Matrimelee/Anny: Difference between revisions

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Revision as of 13:26, 23 July 2020

Anny Hamilton
Color

Introduction

Anny was invited to the Matrimelee tournament with the prize of getting engaged to the prince of a certian country. She didn't have any interest in getting involved until she later found out that Keith Wayne was invited to participate. When Anny found out about Keith's decision to participate she entered the tournament to stop Keith from winning in a brunt of jelousy.

Overview

Strengths Weaknesses
  • Decent 5.A and 5.B normals but cannot confirm off of them.
  • Decent 6.B overhead, but can be used to extend combos.
  • Decent damage if confirmed into her Ippatsu Ougi.
  • Swannie Crash is an excellent projectile that's great for spacing.
  • Excellent 9.C. Can be used as a hyper hop and a quick overhead.
  • Her Stress Shot command grab does 50 permanent damage.
  • Low damage output without meter or counter hits.
  • Slow Great Attacks.
  • No reliable Anti-Airs.
  • Limited Combo Potential.
  • Her special moves can be easily punished on block/whiff and even one hit.
  • 6.B overhead is slow and should only be used inside of combos.
  • Stress Shot cannot be comboed into due to her roll start-up and can be grabbed or poked out like a normal roll.
  • Her pressure can easily be jumped or rolled over.
  • Photon Burst (both versions) is very punishable on whiff, block, and on hit point-blank.
  • Photon Burst cannot be comboed into.
  • Photon Burst has landing recovery frames no matter the jump height.

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 Normals

5A

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

Air Unblockable.
Decent standing jab. Good for poking but 5.B is better.

5B

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

Air Unblockable.
Anny's best poke normal. Also slightly slides Anny forward when active.

5C

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

Air Unblockable.
Has the same range of 5.A but with slightly more start-up. Good for pokes.

5D

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

Air Unblockable.
Very nice range with quick start-up frames for a D attack. Good for pokes.

Close Standing Normals

clA

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

Air Unblockable.
Very quick jab that can naturally chain into 5.C. Key normal for Anny's BnB combos.

clB

cl.5B
Matrimelee Anny clB.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Mid - - - - - -

Air Unblockable.
A quick knee that can be used to confirm into Swannie Crash and Rainbow Rise.

clC

cl.5C
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
16 8 Special
Super
Mid - - - - - -

Air Unblockable.
Anny's main combo tool. Decent anti-air and start juggle combos.

clD

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

Air Unblockable.
Has some start-up frames but when active, it's lower body invincible.

Crouching Normals

2A

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

Air Unblockable.
Decent crouching jab. Does not cancel into itself and can only be comboed from 3.A. You'll use cl.5A or 5.A at this point.

2B

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

Extremely quick low kick that can naturally chain into 5.D.

2C

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

Air Unblockable.
Good, but short, crouching normal that is excellent when used in short combos.

2D

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

Decently long sweep that slides forward slightly. Punishable on block point-blank.

Jumping Normals

JA

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

Extremely active but has little hitstun. Decent air to air but can get stuffed out by better air normals. Can cross-up.

8B

8.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 jump normal. Good vertical range hitbox but has less hitstun than 8.C and 8.D. Can cross-up.

8C

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

Decent air normal that can be used for instant overheads.

8D

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

Has more horizontal range than 8.B but less vertical range.

9C

7/9.C
Matrimelee Anny 9C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
13 6 Air Special High - - - - - -

Excellent jump button. It has excellent horizontal range and can be used in hyper hop combos. Can cross-up.

9D

7/9.D
Matrimelee Anny 9D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 8 Air Special High - - - - - -

Extremely good air-to-air option but a sub-par jump-in. Can cross-up.

Dashing Normals

66A

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

The BIG Slap. Similar to 5.C but slides further. Great to confirm a dash enhanced 623.A/C.

66D

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

Same as 5.D but with some sliding and extra damage. Nice range for punishes.

Command Normals

3A

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

Air Unblockable.
Mainly used to finish combos but can be used as a psuedo anti-air. However, it's difficult to use as an anti-air due to it's forward slide. Can combo into all specials excluding photon burst. Can also link into Ippatsu Ougi.

6B

6.B
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
15 7 Special
Super
High - - - - - -

Air Unblockable.
Moderately slow overhead but can be used to extend combos.

Special Moves

Swannie Crash

236P

236.A/C
Matrimelee Anny 236AC.png
Swannie Crash
Swannie Crash
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A Mid - - - - - -

Decently fast projectile that has two versions.

236.B comes out horizontally.
236.D starts horizontally but travels up into the corner.

Rainbow Rise

623P

623.A
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 - - - - - -

Decent DP. Beats out most jump-ins but can trade with better priority normals. 2 hits.

623.C
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 623.A/C
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 623.A and 623.C, but more damage, much better horizontal and vertical range. 4 Hits. Can also be followed-up with an air grab but is extremely tight to land.

Anny Dynamic

(D)

[D] (2 second hold)
Matrimelee Anny (D) D.png
Anny Dynamic
Anny Dynamic
Must hold D for 2 in game seconds then release for the special to come out.
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. Punishable on block.

[D] (4 second hold)
Matrimelee Anny (D) D 2.png
Powered up version
Powered up version
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. Punishable on block.

Photon Burst

J.236P

J.236.A/C
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. Has landing recovery frames no matter the jump height. Cannot be comboed into.

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

Super Moves

Stress Shot

6321463214C

63214-63214.C
Matrimelee Anny 6321463214C.png
Cosmic Throw
Cosmic Throw
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
50 50 N/A Grab - - - - - -

Anny will roll forward before grabbing the opponent. Has some start-up invincibility but can be grabbed like a normal roll. Cannot be comboed into.

Ippatsu Ougi

46A13C

46A-13.C
Matrimelee Anny 46A13C 1.png
Angel Breath
Angel Breath
Matrimelee Anny 46A13C 2.png
on hit
on hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
70 35 N/A Unblockable - - - - - -

Possibly the coolest super in the game. Excellent to end combos with but can be very tricky to land if you're not used to the motion. You can hold A to make it easier to input.

Combos

Combo Total Damage Permanent Damage Notes
Basic Combos
9.C >> 5.A > 5.A > C xx 236.C 34T 17P
9.C >> 5.A > 5.A > C xx 623.A 30T 15P
[D] 9.C >> 5.A > 5.A > C xx ]D[ 34T 17P Hold D for 2 seconds.
[D] 9.C >> 5.A > 5.A > C xx ]D[ 38T 19P Hold D for more than 4 seconds.
9.C >> 5.A > 5.A > C xx 46A-13.C 69T 34P Requires 1 Stress Meter.
9.C >> cl.5C (1 hit) > 3.A xx 236.C 37T 18P
9.C >> cl.5C (1 hit) > 3.A xx 623.A 34T 17P
[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[ 38T 19P Hold D for 2 seconds.
[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[ 42T 21P Hold D for 4 seconds.
9.C >> 2.A > 3.A xx 623.A 34T 17P
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.

(Still building...)

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