Small guide on how to play Anji Mito

Small guide on how to play Anji Mito

How To Know What I'm Saying


Small guide on how to play Anji Mito image 1

Some of you might not know the numerical input system to Guilty Gear Strive, so what I did was add the system here. Also RC = Roman Cancel, and RRC = Red Roman Cancel, YRC = Yellow Roman Cancel, etc;. also j. = jump and c. = crouching. That should help you throughout this guide:

Strong Points & Weak Points

STRONG POINTS

Excellent Pressure to the opponent (use Fuujin like how you use air (a lot))

Guard Point (236K or Quarter-Circle Forward Kick) can get you some nasty punishes

High conversion pickup rate

Tons of options for literally anything

VERY FLEXIBLE

WEAK POINTS

Struggles with dependence of gimmicks (basically very hard to do some tricky ♥♥♥♥)

Bad momentum

PRAY FOR YOUR METER (reliance on your meter and red roman cancel combos)

BAD DEFENSE

bad weakness to reversals

How To Play Anji

Use Fuujin wisely, some variations of Fuujins can be countered, like Fuujin + HS. You want to mix up your opponent by doing different variations of Fuujin, you do not want the opponent to know what you're gonna do. If you want to play safe when using Fuujin then do Fuujin + S, its fast and can make someone get bamboozled

PLAY PATIENTLY (IF YOU DONT YOU ♥♥♥♥♥♥♥ DIE)

you can find openings to combos with some very reliant inputs, like 6H,2S,5S, and GP (probably more but idk)

CAPITALIZE ON WHIFFS/MISTAKES HARDER THAN WHAT THE OTHER COUNTRIES DID TO GERMANY IN THE TREATY OF VERSAILLES

ONLY USE Butterfly Move (Can't say the actual move) (236P or Quarter-Circle Forward Punch) WHEN UP CLOSE TO YOUR OPPONENT (you'll be able to combo off of it)

When in front of your opponent you can use a number of inputs to add pressure to your opponent, like 5K,2K,c.S, j.D and 6H are pretty nice

Delay some inputs when doing combos with Anji (like delay 5K/6K when doing a 236K RRC 5K 236K)

Mix Fuujin followups when pressuring an opponent (make em think)

actually USE THROW

5K/6K can lead into a gatling combo and can lead into the butterfly move

Guard Point

Guard Point (or 236K) will be your second most used move, besides Fuujin. How it functions is quite simple, like how you can punish high and low attacks, or how it can punish heavy normals and can even counter 236K,236S, and 236H for almost all character IF you can use it at the right time. It's quick on whiff and CAN NEVER BE PUNISHED because you can block frame 0 right after the move doesn't counter, also you can hold the input to make the dodge longer.

Combos

Meterless (Basic) Combos

236H (Blocked) > H 5K 236H > K

2K/5K 2D 236S

5D (HOLD) > delay j.H j.D > FJC > j.P j.K j.S j.HS j.HS

5P 6P 236H > KCounterhit Combos

5H 236H (Charged) > K c.S 5H/2H 236H > H 5K 236H

236H (Blocked) > H c.S 2H 236S j.D c.S 5H 236HMetered Combos

c.S 5H 236H > S > RRC > c.S 2H 236H > H 5H

c.S 5H 236H > S > RRC > c.S 2H 236S (Charged)

236S > FRRC > c.S 5H 236H > H 5K 236H

5P 6P 236H > FRRC > c.S 2H 236H > H 5HCorner Only Combo(s)

236H (Blocked) > H 5K 236H > H 5K 236H > H

THESE ARE NOT ALL THE COMBOS ANJI HAS, JUST A BASIC SETUP

Conclusion

Thanks for reading, kinda half-assed made this in an hour. If I made ANY mistakes in the guide PLEASE tell me in the comments so I'm sure to correct them. Have fun Anji boys, and ♥♥♥♥ on some Mays.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2516460899					

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