Matrimelee/Anny: Difference between revisions

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== Strategy ==
== Strategy ==
Anny is a character who focuses 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 in 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 amount of permanent damage, but be careful because it can be broken out like a normal throw. Her DP is a good reversal if the opponent is reckless.
You will need to be on your toes playing Anny. She is very limited in damage and close-range options so conditioning is your opponent is your best option.  She can use her Swannie Crash and 5.B to keep the opponent properly spaced. Both versions of Swannie Crash are amazing but can easily be rolled through. Make sure not to overdo your zoning so you don't get punished. Anny's 5.B is an amazing poke but cannot link into anything, use it to check your opponent.  


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 move set is punishable.
Anny is limited at closer ranges but still has a few options to keep the opponent guessing. Anny's 6.B is a crucial tool for her combos and conditioning. You can cancel 6.B into Anny's command grab to try and get some solid permanent damage. Keep in mind 6.B does not combo into her command grab stress shot and you can be hit out if predicted or read. You can also use her 6.B overhead to confirm into 623.C or 46A-13.C for a nice chunk of damage. Additionally, Anny can utilize her 9.C for quick overhead confirms and condition the opponent into blocking high.
 
; 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.
*Combo her Ippatsu Ougi consistently for good damage.
*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 ==
== Normal Moves ==

Revision as of 13:29, 21 July 2020

Anny Hamilton
Color

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
  • Good standing A/B normals. Great for poking.
  • Good DP move for reversals.
  • Two different projectiles for ground and air control.
  • Air grab, great for air to air options.
  • Can punish moves safely.
  • Her Stress Shot does Permanent Damage only.
  • Low damage output outside of counters.
  • Slow Great Attacks.
  • No reliable Anti-Airs.
  • Limited Combo Potential.
  • Her special moves can be easely punished on block/whiff and even on hit.
  • Her 6B overhead is slow.
  • Stress Shot can be broken out of like a normal throw.

Strategy

You will need to be on your toes playing Anny. She is very limited in damage and close-range options so conditioning is your opponent is your best option. She can use her Swannie Crash and 5.B to keep the opponent properly spaced. Both versions of Swannie Crash are amazing but can easily be rolled through. Make sure not to overdo your zoning so you don't get punished. Anny's 5.B is an amazing poke but cannot link into anything, use it to check your opponent.

Anny is limited at closer ranges but still has a few options to keep the opponent guessing. Anny's 6.B is a crucial tool for her combos and conditioning. You can cancel 6.B into Anny's command grab to try and get some solid permanent damage. Keep in mind 6.B does not combo into her command grab stress shot and you can be hit out if predicted or read. You can also use her 6.B overhead to confirm into 623.C or 46A-13.C for a nice chunk of damage. Additionally, Anny can utilize her 9.C for quick overhead confirms and condition the opponent into blocking high.

Normal Moves

Far Standing

5A

5A
Matrimelee Anny 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Rapid Chain
Special
Super
Mid - - - - - -

Fast move for pokes, low damage but pretty good overall

5B

5B
Matrimelee Anny 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Mid - - - - - -

Good speed, range, and damage. Anny's main poke also is safe on block. Spam away.

5C

5C
Matrimelee Anny 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Same range as 5A but much slower, not worth using it.

5D

5D
Matrimelee Anny 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Nice Range and damage but little slow compared to her other normals. However, is really useful so you will use it a lot.

Close Standing

clA

Close A
Matrimelee Anny clA.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self-Cancel
Rapid Chain
Special
Super
Mid - - - - - -

A lighting fast jab wich can be chained into itself up to 3 times and then chained into 5A or 5B. Great inside combos.

clB

Close B
Matrimelee Anny clB.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Mid - - - - - -

Fast knee strike. Cannot be canceled into itself but can be comboed into DP easely.

clC

Close C
Matrimelee Anny clC 1.png
First Hit
First Hit
Matrimelee Anny clC 2.png
Second Hit
Second Hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 First Hit
6 Second Hit
5 First Hit
3 Second Hit
Special
Super (Both Hits)
Mid - - - - - -

2 Hit uppercut that can be cancelled on both hits. Good Damage. Despite the apareances it does not works as an Anti-Air.

clD

Close D
Matrimelee Anny clD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Comes out a little slow, but does nice damage and goes over lows during almost the whole move, so it can beat most of low hitting moves. Good to use if you know that your opponent will go for low attacks.

Crouching

2A

Crouching A
Matrimelee Anny 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Special
Super
Mid - - - - - -

Quick but weak damage and can't be chained into itself. Not worth using.

2B

Crouching B
Matrimelee Anny 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Low - - - - - -

Quick as 2A, but better range, damage and hits low. Good to confirm your DP or combo into 3A.

2C

Crouching C
Matrimelee Anny 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Comes out almost instantly and has a pretty good ammount of hit stun.

2D

Crouching D
Matrimelee Anny 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low - - - - - -

Long and fast Sweep. Pretty good button to use regularly.

