GGACR/Anji Mito/EX

From Dustloop Wiki


EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

 Anji Mito -- Info Needed --

Pros
Cons
  • Big Funny Special Character: EX Anji gains access to a special version of Sou, accessible outside of autoguard and sporting extreme power in neutral as a disjoint low crush, being rather difficult to punish at range and with combos where it loops into itself, forming a terrifying presence that can scare opponents into staying put during the ground game.
  • God of Converting: Despite losing the simple convertability of his normal Fuujin variants, the aforementioned Sou, a groundsliding j.H and Mukei (a super version of Fuujin with followups that cost no extra meter) give him powerful routes from anywhere on the screen, all tending to sport strong damage and corner carry with the right awareness.
  • Stronger Defense: Even though EX Anji no longer has some of his prime defense options in H Fuujin and autoguard Sou, EX Anji gets new/altered autoguard points on moves like 5H and 6H, an extremely powerful low crush with early strike invul frames and 4F startup in Sou (this move is going to come up a lot), Mukei which on paper is simply a solid strike invul reversal but the followups give it the terrifying threat of 200+ damage off a reversal with no extra meter post super used, and Kachoufuugetsu usable as a Guard Cancel super similar to Baiken's. (yes, you read that right.)
  • Unblockables: Threatening oki presence as Shitsu (both normal and FB) are overheads on the flying down parts, giving EX Anji potential to loop strong corner routing into the threat of an unblockable (with strong damage Sou loops off it if you use P Shitsu on all his knockdowns, making Shitsu pressure significantly scarier for the opponent.
  • Throw Vulnerable: Not an outright con but needs to be noted anyway, none of EX Anji's reversal options have throw invul and his only throw invul option is his 3K, which is rather slow on it's own as an option and will lose to throws OSed with faster normals, so while his defense is strong it can be throw exploitable sometimes.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 3 6 +3

Important normal but mainly for combo purposes, since it's a key part of EX Anji's rejump pickup strings. Slightly worse than normal Anji's, cranking slightly less guardbar and it's a Level 2 normal instead of 3 (giving it weaker hitstun), but is still plus on block and recovers 2 frame fasters than his normal version.


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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6 7 2 12 14

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 5 5 6 -1

Completely identical to the normal counterpart data wise, but extremely powerful as it combos into Sou at it's max range on some characters grounded.


Gatling Options: 6P, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

c.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 7 4 13 -3

Still a strong button for combos and pressure, but is much more limited as a poke due to being reverted back to a proximity normal. This also means you need to be more careful in combo strings like 5K > c.S as you will get f.S and drop if you are too far.

  • Reverted to AC+ frame data and doesn't add any guardbar on block as well as being -3 instead of 0, make sure to mix in other normals and 3S in your blockstrings to crank guardbar.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 6 4 17 16
  • Cancellable during first 8 recovery frames

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 13 4 17 -7 7~12F High Guardpoint

Data wise near identical to normal Anji's 6S, but reverted back to only being usable as an f.S normal and doing slightly less damage. However it's still really strong, and reward is actually boosted in EX as S Fuujin moves forward faster, letting him combo into it at more ranges (but not absolute max range/clipping extended hurtboxes). EX 5H will likely be stronger to use in a lot of situations you would want to use this though.


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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 15 4 21 -6 4~11F High Guardpoint

Absurd normal. Retains the strong range of it's normal counterpart and air knockdown properties, often making it a strong poke and combo ender.

However, on EX this move regains the additional property of getting high autoguard frames from frame 4 to 11, cementing itself as an extremely strong neutral tool, plowing through moves either knocking down air opponents as an autoguard anti-air, or the forced crouch hit on ground letting him combo into the tip of Sou freely if far away.

  • Identical in frame data besides the added guardpoint but loses a few gatlings, namely into 6P.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Crouch 20 18
  • Slams down on air hit
  • Cancellable during first 16 recovery frames

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 25 6 26 -18 4~12F High Guardpoint

Similar to normal, but two frames faster on startup and weaker autoguard frames.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14
  • Cancellable during first 5 recovery frames

6P

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 18 4 16 -1 1~21F Above Knees

Identical to normal minus a few gatlings.


