GGACR/Anji Mito/Strategy

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Anji Mito


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General Tactics

Old Movelist Writeup
Normals:

This section will break down all of Anji’s normals in great detail, Anji has a great set of normals and you would be well served to learn them and put them to good use.

5P Level 2

Frame Data: Startup: 4 Active: 3 Recovery: 6 Advantage: +3

Standing punch is a great all around normal for Anji. It’s a worthwhile poke on the ground with good frame advantage, you can use it for some very basic frame traps in the corner and it of course gatlings into almost any of Anji’s basic ground combos. 5P’s primary strength is when you use it as an Anti-Air. When scoring an anti-air counter hit Anji gets a free air combo which in slash guarantees a knockdown (read: Great for Anji). It is not an unbeatable anti-air and moves like a deep J.H. from Sol can easily put a hurt on you. Learning the proper range and timing of 5P is a must and it should be a staple in your game.

5K Level 1

Frame Data: Startup: 5 Active: 5 Recovery: 6 Advantage: -1 Standing Kick is your basic ground normal, nothing special, nothing bad about it either. Its main use is starting ground gatlings or juggles but it can also prove to be a useful poke with only have a minor disadvantage on block. Simple strings like 5k, 5k, 6h, are useful in the corner and can get opponents to freeze long enough to let Anji build a little guard gauge. The hitbox at the tip of Anji’s foot goes surprisingly far and you can occasionally use it like a 5P to stop characters running at you who would run under a 5P (I.E. Sol, Baiken). For the most part stick to using this in combos and juggles, but don’t overlook it’s poking and tick throw usefulness.

5S Level 4

Frame Data: Startup: 7 Active: 4 Recovery: 10 Advantage: +3

Standing slash can now be used at any range since Anji’s far slash has been changed to a command normal. It is your primary juggle starter (S, S, air combo) and is a great move for frame traps. It is a potent +3 on block and is perfect for following up after a move like Rin which allows Anji to keep advantage over his opponent for long strings at a time. It does solid damage is and is a mainstay in any of Anji’s combos that begin on the ground. It can also be used as an Anti-Air but I consider 5P to be far superior for that task. Learning to use 5S followed by autoguard moves on the advantage is a very useful tool and one of the more overlooked strengths of the move.

5H Level 5

Frame Data: Startup: 15 Active: 4 Recovery: 21 Advantage: -6

Autoguard: Frames 4-11

Standing hard is the first of Anji’s normals with an autoguard that I will discuss. This move is all about taking up space and is a prime example of Anji’s zoning capability. Since standing hard hits on both sides of Anji (as well as having a decent size hitbox above his body) and is a great move to use as a deterrent against opponents wanting to move in against him. It is a very solid autoguard to use against opponents trying to drop down on top of Anji, but keep in mind that the autoguard does not start until frame 4, meaning that you will have to time it faster than you would a 6H. Netting a counter hit with 5H can get Anji a huge chunk of damage. On a ground CH you can hit confirm into HS Fujinn, and in the air it is untechable giving you plenty of time for a follow up juggle into an air combo. Because the fans start at the top of Anji’s body and are pulled down you may be surprised at how many moves can out poke this on occasion. It is certainly not a spammable move, but it is invaluable in helping Anji to control the screen. Using it sparingly, but effectively is a must in improving his defensive zoning game.

6P Level 5

Frame Data: Startup: 18 Active: 4 Recovery: 16 Advantage: -1 Anji’s forward punch can be very difficult for a new player to learn to use but is extremely effective when handled properly. 6P has upper body invincibility on the first 21 frames, making it ideal for anti-air against instant air dashes (IAD). In the air a CH will float the opponent for a free juggle and combo, and on the ground the CH causes a stagger that should allow for at least a knockdown. 6P has a few useful gatlings such as 5S that allow for a mini loop (6P, 5S, 6P, 5S) on a crouching opponent. It also has only a minor disadvantage on block, so gatling into 6K is a tricky string to try and net a counter hit or autoguard. 6P will feel very clunky at first due to its slow startup, but after you learn to understand where the reach and where anji is invincible you will find it an invaluable tool for out poking people who are prone to IAD too much.

6K Level 3 Frame Data: Startup: 11 Active: 6 Recovery: 13 Advantage: -5 Autoguard: Frames 1-7 FRC-able

Forward kick is simply a solid all around move, its autoguard makes it useful as both a ground poke and a decent anti-air against moves that have a long range (I.E. Sol’s Bandit Bringer). None of Anji’s autoguards have a faster startup, so if you are looking to try and sneak an autoguard into a tight spot it is the better choice over 6H. On any CH 6K floats the opponent very high, giving Anji a free combo. Because of the autoguard, netting a CH is a frequent occurrence when the move is used properly. 6K is also a great move to throw at the end of a pressure string as the Autoguard can often catch an opponent looking to swing quickly after Anji is pushed back. Forward Kick is arguably the safest of Anji’s autoguards because of the ability to FRC it and its faster recovery. 6K can be used in various situations, but its strength really shines when you utilize it as a counter poke. A CH almost guarantees Anji 150+ damage in Slash, and knowing when to throw it is vital to improving your game both offensively and defensively.

6S Level 3

Frame Data: Startup: 13 Active: 4 Recovery: 17 Advantage: -7

Autoguard: Frames 7-10

Anji’s far slash how now become a command normal and can be performed at any range. If S, S is used in a gatling it will act as it has in past versions of XX (close slash, then far slash). The ability to use 6S at any range has turned in into a valuable tool for controlling space against an air attacker. 6S has a long hitbox up and diagonally out in front of Anji, it is particularly useful in catching characters that like to double jump a lot in an attempt to gain better position. It has decent startup, but lacks any invulnerability and only a scant 3 frames worth of autoguard, thus you should be careful about spamming it at a close distance. If you connect against an opponent in air you can follow up with a combo even without a counter hit if you jump cancel it quickly enough. 6S thrives when it is used in conjunction with Anji’s other zoning and anti-air pokes to cover various angles that an opponent may use to try and get in against you. 6S is also incredibly useful in butterfly strings as it can force the opponent to remain in block stun long enough to use IAD pressure or Fujinn mind games. Even though the autoguard on 6S is a very small window, if you connect with it you will almost always be able to link it into a kou due to the fact that your opponent will have likely thrown a move in the air with enough recovery to allow kou to hit cleanly.

