hide results

    Anji by royalflame09

    Version: 1.0 | Updated: 05/03/03 | Search Guide | Bookmark Guide

    GGGGGGGGGGGGG GGGGGGGGGGGGG     XXX             XXX  2222222222222
    GGG           GGG                 XXX         XXX              222
    GGG           GGG                   XXX     XXX                222
    GGG           GGG                     XXX XXX                  222
    GGG           GGG                      XXXXX        22222222222222
    GGG           GGG                       XXX         222
    GGG  GGGGGG   GGG    GGGGGG              X          222
    GGG    GGGG   GGG      GGGG             XXX         222
    GGG    GGGG   GGG      GGGG            XXXXX        22222222222222
    GGG    GGGG   GGG      GGGG           XXX XXX
    GGG    GGGG   GGG      GGGG         XXX     XXX
            A           NNNN       NNN           JJJJJJJJJJ    IIIIIIIIIII
           AAA          NNNNN      NNN               JJJ           III
          AAAAA         NNNNNN     NNN               JJJ           III
         AAA AAA        NNN NNN    NNN               JJJ           III
        AAA   AAA       NNN  NNN   NNN  JJJJJJ       JJJ           III
       AAA     AAA      NNN   NNN  NNN    JJJ        JJJ           III
      AAAAAAAAAAAAA     NNN    NNN NNN     JJJ       JJJ           III
     AAA         AAA    NNN     NNNNNN      JJJJ    JJJJ           III
    AAA           AAA   NNN      NNNNN        JJJJJJJJ             III
    AAA             AAA  NNN       NNNN          JJJJJ          IIIIIIIIIII
    VERSION 1.0
    Part 1:FAQ Introduction
        I. Welcome
        II. Version History and My History with GGX2
    Part 2: Basic Introduction to the World of Guilty Gear
        III. Fighting Mechanics
        VI. Why You Should Get GGX2
        V. Basic History of Guilty Gear
    Part 3: Anji Information
        VI. Background Information *SPOILER ALERT*
        VII. Strengths and Weaknesses of Anji
        VIII. Anji's Statistics
        IX. Tips for Playing
        X. Anji's Biggest Enemies
    Part 4: Anji's Moves
        XI. Key for Anji's Moves
        XII. Anji's Regular Attacks
        XIII. Anji's Special Moves
        XIV. Anji's Overdrives and Instant Kill
    Part 5: Anji's Story Mode
        XV. Path Ways for Story Mode Endings
    Part 6: Finale
        XVI. Credits and Thanks
        XVII. Legal Information
        XVIII. Contact Me
        XIX. Parting Words
    PART 1: FAQ Introduction
    I. Welcome
    Hey, this is royalflame09 welcoming you to the world of Guilty Gear and this
    Anji FAQ.  Before saying anything else, I made that thing at the top, so sorry
    if its not that great. Anyway, Anji was one of my main men in the
    original(along with Faust and Millia).  He had everything you could want in a
    good, strategic character that was easy to learn, yet hard to master.  Anji has
    "aged" well in this game with a new kick-ass super, which does a ton of damage.
     This FAQ helps you get use Anji as effectively as possible.  Note that these
    are not the final word, merely advice for using these characters 
    II. Version History and My History with GGX2
    This my first time playing the game.  Enjoying the flashy new look and having a
    blast with it.
    First day of typing the Anji FAQ.  Got the game for myself, yet I have to wait
    till March 14 to get into it more.
    Very soon I'm planning on updating all of my guides and makiing quite a few
    more.  I've gotten all the info I need.  I expect to have something new by
    March 12.
    INSTALLMENTS NEXT TIME:Some combos for Anji, Anji's statistics, Anji's Biggest
    Enemies and Anji's Regular Attacks.
    PART 2: Introduction to the World of Guilty Gear
    III. Fighting Mechanics
    The Fighting Mechanics section covers most of the universal moves of this game.
     This neglect common moves like double/high jumping, guarding, and so on.
    Dead Angle Attack: This is a special type of counterattack that drains your
    Tension Gauge by 50%.  When guarding an attack from a guard position, press
    forward with any  two attack buttons.
    Dust Attack: Pressing the Dust button will allow you to launch your opponent
    into the air, allowing you to perform an aerial combo.  Essentially a launcher
    in this game.  No cost to use.
