https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Joefish&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T15:53:23ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Combos&diff=389341GGACR/Anji Mito/Combos2023-04-14T22:57:25Z<p>Joefish: Noticed Delay On worked on bridget, not sure how I missed this the first time around</p>
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<div><center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{Overview/navigation}}<br />
{{MFlag|cleanup}}<!-- All we need now is On loop combos. -->{{MFlag|verify}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%|additional=<br />
:'''DJC''' = Double Jump Cancel<br />
:'''{{clr|3|3Sc}}''' = {{clr|3|3S}} Cancel<br />
:'''Shitsu''' = [[GGACR/Anji#Shitsu|Shitsu - {{clr|1|236P}}]]<br />
:'''Butterfly''' = First part of Shitsu<br />
:'''Hawk''' = Second part of Shitsu<br />
:'''S Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|3|236S}}]]<br />
:'''H Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|4|236H}}]]<br />
:'''K Hop''' = [[GGACR/Anji#Issokutobi|Issokutobi - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|2|K}}]]<br />
:'''Nagiha''' = [[GGACR/Anji#Nagiha|Nagiha - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|3|S}}]]<br />
:'''H Rin''' = [[GGACR/Anji#Rin|Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|4|H}}]]<br />
:'''Kou''' = [[GGACR/Anji#Kou|Kou - {{clr|1|P}} during Autoguard]]<br />
:'''Sou''' = [[GGACR/Anji#Sou|Sou - {{clr|2|K}} during Autoguard]]<br />
:'''On''' = [[GGACR/Anji#On|On - {{clr|4|623H}}]]<br />
:'''P Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|1|214P}}]]<br />
:'''K Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|2|214K}}]]<br />
:'''Orb''' = [[GGACR/Anji#Shin_Nishiki|Shin: Nishiki - {{clr|1|j.214P}}]]<br />
:'''FB Rin''' = [[GGACR/Anji#FB_Rin|FB Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|5|D}}]]<br />
:'''FB On''' = [[GGACR/Anji#FB_On|FB On - {{clr|5|623D}}]]<br />
:'''Lightweights''' = BA, BR, DI, IN, JA, JU, KL, MA, MI<br />
:'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA<br />
:'''Heavyweights''' = AB, JO, OS, PO, RO<br />
}}<br />
<br clear=all/><br />
<br />
== Combo List ==<br />
Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him.<br />
<br />
Damage values listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.<br />
<br />
===Beginner Combos===<br />
{{BeginnerComboDef}}<br />
<tabber><br />
Gatling into Sweep=<br />
{{TheoryBox<br />
| Title = Basic Meterless Knockdown<br />
| Oneliner = Sweep, Shitsu, start your offense!<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|5|2D}} > (delay {{clr|1|236P}})<br />
| content =<br />
Simple but arguably your most important confirm. The {{clr|5|2D}} can be late canceled into Shitsu for a meaty Butterfly. Ideally you want the opponent to be hit with the tip of {{clr|5|2D}} when cancelling into Shitsu to make your okizeme safer against reversals.<br />
<br />
For many normals at max range, such as {{clr|1|5P}} or {{clr|2|5K}}, ending with {{clr|5|2D}} is the only way to convert the combo, so you will be defaulting to this combo a lot even at a high level. As a bonus, {{clr|5|2D}} is burst safe when done at a distance, causing the burst to whiff. With the exception of a few command normals, almost all of Anji's normals can gatling into {{clr|5|2D}}, so if you are unsure of what combo to confirm into, this is always a safe fallback.}}<br />
<br />
Below is a list of some common gatling strings to get you started, but please refer to Anji's [https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Frame_Data#Gatling_Table gatling chart] for a full list of normals that can gatling into sweep.<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; width: 100%; style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes<br />
|- <br />
| ({{clr|1|2P}}) > {{clr|2|5K}} > ({{clr|3|5S}}) > ({{clr|3|2S}}) > {{clr|5|2D}} || Everywhere || 62 || ~10 || Everyone || {{clr|1|Very Easy}} || A standard gatling route that’s relatively burst safe. More normals can be added the closer you are.<br />
|-<br />
| {{clr|1|2P}}xN > {{clr|5|2D}} || Everywhere || 32 ({{clr|1|2P}} x3) || ~7 || Everyone || {{clr|1|Very Easy}} || An abare route for when you're mashing defensive {{clr|1|2P}}.<br />
|-<br />
| {{clr|1|5P}} > {{clr|5|2D}} || Everywhere || 35 || ~4 || Everyone || {{clr|1|Very Easy}} || {{clr|1|5P}} is Anji's fastest normal, but whiffs on crouchers. This confirm is still useful as both a quick punish for unsafe attacks, and for challenging opponents who rely on attacks that do not crouch under {{clr|1|5P}}.<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} || Everywhere || 53 || ~4 || Everyone || {{clr|1|Very Easy}} || Your standard low confirm.<br />
|-<br />
|}<br />
|-|<br />
Sweep into K Hop=<br />
{{TheoryBox<br />
| Title = Sweep into K Hop<br />
| Oneliner = Corner carry at the cost of Shitsu okizeme.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo2<br />
| Youtube = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|2|K}}<br />
| content =<br />
You do not have enough time to set-up Shitsu okizeme off this knockdown, but if you need a bit more meterless damage, you can add an S Fuujin for slightly more damage after {{clr|5|2D}}. The S Fuujin will send the opponent in a sliding state, pushing them to the corner. Doing the hop after will leave you close to the opponent, allowing for okizeme that is not Shitsu reliant.<br />
<br />
You probably won't be going for this confirm very often, as there is the choice to stop at the {{clr|5|2D}} and go for stronger Shitsu okizeme, or combo into FB Rin if you have meter on non-heavyweight characters.<br />
<br />
Note that against {{CLabel|GGACR|Ky}} and {{CLabel|GGACR|Robo-Ky}}, the S Fuujin will whiff at max range.<br />
}}<br />
|-|<br />
Anti-Air 5P into 5H=<br />
{{TheoryBox<br />
| Title = Anti-Air {{clr|1|5P}} into {{clr|4|5H}} Knockdown<br />
| Oneliner = Arguably the best {{clr|1|5P}} in the game.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo3<br />
| Youtube = SPup10ZUiLM<br />
| Size = 256x192<br />
| Recipe = AA CH {{clr|1|5P}} > (dash) > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|5|5H}} > (delay {{clr|1|236P}})<br />
| content =<br />
An easy stable anti-air combo that goes into meaty Shitsu okizeme when you late cancel the {{clr|4|5H}} into Shitsu. Just make sure the opponent is low enough for {{clr|4|5H}} to connect.<br />
}}<br />
|-|<br />
Anti-Air 5P into On=<br />
{{TheoryBox<br />
| Title = Anti-Air {{clr|1|5P}} into On<br />
| Oneliner = Slightly more anti-air damage, and a side switch.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo4<br />
| Youtube = x6NEjh_alSk<br />
| Size = 256x192<br />
| Recipe = AA CH {{clr|1|5P}} > [(dash) > {{clr|1|5P}}] or [dash > {{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}}<br />
| content =<br />
A higher damage anti-air combo, that requires the opponent be at a higher height for the {{clr|4|623H}} to connect. If they are too low, go for the {{clr|4|5H}} knockdown combo instead.<br />
}}<br />
|-|<br />
Anti-Air 6P=<br />
{{TheoryBox<br />
| Title = Anti-Air {{clr|1|6P}} into On<br />
| Oneliner = Your go to airdash punish.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo5<br />
| Youtube = ytXibYEFH2w<br />
| Size = 256x192<br />
| Recipe = AA {{clr|1|6P}} > {{clr|3|5S}} > {{clr|4|623H}}<br />
| content =<br />
An easy anti-air combo that works on the whole cast off of {{clr|1|6P}}, useful for punishing air dashes and some high jump-ins.<br />
}}<br />
|-|<br />
Kai into 5H=<br />
{{TheoryBox<br />
| Title = Kai into {{clr|4|5H}} Knockdown<br />
| Oneliner = An overhead and potential cross-up.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo6<br />
| Youtube = lIVNbswvWI4<br />
| Size = 256x192<br />
| Recipe = {{clr|1|214P}} or {{clr|2|214K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}})<br />
| content =<br />
A basic confirm into knockdown off of Kai special attacks. Again, this combo can go into meaty Shitsu okizeme when you late cancel the {{clr|4|5H}} into Shitsu.<br />
}}<br />
|-|<br />
Air Throw into 5H=<br />
{{TheoryBox<br />
| Title = Air Throw into {{clr|4|5H}} Knockdown<br />
| Oneliner = One of the best air throws in terms of combo ability.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo7<br />
| Youtube = <br />
| Size = 256x192<br />
| Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}})<br />
| content =<br />
Anji's air throw launches the opponent above Anji, and the opponent will be unable to tech or even burst until they hit the ground. This allows for a free juggle, so here's a simple combo you can go for to tag on some extra damage into a knockdown.<br />
}}<br />
|-|<br />
Air Throw into On=<br />
{{TheoryBox<br />
| Title = Air Throw into On<br />
| Oneliner = Your go to air throw combo most of the time.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo8<br />
| Youtube = <br />
| Size = 256x192<br />
| Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}}<br />
| content =<br />
Another air throw combo that does more damage than the {{clr|4|5H}} knockdown combo. You may want to avoid this combo if the On side switch sends the opponent out of the corner however. Note that {{clr|1|5P}} tends to be more stable than {{clr|3|5S}}.<br />
}}<br />
|-|<br />
Dust=<br />
{{TheoryBox<br />
| Title = Easy Dust Combo<br />
| Oneliner = One of the few special cancellable standing dusts in the game.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo9<br />
| Youtube = kqsgrL7ml7I<br />
| Size = 256x192<br />
| Recipe = {{clr|5|5D}} > {{clr|4|623H}}<br />
| content =<br />
An easy way to take advantage of Anji's standing dust's special cancellability to get knockdown.<br />
}}<br />
</tabber><br />
<br />
<br />
<br />
<tabber><br />
FB Rin into 5H Knockdown=<br />
{{TheoryBox<br />
| Title = FB Rin into 5H Knockdown<br />
| Oneliner = A safe fallback combo when you have meter.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo10<br />
| Youtube = 8_JfmvpsfNE<br />
| Size = 256x192<br />
| Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > dash > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} <br />
| content =<br />
H Fuujin into Rin causes a ground bounce allowing you to run in and link a {{clr|1|5P}} or {{clr|3|5S}} into a {{clr|4|5H}} knockdown. In the corner, the FB Rin will cause a side switch.<br />
}}<br />
|-|<br />
FB Rin into On=<br />
{{TheoryBox<br />
| Title = FB Rin into On<br />
| Oneliner = Another safe fallback at the expense of corner carry.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = BeginnerCombo11<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > dash > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} <br />
| content =<br />
A slightly higher damage FB Rin combo than the {{clr|4|5H}} combo, but the On will cause a side switch. In the corner, the FB Rin will also cause a side switch, but the On should switch them back into the corner.}}<br />
</tabber><br />
<br />
===Core Combos===<br />
{{CoreComboDef}}<br />
<br />
<span style="visibility:hidden;font-size:0">The BnB</span><br />
{{TheoryBox<br />
| Title = FB Rin > H Fuujin > On a.k.a. "The BnB"<br />
| Oneliner = If you only had to learn one combo, learn this one.<br />
| Difficulty = {{clr|4|Hard}}<br />
| Anchor = CoreBnB1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > {{clr|4|236(6)H}}~{{clr|2|K}} (omit K Hop if in or near corner) > {{clr|1|5P}} or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}}<br />
| content = This combo works on all characters, but requires adjustments based on character weight and air hurtbox.<br />
<br />
The trickiest part is linking H Fuujin after FB Rin. When starting the combo point blank, input FB Rin as soon as possible. When starting at a distance, delay FB Rin to allow the opponent to bounce closer after the H Fuujin wallbounce. If the FB Rin hits close, H Fuujin is easy to link afterwards. Otherwise, you may need a dashing Fuujin (2366H) to connect the H Fuujin. If FB Rin is not hit close enough or if H Fuujin does not hit at the right height, adjust with different enders. <br />
<br />
Common adjustments:<br />
<br />
* Opponent too low after K Hop: adjust with 5P > 5H or 5K > 5S > 623H/5H/air combo<br />
* Opponent too high after K Hop: air combo or 236(6)H > H for knockdown<br />
* Opponent too far: stop combo short for FB Rin hard knockdown<br />
* Unsure how to follow-up: fall back on combos in "Basic Metered Route" section<br />
<br />
Adjusting this combo on the fly is core to Anji's combo routing and comes with experience.<br />
}}<br />
<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ "The BnB" from different positions<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 185 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{clr|3|Medium}} || Most unstable on {{CLabel|GGACR|A.B.A}}. When doing H Fuujin point blank, the FB Rin should be performed immediately. If the H Fuujin is not point blank, a delayed FB Rin is usually needed followed by a dashing H Fuujin on most characters. Lightweights are sometimes bounced too high for the On to connect, so delaying the H Fuujin after FB Rin is often needed. || https://youtu.be/Or9oMfp5ye0<br />
|-<br />
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 173 with {{clr|3|2S}} > {{clr|4|5H}} || 25 || All except AB, JO, OS, PO, RO || {{clr|3|Medium}} || Standard BnB on Midweights and Lightweights off {{clr|5|2D}}. Important for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. Usually requires no dashing H Fuujin up close, but requires one at max range. On BA, IN, JA, and KL, the FB Rin will whiff at max range. || https://youtu.be/Ob4rSe7L4C4<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Midscreen to Corner || 190 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|2|5K}} > {{clr|3|5S}} || 25 || All || {{clr|2|Easy}} || Easy universal corner carry combo from midscreen. Requires some strict timing and positioning for the opponent to sideswitch in the corner. || https://youtu.be/lJO7PPqDEKI<br />
|-<br />
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|S|5S}} > {{clr|4|623H}} || Corner || 169 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || All except AB, JO, OS, PO, RO || {{clr|2|Easy}} || Standard corner BnB that provides good corner Shitsu okizeme. || https://youtu.be/Xlx8Oyv62qs<br />
|}<br />
<br />
<span style="visibility:hidden;font-size:0">H Fuujin Rin</span><br />
{{TheoryBox<br />
| Title = H Fuujin Rin<br />
| Oneliner = A damaging meterless confirm with strict spacing requirements.<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = CoreBnB3<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = (Starter > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|4|H}}<br />
| content = Primarily confirmed off of 5H or 6P, as well as a situational counter hit confirm off a few other normals such as 2D. This provides high damage and corner carry, but connecting the H Rin from the H Fuujin be unstable on certain characters. Shitsu okizeme can be performed after this knockdown but will not be very meaty.<br />
}}<br />
<br />
<span style="visibility:hidden;font-size:0">S Fuujin Nagiha</span><br />
{{TheoryBox<br />
| Title = S Fuujin Nagiha<br />
| Oneliner = An important confirm off command normals, and your go to meterless corner combo.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreBnB4<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter (usually into {{clr|5|2D}} in corner) > {{clr|3|236S}} -> (delay in corner) {{clr|3|S}} > ({{clr|1|2366P}} midscreen or {{clr|1|236P}} in corner)<br />
| content = Nagiha from S Fuujin provides knockdown and does more damage than {{clr|5|2D}}, but tends to have weaker okizeme midscreen. When midscreen, a dashing Shitsu i.e. {{clr|1|2366P}} to ensure the butterfly hits meaty enough, otherwise the opponent can escape the butterfly. Even with the dashing Shitsu, the frame advantage provided isn't particularly high, so you may want to default to a {{clr|5|2D}} knockdown instead.<br />
<br />
In the corner however, {{clr|3|236S}} -> {{clr|2|S}} sets up perfect spacing for Shitsu okizeme, with no need for a dashing Shitsu input. The spacing works better the Nagiha input is delayed a bit to increase the pushback. Confirming into {{clr|3|236S}} -> {{clr|2|S}} from gatlings into {{clr|5|2D}} will generally be your go to meterless corner combo as a result.<br />
<br />
Note that for command normals such as {{clr|2|3K}} that cannot gatling into any other normal, canceling into {{clr|3|236S}} -> {{clr|2|S}} is your only way of getting meterless knockdown. <br />
}}<br />
<br />
<span style="visibility:hidden;font-size:0">H Fuujin Nagiha</span><br />
{{TheoryBox<br />
| Title = H Fuujin Nagiha<br />
| Oneliner = A slightly more damaging corner combo, with some caveats.<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = CoreBnB5<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|4|5H}} > {{clr|4|236H}} -> delay {{clr|3|S}}<br />
| content = Standard meterless knockdown off 5H in the corner. The H Fuujin causes a wallbounce, so it is important to delay the Nagiha as long as possible to hit the opponent as low as possible. If the opponent is too high after the Nagiha, they will be able to tech and you will lose the knockdown. On lightweight characters, the delay can be particularly strict, because they tend to bounce higher from the Nagiha launch. In fact, at higher combo counts on lightweights, it may be impossible to get a knockdown with this combo. Another thing to pay attention to is that the H Fuujin can cause a side switch when deep in the corner on lightweights, so when attempting the combo on lightweights, it is important to attempt it slightly further from the corner.<br />
}}<br />
<br />
===Kai/Launcher Combos===<br />
This is a list of combos off Kai, ignoring Fuujin loops and On loops as these are best covered in their own sections. Although Kai is the chosen starter, it is safe to assume that these same combos can be performed off any launcher, such as Anti-Air CH {{clr|1|5P}}/{{clr|1|6P}}/{{clr|1|5S}}, raw FB Rin, CH H Rin/TK {{clr|1|j.214P}} in the corner, etc. These are also perfect combos to go for off a Burst punish. The exception would be air throws, as the air throw combos are affected by higher hit stun deterioration, so air throw combos will be listed separately. Please see the "Starters: Launchers and Anti-Airs" section in the "Combo Theory" section for a full list.<br />
<br />
For super jump air combos, {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} can be replaced with {{clr|2|j.K}} > {{clr|3|j.S}} if the opponent is higher, or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} on midweights and heavyweights if the opponent is lower.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Kai/Launcher Combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 148 with {{clr|1|214P}} || 0 || All || {{clr|2|Easy}} || Universal jump install combo off Kai midscreen when you are not near the corner. || https://youtu.be/A3nw4OAWFvk<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} || Any || 153 with {{clr|1|214P}} || 0 || All except AB, JO, KL, MA || {{clr|2|Easy}} - {{clr|4|Hard}} || A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 112 with {{clr|1|214P}} || 0 || All, but not practical with {{clr|1|214P}}/{{clr|2|214K}} on some characters, see notes || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Off {{clr|1|214P}}, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the {{clr|2|5K}}. If using {{clr|2|214K}} as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. || https://youtu.be/lkEpzQu8jcI<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > (delay) {{clr|5|j.D}} > {{clr|1|j.214P}} || Near Corner || 156 with {{clr|1|214P}} || 0 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between {{clr|4|j.H}} and {{clr|5|j.D}} to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. || https://youtu.be/Rv9SVj15OfA<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} RC ▷ delay {{clr|4|236H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Near Corner || 194 with {{clr|1|214P}} and {{clr|2|5K}} > {{clr|3|5S}} after the RC || 50 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || RC extension of the above combo to get a better knockdown in the corner with On. || https://youtu.be/uktl-jkWaDM<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 150 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JU, FA, RO (requires a {{clr|2|5K}} before {{clr|3|5S}}), SL, ZA || {{clr|3|Medium}} - {{clr|5|Very Hard}} || Very practical on JU, FA, SL, and ZA. The falling {{clr|4|j.H}} link provides ideal corner Shitsu okizeme. || https://youtu.be/RK5V2qQKsg0<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 138 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{clr|3|Medium}} || Easier combo than the above combo, but also works on MA and JO. || https://youtu.be/lFhVuz-5sTs<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 140 (MA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{clr|3|Medium}} || A simpler version of the falling {{clr|4|j.H}} combo. For MA, this is the most stable variant of the combo. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} > ({{clr|2|j.K}} or {{clr|3|j.S}} or RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 153 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 159 ending with {{clr|3|j.S}}, 169 ending with {{clr|4|623H}} || 0 || All || {{clr|3|Medium}} || Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} (RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 157 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 170 ending with {{clr|4|623H}} || 0 || AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA || {{clr|3|Medium}} || No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > delay {{clr|5|j.D}} , delay {{clr|4|j.H}} || Midscreen to Corner || 155 (FA) with {{clr|1|214P}} || 0 || JU, FA, SL, ZA, and BR if {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} is replaced with {{clr|2|j.K}} > {{clr|3|j.S}} || {{clr|4|Hard}} || Jump install version of the falling {{clr|4|j.H}} combo. Very practical for corner carry. Requires delays to get the final {{clr|4|j.H}} low enough to knock down, otherwise it may be possible to tech. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > delay {{clr|3|j.S}} > {{clr|4|j.H}} > delay {{clr|5|j.D}} , {{clr|2|j.K}} or {{clr|3|j.S}} ▷ (microdash 66 for DI, IN, VE) > {{clr|1|5P}} > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Near the Corner || 178 with {{clr|1|214P}} || 0 || AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA || {{clr|4|Hard}} - {{clr|5|Very Hard}} || A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The {{clr|3|5S}} should hit at a low height, with slight delays between the initial {{clr|2|j.K}} to {{clr|3|j.S}} and {{clr|4|j.H}} to {{clr|5|j.D}}. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. || https://youtu.be/ddU7c8lK4R4<br />
|}<br />
<br />
<br />
===Air Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Air Throw combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 83 with {{clr|3|5S}} || 0 || All || {{clr|2|Easy}} || Easy knockdown off an air throw.|| https://youtu.be/REjpXeLlmUw<br />
|-<br />
| Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 92 with {{clr|1|5P}} || 0 || All || {{clr|2|Easy}} || The {{clr|1|5P}} is usually more stable to link after the Air Throw. || https://youtu.be/yj33UBq7qng<br />
|-<br />
| Air Throw ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 92 || 0 || All || {{clr|2|Easy}} || It is possible to go directly into On from an air throw when the air throw is performed very low to the ground. This is optimal in terms of frontloading the damage and stun. Useful for air throw resets in stun sequences. || -<br />
|-<br />
| Air Throw ▷ {{clr|3|5S}} > ({{clr|3|6S}}) > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Corner || 122 (FA) with {{clr|3|6S}} || 0 || JU, FA, SL, ZA || {{clr|3|Medium}} || Falling {{clr|4|j.H}} combo is possible when air throwing into the corner but the {{clr|3|6S}} will usually whiff if too close to the corner, so it should generally be avoided. The inability to land {{clr|3|6S}} is the reason that this combo is preferred over the jump install route usually. || https://youtu.be/IMNPcqObkFM<br />
|}<br />
<br />
<br />
==={{clr|5|5D}} Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ {{clr|5|5D}} combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D}} > JC > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 127 || 0 || All || {{clr|2|Easy}} || Simple midscreen dust combo. || https://youtu.be/tlStvR7994o<br />
|-<br />
| {{clr|5|5D}} > JC > FD > {{clr|4|j.H}} ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 90 || 0 || All || {{clr|1|Very Easy}} || Easy Impossible Dust combo utilizing an FD flicker. || -<br />
|-<br />
| {{clr|5|5D}} > JC > DJC9 > {{clr|4|j.H}} ▷ {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions)|| Any || 102 with {{clr|2|5S}} || 0 || All || {{clr|2|Easy}} || Another Impossible Dust combo this time utilizing a double jump. When inputting the double jump, it is suggested to return to neutral first after the initial homing jump cancel. || https://youtu.be/R0Kp6dW3uCA<br />
|-<br />
| {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ (dash) > {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Corner || 112 with {{clr|2|5S}} || 0 || All || {{clr|4|Hard}} || Slightly harder Impossible Dust combo that requires inputing the initial {{clr|3|j.S}} as fast as possible. To ease the input of the double jump, it is suggested to input the double jump from the initial j.S by rolling your input from up forward to down forward, and then back to up forward. In number notation this would be a 96369 input. || -<br />
|-<br />
| {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen to Corner || 122 || 0 || All || {{clr|4|Hard}} || Impossible Dust combo that links a H Fuujin for corner carry. || -<br />
|}<br />
<br />
===Specialized Routes===<br />
{{SpecializedComboDef}}<br />
<br />
<span style="visibility:hidden;font-size:0">On Loop</span><br />
{{TheoryBox<br />
| Title = On Loop<br />
| Oneliner = High execution with high meterless damage.<br />
| Difficulty = {{clr|5|Very Hard}}<br />
| Anchor = SpecializedCombo1<br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Starter > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} or {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|5|j.H}} ▷ Gatlings > {{clr|4|623H}}<br />
| content =<br />
Sometimes referred to as the "Kage Loop", this is generally considered to be Anji's hardest combo. Anji can link an IAD string after an early On and with successful delays in the subsequent IAD string, Anji can land and combo into another On, thus the name "On Loop". It is the highest meterless damage Anji can achieve off an early On midscreen. <br />
<br />
Most of these combos are unstable with highly specific delays and the IAD link is often a 1 frame link. For the majority of characters (outside of FA), these combos are not very practical and should be reserved for practice only after mastering the rest of Anji's repertoire. Most of the time you can spend meter instead for a more stable and damaging combo, so these combos are reserved for situations where you do not have meter, or if you just wish to style. Stability is also heavily affected by combo length, so it is best to assume that you cannot exceed the combo count defined in the list below. These combos also cannot be performed in the corner as the IAD portion of the combo will usually launch them too high. A video by Dry-Ace is can be found below for reference.<br />
}}<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ On loops<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (AX) || 0 || AX, BR, FA, JA, MA, MI, SL, TE || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link on AX/SL, 2 frame link on BR/JA/MI/TE, 3 frame link on FA, and a 4 frame link on MA. Final {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} tends to be unstable without exact delays and often requires being input on the first frame of landing. This combo can be used as an easier version of the IAD > {{clr|1|j.K}} On loop for TE. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (FA) || 0 || FA, PO, SL, TE, VE, ZA || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link on SL/TE/VE/ZA, a 2 frame link for PO, and a 5 frame link on FA who is the most practical to perform this combo on. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 183 (BA) || 0 || BA, CH, KL || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 2 frame link. On BA, off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|2P}} must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final {{clr|1|2P}} can be done within the first two frames of landing if delays during the airdash portion of the combo are long enough, but with shorter delays, also may require the {{clr|1|2P}} being done on the first frame of landing. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (DI) || 0 || DI || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 3 frame link. Off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|5P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 4 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|1|j.P}} > {{clr|3|j.S}} ▷ {{clr|2|5P}} > {{clr|4|623H}} || Midscreen || 120 (PO) || 0 || PO || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. Slightly easier than the {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} variant of this combo on PO. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 171 (AN) || 0 || AN || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. {{clr|1|j.P}} can be used in lieu of {{clr|2|j.K}} but it is still a 2 frame link. The final {{clr|1|5P}} link must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 164 (IN) || 0 || IN || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link. The final {{clr|1|2P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below<br />
|-<br />
| [Anti-air {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 103 (AB) || 0 || AB || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link. Very difficult to land this off of P Kai on AB as {{clr|2|5K}} > {{clr|3|5S}} after P Kai will launch AB too high. || See Vid Below<br />
|-<br />
| [Anti-air {{clr|2|5K}} > {{clr|3|5S}}] or [Any 2 or less hit confirm] > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (ED) || 0 || ED || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below<br />
|-<br />
| Anti-air {{clr|1|5P}} > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 146 (PO) || 0 || PO || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 149 (SL) || 0 || SL || {{clr|5|Very Hard}} || In order for the final On to connect, the {{clr|2|5K}} must be hit very deep, with a 1 frame timing, and the dash buffered to come out the first frame after the initial On recovery. || See Vid Below<br />
|}<br />
<br />
===Early On Extensions===<br />
Examples of character specific extensions after an early On. On midweights, you should attempt this when the combo count is around 5 hits after landing the On. On lightweights, the combo count can go up to 8 hits. This will not cover On loops as these will be covered in another section.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Early On Extensions<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|5H}} || Any || 132 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except CH, KY, JO, JU, RO, VE || {{clr|4|Hard}} || A simple extension that adds a bit of extra damage after an early On into meaty Shitsu okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, SO, and ZA. Not worth attempting on AN as it's a 1 frame link. || https://youtu.be/7jnWDtlwWzA<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|3|5S}} > {{clr|4|5H}} || Any || 141 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA || {{clr|4|Hard}} || Higher damage variation of the above combo, but the {{clr|3|5S}} link can be tight. Easiest on BA, BR, DI, KL, FA, OS, and SO. Not worth attempting on JA as it's a 1 frame link. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> delay {{clr|5|D}} > {{clr|4|2366H}} -> delay {{clr|4|H}} || Any || 177 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || It is possible to link an H Fuujin after an early On, but is particularly tight on midweights. It is most practical and lenient on lightweights (ignoring JU), CH and FA, where it is a very important source of damage and a good use of meter. The H Rin ender allows for full corner carry in case you landed the On in the corner. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|5|D}} > dash > ({{clr|4|2H}} in corner) > {{clr|4|5H}} || Any || 165 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start and no {{clr|4|2H}} || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Slightly more stable and easier version of the above combo. An important BnB on lightweights (ignoring JU), CH and FA that sets up meaty Shitsu okizeme. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay {{clr|1|j.214P}} in corner) || Midscreen || 172 (TE) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AN, AX, TE || {{clr|4|Hard}} || On AN, AX, and TE, it is possible to link a {{clr|1|5P}} after a H Fuujin link after an early On. This combo technically does more damage than the On loop, but at the cost of no knockdown. || https://youtu.be/pple6DcbUvQ<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|6K}} FRC > {{clr|4|623H}} || Any || 156 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || AX, BR, FA, IN, OS, SL, SO, ZA || {{clr|4|Hard}} || Invented by former Anji player Hae, this combo is known as the "Hae Special". This FRC combo is most practical on SO and OS as the meterless On loop does not work on them. It is good for gaining the corner again in case you land an On in the corner. In other positions, it may be better to spend the meter on H Fuujin > FB Rin instead. Not practical at on AX and FA as it is a 1 frame timing. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 149 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AX, BA, DI, FA, JO, MI || {{clr|3|Medium}} || In the corner, it is possible to link an additional {{clr|5|2D}} before the S Fuujin into Nagiha knockdown from an On. || -<br />
|}<br />
<br />
===Fuujin Loop===<br />
Highly character specific and not practical for some characters. The initial gatlings are important to pay attention to as it determines how many reps of the loop and what enders are possible. For the combos listed, assume that you cannot add any extra gatlings before the initial normal unless stated otherwise. <br />
<br />
'''Warning: Do NOT use Sol as a character practice these combos on, as Fuujin looping Sol is not viable at all due to his small vertical air hurtbox. Testament is the recommended character to practice Fuujin loops on when starting out.'''<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Fuujin Loops<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 171 (TE) with {{clr|4|2H}} and 175 (TE) with {{clr|4|6H}} || 25 || AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA || {{clr|3|Medium}} || The standard confirm into one rep of the Fuujin loop off {{clr|3|2S}} into {{clr|4|5H}} knockdown. For comparison, the same confirm into {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} does 181 damage on TE. Using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN, AX, CH, DI, and IN where {{clr|4|6H}} is more stable. || https://youtu.be/JjX3hEMOzbQ<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 181 (TE) with {{clr|4|2H}} and 185 (TE) with {{clr|4|6H}} || 25 || AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE || {{clr|3|Medium}} || Similar to the above, but slightly more damage with the On ender instead. Once again, using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN and AX where {{clr|4|6H}} is more stable. Not worth attempting on SO as it contains two 1 frame links. || https://youtu.be/Po-rGqv_g4k<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} (-> {{clr|2|K}}) > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || AN, KY, RO, TE || {{clr|4|Hard}} || Higher damage ender utilizing the 3S cancels. The K Hop can be omitted to provide a more spaced Shitsu okizeme afterwards. || https://youtu.be/ABkMAxRqFo8<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || All except AB, AX, JO, SO, OS, RO, PO || {{clr|4|Hard}} - {{clr|5|Very Hard}} || Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. || https://youtu.be/skLZI2G2Imo<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}}, {{clr|4|j.H}} || Corner || 174 (SL) || 25 || JU, SL || {{clr|4|Hard}} || Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a {{clr|3|2S}} into FB Rin confirm. || https://youtu.be/xAxjdYXqzjY<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 163 (PO) || 0 || PO || {{clr|4|Hard}} || Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an {{clr|5|FB Shitsu}} unblockable afterwards. || https://youtu.be/t5Ag1ou46NM<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 206 (TE) || 25 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. || -<br />
|-<br />
| {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}}|| Midscreen to Corner || 226 (ED) || 25 || JO, ED || {{clr|2|Easy}} || High damage corner carry confirm. On JO, one extra gatling can be added before the {{clr|3|5S}}, but none can be added for ED. || https://youtu.be/WixpH1Lj5c4<br />
|-<br />
| {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}}]x2 > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 185 (TE) || 0 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. || -<br />
|-<br />
| {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 164 (ZA) || 0 || KY, JA, ZA, TE, JU || {{clr|4|Hard}} - {{clr|5|Very Hard}} || High damage Fuujin Loop variation utilizing multiple {{clr|5|2D}}. Most optimal as a combo for KY and ZA in terms of damage, but the {{clr|2|5K}} OTG is very unstable on KY. || https://youtu.be/6dHBEClM5FU<br />
|}<br />
<br />
==Character Specifics Chart==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Character !! Weight Class !! {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} !! {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} Juggle !! Early On > dash {{clr|1|5P}} !! Early On > dash {{clr|1|5S}} !! Early On > H Fuujin !! Falling {{clr|4|j.H}} Combo !! j.KSHD > Orb !! Rejump Combo !! On Loop !! {{clr|2|5K}} > {{clr|1|5S}} Fuujin Loop !! Sliding {{clr|2|5K}} > {{clr|1|5S}} > On !! Comment<br />
<!--Weight || 2D S Fuujin || 5H 2D || On 5P || On 5S || On Fuujin || falling j.H || Orb || Rejump || On loop || Fuujin loop || On pickup || Comment--><br />
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are--><br />
|-<br />
! {{Character Label|GGACR|A.B.A|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Anji Mito|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Axl Low|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Baiken|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Bridget|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay || -<br />
|-<br />
! {{Character Label|GGACR|Chipp Zanuff|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Dizzy|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Eddie|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Faust|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|I-No|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay|| -<br />
|-<br />
! {{Character Label|GGACR|Jam Kuradoberi|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Justice|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Johnny|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|4|No}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Kliff Undersn|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Ky Kiske|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|May|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|3|Yes}} *outside corner || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Millia Rage|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *delay|| -<br />
|-<br />
! {{Character Label|GGACR|Order-Sol|24px}} <br />
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Potemkin|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Robo-Ky|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Slayer|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Sol Badguy|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Testament|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Venom|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Zappa|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *delay|| -<br />
|}<br />
<br />
:'''*delay''': You must delay On after {{clr|1|5S}}<br />
:'''*1f''': Contains a 1 frame link<br />
:'''*omit {{clr|3|j.S}}>{{clr|4|jH}}''': Cannot use {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} on JO and MA. [{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}] or [{{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}}] for JO, and [{{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|5|j.D}}] for MA.<br />
:'''*outside corner''': {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, while possible directly in the corner, is fairly unstable on MA without strict frame perfect delays, and is more stable when done outside of the corner at lower combo counts<br />
:'''*3Sc''': All {{clr|2|5K}} > {{clr|1|5S}} > {{clr|3|236S}} Fuujin loop reps can be replaced by {{clr|1|5S}} > {{clr|1|3Sc}} > {{clr|1|5S}} > {{clr|3|236S}} reps<br />
:'''*microdash''': A microdash {{clr|1|5P}} is required for the rejump, and is usually a 1-2 frame link, unless starting the combo from only 1 hit before the super jump<br />
<br />
==Video Examples==<br />
===Combo Tutorials===<br />
{|<br />
|-<br />
|{{#ev:youtube|https://www.youtube.com/watch?v=CYMDOYN2UJk|}} || {{#ev:youtube|https://www.youtube.com/watch?v=UF0TF2SQXvg|}}|| {{#ev:youtube|https://www.youtube.com/watch?v=C8zvprQROiI|}}<br />
|-<br />
|}<br />
===On Loop Showcase===<br />
{{#ev:youtube|ozj004_lhL0|450}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{Overview/navigation}}<br />
{{#lst:GGACR/Navigation}}</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin/Matchups&diff=366629GGACR/Potemkin/Matchups2023-01-11T16:47:24Z<p>Joefish: Fixed a typo in the PO:AN Mu section. (expext - expect)</p>
<hr />
<div>{{Overview/navigation}}<br />
==Pre-Reading==<br />
As a Potemkin player, you're probably not overly concerned with tierlists, matchup numbers or general odds. This page will be based more around how difficult it is for you to get in and begin your game alongside some general tips against the character, rather than worrying too much over numbers. At the end of the day, no matter what the character is, your goal is to grab them. <br />
<br />
Potemkin is notable for having some '''highly polarized matchups''' compared to many other characters in GGACR. This is due to Potemkin's great strengths, and also his few but similarly great weaknesses. Several characters struggle to keep Potemkin at bay, while others can abuse Potemkin's stature and speed to ensure he's well out of arm's reach, or put him in a vortex of mixups.<br>As a result there are a few observable trends with Potemkin's matchups.<br />
<table class="wikitable stripe" style="width:100%; max-width: 26em; text-align: center;"><br />
<tr><th colspan="2">Potemkin is great versus characters...</th></tr><br />
<tr><td>who are easily outpoked by Potemkin</td></tr><br />
<tr><td>lacking strong gatlings or jump cancels and must commit to their pressure</td></tr><br />
<tr><td>with low health or poor defensive options</td></tr><br />
<tr><td>that lack projectiles, or operate best up close</td></tr><br />
<tr><th colspan="2">Potemkin struggles with characters...</th></tr><br />
<tr><td>sporting strong mid/long-range pokes</td></tr><br />
<tr><td>who have many multi-hitting, throw invincible, or airborne moves</td></tr><br />
<tr><td>with solid movement or defensive options</td></tr><br />
<tr><td>that work fine keeping as much distance as possible from Potemkin</td></tr><br />
</table><br />
Although you're going to see the word "{{clr|5|Struggle}}" a lot, especially early into the page, this does not mean the majority of Potemkin's matchups are helpless losing ones. However, these matchups in particular are undeniably difficult due to the character's weaknesses being exploited by his opponent's toolkit. Multiple players have played Potemkin to success in all of these matchups without having to resort to counterpicking.<br />
<br />
''If you see anything incorrect or missing in these pages, do not feel afraid to bring them up. GGACR is a game all about character mastery and expression, which can result in some facts being skewed by the players, or outdated information not being updated. These pages only get better through criticism and feedback! {{Character Label|GGACR|Johnny}} still needs a matchup listed and written.''<br />
<br />
==Summaries==<br />
===<font style="visibility:hidden" size="0">A.B.A</font>===<br />
{{MatchupConciseWriteup|character=A.B.A<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Danzai is throw invul waah<br />
|summary=Don't even ask if she's going to wakeup Danzai, she's A.B.A, she's already buffering it.<br />
*Normal A.B.A is food on the table for you. Her lack of defensive options, slow movement and generally outranged pokes will allow you to get in and demolish her very quickly. The only thing you have to look out for is 236D.<br />
*The same can't be said for Moroha, as A.B.A's newfound speed and pressure can become a hassle, not helped by her crazy damage.<br />
*If she ever uses a bloodpack or Goku Moroha in neutral, Slide Head her to take off a third of her gauge for free, and make things really bad for her in the rest of your pressure.<br />
*Danzai's throw invuln is not as powerful as you think. You don't even need to IB the first hit, just block it and buster. The same applies to FB Danzai.<br />
*An overly aggressive, button-happy ABA is easily punished with IB Buster.<br />
*Learn your IK confirms. This includes [https://www.youtube.com/watch?v=UOofNvHhj7g meterless set ups], and a [https://www.youtube.com/watch?v=kX5mNwR5G1g metered set up utilizing Heat RC].<br />
<br />
This matchup can go both ways, as is typical of nearly all games with ABA in them. Some rounds will go with you getting in on ABA, reading her FB Slide attempts and killing her before she can even land a hit on you. Other rounds she's going to get Moroha and the rest goes without saying. If you catch her in Moroha, you don't need to bother going for fancy combos since repeatedly knocking her down will win you the round through IK any way.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Anji</font>===<br />
{{MatchupConciseWriteup|character=Anji Mito<br />
|favorability={{clr|3|Average}}-{{clr|4|Hard}}<br />
|oneliner=Fuujin isn't throw invul hahaha<br />
|summary=Anji's defensive options lose to Buster, but for the love of God do not get hit. His vortex can be a nightmare.<br />
*You have to flick Shitsu twice.<br />
**This often turns flicking a non-meaty Shitsu a bit of a gamble, but it pays out especially well for avoiding the unblockable.<br />
*Fuujin is not throw invuln.<br />
**To bait throws, Anji will likely be throwing out normals like 3K to catch you off-guard.<br />
**Learn to IB buster Rin, and interrupt FB Rin with a low.<br />
*Avoid neutral Slide Head, as Anji can Fuujin on reaction and punish.<br />
*Get hit and a competent Anji will fuujin loop and get enough meter to start looping his unblockable set up<br />
*Potemkin is one of the characters who can't crouch under Anji's 5P. Expect competent Anji's to utilize this often in pressure.<br />
<br />
It's simple enough, but can be very tricky due to Anji's strange properties on his moves, and his oki. Fortunately, Anji trying to gorilla you won't pan out in his favor all too well.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Axl</font>===<br />
{{MatchupConciseWriteup|character=Axl Low<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=Effectively a Zoner VS Grappler matchup<br />
|summary=Axl can play the close-range game very competently, but here you'll likely see him playing against you like a zoner and trying to keep you well away from arm's reach.<br />
*Obnoxious multi-hitting normals and disjointed special moves that will blow through your everything.<br />
*Your best approach option is just to walk at him and crouch IB. This will slowly push him to the corner and force him to act, potentially running pressure on you for a short period of time, or leaving other openings.<br />
*Even though Axl has a really strong anti-air game, this doesn't mean jumping should never be done. Axl's ground pokes are extremely powerful, so jumping over them is a valid and sometimes necessary tactic. If you do try to jump, try to only do it in {{clr|3|j.S}} range and have FD primed just in case, or superjump over Rensen.<br />
**Megafist will leap over his crouching pokes and Rensen for a solid knockdown on hit. Be careful about the followup.<br />
**Both of these said, abusing jumping and Megafist can still be harshly punished. Don't rely on them, the air still belongs to Axl.<br />
*He's fortunately not great defending VS Potemkin and will die swiftly if caught.<br />
Infamous matchup due to its difficulty. Axl's anti-air pokes will hit you because you're so huge, you're slow and struggle to get in, gimmicks like Heavenly Potemkin Buster to approach are practically guaranteed to get punished for a lot of damage. Axl isn't going to risk getting close to you, he's going to be playing keepaway, and his terrible defensive options are why. Get in on him and he's toast. Just good luck with that, is all.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Baiken</font>===<br />
{{MatchupConciseWriteup|character=Baiken<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Baiken wants to block, you have Potemkin Buster.<br />
|summary=<br />
Do not listen to Baiken propagandists, this match up is slightly advantageous.<br />
*Both of you deal high damage to each other and have powerful, obnoxious defensive tools, but she has less overall health and a terrible stun modifier.<br />
*Be wary that Baiken's mixup is still very good, and Baku is even more threatening for you than most other characters due to your lacking mobility. Don't get hit by it.<br />
*Baiken's 6K is going to be used a lot to try and stop you from bustering her, as it has throw invulnerability.<br />
<br />
Baiken is still a very powerful character, but Potemkin is equipped with plenty of tools to fend her off. If she tries to gluesniff through your offense, Buster will immediately make her reconsider. A proper Baiken will still be hard to deal with, you still can't autopilot her much like she can't autopilot you.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Bridget</font>===<br />
{{MatchupConciseWriteup|character=Bridget<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=<big>[https://youtu.be/OZpB2kP27xA?t=36 TIME UP]</big><br />
|summary=Timerscam matchup. Axl-tier normals, but with a better DP and asinine mobility. You'll rage over this quite a bit.<br />
*Don't jump. Bridget has a ton of anti-airs, and won't force you into the air often. If you do really need to jump, {{clr|3|j.S}} will be your best friend, but it's highly inadvisable.<br />
*You can flick Roger Hug, Jagged Roger, Roger Get and Recall Yo-Yo. This is another reason why you don't want to jump, flicking these helps a ton in catching Bridget.<br />
**You cannot flick Roger Rush.<br />
*Starship is not throw invuln through the entire startup. If you see her spinning Yo-Yos, just buster her.<br />
*Your one saving grace is Bridget's very low HP and stun resistance. [https://clips.twitch.tv/TardySquareBottleFailFish-8BlofJBExkjAFLJD Never give up.]<br />
<br />
Bridget won't give a rats ass about getting Negative Penalty when avoiding you. Your large size makes you even more susceptible to Bridget's long combos, which aren't going to be very damaging, but will add up immensely over time.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Chipp</font>===<br />
{{MatchupConciseWriteup|character=Chipp Zanuff<br />
|favorability={{clr|4|Hard}}{{clr|1| for both of you}}<br />
|oneliner=Either death by a thousand, or a one-hit KO<br />
|summary=<br />
For all the characters prior that had "low HP and stun resistance" mentioned, Chipp is this especially.<br />
*He's going to run a train on you, but he doesn't have a choice. You will build meter very fast walking towards him if he chooses to play passive.<br />
*You cannot crouch his 4F, plus on block 5P. He's going to abuse it a lot.<br />
*Strong reactions are very important thanks to his speed and numerous FRC points. Being able to punish his DP, teleports in neutral, leaf grab and Alpha Blade helps tremendously.<br />
*Counterhit him once and you probably win.<br />
Chipp hates this matchup just as much as you do. If Chipp ever makes a mistake, he will explode and die spectacularly. That said, you're going to be forced into lots and lots of mixups and mistakes. Hold your bearings and look for any opening in the ninja barrage, this is where a good defense is at its most valuable.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Dizzy</font>===<br />
{{MatchupConciseWriteup|character=Dizzy<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=Why did Sol have to pass down god normals to his daughter?<br />
|summary=Expect to lose neutral. Dizzy can be particularly malicious against you.<br />
*Dizzy's buttons are CRAZY against Potemkin, outrageously oppressive and quick! '''You cannot duck {{clr|3|f.S}}!'''<br />
*Her dash beats slidehead starting frame 1. Her mobility makes her very hard to catch, and very easy for her to get in.<br />
*Look to flick the fish's ray/ice spears if the Dizzy is not supporting them. Regular bubble is also flickable if it auto pops. Imperial Ray is also flickable.<br />
*If Dizzy gets too comfy with doing J.2S - J.HS, you can IB airthrow after the J.2S. <br />
*Do remember that you can buster her coffin reversal before the active hitbox starts, as it begins 4 frames after flash.<br />
*[https://www.youtube.com/watch?v=GGEOgyBvqWQ You can unblockable Dizzy on her wakeup if you have meter to spend.] [https://streamable.com/al08zm Coffin super won't save her.] You're going to want to do stuff like this a lot, and maximize damage as well as you can.<br />
Comparable to Chipp in that Dizzy is going to be playing very aggressively against you, but unlike Chipp, she's also perfectly capable of keeping you out. All in all, your life will be hell in every field, but eventually, you're getting in. Make the most of it.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Eddie</font>===<br />
{{MatchupConciseWriteup|character=Eddie<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=More keepaway than setplay<br />
|summary=<br />
Eddie can properly utilize his shadow in neutral thanks to how slow you are, making it extremely hard to get in. <br />
*Drill CAN be flicked, but only if done preemptively. Look for when the Eddie player likes to drill and start flicking from there<br />
*Normally, you have to hold shadow pressure unless the Eddie leaves holes/goes for greedy resets. <br />
**IB shadow, FD Eddie. This is the golden rule to holding pressure vs Eddie. <br />
**Look into slashbacking Mawaru, as it helps you open up holes in Eddie pressure.<br />
*{{clr|1|2P}} is very valuable for poking Eddie's shadow from afar, may as well exist for this matchup.<br />
<br />
You are effectively playing a 1v2 against Eddie. Even if you get his shadow down, hes still a pain unless you're right on him. If he knocks you down once, you are likely dead. <br />
However, if you knock HIM down, you have a solid chance at winning. <br />
<br />
Grind combos and good luck, you'll need it.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Faust</font>===<br />
{{MatchupConciseWriteup|character=Faust<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=Welcome to the gong show (for you)<br />
|summary=<br />
It's "one of those." To beat him, you simply need to play better, which is much easier said than done because Faust's gameplan is trivial to execute against you. Fortunately, Faust players love talking, so his tricks against you are meticulously documented on his [[GGACR/Faust/Matchups#Potemkin|matchup page]] for your convenience. As for you?<br />
*'''<span class="MockCodeBlock">{{clr|5|2D}} > {{clr|4|623H}}</span>works on Faust.''' This helps immeasurably in keeping him pinned down. Can't do 2H? Do this!<br />
* Faust's reverse gatlings make his large single-hit pokes like {{clr|3|f.S}}, {{clr|4|2H}}, and {{clr|5|2D}} safer to Hammerfall, either by recovering before it connects or hitting you after your armor expires. Put on the brakes and don't get hit.<br />
* Faust has a stupidly low profile crouch which dodges a ton of your pokes. {{clr|2|2K}} and {{clr|4|5H}} are your best buddies.<br />
* With Faust being a character who loves to throw items all over the screen, Flick is invaluable in this matchup.<br />
** In isolation, most items are easy enough to flick, but Faust can often act or approach alongside them. Mindlessly trying to flick everything will get you counter hit by {{clr|4|2H}}, {{clr|4|6H}}, or {{MMC|game=GGACR|chara=Faust|input=214K > D|label=FB Door}}.<br />
** If Faust {{MMC|game=GGACR|chara=Faust|input=236P|label=throws items}} without covering himself, Slide Head is a clean answer. This is quadruply true of {{MMC|game=GGACR|chara=Faust|input=236236P|label=item super}}, which should be a free Slide Head if Faust ever does it while you're on the ground.<br />
** {{MMC|game=GGACR|chara=Faust|input=j.236P|label=Bomb Bag}} being 2 hits is also annoying, though its predictable trajectory makes it easier to flick. You can also jump up and block, forcing Faust to block/get hit by it (unless he FRCs) and pushing him backwards.<br />
* Faust's {{MMC|game=GGACR|chara=Faust|input=j.2K|label=Drill}} FDC makes anti-airing Faust a nightmare, and gives him consistent pressure, mixups and punishes against you.<br />
* Safejumps are highly recommended to deal with Faust's multitude of gimmicky reversals.<br />
**{{clr|5|5D}} will lose automatically to a proper {{clr|3|j.S}} land {{clr|2|5K}}. In pressure it loses to Buster.<br />
**Super is reactable post-flash and easily blocked.<br />
**{{clr|5|214D}} gives a free j.S air counterhit on a safejump, but should be Heat Knuckled otherwise.<br />
* Worth noting that Faust has an extremely easy (although random to set up), [[GGACR/Faust/Combos#Faust_Infinite_Combo|infinite combo]] against you.<br />
Faust wants to spend time harassing you from range with single-hit pokes and throwing items, and while many of his screen control options are hard to contest, they also tend to move him backwards. You need to simultaneously remain as aggressive as possible as to not let him get advantage in neutral, and patient as a saint to weather the items. Do this, and you can win. You'll be forgiven for naively believing {{Character Label|GGACR|Justice}} would be Potemkin's most difficult zoner matchup, but Faust is everything Justice wishes she could be here.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">I-No</font>===<br />
{{MatchupConciseWriteup|character=I-No<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Watch out boy, she'll chew you up<br />
|summary=Whoever gets in first wins, making this matchup particularly explosive and snowbally. Hang on in there.<br />
*I-No's approach will primarily revolve around her air movement and special moves due to her harsh dash startup and vulnerability period.<br />
**{{MMC|game=GGACR|chara=I-No|input=j.214P|label=Note}} is perhaps the most infamous for Potemkin here. Flicking it seems obvious, however if it travels too far you'll still be forced to block, and she can steer it to make it difficult to flick on top of that. It's still ideal to flick it as it reduces her approach options after, but if you don't want to run that gamble, you can pop it with {{clr|3|f.S}} and trade some health for safety.<br />
**{{MMC|game=GGACR|chara=I-No|input=632146K|label=HCL}} is the best whiff punish ever here and you will regret whatever choices you made that resulted in you getting hit by it. You can flick it if she uses it randomly to turn that regret around.<br />
**Being in the air so often, {{clr|1|6P}} is a real seller, combine it with {{clr|4|H}} to create an annoying throw OS to catch her on offense too. Additionally, Slide Head should be ignored, it simply is not helpful in this matchup.<br />
**STBT is extremely safe to throw out since it goes over nearly all of Potemkin's pokes except {{clr|2|5K}}, making it a very important normal to stop I-No from low profiling everything Potemkin does.<br />
*No point explaining what to do when I-No has you blocking, she has every mixup imaginable, but she won't want to overextend due to your amazing defensive options. If she wants to pressure you, she'll likely only do so as long as she has meter for 6FRC6. She can struggle with Giganter a bit, if it's any consolance.<br />
* If she goes for it on wakeup, I-No's super {{MMC|game=GGACR|chara=I-No|input=632146H|type=super|label=Longing Desperation}} can be flicked. You'll have to time this like a meaty in order for it to work, but its still VERY worth going for it. Paying attention to how much meter she has is a pretty good thing to do in general.<br />
*Like most mixup-oriented characters in GG, I-No has no health. Hit her once and you probably win.<br />
Assume every I-No you play against that isn't stumbling around at roundstart to be an execution god, however I-No has to play out of her mind in this matchup. One mistake that you capitalize on, intentionally or unintentionally, and she's a goner. Otherwise, poke, knockdown, grab. You know the drill.<br><br />
[[GGACR/I-No/Matchup/Potemkin#Your_Opponent.27s_Gameplan|There's a writeup by Mike Z]] going over similar topics.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Jam</font>===<br />
{{MatchupConciseWriteup|character=Jam<br />
|favorability={{clr|3|Average}}<br />
|oneliner=<big><big><big>{{clr|4|''WHA-CHAAA!''}}</big></big></big><br />
|summary=<br />
May as well mute the game and play [https://www.youtube.com/watch?v=2J0FHUPU7pI this] instead.<br />
*Jam has abysmal range on a lot of her buttons and relies on speed and whiff-punishing you instead to get cards. Both patient play and chasing her down can be effective if you're able to react to her.<br />
**{{clr|3|2S}} and {{clr|3|f.S}} are especially useful, many of her attempts at running in will be beaten.<br />
**Do not use Slide Head if she has a {{MMC|game=GGACR|chara=Jam Kuradoberi|input=236D|label=Ryuujin}} card. You will regret it.<br />
**Some Jams may resort to throwing out special moves randomly, using {{clr|2|5K}} or Buster will quickly stop them.<br />
*Jam relies a lot on poking you with quick buttons in pressure. With IB, this leaves tons of windows for buster.<br />
*{{MMC|game=GGACR|chara=Jam Kuradoberi|input=6H|label={{clr|4|6H}}}} is the devil and will be seen prominently both on the offense and defense for Jam. It's her main way of stopping you from simply bustering her over and over, and she will be keen on throwing it out a lot.<br />
**Learning to Slashback it will let you buster her for wildly throwing it out, evening the playing field a lot.<br />
*On the defensive, Jam can be very annoying due to her vast array of reversals, her {{MMC|game=GGACR|chara=Jam Kuradoberi|input=546|label=parry}}, and cancel options.<br />
**You feel free to find out how to punish {{clr|5|623D}} > {{clr|5|j.236D}}. Best you're getting is Slide Head.<br />
**Her parry acts as a decent anti-safejump and anti-air, and can be combined with {{clr|4|6H}} for an infuriating OS.<br />
This may all sound easy since you have a lot of counterplay, but Jam is incredibly fast and hits very hard, along with her eight billion different options to mash against you—plenty of which she can also make safe. Her reputation as a gorilla didn't come from thin air.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Justice</font>===<br />
{{MatchupConciseWriteup|character=Justice<br />
|favorability={{clr|4|Hard}}<br />
|oneliner=[https://streamable.com/eqepcv how it feels to play vs justice]<br />
|summary=<br />
It's hard to get in, but Justice plays similar rules to you, so it's not as insurmountable as you'd initially think.<br />
*Justice is just as immobile as you are, complete with being forced to use a command dash to close distance quickly. You can get away with Slide Head if she isn't in range for a jump-in/doesn't have meter for supers.<br />
*She has just as much range as you do on your buttons, if not more, except a lot of her normals and specials are multi-hitters that will stop you from using Hammerfall.<br />
*Flick every single nuke she fires at you that isn't K Nuke. You can guessflick the K Nuke explosion if you're cocky.<br />
**Look to trade with K nuke with {{clr|3|f.S}}. If you can't, air IB is also a decent option.<br />
*Playing footsies in this matchup is the key to survival. Both of you have great buttons against each other, your {{clr|1|6P}} in particular prevents her from just wanting to jump at you all day and your other ground buttons make her reconsider other options.<br />
**Unfortunately, her {{clr|1|6P}} is a 10f overhead on you, and {{clr|3|f.S}} blows up Hammerfall, so you need to play patient.<br />
*Justice's only real option on the defense against you is her backdash, which while good, can still be automatically beaten by a safejump into {{clr|2|5K}}.<br />
Every hit you take will likely result in you being sent flying to the other side of the screen.<br><br />
Justice carries a slight advantage in this matchup, but you compete very well with her despite being a grappler. Think of her as being like a Potemkin that traded the grab for nukes, she even has your same throw range and most Justice players tend to use that as a reversal more than their DP.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Kliff Undersn</font>===<br />
{{MatchupConciseWriteup|character=Kliff Undersn<br />
|favorability={{clr|3|Average}}<br />
|oneliner=[https://www.youtube.com/watch?v=gwxTZaa3NgI BONK.MP4]<br />
|summary=<br />
Pretty volatile matchup, but still in your favor. Don't let that fool you though, he can hold his own pretty well.<br />
*{{MMC|game=GGACR|chara=Kliff Undersn|input=Taunt|label=Taunt}} Can be flicked fairly easily in neutral, but he can force you to block by using it for Oki.<br />
* If he tries going for it on wake up or in neutral, his super {{MMC|game=GGACR|chara=Kliff Undersn|input=236236H|type=super|label=Reflex Roar}} can be flicked. If he goes for it up close however you'll have to do it preemptively, and doing it on his wakeup will require a meaty timing.<br />
* Kliff has big normals that can hit you from a distance, but dont let that stop you from attempting to counter poke him, most of his pokes have large hurtboxes to them as well.<br />
*{{MMC|game=GGACR|chara=Kliff Undersn|input=214P|label=2-Steps Forward}} Is strike invuln for the whole duration, but its not ''throw invuln''. If you can smell him going for one, buster him for his troubles. <br />
*Kliff's damage output is very high, even on potemkin, especially with a cranked up guard bar.<br />
** Even with that in mind, Kliff still has a low defense, and on top of that a low stun resistance in comparison to other characters with the same defense modifier. Along with having a guts modifier of 0, Kliff can get blown to smithereens if he's not careful.<br />
He can bonk you pretty hard, but you can bonk him pretty hard to. <br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Ky</font>===<br />
{{MatchupConciseWriteup|character=Ky Kiske<br />
|favorability={{clr|2|Easy}}<br />
|oneliner=France has nothing over Zeppian might<br />
|summary=<br />
Ky Kiske could be described as basic, white bread, vanilla (despite his choice in marriage), and plain. That about summarizes this matchup too.<br />
*Flick his projectiles, Charged Stun Edge can be flicked as well.<br />
*While his pokes are really good, yours still outrange him. Just be wary of {{clr|3|f.S}} and low profiles with Stun Dipper.<br />
*Greed Sever will hit you faster, but you have one of the best and most damaging ways to punish it.<br />
*Don't fall for Stun Dipper FRC Throw. Buster it if you can see it.<br />
*Vapor Thrust only hits once, frequently losing to Hammerfall.<br />
*Ky is seriously lacking without meter, and is forced to make you block for a long time to create any threat.<br />
*Your high HP makes it much harder for Ky to close games, worsening his meter reliance in this matchup.<br />
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Outside of neutral, you weirdly beat the shoto in pretty much every field here.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">May</font>===<br />
{{MatchupConciseWriteup|character=May<br />
|favorability={{clr|3|Average?}}<br />
|oneliner=Wait, people play this character?<br />
|summary=<br />
Congratulations, you somehow found someone who plays May in this game. You'll be glad to hear that this matchup is pretty straightforward, although May can be pretty ignorant.<br />
*<span class="MockCodeBlock">{{clr|5|2D}} > {{clr|4|623H}}</span>works on May. Just as good as it is against Faust. Can't do 2H? Do this!<br />
*Forget about Slide Head. May jumps a lot, and if she wants to be particularly disrespectful, she can {{MMC|game=GGACR|chara=May|input=5K|label={{clr|2|5K}}}} over it.<br />
*Also forget about air-to-airing. Your {{clr|1|6P}} is perfectly acceptable, but her air to air game is nigh uncontestable.<br />
*May has some particularly mean pokes to use against you while on the ground:<br />
**{{MMC|game=GGACR|chara=May|input=6P|label=Her {{clr|1|6P}}}} is a cockeyed monstrosity, not only being a great poke/anti-air, but also lets her blast {{clr|3|2S}} if she instant blocks the normal prior in a string.<br />
**{{MMC|game=GGACR|chara=May|input=3K|hitboxMode=true|imageNumber=4|label={{clr|2|3K}}}} goes under everything, making Sol look like a joke. Most often used when she has meter to cancel it.<br />
**In general, a large portion of her pokes convert to massive red bars and pure pain on your end. Be careful.<br />
*You can either jump or buster Overhead Kiss. If you're too slow on bustering, you'll both just whiff grabs in each others' faces with you recovering faster than her.<br />
*There are multiple ways you can deal with Dolphin:<br />
**Throw out random {{clr|1|5P}} pokes and buffer {{clr|3|2S}} to catch random dolphin spam while she's on the ground.<br />
**{{clr|1|6P}} can easily beat out Dolphin for a nice counterhit, however it's baitable and punishable by May.<br />
**IB {{clr|3|2S}} catches her after a blocked horizontal Dolphin, but it can be tricky to time.<br />
**Hammerfall (Brake), if you're quick you can catch her recovery, if not brake to take your turn.<br />
**If she uses FB Dolphin, you can flick it.<br />
*{{MMC|game=GGACR|chara=May|input=j.623H|label=Restive Rolling}} makes throwing out committal options like {{clr|4|2H}} a large risk, and you're going to see a lot of it.<br />
If you want it put simply, May is in the air a lot, so do a lot of {{clr|1|6P}} and then play Potemkin from then on forward. Get hit and May will make you feel like you're playing Chipp with how much damage she does.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Millia</font>===<br />
{{MatchupConciseWriteup|character=Millia Rage<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=millia players think their neutral is sick<br />
|summary=<br />
{{MMC|game=GGACR|chara=Millia Rage|input=j.214K|label=Pin}} was made specifically as some macabre punishment for you and your fellow Potemkin players. It's proof some greater power exists, and moreover, it hates us.<br />
*Millia's gameplan is very similar to yours, except she trades the tank factor for extreme agility. Her goal will be to knock you down and put you into looping oki. Also pin.<br />
**Flick is a godsend if she doesn't properly meaty her oki tools, such as {{MMC|game=GGACR|chara=Millia Rage|input=214H > H|label=Secret Garden}} and {{MMC|game=GGACR|chara=Millia Rage|input=236H|label=Tandom Top}}.<br />
**Unfortunately that's about as good as it gets. Your backdashes will get clipped and your other options won't help. Even if she gets some awkward stray hit on you, she can just use pin to knock you down again.<br />
**Her metered options, {{MMC|game=GGACR|chara=Millia Rage|input=236D|label=Pretty Maze}} and {{MMC|game=GGACR|chara=Millia Rage|input=214D > H|label=FB Secret Garden}} are also not worth challenging.<br />
*One of the best characters at buzzing over your head, which is a huge issue. {{clr|1|6P}} cannot be relied upon, because she can bait it with pin.<br />
**Pin is way too fast to reliably flick without a read. You will often be forced to respect it.<br />
**Secret Garden also doubles over as a guided projectile to harass and zone you with, she needs it.<br />
**Her backdash is extremely quick, although not invincible for very long, it's still enough to pose a problem.<br />
*As to be expected, Millia is as frail as her appearance suggests, and can be killed from two hits.<br />
*Hate. Let me tell you how much I've come to HATE Pin since I began to live.<br />
You can shout "braindead", "flowchart", "Millia is just Chipp for people afraid of execution", blah blah blah all day. It's not going to win you the game. All it takes is one careful hit, most of your basic combos will do half of her HP and any better hits you'd get from your oki will do even more. She's much more afraid of getting knocked down than you are as a result. Overall it's a highly volatile matchup where one player is playing the game and the other is screaming at the screen about how cheap the other character is, could be either of you.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Order-Sol</font>===<br />
{{MatchupConciseWriteup|character=Order-Sol<br />
|favorability={{clr|3|Average}}<br />
|oneliner=We have no idea what to do here, but we somehow still win<br />
|summary=<br />
We asked multiple Potemkin players what their thoughts were on the Order-Sol matchup before adding this to the page, and they all replied "I have no clue."<br />
*Order-Sol primarily operates as an even quicker, even more aggressive version of normal Sol. There's no Gunflame for you to flick, but there will be a low jump arc with a lot of airdashing into {{clr|1|j.P}} and {{clr|4|j.H}}. Reactive play and controlling space is quite strong against him, but errors will be heavily punished.<br />
**{{clr|5|2D}} low profiles a lot of stuff while moving forward, as does Gunblaze.<br />
**Without charge, Order-Sol's specials won't get him very far in neutral against you, so he'll be looking for windows to manual charge. More on that below.<br />
*Buster invalidates charge cancel stagger pressure. Instead, he'll be once again abusing his low jump arc, throw invincible {{clr|2|6K}}, and the occasional overhead.<br />
*Don't be fooled by Order-Sol's lack of traditional anti-airs, Gunblaze will beat all of your jump-ins handily.<br />
*How to deal with Manual Charge > {{MMC|chara=Order-Sol|input=214[D] > H|label=Charge Burst}}:<br />
**Your {{clr|2|6K}} looks identical to Slide Head, whiff it in neutral to get him to charge burst and then Hammerfall to close distance (or Slide Head again if he was very late).<br />
**Hammerfall is also easy to trick Orders with, as many expect you to rush in fully and attack. Let Hammerfall rock for a bit, then brake, and punish his response.<br />
**Some will opt to drop their charge on reaction instead of bursting (or randomly). Oftentimes they will run in thinking they have a window any way, giving you easy answers for stuffing their approach.<br />
*Giganter against meaty {{clr|2|6K}} gets you out at worst, nukes Order-Sol at best.<br />
*Yes, Order-Sols like to [https://clips.twitch.tv/PlainSoftAntelopeHeyGirl-FRM04yQf1XI2vJyc go wild] as well. See Sol Badguy for what to do against them.<br />
Typical Pot matchup once you get in, especially thanks to Storm Viper being a terribly slow DP that lets you use superjump "safejumps" without worrying. His {{clr|2|6K}} will be seen a bit to stop buster tick throws.<br/>One extra thing to consider is Order-Sol's playerbase, and how to exploit them. Most Order-Sol players are quite hot-headed and tend to go for comically risky "flex" maneuvers to try and style on you. Don't be fooled, and don't let them shake your mental. Try to bait them into these crazy antics and kill them for it.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Potemkin</font>===<br />
{{MatchupConciseWriteup|character=Potemkin<br />
|favorability={{clr|1|Very Easy}}<br />
|oneliner=Laughably easy matchup, basically free. Imagine losing this.<br />
|summary=<br />
Seriously, this is the dumbest mirror match in the world. There's no real advice that could be given here.<br />
*Buster beats everything Potemkin can do, including Buster.<br />
*Hammerfall Pressure is a joke, just buster him. Even in his plus frames he's not fast enough to get you.<br />
*Buster can prove to be a problem, but it's not that big of a deal if you just buster him.<br />
<br />
Potemkin's toolkit counters Potemkin stupidly well especially when combined with the things every Potemkin player should already be doing like Instant Block. Expect lots of poking before going into a ridiculous scramble situation where the two of you are throwing out buster like madmen. Avoid Hammerfall outside of combos or oki, the first person to Hammerfall puts themselves in a very dangerous position due to how fast Buster comes out.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Robo-Ky</font>===<br />
{{MatchupConciseWriteup|character=Robo-Ky<br />
|favorability={{clr|2|Easy}}<br />
|oneliner=The P.W.A.B. has nothing over Zeppian might<br />
|summary=<br />
Robo-Ky could be described as gimmicky, over-engineered, perverted (seeing his choice in marriage), and eccentric. That about summarizes this matchup too.<br />
*Flick his projectiles, {{clr|1|6P}} and {{clr|4|2H}} can be flicked as well.<br />
*While his pokes are good, yours still outrange him. Just be wary of low profiles with {{MMC|game=GGACR|chara=Robo-Ky|input=2K|hitboxMode=true|label={{clr|2|2K}}}}.<br />
*Backdash Buster his {{MMC|game=GGACR|chara=Robo-Ky|input=66X|label=dash attack}} or else he's going to fraud you with it.<br />
*{{MMC|game=GGACR|chara=Robo-Ky|input=63214K|label=S-KY-LINE}} is throw invincible. Don't try to buster it.<br />
*His DP is a nightmare to deal with, starting up incredibly fast, and hitting overhead if TK'd. Be wary of him using it alongside his delayed wakeup.<br />
*Robo-Ky is seriously lacking without meter, and he starts every round without meter. An early lead is a win.<br />
*Your high stun resistance makes it much harder for Robo-Ky to close the game with missile loops.<br />
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Give him too much leeway and he can really hit hard, don't let him start bullying you in neutral at max meter.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Slayer</font>===<br />
{{MatchupConciseWriteup|character=Slayer<br />
|favorability={{clr|2|Easy}}<br />
|oneliner=Comes to you and gets himself bustered<br />
|summary=Boxer character with few throw invuln moves, and is woefully outranged in neutral. You have the upper hand.<br />
*Potemkin Buster can interrupt a ton of his strings, and even catch Dandy Step. It's a massive hurdle for him.<br />
**IB Buster makes Slayer's life even harder as his safer mixups are now very punishable.<br />
**Slayer lacks multi-hitting moves and gatlings, making it very hard for him to contest Hammerfall. ALWAYS FRC IT, if it's blocked Slayer will punish into BIG damage.<br />
*Although Slayer is very outranged, he still has a few pokes worth respecting:<br />
**He can stuff your pokes with {{MMC|game=GGACR|chara=Slayer|input=5H|label={{clr|4|5H}}}} and {{MMC|game=GGACR|chara=Slayer|input=6P|label={{clr|1|6P}}}}, and potentially convert into huge damage.<br />
**Slayer sports many good air buttons, and {{MMC|game=GGACR|chara=Slayer|input=j.2K|label={{clr|2|j.2K}}}} makes it difficult to anti-air him.<br />
*Pressure Slayer on wakeup to learn what BDC is, and you thought ''your'' backdash buster was good.<br />
Still as slippery as ever, but your toolset stops him from really doing a lot once he gets away from you. Slayer takes many risks trying to get in on you, so the situation is more skewed than you'd initially think. Keep in mind, Slayer can still mop the floor with you should you be playing crappy, it's what he's truly good at after all.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Sol</font>===<br />
{{MatchupConciseWriteup|character=Sol Badguy<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Protagonist Buttons<br />
|summary=<br />
It's Sol Badguy. This is a simple matchup, with you two sharing similar gameplans on the surface level. Both of you are trying to grab each other, but you have better range and a better grab.<br />
*Potemkin Buster is throw invuln. Wild Throw attempts can be beaten just by bustering him.<br />
*Sol's pokes are fast, highly advantageous and great at the mid-range. Much of neutral will be a tug-of-war between him playing at this range, or trying to get there with airdashes or Gunflame.<br />
*IB is amazingly useful against any of Sol's gimmick pressure options, like the Bandit attacks. IBing a Bandit Bringer is a guaranteed buster punish.<br />
**Don't be mislead into playing crazy because of this, Sol deals a ton of damage to you as well.<br />
*One of few characters you can combo midscreen from Pot Buster with a linked {{clr|3|f.S}}. If you can get the timing down, it's very worth it.<br />
*The truly hard part is Sol's defensive game. Grand Viper and Volcanic Viper will blow through Hammerfall, and can make Sol very slippery.<br />
Sol sports better mobility and his own set of close-range god buttons, but can ironically find it difficult to get in on you thanks to your own buttons. Flicking Gunflame can be tricky, but you're always going to want to do it when possible. Don't get cocky with busters, as he can punish you harshly on the wrong move. Overall, there's not many tricks to this matchup on either end. Do your typical Pot stuff, IB and safejump his DP, so on.<br />
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Fighting Wild Sols" data-collapsetext="What a waste of time!"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
{{Character Label|GGACR|Sol|label=Wild Sol}}<br/>'''({{clr|1|Very Easy}})<br/><br />
"Wild Sols" are an inevitable part of fighting against Sol, [https://youtu.be/NEuOBph-XA0 no matter the game]. Their entire gameplan will revolve around being as random and disrespectful as possible, so beating them has absolutely nothing to do with actually understanding Potemkin or Sol, it's just whether or not you know how to anti-air.<br />
*Contrary to their chaotic gameplan, most Wild Sols are flowcharts. Predict one, you can predict them all.<br />
*{{clr|1|6P}} to shut down lazy Riot Stomp roundstarts/approaches. Try not to do it early, remember your 6P is invuln for very long so you can afford to be quite late on beating it, preventing him from FRCing to fake you out.<br />
*Expect hefty amounts of random special move spam. Buster all of it.<br />
**IB against Bandit Revolver/Bringer lets you buster them for free, and it's common to see Wild Sols cancel into immediate DPs regardless.<br />
**Dragon Install may be thrown out in neutral sometimes. Remember that Sol has an IAS overhead in DI and you'll likely be fine, wait for it to run out or knock him down and kill him.<br />
*Very few of them will know how to actually combo after Grand Viper, and they'll typically throw it out randomly rather than as a response to your pokes. Block low and punish, be ready for the RC into Wild Throw.<br />
*They will DP on every wakeup. Don't even bother, safejump every time.<br />
**No, they will never backdash. Volcanic Viper every time.<br />
**This is how you win even if they seem to have a vague idea of what to do, since they'll always kill themselves on wakeup any way. Knockdown, safejump, repeat.<br />
As long as you're fundamentally sound, you should never lose to 99% of Wild Sols. If you do lose, it's worth checking the replay to see where you were going wrong—impatience is a common one among beginners.<br />
{{!}}}<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Testament</font>===<br />
{{MatchupConciseWriteup|character=Testament<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=The bell tolls for thee<br />
|summary=<br />
[[File:GGACR Testament 236D PotMatchup.png|frameless|right]]<br />
*{{MMC|chara=Testament|game=GGACR|input=236D|label={{clr|5|236D}}}} is a massive pain, and will curse you even if you flick it. Flicking it is still advised. Look to flick the crow's attacks if Testament lets you do it for free. See image.<br />
*They have extremely long combos against you building tons of meter, [https://youtu.be/Lx55uzaJS64 including a practical and easy infinite.]<br />
*Master of Puppets is near checkmate level hard if you let them get one combo off.<br />
*Look to jump or hard read and flick neutral Beasts. And be able to backdash Beast oki; Testament then has to delay Beasts to catch it, which you can then jump/flick.<br />
*Testament's reversal is +9 on block. If you are expecting them to do it, you can buster as the active only comes 5 frames after start up. If you are not in range, flick.<br />
*It is possible to Buster/BD certain gaps in Testament pressure if you IB, especially if you are expecting a 6P. However, beware that their pressure becomes gapless with Beast FRC.<br />
*Just read Testament's page. You'll get the gist pretty fast.<br />
Flick, J.P, and air IB can disarm their nests, fortunately, but there's not much real counterplay. That means you don't need to lab anything crazy yourself, but it also means you don't have any secret special techniques to stop them with.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Venom</font>===<br />
{{MatchupConciseWriteup|character=Venom<br />
|favorability={{clr|3|Average}}<br />
|oneliner="Just flick Venom."<br />
|summary=Venom lives and dies on gimmicks. If he can't keep you out, it's over.<br />
*Flick destroys his zoning efforts. And his pressure. And his entire character. This is the matchup maker.<br />
**A smart Venom will attempt to vary his timings and feint shots, so keep in mind there may be times where it's better to just block. Some games, you won't flick at all and you'll still win.<br />
**Beware of FB Stinger and screen flooding. If you flick a charged Stinger, remember to block immediately.<br />
*Both of you have fantastic buttons in neutral that compete with each other just fine, he's better than you at the mid-range and you're better than him at the long range.<br />
**Venom will likely find himself airborne a lot, so acquaint yourself with {{clr|1|6P}} and look out for teleports.<br />
*Venom's defense is nonexistent against you.<br />
**He has a {{MMC|game=GGACR|chara=Venom|input=6P|hitboxMode=true|imageNumber=2|label=terrible anti-air}} that gives him zero damage while elegantly murdering him if he screws it up.<br />
**Your {{clr|2|5K}} auto-beats his backdash and is an easy confirm.<br />
**He has no reversals to speak of besides Burst and Dead Angle.<br />
*Venom's pressure cracks under IB and especially Faultless Defense.<br />
**Avoid using Hammerfall often as Venom has tons of multi-hitting attacks and option selects to beat it.<br />
*Venom NEEDS meter and generally does terrible damage and has limited pressure without it. Getting an early lead and starving him nearly guarantees you the round.<br />
*Laugh at him if he accidentally uses {{MMC|game=GGACR|chara=Venom|input=623D|label={{clr|5|623D}}}}. It's a frequent misinput that gives you the game for free.<br />
Venom on paper should cream Potemkin, but he's really fighting for his life. He's going to be jumping like the floor's lava when he's not pressing {{MMC|game=GGACR|chara=Venom|input=f.S|label={{clr|3|f.S}}}} or {{MMC|game=GGACR|chara=Venom|input=2D|label={{clr|5|2D}}}} to get his balls out against you, and his lopsided pressure rewards you for blocking and punishing him more than it rewards him for hitting you. Get in and he's done.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Zappa</font>===<br />
{{MatchupConciseWriteup|character=Zappa<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=this character is why hatemail exists<br />
|summary=<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Zappa_sword_jS.png<br />
GGAC_Zappa_dog_4DD.png<br />
</gallery><br />
;Naked/In General<br />
* Zappa has an incredible backdash that he'll likely use a lot to try and avoid you.<br />
* Low profile dash can circumvent your longer ranged normals. Between this and backdash, he will be hard to catch.<br />
* Naked Zappa has a free reversal in 236P. It is, however, slower than the common DP and leaves Zappa in a predictable, grounded situation. If he doesn't have meter, this is a free punish.<br />
It's not quite Bridget at match start, but it can get worse if the Zappa knows what he's doing. Kill him as fast as you can. Otherwise this is just the same as your typical Potemkin matchup except very very hard; slowly walk forward, be patient, get a knockdown and run your vortex<br />
;Triplets<br />
* Low profile, starring long-reaching normals<br />
* Flick the ghost ball whenever you see it, otherwise treat this about the same as above<br />
Very annoying and will whittle you down steadily, but compared to his other ghosts, they're far from unmanageable.<br />
;Dog<br />
* You're going to get sandwiched between Dog and eat a lot of pressure.<br />
* Most of Dog's grounded pressure options are air unblockable, but the followups are not.<br />
* Will tank a hit for Zappa. Pressuring him with normals is inadvisable.<br />
* An absolute war crime. Your only reprieve is insulting the Zappa player.<br />
Dog is Zappa's most powerful summon. Should Dog appear, you have a timeframe to knockdown Zappa, grab him, or pray that you are somehow able to stop him from sandwiching Dog between you and him. If this happens, you will be put in a mixup city that whittles down your high health pool way faster than you'd want. As Zappa will be staying close to you, there's the off-chance you can Slashback or Buster him, but these are extreme risks that will be punished heavily.<br />
;Sword<br />
* You're damn near helpless against Sword due to your 5f jump startup and slow movement. Hope he doesn't get it.<br />
* IB and jump a lot here too, FD his specials. Taking a hit and airteching forward is seriously one of your best options here for closing distance.<br />
* Slide Head's upper body invuln can save you, and getting the knockdown means Zappa loses his ghost.<br />
If he gets Sword, cry. While Dog may be better than Sword, Potemkin has a much harder time dealing with a threat from fullscreen that Sword provides than other characters do. If you beat a Sword Zappa, he is legally obligated to uninstall the game.<br />
;Raou<br />
* Laugh.<br />
* He will likely attempt to unsummon Raou as fast as he can. DO NOT GET GREEDY, as if he sees you rapidly approaching he may just use Raou DP and ruin your weekend.<br />
* Raou has long normals and good tools, so he can still put up a decent fight.<br />
Your big break! Ironically, this is Zappa's worst summon. It's certainly not incredibly easy as Raou's huge range combined with Zappa's amazing mobility can still give you great difficulty, but it's no where near as bad as Dog or Sword beyond the DP.<br />
}}<br />
<br />
==Matchups in Detail==<br />
Grab them.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Potemkin|42px}}</center><br />
{{Overview/navigation}}<br />
{{GGACR/Navigation}}</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=340457GGACR/Anji Mito2022-10-26T01:05:50Z<p>Joefish: Noticed the new projectile card was missing for Fb Shitsu, added it.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (High Guardpoint 1~7f)<br>[[#3K|3K]]/[[#3S|3S]] (Low Guardpoint 1~5f/1~27f)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, leading to damage, corner carry, and okizeme on hit. On block, it can be risky for hesitant opponents to challenge due to its suite of followups.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixups and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': Between Anji's fast overhead in {{clr|1|3P}}, standing low in {{clr|2|3K}}, Respect cancels, and potent okizeme setups, Anji's mixup game is potent and layered.<br />
* '''Autoguard''': Many of Anji's normals are equipped with autoguard windows that can catch other attacks, allowing him to use special autoguard-only followups on a successful catch. These followups empower his abare, and give him strong callouts on defensive options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': In spite of its strengths, Fuujin also represents a severe bottleneck in Anji's game plan. As a reversal, it is heavily flawed and easily called out. In pressure, Fuujin locks you into a set of five reactable options, each with well-understood counterplay. Attempting to use Fuujin as a core pressure/mixup tool will expose you numerous opportunities for punishment, leaving you reliant on ambitious conditioning and very liberal meter use. <br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
<br><br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show High Guardpoints" data-collapsetext="Hide High Guardpoints"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_6K.png|{{clr|K|6K}}, 1~7F High Guardpoint<br />
GGAC_Anji_6S.png|{{clr|S|6S}}, 7~12F High Guardpoint<br />
GGAC_Anji_6H.png|{{clr|H|6H}}, 12~19F High Guardpoint<br />
GGAC_Anji_5D.png|{{clr|D|5D}}, 4~18F High Guardpoint<br />
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|H|H}}, 8~26F High Guardpoint<br />
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|D|D}}, 2~20F High Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
<br />
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Low Guardpoints" data-collapsetext="Hide Low Guardpoints"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_3K.png|{{clr|K|3K}}, 1~5F Low Guardpoint<br />
GGAC_Anji_3S.png|{{clr|S|3S}}, 1~27F Low Guardpoint<br />
GGAC_Anji_2H.png|{{clr|H|2H}}, 10~19F Low Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
<br />
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Guardpoint Followups" data-collapsetext="Hide Guardpoint Followups"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_Kou.png|Kou, {{clr|P|P}} during Guardpoint<br />
GGAC_Anji_Sou.png|Sou, {{clr|K|K}} during Guardpoint<br />
GGAC_Anji_FBKou.png|FB Kou, {{clr|D|D}} during Guardpoint<br />
GGAC_Anji_Kachoufuugetsu.png|Kachoufuugetsu, {{clr|S|63214S}} during Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
|frcStart = 11<br />
|frcEnd = 12<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
|frcStart = 17<br />
|frcEnd = 20<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|isProjectile = true<br />
|recovery = 28<br />
}}<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
{{InputBadge|Fuujin > {{clr|1|P}}}}<br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup=36<br />
|isProjectile= true<br />
|recovery=15<br />
|specialRecovery=8<br />
|frcStart=6<br />
|frcEnd=8<br />
}}<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
{{InputBadge|Fuujin > {{clr|2|K}}}}<br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
{{InputBadge|Fuujin > {{clr|3|S}}}}<br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
|frcStart = 23<br />
|frcEnd = 25<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
{{InputBadge|Fuujin > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
{{InputBadge|{{clr|1|P}} during Autoguard}}<br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
{{InputBadge|{{clr|2|K}} during Autoguard}}<br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
|frcStart = 26<br />
|frcEnd = 28<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
{{InputBadge|{{clr|1|214P}}\{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
|frcStart = 23<br />
|frcEnd = 31<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|isProjectile = true<br />
|recovery = 30<br />
}}<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
{{InputBadge|Fuujin > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler as it ground bounces, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
{{InputBadge|{{clr|5|D}} during Autoguard}}<br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
|frcStart = 19<br />
|frcEnd = 20<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
|frcStart = 66<br />
|frcEnd = 70<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
{{InputBadge|{{clr|2|[2]8K}}}}<br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
{{InputBadge|{{clr|3|63214S}} during Autoguard}}<br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
|frcStart = 63<br />
|frcEnd = 65<br />
}}<br />
An unburstable, high damage followup from an autoguard. Can make Anji very threatening in neutral due to its sheer damage. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Baiken&diff=336151GGACR/Baiken2022-10-09T18:02:47Z<p>Joefish: Noticed baiken didn't have frc windows on her timelines, added most of them. Excluded Mawarikomi and FB Tatami as I don't know the best way / standard for creating timelines for moves without active frames, and projectiles. I did however make a timeline for Ouren which was missing</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Baiken is set apart from the cast due to her guard cancels, which allow her to attack during blockstun without tension. This enables her to break out of pressure and limit the opponent's options, forcing them to play a completely different game against her.<br />
<br />
These guard cancels can be performed during '''hitstop/blockstop''', the period of time where characters are frozen as moves make contact to emphasize the hit effects. This means that she can punish moves which are normally safe since the GC's startup occurs during the window where the opponent's move is frozen, plus the remaining active window, '''plus''' the move's recovery frames. Each guard cancel allows her to get out of a variety of pressure situations.<br />
<br />
Additionally Baiken comes with an excellent set of normals, some very strong conversions and damage, and has a toolkit for nearly every situation. On the flip side, her conversions are quite awkward and some of her best buttons also have very limited cancel routes. Baiken also takes much higher damage than average and can get dizzied pretty quickly, so Baiken players need to play sharp or risk losing fairly quickly. However, that shouldn't matter if she is played sharply, as her tools provide her plenty of opportunities to shut down anything the other player wants to do.<br />
<br />
If you love to play careful turtle-characters with strong offensive responses against the right reads, consider picking Baiken up for a try. <br />
|lore= After losing both of her parents from a Gear raid at a young age, Baiken saw That Man amidst the chaos, and swore her life towards revenge. In events preceding AC, she finally met with him, but Baiken had found herself unable to lay a finger on him, and was met with a man whose demeanor and words suggested that revenge was a hollow path. Confused and directionless, she sets her sights on the P.W.A.B to find an answer the only way she knows how: through battle.<br />
|voice_actor= Chizu Yonemoto<br />
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#2K|2K]] (5F)<br />
|reversal = [[#Tsurane Sanzu Watashi|236236S]] (8F)<br />
|summary= fights in the mid-range, and bulldogs through the opponent's offense with her free guard-cancel attacks.<br />
|pros=<br />
* '''Tensionless Guard Cancels''': Baiken's guard cancels allow her to act during Blockstun, forcing opponents to play cautiously even while on the offensive. Many matchups may require opponents to end pressure early or go for safer but less rewarding options, which allows Baiken to remain a threat even while on the back foot. <br />
* '''Exceptional Damage''': With meter, Baiken can convert into extremely powerful and lengthy combos. These combos also have tend to have great corner carry. <br />
* '''Powerful Hitboxes''': Notably {{clr|2|2K}}, {{clr|3|S}} normals, {{clr|4|5H}}, {{clr|4|j.H}}, {{clr|5|j.D}}, and {{MMC|input=236K|label=Tatami}} are very disjointed can be very difficult to contest.<br />
* '''Tiny Hurtbox''': Being short makes it difficult for many characters to land IOHs, fuzzies, or air to ground conversions against her. <br />
* '''Strong Mixup Tools''': {{MMC|input=j.623S|label=Youzansen}} instant overhead, throw conversions, a safe {{clr|5|5D}}, and the ability to reversal out of blocking with her guard cancels give Baiken lots of mixup options.<br />
* '''Can Seal Options and Setup''': Thanks to {{MMC|input=Guard > 412D|label=Baku}}, 50 meter scores Baiken the ability to lock the opponent's buttons, and then seal their movement, set up an unblockable, or do full counter hit combos.<br />
| cons =<br />
* '''Limited Meterless Conversions''': Many of Baiken's normals have limited gatlings and depend on close proximity, counterhits, or crouch confirms to convert into combos. Baiken will often want to spend meter on FRC to access her high damage, or depend on difficult techniques such as Kire Tatami.<br />
* '''Unforgiving Execution Barrier''': Baiken's best combos require judicious use of techniques like Kire tatami, IADs, Suzuran cancels, and plenty of FRCs. Her corner juggle loops require precision and adjustment for specific situations and hurtboxes. <br />
* '''Low Defense and Dizzy Modifiers''': Baiken has one of the lowest defense modifiers in the game, so she pays dearly for her mistakes. She is also easy to stun.<br />
|unique_mechanic1_name=Guard Cancel<br />
|unique_mechanic1=Baiken can cancel into special moves during blockstop/blockstun. Being able to cancel blockstun into attacks is pretty strong by itself, but <i>Blockstop</i> is a window in which ''only Baiken'' can move. This is far more powerful of an ability than it first appears.<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is a good point-blank poke, and probably Baiken's best tick-throw poke.<br />
*It cancels into {{clr|2|2K}} and can jump cancelled – this allows you to mixup with a low ({{clr|2|2K}}) or high (Youzansen).<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
This move is only really used to hit people low in the air, especially when you aren't sure about which side they're on.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 11<br />
}}<br />
*Used often in combos as it chains to {{clr|3|f.S}}, {{clr|5|2D}}, {{clr|4|5H}}, and can be jump cancelled.<br />
*This allows a {{clr|5|2D}}/Youzansen mix-up from a close blocked hit, and allows Baiken to combo from almost any {{clr|3|c.S}} that hits.<br />
*On many standing characters, you can combo {{clr|3|c.S}} to a {{clr|5|j.D}} immediately after jumping. This can lead to a nice knockdown or bigger damage with an FRC.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 8<br />
}}<br />
Incredible normal. Has strong range and a great hitbox.<br />
*Strong poke due to the above, and as it can also be jump cancelled.<br />
*Only combos to tatami on counter-hit or crouching hit. Can be gatling'd between {{clr|3|2S}} as well, for extended confirmation time.<br />
*Generally deferred to {{clr|5|2D}} for combo uses.<br />
*Similarly to {{clr|3|c.S}}, {{clr|3|f.S}} also combos to a low {{clr|5|j.D}} on many standing hit boxes, which is key for extended range knockdowns/confirms.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
One of Baiken's higher damage moves due to its low GB- value. <br />
*Though {{clr|4|5H}} is not as good as {{clr|4|6H}}, it is a faster alternative.<br />
*Combos into Tatami on the ground and against a low airborne opponent.<br />
*From a {{clr|4|5H}} counter-hit, Baiken can continue the combo with Kabari (chain) from quite far.<br />
*Beware using {{clr|4|5H}} from neutral, because the move only actively hits for one frame and has a large recovery.<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 2<br />
|recovery = 26<br />
}}<br />
5D with enough range that it can be difficult to punish. Leads to full conversions, though needs an Impossible Dust for knockdown.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|inactive2 = 2<br />
|active3 = 4<br />
|recovery = 9<br />
}}<br />
Not a terribly strong anti-air for a {{clr|1|6P}}, so be careful using it this way against some characters.<br />
*Combos to Youzansen/{{clr|2|6K}}/{{clr|1|623P}} on the ground.<br />
*Can be used as an option select throw to catch backdashes.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 9<br />
|recovery = 6<br />
}}<br />
*Almost always used to option select grab on the ground: {{clr|2|6K}}+{{clr|4|H}}, due to Baiken's extremely poor grab range.<br />
*Very good meaty as it is +2 normally and can be as much as +10 if meatied perfectly. Take care in meatying this move because it loses grab invincibility during active frames.<br />
*Hitbox can be strong against low attacks when spaced well.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 8<br />
|recovery = 28<br />
}}<br />
Baiken's highest damage normal, this move also has a very low GB-, making it great for combos. <br />
*Special AND jump cancelable (unlike {{clr|4|5H}}).<br />
*It is very slow startup, however, and can be a challenge to place. Usually used to pick up opponent during slide or wall bounce.<br />
*Gatlings from 5P if you wish to fish for a Counter Hit after conditioning with high/low/throw from {{clr|1|5P}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 7<br />
}}<br />
==== ====<br />
Not very useful, doesn't count as a low.<br />
*Suprisingly, sometimes works as an anti air.<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Baiken's fastest low attack with disjointed hitbox. Low commital poke.<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
*Very good hitbox.<br />
*Can only combo into Tatami on CH or on crouching opponents.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 6<br />
|inactive4 = 2<br />
|active5 = 2<br />
|recovery = 8<br />
}}<br />
Very good for establishing pressure due to its frame advantage. <br />
*Can only be chained into from {{clr|2|6K}}.<br />
*Causes enough stagger on hit to convert if the opponent doesn't shake out quickly. <br />
*Recovery is low enough that even being SB'd doesn't lead to a punish for a lot of characters unless performed point blank.<br />
*Can be used to force the opponent to cross over during untech time<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 9<br />
|recovery = 13<br />
}}<br />
Amazing normal which reaches far both horizontally and vertically, hits low, can be jump canceled into combo conversion or Yozansen for a mixup tool, and is generally great in any situation. Hardly unsafe on block since it cancels into Tatami.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 10<br />
}}<br />
==== ====<br />
Extremely fast air poke with good horizontal reach and speed.<br />
*Very poor GB-, use sparingly in combos.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Baiken's only jump cancelable air normal, but with an overly generous 25F of hitstun, allowing her to jump cancel and still combo into a {{clr|4|j.H}} > Tatami. Even launches on hit against a grounded opponent. Staple for combos.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|recovery = 19<br />
}}<br />
Very generous hitbox, great for zoning in the air. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
*Favorable GB-, using this move as much as possible in combos is key.<br />
*Can also be good to use as a meaty.<br />
*Active for as many frames as it takes for Baiken to reach the ground.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 21<br />
|specialRecovery = 6<br />
|frcStart = 9<br />
|frcEnd = 11<br />
}}<br />
Commonly used for corner damage and loops with FRC.<br />
*Scores ranged knockdowns on standing hit immediately out of {{clr|3|f.S}}.<br />
*Works in conjunction with {{clr|3|j.S}} for a fuzzy, especially since it can be heavily delayed.<br />
*Can be FDC'ed to flutter in the air, which is useful for baiting anti airs. (Messing up the input can cost you your burst, so be careful!)<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Poorly ranged throw that leads to corner damage and knockdown.<br />
*Second worst grab range in in the game (tied with Millia, second worst to Chipp).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Only leads to combo in the corner. Puts the opponent opposite the direction you threw them. <br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|inactive2 = 2<br />
|active3 = 3<br />
|recovery = 6<br />
}}<br />
Yes, Baiken has a Dead Angle. <br />
*Despite the prorate, jump cancel-ability keeps it safe on block and converts into minute damage or knockdown.<br />
*Not as good as Baku so you'll almost never use it, but it's there.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Tatami Gaeshi</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
{{GGACR Move Card<br />
|input=236K,j.236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 17<br />
|recovery = 16<br />
|frcStart = 23<br />
|frcEnd = 26<br />
}}<br />
Staple move which is just as important as Baiken's guard cancels. These control space, end blockstrings from a distance, and start combos in the corner or with an FRC. Despite being -6, it's generally very difficult to punish this move unless IB'd/SB'd due to how far the opponent gets pushed away. Depending on the spacing when you use it, this move won't make contact immediately, but players who attempt to jump or IAD over it will have difficulty due to how high the initial hitbox reaches.<br />
----<br />
The air version has some slight variation in use compared to the ground version in neutral, but still the same in combos. Tatami will drop straight down when done in the air, lacking the ground version's blowback, but still serving to cover a large portion of the screen and prevent opponents from rushing in.<br />
<br />
In combos, it will still wallbounce if combo'd into properly, and with the FRC, it tends to lead to some of Baiken's most damaging combo strings. <br />
}}<br />
<br />
===<big>Youzansen</big>===<br />
<span class="input-badge">'''{{clr|3|j.623S}}'''</span><br />
{{GGACR Move Card<br />
|input=j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 12<br />
|recovery = 15<br />
|specialRecovery = 11<br />
|frcStart = 3<br />
|frcEnd = 4<br />
}}<br />
Frighteningly fast overhead when Tiger Knee'd, leading to Baiken's extensive corner damage and knockdown when RC'd. The ability to go into this out of any jump cancellable normal, particularly her {{clr|5|2D}}, gives you an extremely powerful mixup tool whenever the opponent is in blockstun.<br />
<br />
*Done higher in the air, it can be used to delay her fall and bait the opponent into attempting a punish. It has landing recovery frames when you do eventually come down from stalling in the air, but these can be cleared by double jumping after a Youzansen if you still have it available.<br />
*Has an extremely early and difficult FRC point which comes before the moves goes active, but will slow and change the direction of Baiken's aerial momentum, and has its uses in corner combos.<br />
*Extremely unsafe on block, and when TK'd, will leave you wide open if it is blocked. However, you generally won't be getting any reward off of this without meter anyway, so you'll likely be saving this for when you can convert.<br />
}}<br />
<br />
===<big>Youshijin</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
{{GGACR Move Card<br />
|input=623P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 25<br />
}}<br />
Youshijin's main purpose is to launch on grounded hit after a hit confirmation, leading to combos pretty easily. It can serve as an early anti air since its hitbox extends very high, but using it on reaction will get you counter hit. Save it for when you've already established a hit up close.<br />
}}<br />
<br />
===<big>Zakuro</big>===<br />
<span class="input-badge">'''While Guarding: {{clr|1|412P}}'''</span><br />
{{GGACR Move Card<br />
|input=Guard > 412P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 1<br />
|recovery = 32<br />
|frcStart = 12<br />
|frcEnd = 13<br />
}}<br />
Despite being a guard cancel, this is your main combo ender after corner combos, as Baiken will usually cross herself up in the corner, use the extensive hitstun of {{clr|1|6P}} > Suzuran > Zakuro to score the knockdown, and cross them back up with another jumping Tatami.<br />
<br />
It's also Baiken's main answer to large hitbox jump ins like Johnny, Justice, or Baiken's {{clr|4|j.H}}. Against airdash buttons or opponents performing a very deep jump-in, this will mostly likely whiff, leaving Baiken wide open. Zakuro is best suited to obviously high jump-ins and combos.<br />
}}<br />
<br />
===<big>Mawarikomi</big>===<br />
<span class="input-badge">'''While Guarding: {{clr|2|412K}}'''</span><br />
{{GGACR Move Card<br />
|input=Guard > 412K<br />
|description=<br />
==== ====<br />
Excellent Guard Cancel which crosses up the opponent if performed close enough. Best used against moves with a lot of recovery, allowing Baiken to step in and throw or punish if given enough time. This is her only meterless GC with startup invincibility, meaning that it can be very useful, but you'll need to exercsise judgment since it doesn't actually have a hitbox.<br />
}}<br />
<br />
===<big>Sakura</big>===<br />
<span class="input-badge">'''While Guarding: {{clr|3|412S}}'''</span><br />
{{GGACR Move Card<br />
|input=Guard > 412S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 1<br />
|recovery = 33<br />
|frcStart = 10<br />
|frcEnd = 11<br />
}}<br />
One of Baiken's most rewarding GCs, despite lacking invincibility. <br />
*Hits straight in front of her. Best between slow, beefy hits. <br />
*Relatively fast, staggers on hit.<br />
*Leads to damage with the FRC, extended stagger on CH.<br />
*A good option when the opportunity is recognized, just don't get it baited, though.<br />
}}<br />
<br />
===<big>Ouren</big>===<br />
<span class="input-badge">'''While Guarding: {{clr|4|412H}}'''</span><br />
{{GGACR Move Card<br />
|input=Guard > 412H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 2<br />
|recovery = 14<br />
|specialRecovery = 10<br />
|frcStart = 4<br />
|frcEnd = 6<br />
}}<br />
A far reaching somersault which catches opponents going for far reaching attacks with high recovery, or trying to cancel into something else on reaction. The only meterless guard cancel with invincibility before and during its active window. <br />
*Will cross up the opponent depending on the distance, netting an overall good reward.<br />
*Launches high and very untechable on CH, will net a huge reward.<br />
*Launches forward fast on FRC, can be used as a risky approach or escape tool.<br />
}}<br />
<br />
===<big>Suzuran</big>===<br />
<span class="input-badge">'''{{clr|2|63214K}}'''</span><br />
{{GGACR Move Card<br />
|input=63214K<br />
|description=<br />
Command dash with upper body autoguard for most of its duration, can be cancelled into GCs without having to block anything.<br />
*Lets Baiken access GC tools in neutral.<br />
*Vulnerable to lows and throws, autoguard ends 5 frames before the move finishes. <br />
*Blockstop allows opponents to react and cancel hits into a low, jump, or RC to block anything that you wish to follow with. <br />
*Suzuran > Throw attempts can be easily jumped out of.<br />
}}<br />
<br />
===<big>Kabari</big>===<br />
<span class="input-badge">'''{{clr|4|41236H}}'''</span><br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 15<br />
}}<br />
Grappling chain which pulls the opponent in on contact. Good if the opponent is already staggered, sliding, or for ending blockstrings ocassionally as it will catch opponents who are unprepared. Do note however that its speed will leave an opening, and those aware can low profile and punish it. Can work as a janky, predictive anti-air since Baiken's hurtbox lowers a bit. <br />
}}<br />
<br />
===<big>Tetsuzansen</big>===<br />
<span class="input-badge">'''{{clr|4|41236H}} > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=41236H > S <br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|inactive2 = 11<br />
|active3 = 4<br />
|recovery = 16<br />
|frcStart = 12<br />
|frcEnd = 13<br />
}}<br />
Powerful followup to Kabari, best for people trying to jump-in at you if Kabari whiffs. Has a decent chunk of startup invul, leads to combos on ocassion, and generally a good option for those who are trying to get around the chain. Be cautious as it's very unsafe if baited.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Baku</big>===<br />
<span class="input-badge">'''While Guarding: {{clr|5|412D}}'''</span><br />
{{GGACR Move Card<br />
|input=Guard > 412D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 20<br />
}}<br />
Your absolute best tool for getting out of pressure. Except for the first frame, it's invincible until startup. Huge hitbox. Leads to an overwhelming number of options on hit, including simple combo conversion, followups, etc. Extremely difficult to punish unless IB'd/SB'd. <br />
}}<br />
<br />
===<big>Baku: XXX</big>===<br />
<span class="input-badge">'''Baku > {{clr|1|P}} or {{clr|2|K}} or {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=412D > P <br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 40<br />
}}<br />
Followup move to Baku which applies some kind of effect to the opponent based on which button you press. All effects disappear after a set amount of time.<br />
<br />
{{clr|1|P}} Version - Sakura: Opponent loses the ability to dash, backdash, and jump. Opponent flashes dark blue. ''Forced prorate 50%.''<br><br />
{{clr|2|K}} Version - Tsuki: All hits are CH while opponent is flashing. Opponent flashes yellow. ''Forced prorate 30%.'' A forced prorate of 75% is applied by the first hit of all combos while the opponent is flashing.<br><br />
{{clr|3|S}} Version - Tsuru: Opponent loses the ability to block the next hit. Effect disappears if Baiken is hit. ''Forced prorate 30%.'' A forced prorate of 50% is applied by the first hit of a combo while the opponent is flashing.<br />
}}<br />
<br />
===<big>Baku Followups</big>===<br />
<span class="input-badge">'''Baku:XXX > X'''</span><br />
{{GGACR Move Card<br />
|input=412D > X > P,412D > X > K,412D > X > S,412D > X > H,412D > X > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 5<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 3<br />
|inactive2 = 6<br />
|active3 = 3<br />
|inactive4 = 7<br />
|active5 = 5<br />
|recovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 1<br />
|recovery = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 16<br />
|recovery = 16<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 4<br />
|active3 = 8<br />
|recovery = 20<br />
}}<br />
The second follow-up to Baku. Whichever follow-up is used, the opponent is locked out of using the corresponding button for the duration of the applied curse, i.e. using the P follow-up prevents the opponent from using the P button.<br />
*The {{clr|3|S}} follow up will cross up.<br />
*The {{clr|5|D}} follow up is useful as it locks the opponent out of their Burst.<br />
*The {{clr|4|H}} follow up can also be used to prevent the opponent from using standard throws and from teching throws, which is quite effective when applied with the "no jump/dash/backdash" debuff. The opponent will then be prevented from using reversal backdash and reversal throw, and will also be unable to jump out of throw setups or tech throws, massively crippling their defense.<br />
}}<br />
<br />
===<big>Triple Tatami Gaeshi</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
Tool for hitting opponents from far away or simply building some damage with a bit of meter when close. Has some slightly different utility from regular Tatami, but good nonetheless.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Tsurane Sanzu Watashi</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}}'''</span><br />
{{GGACR Move Card<br />
|input=236236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|inactive2 = 9<br />
|active3 = 5<br />
|inactive4 = 11<br />
|active5 = 2<br />
|recovery = 22<br />
}}<br />
Strong reversal and damage tool. Easily confirmed into out of something like {{clr|4|5H}} or {{clr|5|2D}}. Very difficult to punish unless SB'd. A pretty good super overall. <br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Garyou Tensei</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 72<br />
|recovery = 6<br />
}}<br />
Actually not too bad of an IK, active during the entire run, covering a great bit of the stage.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Baiken}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Baiken|42px}}</center><br />
{{#lst:GGACR/Baiken/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Baiken/Data]].}}<br />
{{#lst:GGACR/Navigation}}</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=335759GGACR/Anji Mito2022-10-08T15:31:34Z<p>Joefish: FB Rin mentioned that it 'OTGs' which I assume was misinterpreted from sliding state, removed it for now.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (High Guardpoint 1~7f)<br>[[#3K|3K]]/[[#3S|3S]] (Low Guardpoint 1~5f/1~27f)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, leading to damage, corner carry, and okizeme on hit. On block, it can be risky for hesitant opponents to challenge due to its suite of followups.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixups and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': Between Anji's fast overhead in {{clr|1|3P}}, standing low in {{clr|2|3K}}, Respect cancels, and potent okizeme setups, Anji's mixup game is potent and layered.<br />
* '''Autoguard''': Many of Anji's normals are equipped with autoguard windows that can catch other attacks, allowing him to use special autoguard-only followups on a successful catch. These followups empower his abare, and give him strong callouts on defensive options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': In spite of its strengths, Fuujin also represents a severe bottleneck in Anji's game plan. As a reversal, it is heavily flawed and easily called out. In pressure, Fuujin locks you into a set of five reactable options, each with well-understood counterplay. Attempting to use Fuujin as a core pressure/mixup tool will expose you numerous opportunities for punishment, leaving you reliant on ambitious conditioning and very liberal meter use. <br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
<br><br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show High Guardpoints" data-collapsetext="Hide High Guardpoints"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_6K.png|{{clr|K|6K}}, 1~7F High Guardpoint<br />
GGAC_Anji_6S.png|{{clr|S|6S}}, 7~12F High Guardpoint<br />
GGAC_Anji_6H.png|{{clr|H|6H}}, 12~19F High Guardpoint<br />
GGAC_Anji_5D.png|{{clr|D|5D}}, 4~18F High Guardpoint<br />
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|H|H}}, 8~26F High Guardpoint<br />
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|D|D}}, 2~20F High Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
<br />
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Low Guardpoints" data-collapsetext="Hide Low Guardpoints"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_3K.png|{{clr|K|3K}}, 1~5F Low Guardpoint<br />
GGAC_Anji_3S.png|{{clr|S|3S}}, 1~27F Low Guardpoint<br />
GGAC_Anji_2H.png|{{clr|H|2H}}, 10~19F Low Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
<br />
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Guardpoint Followups" data-collapsetext="Hide Guardpoint Followups"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_Kou.png|Kou, {{clr|P|P}} during Guardpoint<br />
GGAC_Anji_Sou.png|Sou, {{clr|K|K}} during Guardpoint<br />
GGAC_Anji_FBKou.png|FB Kou, {{clr|D|D}} during Guardpoint<br />
GGAC_Anji_Kachoufuugetsu.png|Kachoufuugetsu, {{clr|S|63214S}} during Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
|frcStart = 11<br />
|frcEnd = 12<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
|frcStart = 17<br />
|frcEnd = 20<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span> or <span class="input-badge">'''{{clr|4|236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|1|P}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|2|K}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
|frcStart = 23<br />
|frcEnd = 25<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|4|H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
<span class="input-badge">'''{{clr|2|K}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
|frcStart = 26<br />
|frcEnd = 28<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span><br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
|frcStart = 23<br />
|frcEnd = 31<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
<span class="input-badge">'''{{clr|1|j.214P}}'''</span><br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|5|D}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler as it ground bounces, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
<span class="input-badge">'''{{clr|5|D}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
|frcStart = 19<br />
|frcEnd = 20<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
|frcStart = 66<br />
|frcEnd = 70<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
<span class="input-badge">'''{{clr|2|[2]8K}}'''</span><br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
|frcStart = 63<br />
|frcEnd = 65<br />
}}<br />
An unburstable, high damage followup from an autoguard. Can make Anji very threatening in neutral due to its sheer damage. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=335056GGACR/Anji Mito2022-10-05T21:56:28Z<p>Joefish: Added frc windows to move timelines, excluding ichishiki as it does not have a timeline atm.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (High Guardpoint 1~7f)<br>[[#3K|3K]]/[[#3S|3S]] (Low Guardpoint 1~5f/1~27f)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, leading to damage, corner carry, and okizeme on hit. On block, it can be risky for hesitant opponents to challenge due to its suite of followups.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixups and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': Between Anji's fast overhead in {{clr|1|3P}}, standing low in {{clr|2|3K}}, Respect cancels, and potent okizeme setups, Anji's mixup game is potent and layered.<br />
* '''Autoguard''': Many of Anji's normals are equipped with autoguard windows that can catch other attacks, allowing him to use special autoguard-only followups on a successful catch. These followups empower his abare, and give him strong callouts on defensive options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': In spite of its strengths, Fuujin also represents a severe bottleneck in Anji's game plan. As a reversal, it is heavily flawed and easily called out. In pressure, Fuujin locks you into a set of five reactable options, each with well-understood counterplay. Attempting to use Fuujin as a core pressure/mixup tool will expose you numerous opportunities for punishment, leaving you reliant on ambitious conditioning and very liberal meter use. <br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
<br><br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show High Guardpoints" data-collapsetext="Hide High Guardpoints"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_6K.png|{{clr|K|6K}}, 1~7F High Guardpoint<br />
GGAC_Anji_6S.png|{{clr|S|6S}}, 7~12F High Guardpoint<br />
GGAC_Anji_6H.png|{{clr|H|6H}}, 12~19F High Guardpoint<br />
GGAC_Anji_5D.png|{{clr|D|5D}}, 4~18F High Guardpoint<br />
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|H|H}}, 8~26F High Guardpoint<br />
GGAC_Anji_Rin.png|{{clr|H|236H}}~{{clr|D|D}}, 2~20F High Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
<br />
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Low Guardpoints" data-collapsetext="Hide Low Guardpoints"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_3K.png|{{clr|K|3K}}, 1~5F Low Guardpoint<br />
GGAC_Anji_3S.png|{{clr|S|3S}}, 1~27F Low Guardpoint<br />
GGAC_Anji_2H.png|{{clr|H|2H}}, 10~19F Low Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
<br />
<div align=center class="mw-collapsible mw-collapsed" data-expandtext="Show Guardpoint Followups" data-collapsetext="Hide Guardpoint Followups"><br />
<br><br />
<gallery widths="100px" heights="100px" mode="lines" style="text-align:left"><br />
GGAC_Anji_Kou.png|Kou, {{clr|P|P}} during Guardpoint<br />
GGAC_Anji_Sou.png|Sou, {{clr|K|K}} during Guardpoint<br />
GGAC_Anji_FBKou.png|FB Kou, {{clr|D|D}} during Guardpoint<br />
GGAC_Anji_Kachoufuugetsu.png|Kachoufuugetsu, {{clr|S|63214S}} during Guardpoint<br />
</gallery><br />
</div><br />
<br><br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
|frcStart = 11<br />
|frcEnd = 12<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
|frcStart = 17<br />
|frcEnd = 20<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span> or <span class="input-badge">'''{{clr|4|236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|1|P}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|2|K}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
|frcStart = 23<br />
|frcEnd = 25<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|4|H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
<span class="input-badge">'''{{clr|2|K}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
|frcStart = 26<br />
|frcEnd = 28<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span><br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
|frcStart = 23<br />
|frcEnd = 31<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
<span class="input-badge">'''{{clr|1|j.214P}}'''</span><br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|5|D}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler, as it ground bounces, OTGs, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
<span class="input-badge">'''{{clr|5|D}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
|frcStart = 19<br />
|frcEnd = 20<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
|frcStart = 66<br />
|frcEnd = 70<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
<span class="input-badge">'''{{clr|2|[2]8K}}'''</span><br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
|frcStart = 63<br />
|frcEnd = 65<br />
}}<br />
An unburstable, high damage followup from an autoguard. Can make Anji very threatening in neutral due to its sheer damage. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Data&diff=326314GGACR/Anji Mito/Data2022-09-07T15:51:33Z<p>Joefish: Switched the Order of grab/high guardpoint invuln on Rin to be consistent with FB Rin and 3k.</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Anji Mito<br />
|image=GGXXACPR_Anji_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/10-anji-mito/<br />
|okizeme=yes<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Anji Mito<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=anji&versions=AC%2BR<br />
|matchups=yes<br />
|okizeme=yes<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
{{GGACR-character<br />
|name=Anji Mito<br />
|defense=1.06<br />
|guts=5<br />
|stunResistance=65<br />
|guardBalance=1.25<br />
|prejump=3F<br />
|backdash=16F (1~>9F invuln)<br />
|weight=Middleweight (x1.0)<br />
|wakeupFaceUp=54F<br />
|wakeupFaceDown=50F<br />
|umo=<br />
|portrait=GGAC_Anji_Portrait.png<br />
|icon=GGACR_Anji_Mito_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5P |name=<br />
|damage=10 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.64 <br />
|startup=4 |active=3 |recovery=8 |onBlock=+3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=16|hitstop=13<br />
|images=GGAC_Anji_5P.png<br />
|caption="Excellence is doing ordinary things extraordinarily well."<br />
|hitboxes=GGXXACPR_Anji_5P-1-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5K |name=<br />
|damage=14 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=Mid |invuln= |cancel=SJR |tension=1.44 <br />
|startup=5 |active=5 |recovery=6 |onBlock=-1 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_5K.png<br />
|caption="A jack of all trades, a master of none, but better than a master of one."<br />
|hitboxes=GGXXACPR_Anji_5K-1-Hitbox.png;GGXXACPR_Anji_5K-2-Hitbox.png<br />
|hitboxCaption=Frames 5-6\Frames 7-9<br />
|notes=<br />
}}<br />
<br />
