GGST/Anji Mito

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Revision as of 22:23, 11 May 2022 by IcarusLanding (talk | contribs) (→‎Kou: Abbreviated, but the info was good once more so it carried through)



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
  • Strong Neutral: The deciding factor of Anji's gameplan is his neutral. With the use of Autoguard, Fuujin, and his many normals such as 5K, Anji can always threaten the opponent in a meaningful way and cover his approach while doing so.
  • Jack of All Trades: Anji has a well rounded moveset which covers many situations evenly, with a great anti-air in Kou and neutral control in slower matchups using Shitsu to name a few.
  • Powerful Okizeme: Shitsu is an important piece of Anji's pressure, but an even more key part of his okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. With proper use, it allows Anji to safely apply pressure against the entire roster. Alternatively, he can forego this for less potent but still strong options, such as OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." Fuujin > Issokutobi.
  • Weak Against Meter: Anji struggles to fight against opponents who intelligently use their Tension, as he can struggle to call out Yellow Roman Cancels during pressure while all Autoguards lose to Purple Roman Cancel.
  • Ease of Misuse: All of Anji's tools are incredibly powerful when used properly, but using them properly is the hardest part. Autoguard can be called out by P and far K attacks, Fuujin's follow-ups are mostly unsafe and his normals aren't anything special on block.
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

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
30 All 8 5 9 -2 none

  • Anji's best low commitment poke.
  • Dash 5K can set up a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..

While useful in neutral, it also has great use in pressure. 5K > 6H is very useful for starting pressure on far blocks, while 5K > 2D is a frametrap.

Gatling Options: 6P, 6H, 5D, 2D

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

  • An important attack in Anji's pressure and combos.

Useful in pressure for its Gatling variety, allowing for long delays, pressure resets, or tick throws. On Counter Hit, crouching or airborne opponents, c.S > 2H can lead into KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage-.

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

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
45 High 20 3 26 -15 -
56 High 28 3 26 -10 -

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. When done during ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6, the second hit will let Anji combo afterward using 5K (though this only works if Shitsu lands at the correct timing).


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.

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

  • High-reward starter, especially on Counter Hit.
  • OTGs, sets up pressure after throw.

An incredibly potent button that catches many of the opponent's options, like backdashing or jumping, if delayed. Always combos into 236[S], resulting in large amounts of damage. Doesn't combo on a grounded opponent unless they're hit while crouching by c.S or on Counter Hit.

2D

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.

j.P

j.K

j.S

j.H

j.D

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.

When landing a Throw (such as after a 236K punish or 236H-K > Throw), the gap between meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. Shitsu and a follow-up can be eliminated by MicrodashingCancelling a very short dash into another move, making blockstrings like Shitsu > Dash c.S gapless. This is incredibly usful to learn against characters with powerful reversals, such as Sol's 623SGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

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.
  • On successful guard, Anji enters a spin animation for 38f where he is fully invulnerable. Anji is actionable immediately, so it 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.


Anji spins forward with Autoguard. This twirl can also be done by KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- or FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6], with the respective attack coming out if nothing is guarded. 236K is used to scare an opponent into expecting Fuujin or Kou, allowing you to reset pressure, set up grabs, or gain ground. Make sure to be careful when using this move as it puts Anji into CH state for the startup and recovery of the move. 236[K] has a longer autoguard window than any other move Anji has, which will catch people trying to pre-empt held Kou or Fuujin.

Note: Frame advantage after Autoguard depends on the move guarded. (Frame Advantage = Remaining active and recovery frames - 10f)

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.
  • 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.

Nagiha is the go-to follow up on standing hit, Rin is for air hits or a slow overhead, Issokutobi is for 236[H] or risky throws, and Shin: Ichishiki is a pressure reset.

Note: 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]

  • Whiffs on grounded opponents.
  • Can be held to add autoguard to startup
  • Can use air actions while falling.
  • Guard crushes on second hit.

A fast anti-air with a monstrous hitbox and short recovery that serves as a great combo move. Since it gives a hard knockdown on hit, ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 lets Anji start his pressure anywhere or OTG with Air Dash > j.H or Fuujin to maximize damage. When held, the opponent is launched extremely high, allowing for juggles like 2H > Kou (held) > c.S > Kou.

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 30 frames. He then exits the stance for 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

 Anji Mito



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