https://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&feed=atom&action=historyGGST/Anji Mito - Revision history2024-03-29T12:32:11ZRevision history for this page on the wikiMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=449621&oldid=prevKarasu: /* Shitsu */ Minor spelling mistake, rattle 'em boys2024-03-15T05:55:52Z<p><span dir="auto"><span class="autocomment">Shitsu: </span> Minor spelling mistake, rattle 'em boys</span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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, {{clr|D|2D}}) 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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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, {{clr|D|2D}}) 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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>When landing a Throw (such as after a {{clr|K|236K}} punish or {{clr|H|236H-K}} > Throw), the gap between {{keyword|meaty}} Shitsu and a follow-up can be eliminated by {{Tt|Microdashing|Cancelling a very short dash into another move}}, making blockstrings like Shitsu > Dash {{clr|S|c.S}} gapless. This is incredibly <del style="font-weight: bold; text-decoration: none;">usful </del>to learn against characters with powerful reversals, such as Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623S|label={{clr|S|623S}}}}.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>When landing a Throw (such as after a {{clr|K|236K}} punish or {{clr|H|236H-K}} > Throw), the gap between {{keyword|meaty}} Shitsu and a follow-up can be eliminated by {{Tt|Microdashing|Cancelling a very short dash into another move}}, making blockstrings like Shitsu > Dash {{clr|S|c.S}} gapless. This is incredibly <ins style="font-weight: bold; text-decoration: none;">useful </ins>to learn against characters with powerful reversals, such as Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623S|label={{clr|S|623S}}}}.</div></td></tr>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Listed frame advantage is for the initial projectile impact</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Listed frame advantage is for the initial projectile impact</div></td></tr>
</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=448282&oldid=prevKarasu: Revised 5K's description to state 5K > 6H as a frametrap, and 5K > 2D as a way to start pressure with Fuujin.2024-03-05T21:17:02Z<p>Revised 5K's description to state 5K > 6H as a frametrap, and 5K > 2D as a way to start pressure with Fuujin.</p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|K|5K}} has fast startup and recovery while also having good active frames. It should generally be used as a way to throw out a hitbox to stuff approaches without much risk.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|K|5K}} has fast startup and recovery while also having good active frames. It should generally be used as a way to throw out a hitbox to stuff approaches without much risk.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>On hit, {{clr|K|5K}} can combo into {{clr|D|2D}} for a knockdown that enables Shitsu <del style="font-weight: bold; text-decoration: none;">oki</del>, <del style="font-weight: bold; text-decoration: none;">and can combo into </del>{{clr|<del style="font-weight: bold; text-decoration: none;">H</del>|<del style="font-weight: bold; text-decoration: none;">6H</del>}} <del style="font-weight: bold; text-decoration: none;">or </del>{{clr|H|Fuujin}} <del style="font-weight: bold; text-decoration: none;">on a counter hit </del>for good damage and corner carry.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>On hit, {{clr|K|5K}} can combo into {{clr|D|2D<ins style="font-weight: bold; text-decoration: none;">}} or {{clr|H|6H</ins>}} for a knockdown that enables <ins style="font-weight: bold; text-decoration: none;">{{clr|P|</ins>Shitsu<ins style="font-weight: bold; text-decoration: none;">}} okizeme in regards to the former. On Counter Hit</ins>, {{clr|<ins style="font-weight: bold; text-decoration: none;">K</ins>|<ins style="font-weight: bold; text-decoration: none;">5K</ins>}} <ins style="font-weight: bold; text-decoration: none;">can combo directly into </ins>{{clr|H|Fuujin}} for good damage and corner carry.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>During combos, {{clr|K|5K}} is used as a way to pick up the opponent after they’ve been launched by {{clr|S|Kou}} or {{clr|D|j.D}} and continue the combo on the ground. It’s Anji’s most consistent grounded combo extender, but its lack of cancels, mainly into H normals, make it less rewarding than extending with Anji’s S normals.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>During combos, {{clr|K|5K}} is used as a way to pick up the opponent after they’ve been launched by {{clr|S|Kou}} or {{clr|D|j.D}} and continue the combo on the ground. It’s Anji’s most consistent grounded combo extender, but its lack of cancels, mainly into H normals, make it less rewarding than extending with Anji’s S normals.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>While useful in neutral, it also has great use in pressure. {{clr|K|5K}} > {{clr|H|6H}} is <del style="font-weight: bold; text-decoration: none;">very useful for starting pressure on far blocks</del>, <del style="font-weight: bold; text-decoration: none;">while </del>{{clr|<del style="font-weight: bold; text-decoration: none;">K</del>|<del style="font-weight: bold; text-decoration: none;">5K</del>}} <del style="font-weight: bold; text-decoration: none;">> </del>{{clr|<del style="font-weight: bold; text-decoration: none;">D</del>|<del style="font-weight: bold; text-decoration: none;">2D</del>}} <del style="font-weight: bold; text-decoration: none;">is </del>a <del style="font-weight: bold; text-decoration: none;">frametrap</del>. {{clr|K|5K}} by itself is -2, so you can use it to reset pressure or go for a tick throw. It can also be jump and dash cancelled, further expanding your options during pressure.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>While useful in neutral, it also has great use in pressure. {{clr|K|5K}} > {{clr|H|6H}} is <ins style="font-weight: bold; text-decoration: none;">a frametrap of 1 frame</ins>, <ins style="font-weight: bold; text-decoration: none;">and going into </ins>{{clr|<ins style="font-weight: bold; text-decoration: none;">D</ins>|<ins style="font-weight: bold; text-decoration: none;">2D</ins>}} <ins style="font-weight: bold; text-decoration: none;">allows for a quick way into </ins>{{clr|<ins style="font-weight: bold; text-decoration: none;">H</ins>|<ins style="font-weight: bold; text-decoration: none;">Fuujin</ins>}} <ins style="font-weight: bold; text-decoration: none;">on block, (albeit with </ins>a <ins style="font-weight: bold; text-decoration: none;">3 frame gap</ins>.<ins style="font-weight: bold; text-decoration: none;">) </ins>{{clr|K|5K}} by itself is -2, so you can use it to reset pressure or go for a tick throw. It can also be jump and dash cancelled, further expanding your options during pressure.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|K|5K}} also finds a niche use on defense, as its range and startup lets it beat spacing traps designed to catch smaller moves like {{clr|P|2P}}.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|K|5K}} also finds a niche use on defense, as its range and startup lets it beat spacing traps designed to catch smaller moves like {{clr|P|2P}}.</div></td></tr>
</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=447106&oldid=prevKarasu: Added a section about f.S' reward on hit, and the much higher reward on Counter Hit. As of Game Version 1.33, a kara-cancelled Nagiha will always lead into a combo on CH f.S, which can lead into a wallbreak at just about anywhere, increasing the reward by a very high amount.2024-02-25T14:43:05Z<p>Added a section about f.S' reward on hit, and the much higher reward on Counter Hit. As of Game Version 1.33, a kara-cancelled Nagiha will always lead into a combo on CH f.S, which can lead into a wallbreak at just about anywhere, increasing the reward by a very high amount.</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 14:43, 25 February 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|S|f.S}} has great horizontal range, covering up to round-start distance, while also having the ability to cancel into {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}} or {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236D|label=Wild Assault}} in order to start pressure or convert into a combo.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|S|f.S}} has great horizontal range, covering up to round-start distance, while also having the ability to cancel into {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}} or {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236D|label=Wild Assault}} in order to start pressure or convert into a combo.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">On normal hit, {{clr|S|f.S}} has good reward at closer ranges, leading into {{clr|H|5H}} for a launcher. At further ranges, namely out of {{clr|H|5H}} range, {{clr|S|f.S}} loses a lot of the reward it otherwise would have, instead only leading into {{clr|H|Fuujin}}.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">On Counter Hit, the ability to early cancel into {{clr|S|Nagiha}} allows for Anji to start combo from anywhere, at any range of {{clr|S|f.S}}. Leading into a wallbreak from just about any place on-screen.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Being -9 on block means that this move is difficult to justify using in pressure over {{clr|S|2S}} midscreen, but if the opponent is in the corner, you can space {{clr|S|f.S}} to where the opponent can't punish it or safely start their turn while Anji can threaten to reset pressure with {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Being -9 on block means that this move is difficult to justify using in pressure over {{clr|S|2S}} midscreen, but if the opponent is in the corner, you can space {{clr|S|f.S}} to where the opponent can't punish it or safely start their turn while Anji can threaten to reset pressure with {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}.</div></td></tr>
