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*Can be used as a quick anti-air or to mash out of pressure | *Can be used as a quick anti-air or to mash out of pressure | ||
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*Decent poke, works well with Fuujin | *Decent poke, works well with Fuujin | ||
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*Hits on both sides of Anji | *Hits on both sides of Anji | ||
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*Standard pressure overhead, can be gatlinged into from K buttons for a high mixup | *Standard pressure overhead, can be gatlinged into from K buttons for a high mixup | ||
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*Upper body invincible anti-air, can also be used to counter-poke | *Upper body invincible anti-air, can also be used to counter-poke | ||
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*Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's vortex and I-no's stroke. | *Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's vortex and I-no's stroke. | ||
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* Puts Anji at a low profile | * Puts Anji at a low profile | ||
* Hits on both sides of Anji | * Hits on both sides of Anji | ||
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*Can be used as a frametrap in pressure | *Can be used as a frametrap in pressure | ||
*Leads to good reward on hit in the corner | *Leads to good reward on hit in the corner | ||
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*Useful as a quick air to air | *Useful as a quick air to air | ||
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* An in between of a jump in and air to air, not exacty excelling at either, but still a move that should see a lot of use. | * An in between of a jump in and air to air, not exacty excelling at either, but still a move that should see a lot of use. | ||
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* Strong Jump-in, useful when you want to use an overhead in pressure. | * Strong Jump-in, useful when you want to use an overhead in pressure. | ||
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*Strong Air to air tool, can be used to efficiently stop airdash approaches | *Strong Air to air tool, can be used to efficiently stop airdash approaches | ||
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* Does not go fullscreen. | * Does not go fullscreen. | ||
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* Autoguard starts on frame 10 | * Autoguard starts on frame 10 | ||
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* Very narrow making it hard to use midscreen. | * Very narrow making it hard to use midscreen. | ||
A slightly plus on block followup to Fuujin, allowing you to frametrap the opponent or potentially reset pressure. this move can always be completely avoided and even punished by an opponent jumping, so you must condition the opponent to stay put before you can use this safely. | A slightly plus on block followup to 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. | ||
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A small hop that gets you up close to the opponent, allowing you to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it, otherwise you can be punished on reaction with a button or throw. Use very rarely to keep the opponent on their toes. You are considered airborne while using this move, allowing for some sneaky mixups with RC. | 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, otherwise you can be punished on reaction with a button or throw. Use very rarely to keep the opponent on their toes. You are considered airborne while using this move, allowing for some sneaky mixups with RC. | ||
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* Can use air actions while falling. | * Can use air actions while falling. | ||
A lightning fast anti air with a generous hitbox and also an incredible combo ender and extender. This move grants a hard knockdown when it connects, allowing you to set up buttefly oki when you are closer to the corner. | A lightning fast anti air with a generous hitbox and also an incredible combo ender and extender. This move grants a hard knockdown when it connects, allowing you to set up buttefly oki when you are closer to the corner. | ||
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* Reversal counter super, and a pretty good one at that. | * Reversal counter super, and a pretty good one at that. | ||
* Leads to huge damage on RC, but keep in mind that's 100% meter gone. | * Leads to huge damage on RC, but keep in mind that's 100% meter gone. |
Revision as of 00:28, 14 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Anji Mito Anji Mito , classified as a Balance type, is an elegant martial artist who dodges all with his dance.
- Autoguard: Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him
- Swiss Army Knife: Anji has a pretty well rounded moveset, granting him a tool for most situations
- Good Offense: A potent strike/throw game, Fuujin, and the infamous butterfly oki give Anji several ways to pressure the opponent
- Anti Airs: Kou and 6P are both very fast and reliable anti air options
- Gambler: Anji requires strong reads and conditioning to be played effectively.
- Sluggish Pokes: Many of Anji's pokes (i.g. 5H, f.S, 2S) are slower then average, which means he can have trouble with characters who can fight at similar ranges or those who can whiff punish effectively
- Weak to Reversals: Anji's offense (notably during butterfly oki and Fuujin) is often susceptible to reversals, forcing him to weaken his offense to stay safe or make a big read to try and punish
Anji Mito |
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Normal Moves
5P
- Can be used as a quick anti-air or to mash out of pressure
5K
c.S
f.S
- Decent poke, works well with Fuujin
5H
- Hits on both sides of Anji
Covers an incredible area above and around Anji, this move will not combo after a max range f.S
5D
- Standard pressure overhead, can be gatlinged into from K buttons for a high mixup
6P
- Upper body invincible anti-air, can also be used to counter-poke
6H
- Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's vortex and I-no's stroke.
