GGSlash/Anji Mito/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x 1.06

Guts Rating: 5

Stun Resistance: 65

Jump Startup: 3

Backdash Time: 16

Backdash Invincibility: 1-9


Normal Moves

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 10 2.6 - - 2 HLF SJR 4 3 6 +3
  • Air hit is untechable for 14F
5K 14 1.4 - - 1 HLF SJR 5 5 6 -1
c.S 26 3.8 - - 4 HLF SJR 7 4 10 +3
f.S 30 2.6 - - 3 HLF SJR 13 4 17 -7
  • 7-10F Guard Point against Mid attacks
5H 38 3.8 - - 5 HLF SR 15 4 21 -6
  • 4-11F Guard Point against Mid attacks
5D 15 3.8 - - 3 HF R 25 6 26 -18
  • 19-24F Guard Point against Mid attacks
6P 24 3.8 - - 5 HLF SR 18 4 16 -1
  • 1-21 Upper body inv(past 18, Anji's back can be hit as he stands)
  • Staggers opponent on CH (Max 49F)
3P 28 2.6 - - - HF R 20 3 11 0
  • Ground bounces opponent on CH (Untechable for 80F)
6K 28 2.6 - - 3 HLF RF 11 6 13 -5
  • 1-7F Guard Point
  • Knocks down opponent on CH
6H 14*4,34 2.6 - - 3 HLF SJRF 13 3*4(3)6 18 -12
  • 1-11F Guard Point again Mid attacks
  • Untechable for 26F on air hit
  • Only 1st and 2nd hits are cancelable
2P 8 1.4 - - 1 HLF CSR 5 4 6 ±0
  • Initial Prorate 80%
2K 12 2.6 - - 3 LF SR 8 2 6 +6
  • Initial Prorate 70%
2S 28 2.6 - - 3 LF SR 8 6 14 -6
  • 11-13F Low Profile
2H 38 3.8 - - 4 HLF SR 20 5 15 -3
  • 1-15F Lower Guard Point
2D 28 3.8 - - 4 LF SR 7 3 25 -11
  • 5-23F Low Profile
j.P 10 1.4 - - 1 HA CSR 8 3 3 -
j.K 12 2.6 - - 3 HA SR 6 6 10 -
j.S 28 2.6 - - 3 HA SJR 7 9 18 -
j.H 32 2.6 - - 3 HA SR 13 6 15 -
  • Slams down opponent on air hit
j.D 40 2.6 - - 3 HA SR 8 6 17+3L -
  • 1-11F, 22F onwards upper body inv
  • Blows away opponent on hit
  • Wall bounces opponent on CH (untechable for 80F)
Ground Throw 56 - - - - Throw: 43 Pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Floats opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA 25 2.6 - - 3 All R 12 6 12 -4
  • 1-onwards full inv
  • Wall bounces opponent on hit
  • Ground hit untechable for 28F
  • Initial prorate 50%

Special Moves

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
P Kai
214P
32 2.0/2.6 - - 3 HA R 28 3 9 +2
  • 4F onwards airborne
  • Floats opponent on hit
  • Anji is in CH state until landing
K Kai
214K
50 2.5/1.8 - - 4 HA RF 32 10 8 +1
  • 9F onwards airborne
  • Knocks down opponent on hit
  • Ground bounces opponent on hit (untechable for 40F)
  • Listed Frame Adv is for a standing block (tested on Sol)
S Fujin
236S
30 2.5/3.6 - - 3 HLF R 15 3 27 -16
  • Blows away and knocks down opponent on air hit
Fujin H
236H
46 2.5/3.6 - - 3 HLF R 23 3 27 -16
  • 1-12 Strike inv
  • Wall bounces opponent on hit (untechable for 31F)
Shin:Isshiki
Fujin > P
10*6 1.6/1.2 - - 3 HA F 36 - Until L+7 -6
  • Total 50F
  • 4F onwards Airborne
  • Auto Jump install
Hitoashitobi
Fujin>K
- - - - - - - - - Until L+6 -
  • Total 28F
  • Anji is in CH state during move
  • 5-22F can pass through opponent
  • 5-22F airborne and lower body invincible
Nagiha
Fujin>S
30 1.5/2.4 - - 3 LF R 10 6 27 -19
  • Knocks down opponent on ground hit
Rin
Fujin>H
40 1-/7.2 - - 5 HLF R 27 8 8 +5
  • 1-31F Throw inv
  • 8-26F Guard point against Mids
  • Ground bounces opponent on hit (untechable for 30F)
  • Testing on crouching Sol, startup is 31F, frame adv +7
Shitsu
236P
18, 16*2 2.5/1.2 - - 1 All - 21 - Total 46 -5
  • If Anji is hit, attack disappears 1F after
  • 2nd and 3rd hit appear 20F after opponent blocks/gets hit by 1st hit
Shin: Nishiki
j.214P
16*6 2.5/2.4 - - 3 HA R 10 2*8 Until L+6 -20
  • 1-7F Lower body inv
  • 8-9F Foot inv
  • 10-25 Lower body inv
  • Floats opponent on hit
  • Hitstop 6F
  • Max 6 hits
  • Fastest possible TK Shin:Nishiki has startup 13F
Kou
P during autoguard
30,10*6,40 -/7.2 - - 3, 1*5,5 HLF R 4 2,4*6,12 11+8L -41
  • 1-6F Strike inv
  • 1st hit pulls in opponent on hit
  • 1st-7th hits float opponent on hit
  • 8th hit blowas away opponent on hit
  • 1st hit untechable for 120F
  • 2nd-7th hits untechable for 60F
  • Anji in CH state until landing
On
623H
0,90 - - - - - F 11 18 20+6L -
  • Knocks down opponent on hit
  • 9F onwards airborne

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Issei Ougi: Sai
632146H
9*11,50 - - - 3 All F 10+3 56 63 -40
  • 4-6F Above chest inv
  • 7-9F Upper body inv
  • 10F Strike inv
  • 11th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x0
Tenjinashi
[2]8K
30, 15*13 - - - 5 HA R 18+0 7 20+20L -11
  • 4-18F Strike inv
  • Knocks down opponent on hit
  • Must charge down for at least 40F to perform Tenjinashi
  • Listed Frame Adv is for standing block (tested on Sol)
Kachoufuugetsu
during autoguard 632146S
40*4 - - - 5 HLF R 7+0 5(16)5(12)5(20)5 75 -61
  • 1-21F Throw inv
  • 1st-3rd hit stagger opponent (max 65F)
  • 4th hit floats opponent on hit (untechable for 80F)
  • Anji is in CH state during move
  • Kachoufuugetsu can only be used during the hitstop of an autoguarded move

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Zetsu
during IK mode 236236H
DESTROY - - - - All - 17+4 - - -158
  • IK mode activation: 55F
  • The frame advantage listed is when Zetsu is blocked on the 5th frame after the hitbox appears

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2P 5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6P 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3P - - - - - -
5K 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - 2S 2H, 6H 5D, 2D Sp
6K 3P - - - - -
3K - - - - - Sp
5S 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6S 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2S - - 3S 5H, 2H, 6H 5D, 2D Sp
3S 3P - - - - Jump, Sp
5H 6P 6K 3S 6H 5D, 2D Sp
2H - 3K - 5H, 6H 5D, 2D Sp
6H - - - - - Sp
5D - - - - - homing jump, Sp
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc