GGAC/Anji Mito/Frame Data

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Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 10 2.64 6 7 2 HLF CJR 4 3 6 +3
  • on air hit untechable for 14F
K 14 1.44 3 8 1 HLF CJR 5 5 6 -1 -
S 26 3.84 0 6 4 HLF CJR 7 4 13 -3
  • Lvl 3 attack on block, doesn't raise guard bar
H 38 3.84 20 6 5 HLF CR 15 4 21 -6
  • Forces opponent to crouch
  • on air hit, plummets and downs
6P 24 3.84 20 6 5 HLF CR 18 4 16 -1
  • 1-21 invincibility above the knees (past 18, Anji's back can be hit as he stands)
  • Staggers on ground CH (max 49)
  • Prorates 90%
3P 28 2.64 8 7 3 HF R 20 3 11 0
  • Wall bounces on CH and downs
6K 28 2.64 10 7 3 HLF RF 11 6 18 -10
  • Staggers on ground CH (max 37F)
  • FRC timing 11-12
  • 1-7 high autoguard
3K 20 0.50/4.80 10 7 3 HLF CR 20 4 14 -4
  • Wall bounces on hit (ground: 28F)
  • 1-5F autoguard low
  • Has some throw invincibility
  • see notes *1
6S 30 2.64 10 7 3 HLF CJR 13 4 17 -7
  • 7-12 High autoguard
  • see notes *1
3S 28 3.84 20 6 5 HLF CJR 28 12 10 -3
  • (?) invincible to throws till end of recovery?
  • 5-10 low autoguard
  • 8-9, cancellable into S or HS
  • see notes *1
6H 44 3.84 14 6 4 HLF RF 20 6 18 -7
  • Downs on ground hit
  • On air hit, untechable for 28F
  • FRC timing F23-24
  • 12-19 High autoguard
  • see notes *1
D 15 2.64 8 20 3 HA R 25 6 26 -18
  • 4-12 High autoguard
  • see notes *1
DAA 25 2.64 10 7 3 any R 12 6 12 -4
  • 1-11 fully invincible
  • 12-26 invincible to throws
  • Downs on ground hit
  • Prorates 50%
2P 8 1.44 3 8 1 HLF cCR 5 4 6 0
  • Prorates 80%
2K 12 2.64 8 7 3 L CR 8 2 6 +6
  • Prorates 70%
2S 28 2.64 8 7 3 LF CR 8 6 14 -6
  • 11-13, 21-23 low stance
2H 38 3.84 14 6 4 HLF CR 20 5 15 +3
  • Blockstun: 22F
  • 10-19F autoguards lows
  • see notes *1
2D 28 3.84 11 6 4 L CR 7 3 25 -11
  • 5-23 low profile
j.P 10 1.44 3 8 1 HA cCR 8 3 3 - -
j.K 18 2.64 10 7 3 HA CR 6 6 10 - -
j.S 28 2.64 10 7 3 HA CJR 7 9 18 - -
j.H 32 2.64 10 7 3 HA CR 13 6 15 -
  • Plummets on air hit
j.D 40 2.64 10 7 3 HA CR 10 6 14 -
  • Prorates 90%
  • 1-11, 22 on, upperbody invincibility
  • Landing recovery 6
  • Blowback on hit (30)
  • Wallstick on CH (84, wallstick 30)
  • F23 on, can be cancelled into any other jump attack except another j.D
Ground Throw 56 4.00 - 6 - 43 pixels - - - - -
  • Floats on hit (60)
  • Forced proration 50%
Air Throw 60 4.00 - 6 - 88 pixels - - - - -
  • Floats on hit (60)
  • Forced proration 50%

