GGST/Anji Mito: Difference between revisions

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Revision as of 02:22, 4 December 2021



Overview
Overview

Anji Mito uses his guile and wits to read the opponent's next moves and steal the spotlight when they misstep. The unique Autoguard property on his specials make them immune to normal strikes during their duration. If an opponent tries to take their turn too early, Anji can dance straight through their attack for a devastating punish. These and other tricky tools in Anji's kit are especially good for conditioning, guessing games, and dangerous Rock-Paper-Scissors situations.

Fuujin is his signature move with many graceful followups, the threat of which can force an opponent's hand into risky options in the neutral game and while starting pressure after making the opponent block 5K or f.S. Shitsu fires a projectile butterfly that turns into a bird for starting offense from a knockdown. While not having a great amount of plus-on-block moves to assert himself, Anji excels at stealing turns from the opponent by using the threat of his strong counter-hit starters and Autoguard to get away with leaving large gaps in his pressure. If the opponent tries to jump over Fuujin, Kou and 6P provide him excellent control of the air. Combined with throws, 2D, and baits, Anji's neutral and offense commands respect if you can enter someone's head.

This playstyle carries inherent, unavoidable risks. Each follow-up to Fuujin has their own counter-play that requires Anji to think one step ahead of the opponent at all times, especially if the opponent has access to an invincible reversal. Anji's defensive tools such as Kachoufuugetsu Kai also require some foresight, and bode doom for him if he whiffs them. He has limited options for mashing out of pressure, as 5P and 2P are comparatively slow. Fuujin and Kou put Anji in counter-hit state on startup and still remain vulnerable to throws, RC slowdown, moves with multiple hits, and Overdrives.

If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.

 Anji Mito  Anji Mito , classified as a Balance type, is an elegant martial artist who dodges all with his dance.

Pros
Cons
  • Autoguard: Autoguard allows Anji to go around and punish the opponent's attacks in a way completely unique to him.
  • Swiss Army Knife: Anji has a pretty well rounded moveset, granting him a tool for most situations.
  • Good Offense: A potent strike/throw game, Fuujin, and the infamous butterfly oki give Anji several ways to pressure the opponent. The threat of his massive counterhit starters allow Anji to steal turns even while being minus 8 or more.
  • Anti Airs: Kou and 6P are both very fast and reliable anti air options
  • Fuujin: Anji's infamous 236H rekka dash punch special move that blasts him across the screen, and makes up a core part of his gameplan. While a decent move on its own, the ability to autoguard through the startup and cancel into its follow-ups before the move even becomes active gives Anji a huge amount of mindgame potential.
  • Autoguard: Anji's autoguard can put him at disadvantage if the guarded move is low recovery, multi hit, or the opponent can PRC to steal their turn back.
  • High Risk: Anji's tools can be punished heavily if the opponent is expecting them or if they're used improperly. Fuujin and its followups, Kou, and Suigetsu no Hakobi can all put Anji at major risk against an opponent with proper matchup knowledge.
Anji has a property on most of his special moves called autoguard, where he will pass through an opponent's attack and will treat the attack as though it whiffed, allowing for potential punishes other characters may not be able to do. He is able to autoguard attacks with 236K, 236[H] and 236[S]. Making good use of autoguards to call out reckless attacks is a key part of playing Anji effectively.
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Anji Mito
GGST Anji Character Guide
*PATCH INFORMATION IN COMMENTS*

Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42 All 7 7 11 +1 none

A very important attack in Anji's pressure and combos.

Pressure: c.S can be canceled to 2S, f.S, 5H, or 6H. You can delay your timings to frame trap the opponent and catch their mash out. If you properly condition them to avoid mashing, you can go for greedier things like run up/236K throw after c.S, since it's only -2 on block.

Mixup: c.S->5D can be strong. c.S->delay 2D or c.S->2H can catch opponents mashing or jumping.