Gatling Options: 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 20 6 5 19 18
  • Anji's back can be hit as he stands 18F onwards
  • Staggers on ground CH (max 37F)
  • Cancellable during first 14 recovery frames

6K

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 11 6 18 -10 1~7F High Guardpoint

On the surface, looks identical to it's standard version with losses as a tool due to other things missing (no 3P gatling for pressure or Sou off autoguard as defense), however it's balanced out by it's counterhit effect, launching opponents into the air, making it a potentially devastating defense option as EX Anji gets a full conversion thanks to routing into j.H groundslide.

  • Still late gatlings into 5K.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14
  • FRC timing 11~12F
  • Floats on CH (untechable for 64F)
  • Cancelable into 5K from 25F onwards

3K

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 20 4 14 -4 1~5F Low Guardpoint
1~End Throw

1 frame more startup and more minus than his normal version, but can be used as a throw callout button due to EX Anji's lack of throw invul reversals and does a huge launch on normal hit now, and can be comboed near corner into Sou loops or into max H Fuujin > FB Rin midscreen on CH or against lights. Solid.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 Launch 28 + WBounce 14 + WBounce

3S

Damage Guard Startup Active Recovery On-Block Invuln
12×2, 18 Mid 19 3,3(3)12 10 -3 5~10F Low Guardpoint
5~24F Upper Body

A crucial pressure normal in EX.

Has similar applications to normal, but the attack itself works in a very different way. Multihitting instead of one big hit and comes out 8 frames faster than normal, with the first two hits vacuuming the opponent and cranking up guardbar to an insane degree (although this move is significantly weaker on hit than on block, taking off more than it adds).

Instead of having to 3S cancel, it freely gatlings into c.S and 5H while those normals also go into it, letting Anji continue pressure while simultaneously frame trapping and cranking their guardbar so whatever hit he gets next is terrifying.

Will always leave a gap if you use it in a string, but this only gives Anji plenty of opportunities to catch mashing or escape attempts, and can be snuck into Shitsu FRC unblockable setups into a c.S 2S string to raise guardbar a little while confirming into the UB.

Incase this move wasn't doing enough, it also has upper body invul starting from frame 5 until after the move is already active, also sporting CRAZY hitboxes with pure disjoint on the first two hits unique to EX Anji, letting him use it as a powerful anti-air and the wide cancel window also letting him get a Koukasu with general ease, provided it multihits. Even if 3S doesn't connect properly and they tech out, they will have to FD the entirety of the following Kou which is also a very dangerous situation.

  • Also has some low autoguard so you can catch low mashes, however it's not frame 1 and lasts for a very short amount of time unlike normal Anji's.

Gatling Options: c.S, 5H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×2, 20 15×3 3×2, 5 14, 19 14, 18
  • First two hits vacuum opponent
  • In CH state during move
  • In crouching state 5~10F
  • Cancellable during recovery

6H

Damage Guard Startup Active Recovery On-Block Invuln
14×4, 34 Mid 13 3,3,3,3(3)6 18 -12 1~11F High Guardpoint

Nearly as ridiculous in pressure as the above normal, being reverted back to multihit state with the first two hits being jump cancellable. Anji is able to rebuy pressure with meter by FRCing the last hit or by TKing Air Kai FRC off this , letting him get back in very advantageous provided you do it fast enough.

Also a ridiculous normal to mash in neutral or defense as it has high/mid FRAME 1 AUTOGUARD for some reason while still being special cancellable, letting Anji bulldoze out of strings into full Sou loops or force people into his own pressure strings with ease.

