Tekken 5 ANNA WILLIAMS FAQ (v5.6, 25th May, 2005) Copyright 2005 Tariq mukhttar email: [email protected] _________________________________________________________________________ Version 5.6 25th May 2005 (Errors) _________________________________________________________________________ Version 5.5 24th May 2005 (Special Games, Forced Choice Tactics, Crush Game, Wall Game, Formatting) _________________________________________________________________________ Version 5.0 23th May 2005 (Key, Move List, Just Frame Input, Errors) _________________________________________________________________________ Version 4.6 28th March 2005 (Crouch Cancel, Errors fixed,Special Properties) _________________________________________________________________________ Version 4.5 14th March 2005 (Counter Hits, Strings, Crouch Cancel, Mix-up, Special Properties, Moves, Wall Game) _________________________________________________________________________ Version 4.0 15th March 2005 (Formatting, Intros, Anna, Move list, Double Slap, Juggles, Okizeme, Counter Hits, Key, 17 Hit Combo) _________________________________________________________________________ Version 3.5 14th March 2005 (Counter Hits, Juggles OTG, Okizeme) _________________________________________________________________________ Version 3.0 13th March 2005 (Anna, Okizeme, Special Properties) _________________________________________________________________________ Version 2.2 12th March 2005 (Multi-Throws, Credits, Fixed Errors) _________________________________________________________________________ Version 2.1 11th March 2005 (Anna, Guard Breaker, comboable characters, Strings) _________________________________________________________________________ Version 2.0 10th March 2005 (Fromatting, Win Poses, Double Slap, Special Properties, Combos, King Throws, Bruce Throws) _________________________________________________________________________ Version 1.0 5th March 2005 _________________________________________________________________________ TABLE OF CONTENTS: ------------------ 01) Anna Williams 01.1) Win Poses 02) Key 03) Move List 03.1) Standing 03.2) While Crouching 03.3) While Rising from Crouch 03.4) While Crouch Dash 03.5) During Side-Step 03.6) 10 Hit Combos 03.7) 17 Hit Combo 03.8) Reversal 03.9) Throws 03.10) Chin Bash Combo 04) State Resets 05) Crouch Cancel 06) Special Properties 07) Just Frame Input 08) Double Slap (b+2, 2) 09) Juggles 09.1) launchers 09.2) Off the Ground Juggles 10) Counter Hits 11) Okizeme 11.1) Wake-Up Options 11.1.1) Face-Up, Feet-Towards 11.1.2) Face-Down, Feet-Away 11.1.3) Face-Up, Feet-Away 11.1.4) Face-Down, Feet-Towards 11.2) Face-Up, Feet-Towards 11.2.1) Roll-Out 11.2.2) Roll-In 11.2.3) Roll-Back 11.2.4) Spring-Forward 11.3) Special Falls 11.3.1) Face Up, Feet Away 11.3.2) Face down, Feet Away 11.3.3) Face-Down, Feet-Towards 11.4) Okizeme-Loops for Special Falls 11.5) Okizeme Throw Follow-ups 12) Strings 12.1) Getting Close 12.2) String building blocks 12.3) Juggle Interrupt 12.5) Escaping 13) Special Games 13.1) Mix-up Game 13.2) Wall Game 13.3) Crush Game 13.4) Forced Choice Tactics Game 14) Multi-Throw Escape 14.1) King 14.2) Nina Williams 14.3) Anna Williams 14.4) Bruce Erving 15) Credits _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 01) Anna Williams: ------------------ So you've decided to pick one of the worst in Tekken 5? It goes without saying that Tekken doesn't even compare to Virtua Fighter. Meaning, you can't just pick any character in Tekken and expect to have a good time. Far from it, Tiering in Tekken is crystal clear. Characters have HUGE advantages over others for no apparant logic. So if you're one of those nerdy gamers who wants to compensate for a real life problem, shut this window and go pick Heihachi or Paul. But if you're someone whose pick of character has nothing to do with win ratio... read on! - Anna Williams is arguebly the most vicious character in the game. From The start of the round till it's over she has to be continuesly on the offense. - Anna is a close range fighter who depends on mix-ups, and side-steps to confuse opponents. - Anna's long range arsenal is