6H Level 3

Frame Data: Startup: 13 Active: 18 Recovery: 18 Advantage: -12

Autoguard: Frames 1-11 FRC-able

Perhaps the most infamous normal move in all of Anji’s repertoire is the spinning fans of 6H. While being a very powerful move when used correctly, 6H is often the bane of new Anji players and becomes a crutch. 6H is the easiest of Anji’s autoguards to use as it begins the moment the move activates and has a huge 11 frame window. Using this autoguard is a very important part of Anji’s game and there are more than a few valid situations that you will find to throw 6H in hopes of connecting with an Autoguard. Using it on wakeup is an option to beat certain okizeme, however it’s always a risk (just like any wakeup attack), and it works well against IAD strings that are too high or quick to take out with a 6P. The key to 6H is not letting it become your panic button, which is very easy to do. Even the best Anji players can get in a rut where they spam 6H too much in an attempt to get out of a bad situation (I am no exception, I’ve done it more than my share of times). Beyond autoguard and space control 6H is an excellent pressure tool. It can be canceled into almost anything (specials, certain normals, and jump cancels) on the first 2 hits, and if it is blocked this is the ideal tactic as it leaves Anji at a terrible disadvantage on a full block. You can cancel into overheads (orb), crossups (p stomp), or pressure specials (fujinn and butterfly). The FRC is very tricky to learn as it comes extremely late in the move’s animation (after the final hit), but if you can hit it consistently this opens up more mind games and options for 25% tension. Using 6H is a must in strengthening Anji’s game and using its autoguard properly will strengthen your defensive game to a top level. 6H will either be a great asset or one of your biggest detriments, don’t let this move become a crutch and you will be well on your way to being better than 90% of the scrubby kids who try to pick up Anji.

3P Frame Data: Startup: 20 Active: 3 Recovery: 11 Advantage: 0

Anji at last has a normal hitting overhead for the first time since the days of X. Before we all rejoice let me explain that 3P is not a godly move like Testament’s 6P or Millia’s 6K. 3P is a slow and very situational overhead that in all honesty does not have a whole ton of uses. The primary strength of 3P comes when using it during butterfly strings, since the butterfly no longer hits high people will almost certainly start blocking low and try to react to your decisions. Because of its slow startup (Even for an overhead) reacting to the move is not as difficult as you may imagine, so you will have to be somewhat creative in how and when you throw it out. 3P will not gatling into ANYTHING, so the only way to combo off of it is to Roman cancel it, combo it with a butterfly, or net a CH. On CH 3P gives a huge ground bounce, leaving more than enough time for a solid air combo. You can gatling into 3P from a few different moves or link it off things like 5P. For the most part you are going to be using this to play mix up games during your pressure strings, but 3P can be especially useful in trying to score a round ending hit on a turtling opponent. On occasion you could even throw this as your okizeme poke if a good butterfly is not an option. 3P has a good sized hitbox and reaches a long distance despite the animation being so close to Anji’s body. Use this move sparingly, but do not forget to add it to your mix up and pressure strings. Even though it is slow you are likely to catch more than few players snoozing when they try to block it on reaction.

5D Level 3

Frame Data: Startup 25 Active: 6 Recovery: 26 Advantage: -18 Autoguard Frames: 19-24

Anji’s standing dust has never been one of the better ones in the game and though it has gained some autoguard in slash, it takes a bit of skill and trickery to use. 5D is decently quick for a dust, but it is loaded with frames of animation that set off a big siren that says “Hey look, I’m using DUST”. Good dusts like Jam’s have very subtle animation and it makes them more difficult to block, so to hit with Anji’s dust you’ll need to have very solid mix up and throw it in the right spot. The autoguard comes very, VERY late, and it is rather difficult to time against an attack, but if the autoguard hits you can pretty much guarantee you are going to get a CH dust. All of Anji’s dust combos can end in a knockdown and we’ll cover all of those in the combo section later in the guide. In general Anji’s dust has its uses, but it is far from an abuse-able overhead, sneak it in when you have your opponent under a barrage of pressure and you can catch your opponents off guard.

Crouching Normals

2P Level 1 Frame Data: Startup: 5 Active: 4 Recovery: 6 Advantage: 0

Crouching punch may be one of the most underrated normals in the game from my perspective. It’s fast, has a plethora of different uses, and is surprisingly safe to use. The first thing you should realize is that the hitbox on this move is deceptively large considering how close it is to Anji’s body. You can knock people out of moves from a full body’s length away and sometimes even further on characters with extending hitboxes on their movements. 2P is an excellent anti-tick throw, and anti-poke string move. It can hit any character (where as 5P can wiff if various situations) and on counter hit it will easily combo into a knockdown. (It’s not hard to get a knockdown off a normal hit either, especially if you spam the move a couple times). 2P is an excellent move for tick throws and gatlings into essentially any move you would like to use. This is one of the few normals Anji can actually spam and not get in a lot of trouble for doing so. 2P is the move you should reach for if you are looking to knock people out of strings where they chain into a slow overhead or go for a tick throw. It will also be a staple in your basic pressure games off the butterfly. If you haven’t used this move often in your arsenal, consider throwing it some more in tight situations, you might be surprised how effective it can be.

2K Level 3

Frame Data: Startup: 8 Active: 2 Recovery: 6 Advantage: +6

The first low hitting normal we’ll discuss is the powerful low kick of Anji’s arsenal. 2K is an excellent poke, sporting great range, speed, and an absolutely ridiculous +6 advantage on block. This is Anji’s primary poke for hitting with frame traps and it especially useful in slowing down over-zealous opponents who like to swing too much. 2K is the move you should reach for when you go for a low poke or counter-swing as it is much safer on wiff and block than a sweep. This little poke works great in pressure strings (especially off butterfly where you can throw it, dash forward and start a 2nd string), and in general it is one of the better all around normals in the game. Any hit off 2K should be chained into a knockdown off sweep (or sweep into fujinn) so that Anji can start his basic offensive game. There’s really no trick or special talent to using this move, poke away and abuse the advantage it gives you and you can’t really go wrong. I wouldn’t call it spammable, but you can certainly throw it out at a steady interval without being punished. Just remember…+6.

