GGACR/Anji Mito/Matchups

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 Anji Mito


A.B.A

 A.B.A

Old Notes (AC)

Her crouch dash with 236P can be beaten with low attacks but her 236D is totally invulnerable. Danzai is free 236H after blocking first hit. Her 3 hit punch string you can autougard or fujin through the 3rd hit, though she is safe if she frcs it. Combos: heavyweight, no normal hit 2D 236S-D. One of the hardest in the game to fujin loop, don't bother in general. Go for knockdown combos no matter how much damage you are giving up unless it's for kill. On normal hit 2K and 2S push her back really far for no reason which is bad. Don't ever followup Fuujin on block. Usually not safe anyways, but especially deadly here due to danzai. Seriously, Danzai will always win against any Fuujin followup. It will even rarely beat K followup. So, if they block Fuujin and are in Moraha (which is almost always), just don't bother going for followup except for that rarely placed K.

3K and pressure all day. Hit confirm a f.S into a SJ combo if they jump.

Anji Mito

 Anji Mito

Old Notes (AC)

Offensive: -shitsu pressure can be avoided several ways(explained in defense),so use at your own discretion -most combos work on Anji -use lows more often,remember Anji has a general weakness against lows -poke!poke!poke!

Defensive: -236HS/6K-K counters shitsu oki,however,be aware that you can be baited into it -3P/2147P are the usual overheads of Anji,however since this is a mirror,5D isn't out of the question when 3P is only combo-able in shitsu strings -214P/K are crossovers,however...if you spot it,and you were holding 4,PRESS K!You have autoguards,use them in this match -6P IADs

Axl Low

 Axl Low

Old Notes (AC)

Axl's pokes is where this gets hard. His 6K poke doesn't allow you to jump in without FDing and will hit a standing Anji, although you can Fuujin through this to get in his face (you don't necessarily hit him, but at least you got through his crap). 3P hits low, thus allowing you to IAD in. Axl's 3K will eat 75% of what you can do, and the remaining 25% is RPS in Axl's favor. 2S nets him an axl bomber combo, so avoid double jumping towards him (AND ALWAYS FD). [4]6S will ruin most attempts to get in (even if you IAD,the 8 or 2 extension protects him). Don't even try to autoguard against axl at long range. Getting in close is the part where Axl struggles a little more. He does have several options: he can try to counter, use a shoryuken, or just plain block. This gets a little messy if the axl you face likes to spam counters. Stomps aren't exactly the best move of choice here since it's more easy to react to than most of Anji's moves (unless you cross him). If axl jumps in on you, and you sense him trying an aerial 623HS, pull out a 2S immediately. YOU WILL BOTH WHIFF IF YOU USE 2S A FEW MOMENTS BEFORE HIS MOVE, but you recover faster. YOU WILL GET CH IF YOU USE 2S AT THE SAME TIME (and get a juicy combo) AND YOU WILL EAT THAT IF YOU START LATER THAN HIM. But... you can also autoguard if you want tension instead of raw damage. When in an Axl blockstring, he will usually continue with a 6HS (laggy, but since he has frame advantage in that blockstring, it won't matter) or end it with a [4]6S. You can punish the 6HS with HS Fuujin OR 6k autoguard. Also, look out for a [4]6HS .That's an unblockable,he can also fake it to bait a jump in, so jump FD! Lots of jump FDs and dash brakes would be helpful as well. At far distance you can use zoning butterfly without much risk and it may help you get in. If you bore axl enough he may try to come in on you so keep your eye out for when he tries to do that. Otherwise you'll have to get in on him sooner or later, which is a pain.

Baiken

 Baiken

Baiken is strong in this matchup, as she shuts down most of Anji's tools. Our guard-heavy pressure is turned against us by her guard cancels. She rather wins neutral in most situations, though we have more normals, some with better range, than she does. She pays dearly for mistakes, however, due to her low defense modifier, so a careless Baiken player can get outplayed by Anji.

There's a couple of reasons why Baiken does better in neutral:

  • She shuts down HS Fuujin really easily, it is not recommended to Fuujin much in neutral at all against a good Baiken (unless you sneak in some lucky hit). There are many moves that Baiken has that are active long enough to easily stuff Fuujin: 5S, 2D, 2HS, Tatami. Tatami especially results in a CH, which can turn into big damage for her. Don't shoot out Fuujin willy-nilly.
  • Fuujin follow ups are all unsafe. Be careful with Rin and FB Rin, since that is a free Sakura punish for her on block. Similar case when she blocks either version of the stomp.
  • Her Tatami zoning can be scary and results in big damage. She also has a very strong anti-air in Zakuro, unless you safejump it perfectly.
  • Be careful throwing out Butterfly at long range. Her airdash jS has great range and a CH results in a big confirm. If you IB her airdash jS, you can 5P her air Tatami follow, shutting her down.

As for oki, we need to run a very atypical approach, since time in blockstun doesn't really mean much to Baiken. Baiken still has to block correctly, so doing what you can to mix her up on the first hit goes a long way.

  • There are many ways you could approach: run up 3P/TK Orb -- as most Baiken's aren't ready for the overhead until they see it a few times.
  • Cross up 214P is good, but only in moderation. Crossups are good to mess with someone who autopilots guard cancels, but if they do block it, it's still bad for us. With some dash momentum, run up 2S > 214P is effective if it manages to jump over her.
  • Throw is always a good option to run a few times, even on her wakeup. After some throws, you can do a higher level mindgame by running in point-blank distance while she's getting up, but then doing 3K (throw invul move), which can result in a counterhit.
  • Butterfly isn't recommended as it gives her options, but it can still be used to bait things out. Just be ready to block/jump since she can either: Baku to stop our blockstrings (invul) or do Ouren to go behind us. Ouren, however, is very negative, so if she does it, she is in trouble. You can hit her with 5S > 5HS > HS Fuujin or similar for big damage.
  • Remember that her GCs still have weaknesses (other than Baku really, since it's safe on block, you would have to invul through it or GP it maybe). Mawarikomi (where she steps behind you) can be thrown or hit before it finishes, though she does have an FRC on it to cut the recovery down. Ouren as mentioned can be airthrown as she is jumping or is very unsafe on block. You can hit her through Sakura, since it isn't invul. Zakuro (the anti-air one) can whiff if you are too low to the ground.

Other tips:

  • On round start, a well-spaced 5HS can go a long way. This can outspace Tatami and a couple of her normals. Fuujin on roundstart is not recommended.
  • She's a lightweight, and a small one at that, so keep that in mind while comboing. She sometimes pops out of the 5K > 5S > On ender in the corner (after HS Fuujin makes her cross up). Can also use 2P/5P instead.
  • Punish her air jump Tatami by running under her and attacking, there is a lot of land recovery on that move, so if she does this carelessly, she's very open. 214P can also jump over max range Tatami with certain timing.
  • Suzuran (her run-guard move) is vulnerable to lows, so take advantage of that by sticking out some lows.
  • When she has over 50 meter, that's when she can start doing TK Youzansen RC mix up on wake up for big damage. Watch her meter carefully to know what options she has.
  • Similarly, if she is doing a long string, be patient, because she is trying to frame trap for big damage. Also, she doesn't have access to lows, so out of 6P she can only go for Youzansen in terms of mix-up. A common long string is something like 2K > 5S > 6P > 6K > 2HS. 2HS is +4 on block, so it really depends on what she does next to catch you; she could go for 5HS since it's really fast, but she doesn't have many options from 5HS, she can go for special moves then.
  • You can Fuujin through Kabari if you see it coming, or jump forward over Tatami. Baiken does a lot of pressure resetting, so pay attention to what her pattern is.

Bridget

 Bridget

Old Notes (AC)

Why Anji Has It Easy:

- Yoyo recalls can be either guarded or autoguarded for a bit of trickery.

- 5P: Spaced, beats a lot of jump-ins from Bridget, including 2S.

- Super jump covers huge distances to remove yourself from the path of yoyo set-ups. Watch for air throws...

- Extremely easy character to combo across the screen with H Fuujin and FB Rin.

- Shitsu hits yoyos and controls space -behind- the yoyos, where Bridget would love to be running.

- Air throw that bitch. You know you want to. Nobody jumps around like that with Anji in the house.

- Starship is the easiest thing to block (on reaction) ever.

- 6S is an excellent round starter; it will hit Bridget normally and if she jumps normally, and it will also autoguard f.S. Don't overuse though.

Why Anji Has It Hard:

- Kickstart My Heart: This piece of crap is active for about an hour and will kill Fuujin every time for knockdown and a yoyo setup. Evil as hell.

- 3P: Counter hits Fuujin all day for a stagger, follow-up, knockdown, and yoyo setup.

- Yoyos: They're not as bad for Anji, but everyone has to worry about them at least a little, so... take care to use your options wisely.

- Bridget can sometimes be difficult to catch; she has a lot of movement options when a yoyo is out. This confusion can lead to getting hit.

- If you get too confident or predictable with your butterflies, she can delay her getup, and/or Starship on wake for a reversal. It can also be FRC'd, unfortunately. IF bridget has no tension, you can block/ isntant block and time a 5H to hit during the recovery frames for big damage. Don't faultless this unless you'll die from chip damage.

- 2D has feet invincibility and huge range. Watch the hell out.

- Watch for unblockables; they don't come often but they HURT like a BITCH.

- Bridget can be difficult to catch in some of Anji's super jump combos due to floatiness and a crap air hitbox.

- Bridget 6S is a problem. Anji is really tall, so it hits him from far away. Also hits a super jumping Anji. Beware.

Overall:

Honestly, I'd call this an even match. Anji has a lot of tools to deal with Bridget's traditional yoyo setups, but Bridget has a lot of tools to shut down Fuujin. Any matchup against Bridget requires patience, and this one is no different. You're Anji, you will get in eventually. Fuujin can be your best friend or your worst enemy; seriously watch your Fuujin spamming on this one. Pressure, pressure, pressure, and react.

Chipp Zanuff

 Chipp Zanuff

Old Notes (AC)

5H is terrible against Chipp. He has way too many good reaching lows that will destroy it, the lack of autoguard means any teleport mixup beats it too. Honestly I would stow this move away against Chipp if your opponent has any idea of what the hell they are doing. 5H is asking for Chipp to put you into his okizeme game that leaves you in a very very poor position. I try to switch between offense and defense. Chipp likes aerial teleports a lot. They can get a decent game flow going if they force you to block. His strings can get predictable. Don't let Chipp's speed be intimidating. If you feel pressured and try to mindlessly chase Chipp around, you can just fold the match then.

Well,I'd say you balance it out a little,so it limits his thinking time and preparation to get in. You don't want to overturtle as he'll eventually figure out what type of approach to break your defenses with. However, I do encourage you to be as aggressive as possible since Chipp has paper-thin defenses. Risk when there is a possible reward, but don't be foolish when he has punished the same thing twice. You may not exactly catch a Chipp too often though, but it's not a bad idea to try at times. Stay in the air as often as possible, seeing as how j.K stuffs a lot of Chipp's aerials. When you anticipate an air teleport, the best possible outcome is you air throwing him (and it's not as hard as you think it is).