limited, slow, and punishable. - Anna's a juggle machine. She can start juggles where you wouldn't expect them. And she can put you in a position to force on you a juggle. - Anna can juggle after certain throws and sweeps to devestating affect. - Anna has to utilize every single juggle opportunity she gets if she hopes to compete. - Anna's reversals and parries are extremely strict. - Anna's crouch options are so strong, you'd think it is a special stance. - Anna has to learn the major attacks and lags of her opponents in order to retaliate correctly, since all her long range attacks suffer initial lag. 01.1) Win Poses: ---------------- 1 = Shakes her breasts, "Oh, Yes!" 2 = Shakes her ass, "I don't have time to play with you" 3 = Blows kiss, "Mmm, My pleasure" 4 = Caresses her body, poses "What an utter disappointment" ? = Sits on Oppenent and laughs ? = Walks towards opponent and leans "Such a lovely face" _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 02) Key: -------- Input: 1 = Left Punch Button 2 = Right Punch Button 3 = Left Kick Button 4 = Right Kick Button u,d,f,b = Tap Up, Down, Forward, Back U,D,F,B = Hold Up, Down, Forward, Back Hit Level: H = Hits High M = Hits Mid L = Hits Low Properties: D = Input can be Delayed ! = State Reset, Returns to Neutral position J = Juggle Status: This is derived from when your attack is blocked. FD = Frame Disadvantage FN = Frame Neutral FA = Frame Advantage FRC = Forced Crouch GC = Guard Crush NGC = Guard Crush when Near P = Push's Opponent away Misc: qcf = Quarter Circle from Down to Forward FC = From Crouch Position RC = Rising from Crouch position BT = Back Towards opponent SS = Side-Step SSI = Side-Step Into Background SSO = Side-Step Out to Fore ground / = Or : = Just Frame Input _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 03) Move List: -------------- Syntax: Move Name Button/Hit Level/Property(Frame, Guard, Push Status) -> Optional Move Branch 03.1) Standing: --------------- Left Right Combo 1H, 2H (FD) Left Right to Left Low Kick 1H, 2H, 3L (FD) Jab Combo Roundhouse 1H, 2H, 4H (FD, GC) Jab Low Kick 1H, 4L (FD) Left Right Left Combo 1H, 2H, 1h (FN) Left Right Left to Frost Needle 1H, 2H, 1H, 4H (FD, GC) Jab Combo Low Kick 1H, 2H, 1H, d+4L (FD) Right Left Combo 2H, 1H (FN) Biting Snake (Short) 2H, 1H, 4L (FD) Jab Roundhouse 2H, 4H (FD, GC) Jab Left Kick 2H, 3H (FD) Jab Sweep 2H, d+3L (FD) Head Ringer 3H, 4H (FD, GC) Spike Combo to Right Uppercut 3H, 3L, 2M (FD) Spike Combo to Right High Kick 3H, 3L, 4H (FD) Right High Low Spin Kick 4H, 3L (FD) Right Left Combo f+2H, 1H (FN) Right Left Combo to Frost Needle f+2H, 1H, 4HJ (FD, GC) Biting Snake (Short) f+2H, 1H, d+4L (FD) Head Ringer f+3H, 4H (FD, GC) Imploding Star f+4M (FD, NGC) Blonde Bomb f+1+2M (FD, P) Uppercut Jab df+1MD, 2HD (FN) -> Radiant Arch -> 3H (FN) -> Cutting Crescent -> 4H (FD) Step-in Uppercut df+2MJ (FD,GC) Leg Slicer Combo df+3M, 1H, 2H (FD) Twisting Rush df+3M, 1H, 4H, 2HD! (FA) -> Side Step -> u/d (FA) -> High Kick -> 3H (FN) -> Sudden Storm -> uf+3M (FD) -> Sweep -> 4LJ (FD) -> Blonde Bomb -> 1+2M (FD, P) Creeping Snake df+3M, 2H! -> Side Step -> u/d (FA) -> Creeping Snake -> 1H, 4L (FD) -> Creeping Snake to Roundhouse -> 4H (FD, GC) -> Creeping Snake to Left Kick -> 3H (FD) -> Creeping Snake to Left Low Kick -> d+3L (FD) Approaching Storm df+3M, 3HD, 3HD, 1HD (FD) Flash Kicks df+3M, 3HD, 3HD, 4HD (FD, GC) Mid Head Ringer df+3M, 4HD (FD, GC) Wine Opener df+4L (FD) Guard Breaker df+1+2M (FN, GC) Low Jab Rising Kick d+1M, 4M (FN) Ice Sickle d+2M (FN, FRC) Left Spin Low Kick to Right Uppercut d/D+3L, 2M (FD) Left Spin Low Kick to High Right Kick d/D+3L, 4H (FN) Low Kick Spin Punch d/D+4L, 1HD (FN) -> to Side Step -> u/d (FD) -> Bloody Scissors -> d: 1+2 (FA) Bloody Scissors d+1+2M (FA) Heel Grind d+3+4L (FD) Scarlet Rain db+1M (FD) -> River -> 1L (FD) -> Spout -> 4M (FD) Low Jab Rising Kick db+2M, 4M (FN) MudSlide db+3LS (FD) Severe Quake db+4L, 3L (FD) Hunting Swan db+1+2M (FA) -> Cancel -> uu Cross Cut Saw b+1M, 2H, 2M (FD, GC) Double Slap b+2H, 2H (FD) Chaos Judgment b+3 -> Infernal Storm -> 1H (FD) -> Picking Heel -> 3M (FD) -> Infernal