  • Also tends to knockdown on air hits even late into routes due to people falling into the multihits, but is a very disadvantageous knockdown compared to just doing airhit 5H.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×4, 6 7×5 3 14 26
  • FRC timing 28~29F
  • CH state extends into first 9 recovery frames

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 6 0

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 8 2 6 +6

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 8 7 3 14 14

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 8 6 14 -6 11~13F, 21~23F Low Profile

Gatling Options: 3S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14
  • Cancellable during first 11 recovery frames

2H

Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 20 5 15 +3 1~15F Low Guardpoint

Effectively the low autoguard counterpart to 6H, with an absurd frame 1 autoguard property. Comes out fairly slower though so you may have to use autoguard followups over letting the normal itself finish. Gatling Options: 3K, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 6 5 17 16
  • Cancelable into 6P from 29F onwards

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 7 3 25 -11 5~23F Low Profile
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
11 6 4 Down 16
  • Cancellable during first 22 recovery frames

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 8 3 3

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 6 6 10

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 7 9 18

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 13 6 15

Similar to his normal version in most areas, but functions as an extremely powerful combo tool as on airhits it causes a groundslide (EVEN ON NORMAL HIT), strengthening your conversion ability and allowing EX Anji to get corner carry effortlessly or turn stray air hits into full ground routes, for very strong damage and knockdowns. Disgustingly stupid button. Gatling Options: j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 40 + Slide ??
  • Slams down opponent on air hit

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 10 6 14+6 after landing 1~11F, 22~End Upper Body
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 8 7 3 Launch 30
  • Wallsticks on CH (untechable for 84F, sticks for 30F)
  • Can be canceled into any air normal (except another j.D) 23F onwards

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
56 43 pixels
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Down

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 60
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 12 6 12 -4 1~11F All
12~26F Throw
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Down 14

Special Moves

Shitsu

236P

Damage Guard Startup Active Recovery On-Block Invuln
18, 30 All, High/Air 22 56 Total 48 -6

A fairly different move from it's normal counterpart, reverted to it's #Reload state where the second half forms into a single overhead hit, allowing unblockables.

Extremely powerful in theory and stronger than it's FB counterpart in damage, but harder to setup and if they get hit by the first half, the second half doesn't come out.

  • Has an FRC point a bit after butterfly comes out to help you enforce setups better or just stay safer.
  • Raises guardbar on block and takes away much less guardbar than FB Shitsu hits.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3, 11 8, 6 1, 4 10, 17 10, 16
  • FRC timing 25~26F
  • Second part triggers only on block
  • Projectile disappears if Anji gets hit

Fuujin

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 28 Mid 14 2 27 -10
236H 28 Mid 19~35 2 27 -10 1~9F Strike

Both versions of Fuujin take a bit of a sidestep in EX mode, with neither version being able to whiffcancel into followups anymore, but still has staying power as a pressure/mixup tool with it's new/altered followups and is good for conversions sometimes.


S Fuujin is strong in blockstrings and occasional further range ground conversions, but is generally outclassed by Sou for combo purposes when that's in range as it doesn't groundslam on air hit (this also makes knockdowns off Fuujin harder) and can only combo into Nagiha on normal hits, needing meter to capitalize off of.


H Fuujin is a bizarre departure from it's standard counterpart, having completely different usage as a crossup/extremely far range Fuujin. Pretty terrible in neutral and defense despite the prior mention as it has weaker invul frames than the original and tends to last much longer than it/takes longer on crossup hit.

A strong pressure tool and rare combo piece despite these shortcomings, as on crossup H Fuujin you have an FRC point to throw them off if they expect it or go into stronger and frankly terrifying mix as the crossup itself is very fast and hard to react for a crossup up close, allowing you to do silly things like crossup again or high/low. Potentially powerful in Shitsu setups.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 20 6 5 19 22 + WBounce
236H 20 6 5 19 22 + WBounce

236S: 236H:

  • FRC timing 9~6F before active
  • Startup 24F if doesn't crossup, no FRC point

Kai: Isshiki/Nishiki

Fuujin > P or 214K

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 28 3 9 +2 22~27F Feet

Both versions identical to each other, but can now be done as a Fuujin followup. Solid low crush and followup version combos off counterhit Fuujin, allowing strong conversions.