Dizzy

 Dizzy

Old Notes (AC)

This matchup is all about chasing and then defending whenever dizzy has her stuff out. HS fuujin isn't effective here as most of her projectiles allow her to be safe from it, so you're gonna have to approach another way. When chasing Dizzy,you have 2 options. Either dash and throw out a 6S (and autoguard her 421S projectile), or superjump/IAD in with jK. However, if she has a bubble out,you're far better off just turtling, or if you're a daredevil, go for the 6k autoguard. Just remember that dizzy is weak when she doesn't have her projectiles covering for her. Dizzy is very susceptible to shitsu pressure as she is not able to do anything once you have it going (other than DAA/overdrive). So you can capitalize there once you score your knockdown. Her lack of reversals makes Anji's shitsu pressure shine. But this match isn't just about chasing, it's about defending too. There are many situations in the match where Anji has to block just because Dizzy has a projectile out (sometimes two). Dizzy has a good pressure going once she sets her stuff up, and it's not to be taken lightly as it could cost you up to half of your hp. Try to find a hole in a repetitive string, or surprise Dizzy with a daring autoguard. Just keep your eyes open...

Eddie

 Eddie

Old Notes (AC)

zoning/spacing/poking: look for opportunity, don't be hasty or bad things will probably happen to you. zoning shitsu at far range is helpful. if he leaves shadow vulnerable you may try to kill it with a quick recovery attack like 2K. if it's dead he'll have a lot more trouble keeping you out while it recharges.

pressure:

eddie has trouble against anji's butterfly pressure because he lacks reversals and his DAA is sucky too.

defense:

if you block his 236K shadow blade thing you can block the first hit then autoguard second hit but I warn you it is very difficult to do consistently and if you mess up you will get hit. If you just want to block (usually the safest option) try to block his 6K overhead on reflex, if you can't you'll have to play guessing games. He may also try to command grab you which you can jump to avoid when you predict it. If he's doing too many 6Ks and grabs just jump and you'll get out, he needs to use low moves or mixup falls apart. Fujin during his blockstrings is usually a bad idea. Reversal Fujin is on the other hand, very useful against okizeme unblockables involving the drills.

5A seems to work well as anti air in this match

combos:

- On combos are a bit hard to land, fujin loops are a little on the limited side of things.

- on the plus side you can use 5S5H2D 236S-blah juggles against him in corner for good damage

special combos to ruin eddie's day:

basic no fail combo: 5S5H 236H-D run 5S5H2D236S-S

raw 236H-D > dash 5S5H2D236S-K > KSH

5H 236H-D > dash 5S5H2D236S-K > KSH

2S2D 236S-D > dash 5S5H2D236S-K > KSH

do 5S so it hits him when he's really high up and delay the 2D from the 5H, then the followup shouldn't be a problem

Useful information: Anji can escape ALL of Eddie's unblockables with reversal HS Fuujin(though if he places them just at the edge touching you,that's a true unblockable).YES,EVEN THE PUDDLE.However,I haven't checked if you can 3k into p autoguard for puddle,can someone confirm if it's possible? Remember,there's a super risky autoguard extension that is invincible on startup (or practically invincible) which uses 25% tension.You might want to consider it if you're in trouble and they have no bursts,however,if you're baited,the consequences are severe.

Faust

 Faust

Old Notes (AC)

Round start: Fausts usually start off with 5K, 2P, or involves jumping.The jumps can easily be caught by SJ jK and you start the match off already in his face. 5K is when he's aiming for a counter hit since it knocks you all the way to the wall and then he starts his zoning crap. And 2P is his "safe" start where he just watches your first move. 5K can be beaten by HS Fuujin at the start,but nothing can catch 2P since it recovers too quickly.

Far Range (Out of HS Fuujin Range)

This is where Faust plays most of his zoning game. He'll usually throw out a random item and then try to catch you of guard with the Stab. If he's an experienced player against Anji, he'll also occasionally jump FD Cancel into j.HS to keep Anji from SJing in.

Solutions: Running FD/SJ. Note that you might be pushed back to square one whenever, but that doesn't mean it's going to stay like that forever unless he's guessing your attempts right every time.

Mid Range (HS Fuujin Range, Out of 6S range)

Now that you've gotten closer, you have the option of "psychic" fuujin in his face. However,this should be used sparingly, since he still has range to deal with you.

Solutions: IAD, zone with shitsu, running FD, SJ j.D.

Poking Range (6S max range, 5P max range)

This is where things get a little... messy. Both of you have potential pokes and threats at this range. Faust has his handy 5K, 2P(poke), FB, he can dash up and start pressuring you or he'll just flat out jump and throw a bag at you. Usually at this range, there's an item that was just thrown out. Be aware of what it is and use whatever you need for the situation. Don't be afraid to lose a few steps.

Solution: 6S to poke, HS Fuujin, dashing 2D, jump backwards and IAD in, jump in, 2S.

The rest is just close range and it's basically another character that doesn't have an "OH SHIT" move (well, maybe his poke Overdrive and that FB which beats all lows). here isn't much else to it other than incorporating your own style into the pressure.

I-No

 I-No

Breakdown by Klaige

Overall Analysis and thoughts: In general this isn't a horribly lob-sided matchup. I would put it as a 6-4 or 5.5-4.5 in Anji's favor, I lean more towards 6-4 for the fact that Anji can be so disruptive to I-no's best oki situations, while I-no struggles to be disruptive to Anji's. All that said this is one of those matchups where it's going to feel a lot smoother for Anji than it is for I-no despite being closely contested.

Anji's ability to shut down note oki with 25% meter, the threat of HS Fuujin blowing through zoning or pokes, and general risk/reward can all be extremely frustrating for I-no and force her to take risks that in the long term do not pay out nearly at the level or consistency that Anji can grasp in this matchup. Neutral must still be navigated carefully for both characters. Anji's who recklessly HS Fuujin as their main tool in neutral will find themselves being counter-poked or even hit with CH Stroke for serious damage. As long as Anji uses the threat of HS Fuujin to compliment his other neutral options he will find it much easier to gain offensive advantage in most situations than I-no will. The threat of HS Fuujin forces I-no to be more diligent in neutral and not recklessly zone with notes or HCL as getting CH leads to full confirms and a knockdown for Anji. Once Anji has a knockdown I-no is in a very difficult position as without 50% she must rely on risky options such as slashback to truly challenge butterfly oki. On the flip side, I-no scoring a knockdown is usually a huge reward for her and allows her to start some of the most oppressive offense in all of Guilty Gear. However Anji's FB Kou negates a vast majority of her best note Oki and forces I-no to take much less air tight or rewarding routes to establish consistent oki. This is probably the single most favorable aspect of the whole matchup for Anji. I-no must respect Anji's oki. Anji can disrespect I-no's without any meter and can often times completely negate it for 25% I-no stays competitive in this matchup by having massive rewards off any CH. If she calls out a Fuujin or baits an auto-guard her reward and damage payouts will almost always outpace Anji's. For I-no to succeed in this matchup she must maximize every confirm, and be willing to adapt to unorthodox mixups to work around auto-guard and HS Fuujin. Looking for more tick-throw or empty dash throws will be a key component to I-no establishing any foothold on offense. Always remember, HS Fuujin can be thrown and it has long startup. General Assessment Like all matchups you want to assess areas of weakness on both sides. Anji's most notable weaknesses are strong lows, challenges to butterfly okizeme, and air superiority. In this matchup I-no has some solid lows, but falls short in challenging butterfly Oki or establishing air superiority. Thus we now look to our strengths and the potential weaknesses of I-no. I-no's biggest weaknesses from my perspective are her noted deadzone at midrange aside from using HCL, her lack of fast far reaching pokes to contest pressure like butterfly oki, and dealing with anyone who can reliably contest or force major concessions in her note oki. With these ideas established I move on to how I want to approach a matchup in terms of the basis of my overall gameplan.

General Gameplan for Anji in using his best tools:

For Anji the first thing to usually look at is “How viable is Fuujin”. If a character cannot easily contest Fuujin or has to take great risks to do so that becomes the base of both the neutral and offensive pressure gameplan. In this case I-no has some good tools to snuff Fuujin in 2S, Stroke, and 2D. However the best answer (stroke) comes with the risk of being easily counterhit by Anji's 2S, which leads to a full combo. This means that if we can snuff out stroke a few times I-No is going to become much more hesitant to throw it out as an anti-Fuujin option. Once this happens Neutral becomes heavily favored towards Anji as HS Fuujin is now a consistent threat. Further highlighting risk/reward, this starts to favor Anji heavily as I-no is not only lightweight, but has a wide falling hitbox which allows Anji to hit his most efficient combos for minimal meter usage. While Anji cannot keep pace in a raw damage race, his opportunities for his biggest confirms come more frequently once Fuujin is safely established. Alongside Fuujin, the next most important thing to establish is how strong Butterfly okizeme and pressure is in the matchup. In this matchup I-no has almost no ways to contest butterfly on oki without committing to 50% meter for reversal super or using a DAA. Her normals are too slow or lack reach to contest small gaps, and her backdash while traveling far is not overly fast, and thus anytime she is under 50% meter Anji can run his entire gambit on mixup. Even when I-No has 50% meter there are plenty of options to bait both Super and DAA, Gatling into Fuujin or 6P can stuff DAA, and while Super is almost impossible to punish if blocked, planning a Fuujin, or going over the top with a K stomp or super jump J.D into falling normal allow for consistent pressure and will make I-no feel uneasy about committing the meter This also means that since I-no's counterpoke and escape options are fairly limited Anji can utilize heavy frame traps or longer pressure strings to crank the risc guage. Once I-no has even modestly raised risc she is in real danger of eating obscene damage (often 250+) into another knockdown. FB Butterfly is extremely viable in this matchup. I-no's wakeup timing fits well, she has a deceptively wide hitbox, and without meter her options to contest are sub-par. When Anji has 50% to combo an unblockable into FB Rin or is near the corner to take advantage of the big corner combo knockdown options he has against I-No this is particularly alluring option to take. Even forcing a burst out of a FB butterfly setup is a net gain for Anji. 25% meter to take away one of I-no's prime escapes from pressure is huge especially considering that Anji is one of the easier to burst characters in the game when doing optimal combos. In general a knockdown should only be sacrificed against I-no for obscene added damage or a combo that will finish the round, she has to hold butterfly mixup in most ideal situation and even some less than perfect spaced ones, and when I-no is blocking, she is not putting you in her own mix, so seek these knockdowns accordingly. Neutral Gameplan Normals, counter-pokes, and challenge options:

Now that we've established both Fuujin and Butterfly are potent options in the matchup we can start looking to more neutral centric options in the form of pokes and movement. The usual solid pokes fron Anji (5P, 6S, 5S, 2S, 6P, 3K, 6K) all have their uses and can lead to strong rewards especially on counterhit. I'll highlight specific ones in the situations where they shine. 5P hits I-no standing and as always is a solid anti-air and anti airdash poke. Reward on CH is bonkers for the minimal risk and since 5P is a level 3 move and very + on block it should not be ignored as a safe check option against a dash happy I-no. 6P is especially good in this matchup as it can blow through HCL for a counterhit when properly timed. As always this is an execellent anti-air dash poke and can easily deter I-no from hover dashing in without first covering with a note for safety. 2S as highlighted in the Fuujin section is an excellent poke to stuff any use of stroke to get in. It reaches far, hits low, and on CH leads into 5H xx HS Fuujin for full confirms. 6K is incredibly important in this matchup for contesting hover dashes, notes, and especially dives. This is Anji's best autoguard normal and autoguard can do heavy work in this matchup. Blatant dives should be swatted with 6K and 6S as often as possible to try and shut it down as a go to option for getting. In general Anji outranges I-no heavily aside from use of HCL and note zoning. Both HS Fuujin and 6P can punish attempted HCL in neutral for a big payout. The optimal space to be in this matchup is right around max 6P range as this is a notable deadzone for I-no and she will have to resort to trying to counterpoke with things like Far S or stroke, both of which we have answers for if Anji doesn't commit too harshly or overextend his pressure. Movement options: Movement in this matchup also favors Anji in most situations.

Anji's superjump along with J.D provide plenty of air mobility and options against a character who has to use pretty heavily committed buttons like 6P to anti-air, or have to resort to stumpy anti-airs like 5P. Threats of HS Fuujin, autoguard normals, super jump, and strong air normals allow Anji to move forward into his ideal range with relative ease overall. I-no often has to commit harder than Anji to get to her ideal position of scoring a knockdown. HCL, dives, and stroke all can be rewarding with a confirmed hit, but are challenged by Anji's ability to HS Fuujin or look for strong counter-pokes or autoguard, all of which carry fairly minimal risk as long as they do not wiff (and even HS Fuujin on wiff allows for wiff followup scramble situations, which can often be beneficial to Anji). Both of these characters have good mobility options and can definitely chase each other down, however Anji gets to do so with overall better risk/reward since without utilizing air dives I-no's general mobility becomes much more linear and thus more viable to counter with a well placed poke or autoguard. Defensive Gameplan On the defense side is where Anji truly tips this matchup in his favor in my opinion, this all revolves around 2 specific options: HS Fuujin, and FB Kou (autoguard counter)

As a foreward I strongly suggest bursting early if I-no gains offensive advantage. Even though Anji has potent ways to contest note oki, I always advocate bursting early against strong mixup characters to maximize opportunities for multiple bursts if needed. I-no absolutely qualifies in this category. Reversal HS Fuujin is always a threat and thus I-no is put at great risk if she attempts any note oki that isn't extremely meaty and spaced well enough that she can challenge a reversal Fuujin with a poke or option of her own. Any hoverdash behind a note that is bypassed by Fuujin puts I-no at very high risk of being smacked out of her dash. Once Anji has 25% note oki becomes essentially off the table. As long as the Anji player can reliably wakeup 6K the note (which can be tricky but extremely consistent with even modest practice) I-no now must abandon any attempted mixup as FB Kou is a free escape for Anji, and a knockdown if I-no is caught up in the counter animation. Because of this anytime Anji is at 25% meter I-no has to forfeit her best offensive position as she has absolutely no way to punish or call out FB Kou since it is invulnerable to strikes for so long and recovers so quickly. This puts I-no in the precarious situation of having to adapt mixups that revolve around empty hoverdash into meaty lows to try and snuff 6K or reversal Fuujin attempts, this is a huge win for Anji overall as meter is plentiful in +R and thus by being judicious in not over using it for combos or pressure, Anji can effectively negate I-no's strongest position in the matchup. If I-no starts commiting to more bland oki like meaty lows or meaty far S Anji gains even more options to contest or escape such as wakeup backdash, wakeup 3S to autoguard a low, or simply blocking and FD-ing to create a little space, as without a note atop him I-no's pressure and mixups become much more manageable overall. In non oki situations, re-dashes or gaps from I-no are very succeptable to being interrupted with auto-guard so she cannot play carelessly even when offensive advantage has been established. Strong I-no players will try to adapt to this by adding in more tick throws or empty dash throws to maintain pressure and score damage. Watching for this and challenging with backdashes or 3K due to it's throw invulnerability are always viable options, and if you're forcing I-no to look for throws instead of a high/low mixup that's already a big tipping of the scales to your favor. Final Thoughts: The general way to look at this matchup is that Anji can play his usual game almost to the T outside of not being overly reliant on HS Fuujin and more using the threat of it's existence in neutral to force I-no to take concessions. I-no however must work around HS Fuujin, respect autoguard and FB Kou, and will struggle to escape butterfly pressure without strong defense and careful meter usage. I-no will have to make more adjustments than Anji by a wide margin and thus while learning this matchup it will feel extremely frustrating at times. It is by no means unwinnable as I-no has plenty of tools to succeed, she will just have to play outside her normal comfort zone to do so.

Jam Kuradoberi

 Jam Kuradoberi

Old Notes (AC)

Well, from one thing i've learned from playing against Jam is that Anji's 5S is dangerous against her. Don't let her get away with charges! For her ground work, most of her moves roll from high to mid to low so if you can recognize the pattern it can save you from wall loop and pop in with 2D when she least expects it. Also, we obviously know that Jam and other characters like that (chipp, millia, etc.) are much faster than Anji. In spite of jam's speed in strikes, suprisingly you can outpoke her, with things like 5S into 5H. The big thing I notice with Jam is that she requires momentum in order to work, and her speed builds it obviously. Her 6HS is THROW INVINCIBLE.Do not attempt to throw on wakeup or eat heavy damage. -Puffball FB can be beaten by 2D! -Jam can parry your shitsu on wakeup and throw out a 2D in your shitsu string.Be ready to bait/punish with dashing 2HS/6S IAD string. -She's a floaty,meaning combo combo combo!

Johnny

 Johnny

Old Notes (AC)

It's hard to say either has an advantage. I might just barely give it to Anji, though it really seems like it's become a harder matchup for him, as well. The essence of this matchup is simple: both players need to respect their tools at neutral. As Johnny, I need to feel like I'm staring down the barrel of a gun when you're at a half-screen's distance. As Anji, you need to mess with my sense of timing so I can't counter-poke you. The purpose of this is twofold: you want to be able to get me to whiff something, but you also don't want me thinking about hitting you with an anti-air. Once you divert Johnny's focus from that, it opens up another avenue for you to get in.

While Johnny does struggle against Fuujin, it's mainly because his counters to it are pretty strict in terms of timing. He actually has a lot of ways to beat Fuujin (2K, 2S, 2D, c.S OS, f.S OS, 6P, MMF, even coin if you do it from a certain distance), he just has to be bold enough to call it out (hence the respect thing I mentioned before).

Also, you really don't want to over-commit against Johnny. Keep your anti-airs as simple as possible (5P will make short work of most Johnny jump-ins) and don't get too emboldened with GP's/counter-pokes in general.

Once you get Johnny blocking, things become much easier for you. As long as you time meaty butterfly right, he has to respect it. You can really just go nuts on him when he's in the corner.

That being said, Johnny's corner oki is not easy for you to deal with. You can attempt a reversal Fuujin, but all it takes is a well-timed meaty to shut it down. Or hell, he can just throw an upcoin, block, and see what you do.

Justice

 Justice

Overview

An archetypical zoner vs rushdown match-up. Can feel like an extremely difficult match-up if you are unable to get in, but Anji has strong pressure options once at close range.

Goals

  • Ideally try to win the initial round start interaction. Do not back off.
  • If you can't do that, patiently attempt to get in past nukes and Michael Sword, and win once up close.
  • Pay attention to her jumping patterns and anti-air appropriately as she does not have an airdash. When she uses a Michael Sword in the air, she cannot use it again, so it becomes easier to anti-air her at this point.
  • Keep Justice cornered once you have the advantage, and ONLY go for a knockdown out of the corner if you plan on using an FB Shitsu unblockable.

Neutral

General Strategy i.e. How Do I Get Past Nukes?

Getting in will be the hardest part of this match-up. Approach patiently and methodically, and do not try to brute force your way through. Cycle through these different approach options below.

Basic Options

  • Dash and FD brake: Move in this way until you're in poke range.
    • Tension is very important in this match-up, so opt to take the chip and don't FD the explosions and only FD to stop movement.
    • Guard bar will often be flashing with this strategy however.
  • Clear Nukes with Extended Hurtboxes: Alternative option that is potentially stronger. The explosion will only hit Anji once and will cause negligible damage, and you will recovery quickly. This is particularly important to use if Justice commits to a jump after a nuke, freeing you up to anti-air Justice after. You also do not have to worry about guard bar with this strategy. The downside here is that Justice can pre-detonate a nuke causing an unfavourable interaction with your poke instead resulting in a knockdown.
    • 5K, 5H, and 3K can be used for P Nuke. 5K should be your go to poke. The other pokes can be punished easily with pre-dets.
    • 5P, 6S, and 3K can be used for K Nuke. 5P should be your go to poke. The other pokes can be punished easily with pre-dets.
    • Video Example of Nuke Clearing:
  • Once in poking range, these three pokes tend to be your best options:
    • Dash 6S: Further range of all your pokes that can reliably challenge nukes. You can time the GP frames to blow through nuke explosions (both K Nuke and P Nuke). In particular, if Justice does P Nuke into a high nuke with no K Nuke out, you can GP into Sou to punish the P Nuke. If there is a K Nuke however, you need to let the 6S rip, with the aim of having 6S's hitbox trade with Justice, clearing the nukes in the process. Worst case scenario, Justice is able to blow the nukes up manually before the GP frames and you get knocked down.
    • Dash 2S: Goes under K Nuke and can stuff her out of the start-up of another nuke set, Michael Sword, or her various get off me normals. Less range than 6S however, so you need to dash in pretty deep.
    • Dash 2D: Same idea as 2S, but slightly riskier due to the higher recovery. Also low profiles fS and Michael Sword.
  • Reset Neutral by jumping over Justice with dashing Super Jump (optionally come down with a falling jS): If there are too many nukes on the screen, a dashing super jump will allow you to jump over Justice completely, reseting the neutral situation, as they will have to start their Nuke patterns from scratch again. Coming down with a max range cross-up jS can be hard for Justice to anti-air. Justice will have to counter this with air-to-air jK.

Riskier Options

  • Super Jumping directly into Justice: Pay attention to their nuke patterns, as you will only score a hit if they did not set a H or D nuke. You can try to IB (or even slashback) the last hit of the nuke explosion to regain air options, and double jump to avoid having to block Justice's ground normals. If you slashback the last hit you can potentially come down with a falling normal, but it is really easy to SB the earlier hits by accident, at which point you will end up eating the remaining hits.
  • IAD jPPKS: This can catch them out of the start-up of a Nuke set, but only works if they did not already set a K Nuke or S Nuke.
  • H Fuujin: You can technically H Fuujin through the nukes if they do not manually detonate them. Do not be too reliant on this.
  • GP into Sou: Timing a GP into Sou can sometimes blow through nukes, but tends to only really work against P Nuke with no K Nuke out. It does not work well against K Nuke. Nukes can be manually detonated to mess up your GP timing however. Note that Kou does not have enough invincibility to blow through the nuke explosions, so do not even think of using it.

Metered Options

  • FB Shitsu > (Optional FB On after): FB Shitsu will not nullify the nukes, but it'll go past the nukes forcing the Justice player to respond to the projectile.
    • You can use FB On immediately after to get in, dodging the nukes in the process with the strike invincibility, although Justice can potentially punish it.
    • If they block the FB Shitsu, they will not be able to punish the FB On.
    • If they jump forward to avoid the FB Shitsu, they may even get caught by FB On.
  • Issei Ougi: Sai: If you are in range, you can punish a nuke set with Sai on reaction.
  • Kachoufuugetsu: GPing through a nuke explosion and then using the Kachoufuugetsu invincibility to get past the other nukes can work once in a while, but do not rely on this as it's incredibly easy for Justice to punish.