</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=447105&oldid=prevKarasu: Updated 2P's section for on-hit reward. As of Game Version 1.33, 6H will now always combo from 2P, whether it is counter hit or not-- making the reward on hit (alongside 6H now leading into a knockdown) much higher than before.2024-02-25T14:23:43Z<p>Updated 2P's section for on-hit reward. As of Game Version 1.33, 6H will now always combo from 2P, whether it is counter hit or not-- making the reward on hit (alongside 6H now leading into a knockdown) much higher than before.</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 14:23, 25 February 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} has great frame data for {{Keyword|abare}}. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} has great frame data for {{Keyword|abare}}. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Its wide window for delaying it means {{clr|P|2P}} > delay {{clr|P|2P}} strings can force the opponent to respect this normal on block. {{clr|P|2P}} -> {{clr|H|6H}} or {{clr|H|Fuujin}} can also be done as powerful pressure options, but do know that going into {{clr|H|Fuujin}} has a gap that is larger than 5 frames, meaning all characters can challenge this with a button. Going into {{clr|H|6H}} represents a frametrap catching any button that is 4 frames and slower, trading with 3 frame buttons such as {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Its wide window for delaying it means {{clr|P|2P}} > delay {{clr|P|2P}} strings can force the opponent to respect this normal on block. {{clr|P|2P}} -> {{clr|H|6H}} or {{clr|H|Fuujin}} can also be done as powerful pressure options, but do know that going into {{clr|H|Fuujin}} has a gap that is larger than 5 frames, meaning all characters can challenge this with a button. Going into {{clr|H|6H}} represents a frametrap catching any button that is 4 frames and slower, trading with 3 frame buttons such as {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}<ins style="font-weight: bold; text-decoration: none;">, but will end Anji's turn on block</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} <del style="font-weight: bold; text-decoration: none;">generally has low </del>reward on hit. <del style="font-weight: bold; text-decoration: none;">The only ways it can combo are with </del>{{clr|<del style="font-weight: bold; text-decoration: none;">P</del>|<del style="font-weight: bold; text-decoration: none;">6P</del>}} <del style="font-weight: bold; text-decoration: none;">which only works at closer ranges</del>, <del style="font-weight: bold; text-decoration: none;">or </del>with <del style="font-weight: bold; text-decoration: none;">a Roman Cancel, which costs meter and scales the combo even further than it already has been</del>. <del style="font-weight: bold; text-decoration: none;">Most of the time</del>, <del style="font-weight: bold; text-decoration: none;">{{clr|P|2P}} on hit is cancelled into </del>{{clr|H|6H}} <del style="font-weight: bold; text-decoration: none;">or </del>{{clr|<del style="font-weight: bold; text-decoration: none;">H</del>|<del style="font-weight: bold; text-decoration: none;">Fuujin</del>}}, <del style="font-weight: bold; text-decoration: none;">or not cancelled at all</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} <ins style="font-weight: bold; text-decoration: none;">gives modest </ins>reward on hit. <ins style="font-weight: bold; text-decoration: none;">In abare situations, </ins>{{clr|<ins style="font-weight: bold; text-decoration: none;">H</ins>|<ins style="font-weight: bold; text-decoration: none;">6H</ins>}} <ins style="font-weight: bold; text-decoration: none;">will always combo</ins>, <ins style="font-weight: bold; text-decoration: none;">allowing for Anji to escape situations </ins>with <ins style="font-weight: bold; text-decoration: none;">his most used mashing option</ins>. <ins style="font-weight: bold; text-decoration: none;">Furthermore</ins>, {{clr|H|6H}} <ins style="font-weight: bold; text-decoration: none;">will combo even from repeated repetitions of </ins>{{clr|<ins style="font-weight: bold; text-decoration: none;">P</ins>|<ins style="font-weight: bold; text-decoration: none;">2P</ins>}}, <ins style="font-weight: bold; text-decoration: none;">allowing for easier hitconfirms</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>On Counter Hit, {{clr|P|2P}} combos into {{clr|H|6H}}, {{clr|H|Fuujin}}, and link {{clr|S|c.S}}, significantly increasing its reward for both damage and oki.