2S Level 3

Frame Data: Startup: 8 Active: 6 Recovery: 14 Advantage: -6 2S is a very solid low normal that has exceptional range and a quick startup. Much like 2K it works as an excellent counter-poke and actually reaches a bit further and higher with it’s hitbox at full extension. It’s very useful when tossed out against characters trying to run in as a hit leads to a knockdown. 2S is a solid part of Anji’s offense as well as it is very useful in butterfly strings, and is probably his best poke for okizeme. If butterfly is not an option, 2S can be thrown meaty and out of throw range, you can’t really ask for more than that from your okizeme pokes. In certain match-ups 2S is something that almost becomes spammable simply because there are so many things it can out poke. To really harness 2S at it’s strongest point you have to learn what you can beat with it (granted that is the case with most moves, but 2S is very much a counter poke in my eyes, even though it is a mainstay in the offensive game). Once you start deterring people from running in at you due to the fear of eating this low, you will know you are really using it to its fullest potential. Always keep in mind that Anji only has 3 low moves, so you will use them often. Don’t get too discouraged if it seems like you are using 2S more than your other normals, you need this poke to be successful.

2H Level 4 Frame Data: Startup: 20 Active: 5 Recovery: 15 Advantage: -3

Autoguard: Frames 1-15 (lows only)

Here we get to one of the strangest moves in all of Anji’s arsenal. 2H is not a low when it hits, however it is the only autoguard that will work against a low hitting move (screwy I know). This is in all honesty Anji’s least useful normal, and its sole purpose is to autoguard those low moves. 2H doesn’t combo into much and it really is there just to give Anji the option to beat low moves. This autoguard is by far the most difficult one to use, mainly because most of the low pokes people throw are very fast and 2H doesn’t reach terribly far. You must not write off the move however, as the ability to beat a low and punish it with kou can be a complete turnaround for the match up. 2H can and WILL beat things like Jam’s 5K, Sols 2K, and other good lows when you hit the autoguard and cancel into kou. I have been known to use this tactic on wakeup against players who predictably start their okizeme strings with low moves. 2H is incredibly situational, and if you try to whore it, you’ll be punished. Treat 2H like you would treat a slower low parry in 3S, that is, do not throw it unless you are confident your opponent is going low, and you feel like kou is going to hit them (either due to the lag on their move, or the fact that they will chain after their low poke). Beyond this use, 2H will rarely see the light of day in your matches, and until you get very comfortable with how it works, I don’t recommend going for it more than once or twice a match.

2D Level 4

Frame Data: Startup: 7 Active: 3 Recovery: 25 Advantage: -11

Anji’s sweep has improved somewhat as it now has a smaller vulnerable hitbox in terms of its height. Sweep is an average poke in that it is very fast, but suffers from horrible recovery. If you wiff this move, you will be in trouble, so don’t throw it out recklessly hoping to score a knockdown. Yes I know, some of us aren’t lucky enough to have a sweep we can spam to net big damage off of (I’m looking at you Badguy *shakes fist*). Sweep is one of your main ground combo enders to go along with Fujinn. Using sweep to properly space your knockdowns and set up butterflies and okizeme is one of the most basic, but most important parts of Anji’s offensive game. Cutting a ground combo short with sweep to set up a meaty butterfly is a must learn, and I strongly suggest you take notes on how to utilize it properly. Because of its smaller vulnerable hitbox it can go under moves now (such as baiken’s stab counter) and works well as a counter poke. Sweep has also become a major air combo starter now that fujinn does not float high on a combo from sweep. Roman canceling sweep into the S,S juggle is one of Anji’s Bread and Butter combos now. Sweep is a move you will use often because knockdowns are of vital importance to Anji, but you must use it properly. Because of it’s long range and quick startup it’s easy to find yourself throwing it out all the time, and while it can be a strong counter-poke and net you those all important knockdowns, it can also wiff a lot and cost you half your bar. If sweep is blocked you should be canceling into fujinn or a butterfly as those create a better mind game and more safety than simply letting the move recover will. Abuse it in your ground combos and strings, use it in moderation as a poke and you will be on your way.

Jumping Normals J.P Level 1 Frame Data: Startup: 8 Active: 3 Recovery: 3

Anji’s J.P has gotten a bigger hitbox on the end of the fan making it more practical for IAD pressure strings and for out poking anti-air attacks. This move really has 2 primary uses: IAD and air combos. Because J.P. reaches farther now, IAD strings have become more valuable in Anji’s game. Strings like, J.P, J.P, J.S, land are quite useful and provide a new method of pressure for Anji’s offensive game. J.P. is a decent air to ground poke, but we’ll cover the best move for that a little later. Learn the new range on this move and understand it’s place in air combos and you’ll be using it to its strongest potential right out of the box.

J.K Level 3

Frame Data: Startup: 6 Active: 6 Recovery: 10

J.K is Anji’s fastest jumping move and is an excellent tool for air to air combat. Super jumping immediately followed by a J.K is a great way to meet your opponent in the air, especially if they are attempting to gain positional advantage or are air dashing. J.K also serves as one of Anji’s primary air combo starters (along with J.S.) and should be your choice if the timing to link into the air combo is tight. Keep in mind that even though this is a great air to air poke, Anji is often better served utilizing his ground anti-air pokes. If you do catch an opponent with a J.K you should be going for a knockdown by comboing into Orb. Using J.K and conjunction with Anji’s other tools for controlling the air is a great way to boost both your offensive and defensive games.

J.S Level 3

Frame Data: Startup: 7 Active: 9 Recovery: 18

What some people will call the most obnoxious air move ever created, J.S is a beautiful tool with a lot of different uses. As an air to ground poke J.S is an elite move, it extends far in front of Anji and reaches at least half his height below his hitbox. You can use this in runaway, air to ground pressure, crossups, or just to pester the hell out of your opponent. It really becomes a powerful weapon when you combine it with J.D. to throw off the anti-air timings of your opponent. Do keep in mind that in guilty gear, swinging from ground to air is always dangerous. Most characters boast very strong anti-airs, and there are times where you simply need to swallow your pride and faultless defense until you arrive safely on the ground. If you are going to swing on the way down however; this is the poke you should be throwing. Mastering the use of this poke in conjunction with J.D is a staple in Anji’s air zoning game. If you score a CH as you are coming down, you will often have time to combo on the ground, so take advantage. J.S is also a mainstay in his Anji’s air combos and learning some tightly timed cancels with it lead to his biggest damage in slash (we will discuss this later). Like all good pokes, predictably throwing this will get you punished, but this should be your move of choice if you are looking to poke in the air against an opponent below you.

