GGACR/Anji Mito/Frame Data: Difference between revisions

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(removing redundant inv info)
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{{Description
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*Untechable for 16F  
*Untechable for 16F  
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{{Description
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*Lvl 3 attack on block
*Lvl 3 attack on block
*Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
*Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
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{{Description
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*Forces opponent into crouching state on ground hit
*Forces opponent into crouching state on ground hit
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{{Description
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*Above knees invincible 1~21F (Anji's back can be hit as he stands 18F onwards)
*Anji's back can be hit as he stands 18F onwards
*Staggers opponent on ground CH (Max 49F)
*Staggers opponent on ground CH (Max 49F)
*Hitstun 21F
*Hitstun 21F
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{{Description
{{Description|12|text=
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*Ground bounces opponent on CH (Untechable for 90F)
*Ground bounces opponent on CH (Untechable for 90F)
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{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 37F)
*Staggers opponent on ground CH (max 37F)
*FRC timing 11~12F
*FRC timing 11~12F
*High autoguard 1~7F
* see notes *1  
* see notes *1  
}}
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{{Description
{{Description|12|text=
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{{ColumnList |text=
{{ColumnList |text=
*Initial prorate 80%
*Initial prorate 80%
*Wallbounces opponent on CH (untechable for 56F)
*Wallbounces opponent on CH (untechable for 56F)
*Low autoguard 1~5F
*Throw invincible (not listed on frame data)
*Throw invincible (not listed on frame data)
* see notes *1  
* see notes *1  
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{{Description
{{Description|12|text=
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{{ColumnList |text=
{{ColumnList |text=
*High autoguard 7~12F
* see notes *1  
* see notes *1  
}}
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{{Description
{{Description|12|text=
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{{ColumnList |text=
*Low autoguard 1~27F
*Cancelable into 5S or 5H 6~8F
*Cancelable into 5S or 5H 6~8F
*Blockstun 22F
*Blockstun 22F
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{{Description
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{{ColumnList |text=
*Initial prorate 80%
*Initial prorate 80%
*Untechable for 19F
*Untechable for 19F
*High autoguard 12~19F
*Throw invincible 14~20F
*FRC timing 17~20F
*FRC timing 17~20F
* see notes *1  
* see notes *1  
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{{Description
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{{ColumnList |text=
*High autoguard 4~18F
* see notes *1  
* see notes *1  
}}
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{{Description
{{Description|12|text=
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{{ColumnList |text=
{{ColumnList |col=1 |text=
*Initial prorate 80%
*Initial prorate 80%
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{{Description
{{Description|12|text=
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{{ColumnList |text=
{{ColumnList |col=1 |text=
*Initial prorate 70%
*Initial prorate 70%
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{{AttackVersion|name=2S|subtitle=|rowspan=2}}
{{AttackVersion|name=2S|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
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{{Description
|11|text=
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*Low profile 11~13F, 21~23F
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{{AttackVersion|name=2H|subtitle=|rowspan=2}}
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{{Description
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{{ColumnList |text=
*Blockstun 22F
*Blockstun 22F
*Low autoguard 10~19F
*Attack Level 6
*Attack Level 6
* see notes *1  
* see notes *1  
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}}
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|-
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{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
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{{Description
|11|text=
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*Low profile 5~23F
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{{AttackVersion|name=j.P|subtitle=}}
{{AttackVersion|name=j.P|subtitle=}}
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{{Description
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*Slams down opponent on air hit
*Slams down opponent on air hit
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{{Description
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{{ColumnList |text=
*Initial prorate 90%
*Initial prorate 90%
*Upper body invincible 1~11F, 22F onward
*Blows back opponent on hit (untechable for 30F)
*Blows back opponent on hit (untechable for 30F)
*Wallsticks opponent on CH (untechable for 84F, wallstick for 30F)
*Wallsticks opponent on CH (untechable for 84F, wallstick for 30F)
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{{Description
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{{ColumnList |text=
{{ColumnList |text=
*Knocks down opponent on hit
*Knocks down opponent on hit
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{{Description
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{{ColumnList
{{ColumnList
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|text=
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{{Description
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*Fully invincible 1~11F
*Throw invincible 12~26F
*Knocks down opponent on ground hit
*Knocks down opponent on ground hit
*Initial prorate 50%
*Initial prorate 50%
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{{Description
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{{ColumnList |text=
*Projectile disappears immediately if Anji gets hit
*Projectile disappears immediately if Anji gets hit
*Falling butterfly has Chip damage x2
*Falling butterfly has Chip damage x2
}}
}}
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
*Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
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{{Description
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*Slides opponent on air hit (untechable for 40F, slide for 20F)
*Slides opponent on air hit (untechable for 40F, slide for 20F)
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{{Description
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{{ColumnList |text=
*Initial prorate 80%
*Initial prorate 80%
*Strike invincible 1~12F
*Wallbounces opponent on hit (untechable for 38F)
*Wallbounces opponent on hit (untechable for 38F)
*Fully untechable on CH
*Fully untechable on CH
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{{Description
