GGST/Anji Mito

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Overview

Overview

Anji Mito uses his guile and wits to read the opponent's next moves and steal the spotlight when they misstep. The unique Autoguard property on his specials make them immune to normal strikes during their duration. If an opponent tries to take their turn too early, Anji can dance straight through their attack for a devastating punish. These and other tricky tools in Anji's kit are especially good for conditioning, guessing games, and dangerous RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situations.

Fuujin is his signature move with many graceful followups, the threat of which can force an opponent into risky options in the neutral game and in pressure after 5K or f.S. Shitsu fires a projectile butterfly that turns into a bird for starting offense from a knockdown. While he lacks plus-on-block moves to assert himself, Anji excels at stealing turns from the opponent by using the threat of his strong counter-hit starters and Autoguard to get away with leaving large gaps in his pressure. If the opponent tries to jump over Fuujin, Kou and 6P provide him excellent control of the air. Combined with throws, 2D, and baits, Anji's neutral and offense commands respect if you can enter someone's head.

This playstyle carries inherent, unavoidable risks. Each follow-up to Fuujin has their own counter-play that requires Anji to think one step ahead of the opponent at all times, especially if the opponent has access to an invincible reversal. Anji's defensive tools such as Kachoufuugetsu Kai also require some foresight, and bode doom for him if he whiffs them.

Autoguards, while sounding powerful, are not invincible, as Anji does not gain the Autoguarded property until frame 10, making him susceptible to Counter Hits during startup. Even during guard points, he is still vulnerable to throws and RC slowdown if he doesn't use the Midare followup or kara-cancel into Kachoufuugetsu Kai, which are not available without successful guard.

If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.
Anji Mito
GGST Anji Mito Portrait.png
Damage Received Mod
×1.06
Guts Rating
5
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Issokutobi
Fastest Attack
2P (5F)
Reversals
632146S
 Anji Mito is a Balanced character who controls the midrange with his long pokes and Autoguard while running powerful offense with Fuujin.
Pick if you like Avoid if you dislike
  • Read-based neutral and offense, designed to directly counter your opponent.
  • Preparing attacks in advance without revealing your next move.
  • Consistent reward, with high damage combos and strong okizeme.
  • Forcing RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. situations frequently and consistently.
  • A gameplan that revolves around risky callouts.
  • Offense is rarely able to end safely, forcing you into the RPS.
  • Your main tools being very matchup dependent.


Unique Mechanic: Autoguard

Anji has a property on most of his special moves called Autoguard, where he will pass through an opponent's attack and will treat the attack as though it whiffed, allowing for potential punishes other characters may not be able to do. He is able to Autoguard attacks with 236K, 236[H] and 236[S]. Making good use of Autoguards to call out reckless attacks is a key part of playing Anji effectively.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 6 5 9 -2 none
Total: 19

A fast, low-commitment anti-air with good reward.

5P should mainly be used for close anti-airs more than 6P when applicable, as 5P can juggle into c.S or Kou for higher reward while also being able to beat deeper jump-ins that 6P can’t.

5P can also be used as a way to stuff approaches thanks to its good active frames and low recovery, but it’s tendency to be low profiled makes it less favorable in this role than options like 2K depending on the matchup.

  • Can be used as a quick anti-air or to mash out of pressure.
  • Whiffs on crouching.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 8 5 9 -2 none
Total: 21

Anji’s least commital poke, boasting good range and the ability to start pressure.

5K has fast startup and recovery while also having good active frames. It should generally be used as a way to throw out a hitbox to stuff approaches without much risk.

On hit, 5K can combo into 2D or 6H for a knockdown that enables Shitsu okizeme in regards to the former. On Counter Hit, 5K can combo directly into Fuujin for good damage and corner carry.

During combos, 5K is used as a way to pick up the opponent after they’ve been launched by Kou or j.D and continue the combo on the ground. It’s Anji’s most consistent grounded combo extender, but its lack of cancels, mainly into H normals, make it less rewarding than extending with Anji’s S normals.

