Matrimelee/Anny: Difference between revisions
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Revision as of 11:08, 9 July 2020
Introduction
A very attractive and repelent girl... Literally.
Annie is a compassionate woman who was born into a rich family. She is, however, overbearing and bossy, due to her spoiled upbringing. Despite this, she loves animals and children, and currently has 6 dogs, 4 cats, 3 horses and a turtle named Kensington.
During the events that occurred in Power Instinct, Annie saw Otane in her youthful form performing the "Koushokuheki", which is practically the same as her "Rainbow Barrier". Annie prefers that her techniques are unique to her and for that reason she stopped using it, developing a new attack called Rainbow Rise
Annie received an invitation for the Matrimelee tournament in which the prize for the winner was to get engaged with the daughter or the son of the King of Certain Country. Although she didn't have any interest in getting involved at first, she later found that Keith was invited to participate! When Annie found out about Keith's decision to join, the flame of jealousy burned inside of her and she entered the tournament to stop Keith from winning.
Overview
Strengths | Weaknesses |
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Strategy
Anny is a character focused on space control. She uses her projectiles to keep the opponent at a certain distance and land a combo when they let their guard down. This can pester the opponent on many ways but also require you to know what you are facing. If she is in danger you can use her command grab "Cosmic Throw" to land a good ammount of permanent damage, but be carefull because it can be broken out like a normal throw. Her DP is a good reversal if the opponent is reckless.
However, Anny has very serious disadvantages like her low damage output even landing her Ippatsu Ougi, making her reliable on take advantage and keep it longer as possible. Her best tools are too slow to be applied outside of combos and almost her whole moveset is punishable.
- To play Anny you must be patient and wait for your chance to land your damage.
What you want to do:
- Keep the opponent in a safe distance with your projectiles.
- Set your Command Grab for nice damage.
- Use your pokes to pester the opponent when is close.
- Do her Ippatsu Ougi consistently.
- Keep most of your meter for CD counter to break the opponent's pressure.
What to avoid:
- Getting cornered.
- Whiff your Specials.
- Roll towards the opponent.
- Spend your meter on Stress Shot and Ippatsu Ougi outside of combos.
Normal Moves
Far Standing
5A
5A
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5B
5B
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5C
5C
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5D
5D
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Close Standing
clA
Close A
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clB
Close B
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clC
Close C First Hit First Hit Second Hit Second Hit
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clD
Close D
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Crouching
2A
Crouching A
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2B
Crouching B
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2C
Crouching C
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2D
Crouching D
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Jumping
Special Moves
Swannie Clash - 236A/C
Anny throws a heavenly swan at the opponent.
- 236A version moves straight horizontally.
- 236C version arcs upwards towards the corner.
Rainbow Rise - 6236A/C
Anny rises into the air creating a rainbow trail with her hand.
- 623A has a shorter vertical distance.
- 623C has a higher vertical distance.
Anny Dynamic [D]D
Anny does a split kick overhead.
- Hold D for 4 seconds then release.
- Stronger when used in combos.
Photon Burst J.236A/C
Anny throws a blue projectile at the opponent.
- A Version throws a glowing ball below Anny.
- C version throws a glowing ball at the bottom corner of the screen.
- Can be used after a jumping normal.
Dashing Rainbow Rise - 6623A/C
Similar to normal Rainbow Rise but goes higher and has more hits.
Super Moves
Stress Shot
Cosmic Throw - 6321463214C
Anny rolls up to the opponent, grabs them and throws them through space.
- It can be broken like a normal throw.
- Deals unrecoverable damage.
Ippatsu Ougi
Angel Breath - 46A13C
Anny throws a blue disc at the opponent, crouches down, and fires an angel beam.
- Full Z motion. Generally needs buffered.
- Can Hold A and do 4613C as well
Combos
Combo | Damage | Notes | |||
Combos | |||||
[D] j.C, cl.C, 6B ]D[ | Need to cancel cl.C and 6B on the first hit or the combo will drop | ||||
j.C, cl.C, f+B, 6236+C | |||||
j.C, cl.C, 46A13C | |||||
J.D 2CD 6B 6236C | Need to cancel 2CD on the first hit or it'll launch. | ||||
J.d 66c 6623c > air grab | Air grab can only be done in the corner. Tight window to land. | ||||
Ippatsu Ougi Combos | |||||
J.c 5a5a 3a 46A13C | Needs to be buffered. | ||||
J.D 2CD 6B 46A13C | Needs to be buffered. |
(Note:I need more info. I will come back to this page.)