GGST/Anji Mito/Matchups

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< GGST‎ | Anji Mito
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Matchups

 Anji Mito Even

A mirror match.

  • 236K beats his own neutral buttons, 236S keeps both players grounded.
 Axl Low Great Adv.

Unlike most characters, Axl isn't in range to PRC Punish when Anji spins his normals.

This means that he can't stop Anji from taking space whenever he makes the right read.

  • 2H having huge recovery on Spin means that, even if he can't punish, Axl loses significantly more space than normal.
  • 236[H] lets Anji take a lot of space from Axl while offending the entire time, especially if he has enough Tension to PRC.
  • This MU, unlike other advantaged matchups, will feel disadvantageous until the time is taken to learn every punish against Axl and his inability to beat Spin outright.
 Baiken Adv.

Baiken spends most of this MU on the back foot.

  • Spinning keeps Baiken from using almost all of her major neutral buttons, such as 2S, f.S, 2H, and H KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3.
  • 2D disrupts her pressure game, keeping her from doing moves like spaced TatamiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 or H Kabari during pressure without first conditioning Anji against using it.
  • KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- solidly beats Baiken's jump-ins, as j.D isn't active enough to beat it as a bait. Don't spam it.
  • ShinGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 shuts down both of Baiken's reversals, HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and TsuraneGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32, as it's a projectile that high-profiles the latter. OTG Fuujin > dl Shin can be a pain for her.
 Chipp Zanuff Disadv.

Movement speed is a deciding factor for Chipp and Chipp alone.

  • Chipp's speed means he can easily overwhelm Anji's slow by comparison neutral.
  • You cannot let Chipp start his pressure, as Anji does not have the reach or speed to stop him once he's gotten started.
  • KachoufuugetsuGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- is a good reversal in this matchup, but Chipp can call it out with Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A. Vary your use to keep from being blown up for it.
 Faust Great Adv.

An insanely one-sided matchup.

  • Off of any far normal that Anji spins (f.S, 2H, 6H, etc.), he gains massive space at worst and a punish at worst.
  • Because of Fuujin's solid movement, he can chase Faust after almost anything to keep him from setting up Items in the neutral.
  • Kachoufuugetsu means that Anji doesn't have to hold most of Faust's pressure even if he can't pre-emptively Spin
  • In pressure, he plays past Faust's crawl without much issue.
 Giovanna Even

Whiffer, meet whiff punisher.

  • Unlike some MUs, Anji can't afford to throw out his normal neutral buttons like 5H, since Gio can punish them immediately.
  • Shitsu in neutral is beaten by TravaoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], but this can be stopped by Spinning behind it. Once they're ready to not punish, you can run behind it instead.
  • Giovanna's normals can be spun (such as f.S, 5K, etc.), and almost all of her Specials have poor enough recovery to be Spun. 2D is unsafe on Spin at most distances.
  • VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 should only be Spun if you're caught by surprise (such as while doing Charged Fuujin), since it's -37 on block and gives a better punish without.
 Goldlewis Dickinson Adv.

Whiffer, meet whiffer.

  • Goldlewis' normal gameplan of throwing out Typhoons and big normals won't work, as Spinning gives Anji obnoxiously strong punishes.
  • Shitsu has little use in neutral, since Goldlewis can Skyfish to destroy it no matter his security level.
 Happy Chaos Even

Somehow, not a stomp.

  • Anji has to dashblock like anybody else does.
  • Once Anji and Chaos are contesting in the midrange, Chaos's 2S is significantly less useful, as it's extremely prone to losing against Charged Fuujin or Spin.
  • Anji has a very hard time calling out Scapegoat, but if Chaos is antsy for a punish, Fuujin can be a hard call out.
 I-No Great Adv.

I-No doesn't have much to do here.

