Summary
Anko Mitarashi, your proctor for the second exam, is here! The Konoha special jounin is a powerful rushdown character with a number of tools to break down opposing defenses and deplete health bars. A beneficiary of the jump from Vanilla, Anko enjoys buffs and new moves in Super, including hit-grabs from 8B and 4BB, her brutal 4X reversal and a strong air throw. Combine hard knockdowns with high damage, chip damage and offensive teleports and your opponents may find themselves wishing they were tangling with giant snakes in the Forest of Death instead of the exam proctor herself.
Notes
Anko
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Health:
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220
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Guard Gauge:
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1760
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Backdash Type:
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Normal
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String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 03, switches sides with the final move; can hold until reappearance to prevent.
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02
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03
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04
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05
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06
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07
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08
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09
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10
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11
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12
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- Switches sides with the final move; can hold until reappearance to prevent.
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13
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14
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15
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16
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17
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18
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19
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20
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01
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02
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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13
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Mid
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15
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3
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35
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195
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-
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-
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-17
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- Primary Jab.
- Can go into() on whiff.
Anko's jab cannot be high crushed. 5BB is -6 on block.
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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17
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Mid
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13
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5
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35
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255
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-
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-
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-
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Downwards claw swipe that turns the opponent towards Anko on a backturned hit.
Flag Data
High Crush
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frames 14~28
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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14
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Low
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17
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3
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52
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210
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-
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-
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-
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Sliding leg sweep.
Flag Data
High Crush
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frames 11~53
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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High
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26
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4
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80
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300
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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5, 11
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High
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22
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4
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40
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75
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-
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-
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-
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Front flip thigh grab. Blockable. On a hit, Anko throws the victim down from the air, untechable bouncing them and dealing damage. Very un-safe on block. Can cross-up, especially on shorter characters.
Flag Data
Low Crush
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frames 7~
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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17
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Low
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13
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4
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40
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255
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-
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-
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-
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Running slide that sweeps on hit.
Flag Data
High Crush
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frames 4~
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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32
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Mid
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29
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Until landing
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-
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480
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-
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-
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-
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Divekick-style, headfirst dive. Spin launches and high damage.
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Strong Attacks
5A
Uncharged Charged
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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7×2
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-
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22
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-
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-
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-
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-
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-
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-
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Kunai projectile. Throws two knives, or four when charged.
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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17
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Mid
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24
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3
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43
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255
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-
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-
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-
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Slow, upwards kunai slash. Launches on hit or lifts on block.
Flag Data
High Crush
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frames 23~
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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26 total
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-
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19
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27
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-
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-
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-
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-
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-
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Up snakes anti-air: Anko crouches and shoots snakes out of her sleeve at a 45-degree angle. High crush frame 16. Hits multiple times and deals chip damage.
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Teleport. Vanishes f16, reappears f38, actionable f11 post-teleport (or f15 when reversed). Can be delayed by holding at the cost of chakra. Side can be reversed by holding .
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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11, 12, 13, 14
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Until hit
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-
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-
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-
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-
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-
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Throws kunai up at a 45-degree angle.
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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Running teleport which puts Anko in the air. Has and string follow-ups as her air attacks.
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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12
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17
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-
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-
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-
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-
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-
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Air snakes. Anko shoots out Snakes at a downwards 45-degree angle.
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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Throw
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1
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1
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-
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-
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-
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-
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-
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Anko's normal throw has her vault over the opponent and kick them from behind, which is a sideswitch.
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2Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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Throw
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-
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-
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-
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-
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-
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-
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-
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Custom throw where Anko steps over the opponent and then scissor throws them forward.
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j.Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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Throw
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-
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-
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-
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-
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-
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-
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-
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Anko's scissor throws the opponent out of the air into a knockdown.
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Special
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10, 15, 65
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High
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26
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5
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55
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-
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-
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-
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-
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- Costs 100% (4 bars) chakra
Cinematic super; Anko does a flying, spinning body slam.
Flag Data
High Crush
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frames 18~32
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Low Crush
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frames 7~17, 33~61
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2X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10, 52
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Mid
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21
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4
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36
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-
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-
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-
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-
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- Costs 75% (3 bars) chakra
Real-time super in which Anko slashes her opponent apart, however it suffers from combo damage scaling.
