GGACR/Anji Mito: Difference between revisions

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A decently safe followup to Fuujin.
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.
*Can be airdashed out of, making it harder to punish after it hits and allowing for possible conversions.
*FRC makes it completely safe.
*Has a long startup making it possible to punish if the opponent is quick to react or read it. Working it in with other followups is key.  


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, but don't become overly reliant on it. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point makes the move completely safe, however.
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.
'''Additional Frame Data:''' ''Anji is airborne 4F onwards. FRC timing 6~8F. Auto Jump Install. Listed Frame Adv is for a standing opponent in the corner (Tested on Sol).''
'''Additional Frame Data:''' ''Anji is airborne 4F onwards. FRC timing 6~8F. Auto Jump Install. Listed Frame Adv is for a standing opponent in the corner (Tested on Sol).''
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A long hop from Fuujin.  
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, and it's fairly fast. During the leap, Anji can potentially cross up depending on spacing.  
*Can go over lows and potentially cross up.
 
*Can be very strong when used in butterfly mixups.
This move is great for getting into your opponents head. The threat of a throw or crossup makes this move offers is 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.
*Great way to close space after a Fuujin.  
 
*Is in CH state until he lands making it very risky if punished.  
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.


'''Additional Frame Data:''' ''Can pass through opponent 7~24F.''
'''Additional Frame Data:''' ''Can pass through opponent 7~24F.''

Revision as of 05:49, 2 August 2022

Overview
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 FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16, 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 ShitsuGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7 to keep his opponent blocking while he runs up to perform a mixup or engage in pressure. Fuujin, Autoguard, Butterfly Oki, Late-Cancelling and 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.

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 3K, 3S and 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.

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.

 Anji Mito  Anji Mito is an all-rounder character who revolves around countering his opponents offense with autoguard and the infamous Fuujin.

Pros
Cons
  • 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.
  • 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.
  • 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 OnGGAC Anji On-1.pngGuardUnblockableStartup11Recovery20+6 after landingAdvantage-, which drops opponents at the perfect spacing for butterfly oki.
  • Tricky Mixup Tools: A fast overhead in 3P, a standing low in 3K, Fuujin followups, and his oki setups give Anji great tools for opening up targets.
  • Autoguard: Several normals allow Anji to proceed unimpeded through abare attempts, and cancel his blocks into even stronger options.
  • Strong Aerial Mobility: Air stalls, On, and a unique super jump give Anji some good aerial tools.
  • High Guts Rating: Despite an average defense modifier, his guts level lets Anji survive longer than expected.
  • 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.
  • 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 Meaty Attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s, to keep his opponent blocking on wakeup.
  • Low Profile Vulnerability: Anji struggles with finding meaningful answers to low-profile moves. Opponents with access to strong low-profile tools like  Sol can make it difficult for Anji to stop their approach against him.
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.
GGACR Anji Mito Nameplate.png
GGACR Anji Mito Portrait.png
Damage Received Mod
×1.06
Guts Rating
5/5
Gravity Mod
×1
Stun Resistance
65
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.None
Guilty Bits Character Intro
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

See note about autoguard ※1 here.

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10 Mid 4 3 8 +3 3
Total: 14

Anji's 5P is an amazing jab, coming out fast while also having a large hitbox in front of Anji.

  • Is a great anti-air that can catch a lot of approaches.
  • Can be crouched under.
  • Has limited options for gatlings.

Gatling Options: 6P, 3P, 6K, 3S, 5H, 6H, 5D, 2D

Additional Frame Data: Untechable for 16F.

5K

5S

5H

5D

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24 Mid 18 4 16 -1 1~21F Above Knees 5
Total: 37

Great all around anti air, especially against airdashes.

  • Anji leans back during the animation allowing him dodge certain things.
  • Has a great disjoint like most 6P's.
  • Can go into 236H on normal hit or chain into 5H before 236H for extra damage, but can be inconsistent depending on range.
  • Good for frame traps.

Gatling Options: 3P, 6K, 3K, 5S, 6S, 2S, 3S, 5H, 2H, 6H, 5D, 2D

Additional Frame Data: Staggers opponent on ground CH (max 49F). Hitstun 21F. Initial prorate 90%.

3P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 11 6 18 -10 1~7F High Guardpoint 3
Total: 34

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.
  • Has no true gatlings besides 3P which acts as a frame trap to discourage punishment when 6K is not cancelled.
  • Can be late cancelled into 5K on hit, block or whiff during the final 10 frames.
    • A 5F gap on block between 6K and 5K provides another frame trap discourage mashing.
    • At Level 3 Stagger, on 6K CH, the 5K will link and provide a combo.
  • FRC or RC can be used to further make 6K safe with FRC leading to good combos or the ability to continue your pressure.

Gatling Options: 3P

Additional Frame Data: Staggers opponent on ground CH (max 37F). FRC timing 11~12F. Can be late cancelled into 5K from 24F onwards.

