So new anji stuff, especially FujinP gives an enormous amounts of pressure to the opponent and freedom to you. Since it finally can be launched so close. FujinK hops over a potential grab window, giving you a free punish. FujinS and FujinHS I believe have more mid screen functions, probably good for chasing getups from certain combo enders. Depends, havent really done enough honestly.
The best counter to throws is neutral jumping obviously, this is why Kou and Empty twirl into Jump forward can be incorporated to mix things up, but generally Anji can now make the opponent have to guess when to grab if their initial instinct is to grab.
With grabs in the corner, make sure to look into Roman canceling it into a combo. Preferebly, CloseS-C.hs-charged Fujin-FujinHs-S (Should wall splat).
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