GGST/Anji Mito/Strategy: Difference between revisions

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(→‎Matchups: removed these dumb numbers. thanks, past me)
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{| class="wikitable"
{| class="wikitable"
! {{Character Label|GGST|Anji Mito|24px}}
! {{Character Label|GGST|Anji Mito|24px}}
| 5/5 ||  
| Even ||  
A mirror match.
A mirror match.
* {{clr|2|236K}} beats his own neutral buttons, {{clr|3|236S}} keeps both players grounded.
* {{clr|2|236K}} beats his own neutral buttons, {{clr|3|236S}} keeps both players grounded.
|-
|-
! {{Character Label|GGST|Axl Low|24px}}
! {{Character Label|GGST|Axl Low|24px}}
| {{clr|3|6.5/3.5}} ||  
| {{clr|3|Great Adv.}} ||  
Unlike most characters, Axl isn't in range to PRC Punish when Anji spins his normals.  
Unlike most characters, Axl isn't in range to PRC Punish when Anji spins his normals.  


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|-
|-
! {{Character Label|GGST|Baiken|24px}}
! {{Character Label|GGST|Baiken|24px}}
| {{clr|2|6/4}} ||  
| {{clr|2|Adv.}} ||  
Baiken spends most of this MU on the back foot.
Baiken spends most of this MU on the back foot.
* Spinning keeps Baiken from using almost all of her major neutral buttons, such as {{clr|3|2S}}, {{clr|3|f.S}}, {{clr|4|2H}}, and {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=H Kabari}}.
* Spinning keeps Baiken from using almost all of her major neutral buttons, such as {{clr|3|2S}}, {{clr|3|f.S}}, {{clr|4|2H}}, and {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=H Kabari}}.
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|-
|-
! {{Character Label|GGST|Chipp Zanuff|24px}}
! {{Character Label|GGST|Chipp Zanuff|24px}}
| {{clr|5|4/6}} ||  
| {{clr|5|Disadv.}} ||  
Movement speed is a deciding factor for Chipp and Chipp alone.  
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.
* Chipp's speed means he can easily overwhelm Anji's slow by comparison neutral.
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|-
|-
! {{Character Label|GGST|Faust|24px}}
! {{Character Label|GGST|Faust|24px}}
| {{clr|3|7/3}} ||  
| {{clr|3|Great Adv.}} ||  
An insanely one-sided matchup.
An insanely one-sided matchup.
* Off of any far normal that Anji spins ({{clr|3|f.S}}, {{clr|4|2H}}, {{clr|4|6H}}, etc.), he gains massive space at worst and a punish at worst.
* Off of any far normal that Anji spins ({{clr|3|f.S}}, {{clr|4|2H}}, {{clr|4|6H}}, etc.), he gains massive space at worst and a punish at worst.
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|-
|-
! {{Character Label|GGST|Giovanna|24px}}
! {{Character Label|GGST|Giovanna|24px}}
| 5/5 ||  
| Even ||  
Whiffer, meet whiff punisher.  
Whiffer, meet whiff punisher.  
* Unlike some MUs, Anji can't afford to throw out his normal neutral buttons like {{clr|4|5H}}, since Gio can punish them immediately.
* Unlike some MUs, Anji can't afford to throw out his normal neutral buttons like {{clr|4|5H}}, since Gio can punish them immediately.
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|-
|-
! {{Character Label|GGST|Goldlewis Dickinson|24px}}
! {{Character Label|GGST|Goldlewis Dickinson|24px}}
| {{clr|2|6/4}} ||  
| {{clr|2|Adv.}} ||  
Whiffer, meet whiffer.
Whiffer, meet whiffer.
* Goldlewis' normal gameplan of throwing out Typhoons and big normals won't work, as Spinning gives Anji obnoxiously strong punishes.
* Goldlewis' normal gameplan of throwing out Typhoons and big normals won't work, as Spinning gives Anji obnoxiously strong punishes.
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|-
|-
! {{Character Label|GGST|Happy Chaos|24px}}
! {{Character Label|GGST|Happy Chaos|24px}}
| 5/5 ||  
| Even ||  
Somehow, not a stomp.
Somehow, not a stomp.
* Anji has to dashblock like anybody else does.
* Anji has to dashblock like anybody else does.
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|-
|-
! {{Character Label|GGST|I-No|24px}}
! {{Character Label|GGST|I-No|24px}}
| {{clr|3|7/3}} ||  
| {{clr|3|Great Adv.}} ||  
I-No doesn't have much to do here.
I-No doesn't have much to do here.
* Hoverdash and Stroke lose to Fuujin, Hoverdash > Double jump loses to Kou.  
* Hoverdash and Stroke lose to Fuujin, Hoverdash > Double jump loses to Kou.  
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|-
|-