===5S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5S |name=<br />
|damage=26 |gbp=14 |gbm=6 |prorate=<br />
|level=4 |guard=Mid |invuln= |cancel=SJR |tension=3.84 <br />
|startup=7 |active=4 |recovery=13 |onBlock=0 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_Anji_5S.png<br />
|caption="In times of change learners inherit the earth; while the learned find themselves beautifully equipped to deal with a world that no longer exists."<br />
|hitboxes=GGXXACPR_Anji_5S-Hitbox.png<br />
|notes=Raises GB+ 14 on first hit;GB+ is decreased on additional 5Ses in the same string;<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5H |name=<br />
|damage=38 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84 <br />
|startup=15 |active=4 |recovery=21 |onBlock=-6 |onHit=<br />
|blockstun=18|groundHit=Crouch 19|airHit=Down|hitstop=15<br />
|images=GGAC_Anji_5H.png<br />
|caption="The world is a book, and those who do not travel read only a page."<br />
|hitboxes=GGXXACPR_Anji_5H-1-Hitbox.png;GGXXACPR_Anji_5H-2-Hitbox.png<br />
|hitboxCaption=Frames 15-16\Frames 17-18<br />
|notes=Slams down on air hit<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5D |name=<br />
|damage=15 |gbp=8 |gbm=20 |prorate=<br />
|level=3 |guard=High |invuln=4~18F High Guardpoint |cancel=SR |tension=2.64 <br />
|startup=27 |active=6 |recovery=26 |onBlock=-18 |onHit=<br />
|blockstun=13 |groundHit=Launch 48|airHit=14|hitstop=13<br />
|images=GGAC_Anji_5D.png<br />
|caption=“There is only one kind of shock worse than the totally unexpected: the expected for which one has refused to prepare.”<br />
|hitboxes=GGXXACPR_Anji_5D-1-Hitbox.png;GGXXACPR_Anji_5D-2-Hitbox.png<br />
|hitboxCaption=Frames 27-29\Frames 30-32<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6P |name=<br />
|damage=24 |gbp=20 |gbm=6 |prorate=90%<br />
|level=5 |guard=Mid |invuln=1~21F Above Knees |cancel=SR |tension=3.84 <br />
|startup=18 |active=4 |recovery=16 |onBlock=-1 |onHit=<br />
|blockstun=18|groundHit=21|airHit=18|hitstop=15<br />
|images=GGAC_Anji_6P.png<br />
|caption="A wise man can learn more from a foolish question than a fool can learn from a wise answer."<br />
|hitboxes=GGXXACPR_Anji_6P-Hitbox.png<br />
|notes=Anji's back can be hit as he stands 18F onwards;Staggers on ground CH (max 49F)<br />
}}<br />
<br />
===3P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3P |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High |invuln= |cancel=R |tension=2.64 <br />
|startup=20 |active=3 |recovery=11 |onBlock=0 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_3P.png<br />
|caption="A dream becomes a goal when action is taken toward its achievement."<br />
|hitboxes=GGXXACPR_Anji_3P-Hitbox.png<br />
|notes=Ground bounces on CH (untechable for 90F)<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6K |name=<br />
|damage=28 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=1~7F High Guardpoint |cancel=RF |tension=2.64 <br />
|startup=11 |active=6 |recovery=18 |onBlock=-10 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_6K.png<br />
|caption="Always seek out the seed of triumph in every adversity."<br />
|hitboxes=GGXXACPR_Anji_6K-Hitbox.png<br />
|notes=Staggers on ground CH (max 37F);Cancelable into 5K from 24F onwards<br />
|frcWindow={{Tt|11~12F|The first two active frames; FRC immediately as the move hits}}<br />
}}<br />
<br />
===3K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3K |name=<br />
|damage=38 |gbp=11 |gbm=6 |prorate=80%<br />
|level=4 |guard=Low |invuln=1~5F Low Guardpoint<br/>1~End Throw |cancel=SR |tension=0.50/4.80 <br />
|startup=19 |active=4 |recovery=14 |onBlock=-1 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_Anji_3K.png<br />
|caption="The state of minds vary according to the angle under which one examines them."<br />
|hitboxes=GGXXACPR_Anji_3K-1-Hitbox.png;GGXXACPR_Anji_3K-2-Hitbox.png<br />
|hitboxCaption=Frames 19-20\Frames 21-22<br />
|notes=Wallbounces on CH (untechable for 56F)<br />
}}<br />
<br />
===6S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6S |name=<br />
|damage=34 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=7~12F High Guardpoint |cancel=SJR |tension=2.64 <br />
|startup=13 |active=4 |recovery=17 |onBlock=-7 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_6S.png<br />
|caption=“A vision is best presented as a story that people can relate to.”<br />
|hitboxes=GGXXACPR_Anji_6S-1-Hitbox.png;GGXXACPR_Anji_6S-2-Hitbox.png<br />
|hitboxCaption=Frames 13-14\Frames 15-16<br />
|notes=<br />
}}<br />
<br />
===3S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3S |name=<br />
|damage=28 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=1~27F Low Guardpoint |cancel=SJR |tension=3.84 <br />
|startup=28 |active=12 |recovery=10 |onBlock=+1 |onHit=<br />
|blockstun=22|groundHit=19|airHit=18|hitstop=15<br />
|images=GGAC_Anji_3S.png<br />
|caption="History is a vast early warning system."<br />
|hitboxes=GGXXACPR_Anji_3S-1-Hitbox.png;GGXXACPR_Anji_3S-2-Hitbox.png;GGXXACPR_Anji_3S-3-Hitbox.png<br />
|notes=Cancelable into 5S or 5H 6~8F;Attack Level 6<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6H |name=<br />
|damage=44 |gbp=14 |gbm=6 |prorate=80%<br />
|level=4 |guard=Mid |invuln=12~19F High Guardpoint<br/>14~20F Throw |cancel=SRF |tension=3.84 <br />
|startup=21 |active=6 |recovery=25 |onBlock=-14 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=19|hitstop=14<br />
|images=GGAC_Anji_6H.png<br />
|caption=“Prosperity is no just scale; adversity is the only balance to weigh friends.”<br />
|hitboxes=GGXXACPR_Anji_6H-1-Hitbox.png;GGXXACPR_Anji_6H-2-Hitbox.png<br />
|hitboxCaption=Frames 21-23\Frames 24-26<br />
|frcWindow={{Tt|17~20F|FRC immediately before the move hits}}<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2P |name=<br />
|damage=8 |gbp=3 |gbm=8 |prorate=80%<br />
|level=1 |guard=Mid |invuln= |cancel=CSR |tension=1.44 <br />
|startup=5 |active=4 |recovery=6 |onBlock=0 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_2P.png<br />
|caption=“Whatever you do will be insignificant, but it is very important that you do it.”<br />
|hitboxes=GGXXACPR_Anji_2P-1-Hitbox.png;GGXXACPR_Anji_2P-2-Hitbox.png<br />
|hitboxCaption=Frames 5-6\Frames 7-8<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2K |name=<br />
|damage=12 |gbp=8 |gbm=7 |prorate=70%<br />
|level=3 |guard=Low |invuln= |cancel=SR |tension=2.64 <br />
|startup=8 |active=2 |recovery=6 |onBlock=+6 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_2K.png<br />
|caption=“The best of knowledge and righteous acts are those hidden to the people.”<br />
|hitboxes=GGXXACPR_Anji_2K-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2S |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=Low |invuln=11~13F, 21~23F Low Profile |cancel=SR |tension=2.64 <br />
|startup=8 |active=6 |recovery=14 |onBlock=-6 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_2S.png<br />
|caption="Gratitude makes sense of the past, brings peace for today, and creates a vision for tomorrow."<br />
|hitboxes=GGXXACPR_Anji_2S-1-Hitbox.png;GGXXACPR_Anji_2S-2-Hitbox.png<br />
|hitboxCaption=Frames 8-10\Frames 11-13<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2H |name=<br />
|damage=38 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=10~19F Low Guardpoint |cancel=SR |tension=3.84 <br />
|startup=20 |active=5 |recovery=15 |onBlock=+5 |onHit=<br />
|blockstun=22|groundHit=19|airHit=18|hitstop=15<br />
|images=GGAC_Anji_2H.png<br />
|caption=“Where utility ends and decoration begins is perfection.”<br />
|hitboxes=GGXXACPR_Anji_2H-Hitbox.png<br />
|notes=Attack Level 6;Cancelable into 6P from 28F onwards<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2D |name=<br />
|damage=28 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=Low |invuln=5~23F Low Profile |cancel=SR |tension=3.84 <br />
|startup=7 |active=3 |recovery=25 |onBlock=-11 |onHit=<br />
|blockstun=16|groundHit=Down|airHit=16|hitstop=14<br />
|images=GGAC_Anji_2D.png<br />
|caption="Perfect tranquility within consists in the good ordering of the mind, the realm of your own."<br />
|hitboxes=GGXXACPR_Anji_2D-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.P |name=<br />
|damage=10 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=High/Air |invuln= |cancel=CSR |tension=1.44 <br />
|startup=8 |active=3 |recovery=3 |onBlock= |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_jP.png<br />
|caption="It cannot be found by seeking, but only seekers shall find it."<br />
|hitboxes=GGXXACPR_Anji_jP-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.K |name=<br />
|damage=18 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SR |tension=2.64 <br />
|startup=6 |active=6 |recovery=10 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jK.png<br />
|caption="Over every mountain there is a path, although it may not be seen from the valley."<br />
|hitboxes=GGXXACPR_Anji_jK-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.S |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SJR |tension=2.64 <br />
|startup=7 |active=9 |recovery=18 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jS.png<br />
|caption="Harmony makes small things grow, lack of it makes great things decay."<br />
|hitboxes=GGXXACPR_Anji_jS-1-Hitbox.png;GGXXACPR_Anji_jS-2-Hitbox.png<br />
|hitboxCaption=Frames 7-10\Frames 11-15<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.H |name=<br />
|damage=32 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SR |tension=2.64 <br />
|startup=13 |active=6 |recovery=15 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jH.png<br />
|caption="Success is often achieved by those unaware that failure is inevitable."<br />
|hitboxes=GGXXACPR_Anji_jH-1-Hitbox.png;GGXXACPR_Anji_jH-2-Hitbox.png<br />
|hitboxCaption=Frames 13-15\Frames 16-18 <br />
|notes=Slams down opponent on air hit<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.D |name=<br />
|damage=40 |gbp=8 |gbm=7 |prorate=90%<br />
|level=3 |guard=High/Air |invuln=1~11F, 22~End Upper Body |cancel=SR |tension=2.64 <br />
|startup=10 |active=6 |recovery=14+6 after landing |onBlock= |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=30|hitstop=13<br />
|images=GGAC_Anji_jD.png<br />
|caption=“A river is easier to channel than to stop.”<br />
|hitboxes=GGXXACPR_Anji_jD-1-Hitbox.png;GGXXACPR_Anji_jD-2-Hitbox.png<br />
|hitboxCaption=Frames 10-11\Frames 12-15<br />
|notes=Wallsticks on CH (untechable for 84F, sticks for 30F);Can be canceled into any jump attack except another j.D 22F onwards<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=56 |gbp= |gbm=6 |prorate=Forced 50%<br />
|level= |guard=43 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=Down|airHit=|hitstop=<br />
|images=GGAC_Anji_throw.png<br />
|caption="The logic of the world is prior to all truth and falsehood."<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=60 |gbp= |gbm=6 |prorate=Forced 50%<br />
|level= |guard=88 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=60|hitstop=<br />
|images=GGAC_Anji_airThrow.png<br />
|caption="If the doors of perception were cleansed, everything would appear to man as it is: infinite."<br />
|hitboxes=<br />
|notes=Sends opponent on opposite side of throw direction<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |gbp=10 |gbm=7 |prorate=50%<br />
|level=3 |guard=All |invuln=1~11F All<br/>12~26F Throw |cancel=R |tension=0.52 <br />
|startup=12 |active=6 |recovery=12 |onBlock=-4 |onHit=<br />
|blockstun=13|groundHit=Down|airHit=14|hitstop=13<br />
|images=GGAC_Anji_5S.png<br />
|caption="He who conquers others is strong. He who conquers himself is all powerful."<br />
|hitboxes=GGXXACPR_Anji_5S-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===236P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236P |name=Shitsu<br />
|damage=18, 16×2 |gbp=0 |gbm=8×3 |prorate=<br />
|level=1 |guard=All |invuln= |cancel= |tension=2.50/1.20×3 <br />
|startup=21 |active=56 |recovery=Total 48 |onBlock=-7 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_Shitsu.png<br />
|caption="Elegance is elimination."<br><small>"Rapidness"</small><br />
|hitboxes=GGACR_Anji_236P_Hitbox_1.png;GGACR_Anji_236P_Hitbox_2.png<br />
|hitboxCaption=Butterfly\Hawk<br />
|notes=Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile; Falling butterfly chip damage x2;Projectile disappears immediately if Anji gets hit<br />
}}<br />
<br />
===236S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S |name=S Fuujin<br />
|damage=30 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=R |tension=2.50/3.60 <br />
|startup=15 |active=3 |recovery=27 |onBlock=-16 |onHit=<br />
|blockstun=13|groundHit=14|airHit=40 + Slide 30|hitstop=13<br />
|images=GGAC_Anji_Fuujin.png<br />
|caption="Culture is a way of coping with the world by defining it in detail."<br><small>"Wind God"</small><br />
|hitboxes=GGACR_Anji_236S_Hitbox.png<br />
|notes=Can cancel into followup attacks 28F onwards<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236H |name=H Fuujin<br />
|damage=46 |gbp=10 |gbm=7 |prorate=80%<br />
|level=3 |guard=Mid |invuln=1~12F Strike |cancel=R |tension=2.90/4.08 <br />
|startup=20 |active=3 |recovery=27 |onBlock=-16 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=38 + WBounce|hitstop=13<br />
|images=GGAC_Anji_Fuujin.png<br />
|hitboxes=GGACR_Anji_236S_Hitbox.png<br />
|notes=On CH untechable for 80F;Can cancel into followup attacks 33F onwards<br />
}}<br />
<br />
===236S > P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > P |name=Shin: Isshiki<br />
|damage=10×6 |gbp=0 |gbm=7×6 |prorate=<br />
|level=3 |guard=All |invuln= |cancel=F |tension=1.60/1.20×6 <br />
|startup=36 |active= |recovery=Total 50+8 after landing |onBlock=+17 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_ShinIsshiki.png<br />
|caption="The high road is always respected. Honesty and integrity are always rewarded."<br><small>"Needle: Method One"</small><br />
|hitboxes=GGACR_Anji_236SP_Hitbox.png<br />
|hitboxCaption=Startup is 37F for 3 fans farthest from Anji<br />
|frcWindow={{Tt|6~8F|FRC immediately after the followup starts}}<br />
|notes=Anji is airborne 4F onwards;Auto Jump Install;Listed Frame Adv is for a standing opponent in the corner (tested on Sol)<br />
}}<br />
<br />
===236S > K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > K |name=Issokutobi<br />
|damage= |gbp= |gbm= |prorate=<br />
|level= |guard= |invuln=7~24F Lower Body |cancel= |tension=1.70/- <br />
|startup= |active= |recovery=24+6 after landing |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|images=GGAC_Anji_Issokutobi.png<br />
|caption="A guilty conscience feels continual fear."<br><small>"One-Legged Jump"</small><br />
|hitboxes=GGACR_Anji_236SK_Hitbox.png<br />
|hitboxCaption=Late part of hop<br />
|notes=Can pass through opponent 7~24F;Anji is in CH state until landing<br />
}}<br />
<br />
===236S > S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > S |name=Nagiha<br />
|damage=30 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=Low |invuln= |cancel=RF |tension=1.50/2.40 <br />
|startup=10 |active=6 |recovery=27 |onBlock=-19 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=35|hitstop=13<br />
|images=GGAC_Anji_Nagiha.png<br />
|frcWindow={{Tt|23~25F|FRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears}}<br />
|caption="Wonder, rather than doubt, is the root of all knowledge."<br><small>"Calm Edge"</small><br />
|hitboxes=GGACR_Anji_236SS_Hitbox_1.png;GGACR_Anji_236SS_Hitbox_2.png<br />
|hitboxCaption=Frames 10-12\Frames 13-15<br />
}}<br />
<br />
===236S > H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > H |name=Rin<br />
|damage=40 |gbp=15 |gbm=30 |prorate=<br />
|level=5 |guard=High |invuln=8~26F High Guardpoint<br/>1~22F Throw |cancel=R |tension=-/7.20 <br />
|startup=27 |active=8 |recovery=16 |onBlock=0 |onHit=<br />
|blockstun=21|groundHit=Down|airHit=40|hitstop=15<br />
|images=GGAC_Anji_Rin.png<br />
|caption="Simplicity is the glory of expression."<br><small>"Confront"</small><br />
|hitboxes=GGACR_Anji_236SH_Hitbox_1.png;GGACR_Anji_236SH_Hitbox_2.png;GGACR_Anji_236SH_Hitbox_3.png;GGACR_Anji_236SH_Hitbox_4.png<br />
|hitboxCaption=Frames 27-28\Frames 29-30\Frames 31-32\Frames 33-34<br />
|notes=Groundbounces on CH (untechable for 90F);Listed Frame Adv is when opponent blocks standing (tested on Sol);Startup to hit a crouching opponent is 31F;Attack Level 6<br />
}}<br />
<br />
===Autoguard > P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=Autoguard > P |name=Kou<br />
|damage=25, 7×6, 20 |gbp=10, 3×6, 20 |gbm=7, 4×7 |prorate=<br />
|level=3, 1×6, 5 |guard=Mid |invuln=1~4F Strike<br/>5~13F Upper Body |cancel=R |tension=-/7.20×8 <br />
|startup=4 |active=2, 4×6, 12 |recovery=11+8 after landing |onBlock=-41 |onHit=<br />
|blockstun=13, 9×6, 18|groundHit=Launch|airHit=20×7, 60|hitstop=13, 5×6, 15<br />
|images=GGAC_Anji_Kou.png<br />
|caption="Flying starts from the ground.<br>The more grounded you are,<br>the higher you fly."<br><small>"Crimson"</small><br />
|hitboxes=GGACR_Anji_GuardP_Hitbox_1.png;GGACR_Anji_GuardP_Hitbox_2.png;GGACR_Anji_GuardP_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_4.png;GGACR_Anji_GuardP_Hitbox_5.png;GGACR_Anji_GuardP_Hitbox_6.png;GGACR_Anji_GuardP_Hitbox_7.png<br />
|hitboxCaption=1st-2nd hits (Frames 4-9)\3rd hit (Frames 10-13)\4th hit (Frames 14-17)\5th hit (Frames 18-21)\6th hit (Frames 22-25)\7th hit (Frames 26-29)\8th hit (Frames 30-41)<br />
|notes=Anji is in CH state until landing<br />
}}<br />
<br />
===Autoguard > K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=Autoguard > K |name=Sou<br />
|damage=12×3, 38 |gbp=6×3, 20 |gbm=5×3, 15 |prorate=<br />
|level=2×3, 5 |guard=Mid |invuln=1~11F Strike<br/>12~23F Lower Body |cancel=RF |tension=0.50/2.40×3, 5.80 <br />
|startup=11 |active=4×2,3(4)5 |recovery=14 |onBlock=+4 |onHit=<br />
|blockstun=11×3, 22|groundHit=12×3, 23|airHit=12×3, 18|hitstop=6×3, 15<br />
|images=GGAC_Anji_Sou.png<br />
|caption="Freedom is never given;<br>it is won."<br><small>"Pale"</small><br />
|hitboxes=GGACR_Anji_GuardK_Hitbox_1.png;GGACR_Anji_GuardK_Hitbox_2.png;GGACR_Anji_GuardK_Hitbox_3.png;GGACR_Anji_GuardK_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 11-14)\2nd hit (Frames 15-18)\3rd hit (Frames 19-21)\4th hit (Frames 26-30)<br />
|notes=Anji is in CH state during move<br />
|frcWindow={{Tt|26~28F|FRC is during the first active frames of the last, stronger hit}}<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=623H |name=On<br />
|damage=0, 90 |gbp= |gbm=7, 8 |prorate=<br />
|level=3 |guard=Unblockable |invuln= |cancel=F |tension=2.50/6.00 <br />
|startup=11 |active=18 |recovery=20+6 after landing|onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=120|hitstop=13<br />
|images=GGAC_Anji_On-1.png;GGAC_Anji_On-2.png<br />
|caption=&#32;\"One of life's greatest blessings<br>is the freedom to<br>pursue one's goals."<br><small>"Yin/Shade"</small><br />
|hitboxes=GGACR_Anji_623H_Hitbox.png<br />
|notes=Anji is airborne from 9F onwards<br />
|frcWindow={{Tt|11~13F on whiff|FRC is shortly after Anji leaves the ground, as the move goes active}}<br />
}}<br />
<br />
===214P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=214P |name=P Kai<br />
|damage=32 |gbp=8 |gbm=7 |prorate=90%<br />
|level=3 |guard=High/Air |invuln= |cancel=R |tension=2.00/7.20 <br />
|startup=28 |active=3 |recovery=9 |onBlock=+2 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=30|hitstop=13<br />
|images=GGAC_Anji_Kai.png<br />
|caption="The only way to make sense out of change is to plunge into it, move with it, and join the dance."<br><br />
|hitboxes=GGACR_Anji_214P_Hitbox.png<br />
|hitboxCaption=P<br />
|notes=Anji is airborne 4~27F<br />
}}<br />
<br />
===214K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=214K |name=K Kai<br />
|damage=50 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=High/Air |invuln= |cancel=RF |tension=2.50/1.80 <br />
|startup=32 |active=10 |recovery=8 after landing |onBlock=+1 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=30 + GBounce 10|hitstop=14<br />
|images=GGAC_Anji_Kai.png<br />
|hitboxes=GGACR_Anji_214K_Hitbox.png<br />
|hitboxCaption=K<br />
|notes=Anji is airborne 9F onwards;Listed Frame Adv is for a standing block (tested on Sol);Auto Jump Install;Anji automatically turns to face the opponent after FRC<br />
|frcWindow={{Tt|23~25F|FRC is as Anji starts to descend after rising}}<br />
}}<br />
<br />
===j.214P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=j.214P |name=Shin: Nishiki<br />
|damage=45 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=R |tension=2.50/2.40 <br />
|startup=14 |active=7 |recovery=44 |onBlock=-37 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=50 + GBounce 10|hitstop=6<br />
|images=GGAC_Anji_ShinNishiki.png<br />
|caption="On life's vast ocean diversely<br>we sail. Reasons the card,<br>but passion the gale."<br><br />
|hitboxes=GGACR_Anji_j214P_Hitbox_1.png;GGACR_Anji_j214P_Hitbox_2.png;GGACR_Anji_j214P_Hitbox_3.png;GGACR_Anji_j214P_Hitbox_4.png<br />
|hitboxCaption=Frame 14\Frames 15-16\Frames 17-18\Frame 19-20<br />
|notes=High groundbounce on CH (untechable for 210F);Anji is in CH state 1~48F;Fastest possible TK Shin: Nishiki has startup: 17F, Frame Adv: -29F;<br />
}}<br />
<br />
==Force Breaks==<br />
===236D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=236D |name=FB Shitsu<br />
|damage=25, 16×2 |gbp=0 |gbm=8, 12×2 |prorate=<br />
|level=1, 2×2 |guard=All, High/Air×2 |invuln= |cancel= |tension=0.50/- <br />
|startup=21 |active=40 |recovery=Total 50 |onBlock=-9 |onHit=<br />
|blockstun=9, 11×2|groundHit=10|airHit=10, 12×2|hitstop=11, 12×2<br />
|images=GGAC_Anji_FBShitsu.png<br />
|caption="The brighter you are, the more you have to learn."<br />
|hitboxes=GGACR_Anji_236P_Hitbox_1.png;GGACR_Anji_236P_Hitbox_2.png<br />
|hitboxCaption=Butterfly\Hawk<br />
|notes=Projectile disappears instantly if Anji gets hit;Goes through other projectiles;Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile;Falling butterfly has Chip Damage x2<br />
}}<br />
<br />
===236S > D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=236S > D |name=FB Rin<br />
|damage=50 |gbp=15 |gbm=20 |prorate=<br />
|level=5 |guard=High |invuln=2~20F High Guardpoint<br/>2~25F Throw |cancel=R |tension= <br />
|startup=21 |active=8 |recovery=8 |onBlock=+5 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=50 + GBounce 10|hitstop=15<br />
|images=GGAC_Anji_Rin.png<br />
|caption="Simplicity is prerequisite for reliability."<br />
|hitboxes=GGACR_Anji_236SH_Hitbox_1.png;GGACR_Anji_236SH_Hitbox_2.png;GGACR_Anji_236SD_Hitbox.png;GGACR_Anji_236SH_Hitbox_4.png<br />
|hitboxCaption=Frames 21-22\Frames 23-24\Frames 25-26\Frames 27-28<br />
|notes=Listed Frame Adv is for standing block (tested on Sol);Startup is 25F to hit a crouching opponent (tested on Sol)<br />
}}<br />
<br />
===Autoguard > D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=Autoguard > D |name=FB Kou<br />
|damage=35, 7×6, 70 |gbp=10, 3×6, 20 |gbm=7, 4×7 |prorate=<br />
|level=3, 1×6, 5 |guard=Mid |invuln=1~11F Strike<br/>12~13F Upper Body |cancel=R |tension= <br />
|startup=4 |active=2,4×6(24)4 |recovery=39+8 after landing |onBlock=-89 |onHit=<br />
|blockstun=13, 9×6, 18|groundHit=Launch|airHit=60, 20, 60×5, 100|hitstop=13, 5×6, 15<br />
|images=GGAC_Anji_FBKou.png<br />
|caption=“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”<br />
|hitboxes=GGACR_Anji_GuardD_Hitbox_1.png;GGACR_Anji_GuardD_Hitbox_2.png;GGACR_Anji_GuardD_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_2.png;GGACR_Anji_GuardP_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_4.png;GGACR_Anji_GuardP_Hitbox_5.png;GGACR_Anji_GuardP_Hitbox_6.png;GGACR_Anji_GuardD_Hitbox_4.png;GGACR_Anji_j214P_Hitbox_2.png;GGACR_Anji_j214P_Hitbox_3.png;GGACR_Anji_j214P_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 4-5)\2nd hit (Frame 6)\2nd hit (Frames 7-9)\3rd hit (Frames 10-13)\4th hit (Frames 14-17)\5th hit (Frames 18-21)\6th hit (Frames 22-25)\7th hit (Frames 26-29)\8th hit (Frame 54)\8th hit (Frame 55)\8th hit (Frame 56)\8th hit (Frame 57)<br />
|notes=Anji is in CH state until landing<br />
}}<br />
<br />
===623D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=623D |name=FB On<br />
|damage=0, 90 |gbp= |gbm=7, 8 |prorate=Forced 70%<br />
|level=3 |guard=Unblockable |invuln=10~18F Low Profile<br/>19~38F Strike |cancel=F |tension=0.50/1.20<br />
|startup=21 |active=18 |recovery=35+6 after landing |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=120|hitstop=13<br />
|images=GGAC_Anji_On-1.png;GGAC_Anji_On-2.png<br />
|caption=&#32;\“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”<br />
|hitboxes=GGACR_Anji_623D_Hitbox.png<br />
|notes=Anji is in crouching state during landing recovery;Anji can move before landing on hit or FRC<br />
|frcWindow={{Tt|19~20F|FRC is shortly after Anji leaves the ground}}<br />
}}<br />
<br />
==Overdrives==<br />
===632146H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=632146H |name=Issei Ougi: Sai<br />
|damage=11×11, 50 |gbp=10×15 |gbm=2×11,7 |prorate=<br />
|level=3 |guard=All |invuln=3~6F Above Chest<br/>7~9F Strike |cancel=F |tension= <br />
|startup=7+3 |active=4×9,2×2,4 |recovery=63 |onBlock=-40 |onHit=<br />
|blockstun=13|groundHit=13×10, Launch×2|airHit=14×10, 50, 82|hitstop=0<br />
|images=GGAC_Anji_IsseiOugiSai.png<br />
|caption="What the ancients called a clever fighter is one who not only wins, but excels in winning with ease."<br><small>"Lifetime Secret Skill: Coloring"</small><br />
|hitboxes=GGACR_Anji_632146H_Hitbox_1.png;GGACR_Anji_632146H_Hitbox_2.png;GGACR_Anji_632146H_Hitbox_3.png;GGACR_Anji_632146H_Hitbox_4.png;GGACR_Anji_632146H_Hitbox_5.png<br />
|hitboxCaption=&#32;\&#32;\&#32;\Changes every 2 frames\Finishing attack<br />
|notes=15 hits on block;Anji is in CH state during move;Dizzy modifier x0;Can pass through projectiles;Projectile appears on 10F;Projectile guranteed to activate after 10F;Giant fan will activate on 53F if any hit connects (not blocked);Giant fan has attack level 3, startup 27F, active 24F<br />
|frcWindow={{Tt|66-70F|FRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand}}<br />
}}<br />
<br />
===[2]8K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=[2]8K |name=Tenjinkyaku<br />
|damage=30, 14×13 |gbp=15 |gbm=6, 2×13 |prorate=<br />
|level=5, 3×13 |guard=High/Air |invuln=4~20F Strike |cancel=R |tension=2.00/- <br />
|startup=18+0 |active=10 |recovery=20 after landing |onBlock=-11 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=18, 14×13|hitstop=15, 0×13<br />
|images=GGAC_Anji_Tenjinashi.png<br />
|caption="The art of war is the art of deception."<br><small>"Sky God Legs"</small><br />
|hitboxes=GGACR_Anji_28K_Hitbox.png<br />
|notes=Knocks down opponent on hit;Opponent cannot input anything from after super flash until the 3rd active frame;Must charge down for at least 40F to perform attack;Listed Frame Adv is for standing block (tested on Sol);2nd hit onwards only occur if attack connects (not block or whiff);For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground;<br />
}}<br />
<br />
===Autoguard > 63214S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=Autoguard > 63214S |name=Kachoufuugetsu<br />
|damage=40×4 |gbp=20×4 |gbm=6×4 |prorate=<br />
|level=5 |guard=Mid |invuln=1~22F All<br/>23~32F Strike |cancel=RF |tension= <br />
|startup=7+0 |active=5(16)5(12)5(20)5 |recovery=75 |onBlock=-61 |onHit=<br />
|blockstun=18|groundHit=Stagger 65×3, Launch|airHit=80|hitstop=15<br />
|images=GGAC_Anji_Kachoufuugetsu.png<br />
|caption="He will win who, prepared himself, waits to take the enemy unprepared."<br><small>"Flower Bird Wind Moon"</small><br />
|hitboxes=GGACR_Anji_63214S_Hitbox_1.png;GGACR_Anji_63214S_Hitbox_2.png;GGACR_Anji_63214S_Hitbox_3.png;GGACR_Anji_63214S_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 7-11)\2nd hit (Frames 28-32)\3rd hit (Frames 45-49)\4th hit (Frames 70-74)<br />
|notes=Opponent's inputs are frozen until the 2nd active frame;Anji is in CH state during move;Dizzy modifier x1.5;Can only be performed during the hitstop of an autoguarded move or if move connects after autoguard is triggered<br />
|frcWindow={{Tt|63-65F|FRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing}}<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=instantkill<br />
|input=236236H |name=Zetsu<br />
|damage=Fatal |gbp=20 |gbm= |prorate=<br />
|level=5 |guard=All |invuln=18~Recovery Throw |cancel= |tension= <br />
|startup=17+4 |active= |recovery= |onBlock=-159~ |onHit=<br />
|blockstun=18|groundHit=|airHit=|hitstop=15<br />
|images=GGAC_Anji_Zetsu.png<br />
|caption="Since all life is futility, then the decision to exist must be the most irrational of all."<br><small>"Suppress"</small><br />
|hitboxes=GGACR_Anji_IK_Hitbox.png<br />
|notes=IK Mode activation: 54F<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGACR/Navigation}}</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Data&diff=326313GGACR/Anji Mito/Data2022-09-07T15:48:33Z<p>Joefish: Missed 5D in the previous rewording change.</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Anji Mito<br />
|image=GGXXACPR_Anji_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/10-anji-mito/<br />
|okizeme=yes<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Anji Mito<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=anji&versions=AC%2BR<br />
|matchups=yes<br />
|okizeme=yes<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
{{GGACR-character<br />
|name=Anji Mito<br />
|defense=1.06<br />
|guts=5<br />
|stunResistance=65<br />
|guardBalance=1.25<br />
|prejump=3F<br />
|backdash=16F (1~>9F invuln)<br />
|weight=Middleweight (x1.0)<br />
|wakeupFaceUp=54F<br />
|wakeupFaceDown=50F<br />
|umo=<br />
|portrait=GGAC_Anji_Portrait.png<br />
|icon=GGACR_Anji_Mito_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5P |name=<br />
|damage=10 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.64 <br />
|startup=4 |active=3 |recovery=8 |onBlock=+3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=16|hitstop=13<br />
|images=GGAC_Anji_5P.png<br />
|caption="Excellence is doing ordinary things extraordinarily well."<br />
|hitboxes=GGXXACPR_Anji_5P-1-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5K |name=<br />
|damage=14 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=Mid |invuln= |cancel=SJR |tension=1.44 <br />
|startup=5 |active=5 |recovery=6 |onBlock=-1 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_5K.png<br />
|caption="A jack of all trades, a master of none, but better than a master of one."<br />
|hitboxes=GGXXACPR_Anji_5K-1-Hitbox.png;GGXXACPR_Anji_5K-2-Hitbox.png<br />
|hitboxCaption=Frames 5-6\Frames 7-9<br />
|notes=<br />
}}<br />
<br />
===5S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5S |name=<br />
|damage=26 |gbp=14 |gbm=6 |prorate=<br />
|level=4 |guard=Mid |invuln= |cancel=SJR |tension=3.84 <br />
|startup=7 |active=4 |recovery=13 |onBlock=0 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_Anji_5S.png<br />
|caption="In times of change learners inherit the earth; while the learned find themselves beautifully equipped to deal with a world that no longer exists."<br />
|hitboxes=GGXXACPR_Anji_5S-Hitbox.png<br />
|notes=Raises GB+ 14 on first hit;GB+ is decreased on additional 5Ses in the same string;<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5H |name=<br />
|damage=38 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84 <br />
|startup=15 |active=4 |recovery=21 |onBlock=-6 |onHit=<br />
|blockstun=18|groundHit=Crouch 19|airHit=Down|hitstop=15<br />
|images=GGAC_Anji_5H.png<br />
|caption="The world is a book, and those who do not travel read only a page."<br />
|hitboxes=GGXXACPR_Anji_5H-1-Hitbox.png;GGXXACPR_Anji_5H-2-Hitbox.png<br />
|hitboxCaption=Frames 15-16\Frames 17-18<br />
|notes=Slams down on air hit<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5D |name=<br />
|damage=15 |gbp=8 |gbm=20 |prorate=<br />
|level=3 |guard=High |invuln=4~18F High Guardpoint |cancel=SR |tension=2.64 <br />
|startup=27 |active=6 |recovery=26 |onBlock=-18 |onHit=<br />
|blockstun=13 |groundHit=Launch 48|airHit=14|hitstop=13<br />
|images=GGAC_Anji_5D.png<br />
|caption=“There is only one kind of shock worse than the totally unexpected: the expected for which one has refused to prepare.”<br />
|hitboxes=GGXXACPR_Anji_5D-1-Hitbox.png;GGXXACPR_Anji_5D-2-Hitbox.png<br />
|hitboxCaption=Frames 27-29\Frames 30-32<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6P |name=<br />
|damage=24 |gbp=20 |gbm=6 |prorate=90%<br />
|level=5 |guard=Mid |invuln=1~21F Above Knees |cancel=SR |tension=3.84 <br />
|startup=18 |active=4 |recovery=16 |onBlock=-1 |onHit=<br />
|blockstun=18|groundHit=21|airHit=18|hitstop=15<br />
|images=GGAC_Anji_6P.png<br />
|caption="A wise man can learn more from a foolish question than a fool can learn from a wise answer."<br />
|hitboxes=GGXXACPR_Anji_6P-Hitbox.png<br />
|notes=Anji's back can be hit as he stands 18F onwards;Staggers on ground CH (max 49F)<br />
}}<br />
<br />
===3P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3P |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High |invuln= |cancel=R |tension=2.64 <br />
|startup=20 |active=3 |recovery=11 |onBlock=0 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_3P.png<br />
|caption="A dream becomes a goal when action is taken toward its achievement."<br />
|hitboxes=GGXXACPR_Anji_3P-Hitbox.png<br />
|notes=Ground bounces on CH (untechable for 90F)<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6K |name=<br />
|damage=28 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=1~7F High Guardpoint |cancel=RF |tension=2.64 <br />
|startup=11 |active=6 |recovery=18 |onBlock=-10 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_6K.png<br />
|caption="Always seek out the seed of triumph in every adversity."<br />
|hitboxes=GGXXACPR_Anji_6K-Hitbox.png<br />
|notes=Staggers on ground CH (max 37F);Cancelable into 5K from 24F onwards<br />
|frcWindow={{Tt|11~12F|The first two active frames; FRC immediately as the move hits}}<br />
}}<br />
<br />
===3K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3K |name=<br />
|damage=38 |gbp=11 |gbm=6 |prorate=80%<br />
|level=4 |guard=Low |invuln=1~5F Low Guardpoint<br/>1~End Throw |cancel=SR |tension=0.50/4.80 <br />
|startup=19 |active=4 |recovery=14 |onBlock=-1 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_Anji_3K.png<br />
|caption="The state of minds vary according to the angle under which one examines them."<br />
|hitboxes=GGXXACPR_Anji_3K-1-Hitbox.png;GGXXACPR_Anji_3K-2-Hitbox.png<br />
|hitboxCaption=Frames 19-20\Frames 21-22<br />
|notes=Wallbounces on CH (untechable for 56F)<br />
}}<br />
<br />
===6S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6S |name=<br />
|damage=34 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=7~12F High Guardpoint |cancel=SJR |tension=2.64 <br />
|startup=13 |active=4 |recovery=17 |onBlock=-7 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_6S.png<br />
|caption=“A vision is best presented as a story that people can relate to.”<br />
|hitboxes=GGXXACPR_Anji_6S-1-Hitbox.png;GGXXACPR_Anji_6S-2-Hitbox.png<br />
|hitboxCaption=Frames 13-14\Frames 15-16<br />
|notes=<br />
}}<br />
<br />
===3S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3S |name=<br />
|damage=28 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=1~27F Low Guardpoint |cancel=SJR |tension=3.84 <br />
|startup=28 |active=12 |recovery=10 |onBlock=+1 |onHit=<br />
|blockstun=22|groundHit=19|airHit=18|hitstop=15<br />
|images=GGAC_Anji_3S.png<br />
|caption="History is a vast early warning system."<br />
|hitboxes=GGXXACPR_Anji_3S-1-Hitbox.png;GGXXACPR_Anji_3S-2-Hitbox.png;GGXXACPR_Anji_3S-3-Hitbox.png<br />
|notes=Cancelable into 5S or 5H 6~8F;Attack Level 6<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6H |name=<br />
|damage=44 |gbp=14 |gbm=6 |prorate=80%<br />
|level=4 |guard=Mid |invuln=12~19F High Guardpoint<br/>14~20F Throw |cancel=SRF |tension=3.84 <br />
|startup=21 |active=6 |recovery=25 |onBlock=-14 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=19|hitstop=14<br />
|images=GGAC_Anji_6H.png<br />
|caption=“Prosperity is no just scale; adversity is the only balance to weigh friends.”<br />
|hitboxes=GGXXACPR_Anji_6H-1-Hitbox.png;GGXXACPR_Anji_6H-2-Hitbox.png<br />
|hitboxCaption=Frames 21-23\Frames 24-26<br />
|frcWindow={{Tt|17~20F|FRC immediately before the move hits}}<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2P |name=<br />
|damage=8 |gbp=3 |gbm=8 |prorate=80%<br />
|level=1 |guard=Mid |invuln= |cancel=CSR |tension=1.44 <br />
|startup=5 |active=4 |recovery=6 |onBlock=0 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_2P.png<br />
|caption=“Whatever you do will be insignificant, but it is very important that you do it.”<br />
|hitboxes=GGXXACPR_Anji_2P-1-Hitbox.png;GGXXACPR_Anji_2P-2-Hitbox.png<br />
|hitboxCaption=Frames 5-6\Frames 7-8<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2K |name=<br />
|damage=12 |gbp=8 |gbm=7 |prorate=70%<br />
|level=3 |guard=Low |invuln= |cancel=SR |tension=2.64 <br />
|startup=8 |active=2 |recovery=6 |onBlock=+6 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_2K.png<br />
|caption=“The best of knowledge and righteous acts are those hidden to the people.”<br />
|hitboxes=GGXXACPR_Anji_2K-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2S |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=Low |invuln=11~13F, 21~23F Low Profile |cancel=SR |tension=2.64 <br />
|startup=8 |active=6 |recovery=14 |onBlock=-6 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_2S.png<br />
|caption="Gratitude makes sense of the past, brings peace for today, and creates a vision for tomorrow."<br />
|hitboxes=GGXXACPR_Anji_2S-1-Hitbox.png;GGXXACPR_Anji_2S-2-Hitbox.png<br />
|hitboxCaption=Frames 8-10\Frames 11-13<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2H |name=<br />
|damage=38 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=10~19F Low Guardpoint |cancel=SR |tension=3.84 <br />
|startup=20 |active=5 |recovery=15 |onBlock=+5 |onHit=<br />
|blockstun=22|groundHit=19|airHit=18|hitstop=15<br />
|images=GGAC_Anji_2H.png<br />
|caption=“Where utility ends and decoration begins is perfection.”<br />
|hitboxes=GGXXACPR_Anji_2H-Hitbox.png<br />
|notes=Attack Level 6;Cancelable into 6P from 28F onwards<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2D |name=<br />
|damage=28 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=Low |invuln=5~23F Low Profile |cancel=SR |tension=3.84 <br />
|startup=7 |active=3 |recovery=25 |onBlock=-11 |onHit=<br />
|blockstun=16|groundHit=Down|airHit=16|hitstop=14<br />
|images=GGAC_Anji_2D.png<br />
|caption="Perfect tranquility within consists in the good ordering of the mind, the realm of your own."<br />
|hitboxes=GGXXACPR_Anji_2D-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.P |name=<br />
|damage=10 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=High/Air |invuln= |cancel=CSR |tension=1.44 <br />
|startup=8 |active=3 |recovery=3 |onBlock= |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_jP.png<br />
|caption="It cannot be found by seeking, but only seekers shall find it."<br />
|hitboxes=GGXXACPR_Anji_jP-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.K |name=<br />
|damage=18 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SR |tension=2.64 <br />
|startup=6 |active=6 |recovery=10 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jK.png<br />
|caption="Over every mountain there is a path, although it may not be seen from the valley."<br />
|hitboxes=GGXXACPR_Anji_jK-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.S |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SJR |tension=2.64 <br />
|startup=7 |active=9 |recovery=18 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jS.png<br />
|caption="Harmony makes small things grow, lack of it makes great things decay."<br />
|hitboxes=GGXXACPR_Anji_jS-1-Hitbox.png;GGXXACPR_Anji_jS-2-Hitbox.png<br />
|hitboxCaption=Frames 7-10\Frames 11-15<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.H |name=<br />
|damage=32 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SR |tension=2.64 <br />
|startup=13 |active=6 |recovery=15 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jH.png<br />
|caption="Success is often achieved by those unaware that failure is inevitable."<br />
|hitboxes=GGXXACPR_Anji_jH-1-Hitbox.png;GGXXACPR_Anji_jH-2-Hitbox.png<br />
|hitboxCaption=Frames 13-15\Frames 16-18 <br />
|notes=Slams down opponent on air hit<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.D |name=<br />
|damage=40 |gbp=8 |gbm=7 |prorate=90%<br />
|level=3 |guard=High/Air |invuln=1~11F, 22~End Upper Body |cancel=SR |tension=2.64 <br />
|startup=10 |active=6 |recovery=14+6 after landing |onBlock= |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=30|hitstop=13<br />
|images=GGAC_Anji_jD.png<br />
|caption=“A river is easier to channel than to stop.”<br />
|hitboxes=GGXXACPR_Anji_jD-1-Hitbox.png;GGXXACPR_Anji_jD-2-Hitbox.png<br />
|hitboxCaption=Frames 10-11\Frames 12-15<br />
|notes=Wallsticks on CH (untechable for 84F, sticks for 30F);Can be canceled into any jump attack except another j.D 22F onwards<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=56 |gbp= |gbm=6 |prorate=Forced 50%<br />
|level= |guard=43 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=Down|airHit=|hitstop=<br />
|images=GGAC_Anji_throw.png<br />
|caption="The logic of the world is prior to all truth and falsehood."<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=60 |gbp= |gbm=6 |prorate=Forced 50%<br />
|level= |guard=88 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=60|hitstop=<br />
|images=GGAC_Anji_airThrow.png<br />
|caption="If the doors of perception were cleansed, everything would appear to man as it is: infinite."<br />
|hitboxes=<br />
|notes=Sends opponent on opposite side of throw direction<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |gbp=10 |gbm=7 |prorate=50%<br />
|level=3 |guard=All |invuln=1~11F All<br/>12~26F Throw |cancel=R |tension=0.52 <br />
|startup=12 |active=6 |recovery=12 |onBlock=-4 |onHit=<br />
|blockstun=13|groundHit=Down|airHit=14|hitstop=13<br />
|images=GGAC_Anji_5S.png<br />
|caption="He who conquers others is strong. He who conquers himself is all powerful."<br />
|hitboxes=GGXXACPR_Anji_5S-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===236P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236P |name=Shitsu<br />
|damage=18, 16×2 |gbp=0 |gbm=8×3 |prorate=<br />
|level=1 |guard=All |invuln= |cancel= |tension=2.50/1.20×3 <br />
|startup=21 |active=56 |recovery=Total 48 |onBlock=-7 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_Shitsu.png<br />
|caption="Elegance is elimination."<br><small>"Rapidness"</small><br />
|hitboxes=GGACR_Anji_236P_Hitbox_1.png;GGACR_Anji_236P_Hitbox_2.png<br />
|hitboxCaption=Butterfly\Hawk<br />
|notes=Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile; Falling butterfly chip damage x2;Projectile disappears immediately if Anji gets hit<br />
}}<br />
<br />
===236S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S |name=S Fuujin<br />
|damage=30 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=R |tension=2.50/3.60 <br />
|startup=15 |active=3 |recovery=27 |onBlock=-16 |onHit=<br />
|blockstun=13|groundHit=14|airHit=40 + Slide 30|hitstop=13<br />
|images=GGAC_Anji_Fuujin.png<br />
|caption="Culture is a way of coping with the world by defining it in detail."<br><small>"Wind God"</small><br />
|hitboxes=GGACR_Anji_236S_Hitbox.png<br />
|notes=Can cancel into followup attacks 28F onwards<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236H |name=H Fuujin<br />
|damage=46 |gbp=10 |gbm=7 |prorate=80%<br />
|level=3 |guard=Mid |invuln=1~12F Strike |cancel=R |tension=2.90/4.08 <br />
|startup=20 |active=3 |recovery=27 |onBlock=-16 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=38 + WBounce|hitstop=13<br />
|images=GGAC_Anji_Fuujin.png<br />
|hitboxes=GGACR_Anji_236S_Hitbox.png<br />
|notes=On CH untechable for 80F;Can cancel into followup attacks 33F onwards<br />
}}<br />
<br />
===236S > P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > P |name=Shin: Isshiki<br />
|damage=10×6 |gbp=0 |gbm=7×6 |prorate=<br />
|level=3 |guard=All |invuln= |cancel=F |tension=1.60/1.20×6 <br />