While useful in neutral, it also has great use in pressure. 5K > 6H is a frametrap of 1 frame, and going into 2D allows for a quick way into Fuujin on block, (albeit with a 3 frame gap.) 5K by itself is -2, so you can use it to reset pressure or go for a tick throw. It can also be jump and dash cancelled, further expanding your options during pressure.

5K also finds a niche use on defense, as its range and startup lets it beat spacing traps designed to catch smaller moves like 2P.

  • Jump and dash cancellable.
  • Only combos into 2D on regular hit.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 7 7 11 +1 none
Total: 24

Often used to start pressure at close range or as a meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. after a knockdown. Its speed, wide variety of gatling options, and mid Counter Hit slowdown also make it a go-to move for punishes. In pressure, it can be both delay canceled, dash canceled, or jump canceled to create frame traps and bait defensive options (such as c.S > 2S). Since it's plus on block, you can follow up with frame traps, go for a reset by dashing up with another c.S or go for a throw. On Counter Hit, crouching or airborne opponents, c.S > 2H can lead into KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage-.

  • Jump and dash cancellable.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 All 11 2 21 -9 none
Total: 33

Anji's longest range button, and one of his primary pokes in neutral.

f.S has great horizontal range, covering up to round-start distance, while also having the ability to cancel into FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] or Wild AssaultGGST Anji Mito 236D.pngGuardAllStartup16~28Recovery20Advantage-4 in order to start pressure or convert into a combo.

On normal hit, f.S has good reward at closer ranges, leading into 5H for a launcher. At further ranges, namely out of 5H range, f.S loses a lot of the reward it otherwise would have, instead only leading into Fuujin.

On Counter Hit, the ability to early cancel into Nagiha allows for Anji to start combo from anywhere, at any range of f.S. Leading into a wallbreak from just about any place on-screen.

Being -9 on block means that this move is difficult to justify using in pressure over 2S midscreen, but if the opponent is in the corner, you can space f.S to where the opponent can't punish it or safely start their turn while Anji can threaten to reset pressure with ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6.

The biggest weakness of this button is its slow recovery. 21 frames of recovery means that its generally carries more risk to throw out than pokes like 5K and 2S.

  • Has enough range to hit round-start.
  • Loses to low-profile moves.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 All 15 4 23 -8 none
Total: 41

High reward counterpoke and launcher.

5H Covers an incredible area above and around Anji. This move's wide range and tall hitbox make it a great tool for forcing the opponent back down onto the ground, most notably in the corner. 5H's slightly disjointed hitbox can make for a decent counterpoke in some matchups. This move's long range also makes it a go-to throw whiff punisher. Do not overuse this move, as its high recovery makes it easily whiff punishable if expected.

5H's range also stops slightly short of the default round start position for most characters, making it so that throwing it on round start may catch some greedy options if the opponent tries to move forwards, or uses a move that projects their hurtbox forward.

5H launches on regular hit, allowing him to go into 236[S] or 236H->H for high damage combos. This button is also one of Anji’s best counter hit starters, granting massive damage while being easily hit-confirmable.

In pressure, 5H is used as a way to frame trap after his S normals. 5H after c.S is gapless, but 5H after f.S or 2S has a one frame gap. The threat of 5H after these moves can be enough to scare the opponent into blocking, allowing Anji to start threatening resets and throws.

  • Hits on both sides of Anji
  • Might not combo from a max range f.S
  • Launches on grounded hit and allows for pickups, ground bounces on air hit.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 3 26 -15 none
Charged 56 High 28 3 26 -10 none
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast with considerably short range. Can gatling from 5K, 2K, or c.S for a mixup. When done during ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6, the second hit will let Anji combo afterward using 5K (though this only works if Shitsu lands at the correct timing). Combined with a Red Roman Cancel it can lead to a combo on hit without charging and also can continue pressure on block.