Flag Data
High Crush
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frames 10~18
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4X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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5, 25
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Mid
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19
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3
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37
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75
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-
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-
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-
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Blockable neck snap hit-grab reversal. Leaves the opponent grounded in front of Anko.
Flag Data
High Crush
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frames 1~13
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Mid Crush
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frames 1~9
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Strategy
Strengths
- High damage in general and lots of chip damage
- Mid jab and above average range
- on block is Anko's best blockstring
- Deals chip damage
- Quick recovery after the fourth hit, combined with the or (teleport) continuations make it effective for guard pressure and mix-ups
- Can throw out in neutral safely due to having and on whiff
- Her speedy slide, high crushing is one of the best running attacks in the game
- converts to a full combo
- Anko occasionally slides under the opponent, swapping sides on both hit or block
- Faster than average ; capture state is a large amount of unsubbable damage and gives a hard knockdown
- Good teleport which can be delayed with or reversed with
- loop is a high damage, meter positive loop
- Can continue deep into higher combo counts
- Meterlessly confirms to or directly to
- Good enemy back turn game
- Decent sweep
- turns around on hit and starts combos
- is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.
- Air throw compliments Anko's scary string by punishing jump outs
- is one of the better cinematic supers in the game
- Long range, lunging activator
- The pop up at the end low crushes and catch jumps
- High damage
- Availability of her reversal to get out of sticky situations and beat wake-up supers
Weaknesses
- Large amounts of recovery time on whiffed attacks
- Includes , , , , , , , and
- is slow and unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups
- Higher than average recovery on weakens her ability to bait and punish KNJ
- is slower compared to many characters
- Aerial strings such as (air snakes) are easy to sidestep and punish
- The attack portion of has short range and may whiff or be low profiled
Colors
Changes from Vanilla
List may be outdated. Feel free to update where necessary
- Walking animation reworked
- Air Throw added
- Health: increased from 200 to 220
- Guard: increased from 1600 to 1760
- Grabbable moves: 2A, 8A, JA, JB startup, 8B landing
- 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame
- 5B(B): changed to be old GNT4 6B animation with 14 frames blockstun (-8) and old 5B(B) damage
- 5BB(A) and 6B(A) added as 6A with follow-ups
- 5BBBB(B): 2 active frames (from 5)
- 5BBBB(A) is 4A, identical to the Orochimaru version in terms of string transition
- 6B: uses an animation similar to Orochimaru; active frame 13; range reduced 20%, 17 damage (from 18), turns around on back turn hit; has more stun and it is slightly later on transition to follow ups
- 6B(B) is 5BBBB(B); 6BB(A) is 5BBBBB(A) (does not have 6BBB)
- 4B: does 2 more damage; hitbox appears one frame sooner; guard frames 2-15
- 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their "sit" frames
- 4B(B): is an unblockable hitgrab; hitbox appears one frame sooner
- 4B(A): transitions 8 frames faster
- 4BA(A) changed from a counter which teleports upon activation to be an on-demand teleport into the air RKnJ position into normal fall; A and B strings added
- 2B(B): has more lift
- 2BBB(B): hitbox appears one frame later
- 8B: is a blockable hitgrab that is untechable
- JB: does chip damage and 4 more damage on hit
- RB: replaced with RA, lift increased
- 5A: charge time decreased from 10f to 8f; startup decreased 7 frames, recovery decreased 9 frames; allows follow-ups depending on spacing comparable to Orochimaru 5A
- 5A and 8A medium power instead of weak; now plus on hit
- 6A: lifts higher on hit and now lifts on block; damage 20->17
- 2A: Changed to up-snakes; snakes do chip damage
- 4A: changed to be a teleport that can teleport to either side
- JA: momentum applies sooner
- JA and 6AA(A): snakes adjusted to do chip damage and lift; damage 3->4
- RA: Same as 4BA(A)
- RA and 6AA(A): have three grabbable frames before the teleport
- 5Y: is a side switch throw
- 2Y: is a new throw that bounces the opponent
- 5X: is Vanilla 2X; starts moving five frames sooner in super freeze and has an extended activator hitbox
- 2X: is Vanilla 5X; has an improved launch angle to stop resetting the combo against high up opponents; costs 75% meter; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller
- 4X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%; does 10+30 damage
- GRKnJ: appears slightly further behind the opponent
Navigation
General
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Characters
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Archived Information
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