GGST/Anji Mito/Okizeme

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Revision as of 21:44, 18 May 2023 by Junny4444 (talk | contribs) (Created page with "==Okizeme== Anji's mix-ups aren't particularly strong against crouching opponents because he lacks fast overheads or plus frame normals. Scoring hard knockdowns and making the most out of them is essential for Anji because his mix-ups are lackluster without them. Off of {{MMC|input=236H S|label=Nagiha}}, Anji still gets options to continue offense even though it only gives a soft knockdown. ===<big>Key Knockdown Moves</big>=== {{MMC|input=2D|label='''<big>{{clr|D|2D}}</...")
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Okizeme

Anji's mix-ups aren't particularly strong against crouching opponents because he lacks fast overheads or plus frame normals. Scoring hard knockdowns and making the most out of them is essential for Anji because his mix-ups are lackluster without them. Off of NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7, Anji still gets options to continue offense even though it only gives a soft knockdown.

Key Knockdown Moves

2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 - Cancel 2D into Shitsu. 5K and 2K combos into 2D. Anji can also use OTG Fuujin into Hop to set up a meaty c.S, but using Shitsu will usually be more effective.

ThrowsGGST Anji Mito Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- - Grant knockdowns and gives Shitsu oki, the Oki is especially powerful if the opponent is thrown into the corner. Throw also gives OTG Fuujin into Hop, but a small dash may be necessary to get a meaty c.S.

Nagiha (236H~S)GGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 - Anji's main meterless combo ender. Grants a soft knockdown which gives Anji less oki options and requires him to be more commital to continue offense. Anji will likely have to use move like f.S to continue pressure, giving him less ways to reset pressure than from a meaty like c.S. Thought with specific setups using 5H, he can get a safejump off of this move. In the corner, Anji can go for a meaty c.S or try to go for a Shitsu, do note that the opponent can challenge Anji trying to set this up.

Kou (236S)GGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- - Usually Anji's main combo ender if he is more confident in the punish, usually from DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s. Gives a soft knockdown but still gives him enough time for a meaty c.S or a crossup setup, depending on how Kou is comboed into.

Ground Normal Juggles - Ground normal juggles are Anji using his ground normals such as c.S and 5H to keep an opponent in the air, this is usually done to get a wallbreak from an RC combo but can also be used to end a combo early and special cancel into Shitsu when in the corner.

In Corner 5HGGST Anji Mito 5H.pngGuardAllStartup15Recovery23Advantage-8 - When Anji has his opponent in the corner, using gatlings into 5H can give Anji an opportunity to set up Shitsu due to the launch properties of 5H, outside of the corner, attempting to use Shitsu will have the opponent be too far away for it to connect, and while Anji can still get a Meaty c.S from this knockdown, it is usually just better to continue with a combo for the same reward in that scenario.

Issei Ougi: Sai (632146H)GGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30 - Issei Ougi: Sai, which is Anji's super can wall break from surprisingly long distances, which grants a good meaty and Positive Bonus.

Key Okizeme Options

c.SGGST Anji Mito cS.pngGuardAllStartup7Recovery11Advantage+1 - The standard and the go-to, as it fast and can be setup from almost any knockdown. This normal carrys a wide variety of gatling options and ways to reset pressure, especially since its +1 on block. For more information about general pressure, click here.

OTG Fuujin into Hop (236H ~ K)GGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- - This option is available from Throw and 2D and gives a perfectly spaced c.S that catches all options on wakeup besides reversals. This is usually used so that Anji can push his opponents to the corner, as this option pushes opponents very far across the stage.

Shitsu (236P)GGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
You can capitalize on hard knockdowns by setting up Shitsu. Forcing your opponent to block in a knockdown situation (such as from 2D or Throw) rewards you with massive frame advantage and potential for mixups. It can be set up from moves that cause hard knockdowns, but you need to be mindful of how you use it.

  • If set up from a sweep at close range, delay the Shitsu slightly, or else it will pass through the opponent before they get up.
  • After a throw midscreen, doing raw Shitsu is an option but dashing up (usually with the dash macro) will give better pressure. In the corner, throw into microwalk back Shitsu is the best option as it is reversal safe.
  • Below this are examples of using Shitsu to make devastating setups and mixups: