Anji is blessed with two great throws for his air and ground game (as well as his command grab On which will be discussed in the specials section). What makes his throws so effective is that they will both flawlessly set up the strongest part of his offensive game: butterfly pressure.
HS fujinn works much the same as its slash counterpart with a few key difference. It will reach father, and has invulnerability on its startup which allows anji to sneak by various pokes and projectiles. This is key because netting a counter hit with HS Fujinn scores a wall bounce, and in slash this can lead to some retarded damage for Anji. The invulnerability is odd because it is only for the start of the dash, not for the finish. Opponents can still poke Anji out of this move with virtually anything at the connecting point, but learning how to utilize its invulnerability is absolutely key for characters that can zone Anji from half-screen away. If you are very risky you can attempt this on wakeup, but keep in mind Fujinn is not a DP, and you can very easily get raped for doing so. This is a very situational moves, but knowing when those situations arise and utilizing its strengths gives Anji and very high risk/high reward option that you must learn to capitalize on.
Overdrives are the supers of guilty gear, requiring 50% tension to execute. Because of the overall utility and damage output of roman cancels, many characters supers are borderline useless in the majority of situations. Anji will rarely throw his overdrives in Slash, and when he does it is usually to finish off a round. Overdrives are not burstable once they connect, so if you think comboing into an overdrive will finish the round, it is the safest way to do so. Overdrives freeze the screen after their initial startup, then sometimes have additional frames of startup after the flash. During this freeze time projectiles will continue to function, however this has little use for Anji, it is just something to keep in mind.
Issen Ougi got a major tone down to its overall damage output in Slash and sadly has become a rather useless overdrive. Anji can no longer follow up this super with a combo or a juggle into On without FRC-ing it, however it does always knockdown if it hits. Because it does so little damage and has incredibly poor recovery now you should never throw this overdrive unless you are positive it will end the round. If you are going to use it, always combo into it, trying to throw it on reaction to your opponent is suicide.
Now that you know all the tools Anji has at his disposal we will now start discussing how to put it all together and actually play Mr. Mito. In these sections we will outline the formulas for a successful defensive and offensive game. I suggest you pay VERY close attention to the defense section, it is by far the most important part of this guide.
This is a very general guide on what blocking means, for Anji more specifically it means knowing when to pick your spots and simply let your opponent attack as opposed to swinging a counter poke or an autoguard. I do not recommend turtling up with Anji, because he lacks a good reversal move, and simply getting pushed to the corner is going to put him at a huge disadvantage. You need to utilize good blocking, because some times that is all you will have at your defensive disposal. For Anji to really sure up his defense he will need to utilize some other defensive tools.
If you are having trouble blocking long, complex pressure strings, then your best bet is to FD and create some space to work with. Keep in mind that FD will not push your opponent back on projectiles or minion attacks, so wait until your opponent is physically swinging at Anji before you activate FD. FD will drain your tension bar rather quickly, so if you whore it out every time your opponent swings, expect to be running low on tension throughout a lot of the match.
When you combine strong blocking with FD, you give Anji the ability to get out of his opponents pressure and start his own offensive game. Learning how to block is the most important skill, but learning where FD will improve your situation is also very high up on the list.
Instant block is very similar to a Just Defend technique from CvS2, by tapping back or down back just before a move hits Anji it reduces the hit stun of a move and earns some tension to boot. Learning how to time an IB is very difficult and awkward at first, but if you can master it you can give Anji outs in situations that would normal require him to simply sit and block. Ibing is a powerful, but risky defensive tool, obviously waiting till the last possible second to block means you open yourself to a mistake and taking a hit. It becomes even more risky if your guard gauge is built up since you will take heavy damage from the ensuing combo.
Setting up the meaty butterfly: To set up a good butterfly game, you should make sure you space your knockdowns properly. The easiest ways to do this are by landing a ground throw, or comboing into On. Either one of these will provide you the proper spacing to put out a meaty butterfly and start the okizeme game. Nearly perfect spacing can be attained by gatling into sweep, or sweep into slash fujinn followed by the k (hop) follow-up. To find the proper spacing just visualize the area where your opponent would be after a throw, that is where you want to finish your ground combo and go into sweep. After a Throw, On, or Fujinn hop you want to throw butterfly immediately, but after a sweep you may need to delay the timing a bit to ensure a meaty one. Keep in mind that these are not always absolutes, if you finish and extremely long Combo with On on certain characters you may need to run forward a bit to guarantee a meaty butterfly. After awhile the spacing and timing will become second nature, so just work on getting it down until you are comfortable with it.
Throw and Tick Throw Strings: Throwing with the butterfly gets to be downright cruel when you mix it up properly. Your opponents have to block because it is so much easier to keep them in constant hit stun, and thus this opens them up to all sorts of throw games. Blatant throws and tick throws are things you will get away with because of the freedom the butterfly gives Anji in his offensive game. You can even tick throw off the stun of the butterfly transformed hits if you are feeling especially bold.
Guard Gauge Strings: These strings are designed to build up the guard gauge and offer Anji the ability to just keep some straight forward offensive pressure on in the hopes of opening up his opponent for big damage later. This is done by comboing into Fujinn and using Rin while the transformed butterfly keeps them in block stun (making them unable to stop Fujinn by swinging low). After Rin you are at advantage, so typically throw something like 5S or 2S, or toss out an autoguard if you think they might swing, 6K works very well there.
IAD Strings: After butterfly hits you can toss out a 6S to keep your opponent in block stun and allow for IAD games. Keep in mind this is only for taller characters, but you can use 6S in conjunction with jump in games on shorter characters. I like to let 6S finish before I start the IAD game, but you can cancel into it if you would like to apply pressure more quickly. If 6S connects in the corner on these strings you can cancel into 214K and it will all combo.
Autoguard Strings: These strings are primarily used as counter or reversal move baits for characters that want to get out of the butterfly pressure. In essence all you do is run in and throw 6K or 6H to beat their swing and then cancel into Kou. If they end up not swinging, let the butterfly hit on 6K and follow up, or cancel out of 6H into a crossup or Fujinn. Keep in mind you can always bait counters and reversals in other ways, this is just giving you another option to do so.
, however depending on the height of the juggle and the weight of the character you may not be able to get orb to reach, in which case you should end the combo with a jumping dust rather than wiffing the orb.
If you have tension to Roman Cancel orb in air combos you can get extra damage and still score a knockdown. These combos should always end in On due to the fact that it prorates very well and will still do solid damage at the end of a combo. If you are not in the corner, you cannot use a jump install as you will be unable to air dash (your air actions are all used up) to finish the combo properly. In the corner you can jump install and land to simply juggle into On.
Off of a TK orb you will have two options if you roman cancel it. You can either do a juggle into an air combo, or you can combo into HS Fujinn, into Rin if you are at the proper spacing (I.E. not too close to the corner). The Orb to Rin combo looks something like this
Jam: On launching Jam Anji must run up as close as possible to her and start the launch just before she hits the ground, this is due to jams unusual falling hitbox which is too thing to juggle from long distances.
this guide is hella old, but i do thank GB for reposting it, there is a ton of stuff i would rewrite on this if i still played the character reguarly. Guide is very outdated at this point tho, with no doubt.
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