Avalanche -> 4L (FD) -> Forward Roll -> f (FD) -> Rolling Stone f+3M (FD, P) Fatal Attack Combo uf+1H, 3MD (FD, P) -> Hail Storm -> 3+4MM (FN) Sudden Storm uf+3M (FD, GC) can Opener uf+4H, 3L, 4H (FD) -> to Side-Step -> u/d Quick Somersault Kick BU/U/UF+4 (FD) Executioner fF+2H (FA, GC) Treading Water fF+3M, 4M, 3M (FD) Treading Water to Chaos Judgement fF+3M, 4M, b+3M (FA) Treading Water to Hunting Swan fF+3M, 4M, b+3M: 1+2 (FA) Falling Heel fF+4M (FN) -> Chaos Judgement -> b (FD) Assassin's Dagger dDF+1H (FN) Piston Kick qcf+4MM (FD, P) Bone Cutter fff+3H (FD, BF) Backflip ub _________________________________________________________________________ 03.2) While Crouching: ---------------------- Low Sumersault bu/u/uf+4M (FN) High Somersault Kick BU/U/UF+4M (FD) Cat Thrust f+1M (FD, P) Right Hand Stab f+2M (FD, FRC) Right Handed Sweep df+2LSJ (FD) Low Kick Spin Punch d/D+4L, 1H (FN) -> to Side Step -> u/d (FD) _________________________________________________________________________ 03.3) While Rising from Crouch(RC): ----------------------------------- Uppercut Jab 1M, 2H (FN) -> Radiant Arch -> 3H (FN) -> Cutting Crescent -> 4H (FD) Rising Palm 2MJ (FD) Back Kick 3H (FD, GC) Rising Kick 4M (FD) _________________________________________________________________________ 03.4) While Crouch Dash: ------------------------ - Doing quick QCF will make Anna take a quick crouching dash. Anytime during this dash you can initiate these moves. QCF -> Assassin's Dagger 1H (FN) -> Rising Palm 2MJ (FD) -> Piston Kick 4MM (FD, GC) -> Chin Bash 1+2H _________________________________________________________________________ 03.5) During Side-Step: ----------------------- - These moves can be initiated any time during Side-Step. Chaos Tail 2L (FD) Slice Shot 3H (FN) Bloody Chaos 1+2MM (FN) _________________________________________________________________________ 03.6) 10 Hit Combos: ------------------- #1 1H, 2H, 1H, 2H ,3H, 3L ,2H, 1H, 2H, 4H (FD) #2 1H, 2H, 1H, 2H, 4M, 1H, 2H ,2H , 3+4MM, 2M (FD, GC) #3 1H, 2H, 1H, 2H, 4M, 1H, 2H ,2H , 3+4MM, 3LS (FD) #4 1H ,2H, 1H, 2H, 4M, b _________________________________________________________________________ 03.7) 17 Hit Combo: ------------------- 1, 2, 1, 2, 4, 1, 2 ,2 , 3+4, 3, d+4, 1, df+1, ff+3 ,4 ,3 Damage: 138 _________________________________________________________________________ 03.8) Throws: ------------- Cruel Punishment 1+3 Damage: 35 Losing Face 2+4 Damage: 35 Torso Splitter (from Left) 1+3/2+4 Damage: 40 Serpentine Arm Break (from Right) 1+3/2+4 Damage: 38 Overhead Tackle (from Back) 1+3/2+4 Damage: 60 Overhead Toss uf+1+2 Damage: 40 Elbow Smash df, DF+1 Damage: 43 _________________________________________________________________________ 03.9) Reversal: --------------- - Cannot catch elbows, knees, shoulders, and low hits. Attack Reversal b+1+3/b+2+4 _________________________________________________________________________ 03.10) Chin Bash Combo: ---------------------- Chin Bash qcf+1+2 Damage: 15 -> Arm Snap -> 3, 4, 3, 1+2 Damage: 45 -> Reverse Arm Lock -> 1, 3, 2, 1 Damage: 35 -> Falcon Wing Squeeze -> 3, 1, 4, 1+2, 1+2 Damage: 60 -> Falling Arm Break -> 2, 1, 3, 4, 1+2 Damage: 60 -> Double Reverse Arm Lock -> 2, 3, 1+2, 3+4, 1+2 Damage: 65 -> Arm Lock -> 1+3, 4, 1+2 Damage: 45 -> Rolling Arm Lock -> 4, 3, 4, 3+4, 1+2 Damage: 77 -> Arm Break Takedown -> 1+2, 4, 3, 1+2, 1+2, 1+2 Damage: 80 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 04) State Resets: ----------------- - This is a move in a combo that not only can be cencelled into a Side-Step, but on NOT completing the combo will leave Anna with a Frame Advantage in her neutral standing postion. Meaning you can pressure your opponent by continuesly interrupting your combo and starting a new one. Creeping Snake df+3M, 2H! Twisting Rush df+3M, 1H, 4H, 2H! _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 05) Crouch Cancel: ------------------ - These moves lag can be cancelled by pressing down into a crouch state. Scarlet Rain db+1 Quick Somersault Kick BU/U/UF+4 High Somersault Kick FC -> BU/U/UF+4 Right Handed Sweep df+2 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 