|startup=36 |active= |recovery=Total 50+8 after landing |onBlock=+17 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_ShinIsshiki.png<br />
|caption="The high road is always respected. Honesty and integrity are always rewarded."<br><small>"Needle: Method One"</small><br />
|hitboxes=GGACR_Anji_236SP_Hitbox.png<br />
|hitboxCaption=Startup is 37F for 3 fans farthest from Anji<br />
|frcWindow={{Tt|6~8F|FRC immediately after the followup starts}}<br />
|notes=Anji is airborne 4F onwards;Auto Jump Install;Listed Frame Adv is for a standing opponent in the corner (tested on Sol)<br />
}}<br />
<br />
===236S > K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > K |name=Issokutobi<br />
|damage= |gbp= |gbm= |prorate=<br />
|level= |guard= |invuln=7~24F Lower Body |cancel= |tension=1.70/- <br />
|startup= |active= |recovery=24+6 after landing |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|images=GGAC_Anji_Issokutobi.png<br />
|caption="A guilty conscience feels continual fear."<br><small>"One-Legged Jump"</small><br />
|hitboxes=GGACR_Anji_236SK_Hitbox.png<br />
|hitboxCaption=Late part of hop<br />
|notes=Can pass through opponent 7~24F;Anji is in CH state until landing<br />
}}<br />
<br />
===236S > S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > S |name=Nagiha<br />
|damage=30 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=Low |invuln= |cancel=RF |tension=1.50/2.40 <br />
|startup=10 |active=6 |recovery=27 |onBlock=-19 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=35|hitstop=13<br />
|images=GGAC_Anji_Nagiha.png<br />
|frcWindow={{Tt|23~25F|FRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears}}<br />
|caption="Wonder, rather than doubt, is the root of all knowledge."<br><small>"Calm Edge"</small><br />
|hitboxes=GGACR_Anji_236SS_Hitbox_1.png;GGACR_Anji_236SS_Hitbox_2.png<br />
|hitboxCaption=Frames 10-12\Frames 13-15<br />
}}<br />
<br />
===236S > H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > H |name=Rin<br />
|damage=40 |gbp=15 |gbm=30 |prorate=<br />
|level=5 |guard=High |invuln=1~22F Throw<br/>8~26F High Guardpoint |cancel=R |tension=-/7.20 <br />
|startup=27 |active=8 |recovery=16 |onBlock=0 |onHit=<br />
|blockstun=21|groundHit=Down|airHit=40|hitstop=15<br />
|images=GGAC_Anji_Rin.png<br />
|caption="Simplicity is the glory of expression."<br><small>"Confront"</small><br />
|hitboxes=GGACR_Anji_236SH_Hitbox_1.png;GGACR_Anji_236SH_Hitbox_2.png;GGACR_Anji_236SH_Hitbox_3.png;GGACR_Anji_236SH_Hitbox_4.png<br />
|hitboxCaption=Frames 27-28\Frames 29-30\Frames 31-32\Frames 33-34<br />
|notes=Groundbounces on CH (untechable for 90F);Listed Frame Adv is when opponent blocks standing (tested on Sol);Startup to hit a crouching opponent is 31F;Attack Level 6<br />
}}<br />
<br />
===Autoguard > P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=Autoguard > P |name=Kou<br />
|damage=25, 7×6, 20 |gbp=10, 3×6, 20 |gbm=7, 4×7 |prorate=<br />
|level=3, 1×6, 5 |guard=Mid |invuln=1~4F Strike<br/>5~13F Upper Body |cancel=R |tension=-/7.20×8 <br />
|startup=4 |active=2, 4×6, 12 |recovery=11+8 after landing |onBlock=-41 |onHit=<br />
|blockstun=13, 9×6, 18|groundHit=Launch|airHit=20×7, 60|hitstop=13, 5×6, 15<br />
|images=GGAC_Anji_Kou.png<br />
|caption="Flying starts from the ground.<br>The more grounded you are,<br>the higher you fly."<br><small>"Crimson"</small><br />
|hitboxes=GGACR_Anji_GuardP_Hitbox_1.png;GGACR_Anji_GuardP_Hitbox_2.png;GGACR_Anji_GuardP_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_4.png;GGACR_Anji_GuardP_Hitbox_5.png;GGACR_Anji_GuardP_Hitbox_6.png;GGACR_Anji_GuardP_Hitbox_7.png<br />
|hitboxCaption=1st-2nd hits (Frames 4-9)\3rd hit (Frames 10-13)\4th hit (Frames 14-17)\5th hit (Frames 18-21)\6th hit (Frames 22-25)\7th hit (Frames 26-29)\8th hit (Frames 30-41)<br />
|notes=Anji is in CH state until landing<br />
}}<br />
<br />
===Autoguard > K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=Autoguard > K |name=Sou<br />
|damage=12×3, 38 |gbp=6×3, 20 |gbm=5×3, 15 |prorate=<br />
|level=2×3, 5 |guard=Mid |invuln=1~11F Strike<br/>12~23F Lower Body |cancel=RF |tension=0.50/2.40×3, 5.80 <br />
|startup=11 |active=4×2,3(4)5 |recovery=14 |onBlock=+4 |onHit=<br />
|blockstun=11×3, 22|groundHit=12×3, 23|airHit=12×3, 18|hitstop=6×3, 15<br />
|images=GGAC_Anji_Sou.png<br />
|caption="Freedom is never given;<br>it is won."<br><small>"Pale"</small><br />
|hitboxes=GGACR_Anji_GuardK_Hitbox_1.png;GGACR_Anji_GuardK_Hitbox_2.png;GGACR_Anji_GuardK_Hitbox_3.png;GGACR_Anji_GuardK_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 11-14)\2nd hit (Frames 15-18)\3rd hit (Frames 19-21)\4th hit (Frames 26-30)<br />
|notes=Anji is in CH state during move<br />
|frcWindow={{Tt|26~28F|FRC is during the first active frames of the last, stronger hit}}<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=623H |name=On<br />
|damage=0, 90 |gbp= |gbm=7, 8 |prorate=<br />
|level=3 |guard=Unblockable |invuln= |cancel=F |tension=2.50/6.00 <br />
|startup=11 |active=18 |recovery=20+6 after landing|onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=120|hitstop=13<br />
|images=GGAC_Anji_On-1.png;GGAC_Anji_On-2.png<br />
|caption=&#32;\"One of life's greatest blessings<br>is the freedom to<br>pursue one's goals."<br><small>"Yin/Shade"</small><br />
|hitboxes=GGACR_Anji_623H_Hitbox.png<br />
|notes=Anji is airborne from 9F onwards<br />
|frcWindow={{Tt|11~13F on whiff|FRC is shortly after Anji leaves the ground, as the move goes active}}<br />
}}<br />
<br />
===214P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=214P |name=P Kai<br />
|damage=32 |gbp=8 |gbm=7 |prorate=90%<br />
|level=3 |guard=High/Air |invuln= |cancel=R |tension=2.00/7.20 <br />
|startup=28 |active=3 |recovery=9 |onBlock=+2 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=30|hitstop=13<br />
|images=GGAC_Anji_Kai.png<br />
|caption="The only way to make sense out of change is to plunge into it, move with it, and join the dance."<br><br />
|hitboxes=GGACR_Anji_214P_Hitbox.png<br />
|hitboxCaption=P<br />
|notes=Anji is airborne 4~27F<br />
}}<br />
<br />
===214K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=214K |name=K Kai<br />
|damage=50 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=High/Air |invuln= |cancel=RF |tension=2.50/1.80 <br />
|startup=32 |active=10 |recovery=8 after landing |onBlock=+1 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=30 + GBounce 10|hitstop=14<br />
|images=GGAC_Anji_Kai.png<br />
|hitboxes=GGACR_Anji_214K_Hitbox.png<br />
|hitboxCaption=K<br />
|notes=Anji is airborne 9F onwards;Listed Frame Adv is for a standing block (tested on Sol);Auto Jump Install;Anji automatically turns to face the opponent after FRC<br />
|frcWindow={{Tt|23~25F|FRC is as Anji starts to descend after rising}}<br />
}}<br />
<br />
===j.214P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=j.214P |name=Shin: Nishiki<br />
|damage=45 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=R |tension=2.50/2.40 <br />
|startup=14 |active=7 |recovery=44 |onBlock=-37 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=50 + GBounce 10|hitstop=6<br />
|images=GGAC_Anji_ShinNishiki.png<br />
|caption="On life's vast ocean diversely<br>we sail. Reasons the card,<br>but passion the gale."<br><br />
|hitboxes=GGACR_Anji_j214P_Hitbox_1.png;GGACR_Anji_j214P_Hitbox_2.png;GGACR_Anji_j214P_Hitbox_3.png;GGACR_Anji_j214P_Hitbox_4.png<br />
|hitboxCaption=Frame 14\Frames 15-16\Frames 17-18\Frame 19-20<br />
|notes=High groundbounce on CH (untechable for 210F);Anji is in CH state 1~48F;Fastest possible TK Shin: Nishiki has startup: 17F, Frame Adv: -29F;<br />
}}<br />
<br />
==Force Breaks==<br />
===236D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=236D |name=FB Shitsu<br />
|damage=25, 16×2 |gbp=0 |gbm=8, 12×2 |prorate=<br />
|level=1, 2×2 |guard=All, High/Air×2 |invuln= |cancel= |tension=0.50/- <br />
|startup=21 |active=40 |recovery=Total 50 |onBlock=-9 |onHit=<br />
|blockstun=9, 11×2|groundHit=10|airHit=10, 12×2|hitstop=11, 12×2<br />
|images=GGAC_Anji_FBShitsu.png<br />
|caption="The brighter you are, the more you have to learn."<br />
|hitboxes=GGACR_Anji_236P_Hitbox_1.png;GGACR_Anji_236P_Hitbox_2.png<br />
|hitboxCaption=Butterfly\Hawk<br />
|notes=Projectile disappears instantly if Anji gets hit;Goes through other projectiles;Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile;Falling butterfly has Chip Damage x2<br />
}}<br />
<br />
===236S > D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=236S > D |name=FB Rin<br />
|damage=50 |gbp=15 |gbm=20 |prorate=<br />
|level=5 |guard=High |invuln=2~20F High Guardpoint<br/>2~25F Throw |cancel=R |tension= <br />
|startup=21 |active=8 |recovery=8 |onBlock=+5 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=50 + GBounce 10|hitstop=15<br />
|images=GGAC_Anji_Rin.png<br />
|caption="Simplicity is prerequisite for reliability."<br />
|hitboxes=GGACR_Anji_236SH_Hitbox_1.png;GGACR_Anji_236SH_Hitbox_2.png;GGACR_Anji_236SD_Hitbox.png;GGACR_Anji_236SH_Hitbox_4.png<br />
|hitboxCaption=Frames 21-22\Frames 23-24\Frames 25-26\Frames 27-28<br />
|notes=Listed Frame Adv is for standing block (tested on Sol);Startup is 25F to hit a crouching opponent (tested on Sol)<br />
}}<br />
<br />
===Autoguard > D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=Autoguard > D |name=FB Kou<br />
|damage=35, 7×6, 70 |gbp=10, 3×6, 20 |gbm=7, 4×7 |prorate=<br />
|level=3, 1×6, 5 |guard=Mid |invuln=1~11F Strike<br/>12~13F Upper Body |cancel=R |tension= <br />
|startup=4 |active=2,4×6(24)4 |recovery=39+8 after landing |onBlock=-89 |onHit=<br />
|blockstun=13, 9×6, 18|groundHit=Launch|airHit=60, 20, 60×5, 100|hitstop=13, 5×6, 15<br />
|images=GGAC_Anji_FBKou.png<br />
|caption=“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”<br />
|hitboxes=GGACR_Anji_GuardD_Hitbox_1.png;GGACR_Anji_GuardD_Hitbox_2.png;GGACR_Anji_GuardD_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_2.png;GGACR_Anji_GuardP_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_4.png;GGACR_Anji_GuardP_Hitbox_5.png;GGACR_Anji_GuardP_Hitbox_6.png;GGACR_Anji_GuardD_Hitbox_4.png;GGACR_Anji_j214P_Hitbox_2.png;GGACR_Anji_j214P_Hitbox_3.png;GGACR_Anji_j214P_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 4-5)\2nd hit (Frame 6)\2nd hit (Frames 7-9)\3rd hit (Frames 10-13)\4th hit (Frames 14-17)\5th hit (Frames 18-21)\6th hit (Frames 22-25)\7th hit (Frames 26-29)\8th hit (Frame 54)\8th hit (Frame 55)\8th hit (Frame 56)\8th hit (Frame 57)<br />
|notes=Anji is in CH state until landing<br />
}}<br />
<br />
===623D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=623D |name=FB On<br />
|damage=0, 90 |gbp= |gbm=7, 8 |prorate=Forced 70%<br />
|level=3 |guard=Unblockable |invuln=10~18F Low Profile<br/>19~38F Strike |cancel=F |tension=0.50/1.20<br />
|startup=21 |active=18 |recovery=35+6 after landing |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=120|hitstop=13<br />
|images=GGAC_Anji_On-1.png;GGAC_Anji_On-2.png<br />
|caption=&#32;\“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”<br />
|hitboxes=GGACR_Anji_623D_Hitbox.png<br />
|notes=Anji is in crouching state during landing recovery;Anji can move before landing on hit or FRC<br />
|frcWindow={{Tt|19~20F|FRC is shortly after Anji leaves the ground}}<br />
}}<br />
<br />
==Overdrives==<br />
===632146H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=632146H |name=Issei Ougi: Sai<br />
|damage=11×11, 50 |gbp=10×15 |gbm=2×11,7 |prorate=<br />
|level=3 |guard=All |invuln=3~6F Above Chest<br/>7~9F Strike |cancel=F |tension= <br />
|startup=7+3 |active=4×9,2×2,4 |recovery=63 |onBlock=-40 |onHit=<br />
|blockstun=13|groundHit=13×10, Launch×2|airHit=14×10, 50, 82|hitstop=0<br />
|images=GGAC_Anji_IsseiOugiSai.png<br />
|caption="What the ancients called a clever fighter is one who not only wins, but excels in winning with ease."<br><small>"Lifetime Secret Skill: Coloring"</small><br />
|hitboxes=GGACR_Anji_632146H_Hitbox_1.png;GGACR_Anji_632146H_Hitbox_2.png;GGACR_Anji_632146H_Hitbox_3.png;GGACR_Anji_632146H_Hitbox_4.png;GGACR_Anji_632146H_Hitbox_5.png<br />
|hitboxCaption=&#32;\&#32;\&#32;\Changes every 2 frames\Finishing attack<br />
|notes=15 hits on block;Anji is in CH state during move;Dizzy modifier x0;Can pass through projectiles;Projectile appears on 10F;Projectile guranteed to activate after 10F;Giant fan will activate on 53F if any hit connects (not blocked);Giant fan has attack level 3, startup 27F, active 24F<br />
|frcWindow={{Tt|66-70F|FRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand}}<br />
}}<br />
<br />
===[2]8K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=[2]8K |name=Tenjinkyaku<br />
|damage=30, 14×13 |gbp=15 |gbm=6, 2×13 |prorate=<br />
|level=5, 3×13 |guard=High/Air |invuln=4~20F Strike |cancel=R |tension=2.00/- <br />
|startup=18+0 |active=10 |recovery=20 after landing |onBlock=-11 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=18, 14×13|hitstop=15, 0×13<br />
|images=GGAC_Anji_Tenjinashi.png<br />
|caption="The art of war is the art of deception."<br><small>"Sky God Legs"</small><br />
|hitboxes=GGACR_Anji_28K_Hitbox.png<br />
|notes=Knocks down opponent on hit;Opponent cannot input anything from after super flash until the 3rd active frame;Must charge down for at least 40F to perform attack;Listed Frame Adv is for standing block (tested on Sol);2nd hit onwards only occur if attack connects (not block or whiff);For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground;<br />
}}<br />
<br />
===Autoguard > 63214S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=Autoguard > 63214S |name=Kachoufuugetsu<br />
|damage=40×4 |gbp=20×4 |gbm=6×4 |prorate=<br />
|level=5 |guard=Mid |invuln=1~22F All<br/>23~32F Strike |cancel=RF |tension= <br />
|startup=7+0 |active=5(16)5(12)5(20)5 |recovery=75 |onBlock=-61 |onHit=<br />
|blockstun=18|groundHit=Stagger 65×3, Launch|airHit=80|hitstop=15<br />
|images=GGAC_Anji_Kachoufuugetsu.png<br />
|caption="He will win who, prepared himself, waits to take the enemy unprepared."<br><small>"Flower Bird Wind Moon"</small><br />
|hitboxes=GGACR_Anji_63214S_Hitbox_1.png;GGACR_Anji_63214S_Hitbox_2.png;GGACR_Anji_63214S_Hitbox_3.png;GGACR_Anji_63214S_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 7-11)\2nd hit (Frames 28-32)\3rd hit (Frames 45-49)\4th hit (Frames 70-74)<br />
|notes=Opponent's inputs are frozen until the 2nd active frame;Anji is in CH state during move;Dizzy modifier x1.5;Can only be performed during the hitstop of an autoguarded move or if move connects after autoguard is triggered<br />
|frcWindow={{Tt|63-65F|FRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing}}<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=instantkill<br />
|input=236236H |name=Zetsu<br />
|damage=Fatal |gbp=20 |gbm= |prorate=<br />
|level=5 |guard=All |invuln=18~Recovery Throw |cancel= |tension= <br />
|startup=17+4 |active= |recovery= |onBlock=-159~ |onHit=<br />
|blockstun=18|groundHit=|airHit=|hitstop=15<br />
|images=GGAC_Anji_Zetsu.png<br />
|caption="Since all life is futility, then the decision to exist must be the most irrational of all."<br><small>"Suppress"</small><br />
|hitboxes=GGACR_Anji_IK_Hitbox.png<br />
|notes=IK Mode activation: 54F<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGACR/Navigation}}</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=326312GGACR/Anji Mito2022-09-07T15:47:40Z<p>Joefish: Accidentally listed 6k as 1-6 instead of 1-7 in the reversals section, corrected that mistake.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (High Guardpoint 1~7f)<br>[[#3K|3K]]/[[#3S|3S]] (Low Guardpoint 1~5f/1~27f)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, and leads to damage and setplay on hit and mixups on block.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixup and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': A fast overhead in {{clr|1|3P}}, a standing low in {{clr|2|3K}}, Fuujin followups, and his oki setups give Anji great tools for opening up targets.<br />
* '''Autoguard''': Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': Spamming Fuujin can be turned around on Anji due to its vulnerability in its later frames. All the followups have weaknesses and counters, so a good opponent will take advantage of careless attacks.<br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span> or <span class="input-badge">'''{{clr|4|236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|1|P}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|2|K}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|4|H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
<span class="input-badge">'''{{clr|2|K}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span><br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
<span class="input-badge">'''{{clr|1|j.214P}}'''</span><br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|5|D}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler, as it ground bounces, OTGs, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
<span class="input-badge">'''{{clr|5|D}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
<span class="input-badge">'''{{clr|2|[2]8K}}'''</span><br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
}}<br />
An unburstable, high-damage followup from an autoguard. Can make Anji very threatening in neutral, as this super does a surprisingly high amount of average damage thanks to the near guarantee it will be a counterhit. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Data&diff=326311GGACR/Anji Mito/Data2022-09-07T15:46:45Z<p>Joefish: Reworded 'Guard Low/High' to 'Low/High Guardpoint' for clarity.</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Anji Mito<br />
|image=GGXXACPR_Anji_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/10-anji-mito/<br />
|okizeme=yes<br />
}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks-GGACR<br />
|charMainPage=GGACR/Anji Mito<br />
|videos=https://acpr.keeponrock.in/#/?p1chars=anji&versions=AC%2BR<br />
|matchups=yes<br />
|okizeme=yes<br />
}}<br />
<section end=Links/><br />
<br />
==System Data==<br />
{{GGACR-character<br />
|name=Anji Mito<br />
|defense=1.06<br />
|guts=5<br />
|stunResistance=65<br />
|guardBalance=1.25<br />
|prejump=3F<br />
|backdash=16F (1~>9F invuln)<br />
|weight=Middleweight (x1.0)<br />
|wakeupFaceUp=54F<br />
|wakeupFaceDown=50F<br />
|umo=<br />
|portrait=GGAC_Anji_Portrait.png<br />
|icon=GGACR_Anji_Mito_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5P |name=<br />
|damage=10 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=SJR |tension=2.64 <br />
|startup=4 |active=3 |recovery=8 |onBlock=+3 |onHit=<br />
|blockstun=13|groundHit=14|airHit=16|hitstop=13<br />
|images=GGAC_Anji_5P.png<br />
|caption="Excellence is doing ordinary things extraordinarily well."<br />
|hitboxes=GGXXACPR_Anji_5P-1-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5K |name=<br />
|damage=14 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=Mid |invuln= |cancel=SJR |tension=1.44 <br />
|startup=5 |active=5 |recovery=6 |onBlock=-1 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_5K.png<br />
|caption="A jack of all trades, a master of none, but better than a master of one."<br />
|hitboxes=GGXXACPR_Anji_5K-1-Hitbox.png;GGXXACPR_Anji_5K-2-Hitbox.png<br />
|hitboxCaption=Frames 5-6\Frames 7-9<br />
|notes=<br />
}}<br />
<br />
===5S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5S |name=<br />
|damage=26 |gbp=14 |gbm=6 |prorate=<br />
|level=4 |guard=Mid |invuln= |cancel=SJR |tension=3.84 <br />
|startup=7 |active=4 |recovery=13 |onBlock=0 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_Anji_5S.png<br />
|caption="In times of change learners inherit the earth; while the learned find themselves beautifully equipped to deal with a world that no longer exists."<br />
|hitboxes=GGXXACPR_Anji_5S-Hitbox.png<br />
|notes=Raises GB+ 14 on first hit;GB+ is decreased on additional 5Ses in the same string;<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5H |name=<br />
|damage=38 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln= |cancel=SR |tension=3.84 <br />
|startup=15 |active=4 |recovery=21 |onBlock=-6 |onHit=<br />
|blockstun=18|groundHit=Crouch 19|airHit=Down|hitstop=15<br />
|images=GGAC_Anji_5H.png<br />
|caption="The world is a book, and those who do not travel read only a page."<br />
|hitboxes=GGXXACPR_Anji_5H-1-Hitbox.png;GGXXACPR_Anji_5H-2-Hitbox.png<br />
|hitboxCaption=Frames 15-16\Frames 17-18<br />
|notes=Slams down on air hit<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=5D |name=<br />
|damage=15 |gbp=8 |gbm=20 |prorate=<br />
|level=3 |guard=High |invuln=4~18F Guard High |cancel=SR |tension=2.64 <br />
|startup=27 |active=6 |recovery=26 |onBlock=-18 |onHit=<br />
|blockstun=13 |groundHit=Launch 48|airHit=14|hitstop=13<br />
|images=GGAC_Anji_5D.png<br />
|caption=“There is only one kind of shock worse than the totally unexpected: the expected for which one has refused to prepare.”<br />
|hitboxes=GGXXACPR_Anji_5D-1-Hitbox.png;GGXXACPR_Anji_5D-2-Hitbox.png<br />
|hitboxCaption=Frames 27-29\Frames 30-32<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6P |name=<br />
|damage=24 |gbp=20 |gbm=6 |prorate=90%<br />
|level=5 |guard=Mid |invuln=1~21F Above Knees |cancel=SR |tension=3.84 <br />
|startup=18 |active=4 |recovery=16 |onBlock=-1 |onHit=<br />
|blockstun=18|groundHit=21|airHit=18|hitstop=15<br />
|images=GGAC_Anji_6P.png<br />
|caption="A wise man can learn more from a foolish question than a fool can learn from a wise answer."<br />
|hitboxes=GGXXACPR_Anji_6P-Hitbox.png<br />
|notes=Anji's back can be hit as he stands 18F onwards;Staggers on ground CH (max 49F)<br />
}}<br />
<br />
===3P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3P |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High |invuln= |cancel=R |tension=2.64 <br />
|startup=20 |active=3 |recovery=11 |onBlock=0 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_3P.png<br />
|caption="A dream becomes a goal when action is taken toward its achievement."<br />
|hitboxes=GGXXACPR_Anji_3P-Hitbox.png<br />
|notes=Ground bounces on CH (untechable for 90F)<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6K |name=<br />
|damage=28 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=1~7F High Guardpoint |cancel=RF |tension=2.64 <br />
|startup=11 |active=6 |recovery=18 |onBlock=-10 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_6K.png<br />
|caption="Always seek out the seed of triumph in every adversity."<br />
|hitboxes=GGXXACPR_Anji_6K-Hitbox.png<br />
|notes=Staggers on ground CH (max 37F);Cancelable into 5K from 24F onwards<br />
|frcWindow={{Tt|11~12F|The first two active frames; FRC immediately as the move hits}}<br />
}}<br />
<br />
===3K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3K |name=<br />
|damage=38 |gbp=11 |gbm=6 |prorate=80%<br />
|level=4 |guard=Low |invuln=1~5F Low Guardpoint<br/>1~End Throw |cancel=SR |tension=0.50/4.80 <br />
|startup=19 |active=4 |recovery=14 |onBlock=-1 |onHit=<br />
|blockstun=16|groundHit=17|airHit=16|hitstop=14<br />
|images=GGAC_Anji_3K.png<br />
|caption="The state of minds vary according to the angle under which one examines them."<br />
|hitboxes=GGXXACPR_Anji_3K-1-Hitbox.png;GGXXACPR_Anji_3K-2-Hitbox.png<br />
|hitboxCaption=Frames 19-20\Frames 21-22<br />
|notes=Wallbounces on CH (untechable for 56F)<br />
}}<br />
<br />
===6S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6S |name=<br />
|damage=34 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln=7~12F High Guardpoint |cancel=SJR |tension=2.64 <br />
|startup=13 |active=4 |recovery=17 |onBlock=-7 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_6S.png<br />
|caption=“A vision is best presented as a story that people can relate to.”<br />
|hitboxes=GGXXACPR_Anji_6S-1-Hitbox.png;GGXXACPR_Anji_6S-2-Hitbox.png<br />
|hitboxCaption=Frames 13-14\Frames 15-16<br />
|notes=<br />
}}<br />
<br />
===3S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=3S |name=<br />
|damage=28 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=1~27F Low Guardpoint |cancel=SJR |tension=3.84 <br />
|startup=28 |active=12 |recovery=10 |onBlock=+1 |onHit=<br />
|blockstun=22|groundHit=19|airHit=18|hitstop=15<br />
|images=GGAC_Anji_3S.png<br />
|caption="History is a vast early warning system."<br />
|hitboxes=GGXXACPR_Anji_3S-1-Hitbox.png;GGXXACPR_Anji_3S-2-Hitbox.png;GGXXACPR_Anji_3S-3-Hitbox.png<br />
|notes=Cancelable into 5S or 5H 6~8F;Attack Level 6<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=6H |name=<br />
|damage=44 |gbp=14 |gbm=6 |prorate=80%<br />
|level=4 |guard=Mid |invuln=12~19F High Guardpoint<br/>14~20F Throw |cancel=SRF |tension=3.84 <br />
|startup=21 |active=6 |recovery=25 |onBlock=-14 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=19|hitstop=14<br />
|images=GGAC_Anji_6H.png<br />
|caption=“Prosperity is no just scale; adversity is the only balance to weigh friends.”<br />
|hitboxes=GGXXACPR_Anji_6H-1-Hitbox.png;GGXXACPR_Anji_6H-2-Hitbox.png<br />
|hitboxCaption=Frames 21-23\Frames 24-26<br />
|frcWindow={{Tt|17~20F|FRC immediately before the move hits}}<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2P |name=<br />
|damage=8 |gbp=3 |gbm=8 |prorate=80%<br />
|level=1 |guard=Mid |invuln= |cancel=CSR |tension=1.44 <br />
|startup=5 |active=4 |recovery=6 |onBlock=0 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_2P.png<br />
|caption=“Whatever you do will be insignificant, but it is very important that you do it.”<br />
|hitboxes=GGXXACPR_Anji_2P-1-Hitbox.png;GGXXACPR_Anji_2P-2-Hitbox.png<br />
|hitboxCaption=Frames 5-6\Frames 7-8<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2K |name=<br />
|damage=12 |gbp=8 |gbm=7 |prorate=70%<br />
|level=3 |guard=Low |invuln= |cancel=SR |tension=2.64 <br />
|startup=8 |active=2 |recovery=6 |onBlock=+6 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_2K.png<br />
|caption=“The best of knowledge and righteous acts are those hidden to the people.”<br />
|hitboxes=GGXXACPR_Anji_2K-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2S |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=Low |invuln=11~13F, 21~23F Low Profile |cancel=SR |tension=2.64 <br />
|startup=8 |active=6 |recovery=14 |onBlock=-6 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_2S.png<br />
|caption="Gratitude makes sense of the past, brings peace for today, and creates a vision for tomorrow."<br />
|hitboxes=GGXXACPR_Anji_2S-1-Hitbox.png;GGXXACPR_Anji_2S-2-Hitbox.png<br />
|hitboxCaption=Frames 8-10\Frames 11-13<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2H |name=<br />
|damage=38 |gbp=20 |gbm=6 |prorate=<br />
|level=5 |guard=Mid |invuln=10~19F Low Guardpoint |cancel=SR |tension=3.84 <br />
|startup=20 |active=5 |recovery=15 |onBlock=+5 |onHit=<br />
|blockstun=22|groundHit=19|airHit=18|hitstop=15<br />
|images=GGAC_Anji_2H.png<br />
|caption=“Where utility ends and decoration begins is perfection.”<br />
|hitboxes=GGXXACPR_Anji_2H-Hitbox.png<br />
|notes=Attack Level 6;Cancelable into 6P from 28F onwards<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=2D |name=<br />
|damage=28 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=Low |invuln=5~23F Low Profile |cancel=SR |tension=3.84 <br />
|startup=7 |active=3 |recovery=25 |onBlock=-11 |onHit=<br />
|blockstun=16|groundHit=Down|airHit=16|hitstop=14<br />
|images=GGAC_Anji_2D.png<br />
|caption="Perfect tranquility within consists in the good ordering of the mind, the realm of your own."<br />
|hitboxes=GGXXACPR_Anji_2D-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.P |name=<br />
|damage=10 |gbp=3 |gbm=8 |prorate=<br />
|level=1 |guard=High/Air |invuln= |cancel=CSR |tension=1.44 <br />
|startup=8 |active=3 |recovery=3 |onBlock= |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_jP.png<br />
|caption="It cannot be found by seeking, but only seekers shall find it."<br />
|hitboxes=GGXXACPR_Anji_jP-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.K |name=<br />
|damage=18 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SR |tension=2.64 <br />
|startup=6 |active=6 |recovery=10 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jK.png<br />
|caption="Over every mountain there is a path, although it may not be seen from the valley."<br />
|hitboxes=GGXXACPR_Anji_jK-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.S |name=<br />
|damage=28 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SJR |tension=2.64 <br />
|startup=7 |active=9 |recovery=18 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jS.png<br />
|caption="Harmony makes small things grow, lack of it makes great things decay."<br />
|hitboxes=GGXXACPR_Anji_jS-1-Hitbox.png;GGXXACPR_Anji_jS-2-Hitbox.png<br />
|hitboxCaption=Frames 7-10\Frames 11-15<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.H |name=<br />
|damage=32 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=SR |tension=2.64 <br />
|startup=13 |active=6 |recovery=15 |onBlock= |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_jH.png<br />
|caption="Success is often achieved by those unaware that failure is inevitable."<br />
|hitboxes=GGXXACPR_Anji_jH-1-Hitbox.png;GGXXACPR_Anji_jH-2-Hitbox.png<br />
|hitboxCaption=Frames 13-15\Frames 16-18 <br />
|notes=Slams down opponent on air hit<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=normal<br />
|input=j.D |name=<br />
|damage=40 |gbp=8 |gbm=7 |prorate=90%<br />
|level=3 |guard=High/Air |invuln=1~11F, 22~End Upper Body |cancel=SR |tension=2.64 <br />
|startup=10 |active=6 |recovery=14+6 after landing |onBlock= |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=30|hitstop=13<br />
|images=GGAC_Anji_jD.png<br />
|caption=“A river is easier to channel than to stop.”<br />
|hitboxes=GGXXACPR_Anji_jD-1-Hitbox.png;GGXXACPR_Anji_jD-2-Hitbox.png<br />
|hitboxCaption=Frames 10-11\Frames 12-15<br />
|notes=Wallsticks on CH (untechable for 84F, sticks for 30F);Can be canceled into any jump attack except another j.D 22F onwards<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=56 |gbp= |gbm=6 |prorate=Forced 50%<br />
|level= |guard=43 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=Down|airHit=|hitstop=<br />
|images=GGAC_Anji_throw.png<br />
|caption="The logic of the world is prior to all truth and falsehood."<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=60 |gbp= |gbm=6 |prorate=Forced 50%<br />
|level= |guard=88 pixels |invuln= |cancel= |tension=4.00 <br />
|startup= |active= |recovery= |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=60|hitstop=<br />
|images=GGAC_Anji_airThrow.png<br />
|caption="If the doors of perception were cleansed, everything would appear to man as it is: infinite."<br />
|hitboxes=<br />
|notes=Sends opponent on opposite side of throw direction<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGACR |chara=Anji Mito |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |gbp=10 |gbm=7 |prorate=50%<br />
|level=3 |guard=All |invuln=1~11F All<br/>12~26F Throw |cancel=R |tension=0.52 <br />
|startup=12 |active=6 |recovery=12 |onBlock=-4 |onHit=<br />
|blockstun=13|groundHit=Down|airHit=14|hitstop=13<br />
|images=GGAC_Anji_5S.png<br />
|caption="He who conquers others is strong. He who conquers himself is all powerful."<br />
|hitboxes=GGXXACPR_Anji_5S-Hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===236P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236P |name=Shitsu<br />
|damage=18, 16×2 |gbp=0 |gbm=8×3 |prorate=<br />
|level=1 |guard=All |invuln= |cancel= |tension=2.50/1.20×3 <br />
|startup=21 |active=56 |recovery=Total 48 |onBlock=-7 |onHit=<br />
|blockstun=9|groundHit=10|airHit=10|hitstop=11<br />
|images=GGAC_Anji_Shitsu.png<br />
|caption="Elegance is elimination."<br><small>"Rapidness"</small><br />
|hitboxes=GGACR_Anji_236P_Hitbox_1.png;GGACR_Anji_236P_Hitbox_2.png<br />
|hitboxCaption=Butterfly\Hawk<br />
|notes=Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile; Falling butterfly chip damage x2;Projectile disappears immediately if Anji gets hit<br />
}}<br />
<br />
===236S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S |name=S Fuujin<br />
|damage=30 |gbp=10 |gbm=7 |prorate=<br />
|level=3 |guard=Mid |invuln= |cancel=R |tension=2.50/3.60 <br />
|startup=15 |active=3 |recovery=27 |onBlock=-16 |onHit=<br />
|blockstun=13|groundHit=14|airHit=40 + Slide 30|hitstop=13<br />
|images=GGAC_Anji_Fuujin.png<br />
|caption="Culture is a way of coping with the world by defining it in detail."<br><small>"Wind God"</small><br />
|hitboxes=GGACR_Anji_236S_Hitbox.png<br />
|notes=Can cancel into followup attacks 28F onwards<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236H |name=H Fuujin<br />
|damage=46 |gbp=10 |gbm=7 |prorate=80%<br />
|level=3 |guard=Mid |invuln=1~12F Strike |cancel=R |tension=2.90/4.08 <br />
|startup=20 |active=3 |recovery=27 |onBlock=-16 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=38 + WBounce|hitstop=13<br />
|images=GGAC_Anji_Fuujin.png<br />
|hitboxes=GGACR_Anji_236S_Hitbox.png<br />
|notes=On CH untechable for 80F;Can cancel into followup attacks 33F onwards<br />
}}<br />
<br />
===236S > P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > P |name=Shin: Isshiki<br />
|damage=10×6 |gbp=0 |gbm=7×6 |prorate=<br />
|level=3 |guard=All |invuln= |cancel=F |tension=1.60/1.20×6 <br />
|startup=36 |active= |recovery=Total 50+8 after landing |onBlock=+17 |onHit=<br />
|blockstun=13|groundHit=14|airHit=14|hitstop=13<br />
|images=GGAC_Anji_ShinIsshiki.png<br />
|caption="The high road is always respected. Honesty and integrity are always rewarded."<br><small>"Needle: Method One"</small><br />
|hitboxes=GGACR_Anji_236SP_Hitbox.png<br />
|hitboxCaption=Startup is 37F for 3 fans farthest from Anji<br />
|frcWindow={{Tt|6~8F|FRC immediately after the followup starts}}<br />
|notes=Anji is airborne 4F onwards;Auto Jump Install;Listed Frame Adv is for a standing opponent in the corner (tested on Sol)<br />
}}<br />
<br />
===236S > K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > K |name=Issokutobi<br />
|damage= |gbp= |gbm= |prorate=<br />
|level= |guard= |invuln=7~24F Lower Body |cancel= |tension=1.70/- <br />
|startup= |active= |recovery=24+6 after landing |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|images=GGAC_Anji_Issokutobi.png<br />
|caption="A guilty conscience feels continual fear."<br><small>"One-Legged Jump"</small><br />
|hitboxes=GGACR_Anji_236SK_Hitbox.png<br />
|hitboxCaption=Late part of hop<br />
|notes=Can pass through opponent 7~24F;Anji is in CH state until landing<br />
}}<br />
<br />
===236S > S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > S |name=Nagiha<br />
|damage=30 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=Low |invuln= |cancel=RF |tension=1.50/2.40 <br />
|startup=10 |active=6 |recovery=27 |onBlock=-19 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=35|hitstop=13<br />
|images=GGAC_Anji_Nagiha.png<br />
|frcWindow={{Tt|23~25F|FRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears}}<br />
|caption="Wonder, rather than doubt, is the root of all knowledge."<br><small>"Calm Edge"</small><br />
|hitboxes=GGACR_Anji_236SS_Hitbox_1.png;GGACR_Anji_236SS_Hitbox_2.png<br />
|hitboxCaption=Frames 10-12\Frames 13-15<br />
}}<br />
<br />
===236S > H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=236S > H |name=Rin<br />
|damage=40 |gbp=15 |gbm=30 |prorate=<br />
|level=5 |guard=High |invuln=1~22F Throw<br/>8~26F High Guardpoint |cancel=R |tension=-/7.20 <br />
|startup=27 |active=8 |recovery=16 |onBlock=0 |onHit=<br />
|blockstun=21|groundHit=Down|airHit=40|hitstop=15<br />
|images=GGAC_Anji_Rin.png<br />
|caption="Simplicity is the glory of expression."<br><small>"Confront"</small><br />
|hitboxes=GGACR_Anji_236SH_Hitbox_1.png;GGACR_Anji_236SH_Hitbox_2.png;GGACR_Anji_236SH_Hitbox_3.png;GGACR_Anji_236SH_Hitbox_4.png<br />
|hitboxCaption=Frames 27-28\Frames 29-30\Frames 31-32\Frames 33-34<br />
|notes=Groundbounces on CH (untechable for 90F);Listed Frame Adv is when opponent blocks standing (tested on Sol);Startup to hit a crouching opponent is 31F;Attack Level 6<br />
}}<br />
<br />
===Autoguard > P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=Autoguard > P |name=Kou<br />
|damage=25, 7×6, 20 |gbp=10, 3×6, 20 |gbm=7, 4×7 |prorate=<br />
|level=3, 1×6, 5 |guard=Mid |invuln=1~4F Strike<br/>5~13F Upper Body |cancel=R |tension=-/7.20×8 <br />
|startup=4 |active=2, 4×6, 12 |recovery=11+8 after landing |onBlock=-41 |onHit=<br />
|blockstun=13, 9×6, 18|groundHit=Launch|airHit=20×7, 60|hitstop=13, 5×6, 15<br />
|images=GGAC_Anji_Kou.png<br />
|caption="Flying starts from the ground.<br>The more grounded you are,<br>the higher you fly."<br><small>"Crimson"</small><br />
|hitboxes=GGACR_Anji_GuardP_Hitbox_1.png;GGACR_Anji_GuardP_Hitbox_2.png;GGACR_Anji_GuardP_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_4.png;GGACR_Anji_GuardP_Hitbox_5.png;GGACR_Anji_GuardP_Hitbox_6.png;GGACR_Anji_GuardP_Hitbox_7.png<br />
|hitboxCaption=1st-2nd hits (Frames 4-9)\3rd hit (Frames 10-13)\4th hit (Frames 14-17)\5th hit (Frames 18-21)\6th hit (Frames 22-25)\7th hit (Frames 26-29)\8th hit (Frames 30-41)<br />
|notes=Anji is in CH state until landing<br />
}}<br />
<br />
===Autoguard > K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=Autoguard > K |name=Sou<br />
|damage=12×3, 38 |gbp=6×3, 20 |gbm=5×3, 15 |prorate=<br />
|level=2×3, 5 |guard=Mid |invuln=1~11F Strike<br/>12~23F Lower Body |cancel=RF |tension=0.50/2.40×3, 5.80 <br />
|startup=11 |active=4×2,3(4)5 |recovery=14 |onBlock=+4 |onHit=<br />
|blockstun=11×3, 22|groundHit=12×3, 23|airHit=12×3, 18|hitstop=6×3, 15<br />
|images=GGAC_Anji_Sou.png<br />
|caption="Freedom is never given;<br>it is won."<br><small>"Pale"</small><br />
|hitboxes=GGACR_Anji_GuardK_Hitbox_1.png;GGACR_Anji_GuardK_Hitbox_2.png;GGACR_Anji_GuardK_Hitbox_3.png;GGACR_Anji_GuardK_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 11-14)\2nd hit (Frames 15-18)\3rd hit (Frames 19-21)\4th hit (Frames 26-30)<br />
|notes=Anji is in CH state during move<br />
|frcWindow={{Tt|26~28F|FRC is during the first active frames of the last, stronger hit}}<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=623H |name=On<br />
|damage=0, 90 |gbp= |gbm=7, 8 |prorate=<br />
|level=3 |guard=Unblockable |invuln= |cancel=F |tension=2.50/6.00 <br />
|startup=11 |active=18 |recovery=20+6 after landing|onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=120|hitstop=13<br />
|images=GGAC_Anji_On-1.png;GGAC_Anji_On-2.png<br />
|caption=&#32;\"One of life's greatest blessings<br>is the freedom to<br>pursue one's goals."<br><small>"Yin/Shade"</small><br />
|hitboxes=GGACR_Anji_623H_Hitbox.png<br />
|notes=Anji is airborne from 9F onwards<br />
|frcWindow={{Tt|11~13F on whiff|FRC is shortly after Anji leaves the ground, as the move goes active}}<br />
}}<br />
<br />
===214P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=214P |name=P Kai<br />
|damage=32 |gbp=8 |gbm=7 |prorate=90%<br />
|level=3 |guard=High/Air |invuln= |cancel=R |tension=2.00/7.20 <br />
|startup=28 |active=3 |recovery=9 |onBlock=+2 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=30|hitstop=13<br />
|images=GGAC_Anji_Kai.png<br />
|caption="The only way to make sense out of change is to plunge into it, move with it, and join the dance."<br><br />
|hitboxes=GGACR_Anji_214P_Hitbox.png<br />
|hitboxCaption=P<br />
|notes=Anji is airborne 4~27F<br />
}}<br />
<br />
===214K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=214K |name=K Kai<br />
|damage=50 |gbp=11 |gbm=6 |prorate=<br />
|level=4 |guard=High/Air |invuln= |cancel=RF |tension=2.50/1.80 <br />
|startup=32 |active=10 |recovery=8 after landing |onBlock=+1 |onHit=<br />
|blockstun=16|groundHit=Launch|airHit=30 + GBounce 10|hitstop=14<br />
|images=GGAC_Anji_Kai.png<br />
|hitboxes=GGACR_Anji_214K_Hitbox.png<br />
|hitboxCaption=K<br />
|notes=Anji is airborne 9F onwards;Listed Frame Adv is for a standing block (tested on Sol);Auto Jump Install;Anji automatically turns to face the opponent after FRC<br />
|frcWindow={{Tt|23~25F|FRC is as Anji starts to descend after rising}}<br />
}}<br />
<br />
===j.214P===<br />
{{MoveData-GGACR |chara=Anji Mito |type=special<br />
|input=j.214P |name=Shin: Nishiki<br />
|damage=45 |gbp=8 |gbm=7 |prorate=<br />
|level=3 |guard=High/Air |invuln= |cancel=R |tension=2.50/2.40 <br />
|startup=14 |active=7 |recovery=44 |onBlock=-37 |onHit=<br />
|blockstun=13|groundHit=Launch|airHit=50 + GBounce 10|hitstop=6<br />
|images=GGAC_Anji_ShinNishiki.png<br />
|caption="On life's vast ocean diversely<br>we sail. Reasons the card,<br>but passion the gale."<br><br />
|hitboxes=GGACR_Anji_j214P_Hitbox_1.png;GGACR_Anji_j214P_Hitbox_2.png;GGACR_Anji_j214P_Hitbox_3.png;GGACR_Anji_j214P_Hitbox_4.png<br />
|hitboxCaption=Frame 14\Frames 15-16\Frames 17-18\Frame 19-20<br />
|notes=High groundbounce on CH (untechable for 210F);Anji is in CH state 1~48F;Fastest possible TK Shin: Nishiki has startup: 17F, Frame Adv: -29F;<br />
}}<br />
<br />
==Force Breaks==<br />
===236D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=236D |name=FB Shitsu<br />
|damage=25, 16×2 |gbp=0 |gbm=8, 12×2 |prorate=<br />
|level=1, 2×2 |guard=All, High/Air×2 |invuln= |cancel= |tension=0.50/- <br />
|startup=21 |active=40 |recovery=Total 50 |onBlock=-9 |onHit=<br />
|blockstun=9, 11×2|groundHit=10|airHit=10, 12×2|hitstop=11, 12×2<br />
|images=GGAC_Anji_FBShitsu.png<br />
|caption="The brighter you are, the more you have to learn."<br />
|hitboxes=GGACR_Anji_236P_Hitbox_1.png;GGACR_Anji_236P_Hitbox_2.png<br />
|hitboxCaption=Butterfly\Hawk<br />
|notes=Projectile disappears instantly if Anji gets hit;Goes through other projectiles;Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile;Falling butterfly has Chip Damage x2<br />
}}<br />
<br />
===236S > D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=236S > D |name=FB Rin<br />
|damage=50 |gbp=15 |gbm=20 |prorate=<br />
|level=5 |guard=High |invuln=2~20F High Guardpoint<br/>2~25F Throw |cancel=R |tension= <br />
|startup=21 |active=8 |recovery=8 |onBlock=+5 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=50 + GBounce 10|hitstop=15<br />
|images=GGAC_Anji_Rin.png<br />
|caption="Simplicity is prerequisite for reliability."<br />
|hitboxes=GGACR_Anji_236SH_Hitbox_1.png;GGACR_Anji_236SH_Hitbox_2.png;GGACR_Anji_236SD_Hitbox.png;GGACR_Anji_236SH_Hitbox_4.png<br />
|hitboxCaption=Frames 21-22\Frames 23-24\Frames 25-26\Frames 27-28<br />
|notes=Listed Frame Adv is for standing block (tested on Sol);Startup is 25F to hit a crouching opponent (tested on Sol)<br />
}}<br />
<br />
===Autoguard > D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=Autoguard > D |name=FB Kou<br />
|damage=35, 7×6, 70 |gbp=10, 3×6, 20 |gbm=7, 4×7 |prorate=<br />
|level=3, 1×6, 5 |guard=Mid |invuln=1~11F Strike<br/>12~13F Upper Body |cancel=R |tension= <br />
|startup=4 |active=2,4×6(24)4 |recovery=39+8 after landing |onBlock=-89 |onHit=<br />
|blockstun=13, 9×6, 18|groundHit=Launch|airHit=60, 20, 60×5, 100|hitstop=13, 5×6, 15<br />
|images=GGAC_Anji_FBKou.png<br />
|caption=“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”<br />
|hitboxes=GGACR_Anji_GuardD_Hitbox_1.png;GGACR_Anji_GuardD_Hitbox_2.png;GGACR_Anji_GuardD_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_2.png;GGACR_Anji_GuardP_Hitbox_3.png;GGACR_Anji_GuardP_Hitbox_4.png;GGACR_Anji_GuardP_Hitbox_5.png;GGACR_Anji_GuardP_Hitbox_6.png;GGACR_Anji_GuardD_Hitbox_4.png;GGACR_Anji_j214P_Hitbox_2.png;GGACR_Anji_j214P_Hitbox_3.png;GGACR_Anji_j214P_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 4-5)\2nd hit (Frame 6)\2nd hit (Frames 7-9)\3rd hit (Frames 10-13)\4th hit (Frames 14-17)\5th hit (Frames 18-21)\6th hit (Frames 22-25)\7th hit (Frames 26-29)\8th hit (Frame 54)\8th hit (Frame 55)\8th hit (Frame 56)\8th hit (Frame 57)<br />
|notes=Anji is in CH state until landing<br />
}}<br />
<br />
===623D===<br />
{{MoveData-GGACR |chara=Anji Mito |type=forcebreak<br />
|input=623D |name=FB On<br />
|damage=0, 90 |gbp= |gbm=7, 8 |prorate=Forced 70%<br />
|level=3 |guard=Unblockable |invuln=10~18F Low Profile<br/>19~38F Strike |cancel=F |tension=0.50/1.20<br />
|startup=21 |active=18 |recovery=35+6 after landing |onBlock= |onHit=<br />
|blockstun=|groundHit=|airHit=120|hitstop=13<br />
|images=GGAC_Anji_On-1.png;GGAC_Anji_On-2.png<br />
|caption=&#32;\“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”<br />
|hitboxes=GGACR_Anji_623D_Hitbox.png<br />
