GGST/Anji Mito/Matchups

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Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Note Regarding Roundstart Charts

When viewing the roundstart charts, you may see (+) and (-) next to the "whiffs" section. This signifies who has frame advantage if both buttons are pressed at roundstart.

(+) signifies Anji will have advantage.

(-) signifies the other character will have advantage.

In the case of the mirror match, then P2 will be treated as the "other character."

In the case you want to see the advantage frames on mutual whiffs (who recovers first), hover over the (+) or (-) in question.

If you wish to have more in-depth information including exact frame data, please refer to this document:
Anji Roundstart Document by Karasu

Please also note the added "Guardpoint" section. This refers to if the normal pressed at roundstart can be spun with 236K. In the rare event that a normal can only be spun by a specific variation of autoguard, it will be noted.


Matchup Charts

Matchups can be completely subjective and can change depending on the skill of the player(s). In a general sense, these should be taken with a grain of salt, as one person who believes a matchup can go one way may have another player who believe it goes another. These are to be used as more or less of a general idea and "on paper" scenario, judged within a vacuum.
That means don't use these to start arguments on Twitter.


Macmen's Matchup Chart

Macmens is a top level American Anji/Sin player, notable for placing within the top 8 consistently at TNS, and the top brackets of Frosty Faustings.

Placements are not ordered within tiers.

 Elphelt Valentine and  Asuka R# are excluded due to counterpicking with  Sin Kiske.

Eddventure's Matchup Chart

Eddventure is a top level American Anji/former Jack-O' player, notable for placing high in tournaments hosted by Tampa Never Sleeps and placing within the upper brackets of CEOtaku & Frosty Faustings.

Placings within the "very slight advantage" boxes can swing either way, and are more of a personal note from Eddventure. Not noteworthy enough to be a big discussion point.


Source: Twitch VOD / Twitter Post

EN#'s Matchup Chart

EN# is a top level Canadian Anji player, notable for placing high in tournaments hosted by 9Moons and Tampa Never Sleeps.

Rankings have been renamed from the original tiers of "Good, Good-ish, Neutral, Bad-ish, and Bad" for clarity.

Placements are ordered within tiers.

Final Disclaimer

Please keep in mind that the favorability listed for each character is entirely subjective. The favorability listed in each section is based on general consensus in the community of Anji players, and may not be fully indicative of the matchup as a whole.
Once again, that means don't use these to start arguments on Twitter.

A.B.A

 A.B.AOld habits die hard.
Awaiting Information

Even in Strive, its not about if A.B.A will DanzaiGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4, it's about when.

In Normal Mode, A.B.A has an extremely tough time dealing with Anji's presence in neutral, which is a rare moment for Anji to take the lead when deciding how the neutral game is played out. A.B.A also has to respect a lot of Anji's pressure that other characters would have easy outs with. In particular, due to her slow movement and stubby/sluggish normals, she has difficulty dealing with Anji's Fuujin pressure.

In Jealous Rage, A.B.A is strong as ever, but Anji in specific has a few key advantages even in her install state.

Recently released character. Will be updated as new information is collected.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
A.B.A's Button Loses To Beats Trades Whiffs Guardpoint
5KGGST A.B.A 5K.pngGuardAllStartup6Recovery10Advantage-3 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9, 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] N/A 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 No
2KGGST A.B.A 2K.pngGuardLowStartup6Recovery9Advantage-2 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 N/A 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 No
f.SGGST A.B.A fS.pngGuardAllStartup10Recovery14Advantage-3 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11, 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 N/A No
6PGGST A.B.A 6P.pngGuardAllStartup11Recovery20Advantage-12 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9, 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] N/A N/A No
236KGGST A.B.A 236K.pngGuardAllStartup17Recovery12Advantage-1 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11, 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] N/A N/A Yes+7 (c.S Punishable)GGST Anji Mito cS.pngGuardAllStartup7Recovery11Advantage+1


Neutral (Normal Mode)

Neutral (Jealous Rage)

Offense

Defense

Anji Mito

Mirror

A mirror match.