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{{Description
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*Lower body invincible and can pass through opponent 7~24F
*Can pass through opponent 7~24F
*Anji is in CH state until landing
*Anji is in CH state until landing
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{{Description
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*Floats opponent on ground hit (untechable for 35F)
*Floats opponent on ground hit (untechable for 35F)
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{{Description
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{{ColumnList |text=
*Throw invincible 1~22F
*Slams down and knocks down opponent on hit
*Slams down and knocks down opponent on hit
*Groundbounces opponent and fully untechable on CH
*Groundbounces opponent and fully untechable on CH
*High autoguard 8~26F
*Listed Frame Adv is when opponent blocks standing (tested on Sol)
*Listed Frame Adv is when opponent blocks standing (tested on Sol)
*Startup to hit a crouching opponent is 31F
*Startup to hit a crouching opponent is 31F
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{{Description
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{{ColumnList |text=
*Strike invincible 1~4F
*Upper body invincible 5~13F
*1st-7th hits float opponent (untechable for 20F)
*1st-7th hits float opponent (untechable for 20F)
*8th hit blows opponent back on hit (untechable for 60F)
*8th hit blows opponent back on hit (untechable for 60F)
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{{Description
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*Strike invincible 1~11F
*Lower body invincible 12~23F
*4th hit has 23F hitstun
*4th hit has 23F hitstun
*Frame Adv. on hit = +5F
*Frame Adv. on hit = +5F
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{{Description
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*Anji is airborne from 9F onwards
*Anji is airborne from 9F onwards
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{{Description
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*Anji is airborne 4~27F
*Anji is airborne 4~27F
*Feet invincible 22~27F
*Knocks down opponent on hit
*Knocks down opponent on hit
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{{Description
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{{ColumnList |text=
*Anji is airborne 9F onwards
*Anji is airborne 9F onwards
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{{Description
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{{ColumnList |text=
*Ground bounces opponent on hit (untechable for 60F)
*Ground bounces opponent on hit (untechable for 60F)
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*Anji is in CH state 1~48F
*Anji is in CH state 1~48F
*Hitstop 6F
*Hitstop 6F
}}
{{ColumnList |col=1 |text=
*Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F
*Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F
}}
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{{Description
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*The falling part has Chip Damage x2
*The falling part has Chip Damage x2
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*Goes through other projectiles
*Goes through other projectiles
}}
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{{ColumnList |col=1 |text=
{{ColumnList |text=
*Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
*Falling butterfly startup is 1F after hit or blocked, or 20F after nullifying a projectile
}}
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{{Description
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{{ColumnList |text=
*Throw invincible 2~25F
*Ground bounces opponent on hit (untechable for 60F)
*Ground bounces opponent on hit (untechable for 60F)
*High autoguard 2~20F
*Listed Frame Adv is for standing block (tested on Sol)
*Listed Frame Adv is for standing block (tested on Sol)
*Startup is 25F to hit a crouching opponent (tested on Sol)
*Startup is 25F to hit a crouching opponent (tested on Sol)
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{{Description
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{{ColumnList |text=
*Strike invincible 1~11F
*Upper body invincible 12~13F
*1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F)
*1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F)
*8th hit slams down opponent and fully untechable
*8th hit slams down opponent and fully untechable
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{{Description
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*10~18F low profile, 19~28F strike invincible
*Knocks down opponent on hit (untechable for 120F)
*Knocks down opponent on hit (untechable for 120F)
*Anji is in crouching state during landing recovery
*Anji is in crouching state during landing recovery
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{{Description
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*Above chest invincible 4~6F
*Upper body invincible 7~9F
*Strike invincible 10F
*11th hit knocks down opponent
*11th hit knocks down opponent
*Anji is in CH state during move
*Anji is in CH state during move
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*FRC timing 66~70F
*FRC timing 66~70F
*Projectile guranteed to activate after 10F
*Projectile guranteed to activate after 10F
}}
{{ColumnList |col=1 |text=
*Giant fan will activate on 53F if the 11th hit hits (not blocked)
*Giant fan will activate on 53F if the 11th hit hits (not blocked)
*Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable
*Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable
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{{Description
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{{ColumnList |text=
*Strike invincible 4~20F
*Knocks down opponent on hit
*Knocks down opponent on hit
*Opponent cannot input anything from after super flash until the 3rd active frame
*Opponent cannot input anything from after super flash until the 3rd active frame
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*Listed Frame Adv is for standing block (tested on Sol)
*Listed Frame Adv is for standing block (tested on Sol)
*All hits outside of the 2nd hit have hitstop 0
*All hits outside of the 2nd hit have hitstop 0
}}
{{ColumnList |col=1 |text=
*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
*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
}}
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{{Description
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{{ColumnList |text=
*Fully invincible 1~22F
*Strike invincible 23~70F
*1st-3rd hits stagger opponent on hit (Max 65F)
*1st-3rd hits stagger opponent on hit (Max 65F)
*Opponent's inputs are frozen until the 2nd active frame of the 1st hit
*Opponent's inputs are frozen until the 2nd active frame of the 1st hit
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*Dizzy modifier x1.5
*Dizzy modifier x1.5
*FRC timing 63~65F
*FRC timing 63~65F
}}
{{ColumnList |col=1 |text=
*Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked
*Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked
}}
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{{Description
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{{ColumnList |col=1 |text=
*IK mode activation: 55F
*IK mode activation: 55F
}}
}}