Dealing With Blocked Michael Sword

  • Once you are in, you will often times end up blocking a string that will end with Michael Sword to push you out.
  • After blocking a Michael Sword, they will often try to frame trap with another attack (TK Michael Sword, Valkyrie Arc, 6H, etc.) that can be hard to challenge.
  • A relatively safe way to deal with this is to let the second attack whiff and throw out a Shitsu, forcing them to block.

Poking

Primary Pokes:

  • 6P: Dodges and punishes fS, counters 2H, and can stuff 6H pre-emptively. Loses to Michael Blade, so do not use it too much.
  • 6S: Can hit Justice while trading with nukes. Can also stuff all of Justice's usual mid range pokes if done pre-emptively, so it becomes a particularly strong pressure tool once nukes are cleared. Be wary of getting caught by Valkyrie Arc.
  • 5S: Stuffs Michael Sword, 5K, 2K, 2S, and 2D.
  • 2S: Counters Michael Sword, 5K, 2S, and 2D. Counters fS if done earlier, but loses otherwise.
  • 2D: Counters Michael Sword, 2S, fS, and 2D. Lose to 5K.

Justice's Pokes:

  • 2H: Extremely disjointed and highly rewarding. Do not try to challenge while active, either stuff it on start-up, or punish it during recovery. 6P is probably your best answer to this. You can also whiff punish with 5H.
  • 6H: Extremely large hitbox that is often used to punish H Fuujin. Somewhat slow start-up, so you can counter it pre-emptively with 6P or 6S. This will rarely whiff due to how large the hitbox is, but on whiff can be punished with IAD jPPKS.
  • Micheal Sword: Get off me special. Can be countered with H Fuujin with good timing, or 5S if close enough. 6S sometimes will autoguard and counter it at far range. Otherwise focus on blocking it.
  • fS: Fast get off me normal that can contest a lot of your pokes. Can be beat with 2D or a delayed H Fuujin however.
  • 5K: Another fast get off me normal, but not very strong in this match-up as it loses to a lot of Anji's normals, particularly 5S and 2S. Safe against H Fuujin.
  • 2S: Stagger on counter hit. They shouldn't be using this to much however as it loses to most of Anji's normals as well as H Fuujin.

Anti-Airing

The primary jump-in you will be worrying about is her j.H. j.D can also work as a jump-in but is fairly easy to anti-air and doesn't hit as low.

  • 5P: Extremely good in this match-up. Her inability to airdash should allow you to space yourself in a way where you can consistently use this as an AA.
  • Air Throw: Although her j.H has a large hitbox, it's actually fairly easy to air throw.
  • 2S low profile: As long as she's not on top of your head, you can low profile j.H with 2S. Dashing under her jump is viable due to her lack of an airdash, and punishing a whiffed j.H with 2S can score a counter hit.
  • FB On: Her lack of an airdash makes her really susceptible to FB On. Use it when she is attempting to jump over Shitsu and FB Shitsu.
  • On: To a lesser extent, On can also work decently as well to catch her jumps, but is hard to use when nukes are out.
  • 6S: Used to snipe Air Michael Blade.

Can You Fuujin in Neutral?

No, nuke detonations can easily stop H Fuujin. She can also directly call it out with 6H, Valkrie Arc, and reaction Overdrives. Primarily useful against the occasional, unprotected Michael Sword or against fS and 2S.

Round Start

Notable Options:

  • Dash 5P: Beats almost every option from Justice except 2S, 6P, and Valkyrie Arc. Your go to round start as you can combo into 5H into a full corner carry combo.
  • 5S: Beats Michael Sword and 5K and leads to a Fuujin Loop combo. Loses to fS.
  • 6P: Specifically a counter to fS and 2H. Leads to full Fuujin Loop combo. Loses to everything else however.
  • 5D GP > Sou: Beats pretty much every mid option round start. Loses to 2D and walk up Valkyrie Arc.
  • 2S: Counters Justice's round start low option 2D and leads to a full Fuujin Loop combo. Loses to most mids.

Offense

Pressure with 5P

  • Justice's crouch blocking animation gets hit by 5P.
  • Technically 5P will whiff on neutral crouch, but Justice's will rarely use that as a tool to avoid 5P.
  • Use 5P > 3P or 5P > delay 2S/2D as a basic mix-up option during Shitsu.
  • Mix in staggered 5Ps to frame trap Justice and discourage mashing.

K Kai vs Justice's Throw

Justice can throw any attack after a blocked K Kai due to how large her throw range is. You will need to learn to either avoid using K Kai too often, or bait the throw consistently.

Shitsu Reversal/Escape Counterplay

  • IB Backdash: Punish with dash up 5K, or dashing H Fuujin.
  • IB SBT: Very little invulnerability. Just keep blockstrings tight and leave no gaps and you can counter hit it on start-up.
  • IB Michael Blade: Dash up 2P will allow you to block the Michael Blade in time. You can call it out pre-emptively with K Kai, but they can FRC and punish the K Kai if they have tension. If you have not commited to an attack, you can punish with 6K GP > Sou or H Fuujin after the Super Flash. SB on reaction to get a dashing punish is also an option. If you block it normally, it's -14 but can be difficult to punish if not in range. Reversal Issei Ougi: Sai is an easy punish option if you block it normally.
  • IB Imperial Ray: Not fully invulnerable, so you can avoid this by keeping pressure extremely airtight. If you block it however, assume you will be pushed out to neutral.
  • Dead Angle Attack: Fairly safe on block, punishable mainly with IB 5P. Since it's difficult to punish on block, try to rely on having the Shitsu Hawk hit Justice during the recovery, or try calling it out with K Kai or GP.

FB Shitsu Unblockable Setplay

  • Very potent midscreen since it can lead to a Fuujin Loop that rebuilds the meter into another unblockable
  • Due to how big her hitbox is however, it is very difficult to get a meaty FB Shitsu into a 5S > 2S unblockable on her.
    • 5S > 2D at a further distance also works to lock Justice down, but you will need Tension to convert.
    • Easiest to lock her down with 5P, 2P and 5K instead.
    • FB Shitsu > dash 2P > 2K > 6P > 5H is an easy to time set-up that leads to a full Fuujin loop.
  • OTG FB Shitsu is fairly effective on Justice because if they tech the OTG neutral or back, they will have to block the Hawk in the air.
  • FB Shitsu Unblockable Knockdown Notes:
    • From On Midscreen Knockdown: 2366D > dash 2P > 2K or an immediate 236D > dash 5S > 2D is most stable.
    • Corner Unblockable off On: BNB with On into corner > 5H knockdown > Immediate FB Shitsu cancel > dash 5P > 2D.
    • Corner Unblockable off jH: Any Super Jump Combo > Falling jH > dash 5S > 2S. This is the most consistent way to land 5S > 2S unblockables on Justice.
  • OTG FB Shitsu Unblockable Set-ups:
    • FB Rin in corner > dash (optional 5S) > 5H > FB Shitsu
    • FB Rin in corner > FB Shitsu during bounce
    • Close Range 2D > FB Shitsu
    • Close Range S Fuujin > Nagiha FRC > FB Shitsu

Defense

Getting out of Pressure

You will not have much chances to disrespect Justice's pressure up close. If they are pressuring properly, they will often have their mix-ups covered by Nukes, and you will often be reset to neutral on hit or block.

Assuming they are close, you should try to guess between 6P overhead or 5P(2) low and walk-up throw as the standard mix-up.

Abare 5P is strong in this match-up due to her large hurtbox.

5P is also extremely important for this specific scenario: If Justice does K Nuke into jump forward as a pressure sequence, detonate the K Nuke with 5P's extended hurtbox, and you should now able to anti-air Justice freely.

Combo Routing

  • Midscreen H Fuujin > K Hop > 5P link is very lenient, so you do not need FB Rin that often.
  • Super jump air combos with falling jH are useful for keeping corner, and pretty much every possible variation works on Justice.
    • Make sure the falling jH hits low to the ground as Justice has a tendency to tech when it's too high.
  • Orb knockdown is difficult on her, so avoid using it.
  • H Fuujin > Nagiha in the corner rarely knocks down.
  • Instead do H Fuujin > Nagiha > 5P link, which is very lenient on Justice.
  • No early On extensions are available for Justice with the exception of a super jump combo.
  • Take advantage of jH > Orb RC > airdash jS > land 5P extensions midscreen for corner carry (see 'Useful Combos' for examples)

Noteable Combos

  • Midscreen Air Combo RC Extension: Launcher > SJC > jK > jS > jH > j214P RC > late airdash > jS > land > 5P > [623H] on [SJC9 > jK > jD > falling jH]
    • jH needs to be hit meaty with Justice's hitbox at a higher height for j214P to connect.
  • Early On Extension: 2 hits > 623H > SJC > jS > jP > jS > jH > jD > (j214P in corner)

Useful Punishes

Fuujin Opportunities

  • Michael Sword: Only if no nukes are on the screen.
  • fS: Delayed Fuujin only, and only if no nukes are on the screen.
  • 2S: Really easy to Fuujin punish. Again only use if no nukes are on screen.
  • Michael Blade: Can be done post super flash on reaction.

Guardpoint Opportunities

  • Michael Blade: 6K > Sou can be done post super flash on reaction.

Slashback Opportunities

  • NB: Risky, but slashbacking the last hit of the Nuke explosion can be done to gain extra air options, or to catch Justice unaware with a falling air normal.

Other Useful Punishes

  • 6H: Punish whiffed 6H with IAD jPPKS.
  • Blocked Michael Blade: Issei Ougi: Sai.

Match Footage

Large archive with many matches between AGF (AN) vs Hotta (JU): https://www.youtube.com/watch?v=4Bke-AxXNCE

Kliff Undersn

 Kliff Undersn

Ky Kiske

 Ky Kiske

Old Notes (AC)

Zoning: In general though both players need to be patient and space/zone a lot. Ky has longer range projectiles than anji of course, but if anji is pretty far away jumping around, especially with jD, Ky cannot hit him without advancing because none of his projectiles move upward. His air projectiles all have at least a slight downward arc so if you are too far away and high none of his projectiles can hit you. When he moves in he's making risk. You can't do anything to him either without taking some risk by trying to move in, unless he does first. If he's throwing a lot of jDs out and especially the force break jD, it will be very hard to move in. If he uses the force break it's best to back away from it if you can until it's over. The players have to look for weakness in each other's defense to begin their pressure, even if it's not a hit, just getting something blocked that you can pressure from. Occasional shitsu at far range can be useful but will lock you in place and unable to defend if he did air stun edge, so usually don't. you can't air block his FB cross move in the air without FD Poking: nothing is especially abusable with either character imo. Anji's basic pokes with 2S and 6S are fine. dash 2D can be a good surprise attack as it goes under some of his good pokes like fS and 5H as well as stun edges.

Pressure/mixup: Don't do shitsu predictably in blockstrings or he can stun dipper under it. He cannot reversal stun dipper under shitsu on wakeup if it's on top of him already though. You can deal with his reversal DP by 2D which will cause a double whiff, or 2S (far range) which is better. Kenji says running into him with 6P will counterhit reversal DP. Cut back on the stomp crossups cause his DP deals with crossups well. Contrary to what some say, he cannot throw you after IBed P stomp, no one can. Learn the proper range for non-okizeme shitsu pressure. He can use moves that move him forward to get out but it's not a big deal if you do strings properly spaced. The shitsu will fall on him for doing 2S6K if you block it. If he does 2K6K and you are at proper distance he'll just flat out miss you if you do nothing. If he uses 6K or 6H straight up you can easily beat those with almost anything you want. Just get used to the ideal range for blockstring shitsus and it will work fine.

Defense: Ky's overheads are 5D and greed sever. Both can be reacted to and if you block you can get a small punish or at least start pressure. They don't do a ton of damage unless your guard meter is up either but still not fun to get hit by them. He can combo decently from his throw so keep an eye out for tick grabs. He may try 6P6H string for pressure. This can be dealt with by autoguarding the 6H, 236Hing through it, or you can try to backdash to dodge it, or whatever. Be aware that Ky can do 6P 2D to hit you for doing these things but most Kys will not do that often because they want to pressure and they know 2D blocked is usually end of pressure. Any non FRCed projectile is a free fujin in range and if he's doing it in a blockstring you will be in range. Even on wakeup you can do this with reversal fujin to go through CSE and air CSE. Beware he may try the force beak ball which you cannot fujin through but that costs meter obviously. In the event you do just decide to block CSE try to IB the hits to gain extra tension/possibly escape. Autoguards have limited use but can still get you out of some bad situations. Stun dipper is annoying but if you block it you can IB the second hit and dash 5K/5S for a free B&B combo if he doesn't frc it.

combos: - combos into On are difficult to land - fujin loop combos should be used whenever possible

Overall: Fair matchup, very zoning oriented, in which he has the advantage, but it's not a huge problem unless you are lower than he is on life. IMO Anji has better pressure than Ky in this matchup and better mixups. Keep an eye out for opportunities of any kind so that you can land a hit into knockdown, especially a fujin loop. After landing a corner knockdown such as from a fujin loop, go into corner pressure, and kill him.

May

 May

Millia Rage

 Millia Rage

Old Notes (AC)

Pin can be auto guarded with 6K if timed properly, gotta be able to tell which pin is thrown, the slower one of the faster one (risky but rewarding overall.) Depending on what she was trying to do (usually get all over you), you can occasionally autoguard the pin into P counter and catch her attempting to get in. From there you can either try to put some pressure on her, or just guard the pin. I would say that any Oki disk if placed right (not just the FB) will make fujin pretty useless. Since the disk is wide enough to hit you even after the invincible frames of fujin, if she places it at the right position, even reversal fujin will get stuffed into a free combo (especially if in the corner). I don't recommend attempting to fujin out of Oki disk unless you can blatantly tell that she is putting it on you too close, and even then you will get hit at the end of fujin unless you input fast enough at the end of it, preferably into HS follow up to autoguard the disk and maybe do something cute. Doing any other follow up (even the K or the patented "nothing" I believe) will reshape your hitbox and you'll end up getting hit by the disk in the end. Anyhow, the best option to "get out" in my opinion would be to reversal time 6K the disk and hope you aren't getting hit low. Much safer to attempt when she is jumping on your wake up. Not sure if P counter beats her 214P, or either of the counters actually. That option of hers' seems to kill the wake up 6k. Otherwise you can just block, really well. The only semi good thing about this match is, with tension you probably only need to get 2 combos off and the round is over. Wish I had more to say about this match. I will have to do some more research. Not a whole lot of people seem to know much about this match up, so I'll try to do what I can. Be really F'ing careful if you ever try to 6K the disc on wakeup since it usually does NOT hit meaty. It can be done, but you obviously can't be predictable with it. If you're desperate to get out of the disc setup, you can mix things up with 6K, 1f jump, or even sometimes forward superjump (when she doesn't go for or screws up a meaty). The forward superjump option will escape all threats of the disc if successful. If you counter her meaty with 6/3K, the disc will certainly hit you unless you use the Force Break or Overdrive GP specials. I'm not sure about her combo options after being hit by the first (or first few) hits of P or K GP specials but I'd assume for now that she won't be able to follow up very well. More on this after the next time I play against Millia again. This is a fairly tough matchup due to Millia's oki options usually being reversal/burst safe.

Order-Sol

 Order-Sol

Old Notes (AC)

Use 6S for a max range poke very often,order sol has trouble getting in without getting hit by it (generally you'd autoguard everything he throws out at max range) Order-Sol's DP will go over 2S/2D(mid-far range).So use them in your oki/shitsu strings more often to bait out that DP.

Watch out for his Force Break,it's a low even though it looks like a high.And to top it off,he can combo off of it.

When in a Order-Sol blockstring,BEWARE OF CORNERS.If you're in a corner,he may try to tick grab into serious damage.Generally,both characters have a lot more options when the opponent is cornered.However,Order-Sol rushdown can be long...so be patient and WATCH OUT FOR THAT BANDIT REVOLVER FRC.

When Order-Sol uses IAD towards you,6P.That should beat everything he has(he whiffs storm viper I believe).

When you get knocked down,here's Order-Sol's options:

1.2D cancel into combo.

2.Keep pressuring with normals(while building up your bar again).

3.Dust.

4.GUNBLAZE.

5.Tick grab.

6.2H if he has 50% (its an overhead)

7.6K on wakeup is good (has throw invincibility frames)

So keep your eyes open,though most Order-Sols prefer to use Gunblaze more often(even whiff one to cross you over again).Holding 4 and pressing K on reaction to gunblaze works best.

Potemkin

 Potemkin

Old Notes (AC)

5P is really good in this matchup cause he can't crouch under it - potemkin buster is scary so try to avoid using attacks that extend your hitbox in such a way that they may be Pot bustered such as 5P and 2S. You must make sure you're not too close though or those moves will be thrown as well. - his anti air is really, really good so don't jump in on him/airdash at him hardly at all unless he's in blockstun from shitsu. jumping for zoning is good as long as you are careful to avoid his anti air attacks range -cut back on zoning shitsu, it's pretty useless if he starts doing his flick Defense: - Potemkin unblockables don't work on anji. if he does heat knuckle knockdown > mirror overdrive > slidehead to unblockable as okizeme you can wakeup 6K autoguard the mirror overdrive - slideheads are free Fujin if you react to it. potemkin often try it from blockstrings, sometimes even just totally randomly. 6H slidehead is a common setup because of hte large blockstun. timing on fujin is more tricky here but always possible. you can also block attacks then backdash to avoid slidehead, but that's obviously yields no reward like fujin. be aware that his 6K overhead looks like slidehead so he may use this as a fake - he may try to tick grab you, in which case know what moves he can try to tick you from (there are a lot like 5P, 2K, 2S, etc.) and use backdash or jump to dodge the potemkin buster. you could also try 3K because it is throw invincible and will always beat command grab, but be wise with this move because it is very slow Pressure: good anji pressure is difficult for potemkin to deal with, he'll be forced to block for a good while in most cases. His large hitbox makes it difficult for him to escape shitsu pressure, plus you can use 5P a lot to beat him out of things and jack his guard. FB shitsu setups are also very effective and you may want to use them often as an alternative to FB rin combo from low, use the meter to try for unblockable. Combos: you can basically do anything you want EXCEPT normal hit 2d 236S-D because he's a heavyweight. otherwise he's extremely easy to combo with almost anything you can think of. go for knockdown combos if you must choose between damage and knockdown unless higher damage combo will kill him Overall: This is one of anji's easiest (maybe the easiest) matchups provided it is played carefully and correctly. Small mistakes can cost you bigtime but on the other hand, it's extremely hard for potemkin to deal with anji's pressure game and once anji gets rolling his chances of winning the match are high.}

Robo-Ky

 Robo-Ky

Old Notes (AC)

Offense: You should be able to get the job done on the ground for the most part. your main ranged pokes like 2S and 6S work ok. Air dash at long range is usually bad cause if he does air missles at same time you will get hit. If you predict him to start spamming air missles run up to him and 6P his face. For oki a far meaty 2S is pretty safe from his DP, I think. His DP super is annoying so keep an eye on his meter though. Kenji says to always dash into Robo after knockdowns as close as you can and then 2K otg > shitsu, gets rid of delayed wakeup screwing with your pressure. He said make sure to 2K otg as close as you can so that they can't tech so far back that they get out of shitsu's range. Defensive: - backdashing can be punished badly by several of his moves such as robo dash, so use sparingly. - backdash is still useful of course, backdash or 2P his command grab when predicted to punish robo - His anti air missile with 2H must be air FDed - his homing missles from the air cause tick damage and thus you should try to avoid them if possible by jumping - don't attack him after a blocked robo dash, you will almost certainly be hurt badly for it - watch out for his dust, it hurts tons

Combos: - heavywieght, no normal hit 2D 236S-D - hard to land combos into On, go for fujin loop combos when possible

Slayer

 Slayer

Overview

Generally you should play more low commit and you have to call out stuff like 2d, 2h ,2k and forward dashes with lows and low ag then you want to deal with iad js or jh with 5d, 6k or well spaced 5p . calling out mappa or standing pokes with fuujin or just ibing is strong. Anji and slayer have to play around eachother a lot, meaning you both don't really get downtime as both of you fight for your desired position. on oki you can call out his wakeup options with a well timed 6h after shitsu. You cannot rely on the usual oki against good slayers he can turn it around really well but shitsu into 6h covers a lot of the stuff he can do, waiting is strong too. on his offense you can read pressure resets with his dash. after slayer dashes he can bite you or hit you with a low or a mid. A good option is to fuzzy jump or to 3k as it covers bite and 2h/2k. Neutral should be a lot of dashblocking/braking and going to a sort of mid distance where you can react to iad buttons, dashes and mappa while having your normals reach, you will more often than not be the defender in this matchup.

Sol Badguy

 Sol Badguy

Overview

A difficult match-up that requires you take risks. Sol's low profile attacks and command grab mix-up lead to high meterless damage and are very effective against Anji's toolkit.

Goals

  • Play reactive and safe, and prevent Sol from getting in to start his command grab based mix-up.
  • If the Sol plays wild, up back is your least risky option. Otherwise stay grounded, and counter their approach accordingly.
  • Focus less on mix-ups and more on baiting reversals.

Neutral

General Strategy

  • 2S is your general poke to stop Sol from dashing in, stuffing 2D as well as low profiling jump-ins. Use this until they start punishing the 2S with 5H and Gunflame.
  • Once they commit to 5H, this opens up your ability to counter with 6S and H Fuujin.
  • Gunflame FRC is an even stronger 2S counterpoke, and unfortunately does not have a hard counter, and you will have to read the action that Sol commits to after the FRC.
  • Jumping is risky due to Sol's 5K and his strong air-to-air reward. If you need to jump, up back into a falling jS can be hard for Sol to contest if Sol is not close.
  • Less commonly, Sol's 2D and GV can low profile your jump-ins, and are highly rewarding, which is another reason to stay grounded.
  • However, relying on up back is a decent option against wild Sols who randomly use specials in neutral, as it allows you to punish or at least dodge Sol's many forward moving specials.

Poking

Primary Pokes:

  • 2S: Your default poke until it gets challenged by 5H, GF, and even GV. Good at stuffing a number of Sol's pokes, most importantedly 2D.
  • 5H: Useful specifically for whiff punishing Sol's 2D. Loses to 2D and GV if done pre-emptively.
  • 6S: Useful to challenge Sol's pokes ONCE you've conditioned Sol to stop relying on 2D. Particularly useful against 5H and 2S. Again, it loses to 2D, GV, and even jump back jP/jD during 6S start-up, so use conservatively.