! {{Character Label|GGST|Jack-O'|24px}}
! {{Character Label|GGST|Jack-O'|24px}}
| {{clr|5|4.5/5.5}} ||  
| {{clr|5|Slight Disadv.}} ||  
Even on a surface level.
Even on a surface level.
* For every tool Jack-o' has, Anji has one correct answer.  
* For every tool Jack-o' has, Anji has one correct answer.  
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|-
|-
! {{Character Label|GGST|Ky Kiske|24px}}
! {{Character Label|GGST|Ky Kiske|24px}}
| 5/5 ||  
| Even ||  
Not all fireballs are created equal.
Not all fireballs are created equal.
* Stun Edge keeps Shitsu from having use in this MU.
* Stun Edge keeps Shitsu from having use in this MU.
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|-
|-
! {{Character Label|GGST|Leo Whitefang|24px}}
! {{Character Label|GGST|Leo Whitefang|24px}}
| 5/5 ||  
| Even ||  
Not even for the neutral.
Not even for the neutral.
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label=Gravierte}} keeps Anji from using Shitsu or otherwise contesting without jumping.
* {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label=Gravierte}} keeps Anji from using Shitsu or otherwise contesting without jumping.
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|-
|-
! {{Character Label|GGST|May|24px}}
! {{Character Label|GGST|May|24px}}
| 5/5 ||  
| Even ||  
Should be better.
Should be better.
* If any anchor normal is spun, Anji gets a punish.
* If any anchor normal is spun, Anji gets a punish.
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|-
|-
! {{Character Label|GGST|Millia Rage|24px}}
! {{Character Label|GGST|Millia Rage|24px}}
| 5/5 ||  
| Even ||  
Chipp, but with slightly less going on.
Chipp, but with slightly less going on.
* Be patient and don't let her bait your anti-airs.
* Be patient and don't let her bait your anti-airs.
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|-
|-
! {{Character Label|GGST|Nagoriyuki|24px}}
! {{Character Label|GGST|Nagoriyuki|24px}}
| {{clr|2|5.5/4.5}} ||  
| {{clr|2|Slight Adv.}} ||  
Can't believe it's advantaged.  
Can't believe it's advantaged.  
* On Spin, ''all'' of Nago's normals are minus excluding {{clr|1|5P/2P}}.  
* On Spin, ''all'' of Nago's normals are minus excluding {{clr|1|5P/2P}}.  
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|-
|-
! {{Character Label|GGST|Potemkin|24px}}
! {{Character Label|GGST|Potemkin|24px}}
| {{clr|5|4.5/5.5}} ||
| {{clr|5|Slight Disadv.}} ||
Do not get grabbed.
Do not get grabbed.
* Spinning his normals is needed in neutral, but Mega Fist is hard to call out.
* Spinning his normals is needed in neutral, but Mega Fist is hard to call out.
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|-
|-
! {{Character Label|GGST|Ramlethal Valentine|24px}}
! {{Character Label|GGST|Ramlethal Valentine|24px}}
| 5/5 ||  
| Even ||  
You're going to be dizzy after all this spinning.
You're going to be dizzy after all this spinning.
* Everything is minus on Spin except for {{clr|1|5P/2P}}.  
* Everything is minus on Spin except for {{clr|1|5P/2P}}.  
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|-
|-
! {{Character Label|GGST|Testament|24px}}  
! {{Character Label|GGST|Testament|24px}}  
| {{clr|3|6/4(?)}} ||  
| {{clr|3|Adv.(?)}} ||  
Waiting for more information.
Waiting for more information.
* Testament's normals are so grossly slow that Spinning them makes the match a lot easier.
* Testament's normals are so grossly slow that Spinning them makes the match a lot easier.
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|-
|-
! {{Character Label|GGST|Sol Badguy|24px}}
! {{Character Label|GGST|Sol Badguy|24px}}
| {{clr|4|3/7}} ||  
| {{clr|4|Great Disadv.}} ||  
Only one wrong move.
Only one wrong move.
* His buttons are faster, more rewarding, and have more reach than Anji's.  
* His buttons are faster, more rewarding, and have more reach than Anji's.  
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|-
|-
! {{Character Label|GGST|Zato-1|24px}}
! {{Character Label|GGST|Zato-1|24px}}
| {{clr|4|3/7}} ||  
| {{clr|4|Great Disadv.}} ||  
Only one wrong move, but even more extreme.
Only one wrong move, but even more extreme.
* Eddie invalidates all of Anji's neutral tools, letting him press through Spin and Fuujin.
* Eddie invalidates all of Anji's neutral tools, letting him press through Spin and Fuujin.

Revision as of 14:39, 12 May 2022

 Anji Mito




General Strategies

Anji is a character who gets lots of mileage out of being able to call out the opponent, generally starting out by playing mostly reactively, then taking more initiative once the Anji player has a better idea of the opponent's habits in neutral and on defense.

Once you have developed an understanding of your opponent's habits, you can begin to take initiative and start taking risks to call the opponent out on their habits. Start using things like your autoguard specials to try punishing the opponent's poke attempts or to gain ground, or make use of your long airdash to take the opponent off guard when approaching.

Neutral

At closer ranges, 5K, 2D, and f.S are major players for Anji. 5K is a low risk, low reward poke that is effective at stopping reckless grounded approaches, with 2D and 6H gatlings that provide opportunities for Anji to begin pressuring the opponent. Anji will generally want to position himself just outside of the range of this move, giving himself time to react to and stuff a sudden approach, while still being able to fish for counterhits and whiff punish with 2D and f.S, which always combos into Fuujin.

Should Anji wish to take initiative against a passive opponent at this range, he can use 6H as a relatively safe gap closer to start pressure, or kara Issokutobi (236H~K) into Throw or 2K > 2D for a riskier but more rewarding callout.

At further ranges, Anji can make use of his autoguard spins to help him get in by threatening a variety of options that are difficult to respect all at once. His ideal positioning in these situations is around maximum held Fuujin (236[H]) range, from which he can do short, empty 236Ks to establish presence outside the opponent's threat range. By gradually introducing longer spins and pre-emptive cover options like held kara Shin: Ichishiki (236[H]~P), Anji can take note of how the opponent reacts and gauge opportunity for subsequent approaches:

  • if the opponent acts defensively, Anji can start to claim more space towards the opponent;
  • if they try to approach aggressively, he can go back to doing shorter spins and stuff approaches with, for example, 5K;
  • if they take to the air, he can control that space with held Kou (236[S]);
  • if they're acting too passive overall, a held Fuujin or kara followup should keep them on their toes.

Kara Nagiha (236H~S) in particular is a solid approaching option because of its long range and safety, allowing Anji to get back in near the opponent and granting him an advantageous situation if it hits. Kara Rin (236H~H) is also on the table if the opponent starts pre-emptively blocking low and is a remarkably better mixup than it is out of regular Fuujin. The key here is that the autoguard spins on the held versions of Fuujin and Kou are initially indistinguishable from 236K, so the opponent needs to make a decision as to which option(s) they actually want to respect. Alternatively, if the opponent is giving Anji a lot of leeway, he can use Shitsu (236P) to cover him as he approaches.