  • Hoverdash and Stroke lose to Fuujin, Hoverdash > Double jump loses to Kou.
  • I-No can't pester Anji to death, since his Guts make him too durable. This especially matters for I-No, who can't convert her mixups into big combos like Chipp or Zato.
  • Kachoufuugetsu invalidates her safe jumps, meaning she always has to bait a super and let Anji get away with more than he normally would.
 Jack-O' Slight Disadv.

Even on a surface level.

  • For every tool Jack-o' has, Anji has one correct answer.
  • Her pressure is suffocating for him to be in, due to his poor meterless defenses.
  • Jack-o's neutral is so bad by comparison to Anji's that she usually ends up playing defensively until she can land 2D. It's hard for Anji to deal with.
 Ky Kiske Even

Not all fireballs are created equal.

  • Stun Edge keeps Shitsu from having use in this MU.
  • All of Ky's Specials and many of his far normals are death on Spin, meaning he has to watch himself in the midrange.
  • Anji also has to be careful while midranging, as Stun Edge can bait Spin and let Ky win the neutral.
 Leo Whitefang Even

Not even for the neutral.

  • GravierteGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17 keeps Anji from using Shitsu or otherwise contesting without jumping.
  • 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3 lets Leo pick up pressure off of Anji's minus frames.
  • This all becomes more manageable when Shitsu (along with the inclusion of MD Shitsu) lets him invalidate Leo's oppressive wakeup game and run real okizeme.
  • As well, Spinning his normals in neutral all give you space.
 May Even

Should be better.

  • If any anchor normal is spun, Anji gets a punish.
  • May has very good tools to box out Anji's approach, like retreating j.H.
  • Watch carefully and wait for May to make a mistake. Otherwise, neutral could end up at a standstill.
 Millia Rage Even

Chipp, but with slightly less going on.

  • Be patient and don't let her bait your anti-airs.
  • Kachoufuugetsu goes off on 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36, meaning that Millia's mix can be denied if she doesn't safejump the far counter.
 Nagoriyuki Slight Adv.

Can't believe it's advantaged.

  • On Spin, all of Nago's normals are minus excluding 5P/2P.
  • He still has to play RPS whenever he blocks Nagoriyuki, so Anji should focus on winning neutral cleanly.
 Potemkin Slight Disadv.

Do not get grabbed.

  • Spinning his normals is needed in neutral, but Mega Fist is hard to call out.
  • Pressure has to be tight and fast. Spins can be PBGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-'d if done during pressure, while delayed Fuujin followups are vulnerable to Back Mega Fist.
 Ramlethal Valentine Even

You're going to be dizzy after all this spinning.

  • Everything is minus on Spin except for 5P/2P.
  • Shitsu has niche use in neutral if Ram is facing corner, since it discourages her from throwing sword to erase it.
  • Kachoufuugetsu has a tendency to get the far version/whiff during Ram's pressure, so use it sparingly in the corner.
  • BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3's explosion can be spun with 236[K], which doesn't generate frame advantage but still requires Ramlethal to change her pressure slightly. This is mainly useful in stopping Ram from starting her pressure further out from the corner, such as with 5H.
 Testament Adv.(?)

Waiting for more information.

  • Testament's normals are so grossly slow that Spinning them makes the match a lot easier.
  • Shitsu going over Grave Reaper means Anji can block and let it contest for him in the midrange.
  • Testament being so sluggish means Anji gets to contest a lot more.
 Sol Badguy Great Disadv.

Only one wrong move.

  • His buttons are faster, more rewarding, and have more reach than Anji's.
  • Great reversal that lets him challenge gaps that other characters might not be able to.
  • Strong neutral in 6S and 2S, letting him box Anji out.
  • Only matched in difficulty by Zato-1.

Play patiently.

 Zato-1 Great Disadv.

Only one wrong move, but even more extreme.

  • Eddie invalidates all of Anji's neutral tools, letting him press through Spin and Fuujin.
  • As well, Eddie triggers far Kachoufuugetsu, letting Zato bait it with crossup jumps or Break The Law.
  • 2P and 5P (against Leap) to kill Eddie whenever you can.
  • Extremely difficult, but technically not impossible.