Overview
Guts Rating: 5
Defense Modifier: x1.06
Stun Resistance: 65
Strengths:
Weaknesses:
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
- See also: Anji Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
Throws
Special Moves
Fuujin 236S/H
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
236S
|
30
|
2.50/3.60
|
10
|
7
|
3
|
HLF
|
R
|
15
|
3
|
27
|
-16
|
236H
|
46
|
2.90/4.08
|
10
|
7
|
3
|
HLF
|
R
|
20
|
3
|
27
|
-16
|
|
Shin: Isshiki P during Fuujin
|
|
Issokutobi K during Fuujin
|
|
Kai 214P/K
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
214P
|
32
|
2.00/7.20
|
8
|
7
|
3
|
H
|
R
|
28
|
3
|
9
|
+2
|
214K
|
50
|
2.50/1.80
|
14
|
6
|
4
|
HA
|
RF
|
32
|
10
|
till landing+8
|
+1
|
|
Force Breaks
Overdrives
Kachoufuugetsu 63214S during autoguard
|
|
Instant Kill
Strategy
- Basic Combos
Ground Combos
Your ground combos should strive to get decent damage and then put the opponent on the ground in position for a meaty butterfly. Remember that means ending them in 2D, or Fujinn followed by the hop. You won’t get real fancy with these until we discuss ending them in launchers for air combos, so here are some basics.
5K, 5S, 5S, 2D, 236S, K
5K, 5S, 2S, 2D, 236S, K
5K, 5S, 5H, 2D
On crouching opponents
5K, 2S, 5H, 2D, 236S, K
5S, 6P, 5S, 6P, 2D (or 236S, S if opponent is too far)
Alternate Color Chart
Click [★] for character's full frame data