J.H Level 3

Frame Data: Startup: 13 Active: 6 Recovery: 15

J.H lacks the utility that Anji’s other air normals provide, but that does not mean it is without its uses. J.H has one of those strange hitboxes that encompasses most of Anji’s upper body, and thus it can be used in backdash crossups (if you don’t know what that is, fear not we’ll explain later). J.H mostly serves to end combos, pressure strings, or to try and crossup an opponent as you fall to the ground. I do not recommend using this as a primary air to air poke, or as an air to ground attack unless J.S. is unlikely to connect. J.H is slow and wiffing it leaves Anji rather vulnerable. J.H. has its uses but we will cover them in stronger detail in the combos/offensive sections of the guide. You will rarely find use for J.H in any sort of defensive situation, so don’t get too attached to it in hairy situations.

J.D Level 3

Frame Data: Startup: 10 Active: 6 Recovery: 17

Upper body invulnerable: Frames 1-11 and 22.

Jumping Dust has always been a major part of Anji’s air positioning game, but it’s greatly increased recovery in Slash have made some nice improvements to its utility. If you didn’t already know, J.D completely stops Anji’s momentum in the Air (he does open an umbrella after all). Because of Anji’s long ranged super jump, this allows for some very quick movement and positioning at Anji’s disposal. The recovery is so fast on J.D now that from the top of the screen you can conceivably throw the move 4 or 5 times before landing. J.D used with J.S is a fantastic air to ground poke as we have already discussed. J.D can stop any momentum from a regular jump, to an air dash. This allows Anji to manipulate his position in the air better than almost anyone in the game. This sort of positioning is crucial to many of Anji’s match ups against zoning characters and in general it gives him more control of the screen when he uses it properly. Beyond the spacing and air to ground game it provides, J.D is a solid air to air poke. On CH it nets a huge wall bounce that should give you plenty of time to start a big combo with. J.D used to be a primary ender for air combos, but with Orb giving a knockdown it has been relegated to use in very character specific air combos. Like all of Anji’s normals, learning the proper uses of J.D is an absolute must in making him a winner.

Normals Summary: If there is anything you should take away from this first section on normals it is that Anji can and should utilize every one of them to be an effective fighter. Because none of his normals are godly, they must be combined effectively to give Anji his balance on offense and defense. What makes Anji a strong character in slash is that he has so many tools to work with, by the some token it means that you need to learn how to effectively use all those tools to take him to his highest level. If you properly learn how to be effective with Anji’s normals you will have one of his biggest strengths already conquered in your game. Mastering these things should be the first basic goal of a new Anji player, and the focus of a veteran player who needs to refine his game.

Throws

Anji is blessed with two great throws for his air and ground game (as well as his command grab On which will be discussed in the specials section). What makes his throws so effective is that they will both flawlessly set up the strongest part of his offensive game: butterfly pressure.

Ground Throw

43 Dot Range

Anji’s ground throw is very simple, it tosses the opponent out in front of him for a knockdown that will perfectly setup a meaty butterfly. Because of this you should be looking for throws at every possible opportunity. Like all characters, Anji can throw as a defensive mechanism for characters that try to use okizeme too close to him (wakeup throw), and against characters who land too close (throwing them out of landing recovery). I will not going into the basics of throwing games in guilty gear, but you should know that throws have essentially no active frames, this means if you throw when your opponent is in range and is throwable (i.e. not in hit or block stun) then the throw will execute. For Anji throw opportunities are plentiful due to his offensive game being so strong now. Basic tick throws off 2P or 5K all work well, throws off butterfly pressure are extremely difficult to stop when mixed up properly, and there are a variety of other ways to score a throw with various roman cancels, setups, and what not. When you score a throw, you should almost always follow it up by tossing a meaty butterfly. The only exception to this would be when you throw your opponent deep in the corner and do not have proper spacing, in which case an OTG or other setup may be more beneficial to your game. Throws don’t net Anji a ton of damage, but they set up the strongest part of his game, so attempt them freely, and use them as a major part of your mix up.

Air Throw

110 Dot Range

Much like his ground throw, Anji’s air throw will lead him directly into butterfly pressure. It will score a knockdown all on its own, but it is at its most effective when you combo after it. The most basic combo is to land after the air throw and juggle into On. (I’ll give specifics in the combos section). Like a ground throw, On leaves Anji at perfect range to throw a meaty butterfly. Because of Anji’s excellent air mobility he has a variety of ways to set up air throws. Because air throws have a ridiculous range in guilty gear (nearly 3 times that of ground throws) air throws are an incredible defensive tool. Because Anji’s air throw puts him in complete control of the match, you should make a priority to learn how to hit them as frequently as possible. Simple tactics like crouching against a swinging air opponent into a jumping air throws are things all guilty players should learn. Air throwing is very much an artsy part of playing guilty, and while I can tell you all kinds of setups that I have used, the best way to execute them is to learn it for yourself. It takes time to really learn how to utilize air throws, but once you do you have given Anji a very strong tool that will lead straight into Anji’s strongest offensive weapon. Use your throws wisely and you will greatly increase your chances of winning matches.

Specials

In this section we will break down all of Anji’s special moves and their basic factors. Since Anji’s special moves are mostly offensive we will go further in depth with many of them later in the guide’s offensive sections.

