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 gatling chart beforehand. Of particular importance is knowing what gatlings into 2D and 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.
Juggle Combo Structure
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:
- Starters: Launchers (ground), or anti-airs (air) i.e. Attacks that will put the opponent in a juggle state
- (Optional) Extensions: Attacks that keep opponent in a juggle state, usually providing some form of corner carry, and increasing your damage output
- Enders: A choice between a knockdown, air combo for extra damage, or in some situations an air combo that also knocks down
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.
Starters: Launchers and Anti-Airs
A list of launchers that will put grounded opponents into a juggle state.
These moves: |
Lead to: |
Positioning |
Notes
|
[Gatlings (usually into 5H) > 236H -> D] or [raw 236H -> 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.
|
Gatlings > 2D > 236S -> 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.
|
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.
|
214P |
Any extension or ender except 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 236H.
|
214K |
Any extension or ender except 236H and its follow-ups (can combo into 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 236H.
|
Nagiha FRC/RC |
Any extension or ender off RC. FRC follow-ups usually only a 5H knockdown, air combo, or 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.
|
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.
|
TK j.214P RC |
Midscreen, only 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.
|
Gatlings (usually into 5H) > [236H -> K] or raw [236H -> K] |
A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 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.
|
[Gatlings (usually into 5H) > 236H with no follow-up] or [raw 236H with no follow-up] |
A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 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.
|
Gatlings (usually into 5H) > 236H -> (delay) S (optional FRC) |
A link to 2P/5P/5K into potentially into 5H knockdown, air combo, 623H, or 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.
|
CH 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.
|
CH H Rin |
Midscreen, only 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 2366H, but in the corner anything is possible.
|
CH TK j.214P |
A link to 5P midscreen, or 2P/5K/5S in the corner into 5H knockdown, air combo, 623H, or 236S extensions |
Any |
On counter hit, TK Orb launches the opponent extremely high, from which normals can be linked meterlessly.
|
CH 3P |
Any extension or ender when landed up close. At futher ranges midscreen, only 236H and 2366H can be linked |
Any |
On counter hit, 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 236H or even 2366H.
|
CH 3K |
Any extension or ender, depending on positioning |
Any |
On counter hit, 3K causes a wallbounce with a lot of time to follow-up. Usually used to punish throw attempts.
|
CH Nagiha |
A link to 5P/5K/5S into 5H knockdown, air combo, 623H, or 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.
|
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 2366H, or linking S into an air combo.
|
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:
These moves: |
Lead to: |
Positioning |
Notes
|
CH 5P |
Any extension or ender, depending on positioning. Can even combo into 236H if cancelled directly from 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.
|
CH 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.
|
CH 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.
|
Air Throw |
Any extension or ender except 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.
|
623D |
A link to 5P/5S into 5H knockdown, air combo, 623H, or sometimes 236S extensions |
Any |
After connecting FB On, it is possible to follow-up by air dashing after and landing and linking either 5P or 5S. It helps to whiff an air normal during the air dash so that you land faster.
|
CH 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 2366H, or linking 6S into an air combo.
|
Kou |
A link to 5P/5K/5S into 5H knockdown, air combo, 623H, or 236S extensions |
Corner |
Midscreen you cannot combo off this autoguard special, but in the corner it's possible to link normals.
|
Combo Extensions
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.
These moves: |
Lead to: |
Positioning |
Notes
|
236H -> K |
A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 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.
|
236H with no follow-up |
A link to 2P/5P/5K/5S into 5H knockdown, air combo, 623H, or sometimes 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.
|
236H -> 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.
|
5P/5S or 6P/2H/6H in the corner > 236S (-> 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.
|
5P/5S or 6P/2H/6H in the corner > 236S -> 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.
|
5P/5S > 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.
|
Enders: Knockdowns or Air Combo
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.
Here are a list of your standard knockdowns off juggles.