Note that due to 5D's poor range, it can be made to entirely whiffed if the opponent uses Fauntless Defense following a c.S. Regardless of this fact, 5D is a very useful button to mix opponents up if other tactics fail, and can lead to highly damaging combos if Red Roman Canceled, or if the second hit of Shitsu connects.

  • Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Charged Dust

Similar to uncharged Dust but is slow enough to be reliably reacted to, but if it does land it gives a very high damaging combo.

Note that Anji does not gain enough advantage in order to safely set up Shitsu after a finishing blow for a fully charged 5D.

  • Charged Dust leads to soft knockdown (+36).
  • Holding any upwards direction during the hitstop frames of charged Dust will perform a Homing Jump:
    • Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
    • Homing Jump combos can sometimes increase Tension Pulse enough to activate Positive Bonus.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 5 2 10 -2 none
Total: 16

Anji’s main abare An attack during the opponent's pressure, intended to interrupt it. tool, being his fastest button.

2P has great frame data for abare An attack during the opponent's pressure, intended to interrupt it.. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.

Its wide window for delaying it means 2P > delay 2P strings can force the opponent to respect this normal on block. 2P -> 6H or Fuujin can also be done as powerful pressure options, but do know that going into Fuujin has a gap that is larger than 5 frames, meaning all characters can challenge this with a button. Going into 6H represents a frametrap catching any button that is 4 frames and slower, trading with 3 frame buttons such as  Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16, but will end Anji's turn on block.

2P gives modest reward on hit. In abare situations, 6H will always combo, allowing for Anji to escape situations with his most used mashing option. Furthermore, 6H will combo even from repeated repetitions of 2P, allowing for easier hitconfirms.

On Counter Hit, 2P combos into 6H, Fuujin, and link c.S, significantly increasing its reward for both damage and oki.

  • Hits low enough to catch some situations where 5P whiffs.
  • Modest reward on normal hit, as 6H will always combo and lead to a potential meaty.

Gatling Options: 5P, 2P, 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Low 7 3 11 -2 none
Total: 20

Anji's fastest low for when you need a quick button to confirm into a knockdown with 2D.

2K’s fast startup and recovery makes it a good way to check fast approaches, especially against moves that low profile like  Sol's Night Raid Vortex. Outside of this, 2K isn’t used often in neutral as a poke due to its short range.

In pressure, it has very low blockstun, creating opportunities for tick throws and pressure resets that are hard to react to, as well as forcing the opponent to block low.

2K on defense is an alternative option to 2P, as while it has two more startup frames, it goes further and can more reliably convert into knockdowns with 2D.

  • Faster than 2D but slightly shorter range, combos into 2D at most ranges.

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 Low 10 4 16 -6 none
Total: 29

Anji’s most versatile button, being a powerful tool for a wide variety of purposes.

The fast speed and decent recovery of 2S as well as its good range makes it one of Anji’s main pokes in neutral, being a great tool for stuffing approaches or approaching yourself. Unlike some of Anji’s other pokes like 5K and f.S, 2S cannot be low-profiled by moves like  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7.

While 2S is disadvantageous on block at -6, its low blockstun combined with its gatling into 5H makes it one of Anji’s premier ways of enforcing strike-throw. The opponent will likely be hesitant to do anything except block due to the threat of 5H, and you can use this to go in for a throw or to reset pressure with c.S.

On hit, you can cancel 2S into Fuujin -> Nagiha for good damage and decent oki. If you’re close enough, you can cancel into 5H for a more damaging combo. You can cancel 2S into Wild Assault, but you won’t get as big of a combo than with f.S.

Depending on the height of the opponent, 2S can be used as a way to continue a combo after the opponent has been launched by Kou or wallbounced with j.D. This does more damage than extending combos with 5K more often than not.

  • Hits on both sides of Anji.
  • Can be used as a low option during Shitsu oki if you don't feel like doing Nagiha.

Gatling Options: 5H, 2H

2H

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

Niche frametrap button and powerful combo tool.