  • 236KGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- beats his own neutral buttons, 236SGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- keeps both players grounded.
  • You can cancel 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] into the followups even if it's spun, letting you catch unsuspecting opponents with 632146SGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage-.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs Guardpoint
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 236[H]GGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 No
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11, 236KGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-, 236[H]GGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] No
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11, N/A f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 N/A Yes
2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 N/A 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 N/A Yes
2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 N/A f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2(+), 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17(-), 236[H]GGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] Yes

Neutral


Offense


Defense


Asuka R

Slightly Unfavorable

Asuka struggles against Anji's offense when he is put onto the backfoot, but Asuka's advantage state and zoning can box Anji out effectively, to which Anji has little to no answers for. In the neutral, Anji can use tools like 6P to break Asuka's cubes and then special cancel into Fuujin to advance forward at the same time, which is a luxury that not many other characters can attest to.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs Guardpoint
2PGGST Asuka R 2P.pngGuardAllStartup5Recovery10Advantage-2 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 N/A N/A 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 (-)-15, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11(-)-12 No-24
5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11(-)-10 No-22
f.SGGST Asuka R fS.pngGuardAllStartup11Recovery17Advantage-6 5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, md.2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 N/A Yes+9
GGST Asuka R Howling Metron Icon.png Howling Metron md.6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17, md.5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6, 2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9(-)-48 N/A Yes
GGST Asuka R Metron Screamer 808 Icon.png Metron Screamer 808 md.5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2, f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 All other buttons 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6(-)-32 N/A Yes

Asuka commands respect with his roundstarts involving spells, beating out most of Anji's rewarding roundstarts, requiring him to go for riskier (and less rewarding) roundstarts in microdash buttons. That said, spin is very useful at roundstart vs Asuka, as all of his spells can be spun at roundstart, allowing for Midare to cement Anji's place in Asuka's face with plus frames. If Asuka decides to not use any spells at roundstart and instead rely on his normals, spin will also deal with his longer reaching and slower normals such as f.S and lead to a massive punish if you can get in range for a c.S before Asuka recovers (a 2 frame window,) otherwise, Midare can suffice.

Be sure to check what spells Asuka draws at the start of the round, as this will influence not only Asuka's decision-making, but should influence yours as well. In the event that Asuka draws no offensive spells, then it is highly likely he will try to backdash at roundstart to gain distance, as the last thing Asuka wants is to be on the backfoot at roundstart. None of your normals will reach a backdash at roundstart, but a hard-callout 236D will.

Neutral


Asuka will be focusing on creating distance with his spells, making it extremely difficult for Anji to approach him, as Asuka's defense is quite subpar. In this matchup, you are not waiting for Asuka to make mistakes. Your goal will be to play a psuedo-rushdown and to not let Asuka get started in the first place. Anji has good options for breaking cubes and establishing his offense with forward advancing cancels. Remember that hitting a cube acts the same as hitting your opponent in the sense that you are able to cancel into your gatlings/specials as normal. Using this, Anji can use moves like 6P to not only break Asuka's cubes, but also special cancel into 236H as a way to close the distance and potentially hit Asuka if he is close enough, letting Anji start his offense against him.

Offense


Against Anji, Asuka's tools to get out of his pressure are lacking. His fastest button to mash is a legally mandated 5f 2P. If you can manage to get Asuka in the corner, unless you can get a HKD using Wild Assault or a super, you do not want to break the wall. Asuka's defense is very poor, and returning to neutral is the last thing you want to do, especially against Asuka. This is doubly true if he has 50% meter, as Asuka's High Compression Submicron Particle SphereGGST Asuka R 632146PK.pngGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] super can lock down every single option Anji has post wallbreak (aside from Kachoufuugetsu: Kai).

Note that your opportunities to get in on Asuka are going to be few, so make your hits count. Breaking Asuka's mana shield so he can't abuse his spells should be your #1 priority in this matchup, especially so on offense. In the event Asuka gets started, it may end up being game as soon as he gets rolling.

Asuka lives and dies by his own resources. Keep track of the resources he has at his disposal and react accordingly.

Defense


Playing defense against Asuka can be very threatening. This is doubly true if he gains his GGST Asuka R Recover Mana (Continuous) Icon.png Recover Mana (Continuous) and GGST Asuka R Bookmark (Auto Import) Icon.png Bookmark (Auto Import) Exodia combo. In this situation, you will be at the whim of Asuka's offense, forced to block or eat a guaranteed wallbreak and for his pressure to be even more threatening due to Positive Bonus. At this point, your goal is going to be to hope he runs out of spells to loop his offense over and over again. In order to gain these two spells, Asuka will more than likely be in Test Case 3. In this mode, he has no access to direct mixups, and will have to rely on 5D or 6H, for overheads and 2D or 6K for lows. Asuka's 6H is 25 frame startup, so quite slow in terms of overheads. Despite this, the visual clutter may prove to make it more difficult to discern from the chaos that he may be unleashing upon you. Ontop of this, being aware of GGST Asuka R Go to Marker Icon.png Go to Marker is imperative to keep Asuka from grabbing you and gaining his resources once again.