Juggle Knockdown |
Positioning |
Notes
|
5P or 5S or 2H (corner) > 5H |
Any |
The easiest knockdown to land and also the least damaging. The 5S does more damage than 5P, but the 5P is faster and easier to connect, and off some juggles in the corner with more untechable time, you can also land 2H before the 5H for more damage. For shorter combos, 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.
|
5P or 5S > 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 5H knockdown instead. Landing the On requires the opponent to be at a higher height than landing the 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 5S does more damage and is usually gatling'd from 5K to get the right height for the On to hit, but the 5P is faster and can connect into On at higher heights.
|
236H -> 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 FB and H Rin" section for more details on how to stabilize this ender.
|
236S -> S |
Corner |
Primarily used in the corner as a high damage ender that provides good spacing for Shitsu okizeme.
|
236H -> delay 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.
|
Air Combo ending in low height 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.
|
Air Combo ending in low height j.H |
Near corner |
Some combos can be ended with a low to the ground 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.
|
Air Combo ending in low height j.D |
Near corner |
When j.D is done low enough to the ground, there is enough untechable time to provide a knockdown. Commonly done by linking a falling j.D after a meaty Orb.
|
Should I end with a Knockdown or Air Combo?
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:
- In some situations the opponent will not be at the right height or distance to land both 5H or On, so you are by default better off going for an air combo.
- 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.
- When you need to close the round out you should go for an air combo.
- When you simply want the extra damage and don't mind sacrificing your okizeme and returning to neutral.
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.
Stabilizing FB and H Rin
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.
236H -> 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.
236H -> 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.
For both follow-ups, there are two variables to be cognizant of: H Fuujin depth and screen positioning.
For screen positioning there are three to consider:
- Corner
- Midscreen
- Back to corner
For H Fuujin depth there are also three to consider:
- "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
- "Tip" i.e. when H Fuujin hits the opponent at the very tip of its hitbox
- "In-Between" i.e. the nebulous distance in-between a deep H Fuujin and one that hits at its tip
Position |
H Fuujin Depth |
H Rin Stabilization |
FB Rin > H Fuujin Stabilization |
Notes
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
How do I always hit with the H Fuujin tip?
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:
- Adding more gatlings before the H Fuujin
- Adding delays between the gatlings with late cancels
- Late canceling from 5H into H Fuujin
- Adding 3S cancels, either via [5H > 3Sc > 5S] or [5S > 3Sc > 5S]
Air Combo Structure
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.
Jump Install Combo Structure
Anji's super jump combos often utilize a jump install to get a double jump for more damage.
First, let's look at the three primary ways to start a Jump Install combo:
- 5S > [7/8/9] > 6S > SJC9
- 5K > [7/8/9] > 5S > SJC9
- 5P > [7/8/9] > SJC9
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.
Next, the basic jump install combo structure is:
- Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9 > Ending sequence that changes depending on screen position
The initial j.S > j.P > j.S can be replaced with j.K > j.S if they're too high or j.S > j.P > j.K > j.S on midweights and heavyweights if they're too low.
Ending sequences will be elaborated on below.
Midscreen Jump Install Combo
Midscreen, your combo routing choice is generally limited to these two ending sequences:
- Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9 > j.S > j.P > j.S > j.D which is universal and stable
- Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9 > j.K > j.S > j.H > j.D which does more damage but does not work on AB, KL, JO, or MA.
When In or Near the Corner, Use Momentum Preservation
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 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 j.H would whiff due to pushback.
Momentum preservation requires inputting the double jump WITH a 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+j.P
Jump Install Orb Combo
The basic jump install Orb combo near the corner (and midscreen on JO):
- Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.D > j.214P > (Optional linking of j.K or j.S after the Orb for more damage)
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.
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.
Jump Install falling j.H Combo
On BR, FA, SL, ZA, and JU it is possible to do the following combo near the corner:
- Jump Install Starter > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.H > (delay) j.D , (delay) falling j.H (BR requires j.K > j.S > DJC9+j.P)
The j.H linked at the end after the 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 j.H low enough to provide a knockdown.
Non-Jump Install Orb Combo
The standard non-jump install super jump combo is usually done near the corner as:
- Starter > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P
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.
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 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 j.S > j.P > j.S > j.H > j.D > j.214P for slightly less damage.
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 j.H and 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.
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.
