GGST/Anji Mito/Combos: Difference between revisions

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| Recipe    = {{clr|K|5K}} / {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|P|236P}}
| Recipe    = {{clr|K|5K}} / {{clr|K|2K}} > {{clr|D|2D}} > dl.{{clr|P|236P}}
| content    =
| content    =
Anji has two hard knockdowns: Throw, and {{clr|D|2D}}. The best thing to do after either of these hard knockdowns will usually be to throw {{MMC|input=236P|label=Shitsu}}.
Anji has two hard knockdowns: Throw, and {{clr|D|2D}}. The best thing to do after either of these hard knockdowns will usually be to throw {{MMC|input=236P|label=Shitsu}}. In addition to this, {{clr|K|5K}} is one of Anji's best pokes to start engagements with, this combo increases the reward on hit with an {{keyword|okizeme}} setup.


If Anji is very close to the opponent, using Shitsu immediately after {{clr|D|2D}} may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly.
If Anji is very close to the opponent, using Shitsu immediately after {{clr|D|2D}} may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly.
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| Recipe    = {{clr|S|f.S}} > {{clr|H|236H}} ~ {{clr|S|S}}  
| Recipe    = {{clr|S|f.S}} > {{clr|H|236H}} ~ {{clr|S|S}}  
| content    =
| content    =
{{clr|S|f.S}} will combo into {{MMC|input=236H|label=Fuujin}} even at the very tip of {{clr|S|f.S}} range. When whiff-punishing, {{clr|S|f.S}} may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use.
In addition to {{clr|K|5K}}, {{clr|S|f.S}} is also a good poke to start engagements with that is slower but has a longer range than {{clr|K|5K}}. {{clr|S|f.S}} will combo into {{MMC|input=236H|label=Fuujin}} even at the very tip of {{clr|S|f.S}} range. When whiff-punishing, {{clr|S|f.S}} may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use.


The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter.
The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter.

Revision as of 19:13, 4 October 2022

 Anji Mito



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
Shitsu = Shitsu - 236P
Hakobi = Suigetsu No Hakobi - 236K or 236[K]
Kou = Kou - 236S or 236[S]
Fuujin = Fuujin - 236H or 236[H]
Ichishiki = Shin: Ichishiki - 236H or 236[H] -> P
Hop = Issokutobi - 236H or 236[H] -> K
Nagiha = Nagiha - 236H or 236[H] -> S
Rin = Rin - 236H or 236[H] -> H
Counter Super = Kachoufuugetsu Kai - 632146S
Sai = Issei Ougi: Sai - 632146H
{X} = Short hold input.
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple


Universal All Positions Close Range Combosimple damage from close slash
Very Easy

c.S > 5H / 6H > 236H ~ S
Using 6H gives Anji slightly more damage and slightly more forward movement than using 5H, but either will work.

It is possible to use c.S > f.S > 5H instead of going straight to 5H. However, this will push the opponent far away, causing FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] to whiff in some cases. Fuujin can still connect in this situation if it is slightly charged. The charge must be long enough that it moves Anji forward, but the combo will drop if the charge is too long. This timing may take practice.

NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 sends the opponent pretty far away. If Anji dashes immediately after, it is usually possible to land a meaty 5K and continue pressure. At longer distances, or near the corner, it may be better to throw ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 than try to land a meaty attack.

Fuujin can be cancelled into Overdrives as well its four normal follow-ups. If Anji has meter, he can end the combo with Issei Ougi: SaiGGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30 instead of Nagiha for more damage.

Universal All Positions Mid Range Combousing K Buttons to set up Shitsu
Easy

5K / 2K > 2D > dl.236P
Anji has two hard knockdowns: Throw, and 2D. The best thing to do after either of these hard knockdowns will usually be to throw ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6. In addition to this, 5K is one of Anji's best pokes to start engagements with, this combo increases the reward on hit with an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setup.

If Anji is very close to the opponent, using Shitsu immediately after 2D may cause Shitsu to fly past the opponent while they're still down. In these cases, delay the cancel into Shitsu so that it will be directly above them when they recover. Pay attention to how close the opponent is and choose the delay accordingly.

Universal All Positions Close Range ComboK buttons lead to Kou
Very Easy

5K / 2K > 2D > 236S, airdash, j.X (whiff), c.S
At close range, 2D will lead into Kou (236S).