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>On Counter Hit, {{clr|P|2P}} combos into {{clr|H|6H}}, {{clr|H|Fuujin}}, and link {{clr|S|c.S}}, significantly increasing its reward for both damage and oki.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*Hits low enough to catch some situations where {{clr|P|5P}} whiffs.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*Hits low enough to catch some situations where {{clr|P|5P}} whiffs.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*<del style="font-weight: bold; text-decoration: none;">Low </del>reward on normal hit, <del style="font-weight: bold; text-decoration: none;">but </del>{{clr|H|6H}} will <del style="font-weight: bold; text-decoration: none;">start pressure.</del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*<ins style="font-weight: bold; text-decoration: none;">Modest </ins>reward on normal hit, <ins style="font-weight: bold; text-decoration: none;">as </ins>{{clr|H|6H}} will <ins style="font-weight: bold; text-decoration: none;">always combo and lead to </ins>a <ins style="font-weight: bold; text-decoration: none;">potential meaty</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">*Comboable into {{clr|H|6H}} or {{clr|S|c.S}} as </del>a <del style="font-weight: bold; text-decoration: none;">link on CH</del>.</div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[GGST/Anji_Mito/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}</div></td></tr>
</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=447104&oldid=prevKarasu: Edited the section regarding pressure options from 2P. As of game version 1.33, 2P -> 6H now acts as a frametrap beating 4 frame and slower buttons.2024-02-25T14:09:39Z<p>Edited the section regarding pressure options from 2P. As of game version 1.33, 2P -> 6H now acts as a frametrap beating 4 frame and slower buttons.</p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 14:09, 25 February 2024</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l176">Line 176:</td>
<td colspan="2" class="diff-lineno">Line 176:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} has great frame data for {{Keyword|abare}}. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} has great frame data for {{Keyword|abare}}. Its large size for a punch button combined with its fast startup and recovery makes it a powerful option to mash out of pressure.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Its wide window for delaying it means {{clr|P|2P}} > delay {{clr|P|2P}} strings can force the opponent to respect this normal on block. {{clr|P|2P}} -> {{clr|H|6H}} or {{clr|H|Fuujin}} can also be done as powerful pressure options, but do know that <del style="font-weight: bold; text-decoration: none;">both of these options </del>has <del style="font-weight: bold; text-decoration: none;">gaps </del>that <del style="font-weight: bold; text-decoration: none;">are </del>larger than 5 frames, meaning all characters can challenge this with a button.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Its wide window for delaying it means {{clr|P|2P}} > delay {{clr|P|2P}} strings can force the opponent to respect this normal on block. {{clr|P|2P}} -> {{clr|H|6H}} or {{clr|H|Fuujin}} can also be done as powerful pressure options, but do know that <ins style="font-weight: bold; text-decoration: none;">going into {{clr|H|Fuujin}} </ins>has <ins style="font-weight: bold; text-decoration: none;">a gap </ins>that <ins style="font-weight: bold; text-decoration: none;">is </ins>larger than 5 frames, meaning all characters can challenge this with a button<ins style="font-weight: bold; text-decoration: none;">. Going into {{clr|H|6H}} represents a frametrap catching any button that is 4 frames and slower, trading with 3 frame buttons such as {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}}</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} generally has low reward on hit. The only ways it can combo are with {{clr|P|6P}} which only works at closer ranges, or with a Roman Cancel, which costs meter and scales the combo even further than it already has been. Most of the time, {{clr|P|2P}} on hit is cancelled into {{clr|H|6H}} or {{clr|H|Fuujin}}, or not cancelled at all.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{clr|P|2P}} generally has low reward on hit. The only ways it can combo are with {{clr|P|6P}} which only works at closer ranges, or with a Roman Cancel, which costs meter and scales the combo even further than it already has been. Most of the time, {{clr|P|2P}} on hit is cancelled into {{clr|H|6H}} or {{clr|H|Fuujin}}, or not cancelled at all.</div></td></tr>