06) Special Properties: ----------------------- - Additional properties of moves that are unmentioned. Chaos Judgment b+3 -> Auto-counters all low attacks -> Auto-reverses all throws -> Unusual active frame input??? Right Hand Stab FC -> f+2 -> Auto parries High, Mid -> Cannot parry elbows Cross Cut Saw b+1, 2, 2 -> b+1 side-steps Double Slap b+2, 2 -> Second 2 turns opponents back towards you Guard Breaker df+1+2 -> Crushs opponent guard into a FN Ice Sickle d+2 -> In juggles, knocks down opponent, losses ability to Roll-In wake-up _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 07) Just Frame Input: --------------------- - Anna has 2 "Just Frame" Inputs. - "Just Frame" Inputs require precise time input for the move to work. - Anna's first is "Low Kick Spin Punch to Bloody Scissors". - Anna's second is "Treading Water to Hunting Swan". Input for 1+2 is the instant 3rd kick makes contact. - After it hits, you can continue with a juggle. Low Kick Spin Punch -> Bloody Scissors d/D+4L, 1HD -> d: 1+2 (FA) Treading Water to Hunting Swan fF+3M, 4M, b+3M: 1+2 (FA) _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 08) Double Slap (b+2, 2): ------------------------- - Connecting Second 2 turns opponents back towards you allowing an opportunity for a free combo. - This move can be employed during side-step. b+2, 2 -> df+2 -> f+2 -> df+1 -> db+1, 4 Hit#: 5 Damage: 47 b+2, 2 -> df+1, 2, 3 -> df+1, 2, 4 Hit#: 6 Damage: 65 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 09) Juggles: ------------ - Some juggles have more than one follow-up. They are listed easiest first. Some are added becuase they just look good. - Not all characters can be juggled the same way. Some are harder than others. While some require altering the juggle. - Some juggles work better when you're on one side of the screen. - slight axis shifts resulting from side-step or hits effects combos. - All juggle done on Kazuya with Anna occupying the left side of the screen. - Sometimes replacing a "1" with a "f+1" will make the the combo work on other characters 09.1) launchers: ---------------- db+1 -> 4 -> 1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 52 -> f+2 -> ff+3, 4, 3 Hit#: 6 Damage: 47 b+3 -> 1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 6 Damage: 51 -> f+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 57 RC+2 -> f+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 65 -> df+1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 70 df+2 -> f+2, 1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 62 -> f+2 -> df+1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 64 d+3, 2 -> df+1 -> b+1, 2, 2 Hit#: 6 Damage: 51 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 59 -> df+1 -> ff+3, 4, 3 Hit#: 8 Damage: 64 df+1, 2, 3 -> df+1 ,2 -> uf+1, 3, 3+4 Hit#: 7 Damage: 54 -> f+2 -> df+1 ,2 -> ff+3, 4, 3 Hit#: 7 Damage: 61 uf+4 -> df+1, 2 -> uf+1, 3, 3+4 Hit#: 7 Damage: 58 -> f+2 -> df+1 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 70 ff+3 -> 2 -> df+1 -> uf+1, 3, 3+4 Hit#: 7 Damage: 55 -> 2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 62 SSI+1+2 -> 1, 2, 1, 2, 4 Hit#: 7 Damage: 44 -> 1 -> uf+1, 3, 3+4 Hit#: 7 Damage: 47 -> 1 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 53 1, 2, 1, 4 -> 2, 1 -> uf+1, 3, 3+4 Hit#: 10Damage: 74 -> 1, 2, 1, 2 -> ff+3, 4, 3 Hit#: 10Damage: 75 _________________________________________________________________________ 09.2) Off the Ground Juggles: ----------------------------- - These are juggles initiated after knocking your opponent to the ground. - Hit count and Damage starts from knockdown. db+3 -> d+4, 1 -> f+1 -> f+4 Hit#: 5 Damage: 44 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 59 -> d+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 59 db+4, 3 -> 4 -> df+1, 2 , 3 Hit#: 6 Damage: 62 -> df+1, 2 -> ff+3, 4, 3 Hit#: 8 Damage: 77 FC -> df+2 -> d+4, 1 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 64 FC -> f+1 -> d+4, 1 -> df+1 -> ff+3, 4, 3 Hit#: 7 Damage: 65 SS+1+2 -> d+3, 4 Hit#: 4 Damage: 38 df+3-> 1,4 -> 2,4 -> d+4,1-> df+1 -> ff+3,4,3 Hit#: 7 Damage: 59 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 