2H mainly sees use in counter hit combos or combos against crouching opponents. It launches the opponent high enough to always go into 236[S], resulting in large amounts of damage. 2H doesn’t combo on a grounded opponent unless they're hit while crouching by c.S or on counter hit, so hit-confirming into this move is important to fully utilize it.

Outside of combos, 2H is also used as a frametrap in pressure, as its hitbox and gap between c.S and it makes this move a great way of catching defensive options like backdashes, jumps, and abare.

2H’s extremely slow startup means that it has little to no use in neutral.

  • High-reward starter, especially on Counter Hit.
  • OTGs, sets up pressure after throw.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 Low 10 3 22 -11 none
Total: 34

A threatening low profile button with potentially high reward.

2D has Anji’s hurtbox move far down to the floor, allowing him to low profile buttons that don’t hit near the ground like most character’s f.S, as well as most projectiles. This makes this button a strong counterpoke against moves that it low profiles.

On hit, 2D hard knockdowns, allowing Anji to get meaty oki with ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6. This makes 2D the main button to confirm off of 5K and 2K.

2D is also one of Anji’s best counter hit starters, as it grants a full combo that will more than likely lead to a wallbreak. This makes it one of Anji’s prime ways to punish things like a whiffed throw tech.

These attributes make 2D an alternative option to 2S, one that’s worse on block and has less range, but makes up for it with better oki on hit and the ability to low profile.

  • Good range.
  • Great low profile.
  • One of Anji’s most rewarding buttons on CH.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 All 10 6 25 -17 1-3 Upper Body
4-15 Above Knees
Total: 40

An upper-body invul anti-air and counter poke.

6P’s upper-body invul during its startup allows it to consistently beat jump-ins as well as attacks that don’t reach low enough to the ground.

This makes 6P a powerful anti-air if you can't use your others safely. It is important to note, however, that 6P has generally less reward than Anji’s other anti-airs. Whenever possible, use 5P > Kou (or Kou alone) to anti-air instead.

If the opponent is staying grounded, 6P can be a strong way to counterpoke buttons like f.S, leading to a counter hit combo. Be mindful of which buttons the opponent is using, as 6P will lose to lower reaching buttons like 2S.

While 6P doesn’t have great reward on a regular hit, you can generally combo off of a counter hit 6P by going into 236H -> K, as the opponent will be in the air for long enough to continue the combo with either 5K or c.S. On an anti-air counter hit, you can go into an early cancel Issokutobi, and have enough time to set up Shitsu oki.

  • Upper body invincible.
  • Only combos at extremely close ranges on grounded opponents.
  • Hard knockdowns on an anti-air counter hit.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12,12,25 All 12 3(3)3(4)4 21 -8 none
Total: 49

An advancing command normal with 3 hits.

6H's main purpose is to confirm off of P and K normals at ranges that 6P cannot. On hit, Anji will usually be able to continue pressure with a meaty c.S or 2S depending on the spacing. On Counter Hit, Anji can always follow up with 5K, even at max range.

In pressure, 6H can be used as a frametrap due to its quick startup following any Punch or Kick normal, representing a frametrap that catches buttons that are 4 frames and slower all around, and even beating 3 frame buttons from any of the above gatlings that isn't 2P.

This move's high amount of pushback on block allows it to be safe, however it being -8 means that Anji will have to give up his turn if it's blocked.

  • Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's Night Raid Vortex and I-No's Stroke the Big Tree.
  • Susceptible to being thrown when used from further away.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23 High 9 2 5 none
Total: 15

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 High 6 4 15 none
Total: 24

Anji’s primary air to air due to its speed and horizontal hitbox.

j.K is Anji’s fastest air button, with low startup and recovery. Its good horizontal hitbox makes it a non-commital way to stop air approaches.

Its quick startup combined with its slight floating property on hit allows you to combo off this move rising in some situations by doing either forward jump j.K into another j.K, or j.K into airdash j.K. Depending on the height, you can even continue the combo by landing and going into 5K.

Due to the fast recovery of this button, you can cover a whiffed j.K with another air option like falling j.S or airdash back.