On the flipside, Asuka's offense will run out eventually, and in order to keep himself safe to recover, he will either go for risky mana regens, or a grab in order to regain his resources. These are the moments you should take back your turn. Jab him out with 2P if you can see a grab coming, and then cancel into 6H for a knockdown. From here, you can begin to pressure Asuka.

Unfortuantely, in scenarios where Asuka gains his killer two card combo ontop of Positive Bonus, it may be an immediate game loss, as Anji's reversal option in Kachoufuugetsu: Kai is incredibly flawed vs Asuka's onslaught of spells.

Axl Low

Favourable

Unlike most characters, Axl isn't in range to PRC Punish when Anji spins his normals.

This means that he can't stop Anji from taking space whenever he makes the right read.

  • 2H having huge recovery on Spin means that, even if he can't punish, Axl loses significantly more space than normal.
  • 236[H] lets Anji take a lot of space from Axl while offending the entire time, especially if he has enough Tension to PRC.
  • This MU, unlike other advantaged matchups, will feel disadvantageous until the time is taken to learn every punish against Axl and his inability to beat Spin outright.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Neutral


Offense


Defense


Baiken

Even

Baiken spends most of this MU on the back foot.

  • Spinning keeps Baiken from using almost all of her major neutral buttons, such as 2S, f.S, 2H, and H KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3.
  • 2D disrupts her pressure game, keeping her from doing moves like spaced TatamiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 or H Kabari during pressure without first conditioning Anji against using it.
  • KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- solidly beats Baiken's jump-ins, as j.D isn't active enough to beat it as a bait. Don't spam it.
  • ShinGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 shuts down both of Baiken's reversals, HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and TsuraneGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32, as it's a projectile that high-profiles the latter. OTG Fuujin > dl Shin can be a pain for her.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Neutral


Offense


Defense


Bedman

Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget

Unfavourable


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Chipp Zanuff

Unfavorable

Movement speed is a deciding factor for Chipp and Chipp alone.

  • Chipp's speed means he can easily overwhelm Anji's slow by comparison neutral.
  • You cannot let Chipp start his pressure, as Anji does not have the reach or speed to stop him once he's gotten started.
  • KachoufuugetsuGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- is a good reversal in this matchup, but Chipp can call it out with Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A. Vary your use to keep from being blown up for it.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Neutral


Offense


Defense



Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust

Very Favorable

An insanely one-sided matchup.

  • Off of any far normal that Anji spins (f.S, 2H, 6H, etc.), he gains massive space at worst and a punish at best.
  • Because of Fuujin's solid movement, he can chase Faust after almost anything to keep him from setting up Items in the neutral.
  • Kachoufuugetsu means that Anji doesn't have to hold most of Faust's pressure even if he can't pre-emptively Spin
  • In pressure, he plays past Faust's crawl without much issue.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Neutral


Offense


Defense



Giovanna

Even

Whiffer, meet whiff punisher.

  • Unlike some MUs, Anji can't afford to throw out his normal neutral buttons like 5H, since Gio can punish them immediately.
  • Shitsu in neutral is beaten by TravaoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], but this can be stopped by Spinning behind it. Once they're ready to not punish, you can run behind it instead.
  • Giovanna's normals can be spun (such as f.S, 5K, etc.), and almost all of her Specials have poor enough recovery to be Spun. 2D is unsafe on Spin at most distances.
  • VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 should only be Spun if you're caught by surprise (such as while doing Charged Fuujin), since it's -37 on block and gives a better punish without.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Neutral


Offense


Defense



Goldlewis Dickinson

Even

Whiffer, meet whiffer.

  • Goldlewis' normal gameplan of throwing out Typhoons and big normals won't work, as Spinning gives Anji obnoxiously strong punishes.
  • Shitsu has little use in neutral, since Goldlewis can Skyfish to destroy it no matter his security level.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Neutral


Offense


Defense



Happy Chaos

Even

Somehow, not a stomp.

  • Anji has to dashblock like anybody else does.
  • Once Anji and Chaos are contesting in the midrange, Chaos's 2S is significantly less useful, as it's extremely prone to losing against Charged Fuujin or Spin.
  • Anji has a very hard time calling out Scapegoat, but if Chaos is antsy for a punish, Fuujin can be a hard call out.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Neutral


Offense


Defense



I-No

Very Favorable

I-No doesn't have much to do here.