Kou gives a soft knockdown. Normally, this doesn't leave Anji with much advantage. However, by airdashing and using an air button as he falls, Anji can land next to the opponent quickly enough to use c.S as a meaty. Using attacks in the air alters a character's momentum. Whiffing an air button here causes Anji to fall faster, which lets him land in time to get the meaty c.S. Any air button can be used. This will normally be the best thing to do after using Kou.


Universal All Positions Mid Range Combosimple damage from far slash.
Very Easy

f.S > 236H ~ S
In addition to 5K, f.S is also a good poke to start engagements with that is slower but has a longer range than 5K. f.S will combo into FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] even at the very tip of f.S range. When whiff-punishing, f.S may connect with an extended hurtbox, and Fuujin may not reach far enough to combo in those cases. Outside of that, this is a very reliable mid-range combo to use.

The damage on its own is not very large, but it's a very common starter for Roman Cancel combos. Nagiha > Red Roman Cancel is a very common way to spend meter.

Combo Theory

Anji's grounded combos tend to be very straightforward. They follow a straight line from 5K/2K to 2D or from c.S to 5H/6H to FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]->NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7. It's only once Anji launches the opponent that the combo structure opens up. When the opponent is in the air, the goal becomes to end the combo in one of three ways: a Kou that sets up a meaty c.S, a button near the wall that sets up a meaty ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6, or a wallbreak.

The first goal is to get the opponent in the air. If the combo is starting from a grounded hit, Anji can accomplish this with Red Roman Cancel, 2D, or 2H, using strings such as these:

  • 5P, Red Roman Cancel, c.S > 236S
  • 5K / 2K / c.S > 2D > 236S
  • c.S > 2H > 236[S] (on crouching opponents or c.S counterhit)
  • 2D (CH) > 236H ~ K, c.S

Once the opponent is in the air, Anji can route into Kou loops ending with a knockdown and meaty, stage carry to the corner to set up Shitsu, or a wallbreak. If the wall is not nearby and there's no meter to use, Kou will usually be the best way to end the combo. Once the wall is close enough that j.D will wallbounce the opponent, Anji can choose between ending with Shitsu or wallbreak. Which is best will depend on the matchup and the details of that particular game (life remaining, burst, meter, etc.).

Kou can sometimes lead to additional Kou on high airborne hits or close hits. Without meter and without the wall, most combos will end with a Kou setting up a meaty c.S.

  • (236S) c.S (> 2H) > 236[S], airdash, j.X (whiff), c.S (meaty) - 2H applies a large amount of gravity scaling, making additional Kou loops more difficult.
  • (236S) 2K > 236S, airdash, j.X (whiff), c.S (meaty) - When the opponent is too low or far away to be hit by c.S > 236[S], 2K may still be able pick them up for an additional loop.

When the wall is close enough that bouncing the opponent with j.D after Kou becomes an option, the damage and possibilities both increase. Anji's j.D will bounce opponents off the walls, allowing for extensions into more Kou loops or Fuujin. When attempting to convert into a wall bounce, it's usually best to delay j.D as much as possible. This will give Anji more time on the ground to approach or throw out a move while the opponent is bouncing. After a wallbounce, it is usually easiest to continue with 5K > Fuujin > Rin. If the opponent is in a good position, Anji can continue into Kou instead, which may lead into further meterless extensions. The best way to continue combos using airdashes or wallbounces after j.D will strongly depend on character weight, gravity scaling, and distance from the wall, and how high the character is. It will take practice to make that judgment in the moment.

Getting a wallsplat will usually be possible with a string like these:

  • (236S) (j.K >) j.D (wallbounce), 5K > 236H ~ H - Using j.K will get the opponent higher before the wallbounce. This makes extending the combo easier, but it may also cause j.D to whiff, so it's best used in the corner or when Anji has momentum to carry him forward. The Rin at the end will usually cause a wallsplat.
  • (236S) (j.K >) j.D (wallbounce), c.S/2K > 236S - Use c.S to pick up when the opponent is high up, 2K when they're lower. If the Kou at the end doesn't splat, a follow-up j.S should do it.
  • (236S) j.D (wallbounce), airdash, j.H, 5K > 236H ~ H - At some distances, where 5K won't reach the opponent after they bounce off the wall. In those scenarios, it may be possible to continue the combo by following them with an airdash into j.H or j.S.