|notes=Anji is in crouching state during landing recovery;Anji can move before landing on hit or FRC<br />
|frcWindow={{Tt|19~20F|FRC is shortly after Anji leaves the ground}}<br />
}}<br />
<br />
==Overdrives==<br />
===632146H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=632146H |name=Issei Ougi: Sai<br />
|damage=11×11, 50 |gbp=10×15 |gbm=2×11,7 |prorate=<br />
|level=3 |guard=All |invuln=3~6F Above Chest<br/>7~9F Strike |cancel=F |tension= <br />
|startup=7+3 |active=4×9,2×2,4 |recovery=63 |onBlock=-40 |onHit=<br />
|blockstun=13|groundHit=13×10, Launch×2|airHit=14×10, 50, 82|hitstop=0<br />
|images=GGAC_Anji_IsseiOugiSai.png<br />
|caption="What the ancients called a clever fighter is one who not only wins, but excels in winning with ease."<br><small>"Lifetime Secret Skill: Coloring"</small><br />
|hitboxes=GGACR_Anji_632146H_Hitbox_1.png;GGACR_Anji_632146H_Hitbox_2.png;GGACR_Anji_632146H_Hitbox_3.png;GGACR_Anji_632146H_Hitbox_4.png;GGACR_Anji_632146H_Hitbox_5.png<br />
|hitboxCaption=&#32;\&#32;\&#32;\Changes every 2 frames\Finishing attack<br />
|notes=15 hits on block;Anji is in CH state during move;Dizzy modifier x0;Can pass through projectiles;Projectile appears on 10F;Projectile guranteed to activate after 10F;Giant fan will activate on 53F if any hit connects (not blocked);Giant fan has attack level 3, startup 27F, active 24F<br />
|frcWindow={{Tt|66-70F|FRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand}}<br />
}}<br />
<br />
===[2]8K===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=[2]8K |name=Tenjinkyaku<br />
|damage=30, 14×13 |gbp=15 |gbm=6, 2×13 |prorate=<br />
|level=5, 3×13 |guard=High/Air |invuln=4~20F Strike |cancel=R |tension=2.00/- <br />
|startup=18+0 |active=10 |recovery=20 after landing |onBlock=-11 |onHit=<br />
|blockstun=18|groundHit=Launch|airHit=18, 14×13|hitstop=15, 0×13<br />
|images=GGAC_Anji_Tenjinashi.png<br />
|caption="The art of war is the art of deception."<br><small>"Sky God Legs"</small><br />
|hitboxes=GGACR_Anji_28K_Hitbox.png<br />
|notes=Knocks down opponent on hit;Opponent cannot input anything from after super flash until the 3rd active frame;Must charge down for at least 40F to perform attack;Listed Frame Adv is for standing block (tested on Sol);2nd hit onwards only occur if attack connects (not block or whiff);For the follow up strikes after the knockdown (1st hit), if the opponent was ground bounced, the spin will hit them in the air, else they'll take the hits on the ground;<br />
}}<br />
<br />
===Autoguard > 63214S===<br />
{{MoveData-GGACR |chara=Anji Mito |type=super<br />
|input=Autoguard > 63214S |name=Kachoufuugetsu<br />
|damage=40×4 |gbp=20×4 |gbm=6×4 |prorate=<br />
|level=5 |guard=Mid |invuln=1~22F All<br/>23~32F Strike |cancel=RF |tension= <br />
|startup=7+0 |active=5(16)5(12)5(20)5 |recovery=75 |onBlock=-61 |onHit=<br />
|blockstun=18|groundHit=Stagger 65×3, Launch|airHit=80|hitstop=15<br />
|images=GGAC_Anji_Kachoufuugetsu.png<br />
|caption="He will win who, prepared himself, waits to take the enemy unprepared."<br><small>"Flower Bird Wind Moon"</small><br />
|hitboxes=GGACR_Anji_63214S_Hitbox_1.png;GGACR_Anji_63214S_Hitbox_2.png;GGACR_Anji_63214S_Hitbox_3.png;GGACR_Anji_63214S_Hitbox_4.png<br />
|hitboxCaption=1st hit (Frames 7-11)\2nd hit (Frames 28-32)\3rd hit (Frames 45-49)\4th hit (Frames 70-74)<br />
|notes=Opponent's inputs are frozen until the 2nd active frame;Anji is in CH state during move;Dizzy modifier x1.5;Can only be performed during the hitstop of an autoguarded move or if move connects after autoguard is triggered<br />
|frcWindow={{Tt|63-65F|FRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing}}<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGACR |chara=Anji Mito |type=instantkill<br />
|input=236236H |name=Zetsu<br />
|damage=Fatal |gbp=20 |gbm= |prorate=<br />
|level=5 |guard=All |invuln=18~Recovery Throw |cancel= |tension= <br />
|startup=17+4 |active= |recovery= |onBlock=-159~ |onHit=<br />
|blockstun=18|groundHit=|airHit=|hitstop=15<br />
|images=GGAC_Anji_Zetsu.png<br />
|caption="Since all life is futility, then the decision to exist must be the most irrational of all."<br><small>"Suppress"</small><br />
|hitboxes=GGACR_Anji_IK_Hitbox.png<br />
|notes=IK Mode activation: 54F<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGACR/Navigation}}</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=326310GGACR/Anji Mito2022-09-07T15:40:56Z<p>Joefish: Working on rewording 'Guard Low/High' into 'High/Low Guardpoint' for clarity.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (High Guardpoint 1~6f)<br>[[#3K|3K]]/[[#3S|3S]] (Low Guardpoint 1~5f/1~27f)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, and leads to damage and setplay on hit and mixups on block.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixup and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': A fast overhead in {{clr|1|3P}}, a standing low in {{clr|2|3K}}, Fuujin followups, and his oki setups give Anji great tools for opening up targets.<br />
* '''Autoguard''': Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': Spamming Fuujin can be turned around on Anji due to its vulnerability in its later frames. All the followups have weaknesses and counters, so a good opponent will take advantage of careless attacks.<br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span> or <span class="input-badge">'''{{clr|4|236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|1|P}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|2|K}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|4|H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
<span class="input-badge">'''{{clr|2|K}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span><br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
<span class="input-badge">'''{{clr|1|j.214P}}'''</span><br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|5|D}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler, as it ground bounces, OTGs, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
<span class="input-badge">'''{{clr|5|D}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
<span class="input-badge">'''{{clr|2|[2]8K}}'''</span><br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
}}<br />
An unburstable, high-damage followup from an autoguard. Can make Anji very threatening in neutral, as this super does a surprisingly high amount of average damage thanks to the near guarantee it will be a counterhit. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=326309GGACR/Anji Mito2022-09-07T15:29:00Z<p>Joefish: Edited the description of autoguard in regards to projectiles. High autoguard doesn't explicitly work on projectiles, most projectiles just happen to be mids. Low projectiles like drill and zappa banana require you to use low autoguard.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (Guard High)<br>[[#3K|3K]]/[[#3S|3S]] (Guard Low)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, and leads to damage and setplay on hit and mixups on block.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixup and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': A fast overhead in {{clr|1|3P}}, a standing low in {{clr|2|3K}}, Fuujin followups, and his oki setups give Anji great tools for opening up targets.<br />
* '''Autoguard''': Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': Spamming Fuujin can be turned around on Anji due to its vulnerability in its later frames. All the followups have weaknesses and counters, so a good opponent will take advantage of careless attacks.<br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid and high attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span> or <span class="input-badge">'''{{clr|4|236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|1|P}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|2|K}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|4|H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
<span class="input-badge">'''{{clr|2|K}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span><br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
<span class="input-badge">'''{{clr|1|j.214P}}'''</span><br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|5|D}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler, as it ground bounces, OTGs, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
<span class="input-badge">'''{{clr|5|D}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
<span class="input-badge">'''{{clr|2|[2]8K}}'''</span><br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
}}<br />
An unburstable, high-damage followup from an autoguard. Can make Anji very threatening in neutral, as this super does a surprisingly high amount of average damage thanks to the near guarantee it will be a counterhit. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito&diff=326307GGACR/Anji Mito2022-09-07T15:25:15Z<p>Joefish: Changed Invul to Strike Invul for fuujin in the reversal section.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Anji is an all-rounder character who specializes in hard reads. Anji's main mechanic is his autoguard, which allows him to block during portions of some of his normal attacks. Strong use of Autoguard normals allows Anji to punch through his opponents offense quite easily or bait them into frametraps. Helping this along is Anji's signature {{MMC|input=236H|label=Fuujin}}, a fast lariat that can be followed up with a number of options. Fuujin is useful for anything from pressure to mixups to neutral, making it an excellent move to rely on throughout a match. After Anji gets a hard knockdown, he can perform {{MMC|input=236P|label=Shitsu}} to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and {{clr|3|3S}} Cancelling (the latter two of which are explained below) come together to make Anji very tricky to deal with as a defender, and his extensive mixup game with a variety of lows, overheads, and throws makes his offensive reward quite high overall.<br />
<br />
While Anji has good answers to everything his opponents can do, he has a notable vulnerability to moves with low-profile properties. While Anji can call out high and mid attacks with plenty of autoguard moves, his only autoguard low normals are {{clr|2|3K}}, {{clr|3|3S}} and {{clr|4|2H}}, all of which are committal. While Anji can often autoguard mids and highs on reaction, autoguarding lows tends to be done as a read on the opponent, making it inherently more risky to do. Failure to pick the right option will put Anji into a precarious situation, so familiarize yourself with his kit very well. Unaware opponents can be run over by him quite soundly, while experienced foes will force Anji to mix up which autoguard he uses with his other tools to greater effect. As well, while Fuujin is very useful, enemies who can stuff Fuujin consistently will force Anji to rely on other options for winning the match.<br />
<br />
Anji's low execution, strong fundamentals and accessible toolkit make him a great pick for both new players and veterans. Players who enjoy hard reads, strong offense and solid defense will love Anji and his fanciful fighting style. <br />
|lore= <br />
|fastestAttack = [[#5P|5P]] (4F)<br />
|reversal = [[#Fuujin|236H]] (20F, 1~12F Strike Invul)<br>[[#6K|6K]] (Guard High)<br>[[#3K|3K]]/[[#3S|3S]] (Guard Low)<br />
|summary= is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin. <br />
|pros=<br />
* '''Well-Rounded''': Anji has a tool for almost every situation, and many of them are quite good. His wide variety of options lets him tackle most situations and matchups.<br />
* '''Fuujin''': Has access to a partly invincible rekka starter that covers lots of horizontal space, and leads to damage and setplay on hit and mixups on block.<br />
* '''Potent Okizeme''': When given a butterfly setup, Anji gets access to strong mixup and an unblockable setup with meter. Many of Anji's combos end with {{MMC|input=623H|label=On}}, which drops opponents at the perfect spacing for butterfly oki. <br />
* '''Tricky Mixup Tools''': A fast overhead in {{clr|1|3P}}, a standing low in {{clr|2|3K}}, Fuujin followups, and his oki setups give Anji great tools for opening up targets.<br />
* '''Autoguard''': Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.<br />
* '''Strong Aerial Mobility''': Air stalls, On, and a unique super jump give Anji some good aerial tools.<br />
* '''High Guts Rating''': Despite an average defense modifier, his guts level lets Anji survive longer than expected.<br />
|cons=<br />
* '''Fuujin isn't Foolproof''': Spamming Fuujin can be turned around on Anji due to its vulnerability in its later frames. All the followups have weaknesses and counters, so a good opponent will take advantage of careless attacks.<br />
* '''Shut Down by Butterfly Oki Counters''': Characters with means of disrespecting butterfly oki give Anji a hard time. He will have to rely on other options, like {{keyword|Meaty Attack}}s, to keep his opponent blocking on wakeup.<br />
* '''Low Profile Vulnerability''': Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like {{Character Label|GGACR|Sol}} can make it difficult for Anji to stop their approach against him. <br />
|unique_mechanic2_name= Autoguard (also known as Guard Points or GP)<br />
|unique_mechanic2=Several of Anji's moves have a property where they will automatically block moves that make contact, depending on the type of move: Low Autoguard will only block lows, and High Autoguard will block mid, high, and projectile attacks. He can cancel his move into one of four Autoguard Followups if he blocks something during autoguard, and these are very fast and in some cases are guaranteed to connect.<br />
|unique_mechanic3_name= Unique Gatling Options<br />
|unique_mechanic3= Anji's unique Gatling options and array of command normals give him freeform blockstrings and unique combo options.<br />
<br />
* Late Cancel - Anji's normals have a property in which they can ''all'' be cancelled at any point during their active and ''recovery'' frames into a normal or special move as long as they made contact, giving Anji the ability to turn any gatling string into a Frame Trap. [https://www.youtube.com/watch?v=8fBKTJAzRz4 Example link, turn on the CC for explanation]<br />
* {{clr|3|3S}} Cancel - {{clr|3|3S}} is a particular normal that can be cancelled during frames 6-8 of its startup into {{clr|3|5S}} or {{clr|4|5H}}, allowing for very unique blockstrings and cancels that other characters cannot perform. [https://www.youtube.com/watch?v=5Ex3mzXvUlg Example Link]<br />
* Wide Gatling Tree - Anji has a large number of command normals and [[GGACR/Anji Mito/Frame Data#Gatling Table|gatlings,]] along with many ways to get into them. This along with 3S cancelling allows him to apply strong mix, frame trap, and crank guard bar really well. <br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
See note about autoguard ※1 [[{{PAGENAME}}/Frame_Data#Instant_Kill|here]].<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji. <br />
*Is a great anti-air that can catch a lot of approaches. <br />
*Can be crouched under.<br />
*Has limited options for gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A great general poke that has many options to followup on.<br />
*Has great gatling options such as 3P, 2S, and 6K.<br />
*Great at keeping the opponent in Anji's butterfly oki.<br />
*Extends Anji's hurtbox.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|2|6K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|5S}}</big>===<br />
{{GGACR Move Card<br />
|input=5S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Fast poke that covers good range without extending Anji's hurtbox while also being good combo filler. <br />
*Cranks the guard bar well.<br />
*Has good gatling options such as 3P, 2S, and 3S.<br />
<br />
Note: Anji does not have a {{clr|3|f.S}}. {{clr|3|5S}} will activate at any range. However, {{clr|3|5S}} will automatically gatling into {{clr|3|6S}} if {{clr|3|S}} is pressed again on contact.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|1|3P}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
5H works as a good move to stuff approaches and as a great combo tool.<br />
*Combos into 236H on normal hit leading to big damage. <br />
*Generally what you want to combo into after a mixup. <br />
*Has hitboxes on both sides of Anji.<br />
*Knockdowns airborne opponents. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|3S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
Anji's 5D on paper is a subpar dust, but due to its autoguard properties, it can become a very potent tool.<br />
*Can be special cancelled to make it safe. <br />
*Has a lot of autoguard frames.<br />
*5D into autoguard P or D can be a strong anti air option.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Great all around anti air, especially against airdashes. <br />
*Anji leans back during the animation allowing him dodge certain things. <br />
*Has a great disjoint like most 6P's.<br />
*Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range. <br />
*Good for frame traps. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGACR Move Card<br />
|input=3P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
A great standing overhead to mixup opponents. Does not gatling into anything else, meaning this move is for mixup attempts only. Can be combo'd with RC or the second part of Shitsu.<br />
*Bounces opponent on counterhit, allowing for a followup. <br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fast frame trap with early autoguard frames. Has autoguard on ''frame 1'', meaning instant access to Anji's autoguard moves. Potentially unsafe to throw out if left uncancelled. Good to use in butterfly oki to check for reversal-happy opponents.<br />
<br />
Has no true gatlings besides {{clr|1|3P}} which acts as a frame trap to discourage punishment when {{clr|2|6K}} is not cancelled. Can be late cancelled into {{clr|2|5K}} on hit, block or whiff during the final 10 frames. A 5F gap on block between {{clr|2|6K}} and {{clr|2|5K}} provides another frame trap discourage mashing.<br />
<br />
*FRC point right as it hits leads to good combos or the ability to continue your pressure.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|2|3K}}</big>===<br />
{{GGACR Move Card<br />
|input=3K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A very big poke covering a large portion of the screen in front of Anji. <br />
*Has a good autoguard point while also potentially leaving Anji at a safe distance. <br />
*It being a low can catch inexperienced opponents off guard. <br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGACR Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
An extremely far poke covering a large portion of the screen in front of Anji.<br />
*Can catch people jumping in or out, trying to approach, trying to poke, and potentially airdashing while still having a good autoguard just in case.<br />
**Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option. <br />
*Has many gatling options. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}, {{clr|2|6K}}, {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|3S}}</big>===<br />
{{GGACR Move Card<br />
|input=3S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 12<br />
|recovery = 10<br />
}}<br />
{{clr|3|3S}} is an autoguard machine, and also is Level 6 on block.<br />
*One of Anji's few low autoguard and lasts up until the active frames start, on a move with a very long start up.<br />
*Has many ways to gatling into it.<br />
*Allows Anji to use {{clr|3|3S}} cancel, a very strong technique for blockstrings and combos. <br />
*Oddly, is jump cancellable. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 6<br />
|recovery = 25<br />
}}<br />
6H, once an iconic multi-hitting attack now nerfed to a single hit, is still a powerful tool with a variety of uses.<br />
*Can work as a good frame trap and goes into 236H on counterhit.<br />
*FRC point 17~20F allows for a strike throw mix up. <br />
*Is throw invincible for a portion. <br />
*Has many ways to gatling into it. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Anji's 2P is a fast and close ranged pressure tool.<br />
*Can gatling into 2K for a frame trap or be used for a tick throw. <br />
*Can go under certain moves.<br />
*Decent gatlings. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|5S}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2K is an amazing tool for poking and pressure.<br />
*Leaves Anji at a MASSIVE +6 on block. Allows it to be a great mixup tool even with limited gatlings. <br />
**2S and j.214P allow for a high/low mixup. <br />
**Can be used to restart pressure. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|6S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
2S is a great low poke and mixup option.<br />
*While it has limited gatlings, 2S makes up for that by gatling into 3S which allow 3S cancels.<br />
*Out of its limited gatlings it can go into 5H on counter hit and also works during butterfly oki, making it a strong tool to get into Anji's strongest combo options.<br />
*Can go under a lot of things. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|3S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
2H is a situational move, but is very strong when used. Level 6 move on block.<br />
*Works great as a frame trap, lending itself well with its good amount of low autoguard frames.<br />
*Can be late cancelled into 6P on hit, block or whiff.<br />
*Can gatling into 5H for massive damage. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Anji's 2D is a very strong move that can be very punishable if misused. <br />
*Can be gatlinged into from many of Anji's common moves.<br />
*Can low profile for a large portion of the move.<br />
*Has a very big hitbox, even extending slightly in front of Anji's body. <br />
*Very punishable on whiff.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 3<br />
}}<br />
j.P is a fast and decently ranged air option for Anji. Works in combos, air dash pressure, and as an air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
{{clr|2|j.K}} is a really good all-around aerial for Anji.<br />
*Hits right in front of Anji. <br />
*Great for use in SJC combos. <br />
*Works great for a air-to-air.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
{{clr|3|j.S}} is a pretty good move for most aerial scenarios.<br />
*Hits a good bit in front of Anji.<br />
*Great for SJC combos.<br />
*Can be used as an air-to-air or as a jump-in. <br />
*Frames 3-4 of start-up are affected by a unique bug with the following properties:<br />
**When done low enough to the ground, these frames will gain high autoguard.<br />
**Even when not done low to the ground, Anji will still get hit normally during those frames, but the subsequent on hit effects will treat Anji as if he blocked the attack.<br />
**The primary effect of being hit at a higher height is that Anji no longer is in counter hit state from frames 3-4, but it also leads to strange interactions such as:<br />
***No meter gain on Gold Burst.<br />
***No burst refill on Blue Burst.<br />
***No level up from Johnny's coin.<br />
***No follow-up animation from cinematic supers and instant kills.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
{{clr|4|j.H}} is a go-to combo ender for Anji.<br />
*Knocks down on air hit leading to butterfly oki.<br />
*Can be used as a cross up in some scenarios. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 14<br />
|specialRecovery = 6<br />
}}<br />
j.D is a powerful button with a few uses.<br />
*Can stop Anji's aerial momentum.<br />
*Can be used as a good air to air.<br />
*A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.<br />
*Blows back opponent on hit.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Pretty normal throw, but guarantees great Butterfly oki midscreen.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
A basic air throw. Can combo into {{clr|1|5P}} > {{MMC|chara=Anji Mito|input=623H|label=On}} from anywhere on screen.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
A great reversal tool for tight situations where Fuujin would fail and autoguards become tricky to time.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Shitsu</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
A slow moving projectile that serves as one of Anji's most important specials. Upon input, Anji sends out a butterfly at about leg height. If it comes in contact with the opponent or a projectile, the butterfly transforms into a hawk before leaping into the sky and falling to the ground. The hawk projectile hits twice on the way down, both of them as Mids. <br />
<br />
Shitsu has two purposes. The first is in neutral as a high committal zoning option for a grounded approach. While the projectile is slow, if enemies interact with it at all then they will have to deal with the hawk followup. While not amazing, using Shitsu to gain space can be a decent way for Anji to make his way in against opponents who like to stay on the ground.<br />
<br />
Shitsu's second purpose, and its more important one, is in okizeme. Upon getting hard knockdown on his opponent, Anji can throw out Shitsu and guarantee a mixup attempt. Many of Anji's single-hit mixup moves, like {{clr|1|3P}} or {{clr|2|3K}}, can be thrown out inbetween the butterfly hitting the opponent and the hawk falling onto them, which will allow a full combo with good timing. Shitsu forms the backbone of Anji's mixup game and is an extremely important move to utilize nearly every chance you can get.<br />
<br />
Shitsu has a few weaknesses. Not only is it slow, but the projectile also disappears if Anji is hit. Thus, Anji players will have to correctly space and time their butterfly oki to the best of their ability to avoid a reversal attempt. {{clr|2|6K}} can help with checking for reversal attempts in butterfly oki. <br />
<br />
*Disappears if it travels the max distance before touching something.<br />
*Can be used as a risky, but powerful, pressure reset in the middle of blockstrings.<br />
}}<br />
<br />
===<big>Fuujin</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}'''</span> or <span class="input-badge">'''{{clr|4|236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Anji's most important tool and arguably the defining feature of his kit. A fast, forward-leaning and high-damage dashpunch that helps Anji control lots of horizontal space. Fuujin comes in two variants, each with their own uses. <br />
----<br />
{{clr|3|S}} Fuujin is Anjis's main way to get into his Fuujin followups in pressure. This variant also has important use in Anji's corner combos as an extension off of {{clr|5|2D}}. Otherwise, the {{clr|4|H}} variant is superior in every way. <br />
*Used in combos especially for 236S > FB Rin extensions. <br />
----<br />
{{clr|4|H}} Fuujin is a very powerful move to utilize in neutral. Strike invul for the first 12 frames allows Anji to go through some projectiles and moves, but can be extremely risky as the invul ends before the move is active. Highly vulnerable to sweeps.<br />
<br />
Following up with Rin allows Anji to catch some counterpoke attempts. It is also very useful for whiff punishing, blowing through projectiles, and comboing into high-damage routes. Much like his other tools, overusing {{clr|4|H}} Fuujin is a surefire way to get punished, so weave it in with Anji's other approach options.<br />
<br />
*Launch on hit allows for most of his routes, typically using {{clr|4|236H}} > FB Rin.<br />
}}<br />
<br />
===<big>Shin: Ichishiki</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|1|P}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > P<br />
|description=<br />
The '''somewhat safe/pressure reset''' option out of Fuujin. Anji leaps into the air and throws down several fans in a cone below him. Can be airdashed out of, which allows Anji to back off or press forward depending on the situation.<br />
<br />
This move is the best option for establishing a safe gameplan as Anji. Opponents will likely be too stunned to move the first few times you use it out of Fuujin, which can net a full pressure reset. Don't become overly reliant on it, however. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point at 6-8F makes the move completely safe, which is useful for baiting reversal attempts.<br />
<br />
Ichishiki can help you figure out the blocking habits of your opponents if you use it wisely. Make sure to mix it in with the other followups to keep your offense fresh. <br />
}}<br />
<br />
===<big>Issokutobi</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|2|K}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > K<br />
|description=<br />
The '''throw/anti-low''' option out of Fuujin. Anji leaps a great distance forwards before landing in neutral. Often puts Anji at just the right space for a throw, which can lead into solid butterfly oki. Anji can potentially cross up depending on spacing. <br />
<br />
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move very useful in butterfly oki mixups or even general Fuujin pressure. The leap going over lows allows Anji to punish opponents who are trying to fuzzy low his other followups.<br />
<br />
The move's biggest downside is that it puts Anji in counterhit state until he lands. Be careful with using this move, but don't be afraid to use it if you want to wear on the opponent's mental stack.<br />
}}<br />
<br />
===<big>Nagiha</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|3|S}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 27<br />
}}<br />
The '''low/frametrap''' option out of Fuujin. Anji sweeps his fan outwards, knocking the opponent off their feet. Useful in combos for guaranteeing hard knockdown and forms one half of Fuujin's high/low mixup. If delayed, Nagiha acts as a nasty frametrap which can be continued into a combo with meter. <br />
<br />
Nagiha's FRC is also one of Anji's most useful tools for maintaining pressure, as using it makes Nagiha fully safe. You can net a good pressure reset, throw attempt, or even a butterfly oki attempt if your opponent is conditioned to sit still. You can even combo off of Nagiha's FRC for decently high damage and meter gain. Overall, Nagiha's FRC is one of Anji's best FRC points, and one of his most important for new players to learn.<br />
}}<br />
<br />
===<big>Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|4|H}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
The '''overhead/autoguard''' option out of Fuujin. Anji opens his fans and swings them downward in a shoulder check. Level 6 on block and the second half of Fuujin's high/low mixup. Unfortunately, the move is slow enough that actually getting your opponent to take the hit can be difficult. Useful for ending Fuujin pressure if you have no meter, but can be beaten on reaction with lows and slashbacked to be made unsafe. Delaying Rin gives it some frametrap potential. Also useful as a combo ender.<br />
<br />
Rin has the notable feature of having tons of autoguard frames. Using this move in neutral can be a good way to push through your opponents pokes and punish them with an autoguard follow-up. The move is also fully throw invulnerable, so opponents need to know exactly how to beat the move in order to push back against Rin. <br />
<br />
Like all of Fuujin's followups, Rin must be used considerately. The risk/reward for using the move is very high, but conditioning opponents into sitting still long enough to hit them can be a difficult task. If you can land the hit however, there's nothing quite like a Rin counterhit to brighten up your day. <br />
}}<br />
<br />
===<big>Kou</big>===<br />
<span class="input-badge">'''{{clr|1|P}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 38<br />
|recovery = 11<br />
|specialRecovery = 8<br />
}}<br />
Good followup when autoguarding an aerial attack.<br />
*Builds a lot of meter.<br />
*NOT safe if it is blocked.<br />
}}<br />
<br />
===<big>Sou</big>===<br />
<span class="input-badge">'''{{clr|2|K}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 11<br />
|inactive2 = 4<br />
|active3 = 5<br />
|recovery = 14<br />
}}<br />
Your go-to autoguard vs grounded attacks and projectiles.<br />
*Plus on block.<br />
*Can be linked into {{clr|1|5P}}/{{clr|2|5K}}.<br />
}}<br />
<br />
===<big>On</big>===<br />
<span class="input-badge">'''{{clr|4|623H}}'''</span><br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 18<br />
|recovery = 20<br />
|specialRecovery = 6<br />
}}<br />
One of Anji's main combo enders. Anji leaps into the air before grabbing his opponent, switching sides, and dropping them to the floor with a lightning strike. Despite the sideswitch, many of Anji's corner combos end with the opponent bouncing out of the corner before On catches them and forces them back into it.<br />
<br />
The high damage of On makes it a great way to end combos, even ones with high proration. On's best feature is that it gives great spacing for butterfly oki, allowing Anji to easily time a Shitsu followup and begin a mixup attempt. On can also catch opponents trying to jump out of Anji's pressure, which can make for a great callout. <br />
*FRC point at 11~13F can be used as an option select to bait bursts; On will hit the opponent on a proper connect, but the FRC will occur if On whiffs due to a burst. [https://www.youtube.com/watch?v=jYLpSKweKSg Here's an example.]<br />
}}<br />
<br />
===<big>Kai</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span><br />
{{GGACR Move Card<br />
|input=214P,214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 10<br />
|specialRecovery = 8<br />
}}<br />
A short range overhead that can crossup.<br />
*Is slightly plus on block, but the number of frames depend on opponents height.<br />
*Can be airthrown if they predict it.<br />
----<br />
Less safe and easier to react to since Anji jumps higher. <br />
*FRC leads to much stronger and more unpredictable mixups and is safer.<br />
}}<br />
<br />
===<big>Shin: Nishiki</big>===<br />
<span class="input-badge">'''{{clr|1|j.214P}}'''</span><br />
{{GGACR Move Card<br />
|input=j.214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 7<br />
|recovery = 44<br />
}}<br />
A common air combo ender.<br />
*Can be tiger knee'd and RCed to combo after. <br />
*Extremely unsafe if blocked.<br />
*Will give knockdown if at the right height.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Shitsu</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
An upgraded version of Shitsu with far better properties. Not only is the projectile now much faster, it also travels nearly fullscreen and can beat certain projectiles. The hawk followup now also hits high, which can lead to unblockable setups with a properly timed {{clr|3|2S}}. <br />
*Has more recovery, more range, and travels faster compared to normal Shitsu.<br />
*The increased range and speed make it a situationally useful move to control space. <br />
}}<br />
<br />
===<big>FB Rin</big>===<br />
<span class="input-badge">'''Fuujin > {{clr|5|D}}'''</span><br />
{{GGACR Move Card<br />
|input=236S > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Anji's main use of meter. An important piece of combo filler, as it ground bounces, OTGs, and leads into {{clr|4|H}} Fuujin for further followups. Many of Anji's corner and midscreen combos rely on FB Rin to be accessible in order to perform them, so try and keep at least 25% meter if you can help it. <br />
*Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.<br />
*Can be used for mix ups but the FB flash will likely give away what you're doing to an opponent who knows Anji's options.<br />
}}<br />
<br />
===<big>FB Kou</big>===<br />
<span class="input-badge">'''{{clr|5|D}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 26<br />
|inactive2 = 24<br />
|active3 = 4<br />
|recovery = 39<br />
|specialRecovery = 8<br />
}}<br />
Like the normal version, it is used as a response to an anti-air autoguard. <br />
*Trades meter build for damage and for it to be safe on block since you can air dash out.<br />
}}<br />
<br />
===<big>FB On</big>===<br />
<span class="input-badge">'''{{clr|5|623D}}'''</span><br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 18<br />
|recovery = 35<br />
|specialRecovery = 6<br />
}}<br />
Like normal On, but with much slower startup and ''much'' higher vertical reach. Situationally useful when your opponent likes to stall on the top of the screen or as a callout against carless airdashing. <br />
*Its start up makes it hard to combo into compared to normal On. Not a viable alternative to normal On as a combo ender. <br />
*FRC works similar to normal On, but at 50 tension this can be difficult to justify. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Issei Ougi: Sai</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 44<br />
|recovery = 63<br />
}}<br />
Anji pulls out a large fan, before spinning it multiple times and closing it on the opponent and forcing hard knockdown. A great way to squeeze out a little bit more damage at the end of a combo, as it works after On. <br />
*Has some slight invincibility but not enough to make using it as a reversal worthwhile. Can result in weird interactions, especially around command grabs. <br />
*FRC allows you to combo out of it for some more damage. <br />
*If you are hit after the very start the move will still come out but you can move and follow up for free. <br />
}}<br />
<br />
===<big>Tenjinkyaku</big>===<br />
<span class="input-badge">'''{{clr|2|[2]8K}}'''</span><br />
{{GGACR Move Card<br />
|input=[2]8K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 10<br />
|specialRecovery = 20<br />
}}<br />
A powered-up version of Kai. Anji leaps midscreen and performs a fast, multi-hit stomp on his way down. This super is somewhat mediocre, as Anji has better uses for meter and better ways to move about the screen. It can at least be an unconventional way to get out of the corner. <br />
*It's 0 frames after the super flash, meaning the opponent would already have to be blocking or invincible before it starts, but it takes a while for the flash to start.<br />
*Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.<br />
*Has some invincibility, but other moves are more useful for that. <br />
}}<br />
<br />
===<big>Kachoufuugetsu</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}} during Autoguard'''</span><br />
{{GGACR Move Card<br />
|input=Autoguard > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|inactive2 = 16<br />
|active3 = 5<br />
|inactive4 = 12<br />
|active5 = 5<br />
|inactive6 = 20<br />
|active7 = 5<br />
|recovery = 75<br />
}}<br />
An unburstable, high-damage followup from an autoguard. Can make Anji very threatening in neutral, as this super does a surprisingly high amount of average damage thanks to the near guarantee it will be a counterhit. Plus, it looks really cool!<br />
*Guaranteed to connect after the first hit.<br />
*Can FRC before the last hit to get some extra damage, though if it's not going to kill, taking the knockdown would be better in most cases. <br />
*Can be special cancelled into if an attack with autoguard connects provided autoguard itself was triggered.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Zetsu</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
I guess you could just throw out all that utility and use this instead. Like most IKs, extremely situational and rarely used. Can still be used against ABA though.<br />
<br />
Has a 50/50 after an air throw, but requires being in IK mode before the air throw.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Anji Mito}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Anji Mito/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Anji Mito]]<br />
[[Category:Unga]]</div>Joefishhttps://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Combos&diff=295181GGACR/Anji Mito/Combos2022-07-05T00:46:56Z<p>Joefish: /* Character Specifics Chart */</p>
<hr />
<div><center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{MFlag|cleanup}}<!-- All we need now is On loop combos. -->{{MFlag|verify}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%|additional=<br />
:'''DJC''' = Double Jump Cancel<br />
:'''{{clr|3|3Sc}}''' = {{clr|3|3S}} Cancel<br />
:'''Shitsu''' = [[GGACR/Anji#Shitsu|Shitsu - {{clr|1|236P}}]]<br />
:'''Butterfly''' = First part of Shitsu<br />
:'''Hawk''' = Second part of Shitsu<br />
:'''S Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|3|236S}}]]<br />
:'''H Fuujin''' = [[GGACR/Anji#Fuujin|Fuujin - {{clr|4|236H}}]]<br />
:'''K Hop''' = [[GGACR/Anji#Issokutobi|Issokutobi - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|2|K}}]]<br />
:'''Nagiha''' = [[GGACR/Anji#Nagiha|Nagiha - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|3|S}}]]<br />
:'''H Rin''' = [[GGACR/Anji#Rin|Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|4|H}}]]<br />
:'''Kou''' = [[GGACR/Anji#Kou|Kou - {{clr|1|P}} during Autoguard]]<br />
:'''Sou''' = [[GGACR/Anji#Sou|Sou - {{clr|2|K}} during Autoguard]]<br />
:'''On''' = [[GGACR/Anji#On|On - {{clr|4|623H}}]]<br />
:'''P Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|1|214P}}]]<br />
:'''K Kai''' = [[GGACR/Anji#Kai|Kai - {{clr|2|214K}}]]<br />
:'''Orb''' = [[GGACR/Anji#Shin_Nishiki|Shin: Nishiki - {{clr|1|j.214P}}]]<br />
:'''FB Rin''' = [[GGACR/Anji#FB_Rin|FB Rin - {{clr|3|236S}} or {{clr|4|236H}} -> {{clr|5|D}}]]<br />
:'''FB On''' = [[GGACR/Anji#FB_On|FB On - {{clr|5|623D}}]]<br />
:'''Lightweights''' = BA, BR, DI, IN, JA, JU, KL, MA, MI<br />
:'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA<br />
:'''Heavyweights''' = AB, JO, OS, PO, RO<br />
}}<br />
<br clear=all/><br />
<br />
==Introduction==<br />
If you are a beginner and learning Anji for the first time, below is a list of basic combos that work on the whole cast to give you a feel for the character. If you have some more time, it is also highly recommended to view and study the video below by QuanGOD that is an excellent primer for Anji's BnBs that also covers some more advanced concepts. <br />
<br />
Once you wish to progress, it is worth noting that Anji has a lot of freedom with regards to his combo choice, with the more advanced combos requiring a knowledge of screen positioning, character specific hurtboxes, and weight classes. Anji is a very expressive character that provides many paths to victory, and no one combo is necessarily "optimal". Sometimes the same starting confirm can lead to three or more possible combos, each with their own benefit, whether it be higher damage, better corner carry, or better frame advantage and spacing for okizeme. You can read the Combo Theory section to understand how his combo routing works next, followed by a more exhaustive list of combos below that. Understanding the theory will be more beneficial in the long run than initially memorizing a large list of character specific combos.<br />
<br />
===Basic Meterless Routes===<br />
These are basic meterless confirms into knockdown that work on the whole cast. <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Basic Combos <br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| [({{clr|1|2P}} x2) > {{clr|2|5K}} > {{clr|3|5S}}] or [{{clr|1|2P}} xN] > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 58 (SO) with {{clr|3|236S}} -> {{clr|3|S}} || 0 || All || {{clr|1|Very Easy}} || Basic knockdown confirm into {{clr|5|2D}}. The {{clr|2|5K}} > {{clr|3|5S}} gatling is useful as a confirm when pressuring the opponent, but not many {{clr|1|2P}}'s can be added before the {{clr|2|5K}} otherwise the opponent will be pushed out to far. The {{clr|1|2P}} xN mash confirm is an important defensive confirm when attempting to challenge the opponent's pressure, as after 3 {{clr|1|2P}}'s in a row, Anji is pushed out too far to gatling into anything else. Midscreen you can stop at {{clr|5|2D}} and go into Shitsu okizeme, or go into S Fuujin into K Hop midscreen for a bit of extra damage at the expense of Shitsu okizeme. In the corner S Fuujin into Nagiha can be done for more damage and leads into good corner Shitsu okizeme. || https://youtu.be/4Enn12dhIvU or https://youtu.be/foRSKbzZ4yE<br />
|-<br />