Combos: c.S combos to 5H, 6H and Fuujin. When hitting airborne opponents, you can combo into 2H or Kou. On counterhit combos into 2H which leads to Kou.

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

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
44 All 15 4 23 -8 none

  • Hits on both sides of Anji
  • Might not combo from a max range f.S

Covers an incredible area above and around Anji. This move's wide range and tall hitbox make it a great tool for forcing the opponent back down onto the ground, most notably in the corner. 5H's slightly disjointed hitbox can make for a decent counterpoke in some matchups. This move's long range also makes it a go-to throw whiff punisher. Also gives a good reward on counterhit with a charged Fuujin into Issokutobi.

5D

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

Uncharged Dust
  • Uncharged Dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. Can gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged Dust leads to soft knockdown (+36).
  • Holding any upwards direction during the hitstop frames of charged Dust will perform a Homing Jump:
    • Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
    • Homing Jump combos can sometimes increase Tension Pulse enough to activate Positive Bonus.

Similar to uncharged Dust but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

6P

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12,12,25 All 12 3(3)3(4)4 21 -8 none

  • Simultaneously hits up rather high and hits low enough to hit low profile moves such as Sol's Night Raid Vortex and I-No's Stroke the Big Tree.
  • Susceptible to being thrown when used from further away.

An advancing command normal with 3 hits. Cancelling this move into Fuujin on any of the 3 hits is a frametrap. Should be used pretty much exclusively as a pressure tool, namely after a P or K normal. Gives a good reward on Counterhit with a charged Fuujin into Issokutobi, but needs to be canceled immediately so the other hits of 6H don't connect.

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
44 All 22 4 19 -4 none

  • One of if not the highest reward combo starters Anji has, especially on counterhit.
  • Good for his corner pressure as an OTG after throw.

Used for frametraps, catching jumps, and catching backdashes, often simultaneously. Always combos into 236[S], resulting in large amounts of damage in the corner. You can only combo into this move on a grounded opponent with a counterhit or as a crouch confirm from c.S.

2D

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42 High 8 6 18 none

  • Strong air to air tool, can be used to efficiently stop airdash approaches.
  • Wall bounces if opponent is near the corner. Can continue a combo with 5K or c.S but height is a factor.
  • Almost completely kills Anji's air momentum and quickly brings him back to the ground after a brief float.
  • Anji can still attack as he's falling if he does j.D high enough in the air.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Shitsu

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20,40 All 29 71 Total 52 -6 none

  • Listed frame advantage is for the initial projectile impact

A slow moving butterfly projectile that transforms into a bird when it collides with something, flying up and then falling back down for another hit. This move sees most of its use after a hard knockdown (e.g. Ground Throw, 2D, Kou) where you can perform a strike/throw mixup once you have conditioned your opponent to stop mashing/backdashing/upbacking. Use sparingly outside of knockdowns, as it has long startup and does not travel fullscreen. It has very specific and matchup dependent use in neutral, but when used appropriately it can help Anji make safer approaches against a defensive opponent, as its slow travel time allows Anji to run behind it.

Suigetsu No Hakobi

236K (Hold OK) 水月の運び

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Total 34~50 10-25~41 Guard Point

  • Autoguard starts on frame 10 and can be held to extend it up to frame 41
  • Vulnerable to throws during autoguard window
  • On successful guard, Anji enters a spin animation for 38f where he is fully invulnerable. You can perform any action including blocking after invuln ends, so the spin cannot be punished.
  • If Anji guards a non-projectile move, the opponent will be locked in hitstop for 28f before continuing their move. They can still Roman Cancel afterwards to avoid being punished.
  • Frame advantage after autoguard depends on the move guarded. (Frame Advantage = Remaining active and recovery frames - 10f)

Anji spins forward with autoguard. This twirl can also be done with Kou (236[S]) and Fuujin (236[H]) inputs, with the respective attack coming out if nothing is guarded. 236K finds use in scaring the opponent into expecting Fuujin or Kou, allowing you to freely reset pressure, set up grabs, or just gain ground. Make sure to be EXTREMELY careful when using this move as the move puts Anji into counterhit state for the startup and recovery of the move, lending you to potentially getting hit by one of the opponent's most damaging confirms. The held version of this move has a longer autoguard window than any other move Anji has, which will catch people timing their attacks to coincide with the vulnerable period of Anji's other autoguard attacks.