10) Counter Hits: ----------------- ***Incomplete*** - Certain moves effect opponents in a different way as a Counter-Hit. - Listed are the attacks that on a Counter-Hit allow for further combos. Move -> Effect 4 -> Juggle qcf+1 -> Juggle High d+3+4 -> Stun ff+4 -> Juggle SS+2 -> Juggle SS+1+2 -> Juggle High SS+3 -> Stun Fall FC -> f+2 -> Stun Fall b+3 -> 4 -> Face-Up, Feet-Away db+1 -> Face-Down, Feet-Towards df+1+2 -> Push, Sparks? d+3, 2 -> 2nd hit combos d+4, 1 -> 2nd hit combos df+3, 1 -> 2nd hit combos 1, 4 -> 2nd hit combos 2, 3 -> 2nd hit combos 2, 1 -> 2nd hit combos f+2, 1 -> 2nd hit combos 2, d+3 -> 2nd hit combos db+4, 3 -> 2nd hit combos Example follow-up: d+3+4 -> ff -> uf+4 -> df+1, 2 -> uf+1, 2, 3+4 Hit#: 7 Damage: 58 qcf+1 -> uf+3 -> 1 -> SS+1+2 -> df+1, 2 -> ff+3, 4, 3 Hit#: 7 Damage: 58 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 11) Okizeme: ------------ ***Incomplete*** - Okizeme (wake-up game) is a guessing game you play when you knock your opponent off his feet in order to keep down. - Your objective is to guess how your opponent will get back on his feet. - Guessing right will either initiate a juggle or send your opponent back to the ground for another okizeme. - A correct Okizeme play can mean that once your opponent falls to the ground you've one the match. - Your opponent has several options to get up (stand-up, roll-in, roll-out, roll-back, attack, wait). Knowing which move fits which option is essential. - Due to the nature of Anna's moves, guessing wrong could give your opponent a free combo. - Recognising how your opponent falls to the ground is the key for an effective Okizeme. - some types of falls restrict the wake-up options your opponents have. Essentially narrowing your guess to an almost garuanteed outcome. - Your opponent will generally fall to the postion of (face-up, feet- towards) you. In that position the opponent has most options. - Other types of falls are (Face-down, Feet-away), (Face-up, Feet- away) and (Face-Down, Feet-Towards). In these cases your opponent is put at a severe disadvantage as you're almost garuanteed a juggle. - Learn moves or counter hits that put your opponent into these states. 11.1) Wake-Up Options: ---------------------- - Listed are the types of falls and the corresponding options/actions your oppoenent can take. 11.1.1) Face-Up, Feet-Towards: ----------------------------- - This is the general fall state, with the most options. - Offensive kicks are very interruptable. Face-Up,Feet-Towards###> Tech ###> (U) Stands-up # # # ##> (1/2) Roll-In # # # ##> (3/4) Roll-Out # # # ##> (B) Roll-Back # ##> Evasive ###> (1) Roll-In ###> (F) Roll-Forward # # # # # ##> (B) Roll-Back # # # ##> (D+1) Roll-Out ###> (F)Roll-Forward # # # # # ##> (B) Roll-Back # # # ##> (F) Roll-Forward # # # ##> (B) Roll-Back # ##> Offense ###> (F) Spring-Forward # ##> Kicks ###> (3) Low Kick Sweep # # # ##> (4) Mid Kick Knock-down # # # ##> D+(3/4) Low Kick Poke # ##> Hit Ground ###> (B+1+2) Fist Lunge # ##> (B+3+4) Kick Lunge 11.1.2) Face-Down, Feet-Away: ----------------------------- - There is a delay present between when opponent falls to first option. Face-Down, Feet-Away ###> Evasive ###> (U) Stands-up # # # ##> (B) Roll-Back # # # ##> (1) Roll-Out ###> (F) Roll-Forward # # # ##> (B) Roll-Back # ##> Offense ###> (3) Low Kick Poke # ##> (4) Mid Kick Knock-down 11.1.3) Face-Up, Feet-Away: -------------------------- - This is the worst possible scenario for your opponent. - There is a delay present between when opponent falls to first option. - Getting hit in the 6 out of 7 options will render your opponent standing with there back turned to you. Face-Up,Feet-Away ###> Evasive ###> (F) Roll-In BT # # # ##> (B) Roll-Back BT # # # ##> (1) Roll-Out ###> (F) Roll-In BT # # # ##> (B) Roll-Back BT # ##> Offense ###> (3) Low Kick Sweep # ##> (4) Mid Kick Knock-down 11.1.4) Face-Down, Feet-Towards: -------------------------------- - This is the worst possible scenario for your opponent. - There is a delay present between when opponent falls to first option. - Getting hit in the 6 out of 7 options will render your opponent standing with there back turned to you. Face-Up,Feet-Towards ###> Evasive ###> (F) Roll-In BT # # # ##> (B) Roll-Back BT # # # ##> (1) Roll-Out ###> (F) Roll-In BT # # # ##> (B) Roll-Back BT # ##> Offense ###> (3) Low Kick Sweep # ##> (4) Mid Kick Knock-down _________________________________________________________________________ 11.2) Face-Up, Feet-Towards: ---------------------------- - Listed are the options your opponent might pick, and the your appropriate actions. 