Anji is generally a very grounded character, and it's important for him to keep the opponent on the ground as well so he can safely use options like 2D, f.S, and Fuujin followups. Kou, 5P, 6P, j.D, and even his airthrow are great tools to dissuade the opponent from hanging out in the air, which is very important against characters like Ramlethal, Millia, and May that love to jump. Once the opponent becomes more hesitant to leave the ground against Anji, he can begin pestering them with kara Shin: Ichishiki (236H~P) to begin pressure situations.

Round Start

  • Anji's safest bet against an unknown opponent will likely be a defensive option, i.e. a backdash or jump back.
  • 2K (frame 7) is Anji's quickest round start button, and can gatling into 2D for a knockdown. Beats May's S dolphin and Sol f.S, for example.
  • 5K (frame 8) is a frame slower and hits some moves that 2K can't, such as Giovanna 5H (can 2D after) and Ramlethal f.S.
  • 6P (frame 10) is a strong counterpoke against moves like Leo 2D and Nagoriyuki f.S, but has more recovery. Launches the opponent towards the corner and can be followed up with Fuujin (236H) → Issokutobi (K) to close the gap.
  • f.S (frame 12) is a decent proactive option that will counterhit long but slow pokes (e.g. Nagoriyuki 5H) and combo into Fuujin.
  • Autoguard is also an option, albeit a very risky one, to get a bigger punish against most frame ≥10 buttons. Use sparingly or not at all.

Pressure

Anji's pressure revolves around the threat of his throw and his massively damaging counterhit starters, allowing him to get away with resetting pressure whilst being minus 8 or more on block. Anji has massive cancel windows on the majority of his gatlings, and almost any hit he can land will lead to potentially incredible meterless damage depending on positioning, making his staggers very scary to defend against. Another big aspect of Anji's pressure is what he does at around max Fuujin range; at this range, Anji can mix in a held 236H and a 236K, since the difference between the latter half of the attack's animation isn't easy to discern if at all. Thanks to the fear of Fuujin, you can get away with doing an empty 236K and reset pressure or even run up and grab if the opponent is giving you a lot of respect. Once the opponent is no longer inclined to respect 236K, they will either mash, run up and grab, or jump, which all can be answered in their own way. If the opponent mashes or tries to run up throw, you can do uncharged/half charged Fuujin and land a counterhit. If the opponent jumps you can answer with Kou, which either gives you a combo leading to hard knockdown or will place you back at point blank to continue pressure.

Fuujin, the Good and Bad

Fuujin is a defining part of Anji's gameplay that has been a famous part of his character since his inception, and unlike how it was in Slash through +R, it is (thankfully) not the memeworthy special move it once was, as the move and it's followups are not nearly as good. But this is not to say Fuujin and it's followups are not without their applications. In order to use Fuujin properly in Strive requires proper intentionality and a good sense of risk/reward in any situation where you would use it.

Pros of Fuujin:

  • Fuujin is a very quick burst movement option for Anji, allowing him to catch the opponent off guard in midrange or when expecting a different autoguard special
  • Fuujin's hitbox is deceptively long, allowing Anji to threaten a decently long ways away from him on the ground
  • Very rewarding on counterhit, especially when charged, where it is one of his best starters. Frametrapping or counterpoking with this special will make the opponent think twice about pressing something
  • Charging Fuujin adds an autoguard twirl to the startup, allowing opponents attacking in anticipation of Anji gaining ground to get punished and/or put into a defensive position
  • Low risk when properly spaced on block, as Nagiha and Shin: Ichishiki are near impossible to punish meaningfully by the mass majority of the cast

Cons of Fuujin:

  • Fuujin and its followups are susceptible to airborne opponents, as the positioning of the hitboxes of these attacks are all fairly low to the ground. If the opponent does a jumping button and you do Fuujin, they will almost always win or put you on the backfoot most of the time
  • There is a small window on charged Fuujin where Anji is vulnerable in between the autoguard and the actual attack, meaning the move can easily be stuffed if you're unlucky
  • Downright awful when spaced too close to the opponent without 50 meter, pretty much any followup you do can be beaten easily thanks to your close proximity in a variety of ways
  • Reward on normal hit is underwhelming at best, save for the charged version (unlikely) or when you have 50 meter