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Shitsu
236P
18, 16×2 2.50/1.20×3 0 8×3 1 any - 21 56 total: 48 -7
  • Projectile disappears immediately if Anji gets hit
  • Chip damage x2
  • Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
Fuujin (S)
236S
30 2.50/3.60 10 7 3 HLF R 15 3 27 -16
  • Causes slide effect on air hit (untechable for 40F, slide for 20F)
  • Frame 28 on, can perform follow up attacks
Fuujin (H)
236H
46 2.90/4.08 10 7 3 HLF R 20 3 27 -16
  • 1-12 invincible to strikes
  • Wall bounces on hit (untechable for 38F)
  • Knockdown on CH
  • Frame 33 on, can perform follow up attacks
Shin:Isshiki
P (during Fuujin)
10×6 1.60/1.20×6 0 7×6 3 HA F 36 - total:50 +17
  • Airborne from frame 4 on
  • 8F of additional recovery after landing
  • FRC timing: 6-8
  • Listed SD is for a standing opponent in the corner(?) (Tested on Sol)
Issokutobi
K during Fuujin
- 1.70/- - - - - - - - 24+landing 6 -
  • 7-24 lower body invincibility, airborne and can pass through opponent
  • CH state till landing
Nagiha
S during Fuujin
30 1.50/2.40 8 7 3 LF RF 10 6 27 -19
  • Floats on ground hit (untechable for 35F)
  • FRC timing: 23-25
Rin
H during Fuujin
40 -/7.20 20 30 5 HLF R 27 8 16 -3
  • 1-22F invincible to throws
  • Plummets and downs on hit
  • Ground bounce and knockdown on CH
  • 8-26 high autoguard
  • Listed SD is when opponent blocks standing (tested on Sol)
  • Startup is 31F to hit a crouching opponent
  • see notes *1
Kou
P during autoguard
25,7×6,20 -/7.2×8 10,3 4×8 3,1×6,5 HLF R 4 2,4×6,12 11+landing 8 -41
  • 1-4 invincible to strikes
  • 5-13 upperbody invincibility
  • Hits 1-7 float (untechable for 20F)
  • Hit 8 causes blowback (untechable for 38F)
  • CH state till landing
  • Hits 2-7 have hit stop 5
  • Kou can only be used during the hit stop of an autoguarded move
Sou (?)
K during autoguard
12×3,38 0.50/2.40×3,5.80 6×3,20 5×3,3 2×3,5 HLF R 4 4×2,3(4)5 26 -12
  • 1-4 invincible to strikes
  • 5-16 lower body invincibility
  • Hits 1-3 cause 14F of hitstun on standing hit
  • Hit 4 causes wall stick (untechable for 68F, stick for 40F)
  • Hits 1-3 hit stop 6
  • CH state till end of recovery
  • ? can only be used during the hit stop of an autoguarded move
On
623H
0,90 2.50/6.00 - 7,8 3 - F 11 18 20+landing 6 -
  • Airborne from frame 9 on. Knockdown on hit
  • FRC timing: 11-13
Kai (P)
214P
32 2.00/7.20 8 7 3 H R 28 3 9 +2
  • 4-27 airborne
  • 22-27 feet invincibility
  • Knockdown on hit
Kai(K)
214K
50 2.50/1.80 14 6 4 HA RF 32 10 till landing+8 +1
  • Airborne from frame 9 on
  • Ground bounces on hit (untechable for 40F)
  • High bounce and knockdown on CH
  • FRC timing: 23-25
  • Listed SD is for a standing block(tested on Sol)
Shin: Nishiki
j.214P
45 2.50/2.40 10 7 3 HA R 14 7 44 -37
  • Ground bounce on hit (untechable for 60F)
  • Large bounce and knockdown on CH
  • 1-48 CH state. Hit stop 6
  • SD for fastest possible Shin:Nishiki, performed as low to the ground as possible (startup: 17F) has a SD of -29