To end the strings above with a Shitsu setup instead of a wallsplat, cancel one of the normals after the wallsplat into Shitsu. Cancelling c.S or 5K into Shitsu usually works well.

  • (236S) (j.K >) j.D (wallbounce), 5K > 236P
  • (236S) (j.K >) j.D (wallbounce), c.S/2K > 236P
  • (236S) j.D (wallbounce), airdash, j.H, 5K > 236P

Anji is able to carry opponents across the screen, but it will usually require either a red roman cancel, or a good combo starter and solid execution of "c.S dash-cancel > Kou".

  • (236S) 66BRC, j.H, c.S > 236[S], ... - The long slowdown Blue Roman Cancels provide makes extending Kou loops easy as long as the opponent is close enough for the shockwave to hit.
  • ... 66RRC, dash, c.S dash-cancel, 236{S} , j.K, 5K > 236H ~ H

After a wallsplat, 632146H, 5H, 2H, Rin, and 5D are the highest damage moves to wall break from a grounded position. Use whichever is the most comfortable/intuitive for you. In general, use 632146H when it's available for the damage and the [Overdrive Wall Break].

Note: The resources below were created before battle system 2.0, which changed much of Anji's combo structure.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Nearly Universal All Positions Counterhit Combocounterhit combo at close range
Easy

c.S (CH) > 2H > 236[S], 2K > 236{S} , airdash, j.X (whiff), c.S
c.S can combo into 2H on counterhit and when the opponent is crouching. 2H is Anji's best combo starter because it launches the opponent for KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- combos. These are usually Anji's most-damaging combos, so learning to route combos into 2H where possible is important.

After 2H, use a fully-charged Kou. The charge serves two purposes: it moves Anji forward, and a fully-charged Kou launches higher than a normal one. The forward movement and the additional height make it possible to continue the combo.

This particular combo is not entirely universal. The lightweight characters are pushed farther forward in the air. Sometimes, this means the second Kou must be charged slightly. The slight charge will move Anji forward and allow Kou to connect. Baiken and Faust will be pushed too far forward for the 2K to reach. For them, it will be easier to use c.S (CH) dash-cancel, c.S > f.S > 5H > 236H ~ S.

2D Counterhitthe most important counterhit confirm
Medium

2D > 236H ~ K, c.S > (dash-cancel) 236S, j.K > j.D, 5K > 236H ~ H (wallsplat), 5[D]
The low-profile property of 2D makes it a solid normal to counterpoke with, and it will often land as a counterhit. The dash cancel Kou isn't necessary, but it significantly increases how far this route can carry the opponent.

The details of the combo after Kou may change based on weight and distance from the wall. If the wall is very close, the wallbouncing j.K > j.D sequence can be swapped out for a falling j.S. If the wall is too far to bounce off of, swapping out c.S dash-cancel Kou for c.S > 2H > 236S will get more damage.

5H Counterhitone of Anji's strangest grounded routes
Medium

5H (CH) > 236H ~ P, (f.S > 236H ~ S/2D > 236P)
Anji's 5H forces the opponent into a crouching position when it counterhits. The additional hitstun from the crouching position, when combined with the counterhit slowdown, allows ShinGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 to combo into f.S or 2D. Continue into FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] for damage or use 2D to set up ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6.

Spin Punish on Standing Opponentsuse 2D to launch into Kou
Medium

c.S > 2D > 236S, j.D airdash j.H, 5K > 236H ~ H (wallsplat), 5[D]
Using c.S > 2D is risky in most situations because 2D is a punishable move and there's no way to true-string into another hit from it. However, when punishing after a successful spin, it can launch the opponent for a Kou and lead to a great combo.

As with most wallbounce combos, the details will change slightly based on the distance from the wall, how high the opponent is, and their weight. This route tends to work well around roundstart distance, which is about the maximum distance that a wallbounce route will work. Nearer to the wall, it may be better to use j.D closer to the ground and catch the opponent after they bounce with 5K.

If keeping the corner is preferable to a wallbreak, cancel 5K into ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.

Spin Punish on Crouching Opponentsuse 2H to launch into Kou
Medium

c.S > 2H > 236[S], j.D airdash j.D, c.S > 2H > 236H ~ K (wallsplat), 5[D]
c.S > 2H will combo on crouching opponents, which makes it a great route for punishing crouching normals after a spin. 2H launches the opponent very high and will combo into a fully-charged Kou, which launches the opponent even higher.

If keeping the corner is preferable to a wallbreak, cancel the c.S after the wallbounce into ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 to continue pressure. If the opponent is caught at the right height, Shitsu will hit meaty.

Shitsu to Kara Nagihacombo from Shitsu oki
Medium

throw, 236P, dash, k.236H ~ S, Shitsu(2), c.S (dash-cancel) 236S, j.D, 2K > 236S, j.D (wallsplat), 5[D]
Using kara Nagiha and kara Rin (cancelling into Nagiha/Rin before the Fuujin completes) has become a common strategy during Shitsu pressure. Having combos from each option will make this situation much more threatening.

There's an 8-frame gap between Shitsu (1) and earliest kara Rin, so opponents can mash out of this with a fast button. If they do this, mix in a normal Fuujin at a frametrap timing to discourage it.

Throw FRRCbreak the wall from a throw anywhere
Medium

throw, 66RRC ~ c.S (dash-cancel) 236S, j.K > j.D, 5K > 236H ~ H, 5[D]
This frrc route can wallbreak from midscreen, so it can lead to a wallbreak from anywhere as long as the opponent is thrown toward the nearest wall. The frrc and the dash cancel aren't necessary. The frrc reduces the meter gain penalty so meter starts returning before the combo is over. The dash cancel increases the corner carry available. Using a normal rrc will work as well, but carrying the same distance may be more difficult.

Combo List

Every damage value is dealt to Ky when possible

P Starters

2P and 5P will only combo into 6P on grounded opponents, and only at point-blank range. All of these combos can start from either 2P or 5P.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 6P > 236H (-> K) Anywhere 66 [1] [1] Very Easy Tension Gain: ~10%
The K followup gets you to the opponent faster.
Youtube 1.18
(Dash) 5P > 6P > 236S, j.S, 5K > 236H -> H (WS) Corner 119 [3] [3] Medium Tension Gain: ~30%
May need a partial charge on 236S.
1.18
5P > 6P > 236H -> H Corner 86 [2] [2] Easy Tension Gain: ~20%
Easier but lower damage than above.
1.18
AA 5P > 236S, 5P > 236H -> H Anywhere 100 [2] [2] Easy Tension Gain: ~20%
5P AA Conversion.
1.18
AA 5P > 6P > 236S, c.S > 236S, j.D (WS) Corner 132 [3] [3] Medium Tension Gain: ~30%
Slightly delay the c.S for consistency.
1.18
AA 6P (CH) > 236[S], 5K > 236H Anywhere 113 [2] [2] Easy Tension Gain: ~20%
6P Anti Air Punish. Have to almost be underneath opponent during 6P for 5K to land.
1.18
5P/2P (CH), c.S > ... Anywhere [3] [3] Medium On counterhit, 2P and 5P cause enough hitstun to link c.S. 1.18
5P/2P (CH), 2K > 2D > 236P Anywhere 60 [3] [3] Medium When the opponent is too far away to link c.S, link to 2K to get a hard knockdown and set up Shitsu. 1.18
5P/2P (CH) > 6H > 236H -> S Anywhere 93 [2] [2] Easy The counterhit hitstun is enough for the gatling into 6H to combo. This makes 2P ~ 6H a solid sequence to buffer when challenging on defense. 1.18

K Starters

5K and 2K only combo into 6P and 2D. 5K > 6P will only combo at point-blank range, and it will never be better than going into 2D.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 2D > 236P Anywhere 54 [1] [1] Very Easy Tension Gain: ~5%
Simple setup for Shitsu pressure.
1.18
5K/2K > 2D > OTG 236H->K Anywhere 72 [1] [1] Very Easy Tension Gain: ~10%
After hop, Anji will have enough advantage to hit a meaty c.S.
1.18
5K/2K > 2D > 236S, (j.D, ... ) or (airdash, j.X, c.S (meaty)) Anywhere 87/110 [1] [1] Very Easy Tension Gain: ~10%
Simple 5K Kou Combo. j.D can start damaging wallbounce combos when near the wall. If the wall isn't nearby, use an airdash j.X (whiff) to land fast enough to hit the opponent with a meaty c.S as they recover.
1.18
(dash) 5K/2K > 2D > 236S > j.K > j.D Anywhere 133/104 Everyone* [3] [3] Medium *Most consistent on Sol, Faust, and Heavyweights; requires dash momentum and/or a slight partial charge on 236S against all other characters. Can be converted into a wall bounce combo if the spacing is correct. 1.18
5K/2K (CH), c.S > ... Anywhere [3] [3] Medium Counterhit hitstun allows linking into c.S, or comboing into 6H or 236H. 1.18