    Faultless Defense: Basically a much more powerful version of a Guard, but it
    drains your Tension slowly with use.  To do this, do the Guarding motion, while
    pressing Punch and Kick.
    Roman Cancel: This cancels any move you may be using at the moment, reverting
    to your normal position allowing yourself to go into other combos.  To do this,
    press 3 attack buttons while attacking.  You must have 50% of your Tension
    Gauge to use this.
    Burst Attack: This is either a very quick boost in Tension or a fairly powerful
    counterattack.  There's a separate gauge for Burst that transfers from duel to
    duel (i.e. matches).  This increases the same way as your Tension Gauge, and
    you always start with a full one at the beginning of a fight.  To do a Burst
    Attack, use a Dust attack in combination with a normal attack button.  The
    former is harder to use.  Completely depletes the Burst Gauge.
    False Roman Cancel: As soon as I can, I'll give the info on this move.
    Instant Kill "Summon" and Instant Kill: The Instant Kill is basically an attack
    that kills your opponent in one move.  The Instant Kill "Summon" is the calling
    of your Instant Kill Gauge, which is done by pressing all four attack buttons
    simultaneously at any time.  This drains your Tension bar until all of it has
    depleted, in which your life begins to drain.  I also think that when your
    Tension depletes, you become weaker and take more damage.  You may only do an
    instant kill in this mode, which is a combination of movements and attack.  If
    you miss your attack, you lose your Tension is lost for the rest of the duel,
    i.e. none of the moves that require Tension cannot be used.
    That concludes this section of the FAQ.
    IV. Why You Should Get GGX2
    This is a definite must buy for newbies of the series, with Marvel vs. Capcom
    being the only competition.  If you can, get both, since they are different
    types of 2-D fighting games. If not, get this especially if you liked the old
    SNK series Samurai Showdown(man, I loved that game) since the basic idea of
    weapon-based fighting is still. So, what about those who've played GGX to
    death?  Here's a basic list of the new features.
    -MUCH better graphics
    -new burst attack
    -great new characters(vampire leader, cross-dresser, rock star witch, and
    possessed man, plus hidden people)
    -story and mission modes
    -better backgrounds in fights(more colors and motions in the scene)
    -EX and Gold modes for each character
    -some small changes in some Instant Kills
    -you get Dizzy and Testament at the start
    -NO load times between battles(YEA!)
    I know it doesn't sound like much, but when you either play or see the game in
    motion, your going to want it very badly.  Must have for any 2-D fighting fan.
    V.Basic History of Guilty Gear
    To make a long story short,  the basic premise of why most of these people are
    fighting for three basic reasons: to earn a bounty, to earn money for winning
    the tournament, or to get revenge upon the man who created Gears, which caused
    the destruction of Japan and killed most of the Japanese.  Some exception do
    occur (such as Axl and Zappa, who have different goals). Also, each character
    has his/her own personal goals, which is mentioned at the beginning and
    throughout that characters Story Mode.  So, basically its an excuse to bring
    this great game to the US, like most stories in fighting games are.
    Part 3: Anji Information
    VI. Background Information*SPOILER ALERT*
    Anji is a Japanese, which may not sound like much, but it is.  This is because
    the island of Japan was destroyed by the Gears, leaving very few survivors. 
    Since the are so little Japanese left in the world, they are considered
    international treasures.  So, they are sent to special camps and live in a
    "protected" area.  However, Anji foregoes the special treatment, and escaped
    from the camp. He uses a special type of fan as a weapon, and his movements and
    attacks are like elegant dancing.*SPOILER ALERT* In story mode, Anji is
    constantly attacked by both bounty hunters and people brainwashed by Robo-Ky.
    This is because the Post-War Administration Bureau want all the citizens of
    Earth to act like good boys and girls, and wanting Anji to be in a camp. 
    Meanwhile, in another segment, Anji searches for "the man" that created the
    Gears.  Both Anji and Baiken want revenge upon him for destroying Japan.  Both
    stories will take some thought, but are fairly rewarding.
    VII. Strengths and Weaknesses
    This section of the FAQ details the strengths and weaknesses of Anji.  These
    are not finalized.