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Shitsu
236D
25,16×2 -25%, 2.50/- 0 8,12×2 1,2,2 any,HAx2 - 21 40 total:50 -9
  • Projectile disappears instantly if Anji gets hit
  • Goes through other projectiles
  • Chip damage x2
  • Falling butterfly: startup is 1F after hit or blocked, or 20F after nullifying a projectile
Rin
D during Fuujin
50 -25% 15 20 20 HF R 21 8 8 +5
  • 2-25 invincible to throws
  • Ground bounce on hit (untechable for 60F)
  • 2-10 high autoguard
  • Listed SD is for a standing block (tested on Sol)
  • Startup is 25F to hit a crouching opponent
  • see notes *1
Kou
D during autoguard
35,7×6,70 -25% 10,3 7,4×7 3,1×6,5 HLF R 4 2,4×6(24)4 39+landing 8 -89
  • 1-11 invincible to strikes
  • 12-13 upperbody invincibility
  • Hits 1-7 float (2nd hit untechable for 20F, rest for 60F)
  • Hit 8 plummets and causes knockdown
  • CH state till landing
  • Hits 2-7 have hitstop 5
  • Kou can only be used during the hit stop of an autoguarded attack
*1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Issei Ougi: Sai
632146H
11×11,9×4 -50% 10×15 2×15 3 any F 10+flash 3 4×9,2×2,4×4 63 -40
  • 4-6 above ? invicibliity
  • 7-9 upperbody invincibility
  • 10F invincible to strikes
  • Hit 11 causes knockdown
  • CH state till end of recovery
  • Dizzy modifier x0
  • Hit stop 0
  • Can pass through projectiles
  • Projectile appears on frame 10
  • FRC timing 66-68
  • If the 11th hit hits (not blocked), on frame 53 giant fan will activate
  • Giant fan hit does 50 damage, attack level 3, startup of 27F, active: 24F, knockdown on hit
Tenjinkyaku
[2]8K
30,15×13 -50%,2.00/- 20 6,2×13 5,3×13 HA R 18+flash 0 10 landing+20 -11
  • 4-20 invincible to strikes
  • Knockdown on hit
  • After the flash, opponent cannot input anything till the 3rd active frame
  • Charge time of 40F
  • Listed SD is for standing block (tested on Sol)
  • All hits outside of the 2nd hit have hit stop 0
  • For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll be take the hits on the ground
Kachoufuugetsu
(during autoguard) 63214S
40×4 -50% 20×4 6×4 5 HLF R 7+flash 0 5(16)5(12)5(20)5 75 -61
  • 1-22 invincible
  • 23-70 invincible to strikes
  • Hits 1-3 stagger (max: 65F)
  • Opponent's input is frozen until the 2nd active frame of the 1st hit
  • 4th hit causes knockdown
  • CH state till the end of recovery
  • Dizzy modifier x1.5
  • Can only be performed during the hit stop of an autoguarded move, or after a normal autoguard attack hits or is blocked

Instant Kill

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Zetsu
236236H
Fatal - 20 - - any - 17+flash 4 - - -159
  • IK preparation: 55F

Gatling Table

P K S H D Cancel
5P 6P, 3P 6K 3S 5H, 6H 5D, 2D j, sp
2P 5P, 2P, 6P 5K, 2K 5S, 2S, 6S, 3S 5H, 2H 5D, 2D sp
6P 3P - 5S, 6S, 3S 5H, 2H, 6H 5D, 2D sp
3P - - - - - -
5K 6P, 3P 6K 5S, 2S, 6S 5H, 2H, 6H 5D, 2D j, sp
2K 6P 3K 6S, 2S 2H 5D, 2D sp
6K 3P - - - - -
3K - - - - - -
5S 6P 2K - 5H, 2H 5D, 2D j, sp
2S - - 3S 5H, 2H 5D, 2D sp
6S 3P 6K 3S - 5D, 2D sp
3S - - - - - -
5H - 6K 3S - 5D, 2D j, sp
2H - 3K - 6H 5D, 2D sp
6H - - - - - -
5D - - - - - homing jump
2D - - - - - sp
j.P j.P j.K j.S - j.D sp
j.K j.P - j.S - j.D sp
j.S j.P - - j.H j.D j, sp
j.H - - - - j.D sp
j.D - - - - - sp