  • This button lacks the vertical reach to be effectively used as a jump-in.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 High 7 5 20 none
Total: 31

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 High 13 3 27 +5 (IAD) none
Total: 42

Anji’s primary jump-in.

j.H has slow startup, but makes up for it with its strong downward angle and frame advantage on block. Spacing here is key, as this jump in can easily become unsafe and punished with a throw. Since j.H doesn’t have enough advantage on block to gaplessly chain into c.S, it may be a better option to do j.H into 2P for a more guaranteed block string.

  • Better jump-in than j.S, but slower.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 High 8 6 18 none
Total: 31

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 none
Total: 42

Throw is a very big part of Anji's pressure due to being able to set up a Shitsu off of it, so make sure to constantly establish it as a threat.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit, sets up Shitsu oki.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14

Covers angles where 6P would whiff, such as with certain airdashes.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +51 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+47 to +59).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Shitsu

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,40 All 29 71 Total 52 -6 none
Total: 52
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A slow moving butterfly projectile that transforms into a bird when it collides with something, flying up and then falling back down for another hit. This move sees most of its use after a hard knockdown (e.g. Ground Throw, 2D) where you can perform a strike/throw mixup once you have conditioned your opponent to stop mashing/backdashing/upbacking. Use sparingly outside of knockdowns, as it has long startup and does not travel fullscreen. It has very specific and matchup dependent use in neutral, but when used appropriately it can help Anji make safer approaches against a defensive opponent, as its slow travel time allows Anji to run behind it.

When landing a Throw (such as after a 236K punish or 236H-K > Throw), the gap between meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Shitsu and a follow-up can be eliminated by MicrodashingCancelling a very short dash into another move, making blockstrings like Shitsu > Dash c.S gapless. This is incredibly useful to learn against characters with powerful reversals, such as Sol's 623SGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

  • Listed frame advantage is for the initial projectile impact

Suigetsu No Hakobi

236K (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 34~50 10-25~41 Guard Point
Unheld Suigetsu No Hakobi
Total: 34
Fully Held Suigetsu No Hakobi
Total: 50

Also known as "Spin" by the community.

Anji spins forward activating his AutoguardGuardpoint Stance with no automatic followup.

A powerful option in neutral and pressure that will nullify enemy attacks that Anji spins through. Depending on the attack nullified, Anji can be left plus and punish his opponent. Anji also has the option to cancel into MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11 on successful catch. The threat of potential follow-ups create a scary guessing game for Anji's opponent and lets him enforce his game plan.

Can also be activating by holding the attack buttons for KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- or FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6].

The 236K version of this move specifically is used for pressure resets and feinting 236[H]. Since Anji is actionable after 236K finishes its animation, you can do a pressure string into 236K and then go for a throw or c.S. This option is made more powerful by the fact that it shares a very similar animation to 236[H], making the opponent more hesitant to act at the sight of a spin. While 236K cannot be mashed on due to its autoguarded property, it can be thrown.

Strategy and frame data for this move can be found on Anji's Strategy Page

Midare

214P after dodging an opponent's attack with 236K, 236S or 236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 All 7 3 30 +11 1-9F Full
Total: 39

An invincible counterattack which can be performed after any autoguard activation. Midare starts significantly earlier than any of Anji's other options after an autoguard activation, allowing him to punish almost any move. Causes a hard knockdown on hit, allowing Anji to set up ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 oki. Leaves him heavily advantaged on block due to Guard Crush. Opponents can PRC and backdash to try and whiff punish it or reversal through it. Can be Roman Cancelled for a combo, but other punishes such as c.S lead to more damaging combos.