| ({{clr|1|2P}}) > ({{clr|1|2P}} or {{clr|2|5K}}) > {{clr|3|5S}} > {{clr|4|5H}} > [{{clr|4|236H}} -> (delay) {{clr|4|H}}] or [{{clr|3|236S}} -> {{clr|3|S}}]|| Any || 95 (SO) with {{clr|4|236H}} -> {{clr|4|H}} || 0 || All || {{clr|1|Very Easy}} || The idea with this is to land {{clr|4|5H}} in order to allow comboing into H Fuujin. The H Rin in the {{clr|4|236H}} -> (delay) {{clr|4|H}} ender is slightly unstable depending on character and positioning, so the {{clr|3|236S}} -> {{clr|3|S}} ender can be done in lieu of {{clr|4|236H}} -> (delay) {{clr|4|H}} for more stability at the cost of damage. || https://youtu.be/QRLNTZ2MLwg<br />
|-<br />
| Dash > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > [{{clr|4|236H}} -> (delay) {{clr|4|H}}] or [{{clr|3|236S}} -> {{clr|3|S}}] || Any || 166 (SO) with {{clr|4|236H}} -> {{clr|4|H}} || 0 || All || {{clr|1|Very Easy}} || High damage punish combo off a {{clr|3|5S}} used to punish attacks with high recovery such as whiffed DPs. The dash needs to be done to ensure the {{clr|4|5H}} does not whiff due to push back. Same as before, {{clr|4|236H}} -> (delay) {{clr|4|H}} ender can be unstable. || https://youtu.be/pmYzd0IwM0I<br />
|-<br />
| {{clr|4|2H}} > {{clr|4|5H}} > [{{clr|4|236H}} -> {{clr|4|H}}] or [{{clr|3|236S}} -> {{clr|3|S}}] || Any || 141 (SO) with {{clr|4|236H}} -> {{clr|4|H}} || 0 || All || {{clr|1|Very Easy}} || This is the basic confirm off of Anji's {{clr|4|2H}}. You most likely won't be hitting this often, but it has some utility as a low autoguard attack in some match-ups in neutral, as well as in frame traps. Same as before, {{clr|4|236H}} -> (delay) {{clr|4|H}} ender can be unstable. || https://youtu.be/pmYzd0IwM0I<br />
|-<br />
| ({{clr|2|2K}}) > {{clr|3|2S}} > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 72 (SO) with {{clr|3|236S}} -> {{clr|3|S}} || 0 || All || {{clr|1|Very Easy}} || This is the basic confirm off of Anji's lows. || https://youtu.be/a6Z5fOf-swA<br />
|-<br />
| {{clr|1|5P}} > ({{clr|1|5P}}) > {{clr|5|2D}} > ([{{clr|3|236S}} -> {{clr|2|K}}] or [{{clr|3|236S}} -> {{clr|3|S}}] in corner) || Any || 82 (SO) with {{clr|3|236S}} -> {{clr|3|S}} and 2x{{clr|1|5P}} || 0 || All || {{clr|1|Very Easy}} || Standard knockdown off {{clr|1|5P}} on standing characters. You can link a second {{clr|1|5P}} for some extra damage.|| https://youtu.be/KiuM8DYS5ys<br />
|-<br />
| Anti-Air CH {{clr|1|5P}} > ({{clr|1|5P}}) > {{clr|4|5H}} || Any || 50 (SO) || 0 || All || {{clr|1|Very Easy}} || An easy anti air combo that works on the whole cast, though depending on if the opponent is too high, the {{clr|4|5H}} may not hit.|| https://youtu.be/SPup10ZUiLM<br />
|- <br />
| Anti-Air CH {{clr|1|5P}} > ([{{clr|1|5P}}] or [dash > {{clr|2|5K}} > {{clr|3|5S}}]) > {{clr|4|623H}} || Any || 101 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || 0 || All || {{clr|1|Very Easy}} || An easy anti air combo that works on the whole cast, though depending on how low or far the opponent is, the {{clr|4|623H}} may not hit.|| https://youtu.be/x6NEjh_alSk<br />
|-<br />
| Anti-Air {{clr|1|6P}} > {{clr|3|5S}} > {{clr|4|623H}} || Any || 106 (SO) || 0 || All || {{clr|1|Very Easy}} || An easy anti-air combo that works on the whole cast off of {{clr|1|6P}}, useful for punishing air dashes. || https://youtu.be/ytXibYEFH2w<br />
|-<br />
| {{clr|1|214P}} or {{clr|2|214K}} > {{clr|3|5S}} > {{clr|4|5H}} || Any || 79 (SO) with {{clr|1|214P}} || 0 || All || {{clr|1|Very Easy}} || A basic confirm into knockdown off of Kai special attacks. || https://youtu.be/lIVNbswvWI4 or https://youtu.be/wy_MGiRl_8g<br />
|-<br />
| {{clr|2|3K}} > {{clr|3|236S}} -> {{clr|3|S}} || Any || 79 (SO) || 0 || All || {{clr|1|Very Easy}} || A basic confirm off of non-CH {{clr|2|3K}}. || https://youtu.be/1Hjhp7lxhf4<br />
|-<br />
| CH {{clr|2|3K}} > dash > [{{clr|2|5K}} > {{clr|3|5S}}] or [{{clr|1|5P}}] > {{clr|4|623H}} || Any || 111 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}}|| 0 || All || {{clr|1|Very Easy}} || A basic confirm off of CH {{clr|2|3K}} using the wallbounce to get more damage and good okizeme. || https://youtu.be/GGzBaNe_oeQ<br />
|-<br />
| {{clr|5|5D}} > {{clr|4|623H}} || Any || 74 (SO) || 0 || All || {{clr|1|Very Easy}} || Easy confirm off of {{clr|5|5D}} anywhere on anyone. || https://youtu.be/kqsgrL7ml7I<br />
|}<br />
<br />
===Basic Metered Routes===<br />
These are basic FB Rin combos that work anywhere on the screen. These are good combos to fall back on in case you misjudge the positioning or are unsure of the stability of longer confirms.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Basic Combos <br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|1|2P}} > {{clr|1|2P}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > dash > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 118 (SO) with {{clr|2|5K}} and {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{clr|1|Very Easy}} || H Fuujin into Rin causes a ground bounce allowing you to run in and link a {{clr|1|5P}} or {{clr|3|5S}} into a {{clr|4|5H}} knockdown. In the corner, the FB Rin will cause a side switch. || https://youtu.be/8_JfmvpsfNE<br />
|-<br />
| {{clr|1|2P}} > {{clr|1|2P}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > dash > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Any || 126 (SO) with {{clr|2|5K}} and {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || 25 || All || {{clr|1|Very Easy}} || A slightly higher damage version of the above, but the On will cause a side switch. In the corner, the FB Rin will cause a side switch, but the On should switch them back. || https://youtu.be/8VbrX1ej1hs<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > dash > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 145 (SO) with {{clr|3|5S}} || 25 || All except AB, JO, OS, PO, RO || {{clr|1|Very Easy}} || Basic low confirm into FB Rin that does not work on heavyweights. On BA, IN, JA, KL, the FB Rin can whiff when confirming from a max range {{clr|5|2D}}. || https://youtu.be/Fd5qgO7rRL8<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > dash > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Any || 163 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || 25 || All except AB, JO, OS, PO, RO || {{clr|1|Very Easy}} || A slightly higher damage version of the above confirm, but the On will cause a side switch. || https://youtu.be/9GIuQG5_0Xo<br />
|}<br />
<br />
===Video featuring Anji's universal knockdown routes and BnBs ===<br />
{{#ev:youtube|CYMDOYN2UJk|450}}<br />
<br />
==Combo Theory==<br />
The following sections are ordered in terms of relative importance. The first few sections will cover basic BnB structure, and the rest will go over some more advanced techniques and character specific combo extensions that are not necessarily needed to get started with the character, but are nice for increased damage output. It is recommended to first familiarize yourself with Anji's [https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Frame_Data#Gatling_Table gatling chart] beforehand. Of particular importance is knowing what gatlings into {{clr|5|2D}} and {{clr|4|5H}}, as these are going to be the primary normals you will be using to cancel into your Fuujin specials, your primary launchers for damage.<br />
<br />
===Basic Midscreen Meterless BnB Structure (i.e. Grounded Knockdowns)=== <br />
<br />
For meterless combos off grounded gatlings, outside of some more advanced combos that allow for meterless launches into juggles, which will be covered later, your primary goal is to get a knockdown and start your [[okizeme]] via one of the following ways:<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! Knockdown !! Positioning !! Notes<br />
|-<br />
| Gatlings > {{clr|5|2D}} || Any || Basic meterless knockdown that provides the best Shitsu okizeme because it can be late cancelled into Shitsu for a meaty Butterfly. If you are unsure of what combo to confirm into, this is always a safe fallback.<br />
|-<br />
| Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|4|H}} || Any || Primarily confirmed off of {{clr|4|5H}} or {{clr|1|6P}}, as well as a situational counter hit confirm off a few other normals such as {{clr|5|2D}}. This provides high damage and corner carry, but connecting the H Rin from the H Fuujin be unstable on certain characters. Please see the "Stabilizing FB and H Rin" section below for more details on how to stabilize this combo. Shitsu okizeme can be performed after this knockdown but will not be very meaty.<br />
|-<br />
| Gatlings > {{clr|3|236S}} -> {{clr|3|S}} || Any || This knockdown does not provide ideal Shitsu okizeme midscreen, but provides more damage than {{clr|5|2D}} knockdowns and is more stable than the {{clr|4|236H}} -> {{clr|4|H}} confirm. This can be used in lieu of {{clr|4|236H}} -> {{clr|4|H}} if not confident about stability. In the corner however this is your go to meterless ender as the spacing it provides in the corner is much better for Shitsu okizeme. It is particularly useful as a way to combo off a non counter hit {{clr|2|3K}}, your primary throw invincible normal which cannot gatling into anything. Another good use is to confirm into this off normals where the usual the {{clr|5|2D}} and {{clr|4|5H}} gatling will not reach, such as a max range counter hit {{clr|3|6S}}.<br />
|-<br />
| Gatlings > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} || Any || Of lesser importance than the previous confirms since there is not enough time to set-up safe Shitsu okizeme. It provides some corner carry and leaves you close to the opponent after the hop, so it is still possible to go for okizeme that is not Shitsu reliant. You probably won't be going for this confirm very often, as there is the choice to stop at the {{clr|5|2D}} and go for stronger Shitsu okizeme, or combo into FB Rin if you have meter on non-heavyweight characters.<br />
|-<br />
| Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> delay {{clr|3|S}} || Corner (not too deep for lightweights) || Standard meterless knockdown off {{clr|4|5H}} in the corner. The H Fuujin causes a wallbounce, so it is important to delay the Nagiha as long as possible to hit the opponent as low as possible. If the opponent is too high after the Nagiha, they will be able to tech and you will lose the knockdown. On lightweight characters, the delay can be particularly strict, because they tend to bounce higher from the Nagiha launch. In fact, at higher combo counts on lightweights, it may be impossible to get a knockdown with this combo. Another thing to pay attention to is that the H Fuujin can cause a side switch when deep in the corner on lightweights, so when attempting the combo on lightweights, it is important to attempt it slightly further from the corner.<br />
|-<br />
|}<br />
<br />
===Juggle Combo Structure===<br />
For more damage, Anji needs to get the opponent in the air for a juggle. It might help to think of Anji's juggle combos as consisting of different parts with a distinct beginning, middle, and end:<br />
<br />
* Starters: Launchers (ground), or anti-airs (air) i.e. Attacks that will put the opponent in a juggle state<br />
* (Optional) Extensions: Attacks that keep opponent in a juggle state, usually providing some form of corner carry, and increasing your damage output<br />
* Enders: A choice between a knockdown, air combo for extra damage, or in some situations an air combo that also knocks down<br />
<br />
Combos can essentially be formed by mixing and matching these parts, but the choice of extensions and enders that you can follow-up with from a starter are highly dependent on your screen positioning and the character's air hurtbox and weight. Some of these positioning and character specifics will be covered on this page, but overtime, your knowledge of these things is best learned through first hand experience, with the end goal being that you should be able to adlib these combos on the fly. Anji's primary launcher, FB Rin, deserves a bit more coverage with its own section below this with the "Standard Metered BnB Structure", but this section will provide a brief overview of each part below.<br />
<br />
====Starters: Launchers and Anti-Airs====<br />
<br />
A list of launchers that will put grounded opponents into a juggle state.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! These moves: !! Lead to: !! Positioning !! Notes <br />
|-<br />
| [Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}}] or [raw {{clr|4|236H}} -> {{clr|5|D}}] || Any extension or ender, depending on positioning || Any, but it can cause a side switch in the corner || The standard BnB starter. Please see the "Standard Metered BnB Structure" section for more details.<br />
|-<br />
| Gatlings > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} || Any extension or ender, depending on positioning || Any || Standard non-heavyweight BnB that does not work on heavyweights (AB, JO, OS, PO, RO). Please see the "Standard Metered BnB Structure" section for more details.<br />
|-<br />
| {{clr|5|5D}} > Impossible Dust || Any extension or ender || Any || There are several impossible dust inputs that Anji can use, with the untechable time allowing for Anji to follow-up with almost anything.<br />
|-<br />
| {{clr|1|214P}} || Any extension or ender except {{clr|4|236H}} and its follow-ups || Any || P Kai launches the opponent and provides a hard knockdown, giving you enough time to pick up with a juggle, but not enough to land a {{clr|4|236H}}.<br />
|-<br />
| {{clr|2|214K}} || Any extension or ender except {{clr|4|236H}} and its follow-ups (can combo into {{clr|4|236H}} on air hit or counter hit) || Any || Similar to P Kai. On counter hit and air hit however, K Kai provides a much higher ground bounce, allowing you to link {{clr|4|236H}}.<br />
|-<br />
| Nagiha FRC/RC || Any extension or ender off RC. FRC follow-ups usually only a {{clr|4|5H}} knockdown, air combo, or {{clr|3|236S}} extensions in the corner. || Any || An important RC/FRC point for keeping up pressure safely after Fuujin, that also launches the opponent on hit, allowing for any juggle after.<br />
|-<br />
| FB Rin || Any extension or ender, depending on positioning || Any || Sometimes raw FB Rin can be landed on an opponent either as an anti-air or as an overhead, allowing for a juggle.<br />
|-<br />
| TK {{clr|1|j.214P}} RC || Midscreen, only {{clr|4|236H}} and its follow-ups, and any extension or ender in the corner || Any || An extremely fast overhead that launches the opponent far away midscreen, only allowing for a H Fuujin to be linked afterwards. In the corner, you can follow-up with anything.<br />
|-<br />
| Gatlings (usually into {{clr|4|5H}}) > [{{clr|4|236H}} -> {{clr|2|K}}] or raw [{{clr|4|236H}} -> {{clr|2|K}}] || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions, though midscreen follow-ups are highly character specific || Any except deep in the corner || How to combo from H Fuujin meterlessly #1: When close to the corner, the wallbounce off the corner can give you enough time to link a normal after doing the K Hop follow-up. It helps if you hit with the tip of the H Fuujin to get this link. When midscreen, it is also possible to link normals after a K Hop off the invisble wall provided that you are also hitting with the tip of the H Fuujin.<br />
|-<br />
| [Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} with no follow-up] or [raw {{clr|4|236H}} with no follow-up] || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions, though midscreen follow-ups are highly character specific || Near the corner (and in the corner for lightweights) || How to combo from H Fuujin meterlessly #2: It is possible to link normals off an H Fuujin without a follow-up by doing an H Fuujin that starts just outside the view of the corner. The screen will shift to bring the corner into view and the opponent will bounce off the corner earlier than if they were to bounce off the invisible wall midscreen, giving you enough time to link a normal. For these combos it helps to have a bit of dash momentum during the combo, as it makes it easier to link a normal after, but it is not required. On some lightweight characters, there is possible to link normals after a raw H Fuujin deeper in the corner since they are juggled higher.<br />
|-<br />
| Gatlings (usually into {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|S}} (optional FRC) || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}} into potentially into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions, but is highly character specific. With FRC, any extension or ender is possible. || Corner || How to combo from H Fuujin meterlessly #3: When deep in the corner, it is possible to connect Nagiha from the H Fuujin wallbounce in a way where it connects during Nagiha's later active frames, allowing the linking of normals. This is the primary way to combo off H Fuujin in the corner, as FB Rin will usually knock the opponent out of the corner. Optionally, you can spend meter to FRC the Nagiha, opening up more damaging juggles, that are often more damaging than FB Rin routes for the same amount of tension.<br />
|-<br />
| CH {{clr|4|236H}} with no follow-up || Any extension or ender, depending on positioning || Any || How to combo from H Fuujin meterlessly #4: A counter hit H Fuujin provides a wallbounce into a hard knockdown, so there is no need to input a follow-up to combo after the wallbounce.<br />
|-<br />
| CH H Rin || Midscreen, only {{clr|4|236H}} and its follow-ups, and extension or ender in the corner || Any || On counter hit, the H Rin provides a ground bounce that sends the opponent flying horizontally. Midscreen this means you can only follow-up with a dashing H Fuujin via {{clr|4|2366H}}, but in the corner anything is possible.<br />
|-<br />
| CH TK {{clr|1|j.214P}} || A link to {{clr|1|5P}} midscreen, or {{clr|1|2P}}/{{clr|2|5K}}/{{clr|3|5S}} in the corner into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions || Any || On counter hit, TK Orb launches the opponent extremely high, from which normals can be linked meterlessly.<br />
|-<br />
| CH {{clr|1|3P}} || Any extension or ender when landed up close. At futher ranges midscreen, only {{clr|4|236H}} and {{clr|4|2366H}} can be linked || Any || On counter hit, {{clr|1|3P}} causes a ground bounce. This will usually occur off frame traps or a flashing guard gauge. You can combo into anything at close ranges, but usually will land this at further ranges from gatlings, at which point it is best to confirm into {{clr|4|236H}} or even {{clr|4|2366H}}.<br />
|-<br />
| CH {{clr|2|3K}} || Any extension or ender, depending on positioning || Any || On counter hit, {{clr|2|3K}} causes a wallbounce with a lot of time to follow-up. Usually used to punish throw attempts.<br />
|-<br />
| CH Nagiha || A link to {{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions || Any || On counter hit, Nagiha can be linked to normals without meter, but usually requires you to be pretty close to the opponent.<br />
|-<br />
| CH final hit of Sou || Wall Splat that can be followed with any extension or ender depending on positioning and height || Corner || You will probably never experience this much, but the final hit of Sou can cause a wall splat on counter hit. Off a wall splat, the opponent must be hit before they fall to the floor. At further ranges this usually means continuing the combo with {{clr|4|2366H}}, or linking {{clr|6|S}} into an air combo.<br />
|}<br />
<br />
For anti-airs, technically any random air hit would be the start of a juggle point, but some anti-airs provide more untechable time and are easier to confirm into more damaging combos, most of which are listed below:<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! These moves: !! Lead to: !! Positioning !! Notes <br />
|-<br />
| CH {{clr|1|5P}} || Any extension or ender, depending on positioning. Can even combo into {{clr|4|236H}} if cancelled directly from {{clr|1|5P}} || Any || Very rewarding anti-air for how fast it is. Untechable time on counter hit is long enough that you can dash and confirm with more normals.<br />
|-<br />
| CH {{clr|1|6P}} || Any extension or ender, depending on positioning || Any || Slower anti-air that will usually be gatling'd into other normals, but on counter hit there is a lot of untechable time to confirm into another combo in case you have not buffered a gatling.<br />
|-<br />
| CH {{clr|1|5S}} || Any extension or ender, depending on positioning || Any || Not really used as a traditional anti-air, but it has a lot of untechable time on counter hit in the air, and is good for some match-up specific punishes, such as against Order-Sol's Storm Viper.<br />
|-<br />
| Air Throw || Any extension or ender except {{clr|4|236H}} and its follow-ups || Any || Anji's air throw launches the opponent in the air right beside Anji into a hard knockdown, giving plenty of time to follow-up with a combo.<br />
|-<br />
| {{clr|5|623D}} || A link to {{clr|1|5P}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions || Any || After connecting FB On, it is possible to follow-up by air dashing after and landing and linking either {{clr|1|5P}} or {{clr|3|5S}}. It helps to whiff an air normal during the air dash so that you land faster.<br />
|-<br />
| CH {{clr|5|j.D}} || Wall Splat that can be followed with any ender or extension depending on positioning and height || Corner || An air-to-air normal with a disjointed hitbox that provides a wall splat on counter hit. Off a wall splat, the opponent must be hit before they fall to the floor. At further ranges this usually means continuing the combo with {{clr|4|2366H}}, or linking {{clr|3|6S}} into an air combo.<br />
|-<br />
| Kou || A link to {{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or {{clr|3|236S}} extensions || Corner || Midscreen you cannot combo off this autoguard special, but in the corner it's possible to link normals.<br />
|}<br />
<br />
====Combo Extensions====<br />
Your primary combo extensions can be split into three categories: H Fuujin and it's follow-ups, S Fuujin and it's follow-ups, and the character specific early On extensions. <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! These moves: !! Lead to: !! Positioning !! Notes <br />
|-<br />
| {{clr|4|236H}} -> {{clr|2|K}} || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions || Any except deep in the corner || This forms the core of Anji's standard BnB. Please see the "Standard Metered BnB Structure" section for more details.<br />
|-<br />
| {{clr|4|236H}} with no follow-up || A link to {{clr|1|2P}}/{{clr|1|5P}}/{{clr|2|5K}}/{{clr|3|5S}} into {{clr|4|5H}} knockdown, air combo, {{clr|4|623H}}, or sometimes {{clr|3|236S}} extensions, though midscreen follow-ups are highly character specific || Corner || When doing H Fuujin near the corner off an air hit, the corner wallbounce can bounce the opponent at a higher height, allowing the linking of normals after. When deep in the corner, this wallbounce will cause a side switch, which is actually ideal for landing an On afterwards to knock the opponent back in the corner. This is a core extension for Anji's corner combos.<br />
|-<br />
| {{clr|4|236H}} -> {{clr|5|D}} || Any extension or ender, depending on positioning || Any, but it can cause a side switch in the corner || Can be looped as a way to dump meter and get further corner carry.<br />
|-<br />
| {{clr|1|5P}}/{{clr|3|5S}} or {{clr|1|6P}}/{{clr|4|2H}}/{{clr|4|6H}} in the corner > {{clr|3|236S}} (-> {{clr|2|K}}) || Any extension or ender, depending on positioning || Corner || S Fuujin in the corner off a juggle causes a sliding state, and the K Hop allows for Anji to pick up the opponent OTG from the sliding state. This is a core part of Anji's infamous Fuujin loop.<br />
|-<br />
| {{clr|1|5P}}/{{clr|3|5S}} or {{clr|1|6P}}/{{clr|4|2H}}/{{clr|4|6H}} in the corner > {{clr|3|236S}} -> {{clr|5|D}} || Any extension or ender, depending on positioning || Any || Can be looped in the corner as a way to meter dump and end the round.<br />
|-<br />
| {{clr|1|5P}}/{{clr|3|5S}} > {{clr|4|623H}} > early On extension || Character specific follow-ups || Any || On most characters, it is possible to link normals or specials after On to extend the combo, but the follow-ups required are highly specific. Usually it requires On to be connected at around 5 hits or less on midweight and heavyweight characters, and on lightweights up to 8 hits. Please see the "Early On Extensions" section under the "Combo List" section for a list of these extensions. These are an important source of damage on lightweights (ignoring JU), CH, and FA in particular.<br />
|}<br />
<br />
====Enders: Knockdowns or Air Combo====<br />
To end your combo, you usually have a choice between an air combo and a knockdown. The air combo will be covered in more detail under the "Air Combo Structure" section.<br />
<br />
Here are a list of your standard knockdowns off juggles.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! Juggle Knockdown !! Positioning !! Notes<br />
|-<br />
| {{clr|1|5P}} or {{clr|3|5S}} or {{clr|4|2H}} (corner) > {{clr|4|5H}} || Any || The easiest knockdown to land and also the least damaging. The {{clr|3|5S}} does more damage than {{clr|1|5P}}, but the {{clr|1|5P}} is faster and easier to connect, and off some juggles in the corner with more untechable time, you can also land {{clr|4|2H}} before the {{clr|4|5H}} for more damage. For shorter combos, {{clr|4|5H}} can late cancelled into Shitsu for a meaty Butterfly. The longer the combo however, the more pushback is given by the 5H, so you will have to cancel into Shitsu earlier to get good Shitsu okizeme after longer combos.<br />
|-<br />
| {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} || Any || Provides a higher damage knockdown with perfect spacing for Shitsu okizeme, but causes a side switch which can sometimes mean you will lose corner positioning. If you wish to keep the corner, it may be better to go for a {{clr|4|5H}} knockdown instead. Landing the On requires the opponent to be at a higher height than landing the {{clr|4|5H}} knockdown, and on specifically AB, BA, DI, ED, JO, KY, RO, and VE, the positioning required to land On can be strict, with KY and RO being the most strict. The {{clr|3|5S}} does more damage and is usually gatling'd from {{clr|2|5K}} to get the right height for the On to hit, but the {{clr|1|5P}} is faster and can connect into On at higher heights.<br />
|-<br />
| {{clr|4|236H}} -> {{clr|4|H}} || Any || Usually used as a way to get corner carry and into a knockdown in the corner. Getting the H Rin to work can be unstable on characters with smaller air hurtboxes when further from the corner. Please see the "Stabilizing {{clr|5|FB}} and H Rin" section for more details on how to stabilize this ender.<br />
|-<br />
| {{clr|3|236S}} -> {{clr|3|S}} || Corner || Primarily used in the corner as a high damage ender that provides good spacing for Shitsu okizeme.<br />
|-<br />
| {{clr|4|236H}} -> delay {{clr|5|S}} || Corner || Primarily used as a way to get knockdown in case the corner wallbounce from the H Fuujin is too low to link normals after.<br />
|-<br />
| Air Combo ending in low height {{clr|1|j.214P}} || Near corner || Some air combos in the corner can end with a low height Orb, which provides enough untechable time to provide a knockdown. The height requirement is usually lower for lightweight characters as they tend to bounce higher after getting hit by the Orb. For more details, please look at the "Air Combo Theory" section.<br />
|-<br />
| Air Combo ending in low height {{clr|4|j.H}} || Near corner || Some combos can be ended with a low to the ground {{clr|4|j.H}}, which provides a knockdown that is perfect for Shitsu okizeme. This usually happens off some character specific super jump combos. For more details, please look at the "Air Combo Theory" section.<br />
|-<br />
| Air Combo ending in low height {{clr|4|j.D}} || Near corner || When {{clr|4|j.D}} is done low enough to the ground, there is enough untechable time to provide a knockdown. Commonly done by linking a falling {{clr|4|j.D}} after a meaty Orb.<br />
|}<br />
<br />
====Should I end with a Knockdown or Air Combo?====<br />
This question is assuming you are in a situation where you are unable to confirm into one of the air combos that happens to knockdown. Here are the situations where you should consider going for an air combo:<br />
<br />
* In some situations the opponent will not be at the right height or distance to land both {{clr|4|5H}} or On, so you are by default better off going for an air combo.<br />
* When the opponent's guard gauge is high it might be worth going for an air combo as knocking down the opponent early will mean you've lost potential damage.<br />
* When you need to close the round out you should go for an air combo.<br />
* When you simply want the extra damage and don't mind sacrificing your okizeme and returning to neutral.<br />
<br />
For the air combo that ends with a low height Orb specifically, it may seem like a no brainer to always go for this combo since it provides both damage and a knockdown, but there is a trade off in that the Orb knockdown can leave you very close to the opponent, and the subsequent Shitsu may not be very reversal safe. In the end, you may want to go for a different combo if you wish for safer okizeme. This a choice and risk assessment that you have to make based on the opponent and character you're playing against.<br />
<br />
===Standard Metered BnB Structure===<br />
<br />
The standard structure for Anji's standard BnB with 25% tension is:<br />
<br />
* Starter: Launcher into FB Rin<br />
* Extension: H Fuujin extension into K Hop midscreen, or no follow-up in the corner<br />
* Ender: Normals into On<br />
<br />
On average, this will do around 170-180 damage and provides good Shitsu okizeme. FB Rin's ground bounce is an excellent stabilizer that makes it easy to confirm off random hits. This combo structure is stable enough that you will rarely need much else combo wise when starting off with Anji. <br />
<br />
It's easiest to break down this combo and its variants by looking at three positions: Midscreen (Far from the Corner), Midscreen to Corner, and Corner.<br />
<br />
====Midscreen (Far from the Corner)====<br />
Midscreen, when far from the corner, the BnB looks like this:<br />
* (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}}<br />
<br />
This combo works on the whole cast, but requires adjustments based on the weight and air hurtbox of the character you're performing it on. The trickiest part of the combo is linking the H Fuujin after FB Rin. When landing the H Fuujin point blank, such as off a reversal Fuujin or via a dashing confirm where the dash momentum reduces pushback, you should input the FB Rin as soon as possible, with no delay. Outside of this point blank range, usually you will need to add a delay before the FB Rin to allow the wallbounce to bounce the opponent closer before being hit by the FB Rin. For a more in depth explanation, please refer to below to the "Stabilizing {{clr|5|FB}} and H Rin" section. The ideal situation is to have the FB Rin hit while the opponent close to you. When this happens the subsequent H Fuujin is usually quite easy to link. However, if the FB Rin connects when the opponent is at a further distance, you may have to input a dash before the subsequent H Fuujin to allow it to link off the ground bounce.<br />
<br />
This dash input is most commonly input as {{clr|4|2366H}} instead of 66 > {{clr|4|236H}}, because a buffered dash during the end of the H Fuujin input will avoid a potential accidental On input that the latter input can cause. Technically though, it is possible to input the dashing H Fuujin by doing 66 > 5 > {{clr|4|236H}}. As long as you return to neutral, an accidental On will not occur.<br />
<br />
If the FB Rin is not hit close enough, or if the H Fuujin link after the FB Rin hits the opponent at the incorrect height, it is possible to land the H Fuujin after the FB Rin in a way where the wallbounce does not allow you to perfectly link the {{clr|1|5P}} > {{clr|4|623H}} afterwards. At this point you will need to adjust the combo to use a different ender. <br />
<br />
Some common adjustments are:<br />
* If the opponent is too low after the K Hop, you can adjust by comboing into {{clr|1|5P}} > {{clr|4|5H}}<br />
* On some characters, if they are low after the K Hop, you may be able to pick up with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} or {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} or {{clr|2|5K}} > {{clr|3|5S}} > Air Combo if the {{clr|4|623H}} will not connect after the {{clr|3|5S}}<br />
* On lightweights, it is common to have the opponent be too high after the K Hop to connect {{clr|4|623H}} after {{clr|1|5P}}, in which case you will need to go for an air combo after the {{clr|1|5P}}, or you can stabilize with {{clr|4|236(6)H}} -> {{clr|4|H}} instead of the K Hop follow-up for a knockdown<br />
* If the opponent is too far to link an H Fuujin, you will need to stop the combo short and let the FB Rin provide a hard knockdown for okizeme<br />
* In some situations, adjusting by going into an air combo instead of On can often be the optimal choice if it also happens to provide a knockdown<br />
* If ultimately unsure of how to follow-up after the FB Rin, you can forgo the H Fuujin link and fall back on the combos in the "Basic Metered Route" section<br />
<br />
Being able to make these adjustments on the fly is a core part of Anji's combo routing, and will come with experience.<br />
<br />
====Midscreen 2D Variant====<br />
<br />
A BnB variation using a gatling into {{clr|5|2D}} that does not work on heavyweights is:<br />
* Gatlings > {{clr|4|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}}<br />
<br />
This does less damage than the previous combo, but is an important variation for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. When confirming into this combo at close range, usually no dash is needed before the H Fuujin follow-up. However, if done at max range, it can be harder to follow-up and usually requires a dashing H Fuujin input. On BA, IN, JA, and KL, the FB Rin will actually whiff when confirming from a max distance {{clr|4|2D}}.<br />
<br />
====Midscreen To Corner====<br />
When near the corner, the same combos above apply, but the wallbounce from the H Fuujin after the FB Rin will usually occur earlier as it happens by bouncing off the corner instead of the invisible wall. If the wallbounce happens at the right height, it may still be possible to confirm into K Hop > {{clr|1|5P}} > {{clr|4|623H}}, with the K Hop causing a side switch after the wallbounce, and the subsequent On knocking down the opponent back in the corner. However, sometimes the opponent may not bounce at the right height to allow for this, in which case here are some common adjustments that can be made:<br />
* If the opponent is low after a K Hop, you can sometimes pick up with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} or {{clr|4|623H}}<br />
* If the opponent is even lower after the K Hop, you can sometimes pick up with {{clr|1|2P}}xN > {{clr|1|5P}} > {{clr|4|5H}} or {{clr|4|623H}}<br />
* Sometimes there is no time to throw a K Hop in, in which case you may be able to forgo the follow-up and try to link a {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|5K}} or even a {{clr|3|5S}} into an ender of choice after the H Fuujin recovery. If you wish to keep the corner, usually this means going into an air combo or {{clr|4|5H}} as connecting a {{clr|4|623H}} knock them back midscreen.<br />
* Sometimes the opponent is too low after the wallbounce to pick up with any normal, in which case you can salvage the combo by ending with a Nagiha knockdown via {{clr|4|236(6)H}} -> delay {{clr|3|S}}.<br />
* If unsure of how to pick-up after the H Fuujin corner wallbounce, and if the wall bounce is high enough, a safe route to fall back on is ending with {{clr|4|236(6)H}} -> {{clr|4|H}}<br />
<br />
====Corner====<br />
It is recommended not to combo into {{clr|4|236H}} -> {{clr|5|D}} when deep in the corner, as the FB Rin will cause a side switch that bounces the opponent far away from the corner. On heavyweights, you will be most likely be getting your corner damage from Fuujin loops or Nagiha FRC combos. The exception to this rule is RO and PO, who do not get side switched by a deep corner FB Rin.<br />
<br />
For non-heavyweights, the standard corner BnB is:<br />
* Gatlings > {{clr|4|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > (wallbounce out of the corner) {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} (knocks down opponent back in the corner)<br />
<br />
The more hits you add before the {{clr|4|2D}}, the more pushback you get later in the combo, so the final {{clr|4|623H}} can be hard to land if you do not do everything extremely fast. This is especially noticeable with BA and DI.<br />
<br />
When comparing this combo with Fuujin loops, this standard BnB actually tends to do more damage than basic Fuujin loops on most of the cast. For the characters where the Fuujin loop does more damage, it usually involves {{clr|3|3S}} cancels or an On that knocks the opponent out of the corner. It is important to understand that Fuujin loops are a routing choice for positioning, meter gain, and stability, rather than damage for most characters.<br />
<br />
====You do not need FB Rin near the Corner====<br />
When near the corner, it is also possible to combo off the H Fuujin corner wallbounce meterlessly without using FB Rin. The combo structure looks like:<br />
<br />
* (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|2|K}} > [{{clr|1|2P}} > ({{clr|1|2P}}) > {{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}}<br />
* (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} (no follow-up) > ({{clr|2|5K}}) > {{clr|3|5S}} > ({{clr|3|6S}}) > Air Combo<br />
<br />
The first combo works best when hitting with the tip of the H Fuujin to link normals after the K Hop. The second combo usually requires you to hit with the H Fuujin slightly outside of view of the corner, at which point the screen camera will shift after the H Fuujin to bring the corner into view and allow for the wallbounce, at which point you should be able to link a normal afterwards. The second combo is easier if there is some dash momentum from the initial confirm as it provides a bit of leniency for the subsequent linked normal, but it is not required.<br />
<br />
Both of these meterless variants require a good understanding of positioning, and do not need to be implemented in your game early on. When in doubt, it is probably better to spend meter on the FB Rin.<br />
<br />
===Stabilizing FB and H Rin===<br />
Landing the two Rin specials off the H Fuujin requires an understanding of how the H Fuujin wallbounce works, as usually a delayed input needs to be done to allow the Rin specials to connect properly after the wallbounce.<br />
<br />
{{clr|4|236H}} -> {{clr|4|H}} can feel unstable depending on the length of the combo and your positioning, as the combo absolutely needs H Fuujin's wallbounce to allow the H Rin to connect properly. If the characters air hurtbox is small, it can be more difficult to land. <br />
<br />
{{clr|4|236H}} -> {{clr|5|D}} is far easier to land due to FB Rin's faster start-up. However, how close the opponent is to you when you land the FB Rin determines how easy it is to follow-up the ground bounce with another H Fuujin. If the opponent bounces off the wall but is hit too early with the very edge of the FB Rin, the opponent may be too far away to connect another H Fuujin.<br />
<br />
For both follow-ups, there are two variables to be cognizant of: H Fuujin depth and screen positioning.<br />
<br />
For screen positioning there are three to consider: <br />
* Corner<br />
* Midscreen<br />
* Back to corner<br />
For H Fuujin depth there are also three to consider: <br />
* "Deep" i.e. when H Fuujin hits the opponent up close or point blank, such as off a reversal H Fuujin, or a dashing confirm where the dash momentum prevents pushback<br />
* "Tip" i.e. when H Fuujin hits the opponent at the very tip of its hitbox<br />
* "In-Between" i.e. the nebulous distance in-between a deep H Fuujin and one that hits at its tip<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! Position !! H Fuujin Depth !! H Rin Stabilization !! FB Rin > H Fuujin Stabilization !! Notes <br />
|-<br />
| Corner || Any depth || No delay H Rin || No delay FB Rin || Landing both H Rin and FB Rin is usually trivial near the corner, as H Fuujin's wallbounce will occur off the corner rather quickly. No delays need to be added before the H or FB Rin usually, and they tend to work regardless of the depth at which the opponent hit with by H Fuujin. Only exception would be in the case of heavyweight characters who end up wallbouncing too low to the ground to be hit by both Rins.<br />
|-<br />
| Midscreen || Deep || Impossible to land || No delay FB Rin, and usually no dashing H Fuujin needed || A "deep" depth will have the H Rin whiff, as there's not enough time for the opponent to reach the invisible wall for the wallbounce. For FB Rin, a "deep" H Fuujin requires no delay, as the FB Rin can come out fast enough to ground bounce the opponent before they even need to reach the invisible wall, and usually requires no dashing H Fuujin input to connect the subsequent H Fuujin.<br />
|-<br />
| Midscreen || Tip || Add delay H Rin, most stable || Delay FB Rin, and usually dashing H Fuujin needed || The H Rin should be delayed enough to give the opponent enough time to bounce off the wall, but not too late so that the opponent will tech before being hit by the H Rin. The "tip" of H Fuujin will have the opponent reach the wall faster, allowing you to connect the H Rin easily. For FB Rin, a delay should be added so that the opponent wallbounces closer to you, allowing the connection of a follow-up easily.<br />
|-<br />
| Midscreen || In-Between || Add delay H Rin, most stable || No delay FB Rin is possible with some characters, but delay is a safe bet, with dashing H Fuujin after || The trickiest to time the H Rin delay, as they will take longer to reach the invisible wall for the wallbounce, but you want to aim for the H Rin to hit the opponent immediately after the wallbounce before they are able to tech. For FB Rin, it is probably safer to still go for a delay.<br />
|-<br />
| Back to corner || Deep || Impossible to land || No delay FB Rin, and usually no dashing H Fuujin needed || For FB Rin, same as before, a "deep" H Fuujin is not reliant on a wallbounce, and requires no delay on the FB Rin to connect another H Fuujin. H Rin needs the wallbounce and will not connect as a result of the far invisible wall.<br />
|-<br />
| Back to corner || Tip || Add delay H Rin, but extremely unstable on some characters || Delay FB Rin, and usually dashing H Fuujin needed || The invisible wall is much further away with your back to the corner, thus it is most stable to hit with the tip of the H Fuujin from this position. On some characters with smaller air hurtboxes, it is really hard to land the H Rin regardless of what depth you hit the H Fuujin with, such as SO. For FB Rin, you will need to probably add a slightly longer delay to allow the wallbounce to occur.<br />
|-<br />
| Back to corner || In-Between || Add delay H Rin, but extremely unstable on some characters || No delay or add delay depending on character, with dashing H Fuujin after || The most unstable position for both follow-ups. You will need to try and judge on the fly what is possible.<br />
|}<br />
<br />
====How do I always hit with the H Fuujin tip?====<br />
Given that landing both H Rin and FB Rin is more stable when hitting with the tip of H Fuujin, it is possible to stabilize off a grounded confirm by achieving as much pushback as possible prior to the H Fuujin. This can be achieved in the following ways:<br />
* Adding more gatlings before the H Fuujin<br />
* Adding delays between the gatlings with late cancels<br />
* Late canceling from {{clr|4|5H}} into H Fuujin<br />
* Adding {{clr|3|3S}} cancels, either via [{{clr|4|5H}} > {{clr|3|3Sc}} > {{clr|3|5S}}] or [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}}]<br />
<br />
===Air Combo Structure===<br />
<br />
