for some sneaky mixups with Roman Cancel. However, you can be punished on reaction with a button or throw, so use it rarely during Fuujin pressure against aware opponents, if at all. Also sees use to correct the distance in certain combo routes and link to a c.S in counterhit combos.

With early Fuujin cancel, this becomes a massive command dash with lower body invulnerability. Can be used this way as a risky gap closer, as throw bait or against committal lows like Potemkin's Slide Head.

  • -12 on block and -9 on regular hit if cancelled immediately.
  • Plus after OTG Fuujin (advantage depends on spacing)

Nagiha

S 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
36 Low 15 (28 with early cancel) 4 20 -7
Total: 38

A low sweep that's the safest follow-up to FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] due to its high pushback and low disadvantage on block, giving Anji a low-risk option to end his pressure when spaced correctly. Instant Blocking makes the move unsafe, but varying the cancel timing from Fuujin can help against opponents looking out for that.

In pressure, using Nagiha with a slight delay after Fuujin catches opponents who are jumping or mashing, allowing Anji to condition them to hold low block in order to use other Fuujin follow-ups more effectively. If done immediately after Fuujin's strike, it's a gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose.less blockstring which doesn't allow opponents to use reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.s/DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s.

Can be followed up meterlessly on normal hit and in combos, but be mindful of the gravity scaling.

Nagiha can also be used occasionally in neutral, as early canceling from Fuujin turns Nagiha into a 28 frame half screen low, usable for whiff punishing, poking, and anything in-between.

  • Soft knockdown on hit.
  • The only Fuujin follow-up that can be made gapless.
  • Moves Anji forward when used.
    • Combining the movement with early cancel Fuujin causes Anji to cover an extreme amount of distance.

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 -9
Total: 46

The overhead option after Fuujin. Use this move to catch people who are staying put and looking out for Issokutobi. Normally, it does not lead to great combo potential due to how low the opponent bounces on hit. However, it is useful in conjunction with Shitsu or if you have RC to boot. In these cases, you get great damage. Also, you get an advantage to go for a meaty anywhere on screen.

This move becomes significantly more threatening with RC, as without it Rin is unsafe and has low reward on hit.

  • Overhead option of Fuujin's follow-ups.
  • Does not bounce high enough for him to continue the combo meterlessly
  • You can cancel Fuujin into Rin early for a surprise overhead that travels far, but it adds 13 frames to Rin's startup.

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]
Uncharged Kou
Total: 45
Fully Charged Kou
Total: 61
(NoteThe squares with a yellow underline indicate Guard Point frames)

A fast anti-air with a monstrous hitbox and short recovery that serves as a great combo move. Does not hard knockdown on hit, but you are in great advantage even when you land. That being said, if you are absolutely craving for a ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 oki, doing 2K or c.S afterwards makes for a decent subtitution. With the dash cancel, you can do Kou loops much more consistently. The fully charged version provides additional launch.

  • Whiffs on grounded opponents.
  • Can be held to add autoguard to startup.
  • Can use air actions while falling.
  • Guard crushes on second hit.

Overdrives

Issei Ougi: Sai

632146H

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 -30
Total: 16
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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 EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] if you're in range to trade.

  • Considered a projectile.
  • Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.

Kachoufuugetsu Kai

632146S

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
632146S 1 30 10 Guard 1-30
632146S Attack Near 53,13×4,49 All 2+1
632146S Attack Far 53, 66 All 2+1 -1
Total: 40

Anji's reversal super. On frame 1, Anji enters a defensive stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. Depending on the range of which the opponent is, or if a projectile is the parried hit, two variations of the attack will play.

With Near parry, the cinematic triggers for solid damage. Due to being a parry, it beats SafejumpsWhen an air attack with low recovery hits meaty, but recovers in time to block reversals., but has little offensive presence outside of niche frame traps.

With Far parry, Anji dashes forward and performs two follow-ups, being slightly minus on block. The Far parry loses invincibility once the attack starts, making it unreliable in most situations. On standing block, Far parry will string gaplessly into the second hit.

  • Loses to Throws and whiffs on cross-ups.
  • Punishable on block if the first Far hit is blocked in the air.
  • Near counter is cinematic, Far counter is not.

Colors

GGST Anji Mito color 1.png
GGST Anji Mito color 2.png
GGST Anji Mito color 3.png
GGST Anji Mito color 4.png
GGST Anji Mito color 5.png
GGST Anji Mito color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6 Anji Mito's color scheme from the X and XX games
GGST Anji Mito color 7.png
GGST Anji Mito color 8.png
GGST Anji Mito color 9.png
GGST Anji Mito color 10.png
GGST Anji Mito color 11.png
GGST Anji Mito color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Anji Mito color 13.png
GGST Anji Mito color 14.png
GGST Anji Mito color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

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