Fuujin "Mixup": Fuujin has a variety of followups that you can use on block or hit, allowing for an extra level of versatility. All of the followups are punishable in their own way (given the circumstances), but attempting to play around and punish one followup can make them susceptible to the others, this is the secret behind Fuujin's "mixups" as you entice the opponent into punishing a specific followup while you punish that expectation with a different followup. Because of how conditioning heavy the followups of Fuujin are in order to function, it doesn't really count as a mixup and is more of an RPS situation that you end your pressure with. The followups and the mindgames behind them are like so:

Nagiha: Fuujin's guessing game primarily revolves around Nagiha (S after Fuujin). Nagiha is the safest followup Anji has at his disposal after Fuujin and hits low, it is minus 7, meaning that he is essentially safe thanks to the move's high pushback unless spaced badly. There is a wide cancel window on Fuujin, meaning that you can delay Nagiha for frametraps and catching jump startup, granting you at worst a soft knockdown, which leads to a repeat of the Fuujin situation. Once the opponent has started to block Nagiha to let your pressure end or is trying to punish Nagiha by instant blocking, you can move on to using the other followups.

Shin: Ichishiki: Once you've conditioned the opponent to respect and play around Nagiha, you can now more safely use Fuujin's other followups. The next safest option you have access to is Shin: Ichishiki (P after Fuujin), which will reward you with plus frames if the opponent blocks it, allowing you to throw out a f.S or 5K to stuff an attempt to poke out from the opponent and continue pressure. Midscreen this followup is weaker as it's hitbox is narrow and following up after the move is inconsistent. The point of using this move is primarily to pester the opponent into trying to jump up and either punish you or escape the situation. Once they start to do so, you can return to using Nagiha to stop this behaviour. When the opponent shows that they don't wish to participate in the RPS between punishing Nagiha and Shin: Ichishiki by continuing to block is where the other two followups can come into play.

Issokutobi: So what do you do when the opponent is just downbacking? This is where Issokutobi (K after Fuujin) comes into play. Issokutobi moves you directly next to the opponent, allowing you to land a grab and go into butterfly oki. This followup is where you can start to put yourself at some serious risk, since if the opponent is looking out for this followup, they are able to punish you on reaction. This move is a prime example of what the Fuujin mindgame is about, as while this move is technically reactable, it is not reactable enough to punish every time unless the opponent is looking out for it specifically, which allows you to get away with all of the other possible options. Using this when you think the opponent isn't prepared for it is essential to keeping the opponent on their toes and opening themselves to the other followups.

Rin: While not useless, Rin (H after Fuujin) is certanly the followup you should abstain from using the most. It is a reactable, very unsafe on block and whiff overhead that loses to mashing and even sometimes jumping. Rin should only be used as a surprise tactic to call out people downbacking and looking out for Issokutobi a little too much, along with calling out backdashes. Make sure to use this sparingly, as it will work rarely against people who know what their doing if you abuse it.

Nothing: Sometimes when you have conditioned the opponent well enough with your Fuujin followups, it is possible to get away with not using a followup at all and resetting pressure from there, even though Fuujin is minus 16 on it's own! Make sure to use this especially against opponents who can react to both Issokutobi and Rin simultaneously, since they'll be expecting delays and other tricks. Usually when this happens, it can signal to your opponent that they are being too patient with you and can persuade them to be more aggressive, therefore allowing you to try frametrapping with Nagiha again, or shift the opponent's focus off of your other options.

REMINDER THAT YOU SHOULD NEVER RELY ON FUUJIN TO OPEN THE OPPONENT UP. WHILE FUUJIN IS IMPORTANT THINK OF IT MORE AS A PRESSURE ENDING RPS AND NOT A MIXUP.

Okizeme

Anji thrives off of hard knockdowns, which he gets primarily using 2D, throw, and Kou (236S). Because Kou leaves Anji airborne, he can also choose to forgo oki and airdash > j.H OTG for a bit of guaranteed damage.

