Revision as of 04:13, 16 May 2022 by Junny4444(talk | contribs)(Created page with "==Matchups== {| class="wikitable" ! {{Character Label|GGST|Anji Mito|24px}} | Even || A mirror match. * {{clr|2|236K}} beats his own neutral buttons, {{clr|3|236S}} keeps bo...")
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.
Spinning keeps Baiken from using almost all of her major neutral buttons, such as 2S, f.S, 2H, and H KabariGuardAllStartup18Recovery19Advantage-3.
2D disrupts her pressure game, keeping her from doing moves like spaced TatamiGuardAllStartup15Recovery5Advantage-3 or H Kabari during pressure without first conditioning Anji against using it.
KouGuardAllStartup12 [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.
ShinGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 shuts down both of Baiken's reversals, HiiragiGuard-Startup1Recovery32Advantage- and TsuraneGuardAllStartup8+1Recovery48Advantage-32, as it's a projectile that high-profiles the latter. OTG Fuujin > dl Shin can be a pain for her.
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.
KachoufuugetsuGuardStartup1Recovery10Advantage- is a good reversal in this matchup, but Chipp can call it out with Genrou ZanGuardGround ThrowStartup27Recovery15AdvantageN/A. Vary your use to keep from being blown up for it.
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 TravaoGuardAll [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.
VentaniaGuardAllStartup5+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.
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.
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.
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.
GravierteGuardAllStartup35RecoveryTotal 66FAdvantage+17 keeps Anji from using Shitsu or otherwise contesting without jumping.
5KGuardAllStartup9Recovery13Advantage-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.
Kachoufuugetsu goes off on 236HGuardAllStartup73RecoveryTotal 51Advantage+36, meaning that Millia's mix can be denied if she doesn't safejump the far counter.
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 PBGuardGround ThrowStartup5Recovery37Advantage-'d if done during pressure, while delayed Fuujin followups are vulnerable to Back Mega Fist.
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.
BajonetoGuardAllStartup20RecoveryTotal 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.