    -nice move that can go into 3 other moves
    -great special moves
    -fairly powerful overdrives
    -killer Instant Kill(VERY RARE)
    -great ground character
    -some regular attacks have a long length
    -technique character written all over him(depending on views)
    -his super jump can be both vertical and horizontal
    -fairly balanced attack and defense
    -a bad air character
    -sort of slow
    -not projectile-happy
    -lags during certain moves
    -technique character written all over him(depending on views)
    -not a pick up and play character
    There are more strengths than weaknesses.  Anji is all about using various
    tactics. Beware, however, of his Achilles' heel, his speed.
    VIII. Anji's Statistics
    IX. Tips for Playing
    -Although Fujin has 3 moves afterwards, the major move you will use will be
    Shin Ichishiki, especially if an opponent blocked the first attack, since they
    won't be expecting it.
    -On is fairly tricky to use, but it can connect with your opponent on the
    ground, if you and you're opponent are high enough.
    -Anji's horizontal super jump is great for closing and making distances.  Make
    even more distance by air dashing at the end.
    -If your opponent is a blocking a lot, throw them for a loop by using Shitsu. 
    They probably won't expect that the projectile will attack above them
    afterwards if they blocked it.
    -When using a quick air combo, finish it with Shin Nishiki, since it should at
    least hit a couple of times.
    -Always remember that Anji has quite a bit of distance in his regular attacks. 
    Use this to your advantage.
    -One of your biggest friends will be your dashing high slash, since it does
    multiple hits, an excellent combo beginner, and does a great amount of damage.
    -Try to lure your opponents into a Kai Hurricane, by just sitting down.  If
    your opponent is not lured after a few seconds, stop and rush in with some
    attack, to avoid a negative penalty.
    -Finally, master comboing Issei Ogi "Sai" into a attack, to ensure that the
    Overdrive hits.
    X. Anji's Biggest Enemies
    Part 4: Anji's Moves
    XI. Key for Anji's Moves
    HS-High Slash
    Any Direction-AD
    Down, Down Forward, Forwad-QCF
    Down, Down Backward, Backward-QCB
    Forward, Down Forward, Down, Down Backward, Backward-HCB
    Backward, Down Backward, Down, Down Forward, Forward-HCF
    Forward, Down, Down Forward-DPM(Dragon Punch Motion, review your Street Fighter
    if you don't understand)
    Any Motion done twice in a row-MotionX2
    Also Available in air-*
    Must be done in the air-#
    Charge for X amount of sceonds-(-C#-)
    XII. Anji's Regular Moves
    XIII. Anji's Special Moves
    The manner in which my moves guide will be done is shown below.  For the damage
    of his moves, you'll need to see further installments.
    *Move Name:Motion and Button Press:Damage:Effectiveness(10 star scale, 1 for
    least effective, 10 for most effective)
    *Any Perquisites *
    Attack Type(Dash, Projectile, Support, Ground[just a basic attack that counters
    nothing special], Anti-Air, or Movement)
    Description of move
    Projectile Type
    This attack send out a butterfly made of Ki(or Chi) that goes across about half
    of the screen.  This attack can either hit your opponent for a small amount if
    unblocked or hit your opponent for a little bit more with an overhead attack of
    another Ki formation if your opponent blocks the butterfly.  It can be useful
    if you're fighting a blocking happy opponent, since they probably wont be
    expecting the overhead attack afterwards.
    Dash Type/Ground Type
    Although the attack could be considered a dash type, its short range makes it
    more of a ground type.  Anji rushes out with his fans fairly quickly, leaving a
    small wall of energy above him.  It does a fair amount of damage and if the
    move connects, three other moves become available.  Extremely useful overall.
       Nagiha:S after Fujin:6/10
       *can only be used after Fujin if it connects or if it is blocked*
       Ground Type
       Anji hits his opponent very low, so that they fall down.  Its a
       sweeping motion that cause a nice amount of damage, but seems
       useless to me, since there are two other moves that are a bit
       better. But if you need to make a quick escape, this is the move to
       Shin Ichishiki:P after Fujin:10/10
       *can only be used after Fujin if it connects or if it blocked*
       Projectile Type
       Anji throws out a total of five folded fans in a wave that spreads
       outward and does a great amount of damage.  Extremely useful in
       many a situation, especially if your opponent blocked Fujin, since
       they won't be expecting the attack from above, and lets down their
       guard.  Yet, if your opponent is hit far away by Fujin, this is
       very useless, since only one or two fans hit.  All in all, though,
       this is one of Anji's best moves.
