Difference between revisions of "GGST/Anji Mito"

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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.  
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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 control very good space, especially when it transforms by hitting an opponent's projectile.
 
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Revision as of 08:06, 14 June 2021


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Overview

Lore:He can be hot-blooded, acting on his intuition rather than reason.

It's easy to recognize his actions as direct and lacking foresight, but he isn't an optimist---he simply isn't very careful. 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.
Playstyle
GGST Anji Mito Icon.png Anji Mito, classified as a Balance type, is an elegant martial artist who dodges all with his dance.
Pros Cons
  • Autoguard: Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him
  • Swiss Army Knife: Anji has a pretty well rounded moveset, granting him a tool for most situations
  • Good Offense: A potent strike/throw game, Fuujin, and the infamous butterfly oki give Anji several ways to pressure the opponent
  • 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
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.
GGST Anji Character Guide

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Shitsu

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,40 All 38 71 Total 66 -5 -

  • Listed frame advantage is for the initial projectile impact

A slow moving butterfly projectile that transforms into a bird when it collides with something, flying up and then falling back down for another hit. This move sees most of its use after a hard knockdown (e.g. Throw, 2D, Kou) where you can perform a strike/throw mixup once you have conditioned your opponent to stop mashing/backdashing/upbacking. Use sparingly outside of knockdowns, as it has very long startup and does not travel fullscreen. It has very specific and matchup dependent use in neutral, but when used appropriately it can control very good space, especially when it transforms by hitting an opponent's projectile.

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)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 All 17 [33] 4 29 -16 -

  • 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

Issokutobi

K after Fuujin

Nagiha

S after Fuujin

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36 Low 13 4 20 -7 -

  • 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

Kou

236S (Hold OK)

Overdrives

Issei Ougi: Sai

632146H

Kachoufuugetsu Kai

632146S

External References

Navigation

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