  • Counterhit recovery
  • Cannot be Purple Roman Cancelled during startup or on whiff
  • Hard knockdown on hit, can set up meaty butterfly afterward
  • Guard Crush on block
  • Can be Roman Cancelled on hit for a combo
  • Can be kara-cancelled into supers during startup for highly-damaging punishes

Fuujin

236H (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 16 [32] 4 21 -8 [-6] [10-25 Guard Point]
Uncharged Fuujin
Total: 40
Fully Charged Fuujin
Total: 56
(NoteThe squares with a yellow underline indicate cancel windows into Fuujin follow-ups)

Fuujin is a dash punch/rekka type move that is a part of Anji's offense. By itself, Fuujin’s range makes it an advancing midrange poke that doubles as a way for Anji to confirm pokes into either knockdowns on hit, or pressure on block. It has a variety of follow-ups that are nice to use against conditioned opponents. However, a non-conditioned opponent may not respect it as a pressure tool and for many characters with a reversal/DP, they will usually abuse the gap between Fuujin and its followups. The charged version increase the attack level of the move, and provides additional launch on air hit.

Nagiha is the go-to follow up on standing hit, Rin is for air hits or a fast overhead, Issokutobi is for counterhit combos, and Shin: Ichishiki is a pressure reset.

  • Can be held to add Autoguard to startup.
  • Follow-ups can be performed on whiff and as early as frame 13 after inputting Fuujin.
  • The latest possible follow-up can be started on frame 35 [51] of Fuujin, or 6 frames before Fuujin recovers.

Note: Extra strategies related to Fuujin can be found here

Shin: Ichishiki

P after Fuujin

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 30 (43 if early cancelled from Fuujin) 8 Total 43+6 after Landing +7 Airborne 3-44
Total: 49
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A slightly plus on block followup to Fuujin, allowing you to frametrap the opponent or potentially reset pressure. This move can always be completely avoided and even punished by an opponent jumping, so you must condition the opponent to stay put before you can use this safely. With early cancel, this turns into an alternate guaranteed plus meaty Anji can combo with on hit, or a projectile to keep opponents out. It can make an opponent's DPs whiff with proper spacing, which may lead to a full punish depending on matchup. It can also lead to a 50/50 with drift Purple Roman Cancel that can either cross up or not depending on when you do the PRC.

This move can be slightly angled by holding forward or backward when pressing P. Angling Shin forwards makes this move better at maintaining pressure and not being pushed out by Faultless Defense, but in turn makes it less DP safe and gives it the potential to whiff in certain situations. Angling Shin backwards makes it more DP safe and harder to punish, but in turn makes it harder to continue pressure after the move, as Anji will have less options that reach the opponent. Gauge the situation wisely to determine which version of Shin will be best for the situation.

  • The hitbox only exists once the fans have reached the ground.

Issokutobi

K after Fuujin

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22+6 after Landing Airborne 5-23
Total: 28

A small hop that gets Anji up close to the opponent, allowing him to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it.

Anji is considered airborne while using this move, allowing for some sneaky mixups with Roman Cancel. However, you can be punished on reaction with a button or throw, so use it rarely during Fuujin pressure against aware opponents, if at all. Also sees use to correct the distance in certain combo routes and link to a c.S in counterhit combos.

With early Fuujin cancel, this becomes a massive command dash with lower body invulnerability. Can be used this way as a risky gap closer, as throw bait or against committal lows like Potemkin's Slide Head.

  • -12 on block and -9 on regular hit if cancelled immediately.
  • Plus after OTG Fuujin (advantage depends on spacing)

Nagiha

S after Fuujin

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 15 (28 with early cancel) 4 20 -7
Total: 38

A low sweep that's the safest follow-up to FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] due to its high pushback and low disadvantage on block, giving Anji a low-risk option to end his pressure when spaced correctly. Instant Blocking makes the move unsafe, but varying the cancel timing from Fuujin can help against opponents looking out for that.

In pressure, using Nagiha with a slight delay after Fuujin catches opponents who are jumping or mashing, allowing Anji to condition them to hold low block in order to use other Fuujin follow-ups more effectively. If done immediately after Fuujin's strike, it's a gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose.less blockstring which doesn't allow opponents to use reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.s/DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s.

Can be followed up meterlessly on normal hit and in combos, but be mindful of the gravity scaling.