  • Can be used to buy plus frames off Fuujin while still making them think about high/low, as Kai is a high and Nagiha is low.
  • Also can be thought of as an attack counterpart to K followup, being able to go over lows while netting you a full combo by hitting them, albeit it is slower and easier to punish on reaction.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 8 7 3 Launch 30
  • Anji is airborne 4~27F

Issokutobi

Fuujin > K

Damage Guard Startup Active Recovery On-Block Invuln
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, which can lead into solid butterfly oki. 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 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, and can be readily thrown on reaction during its landing recovery. 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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
  • Airborne and can pass through opponent 7~24F
  • Anji is in CH state until landing

Nagiha

Fuujin > S

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 10 6 27 -19
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Launch 35
  • FRC timing 23~25F

Rin

Fuujin > H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 23 10 8 +4 6~22F High Guardpoint
1~29F Throw

An interesting move, sporting faster startup than normal and is +4 on block over being 0, allowing for strong resets. Unfortunately, it's also a mid in EX, essentially making it a frametrap/pressure rebuy and checks on mashes with autoguard specifically.

  • Groundbounces even on normal hit, giving simple confirms (usually into j.H groundslide routes).
  • Will bizarrely pass through the opponent sometimes if Fuujin was done too close, such as an S Fuujin done with dash momentum. This has no real use besides scaring your opponent (And probably yourself because you did this by accident) and is something you want to avoid.
  • Combos off Fuujin CH, preventing sideswitches if you're very close and don't want to opt for Kai but takes off more guardbar, giving you a weaker followup route.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 30 5 Launch 40 + GBounce
  • Listed Frame Adv is when opponent blocks standing (tested on Sol)
  • Startup to hit a crouching opponent is 29F

Kou

623P or Autoguard > P

Version Damage Guard Startup Active Recovery On-Block Invuln
623P 30, 10×6, 30 Mid 4 2, 4×6, 12 11+10 after landing -43 1~6F Strike
7~13F Upper Body
Autoguard > P 25, 7×6, 20 Mid 4 2, 4×6, 12 11+8 after landing -41 1~4F Strike
5~13F Upper Body

Serving as a fairly different special than it's normal counterpart, 623P Kou is a solid anti-air that sports strong strike/upper body invul and fast startup, although it's not very good for reversal purposes since the hitboxes will tend to whiff lower hurtboxes and get EX Anji punished, despite it's startup beginning before invul ends.

Reward as an anti-air is not very high on it's own as opponents can airtech, but every single hit must be blocked with FD making this move a powerful jump catch and forcing people into situations where they have to stop teching in order to avoid getting hit/having to block it again.

However, where this move truly shines is if it hits in a state where it's last hit whiffs in some way (usually if the other hits hit a very high opponent, likely easiest on lights) , every other hit having powerful untech time which either guarantees a knockdown or can even be comboed off of closer up with things like 2P, allowing full combos off Kou.

This is known as a Koukasu, it is not a necessity to EX Anji's routing but this is the moves main shining strength. It boosts EX Anji's powerful conversion game, with Koukasu's allowing things such as easier airthrow conversions midscreen, or as a late combo ender when gravity is high and c.S > 5H is impossible due to high hitstun decay, still netting you a strong knockdown even off very long routes and the high gravity ensuring the Koukasu will work. Powerful combo tool, not necessarily for max damage but for flexibility, something you will notice alot with this character.


Autoguard > P is identical to it's normal counterpart, not sporting any of the new properties of it's 623P version, but still useful as your autoguard followups are more limited and it still builds insane meter, making it potentially useful as it tends to build enough meter to stock a Mukei confirm for you and there's plenty of room to fit these in with EX Anji's abundant autoguard properties.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623P 10, 3×6, 20 7, 4×7 3, 1×6, 5 Launch 60×7, 30
Autoguard > P 10, 3×6, 20 7, 4×7 3, 1×6, 5 Launch 20×7, 40

623P:

  • Airborne 6F onwards
  • Anji is in CH state until landing

Autoguard > P:

  • Airborne 6F onwards
  • Anji is in CH state until landing

Sou

623K

Damage Guard Startup Active Recovery On-Block Invuln
12×3, 38 Mid 4 4×2,3(4)5 26 -12 1~4F Strike
5~16F Lower Body

Obscene. Completely different functions from it's standard counterpart, as it loses it's FRC and is no longer an autoguard special but gets insane properties in return. A swiss army knife special having powerful presence in combos and neutral alike, this move could have an entire page written on it.


In neutral, Sou is extremely strong, primarily as a counterpoke or something to throw out at further ranges.