S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S/2S > 236H->S Anywhere 84 [1] [1] Very Easy Tension Gain: ~20%
Simple combo into soft knockdown if you're not close to the opponent. Works from any range.
1.18
c.S > 2D > 236S (, j.D) or (airdash, j.X (whiff), c.S (meaty)) Anywhere 131 Everyone [2] [2] Easy Tension Gain: ~15%
The premier close-range meterless c.S combo. Can be converted into a wall bounce combo if the spacing is correct. For Millia, Giovanna, and Jack-O, the 236S needs to be held just the tiniest bit.
1.18
(dash) c.S > 2D > 236S, j.K > j.D Anywhere 142 Everyone* [3] [3] Medium Tension Gain: ~20%
*Most consistent on heavy weights; Dash momentum and/or a slight partial charge on 236[S] is required for most light and middleweight characters. Extension of the above combo but much less consistent. Can be converted into a wall bounce combo if the spacing is correct.
1.18
c.S > 5H/6H > 236H->S Anywhere 131 [1] [1] Very Easy Use this over 2D > 236S if c.S is not hit point blank. Fuujin will combo after the 3rd hit of 6H. See this for more info about Anji's 6H. Youtube 1.18
c.S > 5H/6H > 236H->S, 66PRC, c.S > 2H > 236[S] Anywhere 185 [2] [3] Medium Use Purple Roman cancel to get a hard knockdown or an opportunity for a wall break when around midscreen. 1.18
c.S (AA/CH/crouching) > 2H > 236[S] Anywhere 131 Everyone [2] [2] Easy c.S will combo into 2H on counterhit, aerial hit, or when the opponent is crouching. Finish with j.HS for additional damage or land to set up a meaty c.S. 1.18
c.S (CH) > 2H > 236[S], c.S > 2H > 236S Anywhere 184 Lightweight characters will be pushed too far forward for the second c.S to connect. Substituting 2K > 236S in those spaces may work. [3] [3] Medium Tension Gain: ~40%
High damage counterhit c.S combo.
1.18
c.S (CH) > 2H > 236[S], 2K > 236H->H Anywhere 184 Everyone except Faust, I-No [3] [3] Medium Highest damage meterless, wall-less CH c.S combo for Millia and Giovanna. 1.18
c.S (CH) > 2H > 236[S], 2K > 236S Anywhere 182 Doesn't work on Faust, May, Ram, Giovanna, I-No [3] [3] Medium Highest damage meterless, wall-less CH c.S combo for Millia. 1.18

H Combos

After a counterhit 5H or counterhit 2H, the best route depends on the opponent's character and the distance from the wall, but it will usually be best to find some wallbounce continuation. Anything after a Kou in the routes below can be substituted with whatever strings keep your opponent airborne and taking damage. Routes become very flexible once the wall is involved.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 236H->S Anywhere 100 Everyone [1] [1] Very Easy Tension Gain: ~20%
5H doesn't lead to much.
1.18
5H > 236H->S, 66RRC, c.S > 236S, c.S > 236S Anywhere 180 ?? [2] [2] Easy Tension Gain: RC+20%
RC 5H Combo that does decent damage.
1.18
2H > 236[S], c.S > 236{S} , 2K > 236S Anywhere 178 ?? [4] [4] Hard Tension Gain: ~35%
Anji can get three Kou on most characters. The second Kou must be charged long enough that 2K can connect, but not so long that it hits OTG. Works on 2H (CH) as well.
1.18
2H > 236[S], c.S > 2H > 236[S], 5K > 236H Anywhere 188 ?? [3] [3] Medium Tension Gain: 35-40%
Kou loop with Fuujin ender. Works anywhere on screen.
1.18
2H (CH) > 236[S], c.S > 236S, c.S > 236S, j.D (WS) Corner 199 ?? [2] [2] Easy Tension Gain: 40% + WS
Much easier 2H CH than below.
1.18
2H (CH) > 236[S], j.D (WB), c.S > 236S, j.D (WB), c.S > 236S (WS) Corner 210 ?? [4] [4] Hard Tension Gain: 45% + WS
Spacing and timing specific. 2H needs to land around a back dash away from opponent. j.D should be slightly delayed so opponent doesn't bounce off the wall and over Anji's head, but not too delayed that the opponent lands before Anji does. The timing for j.D after Kou is the same for both.
1.18