Anji's air combos take advantage of Anji's unique super jump arc for damage. Normal jump combos are generally reserved for air-to-air confirms, so the majority of this section will primarily cover super jump combos. Super jump combos can be split into Jump Install combos and combos without Jump Install. Midscreen, you generally want to go for Jump Install combos when you can for damage. Near the corner, you have many more options.<br />
<br />
====Jump Install Combo Structure====<br />
Anji's super jump combos often utilize a [https://www.dustloop.com/wiki/index.php/GGXRD/Movement#Jump_Install jump install] to get a double jump for more damage.<br />
<br />
First, let's look at the three primary ways to start a Jump Install combo:<br />
* {{clr|3|5S}} > [7/8/9] > {{clr|3|6S}} > SJC9<br />
* {{clr|2|5K}} > [7/8/9] > {{clr|3|5S}} > SJC9<br />
* {{clr|1|5P}} > [7/8/9] > SJC9<br />
<br />
The last 5P jump install is an advanced technique that is not necessary to master early on, but allows for slightly higher damage output off random 5P anti-airs or links. The input must be done really fast, with the initial jump install input done during the initial hitstop of the 5P before it is technically jump cancellable. Effectively the input works out to be something like 5P > 819. Technically the same input can be applied to Anji's other jump cancellable normals, but it's mostly used with 5P due to the fact that it cannot gatling into anything else before an air combo.<br />
<br />
Next, the basic jump install combo structure is:<br />
<br />
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > Ending sequence that changes depending on screen position<br />
<br />
The initial {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} can be replaced with {{clr|2|j.K}} > {{clr|3|j.S}} if they're too high or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} on midweights and heavyweights if they're too low. <br />
<br />
Ending sequences will be elaborated on below.<br />
<br />
====Midscreen Jump Install Combo====<br />
<br />
Midscreen, your combo routing choice is generally limited to these two ending sequences:<br />
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} which is universal and stable<br />
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.H}} > {{clr|5|j.D}} which does more damage but does not work on AB, KL, JO, or MA.<br />
<br />
====When In or Near the Corner, Use Momentum Preservation====<br />
When close to the corner, or directly in the corner, your best combos off a jump install involving comboing into Orb, or a character specific falling {{clr|4|j.H}} combo. Both of these combos require you to utilize "Momentum Preservation" during your double jump, as without them, the final Orb and final {{clr|4|j.H}} would whiff due to pushback.<br />
<br />
Momentum preservation requires inputting the double jump WITH a {{clr|1|j.P}} together during the hitstop of the last jS. Doing this will have the double jump continue in the super jump trajectory, whereas, without use of the momentum preservation, Anji would jump up forward as if it were a normal double jump and would be affected more by pushback from air gatlings. The input for a momentum preservation double jump will be denoted below as: DJC9+{{clr|1|j.P}}<br />
<br />
====Jump Install Orb Combo====<br />
<br />
The basic jump install Orb combo near the corner (and midscreen on JO):<br />
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|1|j.214P}} > (Optional linking of {{clr|3|j.K}} or {{clr|3|j.S}} after the Orb for more damage)<br />
<br />
There are some more ways to to add more gatlings in the combo depending on the character (see the "Kai/Launcher Combos" section under the "Combo List" section below). It helps to delay the Orb input if you are not yet in the corner, as the delay will allow Anji to be closer to the wall from the momentum of the super jump, otherwise the Orb might whiff. You can also spend 50 Tension to RC the final Orb and connect a On after the Orb ground bounce to get a knockdown from the combo. <br />
<br />
Jump install Orb combos will usually do the most damage out of all your air combo routes, especially if you decide to link normals after the Orb.<br />
<br />
====Jump Install falling {{clr|4|j.H}} Combo====<br />
On BR, FA, SL, ZA, and JU it is possible to do the following combo near the corner:<br />
* Jump Install Starter > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > (delay) {{clr|5|j.D}} , (delay) falling {{clr|4|j.H}} (BR requires {{clr|2|j.K}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}})<br />
<br />
The {{clr|4|j.H}} linked at the end after the {{clr|5|j.D}} will knockdown the opponent and push Anji back far enough to set-up perfect spacing for Shitsu okizeme. It does less damage than the Orb route above, but the okizeme spacing is so much better that this is usually the preferred routing choice for the characters it works on. At higher combo counts, hitstun deterioration may cause the opponent to tech, so this combo works best at lower combo counts with the delays incorporated to get the {{clr|4|j.H}} low enough to provide a knockdown.<br />
<br />
====Non-Jump Install Orb Combo====<br />
<br />
The standard non-jump install super jump combo is usually done near the corner as:<br />
<br />
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}}<br />
<br />
This works on every character except JO. On MA, it requires you start the combo slightly outside the corner, as the combo is quite difficult and unstable on MA directly in the corner.<br />
<br />
This is a high damage combo that requires a good judgement of spacing and knowledge of character hurtboxes. Even seasoned Anji players are known to drop this combo. The delay after {{clr|2|j.K}} is usually required in order to get the opponent at the right height to connect the remaining gatlings. On most characters the timing is lenient, but on CH, ED, KY, RO, and TE, this combo is somewhat unstable due to how strict the delay and height requirements are. On CH, ED, and TE in particular, it is possible to replace the combo with the more stable {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} for slightly less damage.<br />
<br />
'''Why should you go for this combo over the jump install combos?''' The primary reason is it can provide a knockdown and keeps the opponent in the corner. When done low enough to the ground, the Orb provides enough untechable time to achieve a knockdown. This knockdown is unstable on lightweight characters, as they tend to bounce higher from the Orb, and a delay usually needs to be added in between the {{clr|4|j.H}} and {{clr|5|j.D}} to achieve a lower height. Even if the knockdown is unstable though, the damage is high enough that it may be worth going for the combo regardless, as the damage is usually less than 10 points off of corresponding jump install combos. They will also tech at a lower height than if they were to tech from a jump install combo, which makes it harder for the opponent to escape the corner, and can lead to tech traps at the right height.<br />
<br />
'''There is a trade off when using the Orb for knockdown.''' The Orb knockdown can leave you very close to the opponent, and the subsequent Shitsu okizeme may not be very reversal safe. It helps to try to hit with the Orb's upper hitbox during it's later active frames, i.e. hitting with a "meaty" Orb, allowing you to recover faster after the knockdown and giving you a bit more frame advantage. If you score a knockdown with a meaty Orb, it is actually possible to forgo the Shitsu okizeme and go for a safe jump instead on some characters, such as SO, by simply holding up forward and doing a low height air normal.<br />
<br />
If you want a better knockdown, it is possible to RC the Orb, and extend the combo with a delayed {{clr|4|236H}} (wall bounce occurs) > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}}. The On will knock the opponent back in the corner with better Shitsu okizeme spacing.<br />
<br />
====Non-Jump Install falling {{clr|4|j.H}} Combo====<br />
Similar to the previous jump install combos, on a few characters it is possible to replace the Orb of the above combo with a linked falling {{clr|4|j.H}} after the {{clr|5|j.D}} in this combo:<br />
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , falling {{clr|4|j.H}}<br />
<br />
This provides perfect spacing for Shitsu okizeme and is the preferred combo routing choice for those characters. The combo is most practical on BR, FA, JU, SL, and ZA. It also works on AX, BA, KY, and RO, but the combo is slightly more unstable on these characters. <br />
<br />
There are a few simpler variations of the combo that can be done that omit the {{clr|4|j.H}}:<br />
<br />
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , falling {{clr|4|j.H}}<br />
* Starter > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , falling {{clr|4|j.H}}<br />
* Starter > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|5|j.D}} , falling {{clr|4|j.H}}<br />
<br />
The first two combos work on all the same characters listed before, as well as on JO and MA, with the 2nd combo being most stable on MA. On JO and MA, incorporating a {{clr|4|j.H}} in the combo is not possible. Delays should be incorporated in a way where the opponent is below you after hitting them with the {{clr|5|j.D}}, otherwise the {{clr|4|j.H}} will most likely whiff. <br />
<br />
The last combo variant is mainly stable on FA, JO, JU, SL, and ZA, but doesn't require any delays between normals.<br />
<br />
'''Why should you go for this combo over the corresponding jump install combo?''' This combo tends to be more stable at higher combo counts and is generally easier to land. When in doubt about stability of the Jump Install combo, it is never a bad idea to default to this combo instead.<br />
<br />
====Midscreen Non-Jump Install Combos====<br />
In some situations midscreen, you may not have access to a jump install available before going into an air combo. This is common off {{clr|1|5P}} as the jump install input is fairly difficult. These are also common as a combo that is performed after an On as a way to finish a round. After an On, it is possible to immediately super jump and perform an air combo afterwards, but no jump install will be available since you are going immediately into the air combo without jump cancelling from a ground normal.<br />
<br />
The standard combo structures midscreen with no jump installs are:<br />
* Starter > SJC9 > ({{clr|2|j.K}} or {{clr|3|j.S}}) > ({{clr|1|j.P}}) > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} (RC > airdash > Gatlings > {{clr|5|j.D}} > {{clr|1|j.214P}} near corner)<br />
* Starter > SJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} (RC > {{clr|3|j.S}} ▷ {{clr|1|5P}} > {{clr|4|623H}})<br />
* Starter > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} (RC > airdash > Gatlings > {{clr|5|j.D}} > {{clr|1|j.214P}} near corner)<br />
<br />
The first combo is relatively universal, and it's possible to RC the {{clr|5|j.D}} and airdash afterwards to continue the combo and land another {{clr|5|j.D}} into Orb if you reach the corner.<br />
<br />
The second combo doesn't knock down after the {{clr|4|j.H}}, but can lead to a tech trap. It is possible to spend meter for a knockdown by RCing the {{clr|4|j.H}} into a falling {{clr|3|j.S}} which can link to an On, but it is quite difficult.<br />
<br />
The third combo is the standard delayed gatling string used in the corner Orb combo that doesn't work on JO. It can be RC'd as well into an airdash extension, but on some characters the {{clr|5|j.D}} is likely to hit the opponent with the back of its hitbox and causes a side switch knocking the opponent the opposite direction.<br />
<br />
===3S Cancels===<br />
<br />
Anji's {{clr|3|3S}} normal has a special property where at frames 8-10, during the attack's start-up, it can be cancelled into {{clr|3|5S}} and {{clr|4|5H}}. This is called a {{clr|3|3S}} cancel, denoted as {{clr|3|3Sc}}. Anji has a number of normals that can gatling into {{clr|3|3S}}, but do not gatling into {{clr|3|5S}} or {{clr|4|5H}}, and by utilizing this {{clr|3|3S}} cancel, it effectively opens up new pseudo-gatling routes. Each of the new {{clr|3|3S}} cancel routes are useful in their own way, and are listed below.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
|-<br />
! {{clr|3|3S}} Cancel Route !! When should I use it?<br />
|-<br />
| {{clr|1|5P}} > {{clr|3|3Sc}} > {{clr|3|5S}} || {{clr|1|5P}} usually only confirms into {{clr|5|2D}}, but with this {{clr|3|3S}} cancel route, it allows a {{clr|1|5P}} to connect to {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} for more damage. It is particularly useful as a confirm after linking {{clr|1|5P}} after a Sou, as well as off jump-ins on standing opponents where {{clr|1|5P}} is the fastest normal that will link after the jump attack.<br />
|-<br />
| {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} || {{clr|3|3Sc}} > {{clr|3|5S}} can be looped until the opponent is pushed out, usually up to 3, sometimes 4, times. It is useful in block string pressure as a way to build up guard bar, but note that the opponent can FD to push you out early, stopping you at two reps. It is also useful as a combo filler for damage and positioning. {{clr|3|3Sc}} > {{clr|3|5S}} looped into {{clr|5|2D}} is useful for giving a max distance {{clr|5|2D}} knockdown which is ideal for Shitsu okizeme. Several {{clr|3|3Sc}} > {{clr|3|5S}} looped into {{clr|4|5H}} > {{clr|4|236H}} is useful for stabilizing H Fuujin combos that require it to be hit at the tip. <br />
|-<br />
| {{clr|3|2S}} > {{clr|3|3Sc}} > {{clr|3|5S}} || At closer ranges, {{clr|3|2S}} can connect to {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}}, opening up more damaging confirms off a {{clr|3|2S}} instead of the usual {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} routes. This is particularly useful on the heavyweights where {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} does not work. On block, the cancel provides more options for block strings instead of just stopping at {{clr|3|2S}} > {{clr|5|2D}} as well, such as {{clr|3|2S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|2S}}. Since this route works best at closer range, it usually is applied during Shitsu pressure or as a {{clr|3|2S}} meaty on okizeme.<br />
|-<br />
| {{clr|4|5H}} > {{clr|3|3Sc}} > {{clr|3|5S}} || Forms the basis of Anji's max damage grounded confirms with the following string {{clr|3|5S}} {{clr|4|5H}} > {{clr|3|3Sc}} > {{clr|3|5S}} > ({{clr|1|6P}}) > {{clr|3|5H}}. It is usually used to punish high recovery reversals.<br />
|-<br />
| {{clr|4|5H}} > {{clr|3|3Sc}} > {{clr|4|5H}} || Mainly used as a frame trap, as it only combos on counter hit.<br />
|}<br />
<br />
====How do I do the {{clr|3|3S}} cancel consistently?====<br />
If you buffer the {{clr|3|3S}} gatling too early, you will have to delay the final {{clr|3|5S}} or {{clr|4|5H}} input as the {{clr|3|3S}} animation has yet to come out. Therefore, to make the {{clr|3|3S}} cancel easy, we can take advantage of the fact that Anji can late cancel his gatlings. Simply wait til near the end of the hitstop of the normal you are {{clr|3|3S}} cancelling from, and then input the {{clr|3|3S}} followed by the {{clr|3|5S}} or {{clr|4|5H}} input immediately after, almost like a double tap.<br />
<br />
==Combo List==<br />
<br />
===Far From Corner Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Far From Corner Combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 185 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{clr|3|Medium}} || Anji's standard BnB. Works on the entire cast, but is most unstable on AB. When doing H Fuujin point blank, the FB Rin should be performed immediately. If the H Fuujin is not point blank, a delayed FB Rin is usually needed followed by a dashing H Fuujin on most characters. Lightweights are sometimes bounced too high for the On to connect, so delays need to be made in a way where they are not too high after the second wall bounce. || https://youtu.be/Or9oMfp5ye0<br />
|-<br />
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 173 (SO) with {{clr|3|2S}} > {{clr|4|5H}} || 25 || All except AB, JO, OS, PO, RO || {{clr|3|Medium}} || Standard BnB on Midweights and Lightweights off {{clr|5|2D}}. Important for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. Usually requires no dashing H Fuujin up close, but requires one at max range. On BA, IN, JA, and KL, the FB Rin will whiff at max range. || https://youtu.be/Ob4rSe7L4C4<br />
|-<br />
| TK {{clr|1|j.214P}} RC > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} > (Optional early On extensions) || Far from Corner || 153 (SO) || 50 || All || {{clr|2|Easy}} || Standard midscreen combo off TK Orb overhead. || https://youtu.be/rDKLLOPpH4s<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} > (Optional early On extensions) || Far from Corner || 136 (SO) || 0 || All || {{clr|2|Easy}} || Standard midscreen combo off a spaced counter hit {{clr|1|3P}}. Useful in frame traps or off a flashing guard bar. Dashing input may be needed at max range. || https://youtu.be/62GZWCMOWAw<br />
|}<br />
<br />
===Midscreen to Corner Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Midscreen to Corner Combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Midscreen to Corner || 190 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|2|5K}} > {{clr|3|5S}} || 25 || All || {{clr|2|Easy}} || Easy universal corner carry combo from midscreen. Requires some strict timing and positioning for the opponent to sideswitch in the corner. || https://youtu.be/lJO7PPqDEKI<br />
|-<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|2|K}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Midscreen to Corner || 176 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|1|5P}} || 0 || All || {{clr|3|Medium}} || Meterless corner carry into Orb super jump combo. || https://youtu.be/U5RqhhnsPrk<br />
|-<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|2|5S}} > ({{clr|2|6S}})] > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Midscreen to Corner || 194 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|1|5P}} after K Hop || 25 || All except JO || {{clr|4|Hard}} || Corner carry into standard Orb super jump combo. Can be difficult to get a knockdown if height is too high. || -<br />
|-<br />
| (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|2|5S}} > ({{clr|2|6S}})] > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Midscreen to Corner || 195 (FA) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|1|5K}} > {{clr|2|5S}} after K Hop || 25 || FA, JU, SL, ZA || {{clr|4|Hard}} || Corner carry into a falling {{clr|4|j.H}} that provides perfect spacing for Shitsu okizeme in the corner. Very practical for the characters it works on. || -<br />
|}<br />
<br />
===Corner Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Corner Combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} || Corner || 169 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || All except AB, JO, OS, PO, RO || {{clr|2|Easy}} || Standard corner BnB that provides good corner Shitsu okizeme. || https://youtu.be/Xlx8Oyv62qs<br />
|-<br />
| (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} ▷ {{clr|3|236S}} -> {{clr|3|S}} || Corner || 178 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || AX, ED, FA, KY, SL, SO, TE, VE, ZA || {{clr|2|Easy}} || On some midweights characters it is possible to add a S Fuujin into Nagiha at the end of the combo and still get a knockdown. Just make sure that the combo count is not at 11 when landing the Nagiha, as they will tech. At 10 hits or lower, there is enough untechable time to cause a knockdown from the Nagiha. At 12 hits and higher, the higher gravity compensates for hitstun deterioration and causes a knockdown. || https://youtu.be/KBwyeK47g5s<br />
|-<br />
| Gatlings > {{clr|4|5H}} > {{clr|4|236H}} -> (delay) {{clr|3|S}} > {{clr|1|5P}} > {{clr|4|5H}} || Corner || 145 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 0 || All || {{clr|3|Medium}} || Standard knockdown off a delayed Nagiha link in the corner. Universal, but on AB, AN, DI, JA, JO, MI, and VE, the link requires Anji to be deep in the corner. On lightweights, the Nagiha can be done as soon as possible, but on midweights and heavyweights, a delay is needed.|| https://youtu.be/ktYnO1apIbE<br />
|-<br />
| Gatlings > {{clr|4|5H}} > {{clr|4|236H}} -> (delay) {{clr|3|S}} FRC > (dash) > {{clr|2|5S}} > {{clr|2|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Corner || 204 (SO) with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All except JO, MA || {{clr|3|Hard}} || Can be difficult to get a knockdown if height is too high. || https://youtu.be/MRxrcc-O8So<br />
|}<br />
<br />
===Kai/Launcher Combos===<br />
This is a list of combos off Kai, ignoring Fuujin loops and On loops as these are best covered in their own sections. Although Kai is the chosen starter, it is safe to assume that these same combos can be performed off any launcher, such as Anti-Air CH {{clr|1|5P}}/{{clr|1|6P}}/{{clr|1|5S}}, raw FB Rin, CH H Rin/TK {{clr|1|j.214P}} in the corner, etc. These are also perfect combos to go for off a Burst punish. The exception would be air throws, as the air throw combos are affected by higher hit stun deterioration, so air throw combos will be listed separately. Please see the "Starters: Launchers and Anti-Airs" section in the "Combo Theory" section for a full list.<br />
<br />
For super jump air combos, {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} can be replaced with {{clr|2|j.K}} > {{clr|3|j.S}} if the opponent is higher, or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} on midweights and heavyweights if the opponent is lower.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Kai/Launcher Combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 148 (SO) with {{clr|1|214P}} || 0 || All || {{clr|2|Easy}} || Universal jump install combo off Kai midscreen when you are not near the corner. || https://youtu.be/A3nw4OAWFvk<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} || Any || 153 (SO) with {{clr|1|214P}} || 0 || All except AB, JO, KL, MA || {{clr|2|Easy}} - {{clr|4|Hard}} || A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 112 (SO) with {{clr|1|214P}} || 0 || All, but not practical with {{clr|1|214P}}/{{clr|2|214K}} on some characters, see notes || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Off {{clr|1|214P}}, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the {{clr|2|5K}}. If using {{clr|2|214K}} as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. || https://youtu.be/lkEpzQu8jcI<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > (delay) {{clr|5|j.D}} > {{clr|1|j.214P}} || Near Corner || 156 (SO) with {{clr|1|214P}} || 0 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between {{clr|4|j.H}} and {{clr|5|j.D}} to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. || https://youtu.be/Rv9SVj15OfA<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} RC ▷ delay {{clr|4|236H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Near Corner || 194 (SO) with {{clr|1|214P}} and {{clr|2|5K}} > {{clr|3|5S}} after the RC || 50 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || RC extension of the above combo to get a better knockdown in the corner with On. || https://youtu.be/uktl-jkWaDM<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 150 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JU, FA, RO (requires a {{clr|2|5K}} before {{clr|3|5S}}), SL, ZA || {{clr|3|Medium}} - {{clr|5|Very Hard}} || Very practical on JU, FA, SL, and ZA. The falling {{clr|4|j.H}} link provides ideal corner Shitsu okizeme. || https://youtu.be/RK5V2qQKsg0<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 138 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{clr|3|Medium}} || Easier combo than the above combo, but also works on MA and JO. || https://youtu.be/lFhVuz-5sTs<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 140 (MA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{clr|3|Medium}} || A simpler version of the falling {{clr|4|j.H}} combo. For MA, this is the most stable variant of the combo. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} > ({{clr|2|j.K}} or {{clr|3|j.S}} or RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 153 (SO) with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 159 (SO) ending with {{clr|3|j.S}}, 169 (SO) ending with {{clr|4|623H}} || 0 || All || {{clr|3|Medium}} || Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} (RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 157 (SO) with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 170 (SO) ending with {{clr|4|623H}} || 0 || AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA || {{clr|3|Medium}} || No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > delay {{clr|5|j.D}} , delay {{clr|4|j.H}} || Midscreen to Corner || 155 (FA) with {{clr|1|214P}} || 0 || JU, FA, SL, ZA, and BR if {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} is replaced with {{clr|2|j.K}} > {{clr|3|j.S}} || {{clr|4|Hard}} || Jump install version of the falling {{clr|4|j.H}} combo. Very practical for corner carry. Requires delays to get the final {{clr|4|j.H}} low enough to knock down, otherwise it may be possible to tech. || -<br />
|-<br />
| {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > delay {{clr|3|j.S}} > {{clr|4|j.H}} > delay {{clr|5|j.D}} , {{clr|2|j.K}} or {{clr|3|j.S}} ▷ (microdash 66 for DI, IN, VE) > {{clr|1|5P}} > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Near the Corner || 178 (SO) with {{clr|1|214P}} || 0 || AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA || {{clr|4|Hard}} - {{clr|5|Very Hard}} || A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The {{clr|3|5S}} should hit at a low height, with slight delays between the initial {{clr|2|j.K}} to {{clr|3|j.S}} and {{clr|4|j.H}} to {{clr|5|j.D}}. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. || https://youtu.be/ddU7c8lK4R4<br />
|}<br />
<br />
===Early On Extensions===<br />
Examples of character specific extensions after an early On. On midweights, you should attempt this when the combo count is around 5 hits after landing the On. On lightweights, the combo count can go up to 8 hits. This will not cover On loops as these will be covered in another section.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Early On Extensions<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|5H}} || Any || 132 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except CH, KY, JO, JU, RO, VE || {{clr|4|Hard}} || A simple extension that adds a bit of extra damage after an early On into meaty Shitsu okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, SO, and ZA. Not worth attempting on AN as it's a 1 frame link. || https://youtu.be/7jnWDtlwWzA<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|3|5S}} > {{clr|4|5H}} || Any || 141 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA || {{clr|4|Hard}} || Higher damage variation of the above combo, but the {{clr|3|5S}} link can be tight. Easiest on BA, BR, DI, KL, FA, OS, and SO. Not worth attempting on JA as it's a 1 frame link. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> delay {{clr|5|D}} > {{clr|4|2366H}} -> delay {{clr|4|H}} || Any || 177 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || It is possible to link an H Fuujin after an early On, but is particularly tight on midweights. It is most practical and lenient on lightweights (ignoring JU), CH and FA, where it is a very important source of damage and a good use of meter. The H Rin ender allows for full corner carry in case you landed the On in the corner. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|5|D}} > dash > ({{clr|4|2H}} in corner) > {{clr|4|5H}} || Any || 165 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start and no {{clr|4|2H}} || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Slightly more stable and easier version of the above combo. An important BnB on lightweights (ignoring JU), CH and FA that sets up meaty Shitsu okizeme. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay {{clr|1|j.214P}} in corner) || Midscreen || 172 (TE) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AN, AX, TE || {{clr|4|Hard}} || On AN, AX, and TE, it is possible to link a {{clr|1|5P}} after a H Fuujin link after an early On. This combo technically does more damage than the On loop, but at the cost of no knockdown. || https://youtu.be/pple6DcbUvQ<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|6K}} FRC > {{clr|4|623H}} || Any || 156 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || AX, BR, FA, IN, OS, SL, SO, ZA || {{clr|4|Hard}} || Invented by former Anji player Hae, this combo is known as the "Hae Special". This FRC combo is most practical on SO and OS as the meterless On loop does not work on them. It is good for gaining the corner again in case you land an On in the corner. In other positions, it may be better to spend the meter on H Fuujin > FB Rin instead. Not practical at on AX and FA as it is a 1 frame timing. || -<br />
|-<br />
| (Starter) > {{clr|4|623H}} ▷ dash > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 149 (SO) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AX, BA, DI, FA, JO, MI || {{clr|3|Medium}} || In the corner, it is possible to link an additional {{clr|5|2D}} before the S Fuujin into Nagiha knockdown from an On. || -<br />
|}<br />
<br />
==={{clr|5|5D}} Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ {{clr|5|5D}} combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D}} > JC > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 127 (SO) || 0 || All || {{clr|2|Easy}} || Simple midscreen dust combo. || https://youtu.be/tlStvR7994o<br />
|-<br />
| {{clr|5|5D}} > JC > FD > {{clr|4|j.H}} ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 90 (SO) || 0 || All || {{clr|1|Very Easy}} || Easy Impossible Dust combo utilizing an FD flicker. || -<br />
|-<br />
| {{clr|5|5D}} > JC > DJC9 > {{clr|4|j.H}} ▷ {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions)|| Any || 102 (SO) with {{clr|2|5S}} || 0 || All || {{clr|2|Easy}} || Another Impossible Dust combo this time utilizing a double jump. When inputting the double jump, it is suggested to return to neutral first after the initial homing jump cancel. || https://youtu.be/R0Kp6dW3uCA<br />
|-<br />
| {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ (dash) > {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Corner || 112 (SO) with {{clr|2|5S}} || 0 || All || {{clr|4|Hard}} || Slightly harder Impossible Dust combo that requires inputing the initial {{clr|3|j.S}} as fast as possible. To ease the input of the double jump, it is suggested to input the double jump from the initial j.S by rolling your input from up forward to down forward, and then back to up forward. In number notation this would be a 96369 input. || -<br />
|-<br />
| {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen to Corner || 122 (SO) || 0 || All || {{clr|4|Hard}} || Impossible Dust combo that links a H Fuujin for corner carry. || -<br />
|}<br />
<br />
===Air Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Air Throw combos<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 83 (SO) with {{clr|3|5S}} || 0 || All || {{clr|2|Easy}} || Easy knockdown off an air throw.|| https://youtu.be/REjpXeLlmUw<br />
|-<br />
| Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 92 (SO) with {{clr|1|5P}} || 0 || All || {{clr|2|Easy}} || The {{clr|1|5P}} is usually more stable to link after the Air Throw. || https://youtu.be/yj33UBq7qng<br />
|-<br />
| Air Throw ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 92 (SO) || 0 || All || {{clr|2|Easy}} || It is possible to go directly into On from an air throw when the air throw is performed very low to the ground. This is optimal in terms of frontloading the damage and stun. Useful for air throw resets in stun sequences. || -<br />
|-<br />
| Air Throw ▷ {{clr|3|5S}} > ({{clr|3|6S}}) > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Corner || 122 (FA) with {{clr|3|6S}} || 0 || JU, FA, SL, ZA || {{clr|3|Medium}} || Falling {{clr|4|j.H}} combo is possible when air throwing into the corner but the {{clr|3|6S}} will usually whiff if too close to the corner, so it should generally be avoided. The inability to land {{clr|3|6S}} is the reason that this combo is preferred over the jump install route usually. || https://youtu.be/IMNPcqObkFM<br />
|}<br />
<br />
===Fuujin Loop===<br />
Highly character specific and not practical for some characters. The initial gatlings are important to pay attention to as it determines how many reps of the loop and what enders are possible. For the combos listed, assume that you cannot add any extra gatlings before the initial normal unless stated otherwise. <br />
<br />
'''Warning: Do NOT use Sol as a character practice these combos on, as Fuujin looping Sol is not viable at all due to his small vertical air hurtbox. Testament is the recommended character to practice Fuujin loops on when starting out.'''<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Fuujin Loops<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 171 (TE) with {{clr|4|2H}} and 175 (TE) with {{clr|4|6H}} || 25 || AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA || {{clr|3|Medium}} || The standard confirm into one rep of the Fuujin loop off {{clr|3|2S}} into {{clr|4|5H}} knockdown. For comparison, the same confirm into {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} does 181 damage on TE. Using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN, AX, CH, DI, and IN where {{clr|4|6H}} is more stable. || https://youtu.be/JjX3hEMOzbQ<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 181 (TE) with {{clr|4|2H}} and 185 (TE) with {{clr|4|6H}} || 25 || AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE || {{clr|3|Medium}} || Similar to the above, but slightly more damage with the On ender instead. Once again, using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN and AX where {{clr|4|6H}} is more stable. Not worth attempting on SO as it contains two 1 frame links. || https://youtu.be/Po-rGqv_g4k<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} (-> {{clr|2|K}}) > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || AN, KY, RO, TE || {{clr|4|Hard}} || Higher damage ender utilizing the 3S cancels. The K Hop can be omitted to provide a more spaced Shitsu okizeme afterwards. || https://youtu.be/ABkMAxRqFo8<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || All except AB, AX, JO, SO, OS, RO, PO || {{clr|4|Hard}} - {{clr|5|Very Hard}} || Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. || https://youtu.be/skLZI2G2Imo<br />
|-<br />
| {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}}, {{clr|4|j.H}} || Corner || 174 (SL) || 25 || JU, SL || {{clr|4|Hard}} || Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a {{clr|3|2S}} into FB Rin confirm. || https://youtu.be/xAxjdYXqzjY<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 163 (PO) || 0 || PO || {{clr|4|Hard}} || Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an {{clr|5|FB Shitsu}} unblockable afterwards. || https://youtu.be/t5Ag1ou46NM<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 206 (TE) || 25 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. || -<br />
|-<br />
| {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}}|| Midscreen to Corner || 226 (ED) || 25 || JO, ED || {{clr|2|Easy}} || High damage corner carry confirm. On JO, one extra gatling can be added before the {{clr|3|5S}}, but none can be added for ED. || https://youtu.be/WixpH1Lj5c4<br />
|-<br />
| {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}}]x2 > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 185 (TE) || 0 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. || -<br />
|-<br />
| {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 164 (ZA) || 0 || KY, JA, ZA, TE, JU || {{clr|4|Hard}} - {{clr|5|Very Hard}} || High damage Fuujin Loop variation utilizing multiple {{clr|5|2D}}. Most optimal as a combo for KY and ZA in terms of damage, but the {{clr|2|5K}} OTG is very unstable on KY. || https://youtu.be/6dHBEClM5FU<br />
|}<br />
<br />
===On Loop===<br />
Amongst Anji's hardest combos, these are usually the highest damage meterless confirms off an early On when midscreen. Most of these combos are unstable with highly specific delays and 1 frame links. '''For the majority of characters (outside of FA), these combos are not very practical and should be reserved for practice only after mastering the rest of Anji's repertoire.''' Most of the time you can spend meter instead for a more stable and damaging combo, so these combos are reserved for situations where you do not have meter, or if you just wish to style. Stability is also heavily affected by combo length, so it is best to assume that you cannot exceed the combo count defined below. These combos also cannot be performed in the corner as the IAD portion of the combo will usually launch them too high. A video by Dry-Ace is shown below for reference.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ On loops<br />
! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (AX) || 0 || AX, BR, FA, JA, MA, MI, SL, TE || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link on AX/SL, 2 frame link on BR/JA/MI/TE, 3 frame link on FA, and a 4 frame link on MA. Final {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} tends to be unstable without exact delays and often requires being input on the first frame of landing. This combo can be used as an easier version of the IAD > {{clr|1|j.K}} On loop for TE. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (FA) || 0 || FA, PO, SL, TE, VE, ZA || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link on SL/TE/VE/ZA, a 2 frame link for PO, and a 5 frame link on FA who is the most practical to perform this combo on. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 183 (BA) || 0 || BA, CH, KL || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 2 frame link. On BA, off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|2P}} must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final {{clr|1|2P}} can be done within the first two frames of landing if delays during the airdash portion of the combo are long enough, but with shorter delays, also may require the {{clr|1|2P}} being done on the first frame of landing. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (DI) || 0 || DI || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 3 frame link. Off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|5P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 4 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|1|j.P}} > {{clr|3|j.S}} ▷ {{clr|2|5P}} > {{clr|4|623H}} || Midscreen || 120 (PO) || 0 || PO || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. Slightly easier than the {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} variant of this combo on PO. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 171 (AN) || 0 || AN || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. {{clr|1|j.P}} can be used in lieu of {{clr|2|j.K}} but it is still a 2 frame link. The final {{clr|1|5P}} link must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 164 (IN) || 0 || IN || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link. The final {{clr|1|2P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below<br />
|-<br />
| [Anti-air {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 103 (AB) || 0 || AB || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link. Very difficult to land this off of P Kai on AB as {{clr|2|5K}} > {{clr|3|5S}} after P Kai will launch AB too high. || See Vid Below<br />
|-<br />
| [Anti-air {{clr|2|5K}} > {{clr|3|5S}}] or [Any 2 or less hit confirm] > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (ED) || 0 || ED || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below<br />
|-<br />
| Anti-air {{clr|1|5P}} > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 146 (PO) || 0 || PO || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below<br />
|-<br />
| [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 149 (SL) || 0 || SL || {{clr|5|Very Hard}} || In order for the final On to connect, the {{clr|2|5K}} must be hit very deep, with a 1 frame timing, and the dash buffered to come out the first frame after the initial On recovery. || See Vid Below<br />
|}<br />
<br />
===Video featuring On loops for most the cast===<br />
{{#ev:youtube|ozj004_lhL0|450}}<br />
<br />
==Character Specifics Chart==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Character !! Weight Class !! {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} !! {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} Juggle !! Early On > dash {{clr|1|5P}} !! Early On > dash {{clr|1|5S}} !! Early On > H Fuujin !! Falling {{clr|4|j.H}} Combo !! j.KSHD > Orb !! Rejump Combo !! On Loop !! {{clr|2|5K}} > {{clr|1|5S}} Fuujin Loop !! Sliding {{clr|2|5K}} > {{clr|1|5S}} > On !! Comment<br />
<!--Weight || 2D S Fuujin || 5H 2D || On 5P || On 5S || On Fuujin || falling j.H || Orb || Rejump || On loop || Fuujin loop || On pickup || Comment--><br />
<!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are--><br />
|-<br />
! {{Character Label|GGACR|A.B.A|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Anji Mito|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Axl Low|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Baiken|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Bridget|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Chipp Zanuff|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Dizzy|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Eddie|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Faust|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|I-No|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay|| -<br />
|-<br />
! {{Character Label|GGACR|Jam Kuradoberi|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Justice|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Johnny|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Kliff Undersn|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Ky Kiske|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|May|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|3|Yes}} *outside corner || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Millia Rage|24px}}<br />
| Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *delay|| -<br />
|-<br />
! {{Character Label|GGACR|Order-Sol|24px}} <br />
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Potemkin|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Robo-Ky|24px}}<br />
| Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || -<br />
|-<br />
! {{Character Label|GGACR|Slayer|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Sol Badguy|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Testament|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Venom|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || -<br />
|-<br />
! {{Character Label|GGACR|Zappa|24px}}<br />
| Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *delay|| -<br />
|}<br />
<br />
:'''*delay''': You must delay On after {{clr|1|5S}}<br />
:'''*1f''': Contains a 1 frame link<br />
:'''*omit {{clr|3|j.S}}>{{clr|4|jH}}''': Cannot use {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} on JO and MA. [{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}] or [{{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}}] for JO, and [{{clr|2|j.K}} or {{clr|3|j.S}} > {{clr|5|j.D}}] for MA.<br />
:'''*outside corner''': {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} doesn't work directly in the corner on MA without higher gravity, and thus must be started outside of the corner at lower combo counts<br />
:'''*3Sc''': All {{clr|2|5K}} > {{clr|1|5S}} > {{clr|3|236S}} Fuujin loop reps can be replaced by {{clr|1|5S}} > {{clr|1|3Sc}} > {{clr|1|5S}} > {{clr|3|236S}} reps<br />
:'''*microdash''': A microdash {{clr|1|5P}} is required for the rejump, and is usually a 1-2 frame link, unless starting the combo from only 1 hit before the super jump<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Anji Mito|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGACR/Navigation}}</div>Joefish