It sports absurd invul properties with early strike invul and low crush frames. The former albeit being a short invul period can be used as a solid strike reversal due to it's quick startup. The latter lasts through most of the special essentially crushing through low pressure on defense and Sou has strong hitboxes to boot, with these properties in neutral combining to let you plow or clash through strong buttons, and the latter properties combined with the hitboxes allowing you to stuff moves easily most people can't without some trouble, like Sol's Grand Viper or 2D into a full punish.

You can base an entire ground game off this as even though it is -12, if spaced far it is extremely difficult to punish, with the final hit sporting excessive range and even able to snipe people trying to reach you from the air sometimes.


In combos, Sou becomes EX Anji's entire ground centerpiece at midscreen and near the corner, being comboable into off most ground pokes and causing a wallbounce that allows extreme convertability, letting you do things like IAD j.H in from a midscreen wallbounce into a full corner combo, or looping Sou into itself an absurd amount of times for huge meterless damage assuming you have the precision and height awareness to.

Sou loops are also extremely strong for capitalizing off guardbar crank, with the last hit doing solid damage while taking off EXTREMELY little guardbar, making things like super enders or FB Kou ender after them do extremely high damage, bringing routes up to 250+ or more. Just insanely strong all around.

  • Move is in CH state, but the strong hitboxes and invul properties tend to make this a non-issue used well.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6×3, 20 5×3, 3 2×3, 5 14×3, Launch 12×3, 68 + WStick 40
  • Anji is in CH state during move

On

623H

Damage Guard Startup Active Recovery On-Block Invuln
0, 90 Unblockable 11 18 20+6 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
7, 8 3 120
  • FRC timing 11~13F
  • Anji is airborne from 9F onwards

Shin: Isshiki

214P

Damage Guard Startup Active Recovery On-Block Invuln
10×6 All 34 Total 86

Unusual. Removed as a Fuujin followup but has a second FRC added around when the projectiles spawn, making this a potentially solid neutral tool when JI'd and FRCed, albeit he has a lot better options that don't cost meter at all and he's air inactionable if not JI'd and FRCed, making this move extremely unsafe otherwise as it has a ton of recovery.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8×6 7×6 3 14 14
  • FRC timing 7~9F, 35~37F
  • In CH state 1~51F
  • Anji is airborne 7~70F

Shin: Nishiki

j.214P

Damage Guard Startup Active Recovery On-Block Invuln
16×6 High/Air 10 16 38 -28 1~7F Feet
10~25F Lower Body
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8×6 7×6 3 Launch 24
  • In CH state 1~47F

Kai: Sanshiki

j.214K

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 10 Until landing 8 after landing 10~Until landing Feet

Quite possibly one of the most rancid moves on this evil, evil character.

New air version of Kai, functioning as an absurd air stall/bait to anti-airs, stopping his momentum and making him fall straight down with a disjoint hitbox and foot invul until landing (!?!?!?), making this move extremely hard to contest by any normal means.

It's also extremely hard to punish on normal block, similar to Potemkin's j.D, albeit significantly faster with how it falls to the ground and less of a hurtbox to get Anji punished.

Doesn't convert into anything on normal hit, only knocking down, but has a nasty launch counterhit into full conversions, so Anji is pretty free to just fly around the screen with superjump and mash this fishing for a counterhit alot, making his already vile neutral even more foul to fight against.


Also a 13f instant overhead (on fastest timing), hooray!!!!!

  • Has an FRC point immediately on startup, allowing you to basically get a 25% RC in the air, do disgusting instant overhead setups if your hands are really fast or allows EX Anji to essentially get rebeats by jump cancelling into FRC and immediately hitting the ground, leaving him extremely advantageous if TKed off things like the first two hits of 6H.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
11 6 4 Down 30
  • FRC timing 1~2F
  • Ground bounces on CH (untechable for 90F)

Force Breaks

FB Shitsu

236D

Damage Guard Startup Active Recovery On-Block Invuln
25, 16×2 All, High/Air×2 21 40 Total 50 -9
  • Second half still comes out on hit, unlike P Shitsu.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 8, 12×2 1, 2×2 10, 12×2 10, 12×2
  • 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