A advancing command normal with 3 hits. Cancelling this move into Fuujin on any of the 3 hits is a frametrap.
2P
2K
2S
- Puts Anji at a low profile
- Hits on both sides of Anji
2H
- Can be used as a frametrap in pressure
- Leads to good reward on hit in the corner
- Leads to massive reward on counterhit
2D
j.P
- Useful as a quick air to air
j.K
j.S
- An in between of a jump in and air to air, not exacty excelling at either, but still a move that should see a lot of use.
j.H
- Strong Jump-in, useful when you want to use an overhead in pressure.
j.D
- Strong Air to air tool, can be used to efficiently stop airdash approaches
Universal Mechanics
Ground Throw
- Ground throw that gives a hard knockdown, allows for Shitsu setups.
Air Throw
Special Moves
Shitsu
236P
- Does not go fullscreen.
A slow moving projectile that transforms into a bird when it collides with something, flying up and then falling back down. This move sees most of it's use after a hard knockdown (I.E. Throw, 2D, Kou) where you can perform a strike/throw mixup once you have conditioned your opponent to stop mashing/backdashing/upbacking. This move has very specific and matchup dependent use in neutral, but in the times where it can be used, it can control very good space especially if it has transformed by hitting an opponent's projectile. Use sparingly outside of knockdowns.
Suigetsu No Hakobi
236K (Hold OK)
- Autoguard starts on frame 10
- Anji can get grabbed during his autoguard
Anji spins forward with autoguard. This twirl can also be done with 236[S] and 236[H], with the respective attack coming out if nothing is guarded. 236K finds use in scaring the opponent into expecting fuujin or kou, allowing you to freely reset pressure, set up grabs, or just gain ground. The autoguard of this move SHOULD NOT be used defensively unless you are making a big callout.
Fuujin
236H (Hold OK)
- Can be held to add autoguard to startup.
- Held version floats the opponent on hit
- Followups cannot be done on whiff
- Unsafe by itself, but can be made safer with follow-ups.
A dash punch/rekka type move that is critical to Anji's offense. Fuujin has a variety of followups that can create a guessing game for you and the opponent, as none of the followups can be punished in the exact same way, forcing the opponent to open themselves up to one option to try dealing with another. Use very carefully in neutral as this move is incredibly bad on whiff, so make sure this move connects.
Shin: Ichishiki
P after Fuujin
- Very narrow making it hard to use midscreen.
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.
Issokutobi
K after Fuujin
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, otherwise you can be punished on reaction with a button or throw. Use very rarely to keep the opponent on their toes. You are considered airborne while using this move, allowing for some sneaky mixups with RC.
Nagiha
S after Fuujin
- Sweep follow-up to Fuujin.
- High pushback and only slightly minus on block makes it difficult to punish.
- Soft knockdown on hit
The safest followup to Fuujin, allowing you to end your pressure with little to no risk. Using this move after Fuujin gives you a great way to catch opponents who are upbacking or mashing (This includes DPs and other reversals as long as you make Fuujin > Nagiha airtight), allowing you to condition them to stay put and do other followups. On counterhit this move grants you a hard knockdown, allowing you to set up butterfly oki.
Rin
H after Fuujin
- GGST Anji Mito Rin.png
Bonk
- Overhead Fuujin follow-up.
- Ground bounces on hit.
- Bigger ground bounce on counter hit.
The biggest risk but biggest reward followup to Fuujin. Use this move to catch people who are staying put and looking out for Issokutobi. Massively minus on block.
Kou
236S (Hold OK)
- Does not hit grounded opponents.
- Can be held to add autoguard to startup
- Pops the opponent up higher than usual when held
- Can use air actions while falling.
A lightning fast anti air with a generous hitbox and also an incredible combo ender and extender. This move grants a hard knockdown when it connects, allowing you to set up buttefly oki when you are closer to the corner.
Overdrives
Issei Ougi: Sai
632146H
Kachoufuugetsu Kai
632146S
- Reversal counter super, and a pretty good one at that.
- Leads to huge damage on RC, but keep in mind that's 100% meter gone.