11.2.1) Roll-Out: ----------------- Before they hit the ground: 1, 4 -> FN db+4, 3 -> Sweep (Face-Down, Feet-Away) As they hit the ground: qcf+4 -> Knock-down SS-In+2 -> FA SS-Out+2 -> FA SS-In+1+2 -> FA SS-Out+1+2 -> FA ff+3 -> Juggle After they start rolling: d+2 -> FA ff+3 -> Juggle df+4 -> FA d+3+4 -> FN d+4, 1 -> FA d+3, 2 -> Juggle b+1, 2, 2 -> Knock-down 11.2.2) Roll-In: ---------------- Before they hit the ground: 1, 4 -> FN ff+4 -> FA b+3, 4 -> Sweep (Face-Down, Feet-Away) db+4, 3 -> Sweep (Face-Down, Feet-Away) As they hit the ground: qcf+4 -> Knock-down SS-In+2 -> FA SS-In+1+2 -> FA SS-Out+1+2 -> FA After they start rolling: d+3+4 -> FN d+2 -> FA d+3, 2 -> Juggle b+3, 4 -> Sweep (Face-Down, Feet-Away) db+4, 3 -> Sweep (Face-Down, Feet-Away) db+1 -> FA db+2, 4 -> FA d+4, 1 -> FA 11.2.3) Roll-Back: ------------------ Before they hit the ground: qcf+4 -> Knock-down d+2 -> Knock-down ff+4 -> Knock-down As they hit the ground: RC -> 2 -> Juggle d+4, 1 -> Juggle d+3, 2 -> Juggle db+4, 3 -> Juggle db+3 -> Knock-down df+4 -> Knock-down ff+3 -> Juggle FC -> f+1 -> Knock-down FC -> f+2 -> Knock-down 11.2.4) Spring-Forward: ----------------------- qcf+4 -> Knock-down fF+1+2 -> Knock-down f+4 -> Knock-down d+2 -> Knock-down RC -> 2 -> Juggle b+1, 2, 2 -> Knock-down FC -> f+2 -> (Face down, Feet Away) _________________________________________________________________________ 11.3) Special Falls: -------------------- - Listed are the attacks that send your opponent into special falls. 11.3.1) Face Up, Feet Away: --------------------------- Executioner fF+2 F+Blonde Bomb fF+1+2 MudSlide db+3 Right Handed Sweep FC -> f+2 Twisting Rush -> Sweep df+3, 1, 4, 2 -> 4 10 Hit combo#3 1,2,1,2,4,1,2,2,3+4,3 Overhead Tackle (from Back) 1+3/2+4 Chin Bash qcf+1+2 -> Reverse Arm Lock -> 1, 3, 2, 1 -> Double Reverse Arm Lock -> 2, 3, 1+2, 3+4, 1+2 11.3.2) Face down, Feet Away: ----------------------------- Right Hand Stab FC -> f+2 Chaos Judgment -> Infernal Avalanche b+3 -> 4 Chin Bash qcf+1+2 -> Arm Lock -> 1+3, 4, 1+2 -> Rolling Arm Lock -> 4, 3, 4, 3+4, 1+2 11.3.3) Face-Down, Feet-Towards: -------------------------------- Scarlet Rain (Counter Hit) db+1 Example follow-up: Special Fall -> RC -> df+1, 2 -> df+1 -> ff+3, 4, 3 Hit#: 6 Damage: 43 _________________________________________________________________________ 11.4) Okizeme-Loops for Special Falls: -------------------------------------- - Timed right, repeated use of these moves will send your opponent back to the floor in a Special Fall State. Roll-Back: db+3 -> db+3 -> FC -> f+2 -> fF+1+2 Repeat: d+3,2 (Face Up, Feet Away) Repeat: fF+1+2 (Face Up, Feet Away/Face-Down, Feet-Towards) _________________________________________________________________________ 11.5) Okizeme Throw Follow-ups: ------------------------------ - After these throws, if the opponent does anything but wait, he'll get juggled with d+4, 1. - Depending on timing, d+4 won't juggle, but put your opponent in a back towards you position. Elbow Smash df, DF+1 Torso Splitter (from Left) 1+3/2+4 Serpentine Arm Break (from Right) 1+3/2+4 Chin Bash qcf+1+2 -> Reverse Arm Lock -> 1, 3, 2, 1 -> Falcon Wing Squeeze -> 3, 1, 4, 1+2, 1+2 -> Falling Arm Break -> 2, 1, 3, 4, 1+2 -> Arm Lock -> 1+3, 4, 1+2 -> Rolling Arm Lock -> 4, 3, 4, 3+4, 1+2 -> Arm Break Takedown -> 1+2, 4, 3, 1+2, 1+2, 1+2 Example: df, df+1 -> d+4, 1 -> df+1 -> ff+3, 4, 3 Hit#: 6 Damage: 39 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 12) Strings: ------------ - Strings are a sequence of combos and moves that are linked together thru Frame Advantage, and Frame Neutral states. Purpose is to continuesly pressure your opponent. - Your objective is