Shitsu 236P (Aka: Butterfly) Level 1

Frame data: Startup: 21 Active: Projectile Recovery: 46 (from time of startup) Advantage: -5

The butterfly, the staple of Anji’s entire game. Shitsu has gone from being a gimmick projectile that created pseudo-unblockables to a very strong zoning/pressuring projectile. Instead of being a one hit overhead after being blocked, shitsu now transforms upon ANY hit, be it a character, a projectile, or a minion (Eddie, zappa's summons, dizzy fish, etc). Even though the butterfly no longer hits as an overhead it has VASTLY improved from its previous versions. Because butterfly pressure is such an important part of Anji’s game, I will wait to discuss it in a separate section. Beyond the butterfly pressure game, Shitsu has become a reliable zoning tool. Since it always transforms on a hit, opponents are more reluctant to be near the butterfly, and it is incredibly useful in canceling out projectiles due to its faster startup and recovery. This move is what makes Anji…well Anji. We will discuss everything about it in depth in the butterfly pressure section. Fujinn (slash) 236S Level 3

Frame data: Startup: 15 Active: 3 Recovery: 27 Advantage: -16

Fujinn has improved in utility in Slash due to the buffs that come from its follow-ups. The slash version serves as one of Anji’s primary combo finishers as it will score him a knockdown if comboed into from sweep and can be followed up effectively by a butterfly. Fujinn no longer floats very high on a hit, and thus fujinn loops and most of its roman cancel combos have been lost in this version. Fujinn while a quick move loses to EVERYTHING, jabs, sweeps, grabs, and small breezes will all knock Anji out of this move, do NOT use it as a counter move/poke. Since Fujinn cancels into so many different things now, its real strength lies in utilizing it with all its follow-ups which we will discuss shortly. It is a staple in your offensive game, but it does have a couple defensive uses now as well. Fujinn can cancel into any of its follow ups on wiff now, so Anji is blessed with some more zoning options that he did not have previously. Just keep in mind that while the follow ups can counter your opponent in certain situations, Fujinn itself never will. Don’t throw it recklessly outside of your offensive game and you will do well.

Fujinn (hard slash) 236H Level 3

Frame data: Startup: 23 Active: 3 Recovery: 27 Advantage: -16

Invulnerable to strikes: Frames 1-12 HS fujinn works much the same as its slash counterpart with a few key difference. It will reach father, and has invulnerability on its startup which allows anji to sneak by various pokes and projectiles. This is key because netting a counter hit with HS Fujinn scores a wall bounce, and in slash this can lead to some retarded damage for Anji. The invulnerability is odd because it is only for the start of the dash, not for the finish. Opponents can still poke Anji out of this move with virtually anything at the connecting point, but learning how to utilize its invulnerability is absolutely key for characters that can zone Anji from half-screen away. If you are very risky you can attempt this on wakeup, but keep in mind Fujinn is not a DP, and you can very easily get raped for doing so. This is a very situational moves, but knowing when those situations arise and utilizing its strengths gives Anji and very high risk/high reward option that you must learn to capitalize on.

Shin: Ichishiki P after Fujinn (Aka: Fan needles) Level 3

Frame data: Startup: 36 Active: Projectile Recovery: 7 (on landing) Advantage: -6

FRC-able The punch follow-up to Fujinn has gotten a nice buff in slash due to the fact that it auto jump installs. After throwing the needles Anji is free to double jump or air dash as he likes, allowing for air dash pressure or a safe retreat depending upon the situation. The follow-ups to Fujinn are all part of a larger guessing game that Anji has gained in slash, and for the most part it gives him the advantage. Keep in mind however that with all these follow-ups Anji can be punished if you are outguessed by your opponent. Certain characters like Millia can even react to needles on reaction and hit you for a nasty combo, in situations like this the FRC (which is done at the height of the jump) can be used as a defensive bail out. The needles also act as an effective zoning tool now that they can be thrown even on a wiffed fujinn. This is especially useful against characters like Eddie, because it provides a way of attacking the puppy from a safe distance. The needles have gained a lot of utility because they are more than just a defensive choice after a blocked fujinn. Using air dash pressure to follow them in, and zoning with them are all solid additions to Anji’s game, but this is still a slow move so use it wisely.

Hitoashitobi K after Fujinn (Aka: Hop)

Frame Data: It has no startup or active frames since it is not an attack and has 6 frames of recovery upon landing.

The hop creates a major part of the guessing game that Anji has gained on a blocked Fujinn. This move has been improved in Slash in that it now has a much smaller hitbox for Anji’s lower body. What this essentially means is that the hop will beat low pokes and allow Anji to counter from behind his opponent. The primary use of the hop is to score a throw after landing and restart the butterfly game, but you can also throw autoguards or other mix ups afterwards if your opponent guesses wrong. Keep in mind that if your opponent doesn’t swing they can easily throw you on the recovery or hit you with a high move. The hop is most effective when you mix it up with the other follow-ups, if you use it predictably you’re making yourself a sitting duck. It beats a lot of moves now, even things like Baiken’s stab counter, but you must set up the guessing game for it to be effective.

Nagiha S after Fujinn Level 3

Frame Data: Startup: 10 Active: 6 Recovery: 27 Advantage: -19

The low hitting piece of the Fujinn mind game is in the slash follow-up. Unfortunately this move is very limited in its use. If you outguess your opponent it will score you knockdown or can be roman canceled for a solid air combo. The best way to use this move is to delay the follow-up in the hopes that your opponent might swing or decide to not block low. If this move is blocked I typically like to roman cancel it to keep pressure on and avoid retaliation on the poor recovery. The fan blade reaches farther now and can actually swipe some characters out of backdashes and such, but it is again a situational move that’s success relies upon you having good mix up with Fujinn guessing game. Use it sparingly as it offers Anji the fewest options and only nets solid damage with a roman cancel. Also keep in mind that if you hit with Fujinn you can combo into Nagiha for your knockdown if you think you will need the spacing it provides.

Rin H after Fujinn Level 5

Frame Data: Startup: 27 Active: 8 Recovery: 8 Advantage: +5

Autoguard: Frames 8-26

Throw Invulnerable: Frames 1-31 Anji’s new move in Slash is a potent one to say the very least. Rin is a wide sweeping, hard hitting move that has autoguard, nets big damage, and gives Anji and huge advantage on block. With all that going for it you may be wondering why you wouldn’t throw this move every single time after Fujinn, well the answer lies in the fact that this is the final piece of the puzzle in the Fujinn mind game. Rin will lose to a low move and Anji will fall flat on his face, and yes it can be beat on reaction by characters with extremely quick lows. That being said, this move is still an absolute monster when you mix it up with the other follow ups. On a normal hit you can follow up with a free super jump combo and score a knockdown with orb, or in the corner follow up with an On. On counter hit you can actually juggle into an air combo, and the damage is going to be insane. Simply put if you hit with Rin you just shifted the match in your favor; that is how powerful this move is. If your opponent swings high you can take a safe autoguard cancel into kou, or you can let the move finish and try for a CH. Even if it’s blocked Anji is at full advantage and gets to follow up with more pressure or a mix up attempt.

