D43thsilence (talk | contribs) (→f.S) |
D43thsilence (talk | contribs) (→f.S) |
||
Line 80: | Line 80: | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST Anji Mito f.S.png|No, it's not 6S | |||
</gallery> | </gallery> | ||
</div> | </div> |
Revision as of 16:31, 24 May 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
- Can be used as a quick anti-air or to mash out of pressure
5K
c.S
f.S
- Decent poke, works well with Fuujin
5H
- Great range but slow startup, useful for combos and going into Fuujin
5D
- Standard pressure overhead, can be gatlinged into from K buttons for a high mixup
6P
- Upper body invincible anti-air, can also be used to counter-poke
6K
- GGST Anji Mito 6K.png
6H
2P
2K
2S
2H
- Can be used as a frametrap in pressure
- Leads to good reward on hit in the corner
2D
j.P
- Useful as a quick air to air
j.K
j.S
- Useful as a jump-in and and for air combos to go into j.D wallbounce in the corner.
j.H
- Strong Jump-in, useful when you want to use an overhead in pressure.
j.D
- Strong Air to air tool, can be used to efficiently stop airdash approaches
Universal Mechanics
Ground Throw
- Ground throw that gives a hard knockdown, allows for Shitsu setups.
Air Throw
Special Moves
Shitsu
236P
- Does not go fullscreen.
- Please stop throwing this out in neutral for the love of god
One of Anji's main pressuring tools. This projectile has 2 delayed hits. One floating towards the opponent (Butterfly) and a short hop after hitting (Bird). The bird does not hit high. Given it's 2 hit gap, you have the ability to create 50/50 mix-ups after knocking down your opponent (Okizeme)
Suigetsu No Hakobi
236K (Hold OK)
Anji spins forward giving him a guard point. However the guard point does not occur until frame 10 and 236[S] and 236[H] also provide the same guard point while at least will have an attack on whiff. This move can also be thrown which makes this move fairly weak unless it gets changed. This is as of May beta 5/13
Fuujin
236H (Hold OK)
- Can be held to increase catch duration.
- Will cancel out Fuujin if it catches something. God damnit
- Unsafe by itself, but can be made safer with follow-ups.
- The opponent will not block Fuujin.
As of beta 2, this move and any of its follow-ups are punishable by anyone with a light DP. Hopefully this changes by release.
Shin: Ichishiki
P after Fuujin
- Plus on block but very narrow making it hard to use midscreen.
Issokutobi
K after Fuujin
- Useful to close space or set up a throw if your opponent has been conditioned to sit still. Good luck with that
Nagiha
S after Fuujin
- Sweep follow-up to Fuujin.
- High pushback makes it difficult to punish.
- Not enough time to set up Shitsu.
Rin
H after Fuujin
- GGST Anji Mito Rin.png
Bonk
- Overhead Fuujin follow-up.
- Ground bounces on hit.
- Bigger ground bounce on counter hit.
- No autoguard or catch property and very punishable on block. Be very careful with this.
Kou
236S (Hold OK)
- Does not hit grounded opponents.
- Allows for air buttons to be used while landing.
- Useful combo tool in the corner, Can be comboed into using 2HS or 2D and followed up with air buttons
Overdrives
Issei Ougi: Sai
632146H
Kachoufuugetsu Kai
632146S
- Reversal counter super, and a pretty good one at that.
- Leads to huge damage on RC, but keep in mind that's 100% meter gone.