3K

6S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
34 Mid 13 4 17 -7 7~12F High Guardpoint 3
Total: 33

An extremely far poke covering a large portion of the screen in front of Anji.

  • 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.
    • Unfortunately, 6S's hitbox is deceptive and only hits on the ends of the fans. This makes using 6S up close a risky option.
  • Has many gatling options.

Note: Anji does not have a f.S. 5S will activate at any range. However, 5S will automatically gatling into 6S if S is pressed again on contact.

Gatling Options: 3P, 6K, 3K, 2S, 5H, 2H, 5D, 2D

3S

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 High/Air 7 9 18 3
Total: 33

j.S is a pretty good move for most aerial scenarios.

  • Hits a good bit in front of Anji.
  • Great for SJC combos.
  • Can be used as an air-to-air or as a jump-in.
  • Frames 3-4 of start-up are affected by a unique bug with the following properties:
    • When done low enough to the ground, these frames will gain high autoguard.
    • 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.
    • 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:
      • No meter gain on Gold Burst.
      • No burst refill on Blue Burst.
      • No level up from Johnny's coin.
      • No follow-up animation from cinematic supers and instant kills.

Gatling Options: j.P, j.H, j.D

Additional Frame Data: High autoguard 3~4F when low close to the ground. This is a bug. See notes on bug above.

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High/Air 10 6 14+6 after landing 1~11F, 22~End Upper Body 3
Total: 35

j.D is a powerful button with a few uses.

  • Can stop Anji's aerial momentum.
  • Can be used as a good air to air.
  • A pretty decent combo ender, especially in the corner where Anji can go into j.214P for a knockdown.
  • Blows back opponent on hit.

Additional Frame Data: Initial prorate 90%. Blows back opponent on hit (untechable for 30F). Wallsticks opponent on CH (untechable for 84F, wallstick for 30F). Can be canceled into any jump attack except another j.D 22F onwards.


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Shitsu

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18, 16×2 All 21 56 Total 48 -7 1

A slow moving projectile with two parts to it.

  • Once the projectile comes out and touches something, either a opponent or another projectile, it will transform and come down for two hits.
  • Allows a lot of Anji's oki game, forcing the opponent into situations weighed in Anji's favor.
  • Disappears if it doesn't touch anything in the first part for long enough or if Anji is hit at any point.

Additional Frame Data: Projectile disappears immediately if Anji gets hit. Falling butterfly has Chip damage x2. Falling butterfly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile.

Fuujin

236S or 236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236S 30 Mid 15 3 27 -16 3
236H 46 Mid 20 3 27 -16 1~12F Strike 3
Total: 44
Total: 49

Anjis's main way to get into his Fuujin followups.

  • Used in combos especially for 236S > D extensions.

Additional Frame Data: Slides opponent on air hit (untechable for 40F, slide for 20F). Can cancel into followup attacks 27F onwards.


A extremely useful tool in Anjis neutral playbook to cover opponents infront of Anji.

  • 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.
  • Launch on hit allows for most of his routes, typically using 236H > D.

Additional Frame Data: Initial prorate 80%. Wallbounces opponent on hit (untechable for 38F). On CH untechable for 120F. Can cancel into followup attacks 32F onwards.

Shin: Ichishiki

Fuujin > P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10×6 All 36 Total 50+8 after landing +17 3

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.

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, but don't become overly reliant on it. The entire cast can punish Anji for using it by anti-airing or air-to-airing his ascent. Using the FRC point makes the move completely safe, however.

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. Additional Frame Data: Anji is airborne 4F onwards. FRC timing 6~8F. Auto Jump Install. Listed Frame Adv is for a standing opponent in the corner (Tested on Sol).

Issokutobi

Fuujin > K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24+6 after landing 7~24F Lower Body

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, and it's fairly fast. During the leap, Anji can potentially cross up depending on spacing.

This move is great for getting into your opponents head. The threat of a throw or crossup makes this move offers is 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.

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.

Additional Frame Data: Can pass through opponent 7~24F.

Nagiha

Fuujin > S

Rin

Fuujin > H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High 27 8 16 0 8~26F High Guardpoint
1~22F Throw
5
Total: 50

Slow overhead followup from Fuujin, all to setup some solid oki... or to fish for a disgusting counter hit. Even then, it's a way to transition into his autoguard moves during pressure with Fuujin in general.

  • A lot of overhead autoguard frames and is a fat Level 6 move on block; also neutral on block unless it's been slashbacked.
  • Works well to catch opponents off-guard, but can be beat out with a low.
  • Throw invincible helps to make opponents have to understand how to beat it.

Additional Frame Data: Slams down and knocks down opponent on hit. 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. Blockstun 21F.

Kou

P during Autoguard

Sou

K during Autoguard

On

623H

Kai

214P or 214K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
214P 32 High/Air 28 3 9 +2 22~27F Feet 3
214K 50 High/Air 32 10 8 after landing +1 32~41F Feet 4
Total: 39
Total: 49

A short range overhead that can crossup.