Fuujin

236H (Hold OK) 風神

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 All 16 [32] 4 21 -8 [-6] [10-25 Guard Point]

  • Can be held to add autoguard to startup.
  • Held version floats the opponent on hit
  • Unsafe by itself, but can be made safer with follow-ups
  • Follow-ups can be performed on whiff and as early as frame 13 after inputting Fuujin.

Fuujin is a dash punch/rekka type move that is apart of Anji's offense. Fuujin itself is useful for CH confirms, combos and can be useful for pressure in some situations. It has a variety of follow-ups that are nice to use against conditioned opponents. However a non-conditioned opponent may not respect it as a pressure tool and for many characters with a reversal/DP, they will usually abuse the gap between Fuujin and its followups (including Nagiha if not done immediately).

On pressure, try not to overuse Fuujin as a savvy opponent can handle most follow-ups and punish you since the followup themselves all have their demerits to using them and even the safest one Nagiha can be punished on block if not spaced correctly. However, Nagiha is the only one of the follow-ups that can be used to deter opponents from jumping out of Fuujin pressure. As such, think of Fuujin as an addition to Anji's pressure rather than a key part of it. That being said, ignoring Fuujin entirely in fear of being punished won't always be a great idea either depending on the character you're fighting. Anji is a character that needs to take risks in order to get by and and if they work out, he gets high reward for them.

In neutral, early cancel Nagiha is a decently long range low attack that can catch backdashes. Early cancel Shin: Ichishiki can be used as a decent zoning tool or bait certain DPs after pressure. Traversing the stage with early cancel Issokutobi to get in the opponent's face can be a relatively risky idea, however using Issokutobi after a whiffed Fuujin will save you more often than not. Getting a counterhit with Fuujin alone will payoff well with Issokutobi to continue following up on it in a combo, especially near the corner. Remember that Fuujin and its follow-ups all still have long recoveries and Fuujin cannot have autoguard until frame 10 at the earliest, so make sure you space yourself correctly or whiff them in places where the opponent cannot get a meaningful punish.

Extra strategies related to Fuujin can be found Here

Shin: Ichishiki

P after Fuujin 針: 壱式

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 All 30 (43 if early cancelled from Fuujin) 8 Total 43+6 after Landing +7 Airborne 3-44

  • The hitbox only exists once the fans have reached the ground.

A slightly plus on block followup to Fuujin, allowing you to frametrap the opponent or potentially reset pressure. This move can always be completely avoided and even punished by an opponent jumping, so you must condition the opponent to stay put before you can use this safely. With early cancel, this turns into an alternate guaranteed plus meaty Anji can combo with on hit, or a projectile to keep opponents out. It can make an opponent's DPs whiff with proper spacing, which may lead to a full punish depending on matchup. It can also lead to a 50/50 with drift Purple Roman Cancel that can either cross up or not depending on when you do the PRC.

Issokutobi

K after Fuujin 一足飛び

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
22+6 after Landing Airborne 5-23

  • -12 on block and -9 on regular hit if cancelled immediately.
  • Plus after OTG Fuujin (advantage depends on spacing)
  • No longer in counter hit state

A small hop that gets you up close to the opponent, allowing you to set up throws or reset pressure against opponents who are conditioned to stay put and aren't expecting it. Use it rarely to keep the opponent on their toes, otherwise you can be punished on reaction with a button or throw. Anji is considered airborne while using this move, allowing for some sneaky mixups with Roman Cancel. It's also used to correct the distance in certain combo routes and can make you safer after a whiffed fuujin. With early cancel, this becomes a massive command dash with lower body invulnerability. Can be used to close the gap (very risky), make a risky throw-bait or against Potemkin players mashing Slide Head.