Because Rin is throw invulnerable you can actually use it as a pretty reliable okizeme attack, but it is best served with you use it sparingly and force your opponent to block it, or make the mistake of swinging at it. Rin is a very solid anti-air as it covers a ridiculous amount of the screen and must be FDed by a jumping opponent since it is a ground move. This really is a scrubby move to be perfectly honest, I’ve watched the damn thing change direction after a wiffed Fujinn because my opponent swung at me from behind. On top of that, it’s burst proof due to the fact that it has autoguard on it. The key to utilizing Rin is mixing it up with the other follow ups. If your opponents start swinging low to stop Rin, you start hopping and punishing them. If they start waiting for the hop or a fan blade, you throw Rin to keep the pressure on. Much like 6H this move can become a crutch, and it will get you in a load of trouble. It’s a fantastic move, but don’t overuse it and you’ll be doing quite well.

Kai (p version) 214P (Aka: P stomp) Level 3

Frame Data: Startup: 28 Active: 3 Recovery: 9 Advantage: +2

Ah, nothing as classic as a good old crossup stomp from Anji. In all seriousness though Kai is a move that can net a lot of damage, but must be used in moderation. It has a little advantage on block, but it can be air throw on reaction, or instant blocked and punished readily. This is the move that will beat scrubs all day long because it can crossup and it counts as an overhead. You can use it in pressure strings but again be cautious with how often you throw it. If it hits you should almost always be juggling into an air combo for a knockdown. Having a crossup overhead is never a bad thing, but please don’t abuse this move, it simply will not work often on good players, just be sure you take advantage of the damage when it does hit.

Kai (k version) 214K (Aka: K stomp) Level 4

Frame data: Startup: 32 Active: 10 Recovery: 8 Advantage: +1

FRC-able K stomp is another one of those situational moves that has gained a bit more utility as Anji has evolved throughout XX. The big stomp can be used at the end of pressure strings to try and net a crossup, and now that you can follow up on a normal hit as well as a counter hit it actually provides a bit more reward for the risk you take. Like P stomp it has just enough advantage to keep Anji in control, but if it is instant blocked you can be punished. The FRC on this move is mostly for shenanigans in various pressure strings, but it can net you throws if you use it in conjunction with a butterfly or a good poke string. With both stomps, don’t abuse them, but do not forget they are there, as they net very good damage when they do connect.

On 623H

Frame data: Startup: 11 Active: 18 Recovery: 20 (6 frames upon landing)

FRC-Able

Anji’s air command grab is a prime tool for setting up butterfly games since it is untechable and creates excellent spacing. On has lost a bit of its use simply because Orb now also gives a knockdown and can be used in bigger damage combos. Still, On will be a major part of your game and if you can’t end an air combo in Orb, you should be trying to finish it with On. The move has gotten a buff as it ascends faster, reaches farther, and has a smaller vulnerable hitbox in slash. For my money, On should only be used inside combos and the occasional crossup shenanigan off the FRC. Trying to use it as an anti-air is just too risky and Anji has enough tools to cover that section. I highly suggest you master the FRC on On because it is essentially a built in option select for the move. If you always buffer the FRC, you will only get it when On will not connect on a combo. This is great because if your opponent bursts you easily get to air throw them out of it, and if they tech you have a chance to attack or block their counter in the air. Just make buffering the FRC part of your motion when doing the move and you’ll option selecting it like a champ in no time.

Shin: Nishiki 214P while in air (AKA: Orb) Level 3

Frame data: Startup: 12 Active: 8 Recovery: 6 (On landing) Advantage -37

Perhaps no move has buffed Anji’s game in slash like the changes to orb have. This move now guarantees a knockdown regardless of where it hits, and the ground bounce it gives offers a plethora of new combos for Anji to play with. This move is your primary ender for any and all air combos, because it allows Anji to get big damage and a knockdown (this is the basic recipe for a good character in guilty). Because the orb is a bit slower to actually connect now, many of the older combos (I.E. J.K, J.S, J.H, orb) now will not hit. Jump install air combos are now the method of choice for Anji to make sure orb always connects, and to be a successful player you must learn them. The majority of his air combos that end in orb are weight specific, but there are some smaller ones that will work universally and will be discussed in the combo section. Regardless of the situation, you should almost ALWAYS be trying to finish your air combo with Orb. Orb offers even more utility as an almost instant overhead that provides Anji with more of his mix up game. Tiger-kneeing an Orb (2147P) is a must learn tool, and once you know where to throw it you can add a whole new dimension of options to Anji’s offensive game. Going for a TK Orb without meter to Roman cancel it is a risk, as on block it is incredibly easy to punish. If you happen to wiff the move, Anji is in Counter hit state for a VERY long time, so do not throw this thing out randomly. The mix up utility of this move is incredible, and if you RC it you are guaranteed a big damage combo from anywhere on the screen. On a CH the bounce is very high so compensate by delaying your juggles. Orb will put fear into your opponents and force them to open up their feet to your offensive mix up. Using it wisely and canceling it when it fails is one of the most important parts of Anji’s game. Get to know this move well, you’re going to be putting it out in a lot of situations.