</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=447103&oldid=prevKarasu: Added a section about 6H being used as a frametrap following any P or K normal.2024-02-25T14:08:14Z<p>Added a section about 6H being used as a frametrap following any P or K normal.</p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 14:08, 25 February 2024</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l292">Line 292:</td>
<td colspan="2" class="diff-lineno">Line 292:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>An advancing command normal with 3 hits.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>An advancing command normal with 3 hits.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{clr|H|6H}}'s main purpose is to confirm off of {{clr|P|P}} and {{clr|K|K}} normals at ranges that {{clr|P|6P}} cannot. On hit, Anji will usually be able to continue pressure with a meaty {{clr|S|c.S}} or {{clr|S|2S}} depending on the spacing. On Counter Hit, <del style="font-weight: bold; text-decoration: none;">he </del>can always follow up with 5K <del style="font-weight: bold; text-decoration: none;">or faster moves</del>, even <del style="font-weight: bold; text-decoration: none;">on </del>max range.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>{{clr|H|6H}}'s main purpose is to confirm off of {{clr|P|P}} and {{clr|K|K}} normals at ranges that {{clr|P|6P}} cannot. On hit, Anji will usually be able to continue pressure with a meaty {{clr|S|c.S}} or {{clr|S|2S}} depending on the spacing. On Counter Hit, <ins style="font-weight: bold; text-decoration: none;">Anji </ins>can always follow up with <ins style="font-weight: bold; text-decoration: none;">{{clr|K|</ins>5K<ins style="font-weight: bold; text-decoration: none;">}}</ins>, even <ins style="font-weight: bold; text-decoration: none;">at </ins>max range.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">In pressure, {{clr|H|6H}} can be used as a frametrap due to its quick startup following any {{clr|P|Punch}} or {{clr|K|Kick}} normal, representing a frametrap that catches buttons that are 4 frames and slower all around, and even beating 3 frame buttons from any of the above gatlings that isn't {{clr|P|2P.}}</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This move's high amount of pushback on block allows it to be safe, however it being -8 means that Anji will have to give up his turn if it's blocked.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This move's high amount of pushback on block allows it to be safe, however it being -8 means that Anji will have to give up his turn if it's blocked.</div></td></tr>
</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=446119&oldid=prevKarasu: /* Kachoufuugetsu Kai */ "Minor?" rewrite of the move description. Clarifying changes made to blockstun in a recent patch (Kachoufuugetsu (Far) no longer will always string gaplessly into the 2nd hit if the first hit is blocked. Replacing usage of the word "counter" with "parry" to better clarify distinction between the game mechanic and Kachoufuugetsu.2024-02-19T13:39:57Z<p><span dir="auto"><span class="autocomment">Kachoufuugetsu Kai: </span> "Minor?" rewrite of the move description. Clarifying changes made to blockstun in a recent patch (Kachoufuugetsu (Far) no longer will always string gaplessly into the 2nd hit if the first hit is blocked. Replacing usage of the word "counter" with "parry" to better clarify distinction between the game mechanic and Kachoufuugetsu.</span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|description=</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|description=</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Anji's reversal super. On frame 1, Anji enters a defensive stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. <del style="font-weight: bold; text-decoration: none;">With Near counter</del>, the <del style="font-weight: bold; text-decoration: none;">cinematic triggers for solid damage. Due to being a counter</del>, <del style="font-weight: bold; text-decoration: none;">it beats {{Tt|Safejumps|When an air </del>attack <del style="font-weight: bold; text-decoration: none;">with low recovery hits meaty, but recovers in time to block reversals.}}, but has no offensive presence outside of niche frame traps</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Anji's reversal super. On frame 1, Anji enters a defensive stance for 30 frames. Any hit will trigger an advancing counterattack from Anji. <ins style="font-weight: bold; text-decoration: none;">Depending on the range of which the opponent is</ins>, <ins style="font-weight: bold; text-decoration: none;">or if a projectile is </ins>the <ins style="font-weight: bold; text-decoration: none;">parried hit</ins>, <ins style="font-weight: bold; text-decoration: none;">two variations of the </ins>attack <ins style="font-weight: bold; text-decoration: none;">will play</ins>. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>With Far <del style="font-weight: bold; text-decoration: none;">counter</del>, Anji dashes forward and <del style="font-weight: bold; text-decoration: none;">does </del>two follow-ups <del style="font-weight: bold; text-decoration: none;">instead</del>, being slightly minus on block. The Far <del style="font-weight: bold; text-decoration: none;">counter </del>loses invincibility once the attack starts, making it <del style="font-weight: bold; text-decoration: none;">hard to use </del>in <del style="font-weight: bold; text-decoration: none;">some </del>situations. <del style="font-weight: bold; text-decoration: none;">If the Opponent blocks the first hit of </del>Far <del style="font-weight: bold; text-decoration: none;">counter (for example during projectile oki), the first hit </del>will string gaplessly into the second hit.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">With Near parry, the cinematic triggers for solid damage. Due to being a parry, it beats {{Tt|Safejumps|When an air attack with low recovery hits meaty, but recovers in time to block reversals.}}, but has little offensive presence outside of niche frame traps.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>With Far <ins style="font-weight: bold; text-decoration: none;">parry</ins>, Anji dashes forward and <ins style="font-weight: bold; text-decoration: none;">performs </ins>two follow-ups, being slightly minus on block. The Far <ins style="font-weight: bold; text-decoration: none;">parry </ins>loses invincibility once the attack starts, making it <ins style="font-weight: bold; text-decoration: none;">unreliable </ins>in <ins style="font-weight: bold; text-decoration: none;">most </ins>situations. <ins style="font-weight: bold; text-decoration: none;">On standing block, </ins>Far <ins style="font-weight: bold; text-decoration: none;">parry </ins>will string gaplessly into the second hit.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Loses to Throws and whiffs on cross-ups. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Loses to Throws and whiffs on cross-ups. </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Punishable on block if the first Far hit is blocked in the air.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Near counter is cinematic, Far counter is not.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Near counter is cinematic, Far counter is not.</div></td></tr>
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</table>Karasuhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=441903&oldid=prevPikaphu08: /* Overview */ Fixed minor grammar issues.2024-01-16T17:35:36Z<p><span dir="auto"><span class="autocomment">Overview: </span> Fixed minor grammar issues.</span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 17:35, 16 January 2024</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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|Kachoufuugetsu Kai]] also require some foresight, and bode doom for him if he whiffs them.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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|Kachoufuugetsu Kai]] also require some foresight, and bode doom for him if he whiffs them.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Autoguards, while <del style="font-weight: bold; text-decoration: none;">sound </del>powerful, <del style="font-weight: bold; text-decoration: none;">is </del>not invincible, as <del style="font-weight: bold; text-decoration: none;">he </del>does not gain <del style="font-weight: bold; text-decoration: none;">Autoguard </del>until frame 10, making him susceptible to Counter Hits during startup. Even during guard points, he is still vulnerable to throws and RC slowdown if he doesn't use the [[#Midare|Midare]] followup or kara-cancel into [[#Kachoufuugetsu Kai|Kachoufuugetsu Kai]], which are not available without successful guard.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Autoguards, while <ins style="font-weight: bold; text-decoration: none;">sounding </ins>powerful, <ins style="font-weight: bold; text-decoration: none;">are </ins>not invincible, as <ins style="font-weight: bold; text-decoration: none;">Anji </ins>does not gain <ins style="font-weight: bold; text-decoration: none;">the Autoguarded property </ins>until frame 10, making him susceptible to Counter Hits during startup. Even during guard points, he is still vulnerable to throws and RC slowdown if he doesn't use the [[#Midare|Midare]] followup or kara-cancel into [[#Kachoufuugetsu Kai|Kachoufuugetsu Kai]], which are not available without successful guard.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>If you want a character who can conceal your intentions and entice the opponent into acting unwise, you might be a fan of Anji.</div></td></tr>
