Millia is just flat out better than Anji because when she gets her okizeme going she’s very difficult to stop. Play your basic Anji game but be willing to burn tension on dead angles to escape disc setups. Autoguarding hairpins is a tactic worth learning as most Millia players follow the hairpin to get inside. Can’t offer much else other than get good trap strings going, Millia is like Anji in that she doesn’t have great moves to get people off her. Watch for her Angel overdrive, as players will often sneak that in to get out of traps or rushdown.
Eddie… well it’s not much fun. I haven’t played any good Eddies so all I can offer is that you have to use dead angles to get out of unblockable setups. That’s the ONLY way you’re getting out of good Eddie setups on knockdown for the most part. If you want to see a very good example of how to use Anji against Eddie, find the match vids of KBnova vs. Kono. You should be able to get ahold of them on IRC in #gamecombos.
Axl is patience patience patience. Pick your spots carefully and use a lot of double jumping to bait out Axl’s anti air. Also abuse the Air dust for stopping yourself midair and getting a better angle when you fall. Don’t recklessly super jump or air dash because Axl’s anti airs turn into big combos real easy. Lots of faultless defense in the air against Axl is your best friend. If the Axl player whores 6HS (the big sweeping overhead) it’s an easy autoguard. Also learn how to use the invulnerability on HS Fujiin. It’s a great way to get past standing punch since you can go right through the chain when you learn the timing right. Also realize that the corner against Axl is really bad for Anji. It’s hard to super jump out with his anti air, and blocking Axl’s down Rasengeki (the spinning chain) is nigh impossible for Anji to punish out of the corner. Just be patient and really work the angles to get in and you can win this fight.
I’ll list all of Anji’s changes to #R that I know but I may need help from Ukyo.
5S (far) faster, slightly bigger hitbox, more priority.
2D shorter range
5HS faster, can juggle for combos
6P quicker recovery, also can be used in juggles.
214P better priority (probably faster as well but not sure)
214K now bounces opponents on counter hit (maybe on normal hits as well but again I’m not certain)
236P butterfly falls faster after first hit
K after connected 236S/HS The hop after fujinn now recovers really fast, there is basically no lag.
632146HS Doesn’t lower guard balance as quickly, now does far more damage in combos.
8K I believe this gained more priority but I’m not sure. I believe you can also juggle after it in the corner as well.
Autoguard 63214S Now “sucks” in the opponent after the first hit to assure that all 4 attacks hit.
P after connected 236S/HS. The Fan attack after connected fujiin gained an FRC just before the fans are thrown.
214K Gained and FRC at the peak of the attack. Great for throw games.
214P I thought I read this gained an FRC as well but I am not certain about that. Don’t hold me to this one.
632146HS FRC moved from start of Overdrive to the last hit of the fan. This is what removed the unblockable setup from XX.
There were a lot of different damage changes to Anji’s moves as well but for the most part his combos do slightly more damage.
Hopefully Ukyo can clear up whatever I missed/messed up since he has far more time on #R than myself.