Please feel free to make edits, but include edit summaries and sources where applicable.
Matchups
- 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
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
A.B.A
Even in Strive, its not about if A.B.A will DanzaiGuardAll (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
Neutral (Normal Mode)
Neutral (Jealous Rage)
Offense
Defense
Anji Mito
A mirror match.
- 236KGuardStartupRecoveryTotal 34~50Advantage- beats his own neutral buttons, 236SGuardAllStartup12 [28]Recovery14Advantage- keeps both players grounded.
- You can cancel 236HGuardAllStartup16 [32]Recovery21Advantage-8 [-6] into the followups even if it's spun, letting you catch unsuspecting opponents with 632146SGuardStartup1Recovery10Advantage-.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Neutral
Offense
Defense
Asuka R
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
Asuka's Button | Loses To | Beats | Trades | Whiffs | Guardpoint |
---|---|---|---|---|---|
2PGuardAllStartup5Recovery10Advantage-2 | 5KGuardAllStartup8Recovery9Advantage-2, f.SGuardAllStartup11Recovery21Advantage-9, 2SGuardLowStartup10Recovery16Advantage-6 | N/A | N/A | 6PGuardAllStartup10Recovery25Advantage-17 (-)-15, 2DGuardLowStartup10Recovery22Advantage-11(-)-12 | No-24 |
5KGuardAllStartup7Recovery12Advantage-3 | 6PGuardAllStartup10Recovery25Advantage-17, 2SGuardLowStartup10Recovery16Advantage-6 | f.SGuardAllStartup11Recovery21Advantage-9 | 5KGuardAllStartup8Recovery9Advantage-2 | 2DGuardLowStartup10Recovery22Advantage-11(-)-10 | No-22 |
f.SGuardAllStartup11Recovery17Advantage-6 | 5KGuardAllStartup8Recovery9Advantage-2, 6PGuardAllStartup10Recovery25Advantage-17, md.2DGuardLowStartup10Recovery22Advantage-11 | 2SGuardLowStartup10Recovery16Advantage-6 | f.SGuardAllStartup11Recovery21Advantage-9 | N/A | Yes+9 |
Howling Metron | md.6PGuardAllStartup10Recovery25Advantage-17, md.5KGuardAllStartup8Recovery9Advantage-2 | 2SGuardLowStartup10Recovery16Advantage-6, 2DGuardLowStartup10Recovery22Advantage-11 | f.SGuardAllStartup11Recovery21Advantage-9(-)-48 | N/A | Yes |
Metron Screamer 808 | md.5KGuardAllStartup8Recovery9Advantage-2, f.SGuardAllStartup11Recovery21Advantage-9 | All other buttons | 2SGuardLowStartup10Recovery16Advantage-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 SphereGuardAll [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 Recover Mana (Continuous) and 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 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
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
Neutral
Offense
Defense
Baiken
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 KabariGuardAllStartup18Recovery19Advantage-3.
- 2D disrupts her pressure game, keeping her from doing moves like spaced TatamiGuardAllStartup15Recovery5Advantage-3 or H Kabari during pressure without first conditioning Anji against using it.
- KouGuardAllStartup12 [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.
- ShinGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 shuts down both of Baiken's reversals, HiiragiGuard-Startup1Recovery32Advantage- and TsuraneGuardAllStartup8+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
Neutral
Offense
Defense
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
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.
- KachoufuugetsuGuardStartup1Recovery10Advantage- is a good reversal in this matchup, but Chipp can call it out with Genrou ZanGuardGround 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
Neutral
Offense
Defense
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
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
Neutral
Offense
Defense
Giovanna
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 TravaoGuardAll [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.
- VentaniaGuardAllStartup5+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
Neutral
Offense
Defense
Goldlewis Dickinson
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
Neutral
Offense
Defense
Happy Chaos
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
Neutral
Offense
Defense
I-No
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
Neutral
Offense
Defense
Jack-O
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
Neutral
Offense
Defense
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
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
Neutral
Offense
Defense
Leo Whitefang
Not even for the neutral.
- GravierteGuardAllStartup35RecoveryTotal 66FAdvantage+17 keeps Anji from using Shitsu or otherwise contesting without jumping.
- 5KGuardAllStartup9Recovery13Advantage-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
Neutral
Offense
Defense
May
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
Neutral
Offense
Defense
Millia Rage
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 KapelGuardAllStartup13Recovery12Advantage-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.HGuardHighStartup8Recovery25Advantage+1 (IAD).
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
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 KapelGuardAllStartup13Recovery12Advantage-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.HGuardHighStartup8Recovery25Advantage+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 KapelGuardAllStartup13Recovery12Advantage-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
- 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
Neutral
Offense
Defense
Potemkin
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 PBGuardGround ThrowStartup5Recovery37Advantage-.
- Pressure has to be tight and fast. Spins can be PBGuardGround 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
Neutral
Offense
Defense
Ramlethal Valentine
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.
- BajonetoGuardAllStartup20RecoveryTotal 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
Neutral
Offense
Defense
Sin Kiske
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Sol Badguy
Only one wrong move.
- Space outside of Sol’s f.SGuardAllStartup10Recovery13Advantage+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
Neutral
Offense
Defense
Testament
Round Start
Neutral
Offense
Defense
Zato-1
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 MidareGuardAllStartup7Recovery30Advantage+11 after Spin, but it can be nullified by either OpposeGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- or Break the LawGuardStartup13RecoveryTotal 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 ShitsuGuardAllStartup29RecoveryTotal 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 ShadeGuardAllStartup9Recovery12Advantage-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