Sol's Pokes:

  • 2D: Highly rewarding on counterhit, and happens to beats all your attacks (even 2P) with the exception of your low attacks and GPs. Bad on whiff. Can be whiff punished with 6S, 5H, or a delayed H Fuujin.
  • 2S: Fast recovering poke that's useful against H Fuujin. Hard to challenge without stuffing it with pre-emptive pokes on start-up.
  • Gunflame FRC: Sol's best "poke". Try to read when they will use the FRC, focusing on evading the flame at further ranges. At closer ranges evasion may be easy for Sol to punish with the right read, so you will have to alternate between blocking or autoguarding if you think they won't punish the autoguard.
  • fS: They shouldn't use this too much as it's punishable with H Fuujin and can be challenged by a number of your pokes, but it can stuff your 2S if done earlier.
  • 5H: A highly rewarding slower poke that can punish your primary poke 2S. If you block this at max range standing, they can start IAD pressure afterwards which you must block high. If you block this at closer range, do not try to jump since they may cancel into Fafnir which catches the jump start up.

Anti-Airing

A particular pain point in this match-up as it's hard to contest jH.

  • GP 6K or 5D > Kou/FB Kou (Sou if deep jump-in): Your only consistent anti-air. Be careful when jump-in is deep, as Sol can land and block the Kou, so use Sou instead.
  • Air Throw: Sol's jP and jH shrink his hurtbox, but you can air throw these attacks from a further range than their hurtbox.
  • 2S low profile: Most of Sol's jump-ins can be low profiled as long as he's not directly on top of you. This is not a true punish as they can usually block when landing, but it should stop their offense. If they whiff their air normal above you during the low profile, you can attempt to air throw from the 2S recovery to punish. 2D is also a low profile option, but is worse on block.
  • AVOID using 6P except against predictable airdashes: It can work as an airdash punish, but Sol can choose not to airdash or choose to whiff their air normal and then land upon whiff into a 2D, counter hitting your 6P.
  • AVOID air-to-airing while jumping forward: You are better off air-to-airing while jumping back.
    • If you super jump forward and meet Sol air-to-air, and Sol blocks, Sol can land before you and punish with 5K. You can try to save yourself by ending the blockstring with jD and airdashing away.
  • 5P ONLY if they are directly in front of you: 5P isn't reliable but should still be used occasionally when spaced well, especially in the corner if the Sol likes to up back.

Can You Fuujin in Neutral?

ONLY when you condition Sol to use 5H as a poke, should you use Fuujin in neutral. Otherwise, Gunflame and 2D is a very strong deterrent.

Dealing with Sol's Specials

  • Gunflame: Sticking out pokes/Fuujin vs Gunflame will hurt. Try to read and punish un-FRC'd Gunflames by jumping over it. IAD can work at air dash distance, but if closer, you can punish with jump forward into CH jS > 2D. If the Sol is trying to "zone" with Gunflame at a distance where it is just whiffing, dash K Kai is an easy answer that can dodge the Gunflame and score a counter hit.
  • Grand Viper: This can be hard to block low on reaction in neutral, so it's safer to bait it with up back.
  • Riot Stamp: Punish with GP 6K/5D > Sou, H Fuujin, or even Slashback > 5S. Do NOT use 6P unless it's done very late in the RS animation, as it will trade if done too early. Low profiling the end of the animation with 2S and throwing after is also a potential option, but they may recover before you can get a guaranteed throw.

Round Start

Notable Options:

  • H Fuujin: Beats fS, 5H, and backdash. Off a backdash, you and cancel to K Hop > 5P and get a super jump combo (see "Roundstart H Fuujin Combo" under "Useful Combos").
  • 6P: Beats 5H and leads to a super jump combo into corner knockdown (see "Roundstart H Fuujin Combo" under "Useful Combos").
  • P Kai: Counters fS, but Sol has strong punishes for this. Use sparingly.
  • 6S: Can stop Sol from running in round start, but Sol's can counter this with a rising jump normal round start. Also use sparingly.
  • Backdash: Against wild Sol's who do roundstart GV or BB, it will lose, but otherwise a decent choice.

Offense

Stagger Your Pressure

Don't always cancel your normals. Stagger your pressure to be unpredictable as typical blockstrings have a lot of gaps that Sol can exploit.

  • Reversal VV vs close range H Fuujin: Reversal VV punishes most follow-ups (and even no follow-up), with the exception of a well timed K Hop.
  • Reversal GV under 5H or H Fuujin: Blockstrings into these moves are weak to IB GV. Do not cancel into these moves and block to bait.
  • Reversal RS during blockstring gaps: Unusually effective against blocked Fuujin to punish follow-ups, as well as punishing delayed 5H/2D gatlings.
  • Reversal GV under Shitsu: They can also IAD punish into a fairly high damage combo, so just be wary of using Shitsu to reset pressure too predictably.
  • 2D Abare: Beat this with 2H frame traps or P Kai/K Kai. Or make it whiff and punish with 5H.

Punishing Volcanic Viper

  • Safest option is to hard bait VV by blocking it or making it whiff.
    • The VV 214K follow-up from SVV can make it difficult to punish. Try to punish with dash up 5K assuming they do not do the follow-up. If they do the follow-up, your 5K should recover in time for you to block the follow-up allowing you to punish again with another 5K.
    • Sol is in a crouching state upon landing from VV, so you can punish with 5K > 5S > 6P > etc.
    • If HVV whiffs and is far from you, it can be difficult for Anji to dash in time for a punish, so consider backing off and reseting to neutral.
  • Would not recommend attempting to GP VV. The multiple hits of VV will usually win against your GP specials, and all your mid-GPs lose to reversal GV.
    • Exception: If you have a read that they are going to RC the first hit of VV, then your GP specials will win.
  • Cross-up P Kai can be used to bait VV, making it whiff, but should not be overused.

Shitsu Reversal/Escape Counterplay

Condition the Sol by baiting reversals before attempting mix-ups. Safest thing to do is to dash FD and jump. Worth noting that corner okizeme is not necessarily better than midscreen okizeme due to threat of reversal Riot Stamp in the corner.

  • Wake-up/IB Reversal Grand Viper: Microdash 2K is the safest option. 2D slightly more damaging punish. Hard callout would be 2H (let it rip), and 3S GP into Sou, but GPing GV can be inconsistent. Worth mentioning 3K can also punish GV if done earlier, but this is better done as a meaty without Shitsu.
  • Wake-up/IB Reversal Volcanic Viper: Microdash max range 2K is the low commitment option, as it'll make VV whiff. See "Punishing Volcanic Viper" above for more details regarding punishes.
  • Wake-up/IB Reversal Tyrant Rave: As long as you block, they'll get hit by Shitsu (first hit for wake-up TR, hawk portion for IB TR), but can be hard to get a follow-up combo.
  • Dead Angle Attack: The Hawk will usually whiff due to how far forward the Dead Angle moves Sol. Best to just block and punish with dash 5P, as it's -14. Can also be low profiled with 2D, but it is difficult to time.

FB Shitsu Unblockable Setplay

  • Hard to implement due to the threat of Sol's many reversals.
  • For standard unblockable set-ups, you need to commit to the dash normal to start the unblockable, but reversal VV or GV will counter this.
  • Beating reversal GV by starting the unblockable with dash 2K > 2S is an option, but at this range VV will still hit you.
  • It's easier to bait reversals with OTG FB Shitsu, so this option is recommended.
  • FB Shitsu Unblockable Knockdown Notes:
    • On Midscreen Knockdown Unblockable: FB Shitsu needs to be delayed otherwise it will whiff.
    • Primary Corner Unblockable: BNB with On into corner > 5H knockdown > Immediate FB Shitsu cancel > dash 5K > 2D.
    • 2D > Shitsu Hawk hits > H Fuujin can sometimes whiff if Sol is too high during the Hawk juggle, so consider doing 2D > Shitsu Hawk hits > S Fuujin instead for stability.
  • OTG FB Shitsu Unblockable Set-ups:
    • On into corner > dashing FB Shitsu (2366D)
    • FB Rin in corner > FB Shitsu during bounce

Orb Safe Jump

Anji gets a safe jump off Orb knockdown, provided the Orb hits at a high enough height (i.e. meaty). Simply hold up forward after the Orb to get a safe jump. Do not use if they have tension to RC.

Video Example:

Defense

Getting out of Pressure

  • If their pressure consists primarily of gatlings into special attacks, focus on guardpointing the specials.
  • If they have tension to FRC Gunflame, try to wait it out, or challenge with GP into Sou if you don't think they are going to bait it.
    • GP into FB Kou is also an option if you just want to get out of the situation.
  • Reversal H Fuujin through blockstrings is risky due to Gunflame. Avoid.
  • Abare 2P is weak due to how it loses to 2D. Avoid using this in scrambles.
  • If they stagger their pressure instead:
    • Safest option is to FD the opponent out and jump away.
    • Super jump forward if cornered.
    • This is risky, but if you need to check dash pressure resets, use 5S, 6S, 2S, and occasionally 2K and 2D assuming the Sol does not abuse their dash brake (See "Dealing with Dash Brake into Throw/Wild Throw" below).
    • Do NOT use 5P to check dashes as Sol's dash goes under it.
  • Dead Angle Warning: Be careful using Dead Angle as Sol can low profile your Dead Angle. Standard 2K > 2D blockstring will make your Dead Angle whiff allowing him to punish.

Dealing with Safe Jump

  • Sol can get a safe jump off VV and BR knockdown.
  • You can reversal 6K > Sou to potentially steal a turn, but technically Sol can OS the Sou with a throw punish.
  • Safer to block and watch for when Sol resets pressure, or hope they start going for the late airdash/empty jump mix-up.
  • Consider FDing the jump-in to prevent easy tick throws.

Dealing with Late Airdash/Empty Jump Okizeme

If you want to specifically call out this mix-up instead of blocking it:

  • 6P+H throw OS, or 6K+H throw OS into Kou: Counters late airdash jP or jS, as well as empty jumps that are within throw range. 6K+H throw OS can deal with empty jump VV RC as well.
  • 3K GP into Sou: Counters Wild Throw and empty lows that are not in throw range. Loses to empty jump 6K+H throw OS.
  • H Fuujin: Works only against empty jump 2D. They can block if they do empty jump 2K, but often times they are commited to another gatling so the H Fuujin may still hit. A delayed H Fuujin can beat late airdash mix-ups but is really risky.

Dealing with Wild Throw

  • Safest option is to fuzzy jump.
  • Backdash into a 5S punish is also an option, but easier for Sol to punish.
  • Try to mess up their tick timings with FD.
  • Avoid 2P abare. Proper tick throws into Wild Throw are difficult or not possible to abare out of with 2P, and 2P also loses to 6P frame traps as well as 2D.
  • Calling out Wild Throw with 3K is risky as Sol can frame trap with 5K or 6P.

Dealing with Dash Brake into Throw/Wild Throw

  • Sol's dash brake has low invulnerability, and Sol's will often run in and throw at the end of their dash brake.
  • Be careful sticking out 2K or 2D to check dash ins as a result.
  • Only 2S has enough active frames to stop Sol from dashing in.
  • 5S is a potential mid option to stop Sol from running in, as it is faster than 2S and has higher reward, but loses to dash 2D.
  • Again, abare 2P is risky.
  • When in doubt, fuzzy jump.