  • Is slightly plus on block, but the number of frames depend on opponents height.
  • Can be airthrown if they predict it.

Additional Frame Data: Anji is airborne 4~27F. Feet invincible 22~27F. Knocks down opponent on hit.


Less safe and easier to react to since Anji jumps higher.

  • FRC leads to much stronger and more unpredictable mixups and is safer.

Additional Frame Data: Anji is airborne 9F onwards. Groundbounces opponent on hit (untechable for 40F). FRC timing 22~30F. Listed Frame Adv is for a standing block (tested on Sol). Auto Jump Install. Anji automatically turns to face the opponent after FRC.

Shin: Nishiki

j.214P


Force Breaks

FB Shitsu

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25, 16×2 All, High/Air×2 21 88 Total 50 -9 1, 2×2

Similar to normal Shitsu but the second part is now an overhead.

  • Allows Anji to perform unblockable setups.
  • Has more recovery, more range, and travels faster compared to normal Shitsu.
  • The increased range and speed make it a situationally useful move to control space.

Additional Frame Data: The falling part has Chip Damage x2. 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.

FB Rin

Fuujin > D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50 High 21 8 8 +5 2~20F High Guardpoint
2~25F Throw
5
Total: 36

Anji's main use of meter.

  • Ground bounces, OTGs, and does a metric ton of damage.
  • Main combo extension after H Fuujin.
  • Effectively fully throw invul since they will likely still be in block stun from the Fuujin before the followup.
  • 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.

Additional Frame Data: Ground bounces opponent on hit (untechable for 60F). Listed Frame Adv is for standing block (tested on Sol). Startup is 25F to hit a crouching opponent (tested on Sol).

FB Kou

D during Autoguard

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
35, 7×6, 70 Mid 4 2,4×6(24)4 24 -66 1~11F Strike
12~13F Upper Body
3, 1×6, 5
Total: 104

Like the normal version, it is used as a response to an anti-air autoguard.

  • Trades meter build for damage and for it to be safe on block since you can air dash out.

Additional Frame Data: 1st-7th hits float opponent. 2nd-7th hits have hitstop 5F. 8th hit slams down opponent and fully untechable. Anji is in CH state until landing. FB Kou can only be used during the hitstop of an autoguarded attack.

FB On

623D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
0, 90 Unblockable 21 18 35+6 after landing 10~18F Low Profile
19~38F Strike
3
Total: 79

Situationally useful when your opponent likes to stall on the top of the screen.

  • Can be air dashed out of.
  • Its start up makes it hard to combo into compared to normal ON.
  • FRC works similar to normal ON, but spending 25 meter before the FRC makes it hard to justify.

Additional Frame Data: Knocks down opponent on hit (untechable for 120F). Anji is in crouching state during landing recovery. FRC timing 19~20F. Anji can move before landing on hit or FRC.


Overdrives

Issei Ougi: Sai

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
11×11, 50 All 7+3 4×9,2×2,4×4 63 -40 3~6F Above Chest 3

Useful way to tack on some extra damage in a combo.

  • Works after On.
  • Has some slight invincibility but not enough to make using it as a reversal worthwhile.
  • FRC allows you to combo out of it for some more damage.
  • If you are hit after the very start the move will still come out but you can move and follow up for free.

Additional Frame Data: Anji is in CH state during move. Dizzy modifier x0. Can pass through projectiles. FRC timing 66~70F. Projectile guranteed to activate after 10F. Giant fan will activate on 53F if the 11th hit hits (not blocked).

Tenjinkyaku

[2]8K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30, 14×13 High/Air 18+0 10 20 after landing -11 4~20F Strike 5, 3×13
Total: 47

A super version of Kai.

  • Because of it going into the air, it can allow you to get out of the corner.
  • It's unreactable 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.
  • Can do some ambiguous cross ups but the steep meter cost makes it not worthwhile.
  • Has some invincibility, but other moves are more useful for that.

Additional Frame Data: Opponent cannot input anything from after super flash until the 3rd active frame. Listed Frame Adv is for standing block (tested on Sol). 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.

Kachoufuugetsu

63214S during Autoguard

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40×4 Mid 7+0 5(16)5(12)5(20)5 75 -61 1~22F All
23~69F Throw
5

Unburstable super after autoguard.

  • Guaranteed to connect after the first hit.
  • 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.
  • Can be special cancelled into if attack with autoguard connects provided autoguard itself was triggered.

Additional Frame Data: 1st-3rd hits stagger opponent on hit (max 65F). Opponent's inputs are frozen until the 2nd active frame of the 1st hit. Anji is in CH state during move. Dizzy modifier x1.5. FRC timing 63~65F.


Instant Kill

Zetsu

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

External References

Navigation

 Anji Mito
To edit frame data, edit values in GGACR/Anji Mito/Data.
Systems Pages