Shitsu

Shitsu (236P) provides perhaps the safest way for Anji to continue putting the opponent on the defensive after a hard knockdown. The projectile will travel about halfscreen, and if it comes into contact with the opponent, it will pop up and dive back down for a second hit.

Anji usually has enough time after a hard knockdown to use Shitsu but needs to make sure he is spaced properly so that the butterfly meaties the opponent right as they get up. If he's too close, Anji is prone to getting hit by a reversal or whiffing the butterfly altogether; if he's too far, the opponent will have time to jump or otherwise avoid the butterfly. When positioned properly, the opponent is put in a position where they essentially have to block the butterfly on wakeup, triggering the pressure of the imminent second hit. Anji can continue his typical blockstring pressure from here, but throw mixups are also effective if timed properly around the projectile blockstun.

Midscreen Shitsu on knockdown can be very useful to stuff fast reversals in combination with IAD j.S. On hit, you can follow up with c.S against the airborne opponent for huge damage. However, this doesn't work against any of Ky's DPs or against the slower metered reversals (which are invulnerable for longer).

In the corner, you can OTG c.S > 236P to cover reversals and jump.

BRC/PRC setups

Anji can spend meter on a Blue or Purple RC to turn his regular Shitsu oki into a more complicated situation for the opponent by allowing him to apply additional pressure much earlier in the projectile's lifespan.

Microdash Shitsu

While more difficult to perform consistently compared to setups listed above, after a Throw, Anji can microdash in order to create gapless blockstrings like Shitsu > Dash c.S, allowing him to create pressure situations that could have previously been interrupted at midscreen. With c.S as a true blockstring, Anji can push better and/or different in between the first and second hit of Shitsu, such as neutral jump into landing 2K or falling j.S and fast tick throws. Note that, since he's left so close, Anji can slightly delay pressure after c.S to bait reversals without messing up his timing too badly.

Fuujin OTG

If Anji is too close to use Shitsu comfortably, he can also just hit the grounded opponent with Fuujin (236H) → Issokutobi (K). The hop will place him directly next to the opponent, from which point an immediate c.S or 5K will meaty.

Corner Throw, OTG normal > 236P (Shitsu)

After landing a Throw in the corner, Anji has a variety of options to keep pressure, and Shitsu is usually the safest one. In general, moves with more pushback can make it so Anji is safer against reversals, while moves with less pushback can give you better pressure and hit the opponent out their jump startup. From lowest to highest pushback, the main OTG options are c.S < 2S < 2H < 5H. Also keep in mind that the post-Throw distance increases depending on how close the opponent was to corner, so you have to adjust accordingly by choosing your OTG normal.

  • Shitsu after c.S is not safe against Ky or Leo, but it beats every other meterless DP, making it the best OTG option in all the other matchups. Against Ky you should use 2S instead. Against Leo, you have to use 2H or 5H unless you're properly spaced for 2S.
  • Shitsu after OTG 2H or 5H can never stuff pre-jump frames, but it's always safe against meterless reversals. As for metered reversals, it's guaranteed to beat Sol, Potemkin, Faust, I-No (max punish with 2H), Jack-O (only with 5H), but loses to every other metered reversal unless properly spaced.

Corner Throw, OTG 2H > 236K (Spin)

The other, riskier post-Throw option in the corner is to play RPS with Spin (236K), which is specially useful against characters that could easily beat OTG > Shitsu (Leo, Ramlethal, Anji) because held Spin is able to beat almost every Reversal if slightly delayed. Correct reads will allow Anji to Throw again (continuing the loops) or cash out for a wallbreak combo. Even some “losing” situations result in a neutral outcome where Anji can still transition into regular corner pressure. Video by Klaige explaining this setup: https://www.youtube.com/watch?v=bLTnS0NWTQA

The guessing game ends up working something like this:

  • Anji simply throws them again after the spin.
    • Wins against: hesitation, blocking, throwable reversals, slow buttons.
    • Loses to: fast buttons, throw techs, command throws, jumping.
    • Not a bad first option to try to catch a fresh opponent off guard and make them realize they have to do something.
  • Anji holds back after the spin to block.
    • Wins against: laggy buttons, attempted throw techs, reversals.
    • Loses to: nothing really; even if the opponent doesn't do something punishable, Anji is usually still in a position for regular corner pressure.
    • An easy, low-risk option that can punish opponents who are trigger-happy with their reversals or throw techs. A good bet if you're unsure what the opponent will do and don't want to risk guessing.
  • Anji presses meaty(?) c.S after the spin.
    • Wins against: most buttons, attempted throw techs, jumping without blocking.
    • Loses to: reversals.
  • Anji does Kachoufuugetsu (632146S) after the spin.
    • Wins against: pretty much any button.
    • Loses to: anything that isn't a button.
    • A very big callout that does good damage and wallbreaks with hard knockdown.
  • Anji holds the spin for the full duration (i.e. does 236[K] instead).
    • Wins against: fast buttons.
    • Loses to: throws, jumping, slow buttons.

The opponent should eventually figure out that upbacking is the least dangerous option for them, at which point Anji can actually try to airthrow them into Fuujin OTG. 2S OTG > spin after airthrow is an option to try to extend the loops, but Anji can be thrown while spinning because of the difference in spacing. If the opponent decides to try to match Anji's airthrow, he can go back to using c.S after spin, which will grant him a counterhit and easy wallbreak combo. Alternatively, Anji can replace the 236K with held Kou (236[S]) as a compromise that still allows him to continue corner pressure with landing j.S if the opponent doesn't end up jumping.

Kou safejump

After throwing, Kou (236S) > j.S is an easy safejump setup. If the opponent uses an invincible reversal, the j.S will whiff, allowing Anji to block immediately upon landing and punish. Otherwise, it will meaty the opponent's wakeup and allow Anji to continue on the offensive.

Defense

Anji can sometimes struggle to force his way out of defensive situations due to his lack of a meterless reversal. His 2p is 5f which allows him room to mash out of tick throws and some other mixups, but he still has to rely on other options (e.g. backdash or jump) often as well. Staying patient while blocking is crucial to avoid getting blown up off of a counterhit and to eventually reset back to neutral.

Kachoufuugetsu

When Anji has 50% meter, however, it's an entirely different story. Kachoufuugetsu (632146S) is a frame 1 counter reversal, and an opponent who swings into the active window will find themselves put into a blender cutscene, allowing Anji to get them off his back and deal a good chunk of damage. Also, because it's a counter instead of a plain invincible reversal, it will beat safejump setups.

However, Kachoufuugetsu has its fair share of weaknesses:

  • it's completely throwable;
  • it will do a weaker, non-cutscene variant when triggered by projectiles and large disjoints; and
  • it will not follow crossups.

These don't invalidate the move by any means, but are some things to keep in mind against characters like Nagoriyuki, Zato, Leo, etc.

An opponent who respects the threat that Kachoufuugetsu poses may opt to frametrap less often in favor of trying to bait this move by tick throwing. Because of this, holding onto 50% meter to threaten the counter can be more effective at weakening the opponent's pressure than outright using it.

The following is an excellent video by Klaige explaining what Kachoufuugetsu brings to the table: https://www.youtube.com/watch?v=RG3EawOV5as

Autoguard

Anji's autoguard spins are not exactly a reliable defensive tool due to their 10-frame startup, during which the opponent can smack him for a counterhit or just walk up and throw. That being said, there are some situations where spinning during gaps in pressure can be beneficial. For example, after blocking Ramlethal's sword throw in the corner, if she doesn't cover the explosion with a normal, spinning with 236[K] immediately afterwards will allow Anji to autoguard it and force the opponent to adjust their pressure accordingly (keep in mind you don't actually gain any frame advantage from this). Such scenarios should be listed under the relevant Matchups section.

Fighting Anji

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], if ram doesn't cover it, meaning Ram has to do something riskier to try and stop you from getting out of her pressure. Important when ram is trying to get you in her corner pressure from a little far out, notably after you block her 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13].
 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.

Navigation

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