takes full meter but if they are mashing on your blockstrings you can catch them lackin #GGST #GGST_AN pic.twitter.com/rOFvOy7hvr— Max | No way dude! (@Nowaydude19) July 2, 2021
(corner) meterless DP punish concepts for every DP with #GGST_AN. no clue if optimal or not, but some of them look cool, so… 🤷🏻♂️also, i put the damage values at the bottom since i already know twitter is going to deep fry the hell out of this, as usual. first time editing that! pic.twitter.com/3ia9cC3AYk— attis the anji player i guess (@attisxix) July 1, 2021
#GGST_AN After practicing using Nagiha for frametraps I came up with a little trick to get the timing down just right. Funnily enough if you press the S button right when Anji finishes saying "Fuujin" it should be the tightest frametrap possible, as demonstrated here. pic.twitter.com/Drzwuir2YW— FajitaEatah (@BaseFajita) July 1, 2021
#GGST_AN Mix setup from a 2k>2d. You can choose which way to land by doing H/S for crossup or S>HS for same side, Bad news is that it needs to be point blank, 236 tends to whiff otherwise pic.twitter.com/BqQT1nlmcw— Drake Blight @ FRIENEMIES (@DrakeBlight) July 1, 2021
#GGST_AN figured out a way to keep the corner even after wall splat. Decent oki after also pic.twitter.com/FPdQHW8IqC— The Violent Daddy (@ThisIsBattle) July 1, 2021
▶ Feel free to join my personal discord:
https://discord.gg/CKSSdAn9py
▶ FOLLOW/SUB to me on my other platforms:
Twitch: https://www.twitch.tv/b_HAUNT
Twitter: https://twitter.com/b_HAUNT
▶ Consider donating on:
Paypal: https://streamlabs.com/b_haunt
GPay: prateek.bhaunt@oksbi
Anji's j.P hitstun makes air-to-air confirms a breeze. These are the ones I've been using.#GGST_AN pic.twitter.com/YhO6QVmb0L— raynex @ GG Strive training mode (@raynexpress) June 30, 2021
CH fuujin -> low corner confirms. Been getting some mileage off of delay nagiha frame trapping mashes in my games. Confirming these can open up other fuujin followups 💪#GGST_AN pic.twitter.com/1RTE9dTwkN— Patch_FGC (@FgcPatch) June 30, 2021
Had lots of questions about the Corner throw into 2H Oki i use in my matches, so here's a new guide for all the Anji players out there.Really easy and effective oki to put to use, so hopefully this helps!#GGST_ANhttps://t.co/B1iLK9tIsJ— ANJI=MITO 🦋🦋🦋 (@Klaige) June 30, 2021
Anji Mito Counter Hit Confirms Guide for Guilty Gear Strive
This video is a general guide for how to get consistent big damage off realistic counter hit situations for Anji in Guilty Gear Strive. This will show moves you can realistically score counter hits with and the general combo structure of how to consistently corner carry for wall breaks or extend with roman cancel:
Note that these are the general consistent combos i'm showing, adjustments may need to be made based on character weight, distance to wall, etc, but these will get you the basic premise of how to get nearly optimal damage off each counter hit.
Chapters:
0:00 Intro
3:55 2D + General explanation of combos/options
13:10 5H
16:24 5S
17:48 Uncharged Fuujin 236H
19:33 Charged Fuujin 236[H]
24:55 Kou 236[S], 2 hits
29:42 Kou 236[S], 1 hit
31:28 Bonus optimal J.D wall bounce combo
33:08 Outro
Time Stamps for each move and the combo notation:
2D : 3:55
Closer to wall: 2D, 236H, K, 5S, 6H, 236H, H, 5K, 236H (wallbreak)
Farther from wall: 2D, 236H, K, 5S, 2H, 236[S] (Hard knockdown, no wallbreak)
2D, 236H, K, 5S, 2H, 236[S], RC. 5S, 2H, 236[S], J.D, rejump, J.D (wallbreak)
5H: 13:10
Closer to wall: 5H, 236[H], K, 5S, 6H, 236H, H, 5K, 236H (Wallbreak)
Farther from wall: 5H, 236[H], K, 5S, 2H, 236[S] (Hard knockdown, no wallbreak)
5H, 236[H], K, 5S, 2H, 236[S], RC, 5S, 2H, 236[S], J.D (Wallbreak)
5S: 16:24
Exact same as 5H but 236[H] must be buffered immediately after the counter hit, otherwise do 5S, 2H, 236[S]
236H (Uncharged Fuujin) 17:48
236H, K, 5S, 5H, 236H, S (Soft knockdown)
Editors note on uncharged Fuujin: If you counter hit a crouching opponent you can do 5S, 2H, for a launch after the initial hop.
236[H] (Fully Charged Fuujin) 19:33
Closer to wall: 236[H], K, 5S, 6H, 236H, H, 5K, 236H (wallbreak)
Father From wall: 236H, K, Slight dash forward, 5S, 6H, 236[H] (Slight charge on Fuujin for distance), H, Microdash 5K, 236H (wallbreak)
236[S] (Kou, 2hits) 24:55
Closer to wall: 236[S], slight delay, airdash, J.S, land, 5S, 6H, 236H, H, 5K, 236H (Wallbreak)
Farther from wall: 236[S], slight delay, airdash, J.S, land, 5S, 6H, 236[H] (slightly charged fuujin), H, Microdash 5K, 236H (Wallbreak)
236[S] (Kou, 1 Hit) 29:42
Closer to wall: 236[S], land, 5S, 6H, 236[H] (slightly charged Fuujin), H, Microdash 5K, 236H (wallbreak)
Farther from wall: 236[S], land, 5S, 2H, 236[S] (hard knockdown)
or for metered carry to wall:
236[S], land, 5S, 2H, 236[S], roman cancel, 5S, 2H, 236[S], J.D (wallbreak)
If you have questions or comments leave them in the comment section and I'll do my best to offer input!
If you want to see more of my Anji in strive or learn more about the game feel free to check out my twitch as I stream full time for a living:
https://www.twitch.tv/Klaige
Thanks for watching!
I had a lot of comments asking about the corner throw into 2H OTG oki i use in my matches. This guide goes over all the layers of this particular mixup and explains why this mixup has value and how it skews into Anji's favor in most situations.
This mixup was developed by a JP Player and was posted on twitter weeks ago but I couldn't find the post (twitter is so awful for archiving tech, good god) so if anyone knows that player please let me know so I can credit them.
If you have any questions or comments on this don't hesitate to hit up the comments and i'll try to give input.
Once my upload is fixed be sure to check out my streams as I do stream for a living: https://www.twitch.tv/Klaige
Chapters:
0:00 Intro + Basic Explanation
2:10 What to do against wakeup mashing
3:15 What to do against wakeup throw
5:00 What to do against no retaliation
5:20 What do against reversal DP's
5:52 Full punish against reversal DP's
8:45 Punishing Mashing with Kachofuugetsu
9:53 What to do against someone holding upback
11:35 What to against upback + counter airthrow
13:38 Dealing with wakeup command grabs (HMC and P.Buster)
15:38 Dealing with wakeup backdash (its easy)
16:07 Wrap up explanation + outro