Combo Routing

  • Standard BnB into On knockdown is most stable.
  • Fuujin Loops are NOT viable on Sol.
  • When doing FB Rin > H Fuujin link midscreen, often times you will not need to do a dashing H Fuujin, but you will need to delay H Fuujin a bit to get Sol at the right height. Doing it too early will result in a whiff.
  • Doing H Fuujin too early after FB Rin in the corner will also result in a whiff.
  • Hitting with the tip of FB Rin midscreen cannot be followed up with a dashing H Fuujin easily, but be followed up by a lenient IAD jP link (See "FB Rin IAD Combo" under "Useful Combos").
  • 5K > 5S air juggle tends to whiff if Sol is too high up.
  • For higher meterless damage, the jKSHD > Orb combo and rejump combo are worth learning and fairly lenient on Sol.
  • H Fuujin > delayed Nagiha > 5P link in the corner is very lenient on Sol and an important source of meterless damage.
  • Early On > dash 5S link is lenient and a decent source of extra damage.
    • Dash 5P > 5H also works, but only at a very low combo count.

Noteable Combos

  • Midscreen Shitsu GV Punish Confirm: 236P > dash 2K > 6S > (hawk hits) > (optional 5H if close) > 236H -> K > 5P > 623H
  • Midscreen GV Punish: Dash 5S > 5H > 6P (or 3Sc > 5S) > delay 5H > 236H -> K > 5P > 623H
    • Can be used to punish VV as well with good timing, but safer to go for a 5K punish.
  • Corner VV Punish: Dash 5K > 5S > 6P > (5H) > 236H -> delay S > 5P > [5H] or [SJC9 > jS > jP > jS > jH > jD > j214P]
  • Roundstart H Fuujin Combo: [6P] or [5H] or [5S > 5H] > 236H -> K > 5P > SJC9 > jK > delay jS > jH > jD > [j214P] or [falling jS > 5P > SJC9 > jK > jS > jH > jD > j214P]
  • FB Rin IAD Combo: Starter > FB Rin > IAD > jP > jK > jS > jD
    • Use this specifically when you are too far to connect an dashing H Fuujin
  • Hae Special: Combo into early On > dash 5P > 6K FRC > 623H
    • Useful corner switch combo.

Useful Punishes

Fuujin Opportunities

  • 5H: Very important Fuujin punish once you've convinced the Sol to counterpoke your 2S with 5H.
  • Meaty 2D: Usually done off an empty jump after establishing a late airdash/safe jump okizeme.
  • Run-up 5K: A pressure option that Sol sometime go for to catch jumps and to confirm into a high damage GV combo.
  • Run-up 2D: DELAYED Fuujin only. They will do this to call out Fuujin or beat your pokes.
  • 5S > 5H whiff: At some ranges 5H will whiff when gatling'd from 5S, which can be punished with H Fuujin or 6S.

Guardpoint Opportunities

  • Gunflame: Can be difficult to time, but GPing into Sou can allow you to steal your turn. Be wary as the Sou can be baited, especially if they FRC.
  • Bandit Revolver: Sou, with a crouching confirm after.
  • Bandit Bringer: Kou. Sou will whiff.
  • Riot Stamp: Sou, standing confirm. Not really something you'll see midscreen, but they may do it as a mix-up when backed to the corner.
  • Tyrant Rave: Sou during the second hit.

Slashback Opportunities

  • Bandit Revolver: 5S punish.
  • Bandit Bringer: 5K/5S air juggle punish. Make sure to SB from neutral as BB activates proxy guard.
  • Riot Stamp: 5S punish. Easier than it seems as RS does not activate proxy guard.
  • Gunflame: Not a guaranteed punish, but SB into jump or backdash can get you out of a situation where Sol is usually at frame advantage.

Other Useful Punishes

  • Tyrant Rave: Air IB/SB second hit into airdash jP > jP > jK > jS combo.
  • Grand Viper: If you do not want them to RC the last hit, you can OS 6K+H the last hit, which will either throw or GP the attack.
  • Bandit Revolver: If you see it coming, 6P can be used to punish. Just be wary because if they cancel to Gunflame, you will get counterhit. IB Throw is also an option if close enough.
  • Bandit Bringer: 6P is a good anti-air punish if Sol is not directly on top of you. It can also be low profiled with 2S at a distance and you can throw punish upon landing.
  • Riot Stamp: Can be low profiled near the end of the animation with 2S into a throw punish, but depending on timing, Sol may recover before you.

Match Footage

Hiro (AN) vs Roi (SO): https://www.youtube.com/watch?v=OXUzNlRH6xc

Testament

 Testament

Old Notes (AC)

Testament just tries to keep you mid range with their traps and exe beast. A lot of Anji's pokes can really stop testaments webs/trees. Some options against the web: 6p - If they try to rush you after they set up a web, use 6p to slip under their attack (they will more than likely use c.S or f.S to combo you.) 5h - Really good range and hits both sides so even if their web is somewhere near you it will get rid of it. 6k - No surprise here folks. If you can time it right, autoguard those webs and use the K counter. P counter doesn't really help at all in this matchup. 5p - If it's infront of you and tries to jump or Badlands out of random. [Needs testing] 6s - Godly poke in this matchup, gets rid of most webs since it stretches almost half-screen. Some options against the trees are: Super Jump - As you all know, just going over the trees will cause them to activate. 6k - Autoguard the trees as they activate to surprise Teste if they try to rush you. Usually the K counter is the best since it has good invincibility and can get traps also. 2d(?) - Not sure. I think it will activate the trees and you'll recover fast enough to either block it or not get hit at all. [Needs Testing]. I'm sure there's others, but I can't think of them at the moment. Their exe beasts are really annoying since they can hit in front or behind you: 6k - Autoguard those beasts and K counter! (As stated above) IB - Should let you escape if they don't cancel the exe beast. Super jump - If they do it from behind you super jump away and bait them using D in the air to stop your momentum. HS Fuujin - If you can time it Super Sonic your way through that beast and get that CH! If they cancel it they'll more than likely block it but will CH you if you pick the wrong follow up. Anji's DAA is horrible in this matchup (As almosts everyone else's) since you don't have any invincibility at the start of the attack. If they get in your face, your only real option is to block the mix-up or Autoguard your way out. Autoguarding is way too risky in my opinion unless you're a master of it (even then it's still really risky since they get a counter and BL loop you for 50% - 70% life). Watch out for their 6p (overhead) and 2k. They use those a lot as their mixup. Anji's Shitsu pressure will help out a lot since teste doesn't really have a good way of escaping pressure either. Use P attack after Fuujin to get webs near you and stop teste in their tracks. The only problem is that if they see this coming they can CH you and do a badlands loop...again.

New Notes (WIP)

Testament's main goal is to keep Anji out of their space. Testament wants to continuously outpoke Anji using tools such as Web and Tree, limiting Anji's options where it's only safe for him to take to the air with the goal of trapping him in Web or having him land in a tree. Although Testament's AA options are limited, it is still ideal for Anji to come through that route as landing in either web or tree leads to full combos.


Goals

Prevent Testament from getting the space they desire. Use normals and tools to stop their traps from being established. Avoid Testament's tricks and setups using Autoguards and sometimes, Fuujin.

General Strategy

Stop Testament from establishing space, they have an exemplary arsenal of tools to get the space they crave. Curse, Web, Tree, Warrant, Exe Beast. etc. Testaments usually will play around with EXE Beast timing to bait Auto Guards, and if you start to notice this it might be more advantageous to jump to avoid the beast or backdash it/stay out of it's range.

Testament has to make sure the blockstrings are gapless vs Anji because Anji can escape from them to start offense. Testaments will also sometimes use Warrant to throw off Anji's approaches to offense.

Expect 6P mixups from Testament when they have the advantage of real estate (Curse/Beast) it is surprisingly fast and leads to combo.

Testament's tools

EXE Beast:

On wakeup, the beast in front of you can be Autoguarded, however be aware of the timing delay Testament can do vs your autoguard. Back Beast can be backdashed with good timing.

Web: Web can easily be 5P'd and j.P'd. 6S is also good but a lot more committal. (I specifically use j.D for situations where I think there is a tree under that web.) The old notes also state you can AG webs and use K counter with good timing.

Tree: Anji's superjump without context makes quick work of tree. However there is always context and tree is rarely set without a web, for knowledge sake, the old notes state that Tree can be 6K'd.

Curse: Probably the strongest tool vs Anji in this matchup as it demands him wait and avoid while Testament can set up. (Personally I play high risk so I SJ Orb stall for some instances of orb, don't do this.) If you do get hit by Curse be patient and wait for your best opportunity to hit Testament while avoiding damage yourself.

Anji's Tools

Shitsu: Most important tool vs Testament especially for when they're in the corner. If the Testament you're playing is Warrant happy also you can 4/6K/S Warrant OS

Fuujin: Testament is a very good character to Fuujin loop if you meet the execution requirements. But it is not very rational in neutral.

Venom

 Venom

New Notes

Writeup by NomadNoah (VE primary AN pocket)

TL;DR

  • Abuse Venom's lack of active moves and neutral-relevant lows with 6S and H Fuujin
  • Don't be afraid to counterhit-fish; Venom lacks bombastic counterhits of his own and spends a lot of time in CH state
  • Bully Venom during your offense; he's a 5f character with no reversals
  • Bully Venom during his offense; you have 6K+H~K/D as the world's best wakeup OS
    • If you bully Venom into no longer mixing you up, take the free outs on defense; cool it with the 6Ks and chill

NEUTRAL STUFF

In neutral, Venom suffers from an acute lack of active frames on the buttons he uses to control space. f.S has two active frames, 2S has one. Additionally, these buttons don't offer any cash-out in terms of direct reward at the ranges they're intended for; generally Venom will get a ball set (leaves him at ~ -7 from f.S and 2S on crouching counter hit, the most advantaged possible grounded hit) and nothing else. So, between the low active frames and low deterrence factor, that means Venom is really susceptible to Fuujin in neutral; it's rare for him to poke you out of it, and even if he does, it's kind of a 'so what' as long as you don't get knocked down - after all, you can press a button again, or just Fuujin again into the ball set.

OFFENSE VS. VENOM

Venom has a slightly fast wakeup time from relevant knockdowns, and he's pretty lanky overall. Checking his backdash can be an important layer one, but the bigger threat will be his Dead Angle when he has meter for it; it's probably the best DAA in the game in terms of hitbox, so it kinda requires a hard bait or a well-placed autoguard. Otherwise, just remember that he has no reversals, so you are obliged to fuck him up. Frame trapping with low AGs will also probably give you good mileage, since Venoms tend to abare with 2K (5f) and 2D (6f, god-tier low profile). Also, his throw is best-in-class, so while I dislike Fuujin~K overall, it's especially important to know when a Venom is on to you with it, since they can turn stuff around pretty fast with a good throw.

DEFENSE VS. VENOM

This is probably the real matchup breaker for Venom - Venom's balls give Anji a consistent mid to 'anchor' autoguards on, and this is something you should abuse as much as is humanly possible (likewise, between Venom's long CH durations and low poking reward, it's not a bad idea to vibe check Venoms by making them deal with lots of Sous until they prove they can deal with it, stop using balls so much in neutral, or die).