Kou P during Autoguard Level 3 1st hit, Level 5 all others

Frame data: Startup: 4 Active: 1st hit – 2, 2nd-7th hits – 6, 8th hit – 12 Recovery: 11 (8 upon landing) Advantage: -41

Invulnerable to strikes: Frames 1-6

Kou is of course the counter-attack that results from Anji autoguarding an opponent’s attack. Think of it as something like a weak parry into a dragon punch. To properly utilize Kou you should be using it when autoguard connects against a slow recovering move. If you try to use it against quick pokes or throw it out too often it will be blocked or baited, and you are in for a painful retaliation. When Kou connects it nets Anji a nice chunk of damage and a knockdown, but perhaps even more important is that if all 8 hits connect it will give Anji 50% or more tension. When you do hit you can either let the move finish and start okizeme, or roman cancel it around the 5th to 7th hit for a nice combo. Keep in mind that Kou has priority over other commands, so if you try to cancel a 6H into a P stomp or a butterfly during autoguard, Kou will come out instead. Like autoguard, kou is a major part of Anji’s defensive game, but it should not be used recklessly. If you find yourself hitting it 5 or 6 times in a match, you are probably using it too much (and while that happens on scrubby kids, the same tactic will kill you against a solid player). Kou can change the momentum of a match, but if it’s blocked or baited expect the momentum to go to your opponent. If it is blocked and you have meter roman cancel it to avoid the punishment that will follow. It’s difficult to explain how to effectively use Kou because it is such a situational attack, but in general you should throw it when your opponent is predictably using slow recovering moves that will allow you to get an easy counter. It’s particularly good against many air attacks as well, just don’t use it against quick air characters like Chipp or Jam too often. Learning when to cancel autoguard into Kou, and when to simply let the normal finish is a key in making Anji’s autoguard game stronger.

Specials Summary

Like any good well rounded character, Anji is blessed with specials that play both to his offensive and defensive games. Many of them are the core of his basic mix up games, while others bolster his abilities to turn back an opponent’s offensive onslaught. Anji does lack any real reversal special moves, which means you have to be more selective in how and where you throw them in comparison to some characters. Most of his Specials are combo/offensive tools, stick to them for that purpose, while utilizing the situational utility of things like autoguard, HS fujinn, and wiffed fujinn follow ups and you will have taken another step to strengthening your overall game.


  Overdrives

Overdrives are the supers of guilty gear, requiring 50% tension to execute. Because of the overall utility and damage output of roman cancels, many characters supers are borderline useless in the majority of situations. Anji will rarely throw his overdrives in Slash, and when he does it is usually to finish off a round. Overdrives are not burstable once they connect, so if you think comboing into an overdrive will finish the round, it is the safest way to do so. Overdrives freeze the screen after their initial startup, then sometimes have additional frames of startup after the flash. During this freeze time projectiles will continue to function, however this has little use for Anji, it is just something to keep in mind.

Issen Ougi: Sai 632146H Level 3

Frame Data: Startup: 10 (+3 after OD flash) Active: 56 Recovery 63 Advantage: -40

FRC-able Issen Ougi got a major tone down to its overall damage output in Slash and sadly has become a rather useless overdrive. Anji can no longer follow up this super with a combo or a juggle into On without FRC-ing it, however it does always knockdown if it hits. Because it does so little damage and has incredibly poor recovery now you should never throw this overdrive unless you are positive it will end the round. If you are going to use it, always combo into it, trying to throw it on reaction to your opponent is suicide.

TenjinKyaku [2],8+K (Aka: Stomp Super) Level 5

Frame Data: Startup: 18 (0 after OD flash) Active: 7 Recovery: 20 Advantage: -11

Anji’s stomp super is most likely his most useful now that Issen Ougi is so much weaker. This is very much a defensive super, used to catch opponents out of pressure strings or IAD’s. Because the super has no startup after the flash, if the opponent is not blocking by the time the OD flash occurs they will be hit by the move. This thing has horrible recovery on block or wiff, so you need to have a very good feel for if it will hit. It’s most useful on characters like Potemkin who have a large hitbox and can be caught easily out of pressure strings. This thing is useful for getting out of the corner, provided you know when and how to throw it. Just looking for a random hit will get your killed. A nice risk/reward tool to escape pressure, but not nearly as safe as a DAA.

KachouFuugetsu 63214S during autoguard Level 5

Frame Data: Startup: 7 (0 after OD flash) Active: 78 Recovery: 75 Advantage -61 Throw invulnerable: Frames 1-21 Anji’s autoguard super is one I personally rarely use, but it certainly is not without its merits. The super is much better about connecting all 4 hits in slash, and if you are good at autoguard counters this is an excellent way to end the round. Keep in mind kou has a faster startup, so this is slightly less safe to throw, but it also is not burstable just like any super. Be VERY sure this will hit if you throw it, if it’s blocked it’s your ass. Whether you use this super is up to you, but again I suggest not throwing it, unless it will end the round.

Overdrives Summary

Pretty simple stuff here, don’t throw them often, and when you do use them to end the round. Stomp super is nice escape tool, but is very risky if you don’t know the proper timing to throw it. For the most part stick to your RC’s, DAA’s and FD for tension use.

Autoguard at a Glance
High Autoguard:
  • 6K - frame 1 to frame 7
  • 6S - frame 7 to frame 12
  • 6H - frame 12 to frame 19
  • 5D - frame 4 to frame 18
  • Rin - frame 8 to frame 26
  • FB Rin - frame 2 to frame 20

Low Autoguard:

  • 3K - frame 1 to frame 5
  • 3S - frame 1 to frame 27
  • 2H - frame 10 to frame 19

Blockstrings

Basic Pressure Strings: These are the most simple of strings where you alternate your mid and low pokes in the hopes that your opponent may be outguessed and eat a low hit. These can either be long gatlings or broken up strings that utilize the block stun of the butterfly hits to allow Anji to stay on the opponent longer. If you do open up your opponent on a basic string, the easiest thing to do is get your knockdown and repeat the process. (we’ll discuss how to hit bigger combos in later sections) These simple strings allow you to get a feel for the timing of the block stun hits and how you can utilize them.

Examples: 236P, 66, 2P, 2K, (Transformed butterfly hits), 66, 5K, 2S, 2D

236P, 66, 5K, 2S, (Transformed butterfly hits), 66, 2S, 2D

(Fujinn into hop can be put at end of these strings if desired)

Overhead Strings: Since the butterfly isn’t an overhead, opponents are typically going to block low. Use this fact to hit them with overheads in your butterfly pressure to open them up. 3P, TK orb, and 5D all become useful and very safe with used with the butterfly. To combo off Orb you will still have to roman cancel it, and keep in mind that if 5D connects the butterfly will likely hit and screw with the launch of your dust combo. If your overhead is blocked, the transformed butterfly will cover you and allow you to continue with another string. Your overhead can come before the transformed hit, or after it. It is best to think of butterfly pressure as offering you two different strings. The initial pressure string, and another one after the butterfly falls.