Nagiha can also be used occasionally in neutral, as early canceling from Fuujin turns Nagiha into a 28 frame half screen low, usable for whiff punishing, poking, and anything in-between.

  • Soft knockdown on hit.
  • The only Fuujin follow-up that can be made gapless.
  • Moves Anji forward when used.
    • Combining the movement with early cancel Fuujin causes Anji to cover an extreme amount of distance.

Rin

H after Fuujin

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 High 21 (34 with early cancel) 2 24 -9
Total: 46

The overhead option after Fuujin. Use this move to catch people who are staying put and looking out for Issokutobi. Normally, it does not lead to great combo potential due to how low the opponent bounces on hit. However, it is useful in conjunction with Shitsu or if you have RC to boot. In these cases, you get great damage. Also, you get an advantage to go for a meaty anywhere on screen.

This move becomes significantly more threatening with RC, as without it Rin is unsafe and has low reward on hit.

  • Overhead option of Fuujin's follow-ups.
  • Does not bounce high enough for him to continue the combo meterlessly
  • You can cancel Fuujin into Rin early for a surprise overhead that travels far, but it adds 13 frames to Rin's startup.

Kou

236S (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,30 All 12 [28] 9(6)5 14 1-9 Above Waist
10-31 Upper Body
[10-25 Guard Point]
Uncharged Kou
Total: 45
Fully Charged Kou
Total: 61
(NoteThe squares with a yellow underline indicate Guard Point frames)

A fast anti-air with a monstrous hitbox and short recovery that serves as a great combo move. Does not hard knockdown on hit, but you are in great advantage even when you land. That being said, if you are absolutely craving for a ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 oki, doing 2K or c.S afterwards makes for a decent subtitution. With the dash cancel, you can do Kou loops much more consistently. The fully charged version provides additional launch.

  • Whiffs on grounded opponents.
  • Can be held to add autoguard to startup.
  • Can use air actions while falling.
  • Guard crushes on second hit.

Overdrives

Issei Ougi: Sai

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13×6,67 All 11+6 -30
Total: 16
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Primarily used as a combo ender for damage or to break the wall for both a hard knockdown and Positive Bonus. Because it's considered a projectile, it will continue if you Roman Cancel it. This allows Anji to pack in more damage by himself on hit or try a mixup on block while the fan keeps people locked in place, but this is expensive at 100% Tension. As it also doesn't go away on hit, it can be used to call out slow attacks such as Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] if you're in range to trade.

  • Considered a projectile.
  • Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.

Kachoufuugetsu Kai

632146S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146S 1 30 10 Guard 1-30
632146S Attack Near 53,13×4,49 All 2+1
632146S Attack Far 53, 66 All 2+1 -1
Total: 40

Anji's reversal super. On frame 1, Anji enters a defensive stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. Depending on the range of which the opponent is, or if a projectile is the parried hit, two variations of the attack will play.

With Near parry, the cinematic triggers for solid damage. Due to being a parry, it beats SafejumpsWhen an air attack with low recovery hits meaty, but recovers in time to block reversals., but has little offensive presence outside of niche frame traps.

With Far parry, Anji dashes forward and performs two follow-ups, being slightly minus on block. The Far parry loses invincibility once the attack starts, making it unreliable in most situations. On standing block, Far parry will string gaplessly into the second hit.

  • Loses to Throws and whiffs on cross-ups.
  • Punishable on block if the first Far hit is blocked in the air.
  • Near counter is cinematic, Far counter is not.

Colors

GGST Anji Mito color 1.png
GGST Anji Mito color 2.png
GGST Anji Mito color 3.png
GGST Anji Mito color 4.png
GGST Anji Mito color 5.png
GGST Anji Mito color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6 Anji Mito's color scheme from the X and XX games
GGST Anji Mito color 7.png
GGST Anji Mito color 8.png
GGST Anji Mito color 9.png
GGST Anji Mito color 10.png
GGST Anji Mito color 11.png
GGST Anji Mito color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Anji Mito color 13.png
GGST Anji Mito color 14.png
GGST Anji Mito color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

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