GGST/Anji Mito

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< GGST
Revision as of 06:14, 26 May 2021 by Shtkn (talk | contribs)



Overview

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Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Shitsu

236P

Error: No field named "advantage" found for any of the specified database tables.
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

  • 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)

Error: No field named "advantage" found for any of the specified database tables.
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

  • 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

Issokutobi

K after Fuujin

Nagiha

S after Fuujin

Rin

H after Fuujin

Kou

236S (Hold OK)

Overdrives

Issei Ougi: Sai

632146H

Kachoufuugetsu Kai

632146S

External References

Navigation

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

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