       Shin Nishiki:K after Fujin OR QCB+P#:8/10
       *in order to use after Fujin, Fujin must connect or blocked*
       Projectile Type
       Anji places his hands in front of him and forms a ball of pure Ki.
       This ball doesn't move but stays in front of him, and if your
       opponent comes into contact with it, a great amount of damage
       occurs.  This move is best when jumping into your opponent and
       then using it.
    No matter how many times I try this, I can't get it to work.  Any tips in
    performing this move would be greatly appreciated.  Send any tips on using it
    at my e-mail address.
    Anti-Air Type
    Anji jumps up a small bit, grabs his opponent and them electrocutes them with
    his fan.  This is a hard anti-air to use, but is a big payoff since this move
    does high amounts of damage.  Also, if you have a fairly tall opponent, there
    may be a chance that you can get them on your way down.
    Ground Type
    Anji jumps fairly low to the ground while slamming down on the ground while
    landing.  A small area near him spreads dust while doing this move.  It's
    pretty much hit or miss, but it's fairly quite and does a fair amount of
    XIV. Anji's Overdrives and Instant Kill
    This will be done in the same way as the last section.
    Issei Ogi "Sai:HCB, F+HS:9/10
    Projectile Type
    While not truly a projectile, it has a very long range.  Anji spins a huge fan
    in front of him horizontally.  If even one hit connect, at the end, the fan
    will come up, showing an image.  Easy to combo, massive damage, and its good
    range makes this a great Overdrive.  Trade between this and Kai Hurricane.
    Kai Hurricane:D-C2-U+K:9/10
    Ground Type
    This attack is almost exactly like Kai.  Anji jumps on high on top of his
    opponent, but then spins in a hurricane very, very quickly.  This is fairly
    powerful, but it's fairly odd range makes it very hard to use.  Yet, this is an
    excellent attack that should be mastered to use at certain times.
    Special Kou:HCB+S:?/10
    Again, the same with Kou.  I don't understand how you use this move at all.  No
    matter how many times I try, I can't these to work.  E-mail me for any tips on
    this move.
    INSTANT KILL:Zetsu:P+K+S+HS to QCFX2+HS:9/10
    Projectile Type
    Anji runs away in a ball of energy for a second and then comes back riding a Ki
    dragon.  The dragon moves fairly quickly, yet is easily blocked by opponents. 
    When used in a corner, you can easily unleash the attack.  Whether or not the
    attack fails, Anji runs back, and does his Forward Respect.  One of the best
    instant kills in the game.
    Part 5: Anji's Story Mode
    XV. Path Ways for Story Mode Endings
    *NOTE:This is directly copied from EChangs excellent Story Mode FAQ*
    Axl --------------------
    |                     |
    (continues)      (no continues)
    |                     |
    Baiken                May
    |                     |
    Testament           Bridget
    |                     |
    Sol                  Chipp --------------------------
    |                     |                            |
    I-No       (no Instant Kill against Ky)     (Instant Kill Ky)
    |                     |                            |
    Ending #1           Robo Ky                        Ky
                          |                            |
                      Ending #2                    Ending #3
    In the fight against Chipp, he will be immune to normal attacks, and Anji will
    start with only 6/8 health.
    Prerequisetes: None.
    Part 6: Finale
    XVI. Credits and Thanks
    I'd like to thank the following people:
    Sammy and Arc System Works for making a sequel to such an excellent gaming
    experience and fighting game.
    Blake Robinson for bring the game on the PASF trip.
    Also to Blake Robinson and Paul Mayo for fighting me against Anji.
    Extended Play for giving this game such a good review(5/5, very rare on that
    EChang for letting me use his excellent Story Mode FAQ in my FAQ.
    gamefaqs.com for allowing me to post this FAQ on their sight.
    And finally, I thank you for reading this FAQ, and I hope you learn to
    effectively play or effectively fight Bridget.
    XVII. Legal Information
    Currently, the only sites that may currently post this FAQ up is gamefaqs.com
    and neoseeker.com.
    XVIII. Contact Me
    Hey, tell me how this FAQ is.  Complement, criticize, suggest, and tell me how
    I'll fill in the gaps ASAP.  Be sure to e-mail me at
    servbotroyalmage09@hotmail.com or AIM me, royalflame09.
    XIX. Parting Words
    Make sure that you always have fun with this and quit when your tired or angry.
     Have fun playing as Anji.  See you again!!!!!

    FAQ Display Options: Printable Version