Jumping

JA

Jump A
Matrimelee Anny 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Air Special High - - - - - -

Aerial Jab, nice active period but bad for Air to Ground. Stick to Jump B.

8B

Jumping B
Matrimelee Anny 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

Anny's best jumping attack. Comes out quickly, has good range, and allows Air-to-Ground combos easily. The only downside is the low priority it has, thanks to this it can be anti-aired easily.

8C

Neutral Jump C
Matrimelee Anny 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 7 Air Special High - - - - - -

Good option for an Instant Overhead, but Anny has better Jump moves.

8D

Neutral Jump D
Matrimelee Anny 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Air Special High - - - - - -

Mediocre range, bad air-to-ground potential, and low priority. Forget about this move's existence.

9C

Jumping C
Matrimelee Anny 9C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
13 6 Air Special High - - - - - -

Really good jump Button. Generous Hitbox, good damage, and nice Air-to-Ground option. Use it often.

9D

Jumping D
Matrimelee Anny 9D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 8 Air Special High - - - - - -

Comes out a little slow, but reaches long. Better Air-to-Air option than Air-to-Ground.

Dashing Normals

66A

Dashing P
Matrimelee Anny 66A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Dashing Slap. Similar Properties to her Far C but comes out faster and has the added momentum of Dash for better range.

66D

Dashing K
Matrimelee Anny 66D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 12 Special
Super
Mid - - - - - -

Good Kick with the same properties as Far D but added dashing momentum.

Command Normals

3A

3A
Matrimelee Anny 3A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Super
Special
Mid - - - - - -

Rising slap, good move for combos but very limited thanks to his little range.

6B

6B
Matrimelee Anny 6B 1.png
First Kick
First Kick
Matrimelee Anny 6B 2.png
Second Kick
Second Kick
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 1st
10 2nd
2 1st
5 2nd
Special
Super (Both Hits)
High - - - - - -

2 Hit overhead normal wich is terribly slow to be used outside combos.

Special Moves

Swannie Crash

236P

236AC
Matrimelee Anny 236AC.png
Swannie Crash
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 None Mid - - - - - -

Angry Bird. Anny throws a big swan-shaped projectile to the opponent. Comes out kind of slow for a projectile but travels fast enough to punish whiffed moves safely. Her main keep away tool.

236D makes the Swan arc up after a little, stopping some jumps if not blocked.

Rainbow Rise

623P

623A
Matrimelee Anny 6236AC.png
The hitbox follows the rainbow.
The hitbox follows the rainbow.
Rainbow Rise
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 12 - Mid - - - - - -

Great DP, even if is air blockable it can beat Jump Ins easily. 2 hits and fast startup.

623B
Matrimelee Anny 6236AC.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 12 - Mid - - - - - -

Same damage as A version but better vertical range and slightly slower startup. 3 hits.

Dashing 623P
Matrimelee Anny 6236AC.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
28 14 - Mid - - - - - -

Slightly slower startup compared to 623A and 623C, but more damage, much better horizontal and vertical range. 4 Hits.

Anny Dinamic

(D)

(D) D
Matrimelee Anny (D) D.png
Hold D for 2~4 Seconds
Hold D for 2~4 Seconds
Anny Dinamic
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 - High - - - - - -

Hold D and release it to launch the kick.

Slow overhead kick, good for close punish but outclassed by other options. Nice combo finisher.
Matrimelee Anny (D) D 2.png
Hold D for more than 4 seconds.
Hold D for more than 4 seconds.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 12 - High - - - - - -

If you hold D for more than 4 seconds Anny will release a boosted version of the move, doing more damage.

Photon Burst

J.236P

J.236P
Matrimelee Anny J.236AC.png
Photon Burst
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 - Mid - - - - - -

Anny will throw an energy ball to the ground, despite the apareances this move is NOT an overhead.

J.236A will throw the projectile close to Anny
J.236C will aim to the corner.

Super Moves

Cosmic Throw

6321463214C

6321463214C
Matrimelee Anny 6321463214C.png
Stress Shot - Cosmic Throw
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
50 50 - Grab - - - - - -

Anny will roll with invincibility and then grab the opponent to throw them through space. Does permanent damage only but can be broken out like a normal grab.

Angel Breath

46A13C

46A13C
Matrimelee Anny 46A13C 1.png
Projectile
Projectile
Matrimelee Anny 46A13C 2.png
Beam
Beam
Ippatsu Ougi - Angel Breath
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
71 45 - Unblockable - - - - - -

Unblockable and Good Damage but the motion makes it hard to execute without some kind of buffer.

You can hold A and then execute the move by inputting 4613C.

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.)

General
FAQ
Controls
Menus
HUD
Glossary
System
Characters
Anny
Buntaro
Chinnen
Clara
Elias
Hikaru
Jimmy
Jones
Kanji
Keith
Lynn
Olof
Poochy
Reiji
Saizo
Sissy
Shintaro
Tane
Ume
White