FB Rin

Fuujin > D

Damage Guard Startup Active Recovery On-Block Invuln
50 High 21 8 8 +5 2~10F High Guardpoint
2~25F Throw

Almost identical to the normal version but with 10 less frames of autoguard and no combo use due to neither version of Fuujin providing enough hitstun to combo into this in EX besides on counterhit, where you should be using Kai or meterless Rin followup instead. Slightly faster than EX Rin by 2 frames with autoguard that starts on frame 2 but less overall autoguard frames, making this move generally outclassed by other meter usage/other Fuujin followups.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 20 5 Launch 50 + GBounce
  • Listed Frame Adv is for standing block (tested on Sol)
  • Startup is 25F to hit a crouching opponent (tested on Sol)

FB Kou

623D or Autoguard > D

Damage Guard Startup Active Recovery On-Block Invuln
35, 7×6, 70 Mid 4 2,4×6(24)4 39+8 after landing -89 1~11F Strike
12~13F Upper Body

Notably both versions are much more dangerous to just throw out than normal's FB Kou, as they are reverted to AC+ property where you can't act in the air after it ends, leaving EX Anji insanely punishable if it whiffs.


However as an anti-air, 623D FB Kou is not bad as it secures strong damage and will tend to knock down, and is a great combo ender off things like tipped Sou loops as connecting all or most hits will do very strong damage with the amount of guardbar left (this makes it obviously strong as a cranked guardbar cashout ender) and will bring damage from moderate to very high alone while still giving you a knockdown.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10, 3×6, 20 7, 4×7 3, 1×6, 5 Launch 60, 20, 60×5, 100
  • Anji is airborne 6F onwards
  • Anji is in CH state until landing

Overdrives

Mukei

632146H

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 7+8 3 34 -18 1~14F Strike

The Super Fuujin.

(Or Mukei, as this move apparently has it's own name in the movelist.)

Extremely funny move. At first this move looks very shitty and silly, and you might be wondering "why would I use this?". Like Fuujin, you can cancel into four possible followups on hit or block (that cost no extra meter from Mukei itself, the initial hit is very low damage).

However they are completely different from the normal followups, and clearly designed to be used as combo extensions, with no real use for followups on block besides as a last ditch effort to frametrap people for blocking you using this as a reversal, leaving you insanely minus on all of them. To make this issue worse, some followups have mediocre usage, being finicky and bizarre to route into either dropping for a measly 20 damage off the initial hit or not letting you extend off the followups at all, leaving you having done something pretty expensive for pretty low returns.

However, the followups that DO let you extend off them turn this move from a meme to a genuine threat, letting you do 200+ off a reversal Mukei or get full confirms off pokes like max CH f.S into corner carry, combos being extendable enough you get nearly 25% back. Terrifying.

  • Even though it can be used as a reversal, this move has absolutely no throw invul like the rest of his reversals. Press with caution.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 60

Kou (Mukei)

Mukei > P

Damage Guard Startup Active Recovery On-Block Invuln
40, 22×6, 50 Mid 2 2, 4×6, 12 11+8 after landing -41 1~13F Upper Body

One of the "don't press this one" followups.

Highest damage off just a Mukei > Followup confirm and nothing else, but with no real way to route off it and immediate higher returns after comboing off a Sai followup, this followup is fairly useless except as a possible unburstable round ender.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×7, 20 6, 4×7 5, 3×6, 5 Launch 60
  • Anji is airborne 4F onwards

Ten (Mukei)

Mukei > K

Damage Guard Startup Active Recovery On-Block Invuln
30, 20×13 High/Air 23 10 20 after landing -11 1~25F Strike

Tenjin off normal Anji but mostly useless. REALLY don't press this one in routes, there is absolutely zero reason as the GB- is godawful and every other one is better. Only really good to catch people trying to mash after Mukei on block as it has strike invul, but if it gets blocked it's pretty much over.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6, 7×13 5, 3×13 Launch 60
  • Anji is airborne 1F onwards
  • 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

Sai (Mukei)

Mukei > S

Damage Guard Startup Active Recovery On-Block Invuln
12×11, 50 All 34 4×9,2×2 44 -19 5~26F Upper Body

The amazing one and most of the time the only Mukei followup you should be pressing.