Revision as of 08:44, 9 March 2021

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System Data


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P


  • Untechable for 16F
5K


5S


  • Lvl 3 attack on block
  • Raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
5H


  • Forces opponent into crouching state on ground hit
  • Slams down and knocks down opponent on air hit
6P


  • Anji's back can be hit as he stands 18F onwards
  • Staggers opponent on ground CH (Max 49F)
  • Hitstun 21F
  • Initial prorate 90%
3P


  • Ground bounces opponent on CH (Untechable for 90F)
6K


  • Staggers opponent on ground CH (max 37F)
  • FRC timing 11~12F
  • see notes *1
3K


  • Initial prorate 80%
  • Wallbounces opponent on CH (untechable for 56F)
  • Throw invincible (not listed on frame data)
  • see notes *1
6S


  • see notes *1
3S


  • Cancelable into 5S or 5H 6~8F
  • Blockstun 22F
  • Attack Level 6
  • see notes *1
6H


  • Initial prorate 80%
  • Untechable for 19F
  • FRC timing 17~20F
  • see notes *1
5D


  • see notes *1
2P


  • Initial prorate 80%
2K


  • Initial prorate 70%
2S


2H


  • Blockstun 22F
  • Attack Level 6
  • see notes *1
2D


j.P


j.K


j.S


j.H


  • Slams down opponent on air hit
j.D


  • 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 23F onwards
  • 1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw


  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw


  • Floats opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA


  • Knocks down opponent on ground hit
  • Initial prorate 50%

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Shitsu
236P


  • Projectile disappears immediately if Anji gets hit
  • Falling butterfly has Chip damage x2
  • Falling buttefly: Startup of 1F after original projectile hits or is blocked, or 20F after nullifying a projectile
S Fuujin
236S


  • Slides opponent on air hit (untechable for 40F, slide for 20F)
  • Can cancel into followup attacks 28F onwards
H Fuujin
236H


  • Initial prorate 80%
  • Wallbounces opponent on hit (untechable for 38F)
  • Fully untechable on CH
  • Can cancel into followup attacks 33F onwards
Shin:Isshiki
Fuujin > P


  • 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


  • Can pass through opponent 7~24F
  • Anji is in CH state until landing
Nagiha
Fuujin > S