Nagiha

S after Fuujin 凪刃

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
36 Low 15 (28 with early cancel) 4 20 -7

  • Soft knockdown on hit.

A low sweep that's the safest follow-up to Fuujin due to its high pushback and low disadvantage on block, allowing you to end your pressure with not too much risk if spaced correctly. Instant-blocking can make it a lot riskier, but mixing up the timing can help against players looking out for that. Using this move with a slight delay after Fuujin gives you a great way to catch opponents who are jumping or mashing, allowing you to condition them to stay put and do other follow-ups. If done immediately after Fuujin it's a true blockstring which doesn't allow for reversals/DPs. On counter hit, this move grants you a hard knockdown allowing you to set up butterfly oki. Or you can combo with 2K/5K or c.s (if you're close enough) as an extension for more damage, especially near or in the corner. Early cancel turns this into a 26 frame half screen low, usable for whiff punishing, poking, and anything in-between.

Rin

H after Fuujin

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 High 21 (34 with early cancel) 2 24 -9

  • Overhead Fuujin follow-up.
  • Ground bounces on hit.
  • Bigger ground bounce on Counter Hit.

The biggest risk but biggest reward follow-up to Fuujin. Use this move to catch people who are staying put and looking out for Issokutobi. Massively minus on block. Not super useful with early cancel due to being even slower and more minus. However, it can be used in conjunction with early Nagiha to fool the opponent to getting hit by a halfscreen overhead, and can catch backdashes if your opponent loves to backdash out of Shitsu. Plus, sometimes you just want to go YOLO.

Kou

236S (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20,30 All 12 [28] 9(6)5 14 1-9 Above Waist
10-31 Upper Body
[10-25 Guard Point]

  • Does not hit grounded opponents.
  • Can be held to add autoguard to startup
  • Pops the opponent up higher than usual when held
  • Can use air actions while falling.
  • Guard crushes on second hit.

A lightning fast anti-air with a monstrous hitbox and short recovery that serves as an incredible combo tool. This move grants a hard knockdown when it connects, allowing you to set up butterfly oki when you are closer to the corner, or go for an airdash > OTG j.H for guaranteed damage. With its newly added low horizontal launch, this move can deal MONSTER damage in the corner. The guard crush serves to ensure that this move is nigh unbeatable in the air.

Overdrives

Issei Ougi: Sai

632146H 一誠奥義・彩

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
13×6,67 All 11+6 -30

  • Considered a projectile.
  • Hitting an opponent in the corner causes a Wall Break and leaves Anji +36 afterwards.

Primarily used as a combo ender for damage or to break the wall for both a hard knockdown and Positive Bonus. Because it's considered a projectile, it will continue if you Roman Cancel it. This allows Anji to pack in more damage by himself on hit or try a mixup on block while the fan keeps people locked in place, but this is expensive at 100% meter cost.

Kachoufuugetsu Kai

632146S 花鳥風月・改

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Catch
1 30 10 Guard 1-30
Attack Near
53,13×4,49 All 2+1
Attack Far
53, 66 All 2+1 -1

  • Does not counter throws.
  • Does not follow cross-ups.
  • Proximity-based cinematic

Anji's reversal counter super, and a pretty good one at that. Starting on frame 1, Anji enters Baiken's stance and remains there for roughly 30 frames. He then exits the stance for roughly 10 frames of recovery. While in stance, any hit will trigger an advancing counterattack from Anji. If the attack was a close range strike, the camera will shift as Anji swings forward for several hits of his fan. If the attack was a projectile or a long range strike, the opponent is put in a guard crush state and Anji swings forward with a smaller two hit combo with no camera shift. The non-cinematic version loses invulnerability during its attack portion, meaning an opponent can use a projectile, then mash PRC to block or counter Anji's attack.


External References

Navigation

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

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