</table>Pikaphu08https://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=438901&oldid=prevEmo Tarquin: /* Overview */ Pick/Avoid: General overhaul to better discuss topics and be less broad2024-01-08T02:43:10Z<p><span dir="auto"><span class="autocomment">Overview: </span> Pick/Avoid: General overhaul to better discuss topics and be less broad</span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|intro = {{Character Label|GGST|Anji Mito}} is a ''Balanced'' character who controls the midrange with his long pokes and Autoguard while running powerful offense with [[#Fuujin|Fuujin]].</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|intro = {{Character Label|GGST|Anji Mito}} is a ''Balanced'' character who controls the midrange with his long pokes and Autoguard while running powerful offense with [[#Fuujin|Fuujin]].</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|pickMe =</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|pickMe =</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* <del style="font-weight: bold; text-decoration: none;">Having a versatile toolset</del>, <del style="font-weight: bold; text-decoration: none;">with potent options at every state of the game</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* <ins style="font-weight: bold; text-decoration: none;">Read-based neutral and offense</ins>, <ins style="font-weight: bold; text-decoration: none;">designed to directly counter your opponent</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* <del style="font-weight: bold; text-decoration: none;">The ability to go through </del>attacks<del style="font-weight: bold; text-decoration: none;">, letting you brute-force your way into </del>your <del style="font-weight: bold; text-decoration: none;">turn with the right reads</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* <ins style="font-weight: bold; text-decoration: none;">Preparing </ins>attacks <ins style="font-weight: bold; text-decoration: none;">in advance without revealing </ins>your <ins style="font-weight: bold; text-decoration: none;">next move</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* <del style="font-weight: bold; text-decoration: none;">Having both </del>high damage <del style="font-weight: bold; text-decoration: none;">with powerful </del>combos<del style="font-weight: bold; text-decoration: none;">, </del>and strong <del style="font-weight: bold; text-decoration: none;">oki with [[#Shitsu|Shitsu]].</del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* <ins style="font-weight: bold; text-decoration: none;">Consistent reward, with </ins>high damage combos and strong <ins style="font-weight: bold; text-decoration: none;">okizeme</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* Strong anti-air options that stop overzealous air approaches</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* Forcing <ins style="font-weight: bold; text-decoration: none;">{{Keyword|</ins>RPS<ins style="font-weight: bold; text-decoration: none;">}} </ins>situations <ins style="font-weight: bold; text-decoration: none;">frequently and consistently</ins>.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* Forcing RPS situations <del style="font-weight: bold; text-decoration: none;">where the risk-reward is usually in your favor</del>.</div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|avoidMe =</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|avoidMe =</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* A lack of non-committal options to safely throw out. </del></div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* A gameplan that revolves around risky callouts<ins style="font-weight: bold; text-decoration: none;">.</ins></div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* A gameplan that revolves around risky callouts <del style="font-weight: bold; text-decoration: none;">that can lose </del>you <del style="font-weight: bold; text-decoration: none;">your turn on a wrong guess</del>.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">* Offense is rarely able to end safely, forcing </ins>you <ins style="font-weight: bold; text-decoration: none;">into the RPS</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Your main tools being very matchup dependent.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Your main tools being very matchup dependent.</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* Finding yourself using the same move in the same way in sequences very frequently.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">* Forcing RPS situations that can result in the opponent getting their turn back if they guess right.</del></div></td><td colspan="2" class="diff-side-added"></td></tr>
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</table>Emo Tarquinhttps://www.dustloop.com/wiki/index.php?title=GGST/Anji_Mito&diff=432027&oldid=prevEwber: /* Navigation */2023-12-24T03:13:34Z<p><span dir="auto"><span class="autocomment">Navigation</span></span></p>
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