  • Floats opponent on ground hit (untechable for 35F)
  • FRC timing 23~25F
Rin
Fuujin > H


  • Slams down and knocks down opponent on hit
  • Groundbounces opponent and fully untechable on CH
  • Listed Frame Adv is when opponent blocks standing (tested on Sol)
  • Startup to hit a crouching opponent is 31F
  • Blockstun 21F
  • Attack Level 6
  • see notes *1
Kou
P during autoguard


  • 1st-7th hits float opponent (untechable for 20F)
  • 8th hit blows opponent back on hit (untechable for 60F)
  • Anji is in CH state until landing
  • 2nd-7th hits have hitstop 5F
  • Kou can only be used during the hitstop of an autoguarded move
Sou
K during autoguard


  • 4th hit has 23F hitstun
  • Frame Adv. on hit = +5F
  • 1st-3rd hits have hitstop 6F
  • Anji is in CH state during move
  • Sou can only be used during the hitstop of an autoguarded move
  • FRC timing 26~28F
On
623H


  • Anji is airborne from 9F onwards
  • Fully untechable on hit
  • FRC timing 11~13F
P Kai
214P


  • Anji is airborne 4~27F
  • Knocks down opponent on hit
K Kai
214K


  • Anji is airborne 9F onwards
  • Groundbounces opponent on hit (untechable for 40F)
  • High groundbounce and fully untechable on CH
  • FRC timing 23~25F
  • 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


  • Ground bounces opponent on hit (untechable for 60F)
  • High groundbounce and fully untechable on CH
  • Anji is in CH state 1~48F
  • Hitstop 6F
  • Fastest possible TK Shin:Nishiki has startup: 17F, Frame Adv: -29F
  • 1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FB Shitsu
236D


  • 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


  • 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)
  • see notes *1
FB Kou
D during autoguard


  • 1st-7th hits float opponent (2nd hit untechable for 20F, rest for 60F)
  • 8th hit slams down opponent and fully untechable
  • Anji is in CH state until landing
  • 2nd-7th hits have hitstop 5F
  • FB Kou can only be used during the hitstop of an autoguarded attack
FB On
623D


  • 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
*1: High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster. (Movement starts during hit stop).

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Issei Ougi: Sai
632146H


  • 11th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x0
  • Hitstop 0F
  • Can pass through projectiles
  • Projectile appears on 10F
  • FRC timing 66~70F
  • Projectile guranteed to activate after 10F
  • Giant fan will activate on 53F if the 11th hit hits (not blocked)
  • Giant fan does 50 damage, attack level 3, startup 27F, active 24F, fully untechable
Tenjinkyaku
[2]8K


  • Knocks down opponent on hit
  • Opponent cannot input anything from after super flash until the 3rd active frame
  • Must charge down for at least 40F to perform Tenjinashi
  • Listed Frame Adv is for standing block (tested on Sol)
  • All hits outside of the 2nd hit have hitstop 0
  • 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


  • 1st-3rd hits stagger opponent on hit (Max 65F)
  • Opponent's inputs are frozen until the 2nd active frame of the 1st hit
  • 4th hit knocks down opponent
  • Anji is in CH state during move
  • Dizzy modifier x1.5
  • FRC timing 63~65F
  • Can only be performed during the hitstop of an autoguarded move, or after a normal autoguard attack hits or is blocked

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Zetsu
during IK Mode: 236236H


  • IK mode activation: 55F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 6P, 3P 6K 3S 5H, 6H 5D, 2D Jump, Sp
2P 5P, 6P 5K, 2K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
6P 3P 6K, 3K 5S, 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Sp
3P - - - - - -
5K 6P, 3P 6K 5S, 6S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - 2S 2H, 6H 5D, 2D Sp
6K 3P - - - - -
3K - - - - - Sp
5S 6P, 3P - 6S, 2S, 3S 5H, 2H, 6H 5D, 2D Jump, Sp
6S 3P 6K, 3K 2S 5H, 2H 5D, 2D Jump, Sp
2S - - 3S 5H, 2H, 6H 5D, 2D Sp
3S 3P - - - - Jump, Sp
5H 6P 6K 3S 6H 5D, 2D Sp
2H - 3K - 5H, 6H 5D, 2D Sp
6H - - - - - Sp
5D - - - - - homing jump, Sp
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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