GGACR/Anji Mito/Okizeme

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Anji Mito

NOTICE: THIS PAGE IS A SKELETON. THE CONTENT ON THIS PAGE IS TO GUIDE WRITERS IN CREATING NEW CONTENT FOR THE PAGE.


Introduction

Anji's Okizeme is a strong tool in his arsenal allowing him to continue to his offense effectively infinetly. We can divide his oki into three main categories and routes, Ones that make use of his normal Butterfly/236p/Shitsu, ones that use his Fb Butterfly/236d/Fb Shitsu/unlblockable, and general oki options for when he can't set up one of those options.

Butterfly/236p/Shitsu Oki routes

This oki requires certain spacing and may not always be the best thing to go for after knocking down a opponent (insert video showcasing butterfly oki spacing). Generally you want to go for these oki routes after a ending your combo with a far 2d, far 5h, or On.

An important thing to understand about Anji's projectile oki game is that it isn't a set in stone setplay option, your opponent has options around you just running in to mix. So learning how to cover those options is important.

Oki Route Mixup Position Tension Cost Works on: Notes
Ender > 236p > 66 > 5k > 3p > 66 > 5s > finish combo route High Any 0 any 5k helps to keep the opponent in place for the 3p to come out, getting the 5s to come out can be tricky if the 5k hits far away if you worry about it alot going for raw 3p can still work but not as good
Ender > 236p > 66 > 3p > 5s > finish combo route High Any 0 any A modified and generally worse version of the one above, but useful for far 2d knockdowns where it may take too long to get to the opponent. Also good if you feel you will mess up the microdash. Also useful if you notice they respect your oki alot and block the 5k low always
Ender > 236p > 66 > 5k > 2s > dl.5h > finish combo route Low Any 0 any 5k helps to keep the opponent in place. The delay on the 5h is pretty small, just make sure that you are hitting the 5h after the hits of butterfly so you can combo into H fuujin.
Ender > 236p > 66 > 2s > dl.5h finish combo route High Any 0 any A modified and generally worse version of the one above, but useful if you notice your opponent respects your mix and blocks the 5k high alot. The delay on the 5h is more substantial also.
Ender > 236p > 66 > 2k Low Any 0 any 2k is a quick way to leave you at advantage to apply other mix.
Ender > 236p > 66 > 2k > tk j.214p Low > High Any 0 any Using 2k to allow you to tk orb and for a fast low to high mixup
Ender > 236p > 66 > [2k] or [5k] > 214p low/mid > ambiguous crossup high Any 0 any Using 2k or 5k to go into p hop, depending on how the first part hits it will be either left or right
Ender > 236p > 66 > 2k > 66 > 2p/2k > tick throw Throw Any 0 any both 2p and 2k can allow you to setup tick throws
Ender > 236p > 66 > grab Throw Any 0 any opponents conditions to stay in place can be thrown off guard by throwing in a grab instead of high/low mix, and setting up oki once again
Ender > 236p > 66 > tk j.214p high Any 0 any can be useful as a slightly faster option to run up 3p, but farther away oki can be hard to covert off of due to j.214p having high recovery
Ender > 236p > [236s] or [2366s] > K followup > [2s > 2d] or [2s > rc > 5s] or [5k] or [3p > rc > (66) 5k] or [tk j.214p > rc > 66 > 5k] crossup or fake crossup into mid/low/or metered high Any 0-50 any doing 236s results with you being on the same side, while 2366s results in you ending up on the otherside. Your opponent is unlikely to be able to tell the difference. You can't finish a combo doing high or low without spending meter because the second hits of butterfly are what are making the k followup safe.
Ender > 236p > 66 > (5p) > 623h None Any 0 any use this to cover people trying to jump out of your oki, the 5p may come in handy to lock them in the air but there are alot of cases where its better to just do raw ON
Ender > 236p > 2366h Mid Any 0 Any Use this to cover people backdashing your oki

Fb Butterfly/236d/Fb Shitsu/unlblockable Oki routes

Oki Route Mixup Position Tension Cost Works on: Notes

Non Butterfly/236p/Shitsu Oki routes

Use these oki options anytime you can't get good spacing for butterfly/236p/shitsu oki.

Oki Route Mixup Position Tension Cost Works on: Notes

Example Routes

This is the equivalent of the combo list from the combo page but for oki.

Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw.

Close range 2D Knockdown

Meaty Button

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Meaty Projectile

This is where Anji's most powerful mix-ups recide. By using 236+P/D Anji can create incredibly uncomfortable situations for the enemy to wake up to.


Due to the nature of Anji's projectile, it can lock people in place once blocked. And there are several options to choose from:


  • Side Swap with Fuujin -> k folow-up
  • Side Swap with IAD.
  • Fake Side Swap using IAD and j.D's movement stopping qualities.
  • High low mixup with canceling a Respect into any low.
  • Overhead 3P.
  • Side Swap Overhead 214+P (Works only on crouching opponents and there are some exceptiona)
  • Grab (Which coincidentally sets-up 236+P oki)
  • Etc
  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Empty Jump Throw

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Long Range 6H Knockdown

Meaty Projectile

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Navigation

Anji Mito