Strong damage and extremely easy to route into and out of (generally with SJ forward j.S > j.H), getting you very high returns off single pokes into full knockdown. Also very strong as a guardbar cashout ender off tip Sou loops if you can microdash Mukei (somewhat difficult), as it will do EXTREMELY powerful ender damage with all the guardbar left and still route into KD if microdash Mukei is done correctly.

  • Super minus, but does strong GB+ despite being a projectile.
  • In high gravity situations, sometimes the first half will knockdown and the second half will hit meaty, potentially can be done as purpose on oki but there is probably better uses.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×11 2×11, 7 3 13×10, Launch×2 14×10, 40, 30
  • Anji is in CH state during move
  • Giant fan will activate on 75F if any hit connects (not blocked)
  • Giant fan has attack level 3, startup 27F, active 24F

On (Mukei)

Mukei > H

Damage Guard Startup Active Recovery On-Block Invuln
0, 120 Unblockable 13 16 10+6 after landing

The one you want to press sometimes. A solid use is off a reversal Mukei when you're cornered, as it will put them straight into the corner for an easy Sou loop. It also sports the highest base damage out of any followup at a whopping 120 while taking off very little guardbar, making it's strongest use against mid/lower health opponents with guardbar crank as it will take off a huge chunk of the health they have left, even against characters like Potemkin, confirming kills around the 40% health range and basically ignoring guts. Crazy but Sai is preferred in other situations and when an On route with the opponent cornered won't kill, as it brings them out of the corner.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
7, 8 5 120
  • Anji is airborne from 9F onwards

Kachoufuugetsu

While Guarding: 63214S or Autoguard > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
36×4 Mid 2+0 4(12)4(9)4(15)4 60 -45 1~20F All
21~49F Throw

Loses it's FRC, but becomes usable while blocking, letting you become Baiken for 50% meter. Obviously powerful for this use but is horribly bad if whiffed due to things like Millia's roll. Naturally gives him punishes where it is very hard to do so though like on Goku Moroha activate, making this a strong defense option with meter stocked.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×4 6×4 5 Stagger 65×3, Launch 60
  • Opponent's inputs are frozen until the 2nd active frame
  • Anji is in CH state during move
  • Dizzy modifier x1.5

Tenjinkyaku

j.214214K

Damage Guard Startup Active Recovery On-Block Invuln
30, 12×13 High/Air 1+0 Until landing 20 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6, 2×13 5, 3×13 Launch 60
  • 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

Instant Kill

Zetsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 17+4 -159~ 18~Recovery Throw
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 54F

Combos

This is a W.I.P writeup that will be seperated into theory sections as there is a lot of flexibility potential with this characters routing. Will start from easier to harder

Air Launcher Theory

One of the most important parts to understand as EX Anji is picking up off things like Kai (raw or as a Fuujin followup), j.H groundslide into a rejump for another groundslide, Koukasu link or Nagiha FRC. You'd probably think, "I just 5K > c.S, right?", but there is a bit of specifics to it. That being said, it's pretty simple to pick up and understand, you just want awareness of this in match to push his routing flexibility, as this is arguably where the best of it comes from. Unfortunately, albeit 5K > c.S being your more damaging pickup, it is relatively unstable, especially off harder confirms like Nagiha FRC which tend to require microdash, due to how easy it is to get f.S instead which will make your routing completely drop (5K also doesn't hit some characters on groundslide). Your pickup for stability is usually 2Px1-3 > 5P into j.K> j.S > j.H (omit j.K on lights) as even though it sacrifices some damage, it provides you with strong damage and corner carry anyway with flexible followup options after groundslide provided you're near the corner. For characters where Sou looping off groundslide is awkward or you're not familiar with the routing yet, (tends to be midweights and sometimes lights, harder against everyone if you're right in the corner too) repeating the prior string into a rejump is actually a very strong alternative, as it squeezes out good damage still and if you are using the 2Px1-3 > 5P it actually significantly reduces gravity/increases Anji's pushback away from the corner early into routing, confirming a Koukasu ender off something like 2Px1-3 > 5P string after the second groundslide.

Navigation

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