If you want a better knockdown, it is possible to RC the Orb, and extend the combo with a delayed 236H (wall bounce occurs) > 5K > 5S > 623H. The On will knock the opponent back in the corner with better Shitsu okizeme spacing.
Non-Jump Install falling j.H Combo
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 j.H after the j.D in this combo:
- Starter > SJC9 > j.K > (delay) j.S > j.H > j.D , falling j.H
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.
There are a few simpler variations of the combo that can be done that omit the j.H:
- Starter > SJC9 > j.K > (delay) j.S > (delay) j.D , falling j.H
- Starter > SJC9 > j.K or j.S > (delay) j.D , falling j.H
- Starter > SJC9 > j.K or j.S > j.P > j.K or j.S > j.D , falling j.H
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 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 j.D, otherwise the j.H will most likely whiff.
The last combo variant is mainly stable on FA, JO, JU, SL, and ZA, but doesn't require any delays between normals.
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.
Midscreen Non-Jump Install Combos
In some situations midscreen, you may not have access to a jump install available before going into an air combo. This is common off 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.
The standard combo structures midscreen with no jump installs are:
- Starter > SJC9 > (j.K or j.S) > (j.P) > j.K > j.S > j.D (RC > airdash > Gatlings > j.D > j.214P near corner)
- Starter > SJC9 > j.K > j.S > j.H (RC > j.S ▷ 5P > 623H)
- Starter > SJC9 > j.K > (delay) j.S > j.H > j.D (RC > airdash > Gatlings > j.D > j.214P near corner)
The first combo is relatively universal, and it's possible to RC the j.D and airdash afterwards to continue the combo and land another j.D into Orb if you reach the corner.
The second combo doesn't knock down after the j.H, but can lead to a tech trap. It is possible to spend meter for a knockdown by RCing the j.H into a falling j.S which can link to an On, but it is quite difficult.
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 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.
3S Cancels
Anji's 3S normal has a special property where at frames 8-10, during the attack's start-up, it can be cancelled into 5S and 5H. This is called a 3S cancel, denoted as 3Sc. Anji has a number of normals that can gatling into 3S, but do not gatling into 5S or 5H, and by utilizing this 3S cancel, it effectively opens up new pseudo-gatling routes. Each of the new 3S cancel routes are useful in their own way, and are listed below.
3S Cancel Route |
When should I use it?
|
5P > 3Sc > 5S |
5P usually only confirms into 2D, but with this 3S cancel route, it allows a 5P to connect to 5S > 5H > 236H for more damage. It is particularly useful as a confirm after linking 5P after a Sou, as well as off jump-ins on standing opponents where 5P is the fastest normal that will link after the jump attack.
|
5S > 3Sc > 5S |
3Sc > 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. 3Sc > 5S looped into 2D is useful for giving a max distance 2D knockdown which is ideal for Shitsu okizeme. Several 3Sc > 5S looped into 5H > 236H is useful for stabilizing H Fuujin combos that require it to be hit at the tip.
|
2S > 3Sc > 5S |
At closer ranges, 2S can connect to 5S > 5H > 236H, opening up more damaging confirms off a 2S instead of the usual 2S > 2D > 236S routes. This is particularly useful on the heavyweights where 2D > 236S -> D does not work. On block, the cancel provides more options for block strings instead of just stopping at 2S > 2D as well, such as 2S > 3Sc > 5S > 2S. Since this route works best at closer range, it usually is applied during Shitsu pressure or as a 2S meaty on okizeme.
|
5H > 3Sc > 5S |
Forms the basis of Anji's max damage grounded confirms with the following string 5S 5H > 3Sc > 5S > (6P) > 5H. It is usually used to punish high recovery reversals.
|
5H > 3Sc > 5H |
Mainly used as a frame trap, as it only combos on counter hit.
|
How do I do the 3S cancel consistently?
If you buffer the 3S gatling too early, you will have to delay the final 5S or 5H input as the 3S animation has yet to come out. Therefore, to make the 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 3S cancelling from, and then input the 3S followed by the 5S or 5H input immediately after, almost like a double tap.