These strings assume you score a hit on the overhead

Examples: 236P, 66, 3P (Transformed hits), 66, 5S, 6P, 5S, 6P, 2D or 236S, S

236P, 66, 2P, 2K, (Transformed hits), 66, 2147P, RC, juggle into air combo or On.

Throw and Tick Throw Strings: Throwing with the butterfly gets to be downright cruel when you mix it up properly. Your opponents have to block because it is so much easier to keep them in constant hit stun, and thus this opens them up to all sorts of throw games. Blatant throws and tick throws are things you will get away with because of the freedom the butterfly gives Anji in his offensive game. You can even tick throw off the stun of the butterfly transformed hits if you are feeling especially bold.

Examples: 236P, 66, throw

236P, 66, 5K, 5S, (transformed hits), 66, 2P tick throw

236P, 214K, FRC, land, throw

Crossups: Butterflies also improve Anji’s crossup game by allowing him to keep the opponent in stun while jumping or throwing a crossup. You can use P stomp, or a running jump, or a J.D, or even and FRC’ed On to try and cross up your opponents. If a P stomp hits you will go for your juggle into an On or air combo, for the others it is best to take a knockdown. These are not quite as safe as some of the other strings, but they will get your opponents head spinning and provide you even more options.

Examples: 236P, 66, 214P (transformed hits) juggle.

236P, 66, 5P, 5K, (transformed hits), 214P, juggle.

236P, 669, Air dash backwards, J.H. (transformed hits), land, 5K, 2D, 236S, K

236P, 66, 6H, SJC, J.D, J.S, land, 5K, 2D, 236S, K

Guard Gauge Strings: These strings are designed to build up the guard gauge and offer Anji the ability to just keep some straight forward offensive pressure on in the hopes of opening up his opponent for big damage later. This is done by comboing into Fujinn and using Rin while the transformed butterfly keeps them in block stun (making them unable to stop Fujinn by swinging low). After Rin you are at advantage, so typically throw something like 5S or 2S, or toss out an autoguard if you think they might swing, 6K works very well there.

Examples:

236P, 236H, H, (transformed hits while rin activates), 5S, 5S 2D, 236S or 236P

236P, 66, 5K, 236S, H (transformed hits during), 5S, 5S, 2D, 236S or 236P

IAD Strings: After butterfly hits you can toss out a 6S to keep your opponent in block stun and allow for IAD games. Keep in mind this is only for taller characters, but you can use 6S in conjunction with jump in games on shorter characters. I like to let 6S finish before I start the IAD game, but you can cancel into it if you would like to apply pressure more quickly. If 6S connects in the corner on these strings you can cancel into 214K and it will all combo.


Examples: 236P. 6S, (transformed hits), 99, J.P, J.P, J.S, land, 2S, 2D

236P. 6S, (transformed hits), 99, J.P, J.P, J.S, 214P (RC to land and juggle into ON or air combo if possible)

A basic, but shitty guessing game for them: This is a string that if it hits allows you to put your opponent into a shitty 50/50 in the air, and if it is blocked works as a simple guard gauge builder. What you do is run in and immediately throw sweep, then cancel it into Fujinn. If you hit use the K follow-up, and if it’s blocked go into Rin and start your guard gauge game. When you hit, you do the hop follow up as the butterfly combos after the fujinn hit. What this does is force them to a decision, if they tech you can easily get a free air throw and go from there. If they choose not to tech (hoping you go for the throw) you can stand and do a 5P into an Air combo and knock them down with Orb. You’ll have to guess, but they are the one at the disadvantage. This is a very solid and safe string that will hit more than you might think.

Examples: 236P, 66, 2D, 236S, K, (transformed hits), jump up air throw the tech

236P, 66, 2D, 236S, K. (transformed hits), 5P, air combo. (if no tech)

Autoguard Strings: These strings are primarily used as counter or reversal move baits for characters that want to get out of the butterfly pressure. In essence all you do is run in and throw 6K or 6H to beat their swing and then cancel into Kou. If they end up not swinging, let the butterfly hit on 6K and follow up, or cancel out of 6H into a crossup or Fujinn. Keep in mind you can always bait counters and reversals in other ways, this is just giving you another option to do so.

In the Corner: Once you put your opponent into the corner you will lose a couple options in your butterfly pressure, mainly crossups and IAD’s (unless you still have proper spacing). To compensate for this you should try to out poke your opponent while using the butterfly as cover if you chose not to do one of your other options. Tossing 2K after the butterfly if you are at close range is a great way to catch opponents trying to run out or swing to get out of the corner. If they jump you can score a free On after the transformed butterfly puts them in block stun mid air. In general your throw strings will be more effective in the corner simply because players turtle up on instinct, knowing their options are limited. Some players will swing more out of panic and in those cases use your autoguards and safer strings to punish them. It can be difficult to hold your opponent in the corner with the butterfly, but just remember you don’t need to get as close, simply poking them when they try to escape can be just as effective as getting in their face behind the butterfly.

Tying it all together: Now that you know all the different options you have for butterfly pressure, what is the best way to go about applying it? The simple answer is mix…it…up. Use combinations of these tactics in a single string to make butterfly pressure most effective. If your first overhead is blocked, try another after the transformed butterfly hits, or go for a throw. I look at each butterfly as an opportunity for 2 possible mix ups, before the transformed butterfly hits, and then again after. The more you mix things up, the more likely you are to score some damage and another knockdown to start the process all over again. You have to watch for characters that have reversals or counters as they have more options for escaping than the rest of the cast. Always keep in mind that with a butterfly on, you have the advantage, put your opponent to the test and force them to make the right guess.

Okizeme

Tips and Tricks

Fighting Anji

Matchups

NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/48-anji-matchups/
For more detailed information, check Anji's Matchups page.

Favorable:

Slightly Favorable:

Even:

Unfavorable:

Sol(4:6) - Sol can usually blow through many autoguard strings and setups easily with 2D and DP, and requires cognizance to bait.

Very Unfavorable:

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