WAKING UP VS. VENOM

Wakeup 6K is your absolute best friend in this matchup for the above reasons, though Fuujin is quite strong too - most of Venom's oki is designed to meaty at the moment the opponent wakes up, so it can blow right through this. Of course, be mindful of the fact that Venom is fully independent from balls in motion and they don't go away on hit (except for H Carcass, but that's not an oki tool so disregard), which can kinda go both ways. On the one hand, it can give Anji a dollar store Roman Cancel as he takes a small bit of damage from a ball. On the other hand, stronger anti-Fuujin/anti-AG setups will let Venom convert from this, albeit not on trades. Basically, don't be afraid to risk/reward Venom to death when you're playing defense, as it will take a lot of work on the Venom's part to both properly bait and punish (with enough damage to deter wakeup shenanigans).

Simultaneous mid/low meaties are quite strong vs. Anji, so this is where Fuujin and actually blocking come in; mid/low setups are completely mix-less, so use that as an opportunity to FD to build space, or scout offensive habits. Once you recognize the Venom is using them, you gotta be pretty careful, but odds are they'll return to mix out of a necessity to get something going, so just recognize that option rotation. You don't really need to 'know' Venom's offensive sequences outside of p ball (chest-height, usually used for mid/low stuff or double mid in which case LOL AUTOGUARD) and k ball (high ball, ball always hits first, go wild). Venom's throw OS is sorta the equalizer here, so again, if you're getting caught with throw OSs, like mid/lows, just cool it and block on wakeup.

VENOM BLOCK PRESSURE

Venom block pressure is basically RPS between two options, S Carcass Raid (down-up ball, shallow angle) and Dubious Curve (high five of doom). They more or less cover mutually exclusive options - S Carcass will be gapless or leave a tight gap, preventing or punishing mashing, but will be jumpable when a gap is present (though Venom recovers quite fast, so don't land on him), and give him frame advantage to re-pressure. On the other hand, Dubious Curve will ALWAYS leave a gap, beat mashing and jumping, and is -3 on normal block, forcing Venom to block/disengage or get greedy on a button press.

Because of autoguard, Anji basically gets a free out here between Fuujin and 6K > Sou if the Venom is linear. The important thing is timing, since Venom can delay or charge S Carcass, and heavily delay his cancels into Dubious, which is also his best starter on CH/air hit. Again, you can basically gamble against Venom with much better risk/reward on most options, provided you don't get CH by Dubious Curve. You can probably OS 6K if Carcass would be gapless, since again, Dubious Curve unconditionally leaves a gap (can be FRC'd for safety during its first active frames though, so be careful if the Venom shows they can do that!). This is also why you always FD Venom's c.S and 5H, and never his projectiles unless they will chip - creating more space makes Carcass hit later or whiff outright, and can force Dubious Curve to whiff, with CH recovery, so go wild there. Anji's superjump is also great if you've FD'd Venom out; you can just throw the deuces and leave.

Old Notes (AC)

Things to Note Butterfly zoning and rushdown is good to counter his ball spam.

He is helpless in the air without ball cover, but j.P is an awesome move in Venom's part, and it will beat your air normals on the way up. Watch out for this and counter with j.D or 5P. j.K is still good if he tries to jump away.

Anji's super jump can close in the gap if he tries to run away because of it's range. Use it wisely.

When you start locking him down, do your best to keep him there. Once he escapes, you give him room to start his setups, and Anji's escape options (while better than Venom's) are situational at best. Patience is key here when you are locked down by him.

A lot of his pokes are very vulnerable to HS Fuujin.

A proper defense can pretty much shut him out when he's locking you down. Get used to how his mixups work and you'll have an easier time here.

Opening move options:

1. 6S - this is the best move you can do at the start of the round vs Venom. It will autoguard his opening normals (2S, far 5S, Stinger Aim) and is faster than anything else he can do (Carcass Raid). Only thing that beats this is Double Head Morbid (which is a risky move in his part as an opener, more on that later). If this hits, you can start your pressure game of your choice. If it counter hits, you can HS Fuujin him and end with Rin for a knockdown. Same thing if it's blocked, you can force him to go defensive early on. He can't jump away from this, or they'll get tagged. Go to an aircombo if it does hit.

Escapes for this option are Teleport, backdash (his safest option) and Double Head Morbid (risky). When you see him teleport, you open up more options. If he tries to dash away or delay his movement with Air Ball Formation, super jump and hit him with j.D. If he goes for Mad Struggle, you can 6K into Kou for damage/set ups and push him to the corner.

2. HS Fuujin - AKA The Horizontal Shoryuken. This will plow through a lot of what he does at the start of the match (normal pokes, backdash, Stinger Aim) and the options when this baby hits or is blocked are really good. Thing is, HS Fuujin is less safe of an opener than 6S. Carcass Raid beats this clean out unless you delayed it really late. 2D will also beat this (but this only occurs when you've conditioned them not to use his other normal moves at the start). If blocked, start your post Fuujin mind games and hope he doesn't catch on to them.

He can also counter this by jumping, but you can always Rin him when he goes down, or cancel Rin into Kou if he tries to j.K or Mad Struggle you. He can't delay his descent with an air Ball formation (because of Rin's Juggernaut Punch-like hitbox) but he can double jump and then Mad Struggle to hit you (risk in his part).

3. K Kai - This is a big risk on your part, as it is a very situational opener, but can be very rewarding if it pays off. He can counter this with a lot of things (HS Carcass Raid, j.D, airthrow or IB ground throw). This will stuff his 2D and S Carcass Raid at the start of the match, but again this is a situational occurrence, as Venom players will opt for more safer ways to open a round. Far 5S will also hit you before you can rise off the ground (and this is on of his safest moves to begin with). When you do hit with this, combo into On and keep up the pressure.

Of course you can also go the safe route by blocking, air dashing or jumping/super jumping backwards, since Anji has a way to deal with his full screen ball spam (more on that later) and rush down.

Dealing with Ball zoning/rushdown

Anji can deal with this like in Slash by using Shitsu from far away. You can use Shitsu from full screen to slowly close in the gap if he keeps zoning you with balls. The butterfly will transform into it's 2nd phase and will eat any other balls in its path, allowing you to get in a bit closer, hopefully into 6S, IAD P/S or HS Fuujin range. They will also be reluctant to advance when they see the butterfly changes, giving you more time to move in.

Just be careful not to get predictable in tossing out the butterflies, since he can do Stinger Aim to hit you and negate the butterfly when there other balls on the screen. FB Stinger Aim is fast and will allow him to start his pressure or set up more balls. Or if you're at mid screen range, he can IAD j.K into a knockdown combo to set up is okizeme game. This of course can be baited and punished by j.K, 6P or 6K into Kou.

Once your in range for 6S, IAD P/S or HS Fuujin, you have a lot of ways to take the fight to him. 6S is fast enough when you're in range, but don't rely on it's autoguard property. HS Fuujin will go through his attacks, giving you the chance to capitalize. IAD P or S can catch him when he thinks you're going for a ground offense, but this can be countered by his 6P or HS Carcass Raid. Be patient and watch what he does when you're in range for offense.

Dealing with his lockdown game

This is where you don't want to be. Venom's lockdown is really good, and he can keep you locked down for a good amount of time, building your guard meter and punishing you when you make a mistake in blocking. A good thing about this is that Anji has anti-pressure options versus his, and are overall better than what he has for escape.

1. Super jump - Very, very good option. The only way he can prevent this is if he predicts it and meets you in the air with j.P or an airthrow. Anji's super jump has extremely long range, allowing you to go back into a neutral state. Another counter to this is Double Head Morbiding a ball so it goes straight up. Watch out for this and time your jumps well.

2. HS Fuujin - Very useful in this situation as he has to keep his normal moves and ball summoning within tight spots to keep you from using this, but the situation more often than not will present itself because of what they normally use (2S, Stinger Aim) in lockdowns. HS Fuujin has the capacity to go through multiple balls and his pokes within it when timed correctly. Again this can be countered, so be patient when you want to use this.

3. Autoguard into Kou or Aoi - Another option and will knock him away from you, allowing you to start your offense. You can autoguard a lot of his stuff, especially when he comes in from the air even with ball cover. Use Kou when they try a mixup with balls and jumping and Aoi for ground variations.

As said by Tiamat, when you see them use Dubious Curve in their lockdown, 6K it and cancel into Aoi. This is a very good surprise move. The can only counter this if they RC/FRCd Dubious Curve and they blocked or jumped.

Watch out for throw mixups along with his ball lockdown. Counter this by the normal means (jumping, throwing, 2P, etc) or you can use 3K, which has a good chance of autoguarding his 2K during his throw mixups and is throw invulnerable.

On offense/locking him down

Ok, you've knocked him down. The basic Shitsu pressure and mixup options work on Venom, as he has to take more risks to escape your pressure. Backdash is very punishable by HS Fuujin or run up throw. 2S is a big risk for him, as you can simply block and let the butterfly hit, and 2P is faster than it if you're close enough.

His best option (asides from good old fashion blocking) is to teleport BUT ONLY WHEN HE HAS A BALL SOMEWHERE ELSE and not above him (due to the butterflly's 2nd phase). Keep this in mind when you see a ball floating away from the butterfly so you can chase him when he does teleport. Unlike before, he can't use 2D as a counter for pressure (yay!).

During re-Butterfly situations, remember to not be predictable, as he can simply 2S on the 2nd Shitsu attempt before it reaches him. Mix it up with P Kai, S Fuujin, 6K or 2K (since this is faster than his 2S) aside from the normal mixup options (3P, 2P -> 2K gatling, throws, etc).

You can OTG Butterfly him when you manage to On him to the corner, making for interesting mixup options.

Overall, I still think this is 5-5, at worst 5.5-4.5 in favor of Venom.

I think that covers Venom. Hope this helps. Any changes/comments or criticisms are welcome.

Zappa

 Zappa

Old Notes (AC)

I'll break it down by his 4 modes naked mode: his only special is 236P but it's got great strike invulnerability and it's hard to punish unless close up. you can throw him out of it if close enough. He will often zone/poke with his f.S spit, it hits mid and then lands and creates a puddle which hits low. watch out for his jH crossup. dog: try hard not to get trapped in the corner or things get ugly. it's somewhat similar to fighting eddie. autoguarding can be helpful against his strings even against the smallest gap, but fujin won't do you much good here. don't forget that you can't hit the dog if it's just sitting there, can only hit if it's attacking or in recovery from an attack ghosts: this mode has incredible zoning and safe pressure ability, kinda like dizzy. so you may find yourself blocking for a long time. autoguard is useful for escaping when there is a small gap. Fujin not very useful unless he does a 236S projectile in ghost mode and doesn't frc. his jH can be low blocked so keep that in mind. This mode's only weakness is that it has the worst anti pressure of all his summons, with literally no reversal options short of super (which takes him out of ghost). sword: quite powerful in terms of raw damage but also has much less offensive flow than dog and ghosts. it's sorta like sol without the threat of 2D and GV going under all your moves. jH crossups are annoying but tend not to hurt much. 6H overhead can spell pain for you so keep an eye out for it. Many sword moves recover bad when whiffed, so well placed fujins are useful. his 236S-H can be punished hard with IB into dash 5S/5H. you can also fujin after the first hit and it will hit him if he does the H. raoh: you must air FD his anti air fireball. raoh is more like sword than the other summons so i think fujin will be more helpful than autoguard but not sure. anything you try against raoh is pretty risky. keep an eye out for his dust and look out for throw attempts, unless you're back is right against the wall he can get beefy combos from his throw, even midscreen. don't panic or you've already lost

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