  • Hoverdash and Stroke lose to Fuujin, Hoverdash > Double jump loses to Kou.
  • I-No can't pester Anji to death, since his Guts make him too durable. This especially matters for I-No, who can't convert her mixups into big combos like Chipp or Zato.
  • Kachoufuugetsu invalidates her safe jumps, meaning she always has to bait a super and let Anji get away with more than he normally would.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Neutral


Offense


Defense



Jack-O

Unfavorable

Even on a surface level.

  • For every tool Jack-o' has, Anji has one correct answer.
  • Her pressure is suffocating for him to be in, due to his poor meterless defenses.
  • Jack-o's neutral is so bad by comparison to Anji's that she usually ends up playing defensively until she can land 2D. It's hard for Anji to deal with.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Neutral


Offense


Defense


Johnny

Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Ky Kiske

Even

Not all fireballs are created equal.

  • Stun Edge keeps Shitsu from having use in this MU.
  • All of Ky's Specials and many of his far normals are death on Spin, meaning he has to watch himself in the midrange.
  • Anji also has to be careful while midranging, as Stun Edge can bait Spin and let Ky win the neutral.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]

Neutral


Offense


Defense



Leo Whitefang

Very Unfavorable

Not even for the neutral.

  • GravierteGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17 keeps Anji from using Shitsu or otherwise contesting without jumping.
  • 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3 lets Leo pick up pressure off of Anji's minus frames.
  • This all becomes more manageable when Shitsu (along with the inclusion of MD Shitsu) lets him invalidate Leo's oppressive wakeup game and run real okizeme.
  • As well, Spinning his normals in neutral all give you space.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Neutral


Offense


Defense



May

 May
Even

Should be better.

  • If any anchor normal is spun, Anji gets a punish.
  • May has very good tools to box out Anji's approach, like retreating j.H.
  • Watch carefully and wait for May to make a mistake. Otherwise, neutral could end up at a standstill.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

Neutral


Offense


Defense



Millia Rage

 Millia RageLike trying to swat a fly. Except the fly swats you.
Very Unfavorable

Chipp, with a lot more going on.

Millia has a very easy time in this matchup. Anji's options for anti-airs are snuffed by Millia's KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS), she has fast buttons to whiff punish any attempts at poking on the ground, and the blender situation she puts Anji has no easy ways out, Kachoufuugetsu Kai is ineffective on its own without an extra 50% due to Millia being able to make the parry whiff and avoid it completely. Any quick anti-airs such as 5P can also be rendered mostly ineffective due to Millia's strong air normal in j.HGGST Millia Rage j.H.pngGuardHighStartup8Recovery25Advantage+1 (IAD).

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Millia tends to play a more aerial game with her roundstarts, so using a button like a rising j.K or j.D can potentailly anti-air her effectively. Kou, as stated previously-- is a trap. Millia is able to easily KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS) to make any attempts of starting with Kou whiff and punish Anji. Failing this, Millia has the option to air-throw Kou as well, just like any other character.

Millia may try to play passively at roundstart, flying through the air in an attempt to bait our your anti-airs. Do not do this, instead-- keep taking up space until she's forced to upback herself into a corner.

Neutral


This is difficult. As stated previously, Kou is a very flawed option in this matchup, especially in neutral. Your goal in neutral will be to take up space on the ground, or to challenge her in the air with a rising button like j.K if you're confident in the hit. Do not try to rush Millia down, she will win and you will be in an extremely difficult spot if she hits you just once.

What would normally be a fairly reliable anti-air, 5P, suffers in this matchup as well, due to Millia's common jump-in button, j.HGGST Millia Rage j.H.pngGuardHighStartup8Recovery25Advantage+1 (IAD) crushing it single-handedly. Be wary of your use of 6P as well, due to its fairly substantial recovery.

Take your approach slow and try to punish her for her overuse of KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS). She loses her ability to double jump and use any of her remaining airdashes after the use of the special, but is still able to use other air specials and normals after recovery. Take note of this and try to snipe her out of the air on the way down with something quick like a rising j.K or an air throw.

Offense


Your goal should be to make every single hit you do manage to land on Millia hurt, if not outright kill her. You do not get many chances to hit her, so make these count. If there was ever a time to learn your crazy conversions off an anti-air CH rising j.K, this is it.