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.S/j.H > c.S > ... Anywhere Everyone [2] [2] Easy j.S/j.H needs to hit deep for this to combo. 1.18
IAD > j.P > j.P > 2K/c.S > ... Anywhere Everyone [3] [3] Medium For crouching characters and really short characters, start with a single deep j.P instead. It may be easier to punish certain moves, like GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10, with j.P than with j.S. You can only get two j.Ps against standing opponents. For crouching characters and really short characters, start with a single deep j.P instead. 1.18
j.H/j.S (CH) > land, dash c.S > 2H > 236[S] > ... Anywhere Everyone [3] [2] Easy If you find yourself not quite in range for the c.S to connect, the CH slowdown lets you dash in slightly. 1.18

Special Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
k.236H->H (CH), c.S > 2H > 236S Anywhere 132 ?? [2] [2] Easy Tension Gain: ~30%
CH combo off of Rin
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k.236H->S (CH), c.S > 2H > 236S Anywhere 127 ?? [2] [2] Easy Tension Gain: ~35%
CH combo off of Nagiha. Being close enough for c.S will be rare. At farther ranges, either use 5K or uses the hard knockdown to throw Shitsu.
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236H->S, 66RRC, c.S > 236S, c.S > 236H->H Anywhere 162 ?? [2] [2] Easy Tension Gain: -40%
RC Combo off of Nagiha.
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236S, c.S > 236S, 5K > 236H Anywhere 142 ?? [3] [3] Medium Tension Gain: ~30%
5K can sometime be tricky to land.
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236S (CH), c.S > 2H > 236S, 5K > 236H Anywhere 161 ?? [2] [2] Easy Tension Gain: ~35%
Counterhit Kou Starter.
1.18

Throw Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw > 66FRRC~c.S (dash-cancel) 236{S} , j.K > j.D (WB), (dash,) 5K > 236H->H (WS), 5[D] Anywhere 168 Everyone [3] [3] Medium Lets Anji break the wall from anywhere with a throw. If you're in the corner, change the j.K > j.D to a falling j.S. Works with a normal red roman cancel as well, but requires a delay to keep Anji from moving underneath the opponent. The dash-cancel isn't required, but it increases the corner carry significantly. 1.18

Dust Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D], 8, j.HS > j.S, jc, j.HS > j.S > j.HS > j.D > j.D Anywhere 204 All but Anji, Jack-O, Ky [2] [2] Easy Tension Gain: 20%
For Anji, this combo does work but you have to delay the initial HS by a decent amount otherwise the D whiffs. For Jack-O, Ky, and Anji, end with S instead of D. *Damage tested on Leo
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5[D], 8, j.HS > j.D, jc, j.S > j.K > j.S > j.K > j.D > j.D Anywhere 204 Anyone [2] [2] Easy Easy and universal Dust combo. Youtube 1.18
2D > 236S, j.D Anywhere 113 [2] [2] Easy Basic close range 2D combo. Can convert into a wall bounce combo at certain ranges. 1.18
2D > 236S, 2K > 236{S} Anywhere 141 lightweights [4] [4] Hard This only works at very close ranges. The first 236S may need to be charged a very small amount. High damage, but finicky close-range combo that requires you to time the 2K upon landing without accidentally doing a j.K on the way down. 1.18
2D > 236S, j.K, dash, 2K > 236{S} Anywhere 148 Everyone except lightweights [4] [4] Hard Similar to the route above, must be fairly close to the opponent to stay close enough that the second Kou will reach them. 1.18
2D (CH) > 236H->K, c.S > 2H > 236[S] Anywhere 145 [3] [3] Medium A very solid counterhit confirm combo. 1.18

Overdrive Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146S, 66RRC, c.S > 2H > 236S, j.K > j.D, 5K > 236H(WS)->H Mid 321 [3] [3] Medium j.D won't connect unless the opponent is against the wall. 1.18
632146S, 66RRC, c.S > 2H > 236[S], j.D Anywhere 277/257 [3] [3] Medium If Anji is too far from the wall to use the route above. 1.18
632146H, 66PRC, c.S > 2H > 236[S] Anywhere 253 [3] [3] Medium The difficulty comes from having time the Kou just after the giant fan closes so that your opponent isn't sent across the screen. 1.18

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