to force your opponent into either a crouch or standing position. - Always start/continue a string with either a Low, or Mid attack. - When ending a combo with a crouch position, link into "Rising from Crouch" Moves. - Minimize as much as possible "High" hitting moves. - Interrupt your strings with a surprise Juggle Launcher, Throw, or Sweep. - d+4, 1 into SS+1+2 can be cancelled so fast it'll look like a single move that looks like a fake. - Know which moves end with Anna in a crouch state to initiate faster FC or RC moves. - If something goes wrong, hold BU/U and jam 3 like crazy (bu/u+3), or have a Reversal timed and hope it's a high or mid, non-elbow retaliation. - If you're in trouble in a crouching state, you can always High Somersault Kick out of there. Problem is with the initial lag you can be hit out of it with a normal punch... but it still looks cool if it works. - Also, High Somersault Kick works good as an escape. Say right after a 1, 4. 12.1) Getting Close: -------------------- Stand -> qcf+4 -> Crouch FC -> f+2 -> Stand Stand -> df+1+2 -> Stand Stand -> uf+3 -> Stand Stand -> ff+2H -> Stand Stand -> uf+4H,3L,4H,u/d -> SS Stand -> uf+1H,3M,3+4MM -> Stand Stand -> ff+4MM -> Stand/CAT Example Getting Close: String: qcf+4 -> FC -> f+2 -> uf+3 Hit Level: MM -> M -> M 12.2) String building blocks: ------------------------------ Stand -> df+2M -> Stand Stand -> df+4L -> Stand Stand -> df+1+2 -> Stand Stand -> 1H+4L -> Crouch Stand -> uf+4M -> Crouch Stand -> SS+2L -> Crouch Stand -> df+3M,2H,1H,4L -> Crouch Stand -> df+3M,2H,u/d -> SS Stand/RC -> df+1M,2H -> Stand Stand/FC/SS -> d+4L,1H, u/d -> Stand/SS SS/Move-> SS+1+2MM -> Stand RC -> 4M -> Stand Examples Strings: String: df+1,2 -> d+4,1, u/d -> SS+1+2 -> uf+1,3,3+4 -> 1,4 -> 4 Hit Level: M, H -> L -> M, M -> H, M, MM -> H, L -> M String: df+3,2,1,4 -> uf+4 -> d+4,1,u/d Hit Level: M, H, H, L -> M -> L String: 1,4 -> 4 -> df+4 -> uf+1, 3, 3+4 Hit Level: H, L -> M -> L -> H, M, MM 12.3) Juggle Interrupt: ----------------------- FC -> dDF+2H -> Crouch RC -> 2 -> Stand SS -> df+2 -> Stand Stand -> df+2M -> Stand Stand -> ff+3M -> Stand Stand/FC/SS -> d+3,2 -> Stand Stand/SS -> db+3 -> Crouch Stand/SS -> db+4,3 -> Crouch 12.4) Throw Interrupt: ---------------------- df+1 -> Throw d+4, 1, u/d -> Throw df+3, 2, u/d -> Throw df+3, 2, 1 -> Throw df+3, 1, 4 -> Throw df+3, 1, 4, 2, u/d -> Throw df+1, 2 -> Throw uf+1, 3 -> f+Throw d+1, 4 -> f+Throw db+2, 4 -> f+Throw 12.5) Escaping: --------------- FC -> Dbu+4 -> Crouch Stand/FC/RC/SS->ub+3 -> Stand _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 13) Special Games: ------------------ - Special Games, or "Game" refers to a specific style of play. That can either be situational, or optional. 13.1) Mix-up Game: ------------------ - My favorite (and most effective) mix-up so far is d+4,1. Either let the one hit or go into SS. Then either repeat, or go for SS+1+2 (VERY safe, abuse) or SS+2. - At any point, do a d+4, stop and then WS+1,2. Repeat df+1, or go to d+1 or d+4. Occasionally, go for an uf+4 for a juggle. Or go for a throw. And if your SS+1+2 to Anna's left hits, you get a healthy juggle there too worth +50 damage. - This can be started from long range by uf+4,3,4,u/d. Opponents have a hard time reacting to this mix-up game. And you usually have a good frame advantage even if they block. Plus, the best way for your opponent to stop you is a d+1, and that's usually after your d+4. So there's a spot to use an uf+4 to low cruch them. - Also, uf+1,3,3+4 is a superb way to cover ground or when you're in doubt of what to do. Cause even if they block the 3+4, you still can beat them to a d+1. And then into the d+4,1 game. uf+3 does the same job, but is too slow. _________________________________________________________________________ 13.2) Wall Game: ---------------- - Wall Carry is a combo designed spefically for the job of getting your juggled opponent as close to the wall as possible, while ensuring that you don't lag afterwards in order to allow you continue punishing. - Wall punisher is the most damaging attack you can do to a wall stunned opponent. - On opponents downed