If you cannot outright kill her with your combo, make sure she doesn't get to return to neutral for free. This can be done by breaking the wall with either a super or Wild Assault, which you should have on deck for any situation in which you can get a wallbreak. Millia has strong options as abare, as her options such as her 4f 2P or longer reaching, low profiling sister 6f 2K make her able to fight back on defense fairly effectively. If she wishes to not press any buttons, her ability to chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions. is also effective, as her high air mobility can allow her to escape situations by simply jumping whereas most characters would fail.

To reiterate, make every single hit you make on Millia count. You won't be getting them often.

Defense

For more information, check out the Millia Rage character guide for offense!


Good luck. Once you get placed into the blender, you are going to have to guess. There is no way around this easily without bursting. Do note that the knockdown of which she scores will change how you can deal with her mix. Only a knockdown from 2D is a real disc setup. Any others can be fuzzy jumped. This won't protect you from a left/right mix, but will save you the hassle of having to guess high/low.

Avoid using Kachoufuugetsu Kai to counter Millia's oki setups unless you can PRC the triggered parry. Millia is able to easily defend against the super activiation by simply flying over you, causing the parry to whiff and for you to die via the disc hitting you before the 2nd hit.

In the event you are hit (you will be, eventually.) Avoid bursting immediately, as Millia has plenty of chances to bait your burst, causing you to eat a substantial amount of unavoidable damage + a wallbreak with additional mix you can't rely on burst to get you out of. Instead, wait until you are close to the wallbreak to leverage Anji's high guts stat.


Nagoriyuki

Slightly Favorable
  • On Spin, all of Nago's normals are minus excluding 5P/2P.
  • He still has to play RPS whenever he blocks Nagoriyuki, so Anji should focus on winning neutral cleanly.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2
2S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

Neutral


Offense


Defense



Potemkin

 PotemkinIt's a shame you're not grab-invuln...
Very Unfavorable

Do not get grabbed.

  • Spinning his normals is crucial to starting your turn, but getting spin baited is costly as Potemkin can reactively punish the recovery with 2D or PBGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-.
  • Pressure has to be tight and fast. Spins can be PBGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-'d if done during pressure, while most Fuujin followups are vulnerable to Back Mega Fist.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Neutral


Offense


Defense


Ramlethal Valentine

Even

You're going to be dizzy after all this spinning.

  • Everything is minus on Spin except for 5P/2P.
  • Shitsu has niche use in neutral if Ram is facing corner, since it discourages her from throwing sword to erase it.
  • Kachoufuugetsu has a tendency to get the far version/whiff during Ram's pressure, so use it sparingly in the corner.
  • BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3's explosion can be spun with 236[K], which doesn't generate frame advantage but still requires Ramlethal to change her pressure slightly. This is mainly useful in stopping Ram from starting her pressure further out from the corner, such as with 5H.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Neutral


Offense


Defense



Sin Kiske

 Sin KiskeOne-Liner
Even


Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Sol Badguy

Unfavorable / Very Unfavorable

Only one wrong move.

  • Space outside of Sol’s f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 range. It’s advantage on block and high damage on counter hit makes fighting Sol while in range of this button too risky.
  • His buttons are faster, more rewarding, and have more reach than Anji's.
  • Great reversal that lets him challenge gaps that other characters might not be able to.
  • Strong neutral in 6S and 2S, letting him box Anji out.

Play patiently.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Neutral


Offense


Defense


Testament


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Neutral


Offense


Defense



Zato-1

Unfavorable

Shut down Eddie at all costs.

  • Since Eddie and Zato count as two different entities, they can protect each other if one of them procs Spin, as the other won’t be slowed down and can stop Anji from going for a counter attack. Hold off on spin until Eddie is gone.
    • You can attempt MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11 after Spin, but it can be nullified by either OpposeGGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- or Break the LawGGST Zato-1 Break The Law.pngGuardStartup13RecoveryTotal 28~95Advantage-, creating an RPS situation that is usually favored against Anji.
  • Use fast buttons like 5K, 2P, and 2S to stop Zato from sending Eddie to start pressure with Drunkard Shade.
  • Setting up a ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 in neutral can be very strong, as it prevents Zato from poking at Anji with Eddie without him getting hit. Zato can reflect it with Drunkard ShadeGGST Zato-1 Drunkard Shade.pngGuardAllStartup9Recovery12Advantage-8, but that puts him at risk of getting counter hit by one of Anji's pokes.
  • Eddie can trigger far Kachoufuugetsu, letting Zato bait it with crossup jumps or Break The Law.
  • 2P and 5P (against Leap) to kill Eddie whenever you can.
  • Extremely difficult, but technically not impossible.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1]
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Neutral


Offense


Defense


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