GGST/Anji Mito

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Revision as of 01:35, 11 July 2021 by Yashichi (talk | contribs) (→‎Issei Ougi: Sai: added hitbox)



Overview
Overview

Anji is a unique but well rounded character, with a gameplan revolving around taking calculated risks and cashing out for big rewards. The most notable thing that is unique to Anji is his autoguard specials, which make him go straight through the opponents attacks when timed well, which allows him to create unique and threatening RPS scenarios for the opponent in neutral and his own offense. Anji is primarily a strike/throw oriented character outside of using Fuujin (236H), while his strikes on their own can lead to big damage, his throws also have their own unique threat thanks to Shitsu (236P) oki, which hands Anji an advantageous, but moderately layered situation. While not having a great amount of plus frames to assert his offense, Anji excels at stealing turns from the opponent by using the threat of his strong counterhit starters and autoguard to get away with leaving large gaps in his offense and still continuing pressure. This kind of playstyle, however, makes Anji a character who asks for strong reads from those who play him, as making one incorrect play can put you in a very bad spot, since Anji has bad abare options without meter. On the topic of meter, Anji is a character who demands having 50 meter as often as possible, since it allows him to mitigate the risks he has to take in neutral and offence, as well as granting him greater defensive capabilities. In summary, Anji is a well rounded character that rewards strong reads and calculated risk taking to break down the opponent.

 Anji Mito  Anji Mito , classified as a Balance type, is an elegant martial artist who dodges all with his dance.

Pros
Cons
  • Autoguard: Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him
  • Swiss Army Knife: Anji has a pretty well rounded moveset, granting him a tool for most situations
  • Good Offense: A potent strike/throw game, Fuujin, and the infamous butterfly oki give Anji several ways to pressure the opponent. The threat of his massive counterhit starters allow Anji to steal turns even while being minus 8 or more.
  • Anti Airs: Kou and 6P are both very fast and reliable anti air options
  • Sluggish Pokes: Many of Anji's pokes (i.g. 5H, f.S, 2S) are slower then average in terms of startup or whiff recovery, which means he can have trouble with characters who can fight at similar ranges or those who can whiff punish effectively
  • Abare: Anji's fastest normals (5p and 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.
  • 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 has a property on most of his special moves called autoguard, where he will pass through an opponent's attack and will treat the attack as though it whiffed, allowing for potential punishes other characters may not be able to do. He is able to autoguard attacks with 236K, 236[H] and 236[S]. Making good use of autoguards to call out reckless attacks is a key part of playing Anji effectively.
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Anji Mito
GGST Anji Character Guide

Normal Moves

5P

5K

c.S

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

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

  • Pressure: 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.
  • Mixup: cS->5D can be strong. cS->delay 2D or cS->2H can catch opponent's mash or jump.
  • 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.

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

f.S

5H

5D

6P

6H

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

  • Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's Night Raid Vortex and I-No's Stroke the Big Tree.

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.

2P

2K

2S

2H

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

  • One of if not the best combo starters Anji has, especially on counterhit.

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.

2D

j.P

j.K

j.S

j.H

j.D

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

  • Strong air to air tool, can be used to efficiently stop airdash approaches.
  • Wall bounces if opponent is near the corner. Can continue a combo with 5K or 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.

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Shitsu

236P

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

  • Listed frame advantage is for the initial projectile impact

A slow moving butterfly projectile that transforms into a bird when it collides with something, flying up and then falling back down for another hit. This move sees most of its use after a hard knockdown (e.g. 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 it's slow travel time allows Anji to run behind it.

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

  • Autoguard starts on frame 10
  • Can be held to extend autoguard window up to frame 41
  • Anji is 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 RC 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 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. Make sure to be EXTREMELY careful when using this move as the move puts Anji into counterhit state for the startup and recovery of the move, lending you to potentially getting hit by one of the opponent's most damaging confirms. The held version of this move has a longer autoguard window than any other move Anji has, which will catch people timing their attacks to coincide with the vulnerable period of Anji's other autoguard attacks.

Fuujin

236H (Hold OK)

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

  • Can be held to add autoguard to startup.
  • Held version floats the opponent on hit
  • 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 or whiff it in places where the opponent cannot get a meaningful punish.

Try not to overuse this move, 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 yourself you'll look like a clown.

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 - Airborne 3-44

  • 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. Can make an opponent's DPs whiff with proper spacing, which may lead to a full punish depending on matchup.

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

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

A small hop that gets you up close to the opponent, allowing you to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it, 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. Also used in certain combo routes

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 -

  • Sweep follow-up to Fuujin.
  • High pushback and only slightly minus on block makes it difficult to punish.
  • Soft knockdown on hit
  • Only followup that's a true blockstring

The safest followup to Fuujin, allowing you to end your pressure with little to no risk. Using this move with a slight delay after Fuujin gives you a great way to catch opponents who are upbacking or mashing, allowing you to condition them to stay put and do other followups. If done right away it's a true blockstring which doesn't allow for reversals/DPs. On counterhit this move grants you a hard knockdown, allowing you to set up butterfly oki.

Rin

H after Fuujin

Kou

236S (Hold OK)

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

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

A lightning fast anti air with a monstrous hitbox and also an incredible combo starter, ender, and extender. This move grants a hard knockdown when it connects, allowing you to set up butterfly oki when you are closer to the corner, or go for an airdash > OTG j.H for guaranteed damage. An incredibly strong anti-air with very little recovery

Overdrives

Issei Ougi: Sai

632146H

Kachoufuugetsu Kai

632146S


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

Navigation

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

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