near the wall, abuse df+4 and d+3. Or if they lay still, d+3+4. Wall Carry: Launcher -> f+2 -> df+1 -> uf+1, 3, 3+4 Wall Punisher: fF+3, 4, b+3 -> 3 _________________________________________________________________________ 13.3) Crush Game: ----------------- - Crush game consists of moves with Crush properties. - Anna's specialty is High Crush and Low Crush. - Her High Crush moves are: Left Spin Low Kick to Right Uppercut d/D+3, 2 Left Spin Low Kick to High Right Kick d/D+3, 4 Severe Quake db+4, 3 Executioner fF+2 - Her Low Crush moves are: Quick Somersault Kick U/UF+4 Imploding Star f+4 - Of those, the most you will use is (d+3, 2). On Counterhit, this will combo for a juggle. - (db+4, 3) is risky, as you will get punished badly for it. However, getting a Counterhit will give you Anna's most damaging juggle. - (U/UF+4) is primarely used as an Anti-Low Wake Up move, which leads to very damaging juggles. _________________________________________________________________________ 13.4) Forced Choice Tactics Game: --------------------------------- - Forced Tactics is a method of forcing your opponent into a set of limited choice of tactics. You're forcing him into a position with known possible outcomes. - Forced Tactics is done by allowing your opponent to block a move that will force them into a crouching position, or a severe frame advantage. - Here are Anna's Forced Choice Tactics tools: Ice Sickle d+2 Executioner fF+2 Right Hand Stab FC->f+2 - Of those, Anna's main tool is Executioner (fF+2). Only disadvantage is that it hits High. - Once blocked, you can safely throw/attack. _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 14) Multi-Throw Escape: ------------------------ - Number(s) denote actual opponent input - Number(s) in following bracket [N] is escape input button(s) 14.1) King: ----------- Pile Driver: Bends you over, locks your arm, and slams your head down Standing Heel Hold Combo: Grabs a leg and drags you qcf+2+3[2] ###> 1+2[1+2] ###> 1 # ##> 1[1] # ##> 1+2[2] Arm Breaker Combo: Breaks elbow over shoulder qcf+1+4[1] ###> 1+2[1] # ##> 1+2[2] ###> 4 # ##> 2[1+2] ###> 2[1] # ##> 1+3[2] Reverse Arm Slam Combo: Grabs Arm, Throws you over shoulder fDF+1+3[1] ###> 2[1] ###> 3+4[1] ###> 1 ###> 2[1] # ##> 3[2] Reverse Special Stretch Bomb Combo: Locks elbows and turns fDF+1+2[1+2] ### # fDF+2+4[2] ######> 2 ###> 3+4[2] ###> 1 ###> 2[1] # # u/d -> 2+4[2] ## ##> 3[2] Mexican Magma Drive: Starts with spin hop 3+4, 1+4[1] ###> 2+4[1] # ##> 3+4[2] ###> 1[1] # # # ##> 3[2] # ##> 1 ###>2[1] ###> 2[1+2] ##> 1+2[1] ###> 2+4[1] # # ##> 1+2[1] ###> 3+4 ###> 1+2[1+2] # ##> 2 ###> 3+4[2] ###> 1###>2[1] # ##> 3[2] _________________________________________________________________________ 14.2) Nina Williams: -------------------- Backhand Slap Combo: Grabs arm, back fists qcf+1+2[2] ###> 3[1+2] # ##> 2[2] ###> 1[2] # # # ##> 1[2] # ##> 1[1] ###> 3[1] # ##> 2[2] Betrayer: Steps backs, grabs and kicks leg qcb+1+4 ###> 2[2] ###> 1[1] # # # ##> 1[2] # ##> 1[1] ###> 3[1] # ##> 2[2] Crab Hold Combo: Grabs torso with legs qcf+3+4 ###>3[1] # ##> 4[2] ###> 3[1] # ##> 1[2] _________________________________________________________________________ 14.3) Anna Williams: -------------------- Chin Bash: Grabs arm, back fists qcf+1+2[2] ###> 3[1+2] # ##> 1[1] ###> 3[1] # # # ##> 2[2] # # # ##> 2[1+2] # ##> 1+3[2] ###> 4[2] # ##> 1+2[1] _________________________________________________________________________ 14.4) Bruce Irvin: ------------------- Clinch: Grabs you, reverses sides f, dDF+2, 3[2] ###> 3+4[1] # ##> 4[2] Right Knee Kick: Grabs you, reverses sides, Knees you f, dDF+1, 4[1] ###> 1+2[1] # ##> 3[2] ###> 1[1] ###> 2 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 15) Credits: ------------ 01) Khalid Al-Dhamer for allowing our weekly gathering at his place 02) Ryuuko for his extreme patience with my bad temper 03) Busterwolf for bringing to my attention additional King Multi-Throws 04) Tekken Zaibatsu Forums 05) Alichni <[email protected]> for Bruce Irvin spelling fix 06) Ayaz Noor <[email protected]> for spelling error 07) D3XT3R!^_~p at Tekken Zaibatsu for finding the 2nd Anna Just Frame