Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
A mirror match.
- 236K beats his own neutral buttons, 236S keeps both players grounded.
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Round Start
Neutral
Offense
Defense
Axl Low
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.
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Round Start
Neutral
Offense
Defense
Baiken
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 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.
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Round Start
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
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Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
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.
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Round Start
Neutral
Offense
Defense
Faust
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 best.
- 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.
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Round Start
Neutral
Offense
Defense
Giovanna
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 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.
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Round Start
Neutral
Offense
Defense
Goldlewis Dickinson
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.
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Round Start
Neutral
Offense
Defense
Happy Chaos
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.
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Round Start
Neutral
Offense
Defense
I-No
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.
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Round Start
Neutral
Offense
Defense
Jack-O
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.
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Round Start
Neutral
Offense
Defense
Ky Kiske
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.
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Round Start
Neutral
Offense
Defense
Leo Whitefang
Not even for the neutral.
- 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.
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Round Start
Neutral
Offense
Defense
May
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.
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Round Start
Neutral
Offense
Defense
Millia Rage
Chipp, but with slightly less going on.
- Be patient and don't let her bait your anti-airs.
- Kachoufuugetsu goes off on 236HGuardAllStartup73RecoveryTotal 51Advantage+36, meaning that Millia's mix can be denied if she doesn't safejump the far counter.
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Round Start
Neutral
Offense
Defense
Nagoriyuki
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.
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Round Start
Neutral
Offense
Defense
Potemkin
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 PBGuardGround ThrowStartup5Recovery37Advantage-'d if done during pressure, while delayed Fuujin followups are vulnerable to Back Mega Fist.
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Round Start
Neutral
Offense
Defense
Ramlethal Valentine
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.
- 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.
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Round Start
Neutral
Offense
Defense
Sin Kiske
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Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Sol Badguy
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.
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Round Start
Neutral
Offense
Defense
Testament
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.
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Round Start
Neutral
Offense
Defense
Zato-1
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.
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Round Start
Neutral
Offense
Defense
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall